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 Reinforcement Learning


Push Smarter, Not Harder: Hierarchical RL-Diffusion Policy for Efficient Nonprehensile Manipulation

arXiv.org Artificial Intelligence

Nonprehensile manipulation, such as pushing objects across cluttered environments, presents a challenging control problem due to complex contact dynamics and long-horizon planning requirements. In this work, we propose HeRD, a hierarchical reinforcement learning-diffusion policy that decomposes pushing tasks into two levels: high-level goal selection and low-level trajectory generation. We employ a high-level reinforcement learning (RL) agent to select intermediate spatial goals, and a low-level goal-conditioned diffusion model to generate feasible, efficient trajectories to reach them. This architecture combines the long-term reward maximizing behaviour of RL with the generative capabilities of diffusion models. We evaluate our method in a 2D simulation environment and show that it outperforms the state-of-the-art baseline in success rate, path efficiency, and generalization across multiple environment configurations. Our results suggest that hierarchical control with generative low-level planning is a promising direction for scalable, goal-directed nonprehensile manipulation. Code, documentation, and trained models are available: https://github.com/carosteven/HeRD.


SEMDICE: Off-policy State Entropy Maximization via Stationary Distribution Correction Estimation

arXiv.org Artificial Intelligence

In the unsupervised pre-training for reinforcement learning, the agent aims to learn a prior policy for downstream tasks without relying on task-specific reward functions. We focus on state entropy maximization (SEM), where the goal is to learn a policy that maximizes the entropy of the state stationary distribution. In this paper, we introduce SEMDICE, a principled off-policy algorithm that computes an SEM policy from an arbitrary off-policy dataset, which optimizes the policy directly within the space of stationary distributions. SEMDICE computes a single, stationary Markov state-entropy-maximizing policy from an arbitrary off-policy dataset. Experimental results demonstrate that SEMDICE outperforms baseline algorithms in maximizing state entropy while achieving the best adaptation efficiency for downstream tasks among SEM-based unsupervised RL pre-training methods.


Latent Action World Models for Control with Unlabeled Trajectories

arXiv.org Artificial Intelligence

Inspired by how humans combine direct interaction with action-free experience (e.g., videos), we study world models that learn from heterogeneous data. Standard world models typically rely on action-conditioned trajectories, which limits effectiveness when action labels are scarce. We introduce a family of latent-action world models that jointly use action-conditioned and action-free data by learning a shared latent action representation. This latent space aligns observed control signals with actions inferred from passive observations, enabling a single dynamics model to train on large-scale unlabeled trajectories while requiring only a small set of action-labeled ones. We use the latent-action world model to learn a latent-action policy through offline reinforcement learning (RL), thereby bridging two traditionally separate domains: offline RL, which typically relies on action-conditioned data, and action-free training, which is rarely used with subsequent RL. On the DeepMind Control Suite, our approach achieves strong performance while using about an order of magnitude fewer action-labeled samples than purely action-conditioned baselines. These results show that latent actions enable training on both passive and interactive data, which makes world models learn more efficiently.


TDC-Cache: A Trustworthy Decentralized Cooperative Caching Framework for Web3.0

arXiv.org Artificial Intelligence

Abstract--The rapid growth of Web3.0 is transforming the Internet from a centralized structure to decentralized, which empowers users with unprecedented self-sovereignty over their own data. However, in the context of decentralized data access within Web3.0, it is imperative to cope with efficiency concerns caused by the replication of redundant data, as well as security vulnerabilities caused by data inconsistency. T o address these challenges, we develop a Trustworthy Decentralized Cooperative Caching (TDC-Cache) framework for Web3.0 to ensure efficient caching and enhance system resilience against adversarial threats. This framework features a two-layer architecture, wherein the Decentralized Oracle Network (DON) layer serves as a trusted intermediary platform for decentralized caching, bridging the contents from decentralized storage and the content requests from users. In light of the complexity of Web3.0 network topologies and data flows, we propose a Deep Reinforcement Learning-Based Decentralized Caching (DRL-DC) for TDC-Cache to dynamically optimize caching strategies of distributed oracles. Furthermore, we develop a Proof of Cooperative Learning (PoCL) consensus to maintain the consistency of decentralized caching decisions within DON. Experimental results show that, compared with existing approaches, the proposed framework reduces average access latency by 20%, increases the cache hit rate by at most 18%, and improves the average success consensus rate by 10%. Overall, this paper serves as a first foray into the investigation of decentralized caching framework and strategy for Web3.0. HE rapid evolution of Web3.0 is driving the transition from traditional centralized systems to decentralized architectures. Leveraging blockchain, decentralized storage, and smart contracts, Web3.0 empowers users with unprecedented self-sovereignty over their own data through Decentralized Applications (DApps) [1].


Learning Agile Striker Skills for Humanoid Soccer Robots from Noisy Sensory Input

arXiv.org Artificial Intelligence

Learning fast and robust ball-kicking skills is a critical capability for humanoid soccer robots, yet it remains a challenging problem due to the need for rapid leg swings, postural stability on a single support foot, and robustness under noisy sensory input and external perturbations (e.g., opponents). This paper presents a reinforcement learning (RL)-based system that enables humanoid robots to execute robust continual ball-kicking with adaptability to different ball-goal configurations. The system extends a typical teacher-student training framework -- in which a "teacher" policy is trained with ground truth state information and the "student" learns to mimic it with noisy, imperfect sensing -- by including four training stages: (1) long-distance ball chasing (teacher); (2) directional kicking (teacher); (3) teacher policy distillation (student); and (4) student adaptation and refinement (student). Key design elements -- including tailored reward functions, realistic noise modeling, and online constrained RL for adaptation and refinement -- are critical for closing the sim-to-real gap and sustaining performance under perceptual uncertainty. Extensive evaluations in both simulation and on a real robot demonstrate strong kicking accuracy and goal-scoring success across diverse ball-goal configurations. Ablation studies further highlight the necessity of the constrained RL, noise modeling, and the adaptation stage. This work presents a system for learning robust continual humanoid ball-kicking under imperfect perception, establishing a benchmark task for visuomotor skill learning in humanoid whole-body control.


Bellman Optimality of Average-Reward Robust Markov Decision Processes with a Constant Gain

arXiv.org Artificial Intelligence

Learning and optimal control under robust Markov decision processes (MDPs) have received increasing attention, yet most existing theory, algorithms, and applications focus on finite-horizon or discounted models. Long-run average-reward formulations, while natural in many operations research and management contexts, remain underexplored. This is primarily because the dynamic programming foundations are technically challenging and only partially understood, with several fundamental questions remaining open. This paper steps toward a general framework for average-reward robust MDPs by analyzing the constant-gain setting. We study the average-reward robust control problem with possible information asymmetries between the controller and an S-rectangular adversary. Our analysis centers on the constant-gain robust Bellman equation, examining both the existence of solutions and their relationship to the optimal average reward. Specifically, we identify when solutions to the robust Bellman equation characterize the optimal average reward and stationary policies, and we provide one-sided weak communication conditions ensuring solutions' existence. These findings expand the dynamic programming theory for average-reward robust MDPs and lay a foundation for robust dynamic decision making under long-run average criteria in operational environments.


Distributionally Robust Markov Games with Average Reward

arXiv.org Artificial Intelligence

We study distributionally robust Markov games (DR-MGs) with the average-reward criterion, a framework for multi-agent decision-making under uncertainty over extended horizons. In average reward DR-MGs, agents aim to maximize their worst-case infinite-horizon average reward, to ensure satisfactory performance under environment uncertainties and opponent actions. We first establish a connection between the best-response policies and the optimal policies for the induced single-agent problems. Under a standard irreducible assumption, we derive a correspondence between the optimal policies and the solutions of the robust Bellman equation, and derive the existence of stationary Nash Equilibrium (NE) based on these results. We further study DR-MGs under the weakly communicating setting, where we construct a set-valued map and show its value is a subset of the best-response policies, convex and upper hemi-continuous, and derive the existence of NE. We then explore algorithmic solutions, by first proposing a Robust Nash-Iteration algorithm and providing convergence guarantees under some additional assumptions and a NE computing oracle. We further develop a temporal-difference based algorithm for DR-MGs, and provide convergence guarantees without any additional oracle or assumptions. Finally, we connect average-reward robust NE to discounted ones, showing that the average reward robust NE can be approximated by the discounted ones under a large discount factor. Our studies provide a comprehensive theoretical and algorithmic foundation for decision-making in complex, uncertain, and long-running multi-player environments.


Optimizing Algorithms for Mobile Health Interventions with Active Querying Optimization

arXiv.org Machine Learning

Reinforcement learning in mobile health (mHealth) interventions requires balancing intervention efficacy with user burden, particularly when state measurements (for example, user surveys or feedback) are costly yet essential. The Act-Then-Measure (ATM) heuristic addresses this challenge by decoupling control and measurement actions within the Action-Contingent Noiselessly Observable Markov Decision Process (ACNO-MDP) framework. However, the standard ATM algorithm relies on a temporal-difference-inspired Q-learning method, which is prone to instability in sparse and noisy environments. In this work, we propose a Bayesian extension to ATM that replaces standard Q-learning with a Kalman filter-style Bayesian update, maintaining uncertainty-aware estimates of Q-values and enabling more stable and sample-efficient learning. We evaluate our method in both toy environments and clinically motivated testbeds. In small, tabular environments, Bayesian ATM achieves comparable or improved scalarized returns with substantially lower variance and more stable policy behavior. In contrast, in larger and more complex mHealth settings, both the standard and Bayesian ATM variants perform poorly, suggesting a mismatch between ATM's modeling assumptions and the structural challenges of real-world mHealth domains. These findings highlight the value of uncertainty-aware methods in low-data settings while underscoring the need for new RL algorithms that explicitly model causal structure, continuous states, and delayed feedback under observation cost constraints.


LISN: Language-Instructed Social Navigation with VLM-based Controller Modulating

arXiv.org Artificial Intelligence

Towards human-robot coexistence, socially aware navigation is significant for mobile robots. Yet existing studies on this area focus mainly on path efficiency and pedestrian collision avoidance, which are essential but represent only a fraction of social navigation. Beyond these basics, robots must also comply with user instructions, aligning their actions to task goals and social norms expressed by humans. In this work, we present LISN-Bench, the first simulation-based benchmark for language-instructed social navigation. Built on Rosnav-Arena 3.0, it is the first standardized social navigation benchmark to incorporate instruction following and scene understanding across diverse contexts. To address this task, we further propose Social-Nav-Modulator, a fast-slow hierarchical system where a VLM agent modulates costmaps and controller parameters. Decoupling low-level action generation from the slower VLM loop reduces reliance on high-frequency VLM inference while improving dynamic avoidance and perception adaptability. Our method achieves an average success rate of 91.3%, which is greater than 63% than the most competitive baseline, with most of the improvements observed in challenging tasks such as following a person in a crowd and navigating while strictly avoiding instruction-forbidden regions. The project website is at: https://social-nav.github.io/LISN-project/


STACHE: Local Black-Box Explanations for Reinforcement Learning Policies

arXiv.org Artificial Intelligence

Reinforcement learning agents often behave unexpectedly in sparse-reward or safety-critical environments, creating a strong need for reliable debugging and verification tools. In this paper, we propose STACHE, a comprehensive framework for generating local, black-box explanations for an agent's specific action within discrete Markov games. Our method produces a Composite Explanation consisting of two complementary components: (1) a Robustness Region, the connected neighborhood of states where the agent's action remains invariant, and (2) Minimal Counterfactuals, the smallest state perturbations required to alter that decision. By exploiting the structure of factored state spaces, we introduce an exact, search-based algorithm that circumvents the fidelity gaps of surrogate models. Empirical validation on Gymnasium environments demonstrates that our framework not only explains policy actions, but also effectively captures the evolution of policy logic during training - from erratic, unstable behavior to optimized, robust strategies - providing actionable insights into agent sensitivity and decision boundaries.