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 Reinforcement Learning


Composite Reward Design in PPO-Driven Adaptive Filtering

arXiv.org Artificial Intelligence

--Model-free and reinforcement learning-based adaptive filtering methods are gaining traction for denoising in dynamic, non-stationary environments such as wireless signal channels. Traditional filters like LMS, RLS, Wiener, and Kalman are limited by assumptions of stationary or requiring complex fine-tuning or exact noise statistics or fixed models. This letter proposes an adaptive filtering framework using Proximal Policy Optimization (PPO), guided by a composite reward that balances SNR improvement, MSE reduction, and residual smoothness. Experiments on synthetic signals with various noise types show that our PPO agent generalizes beyond its training distribution, achieving real-time performance and outperforming classical filters. This work demonstrates the viability of policy-gradient reinforcement learning for robust, low-latency adaptive signal filtering. Wireless communication systems and sensor networks often operate in noisy, time-varying environments where effective denoising is critical.


A Reinforcement-Learning-Enhanced LLM Framework for Automated A/B Testing in Personalized Marketing

arXiv.org Artificial Intelligence

For personalized marketing, a new challenge of how to effectively algorithm the A/B testing to maximize user response is urgently to be overcome. In this paper, we present a new approach, the RL-LLM-AB test framework, for using reinforcement learning strategy optimization combined with LLM to automate and personalize A/B tests. The RL-LLM-AB test is built upon the pre-trained instruction-tuned language model. It first generates A/B versions of candidate content variants using a Prompt-Conditioned Generator, and then dynamically embeds and fuses the user portrait and the context of the current query with the multi-modal perception module to constitute the current interaction state. The content version is then selected in real-time through the policy optimization module with an Actor-Critic structure, and long-term revenue is estimated according to real-time feedback (such as click-through rate and conversion rate). Furthermore, a Memory-Augmented Reward Estimator is embedded into the framework to capture long-term user preference drift, which helps to generalize policy across multiple users and content contexts. Numerical results demonstrate the superiority of our proposed RL-LLM-ABTest over existing A/B testing methods, including classical A/B testing, Contextual Bandits, and benchmark reinforcement learning approaches on real-world marketing data.


Optimal patient allocation for echocardiographic assessments

arXiv.org Artificial Intelligence

Scheduling echocardiographic exams in a hospital presents significant challenges due to non-deterministic factors (e.g., patient no-shows, patient arrival times, diverse exam durations, etc.) and asymmetric resource constraints between fetal and non-fetal patient streams. To address these challenges, we first conducted extensive pre-processing on one week of operational data from the Echo Laboratory at Stanford University's Lucile Packard Children's Hospital, to estimate patient no-show probabilities and derive empirical distributions of arrival times and exam durations. Based on these inputs, we developed a discrete-event stochastic simulation model using SimPy, and integrate it with the open source Gymnasium Python library. As a baseline for policy optimization, we developed a comparative framework to evaluate on-the-fly versus reservation-based allocation strategies, in which different proportions of resources are reserved in advance. Considering a hospital configuration with a 1:6 ratio of fetal to non-fetal rooms and a 4:2 ratio of fetal to non-fetal sonographers, we show that on-the-fly allocation generally yields better performance, more effectively adapting to patient variability and resource constraints. Building on this foundation, we apply reinforcement learning (RL) to derive an approximated optimal dynamic allocation policy. This RL-based policy is benchmarked against the best-performing rule-based strategies, allowing us to quantify their differences and provide actionable insights for improving echo lab efficiency through intelligent, data-driven resource management.


Reflect-then-Plan: Offline Model-Based Planning through a Doubly Bayesian Lens

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) is crucial when online exploration is costly or unsafe but often struggles with high epistemic uncertainty due to limited data. Existing methods rely on fixed conservative policies, restricting adaptivity and generalization. To address this, we propose Reflect-then-Plan (RefPlan), a novel doubly Bayesian offline model-based (MB) planning approach. RefPlan unifies uncertainty modeling and MB planning by recasting planning as Bayesian posterior estimation. At deployment, it updates a belief over environment dynamics using real-time observations, incorporating uncertainty into MB planning via marginalization. Empirical results on standard benchmarks show that RefPlan significantly improves the performance of conservative offline RL policies. In particular, RefPlan maintains robust performance under high epistemic uncertainty and limited data, while demonstrating resilience to changing environment dynamics, improving the flexibility, generalizability, and robustness of offline-learned policies.


Reusing Trajectories in Policy Gradients Enables Fast Convergence

arXiv.org Artificial Intelligence

Policy gradient (PG) methods are a class of effective reinforcement learning algorithms, particularly when dealing with continuous control problems. These methods learn the parameters of parametric policies via stochastic gradient ascent, typically using on-policy trajectory data to estimate the policy gradient. However, such reliance on fresh data makes them sample-inefficient. Indeed, vanilla PG methods require $O(ฮต^{-2})$ trajectories to reach an $ฮต$-approximate stationary point. A common strategy to improve efficiency is to reuse off-policy information from past iterations, such as previous gradients or trajectories. While gradient reuse has received substantial theoretical attention, leading to improved rates of $O(ฮต^{-3/2})$, the reuse of past trajectories remains largely unexplored from a theoretical perspective. In this work, we provide the first rigorous theoretical evidence that extensive reuse of past off-policy trajectories can significantly accelerate convergence in PG methods. We introduce a power mean correction to the multiple importance weighting estimator and propose RPG (Retrospective Policy Gradient), a PG algorithm that combines old and new trajectories for policy updates. Through a novel analysis, we show that, under established assumptions, RPG achieves a sample complexity of $\widetilde{O}(ฮต^{-1})$, the best known rate in the literature. We further validate empirically our approach against PG methods with state-of-the-art rates.


Reinforcement Learning Optimization for Large-Scale Learning: An Efficient and User-Friendly Scaling Library

arXiv.org Artificial Intelligence

We introduce ROLL, an efficient, scalable, and user-friendly library designed for Reinforcement Learning Optimization for Large-scale Learning. ROLL caters to three primary user groups: tech pioneers aiming for cost-effective, fault-tolerant large-scale training, developers requiring flexible control over training workflows, and researchers seeking agile experimentation. ROLL is built upon several key modules to serve these user groups effectively. First, a single-controller architecture combined with an abstraction of the parallel worker simplifies the development of the training pipeline. Second, the parallel strategy and data transfer modules enable efficient and scalable training. Third, the rollout scheduler offers fine-grained management of each sample's lifecycle during the rollout stage. Fourth, the environment worker and reward worker support rapid and flexible experimentation with agentic RL algorithms and reward designs. Finally, AutoDeviceMapping allows users to assign resources to different models flexibly across various stages.


Self driving algorithm for an active four wheel drive racecar

arXiv.org Artificial Intelligence

Controlling autonomous vehicles at their handling limits is a significant challenge, particularly for electric vehicles with active four wheel drive (A4WD) systems offering independent wheel torque control. While traditional Vehicle Dynamics Control (VDC) methods use complex physics-based models, this study explores Deep Reinforcement Learning (DRL) to develop a unified, high-performance controller. We employ the Proximal Policy Optimization (PPO) algorithm to train an agent for optimal lap times in a simulated racecar (TORCS) at the tire grip limit. Critically, the agent learns an end-to-end policy that directly maps vehicle states, like velocities, accelerations, and yaw rate, to a steering angle command and independent torque commands for each of the four wheels. This formulation bypasses conventional pedal inputs and explicit torque vectoring algorithms, allowing the agent to implicitly learn the A4WD control logic needed for maximizing performance and stability. Simulation results demonstrate the RL agent learns sophisticated strategies, dynamically optimizing wheel torque distribution corner-by-corner to enhance handling and mitigate the vehicle's inherent understeer. The learned behaviors mimic and, in aspects of grip utilization, potentially surpass traditional physics-based A4WD controllers while achieving competitive lap times. This research underscores DRL's potential to create adaptive control systems for complex vehicle dynamics, suggesting RL is a potent alternative for advancing autonomous driving in demanding, grip-limited scenarios for racing and road safety.


Modeling human reputation-seeking behavior in a spatio-temporally complex public good provision game

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning algorithms are useful for simulating social behavior in settings that are too complex for other theoretical approaches like game theory. However, they have not yet been empirically supported by laboratory experiments with real human participants. In this work we demonstrate how multi-agent reinforcement learning can model group behavior in a spatially and temporally complex public good provision game called Clean Up. We show that human groups succeed in Clean Up when they can see who is who and track reputations over time but fail under conditions of anonymity. A new multi-agent reinforcement learning model of reputation-based cooperation demonstrates the same difference between identifiable and anonymous conditions. Furthermore, both human groups and artificial agent groups solve the problem via turn-taking despite other options being available. Our results highlight the benefits of using multi-agent reinforcement learning to model human social behavior in complex environments.


Learning Deterministic Policies with Policy Gradients in Constrained Markov Decision Processes

arXiv.org Artificial Intelligence

Constrained Reinforcement Learning (CRL) addresses sequential decision-making problems where agents are required to achieve goals by maximizing the expected return while meeting domain-specific constraints. In this setting, policy-based methods are widely used thanks to their advantages when dealing with continuous-control problems. These methods search in the policy space with an action-based or a parameter-based exploration strategy, depending on whether they learn the parameters of a stochastic policy or those of a stochastic hyperpolicy. We introduce an exploration-agnostic algorithm, called C-PG, which enjoys global last-iterate convergence guarantees under gradient domination assumptions. Furthermore, under specific noise models where the (hyper)policy is expressed as a stochastic perturbation of the actions or of the parameters of an underlying deterministic policy, we additionally establish global last-iterate convergence guarantees of C-PG to the optimal deterministic policy . This holds when learning a stochastic (hyper)policy and subsequently switching off the stochasticity at the end of training, thereby deploying a deterministic policy. Finally, we empirically validate both the action-based ( C-PGAE) and parameter-based ( C-PGPE) variants of C-PG on constrained control tasks, and compare them against state-of-the-art baselines, demonstrating their effectiveness, in particular when deploying deterministic policies after training.


Policy Optimization for Continuous-time Linear-Quadratic Graphon Mean Field Games

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning, despite its popularity and empirical success, faces significant scalability challenges in large-population dynamic games. Graphon mean field games (GMFGs) offer a principled framework for approximating such games while capturing heterogeneity among players. In this paper, we propose and analyze a policy optimization framework for continuous-time, finite-horizon linear-quadratic GMFGs. Exploiting the structural properties of GMFGs, we design an efficient policy parameterization in which each player's policy is represented as an affine function of their private state, with a shared slope function and player-specific intercepts. We develop a bilevel optimization algorithm that alternates between policy gradient updates for best-response computation under a fixed population distribution, and distribution updates using the resulting policies. We prove linear convergence of the policy gradient steps to best-response policies and establish global convergence of the overall algorithm to the Nash equilibrium. The analysis relies on novel landscape characterizations over infinite-dimensional policy spaces. Numerical experiments demonstrate the convergence and robustness of the proposed algorithm under varying graphon structures, noise levels, and action frequencies.