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 Reinforcement Learning


Reinforcement Learning for Efficient Toxicity Detection in Competitive Online Video Games

arXiv.org Artificial Intelligence

Online platforms take proactive measures to detect and address undesirable behavior, aiming to focus these resource-intensive efforts where such behavior is most prevalent. This article considers the problem of efficient sampling for toxicity detection in competitive online video games. To make optimal monitoring decisions, video game service operators need estimates of the likelihood of toxic behavior. If no model is available for these predictions, one must be estimated in real time. To close this gap, we propose a contextual bandit algorithm that makes monitoring decisions based on a small set of variables that, according to domain expertise, are associated with toxic behavior. This algorithm balances exploration and exploitation to optimize long-term outcomes and is deliberately designed for easy deployment in production. Using data from the popular first-person action game Call of Duty: Modern Warfare III, we show that our algorithm consistently outperforms baseline algorithms that rely solely on players' past behavior. This finding has substantive implications for the nature of toxicity. It also illustrates how domain expertise can be harnessed to help video game service operators identify and mitigate toxicity, ultimately fostering a safer and more enjoyable gaming experience.


FastFT: Accelerating Reinforced Feature Transformation via Advanced Exploration Strategies

arXiv.org Artificial Intelligence

Feature Transformation is crucial for classic machine learning that aims to generate feature combinations to enhance the performance of downstream tasks from a data-centric perspective. Current methodologies, such as manual expert-driven processes, iterative-feedback techniques, and exploration-generative tactics, have shown promise in automating such data engineering workflow by minimizing human involvement. However, three challenges remain in those frameworks: (1) It predominantly depends on downstream task performance metrics, as assessment is time-consuming, especially for large datasets. (2) The diversity of feature combinations will hardly be guaranteed after random exploration ends. (3) Rare significant transformations lead to sparse valuable feedback that hinders the learning processes or leads to less effective results. In response to these challenges, we introduce FastFT, an innovative framework that leverages a trio of advanced strategies.We first decouple the feature transformation evaluation from the outcomes of the generated datasets via the performance predictor. To address the issue of reward sparsity, we developed a method to evaluate the novelty of generated transformation sequences. Incorporating this novelty into the reward function accelerates the model's exploration of effective transformations, thereby improving the search productivity. Additionally, we combine novelty and performance to create a prioritized memory buffer, ensuring that essential experiences are effectively revisited during exploration. Our extensive experimental evaluations validate the performance, efficiency, and traceability of our proposed framework, showcasing its superiority in handling complex feature transformation tasks.


Robust Deep Reinforcement Learning in Robotics via Adaptive Gradient-Masked Adversarial Attacks

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has emerged as a promising approach for robotic control, but its realworld deployment remains challenging due to its vulnerability to environmental perturbations. Existing white-box adversarial attack methods, adapted from supervised learning, fail to effectively target DRL agents as they overlook temporal dynamics and indiscriminately perturb all state dimensions, limiting their impact on long-term rewards. To address these challenges, we propose the Adaptive Gradient-Masked Reinforcement (AGMR) Attack, a white-box attack method that combines DRL with a gradient-based soft masking mechanism to dynamically identify critical state dimensions and optimize adversarial policies. AGMR selectively allocates perturbations to the most impactful state features and incorporates a dynamic adjustment mechanism to balance exploration and exploitation during training. Extensive experiments demonstrate that AGMR outperforms state-of-the-art adversarial attack methods in degrading the performance of the victim agent and enhances the victim agent's robustness through adversarial defense mechanisms.


Learning Adaptive Dexterous Grasping from Single Demonstrations

arXiv.org Artificial Intelligence

How can robots learn dexterous grasping skills efficiently and apply them adaptively based on user instructions? This work tackles two key challenges: efficient skill acquisition from limited human demonstrations and context-driven skill selection. We introduce AdaDexGrasp, a framework that learns a library of grasping skills from a single human demonstration per skill and selects the most suitable one using a vision-language model (VLM). To improve sample efficiency, we propose a trajectory following reward that guides reinforcement learning (RL) toward states close to a human demonstration while allowing flexibility in exploration. To learn beyond the single demonstration, we employ curriculum learning, progressively increasing object pose variations to enhance robustness. At deployment, a VLM retrieves the appropriate skill based on user instructions, bridging low-level learned skills with high-level intent. We evaluate AdaDexGrasp in both simulation and real-world settings, showing that our approach significantly improves RL efficiency and enables learning human-like grasp strategies across varied object configurations. Finally, we demonstrate zero-shot transfer of our learned policies to a real-world PSYONIC Ability Hand, with a 90% success rate across objects, significantly outperforming the baseline.


Multi-Agent Deep Reinforcement Learning for Safe Autonomous Driving with RICS-Assisted MEC

arXiv.org Artificial Intelligence

--Environment sensing and fusion via onboard sensors are envisioned to be widely applied in future autonomous driving networks. This paper considers a vehicular system with multiple self-driving vehicles that is assisted by multi-access edge computing (MEC), where image data collected by the sensors is offloaded from cellular vehicles to the MEC server using vehicle-to-infrastructure (V2I) links. Sensory data can also be shared among surrounding vehicles via vehicle-to-vehicle (V2V) communication links. T o improve spectrum utilization, the V2V links may reuse the same frequency spectrum with V2I links, which may cause severe interference. T o tackle this issue, we leverage reconfigurable intelligent computational surfaces (RICSs) to jointly enable V2I reflective links and mitigate interference appearing at the V2V links. Considering the limitations of traditional algorithms in addressing this problem, such as the assumption for quasi-static channel state information, which restricts their ability to adapt to dynamic environmental changes and leads to poor performance under frequently varying channel conditions, in this paper, we formulate the problem at hand as a Markov game. Our novel formulation is applied to time-varying channels subject to multi-user interference and introduces a collaborative learning mechanism among users. The considered optimization problem is solved via a driving safety-enabled multi-agent deep reinforcement learning (DS-MADRL) approach that capitalizes on the RICS presence. Our extensive numerical investigations showcase that the proposed reinforcement learning approach achieves faster convergence and significant enhancements in both data rate and driving safety, as compared to various state-of-the-art benchmarks. NTRODUCTION X. Zhang and B. Y ang are with the School of Computer Science, Northwestern Polytechnical University, Xi'an, Shaanxi, 710129, China (email: yang bo@nwpu.edu.cn, Z. Y u is with the School of Computer Science, Northwestern Polytechnical University, Xi'an, Shaanxi, 710129, China, and Harbin Engineering University, Harbin, Heilongjiang, 150001, China (email: zhiwenyu@nwpu.edu.cn). X. Cao is with the School of Cyber Engineering, Xidian University, Xi'an, Shaanxi, 710071, China (email: caoxuelin@xidian.edu.cn). G. C. Alexandropoulos is with the Department of Informatics and Telecommunications, National and Kapodistrian University of Athens, 16122 Athens, Greece (email: alexandg@di.uoa.gr). Zhang is with the Department of Informatics, University of Oslo, 0316 Oslo, Norway (email: anzhang@ieee.org).


Offline Reinforcement Learning with Discrete Diffusion Skills

arXiv.org Artificial Intelligence

Skills have been introduced to offline reinforcement learning (RL) as temporal abstractions to tackle complex, long-horizon tasks, promoting consistent behavior and enabling meaningful exploration. While skills in offline RL are predominantly modeled within a continuous latent space, the potential of discrete skill spaces remains largely underexplored. In this paper, we propose a compact discrete skill space for offline RL tasks supported by state-of-the-art transformer-based encoder and diffusion-based decoder. Coupled with a high-level policy trained via offline RL techniques, our method establishes a hierarchical RL framework where the trained diffusion decoder plays a pivotal role. Empirical evaluations show that the proposed algorithm, Discrete Diffusion Skill (DDS), is a powerful offline RL method. DDS performs competitively on Locomotion and Kitchen tasks and excels on long-horizon tasks, achieving at least a 12 percent improvement on AntMaze-v2 benchmarks compared to existing offline RL approaches. Furthermore, DDS offers improved interpretability, training stability, and online exploration compared to previous skill-based methods.


Learning to chain-of-thought with Jensen's evidence lower bound

arXiv.org Artificial Intelligence

We propose a way to optimize chain-of-thought with reinforcement learning, but without external reward function. Our algorithm relies on viewing chain-of-thought as latent variable as part of a probabilistic inference problem. Contrary to the full evidence lower bound, we propose to apply a much simpler Jensen's lower bound, which derives tractable objectives with simple algorithmic components (e.g., without the need for parametric approximate posterior), making it more conducive to modern large-scale training. The lower bound approach naturally interpolates other methods such as supervised fine-tuning and online reinforcement learning, whose practical trade-offs we will illustrate. Finally, we show that on mathematical reasoning problems, optimizing with Jensen's lower bound is as effective as policy gradient with external reward. Taken together, our results showcase as a proof of concept to this new algorithmic paradigm's potential to more generic applications.


Look Before Leap: Look-Ahead Planning with Uncertainty in Reinforcement Learning

arXiv.org Artificial Intelligence

Model-based reinforcement learning (MBRL) has demonstrated superior sample efficiency compared to model-free reinforcement learning (MFRL). However, the presence of inaccurate models can introduce biases during policy learning, resulting in misleading trajectories. The challenge lies in obtaining accurate models due to limited diverse training data, particularly in regions with limited visits (uncertain regions). Existing approaches passively quantify uncertainty after sample generation, failing to actively collect uncertain samples that could enhance state coverage and improve model accuracy. Moreover, MBRL often faces difficulties in making accurate multi-step predictions, thereby impacting overall performance. To address these limitations, we propose a novel framework for uncertainty-aware policy optimization with model-based exploratory planning. In the model-based planning phase, we introduce an uncertainty-aware k-step lookahead planning approach to guide action selection at each step. This process involves a trade-off analysis between model uncertainty and value function approximation error, effectively enhancing policy performance. In the policy optimization phase, we leverage an uncertainty-driven exploratory policy to actively collect diverse training samples, resulting in improved model accuracy and overall performance of the RL agent. Our approach offers flexibility and applicability to tasks with varying state/action spaces and reward structures. We validate its effectiveness through experiments on challenging robotic manipulation tasks and Atari games, surpassing state-of-the-art methods with fewer interactions, thereby leading to significant performance improvements.


Optimizing Language Models for Inference Time Objectives using Reinforcement Learning

arXiv.org Artificial Intelligence

In this work, we investigate the merits of explicitly optimizing for inference time algorithmic performance during model training. We show how optimizing for inference time performance can improve overall model efficacy. We consider generic inference time objectives with $k$ samples, with a focus on pass@$k$ and majority voting as two main applications. With language model training on reasoning datasets, we showcase the performance trade-off enabled by training with such objectives. When training on code generation tasks, we show that the approach significantly improves pass@$k$ objectives compared to the baseline method.


Synthesizing world models for bilevel planning

arXiv.org Artificial Intelligence

Modern reinforcement learning (RL) systems have demonstrated remarkable capabilities in complex environments, such as video games. However, they still fall short of achieving human-like sample efficiency and adaptability when learning new domains. Theory-based reinforcement learning (TBRL) is an algorithmic framework specifically designed to address this gap. Modeled on cognitive theories, TBRL leverages structured, causal world models - "theories" - as forward simulators for use in planning, generalization and exploration. Although current TBRL systems provide compelling explanations of how humans learn to play video games, they face several technical limitations: their theory languages are restrictive, and their planning algorithms are not scalable. To address these challenges, we introduce TheoryCoder, an instantiation of TBRL that exploits hierarchical representations of theories and efficient program synthesis methods for more powerful learning and planning. TheoryCoder equips agents with general-purpose abstractions (e.g., "move to"), which are then grounded in a particular environment by learning a low-level transition model (a Python program synthesized from observations by a large language model). A bilevel planning algorithm can exploit this hierarchical structure to solve large domains. We demonstrate that this approach can be successfully applied to diverse and challenging grid-world games, where approaches based on directly synthesizing a policy perform poorly. Ablation studies demonstrate the benefits of using hierarchical abstractions.