Reinforcement Learning
Buzz, Choose, Forget: A Meta-Bandit Framework for Bee-Like Decision Making
Claeys, Emmanuelle, Kerjean, Elena, Loubes, Jean-Michel
We introduce a sequential reinforcement learning framework for imitation learning designed to model heterogeneous cognitive strategies in pollinators. Focusing on honeybees, our approach leverages trajectory similarity to capture and forecast behavior across individuals that rely on distinct strategies: some exploiting numerical cues, others drawing on memory, or being influenced by environmental factors such as weather. Through empirical evaluation, we show that state-of-the-art imitation learning methods often fail in this setting: when expert policies shift across memory windows or deviate from optimality, these models overlook both fast and slow learning behaviors and cannot faithfully reproduce key decision patterns. Moreover, they offer limited interpretability, hindering biological insight. Our contribution addresses these challenges by (i) introducing a model that minimizes predictive loss while identifying the effective memory horizon most consistent with behavioral data, and (ii) ensuring full interpretability to enable biologists to analyze underlying decision-making strategies and finally (iii) providing a mathematical framework linking bee policy search with bandit formulations under varying exploration-exploitation dynamics, and releasing a novel dataset of 80 tracked bees observed under diverse weather conditions. This benchmark facilitates research on pollinator cognition and supports ecological governance by improving simulations of insect behavior in agroecosystems. Our findings shed new light on the learning strategies and memory interplay shaping pollinator decision-making.
A Minimal-Assumption Analysis of Q-Learning with Time-Varying Policies
In this work, we present the first finite-time analysis of the Q-learning algorithm under time-varying learning policies (i.e., on-policy sampling) with minimal assumptions -- specifically, assuming only the existence of a policy that induces an irreducible Markov chain over the state space. We establish a last-iterate convergence rate for $\mathbb{E}[\|Q_k - Q^*\|_\infty^2]$, implying a sample complexity of order $O(1/ฮต^2)$ for achieving $\mathbb{E}[\|Q_k - Q^*\|_\infty] \le ฮต$, matching that of off-policy Q-learning but with a worse dependence on exploration-related parameters. We also derive an explicit rate for $\mathbb{E}[\|Q^{ฯ_k} - Q^*\|_\infty^2]$, where $ฯ_k$ is the learning policy at iteration $k$. These results reveal that on-policy Q-learning exhibits weaker exploration than its off-policy counterpart but enjoys an exploitation advantage, as its policy converges to an optimal one rather than remaining fixed. Numerical simulations corroborate our theory. Technically, the combination of time-varying learning policies (which induce rapidly time-inhomogeneous Markovian noise) and the minimal assumption on exploration presents significant analytical challenges. To address these challenges, we employ a refined approach that leverages the Poisson equation to decompose the Markovian noise corresponding to the lazy transition matrix into a martingale-difference term and residual terms. To control the residual terms under time inhomogeneity, we perform a sensitivity analysis of the Poisson equation solution with respect to both the Q-function estimate and the learning policy. These tools may further facilitate the analysis of general reinforcement learning algorithms with rapidly time-varying learning policies -- such as single-timescale actor--critic methods and learning-in-games algorithms -- and are of independent interest.
Narrowing Action Choices with AI Improves Human Sequential Decisions
Straitouri, Eleni, Tsirtsis, Stratis, Velasco, Ander Artola, Gomez-Rodriguez, Manuel
Recent work has shown that, in classification tasks, it is possible to design decision support systems that do not require human experts to understand when to cede agency to a classifier or when to exercise their own agency to achieve complementarity$\unicode{x2014}$experts using these systems make more accurate predictions than those made by the experts or the classifier alone. The key principle underpinning these systems reduces to adaptively controlling the level of human agency, by design. Can we use the same principle to achieve complementarity in sequential decision making tasks? In this paper, we answer this question affirmatively. We develop a decision support system that uses a pre-trained AI agent to narrow down the set of actions a human can take to a subset, and then asks the human to take an action from this action set. Along the way, we also introduce a bandit algorithm that leverages the smoothness properties of the action sets provided by our system to efficiently optimize the level of human agency. To evaluate our decision support system, we conduct a large-scale human subject study ($n = 1{,}600$) where participants play a wildfire mitigation game. We find that participants who play the game supported by our system outperform those who play on their own by $\sim$$30$% and the AI agent used by our system by $>$$2$%, even though the AI agent largely outperforms participants playing without support. We have made available the data gathered in our human subject study as well as an open source implementation of our system at https://github.com/Networks-Learning/narrowing-action-choices .
OffSim: Offline Simulator for Model-based Offline Inverse Reinforcement Learning
Ahn, Woo-Jin, Baek, Sang-Ryul, Lee, Yong-Jun, Choi, Hyun-Duck, Lim, Myo-Taeg
Reinforcement learning algorithms typically utilize an interactive simulator (i.e., environment) with a predefined reward function for policy training. Developing such simulators and manually defining reward functions, however, is often time-consuming and labor-intensive. To address this, we propose an Offline Simulator (OffSim), a novel model-based offline inverse reinforcement learning (IRL) framework, to emulate environmental dynamics and reward structure directly from expert-generated state-action trajectories. OffSim jointly optimizes a high-entropy transition model and an IRL-based reward function to enhance exploration and improve the generalizability of the learned reward. Leveraging these learned components, OffSim can subsequently train a policy offline without further interaction with the real environment. Additionally, we introduce OffSim$^+$, an extension that incorporates a marginal reward for multi-dataset settings to enhance exploration. Extensive MuJoCo experiments demonstrate that OffSim achieves substantial performance gains over existing offline IRL methods, confirming its efficacy and robustness.
Procedural Game Level Design with Deep Reinforcement Learning
Abstract--Procedural content generation (PCG) has become an increasingly popular technique in game development, allowing developers to generate dynamic, replayable, and scalable environments with reduced manual effort. In this study, a novel method for procedural level design using Deep Reinforcement Learning (DRL) within a Unity-based 3D environment is propesed. The system comprises two agents: a hummingbird agent, acting as a solver, and a floating island agent, responsible for generating and placing collectible objects (flowers) on the terrain in a realistic and context-aware manner . The hummingbird is trained using the Proximal Policy Optimization (PPO) algorithm from the Unity ML-Agents toolkit. It learns to navigate through the terrain efficiently, locate flowers, and collect them while adapting to the ever-changing procedural layout of the island. The island agent is also trained using the Proximal Policy Optimization (PPO) algorithm. It learns to generate flower layouts based on observed obstacle positions, the hummingbird's initial state, and performance feedback from previous episodes. The interaction between these agents leads to emergent behavior and robust generalization across various environmental configurations. The results demonstrate that the approach not only produces effective and efficient agent behavior but also opens up new opportunities for autonomous game level design driven by machine learning. This work highlights the potential of DRL in enabling intelligent agents to both generate and solve content in virtual environments, pushing the boundaries of what AI can contribute to creative game development processes.
VerlTool: Towards Holistic Agentic Reinforcement Learning with Tool Use
Jiang, Dongfu, Lu, Yi, Li, Zhuofeng, Lyu, Zhiheng, Nie, Ping, Wang, Haozhe, Su, Alex, Chen, Hui, Zou, Kai, Du, Chao, Pang, Tianyu, Chen, Wenhu
Reinforcement Learning with Verifiable Rewards (RLVR) has demonstrated success in enhancing LLM reasoning capabilities, but remains limited to single-turn interactions without tool integration. While recent Agentic Reinforcement Learning with Tool use (ARLT) approaches have emerged to address multi-turn tool interactions, existing works develop task-specific codebases that suffer from fragmentation, synchronous execution bottlenecks, and limited extensibility across domains. These inefficiencies hinder broader community adoption and algorithmic innovation. We introduce VerlTool, a unified and modular framework that addresses these limitations through systematic design principles. VerlTool provides four key contributions: (1) upstream alignment with VeRL ensuring compatibility and simplified maintenance, (2) unified tool management via standardized APIs supporting diverse modalities including code execution, search, SQL databases, and vision processing, (3) asynchronous rollout execution achieving near 2$\times$ speedup by eliminating synchronization bottlenecks, and (4) comprehensive evaluation demonstrating competitive performance across 6 ARLT domains. Our framework formalizes ARLT as multi-turn trajectories with multi-modal observation tokens (text/image/video), extending beyond single-turn RLVR paradigms. We train and evaluate models on mathematical reasoning, knowledge QA, SQL generation, visual reasoning, web search, and software engineering tasks, achieving results comparable to specialized systems while providing unified training infrastructure. The modular plugin architecture enables rapid tool integration requiring only lightweight Python definitions, significantly reducing development overhead and providing a scalable foundation for tool-augmented RL research. Our code is open-sourced at https://github.com/TIGER-AI-Lab/verl-tool.
MOBODY: Model Based Off-Dynamics Offline Reinforcement Learning
Guo, Yihong, Yang, Yu, Xu, Pan, Liu, Anqi
We study off-dynamics offline reinforcement learning, where the goal is to learn a policy from offline source and limited target datasets with mismatched dynamics. Existing methods either penalize the reward or discard source transitions occurring in parts of the transition space with high dynamics shift. As a result, they optimize the policy using data from low-shift regions, limiting exploration of high-reward states in the target domain that do not fall within these regions. Consequently, such methods often fail when the dynamics shift is significant or the optimal trajectories lie outside the low-shift regions. To overcome this limitation, we propose MOBODY, a Model-Based Off-Dynamics Offline RL algorithm that optimizes a policy using learned target dynamics transitions to explore the target domain, rather than only being trained with the low dynamics-shift transitions. For the dynamics learning, built on the observation that achieving the same next state requires taking different actions in different domains, MOBODY employs separate action encoders for each domain to encode different actions to the shared latent space while sharing a unified representation of states and a common transition function. We further introduce a target Q-weighted behavior cloning loss in policy optimization to avoid out-of-distribution actions, which push the policy toward actions with high target-domain Q-values, rather than high source domain Q-values or uniformly imitating all actions in the offline dataset. We evaluate MOBODY on a wide range of MuJoCo and Adroit benchmarks, demonstrating that it outperforms state-of-the-art off-dynamics RL baselines as well as policy learning methods based on different dynamics learning baselines, with especially pronounced improvements in challenging scenarios where existing methods struggle.
Decentralizing Multi-Agent Reinforcement Learning with Temporal Causal Information
Corazza, Jan, Aria, Hadi Partovi, Kim, Hyohun, Neider, Daniel, Xu, Zhe
Reinforcement learning (RL) algorithms can find an optimal policy for a single agent to accomplish a particular task. However, many real-world problems require multiple agents to collaborate in order to achieve a common goal. For example, a robot executing a task in a warehouse may require the assistance of a drone to retrieve items from high shelves. In Decentralized Multi-Agent RL (DMARL), agents learn independently and then combine their policies at execution time, but often must satisfy constraints on compatibility of local policies to ensure that they can achieve the global task when combined. In this paper, we study how providing high-level symbolic knowledge to agents can help address unique challenges of this setting, such as privacy constraints, communication limitations, and performance concerns. In particular, we extend the formal tools used to check the compatibility of local policies with the team task, making decentralized training with theoretical guarantees usable in more scenarios. Furthermore, we empirically demonstrate that symbolic knowledge about the temporal evolution of events in the environment can significantly expedite the learning process in DMARL.
Scaling Multi Agent Reinforcement Learning for Underwater Acoustic Tracking via Autonomous Vehicles
Gallici, Matteo, Masmitja, Ivan, Martรญn, Mario
Autonomous vehicles (AV) offer a cost-effective solution for scientific missions such as underwater tracking. Recently, reinforcement learning (RL) has emerged as a powerful method for controlling AVs in complex marine environments. However, scaling these techniques to a fleet--essential for multi-target tracking or targets with rapid, unpredictable motion--presents significant computational challenges. Multi-Agent Reinforcement Learning (MARL) is notoriously sample-inefficient, and while high-fidelity simulators like Gazebo's LRAUV provide 100x faster-than-real-time single-robot simulations, they offer no significant speedup for multi-vehicle scenarios, making MARL training impractical. To address these limitations, we propose an iterative distillation method that transfers high-fidelity simulations into a simplified, GPU-accelerated environment while preserving high-level dynamics. This approach achieves up to a 30,000x speedup over Gazebo through parallelization, enabling efficient training via end-to-end GPU acceleration. Additionally, we introduce a novel Transformer-based architecture (TransfMAPPO) that learns multi-agent policies invariant to the number of agents and targets, significantly improving sample efficiency. Following large-scale curriculum learning conducted entirely on GPU, we perform extensive evaluations in Gazebo, demonstrating that our method maintains tracking errors below 5 meters over extended durations, even in the presence of multiple fast-moving targets. This work bridges the gap between large-scale MARL training and high-fidelity deployment, providing a scalable framework for autonomous fleet control in real-world sea missions.
FIDDLE: Reinforcement Learning for Quantum Fidelity Enhancement
Ngo, Hoang M., Kahveci, Tamer, Thai, My T.
Quantum computing has the potential to revolutionize fields like quantum optimization and quantum machine learning. However, current quantum devices are hindered by noise, reducing their reliability. A key challenge in gate-based quantum computing is improving the reliability of quantum circuits, measured by process fidelity, during the transpilation process, particularly in the routing stage. In this paper, we address the Fidelity Maximization in Routing Stage (FMRS) problem by introducing FIDDLE, a novel learning framework comprising two modules: a Gaussian Process-based surrogate model to estimate process fidelity with limited training samples and a reinforcement learning module to optimize routing. Our approach is the first to directly maximize process fidelity, outperforming traditional methods that rely on indirect metrics such as circuit depth or gate count. We rigorously evaluate FIDDLE by comparing it with state-of-the-art fidelity estimation techniques and routing optimization methods. The results demonstrate that our proposed surrogate model is able to provide a better estimation on the process fidelity compared to existing learning techniques, and our end-to-end framework significantly improves the process fidelity of quantum circuits across various noise models.