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Matthieu Geist

Publications and source records attributed to Matthieu Geist.

At least 37 records · Page 2Linked to original sources

Learning Tool-Aware Adaptive Compliant Control for Autonomous Regolith Excavation

Autonomous regolith excavation is a cornerstone of in-situ resource utilization for a sustained human presence beyond Earth. However, this task is fundamentally hindered by the complex interaction dynamics of granular media and the operational need for robots to use diverse tools. To address these challenges, this work introduces a framework where a model-based reinforcement learning agent learns within a parallelized simulation. This environment leverages high-fidelity particle physics and procedural generation to create a vast distribution of both lunar terrains and excavation tool geometries. To master this diversity, the agent learns an adaptive interaction strategy by dynamically modulating its own stiffness and damping at each control step through operational space control. Our experiments demonstrate that training with a procedural distribution of tools is critical for generalization and enables the development of sophisticated tool-aware behavior. Furthermore, we show that augmenting the agent with visual feedback significantly improves task success. These results represent a validated methodology for developing the robust and versatile autonomous systems required for the foundational tasks of future space missions.

cs.RO

Population-aware Online Mirror Descent for Mean-Field Games with Common Noise by Deep Reinforcement Learning

Mean Field Games (MFGs) offer a powerful framework for studying large-scale multi-agent systems. Yet, learning Nash equilibria in MFGs remains a challenging problem, particularly when the initial distribution is unknown or when the population is subject to common noise. In this paper, we introduce an efficient deep reinforcement learning (DRL) algorithm designed to achieve population-dependent Nash equilibria without relying on averaging or historical sampling, inspired by Munchausen RL and Online Mirror Descent. The resulting policy is adaptable to various initial distributions and sources of common noise. Through numerical experiments on seven canonical examples, we demonstrate that our algorithm exhibits superior convergence properties compared to state-of-the-art algorithms, particularly a DRL version of Fictitious Play for population-dependent policies. The performance in the presence of common noise underscores the robustness and adaptability of our approach.

cs.LG

Convergence of regularized agent-state-based Q-learning in POMDPs

In this paper, we present a framework to understand the convergence of commonly used Q-learning reinforcement learning algorithms in practice. Two salient features of such algorithms are: (i)~the Q-table is recursively updated using an agent state (such as the state of a recurrent neural network) which is not a belief state or an information state and (ii)~policy regularization is often used to encourage exploration and stabilize the learning algorithm. We investigate the simplest form of such Q-learning algorithms which we call regularized agent-state-based Q-learning (RASQL) and show that it converges under mild technical conditions to the fixed point of an appropriately defined regularized MDP, which depends on the stationary distribution induced by the behavioral policy. We also show that a similar analysis continues to work for a variant of RASQL that learns periodic policies. We present numerical examples to illustrate that the empirical convergence behavior matches with the proposed theoretical limit.

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

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, such as detecting animal vocalizations in large recordings, classifying rare and endangered species, and labeling context and behavior -- tasks that are crucial for conservation, biodiversity monitoring, and animal behavior studies. In this work, we present NatureLM-audio, the first audio-language foundation model specifically designed for bioacoustics. Our training dataset consists of carefully curated text-audio pairs spanning bioacoustics, speech, and music, designed to address the field's limited availability of annotated data. We demonstrate successful transfer of learned representations from music and speech to bioacoustics, and our model shows promising generalization to unseen taxa and tasks. We evaluate NatureLM-audio on a novel benchmark (BEANS-Zero) and it sets a new state of the art on several bioacoustics tasks, including zero-shot classification of unseen species. To advance bioacoustics research, we release our model weights, benchmark data, and open-source the code for training and benchmark data generation and model training.

cs.SD

ShiQ: Bringing back Bellman to LLMs

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, seen as an initial policy. Another RL paradigm, Q-learning methods, has received far less attention in the LLM community while demonstrating major success in various non-LLM RL tasks. In particular, Q-learning effectiveness comes from its sample efficiency and ability to learn offline, which is particularly valuable given the high computational cost of sampling with LLMs. However, naively applying a Q-learning-style update to the model's logits is ineffective due to the specificity of LLMs. Our core contribution is to derive theoretically grounded loss functions from Bellman equations to adapt Q-learning methods to LLMs. To do so, we carefully adapt insights from the RL literature to account for LLM-specific characteristics, ensuring that the logits become reliable Q-value estimates. We then use this loss to build a practical algorithm, ShiQ for Shifted-Q, that supports off-policy, token-wise learning while remaining simple to implement. Finally, we evaluate ShiQ on both synthetic data and real-world benchmarks, e.g., UltraFeedback and BFCL-V3, demonstrating its effectiveness in both single-turn and multi-turn LLM settings

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Command A: An Enterprise-Ready Large Language Model

In this report we describe the development of Command A, a powerful large language model purpose-built to excel at real-world enterprise use cases. Command A is an agent-optimised and multilingual-capable model, with support for 23 languages of global business, and a novel hybrid architecture balancing efficiency with top of the range performance. It offers best-in-class Retrieval Augmented Generation (RAG) capabilities with grounding and tool use to automate sophisticated business processes. These abilities are achieved through a decentralised training approach, including self-refinement algorithms and model merging techniques. We also include results for Command R7B which shares capability and architectural similarities to Command A. Weights for both models have been released for research purposes. This technical report details our original training pipeline and presents an extensive evaluation of our models across a suite of enterprise-relevant tasks and public benchmarks, demonstrating excellent performance and efficiency.

cs.CL

Self-Improving Robust Preference Optimization

Online and offline RLHF methods, such as PPO and DPO, have been highly successful in aligning AI with human preferences. Despite their success, however, these methods suffer from fundamental limitations: (a) Models trained with RLHF can learn from mistakes or negative examples through RL mechanism or contrastive loss during training. However, at inference time, they lack an innate self-improvement mechanism for error corrections. (b) The optimal solution of existing methods is highly task-dependent, making it difficult for them to generalize to new tasks. To address these challenges, we propose Self-Improving Robust Preference Optimization (SRPO), a practical and mathematically principled offline RLHF framework. The key idea behind SRPO is to cast the problem of learning from human preferences as a self-improvement process, mathematically formulated as a min-max objective that jointly optimizes a self-improvement policy and a generative policy in an adversarial fashion. Crucially, the solution for this optimization problem is independent of the training task, which makes it robust to its changes. We then show that this objective can be reformulated as a non-adversarial offline loss, which can be efficiently optimized using standard supervised learning techniques at scale. To demonstrate SRPO's effectiveness, we evaluate it using AI Win-Rate (WR) against human (GOLD) completions. When tested on the XSum dataset, SRPO outperforms DPO by a margin of 15% after 5 self revisions, achieving an impressive 90% WR. Moreover, on the challenging Arena-Hard prompts, SRPO outperforms both DPO and IPO (by 4% without revision and 6% after a single revision), reaching a 56% WR against against Llama-3.1-8B-Instruct.

cs.LG

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

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 directly achieve this. However, these approaches cannot optimize arbitrary rewards, and the preference-based ones are not the only rewards of interest for LLMs (eg., unit tests for code generation or textual entailment for summarization, among others). RL-finetuning is usually done with a variation of policy gradient, which calls for on-policy or near-on-policy samples, requiring costly generations. We introduce Contrastive Policy Gradient, or CoPG, a simple and mathematically principled new RL algorithm that can estimate the optimal policy even from off-policy data. It can be seen as an off-policy policy gradient approach that does not rely on important sampling techniques and highlights the importance of using (the right) state baseline. We show this approach to generalize the direct alignment method IPO (identity preference optimization) and classic policy gradient. We experiment with the proposed CoPG on a toy bandit problem to illustrate its properties, as well as for finetuning LLMs on a summarization task, using a learned reward function considered as ground truth for the purpose of the experiments.

cs.LG

Imitating Language via Scalable Inverse Reinforcement Learning

The majority of language model training builds on imitation learning. It covers pretraining, supervised fine-tuning, and affects the starting conditions for reinforcement learning from human feedback (RLHF). The simplicity and scalability of maximum likelihood estimation (MLE) for next token prediction led to its role as predominant paradigm. However, the broader field of imitation learning can more effectively utilize the sequential structure underlying autoregressive generation. We focus on investigating the inverse reinforcement learning (IRL) perspective to imitation, extracting rewards and directly optimizing sequences instead of individual token likelihoods and evaluate its benefits for fine-tuning large language models. We provide a new angle, reformulating inverse soft-Q-learning as a temporal difference regularized extension of MLE. This creates a principled connection between MLE and IRL and allows trading off added complexity with increased performance and diversity of generations in the supervised fine-tuning (SFT) setting. We find clear advantages for IRL-based imitation, in particular for retaining diversity while maximizing task performance, rendering IRL a strong alternative on fixed SFT datasets even without online data generation. Our analysis of IRL-extracted reward functions further indicates benefits for more robust reward functions via tighter integration of supervised and preference-based LLM post-training.

cs.LG

Periodic agent-state based Q-learning for POMDPs

The standard approach for Partially Observable Markov Decision Processes (POMDPs) is to convert them to a fully observed belief-state MDP. However, the belief state depends on the system model and is therefore not viable in reinforcement learning (RL) settings. A widely used alternative is to use an agent state, which is a model-free, recursively updateable function of the observation history. Examples include frame stacking and recurrent neural networks. Since the agent state is model-free, it is used to adapt standard RL algorithms to POMDPs. However, standard RL algorithms like Q-learning learn a stationary policy. Our main thesis that we illustrate via examples is that because the agent state does not satisfy the Markov property, non-stationary agent-state based policies can outperform stationary ones. To leverage this feature, we propose PASQL (periodic agent-state based Q-learning), which is a variant of agent-state-based Q-learning that learns periodic policies. By combining ideas from periodic Markov chains and stochastic approximation, we rigorously establish that PASQL converges to a cyclic limit and characterize the approximation error of the converged periodic policy. Finally, we present a numerical experiment to highlight the salient features of PASQL and demonstrate the benefit of learning periodic policies over stationary policies.

cs.LG

Understanding Likelihood Over-optimisation in Direct Alignment Algorithms

Direct Alignment Algorithms (DAAs), such as Direct Preference Optimisation (DPO) and Identity Preference Optimisation (IPO), have emerged as alternatives to online Reinforcement Learning from Human Feedback (RLHF) algorithms such as Proximal Policy Optimisation (PPO) for aligning language models to human preferences, without the need for explicit reward modelling. These methods generally aim to increase the likelihood of generating better (preferred) completions while discouraging worse (non-preferred) ones, while staying close to the original model's behaviour. In this work, we explore the relationship between completion likelihood and model performance in state-of-the-art DAAs, and identify a critical issue of likelihood over-optimisation. Contrary to expectations, we find that higher likelihood of better completions and larger margins between better and worse completion likelihoods do not necessarily lead to better performance, and may even degrade it. Our analysis reveals that while higher likelihood correlates with better memorisation of factual knowledge patterns, a slightly lower completion likelihood tends to improve output diversity, thus leading to better generalisation to unseen scenarios. Moreover, we identify two key indicators that signal when over-optimised output diversity begins to harm performance: Decreasing Entropy over Top-k Tokens and Diminishing Top-k Probability Mass. Our experimental results validate that these indicators are reliable signs of declining performance under different regularisations, helping prevent over-optimisation and improve alignment with human preferences.

cs.CL

Solving robust MDPs as a sequence of static RL problems

Designing control policies whose performance level is guaranteed to remain above a given threshold in a span of environments is a critical feature for the adoption of reinforcement learning (RL) in real-world applications. The search for such robust policies is a notoriously difficult problem, related to the so-called dynamic model of transition function uncertainty, where the environment dynamics are allowed to change at each time step. But in practical cases, one is rather interested in robustness to a span of static transition models throughout interaction episodes. The static model is known to be harder to solve than the dynamic one, and seminal algorithms, such as robust value iteration, as well as most recent works on deep robust RL, build upon the dynamic model. In this work, we propose to revisit the static model. We suggest an analysis of why solving the static model under some mild hypotheses is a reasonable endeavor, based on an equivalence with the dynamic model, and formalize the general intuition that robust MDPs can be solved by tackling a series of static problems. We introduce a generic meta-algorithm called IWOCS, which incrementally identifies worst-case transition models so as to guide the search for a robust policy. Discussion on IWOCS sheds light on new ways to decouple policy optimization and adversarial transition functions and opens new perspectives for analysis. We derive a deep RL version of IWOCS and demonstrate it is competitive with state-of-the-art algorithms on classical benchmarks.

cs.LG

DRIFT: Deep Reinforcement Learning for Intelligent Floating Platforms Trajectories

This investigation introduces a novel deep reinforcement learning-based suite to control floating platforms in both simulated and real-world environments. Floating platforms serve as versatile test-beds to emulate micro-gravity environments on Earth, useful to test autonomous navigation systems for space applications. Our approach addresses the system and environmental uncertainties in controlling such platforms by training policies capable of precise maneuvers amid dynamic and unpredictable conditions. Leveraging Deep Reinforcement Learning (DRL) techniques, our suite achieves robustness, adaptability, and good transferability from simulation to reality. Our deep reinforcement learning framework provides advantages such as fast training times, large-scale testing capabilities, rich visualization options, and ROS bindings for integration with real-world robotic systems. Being open access, our suite serves as a comprehensive platform for practitioners who want to replicate similar research in their own simulated environments and labs.

cs.RO

Learning in Mean Field Games: A Survey

Non-cooperative and cooperative games with a very large number of players have many applications but remain generally intractable when the number of players increases. Introduced by Lasry and Lions, and Huang, Caines and Malhamé, Mean Field Games (MFGs) rely on a mean-field approximation to allow the number of players to grow to infinity. Traditional methods for solving these games generally rely on solving partial or stochastic differential equations with a full knowledge of the model. Recently, Reinforcement Learning (RL) has appeared promising to solve complex problems at scale. The combination of RL and MFGs is promising to solve games at a very large scale both in terms of population size and environment complexity. In this survey, we review the quickly growing recent literature on RL methods to learn equilibria and social optima in MFGs. We first identify the most common settings (static, stationary, and evolutive) of MFGs. We then present a general framework for classical iterative methods (based on best-response computation or policy evaluation) to solve MFGs in an exact way. Building on these algorithms and the connection with Markov Decision Processes, we explain how RL can be used to learn MFG solutions in a model-free way. Last, we present numerical illustrations on a benchmark problem, and conclude with some perspectives.

cs.LG

A Survey of Temporal Credit Assignment in Deep Reinforcement Learning

The Credit Assignment Problem (CAP) refers to the longstanding challenge of Reinforcement Learning (RL) agents to associate actions with their long-term consequences. Solving the CAP is a crucial step towards the successful deployment of RL in the real world since most decision problems provide feedback that is noisy, delayed, and with little or no information about the causes. These conditions make it hard to distinguish serendipitous outcomes from those caused by informed decision-making. However, the mathematical nature of credit and the CAP remains poorly understood and defined. In this survey, we review the state of the art of Temporal Credit Assignment (CA) in deep RL. We propose a unifying formalism for credit that enables equitable comparisons of state-of-the-art algorithms and improves our understanding of the trade-offs between the various methods. We cast the CAP as the problem of learning the influence of an action over an outcome from a finite amount of experience. We discuss the challenges posed by delayed effects, transpositions, and a lack of action influence, and analyse how existing methods aim to address them. Finally, we survey the protocols to evaluate a credit assignment method and suggest ways to diagnose the sources of struggle for different methods. Overall, this survey provides an overview of the field for new-entry practitioners and researchers, it offers a coherent perspective for scholars looking to expedite the starting stages of a new study on the CAP, and it suggests potential directions for future research.

cs.LG

Averaging log-likelihoods in direct alignment

To better align Large Language Models (LLMs) with human judgment, Reinforcement Learning from Human Feedback (RLHF) learns a reward model and then optimizes it using regularized RL. Recently, direct alignment methods were introduced to learn such a fine-tuned model directly from a preference dataset without computing a proxy reward function. These methods are built upon contrastive losses involving the log-likelihood of (dis)preferred completions according to the trained model. However, completions have various lengths, and the log-likelihood is not length-invariant. On the other side, the cross-entropy loss used in supervised training is length-invariant, as batches are typically averaged token-wise. To reconcile these approaches, we introduce a principled approach for making direct alignment length-invariant. Formally, we introduce a new averaging operator, to be composed with the optimality operator giving the best policy for the underlying RL problem. It translates into averaging the log-likelihood within the loss. We empirically study the effect of such averaging, observing a trade-off between the length of generations and their scores.

cs.LG

Time-Constrained Robust MDPs

Robust reinforcement learning is essential for deploying reinforcement learning algorithms in real-world scenarios where environmental uncertainty predominates. Traditional robust reinforcement learning often depends on rectangularity assumptions, where adverse probability measures of outcome states are assumed to be independent across different states and actions. This assumption, rarely fulfilled in practice, leads to overly conservative policies. To address this problem, we introduce a new time-constrained robust MDP (TC-RMDP) formulation that considers multifactorial, correlated, and time-dependent disturbances, thus more accurately reflecting real-world dynamics. This formulation goes beyond the conventional rectangularity paradigm, offering new perspectives and expanding the analytical framework for robust RL. We propose three distinct algorithms, each using varying levels of environmental information, and evaluate them extensively on continuous control benchmarks. Our results demonstrate that these algorithms yield an efficient tradeoff between performance and robustness, outperforming traditional deep robust RL methods in time-constrained environments while preserving robustness in classical benchmarks. This study revisits the prevailing assumptions in robust RL and opens new avenues for developing more practical and realistic RL applications.

cs.LG

RRLS : Robust Reinforcement Learning Suite

Robust reinforcement learning is the problem of learning control policies that provide optimal worst-case performance against a span of adversarial environments. It is a crucial ingredient for deploying algorithms in real-world scenarios with prevalent environmental uncertainties and has been a long-standing object of attention in the community, without a standardized set of benchmarks. This contribution endeavors to fill this gap. We introduce the Robust Reinforcement Learning Suite (RRLS), a benchmark suite based on Mujoco environments. RRLS provides six continuous control tasks with two types of uncertainty sets for training and evaluation. Our benchmark aims to standardize robust reinforcement learning tasks, facilitating reproducible and comparable experiments, in particular those from recent state-of-the-art contributions, for which we demonstrate the use of RRLS. It is also designed to be easily expandable to new environments. The source code is available at \href{https://github.com/SuReLI/RRLS}{https://github.com/SuReLI/RRLS}.

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