Goto

Collaborating Authors

 Reinforcement Learning


Deep Reinforcement Learning based Triggering Function for Early Classifiers of Time Series

arXiv.org Artificial Intelligence

Early Classification of Time Series (ECTS) has been recognized as an important problem in many areas where decisions have to be taken as soon as possible, before the full data availability, while time pressure increases. Numerous ECTS approaches have been proposed, based on different triggering functions, each taking into account various pieces of information related to the incoming time series and/or the output of a classifier. Although their performances have been empirically compared in the literature, no studies have been carried out on the optimality of these triggering functions that involve ``man-tailored'' decision rules. Based on the same information, could there be better triggering functions? This paper presents one way to investigate this question by showing first how to translate ECTS problems into Reinforcement Learning (RL) ones, where the very same information is used in the state space. A thorough comparison of the performance obtained by ``handmade'' approaches and their ``RL-based'' counterparts has been carried out. A second question investigated in this paper is whether a different combination of information, defining the state space in RL systems, can achieve even better performance. Experiments show that the system we describe, called \textsc{Alert}, significantly outperforms its state-of-the-art competitors on a large number of datasets.


Habitizing Diffusion Planning for Efficient and Effective Decision Making

arXiv.org Artificial Intelligence

Diffusion models have shown great promise in decision-making, also known as diffusion planning. However, the slow inference speeds limit their potential for broader real-world applications. Here, we introduce Habi, a general framework that transforms powerful but slow diffusion planning models into fast decision-making models, which mimics the cognitive process in the brain that costly goal-directed behavior gradually transitions to efficient habitual behavior with repetitive practice. Even using a laptop CPU, the habitized model can achieve an average 800+ Hz decision-making frequency (faster than previous diffusion planners by orders of magnitude) on standard offline reinforcement learning benchmarks D4RL, while maintaining comparable or even higher performance compared to its corresponding diffusion planner. Our work proposes a fresh perspective of leveraging powerful diffusion models for real-world decision-making tasks. We also provide robust evaluations and analysis, offering insights from both biological and engineering perspectives for efficient and effective decision-making.


Generalizing Safety Beyond Collision-Avoidance via Latent-Space Reachability Analysis

arXiv.org Artificial Intelligence

Hamilton-Jacobi (HJ) reachability is a rigorous mathematical framework that enables robots to simultaneously detect unsafe states and generate actions that prevent future failures. While in theory, HJ reachability can synthesize safe controllers for nonlinear systems and nonconvex constraints, in practice, it has been limited to hand-engineered collision-avoidance constraints modeled via low-dimensional state-space representations and first-principles dynamics. In this work, our goal is to generalize safe robot controllers to prevent failures that are hard -- if not impossible -- to write down by hand, but can be intuitively identified from high-dimensional observations: for example, spilling the contents of a bag. We propose Latent Safety Filters, a latent-space generalization of HJ reachability that tractably operates directly on raw observation data (e.g., RGB images) by performing safety analysis in the latent embedding space of a generative world model. This transforms nuanced constraint specification to a classification problem in latent space and enables reasoning about dynamical consequences that are hard to simulate. In simulation and hardware experiments, we use Latent Safety Filters to safeguard arbitrary policies (from generative policies to direct teleoperation) from complex safety hazards, like preventing a Franka Research 3 manipulator from spilling the contents of a bag or toppling cluttered objects.


Interactive Symbolic Regression through Offline Reinforcement Learning: A Co-Design Framework

arXiv.org Artificial Intelligence

Symbolic Regression (SR) holds great potential for uncovering underlying mathematical and physical relationships from observed data. However, the vast combinatorial space of possible expressions poses significant challenges for both online search methods and pre-trained transformer models. Additionally, current state-of-the-art approaches typically do not consider the integration of domain experts' prior knowledge and do not support iterative interactions with the model during the equation discovery process. To address these challenges, we propose the Symbolic Q-network (Sym-Q), an advanced interactive framework for large-scale symbolic regression. Unlike previous large-scale transformer-based SR approaches, Sym-Q leverages reinforcement learning without relying on a transformer-based decoder. This formulation allows the agent to learn through offline reinforcement learning using any type of tree encoder, enabling more efficient training and inference. Furthermore, we propose a co-design mechanism, where the reinforcement learning-based Sym-Q facilitates effective interaction with domain experts at any stage of the equation discovery process. Users can dynamically modify generated nodes of the expression, collaborating with the agent to tailor the mathematical expression to best fit the problem and align with the assumed physical laws, particularly when there is prior partial knowledge of the expected behavior. Our experiments demonstrate that the pre-trained Sym-Q surpasses existing SR algorithms on the challenging SSDNC benchmark. Moreover, we experimentally show on real-world cases that its performance can be further enhanced by the interactive co-design mechanism, with Sym-Q achieving greater performance gains than other state-of-the-art models. Our reproducible code is available at https://github.com/EPFL-IMOS/Sym-Q.


Reducing Variance Caused by Communication in Decentralized Multi-agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

In decentralized multi-agent deep reinforcement learning (MADRL), communication can help agents to gain a better understanding of the environment to better coordinate their behaviors. Nevertheless, communication may involve uncertainty, which potentially introduces variance to the learning of decentralized agents. In this paper, we focus on a specific decentralized MADRL setting with communication and conduct a theoretical analysis to study the variance that is caused by communication in policy gradients. We propose modular techniques to reduce the variance in policy gradients during training. We adopt our modular techniques into two existing algorithms for decentralized MADRL with communication and evaluate them on multiple tasks in the StarCraft Multi-Agent Challenge and Traffic Junction domains. The results show that decentralized MADRL communication methods extended with our proposed techniques not only achieve high-performing agents but also reduce variance in policy gradients during training.


SpikingSoft: A Spiking Neuron Controller for Bio-inspired Locomotion with Soft Snake Robots

arXiv.org Artificial Intelligence

Inspired by the dynamic coupling of moto-neurons and physical elasticity in animals, this work explores the possibility of generating locomotion gaits by utilizing physical oscillations in a soft snake by means of a low-level spiking neural mechanism. To achieve this goal, we introduce the Double Threshold Spiking neuron model with adjustable thresholds to generate varied output patterns. This neuron model can excite the natural dynamics of soft robotic snakes, and it enables distinct movements, such as turning or moving forward, by simply altering the neural thresholds. Finally, we demonstrate that our approach, termed SpikingSoft, naturally pairs and integrates with reinforcement learning. The high-level agent only needs to adjust the two thresholds to generate complex movement patterns, thus strongly simplifying the learning of reactive locomotion. Simulation results demonstrate that the proposed architecture significantly enhances the performance of the soft snake robot, enabling it to achieve target objectives with a 21.6% increase in success rate, a 29% reduction in time to reach the target, and smoother movements compared to the vanilla reinforcement learning controllers or Central Pattern Generator controller acting in torque space.


VolleyBots: A Testbed for Multi-Drone Volleyball Game Combining Motion Control and Strategic Play

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) has made significant progress, largely fueled by the development of specialized testbeds that enable systematic evaluation of algorithms in controlled yet challenging scenarios. However, existing testbeds often focus on purely virtual simulations or limited robot morphologies such as robotic arms, quadrupeds, and humanoids, leaving high-mobility platforms with real-world physical constraints like drones underexplored. To bridge this gap, we present VolleyBots, a new MARL testbed where multiple drones cooperate and compete in the sport of volleyball under physical dynamics. VolleyBots features a turn-based interaction model under volleyball rules, a hierarchical decision-making process that combines motion control and strategic play, and a high-fidelity simulation for seamless sim-to-real transfer. We provide a comprehensive suite of tasks ranging from single-drone drills to multi-drone cooperative and competitive tasks, accompanied by baseline evaluations of representative MARL and game-theoretic algorithms. Results in simulation show that while existing algorithms handle simple tasks effectively, they encounter difficulty in complex tasks that require both low-level control and high-level strategy. We further demonstrate zero-shot deployment of a simulation-learned policy to real-world drones, highlighting VolleyBots' potential to propel MARL research involving agile robotic platforms. The project page is at https://sites.google.com/view/thu-volleybots/home.


Utilizing Novelty-based Evolution Strategies to Train Transformers in Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, we experiment with novelty-based variants of OpenAI-ES, the NS-ES and NSR-ES algorithms, and evaluate their effectiveness in training complex, transformer-based architectures designed for the problem of reinforcement learning such as Decision Transformers. We also test if we can accelerate the novelty-based training of these larger models by seeding the training by a pretrained models. By this, we build on our previous work, where we tested the ability of evolution strategies - specifically the aforementioned OpenAI-ES - to train the Decision Transformer architecture. The results were mixed. NS-ES showed progress, but it would clearly need many more iterations for it to yield interesting results. NSR-ES, on the other hand, proved quite capable of being straightforwardly used on larger models, since its performance appears as similar between the feed-forward model and Decision Transformer, as it was for the OpenAI-ES in our previous work.


Improved Regret Analysis in Gaussian Process Bandits: Optimality for Noiseless Reward, RKHS norm, and Non-Stationary Variance

arXiv.org Machine Learning

The Gaussian process (GP) bandits [Srinivas et al., 2010] is a powerful framework for sequential decision-making tasks to minimize regret defined by a black-box reward function, which belongs to known reproducing kernel Hilbert space (RKHS). The applications include many fileds such as robotics Berkenkamp et al. [2021], experimental design Lei et al. [2021], and hyperparameter tuning task Snoek et al. [2012]. Many existing studies have been conducted to obtain the theoretical guarantee for the regret. Establised work by Srinivas et al. [2010] has shown the upper bounds of the cumulative regret for the GP upper confidence bound (GP-UCB) algorithm. Furthermore, Valko et al. [2013] have shown the tighter regret upper bound for the SupKernelUCB algorithm. Scarlett et al. [2017] have shown the lower bound of the regret, which implies that the regret upper bound from [Valko et al., 2013] is near-optimal; that is, the regret upper bound matches the lower bound except for the poly-logarithmic factor. Then, several studies further tackled obtaining a near-optimal GP-bandit algorithm. Vakili et al. [2021] have proposed maximum variance reduction (MVR), which is shown to be near-optimal for the simple regret incurred by the last recommended action.


Pre-Trained Video Generative Models as World Simulators

arXiv.org Artificial Intelligence

Video generative models pre-trained on large-scale internet datasets have achieved remarkable success, excelling at producing realistic synthetic videos. However, they often generate clips based on static prompts (e.g., text or images), limiting their ability to model interactive and dynamic scenarios. In this paper, we propose Dynamic World Simulation (DWS), a novel approach to transform pre-trained video generative models into controllable world simulators capable of executing specified action trajectories. To achieve precise alignment between conditioned actions and generated visual changes, we introduce a lightweight, universal action-conditioned module that seamlessly integrates into any existing model. Instead of focusing on complex visual details, we demonstrate that consistent dynamic transition modeling is the key to building powerful world simulators. Building upon this insight, we further introduce a motion-reinforced loss that enhances action controllability by compelling the model to capture dynamic changes more effectively. Experiments demonstrate that DWS can be versatilely applied to both diffusion and autoregressive transformer models, achieving significant improvements in generating action-controllable, dynamically consistent videos across games and robotics domains. Moreover, to facilitate the applications of the learned world simulator in downstream tasks such as model-based reinforcement learning, we propose prioritized imagination to improve sample efficiency, demonstrating competitive performance compared with state-of-the-art methods.