Reinforcement Learning
GarmentLab: A Unified Simulation and Benchmark for Garment Manipulation
Lu, Haoran, Wu, Ruihai, Li, Yitong, Li, Sijie, Zhu, Ziyu, Ning, Chuanruo, Shen, Yan, Luo, Longzan, Chen, Yuanpei, Dong, Hao
Manipulating garments and fabrics has long been a critical endeavor in the development of home-assistant robots. However, due to complex dynamics and topological structures, garment manipulations pose significant challenges. Recent successes in reinforcement learning and vision-based methods offer promising avenues for learning garment manipulation. Nevertheless, these approaches are severely constrained by current benchmarks, which offer limited diversity of tasks and unrealistic simulation behavior. Therefore, we present GarmentLab, a content-rich benchmark and realistic simulation designed for deformable object and garment manipulation. Our benchmark encompasses a diverse range of garment types, robotic systems and manipulators. The abundant tasks in the benchmark further explores of the interactions between garments, deformable objects, rigid bodies, fluids, and human body. Moreover, by incorporating multiple simulation methods such as FEM and PBD, along with our proposed sim-to-real algorithms and real-world benchmark, we aim to significantly narrow the sim-to-real gap. We evaluate state-of-the-art vision methods, reinforcement learning, and imitation learning approaches on these tasks, highlighting the challenges faced by current algorithms, notably their limited generalization capabilities. Our proposed open-source environments and comprehensive analysis show promising boost to future research in garment manipulation by unlocking the full potential of these methods. We guarantee that we will open-source our code as soon as possible. You can watch the videos in supplementary files to learn more about the details of our work. Our project page is available at: https://garmentlab.github.io/
Reinforcement Learning with a Focus on Adjusting Policies to Reach Targets
Tsuboya, Akane, Kono, Yu, Takahashi, Tatsuji
The objective of a reinforcement learning agent is to discover better actions through exploration. However, typical exploration techniques aim to maximize rewards, often incurring high costs in both exploration and learning processes. We propose a novel deep reinforcement learning method, which prioritizes achieving an aspiration level over maximizing expected return. This method flexibly adjusts the degree of exploration based on the proportion of target achievement. Through experiments on a motion control task and a navigation task, this method achieved returns equal to or greater than other standard methods. The results of the analysis showed two things: our method flexibly adjusts the exploration scope, and it has the potential to enable the agent to adapt to non-stationary environments. These findings indicated that this method may have effectiveness in improving exploration efficiency in practical applications of reinforcement learning.
TransferLight: Zero-Shot Traffic Signal Control on any Road-Network
Schmidt, Johann, Dreyer, Frank, Hashimi, Sayed Abid, Stober, Sebastian
Traffic signal control plays a crucial role in urban mobility. However, existing methods often struggle to generalize beyond their training environments to unseen scenarios with varying traffic dynamics. We present TransferLight, a novel framework designed for robust generalization across road-networks, diverse traffic conditions and intersection geometries. At its core, we propose a log-distance reward function, offering spatially-aware signal prioritization while remaining adaptable to varied lane configurations - overcoming the limitations of traditional pressure-based rewards. Our hierarchical, heterogeneous, and directed graph neural network architecture effectively captures granular traffic dynamics, enabling transferability to arbitrary intersection layouts. Using a decentralized multi-agent approach, global rewards, and novel state transition priors, we develop a single, weight-tied policy that scales zero-shot to any road network without re-training. Through domain randomization during training, we additionally enhance generalization capabilities. Experimental results validate TransferLight's superior performance in unseen scenarios, advancing practical, generalizable intelligent transportation systems to meet evolving urban traffic demands.
Stochastic Control for Fine-tuning Diffusion Models: Optimality, Regularity, and Convergence
Han, Yinbin, Razaviyayn, Meisam, Xu, Renyuan
Diffusion models have emerged as powerful tools for generative modeling, demonstrating exceptional capability in capturing target data distributions from large datasets. However, fine-tuning these massive models for specific downstream tasks, constraints, and human preferences remains a critical challenge. While recent advances have leveraged reinforcement learning algorithms to tackle this problem, much of the progress has been empirical, with limited theoretical understanding. To bridge this gap, we propose a stochastic control framework for fine-tuning diffusion models. Building on denoising diffusion probabilistic models as the pre-trained reference dynamics, our approach integrates linear dynamics control with Kullback-Leibler regularization. We establish the well-posedness and regularity of the stochastic control problem and develop a policy iteration algorithm (PI-FT) for numerical solution. We show that PI-FT achieves global convergence at a linear rate. Unlike existing work that assumes regularities throughout training, we prove that the control and value sequences generated by the algorithm maintain the regularity. Additionally, we explore extensions of our framework to parametric settings and continuous-time formulations.
AutoSculpt: A Pattern-based Model Auto-pruning Framework Using Reinforcement Learning and Graph Learning
Jing, Lixian, Qi, Jianpeng, Dong, Junyu, Yu, Yanwei
As deep neural networks (DNNs) are increasingly deployed on edge devices, optimizing models for constrained computational resources is critical. Existing auto-pruning methods face challenges due to the diversity of DNN models, various operators (e.g., filters), and the difficulty in balancing pruning granularity with model accuracy. To address these limitations, we introduce AutoSculpt, a pattern-based automated pruning framework designed to enhance efficiency and accuracy by leveraging graph learning and deep reinforcement learning (DRL). AutoSculpt automatically identifies and prunes regular patterns within DNN architectures that can be recognized by existing inference engines, enabling runtime acceleration. Three key steps in AutoSculpt include: (1) Constructing DNNs as graphs to encode their topology and parameter dependencies, (2) embedding computationally efficient pruning patterns, and (3) utilizing DRL to iteratively refine auto-pruning strategies until the optimal balance between compression and accuracy is achieved. Experimental results demonstrate the effectiveness of AutoSculpt across various architectures, including ResNet, MobileNet, VGG, and Vision Transformer, achieving pruning rates of up to 90% and nearly 18% improvement in FLOPs reduction, outperforming all baselines. The codes can be available at https://anonymous.4open.science/r/AutoSculpt-DDA0
HyperQ-Opt: Q-learning for Hyperparameter Optimization
Hyperparameter optimization (HPO) is critical for enhancing the performance of machine learning models, yet it often involves a computationally intensive search across a large parameter space. Traditional approaches such as Grid Search and Random Search suffer from inefficiency and limited scalability, while surrogate models like Sequential Model-based Bayesian Optimization (SMBO) rely heavily on heuristic predictions that can lead to suboptimal results. This paper presents a novel perspective on HPO by formulating it as a sequential decision-making problem and leveraging Q-learning, a reinforcement learning technique, to optimize hyperparameters. The study explores the works of H.S. Jomaa et al. and Qi et al., which model HPO as a Markov Decision Process (MDP) and utilize Q-learning to iteratively refine hyperparameter settings. The approaches are evaluated for their ability to find optimal or near-optimal configurations within a limited number of trials, demonstrating the potential of reinforcement learning to outperform conventional methods. Additionally, this paper identifies research gaps in existing formulations, including the limitations of discrete search spaces and reliance on heuristic policies, and suggests avenues for future exploration. By shifting the paradigm toward policy-based optimization, this work contributes to advancing HPO methods for scalable and efficient machine learning applications.
LMD-PGN: Cross-Modal Knowledge Distillation from First-Person-View Images to Third-Person-View BEV Maps for Universal Point Goal Navigation
Uemura, Riku, Tanaka, Kanji, Tsukahara, Kenta, Iwata, Daiki
Point goal navigation (PGN) is a mapless navigation approach that trains robots to visually navigate to goal points without relying on pre-built maps. Despite significant progress in handling complex environments using deep reinforcement learning, current PGN methods are designed for single-robot systems, limiting their generalizability to multi-robot scenarios with diverse platforms. This paper addresses this limitation by proposing a knowledge transfer framework for PGN, allowing a teacher robot to transfer its learned navigation model to student robots, including those with unknown or black-box platforms. We introduce a novel knowledge distillation (KD) framework that transfers first-person-view (FPV) representations (view images, turning/forward actions) to universally applicable third-person-view (TPV) representations (local maps, subgoals). The state is redefined as reconstructed local maps using SLAM, while actions are mapped to subgoals on a predefined grid. To enhance training efficiency, we propose a sampling-efficient KD approach that aligns training episodes via a noise-robust local map descriptor (LMD). Although validated on 2D wheeled robots, this method can be extended to 3D action spaces, such as drones. Experiments conducted in Habitat-Sim demonstrate the feasibility of the proposed framework, requiring minimal implementation effort. This study highlights the potential for scalable and cross-platform PGN solutions, expanding the applicability of embodied AI systems in multi-robot scenarios.
MacLight: Multi-scene Aggregation Convolutional Learning for Traffic Signal Control
Lee, Sunbowen, Lyu, Hongqin, Gong, Yicheng, Sun, Yingying, Deng, Chao
Reinforcement learning methods have proposed promising traffic signal control policy that can be trained on large road networks. Current SOTA methods model road networks as topological graph structures, incorporate graph attention into deep Q-learning, and merge local and global embeddings to improve policy. However, graph-based methods are difficult to parallelize, resulting in huge time overhead. Moreover, none of the current peer studies have deployed dynamic traffic systems for experiments, which is far from the actual situation. In this context, we propose Multi-Scene Aggregation Convolutional Learning for traffic signal control (MacLight), which offers faster training speeds and more stable performance. Our approach consists of two main components. The first is the global representation, where we utilize variational autoencoders to compactly compress and extract the global representation. The second component employs the proximal policy optimization algorithm as the backbone, allowing value evaluation to consider both local features and global embedding representations. This backbone model significantly reduces time overhead and ensures stability in policy updates. We validated our method across multiple traffic scenarios under both static and dynamic traffic systems. Experimental results demonstrate that, compared to general and domian SOTA methods, our approach achieves superior stability, optimized convergence levels and the highest time efficiency. The code is under https://github.com/Aegis1863/MacLight.
Environment Descriptions for Usability and Generalisation in Reinforcement Learning
Soemers, Dennis J. N. J., Samothrakis, Spyridon, Driessens, Kurt, Winands, Mark H. M.
The majority of current reinforcement learning (RL) research involves training and deploying agents in environments that are implemented by engineers in general-purpose programming languages and more advanced frameworks such as CUDA or JAX. This makes the application of RL to novel problems of interest inaccessible to small organisations or private individuals with insufficient engineering expertise. This position paper argues that, to enable more widespread adoption of RL, it is important for the research community to shift focus towards methodologies where environments are described in user-friendly domain-specific or natural languages. Aside from improving the usability of RL, such language-based environment descriptions may also provide valuable context and boost the ability of trained agents to generalise to unseen environments within the set of all environments that can be described in any language of choice.
Adam on Local Time: Addressing Nonstationarity in RL with Relative Adam Timesteps
Ellis, Benjamin, Jackson, Matthew T., Lupu, Andrei, Goldie, Alexander D., Fellows, Mattie, Whiteson, Shimon, Foerster, Jakob
In reinforcement learning (RL), it is common to apply techniques used broadly in machine learning such as neural network function approximators and momentumbased optimizers [1, 2]. However, such tools were largely developed for supervised learning rather than nonstationary RL, leading practitioners to adopt target networks [3], clipped policy updates [4], and other RL-specific implementation tricks [5, 6] to combat this mismatch, rather than directly adapting this toolchain for use in RL. In this paper, we take a different approach and instead address the effect of nonstationarity by adapting the widely used Adam optimiser [7]. We first analyse the impact of nonstationary gradient magnitude--such as that caused by a change in target network--on Adam's update size, demonstrating that such a change can lead to large updates and hence sub-optimal performance. To address this, we introduce Adam with Relative Timesteps, or Adam-Rel. Rather than using the global timestep in the Adam update, Adam-Rel uses the local timestep within an epoch, essentially resetting Adam's timestep to 0 after target changes. We demonstrate that this avoids large updates and reduces to learning rate annealing in the absence of such increases in gradient magnitude. Evaluating Adam-Rel in both on-policy and off-policy RL, we demonstrate improved performance in both Atari and Craftax. We then show that increases in gradient norm occur in RL in practice, and examine the differences between our theoretical model and the observed data.