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Jean-Michel Renders

Publications and source records attributed to Jean-Michel Renders.

At least 19 recordsLinked to original sources

ProgVLA: Progress-Aware Robot Manipulation Skill Learning

We present ProgVLA, a compact vision-language-action (VLA) model designed for reliable robot manipulation under tight compute and memory budgets. The model specifically focuses on efficiently processing long multi-modal sequences by maintaining an explicit representation of task progress over extended horizons. To this end, ProgVLA integrates two key components. First, a multi-modal encoder with a two-stage Perceiver resampling scheme compresses variable-length visual, language, and proprioceptive streams into a fixed set of control-ready context tokens, substantially reducing sequence length while preserving cross-modal grounding. Second, an auxiliary set of progress heads is trained with offline reinforcement learning (RL) objectives to jointly learn critics over normalized remaining-horizon targets. This provides the policy with an internal estimate of task progress and enables advantage- and success-weighted flow-matching imitation learning. On two well-established multi-task robot manipulation benchmarks, a 0.1B-parameter ProgVLA model reaches success rates that are competitive with, and on long-horizon and harder task tiers exceed, substantially larger pretrained baselines. Ablations indicate that the learned context resampler and task-adaptive visual fine-tuning are the largest single contributors, while progress-aware training provides a consistent additional gain that is concentrated on long-horizon and multi-object tasks. We further validate the approach in real-world toy-kitchen environments.

cs.RO↗

Behavioral Mode Discovery for Fine-tuning Multimodal Generative Policies

We address the problem of fine-tuning pre-trained generative policies with reinforcement learning (RL) while preserving the multimodality of their action distributions. Existing methods for RL fine-tuning of generative policies (e.g., diffusion policies) improve task performance but often collapse diverse behaviors into a single reward-maximizing mode. To mitigate this issue, we propose an unsupervised mode discovery framework that uncovers latent behavioral modes within generative policies. The discovered modes enable the use of mutual information as an intrinsic reward, regularizing RL fine-tuning to enhance task success while maintaining behavioral diversity. Experiments on robotic manipulation tasks demonstrate that our method consistently outperforms conventional fine-tuning approaches, achieving higher success rates and preserving richer multimodal action distributions.

cs.LG↗

Robust Skills, Brittle Grounding: Diagnosing Restricted Generalization in Vision-Language Action Policies via Multi-Object Picking

Vision-language action (VLA) policies often report strong manipulation benchmark performance with relatively few demonstrations, but it remains unclear whether this reflects robust language-to-object grounding or reliance on object--location correlations that do not transfer beyond the training distribution. We present a controlled multi-object picking study that progressively increases object placement variability up to full workspace randomization and evaluates held-out object--location pairings that break familiar associations without increasing spatial difficulty. Across these stress tests and data scaling, we find that for representative VLA policies, including SmolVLA and $π_{0.5}$, execution of the manipulation primitive remains substantially more reliable than instruction-conditioned task success in harder regimes, suggesting that manipulation skill acquisition is decoupled from instruction following. We recommend augmenting manipulation benchmarks with task ladders and decomposed metrics that separately measure primitive execution and instruction-conditioned success to better diagnose instruction-grounded generalization.

cs.RO↗

Distributional Reinforcement Learning with Dual Expectile-Quantile Regression

Distributional reinforcement learning (RL) has proven useful in multiple benchmarks as it enables approximating the full distribution of returns and extracts rich feedback from environment samples. The commonly used quantile regression approach to distributional RL -- based on asymmetric $L_1$ losses -- provides a flexible and effective way of learning arbitrary return distributions. In practice, it is often improved by using a more efficient, asymmetric hybrid $L_1$-$L_2$ Huber loss for quantile regression. However, by doing so, distributional estimation guarantees vanish, and we empirically observe that the estimated distribution rapidly collapses to its mean. Indeed, asymmetric $L_2$ losses, corresponding to expectile regression, cannot be readily used for distributional temporal difference. Motivated by the efficiency of $L_2$-based learning, we propose to jointly learn expectiles and quantiles of the return distribution in a way that allows efficient learning while keeping an estimate of the full distribution of returns. We prove that our proposed operator converges to the distributional Bellman operator in the limit of infinite estimated quantile and expectile fractions, and we benchmark a practical implementation on a toy example and at scale. On the Atari benchmark, our approach matches the performance of the Huber-based IQN-1 baseline after $200$M training frames but avoids distributional collapse and keeps estimates of the full distribution of returns.

cs.LG↗

Disentangled Object-Centric Image Representation for Robotic Manipulation

Learning robotic manipulation skills from vision is a promising approach for developing robotics applications that can generalize broadly to real-world scenarios. As such, many approaches to enable this vision have been explored with fruitful results. Particularly, object-centric representation methods have been shown to provide better inductive biases for skill learning, leading to improved performance and generalization. Nonetheless, we show that object-centric methods can struggle to learn simple manipulation skills in multi-object environments. Thus, we propose DOCIR, an object-centric framework that introduces a disentangled representation for objects of interest, obstacles, and robot embodiment. We show that this approach leads to state-of-the-art performance for learning pick and place skills from visual inputs in multi-object environments and generalizes at test time to changing objects of interest and distractors in the scene. Furthermore, we show its efficacy both in simulation and zero-shot transfer to the real world.

cs.CV↗

An Offline Metric for the Debiasedness of Click Models

A well-known problem when learning from user clicks are inherent biases prevalent in the data, such as position or trust bias. Click models are a common method for extracting information from user clicks, such as document relevance in web search, or to estimate click biases for downstream applications such as counterfactual learning-to-rank, ad placement, or fair ranking. Recent work shows that the current evaluation practices in the community fail to guarantee that a well-performing click model generalizes well to downstream tasks in which the ranking distribution differs from the training distribution, i.e., under covariate shift. In this work, we propose an evaluation metric based on conditional independence testing to detect a lack of robustness to covariate shift in click models. We introduce the concept of debiasedness in click modeling and derive a metric for measuring it. In extensive semi-synthetic experiments, we show that our proposed metric helps to predict the downstream performance of click models under covariate shift and is useful in an off-policy model selection setting.

cs.IR↗

Unbiased Learning to Rank Meets Reality: Lessons from Baidu's Large-Scale Search Dataset

Unbiased learning-to-rank (ULTR) is a well-established framework for learning from user clicks, which are often biased by the ranker collecting the data. While theoretically justified and extensively tested in simulation, ULTR techniques lack empirical validation, especially on modern search engines. The Baidu-ULTR dataset released for the WSDM Cup 2023, collected from Baidu's search engine, offers a rare opportunity to assess the real-world performance of prominent ULTR techniques. Despite multiple submissions during the WSDM Cup 2023 and the subsequent NTCIR ULTRE-2 task, it remains unclear whether the observed improvements stem from applying ULTR or other learning techniques. In this work, we revisit and extend the available experiments on the Baidu-ULTR dataset. We find that standard unbiased learning-to-rank techniques robustly improve click predictions but struggle to consistently improve ranking performance, especially considering the stark differences obtained by choice of ranking loss and query-document features. Our experiments reveal that gains in click prediction do not necessarily translate to enhanced ranking performance on expert relevance annotations, implying that conclusions strongly depend on how success is measured in this benchmark.

cs.IR↗

SARDINE: A Simulator for Automated Recommendation in Dynamic and Interactive Environments

Simulators can provide valuable insights for researchers and practitioners who wish to improve recommender systems, because they allow one to easily tweak the experimental setup in which recommender systems operate, and as a result lower the cost of identifying general trends and uncovering novel findings about the candidate methods. A key requirement to enable this accelerated improvement cycle is that the simulator is able to span the various sources of complexity that can be found in the real recommendation environment that it simulates. With the emergence of interactive and data-driven methods - e.g., reinforcement learning or online and counterfactual learning-to-rank - that aim to achieve user-related goals beyond the traditional accuracy-centric objectives, adequate simulators are needed. In particular, such simulators must model the various mechanisms that render the recommendation environment dynamic and interactive, e.g., the effect of recommendations on the user or the effect of biased data on subsequent iterations of the recommender system. We therefore propose SARDINE, a flexible and interpretable recommendation simulator that can help accelerate research in interactive and data-driven recommender systems. We demonstrate its usefulness by studying existing methods within nine diverse environments derived from SARDINE, and even uncover novel insights about them.

cs.IR↗

SLIM: Skill Learning with Multiple Critics

Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful and safe manipulation behaviors. Furthermore, tackling this by augmenting skill discovery rewards with additional rewards through a naive combination might fail to produce desired behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, significantly surpassing baseline approaches for skill discovery.

cs.LG↗

Generative Slate Recommendation with Reinforcement Learning

Recent research has employed reinforcement learning (RL) algorithms to optimize long-term user engagement in recommender systems, thereby avoiding common pitfalls such as user boredom and filter bubbles. They capture the sequential and interactive nature of recommendations, and thus offer a principled way to deal with long-term rewards and avoid myopic behaviors. However, RL approaches are intractable in the slate recommendation scenario - where a list of items is recommended at each interaction turn - due to the combinatorial action space. In that setting, an action corresponds to a slate that may contain any combination of items. While previous work has proposed well-chosen decompositions of actions so as to ensure tractability, these rely on restrictive and sometimes unrealistic assumptions. Instead, in this work we propose to encode slates in a continuous, low-dimensional latent space learned by a variational auto-encoder. Then, the RL agent selects continuous actions in this latent space, which are ultimately decoded into the corresponding slates. By doing so, we are able to (i) relax assumptions required by previous work, and (ii) improve the quality of the action selection by modeling full slates instead of independent items, in particular by enabling diversity. Our experiments performed on a wide array of simulated environments confirm the effectiveness of our generative modeling of slates over baselines in practical scenarios where the restrictive assumptions underlying the baselines are lifted. Our findings suggest that representation learning using generative models is a promising direction towards generalizable RL-based slate recommendation.

cs.IR↗

Offline Evaluation for Reinforcement Learning-based Recommendation: A Critical Issue and Some Alternatives

In this paper, we argue that the paradigm commonly adopted for offline evaluation of sequential recommender systems is unsuitable for evaluating reinforcement learning-based recommenders. We find that most of the existing offline evaluation practices for reinforcement learning-based recommendation are based on a next-item prediction protocol, and detail three shortcomings of such an evaluation protocol. Notably, it cannot reflect the potential benefits that reinforcement learning (RL) is expected to bring while it hides critical deficiencies of certain offline RL agents. Our suggestions for alternative ways to evaluate RL-based recommender systems aim to shed light on the existing possibilities and inspire future research on reliable evaluation protocols.

cs.IR↗

Pareto-Optimal Fairness-Utility Amortizations in Rankings with a DBN Exposure Model

In recent years, it has become clear that rankings delivered in many areas need not only be useful to the users but also respect fairness of exposure for the item producers. We consider the problem of finding ranking policies that achieve a Pareto-optimal tradeoff between these two aspects. Several methods were proposed to solve it; for instance a popular one is to use linear programming with a Birkhoff-von Neumann decomposition. These methods, however, are based on a classical Position Based exposure Model (PBM), which assumes independence between the items (hence the exposure only depends on the rank). In many applications, this assumption is unrealistic and the community increasingly moves towards considering other models that include dependences, such as the Dynamic Bayesian Network (DBN) exposure model. For such models, computing (exact) optimal fair ranking policies remains an open question. We answer this question by leveraging a new geometrical method based on the so-called expohedron proposed recently for the PBM (Kletti et al., WSDM'22). We lay out the structure of a new geometrical object (the DBN-expohedron), and propose for it a Carathéodory decomposition algorithm of complexity $O(n^3)$, where $n$ is the number of documents to rank. Such an algorithm enables expressing any feasible expected exposure vector as a distribution over at most $n$ rankings; furthermore we show that we can compute the whole set of Pareto-optimal expected exposure vectors with the same complexity $O(n^3)$. Our work constitutes the first exact algorithm able to efficiently find a Pareto-optimal distribution of rankings. It is applicable to a broad range of fairness notions, including classical notions of meritocratic and demographic fairness. We empirically evaluate our method on the TREC2020 and MSLR datasets and compare it to several baselines in terms of Pareto-optimality and speed.

cs.IR↗

Introducing the Expohedron for Efficient Pareto-optimal Fairness-Utility Amortizations in Repeated Rankings

We consider the problem of computing a sequence of rankings that maximizes consumer-side utility while minimizing producer-side individual unfairness of exposure. While prior work has addressed this problem using linear or quadratic programs on bistochastic matrices, such approaches, relying on Birkhoff-von Neumann (BvN) decompositions, are too slow to be implemented at large scale. In this paper we introduce a geometrical object, a polytope that we call expohedron, whose points represent all achievable exposures of items for a Position Based Model (PBM). We exhibit some of its properties and lay out a Carathéodory decomposition algorithm with complexity $O(n^2\log(n))$ able to express any point inside the expohedron as a convex sum of at most $n$ vertices, where $n$ is the number of items to rank. Such a decomposition makes it possible to express any feasible target exposure as a distribution over at most $n$ rankings. Furthermore we show that we can use this polytope to recover the whole Pareto frontier of the multi-objective fairness-utility optimization problem, using a simple geometrical procedure with complexity $O(n^2\log(n))$. Our approach compares favorably to linear or quadratic programming baselines in terms of algorithmic complexity and empirical runtime and is applicable to any merit that is a non-decreasing function of item relevance. Furthermore our solution can be expressed as a distribution over only $n$ permutations, instead of the $(n-1)^2 + 1$ achieved with BvN decompositions. We perform experiments on synthetic and real-world datasets, confirming our theoretical results.

cs.IR↗

SmoothI: Smooth Rank Indicators for Differentiable IR Metrics

Information retrieval (IR) systems traditionally aim to maximize metrics built on rankings, such as precision or NDCG. However, the non-differentiability of the ranking operation prevents direct optimization of such metrics in state-of-the-art neural IR models, which rely entirely on the ability to compute meaningful gradients. To address this shortcoming, we propose SmoothI, a smooth approximation of rank indicators that serves as a basic building block to devise differentiable approximations of IR metrics. We further provide theoretical guarantees on SmoothI and derived approximations, showing in particular that the approximation errors decrease exponentially with an inverse temperature-like hyperparameter that controls the quality of the approximations. Extensive experiments conducted on four standard learning-to-rank datasets validate the efficacy of the listwise losses based on SmoothI, in comparison to previously proposed ones. Additional experiments with a vanilla BERT ranking model on a text-based IR task also confirm the benefits of our listwise approach.

cs.IR↗

Interactive and Explainable Point-of-Interest Recommendation using Look-alike Groups

Recommending Points-of-Interest (POIs) is surfacing in many location-based applications. The literature contains personalized and socialized POI recommendation approaches which employ historical check-ins and social links to make recommendations. However these systems still lack customizability (incorporating session-based user interactions with the system) and contextuality (incorporating the situational context of the user), particularly in cold start situations, where nearly no user information is available. In this paper, we propose LikeMind, a POI recommendation system which tackles the challenges of cold start, customizability, contextuality, and explainability by exploiting look-alike groups mined in public POI datasets. LikeMind reformulates the problem of POI recommendation, as recommending explainable look-alike groups (and their POIs) which are in line with user's interests. LikeMind frames the task of POI recommendation as an exploratory process where users interact with the system by expressing their favorite POIs, and their interactions impact the way look-alike groups are selected out. Moreover, LikeMind employs "mindsets", which capture actual situation and intent of the user, and enforce the semantics of POI interestingness. In an extensive set of experiments, we show the quality of our approach in recommending relevant look-alike groups and their POIs, in terms of efficiency and effectiveness.

cs.DB↗

Modeling ASR Ambiguity for Dialogue State Tracking Using Word Confusion Networks

Spoken dialogue systems typically use a list of top-N ASR hypotheses for inferring the semantic meaning and tracking the state of the dialogue. However ASR graphs, such as confusion networks (confnets), provide a compact representation of a richer hypothesis space than a top-N ASR list. In this paper, we study the benefits of using confusion networks with a state-of-the-art neural dialogue state tracker (DST). We encode the 2-dimensional confnet into a 1-dimensional sequence of embeddings using an attentional confusion network encoder which can be used with any DST system. Our confnet encoder is plugged into the state-of-the-art 'Global-locally Self-Attentive Dialogue State Tacker' (GLAD) model for DST and obtains significant improvements in both accuracy and inference time compared to using top-N ASR hypotheses.

cs.CL↗

Real-Time Optimization Of Web Publisher RTB Revenues

This paper describes an engine to optimize web publisher revenues from second-price auctions. These auctions are widely used to sell online ad spaces in a mechanism called real-time bidding (RTB). Optimization within these auctions is crucial for web publishers, because setting appropriate reserve prices can significantly increase revenue. We consider a practical real-world setting where the only available information before an auction occurs consists of a user identifier and an ad placement identifier. The real-world challenges we had to tackle consist mainly of tracking the dependencies on both the user and placement in an highly non-stationary environment and of dealing with censored bid observations. These challenges led us to make the following design choices: (i) we adopted a relatively simple non-parametric regression model of auction revenue based on an incremental time-weighted matrix factorization which implicitly builds adaptive users' and placements' profiles; (ii) we jointly used a non-parametric model to estimate the first and second bids' distribution when they are censored, based on an on-line extension of the Aalen's Additive model. Our engine is a component of a deployed system handling hundreds of web publishers across the world, serving billions of ads a day to hundreds of millions of visitors. The engine is able to predict, for each auction, an optimal reserve price in approximately one millisecond and yields a significant revenue increase for the web publishers.

cs.GT↗

Active Search for High Recall: a Non-Stationary Extension of Thompson Sampling

We consider the problem of Active Search, where a maximum of relevant objects - ideally all relevant objects - should be retrieved with the minimum effort or minimum time. Typically, there are two main challenges to face when tackling this problem: first, the class of relevant objects has often low prevalence and, secondly, this class can be multi-faceted or multi-modal: objects could be relevant for completely different reasons. To solve this problem and its associated issues, we propose an approach based on a non-stationary (aka restless) extension of Thompson Sampling, a well-known strategy for Multi-Armed Bandits problems. The collection is first soft-clustered into a finite set of components and a posterior distribution of getting a relevant object inside each cluster is updated after receiving the user feedback about the proposed instances. The "next instance" selection strategy is a mixed, two-level decision process, where both the soft clusters and their instances are considered. This method can be considered as an insurance, where the cost of the insurance is an extra exploration effort in the short run, for achieving a nearly "total" recall with less efforts in the long run.

cs.IR↗