Reinforcement Learning
The Courage to Stop: Overcoming Sunk Cost Fallacy in Deep Reinforcement Learning
Liu, Jiashun, Obando-Ceron, Johan, Castro, Pablo Samuel, Courville, Aaron, Pan, Ling
Off-policy deep reinforcement learning (RL) typically leverages replay buffers for reusing past experiences during learning. This can help improve sample efficiency when the collected data is informative and aligned with the learning objectives; when that is not the case, it can have the effect of "polluting" the replay buffer with data which can exacerbate optimization challenges in addition to wasting environment interactions due to wasteful sampling. We argue that sampling these uninformative and wasteful transitions can be avoided by addressing the sunk cost fallacy, which, in the context of deep RL, is the tendency towards continuing an episode until termination. To address this, we propose learn to stop (LEAST), a lightweight mechanism that enables strategic early episode termination based on Q-value and gradient statistics, which helps agents recognize when to terminate unproductive episodes early. We demonstrate that our method improves learning efficiency on a variety of RL algorithms, evaluated on both the MuJoCo and DeepMind Control Suite benchmarks.
A Survey on Imitation Learning for Contact-Rich Tasks in Robotics
Tsuji, Toshiaki, Kato, Yasuhiro, Solak, Gokhan, Zhang, Heng, Petriฤ, Tadej, Nori, Francesco, Ajoudani, Arash
This paper comprehensively surveys research trends in imitation learning for contact-rich robotic tasks. Contact-rich tasks, which require complex physical interactions with the environment, represent a central challenge in robotics due to their nonlinear dynamics and sensitivity to small positional deviations. The paper examines demonstration collection methodologies, including teaching methods and sensory modalities crucial for capturing subtle interaction dynamics. We then analyze imitation learning approaches, highlighting their applications to contact-rich manipulation. Recent advances in multimodal learning and foundation models have significantly enhanced performance in complex contact tasks across industrial, household, and healthcare domains. Through systematic organization of current research and identification of challenges, this survey provides a foundation for future advancements in contact-rich robotic manipulation.
Efficient Medical VIE via Reinforcement Learning
Liu, Lijun, Li, Ruiyang, Liu, Zhaocheng, Zhu, Chenglin, Li, Chong, Cheng, Jiehan, Ju, Qiang, Xie, Jian
Visual Information Extraction (VIE) converts unstructured document images into structured formats like JSON, critical for medical applications such as report analysis and online consultations. Traditional methods rely on OCR and language models, while end-to-end multimodal models offer direct JSON generation. However, domain-specific schemas and high annotation costs limit their effectiveness in medical VIE. We base our approach on the Reinforcement Learning with Verifiable Rewards (RLVR) framework to address these challenges using only 100 annotated samples. Our approach ensures dataset diversity, a balanced precision-recall reward mechanism to reduce hallucinations and improve field coverage, and innovative sampling strategies to enhance reasoning capabilities. Fine-tuning Qwen2.5-VL-7B with our RLVR method, we achieve state-of-the-art performance on medical VIE tasks, significantly improving F1, precision, and recall. While our models excel on tasks similar to medical datasets, performance drops on dissimilar tasks, highlighting the need for domain-specific optimization. Case studies further demonstrate the value of reasoning during training and inference for VIE.
Real Time Self-Tuning Adaptive Controllers on Temperature Control Loops using Event-based Game Theory
Yuwono, Steve, Rana, Muhammad Uzair, Schwung, Dorothea, Schwung, Andreas
In contrast to conventional self-learning approaches, our proposed framework offers an event-driven control strategy and game-theoretic learning algorithms. The players collaborate with the PID controllers to dynamically adjust their gains in response to set point changes and disturbances. We provide a theoretical analysis showing sound convergence guarantees for the game given suitable stability ranges of the PID controlled loop. We further introduce an automatic boundary detection mechanism, which helps the players to find an optimal initialization of action spaces and significantly reduces the exploration time. The efficacy of this novel methodology is validated through its implementation in the temperature control loop of a printing press machine. Eventually, the outcomes of the proposed intelligent self-tuning PID controllers are highly promising, particularly in terms of reducing overshoot and settling time.
Dynamic Preference Multi-Objective Reinforcement Learning for Internet Network Management
Heo, DongNyeong, Rim, Daniela Noemi, Choi, Heeyoul
An internet network service provider manages its network with multiple objectives, such as high quality of service (QoS) and minimum computing resource usage. To achieve these objectives, a reinforcement learning-based (RL) algorithm has been proposed to train its network management agent. Usually, their algorithms optimize their agents with respect to a single static reward formulation consisting of multiple objectives with fixed importance factors, which we call preferences. However, in practice, the preference could vary according to network status, external concerns and so on. For example, when a server shuts down and it can cause other servers' traffic overloads leading to additional shutdowns, it is plausible to reduce the preference of QoS while increasing the preference of minimum computing resource usages. In this paper, we propose new RL-based network management agents that can select actions based on both states and preferences. With our proposed approach, we expect a single agent to generalize on various states and preferences. Furthermore, we propose a numerical method that can estimate the distribution of preference that is advantageous for unbiased training. Our experiment results show that the RL agents trained based on our proposed approach significantly generalize better with various preferences than the previous RL approaches, which assume static preference during training. Moreover, we demonstrate several analyses that show the advantages of our numerical estimation method.
Overcoming Overfitting in Reinforcement Learning via Gaussian Process Diffusion Policy
Horprasert, Amornyos, Apriaskar, Esa, Liu, Xingyu, Su, Lanlan, Mihaylova, Lyudmila S.
One of the key challenges that Reinforcement Learning (RL) faces is its limited capability to adapt to a change of data distribution caused by uncertainties. This challenge arises especially in RL systems using deep neural networks as decision makers or policies, which are prone to overfitting after prolonged training on fixed environments. To address this challenge, this paper proposes Gaussian Process Diffusion Policy (GPDP), a new algorithm that integrates diffusion models and Gaussian Process Regression (GPR) to represent the policy. GPR guides diffusion models to generate actions that maximize learned Q-function, resembling the policy improvement in RL. Furthermore, the kernel-based nature of GPR enhances the policy's exploration efficiency under distribution shifts at test time, increasing the chance of discovering new behaviors and mitigating overfitting. Simulation results on the Walker2d benchmark show that our approach outperforms state-of-the-art algorithms under distribution shift condition by achieving around 67.74% to 123.18% improvement in the RL's objective function while maintaining comparable performance under normal conditions.
A Novel ViDAR Device With Visual Inertial Encoder Odometry and Reinforcement Learning-Based Active SLAM Method
Xin, Zhanhua, Wang, Zhihao, Zhang, Shenghao, Chi, Wanchao, Meng, Yan, Kong, Shihan, Xiong, Yan, Zhang, Chong, Liu, Yuzhen, Yu, Junzhi
Abstract--In the field of multi-sensor fusion for simultaneous localization and mapping (SLAM), monocular cameras and IMU s are widely used to build simple and effective visual-inerti al systems. However, limited research has explored the integr ation of motor-encoder devices to enhance SLAM performance. By incorporating such devices, it is possible to significantly improve active capability and field of view (FOV) with minimal additi onal cost and structural complexity. This paper proposes a novel visual-inertial-encoder tightly coupled odometry (VIEO) based on a ViDAR (Video Detection and Ranging) device. A ViDAR calibration method is introduced to ensure accurate initia lization for VIEO. In addition, a platform motion decoupled active SLAM method based on deep reinforcement learning (DRL) is proposed. Experimental data demonstrate that the proposed Vi-DAR and the VIEO algorithm significantly increase cross-fra me co-visibility relationships compared to its correspondin g visual-inertial odometry (VIO) algorithm, improving state estima tion accuracy. The proposed methodolog y sheds fresh insights into both the updated platform design and decoupled approach of active SLAM systems in complex environments. N recent years, visual odometry (VO) and visual-inertial odometry (VIO) have made significant advancements. This work was supported in part by the Beijing Natural Scienc e Foundation under Grant 2022MQ05, in part by the CIE-Tencent Robotics X R hino-Bird Focused Research Program under Grant 2022-07, and in part by the National Natural Science Foundation of China under Grant 62203015, G rant 62303020, Grant 62303021, and Grant 62273351. Zhanhua Xin, Zhihao Wang, Shihan Kong, Y an Xiong, and Junzhi Y u are with the State Key Laboratory for Turbulence and Complex Systems, Department of Advanced Manufacturing and Robotics, C ollege of Engineering, Peking University, Beijing 100871, China (email: xinzhan-hua@stu.pku.edu.cn;
Revealing the Challenges of Sim-to-Real Transfer in Model-Based Reinforcement Learning via Latent Space Modeling
Reinforcement learning (RL) is playing an increasingly important role in fields such as robotic control and autonomous driving. However, the gap between simulation and the real environment remains a major obstacle to the practical deployment of RL. Agents trained in simulators often struggle to maintain performance when transferred to real-world physical environments. In this paper, we propose a latent space based approach to analyze the impact of simulation on real-world policy improvement in model-based settings. As a natural extension of model-based methods, our approach enables an intuitive observation of the challenges faced by model-based methods in sim-to-real transfer. Experiments conducted in the MuJoCo environment evaluate the performance of our method in both measuring and mitigating the sim-to-real gap. The experiments also highlight the various challenges that remain in overcoming the sim-to-real gap, especially for model-based methods.
Decentralized Decision Making in Two Sided Manufacturing-as-a-Service Marketplaces
Advancements in digitization have enabled two sided manufacturing-as-a-service (MaaS) marketplaces which has significantly reduced product development time for designers. These platforms provide designers with access to manufacturing resources through a network of suppliers and have instant order placement capabilities. Two key decision making levers are typically used to optimize the operations of these marketplaces: pricing and matching. The existing marketplaces operate in a centralized structure where they have complete control over decision making. However, a decentralized organization of the platform enables transparency of information across clients and suppliers. This dissertation focuses on developing tools for decision making enabling decentralization in MaaS marketplaces. In pricing mechanisms, a data driven method is introduced which enables small service providers to price services based on specific attributes of the services offered. A data mining method recommends a network based price to a supplier based on its attributes and the attributes of other suppliers on the platform. Three different approaches are considered for matching mechanisms. First, a reverse auction mechanism is introduced where designers bid for manufacturing services and the mechanism chooses a supplier which can match the bid requirements and stated price. The second approach uses mechanism design and mathematical programming to develop a stable matching mechanism for matching orders to suppliers based on their preferences. Empirical simulations are used to test the mechanisms in a simulated 3D printing marketplace and to evaluate the impact of stability on its performance. The third approach considers the matching problem in a dynamic and stochastic environment where demand (orders) and supply (supplier capacities) arrive over time and matching is performed online.
Goal-based Self-Adaptive Generative Adversarial Imitation Learning (Goal-SAGAIL) for Multi-goal Robotic Manipulation Tasks
Kuang, Yingyi, Manso, Luis J., Vogiatzis, George
Reinforcement learning for multi-goal robot manipulation tasks poses significant challenges due to the diversity and complexity of the goal space. Techniques such as Hindsight Experience Replay (HER) have been introduced to improve learning efficiency for such tasks. More recently, researchers have combined HER with advanced imitation learning methods such as Generative Adversarial Imitation Learning (GAIL) to integrate demonstration data and accelerate training speed. However, demonstration data often fails to provide enough coverage for the goal space, especially when acquired from human teleoperation. This biases the learning-from-demonstration process toward mastering easier sub-tasks instead of tackling the more challenging ones. In this work, we present Goal-based Self-Adaptive Generative Adversarial Imitation Learning (Goal-SAGAIL), a novel framework specifically designed for multi-goal robot manipulation tasks. By integrating self-adaptive learning principles with goal-conditioned GAIL, our approach enhances imitation learning efficiency, even when limited, suboptimal demonstrations are available. Experimental results validate that our method significantly improves learning efficiency across various multi-goal manipulation scenarios -- including complex in-hand manipulation tasks -- using suboptimal demonstrations provided by both simulation and human experts.