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 Reinforcement Learning


Difference of Convex Functions Programming for Reinforcement Learning

Neural Information Processing Systems

Large Markov Decision Processes are usually solved using Approximate Dynamic Programming methods such as Approximate Value Iteration or Approximate Policy Iteration. The main contribution of this paper is to show that, alternatively, the optimal state-action value function can be estimated using Difference of Convex functions (DC) Programming.


Online Reward-Weighted Fine-Tuning of Flow Matching with Wasserstein Regularization

arXiv.org Machine Learning

Recent advancements in reinforcement learning (RL) have achieved great success in fine-tuning diffusion-based generative models. However, fine-tuning continuous flow-based generative models to align with arbitrary user-defined reward functions remains challenging, particularly due to issues such as policy collapse from overoptimization and the prohibitively high computational cost of likelihoods in continuous-time flows. In this paper, we propose an easy-to-use and theoretically sound RL fine-tuning method, which we term Online Reward-Weighted Conditional Flow Matching with Wasserstein-2 Regularization (ORW-CFM-W2). Our method integrates RL into the flow matching framework to fine-tune generative models with arbitrary reward functions, without relying on gradients of rewards or filtered datasets. By introducing an online reward-weighting mechanism, our approach guides the model to prioritize high-reward regions in the data manifold. To prevent policy collapse and maintain diversity, we incorporate Wasserstein-2 (W2) distance regularization into our method and derive a tractable upper bound for it in flow matching, effectively balancing exploration and exploitation of policy optimization. We provide theoretical analyses to demonstrate the convergence properties and induced data distributions of our method, establishing connections with traditional RL algorithms featuring Kullback-Leibler (KL) regularization and offering a more comprehensive understanding of the underlying mechanisms and learning behavior of our approach. Extensive experiments on tasks including target image generation, image compression, and text-image alignment demonstrate the effectiveness of our method, where our method achieves optimal policy convergence while allowing controllable trade-offs between reward maximization and diversity preservation.


Satisfaction-Aware Incentive Scheme for Federated Learning in Industrial Metaverse: DRL-Based Stackbelberg Game Approach

arXiv.org Artificial Intelligence

Industrial Metaverse leverages the Industrial Internet of Things (IIoT) to integrate data from diverse devices, employing federated learning and meta-computing to train models in a distributed manner while ensuring data privacy. Achieving an immersive experience for industrial Metaverse necessitates maintaining a balance between model quality and training latency. Consequently, a primary challenge in federated learning tasks is optimizing overall system performance by balancing model quality and training latency. This paper designs a satisfaction function that accounts for data size, Age of Information (AoI), and training latency. Additionally, the satisfaction function is incorporated into the utility functions to incentivize node participation in model training. We model the utility functions of servers and nodes as a two-stage Stackelberg game and employ a deep reinforcement learning approach to learn the Stackelberg equilibrium. This approach ensures balanced rewards and enhances the applicability of the incentive scheme for industrial Metaverse. Simulation results demonstrate that, under the same budget constraints, the proposed incentive scheme improves at least 23.7% utility compared to existing schemes without compromising model accuracy.


Motion Control in Multi-Rotor Aerial Robots Using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

This paper investigates the application of Deep Reinforcement (DRL) Learning to address motion control challenges in drones for additive manufacturing (AM). Drone-based additive manufacturing promises flexible and autonomous material deposition in large-scale or hazardous environments. However, achieving robust real-time control of a multi-rotor aerial robot under varying payloads and potential disturbances remains challenging. Traditional controllers like PID often require frequent parameter re-tuning, limiting their applicability in dynamic scenarios. We propose a DRL framework that learns adaptable control policies for multi-rotor drones performing waypoint navigation in AM tasks. We compare Deep Deterministic Policy Gradient (DDPG) and Twin Delayed Deep Deterministic Policy Gradient (TD3) within a curriculum learning scheme designed to handle increasing complexity. Our experiments show TD3 consistently balances training stability, accuracy, and success, particularly when mass variability is introduced. These findings provide a scalable path toward robust, autonomous drone control in additive manufacturing.


EvoAgent: Agent Autonomous Evolution with Continual World Model for Long-Horizon Tasks

arXiv.org Artificial Intelligence

Completing Long-Horizon (LH) tasks in open-ended worlds is an important yet difficult problem for embodied agents. Existing approaches suffer from two key challenges: (1) they heavily rely on experiences obtained from human-created data or curricula, lacking the ability to continuously update multimodal experiences, and (2) they may encounter catastrophic forgetting issues when faced with new tasks, lacking the ability to continuously update world knowledge. To solve these challenges, this paper presents EvoAgent, an autonomous-evolving agent with a continual World Model (WM), which can autonomously complete various LH tasks across environments through self-planning, self-control, and self-reflection, without human intervention. Our proposed EvoAgent contains three modules, i.e., i) the memory-driven planner which uses an LLM along with the WM and interaction memory, to convert LH tasks into executable sub-tasks; ii) the WM-guided action controller which leverages WM to generate low-level actions and incorporates a self-verification mechanism to update multimodal experiences; iii) the experience-inspired reflector which implements a two-stage curriculum learning algorithm to select experiences for task-adaptive WM updates. Moreover, we develop a continual World Model for EvoAgent, which can continuously update the multimodal experience pool and world knowledge through closed-loop dynamics. We conducted extensive experiments on Minecraft, compared with existing methods, EvoAgent can achieve an average success rate improvement of 105% and reduce ineffective actions by more than 6x.


Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/


Nearly Optimal Sample Complexity of Offline KL-Regularized Contextual Bandits under Single-Policy Concentrability

arXiv.org Machine Learning

KL-regularized policy optimization has become a workhorse in learning-based decision making, while its theoretical understanding is still very limited. Although recent progress has been made towards settling the sample complexity of KL-regularized contextual bandits, existing sample complexity bounds are either $\tilde{O}(\epsilon^{-2})$ under single-policy concentrability or $\tilde{O}(\epsilon^{-1})$ under all-policy concentrability. In this paper, we propose the \emph{first} algorithm with $\tilde{O}(\epsilon^{-1})$ sample complexity under single-policy concentrability for offline contextual bandits. Our algorithm is designed for general function approximation and based on the principle of \emph{pessimism in the face of uncertainty}. The core of our proof leverages the strong convexity of the KL regularization, and the conditional non-negativity of the gap between the true reward and its pessimistic estimator to refine a mean-value-type risk upper bound to its extreme. This in turn leads to a novel covariance-based analysis, effectively bypassing the need for uniform control over the discrepancy between any two functions in the function class. The near-optimality of our algorithm is demonstrated by an $\tilde{\Omega}(\epsilon^{-1})$ lower bound. Furthermore, we extend our algorithm to contextual dueling bandits and achieve a similar nearly optimal sample complexity.


How hard is my MDP?" The distribution-norm to the rescue"

Neural Information Processing Systems

In Reinforcement Learning (RL), state-of-the-art algorithms require a large number of samples per state-action pair to estimate the transition kernel p. In many problems, a good approximation of p is not needed. For instance, if from one state-action pair (s, a), one can only transit to states with the same value, learning p( |s, a) accurately is irrelevant (only its support matters). This paper aims at capturing such behavior by defining a novel hardness measure for Markov Decision Processes (MDPs) based on what we call the distribution-norm. The distributionnorm w.r.t. a measure ν is defined on zero ν-mean functions f by the standard variation of f with respect to ν. We first provide a concentration inequality for the dual of the distribution-norm.


Review for NeurIPS paper: Provably Efficient Exploration for Reinforcement Learning Using Unsupervised Learning

Neural Information Processing Systems

The paper focuses on efficiently exploring MDPs with high dimensional state representations, by combining an unsupervised algorithm for learning a low-dimensional representation and then solving the problem in this low-dimensional space. The paper is largely theoretic and show that in certain conditions, near-optimal policies can be found with polynomial complexity in the number of latent states. The reviewers mostly agreed on the following points. The paper is considered well-written, and presents theoretically strong results that are sound, novel, and non-trivial. As weaknesses of the paper the reviewers mentioned the lack of empirical results in more realistic settings and restrictive assumptions.


Model-based Reinforcement Learning and the Eluder Dimension

Neural Information Processing Systems

We consider the problem of learning to optimize an unknown Markov decision process (MDP). We show that, if the MDP can be parameterized within some known function class, we can obtain regret bounds that scale with the dimensionality, rather than cardinality, of the system.