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Marc Bellemare

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.

16 papers
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16

NeurIPS Conference 2025 Conference Paper

Convergence Theorems for Entropy-Regularized and Distributional Reinforcement Learning

  • Yash Jhaveri
  • Harley Wiltzer
  • Patrick Shafto
  • Marc Bellemare
  • David Meger

In the pursuit of finding an optimal policy, reinforcement learning (RL) methods generally ignore the properties of learned policies apart from their expected return. Thus, even when successful, it is difficult to characterize which policies will be learned and what they will do. In this work, we present a theoretical framework for policy optimization that guarantees convergence to a particular optimal policy, via vanishing entropy regularization and a temperature decoupling gambit. Our approach realizes an interpretable, diversity-preserving optimal policy as the regularization temperature vanishes and ensures the convergence of policy derived objects--value functions and return distributions. In a particular instance of our method, for example, the realized policy samples all optimal actions uniformly. Leveraging our temperature decoupling gambit, we present an algorithm that estimates, to arbitrary accuracy, the return distribution associated to its interpretable, diversity-preserving optimal policy.

NeurIPS Conference 2025 Conference Paper

Tapered Off-Policy REINFORCE - Stable and efficient reinforcement learning for large language models

  • Nicolas Le Roux
  • Marc Bellemare
  • Jonathan Lebensold
  • Arnaud Bergeron
  • Joshua Greaves
  • Alexandre Fréchette
  • Carolyne Pelletier
  • Eric Thibodeau-Laufer

We propose a new algorithm for fine-tuning large language models using reinforcement learning. Tapered Off-Policy REINFORCE (TOPR) uses an asymmetric, tapered variant of importance sampling to speed up learning while maintaining stable learning dynamics, even without the use of KL regularization. TOPR can be applied in a fully offline fashion, allows the handling of positive and negative examples in a unified framework, and benefits from the implementational simplicity that is typical of Monte Carlo algorithms. We demonstrate the effectiveness of our approach with a series of experiments on the GSM8K and MATH reasoning benchmarks, finding performance gains for training both a model for solution generation and as a generative verifier. We show that properly leveraging positive and negative examples alike in the off-policy regime simultaneously increases test-time accuracy and training data efficiency, all the while avoiding the ``wasted inference'' that comes with discarding negative examples. We find that this advantage persists over multiple iterations of training and can be amplified by dataset curation techniques, enabling us to match 70B-parameter model performance with 8B language models. As a corollary to this work, we find that REINFORCE's baseline parameter plays an important and unexpected role in defining dataset composition in the presence of negative examples, and is consequently critical in driving off-policy performance.

NeurIPS Conference 2023 Conference Paper

Policy Optimization in a Noisy Neighborhood: On Return Landscapes in Continuous Control

  • Nate Rahn
  • Pierluca D'Oro
  • Harley Wiltzer
  • Pierre-Luc Bacon
  • Marc Bellemare

Deep reinforcement learning agents for continuous control are known to exhibit significant instability in their performance over time. In this work, we provide a fresh perspective on these behaviors by studying the return landscape: the mapping between a policy and a return. We find that popular algorithms traverse noisy neighborhoods of this landscape, in which a single update to the policy parameters leads to a wide range of returns. By taking a distributional view of these returns, we map the landscape, characterizing failure-prone regions of policy space and revealing a hidden dimension of policy quality. We show that the landscape exhibits surprising structure by finding simple paths in parameter space which improve the stability of a policy. To conclude, we develop a distribution-aware procedure which finds such paths, navigating away from noisy neighborhoods in order to improve the robustness of a policy. Taken together, our results provide new insight into the optimization, evaluation, and design of agents.

NeurIPS Conference 2023 Conference Paper

Small batch deep reinforcement learning

  • Johan Obando Ceron
  • Marc Bellemare
  • Pablo Samuel Castro

In value-based deep reinforcement learning with replay memories, the batch size parameter specifies how many transitions to sample for each gradient update. Although critical to the learning process, this value is typically not adjusted when proposing new algorithms. In this work we present a broad empirical study that suggests reducing the batch size can result in a number of significant performance gains; this is surprising, as the general tendency when training neural networks is towards larger batch sizes for improved performance. We complement our experimental findings with a set of empirical analyses towards better understanding this phenomenon.

NeurIPS Conference 2022 Conference Paper

Reincarnating Reinforcement Learning: Reusing Prior Computation to Accelerate Progress

  • Rishabh Agarwal
  • Max Schwarzer
  • Pablo Samuel Castro
  • Aaron C. Courville
  • Marc Bellemare

Learning tabula rasa, that is without any prior knowledge, is the prevalent workflow in reinforcement learning (RL) research. However, RL systems, when applied to large-scale settings, rarely operate tabula rasa. Such large-scale systems undergo multiple design or algorithmic changes during their development cycle and use ad hoc approaches for incorporating these changes without re-training from scratch, which would have been prohibitively expensive. Additionally, the inefficiency of deep RL typically excludes researchers without access to industrial-scale resources from tackling computationally-demanding problems. To address these issues, we present reincarnating RL as an alternative workflow or class of problem settings, where prior computational work (e. g. , learned policies) is reused or transferred between design iterations of an RL agent, or from one RL agent to another. As a step towards enabling reincarnating RL from any agent to any other agent, we focus on the specific setting of efficiently transferring an existing sub-optimal policy to a standalone value-based RL agent. We find that existing approaches fail in this setting and propose a simple algorithm to address their limitations. Equipped with this algorithm, we demonstrate reincarnating RL's gains over tabula rasa RL on Atari 2600 games, a challenging locomotion task, and the real-world problem of navigating stratospheric balloons. Overall, this work argues for an alternative approach to RL research, which we believe could significantly improve real-world RL adoption and help democratize it further. Open-sourced code and trained agents at https: //agarwl. github. io/reincarnating_rl.

NeurIPS Conference 2022 Conference Paper

The Nature of Temporal Difference Errors in Multi-step Distributional Reinforcement Learning

  • Yunhao Tang
  • Remi Munos
  • Mark Rowland
  • Bernardo Avila Pires
  • Will Dabney
  • Marc Bellemare

We study the multi-step off-policy learning approach to distributional RL. Despite the apparent similarity between value-based RL and distributional RL, our study reveals intriguing and fundamental differences between the two cases in the multi-step setting. We identify a novel notion of path-dependent distributional TD error, which is indispensable for principled multi-step distributional RL. The distinction from the value-based case bears important implications on concepts such as backward-view algorithms. Our work provides the first theoretical guarantees on multi-step off-policy distributional RL algorithms, including results that apply to the small number of existing approaches to multi-step distributional RL. In addition, we derive a novel algorithm, Quantile Regression-Retrace, which leads to a deep RL agent QR-DQN-Retrace that shows empirical improvements over QR-DQN on the Atari-57 benchmark. Collectively, we shed light on how unique challenges in multi-step distributional RL can be addressed both in theory and practice.

NeurIPS Conference 2021 Conference Paper

Deep Reinforcement Learning at the Edge of the Statistical Precipice

  • Rishabh Agarwal
  • Max Schwarzer
  • Pablo Samuel Castro
  • Aaron C. Courville
  • Marc Bellemare

Deep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. Most published results on deep RL benchmarks compare point estimates of aggregate performance such as mean and median scores across tasks, ignoring the statistical uncertainty implied by the use of a finite number of training runs. Beginning with the Arcade Learning Environment (ALE), the shift towards computationally-demanding benchmarks has led to the practice of evaluating only a small number of runs per task, exacerbating the statistical uncertainty in point estimates. In this paper, we argue that reliable evaluation in the few run deep RL regime cannot ignore the uncertainty in results without running the risk of slowing down progress in the field. We illustrate this point using a case study on the Atari 100k benchmark, where we find substantial discrepancies between conclusions drawn from point estimates alone versus a more thorough statistical analysis. With the aim of increasing the field's confidence in reported results with a handful of runs, we advocate for reporting interval estimates of aggregate performance and propose performance profiles to account for the variability in results, as well as present more robust and efficient aggregate metrics, such as interquartile mean scores, to achieve small uncertainty in results. Using such statistical tools, we scrutinize performance evaluations of existing algorithms on other widely used RL benchmarks including the ALE, Procgen, and the DeepMind Control Suite, again revealing discrepancies in prior comparisons. Our findings call for a change in how we evaluate performance in deep RL, for which we present a more rigorous evaluation methodology, accompanied with an open-source library rliable, to prevent unreliable results from stagnating the field. This work received an outstanding paper award at NeurIPS 2021.

NeurIPS Conference 2019 Conference Paper

A Geometric Perspective on Optimal Representations for Reinforcement Learning

  • Marc Bellemare
  • Will Dabney
  • Robert Dadashi
  • Adrien Ali Taiga
  • Pablo Samuel Castro
  • Nicolas Le Roux
  • Dale Schuurmans
  • Tor Lattimore

We propose a new perspective on representation learning in reinforcement learning based on geometric properties of the space of value functions. From there, we provide formal evidence regarding the usefulness of value functions as auxiliary tasks in reinforcement learning. Our formulation considers adapting the representation to minimize the (linear) approximation of the value function of all stationary policies for a given environment. We show that this optimization reduces to making accurate predictions regarding a special class of value functions which we call adversarial value functions (AVFs). We demonstrate that using value functions as auxiliary tasks corresponds to an expected-error relaxation of our formulation, with AVFs a natural candidate, and identify a close relationship with proto-value functions (Mahadevan, 2005). We highlight characteristics of AVFs and their usefulness as auxiliary tasks in a series of experiments on the four-room domain.

AAAI Conference 2018 Conference Paper

Distributional Reinforcement Learning With Quantile Regression

  • Will Dabney
  • Mark Rowland
  • Marc Bellemare
  • Rémi Munos

In reinforcement learning (RL), an agent interacts with the environment by taking actions and observing the next state and reward. When sampled probabilistically, these state transitions, rewards, and actions can all induce randomness in the observed long-term return. Traditionally, reinforcement learning algorithms average over this randomness to estimate the value function. In this paper, we build on recent work advocating a distributional approach to reinforcement learning in which the distribution over returns is modeled explicitly instead of only estimating the mean. That is, we examine methods of learning the value distribution instead of the value function. We give results that close a number of gaps between the theoretical and algorithmic results given by Bellemare, Dabney, and Munos (2017). First, we extend existing results to the approximate distribution setting. Second, we present a novel distributional reinforcement learning algorithm consistent with our theoretical formulation. Finally, we evaluate this new algorithm on the Atari 2600 games, observing that it significantly outperforms many of the recent improvements on DQN, including the related distributional algorithm C51.

NeurIPS Conference 2016 Conference Paper

Safe and Efficient Off-Policy Reinforcement Learning

  • Remi Munos
  • Tom Stepleton
  • Anna Harutyunyan
  • Marc Bellemare

In this work, we take a fresh look at some old and new algorithms for off-policy, return-based reinforcement learning. Expressing these in a common form, we derive a novel algorithm, Retrace(lambda), with three desired properties: (1) it has low variance; (2) it safely uses samples collected from any behaviour policy, whatever its degree of "off-policyness"; and (3) it is efficient as it makes the best use of samples collected from near on-policy behaviour policies. We analyse the contractive nature of the related operator under both off-policy policy evaluation and control settings and derive online sample-based algorithms. We believe this is the first return-based off-policy control algorithm converging a. s. to Q* without the GLIE assumption (Greedy in the Limit with Infinite Exploration). As a corollary, we prove the convergence of Watkins' Q(lambda), which was an open problem since 1989. We illustrate the benefits of Retrace(lambda) on a standard suite of Atari 2600 games.

NeurIPS Conference 2016 Conference Paper

Unifying Count-Based Exploration and Intrinsic Motivation

  • Marc Bellemare
  • Sriram Srinivasan
  • Georg Ostrovski
  • Tom Schaul
  • David Saxton
  • Remi Munos

We consider an agent's uncertainty about its environment and the problem of generalizing this uncertainty across states. Specifically, we focus on the problem of exploration in non-tabular reinforcement learning. Drawing inspiration from the intrinsic motivation literature, we use density models to measure uncertainty, and propose a novel algorithm for deriving a pseudo-count from an arbitrary density model. This technique enables us to generalize count-based exploration algorithms to the non-tabular case. We apply our ideas to Atari 2600 games, providing sensible pseudo-counts from raw pixels. We transform these pseudo-counts into exploration bonuses and obtain significantly improved exploration in a number of hard games, including the infamously difficult Montezuma's Revenge.

AAAI Conference 2015 Conference Paper

Compress and Control

  • Joel Veness
  • Marc Bellemare
  • Marcus Hutter
  • Alvin Chua
  • Guillaume Desjardins

This paper describes a new information-theoretic policy evaluation technique for reinforcement learning. This technique converts any compression or density model into a corresponding estimate of value. Under appropriate stationarity and ergodicity conditions, we show that the use of a sufficiently powerful model gives rise to a consistent value function estimator. We also study the behavior of this technique when applied to various Atari 2600 video games, where the use of suboptimal modeling techniques is unavoidable. We consider three fundamentally different models, all too limited to perfectly model the dynamics of the system. Remarkably, we find that our technique provides sufficiently accurate value estimates for effective on-policy control. We conclude with a suggestive study highlighting the potential of our technique to scale to large problems.

IJCAI Conference 2015 Conference Paper

Online Learning of k-CNF Boolean Functions

  • Joel Veness
  • Marcus Hutter
  • Laurent Orseau
  • Marc Bellemare

This paper revisits the problem of learning a k-CNF Boolean function from examples, for fixed k, in the context of online learning under the logarithmic loss. We give a Bayesian interpretation to one of Valiant’s classic PAC learning algorithms, which we then build upon to derive three efficient, online, probabilistic, supervised learning algorithms for predicting the output of an unknown k-CNF Boolean function. We analyze the loss of our methods, and show that the cumulative log-loss can be upper bounded by a polynomial function of the size of each example.

IJCAI Conference 2015 Conference Paper

The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract)

  • Marc Bellemare
  • Yavar Naddaf
  • Joel Veness
  • Michael Bowling

In this extended abstract we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domainindependent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by presenting a benchmark set of domain-independent agents designed using wellestablished AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. We conclude with a brief update on the latest ALE developments. All of the software, including the benchmark agents, is publicly available.

AAAI Conference 2012 Conference Paper

Investigating Contingency Awareness Using Atari 2600 Games

  • Marc Bellemare
  • Joel Veness
  • Michael Bowling

Contingency awareness is the recognition that some aspects of a future observation are under an agent’s control while others are solely determined by the environment. This paper explores the idea of contingency awareness in reinforcement learning using the platform of Atari 2600 games. We introduce a technique for accurately identifying contingent regions and describe how to exploit this knowledge to generate improved features for value function approximation. We evaluate the performance of our techniques empirically, using 46 unseen, diverse, and challenging games for the Atari 2600 console. Our results suggest that contingency awareness is a generally useful concept for model-free reinforcement learning agents.

NeurIPS Conference 2012 Conference Paper

Sketch-Based Linear Value Function Approximation

  • Marc Bellemare
  • Joel Veness
  • Michael Bowling

Hashing is a common method to reduce large, potentially infinite feature vectors to a fixed-size table. In reinforcement learning, hashing is often used in conjunction with tile coding to represent states in continuous spaces. Hashing is also a promising approach to value function approximation in large discrete domains such as Go and Hearts, where feature vectors can be constructed by exhaustively combining a set of atomic features. Unfortunately, the typical use of hashing in value function approximation results in biased value estimates due to the possibility of collisions. Recent work in data stream summaries has led to the development of the tug-of-war sketch, an unbiased estimator for approximating inner products. Our work investigates the application of this new data structure to linear value function approximation. Although in the reinforcement learning setting the use of the tug-of-war sketch leads to biased value estimates, we show that this bias can be orders of magnitude less than that of standard hashing. We provide empirical results on two RL benchmark domains and fifty-five Atari 2600 games to highlight the superior learning performance of tug-of-war hashing.

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