Arrow Research search

Author name cluster

Chen Tessler

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.

11 papers
2 author rows

Possible papers

11

ICML Conference 2025 Conference Paper

Gradient Boosting Reinforcement Learning

  • Benjamin Fuhrer
  • Chen Tessler
  • Gal Dalal

We present Gradient Boosting Reinforcement Learning (GBRL), a framework that adapts the strengths of Gradient Boosting Trees (GBT) to reinforcement learning (RL) tasks. While neural networks (NNs) have become the de facto choice for RL, they face significant challenges with structured and categorical features and tend to generalize poorly to out-of-distribution samples. These are challenges for which GBTs have traditionally excelled in supervised learning. However, GBT’s application in RL has been limited. The design of traditional GBT libraries is optimized for static datasets with fixed labels, making them incompatible with RL’s dynamic nature, where both state distributions and reward signals evolve during training. GBRL overcomes this limitation by continuously interleaving tree construction with environment interaction. Through extensive experiments, we demonstrate that GBRL outperforms NNs in domains with structured observations and categorical features, while maintaining competitive performance on standard continuous control benchmarks. Like its supervised learning counterpart, GBRL demonstrates superior robustness to out-of-distribution samples and better handles irregular state-action relationships.

IROS Conference 2022 Conference Paper

Towards Autonomous Grading In The Real World

  • Yakov Miron
  • Chana Ross
  • Yuval Goldfracht
  • Chen Tessler
  • Dotan Di Castro

Surface grading is an integral part of the construction pipeline. Here, a bulldozer, which is a key machinery tool at any construction site, is required to level an uneven area containing pre-dumped sand piles. In this work, we aim to tackle the problem of autonomous surface grading on real-world scenarios. We design both a realistic physical simulation and a scaled real-world prototype environment mimicking real bulldozer dynamics and sensory information. In addition, we establish heuristics and learning strategies in order to solve the problem. Through extensive experiments, we show that although heuristics are capable of tackling the problem in a clean and noise-free simulated environment, they fail catastrophically when facing real-world scenarios. However, we show that the simulation can be leveraged to guide a learning agent, which can generalize and solve the task both in simulation and in a scaled prototype environment.

ICML Conference 2021 Conference Paper

Ensemble Bootstrapping for Q-Learning

  • Oren Peer
  • Chen Tessler
  • Nadav Merlis
  • Ron Meir

Q-learning (QL), a common reinforcement learning algorithm, suffers from over-estimation bias due to the maximization term in the optimal Bellman operator. This bias may lead to sub-optimal behavior. Double-Q-learning tackles this issue by utilizing two estimators, yet results in an under-estimation bias. Similar to over-estimation in Q-learning, in certain scenarios, the under-estimation bias may degrade performance. In this work, we introduce a new bias-reduced algorithm called Ensemble Bootstrapped Q-Learning (EBQL), a natural extension of Double-Q-learning to ensembles. We analyze our method both theoretically and empirically. Theoretically, we prove that EBQL-like updates yield lower MSE when estimating the maximal mean of a set of independent random variables. Empirically, we show that there exist domains where both over and under-estimation result in sub-optimal performance. Finally, We demonstrate the superior performance of a deep RL variant of EBQL over other deep QL algorithms for a suite of ATARI games.

ICML Conference 2019 Conference Paper

Action Robust Reinforcement Learning and Applications in Continuous Control

  • Chen Tessler
  • Yonathan Efroni
  • Shie Mannor

A policy is said to be robust if it maximizes the reward while considering a bad, or even adversarial, model. In this work we formalize two new criteria of robustness to action uncertainty. Specifically, we consider two scenarios in which the agent attempts to perform an action $\action$, and (i) with probability $\alpha$, an alternative adversarial action $\bar \action$ is taken, or (ii) an adversary adds a perturbation to the selected action in the case of continuous action space. We show that our criteria are related to common forms of uncertainty in robotics domains, such as the occurrence of abrupt forces, and suggest algorithms in the tabular case. Building on the suggested algorithms, we generalize our approach to deep reinforcement learning (DRL) and provide extensive experiments in the various MuJoCo domains. Our experiments show that not only does our approach produce robust policies, but it also improves the performance in the absence of perturbations. This generalization indicates that action-robustness can be thought of as implicit regularization in RL problems.

RLDM Conference 2019 Conference Abstract

Action Robust Reinforcement Learning and Applications in Continuous Control

  • Chen Tessler
  • Yonathan Efroni
  • Shie Mannor

A policy is said to be robust if it maximizes the reward while considering a bad, or even adver- sarial, model. In this work we formalize a new criterion of robustness to action uncertainty. Specifically, we consider a scenario in which the agent attempts to perform an action a, and with probability α, an alter- native adversarial action ā is taken. We show that our criterion is related to common forms of uncertainty in robotics domains, such as the occurrence of abrupt forces, and suggest algorithms in the tabular case. Building on the suggested algorithms, we generalize our approach to deep reinforcement learning (DRL) and provide extensive experiments in the various MuJoCo domains. Our experiments show that not only does our approach produce robust policies, but it also improves the performance in the absence of perturba- tions. This generalization indicates that action-robustness can be thought of as implicit regularization in RL problems.

NeurIPS Conference 2019 Conference Paper

Distributional Policy Optimization: An Alternative Approach for Continuous Control

  • Chen Tessler
  • Guy Tennenholtz
  • Shie Mannor

We identify a fundamental problem in policy gradient-based methods in continuous control. As policy gradient methods require the agent's underlying probability distribution, they limit policy representation to parametric distribution classes. We show that optimizing over such sets results in local movement in the action space and thus convergence to sub-optimal solutions. We suggest a novel distributional framework, able to represent arbitrary distribution functions over the continuous action space. Using this framework, we construct a generative scheme, trained using an off-policy actor-critic paradigm, which we call the Generative Actor Critic (GAC). Compared to policy gradient methods, GAC does not require knowledge of the underlying probability distribution, thereby overcoming these limitations. Empirical evaluation shows that our approach is comparable and often surpasses current state-of-the-art baselines in continuous domains.

RLDM Conference 2019 Conference Abstract

Inverse Reinforcement Learning in Contextual MDPs

  • Philip Korsunsky
  • Stav Belogolovsky
  • Tom Zahavy
  • Chen Tessler
  • Shie Mannor

We consider the Inverse Reinforcement Learning (IRL) problem in Contextual Markov Decision Processes (CMDPs). Here, the reward of the environment depends on a hidden static parameter referred to as the context, i. e. , each context defines an MDP. The agent does not observe the reward, but instead, it is provided with expert demonstrations for each context. The goal of the agent is to learn a mapping from contexts to rewards that will guarantee performance which is similar to that of the expert on unseen contexts. We suggest two methods for learning in this scenario. (1) For rewards that are a linear function of the context, we provide a method that is guaranteed to return an -optimal solution after a polynomial number of demonstrations. (2) For general reward functions, we propose a black-box optimization method. We test our methods in an autonomous driving simulation and demonstrate their ability to learn and generalize to unseen contexts.

RLDM Conference 2019 Conference Abstract

Sparse Imitation Learning for Text Based Games with Combinatorial Action Spaces

  • Chen Tessler
  • Tom Zahavy
  • Deborah Cohen
  • Shie Mannor

We propose a computationally efficient algorithm that combines compressed sensing with imita- tion learning to solve sequential decision making text-based games with combinatorial action spaces. To do so, we derive a variation of the compressed sensing algorithm Orthogonal Matching Pursuit (OMP), that we call IK-OMP, and show that it can recover a bag-of-words from a sum of the individual word embeddings, even in the presence of noise. We incorporate IK-OMP into a supervised imitation learning setting and show that this algorithm, called Sparse Imitation Learning (Sparse-IL), solves the entire text-based game of Zork1 with an action space of approximately 10 million actions using imperfect, noisy demonstrations.

AAAI Conference 2017 Conference Paper

A Deep Hierarchical Approach to Lifelong Learning in Minecraft

  • Chen Tessler
  • Shahar Givony
  • Tom Zahavy
  • Daniel Mankowitz
  • Shie Mannor

We propose a lifelong learning system that has the ability to reuse and transfer knowledge from one task to another while efficiently retaining the previously learned knowledgebase. Knowledge is transferred by learning reusable skills to solve tasks in Minecraft, a popular video game which is an unsolved and high-dimensional lifelong learning problem. These reusable skills, which we refer to as Deep Skill Networks, are then incorporated into our novel Hierarchical Deep Reinforcement Learning Network (H-DRLN) architecture using two techniques: (1) a deep skill array and (2) skill distillation, our novel variation of policy distillation (Rusu et al. 2015) for learning skills. Skill distillation enables the H- DRLN to efficiently retain knowledge and therefore scale in lifelong learning, by accumulating knowledge and encapsulating multiple reusable skills into a single distilled network. The H-DRLN exhibits superior performance and lower learning sample complexity compared to the regular Deep Q Network (Mnih et al. 2015) in sub-domains of Minecraft.

EWRL Workshop 2016 Workshop Paper

A Deep Hierarchical Approach to Lifelong Learning in Minecraft

  • Chen Tessler
  • Shahar Givony
  • Daniel J. Mankowitz
  • Tom Zahavy
  • Shie Mannor

The ability to reuse or transfer knowledge from one task to another in lifelong learning problems, such as Minecraft, is one of the major challenges faced in AI. Reusing knowledge across tasks is crucial to solving tasks efficiently with lower sample complexity. We provide a Reinforcement Learning agent with the ability to transfer knowledge by learning reusable skills, a type of temporally extended action (also known as Options (Sutton et. al. 1999)). The agent learns reusable skills to solve tasks in Minecraft, a popular video game which is an unsolved and high-dimensional lifelong learning problem. These reusable skills, which we refer to as Deep Skill Networks (DSNs), are then incorporated into our novel Hierarchical Deep Reinforcement Learning Network (H-DRLN) architecture. The H-DRLN, a hierarchical extension of Deep Q-Networks, learns to efficiently solve tasks by reusing knowledge from previously learned DSNs. The DSNs are incorporated into the H-DRLN using two techniques: (1) a DSN array and (2) skill distillation, our novel variation of policy distillation (Rusu et al., 2015) for learning skills. Skill distillation enables the H-DRLN to scale in lifelong learning, by accumulating knowledge and encapsulating multiple reusable skills into a single distilled network. The H-DRLN exhibits superior performance and lower learning sample complexity (by taking advantage of temporally extended actions) compared to the regular Deep Q Network (Mnih et. al. 2015) in sub-domains of Minecraft. We also show the potential to transfer knowledge between related Minecraft tasks without any additional learning.

v2026.09.13