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Ludovic Denoyer

Publications and source records attributed to Ludovic Denoyer.

At least 19 recordsLinked to original sources

Future Querying: Can LLMs Serve as Implicit Medical World Models?

Traditional clinical prediction models rely on task-specific pipelines and curated, structured data, which scale poorly and underutilize unstructured text. To address this, we introduce future querying, a paradigm that probes whether large language models (LLMs) can function as implicit medical world models by evaluating their ability to answer time-indexed clinical queries about a patient's future. Our framework operates on unstructured clinical documentation using endpoint-agnostic training, enabling a single model to answer diverse clinical queries over patient trajectories without manual feature engineering or task-specific retraining. We show that small, locally fine-tuned open-weight models can match or approach larger proprietary systems, making the framework suitable for privacy-preserving, on-premise deployment. Evaluated on a new synthetic medical reports dataset and real ICU notes from the MIMIC-IV dataset, our results provide encouraging evidence that LLMs can capture aspects of clinical dynamics.

cs.CL

KernelArc: A Multi-Agent Framework for GPU Kernel Optimization

We present KernelArc, a multi-agent framework for autonomous GPU kernel optimization across heterogeneous workloads. Strategy-specialized agents run in parallel and coordinate through conclusions-only shared memory, a deterministic benchmark guard, and read-only cross-agent state with plateau-triggered drafting. We evaluate KernelArc on NVIDIA H100 and B200 GPUs using category-representative SOL-ExecBench workloads. The resulting implementations span custom BF16 GEMM, static cuBLASLt Expert-API configuration tables, fused mixture-of-experts backward, shape-gated decoder-layer fusion, native NVFP4 grouped-query attention, and paged prefill attention. In the public SOL-ExecBench leaderboard snapshot recorded on August~20, 2026, KernelArc ranked first on every representative L1, L2, Quantization, and FlashInfer task evaluated. The trajectories support the paper's central motivation: shared multi-agent search can broaden exploration and reach stronger incumbents within a fixed candidate budget, while the value of individual coordination features depends on the kernel and optimization stage.

cs.AI

Surfer-H Meets Holo1: Cost-Efficient Web Agent Powered by Open Weights

We present Surfer-H, a cost-efficient web agent that integrates Vision-Language Models (VLM) to perform user-defined tasks on the web. We pair it with Holo1, a new open-weight collection of VLMs specialized in web navigation and information extraction. Holo1 was trained on carefully curated data sources, including open-access web content, synthetic examples, and self-produced agentic data. Holo1 tops generalist User Interface (UI) benchmarks as well as our new web UI localization benchmark, WebClick. When powered by Holo1, Surfer-H achieves a 92.2% state-of-the-art performance on WebVoyager, striking a Pareto-optimal balance between accuracy and cost-efficiency. To accelerate research advancement in agentic systems, we are open-sourcing both our WebClick evaluation dataset and the Holo1 model weights.

cs.AI

Offline Learning of Controllable Diverse Behaviors

Imitation Learning (IL) techniques aim to replicate human behaviors in specific tasks. While IL has gained prominence due to its effectiveness and efficiency, traditional methods often focus on datasets collected from experts to produce a single efficient policy. Recently, extensions have been proposed to handle datasets of diverse behaviors by mainly focusing on learning transition-level diverse policies or on performing entropy maximization at the trajectory level. While these methods may lead to diverse behaviors, they may not be sufficient to reproduce the actual diversity of demonstrations or to allow controlled trajectory generation. To overcome these drawbacks, we propose a different method based on two key features: a) Temporal Consistency that ensures consistent behaviors across entire episodes and not just at the transition level as well as b) Controllability obtained by constructing a latent space of behaviors that allows users to selectively activate specific behaviors based on their requirements. We compare our approach to state-of-the-art methods over a diverse set of tasks and environments. Project page: https://mathieu-petitbois.github.io/projects/swr/

cs.LG

Hierarchical Subspaces of Policies for Continual Offline Reinforcement Learning

We consider a Continual Reinforcement Learning setup, where a learning agent must continuously adapt to new tasks while retaining previously acquired skill sets, with a focus on the challenge of avoiding forgetting past gathered knowledge and ensuring scalability with the growing number of tasks. Such issues prevail in autonomous robotics and video game simulations, notably for navigation tasks prone to topological or kinematic changes. To address these issues, we introduce HiSPO, a novel hierarchical framework designed specifically for continual learning in navigation settings from offline data. Our method leverages distinct policy subspaces of neural networks to enable flexible and efficient adaptation to new tasks while preserving existing knowledge. We demonstrate, through a careful experimental study, the effectiveness of our method in both classical MuJoCo maze environments and complex video game-like navigation simulations, showcasing competitive performances and satisfying adaptability with respect to classical continual learning metrics, in particular regarding the memory usage and efficiency.

cs.LG

Navigation with QPHIL: Quantizing Planner for Hierarchical Implicit Q-Learning

Offline Reinforcement Learning (RL) has emerged as a powerful alternative to imitation learning for behavior modeling in various domains, particularly in complex navigation tasks. An existing challenge with Offline RL is the signal-to-noise ratio, i.e. how to mitigate incorrect policy updates due to errors in value estimates. Towards this, multiple works have demonstrated the advantage of hierarchical offline RL methods, which decouples high-level path planning from low-level path following. In this work, we present a novel hierarchical transformer-based approach leveraging a learned quantizer of the space. This quantization enables the training of a simpler zone-conditioned low-level policy and simplifies planning, which is reduced to discrete autoregressive prediction. Among other benefits, zone-level reasoning in planning enables explicit trajectory stitching rather than implicit stitching based on noisy value function estimates. By combining this transformer-based planner with recent advancements in offline RL, our proposed approach achieves state-of-the-art results in complex long-distance navigation environments.

cs.LG

Efficient Active Imitation Learning with Random Network Distillation

Developing agents for complex and underspecified tasks, where no clear objective exists, remains challenging but offers many opportunities. This is especially true in video games, where simulated players (bots) need to play realistically, and there is no clear reward to evaluate them. While imitation learning has shown promise in such domains, these methods often fail when agents encounter out-of-distribution scenarios during deployment. Expanding the training dataset is a common solution, but it becomes impractical or costly when relying on human demonstrations. This article addresses active imitation learning, aiming to trigger expert intervention only when necessary, reducing the need for constant expert input along training. We introduce Random Network Distillation DAgger (RND-DAgger), a new active imitation learning method that limits expert querying by using a learned state-based out-of-distribution measure to trigger interventions. This approach avoids frequent expert-agent action comparisons, thus making the expert intervene only when it is useful. We evaluate RND-DAgger against traditional imitation learning and other active approaches in 3D video games (racing and third-person navigation) and in a robotic locomotion task and show that RND-DAgger surpasses previous methods by reducing expert queries. https://sites.google.com/view/rnd-dagger

cs.LG

Policy Diversity for Cooperative Agents

Standard cooperative multi-agent reinforcement learning (MARL) methods aim to find the optimal team cooperative policy to complete a task. However there may exist multiple different ways of cooperating, which usually are very needed by domain experts. Therefore, identifying a set of significantly different policies can alleviate the task complexity for them. Unfortunately, there is a general lack of effective policy diversity approaches specifically designed for the multi-agent domain. In this work, we propose a method called Moment-Matching Policy Diversity to alleviate this problem. This method can generate different team policies to varying degrees by formalizing the difference between team policies as the difference in actions of selected agents in different policies. Theoretically, we show that our method is a simple way to implement a constrained optimization problem that regularizes the difference between two trajectory distributions by using the maximum mean discrepancy. The effectiveness of our approach is demonstrated on a challenging team-based shooter.

cs.LG

Learning Computational Efficient Bots with Costly Features

Deep reinforcement learning (DRL) techniques have become increasingly used in various fields for decision-making processes. However, a challenge that often arises is the trade-off between both the computational efficiency of the decision-making process and the ability of the learned agent to solve a particular task. This is particularly critical in real-time settings such as video games where the agent needs to take relevant decisions at a very high frequency, with a very limited inference time. In this work, we propose a generic offline learning approach where the computation cost of the input features is taken into account. We derive the Budgeted Decision Transformer as an extension of the Decision Transformer that incorporates cost constraints to limit its cost at inference. As a result, the model can dynamically choose the best input features at each timestep. We demonstrate the effectiveness of our method on several tasks, including D4RL benchmarks and complex 3D environments similar to those found in video games, and show that it can achieve similar performance while using significantly fewer computational resources compared to classical approaches.

cs.LG

Building a Subspace of Policies for Scalable Continual Learning

The ability to continuously acquire new knowledge and skills is crucial for autonomous agents. Existing methods are typically based on either fixed-size models that struggle to learn a large number of diverse behaviors, or growing-size models that scale poorly with the number of tasks. In this work, we aim to strike a better balance between an agent's size and performance by designing a method that grows adaptively depending on the task sequence. We introduce Continual Subspace of Policies (CSP), a new approach that incrementally builds a subspace of policies for training a reinforcement learning agent on a sequence of tasks. The subspace's high expressivity allows CSP to perform well for many different tasks while growing sublinearly with the number of tasks. Our method does not suffer from forgetting and displays positive transfer to new tasks. CSP outperforms a number of popular baselines on a wide range of scenarios from two challenging domains, Brax (locomotion) and Continual World (manipulation).

cs.LG

Learning a subspace of policies for online adaptation in Reinforcement Learning

Deep Reinforcement Learning (RL) is mainly studied in a setting where the training and the testing environments are similar. But in many practical applications, these environments may differ. For instance, in control systems, the robot(s) on which a policy is learned might differ from the robot(s) on which a policy will run. It can be caused by different internal factors (e.g., calibration issues, system attrition, defective modules) or also by external changes (e.g., weather conditions). There is a need to develop RL methods that generalize well to variations of the training conditions. In this article, we consider the simplest yet hard to tackle generalization setting where the test environment is unknown at train time, forcing the agent to adapt to the system's new dynamics. This online adaptation process can be computationally expensive (e.g., fine-tuning) and cannot rely on meta-RL techniques since there is just a single train environment. To do so, we propose an approach where we learn a subspace of policies within the parameter space. This subspace contains an infinite number of policies that are trained to solve the training environment while having different parameter values. As a consequence, two policies in that subspace process information differently and exhibit different behaviors when facing variations of the train environment. Our experiments carried out over a large variety of benchmarks compare our approach with baselines, including diversity-based methods. In comparison, our approach is simple to tune, does not need any extra component (e.g., discriminator) and learns policies able to gather a high reward on unseen environments.

cs.LG

Can I see an Example? Active Learning the Long Tail of Attributes and Relations

There has been significant progress in creating machine learning models that identify objects in scenes along with their associated attributes and relationships; however, there is a large gap between the best models and human capabilities. One of the major reasons for this gap is the difficulty in collecting sufficient amounts of annotated relations and attributes for training these systems. While some attributes and relations are abundant, the distribution in the natural world and existing datasets is long tailed. In this paper, we address this problem by introducing a novel incremental active learning framework that asks for attributes and relations in visual scenes. While conventional active learning methods ask for labels of specific examples, we flip this framing to allow agents to ask for examples from specific categories. Using this framing, we introduce an active sampling method that asks for examples from the tail of the data distribution and show that it outperforms classical active learning methods on Visual Genome.

cs.CV

Regularized Soft Actor-Critic for Behavior Transfer Learning

Existing imitation learning methods mainly focus on making an agent effectively mimic a demonstrated behavior, but do not address the potential contradiction between the behavior style and the objective of a task. There is a general lack of efficient methods that allow an agent to partially imitate a demonstrated behavior to varying degrees, while completing the main objective of a task. In this paper we propose a method called Regularized Soft Actor-Critic which formulates the main task and the imitation task under the Constrained Markov Decision Process framework (CMDP). The main task is defined as the maximum entropy objective used in Soft Actor-Critic (SAC) and the imitation task is defined as a constraint. We evaluate our method on continuous control tasks relevant to video games applications.

cs.LG

On Anytime Learning at Macroscale

In many practical applications of machine learning data arrives sequentially over time in large chunks. Practitioners have then to decide how to allocate their computational budget in order to obtain the best performance at any point in time. Online learning theory for convex optimization suggests that the best strategy is to use data as soon as it arrives. However, this might not be the best strategy when using deep non-linear networks, particularly when these perform multiple passes over each chunk of data rendering the overall distribution non i.i.d.. In this paper, we formalize this learning setting in the simplest scenario in which each data chunk is drawn from the same underlying distribution, and make a first attempt at empirically answering the following questions: How long should the learner wait before training on the newly arrived chunks? What architecture should the learner adopt? Should the learner increase capacity over time as more data is observed? We probe this learning setting using convolutional neural networks trained on classic computer vision benchmarks as well as a large transformer model trained on a large-scale language modeling task. Code is available at \url{www.github.com/facebookresearch/ALMA}.

cs.LG

Interactive Query Clarification and Refinement via User Simulation

When users initiate search sessions, their queries are often unclear or might lack of context; this resulting in inefficient document ranking. Multiple approaches have been proposed by the Information Retrieval community to add context and retrieve documents aligned with users' intents. While some work focus on query disambiguation using users' browsing history, a recent line of work proposes to interact with users by asking clarification questions or/and proposing clarification panels. However, these approaches count either a limited number (i.e., 1) of interactions with user or log-based interactions. In this paper, we propose and evaluate a fully simulated query clarification framework allowing multi-turn interactions between IR systems and user agents.

cs.IR

Direct then Diffuse: Incremental Unsupervised Skill Discovery for State Covering and Goal Reaching

Learning meaningful behaviors in the absence of reward is a difficult problem in reinforcement learning. A desirable and challenging unsupervised objective is to learn a set of diverse skills that provide a thorough coverage of the state space while being directed, i.e., reliably reaching distinct regions of the environment. In this paper, we build on the mutual information framework for skill discovery and introduce UPSIDE, which addresses the coverage-directedness trade-off in the following ways: 1) We design policies with a decoupled structure of a directed skill, trained to reach a specific region, followed by a diffusing part that induces a local coverage. 2) We optimize policies by maximizing their number under the constraint that each of them reaches distinct regions of the environment (i.e., they are sufficiently discriminable) and prove that this serves as a lower bound to the original mutual information objective. 3) Finally, we compose the learned directed skills into a growing tree that adaptively covers the environment. We illustrate in several navigation and control environments how the skills learned by UPSIDE solve sparse-reward downstream tasks better than existing baselines.

cs.LG

Temporal Abstractions-Augmented Temporally Contrastive Learning: An Alternative to the Laplacian in RL

In reinforcement learning, the graph Laplacian has proved to be a valuable tool in the task-agnostic setting, with applications ranging from skill discovery to reward shaping. Recently, learning the Laplacian representation has been framed as the optimization of a temporally-contrastive objective to overcome its computational limitations in large (or continuous) state spaces. However, this approach requires uniform access to all states in the state space, overlooking the exploration problem that emerges during the representation learning process. In this work, we propose an alternative method that is able to recover, in a non-uniform-prior setting, the expressiveness and the desired properties of the Laplacian representation. We do so by combining the representation learning with a skill-based covering policy, which provides a better training distribution to extend and refine the representation. We also show that a simple augmentation of the representation objective with the learned temporal abstractions improves dynamics-awareness and helps exploration. We find that our method succeeds as an alternative to the Laplacian in the non-uniform setting and scales to challenging continuous control environments. Finally, even if our method is not optimized for skill discovery, the learned skills can successfully solve difficult continuous navigation tasks with sparse rewards, where standard skill discovery approaches are no so effective.

cs.LG

State of the Art of User Simulation approaches for conversational information retrieval

Conversational Information Retrieval (CIR) is an emerging field of Information Retrieval (IR) at the intersection of interactive IR and dialogue systems for open domain information needs. In order to optimize these interactions and enhance the user experience, it is necessary to improve IR models by taking into account sequential heterogeneous user-system interactions. Reinforcement learning has emerged as a paradigm particularly suited to optimize sequential decision making in many domains and has recently appeared in IR. However, training these systems by reinforcement learning on users is not feasible. One solution is to train IR systems on user simulations that model the behavior of real users. Our contribution is twofold: 1)reviewing the literature on user modeling and user simulation for information access, and 2) discussing the different research perspectives for user simulations in the context of CIR

cs.IR