Joined May 2019
8 Photos and videos
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We ran 5,600 hyperparameter sweeps to compare RL algorithms on hidden-information games with billions of states. In our benchmark, we found that properly tuned policy gradient methods, such as PPO, performed the best. Paper: arxiv.org/abs/2502.08938
Model-free deep RL algorithms like NFSP, PSRO, ESCHER, & R-NaD are tailor-made for games with hidden information (e.g. poker). We performed the largest-ever comparison of these algorithms. We find that they do not outperform generic policy gradient methods, such as PPO. 1/N
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Nathan Lichtlé reposted
New Blog Post: Scaling Up Reinforcement Learning for Traffic Smoothing: A 100-AV Highway Deployment bair.berkeley.edu/blog/2025/…
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Nathan Lichtlé reposted
This paper has everything: large-scale empirical testing, new benchmarks, and subsequent empirical recommendations that we think might make solving imperfect information games a little easier
We ran 5,600 hyperparameter sweeps to compare RL algorithms on hidden-information games with billions of states. In our benchmark, we found that properly tuned policy gradient methods, such as PPO, performed the best. Paper: arxiv.org/abs/2502.08938
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Tic-Tac-Toe... but the opponent's moves are hidden. Can you outsmart our top RL agents? Play here: nathanlichtle.com/research/2…
We ran 5,600 hyperparameter sweeps to compare RL algorithms on hidden-information games with billions of states. In our benchmark, we found that properly tuned policy gradient methods, such as PPO, performed the best. Paper: arxiv.org/abs/2502.08938
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Nathan Lichtlé reposted
x.com/i/article/185380866896…
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Coded in C with the amazing Raylib! Try it out at puffer.gg/assets/tactical/ga…
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Fast turn-based tactical combat env I've been working on -- RL training incoming!
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Nathan Lichtlé reposted
Can language models be trained to find solutions to as yet unsolved mathematical problems? The answer is yes! Check our new article 🙂 1/n
Transformers can be trained to solve a 132-years old open problem: discovering global Lyapunov functions. New paper on Arxiv (accepted in NeurIPS 2024), with @albe_alfa and @Amaury_Hayat arxiv.org/abs/2410.08304 1/8
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Another driving sim??
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Nathan Lichtlé reposted
We’re open-sourcing and arxiving GPUDrive, a GPU-accelerated 2.5D multi-agent driving simulator that runs at over a million FPS. Hundreds of scenes on one GPU means scalable multi-agent planning
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Nathan Lichtlé reposted
Excited to share our work about the MVT, a large-scale highway field test for which we trained autonomous vehicles to smooth out traffic flow using deep reinforcement learning, then deployed our AI controllers onto 100 vehicles in busy morning traffic. Read more below! (1/n)
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My amazing co-first authors: @JangKathy @EugeneVinitsky @aditshah00 Read more about our adventures in the RL team: 📄 Paper 1 (Controller design in simulation) - arxiv.org/abs/2401.09666 📄 Paper 2 (100 AV field test) - arxiv.org/abs/2402.17050
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Extracting the data from dozens of overhead cameras from a week of experiments is a complex computer vision endeavor. Preliminary results suggest a trend of reduced fuel consumption behind AVs. Many more details and nuances available in the paper!
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Going from simulation to real-world deployment is a massive hardware and logistical challenge! Thanks to our amazing collaborators (circles-consortium.github.io…), our RL controllers were safely and successfully deployed on 100 cars on a busy highway: we dubbed it the MegaVanderTest.
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During training, we placed an agent behind a real-world trajectory and tasked it to optimize the energy consumption of everyone driving behind. The result: significant smoothing and fuel savings (>15%) on stop-and-go waves with only 4% of AVs! (Special thanks to our beloved PPO!)
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Optimizing for both energy savings and movement is a careful balance! Cars shouldn’t stop (which is energy-optimal) or open excessive gaps. We introduced dynamic gap thresholds, giving AVs leeway to freely optimize for energy while being constrained to safe and reasonable gaps.
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The trained agent only controls the speed of the current vehicle, like any adaptive cruise control system, but it attempts to do so in a smoother, altruistic way that benefits everyone on the road and not just the AV itself.
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One priority was building controllers that can be deployed in the real-world on most recent vehicles. Our algorithms make decisions based only on basic sensor information of the vehicle right in front. No communication, no centralized server, only local observations.
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Developing RL controllers for this required realistic, fast simulators. An easy way to get realism: use real-data. We collected trajectories from traffic jams and replayed them in sim, leading to generalization in more complex scenarios (eg. real life).
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