Arrow Research search

Author name cluster

Andrei Lupu

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

22 papers
2 author rows

Possible papers

22

TMLR Journal 2026 Journal Article

Bootstrapping Task Spaces for Self-Improvement

  • Minqi Jiang
  • Andrei Lupu
  • Yoram Bachrach

Progress in many task domains emerges from repeated revisions to previous solution attempts. Training agents that can reliably self-improve over such sequences at inference-time is a natural target for reinforcement learning (RL), yet the naive approach assumes a fixed maximum iteration depth, which can be both costly and arbitrary. We present Exploratory Iteration (ExIt), a family of autocurriculum RL methods that directly exploits the recurrent structure of self-improvement tasks to train LLMs to perform multi-step self-improvement at inference-time while only training on the most informative single-step iterations. ExIt grows a task space by selectively sampling the most informative intermediate, partial histories encountered during an episode for continued iteration, treating these starting points as new self-iteration task instances to train a self-improvement policy. ExIt can further pair with explicit exploration mechanisms to sustain greater task diversity. Across several domains, encompassing competition math, multi-turn tool-use, and machine learning engineering, we demonstrate that ExIt strategies, starting from either a single or many task instances, can produce policies exhibiting strong inference-time self-improvement on held-out task instances, and the ability to iterate towards higher performance over a step budget extending beyond the average iteration depth encountered during training.

ICML Conference 2025 Conference Paper

Ad-Hoc Human-AI Coordination Challenge

  • Tin Dizdarevic
  • Ravi Hammond
  • Tobias Gessler
  • Anisoara Calinescu
  • Jonathan Cook 0004
  • Matteo Gallici
  • Andrei Lupu
  • Jakob N. Foerster

Achieving seamless coordination between AI agents and humans is crucial for real-world applications, yet it remains a significant open challenge. Hanabi is a cooperative card game featuring imperfect information, constrained communication, theory of mind requirements, and coordinated action – making it an ideal testbed for human-AI coordination. However, its use for human-AI interaction has been limited by the challenges of human evaluation. In this work, we introduce the Ad-Hoc Human-AI Coordination Challenge (AH2AC2) to overcome the constraints of costly and difficult-to-reproduce human evaluations. We develop human proxy agents on a large-scale human dataset that serve as robust, cheap, and reproducible human-like evaluation partners in AH2AC2. To encourage the development of data-efficient methods, we open-source a dataset of 3, 079 games, deliberately limiting the amount of available human gameplay data. We present baseline results for both two- and three- player Hanabi scenarios. To ensure fair evaluation, we host the proxy agents through a controlled evaluation system rather than releasing them publicly. The code is available at https: //github. com/FLAIROx/ah2ac2.

NeurIPS Conference 2025 Conference Paper

AI Research Agents for Machine Learning: Search, Exploration, and Generalization in MLE-bench

  • Edan Toledo
  • Karen Hambardzumyan
  • Martin Josifoski
  • Rishi Hazra
  • Nicolas Baldwin
  • Alexis Audran-Reiss
  • Michael Kuchnik
  • Despoina Magka

AI research agents are demonstrating great potential to accelerate scientific progress by automating the design, implementation, and training of machine learning models. We focus on methods for improving agents' performance on MLE-bench, a challenging benchmark where agents compete in Kaggle competitions to solve real-world machine learning problems. We formalize AI research agents as search policies that navigate a space of candidate solutions, iteratively modifying them using operators. By designing and systematically varying different operator sets and search policies (Greedy, MCTS, Evolutionary), we show that their interplay is critical for achieving high performance. Our best pairing of search strategy and operator set achieves a state-of-the-art result on MLE-bench lite, increasing the success rate of achieving a Kaggle medal from 39. 6% to 47. 7%. Our investigation underscores the importance of jointly considering the search strategy, operator design, and evaluation methodology in advancing automated machine learning.

IJCAI Conference 2025 Conference Paper

Combining Code Generating Large Language Models and Self-Play to Iteratively Refine Strategies in Games

  • Yoram Bachrach
  • Edan Toledo
  • Karen Hambardzumyan
  • Despoina Magka
  • Martin Josifoski
  • Minqi Jiang
  • Jakob Foerster
  • Roberta Raileanu

We propose a self-play approach to generating strategies for playing in multi-player games, where strategies are represented as computer code. We use large language models (LLMs) to generate pieces of code to play in the game, which we refer to as generated bots. We engage the LLM generated bots in competitions, designed to generate increasingly stronger strategies. We follow game theoretic principles in organizing these tournaments, and use a Policy Space Response Oracle (PSRO) approach. We start with an initial set of LLM generated bots, and continue in rounds for adding new bots into the population. Each round adds a bot to the population by asking the LLM to produce code for playing against a bot representing the Nash equilibrium mixture over the current population. Our analysis shows that even a few rounds are sufficient to produces strong bots for playing the game. Our demo shows the process for the game of Checkers. We allow users to select initial bots in the population, run the process, inspect how the bots evolve over time, and play against the generated bots.

ICLR Conference 2025 Conference Paper

OvercookedV2: Rethinking Overcooked for Zero-Shot Coordination

  • Tobias Gessler
  • Tin Dizdarevic
  • Anisoara Calinescu
  • Benjamin Ellis
  • Andrei Lupu
  • Jakob N. Foerster

AI agents hold the potential to transform everyday life by helping humans achieve their goals. To do this successfully, agents need to be able to coordinate with novel partners without prior interaction, a setting known as zero-shot coordination (ZSC). Overcooked has become one of the most popular benchmarks for evaluating coordination capabilities of AI agents and learning algorithms. In this work, we investigate the origins of ZSC challenges in Overcooked. We introduce a state augmentation mechanism which mixes states that might be encountered when paired with unknown partners into the training distribution, reducing the out-of-distribution challenge associated with ZSC. We show that independently trained agents under this algorithm coordinate successfully in Overcooked. Our results suggest that ZSC failure can largely be attributed to poor state coverage under self-play rather than more sophisticated coordination challenges. The Overcooked environment is therefore not suitable as a ZSC benchmark. To address these shortcomings, we introduce OvercookedV2, a new version of the benchmark, which includes asymmetric information and stochasticity, facilitating the creation of interesting ZSC scenarios. To validate OvercookedV2, we conduct experiments demonstrating that mere exhaustive state coverage is insufficient to coordinate well. Finally, we use OvercookedV2 to build a new range of coordination challenges, including ones that require test time protocol formation, and we demonstrate the need for new coordination algorithms that can adapt online. We hope that OvercookedV2 will help benchmark the next generation of ZSC algorithms and advance collaboration between AI agents and humans.

NeurIPS Conference 2025 Conference Paper

The Automated LLM Speedrunning Benchmark: Reproducing NanoGPT Improvements

  • Bingchen Zhao
  • Despoina Magka
  • Minqi Jiang
  • Xian Li
  • Roberta Raileanu
  • Tatiana Shavrina
  • Jean-Christophe Gagnon-Audet
  • Kelvin Niu

Rapidly improving large language models (LLMs) have the potential to assist in scientific progress. One critical skill in this endeavor is the ability to faithfully reproduce existing work. To evaluate the capability of AI agents to reproduce complex code in an active research area, we introduce the Automated LLM Speedrunning Benchmark, leveraging the research community's contributions to the $\textit{NanoGPT speedrun}$, a competition to train a GPT-2 model in the shortest time. Each of the 19 speedrun tasks provides the agent with the previous record's training script, optionally paired with one of three hint formats, ranging from pseudocode to paper-like descriptions of the new record's improvements. Records execute quickly by design and speedrun improvements encompass diverse code-level changes, ranging from high-level algorithmic advancements to hardware-aware optimizations. These features make the benchmark both accessible and realistic for the frontier problem of improving LLM training. We find that recent frontier reasoning LLMs combined with SoTA scaffolds struggle to reimplement already-known innovations in our benchmark, even when given detailed hints. Our benchmark thus provides a simple, non-saturated measure of an LLM's ability to automate scientific reproduction, a necessary (but not sufficient) skill for an autonomous research agent.

NeurIPS Conference 2024 Conference Paper

Adam on Local Time: Addressing Nonstationarity in RL with Relative Adam Timesteps

  • Benjamin Ellis
  • Matthew T. Jackson
  • Andrei Lupu
  • Alexander D. Goldie
  • Mattie Fellows
  • Shimon Whiteson
  • Jakob N. Foerster

In reinforcement learning (RL), it is common to apply techniques used broadly in machine learning such as neural network function approximators and momentum-based optimizers. However, such tools were largely developed for supervised learning rather than nonstationary RL, leading practitioners to adopt target networks, clipped policy updates, and other RL-specific implementation tricks to combat this mismatch, rather than directly adapting this toolchain for use in RL. In this paper, we take a different approach and instead address the effect of nonstationarity by adapting the widely used Adam optimiser. We first analyse the impact of nonstationary gradient magnitude --- such as that caused by a change in target network --- on Adam's update size, demonstrating that such a change can lead to large updates and hence sub-optimal performance. To address this, we introduce Adam-Rel. Rather than using the global timestep in the Adam update, Adam-Rel uses the local timestep within an epoch, essentially resetting Adam's timestep to 0 after target changes. We demonstrate that this avoids large updates and reduces to learning rate annealing in the absence of such increases in gradient magnitude. Evaluating Adam-Rel in both on-policy and off-policy RL, we demonstrate improved performance in both Atari and Craftax. We then show that increases in gradient norm occur in RL in practice, and examine the differences between our theoretical model and the observed data.

ICLR Conference 2024 Conference Paper

Behaviour Distillation

  • Andrei Lupu
  • Chris Lu 0001
  • Jarek Liesen
  • Robert Tjarko Lange
  • Jakob N. Foerster

Dataset distillation aims to condense large datasets into a small number of synthetic examples that can be used as drop-in replacements when training new models. It has applications to interpretability, neural architecture search, privacy, and continual learning. Despite strong successes in supervised domains, such methods have not yet been extended to reinforcement learning, where the lack of a fixed dataset renders most distillation methods unusable. Filling the gap, we formalize $\textit{behaviour distillation}$, a setting that aims to discover and then condense the information required for training an expert policy into a synthetic dataset of state-action pairs, $\textit{without access to expert data}$. We then introduce Hallucinating Datasets with Evolution Strategies (HaDES), a method for behaviour distillation that can discover datasets of $\textit{just four}$ state-action pairs which, under supervised learning, train agents to competitive performance levels in continuous control tasks. We show that these datasets generalize out of distribution to training policies with a wide range of architectures and hyperparameters. We also demonstrate application to a downstream task, namely training multi-task agents in a zero-shot fashion. Beyond behaviour distillation, HaDES provides significant improvements in neuroevolution for RL over previous approaches and achieves SoTA results on one standard supervised dataset distillation task. Finally, we show that visualizing the synthetic datasets can provide human-interpretable task insights.

AAMAS Conference 2024 Conference Paper

JaxMARL: Multi-Agent RL Environments and Algorithms in JAX

  • Alexander Rutherford
  • Benjamin Ellis
  • Matteo Gallici
  • Jonathan Cook
  • Andrei Lupu
  • Garðar Ingvarsson
  • Timon Willi
  • Akbir Khan

Benchmarks play an important role in the development of machine learning algorithms, with reinforcement learning (RL) research having been heavily influenced by the available environments. However, RL environments are traditionally run on the CPU, limiting their scalability with typical academic compute. Recent advancements in JAX have enabled the wider use of hardware acceleration to overcome these computational hurdles, enabling massively parallel RL training pipelines and environments. This is particularly useful for multi-agent reinforcement learning (MARL) research. First of all, multiple agents must be considered at each environment step, adding computational burden, and secondly, the sample complexity is increased due to non-stationarity, decentralised partial observability, or other MARL challenges. In this paper, we present JaxMARL, the first open-source code base that combines ease-ofuse with GPU enabled efficiency, and supports a large number of commonly used MARL environments as well as popular baseline algorithms. When considering wall clock time, our experiments Proc. of the 23rd International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2024), N. Alechina, V. Dignum, M. Dastani, J. S. Sichman (eds.), May 6 – 10, 2024, Auckland, New Zealand. © 2024 International Foundation for Autonomous Agents and Multiagent Systems (www. ifaamas. org). This work is licenced under the Creative Commons Attribution 4. 0 International (CC-BY 4. 0) licence. show that per-run our JAX-based training pipeline is up to 12500x faster than existing approaches. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the Star- Craft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. We provide code at https: //github. com/flairox/jaxmarl.

NeurIPS Conference 2024 Conference Paper

JaxMARL: Multi-Agent RL Environments and Algorithms in JAX

  • Alexander Rutherford
  • Benjamin Ellis
  • Matteo Gallici
  • Jonathan Cook
  • Andrei Lupu
  • Garðar Ingvarsson
  • Timon Willi
  • Ravi Hammond

Benchmarks are crucial in the development of machine learning algorithms, significantly influencing reinforcement learning (RL) research through the available environments. Traditionally, RL environments run on the CPU, which limits their scalability with the computational resources typically available in academia. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, easy-to-use code base that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is up to 12, 500 times faster than existing approaches. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https: //github. com/flairox/jaxmarl.

NeurIPS Conference 2024 Conference Paper

Rainbow Teaming: Open-Ended Generation of Diverse Adversarial Prompts

  • Mikayel Samvelyan
  • Sharath C. Raparthy
  • Andrei Lupu
  • Eric Hambro
  • Aram H. Markosyan
  • Manish Bhatt
  • Yuning Mao
  • Minqi Jiang

As large language models (LLMs) become increasingly prevalent across many real-world applications, understanding and enhancing their robustness to adversarial attacks is of paramount importance. Existing methods for identifying adversarial prompts tend to focus on specific domains, lack diversity, or require extensive human annotations. To address these limitations, we present Rainbow Teaming, a novel black-box approach for producing a diverse collection of adversarial prompts. Rainbow Teaming casts adversarial prompt generation as a quality-diversity problem and uses open-ended search to generate prompts that are both effective and diverse. Focusing on the safety domain, we use Rainbow Teaming to target various state-of-the-art LLMs, including the Llama 2 and Llama 3 models. Our approach reveals hundreds of effective adversarial prompts, with an attack success rate exceeding 90% across all tested models. Furthermore, we demonstrate that prompts generated by Rainbow Teaming are highly transferable and that fine-tuning models with synthetic data generated by our method significantly enhances their safety without sacrificing general performance or helpfulness. We additionally explore the versatility of Rainbow Teaming by applying it to question answering and cybersecurity, showcasing its potential to drive robust open-ended self-improvement in a wide range of applications.

ICLR Conference 2023 Conference Paper

Adversarial Diversity in Hanabi

  • Brandon Cui
  • Andrei Lupu
  • Samuel Sokota
  • Hengyuan Hu
  • David J. Wu 0002
  • Jakob N. Foerster

Many Dec-POMDPs admit a qualitatively diverse set of ''reasonable'' joint policies, where reasonableness is indicated by symmetry equivariance, non-sabotaging behaviour and the graceful degradation of performance when paired with ad-hoc partners. Some of the work in diversity literature is concerned with generating these policies. Unfortunately, existing methods fail to produce teams of agents that are simultaneously diverse, high performing, and reasonable. In this work, we propose a novel approach, adversarial diversity (ADVERSITY), which is designed for turn-based Dec-POMDPs with public actions. ADVERSITY relies on off-belief learning to encourage reasonableness and skill, and on ''repulsive'' fictitious transitions to encourage diversity. We use this approach to generate new agents with distinct but reasonable play styles for the card game Hanabi and open-source our agents to be used for future research on (ad-hoc) coordination.

NeurIPS Conference 2022 Conference Paper

Grounding Aleatoric Uncertainty for Unsupervised Environment Design

  • Minqi Jiang
  • Michael Dennis
  • Jack Parker-Holder
  • Andrei Lupu
  • Heinrich Küttler
  • Edward Grefenstette
  • Tim Rocktäschel
  • Jakob Foerster

Adaptive curricula in reinforcement learning (RL) have proven effective for producing policies robust to discrepancies between the train and test environment. Recently, the Unsupervised Environment Design (UED) framework generalized RL curricula to generating sequences of entire environments, leading to new methods with robust minimax regret properties. Problematically, in partially-observable or stochastic settings, optimal policies may depend on the ground-truth distribution over aleatoric parameters of the environment in the intended deployment setting, while curriculum learning necessarily shifts the training distribution. We formalize this phenomenon as curriculum-induced covariate shift (CICS), and describe how its occurrence in aleatoric parameters can lead to suboptimal policies. Directly sampling these parameters from the ground-truth distribution avoids the issue, but thwarts curriculum learning. We propose SAMPLR, a minimax regret UED method that optimizes the ground-truth utility function, even when the underlying training data is biased due to CICS. We prove, and validate on challenging domains, that our approach preserves optimality under the ground-truth distribution, while promoting robustness across the full range of environment settings.

NeurIPS Conference 2022 Conference Paper

Off-Team Learning

  • Brandon Cui
  • Hengyuan Hu
  • Andrei Lupu
  • Samuel Sokota
  • Jakob Foerster

Zero-shot coordination (ZSC) evaluates an algorithm by the performance of a team of agents that were trained independently under that algorithm. Off-belief learning (OBL) is a recent method that achieves state-of-the-art results in ZSC in the game Hanabi. However, the implementation of OBL relies on a belief model that experiences covariate shift. Moreover, during ad-hoc coordination, OBL or any other neural policy may experience test-time covariate shift. We present two methods addressing these issues. The first method, off-team belief learning (OTBL), attempts to improve the accuracy of the belief model of a target policy πT on a broader range of inputs by weighting trajectories approximately according to the distribution induced by a different policy πb. The second, off-team off-belief learning (OT-OBL), attempts to compute an OBL equilibrium, where fixed point error is weighted according to the distribution induced by cross-play between the training policy π and a different fixed policy πb instead of self-play of π. We investigate these methods in variants of Hanabi.

NeurIPS Conference 2022 Conference Paper

Self-Explaining Deviations for Coordination

  • Hengyuan Hu
  • Samuel Sokota
  • David Wu
  • Anton Bakhtin
  • Andrei Lupu
  • Brandon Cui
  • Jakob Foerster

Fully cooperative, partially observable multi-agent problems are ubiquitous in the real world. In this paper, we focus on a specific subclass of coordination problems in which humans are able to discover self-explaining deviations (SEDs). SEDs are actions that deviate from the common understanding of what reasonable behavior would be in normal circumstances. They are taken with the intention of causing another agent or other agents to realize, using theory of mind, that the circumstance must be abnormal. We motivate this idea with a real world example and formalize its definition. Next, we introduce an algorithm for improvement maximizing SEDs (IMPROVISED). Lastly, we evaluate IMPROVISED both in an illustrative toy setting and the popular benchmark setting Hanabi, where we show that it can produce so called finesse plays.

ICML Conference 2021 Conference Paper

Trajectory Diversity for Zero-Shot Coordination

  • Andrei Lupu
  • Brandon Cui
  • Hengyuan Hu
  • Jakob N. Foerster

We study the problem of zero-shot coordination (ZSC), where agents must independently produce strategies for a collaborative game that are compatible with novel partners not seen during training. Our first contribution is to consider the need for diversity in generating such agents. Because self-play (SP) agents control their own trajectory distribution during training, each policy typically only performs well on this exact distribution. As a result, they achieve low scores in ZSC, since playing with another agent is likely to put them in situations they have not encountered during training. To address this issue, we train a common best response (BR) to a population of agents, which we regulate to be diverse. To this end, we introduce \textit{Trajectory Diversity} (TrajeDi) – a differentiable objective for generating diverse reinforcement learning policies. We derive TrajeDi as a generalization of the Jensen-Shannon divergence between policies and motivate it experimentally in two simple settings. We then focus on the collaborative card game Hanabi, demonstrating the scalability of our method and improving upon the cross-play scores of both independently trained SP agents and BRs to unregularized populations.

AAMAS Conference 2021 Conference Paper

Trajectory Diversity for Zero-Shot Coordination

  • Andrei Lupu
  • Hengyuan Hu
  • Jakob Foerster

We study the problem of zero-shot coordination (ZSC), where agents must independently produce strategies for a collaborative game that are compatible with novel partners not seen during training. In particular, our first contribution is to consider the need for diversity in generating such agents. Because self-play agents control their own trajectory distribution during training, their policy only performs well on this exact distribution. As a result, they achieve low scores in ZSC, since playing with another agent is likely to put them in situations they have not encountered during training. To address this issue, we train a common best response (BR) to a population of agents, which we regulate to be as diverse as possible. For that purpose, we introduce Trajectory Diversity (TrajeDi) - a differentiable objective for generating diverse reinforcement learning (RL) policies. We present TrajeDi as a generalization of the Jensen-Shannon divergence (JSD) between policies and motivate it experimentally in a simple matrix game, where it allows to find the unique ZSC-optimal solution.

AAAI Conference 2020 Short Paper

Gifting in Multi-Agent Reinforcement Learning (Student Abstract)

  • Andrei Lupu
  • Doina Precup

This work performs a first study on multi-agent reinforcement learning with deliberate reward passing between agents. We empirically demonstrate that such mechanics can greatly improve the learning progression in a resource appropriation setting and provide a preliminary discussion of the complex effects of gifting on the learning dynamics.

AAAI Conference 2019 Conference Paper

Leveraging Observations in Bandits: Between Risks and Benefits

  • Andrei Lupu
  • Audrey Durand
  • Doina Precup

Imitation learning has been widely used to speed up learning in novice agents, by allowing them to leverage existing data from experts. Allowing an agent to be influenced by external observations can benefit to the learning process, but it also puts the agent at risk of following sub-optimal behaviours. In this paper, we study this problem in the context of bandits. More specifically, we consider that an agent (learner) is interacting with a bandit-style decision task, but can also observe a target policy interacting with the same environment. The learner observes only the target’s actions, not the rewards obtained. We introduce a new bandit optimism modifier that uses conditional optimism contingent on the actions of the target in order to guide the agent’s exploration. We analyze the effect of this modification on the well-known Upper Confidence Bound algorithm by proving that it preserves a regret upper-bound of order O(ln T), even in the presence of a very poor target, and we derive the dependency of the expected regret on the general target policy. We provide empirical results showing both great benefits as well as certain limitations inherent to observational learning in the multi-armed bandit setting. Experiments are conducted using targets satisfying theoretical assumptions with high probability, thus narrowing the gap between theory and application.

AAAI Conference 2018 Short Paper

Imitation Upper Confidence Bound for Bandits on a Graph

  • Andrei Lupu
  • Doina Precup

We consider a graph of interconnected agents implementing a common policy and each playing a bandit problem with identical reward distributions. We restrict the information propagated in the graph such that agents can uniquely observe each other's actions. We propose an extension of the Upper Confidence Bound (UCB) algorithm to this setting and empirically demonstrate that our solution improves the performance over UCB according to multiple metrics and within various graph configurations.

EWRL Workshop 2018 Workshop Paper

Leveraging Observational Learning for Exploration in Bandits

  • Audrey Durand
  • Andrei Lupu
  • Doina Precup

Imitation learning has been widely used to speed up learning in novice agents, by allowing them to leverage existing data from experts. In this paper, we study this problem in the context of bandits. More specifically, we consider that an agent (learner) is interacting with a bandit-style decision task, but can also observe a target policy interacting with the same environment. The learner observes only the target’s actions, not the rewards obtained. Our goal is to leverage the target data in order to guide the agent’s exploration. We propose a method that builds on the Upper Confidence Bound algorithm by using conditional optimism contingent on the actions of the target. We provide a regret upper-bound of order O(ln T) in two-actions settings and derive the dependency of the expected regret on the general target policy. We provide empirical results showing both great benefits as well as certain limitations of this type of imitation learning in the multi-armed bandit setting.

v2026.09.13