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 Reinforcement Learning


Multi-Timescale Dynamics Model Bayesian Optimization for Plasma Stabilization in Tokamaks

arXiv.org Artificial Intelligence

Machine learning algorithms often struggle to control complex real-world systems. In the case of nuclear fusion, these challenges are exacerbated, as the dynamics are notoriously complex, data is poor, hardware is subject to failures, and experiments often affect dynamics beyond the experiment's duration. Existing tools like reinforcement learning, supervised learning, and Bayesian optimization address some of these challenges but fail to provide a comprehensive solution. To overcome these limitations, we present a multi-scale Bayesian optimization approach that integrates a high-frequency data-driven dynamics model with a low-frequency Gaussian process. By updating the Gaussian process between experiments, the method rapidly adapts to new data, refining the predictions of the less reliable dynamical model. We validate our approach by controlling tearing instabilities in the DIII-D nuclear fusion plant. Offline testing on historical data shows that our method significantly outperforms several baselines. Results on live experiments on the DIII-D tokamak, conducted under high-performance plasma scenarios prone to instabilities, shows a 50% success rate, marking a 117% improvement over historical outcomes.


Policy-Based Trajectory Clustering in Offline Reinforcement Learning

arXiv.org Artificial Intelligence

We introduce a novel task of clustering trajectories from offline reinforcement learning (RL) datasets, where each cluster center represents the policy that generated its trajectories. By leveraging the connection between the KL-divergence of offline trajectory distributions and a mixture of policy-induced distributions, we formulate a natural clustering objective. To solve this, we propose Policy-Guided K-means (PG-Kmeans) and Centroid-Attracted Autoencoder (CAAE). PG-Kmeans iteratively trains behavior cloning (BC) policies and assigns trajectories based on policy generation probabilities, while CAAE resembles the VQ-VAE framework by guiding the latent representations of trajectories toward the vicinity of specific codebook entries to achieve clustering. Theoretically, we prove the finite-step convergence of PG-Kmeans and identify a key challenge in offline trajectory clustering: the inherent ambiguity of optimal solutions due to policy-induced conflicts, which can result in multiple equally valid but structurally distinct clusterings. Experimentally, we validate our methods on the widely used D4RL dataset and custom GridWorld environments. Our results show that both PG-Kmeans and CAAE effectively partition trajectories into meaningful clusters. They offer a promising framework for policy-based trajectory clustering, with broad applications in offline RL and beyond.


MoRE: Mixture of Residual Experts for Humanoid Lifelike Gaits Learning on Complex Terrains

arXiv.org Artificial Intelligence

--Humanoid robots have demonstrated robust locomotion capabilities using Reinforcement Learning (RL)-based approaches. Further, to obtain human-like behaviors, existing methods integrate human motion-tracking or motion prior in the RL framework. However, these methods are limited in flat terrains with proprioception only, restricting their abilities to traverse challenging terrains with human-like gaits. In this work, we propose a novel framework using a mixture of latent residual experts with multi-discriminators to train an RL policy, which is capable of traversing complex terrains in controllable lifelike gaits with exteroception. Our two-stage training pipeline first teaches the policy to traverse complex terrains using a depth camera, and then enables gait-commanded switching between human-like gait patterns. We also design gait rewards to adjust human-like behaviors like robot base height. Simulation and real-world experiments demonstrate that our framework exhibits exceptional performance in traversing complex terrains, and achieves seamless transitions between multiple human-like gait patterns.


When Maximum Entropy Misleads Policy Optimization

arXiv.org Artificial Intelligence

The Maximum Entropy Reinforcement Learning (MaxEnt RL) framework is a leading approach for achieving efficient learning and robust performance across many RL tasks. However, MaxEnt methods have also been shown to struggle with performance-critical control problems in practice, where non-MaxEnt algorithms can successfully learn. In this work, we analyze how the trade-off between robustness and optimality affects the performance of MaxEnt algorithms in complex control tasks: while entropy maximization enhances exploration and robustness, it can also mislead policy optimization, leading to failure in tasks that require precise, low-entropy policies. Through experiments on a variety of control problems, we concretely demonstrate this misleading effect. Our analysis leads to better understanding of how to balance reward design and entropy maximization in challenging control problems.


Divide-Fuse-Conquer: Eliciting "Aha Moments" in Multi-Scenario Games

arXiv.org Artificial Intelligence

Large language models (LLMs) have been observed to suddenly exhibit advanced reasoning abilities during reinforcement learning (RL), resembling an ``aha moment'' triggered by simple outcome-based rewards. While RL has proven effective in eliciting such breakthroughs in tasks involving mathematics, coding, and vision, it faces significant challenges in multi-scenario games. The diversity of game rules, interaction modes, and environmental complexities often leads to policies that perform well in one scenario but fail to generalize to others. Simply combining multiple scenarios during training introduces additional challenges, such as training instability and poor performance. To overcome these challenges, we propose Divide-Fuse-Conquer, a framework designed to enhance generalization in multi-scenario RL. This approach starts by heuristically grouping games based on characteristics such as rules and difficulties. Specialized models are then trained for each group to excel at games in the group is what we refer to as the divide step. Next, we fuse model parameters from different groups as a new model, and continue training it for multiple groups, until the scenarios in all groups are conquered. Experiments across 18 TextArena games show that Qwen2.5-32B-Align trained with the Divide-Fuse-Conquer strategy reaches a performance level comparable to Claude3.5, achieving 7 wins and 4 draws. We hope our approach can inspire future research on using reinforcement learning to improve the generalization of LLMs.


The Sample Complexity of Online Strategic Decision Making with Information Asymmetry and Knowledge Transportability

arXiv.org Machine Learning

Information asymmetry is a pervasive feature of multi-agent systems, especially evident in economics and social sciences. In these settings, agents tailor their actions based on private information to maximize their rewards. These strategic behaviors often introduce complexities due to confounding variables. Simultaneously, knowledge transportability poses another significant challenge, arising from the difficulties of conducting experiments in target environments. It requires transferring knowledge from environments where empirical data is more readily available. Against these backdrops, this paper explores a fundamental question in online learning: Can we employ non-i.i.d. actions to learn about confounders even when requiring knowledge transfer? We present a sample-efficient algorithm designed to accurately identify system dynamics under information asymmetry and to navigate the challenges of knowledge transfer effectively in reinforcement learning, framed within an online strategic interaction model. Our method provably achieves learning of an $ε$-optimal policy with a tight sample complexity of $O(1/ε^2)$.


Efficient Preference-Based Reinforcement Learning: Randomized Exploration Meets Experimental Design

arXiv.org Machine Learning

We study reinforcement learning from human feedback in general Markov decision processes, where agents learn from trajectory-level preference comparisons. A central challenge in this setting is to design algorithms that select informative preference queries to identify the underlying reward while ensuring theoretical guarantees. We propose a meta-algorithm based on randomized exploration, which avoids the computational challenges associated with optimistic approaches and remains tractable. We establish both regret and last-iterate guarantees under mild reinforcement learning oracle assumptions. To improve query complexity, we introduce and analyze an improved algorithm that collects batches of trajectory pairs and applies optimal experimental design to select informative comparison queries. The batch structure also enables parallelization of preference queries, which is relevant in practical deployment as feedback can be gathered concurrently. Empirical evaluation confirms that the proposed method is competitive with reward-based reinforcement learning while requiring a small number of preference queries.


ReSim: Reliable World Simulation for Autonomous Driving

arXiv.org Artificial Intelligence

How can we reliably simulate future driving scenarios under a wide range of ego driving behaviors? Recent driving world models, developed exclusively on real-world driving data composed mainly of safe expert trajectories, struggle to follow hazardous or non-expert behaviors, which are rare in such data. This limitation restricts their applicability to tasks such as policy evaluation. In this work, we address this challenge by enriching real-world human demonstrations with diverse non-expert data collected from a driving simulator (e.g., CARLA), and building a controllable world model trained on this heterogeneous corpus. Starting with a video generator featuring a diffusion transformer architecture, we devise several strategies to effectively integrate conditioning signals and improve prediction controllability and fidelity. The resulting model, ReSim, enables Reliable Simulation of diverse open-world driving scenarios under various actions, including hazardous non-expert ones. To close the gap between high-fidelity simulation and applications that require reward signals to judge different actions, we introduce a Video2Reward module that estimates a reward from ReSim's simulated future. Our ReSim paradigm achieves up to 44% higher visual fidelity, improves controllability for both expert and non-expert actions by over 50%, and boosts planning and policy selection performance on NAVSIM by 2% and 25%, respectively.


A Unified Theory of Compositionality, Modularity, and Interpretability in Markov Decision Processes

arXiv.org Artificial Intelligence

We introduce Option Kernel Bellman Equations (OKBEs) for a new reward-free Markov Decision Process. Rather than a value function, OKBEs directly construct and optimize a predictive map called a state-time option kernel (STOK) to maximize the probability of completing a goal while avoiding constraint violations. STOKs are compositional, modular, and interpretable initiation-to-termination transition kernels for policies in the Options Framework of Reinforcement Learning. This means: 1) STOKs can be composed using Chapman-Kolmogorov equations to make spatiotemporal predictions for multiple policies over long horizons, 2) high-dimensional STOKs can be represented and computed efficiently in a factorized and reconfigurable form, and 3) STOKs record the probabilities of semantically interpretable goal-success and constraint-violation events, needed for formal verification. Given a high-dimensional state-transition model for an intractable planning problem, we can decompose it with local STOKs and goal-conditioned policies that are aggregated into a factorized goal kernel, making it possible to forward-plan at the level of goals in high-dimensions to solve the problem. These properties lead to highly flexible agents that can rapidly synthesize meta-policies, reuse planning representations across many tasks, and justify goals using empowerment, an intrinsic motivation function. We argue that reward-maximization is in conflict with the properties of compositionality, modularity, and interpretability. Alternatively, OKBEs facilitate these properties to support verifiable long-horizon planning and intrinsic motivation that scales to dynamic high-dimensional world-models.


On a few pitfalls in KL divergence gradient estimation for RL

arXiv.org Artificial Intelligence

We point out a few pitfalls in implementing gradient estimation for KL divergence in RL training for LLM, as seen in a number of open source projects and papers. The first major pitfall is to differentiate through the KL estimate as loss functions to minimize KL divergence. We show that such implementations are generally incorrect and do not produce the desired KL gradient. Secondly, we show that some implementations do not account for the sequential nature of the estimation problem and produce a partial gradient at best. We demonstrate the impact of such issues with illustrative tabular and LLM experiments, and show the correct way to implement the KL gradient.