Reinforcement Learning
Towards Human-Centric Intelligent Treatment Planning for Radiation Therapy
Current radiation therapy treatment planning is limited by suboptimal plan quality, inefficiency, and high costs. This perspective paper explores the complexity of treatment planning and introduces Human-Centric Intelligent Treatment Planning (HCITP), an AI-driven framework under human oversight, which integrates clinical guidelines, automates plan generation, and enables direct interactions with operators. We expect that HCITP will enhance efficiency, potentially reducing planning time to minutes, and will deliver personalized, high-quality plans. Challenges and potential solutions are discussed.
Pruning Cannot Hurt Robustness: Certified Trade-offs in Reinforcement Learning
Pedley, James, Etheridge, Benjamin, Roberts, Stephen J., Quinzan, Francesco
Reinforcement learning (RL) policies deployed in real-world environments must remain reliable under adversarial perturbations. At the same time, modern deep RL agents are heavily over-parameterized, raising costs and fragility concerns. While pruning has been shown to improve robustness in supervised learning, its role in adversarial RL remains poorly understood. We develop the first theoretical framework for certified robustness under pruning in state-adversarial Markov decision processes (SA-MDPs). For Gaussian and categorical policies with Lipschitz networks, we prove that element-wise pruning can only tighten certified robustness bounds; pruning never makes the policy less robust. Building on this, we derive a novel three-term regret decomposition that disentangles clean-task performance, pruning-induced performance loss, and robustness gains, exposing a fundamental performance--robustness frontier. Empirically, we evaluate magnitude and micro-pruning schedules on continuous-control benchmarks with strong policy-aware adversaries. Across tasks, pruning consistently uncovers reproducible ``sweet spots'' at moderate sparsity levels, where robustness improves substantially without harming - and sometimes even enhancing - clean performance. These results position pruning not merely as a compression tool but as a structural intervention for robust RL.
D2 Actor Critic: Diffusion Actor Meets Distributional Critic
Zhang, Lunjun, Han, Shuo, Lyu, Hanrui, Stadie, Bradly C
We introduce D2AC, a new model-free reinforcement learning (RL) algorithm designed to train expressive diffusion policies online effectively. At its core is a policy improvement objective that avoids the high variance of typical policy gradients and the complexity of backpropagation through time. This stable learning process is critically enabled by our second contribution: a robust distributional critic, which we design through a fusion of distributional RL and clipped double Q-learning. The resulting algorithm is highly effective, achieving state-of-the-art performance on a benchmark of eighteen hard RL tasks, including Humanoid, Dog, and Shadow Hand domains, spanning both dense-reward and goal-conditioned RL scenarios. Beyond standard benchmarks, we also evaluate a biologically motivated predator-prey task to examine the behavioral robustness and generalization capacity of our approach.
Studying the Korean Word-Chain Game with RLVR: Mitigating Reward Conflicts via Curriculum Learning
Reinforcement learning with verifiable rewards (RLVR) is a promising approach for training large language models (LLMs) with stronger reasoning abilities. It has also been applied to a variety of logic puzzles. In this work, we study the Korean word-chain game using RLVR. We show that rule-derived rewards can naturally conflict, and demonstrate through experiments that a curriculum-learning scheme mitigates these conflicts. Our findings motivate further studies of puzzle tasks in diverse languages.
Finite-time Convergence Analysis of Actor-Critic with Evolving Reward
Hu, Rui, Chen, Yu, Huang, Longbo
Many popular practical reinforcement learning (RL) algorithms employ evolving reward functions-through techniques such as reward shaping, entropy regularization, or curriculum learning-yet their theoretical foundations remain underdeveloped. This paper provides the first finite-time convergence analysis of a single-timescale actor-critic algorithm in the presence of an evolving reward function under Markovian sampling. We consider a setting where the reward parameters may change at each time step, affecting both policy optimization and value estimation. Under standard assumptions, we derive non-asymptotic bounds for both actor and critic errors. Our result shows that an $O(1/\sqrt{T})$ convergence rate is achievable, matching the best-known rate for static rewards, provided the reward parameters evolve slowly enough. This rate is preserved when the reward is updated via a gradient-based rule with bounded gradient and on the same timescale as the actor and critic, offering a theoretical foundation for many popular RL techniques. As a secondary contribution, we introduce a novel analysis of distribution mismatch under Markovian sampling, improving the best-known rate by a factor of $\log^2T$ in the static-reward case.
Improved Central Limit Theorem and Bootstrap Approximations for Linear Stochastic Approximation
Butyrin, Bogdan, Moulines, Eric, Naumov, Alexey, Samsonov, Sergey, Shao, Qi-Man, Zhang, Zhuo-Song
In this paper, we refine the Berry-Esseen bounds for the multivariate normal approximation of Polyak-Ruppert averaged iterates arising from the linear stochastic approximation (LSA) algorithm with decreasing step size. We consider the normal approximation by the Gaussian distribution with covariance matrix predicted by the Polyak-Juditsky central limit theorem and establish the rate up to order $n^{-1/3}$ in convex distance, where $n$ is the number of samples used in the algorithm. We also prove a non-asymptotic validity of the multiplier bootstrap procedure for approximating the distribution of the rescaled error of the averaged LSA estimator. We establish approximation rates of order up to $1/\sqrt{n}$ for the latter distribution, which significantly improves upon the previous results obtained by Samsonov et al. (2024).
Boundary-Guided Policy Optimization for Memory-efficient RL of Diffusion Large Language Models
Lin, Nianyi, Zhang, Jiajie, Hou, Lei, Li, Juanzi
A key challenge in applying reinforcement learning (RL) to diffusion large language models (dLLMs) lies in the intractability of their likelihood functions, which are essential for the RL objective, necessitating corresponding approximation in each training step. While existing methods approximate the log-likelihoods by their evidence lower bounds (ELBOs) via customized Monte Carlo (MC) sampling, the forward computational graphs of all MC samples need to be retained for the gradient computation of non-linear terms in the RL objective, resulting in significant memory overhead. This constraint restricts feasible sample sizes, leading to imprecise likelihood approximations and ultimately distorting the RL objective. To overcome this limitation, we propose \emph{Boundary-Guided Policy Optimization} (BGPO), a memory-efficient RL algorithm that maximizes a specially constructed lower bound of the ELBO-based objective. This lower bound is carefully designed to satisfy two key properties: (1) Linearity: it is formulated in a linear sum where each term depends only on a single MC sample, thereby enabling gradient accumulation across samples and ensuring constant memory usage; (2) Equivalence: Both the value and gradient of this lower bound are equal to those of the ELBO-based objective in on-policy training, making it also an effective approximation for the original RL objective. These properties allow BGPO to adopt a large MC sample size, resulting in more accurate likelihood approximations and improved RL objective estimation, which in turn leads to enhanced performance. Experiments show that BGPO significantly outperforms previous RL algorithms for dLLMs in math problem solving, code generation, and planning tasks. Our codes and models are available at \href{https://github.com/THU-KEG/BGPO}{https://github.com/THU-KEG/BGPO}.
AI Agents for the Dhumbal Card Game: A Comparative Study
Abstract--This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We formalize Dhumbal's mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), and reinforcement learning approaches including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation involves within-category tournaments followed by a cross-category championship. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Statistical significance is assessed using Welch's t-test with Bonferroni correction, effect sizes via Cohen's d, and 95% confidence intervals (CI). Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.3%, 95% CI: [86.3, 90.3]), outperforming ISMCTS (9.0%) and PPO (1.5%) through effective exploitation of Jhyap declarations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games. HUMBAL, also known as Jhyap in Nepal and Y aniv in Israel, is a traditional draw-and-discard card game that combines strategic decision-making, imperfect information, and risk management. It is widely played across South Asia during family gatherings, festivals, and social events, fostering intergenerational bonds and reflecting communal spirit [1]. Played with 2 to 5 players using a standard 52-card deck, the objective is to minimize the total point value of cards in hand.
ERA: Transforming VLMs into Embodied Agents via Embodied Prior Learning and Online Reinforcement Learning
Chen, Hanyang, Zhao, Mark, Yang, Rui, Ma, Qinwei, Yang, Ke, Yao, Jiarui, Wang, Kangrui, Bai, Hao, Wang, Zhenhailong, Pan, Rui, Zhang, Mengchao, Barreiros, Jose, Onol, Aykut, Zhai, ChengXiang, Ji, Heng, Li, Manling, Zhang, Huan, Zhang, Tong
Recent advances in embodied AI highlight the potential of vision language models (VLMs) as agents capable of perception, reasoning, and interaction in complex environments. However, top-performing systems rely on large-scale models that are costly to deploy, while smaller VLMs lack the necessary knowledge and skills to succeed. To bridge this gap, we present \textit{Embodied Reasoning Agent (ERA)}, a two-stage framework that integrates prior knowledge learning and online reinforcement learning (RL). The first stage, \textit{Embodied Prior Learning}, distills foundational knowledge from three types of data: (1) Trajectory-Augmented Priors, which enrich existing trajectory data with structured reasoning generated by stronger models; (2) Environment-Anchored Priors, which provide in-environment knowledge and grounding supervision; and (3) External Knowledge Priors, which transfer general knowledge from out-of-environment datasets. In the second stage, we develop an online RL pipeline that builds on these priors to further enhance agent performance. To overcome the inherent challenges in agent RL, including long horizons, sparse rewards, and training instability, we introduce three key designs: self-summarization for context management, dense reward shaping, and turn-level policy optimization. Extensive experiments on both high-level planning (EB-ALFRED) and low-level control (EB-Manipulation) tasks demonstrate that ERA-3B surpasses both prompting-based large models and previous training-based baselines. Specifically, it achieves overall improvements of 8.4\% on EB-ALFRED and 19.4\% on EB-Manipulation over GPT-4o, and exhibits strong generalization to unseen tasks. Overall, ERA offers a practical path toward scalable embodied intelligence, providing methodological insights for future embodied AI systems.
Autonomous Legged Mobile Manipulation for Lunar Surface Operations via Constrained Reinforcement Learning
Belmonte-Baeza, Alvaro, Cazorla, Miguel, García, Gabriel J., Pérez-Del-Pulgar, Carlos J., Pomares, Jorge
Robotics plays a pivotal role in planetary science and exploration, where autonomous and reliable systems are crucial due to the risks and challenges inherent to space environments. The establishment of permanent lunar bases demands robotic platforms capable of navigating and manipulating in the harsh lunar terrain. While wheeled rovers have been the mainstay for planetary exploration, their limitations in unstructured and steep terrains motivate the adoption of legged robots, which offer superior mobility and adaptability. This paper introduces a constrained reinforcement learning framework designed for autonomous quadrupedal mobile manipulators operating in lunar environments. The proposed framework integrates whole-body locomotion and manipulation capabilities while explicitly addressing critical safety constraints, including collision avoidance, dynamic stability, and power efficiency, in order to ensure robust performance under lunar-specific conditions, such as reduced gravity and irregular terrain. Experimental results demonstrate the framework's effectiveness in achieving precise 6D task-space end-effector pose tracking, achieving an average positional accuracy of 4 cm and orientation accuracy of 8.1 degrees. The system consistently respects both soft and hard constraints, exhibiting adaptive behaviors optimized for lunar gravity conditions. This work effectively bridges adaptive learning with essential mission-critical safety requirements, paving the way for advanced autonomous robotic explorers for future lunar missions.