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Minqi Jiang

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26 papers
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26

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.

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.

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.

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.

ICLR Conference 2024 Conference Paper

Learning to Act without Actions

  • Dominik Schmidt
  • Minqi Jiang

Pre-training large models on vast amounts of web data has proven to be an effective approach for obtaining powerful, general models in domains such as language and vision. However, this paradigm has not yet taken hold in reinforcement learning. This is because videos, the most abundant form of embodied behavioral data on the web, lack the action labels required by existing methods for imitating behavior from demonstrations. We introduce **Latent Action Policies** (LAPO), a method for recovering latent action information—and thereby latent-action policies, world models, and inverse dynamics models—purely from videos. LAPO is the first method able to recover the structure of the true action space just from observed dynamics, even in challenging procedurally-generated environments. LAPO enables training latent-action policies that can be rapidly fine-tuned into expert-level policies, either offline using a small action-labeled dataset, or online with rewards. LAPO takes a first step towards pre-training powerful, generalist policies and world models on the vast amounts of videos readily available on the web. Our code is available here: [https://github.com/schmidtdominik/LAPO](https://github.com/schmidtdominik/LAPO).

AAMAS Conference 2024 Conference Paper

Multi-Agent Diagnostics for Robustness via Illuminated Diversity

  • Mikayel Samvelyan
  • Davide Paglieri
  • Minqi Jiang
  • Jack Parker-Holder
  • Tim Rocktäschel

In the rapidly advancing field of multi-agent systems, ensuring robustness in unfamiliar and adversarial settings is crucial. Notwithstanding their outstanding performance in familiar environments, these systems often falter in new situations due to overfitting during the training phase. This is especially pronounced in settings where both cooperative and competitive behaviours are present, encapsulating a dual nature of overfitting and generalisation challenges. To address this issue, we present Multi-Agent Diagnostics for Robustness via Illuminated Diversity (MADRID), a novel approach for generating diverse adversarial scenarios that expose strategic vulnerabilities in pre-trained multi-agent policies. Leveraging the concepts from open-ended learning, MADRID navigates the vast space of adversarial settings, employing a target policy’s regret to gauge the vulnerabilities of these settings. We evaluate the effectiveness of MADRID on the 11vs11 version of Google Research Football, one of the most complex environments for multi-agent reinforcement learning. Specifically, we employ MADRID for generating a diverse array of adversarial settings for TiZero, the state-of-the-art approach which "masters" the game through 45 days of training on a large-scale distributed infrastructure. We expose key shortcomings in TiZero’s tactical decision-making, underlining the crucial importance of rigorous evaluation in multi-agent systems. 1

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.

ICML Conference 2024 Conference Paper

Refining Minimax Regret for Unsupervised Environment Design

  • Michael Beukman
  • Samuel Coward
  • Michael T. Matthews
  • Mattie Fellows
  • Minqi Jiang
  • Michael D. Dennis
  • Jakob N. Foerster

In unsupervised environment design, reinforcement learning agents are trained on environment configurations (levels) generated by an adversary that maximises some objective. Regret is a commonly used objective that theoretically results in a minimax regret (MMR) policy with desirable robustness guarantees; in particular, the agent’s maximum regret is bounded. However, once the agent reaches this regret bound on all levels, the adversary will only sample levels where regret cannot be further reduced. Although there may be possible performance improvements to be made outside of these regret-maximising levels, learning stagnates. In this work, we introduce Bayesian level-perfect MMR (BLP), a refinement of the minimax regret objective that overcomes this limitation. We formally show that solving for this objective results in a subset of MMR policies, and that BLP policies act consistently with a Perfect Bayesian policy over all levels. We further introduce an algorithm, ReMiDi, that results in a BLP policy at convergence. We empirically demonstrate that training on levels from a minimax regret adversary causes learning to prematurely stagnate, but that ReMiDi continues learning.

ICLR Conference 2024 Conference Paper

Reward-Free Curricula for Training Robust World Models

  • Marc Rigter
  • Minqi Jiang
  • Ingmar Posner

There has been a recent surge of interest in developing generally-capable agents that can adapt to new tasks without additional training in the environment. Learning world models from reward-free exploration is a promising approach, and enables policies to be trained using imagined experience for new tasks. However, achieving a general agent requires robustness across different environments. In this work, we address the novel problem of generating curricula in the reward-free setting to train robust world models. We consider robustness in terms of minimax regret over all environment instantiations and show that the minimax regret can be connected to minimising the maximum error in the world model across environment instances. This result informs our algorithm, WAKER: Weighted Acquisition of Knowledge across Environments for Robustness. WAKER selects environments for data collection based on the estimated error of the world model for each environment. Our experiments demonstrate that WAKER outperforms naı̈ve domain randomisation, resulting in improved robustness, efficiency, and generalisation.

ICLR Conference 2024 Conference Paper

The Generalization Gap in Offline Reinforcement Learning

  • Ishita Mediratta
  • Qingfei You
  • Minqi Jiang
  • Roberta Raileanu

Despite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area.

ICML Conference 2023 Conference Paper

A Study of Global and Episodic Bonuses for Exploration in Contextual MDPs

  • Mikael Henaff
  • Minqi Jiang
  • Roberta Raileanu

Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent’s entire training experience, and episodic novelty bonuses, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma’s Revenge.

NeurIPS Conference 2023 Conference Paper

ADGym: Design Choices for Deep Anomaly Detection

  • Minqi Jiang
  • Chaochuan Hou
  • Ao Zheng
  • Songqiao Han
  • Hailiang Huang
  • Qingsong Wen
  • Xiyang Hu
  • Yue Zhao

Deep learning (DL) techniques have recently found success in anomaly detection (AD) across various fields such as finance, medical services, and cloud computing. However, most of the current research tends to view deep AD algorithms as a whole, without dissecting the contributions of individual design choices like loss functions and network architectures. This view tends to diminish the value of preliminary steps like data preprocessing, as more attention is given to newly designed loss functions, network architectures, and learning paradigms. In this paper, we aim to bridge this gap by asking two key questions: (i) Which design choices in deep AD methods are crucial for detecting anomalies? (ii) How can we automatically select the optimal design choices for a given AD dataset, instead of relying on generic, pre-existing solutions? To address these questions, we introduce ADGym, a platform specifically crafted for comprehensive evaluation and automatic selection of AD design elements in deep methods. Our extensive experiments reveal that relying solely on existing leading methods is not sufficient. In contrast, models developed using ADGym significantly surpass current state-of-the-art techniques.

NeurIPS Conference 2023 Conference Paper

Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design

  • Matthew T Jackson
  • Minqi Jiang
  • Jack Parker-Holder
  • Risto Vuorio
  • Chris Lu
  • Greg Farquhar
  • Shimon Whiteson
  • Jakob Foerster

The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.

ICLR Conference 2023 Conference Paper

MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning

  • Mikayel Samvelyan
  • Akbir Khan
  • Michael D. Dennis
  • Minqi Jiang
  • Jack Parker-Holder
  • Jakob N. Foerster
  • Roberta Raileanu
  • Tim Rocktäschel

Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.

NeurIPS Conference 2022 Conference Paper

ADBench: Anomaly Detection Benchmark

  • Songqiao Han
  • Xiyang Hu
  • Hailiang Huang
  • Minqi Jiang
  • Yue Zhao

Given a long list of anomaly detection algorithms developed in the last few decades, how do they perform with regard to (i) varying levels of supervision, (ii) different types of anomalies, and (iii) noisy and corrupted data? In this work, we answer these key questions by conducting (to our best knowledge) the most comprehensive anomaly detection benchmark with 30 algorithms on 57 benchmark datasets, named ADBench. Our extensive experiments (98, 436 in total) identify meaningful insights into the role of supervision and anomaly types, and unlock future directions for researchers in algorithm selection and design. With ADBench, researchers can easily conduct comprehensive and fair evaluations for newly proposed methods on the datasets (including our contributed ones from natural language and computer vision domains) against the existing baselines. To foster accessibility and reproducibility, we fully open-source ADBench and the corresponding results.

ICML Conference 2022 Conference Paper

Evolving Curricula with Regret-Based Environment Design

  • Jack Parker-Holder
  • Minqi Jiang
  • Michael D. Dennis
  • Mikayel Samvelyan
  • Jakob N. Foerster
  • Edward Grefenstette
  • Tim Rocktäschel

Training generally-capable agents with reinforcement learning (RL) remains a significant challenge. A promising avenue for improving the robustness of RL agents is through the use of curricula. One such class of methods frames environment design as a game between a student and a teacher, using regret-based objectives to produce environment instantiations (or levels) at the frontier of the student agent’s capabilities. These methods benefit from theoretical robustness guarantees at equilibrium, yet they often struggle to find effective levels in challenging design spaces in practice. By contrast, evolutionary approaches incrementally alter environment complexity, resulting in potentially open-ended learning, but often rely on domain-specific heuristics and vast amounts of computational resources. This work proposes harnessing the power of evolution in a principled, regret-based curriculum. Our approach, which we call Adversarially Compounding Complexity by Editing Levels (ACCEL), seeks to constantly produce levels at the frontier of an agent’s capabilities, resulting in curricula that start simple but become increasingly complex. ACCEL maintains the theoretical benefits of prior regret-based methods, while providing significant empirical gains in a diverse set of environments. An interactive version of this paper is available at https: //accelagent. github. io.

NeurIPS Conference 2022 Conference Paper

Exploration via Elliptical Episodic Bonuses

  • Mikael Henaff
  • Roberta Raileanu
  • Minqi Jiang
  • Tim Rocktäschel

In recent years, a number of reinforcement learning (RL) methods have been pro- posed to explore complex environments which differ across episodes. In this work, we show that the effectiveness of these methods critically relies on a count-based episodic term in their exploration bonus. As a result, despite their success in relatively simple, noise-free settings, these methods fall short in more realistic scenarios where the state space is vast and prone to noise. To address this limitation, we introduce Exploration via Elliptical Episodic Bonuses (E3B), a new method which extends count-based episodic bonuses to continuous state spaces and encourages an agent to explore states that are diverse under a learned embed- ding within each episode. The embedding is learned using an inverse dynamics model in order to capture controllable aspects of the environment. Our method sets a new state-of-the-art across 16 challenging tasks from the MiniHack suite, without requiring task-specific inductive biases. E3B also outperforms existing methods in reward-free exploration on Habitat, demonstrating that it can scale to high-dimensional pixel-based observations and realistic environments.

NeurIPS Conference 2022 Conference Paper

GriddlyJS: A Web IDE for Reinforcement Learning

  • Christopher Bamford
  • Minqi Jiang
  • Mikayel Samvelyan
  • Tim Rocktäschel

Progress in reinforcement learning (RL) research is often driven by the design of new, challenging environments---a costly undertaking requiring skills orthogonal to that of a typical machine learning researcher. The complexity of environment development has only increased with the rise of procedural-content generation (PCG) as the prevailing paradigm for producing varied environments capable of testing the robustness and generalization of RL agents. Moreover, existing environments often require complex build processes, making reproducing results difficult. To address these issues, we introduce GriddlyJS, a web-based Integrated Development Environment (IDE) based on the Griddly engine. GriddlyJS allows researchers to easily design and debug arbitrary, complex PCG grid-world environments, as well as visualize, evaluate, and record the performance of trained agent models. By connecting the RL workflow to the advanced functionality enabled by modern web standards, GriddlyJS allows publishing interactive agent-environment demos that reproduce experimental results directly to the web. To demonstrate the versatility of GriddlyJS, we use it to quickly develop a complex compositional puzzle-solving environment alongside arbitrary human-designed environment configurations and their solutions for use in a automatic curriculum learning and offline RL context. The GriddlyJS IDE is open source and freely available at https: //griddly. ai.

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

Improving Intrinsic Exploration with Language Abstractions

  • Jesse Mu
  • Victor Zhong
  • Roberta Raileanu
  • Minqi Jiang
  • Noah Goodman
  • Tim Rocktäschel
  • Edward Grefenstette

Reinforcement learning (RL) agents are particularly hard to train when rewards are sparse. One common solution is to use intrinsic rewards to encourage agents to explore their environment. However, recent intrinsic exploration methods often use state-based novelty measures which reward low-level exploration and may not scale to domains requiring more abstract skills. Instead, we explore natural language as a general medium for highlighting relevant abstractions in an environment. Unlike previous work, we evaluate whether language can improve over existing exploration methods by directly extending (and comparing to) competitive intrinsic exploration baselines: AMIGo (Campero et al. , 2021) and NovelD (Zhang et al. , 2021). These language-based variants outperform their non-linguistic forms by 47-85% across 13 challenging tasks from the MiniGrid and MiniHack environment suites.

AAMAS Conference 2021 Conference Paper

Grid-to-Graph: Flexible Spatial Relational Inductive Biases for Reinforcement Learning

  • zhengyao jiang
  • Pasquale Minervini
  • Minqi Jiang
  • Tim Rocktäschel

Although reinforcement learning has been successfully applied in many domains in recent years, we still lack agents that can systematically generalize. While relational inductive biases that fit a task can improve generalization of RL agents, these biases are commonly hard-coded directly in the agent’s neural architecture. In this work, we show that we can incorporate relational inductive biases, encoded in the form of relational graphs, into agents. Based on this insight, we propose Grid-to-Graph (GTG), a mapping from grid structures to relational graphs that carry useful spatial relational inductive biases when processed through a Relational Graph Convolution Network (R-GCN). We show that, with GTG, R-GCNs generalize better both in terms of in-distribution and out-of-distribution compared to baselines based on Convolutional Neural Networks and Neural Logic Machines on challenging procedurally generated environments and MinAtar. Furthermore, we show that GTG produces agents that can jointly reason over observations and environment dynamics encoded in knowledge bases.

NeurIPS Conference 2021 Conference Paper

MiniHack the Planet: A Sandbox for Open-Ended Reinforcement Learning Research

  • Mikayel Samvelyan
  • Robert Kirk
  • Vitaly Kurin
  • Jack Parker-Holder
  • Minqi Jiang
  • Eric Hambro
  • Fabio Petroni
  • Heinrich Kuttler

Progress in deep reinforcement learning (RL) is heavily driven by the availability of challenging benchmarks used for training agents. However, benchmarks that are widely adopted by the community are not explicitly designed for evaluating specific capabilities of RL methods. While there exist environments for assessing particular open problems in RL (such as exploration, transfer learning, unsupervised environment design, or even language-assisted RL), it is generally difficult to extend these to richer, more complex environments once research goes beyond proof-of-concept results. We present MiniHack, a powerful sandbox framework for easily designing novel RL environments. MiniHack is a one-stop shop for RL experiments with environments ranging from small rooms to complex, procedurally generated worlds. By leveraging the full set of entities and environment dynamics from NetHack, one of the richest grid-based video games, MiniHack allows designing custom RL testbeds that are fast and convenient to use. With this sandbox framework, novel environments can be designed easily, either using a human-readable description language or a simple Python interface. In addition to a variety of RL tasks and baselines, MiniHack can wrap existing RL benchmarks and provide ways to seamlessly add additional complexity.

ICML Conference 2021 Conference Paper

Prioritized Level Replay

  • Minqi Jiang
  • Edward Grefenstette
  • Tim Rocktäschel

Environments with procedurally generated content serve as important benchmarks for testing systematic generalization in deep reinforcement learning. In this setting, each level is an algorithmically created environment instance with a unique configuration of its factors of variation. Training on a prespecified subset of levels allows for testing generalization to unseen levels. What can be learned from a level depends on the current policy, yet prior work defaults to uniform sampling of training levels independently of the policy. We introduce Prioritized Level Replay (PLR), a general framework for selectively sampling the next training level by prioritizing those with higher estimated learning potential when revisited in the future. We show TD-errors effectively estimate a level’s future learning potential and, when used to guide the sampling procedure, induce an emergent curriculum of increasingly difficult levels. By adapting the sampling of training levels, PLR significantly improves sample-efficiency and generalization on Procgen Benchmark—matching the previous state-of-the-art in test return—and readily combines with other methods. Combined with the previous leading method, PLR raises the state-of-the-art to over 76% improvement in test return relative to standard RL baselines.

NeurIPS Conference 2021 Conference Paper

Replay-Guided Adversarial Environment Design

  • Minqi Jiang
  • Michael Dennis
  • Jack Parker-Holder
  • Jakob Foerster
  • Edward Grefenstette
  • Tim Rocktäschel

Deep reinforcement learning (RL) agents may successfully generalize to new settings if trained on an appropriately diverse set of environment and task configurations. Unsupervised Environment Design (UED) is a promising self-supervised RL paradigm, wherein the free parameters of an underspecified environment are automatically adapted during training to the agent's capabilities, leading to the emergence of diverse training environments. Here, we cast Prioritized Level Replay (PLR), an empirically successful but theoretically unmotivated method that selectively samples randomly-generated training levels, as UED. We argue that by curating completely random levels, PLR, too, can generate novel and complex levels for effective training. This insight reveals a natural class of UED methods we call Dual Curriculum Design (DCD). Crucially, DCD includes both PLR and a popular UED algorithm, PAIRED, as special cases and inherits similar theoretical guarantees. This connection allows us to develop novel theory for PLR, providing a version with a robustness guarantee at Nash equilibria. Furthermore, our theory suggests a highly counterintuitive improvement to PLR: by stopping the agent from updating its policy on uncurated levels (training on less data), we can improve the convergence to Nash equilibria. Indeed, our experiments confirm that our new method, PLR$^{\perp}$, obtains better results on a suite of out-of-distribution, zero-shot transfer tasks, in addition to demonstrating that PLR$^{\perp}$ improves the performance of PAIRED, from which it inherited its theoretical framework.

v2026.09.13