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 Reinforcement Learning


Generative Modeling for Robust Deep Reinforcement Learning on the Traveling Salesman Problem

arXiv.org Artificial Intelligence

The Traveling Salesman Problem (TSP) is a classic NP-hard combinatorial optimization task with numerous practical applications. Classic heuristic solvers can attain near-optimal performance for small problem instances, but become computationally intractable for larger problems. Real-world logistics problems such as dynamically re-routing last-mile deliveries demand a solver with fast inference time, which has led researchers to investigate specialized neural network solvers. However, neural networks struggle to generalize beyond the synthetic data they were trained on. In particular, we show that there exist TSP distributions that are realistic in practice, which also consistently lead to poor worst-case performance for existing neural approaches. To address this issue of distribution robustness, we present Combinatorial Optimization with Generative Sampling (COGS), where training data is sampled from a generative TSP model. We show that COGS provides better data coverage and interpolation in the space of TSP training distributions. We also present TSPLib50, a dataset of realistically distributed TSP samples, which tests real-world generalization ability without conflating this issue with instance size. We evaluate our method on various synthetic datasets as well as TSPLib50, and compare to state-of-the-art neural baselines. We demonstrate that COGS improves distribution robustness, with most performance gains coming from worst-case scenarios.


Towards Safe Imitation Learning via Potential Field-Guided Flow Matching

arXiv.org Artificial Intelligence

-- Deep generative models, particularly diffusion and flow matching models, have recently shown remarkable potential in learning complex policies through imitation learning. However, the safety of generated motions remains overlooked, particularly in complex environments with inherent obstacles. In this work, we address this critical gap by proposing Potential Field-Guided Flow Matching Policy (PF2MP), a novel approach that simultaneously learns task policies and extracts obstacle-related information, represented as a potential field, from the same set of successful demonstrations. During inference, PF2MP modulates the flow matching vector field via the learned potential field, enabling safe motion generation. By leveraging these complementary fields, our approach achieves improved safety without compromising task success across diverse environments, such as navigation tasks and robotic manipulation scenarios. We evaluate PF2MP in both simulation and real-world settings, demonstrating its effectiveness in task space and joint space control. Experimental results demonstrate that PF2MP enhances safety, achieving a significant reduction of collisions compared to baseline policies. This work paves the way for safer motion generation in unstructured and obstacle-rich environments.


Playing Atari Space Invaders with Sparse Cosine Optimized Policy Evolution

arXiv.org Artificial Intelligence

Evolutionary approaches have previously been shown to be effective learning methods for a diverse set of domains. However, the domain of game-playing poses a particular challenge for evolutionary methods due to the inherently large state space of video games. As the size of the input state expands, the size of the policy must also increase in order to effectively learn the temporal patterns in the game space. Consequently, a larger policy must contain more trainable parameters, exponentially increasing the size of the search space. Any increase in search space is highly problematic for evolutionary methods, as increasing the number of trainable parameters is inversely correlated with convergence speed. To reduce the size of the input space while maintaining a meaningful representation of the original space, we introduce Sparse Cosine Optimized Policy Evolution (SCOPE). SCOPE utilizes the Discrete Cosine Transform (DCT) as a pseudo attention mechanism, transforming an input state into a coefficient matrix. By truncating and applying sparsification to this matrix, we reduce the dimensionality of the input space while retaining the highest energy features of the original input. We demonstrate the effectiveness of SCOPE as the policy for the Atari game Space Invaders. In this task, SCOPE with CMA-ES outperforms evolutionary methods that consider an unmodified input state, such as OpenAI-ES and HyperNEAT. SCOPE also outperforms simple reinforcement learning methods, such as DQN and A3C. SCOPE achieves this result through reducing the input size by 53% from 33,600 to 15,625 then using a bilinear affine mapping of sparse DCT coefficients to policy actions learned by the CMA-ES algorithm.


Patient-Specific Deep Reinforcement Learning for Automatic Replanning in Head-and-Neck Cancer Proton Therapy

arXiv.org Artificial Intelligence

Anatomical changes during intensity-modulated proton therapy (IMPT) for head-and-neck cancer (HNC) can shift Bragg peaks, risking tumor underdosing and organ-at-risk overdosing. Treatment replanning is often required to maintain clinically acceptable treatment quality. However, current manual replanning processes are resource-intensive and time-consuming. We propose a patient-specific deep reinforcement learning (DRL) framework for automated IMPT replanning, with a reward-shaping mechanism based on a $150$-point plan quality score addressing competing clinical objectives. We formulate the planning process as a reinforcement learning problem where agents learn control policies to adjust optimization priorities, maximizing plan quality. Unlike population-based approaches, our framework trains agents for each patient using their planning Computed Tomography (CT) and augmented anatomies simulating anatomical changes (tumor progression and regression). This patient-specific approach leverages anatomical similarities along the treatment course, enabling effective plan adaptation. We implemented two DRL algorithms, Deep Q-Network and Proximal Policy Optimization, using dose-volume histograms (DVHs) as state representations and a $22$-dimensional action space of priority adjustments. Evaluation on eight HNC patients using actual replanning CT data showed that both agents improved initial plan scores from $120.78 \pm 17.18$ to $139.59 \pm 5.50$ (DQN) and $141.50 \pm 4.69$ (PPO), surpassing the replans manually generated by a human planner ($136.32 \pm 4.79$). Clinical validation confirms that improvements translate to better tumor coverage and OAR sparing across diverse anatomical changes. This work highlights DRL's potential in addressing geometric and dosimetric complexities of adaptive proton therapy, offering efficient offline adaptation solutions and advancing online adaptive proton therapy.


Making Teams and Influencing Agents: Efficiently Coordinating Decision Trees for Interpretable Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Poor interpretability hinders the practical applicability of multi-agent reinforcement learning (MARL) policies. Deploying interpretable surrogates of uninterpretable policies enhances the safety and verifiability of MARL for real-world applications. However, if these surrogates are to interact directly with the environment within human supervisory frameworks, they must be both performant and computationally efficient. Prior work on interpretable MARL has either sacrificed performance for computational efficiency or computational efficiency for performance. To address this issue, we propose HYDRA VIPER, a decision tree-based interpretable MARL algorithm. HYDRA VIPER coordinates training between agents based on expected team performance, and adaptively allocates budgets for environment interaction to improve computational efficiency. Experiments on standard benchmark environments for multi-agent coordination and traffic signal control show that HYDRA VIPER matches the performance of state-of-the-art methods using a fraction of the runtime, and that it maintains a Pareto frontier of performance for different interaction budgets.


SPIE: Semantic and Structural Post-Training of Image Editing Diffusion Models with AI feedback

arXiv.org Artificial Intelligence

This paper presents SPIE: a novel approach for semantic and structural post-training of instruction-based image editing diffusion models, addressing key challenges in alignment with user prompts and consistency with input images. W e introduce an online reinforcement learning framework that aligns the diffusion model with human preferences without relying on extensive human annotations or curat-ing a large dataset. Our method significantly improves the alignment with instructions and realism in two ways. First, SPIE captures fine nuances in the desired edit by leveraging a visual prompt, enabling detailed control over visual edits without lengthy textual prompts. Second, it achieves precise and structurally coherent modifications in complex scenes while maintaining high fidelity in instruction-irrelevant areas. This approach simplifies users' efforts to achieve highly specific edits, requiring only 5 reference images depicting a certain concept for training. Experimental results demonstrate that SPIE can perform intricate edits in complex scenes, after just 10 training steps. Finally, we showcase the versatility of our method by applying it to robotics, where targeted image edits enhance the visual realism of simulated environments, which improves their utility as proxy for real-world settings.


Palm up: Playing in the Latent Manifold for Unsupervised Pretraining

Neural Information Processing Systems

Large and diverse datasets have been the cornerstones of many impressive advancements in artificial intelligence. Intelligent creatures, however, learn by interacting with the environment, which changes the input sensory signals and the state of the environment. In this work, we aim to bring the best of both worlds and propose an algorithm that exhibits an exploratory behavior whilst it utilizes large diverse datasets. Our key idea is to leverage deep generative models that are pretrained on static datasets and introduce a dynamic model in the latent space. The transition dynamics simply mixes an action and a random sampled latent.


Contrastive Learning as Goal-Conditioned Reinforcement Learning

Neural Information Processing Systems

In reinforcement learning (RL), it is easier to solve a task if given a good representation. While deep RL should automatically acquire such good representations, prior work often finds that learning representations in an end-to-end fashion is unstable and instead equip RL algorithms with additional representation learning parts (e.g., auxiliary losses, data augmentation). How can we design RL algorithms that directly acquire good representations? In this paper, instead of adding representation learning parts to an existing RL algorithm, we show (contrastive) representation learning methods are already RL algorithms in their own right. To do this, we build upon prior work and apply contrastive representation learning to action-labeled trajectories, in such a way that the (inner product of) learned representations exactly corresponds to a goal-conditioned value function.


Learning Data Manipulation for Augmentation and Weighting

Neural Information Processing Systems

Manipulating data, such as weighting data examples or augmenting with new instances, has been increasingly used to improve model training. Previous work has studied various rule- or learning-based approaches designed for specific types of data manipulation. In this work, we propose a new method that supports learning different manipulation schemes with the same gradient-based algorithm. Our approach builds upon a recent connection of supervised learning and reinforcement learning (RL), and adapts an off-the-shelf reward learning algorithm from RL for joint data manipulation learning and model training. We showcase data augmentation that learns a text transformation network, and data weighting that dynamically adapts the data sample importance.


Approximate Value Equivalence

Neural Information Processing Systems

Model-based reinforcement learning agents must make compromises about which aspects of the environment their models should capture. The value equivalence (VE) principle posits that these compromises should be made considering the model's eventual use in value-based planning. Given sets of functions and policies, a model is said to be order- k VE to the environment if k applications of the Bellman operators induced by the policies produce the correct result when applied to the functions. Prior work investigated the classes of models induced by VE when we vary k and the sets of policies and functions. This gives rise to a rich collection of topological relationships and conditions under which VE models are optimal for planning.