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 Reinforcement Learning


Off-policy Reinforcement Learning with Model-based Exploration Augmentation

Neural Information Processing Systems

Exploration is crucial in Reinforcement Learning (RL) as it enables the agent to understand the environment for better decision-making. Existing exploration methods fall into two paradigms: active exploration, which injects stochasticity into the policy but struggles in high-dimensional environments, and passive exploration, which manages the replay buffer to prioritize under-explored regions but lacks sample diversity. To address the limitation in passive exploration, we propose Modelic Generative Exploration (MoGE), which augments exploration through the generation of under-explored critical states and synthesis of dynamics-consistent experiences. MoGE consists of two components: (1) a diffusion generator for critical states under the guidance of entropy and TD error, and (2) a one-step imagination world model for constructing critical transitions for agent learning. Our method is simple to implement and seamlessly integrates with mainstream off-policy RL algorithms without structural modifications. Experiments on OpenAI Gym and DeepMind Control Suite demonstrate that MoGE, as an exploration augmentation, significantly enhances efficiency and performance in complex tasks.


Sample Complexity of Distributionally Robust Average-Reward Reinforcement Learning

Neural Information Processing Systems

Motivated by practical applications where stable long-term performance is critical--such as robotics, operations research, and healthcare--we study the problem of distributionally robust (DR) average-reward reinforcement learning. We propose two algorithms that achieve near-optimal sample complexity. The first reduces the problem to a DR discounted Markov decision process (MDP), while the second, Anchored DR Average-Reward MDP, introduces an anchoring state to stabilize the controlled transition kernels within the uncertainty set. Assuming the nominal MDP is uniformly ergodic, we prove that both algorithms attain a sample complexity of $\widetilde{O}\left(|\mathbf{S}||\mathbf{A}| t_{\mathrm{mix}}^2\varepsilon^{-2}\right)$ for estimating the optimal policy as well as the robust average reward under KL and $f_k$-divergence-based uncertainty sets, provided the uncertainty radius is sufficiently small. Here, $\varepsilon$ is the target accuracy, $|\mathbf{S}|$ and $|\mathbf{A}|$ denote the sizes of the state and action spaces, and $t_{\mathrm{mix}}$ is the mixing time of the nominal MDP. This represents the first finite-sample convergence guarantee for DR average-reward reinforcement learning.


Multi-Objective Reinforcement Learning with Max-Min Criterion: A Game-Theoretic Approach

Neural Information Processing Systems

In this paper, we propose a provably convergent and practical framework for multi-objective reinforcement learning with max-min criterion. From a game-theoretic perspective, we reformulate max-min multi-objective reinforcement learning as a two-player zero-sum regularized continuous game and introduce an efficient algorithm based on mirror descent.


Cognitive Predictive Processing: A Human-inspired Framework for Adaptive Exploration in Open-World Reinforcement Learning

Neural Information Processing Systems

Open-world reinforcement learning challenges agents to develop intelligent behavior in vast exploration spaces. Recent approaches like LS-Imagine have advanced the field by extending imagination horizons through jumpy state transitions, yet remain limited by fixed exploration mechanisms and static jump thresholds that cannot adapt across changing task phases, resulting in inefficient exploration and lower completion rates. Humans demonstrate remarkable capabilities in open-world decision-making through a chain-like process of task decomposition, selective memory utilization, and adaptive uncertainty regulation. Inspired by human decision-making processes, we present Cognitive Predictive Processing (CPP), a novel framework that integrates three neurologically-inspired systems: a phase-adaptive cognitive controller that dynamically decomposes tasks into exploration, approach, and completion phases with adaptive parameters; a dual-memory integration system implementing dual-modal memory that balances immediate context with selective long-term storage; and an uncertainty-modulated prediction regulator that continuously updates environmental predictions to modulate exploration behavior. Comprehensive experiments in MineDojo demonstrate that these human-inspired decision-making strategies enhance performance over recent techniques, with success rates improving by an average of 4.6\% across resource collection tasks while reducing task completion steps by an average of 7.1\%. Our approach bridges cognitive neuroscience and reinforcement learning, excelling in complex scenarios that require sustained exploration and strategic adaptation while demonstrating how neural-inspired models can solve key challenges in open-world AI systems.


RLZero: Direct Policy Inference from Language Without In-Domain Supervision

Neural Information Processing Systems

The reward hypothesis states that all goals and purposes can be understood as the maximization of a received scalar reward signal. However, in practice, defining such a reward signal is notoriously difficult, as humans are often unable to predict the optimal behavior corresponding to a reward function. Natural language offers an intuitive alternative for instructing reinforcement learning (RL) agents, yet previous language-conditioned approaches either require costly supervision or test-time training given a language instruction. In this work, we present a new approach that uses a pretrained RL agent trained using only unlabeled, offline interactions--without task-specific supervision or labeled trajectories--to get zero-shot test-time policy inference from arbitrary natural language instructions. We introduce a framework comprising three steps:,, and .


Learning Memory-Enhanced Improvement Heuristics for Flexible Job Shop Scheduling

Neural Information Processing Systems

The rise of smart manufacturing under Industry 4.0 introduces mass customization and dynamic production, demanding more advanced and flexible scheduling techniques. The flexible job-shop scheduling problem (FJSP) has attracted significant attention due to its complex constraints and strong alignment with real-world production scenarios. Current deep reinforcement learning (DRL)-based approaches to FJSP predominantly employ constructive methods. While effective, they often fall short of reaching (near-)optimal solutions. In contrast, improvement-based methods iteratively explore the neighborhood of initial solutions and are more effective in approaching optimality. However, the flexible machine allocation in FJSP poses significant challenges to the application of this framework, including accurate state representation, effective policy learning, and efficient search strategies.


Uncertainty-Based Smooth Policy Regularisation for Reinforcement Learning with Few Demonstrations

Neural Information Processing Systems

In reinforcement learning with sparse rewards, demonstrations can accelerate learning, but determining when to imitate them remains challenging. We propose Smooth Policy Regularisation from Demonstrations (SPReD), a framework that addresses the fundamental question: when should an agent imitate a demonstration versus follow its own policy? SPReD uses ensemble methods to explicitly model Q-value distributions for both demonstration and policy actions, quantifying uncertainty for comparisons. We develop two complementary uncertainty-aware methods: a probabilistic approach estimating the likelihood of demonstration superiority, and an advantage-based approach scaling imitation by statistical significance.


Deep RL Needs Deep Behavior Analysis: Exploring Implicit Planning by Model-Free Agents in Open-Ended Environments

Neural Information Processing Systems

Understanding the behavior of deep reinforcement learning (DRL) agents--particularly as task and agent sophistication increase--requires more than simple comparison of reward curves, yet standard methods for behavioral analysis remain underdeveloped in DRL. We apply tools from neuroscience and ethology to study DRL agents in a novel, complex, partially observable environment, ForageWorld, designed to capture key aspects of real-world animal foraging--including sparse, depleting resource patches, predator threats, and spatially extended arenas. We use this environment as a platform for applying joint behavioral and neural analysis to agents, revealing detailed, quantitatively grounded insights into agent strategies, memory, and planning. Contrary to common assumptions, we find that model-free RNN-based DRL agents can exhibit structured, planning-like behavior purely through emergent dynamics--without requiring explicit memory modules or world models. Our results show that studying DRL agents like animals--analyzing them with neuroethology-inspired tools that reveal structure in both behavior and neural dynamics--uncovers rich structure in their learning dynamics that would otherwise remain invisible. We distill these tools into a general analysis framework linking core behavioral and representational features to diagnostic methods, which can be reused for a wide range of tasks and agents. As agents grow more complex and autonomous, bridging neuroscience, cognitive science, and AI will be essential--not just for understanding their behavior, but for ensuring safe alignment and maximizing desirable behaviors that are hard to measure via reward. We show how this can be done by drawing on lessons from how biological intelligence is studied.


COLA: Towards Efficient Multi-Objective Reinforcement Learning with Conflict Objective Regularization in Latent Space

Neural Information Processing Systems

Many real-world control problems require continual policy adjustments to balance multiple objectives, which requires the acquisition of high-quality policies to cover diverse preferences. Multi-Objective Reinforcement Learning (MORL) provides a general framework to solve such problems. However, current MORL methods suffer from high sample complexity, primarily due to the neglect of efficient knowledge sharing and conflicts in optimization with different preferences.


Measure gradients, not activations! Enhancing neuronal activity in deep reinforcement learning

Neural Information Processing Systems

Deep reinforcement learning (RL) agents frequently suffer from neuronal activity loss, which impairs their ability to adapt to new data and learn continually. A common method to quantify and address this issue is the $\tau$-dormant neuron ratio, which uses activation statistics to measure the expressive ability of neurons. While effective for simple MLP-based agents, this approach loses statistical power in more complex architectures. To address this, we argue that in advanced RL agents, maintaining a neuron's **learning capacity**, its ability to adapt via gradient updates, is more critical than preserving its expressive ability. Based on this insight, we shift the statistical objective from activations to gradients, and introduce **GraMa** (**Gra**dient **Ma**gnitude Neural Activity Metric), a lightweight, architecture-agnostic metric for quantifying neuron-level learning capacity. We show that **GraMa** effectively reveals persistent neuron inactivity across diverse architectures, including residual networks, diffusion models, and agents with varied activation functions. Moreover, **re**setting neurons guided by **GraMa** (**ReGraMa**) consistently improves learning performance across multiple deep RL algorithms and benchmarks, such as MuJoCo and the DeepMind Control Suite.