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 Reinforcement Learning


Improved Central Limit Theorem and Bootstrap Approximations for Linear Stochastic Approximation

arXiv.org Machine Learning

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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

arXiv.org Artificial Intelligence

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.


Expert or not? assessing data quality in offline reinforcement learning

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) learns exclusively from static datasets, without further interaction with the environment. In practice, such datasets vary widely in quality, often mixing expert, suboptimal, and even random trajectories. The choice of algorithm therefore depends on dataset fidelity. Behavior cloning can suffice on high-quality data, whereas mixed- or low-quality data typically benefits from offline RL methods that stitch useful behavior across trajectories. Yet in the wild it is difficult to assess dataset quality a priori because the data's provenance and skill composition are unknown. We address the problem of estimating offline dataset quality without training an agent. We study a spectrum of proxies from simple cumulative rewards to learned value based estimators, and introduce the Bellman Wasserstein distance (BWD), a value aware optimal transport score that measures how dissimilar a dataset's behavioral policy is from a random reference policy. BWD is computed from a behavioral critic and a state conditional OT formulation, requiring no environment interaction or full policy optimization. Across D4RL MuJoCo tasks, BWD strongly correlates with an oracle performance score that aggregates multiple offline RL algorithms, enabling efficient prediction of how well standard agents will perform on a given dataset. Beyond prediction, integrating BWD as a regularizer during policy optimization explicitly pushes the learned policy away from random behavior and improves returns. These results indicate that value aware, distributional signals such as BWD are practical tools for triaging offline RL datasets and policy optimization.


Laminar: A Scalable Asynchronous RL Post-Training Framework

arXiv.org Artificial Intelligence

Reinforcement learning (RL) post-training for Large Language Models (LLMs) is now scaling to large clusters and running for extended durations to enhance model reasoning performance. However, the scalability of existing RL frameworks is limited, as extreme long-tail skewness in RL trajectory generation causes severe GPU underutilization. Current asynchronous RL systems attempt to mitigate this, but they rely on global weight synchronization between the actor and all rollouts, which creates a rigid model update schedule. This global synchronization is ill-suited for the highly skewed and evolving distribution of trajectory generation latency in RL training, crippling training efficiency. Our key insight is that efficient scaling requires breaking this lockstep through trajectory-level asynchrony, which generates and consumes each trajectory independently. We propose Laminar, a scalable and robust RL post-training system built on a fully decoupled architecture. First, we replace global updates with a tier of relay workers acting as a distributed parameter service. This enables asynchronous and fine-grained weight synchronization, allowing rollouts to pull the latest weight anytime without stalling the actor's training loop. Second, a dynamic repack mechanism consolidates long-tail trajectories onto a few dedicated rollouts, maximizing generation throughput. The fully decoupled design also isolates failures, ensuring robustness for long-running jobs. Our evaluation on a 1024-GPU cluster shows that Laminar achieves up to 5.48$\times$ training throughput speedup over state-of-the-art systems, while reducing model convergence time.


Learning-To-Measure: In-context Active Feature Acquisition

arXiv.org Artificial Intelligence

Active feature acquisition (AFA) is a sequential decision-making problem where the goal is to improve model performance for test instances by adaptively selecting which features to acquire. In practice, AFA methods often learn from retrospective data with systematic missingness in the features and limited task-specific labels. Most prior work addresses acquisition for a single predetermined task, limiting scalability. To address this limitation, we formalize the meta-AFA problem, where the goal is to learn acquisition policies across various tasks. We introduce Learning-to-Measure (L2M), which consists of i) reliable uncertainty quantification over unseen tasks, and ii) an uncertainty-guided greedy feature acquisition agent that maximizes conditional mutual information. We demonstrate a sequence-modeling or autoregressive pre-training approach that underpins reliable uncertainty quantification for tasks with arbitrary missingness. L2M operates directly on datasets with retrospective missingness and performs the meta-AFA task in-context, eliminating per-task retraining. Across synthetic and real-world tabular benchmarks, L2M matches or surpasses task-specific baselines, particularly under scarce labels and high missingness. Machine learning (ML) methods typically operate under the assumption that all input features are available at inference time. However, this assumption does not hold in scenarios where acquiring certain features involves significant costs or risks, such as medical diagnostics (Erion et al., 2022). For example, acquiring imaging data or invasive biopsies may incur substantial financial costs and pose potential risks to patient safety (Callender et al., 2021).


CoIRL-AD: Collaborative-Competitive Imitation-Reinforcement Learning in Latent World Models for Autonomous Driving

arXiv.org Artificial Intelligence

End-to-end autonomous driving models trained solely with imitation learning (IL) often suffer from poor generalization. In contrast, reinforcement learning (RL) promotes exploration through reward maximization but faces challenges such as sample inefficiency and unstable convergence. A natural solution is to combine IL and RL. Moving beyond the conventional two-stage paradigm (IL pretraining followed by RL fine-tuning), we propose CoIRL-AD, a competitive dual-policy framework that enables IL and RL agents to interact during training. CoIRL-AD introduces a competition-based mechanism that facilitates knowledge exchange while preventing gradient conflicts. Experiments on the nuScenes dataset show an 18% reduction in collision rate compared to baselines, along with stronger generalization and improved performance on long-tail scenarios. Code is available at: https://github.com/SEU-zxj/CoIRL-AD.


Inclusive Fitness as a Key Step Towards More Advanced Social Behaviors in Multi-Agent Reinforcement Learning Settings

arXiv.org Artificial Intelligence

The competitive and cooperative forces of natural selection have driven the evolution of intelligence for millions of years, culminating in nature's vast biodiversity and the complexity of human minds. Inspired by this process, we propose a novel multi-agent reinforcement learning framework where each agent is assigned a genotype and where reward functions are modelled after the concept of inclusive fitness. An agent's genetic material may be shared with other agents, and our inclusive reward function naturally accounts for this. We study the resulting social dynamics in two types of network games with prisoner's dilemmas and find that our results align with well-established principles from biology, such as Hamilton's rule. Furthermore, we outline how this framework can extend to more open-ended environments with spatial and temporal structure, finite resources, and evolving populations. We hypothesize the emergence of an arms race of strategies, where each new strategy is a gradual improvement over earlier adaptations of other agents, effectively producing a multi-agent autocurriculum analogous to biological evolution. In contrast to the binary team-based structures prevalent in earlier research, our gene-based reward structure introduces a spectrum of cooperation ranging from full adversity to full cooperativeness based on genetic similarity, enabling unique non team-based social dynamics. For example, one agent having a mutual cooperative relationship with two other agents, while the two other agents behave adversarially towards each other. We argue that incorporating inclusive fitness in agents provides a foundation for the emergence of more strategically advanced and socially intelligent agents.