Reinforcement Learning
Adaptive EEG-based stroke diagnosis with a GRU-TCN classifier and deep Q-learning thresholding
Abdulkareem, Shakeel, Yimenicioglu, Bora, Uppalapati, Khartik, Gudipati, Aneesh, Eftekhari, Adan, Yassin, Saleh
Rapid triage of suspected stroke needs accurate, bedside-deployable tools; EEG is promising but underused at first contact. We present an adaptive multitask EEG classifier that converts 32-channel signals to power spectral density features (Welch), uses a recurrent-convolutional network (GRU-TCN) to predict stroke type (healthy, ischemic, hemorrhagic), hemispheric lateralization, and severity, and applies a deep Q-network (DQN) to tune decision thresholds in real time. Using a patient-wise split of the UCLH Stroke EIT/EEG data set (44 recordings; about 26 acute stroke, 10 controls), the primary outcome was stroke-type performance; secondary outcomes were severity and lateralization. The baseline GRU-TCN reached 89.3% accuracy (F1 92.8%) for stroke type, about 96.9% (F1 95.9%) for severity, and about 96.7% (F1 97.4%) for lateralization. With DQN threshold adaptation, stroke-type accuracy increased to about 98.0% (F1 97.7%). We also tested robustness on an independent, low-density EEG cohort (ZJU4H) and report paired patient-level statistics. Analyses follow STARD 2015 guidance for diagnostic accuracy studies (index test: GRU-TCN+DQN; reference standard: radiology/clinical diagnosis; patient-wise evaluation). Adaptive thresholding shifts the operating point to clinically preferred sensitivity-specificity trade-offs, while integrated scalp-map and spectral visualizations support interpretability.
Mixed-Density Diffuser: Efficient Planning with Non-Uniform Temporal Resolution
Stambaugh, Crimson, Rao, Rajesh P. N.
Training a policy with online rollouts can be costly, dangerous, and sample-inefficient [1]. Alternatively, offline reinforcement learning (RL) involves a policy trained exclusively with pre-collected data. Extracting effective polices without exploration or feedback from the environment is challenging for conventional off-policy and even specialized offline RL algorithms [2, 3]. Approaches to of-fline RL are also frequently faced with the problem of incomplete or undirected demonstrations [4, 5, 6]. Offline algorithms must compose sub-trajectories from training data to generate advantageous behaviors. Another challenge is high-dimensionality and long horizons, which make accurate planning and behavior cloning difficult [1]. Finally, sparse rewards pose a challenge to many training algorithms as they hinder accurate credit assignment to actions [7]. Diffusion models have emerged as a powerful framework for expressing complex, multi-modal distributions [8, 9]. Leveraging this model class, diffusion policies generate high fidelity actions and use a value function for action selection [10, 11, 12].
Game Theory and Multi-Agent Reinforcement Learning for Zonal Ancillary Markets
Morri, Francesco, Cadre, Hรฉlรจne Le, Gruet, Pierre, Brotcorne, Luce
We characterize zonal ancillary market coupling relying on noncooperative game theory. To that purpose, we formulate the ancillary market as a multi-leader single follower bilevel problem, that we subsequently cast as a generalized Nash game with side constraints and nonconvex feasibility sets. We determine conditions for equilibrium existence and show that the game has a generalized potential game structure. To compute market equilibrium, we rely on two exact approaches: an integrated optimization approach and Gauss-Seidel best-response, that we compare against multi-agent deep reinforcement learning. On real data from Germany and Austria, simulations indicate that multi-agent deep reinforcement learning achieves the smallest convergence rate but requires pretraining, while best-response is the slowest. On the economics side, multi-agent deep reinforcement learning results in smaller market costs compared to the exact methods, but at the cost of higher variability in the profit allocation among stakeholders. Further, stronger coupling between zones tends to reduce costs for larger zones.
RL-Exec: Impact-Aware Reinforcement Learning for Opportunistic Optimal Liquidation, Outperforms TWAP and a Book-Liquidity VWAP on BTC-USD Replays
Duflot, Enzo, Robineau, Stanislas
We study opportunistic optimal liquidation over fixed deadlines on BTC-USD limit-order books (LOB). We present RL-Exec, a PPO agent trained on historical replays augmented with endogenous transient impact (resilience), partial fills, maker/taker fees, and latency. The policy observes depth-20 LOB features plus microstructure indicators and acts under a sell-only inventory constraint to reach a residual target. Evaluation follows a strict time split (train: Jan-2020; test: Feb-2020) and a per-day protocol: for each test day we run ten independent start times and aggregate to a single daily score, avoiding pseudo-replication. We compare the agent to (i) TWAP and (ii) a VWAP-like baseline allocating using opposite-side order-book liquidity (top-20 levels), both executed on identical timestamps and costs. Statistical inference uses one-sided Wilcoxon signed-rank tests on daily RL-baseline differences with Benjamini-Hochberg FDR correction and bootstrap confidence intervals. On the Feb-2020 test set, RL-Exec significantly outperforms both baselines and the gap increases with the execution horizon (+2-3 bps at 30 min, +7-8 bps at 60 min, +23 bps at 120 min). Code: github.com/Giafferri/RL-Exec
Deep (Predictive) Discounted Counterfactual Regret Minimization
Xu, Hang, Li, Kai, Fu, Haobo, Fu, Qiang, Xing, Junliang, Cheng, Jian
Counterfactual regret minimization (CFR) is a family of algorithms for effectively solving imperfect-information games. To enhance CFR's applicability in large games, researchers use neural networks to approximate its behavior. However, existing methods are mainly based on vanilla CFR and struggle to effectively integrate more advanced CFR variants. In this work, we propose an efficient model-free neural CFR algorithm, overcoming the limitations of existing methods in approximating advanced CFR variants. At each iteration, it collects variance-reduced sampled advantages based on a value network, fits cumulative advantages by bootstrapping, and applies discounting and clipping operations to simulate the update mechanisms of advanced CFR variants. Experimental results show that, compared with model-free neural algorithms, it exhibits faster convergence in typical imperfect-information games and demonstrates stronger adversarial performance in a large poker game.
Provably Efficient Sample Complexity for Robust CMDP
We study the problem of learning policies that maximize cumulative reward while satisfying safety constraints, even when the real environment differs from a simulator or nominal model. We focus on robust constrained Markov decision processes (RCMDPs), where the agent must maximize reward while ensuring cumulative utility exceeds a threshold under the worst-case dynamics within an uncertainty set. While recent works have established finite-time iteration complexity guarantees for RCMDPs using policy optimization, their sample complexity guarantees remain largely unexplored. In this paper, we first show that Markovian policies may fail to be optimal even under rectangular uncertainty sets unlike the {\em unconstrained} robust MDP. To address this, we introduce an augmented state space that incorporates the remaining utility budget into the state representation. Building on this formulation, we propose a novel Robust constrained Value iteration (RCVI) algorithm with a sample complexity of $\mathcal{\tilde{O}}(|S||A|H^5/ฮต^2)$ achieving at most $ฮต$ violation using a generative model where $|S|$ and $|A|$ denote the sizes of the state and action spaces, respectively, and $H$ is the episode length. To the best of our knowledge, this is the {\em first sample complexity guarantee} for RCMDP. Empirical results further validate the effectiveness of our approach.
Distributionally Robust Online Markov Game with Linear Function Approximation
The sim-to-real gap, where agents trained in a simulator face significant performance degradation during testing, is a fundamental challenge in reinforcement learning. Extansive works adopt the framework of distributionally robust RL, to learn a policy that acts robustly under worst case environment shift. Within this framework, our objective is to devise algorithms that are sample efficient with interactive data collection and large state spaces. By assuming d-rectangularity of environment dynamic shift, we identify a fundamental hardness result for learning in online Markov game, and address it by adopting minimum value assumption. Then, a novel least square value iteration type algorithm, DR-CCE-LSI, with exploration bonus devised specifically for multiple agents, is proposed to find an \episilon-approximate robust Coarse Correlated Equilibrium(CCE). To obtain sample efficient learning, we find that: when the feature mapping function satisfies certain properties, our algorithm, DR-CCE-LSI, is able to achieve ฮต-approximate CCE with a regret bound of O{dHmin{H,1/min{ฯ_i}}\sqrt{K}}, where K is the number of interacting episodes, H is the horizon length, d is the feature dimension, and \simga_i represents the uncertainty level of player i. Our work introduces the first sample-efficient algorithm for this setting, matches the best result so far in single agent setting, and achieves minimax optimalsample complexity in terms of the feature dimension d. Meanwhile, we also conduct simulation study to validate the efficacy of our algorithm in learning a robust equilibrium.
From Exploration to Exploitation: A Two-Stage Entropy RLVR Approach for Noise-Tolerant MLLM Training
Xu, Donglai, Yang, Hongzheng, Zhao, Yuzhi, Zhang, Pingping, Chen, Jinpeng, Ma, Wenao, Hou, Zhijian, Wu, Mengyang, Li, Xiaolei, Hu, Senkang, Guan, Ziyi, Li, Jason Chun Lok, Po, Lai Man
Reinforcement Learning with Verifiable Rewards (RLVR) for Multimodal Large Language Models (MLLMs) is highly dependent on high-quality labeled data, which is often scarce and prone to substantial annotation noise in real-world scenarios. Existing unsupervised RLVR methods, including pure entropy minimization, can overfit to incorrect labels and limit the crucial reward ranking signal for Group-Relative Policy Optimization (GRPO). To address these challenges and enhance noise tolerance, we propose a novel two-stage, token-level entropy optimization method for RLVR. This approach dynamically guides the model from exploration to exploitation during training. In the initial exploration phase, token-level entropy maximization promotes diverse and stochastic output generation, serving as a strong regularizer that prevents premature convergence to noisy labels and ensures sufficient intra-group variation, which enables more reliable reward gradient estimation in GRPO. As training progresses, the method transitions into the exploitation phase, where token-level entropy minimization encourages the model to produce confident and deterministic outputs, thereby consolidating acquired knowledge and refining prediction accuracy. Empirically, across three MLLM backbones - Qwen2-VL-2B, Qwen2-VL-7B, and Qwen2.5-VL-3B - spanning diverse noise settings and multiple tasks, our phased strategy consistently outperforms prior approaches by unifying and enhancing external, internal, and entropy-based methods, delivering robust and superior performance across the board.
Understanding Electro-communication and Electro-sensing in Weakly Electric Fish using Multi-Agent Deep Reinforcement Learning
Singh, Satpreet H., Johnson-Yu, Sonja, Lu, Zhouyang, Walsman, Aaron, Pedraja, Federico, Turcu, Denis, Sharma, Pratyusha, Saphra, Naomi, Sawtell, Nathaniel B., Rajan, Kanaka
Weakly electric fish, like Gnathonemus petersii, use a remarkable electrical modality for active sensing and communication, but studying their rich electrosensing and electrocommunication behavior and associated neural activity in naturalistic settings remains experimentally challenging. Here, we present a novel biologically-inspired computational framework to study these behaviors, where recurrent neural network (RNN) based artificial agents trained via multi-agent reinforcement learning (MARL) learn to modulate their electric organ discharges (EODs) and movement patterns to collectively forage in virtual environments. Trained agents demonstrate several emergent features consistent with real fish collectives, including heavy tailed EOD interval distributions, environmental context dependent shifts in EOD interval distributions, and social interaction patterns like freeloading, where agents reduce their EOD rates while benefiting from neighboring agents' active sensing. A minimal two-fish assay further isolates the role of electro-communication, showing that access to conspecific EODs and relative dominance jointly shape foraging success. Notably, these behaviors emerge through evolution-inspired rewards for individual fitness and emergent inter-agent interactions, rather than through rewarding agents explicitly for social interactions. Our work has broad implications for the neuroethology of weakly electric fish, as well as other social, communicating animals in which extensive recordings from multiple individuals, and thus traditional data-driven modeling, are infeasible.
Accelerating Visual-Policy Learning through Parallel Differentiable Simulation
You, Haoxiang, Liu, Yilang, Abraham, Ian
In this work, we propose a computationally efficient algorithm for visual policy learning that leverages differentiable simulation and first-order analytical policy gradients. Our approach decouple the rendering process from the computation graph, enabling seamless integration with existing differentiable simulation ecosystems without the need for specialized differentiable rendering software. This decoupling not only reduces computational and memory overhead but also effectively attenuates the policy gradient norm, leading to more stable and smoother optimization. We evaluate our method on standard visual control benchmarks using modern GPU-accelerated simulation. Experiments show that our approach significantly reduces wall-clock training time and consistently outperforms all baseline methods in terms of final returns. Notably, on complex tasks such as humanoid locomotion, our method achieves a $4\times$ improvement in final return, and successfully learns a humanoid running policy within 4 hours on a single GPU.