Reinforcement Learning
Provably Efficient RL under Episode-Wise Safety in Constrained MDPs with Linear Function Approximation
Kitamura, Toshinori, Ghosh, Arnob, Kozuno, Tadashi, Kumagai, Wataru, Kasaura, Kazumi, Hoshino, Kenta, Hosoe, Yohei, Matsuo, Yutaka
We study the reinforcement learning (RL) problem in a constrained Markov decision process (CMDP), where an agent explores the environment to maximize the expected cumulative reward while satisfying a single constraint on the expected total utility value in every episode. While this problem is well understood in the tabular setting, theoretical results for function approximation remain scarce. This paper closes the gap by proposing an RL algorithm for linear CMDPs that achieves $\tilde{\mathcal{O}}(\sqrt{K})$ regret with an episode-wise zero-violation guarantee. Furthermore, our method is computationally efficient, scaling polynomially with problem-dependent parameters while remaining independent of the state space size. Our results significantly improve upon recent linear CMDP algorithms, which either violate the constraint or incur exponential computational costs.
FLAG-Trader: Fusion LLM-Agent with Gradient-based Reinforcement Learning for Financial Trading
Xiong, Guojun, Deng, Zhiyang, Wang, Keyi, Cao, Yupeng, Li, Haohang, Yu, Yangyang, Peng, Xueqing, Lin, Mingquan, Smith, Kaleb E, Liu, Xiao-Yang, Huang, Jimin, Ananiadou, Sophia, Xie, Qianqian
Large language models (LLMs) fine-tuned on multimodal financial data have demonstrated impressive reasoning capabilities in various financial tasks. However, they often struggle with multi-step, goal-oriented scenarios in interactive financial markets, such as trading, where complex agentic approaches are required to improve decision-making. To address this, we propose \textsc{FLAG-Trader}, a unified architecture integrating linguistic processing (via LLMs) with gradient-driven reinforcement learning (RL) policy optimization, in which a partially fine-tuned LLM acts as the policy network, leveraging pre-trained knowledge while adapting to the financial domain through parameter-efficient fine-tuning. Through policy gradient optimization driven by trading rewards, our framework not only enhances LLM performance in trading but also improves results on other financial-domain tasks. We present extensive empirical evidence to validate these enhancements.
A Unified Modeling Framework for Automated Penetration Testing
Wang, Yunfei, Liu, Shixuan, Wang, Wenhao, Zhou, Changling, Zhang, Chao, Jin, Jiandong, Zhu, Cheng
The integration of artificial intelligence into automated penetration testing (AutoPT) has highlighted the necessity of simulation modeling for the training of intelligent agents, due to its cost-efficiency and swift feedback capabilities. Despite the proliferation of AutoPT research, there is a recognized gap in the availability of a unified framework for simulation modeling methods. This paper presents a systematic review and synthesis of existing techniques, introducing MDCPM to categorize studies based on literature objectives, network simulation complexity, dependency of technical and tactical operations, and scenario feedback and variation. To bridge the gap in unified method for multi-dimensional and multi-level simulation modeling, dynamic environment modeling, and the scarcity of public datasets, we introduce AutoPT-Sim, a novel modeling framework that based on policy automation and encompasses the combination of all sub dimensions. AutoPT-Sim offers a comprehensive approach to modeling network environments, attackers, and defenders, transcending the constraints of static modeling and accommodating networks of diverse scales. We publicly release a generated standard network environment dataset and the code of Network Generator. By integrating publicly available datasets flexibly, support is offered for various simulation modeling levels focused on policy automation in MDCPM and the network generator help researchers output customized target network data by adjusting parameters or fine-tuning the network generator.
Deviation Ratings: A General, Clone-Invariant Rating Method
Marris, Luke, Liu, Siqi, Gemp, Ian, Piliouras, Georgios, Lanctot, Marc
Many real-world multi-agent or multi-task evaluation scenarios can be naturally modelled as normal-form games due to inherent strategic (adversarial, cooperative, and mixed motive) interactions. These strategic interactions may be agentic (e.g. In such a formulation, it is the strategies (actions, policies, agents, models, tasks, prompts, etc.) that are rated. However, the rating problem is complicated by redundancy and complexity of N-player strategic interactions. Repeated or similar strategies can distort ratings for those that counter or complement them. Previous work proposed "clone invariant" ratings to handle such redundancies, but this was limited to two-player zero-sum (i.e. This work introduces the first N-player generalsum clone invariant rating, called deviation ratings, based on coarse correlated equilibria. The rating is explored on several domains including LLMs evaluation. Data often captures relationships within a set (e.g., chess match outcomes) or between sets (e.g., film ratings by demographics). These sets can represent anything including human players, machine learning models, tasks, or features. The interaction data, often scalar (win rates, scores, or other metrics), may be symmetric, asymmetric or arbitrary. These interactions can be strategic, either in an agentic sense (e.g., players aiming to win) or due to inherent trade-offs (e.g., cost vs quality). This can lead to a game-theoretic interpretation: sets as players, elements as strategies, and interaction statistics as payoffs. This framing is common in analyzing strategic interactions between entities like Premier League teams, chess players (Sanjaya et al., 2022), reinforcement learning agents and tasks (Balduzzi et al., 2018), or even language models (Chiang et al., 2024). More generally, the idea of formulating real-world interactions as normal-form games, empirical game-theoretic analysis (Wellman, 2006), is well explored.
Does Knowledge About Perceptual Uncertainty Help an Agent in Automated Driving?
Grabowsky, Natalie, Mütze, Annika, Wendland, Joshua, Jansen, Nils, Rottmann, Matthias
Agents in real-world scenarios like automated driving deal with uncertainty in their environment, in particular due to perceptual uncertainty. Although, reinforcement learning is dedicated to autonomous decision-making under uncertainty these algorithms are typically not informed about the uncertainty currently contained in their environment. On the other hand, uncertainty estimation for perception itself is typically directly evaluated in the perception domain, e.g., in terms of false positive detection rates or calibration errors based on camera images. Its use for deciding on goal-oriented actions remains largely unstudied. In this paper, we investigate how an agent's behavior is influenced by an uncertain perception and how this behavior changes if information about this uncertainty is available. Therefore, we consider a proxy task, where the agent is rewarded for driving a route as fast as possible without colliding with other road users. For controlled experiments, we introduce uncertainty in the observation space by perturbing the perception of the given agent while informing the latter. Our experiments show that an unreliable observation space modeled by a perturbed perception leads to a defensive driving behavior of the agent. Furthermore, when adding the information about the current uncertainty directly to the observation space, the agent adapts to the specific situation and in general accomplishes its task faster while, at the same time, accounting for risks.
VLP: Vision-Language Preference Learning for Embodied Manipulation
Liu, Runze, Bai, Chenjia, Lyu, Jiafei, Sun, Shengjie, Du, Yali, Li, Xiu
Reward engineering is one of the key challenges in Reinforcement Learning (RL). Preference-based RL effectively addresses this issue by learning from human feedback. However, it is both time-consuming and expensive to collect human preference labels. In this paper, we propose a novel \textbf{V}ision-\textbf{L}anguage \textbf{P}reference learning framework, named \textbf{VLP}, which learns a vision-language preference model to provide preference feedback for embodied manipulation tasks. To achieve this, we define three types of language-conditioned preferences and construct a vision-language preference dataset, which contains versatile implicit preference orders without human annotations. The preference model learns to extract language-related features, and then serves as a preference annotator in various downstream tasks. The policy can be learned according to the annotated preferences via reward learning or direct policy optimization. Extensive empirical results on simulated embodied manipulation tasks demonstrate that our method provides accurate preferences and generalizes to unseen tasks and unseen language instructions, outperforming the baselines by a large margin.
FitLight: Federated Imitation Learning for Plug-and-Play Autonomous Traffic Signal Control
Ye, Yutong, Zhou, Yingbo, Liu, Zhusen, Du, Xiao, Zhou, Hao, Lian, Xiang, Chen, Mingsong
Although Reinforcement Learning (RL)-based Traffic Signal Control (TSC) methods have been extensively studied, their practical applications still raise some serious issues such as high learning cost and poor generalizability. This is because the ``trial-and-error'' training style makes RL agents extremely dependent on the specific traffic environment, which also requires a long convergence time. To address these issues, we propose a novel Federated Imitation Learning (FIL)-based framework for multi-intersection TSC, named FitLight, which allows RL agents to plug-and-play for any traffic environment without additional pre-training cost. Unlike existing imitation learning approaches that rely on pre-training RL agents with demonstrations, FitLight allows real-time imitation learning and seamless transition to reinforcement learning. Due to our proposed knowledge-sharing mechanism and novel hybrid pressure-based agent design, RL agents can quickly find a best control policy with only a few episodes. Moreover, for resource-constrained TSC scenarios, FitLight supports model pruning and heterogeneous model aggregation, such that RL agents can work on a micro-controller with merely 16{\it KB} RAM and 32{\it KB} ROM. Extensive experiments demonstrate that, compared to state-of-the-art methods, FitLight not only provides a superior starting point but also converges to a better final solution on both real-world and synthetic datasets, even under extreme resource limitations.
Massively Scaling Explicit Policy-conditioned Value Functions
We introduce a scaling strategy for Explicit Policy-Conditioned Value Functions (EPVFs) that significantly improves performance on challenging continuous-control tasks. EPVFs learn a value function V({\theta}) that is explicitly conditioned on the policy parameters, enabling direct gradient-based updates to the parameters of any policy. However, EPVFs at scale struggle with unrestricted parameter growth and efficient exploration in the policy parameter space. To address these issues, we utilize massive parallelization with GPU-based simulators, big batch sizes, weight clipping and scaled peturbations. Our results show that EPVFs can be scaled to solve complex tasks, such as a custom Ant environment, and can compete with state-of-the-art Deep Reinforcement Learning (DRL) baselines like Proximal Policy Optimization (PPO) and Soft Actor-Critic (SAC). We further explore action-based policy parameter representations from previous work and specialized neural network architectures to efficiently handle weight-space features, which have not been used in the context of DRL before.
Theoretical Barriers in Bellman-Based Reinforcement Learning
Pinon, Brieuc, Jungers, Raphaël, Delvenne, Jean-Charles
Reinforcement Learning algorithms designed for high-dimensional spaces often enforce the Bellman equation on a sampled subset of states, relying on generalization to propagate knowledge across the state space. In this paper, we identify and formalize a fundamental limitation of this common approach. Specifically, we construct counterexample problems with a simple structure that this approach fails to exploit. Our findings reveal that such algorithms can neglect critical information about the problems, leading to inefficiencies. Furthermore, we extend this negative result to another approach from the literature: Hindsight Experience Replay learning state-to-state reachability.
Learning to Reason at the Frontier of Learnability
Foster, Thomas, Foerster, Jakob
Reinforcement learning is now widely adopted as the final stage of large language model training, especially for reasoning-style tasks such as maths problems. Typically, models attempt each question many times during a single training step and attempt to learn from their successes and failures. However, we demonstrate that throughout training with two popular algorithms (PPO and VinePPO) on two widely used datasets, many questions are either solved by all attempts - meaning they are already learned - or by none - providing no meaningful training signal. To address this, we adapt a method from the reinforcement learning literature - sampling for learnability - and apply it to the reinforcement learning stage of LLM training. Our curriculum prioritises questions with high variance of success, i.e. those where the agent sometimes succeeds, but not always. Our findings demonstrate that this curriculum consistently boosts training performance across multiple algorithms and datasets, paving the way for more efficient and effective reinforcement learning in LLMs.