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Olivier Pietquin

51 accepted papers

2026

AVEX: What Matters for Animal Vocalization Encoding

ICLR 2026poster

Bioacoustics, the study of sounds produced by living organisms, plays a vital role in conservation, biodiversity monitoring, and behavioral studies. Many tasks in this field, such as species, individual, and behavior classification and detection, are well-suited to machine learning. However, they of…

Cited by 0SourcecodeScholar
2025

Biodenoising: Animal Vocalization Denoising without Access to Clean Data

ICASSP 2025accepted

Animal vocalization denoising is a task similar to human speech enhancement, which is relatively well-studied. In contrast to the latter, it comprises a higher diversity of sound production mechanisms and recording environments, and this higher diversity is a challenge for existing models. Adding to…

Cited by 8SourceScholar
2025

NatureLM-audio: an Audio-Language Foundation Model for Bioacoustics

ICLR 2025poster

Large language models (LLMs) prompted with text and audio have achieved state-of-the-art performance across various auditory tasks, including speech, music, and general audio, showing emergent abilities on unseen tasks. However, their potential has yet to be fully demonstrated in bioacoustics tasks,…

Cited by 1SourcePDFScholar
2025

Self-Improving Robust Preference Optimization

ICLR 2025poster

Online and offline $\mathtt{RLHF}$ methods, such as $\mathtt{PPO}$ and $\mathtt{DPO}$, have been highly successful in aligning AI with human preferences. Despite their success, however, these methods suffer from fundamental limitations: $\mathbf{(a)}$ Models trained with $\mathtt{RLHF}$ can learn fr…

Cited by 7SourcePDFScholar
2025

ShiQ: Bringing back Bellman to LLMs

NeurIPS 2025poster

The fine-tuning of pre-trained large language models (LLMs) using reinforcement learning (RL) is generally formulated as direct policy optimization. This approach was naturally favored as it efficiently improves a pretrained LLM with simple gradient updates. Another RL paradigm, Q-learning methods,…

Cited by 3SourceScholar
2024

Back to Basics: Revisiting REINFORCE-Style Optimization for Learning from Human Feedback in LLMs

ACL 2024long

AI alignment in the shape of Reinforcement Learning from Human Feedback (RLHF) is increasingly treated as a crucial ingredient for high performance large language models. Proximal Policy Optimization (PPO) has been installed by the seminal literature as the standard method for the RL part of RLHF. H…

Cited by 174SourcePDFScholar
2024

Contrastive Policy Gradient: Aligning LLMs on sequence-level scores in a supervised-friendly fashion

EMNLP 2024main

Reinforcement Learning (RL) has been used to finetune Large Language Models (LLMs) using a reward model trained from preference data, to better align with human judgment. The recently introduced direct alignment methods, which are often simpler, more stable, and computationally lighter, can more dir…

Cited by 3SourcePDFScholar
2024

Countering Reward Over-Optimization in LLM with Demonstration-Guided Reinforcement Learning

ACL 2024findings

While reinforcement learning (RL) has been proven essential for tuning large language models (LLMs), it can lead to reward over-optimization (ROO). Existing approaches address ROO by adding KL regularization, requiring computationally expensive hyperparameter tuning. Additionally, KL regularization…

2024

Learning Discrete-Time Major-Minor Mean Field Games

AAAI 2024technical

Recent techniques based on Mean Field Games (MFGs) allow the scalable analysis of multi-player games with many similar, rational agents. However, standard MFGs remain limited to homogeneous players that weakly influence each other, and cannot model major players that strongly influence other players…

2024

MusicRL: Aligning Music Generation to Human Preferences

ICML 2024poster

We propose MusicRL, the first music generation system finetuned from human feedback. Appreciation of text-to-music models is particularly subjective since the concept of musicality as well as the specific intention behind a caption are user-dependent (e.g. a caption such as “upbeat workout music” ca…

2023

Factually Consistent Summarization via Reinforcement Learning with Textual Entailment Feedback

ACL 2023long

Despite the seeming success of contemporary grounded text generation systems, they often tend to generate factually inconsistent text with respect to their input. This phenomenon is emphasized in tasks like summarization, in which the generated summaries should be corroborated by their source articl…

Cited by 82SourcePDFScholar
2023

On Imitation in Mean-field Games

NeurIPS 2023poster

We explore the problem of imitation learning (IL) in the context of mean-field games (MFGs), where the goal is to imitate the behavior of a population of agents following a Nash equilibrium policy according to some unknown payoff function. IL in MFGs presents new challenges compared to single-agent…

Cited by 2SourcePDFScholar
2023

Regularization and Variance-Weighted Regression Achieves Minimax Optimality in Linear MDPs: Theory and Practice

ICML 2023poster

Mirror descent value iteration (MDVI), an abstraction of Kullback-Leibler (KL) and entropy-regularized reinforcement learning (RL), has served as the basis for recent high-performing practical RL algorithms. However, despite the use of function approximation in practice, the theoretical understandin…

2022

Continuous Control with Action Quantization from Demonstrations

ICML 2022spotlight

In this paper, we propose a novel Reinforcement Learning (RL) framework for problems with continuous action spaces: Action Quantization from Demonstrations (AQuaDem). The proposed approach consists in learning a discretization of continuous action spaces from human demonstrations. This discretizatio…

2022

Emergent Communication: Generalization and Overfitting in Lewis Games

NeurIPS 2022accept

Lewis signaling games are a class of simple communication games for simulating the emergence of language. In these games, two agents must agree on a communication protocol in order to solve a cooperative task. Previous work has shown that agents trained to play this game with reinforcement learning…

2022

Generalization in Mean Field Games by Learning Master Policies

AAAI 2022technical

Mean Field Games (MFGs) can potentially scale multi-agent systems to extremely large populations of agents. Yet, most of the literature assumes a single initial distribution for the agents, which limits the practical applications of MFGs. Machine Learning has the potential to solve a wider diversity…

Cited by 45SourcePDFScholar
2022

Implicitly Regularized RL with Implicit Q-values

AISTATS 2022poster

The $Q$-function is a central quantity in many Reinforcement Learning (RL) algorithms for which RL agents behave following a (soft)-greedy policy w.r.t. to $Q$. It is a powerful tool that allows action selection without a model of the environment and even without explicitly modeling the policy. Yet,…

Cited by 13SourcePDFScholar
2022

Learning Natural Language Generation with Truncated Reinforcement Learning

NAACL 2022long

This paper introduces TRUncated ReinForcement Learning for Language (TrufLL), an original approach to train conditional languagemodels without a supervised learning phase, by only using reinforcement learning (RL). As RL methods unsuccessfully scale to large action spaces, we dynamically truncate th…

2022

Offline Reinforcement Learning as Anti-exploration

AAAI 2022technical

Offline Reinforcement Learning (RL) aims at learning an optimal control from a fixed dataset, without interactions with the system. An agent in this setting should avoid selecting actions whose consequences cannot be predicted from the data. This is the converse of exploration in RL, which favors su…

Cited by 67SourcePDFScholar
2022

On the role of population heterogeneity in emergent communication

ICLR 2022poster

Populations have often been perceived as a structuring component for language to emerge and evolve: the larger the population, the more systematic the language. While this observation is widespread in the sociolinguistic literature, it has not been reproduced in computer simulations with neural agen…

2022

Scalable Deep Reinforcement Learning Algorithms for Mean Field Games

ICML 2022spotlight

Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further…

2021

Adversarially Guided Actor-Critic

ICLR 2021poster

Despite definite success in deep reinforcement learning problems, actor-critic algorithms are still confronted with sample inefficiency in complex environments, particularly in tasks where efficient exploration is a bottleneck. These methods consider a policy (the actor) and a value function (the cr…

2021

Don’t Do What Doesn’t Matter: Intrinsic Motivation with Action Usefulness

IJCAI 2021poster

Sparse rewards are double-edged training signals in reinforcement learning: easy to design but hard to optimize. Intrinsic motivation guidances have thus been developed toward alleviating the resulting exploration problem. They usually incentivize agents to look for new states through novelty sign…

2021

Hyperparameter Selection for Imitation Learning

ICML 2021oral

We address the issue of tuning hyperparameters (HPs) for imitation learning algorithms in the context of continuous-control, when the underlying reward function of the demonstrating expert cannot be observed at any time. The vast literature in imitation learning mostly considers this reward function…

2021

Learning From Heterogeneous Eeg Signals with Differentiable Channel Reordering

ICASSP 2021accepted

We propose CHARM, a method for training a single neural network across inconsistent input channels. Our work is motivated by Electroencephalography (EEG), where data collection protocols from different headsets result in varying channel ordering and number, which limits the feasibility of transferri…

Cited by 0SourceScholar
2021

Mean Field Games Flock! The Reinforcement Learning Way

IJCAI 2021poster

We present a method enabling a large number of agents to learn how to flock. This problem has drawn a lot of interest but requires many structural assumptions and is tractable only in small dimensions. We phrase this problem as a Mean Field Game (MFG), where each individual chooses its own accelera…

2021

Offline Reinforcement Learning with Pseudometric Learning

ICML 2021spotlight

Offline Reinforcement Learning methods seek to learn a policy from logged transitions of an environment, without any interaction. In the presence of function approximation, and under the assumption of limited coverage of the state-action space of the environment, it is necessary to enforce the polic…

2021

Primal Wasserstein Imitation Learning

ICLR 2021poster

Imitation Learning (IL) methods seek to match the behavior of an agent with that of an expert. In the present work, we propose a new IL method based on a conceptually simple algorithm: Primal Wasserstein Imitation Learning (PWIL), which ties to the primal form of the Wasserstein distance between the…

2021

There Is No Turning Back: A Self-Supervised Approach for Reversibility-Aware Reinforcement Learning

NeurIPS 2021poster

We propose to learn to distinguish reversible from irreversible actions for better informed decision-making in Reinforcement Learning (RL). From theoretical considerations, we show that approximate reversibility can be learned through a simple surrogate task: ranking randomly sampled trajectory even…

Cited by 24SourcePDFScholar
2021

What Matters for Adversarial Imitation Learning?

NeurIPS 2021poster

Adversarial imitation learning has become a popular framework for imitation in continuous control. Over the years, several variations of its components were proposed to enhance the performance of the learned policies as well as the sample complexity of the algorithm. In practice, these choices are r…

Cited by 88SourcePDFScholar
2021

What Matters for On-Policy Deep Actor-Critic Methods? A Large-Scale Study

ICLR 2021oral

In recent years, reinforcement learning (RL) has been successfully applied to many different continuous control tasks. While RL algorithms are often conceptually simple, their state-of-the-art implementations take numerous low- and high-level design decisions that strongly affect the performance of…

Cited by 230SourcePDFScholar
2020

Countering Language Drift with Seeded Iterated Learning

ICML 2020poster

Pretraining on human corpus and then finetuning in a simulator has become a standard pipeline for training a goal-oriented dialogue agent. Nevertheless, as soon as the agents are finetuned to maximize task completion, they suffer from the so-called language drift phenomenon: they slowly lose syntact…

2020

Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications

NeurIPS 2020poster

In this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $\gamma$-discounted), allowing in particular for the introduction of an additional common noise. We first present a th…

2020

Leverage the Average: an Analysis of KL Regularization in Reinforcement Learning

NeurIPS 2020oral

Recent Reinforcement Learning (RL) algorithms making use of Kullback-Leibler (KL) regularization as a core component have shown outstanding performance. Yet, only little is understood theoretically about why KL regularization helps, so far. We study KL regularization within an approximate value ite…

Cited by 95SourcePDFScholar
2020

Self-Attentional Credit Assignment for Transfer in Reinforcement Learning

IJCAI 2020poster

The ability to transfer knowledge to novel environments and tasks is a sensible desiderata for general learning agents. Despite the apparent promises, transfer in RL is still an open and little exploited research area. In this paper, we take a brand-new perspective about transfer: we suggest that th…

Cited by 0SourcePDFScholar
2019

Budgeted Reinforcement Learning in Continuous State Space

NeurIPS 2019poster

A Budgeted Markov Decision Process (BMDP) is an extension of a Markov Decision Process to critical applications requiring safety constraints. It relies on a notion of risk implemented in the shape of an upper bound on a constrains violation signal that -- importantly -- can be modified in real-time.…

2018

Actor-Critic Fictitious Play in Simultaneous Move Multistage Games

AISTATS 2018poster

Fictitious play is a game theoretic iterative procedure meant to learn an equilibrium in normal form games. However, this algorithm requires that each player has full knowledge of other players’ strategies. Using an architecture inspired by actor-critic algorithms, we build a stochastic approximatio…

Cited by 0SourcePDFScholar
2018

End-to-End Automatic Speech Translation of Audiobooks

ICASSP 2018accepted

We investigate end-to-end speech-to-text translation on a corpus of audiobooks specifically augmented for this task. Previous works investigated the extreme case where source language transcription is not available during learning nor decoding, but we also study a midway case where source language t…

Cited by 0SourceScholar
2018

Noisy Networks For Exploration

ICLR 2018poster

We introduce NoisyNet, a deep reinforcement learning agent with parametric noise added to its weights, and show that the induced stochasticity of the agent’s policy can be used to aid efficient exploration. The parameters of the noise are learned with gradient descent along with the remaining networ…

Cited by 1259SourcePDFScholar
2017

GuessWhat?! Visual Object Discovery Through Multi-Modal Dialogue

CVPR 2017spotlight

We introduce GuessWhat?!, a two-player guessing game as a testbed for research on the interplay of computer vision and dialogue systems. The goal of the game is to locate an unknown object in a rich image scene by asking a sequence of questions. Higher-level image understanding, like spatial reason…

Cited by 482PDFScholar
2017

Learning Nash Equilibrium for General-Sum Markov Games from Batch Data

AISTATS 2017poster

This paper addresses the problem of learning a Nash equilibrium in $γ$-discounted multiplayer general-sum Markov Games (MGs) in a batch setting. As the number of players increases in MG, the agents may either collaborate or team apart to increase their final rewards. One solution to address this pro…

2017

Modulating early visual processing by language

NeurIPS 2017spotlight

It is commonly assumed that language refers to high-level visual concepts while leaving low-level visual processing unaffected. This view dominates the current literature in computational models for language-vision tasks, where visual and linguistic inputs are mostly processed independently before b…

Cited by 617SourcePDFScholar
2016

On the Use of Non-Stationary Strategies for Solving Two-Player Zero-Sum Markov Games

AISTATS 2016poster

The main contribution of this paper consists in extending several non-stationary Reinforcement Learning (RL) algorithms and their theoretical guarantees to the case of γ-discounted zero-sum Markov Games (MGs). As in the case of Markov Decision Processes (MDPs), non-stationary algorithms are shown to…

Cited by 24SourcePDFScholar
2016

Softened Approximate Policy Iteration for Markov Games

ICML 2016poster

This paper reports theoretical and empirical investigations on the use of quasi-Newton methods to minimize the Optimal Bellman Residual (OBR) of zero-sum two-player Markov Games. First, it reveals that state-of-the-art algorithms can be derived by the direct application of Newton’s method to differe…

Cited by 39SourcePDFScholar
2015

Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games

ICML 2015poster

This paper provides an analysis of error propagation in Approximate Dynamic Programming applied to zero-sum two-player Stochastic Games. We provide a novel and unified error propagation analysis in L_p-norm of three well-known algorithms adapted to Stochastic Games (namely Approximate Value Iteratio…

Cited by 140SourcePDFScholar