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 Reinforcement Learning


Improving Low-Cost Teleoperation: Augmenting GELLO with Force

arXiv.org Artificial Intelligence

-- In this work we extend the low-cost GELLO teleoperation system, initially designed for joint position control, with additional force information. Our first extension is to implement force feedback, allowing users to feel resistance when interacting with the environment. Our second extension is to add force information into the data collection process and training of imitation learning models. We validate our additions by implementing these on a GELLO system with a Franka Panda arm as the follower robot, performing a user study, and comparing the performance of policies trained with and without force information on a range of simulated and real dexterous manipulation tasks. Qualitatively, users with robotics experience preferred our controller, and the addition of force inputs improved task success on the majority of tasks. I. INTRODUCTION In the last few years, there has been a rapid increase in the scope of abilities demonstrated by robots, driven by advances in machine learning (ML). Examples of such abilities include champion-level drone racing [1] and quadruped parkour [2], achieved through reinforcement learning (RL), or wheeled/humanoid loco-manipulation [3], [4], achieved through imitation learning (IL).


Mitigating Goal Misgeneralization via Minimax Regret

arXiv.org Artificial Intelligence

Safe generalization in reinforcement learning requires not only that a learned policy acts capably in new situations, but also that it uses its capabilities towards the pursuit of the designer's intended goal. The latter requirement may fail when a proxy goal incentivizes similar behavior to the intended goal within the training environment, but not in novel deployment environments. This creates the risk that policies will behave as if in pursuit of the proxy goal, rather than the intended goal, in deployment -- a phenomenon known as goal misgeneralization. In this paper, we formalize this problem setting in order to theoretically study the possibility of goal misgeneralization under different training objectives. We show that goal misgeneralization is possible under approximate optimization of the maximum expected value (MEV) objective, but not the minimax expected regret (MMER) objective. We then empirically show that the standard MEV-based training method of domain randomization exhibits goal misgeneralization in procedurally-generated grid-world environments, whereas current regret-based unsupervised environment design (UED) methods are more robust to goal misgeneralization (though they don't find MMER policies in all cases). Our findings suggest that minimax expected regret is a promising approach to mitigating goal misgeneralization.


A modular framework for automated evaluation of procedural content generation in serious games with deep reinforcement learning agents

arXiv.org Artificial Intelligence

Serious Games (SGs) are nowadays shifting focus to include procedural content generation (PCG) in the development process as a means of offering personalized and enhanced player experience. However, the development of a framework to assess the impact of PCG techniques when integrated into SGs remains particularly challenging. This study proposes a methodology for automated evaluation of PCG integration in SGs, incorporating deep reinforcement learning (DRL) game testing agents. To validate the proposed framework, a previously introduced SG featuring card game mechanics and incorporating three different versions of PCG for nonplayer character (NPC) creation has been deployed. Version 1 features random NPC creation, while versions 2 and 3 utilize a genetic algorithm approach. These versions are used to test the impact of different dynamic SG environments on the proposed framework's agents. The obtained results highlight the superiority of the DRL game testing agents trained on Versions 2 and 3 over those trained on Version 1 in terms of win rate (i.e. number of wins per played games) and training time. More specifically, within the execution of a test emulating regular gameplay, both Versions 2 and 3 peaked at a 97% win rate and achieved statistically significant higher (p=0009) win rates compared to those achieved in Version 1 that peaked at 94%. Overall, results advocate towards the proposed framework's capability to produce meaningful data for the evaluation of procedurally generated content in SGs.


Multi-Objective Reinforcement Learning for Adaptable Personalized Autonomous Driving

arXiv.org Artificial Intelligence

Human drivers exhibit individual preferences regarding driving style. Adapting autonomous vehicles to these preferences is essential for user trust and satisfaction. However, existing end-to-end driving approaches often rely on predefined driving styles or require continuous user feedback for adaptation, limiting their ability to support dynamic, context-dependent preferences. We propose a novel approach using multi-objective reinforcement learning (MORL) with preference-driven optimization for end-to-end autonomous driving that enables runtime adaptation to driving style preferences. Preferences are encoded as continuous weight vectors to modulate behavior along interpretable style objectives$\unicode{x2013}$including efficiency, comfort, speed, and aggressiveness$\unicode{x2013}$without requiring policy retraining. Our single-policy agent integrates vision-based perception in complex mixed-traffic scenarios and is evaluated in diverse urban environments using the CARLA simulator. Experimental results demonstrate that the agent dynamically adapts its driving behavior according to changing preferences while maintaining performance in terms of collision avoidance and route completion.


VisionThink: Smart and Efficient Vision Language Model via Reinforcement Learning

arXiv.org Artificial Intelligence

Recent advancements in vision-language models (VLMs) have improved performance by increasing the number of visual tokens, which are often significantly longer than text tokens. However, we observe that most real-world scenarios do not require such an extensive number of visual tokens. While the performance drops significantly in a small subset of OCR-related tasks, models still perform accurately in most other general VQA tasks with only 1/4 resolution. Therefore, we propose to dynamically process distinct samples with different resolutions, and present a new paradigm for visual token compression, namely, VisionThink. It starts with a downsampled image and smartly decides whether it is sufficient for problem solving. Otherwise, the model could output a special token to request the higher-resolution image. Compared to existing Efficient VLM methods that compress tokens using fixed pruning ratios or thresholds, VisionThink autonomously decides whether to compress tokens case by case. As a result, it demonstrates strong fine-grained visual understanding capability on OCR-related tasks, and meanwhile saves substantial visual tokens on simpler tasks. We adopt reinforcement learning and propose the LLM-as-Judge strategy to successfully apply RL to general VQA tasks. Moreover, we carefully design a reward function and penalty mechanism to achieve a stable and reasonable image resize call ratio. Extensive experiments demonstrate the superiority, efficiency, and effectiveness of our method. Our code is available at https://github.com/dvlab-research/VisionThink.


Evaluating Reinforcement Learning Algorithms for Navigation in Simulated Robotic Quadrupeds: A Comparative Study Inspired by Guide Dog Behaviour

arXiv.org Artificial Intelligence

Robots are increasingly integrated across industries, particularly in healthcare. However, many valuable applications for quadrupedal robots remain overlooked. This research explores the effectiveness of three reinforcement learning algorithms in training a simulated quadruped robot for autonomous navigation and obstacle avoidance. The goal is to develop a robotic guide dog simulation capable of path following and obstacle avoidance, with long-term potential for real-world assistance to guide dogs and visually impaired individuals. It also seeks to expand research into medical 'pets', including robotic guide and alert dogs. A comparative analysis of thirteen related research papers shaped key evaluation criteria, including collision detection, pathfinding algorithms, sensor usage, robot type, and simulation platforms. The study focuses on sensor inputs, collision frequency, reward signals, and learning progression to determine which algorithm best supports robotic navigation in complex environments. Custom-made environments were used to ensure fair evaluation of all three algorithms under controlled conditions, allowing consistent data collection. Results show that Proximal Policy Optimization (PPO) outperformed Deep Q-Network (DQN) and Q-learning across all metrics, particularly in average and median steps to goal per episode. By analysing these results, this study contributes to robotic navigation, AI and medical robotics, offering insights into the feasibility of AI-driven quadruped mobility and its role in assistive robotics.


Spectral Bellman Method: Unifying Representation and Exploration in RL

arXiv.org Artificial Intelligence

The effect of representation has been demonstrated in reinforcement learning, from both theoretical and empirical successes. However, the existing representation learning mainly induced from model learning aspects, misaligning with our RL tasks. This work introduces Spectral Bellman Representation, a novel framework derived from the Inherent Bellman Error (IBE) condition, which aligns with the fundamental structure of Bellman updates across a space of possible value functions, therefore, directly towards value-based RL. Our key insight is the discovery of a fundamental spectral relationship: under the zero-IBE condition, the transformation of a distribution of value functions by the Bellman operator is intrinsically linked to the feature covariance structure. This spectral connection yields a new, theoretically-grounded objective for learning state-action features that inherently capture this Bellman-aligned covariance. Our method requires a simple modification to existing algorithms. We demonstrate that our learned representations enable structured exploration, by aligning feature covariance with Bellman dynamics, and improve overall performance, particularly in challenging hard-exploration and long-horizon credit assignment tasks. Our framework naturally extends to powerful multi-step Bellman operators, further broadening its impact. Spectral Bellman Representation offers a principled and effective path toward learning more powerful and structurally sound representations for value-based reinforcement learning.


Multiple-Frequencies Population-Based Training

arXiv.org Artificial Intelligence

Reinforcement Learning's high sensitivity to hyperparameters is a source of instability and inefficiency, creating significant challenges for practitioners. Hyperparameter Optimization (HPO) algorithms have been developed to address this issue, among them Population-Based Training (PBT) stands out for its ability to generate hyperparameters schedules instead of fixed configurations. PBT trains a population of agents, each with its own hyperparameters, frequently ranking them and replacing the worst performers with mutations of the best agents. These intermediate selection steps can cause PBT to focus on short-term improvements, leading it to get stuck in local optima and eventually fall behind vanilla Random Search over longer timescales. This paper studies how this greediness issue is connected to the choice of evolution frequency, the rate at which the selection is done. We propose Multiple-Frequencies Population-Based Training (MF-PBT), a novel HPO algorithm that addresses greediness by employing sub-populations, each evolving at distinct frequencies. MF-PBT introduces a migration process to transfer information between sub-populations, with an asymmetric design to balance short and long-term optimization. Extensive experiments on the Brax suite demonstrate that MF-PBT improves sample efficiency and long-term performance, even without actually tuning hyperparameters.


Autonomous Resource Management in Microservice Systems via Reinforcement Learning

arXiv.org Artificial Intelligence

This paper proposes a reinforcement learning-based method for microservice resource scheduling and optimization, aiming to address issues such as uneven resource allocation, high latency, and insufficient throughput in traditional microservice architectures. In microservice systems, as the number of services and the load increase, efficiently scheduling and allocating resources such as computing power, memory, and storage becomes a critical research challenge. To address this, the paper employs an intelligent scheduling algorithm based on reinforcement learning. Through the interaction between the agent and the environment, the resource allocation strategy is continuously optimized. In the experiments, the paper considers different resource conditions and load scenarios, evaluating the proposed method across multiple dimensions, including response time, throughput, resource utilization, and cost efficiency. The experimental results show that the reinforcement learning-based scheduling method significantly improves system response speed and throughput under low load and high concurrency conditions, while also optimizing resource utilization and reducing energy consumption. Under multi-dimensional resource conditions, the proposed method can consider multiple objectives and achieve optimized resource scheduling. Compared to traditional static resource allocation methods, the reinforcement learning model demonstrates stronger adaptability and optimization capability. It can adjust resource allocation strategies in real time, thereby maintaining good system performance in dynamically changing load and resource environments.


Fly, Fail, Fix: Iterative Game Repair with Reinforcement Learning and Large Multimodal Models

arXiv.org Artificial Intelligence

Game design hinges on understanding how static rules and content translate into dynamic player behavior - something modern generative systems that inspect only a game's code or assets struggle to capture. We present an automated design iteration framework that closes this gap by pairing a reinforcement learning (RL) agent, which playtests the game, with a large multimodal model (LMM), which revises the game based on what the agent does. In each loop the RL player completes several episodes, producing (i) numerical play metrics and/or (ii) a compact image strip summarising recent video frames. The LMM designer receives a gameplay goal and the current game configuration, analyses the play traces, and edits the configuration to steer future behaviour toward the goal. We demonstrate results that LMMs can reason over behavioral traces supplied by RL agents to iteratively refine game mechanics, pointing toward practical, scalable tools for AI-assisted game design.