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 Reinforcement Learning


EgoVLM: Policy Optimization for Egocentric Video Understanding

arXiv.org Artificial Intelligence

Emerging embodied AI applications, such as wearable cameras and autonomous agents, have underscored the need for robust reasoning from first person video streams. We introduce EgoVLM, a vision-language model specifically designed to integrate visual comprehension and spatial-temporal reasoning within egocentric video contexts. EgoVLM is fine-tuned via Group Relative Policy Optimization (GRPO), a reinforcement learning method adapted to align model outputs with human-like reasoning steps. Following DeepSeek R1-Zero's approach, we directly tune using RL without any supervised fine-tuning phase on chain-of-thought (CoT) data. We evaluate EgoVLM on egocentric video question answering benchmarks and show that domain-specific training substantially improves performance over general-purpose VLMs. Our EgoVLM-3B, trained exclusively on non-CoT egocentric data, outperforms the base Qwen2.5-VL 3B and 7B models by 14.33 and 13.87 accuracy points on the EgoSchema benchmark, respectively. By explicitly generating reasoning traces, EgoVLM enhances interpretability, making it well-suited for downstream applications. Furthermore, we introduce a novel keyframe-based reward that incorporates salient frame selection to guide reinforcement learning optimization. This reward formulation opens a promising avenue for future exploration in temporally grounded egocentric reasoning.


EDEN: Entorhinal Driven Egocentric Navigation Toward Robotic Deployment

arXiv.org Artificial Intelligence

--Deep reinforcement learning agents are often fragile while humans remain adaptive and flexible to varying scenarios. T o bridge this gap, we present EDEN, a biologically inspired navigation framework that integrates learned entorhinal-like grid cell representations and reinforcement learning to enable autonomous navigation. Inspired by the mammalian entorhinal-hippocampal system, EDEN allows agents to perform path integration and vector-based navigation using visual and motion sensor data. At the core of EDEN is a grid cell encoder that transforms egocentric motion into periodic spatial codes, producing low-dimensional, interpretable embeddings of position. T o generate these activations from raw sensory input, we combine fiducial marker detections in the lightweight MiniWorld simulator and DINO-based visual features in the high-fidelity Gazebo simulator . These spatial representations serve as input to a policy trained with Proximal Policy Optimization (PPO), enabling dynamic, goal-directed navigation. We evaluate EDEN in both MiniWorld, for rapid prototyping, and Gazebo, which offers realistic physics and perception noise. Compared to baseline agents using raw state inputs (e.g., position, velocity) or standard convolutional image encoders, EDEN achieves a 99% success rate, within the simple scenarios, and >94% within complex floorplans with occluded paths with more efficient and reliable stepwise navigation. In addition, as a replacement of ground truth activations, we present a trainable Grid Cell encoder enabling the development of periodic grid-like patterns from vision and motion sensor data, emulating the development of such patterns within biological mammals. This work represents a step toward biologically grounded spatial intelligence in robotics, bridging neural navigation principles with reinforcement learning for scalable deployment. A publicly available GitHub repository for EDEN is made available at github.com/M-iki/EDEN .


A Continual Offline Reinforcement Learning Benchmark for Navigation Tasks

arXiv.org Artificial Intelligence

Autonomous agents operating in domains such as robotics or video game simulations must adapt to changing tasks without forgetting about the previous ones. This process called Continual Reinforcement Learning poses non-trivial difficulties, from preventing catastrophic forgetting to ensuring the scalability of the approaches considered. Building on recent advances, we introduce a benchmark providing a suite of video-game navigation scenarios, thus filling a gap in the literature and capturing key challenges : catastrophic forgetting, task adaptation, and memory efficiency. We define a set of various tasks and datasets, evaluation protocols, and metrics to assess the performance of algorithms, including state-of-the-art baselines. Our benchmark is designed not only to foster reproducible research and to accelerate progress in continual reinforcement learning for gaming, but also to provide a reproducible framework for production pipelines -- helping practitioners to identify and to apply effective approaches.


Accelerating Model-Based Reinforcement Learning using Non-Linear Trajectory Optimization

arXiv.org Artificial Intelligence

This paper addresses the slow policy optimization convergence of Monte Carlo Probabilistic Inference for Learning Control (MC-PILCO), a state-of-the-art model-based reinforcement learning (MBRL) algorithm, by integrating it with iterative Linear Quadratic Regulator (iLQR), a fast trajectory optimization method suitable for nonlinear systems. The proposed method, Exploration-Boosted MC-PILCO (EB-MC-PILCO), leverages iLQR to generate informative, exploratory trajectories and initialize the policy, significantly reducing the number of required optimization steps. Experiments on the cart-pole task demonstrate that EB-MC-PILCO accelerates convergence compared to standard MC-PILCO, achieving up to $\bm{45.9\%}$ reduction in execution time when both methods solve the task in four trials. EB-MC-PILCO also maintains a $\bm{100\%}$ success rate across trials while solving the task faster, even in cases where MC-PILCO converges in fewer iterations.


Solving the Pod Repositioning Problem with Deep Reinforced Adaptive Large Neighborhood Search

arXiv.org Artificial Intelligence

The Pod Repositioning Problem (PRP) in Robotic Mobile Fulfillment Systems (RMFS) involves selecting optimal storage locations for pods returning from pick stations. This work presents an improved solution method that integrates Adaptive Large Neighborhood Search (ALNS) with Deep Reinforcement Learning (DRL). A DRL agent dynamically selects destroy and repair operators and adjusts key parameters such as destruction degree and acceptance thresholds during the search. Specialized heuristics for both operators are designed to reflect PRP-specific characteristics, including pod usage frequency and movement costs. Computational results show that this DRL-guided ALNS outperforms traditional approaches such as cheapest-place, fixed-place, binary integer programming, and static heuristics. The method demonstrates strong solution quality and illustrating the benefit of learning-driven control within combinatorial optimization for warehouse systems.


Maximizing the Promptness of Metaverse Systems using Edge Computing by Deep Reinforcement Learning

arXiv.org Artificial Intelligence

--Metaverse and Digital Twin (DT) have attracted much academic and industrial attraction to approach the future digital world. This paper introduces the advantages of deep reinforcement learning (DRL) in assisting Metaverse system-based Digital Twin. In this system, we assume that it includes several Metaverse User devices collecting data from the real world to transfer it into the virtual world, a Metaverse Virtual Access Point (MV AP) undertaking the processing of data, and an edge computing server that receives the offloading data from the MV AP . The proposed model works under a dynamic environment with various parameters changing over time. The experiment results show that our proposed DRL algorithm is suitable for offloading tasks to ensure the promptness of DT in a dynamic environment. I. INTRODUCTION In machine learning, reinforcement learning (RL) is an approach where an agent learns to make optimal decisions by exploring and interacting with a specific environment.


A Hybrid Approach to Indoor Social Navigation: Integrating Reactive Local Planning and Proactive Global Planning

arXiv.org Artificial Intelligence

We consider the problem of indoor building-scale social navigation, where the robot must reach a point goal as quickly as possible without colliding with humans who are freely moving around. Factors such as varying crowd densities, unpredictable human behavior, and the constraints of indoor spaces add significant complexity to the navigation task, necessitating a more advanced approach. We propose a modular navigation framework that leverages the strengths of both classical methods and deep reinforcement learning (DRL). Our approach employs a global planner to generate waypoints, assigning soft costs around anticipated pedestrian locations, encouraging caution around potential future positions of humans. Simultaneously, the local planner, powered by DRL, follows these waypoints while avoiding collisions. The combination of these planners enables the agent to perform complex maneuvers and effectively navigate crowded and constrained environments while improving reliability. Many existing studies on social navigation are conducted in simplistic or open environments, limiting the ability of trained models to perform well in complex, real-world settings. To advance research in this area, we introduce a new 2D benchmark designed to facilitate development and testing of social navigation strategies in indoor environments. We benchmark our method against traditional and RL-based navigation strategies, demonstrating that our approach outperforms both.


Reachability Weighted Offline Goal-conditioned Resampling

arXiv.org Artificial Intelligence

Offline goal-conditioned reinforcement learning (RL) relies on fixed datasets where many potential goals share the same state and action spaces. However, these potential goals are not explicitly represented in the collected trajectories. To learn a generalizable goal-conditioned policy, it is common to sample goals and state-action pairs uniformly using dynamic programming methods such as Q-learning. Uniform sampling, however, requires an intractably large dataset to cover all possible combinations and creates many unreachable state-goal-action pairs that degrade policy performance. Our key insight is that sampling should favor transitions that enable goal achievement. To this end, we propose Reachability Weighted Sampling (RWS). RWS uses a reachability classifier trained via positive-unlabeled (PU) learning on goal-conditioned state-action values. The classifier maps these values to a reachability score, which is then used as a sampling priority. RWS is a plug-and-play module that integrates seamlessly with standard offline RL algorithms. Experiments on six complex simulated robotic manipulation tasks, including those with a robot arm and a dexterous hand, show that RWS significantly improves performance. In one notable case, performance on the HandBlock-Z task improved by nearly 50 percent relative to the baseline. These results indicate the effectiveness of reachability-weighted sampling.


Think Twice, Act Once: A Co-Evolution Framework of LLM and RL for Large-Scale Decision Making

arXiv.org Artificial Intelligence

Recent advancements in Large Language Models (LLMs) and Reinforcement Learning (RL) have shown significant promise in decision-making tasks. Nevertheless, for large-scale industrial decision problems, both approaches face distinct challenges: LLMs lack real-time long-sequence decision-making capabilities, while RL struggles with sample efficiency in vast action spaces. To bridge this gap, we propose Agents Co-Evolution (ACE), a synergistic framework between LLMs and RL agents for large-scale decision-making scenarios. ACE introduces a dual-role trajectory refinement mechanism where LLMs act as both Policy Actor and Value Critic during RL's training: the Actor refines suboptimal actions via multi-step reasoning and environment validation, while the Critic performs temporal credit assignment through trajectory-level reward shaping. Concurrently, RL agent enhances LLMs' task-specific decision-making with high-quality fine-tuning datasets generated via prioritized experience replay. Through extensive experiments across multiple power grid operation challenges with action spaces exceeding 60K discrete actions, ACE demonstrates superior performance over existing RL methods and LLM-based methods.


A Novel Deep Reinforcement Learning Method for Computation Offloading in Multi-User Mobile Edge Computing with Decentralization

arXiv.org Artificial Intelligence

Mobile edge computing (MEC) allows appliances to offload workloads to neighboring MEC servers that have the potential for computation-intensive tasks with limited computational capabilities. This paper studied how deep reinforcement learning (DRL) algorithms are used in an MEC system to find feasible decentralized dynamic computation offloading strategies, which leads to the construction of an extensible MEC system that operates effectively with finite feedback. Even though the Deep Deterministic Policy Gradient (DDPG) algorithm, subject to their knowledge of the MEC system, can be used to allocate powers of both computation offloading and local execution, to learn a computation offloading policy for each user independently, we realized that this solution still has some inherent weaknesses. Hence, we introduced a new approach for this problem based on the Twin Delayed DDPG algorithm, which enables us to overcome this proneness and investigate cases where mobile users are portable. Numerical results showed that individual users can autonomously learn adequate policies through the proposed approach. Besides, the performance of the suggested solution exceeded the conventional DDPG-based power control strategy.