Goto

Collaborating Authors

 Reinforcement Learning


Boundary-to-Region Supervision for Offline Safe Reinforcement Learning

arXiv.org Artificial Intelligence

Offline safe reinforcement learning aims to learn policies that satisfy predefined safety constraints from static datasets. Existing sequence-model-based methods condition action generation on symmetric input tokens for return-to-go and cost-to-go, neglecting their intrinsic asymmetry: return-to-go (RTG) serves as a flexible performance target, while cost-to-go (CTG) should represent a rigid safety boundary. This symmetric conditioning leads to unreliable constraint satisfaction, especially when encountering out-of-distribution cost trajectories. To address this, we propose Boundary-to-Region (B2R), a framework that enables asymmetric conditioning through cost signal realignment . B2R redefines CTG as a boundary constraint under a fixed safety budget, unifying the cost distribution of all feasible trajectories while preserving reward structures. Combined with rotary positional embeddings , it enhances exploration within the safe region. Experimental results show that B2R satisfies safety constraints in 35 out of 38 safety-critical tasks while achieving superior reward performance over baseline methods. This work highlights the limitations of symmetric token conditioning and establishes a new theoretical and practical approach for applying sequence models to safe RL. Our code is available at https://github.com/HuikangSu/B2R.


Machine Learning Algorithms for Improving Black Box Optimization Solvers

arXiv.org Artificial Intelligence

Black-box optimization (BBO) addresses problems where objectives are accessible only through costly queries without gradients or explicit structure. Classical derivative-free methods -- line search, direct search, and model-based solvers such as Bayesian optimization -- form the backbone of BBO, yet often struggle in high-dimensional, noisy, or mixed-integer settings. Recent advances use machine learning (ML) and reinforcement learning (RL) to enhance BBO: ML provides expressive surrogates, adaptive updates, meta-learning portfolios, and generative models, while RL enables dynamic operator configuration, robustness, and meta-optimization across tasks. This paper surveys these developments, covering representative algorithms such as NNs with the modular model-based optimization framework (mlrMBO), zeroth-order adaptive momentum methods (ZO-AdaMM), automated BBO (ABBO), distributed block-wise optimization (DiBB), partition-based Bayesian optimization (SPBOpt), the transformer-based optimizer (B2Opt), diffusion-model-based BBO, surrogate-assisted RL for differential evolution (Surr-RLDE), robust BBO (RBO), coordinate-ascent model-based optimization with relative entropy (CAS-MORE), log-barrier stochastic gradient descent (LB-SGD), policy improvement with black-box (PIBB), and offline Q-learning with Mamba backbones (Q-Mamba). We also review benchmark efforts such as the NeurIPS 2020 BBO Challenge and the MetaBox framework. Overall, we highlight how ML and RL transform classical inexact solvers into more scalable, robust, and adaptive frameworks for real-world optimization.


Vision-Zero: Scalable VLM Self-Improvement via Strategic Gamified Self-Play

arXiv.org Artificial Intelligence

Although reinforcement learning (RL) can effectively enhance the reasoning capabilities of vision-language models (VLMs), current methods remain heavily dependent on labor-intensive datasets that require extensive manual construction and verification, leading to extremely high training costs and consequently constraining the practical deployment of VLMs. To address this challenge, we propose Vision-Zero, a domain-agnostic framework enabling VLM self-improvement through competitive visual games generated from arbitrary image pairs. Specifically, Vision-Zero encompasses three main attributes: (1) Strategic Self-Play Framework: Vision-Zero trains VLMs in "Who Is the Spy"-style games, where the models engage in strategic reasoning and actions across multiple roles. Through interactive gameplay, models autonomously generate their training data without human annotation. (2) Gameplay from Arbitrary Images: Unlike existing gamified frameworks, Vision-Zero can generate games from arbitrary images, thereby enhancing the model's reasoning ability across diverse domains and showing strong generalization to different tasks. We demonstrate this versatility using three distinct types of image datasets: CLEVR-based synthetic scenes, charts, and real-world images. (3) Sustainable Performance Gain: We introduce Iterative Self-Play Policy Optimization (Iterative-SPO), a novel training algorithm that alternates between Self-Play and reinforcement learning with verifiable rewards (RLVR), mitigating the performance plateau often seen in self-play-only training and achieving sustained long-term improvements. Despite using label-free data, Vision-Zero achieves state-of-the-art performance on reasoning, chart question answering, and vision-centric understanding tasks, surpassing other annotation-based methods. Models and code has been released at https://github.com/wangqinsi1/Vision-Zero.


Self-Rewarding Rubric-Based Reinforcement Learning for Open-Ended Reasoning

arXiv.org Artificial Intelligence

Open-ended evaluation is essential for deploying large language models in real-world settings. In studying HealthBench, we observe that using the model itself as a grader and generating rubric-based reward signals substantially improves reasoning performance. Remarkably, the trained model also becomes a stronger grader. Motivated by this, we introduce Self-Rewarding Rubric-Based Reinforcement Learning for Open-Ended Reasoning, a lightweight framework that enables faster and more resource-efficient training while surpassing baselines. Remarkably, on Qwen3-32B, training with just the 4000-sample HealthBench Easy subset is sufficient to obtain a model that exceeds GPT-5 on HealthBench Hard. Incorporating a small amount of teacher-graded data further enhances performance for less capable models.


Data-Efficient Multitask DAgger

arXiv.org Artificial Intelligence

Abstract-- Generalist robot policies that can perform many tasks typically require extensive expert data or simulations for training. In this work, we propose a novel Data-Efficient multitask DAgger framework that distills a single multitask policy from multiple task-specific expert policies. Our approach significantly increases the overall task success rate by actively focusing on tasks where the multitask policy underperforms. The core of our method is a performance-aware scheduling strategy that tracks how much each task's learning process benefits from the amount of data, using a Kalman filter-based estimator to robustly decide how to allocate additional demonstrations across tasks. The resulting policy attains high performance across all tasks while using substantially fewer expert demonstrations, and the visual policy learned with our method in simulation shows better performance than naive DAgger and Behavior Cloning when transferring zero-shot to a real robot without using real data. Recent progress in robot learning has produced multitask policies [1], [2], [3], [4], [5] capable of performing many manipulation tasks, moving towards the goal of foundation models for robotics. A major challenge in training such multitask policies is the requirement of large and diverse demonstration datasets covering all tasks of interest.


Beyond Noisy-TVs: Noise-Robust Exploration Via Learning Progress Monitoring

arXiv.org Artificial Intelligence

When there exists an unlearnable source of randomness (noisy-TV) in the environment, a naively intrinsic reward driven exploring agent gets stuck at that source of randomness and fails at exploration. Intrinsic reward based on uncertainty estimation or distribution similarity, while eventually escapes noisy-TVs as time unfolds, suffers from poor sample efficiency and high computational cost. Inspired by recent findings from neuroscience that humans monitor their improvements during exploration, we propose a novel method for intrinsically-motivated exploration, named Learning Progress Monitoring (LPM). During exploration, LPM rewards model improvements instead of prediction error or novelty, effectively rewards the agent for observing learnable transitions rather than the unlearnable transitions. We introduce a dual-network design that uses an error model to predict the expected prediction error of the dynamics model in its previous iteration, and use the difference between the model errors of the current iteration and previous iteration to guide exploration. We theoretically show that the intrinsic reward of LPM is zero-equivariant and a monotone indicator of Information Gain (IG), and that the error model is necessary to achieve monotonicity correspondence with IG. We empirically compared LPM against state-of-the-art baselines in noisy environments based on MNIST, 3D maze with 160x120 RGB inputs, and Atari. Results show that LPM's intrinsic reward converges faster, explores more states in the maze experiment, and achieves higher extrinsic reward in Atari. This conceptually simple approach marks a shift-of-paradigm of noise-robust exploration. For code to reproduce our experiments, see https://github.com/Akuna23Matata/LPM_exploration


Optimisation of Resource Allocation in Heterogeneous Wireless Networks Using Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Dynamic resource allocation in heterogeneous wireless networks (HetNets) is challenging for traditional methods under varying user loads and channel conditions. We propose a deep reinforcement learning (DRL) framework that jointly optimises transmit power, bandwidth, and scheduling via a multi-objective reward balancing throughput, energy efficiency, and fairness. Using real base station coordinates, we compare Proximal Policy Optimisation (PPO) and Twin Delayed Deep Deterministic Policy Gradient (TD3) against three heuristic algorithms in multiple network scenarios. Our results show that DRL frameworks outperform heuristic algorithms in optimising resource allocation in dynamic networks. These findings highlight key trade-offs in DRL design for future HetNets.


Heterogeneous Multi-agent Collaboration in UAV-assisted Mobile Crowdsensing Networks

arXiv.org Artificial Intelligence

Unmanned aerial vehicles (UAVs)-assisted mobile crowdsensing (MCS) has emerged as a promising paradigm for data collection. However, challenges such as spectrum scarcity, device heterogeneity, and user mobility hinder efficient coordination of sensing, communication, and computation. To tackle these issues, we propose a joint optimization framework that integrates time slot partition for sensing, communication, and computation phases, resource allocation, and UAV 3D trajectory planning, aiming to maximize the amount of processed sensing data. The problem is formulated as a non-convex stochastic optimization and further modeled as a partially observable Markov decision process (POMDP) that can be solved by multi-agent deep reinforcement learning (MADRL) algorithm. To overcome the limitations of conventional multi-layer perceptron (MLP) networks, we design a novel MADRL algorithm with hybrid actor network. The newly developed method is based on heterogeneous agent proximal policy optimization (HAPPO), empowered by convolutional neural networks (CNN) for feature extraction and Kolmogorov-Arnold networks (KAN) to capture structured state-action dependencies. Extensive numerical results demonstrate that our proposed method achieves significant improvements in the amount of processed sensing data when compared with other benchmarks.


Dual-Scale World Models for LLM Agents Towards Hard-Exploration Problems

arXiv.org Artificial Intelligence

LLM-based agents have seen promising advances, yet they are still limited in "hard-exploration" tasks requiring learning new knowledge through exploration. We present GLoW, a novel approach leveraging dual-scale world models, maintaining a trajectory frontier of high-value discoveries at the global scale, while learning from local trial-and-error in exploration through a Multi-path Advantage Reflection mechanism which infers advantage-based progress signals to guide exploration. To evaluate our framework for hard-exploration, we tackle the Jericho benchmark suite of text-based games, where GLoW achieves a new state-of-theart performance for LLM-based approaches. Compared to state-of-the-art RLbased methods, our approach achieves comparable performance while requiring 100-800x fewer environment interactions.


DreamControl: Human-Inspired Whole-Body Humanoid Control for Scene Interaction via Guided Diffusion

arXiv.org Artificial Intelligence

Abstract-- We introduce DreamControl, a novel methodology for learning autonomous whole-body humanoid skills. DreamControl leverages the strengths of diffusion models and Reinforcement Learning (RL): our core innovation is the use of a diffusion prior trained on human motion data, which subsequently guides an RL policy in simulation to complete specific tasks of interest (e.g., opening a drawer or picking up an object). We demonstrate that this human motion-informed prior allows RL to discover solutions unattainable by direct RL, and that diffusion models inherently promote natural-looking motions, aiding in sim-to-real transfer . We validate DreamControl's effectiveness on a Unitree G1 robot across a diverse set of challenging tasks involving simultaneous lower and upper body control and object interaction. Significant advancements in humanoid robot control have been made in recent years, particularly in locomotion and motion tracking, leading to impressive demonstrations such as robot dancing [1], [2] and kung-fu [3]. However, for humanoid robots to transition from mere exhibitions to universal assistants, they must be able to interact with their environment by fully leveraging their humanoid form factor's mobility and extensive range of motion. This includes tasks such as stooping to pick up objects, squatting for heavy boxes, bracing to open drawers or doors, and precise pushing, punching, or kicking of specific targets. These tasks are sometimes referred to as whole-body manipulation and loco-manipulation tasks, and continue to pose substantial challenges for the humanoid robotics field. Existing approaches to humanoid manipulation often simplify the problem by fixing the lower body (e.g., [4]), training upper and lower bodies separately with the lower body reacting to the upper (e.g., [5]), or focusing exclusively on computer graphics applications (e.g., [6], [7]).