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Alessandro Sestini

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3 published item(s)

preprint2026arXiv

SOPE: Stabilizing Off-Policy Evaluation for Online RL with Prior Data

Incorporating prior data into online reinforcement learning accelerates training but typically forces a difficult trade-off between high computational costs and long, multi-stage training pipelines. While fixed-length stabilization phases are significantly more computationally efficient than static update schedules, they require task-dependent manual tuning, risking either the waste of prior knowledge or severe overfitting. To address this, we propose SOPE, an algorithm that uses an actor-aligned Off-Policy Policy Evaluation (OPE) signal as an automated early-stopping mechanism to dynamically control the length of offline training phases. By evaluating the critic on a held-out validation split under the current policy's action distribution, SOPE halts gradient updates exactly when out-of-distribution benefits saturate, eliminating the need for manual schedule tuning. Evaluated on 25 continuous control tasks from the Minari benchmark suite, SOPE improves baseline performance by up to 45.6% while reducing the required TFLOPs by up to 22x, thus balancing the tradeoff between sample and computational efficiency. These findings demonstrate that adaptive, evaluation-driven update schedules are more effective than relying on static, exhaustive update schedules.

preprint2022arXiv

Contextual Decision Trees

Focusing on Random Forests, we propose a multi-armed contextual bandit recommendation framework for feature-based selection of a single shallow tree of the learned ensemble. The trained system, which works on top of the Random Forest, dynamically identifies a base predictor that is responsible for providing the final output. In this way, we obtain local interpretations by observing the rules of the recommended tree. The carried out experiments reveal that our dynamic method is superior to an independent fitted CART decision tree and comparable to the whole black-box Random Forest in terms of predictive performances.

preprint2022arXiv

Towards Informed Design and Validation Assistance in Computer Games Using Imitation Learning

In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing. Our method leverages a data-driven imitation learning technique, which requires little effort and time and no knowledge of machine learning or programming, that designers can use to efficiently train game testing agents. We investigate the validity of our approach through a user study with industry experts. The survey results show that our method is indeed a valid approach to game validation and that data-driven programming would be a useful aid to reducing effort and increasing quality of modern playtesting. The survey also highlights several open challenges. With the help of the most recent literature, we analyze the identified challenges and propose future research directions suitable for supporting and maximizing the utility of our approach.