Reinforcement Learning
Efficient Learning for Entropy-Regularized Markov Decision Processes via Multilevel Monte Carlo
Meunier, Matthieu, Reisinger, Christoph, Zhang, Yufei
Designing efficient learning algorithms with complexity guarantees for Markov decision processes (MDPs) with large or continuous state and action spaces remains a fundamental challenge. We address this challenge for entropy-regularized MDPs with Polish state and action spaces, assuming access to a generative model of the environment. We propose a novel family of multilevel Monte Carlo (MLMC) algorithms that integrate fixed-point iteration with MLMC techniques and a generic stochastic approximation of the Bellman operator. We quantify the precise impact of the chosen approximate Bellman operator on the accuracy of the resulting MLMC estimator. Leveraging this error analysis, we show that using a biased plain MC estimate for the Bellman operator results in quasi-polynomial sample complexity, whereas an unbiased randomized multilevel approximation of the Bellman operator achieves polynomial sample complexity in expectation. Notably, these complexity bounds are independent of the dimensions or cardinalities of the state and action spaces, distinguishing our approach from existing algorithms whose complexities scale with the sizes of these spaces. We validate these theoretical performance guarantees through numerical experiments.
HACTS: a Human-As-Copilot Teleoperation System for Robot Learning
Xu, Zhiyuan, Zhao, Yinuo, Wu, Kun, Liu, Ning, Ji, Junjie, Che, Zhengping, Liu, Chi Harold, Tang, Jian
--T eleoperation is essential for autonomous robot learning, especially in manipulation tasks that require human demonstrations or corrections. However, most existing systems only offer unilateral robot control and lack the ability to synchronize the robot's status with the teleoperation hardware, preventing real-time, flexible intervention. In this work, we introduce HACTS (Human-As-Copilot T eleoperation System), a novel system that establishes bilateral, real-time joint synchronization between a robot arm and teleoperation hardware. This simple yet effective feedback mechanism, akin to a steering wheel in autonomous vehicles, enables the human copilot to intervene seamlessly while collecting action-correction data for future learning. Implemented using 3D-printed components and low-cost, off-the-shelf motors, HACTS is both accessible and scalable. Our experiments show that HACTS significantly enhances performance in imitation learning (IL) and reinforcement learning (RL) tasks, boosting IL recovery capabilities and data efficiency, and facilitating human-in-the-loop RL. HACTS paves the way for more effective and interactive human-robot collaboration and data-collection, advancing the capabilities of robot manipulation. Teleoperation plays a vital role in the development of robot learning, particularly in manipulation algorithms that rely on human demonstration, such as Vision-Language-Action (VLA) and Human-in-the-Loop Reinforcement Learning (HITL RL).
A Reactive Framework for Whole-Body Motion Planning of Mobile Manipulators Combining Reinforcement Learning and SDF-Constrained Quadratic Programmi
Zhang, Chenyu, Sun, Shiying, Liu, Kuan, Zhou, Chuanbao, Zhao, Xiaoguang, Tan, Min, Huang, Yanlong
As an important branch of embodied artificial intelligence, mobile manipulators are increasingly applied in intelligent services, but their redundant degrees of freedom also limit efficient motion planning in cluttered environments. To address this issue, this paper proposes a hybrid learning and optimization framework for reactive whole-body motion planning of mobile manipulators. We develop the Bayesian distributional soft actor-critic (Bayes-DSAC) algorithm to improve the quality of value estimation and the convergence performance of the learning. Additionally, we introduce a quadratic programming method constrained by the signed distance field to enhance the safety of the obstacle avoidance motion. We conduct experiments and make comparison with standard benchmark. The experimental results verify that our proposed framework significantly improves the efficiency of reactive whole-body motion planning, reduces the planning time, and improves the success rate of motion planning. Additionally, the proposed reinforcement learning method ensures a rapid learning process in the whole-body planning task. The novel framework allows mobile manipulators to adapt to complex environments more safely and efficiently.
MAER-Nav: Bidirectional Motion Learning Through Mirror-Augmented Experience Replay for Robot Navigation
Wang, Shanze, Tan, Mingao, Yang, Zhibo, Huang, Biao, Shen, Xiaoyu, Huang, Hailong, Zhang, Wei
Deep Reinforcement Learning (DRL) based navigation methods have demonstrated promising results for mobile robots, but suffer from limited action flexibility in confined spaces. Conventional DRL approaches predominantly learn forward-motion policies, causing robots to become trapped in complex environments where backward maneuvers are necessary for recovery. This paper presents MAER-Nav (Mirror-Augmented Experience Replay for Robot Navigation), a novel framework that enables bidirectional motion learning without requiring explicit failure-driven hindsight experience replay or reward function modifications. Our approach integrates a mirror-augmented experience replay mechanism with curriculum learning to generate synthetic backward navigation experiences from successful trajectories. Experimental results in both simulation and real-world environments demonstrate that MAER-Nav significantly outperforms state-of-the-art methods while maintaining strong forward navigation capabilities. The framework effectively bridges the gap between the comprehensive action space utilization of traditional planning methods and the environmental adaptability of learning-based approaches, enabling robust navigation in scenarios where conventional DRL methods consistently fail.
Level the Level: Balancing Game Levels for Asymmetric Player Archetypes With Reinforcement Learning
Balancing games, especially those with asymmetric multiplayer content, requires significant manual effort and extensive human playtesting during development. For this reason, this work focuses on generating balanced levels tailored to asymmetric player archetypes, where the disparity in abilities is balanced entirely through the level design. For instance, while one archetype may have an advantage over another, both should have an equal chance of winning. We therefore conceptualize game balancing as a procedural content generation problem and build on and extend a recently introduced method that uses reinforcement learning to balance tile-based game levels. We evaluate the method on four different player archetypes and demonstrate its ability to balance a larger proportion of levels compared to two baseline approaches. Furthermore, our results indicate that as the disparity between player archetypes increases, the required number of training steps grows, while the model's accuracy in achieving balance decreases.
Handling Delay in Real-Time Reinforcement Learning
Anokhin, Ivan, Rishav, Rishav, Riemer, Matthew, Chung, Stephen, Rish, Irina, Kahou, Samira Ebrahimi
Real-time reinforcement learning (RL) introduces several challenges. First, policies are constrained to a fixed number of actions per second due to hardware limitations. Second, the environment may change while the network is still computing an action, leading to observational delay. The first issue can partly be addressed with pipelining, leading to higher throughput and potentially better policies. However, the second issue remains: if each neuron operates in parallel with an execution time of $\tau$, an $N$-layer feed-forward network experiences observation delay of $\tau N$. Reducing the number of layers can decrease this delay, but at the cost of the network's expressivity. In this work, we explore the trade-off between minimizing delay and network's expressivity. We present a theoretically motivated solution that leverages temporal skip connections combined with history-augmented observations. We evaluate several architectures and show that those incorporating temporal skip connections achieve strong performance across various neuron execution times, reinforcement learning algorithms, and environments, including four Mujoco tasks and all MinAtar games. Moreover, we demonstrate parallel neuron computation can accelerate inference by 6-350% on standard hardware. Our investigation into temporal skip connections and parallel computations paves the way for more efficient RL agents in real-time setting.
Intrinsically-Motivated Humans and Agents in Open-World Exploration
Lidayan, Aly, Du, Yuqing, Kosoy, Eliza, Rufova, Maria, Abbeel, Pieter, Gopnik, Alison
What drives exploration? Understanding intrinsic motivation is a long-standing challenge in both cognitive science and artificial intelligence; numerous objectives have been proposed and used to train agents, yet there remains a gap between human and agent exploration. We directly compare adults, children, and AI agents in a complex open-ended environment, Crafter, and study how common intrinsic objectives: Entropy, Information Gain, and Empowerment, relate to their behavior. We find that only Entropy and Empowerment are consistently positively correlated with human exploration progress, indicating that these objectives may better inform intrinsic reward design for agents. Furthermore, across agents and humans we observe that Entropy initially increases rapidly, then plateaus, while Empowerment increases continuously, suggesting that state diversity may provide more signal in early exploration, while advanced exploration should prioritize control. Finally, we find preliminary evidence that private speech utterances, and particularly goal verbalizations, may aid exploration in children.
A Survey of Reinforcement Learning-Based Motion Planning for Autonomous Driving: Lessons Learned from a Driving Task Perspective
Li, Zhuoren, Jin, Guizhe, Yu, Ran, Chen, Zhiwen, Li, Nan, Han, Wei, Xiong, Lu, Leng, Bo, Hu, Jia, Kolmanovsky, Ilya, Filev, Dimitar
Reinforcement learning (RL), with its ability to explore and optimize policies in complex, dynamic decision-making tasks, has emerged as a promising approach to addressing motion planning (MoP) challenges in autonomous driving (AD). Despite rapid advancements in RL and AD, a systematic description and interpretation of the RL design process tailored to diverse driving tasks remains underdeveloped. This survey provides a comprehensive review of RL-based MoP for AD, focusing on lessons from task-specific perspectives. We first outline the fundamentals of RL methodologies, and then survey their applications in MoP, analyzing scenario-specific features and task requirements to shed light on their influence on RL design choices. Building on this analysis, we summarize key design experiences, extract insights from various driving task applications, and provide guidance for future implementations. Additionally, we examine the frontier challenges in RL-based MoP, review recent efforts to addresse these challenges, and propose strategies for overcoming unresolved issues.
ToRL: Scaling Tool-Integrated RL
Li, Xuefeng, Zou, Haoyang, Liu, Pengfei
We introduce ToRL (Tool-Integrated Reinforcement Learning), a framework for training large language models (LLMs) to autonomously use computational tools via reinforcement learning. Unlike supervised fine-tuning, ToRL allows models to explore and discover optimal strategies for tool use. Experiments with Qwen2.5-Math models show significant improvements: ToRL-7B reaches 43.3\% accuracy on AIME~24, surpassing reinforcement learning without tool integration by 14\% and the best existing Tool-Integrated Reasoning (TIR) model by 17\%. Further analysis reveals emergent behaviors such as strategic tool invocation, self-regulation of ineffective code, and dynamic adaptation between computational and analytical reasoning, all arising purely through reward-driven learning.
Dynamic Operating System Scheduling Using Double DQN: A Reinforcement Learning Approach to Task Optimization
Sun, Xiaoxuan, Duan, Yifei, Deng, Yingnan, Guo, Fan, Cai, Guohui, Peng, Yuting
- In this paper, an operating system scheduling algorithm based on Double DQN (Double Deep Q network) is proposed, and its performance under different task types and system loads is verified by experiments. Compared with the traditional scheduling algorithm, the algorithm based on Double DQN can dynamically adjust the task priority and resource allocation strategy, thus improving the task completion efficiency, system throughput, and response speed. The experimental results show that the Double DQN algorithm has high scheduling performance under light load, medium load and heavy load scenarios, especially when dealing with I/O intensive tasks, and can effectively reduce task completion time and system response time. In addition, the algorithm also shows high optimization ability in resource utilization and can intelligently adjust resource allocation according to the system state, avoiding resource waste and excessive load. Future studies will further explore the application of the algorithm in more complex systems, especially scheduling optimization in cloud computing and large - scale distributed environments, combining factors such as network latency and energy efficiency to improve the overall performance and adaptability of the algorithm. In modern computing environments, the operating system serves as the critical intermediary between computer hardware and applications. The efficiency of its scheduling algorithms plays a crucial role in system performance.