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JB Lanier

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5 papers
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5

RLC Conference 2025 Conference Paper

Make the Pertinent Salient: Task-Relevant Reconstruction for Visual Control with Distractions

  • Kyungmin Kim
  • JB Lanier
  • Roy Fox

Model-Based Reinforcement Learning (MBRL) has shown promise in visual control tasks due to its data efficiency. However, training MBRL agents to develop generalizable perception remains challenging, especially amid visual distractions that introduce noise in representation learning. We introduce Segmentation Dreamer (SD), a framework that facilitates representation learning in MBRL by incorporating a novel auxiliary task. Assuming that task-relevant components in images can be easily identified with prior knowledge in a given task, SD uses segmentation masks on image observations to reconstruct only task-relevant regions, reducing representation complexity. SD can leverage either ground-truth masks available in simulation or potentially imperfect segmentation foundation models. The latter is further improved by selectively applying the image reconstruction loss to mitigate misleading learning signals from mask prediction errors. In modified DeepMind Control suite and Meta-World tasks with added visual distractions, SD achieves significantly better sample efficiency and greater final performance than prior work and is especially effective in sparse reward tasks that had been unsolvable by prior work. In a real-world robotic lane-following task, our method trained with intentional distractions provides early evidence that a model-based method can transfer from simulation to a real robot under visual domain randomization.

RLJ Journal 2025 Journal Article

Make the Pertinent Salient: Task-Relevant Reconstruction for Visual Control with Distractions

  • Kyungmin Kim
  • JB Lanier
  • Roy Fox

Model-Based Reinforcement Learning (MBRL) has shown promise in visual control tasks due to its data efficiency. However, training MBRL agents to develop generalizable perception remains challenging, especially amid visual distractions that introduce noise in representation learning. We introduce Segmentation Dreamer (SD), a framework that facilitates representation learning in MBRL by incorporating a novel auxiliary task. Assuming that task-relevant components in images can be easily identified with prior knowledge in a given task, SD uses segmentation masks on image observations to reconstruct only task-relevant regions, reducing representation complexity. SD can leverage either ground-truth masks available in simulation or potentially imperfect segmentation foundation models. The latter is further improved by selectively applying the image reconstruction loss to mitigate misleading learning signals from mask prediction errors. In modified DeepMind Control suite and Meta-World tasks with added visual distractions, SD achieves significantly better sample efficiency and greater final performance than prior work and is especially effective in sparse reward tasks that had been unsolvable by prior work. In a real-world robotic lane-following task, our method trained with intentional distractions provides early evidence that a model-based method can transfer from simulation to a real robot under visual domain randomization.

ICLR Conference 2024 Conference Paper

Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games

  • Stephen Marcus McAleer
  • JB Lanier
  • Kevin A. Wang
  • Pierre Baldi
  • Tuomas Sandholm
  • Roy Fox

In competitive two-agent environments, deep reinforcement learning (RL) methods like Policy Space Response Oracles (PSRO) often increase exploitability between iterations, which is problematic when training in large games. To address this issue, we introduce anytime double oracle (ADO), an algorithm that ensures exploitability does not increase between iterations, and its approximate extensive-form version, anytime PSRO (APSRO). ADO converges to a Nash equilibrium while iteratively reducing exploitability. However, convergence in these algorithms may require adding all of a game's deterministic policies. To improve this, we propose Self-Play PSRO (SP-PSRO), which incorporates an approximately optimal stochastic policy into the population in each iteration. APSRO and SP-PSRO demonstrate lower exploitability and near-monotonic exploitability reduction in games like Leduc poker and Liar's Dice. Empirically, SP-PSRO often converges much faster than APSRO and PSRO, requiring only a few iterations in many games.

NeurIPS Conference 2021 Conference Paper

XDO: A Double Oracle Algorithm for Extensive-Form Games

  • Stephen McAleer
  • JB Lanier
  • Kevin A Wang
  • Pierre Baldi
  • Roy Fox

Policy Space Response Oracles (PSRO) is a reinforcement learning (RL) algorithm for two-player zero-sum games that has been empirically shown to find approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to an approximate Nash equilibrium and can handle continuous actions, it may take an exponential number of iterations as the number of information states (infostates) grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm for two-player zero-sum games that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL. In tabular experiments on Leduc poker, we find that XDO achieves an approximate Nash equilibrium in a number of iterations an order of magnitude smaller than PSRO. Experiments on a modified Leduc poker game and Oshi-Zumo show that tabular XDO achieves a lower exploitability than CFR with the same amount of computation. We also find that NXDO outperforms PSRO and NFSP on a sequential multidimensional continuous-action game. NXDO is the first deep RL method that can find an approximate Nash equilibrium in high-dimensional continuous-action sequential games.

NeurIPS Conference 2020 Conference Paper

Pipeline PSRO: A Scalable Approach for Finding Approximate Nash Equilibria in Large Games

  • Stephen McAleer
  • JB Lanier
  • Roy Fox
  • Pierre Baldi

Finding approximate Nash equilibria in zero-sum imperfect-information games is challenging when the number of information states is large. Policy Space Response Oracles (PSRO) is a deep reinforcement learning algorithm grounded in game theory that is guaranteed to converge to an approximate Nash equilibrium. However, PSRO requires training a reinforcement learning policy at each iteration, making it too slow for large games. We show through counterexamples and experiments that DCH and Rectified PSRO, two existing approaches to scaling up PSRO, fail to converge even in small games. We introduce Pipeline PSRO (P2SRO), the first scalable PSRO-based method for finding approximate Nash equilibria in large zero-sum imperfect-information games. P2SRO is able to parallelize PSRO with convergence guarantees by maintaining a hierarchical pipeline of reinforcement learning workers, each training against the policies generated by lower levels in the hierarchy. We show that unlike existing methods, P2SRO converges to an approximate Nash equilibrium, and does so faster as the number of parallel workers increases, across a variety of imperfect information games. We also introduce an open-source environment for Barrage Stratego, a variant of Stratego with an approximate game tree complexity of 10^50. P2SRO is able to achieve state-of-the-art performance on Barrage Stratego and beats all existing bots. Experiment code is available at https: //github. com/JBLanier/pipeline-psro.

v2026.09.13