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 Reinforcement Learning


Review for NeurIPS paper: Multi-Robot Collision Avoidance under Uncertainty with Probabilistic Safety Barrier Certificates

Neural Information Processing Systems

Beyond the strong support from R4, all reviewers recommend acceptance. Still, the reviewers raise some concerns that the authors should clarify for future versions of the paper, such as R1's concerns about the per-timestep basis of the high-probability guarantees allowing for high chances of failure in the long term. A reviewer also raises the question of whether NeurIPS is an appropriate venue for this work. Given the emphasis on safe reinforcement learning and the many methods in that field that try to tackle similar problems, this paper seems relevant and of interest to the NeurIPS community despite the control theory / non-learning nature of the proposed solution.


Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation

Neural Information Processing Systems

Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. One of the key difficulties is insufficient exploration, resulting in an agent being unable to learn robust policies. Intrinsically motivated agents can explore new behavior for their own sake rather than to directly solve external goals. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical action-value functions, operating at different temporal scales, with goal-driven intrinsically motivated deep reinforcement learning.


Reviews: Linear Contextual Bandits with Knapsacks

Neural Information Processing Systems

My main comment is that the design of the proposed algorithm is not explained and justified well. In particular, the algorithm combines the ideas from both stochastic learning, such as the confidence intervals on \mu and W, and adversarial learning, the selection of \theta. At first, this raises eyebrows but I think that I understand. What I do not understand is why the learning of \theta is an adversarial problem. Can you elaborate on this?


Cooperative Inverse Reinforcement Learning

Neural Information Processing Systems

For an autonomous system to be helpful to humans and to pose no unwarranted risks, it needs to align its values with those of the humans in its environment in such a way that its actions contribute to the maximization of value for the humans. We propose a formal definition of the value alignment problem as cooperative inverse reinforcement learning (CIRL). A CIRL problem is a cooperative, partial- information game with two agents, human and robot; both are rewarded according to the human's reward function, but the robot does not initially know what this is. In contrast to classical IRL, where the human is assumed to act optimally in isolation, optimal CIRL solutions produce behaviors such as active teaching, active learning, and communicative actions that are more effective in achieving value alignment. We show that computing optimal joint policies in CIRL games can be reduced to solving a POMDP, prove that optimality in isolation is suboptimal in CIRL, and derive an approximate CIRL algorithm.


Showing versus doing: Teaching by demonstration

Neural Information Processing Systems

People often learn from others' demonstrations, and classic inverse reinforcement learning (IRL) algorithms have brought us closer to realizing this capacity in machines. In contrast, teaching by demonstration has been less well studied computationally. Here, we develop a novel Bayesian model for teaching by demonstration. Stark differences arise when demonstrators are intentionally teaching a task versus simply performing a task. In two experiments, we show that human participants systematically modify their teaching behavior consistent with the predictions of our model.


Linear Feature Encoding for Reinforcement Learning

Neural Information Processing Systems

Feature construction is of vital importance in reinforcement learning, as the quality of a value function or policy is largely determined by the corresponding features. Typical deep RL approaches use a linear output layer, which means that deep RL can be interpreted as a feature construction/encoding network followed by linear value function approximation. This paper develops and evaluates a theory of linear feature encoding. We extend theoretical results on feature quality for linear value function approximation from the uncontrolled case to the controlled case. We then develop a supervised linear feature encoding method that is motivated by insights from linear value function approximation theory, as well as empirical successes from deep RL.


Adaptive optimal training of animal behavior

Neural Information Processing Systems

Neuroscience experiments often require training animals to perform tasks designed to elicit various sensory, cognitive, and motor behaviors. Training typically involves a series of gradual adjustments of stimulus conditions and rewards in order to bring about learning. However, training protocols are usually hand-designed, relying on a combination of intuition, guesswork, and trial-and-error, and often require weeks or months to achieve a desired level of task performance. Here we combine ideas from reinforcement learning and adaptive optimal experimental design to formulate methods for adaptive optimal training of animal behavior. Our work addresses two intriguing problems at once: first, it seeks to infer the learning rules underlying an animal's behavioral changes during training; second, it seeks to exploit these rules to select stimuli that will maximize the rate of learning toward a desired objective.


Learning values across many orders of magnitude

Neural Information Processing Systems

Most learning algorithms are not invariant to the scale of the signal that is being approximated. We propose to adaptively normalize the targets used in the learning updates. This is important in value-based reinforcement learning, where the magnitude of appropriate value approximations can change over time when we update the policy of behavior. Our main motivation is prior work on learning to play Atari games, where the rewards were clipped to a predetermined range. This clipping facilitates learning across many different games with a single learning algorithm, but a clipped reward function can result in qualitatively different behavior.


Swarm Reinforcement Learning for Adaptive Mesh Refinement

Neural Information Processing Systems

The Finite Element Method, an important technique in engineering, is aided by Adaptive Mesh Refinement (AMR), which dynamically refines mesh regions to allow for a favorable trade-off between computational speed and simulation accuracy. Classical methods for AMR depend on task-specific heuristics or expensive error estimators, hindering their use for complex simulations. Recent learned AMR methods tackle these problems, but so far scale only to simple toy examples. We formulate AMR as a novel Adaptive Swarm Markov Decision Process in which a mesh is modeled as a system of simple collaborating agents that may split into multiple new agents. This framework allows for a spatial reward formulation that simplifies the credit assignment problem, which we combine with Message Passing Networks to propagate information between neighboring mesh elements.


SAM2Act: Integrating Visual Foundation Model with A Memory Architecture for Robotic Manipulation

arXiv.org Artificial Intelligence

Robotic manipulation systems operating in diverse, dynamic environments must exhibit three critical abilities: multitask interaction, generalization to unseen scenarios, and spatial memory. While significant progress has been made in robotic manipulation, existing approaches often fall short in generalization to complex environmental variations and addressing memory-dependent tasks. To bridge this gap, we introduce SAM2Act, a multi-view robotic transformer-based policy that leverages multi-resolution upsampling with visual representations from large-scale foundation model. SAM2Act achieves a state-of-the-art average success rate of 86.8% across 18 tasks in the RLBench benchmark, and demonstrates robust generalization on The Colosseum benchmark, with only a 4.3% performance gap under diverse environmental perturbations. Building on this foundation, we propose SAM2Act+, a memory-based architecture inspired by SAM2, which incorporates a memory bank, an encoder, and an attention mechanism to enhance spatial memory. To address the need for evaluating memory-dependent tasks, we introduce MemoryBench, a novel benchmark designed to assess spatial memory and action recall in robotic manipulation. SAM2Act+ achieves competitive performance on MemoryBench, significantly outperforming existing approaches and pushing the boundaries of memory-enabled robotic systems. Project page: https://sam2act.github.io/