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Olivier Sigaud

Olivier Sigaud contributes to research discovery and scholarly infrastructure.

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Published work

14 published item(s)

preprint2026arXiv

Improving Zero-Shot Offline RL via Behavioral Task Sampling

Offline zero-shot reinforcement learning (RL) aims to learn agents that optimize unseen reward functions without additional environment interaction. The standard approach to this problem trains task-conditioned policies by sampling task vectors that define linear reward functions over learned state representations. In most existing algorithms, these task vectors are randomly sampled, implicitly assuming this adequately captures the structure of the task space. We argue that doing so leads to suboptimal zero-shot generalization. To address this limitation, we propose extracting task vectors directly from the offline dataset and using them to define the task distribution used for policy training. We introduce a simple and general reward function extraction procedure that integrates into existing offline zero-shot RL algorithms. Across multiple benchmark environments and baselines, our approach improves zero-shot performance by an average of 20%, highlighting the importance of principled task sampling in offline zero-shot RL.

preprint2026arXiv

PRISM: Perception Reasoning Interleaved for Sequential Decision Making

Scaling LLM-based embodied agents from text-only environments to complex multimodal settings remains a major challenge. Recent work identifies a perception-reasoning-decision gap in standalone Vision-Language Models (VLMs), which often overlook task-critical information. In this paper, we introduce PRISM, a framework that tightly couples perception (VLM) and decision (LLM) through a dynamic question-answer (DQA) pipeline. Instead of passively accepting the VLM's description, the LLM critiques it, probes the VLM with goal-oriented questions, and synthesizes a compact image description. This closed-loop interaction yields a sharp, task-driven understanding of the scene. We evaluate PRISM on the ALFWorld and Room-to-Room (R2R) benchmarks. We show that: (1) PRISM significantly outperforms state-of-the-art image-based models, (2) our Interactive goal-oriented perception pipeline yields systematic and substantial gains, and (3) PRISM is fully automatic, eliminating the need for handcrafted questions or answers.

preprint2022arXiv

A Hitchhiker's Guide to Statistical Comparisons of Reinforcement Learning Algorithms

Consistently checking the statistical significance of experimental results is the first mandatory step towards reproducible science. This paper presents a hitchhiker's guide to rigorous comparisons of reinforcement learning algorithms. After introducing the concepts of statistical testing, we review the relevant statistical tests and compare them empirically in terms of false positive rate and statistical power as a function of the sample size (number of seeds) and effect size. We further investigate the robustness of these tests to violations of the most common hypotheses (normal distributions, same distributions, equal variances). Beside simulations, we compare empirical distributions obtained by running Soft-Actor Critic and Twin-Delayed Deep Deterministic Policy Gradient on Half-Cheetah. We conclude by providing guidelines and code to perform rigorous comparisons of RL algorithm performances.

preprint2022arXiv

Combining Evolution and Deep Reinforcement Learning for Policy Search: a Survey

Deep neuroevolution and deep Reinforcement Learning have received a lot of attention in the last years. Some works have compared them, highlighting theirs pros and cons, but an emerging trend consists in combining them so as to benefit from the best of both worlds. In this paper, we provide a survey of this emerging trend by organizing the literature into related groups of works and casting all the existing combinations in each group into a generic framework. We systematically cover all easily available papers irrespective of their publication status, focusing on the combination mechanisms rather than on the experimental results. In total, we cover 45 algorithms more recent than 2017. We hope this effort will favor the growth of the domain by facilitating the understanding of the relationships between the methods, leading to deeper analyses, outlining missing useful comparisons and suggesting new combinations of mechanisms.

preprint2022arXiv

Diversity Policy Gradient for Sample Efficient Quality-Diversity Optimization

A fascinating aspect of nature lies in its ability to produce a large and diverse collection of organisms that are all high-performing in their niche. By contrast, most AI algorithms focus on finding a single efficient solution to a given problem. Aiming for diversity in addition to performance is a convenient way to deal with the exploration-exploitation trade-off that plays a central role in learning. It also allows for increased robustness when the returned collection contains several working solutions to the considered problem, making it well-suited for real applications such as robotics. Quality-Diversity (QD) methods are evolutionary algorithms designed for this purpose. This paper proposes a novel algorithm, QDPG, which combines the strength of Policy Gradient algorithms and Quality Diversity approaches to produce a collection of diverse and high-performing neural policies in continuous control environments. The main contribution of this work is the introduction of a Diversity Policy Gradient (DPG) that exploits information at the time-step level to drive policies towards more diversity in a sample-efficient manner. Specifically, QDPG selects neural controllers from a MAP-Elites grid and uses two gradient-based mutation operators to improve both quality and diversity. Our results demonstrate that QDPG is significantly more sample-efficient than its evolutionary competitors.

preprint2022arXiv

Help Me Explore: Minimal Social Interventions for Graph-Based Autotelic Agents

In the quest for autonomous agents learning open-ended repertoires of skills, most works take a Piagetian perspective: learning trajectories are the results of interactions between developmental agents and their physical environment. The Vygotskian perspective, on the other hand, emphasizes the centrality of the socio-cultural environment: higher cognitive functions emerge from transmissions of socio-cultural processes internalized by the agent. This paper argues that both perspectives could be coupled within the learning of autotelic agents to foster their skill acquisition. To this end, we make two contributions: 1) a novel social interaction protocol called Help Me Explore (HME), where autotelic agents can benefit from both individual and socially guided exploration. In social episodes, a social partner suggests goals at the frontier of the learning agent knowledge. In autotelic episodes, agents can either learn to master their own discovered goals or autonomously rehearse failed social goals; 2) GANGSTR, a graph-based autotelic agent for manipulation domains capable of decomposing goals into sequences of intermediate sub-goals. We show that when learning within HME, GANGSTR overcomes its individual learning limits by mastering the most complex configurations (e.g. stacks of 5 blocks) with only few social interventions.

preprint2022arXiv

Learning Object-Centered Autotelic Behaviors with Graph Neural Networks

Although humans live in an open-ended world and endlessly face new challenges, they do not have to learn from scratch each time they face the next one. Rather, they have access to a handful of previously learned skills, which they rapidly adapt to new situations. In artificial intelligence, autotelic agents, which are intrinsically motivated to represent and set their own goals, exhibit promising skill adaptation capabilities. However, these capabilities are highly constrained by their policy and goal space representations. In this paper, we propose to investigate the impact of these representations on the learning and transfer capabilities of autotelic agents. We study different implementations of autotelic agents using four types of Graph Neural Networks policy representations and two types of goal spaces, either geometric or predicate-based. By testing agents on unseen goals, we show that combining object-centered architectures that are expressive enough with semantic relational goals helps learning to reach more difficult goals. We also release our graph-based implementations to encourage further research in this direction.

preprint2022arXiv

Making Reinforcement Learning Work on Swimmer

The SWIMMER environment is a standard benchmark in reinforcement learning (RL). In particular, it is often used in papers comparing or combining RL methods with direct policy search methods such as genetic algorithms or evolution strategies. A lot of these papers report poor performance on SWIMMER from RL methods and much better performance from direct policy search methods. In this technical report we show that the low performance of RL methods on SWIMMER simply comes from the inadequate tuning of an important hyper-parameter, the discount factor. Furthermore we show that, by setting this hyper-parameter to a correct value, the issue can be easily fixed. Finally, for a set of often used RL algorithms, we provide a set of successful hyper-parameters obtained with the Stable Baselines3 library and its RL Zoo.

preprint2021arXiv

Grounding Language to Autonomously-Acquired Skills via Goal Generation

We are interested in the autonomous acquisition of repertoires of skills. Language-conditioned reinforcement learning (LC-RL) approaches are great tools in this quest, as they allow to express abstract goals as sets of constraints on the states. However, most LC-RL agents are not autonomous and cannot learn without external instructions and feedback. Besides, their direct language condition cannot account for the goal-directed behavior of pre-verbal infants and strongly limits the expression of behavioral diversity for a given language input. To resolve these issues, we propose a new conceptual approach to language-conditioned RL: the Language-Goal-Behavior architecture (LGB). LGB decouples skill learning and language grounding via an intermediate semantic representation of the world. To showcase the properties of LGB, we present a specific implementation called DECSTR. DECSTR is an intrinsically motivated learning agent endowed with an innate semantic representation describing spatial relations between physical objects. In a first stage (G -> B), it freely explores its environment and targets self-generated semantic configurations. In a second stage (L -> G), it trains a language-conditioned goal generator to generate semantic goals that match the constraints expressed in language-based inputs. We showcase the additional properties of LGB w.r.t. both an end-to-end LC-RL approach and a similar approach leveraging non-semantic, continuous intermediate representations. Intermediate semantic representations help satisfy language commands in a diversity of ways, enable strategy switching after a failure and facilitate language grounding.

preprint2020arXiv

DREAM Architecture: a Developmental Approach to Open-Ended Learning in Robotics

Robots are still limited to controlled conditions, that the robot designer knows with enough details to endow the robot with the appropriate models or behaviors. Learning algorithms add some flexibility with the ability to discover the appropriate behavior given either some demonstrations or a reward to guide its exploration with a reinforcement learning algorithm. Reinforcement learning algorithms rely on the definition of state and action spaces that define reachable behaviors. Their adaptation capability critically depends on the representations of these spaces: small and discrete spaces result in fast learning while large and continuous spaces are challenging and either require a long training period or prevent the robot from converging to an appropriate behavior. Beside the operational cycle of policy execution and the learning cycle, which works at a slower time scale to acquire new policies, we introduce the redescription cycle, a third cycle working at an even slower time scale to generate or adapt the required representations to the robot, its environment and the task. We introduce the challenges raised by this cycle and we present DREAM (Deferred Restructuring of Experience in Autonomous Machines), a developmental cognitive architecture to bootstrap this redescription process stage by stage, build new state representations with appropriate motivations, and transfer the acquired knowledge across domains or tasks or even across robots. We describe results obtained so far with this approach and end up with a discussion of the questions it raises in Neuroscience.

preprint2020arXiv

Language-Conditioned Goal Generation: a New Approach to Language Grounding for RL

In the real world, linguistic agents are also embodied agents: they perceive and act in the physical world. The notion of Language Grounding questions the interactions between language and embodiment: how do learning agents connect or ground linguistic representations to the physical world ? This question has recently been approached by the Reinforcement Learning community under the framework of instruction-following agents. In these agents, behavioral policies or reward functions are conditioned on the embedding of an instruction expressed in natural language. This paper proposes another approach: using language to condition goal generators. Given any goal-conditioned policy, one could train a language-conditioned goal generator to generate language-agnostic goals for the agent. This method allows to decouple sensorimotor learning from language acquisition and enable agents to demonstrate a diversity of behaviors for any given instruction. We propose a particular instantiation of this approach and demonstrate its benefits.

preprint2020arXiv

PBCS : Efficient Exploration and Exploitation Using a Synergy between Reinforcement Learning and Motion Planning

The exploration-exploitation trade-off is at the heart of reinforcement learning (RL). However, most continuous control benchmarks used in recent RL research only require local exploration. This led to the development of algorithms that have basic exploration capabilities, and behave poorly in benchmarks that require more versatile exploration. For instance, as demonstrated in our empirical study, state-of-the-art RL algorithms such as DDPG and TD3 are unable to steer a point mass in even small 2D mazes. In this paper, we propose a new algorithm called "Plan, Backplay, Chain Skills" (PBCS) that combines motion planning and reinforcement learning to solve hard exploration environments. In a first phase, a motion planning algorithm is used to find a single good trajectory, then an RL algorithm is trained using a curriculum derived from the trajectory, by combining a variant of the Backplay algorithm and skill chaining. We show that this method outperforms state-of-the-art RL algorithms in 2D maze environments of various sizes, and is able to improve on the trajectory obtained by the motion planning phase.

preprint2020arXiv

To Share or Not To Share: A Comprehensive Appraisal of Weight-Sharing

Weight-sharing (WS) has recently emerged as a paradigm to accelerate the automated search for efficient neural architectures, a process dubbed Neural Architecture Search (NAS). Although very appealing, this framework is not without drawbacks and several works have started to question its capabilities on small hand-crafted benchmarks. In this paper, we take advantage of the \nasbench dataset to challenge the efficiency of WS on a representative search space. By comparing a SOTA WS approach to a plain random search we show that, despite decent correlations between evaluations using weight-sharing and standalone ones, WS is only rarely significantly helpful to NAS. In particular we highlight the impact of the search space itself on the benefits.

preprint2019arXiv

The problem with DDPG: understanding failures in deterministic environments with sparse rewards

In environments with continuous state and action spaces, state-of-the-art actor-critic reinforcement learning algorithms can solve very complex problems, yet can also fail in environments that seem trivial, but the reason for such failures is still poorly understood. In this paper, we contribute a formal explanation of these failures in the particular case of sparse reward and deterministic environments. First, using a very elementary control problem, we illustrate that the learning process can get stuck into a fixed point corresponding to a poor solution. Then, generalizing from the studied example, we provide a detailed analysis of the underlying mechanisms which results in a new understanding of one of the convergence regimes of these algorithms. The resulting perspective casts a new light on already existing solutions to the issues we have highlighted, and suggests other potential approaches.