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 Reinforcement Learning


Finite-Time Bounds for Two-Time-Scale Stochastic Approximation with Arbitrary Norm Contractions and Markovian Noise

arXiv.org Machine Learning

Two-time-scale Stochastic Approximation (SA) is an iterative algorithm with applications in reinforcement learning and optimization. Prior finite time analysis of such algorithms has focused on fixed point iterations with mappings contractive under Euclidean norm. Motivated by applications in reinforcement learning, we give the first mean square bound on non linear two-time-scale SA where the iterations have arbitrary norm contractive mappings and Markovian noise. We show that the mean square error decays at a rate of $O(1/n^{2/3})$ in the general case, and at a rate of $O(1/n)$ in a special case where the slower timescale is noiseless. Our analysis uses the generalized Moreau envelope to handle the arbitrary norm contractions and solutions of Poisson equation to deal with the Markovian noise. By analyzing the SSP Q-Learning algorithm, we give the first $O(1/n)$ bound for an algorithm for asynchronous control of MDPs under the average reward criterion. We also obtain a rate of $O(1/n)$ for Q-Learning with Polyak-averaging and provide an algorithm for learning Generalized Nash Equilibrium (GNE) for strongly monotone games which converges at a rate of $O(1/n^{2/3})$.


RLCAD: Reinforcement Learning Training Gym for Revolution Involved CAD Command Sequence Generation

arXiv.org Artificial Intelligence

A CAD command sequence is a typical parametric design paradigm in 3D CAD systems where a model is constructed by overlaying 2D sketches with operations such as extrusion, revolution, and Boolean operations. Although there is growing academic interest in the automatic generation of command sequences, existing methods and datasets only support operations such as 2D sketching, extrusion,and Boolean operations. This limitation makes it challenging to represent more complex geometries. In this paper, we present a reinforcement learning (RL) training environment (gym) built on a CAD geometric engine. Given an input boundary representation (B-Rep) geometry, the policy network in the RL algorithm generates an action. This action, along with previously generated actions, is processed within the gym to produce the corresponding CAD geometry, which is then fed back into the policy network. The rewards, determined by the difference between the generated and target geometries within the gym, are used to update the RL network. Our method supports operations beyond sketches, Boolean, and extrusion, including revolution operations. With this training gym, we achieve state-of-the-art (SOTA) quality in generating command sequences from B-Rep geometries. In addition, our method can significantly improve the efficiency of command sequence generation by a factor of 39X compared with the previous training gym.


Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning

arXiv.org Artificial Intelligence

The balancing process for game levels in competitive two-player contexts involves a lot of manual work and testing, particularly for non-symmetrical game levels. In this work, we frame game balancing as a procedural content generation task and propose an architecture for automatically balancing of tile-based levels within the PCGRL framework (procedural content generation via reinforcement learning). Our architecture is divided into three parts: (1) a level generator, (2) a balancing agent, and (3) a reward modeling simulation. Through repeated simulations, the balancing agent receives rewards for adjusting the level towards a given balancing objective, such as equal win rates for all players. To this end, we propose new swap-based representations to improve the robustness of playability, thereby enabling agents to balance game levels more effectively and quickly compared to traditional PCGRL. By analyzing the agent's swapping behavior, we can infer which tile types have the most impact on the balance. We validate our approach in the Neural MMO (NMMO) environment in a competitive two-player scenario. In this extended conference paper, we present improved results, explore the applicability of the method to various forms of balancing beyond equal balancing, compare the performance to another search-based approach, and discuss the application of existing fairness metrics to game balancing.


Parental Guidance: Efficient Lifelong Learning through Evolutionary Distillation

arXiv.org Artificial Intelligence

Developing robotic agents that can generalize across diverse environments while continually evolving their behaviors is a core challenge in AI and robotics. The difficulties lie in solving increasingly complex tasks and ensuring agents can continue learning without converging on narrow, specialized solutions. Quality Diversity (QD) [1, 2] methods effectively foster diversity but often rely on trial and error, where the path to a final solution can be convoluted, leading to inefficiencies and uncertainty. Our approach draws inspiration from nature's inheritance process, where offspring not only receive but also build upon the knowledge of their predecessors. Similarly, our agents inherit distilled behaviors from previous generations, allowing them to adapt and continue learning efficiently, eventually surpassing their predecessors. This natural knowledge transfer reduces randomness, guiding exploration toward more meaningful learning without manual intervention like reward shaping or task descriptors. What sets our method apart is that it offers a straightforward, evolution-inspired way to consolidate and progress, avoiding the need for manually defined styles or gradient editing [3, 4] to prevent forgetting. The agent's ability to retain and refine skills is driven by a blend of IL and RL, naturally passing down essential behaviors while implicitly discarding inferior ones. We introduce Parental Guidance (PG-1) which makes the following contributions: 1. Distributed Evolution Framework: We propose a framework that distributes the evolution process across multiple compute instances, efficiently scheduling and analyzing evolution.


The Role of Artificial Intelligence in Enhancing Insulin Recommendations and Therapy Outcomes

arXiv.org Artificial Intelligence

The growing worldwide incidence of diabetes requires more effective approaches for managing blood glucose levels. Insulin delivery systems have advanced significantly, with artificial intelligence (AI) playing a key role in improving their precision and adaptability. AI algorithms, particularly those based on reinforcement learning, allow for personalised insulin dosing by continuously adapting to an individual's responses. Despite these advancements, challenges such as data privacy, algorithm transparency, and accessibility still need to be addressed. Continued progress and validation in AI-driven insulin delivery systems promise to improve therapy outcomes further, offering people more effective and individualised management of their diabetes. This paper presents an overview of current strategies, key challenges, and future directions.


Reinforcement Learning for Adaptive Planner Parameter Tuning: A Perspective on Hierarchical Architecture

arXiv.org Artificial Intelligence

Automatic parameter tuning methods for planning algorithms, which integrate pipeline approaches with learning-based techniques, are regarded as promising due to their stability and capability to handle highly constrained environments. While existing parameter tuning methods have demonstrated considerable success, further performance improvements require a more structured approach. In this paper, we propose a hierarchical architecture for reinforcement learning-based parameter tuning. The architecture introduces a hierarchical structure with low-frequency parameter tuning, mid-frequency planning, and high-frequency control, enabling concurrent enhancement of both upper-layer parameter tuning and lower-layer control through iterative training. Experimental evaluations in both simulated and real-world environments show that our method surpasses existing parameter tuning approaches. Furthermore, our approach achieves first place in the Benchmark for Autonomous Robot Navigation (BARN) Challenge.


KEA: Keeping Exploration Alive by Proactively Coordinating Exploration Strategies

arXiv.org Artificial Intelligence

Soft Actor-Critic (SAC) has achieved notable success in continuous control tasks but struggles in sparse reward settings, where infrequent rewards make efficient exploration challenging. While novelty-based exploration methods address this issue by encouraging the agent to explore novel states, they are not trivial to apply to SAC. In particular, managing the interaction between novelty-based exploration and SAC's stochastic policy can lead to inefficient exploration and redundant sample collection. In this paper, we propose KEA (Keeping Exploration Alive) which tackles the inefficiencies in balancing exploration strategies when combining SAC with novelty-based exploration. KEA introduces an additional co-behavior agent that works alongside SAC and a switching mechanism to facilitate proactive coordination between exploration strategies from novelty-based exploration and stochastic policy. This coordination allows the agent to maintain stochasticity in high-novelty regions, enhancing exploration efficiency and reducing repeated sample collection. We first analyze this potential issue in a 2D navigation task and then evaluate KEA on sparse reward control tasks from the DeepMind Control Suite. Compared to state-of-the-art novelty-based exploration baselines, our experiments show that KEA significantly improves learning efficiency and robustness in sparse reward setups.


Joint State-Parameter Observer-Based Robust Control of a UAV for Heavy Load Transportation

arXiv.org Artificial Intelligence

Taking advantage of their versatility and autonomous operation, unmanned aerial vehicles (UAVs) can be used for aerial load transportation, with many applications such as vertical replenishment of seaborne vessels [11], deployment of supplies in search-and-rescue missions [1], package delivery, and landmine detection [2]. Aerial load transportation using UA Vs is a challenging task in terms of modeling and control. The load may be connected to the UAV either rigidly or by means of a rope, which changes its dynamics considerably. In addition, the load physical parameters are often unknown in practice, and their knowledge is usually necessary to effectively accomplish the task. A model-free control approach based on trajectory generation by reinforcement learning has been proposed in [7] for path tracking of the load using a quadrotor UAV (QUAV). This work was in part supported by the project INCT (National Institute of Science and Technology) for Cooperative Autonomous Systems Applied to Security and Environment under the grants CNPq 465755/2014-3 and F APESP 2014/50851-0, and by the Brazilian agencies CAPES under the grant numbers 88887.136349/2017-00


CAE: Repurposing the Critic as an Explorer in Deep Reinforcement Learning

arXiv.org Machine Learning

Exploration remains a critical challenge in reinforcement learning, as many existing methods either lack theoretical guarantees or fall short of practical effectiveness. In this paper, we introduce CAE, a lightweight algorithm that repurposes the value networks in standard deep RL algorithms to drive exploration without introducing additional parameters. CAE utilizes any linear multi-armed bandit technique and incorporates an appropriate scaling strategy, enabling efficient exploration with provable sub-linear regret bounds and practical stability. Notably, it is simple to implement, requiring only around 10 lines of code. In complex tasks where learning an effective value network proves challenging, we propose CAE+, an extension of CAE that incorporates an auxiliary network. This extension increases the parameter count by less than 1% while maintaining implementation simplicity, adding only about 10 additional lines of code. Experiments on MuJoCo and MiniHack show that both CAE and CAE+ outperform state-of-the-art baselines, bridging the gap between theoretical rigor and practical efficiency.


ViVa: Video-Trained Value Functions for Guiding Online RL from Diverse Data

arXiv.org Artificial Intelligence

Online reinforcement learning (RL) with sparse rewards poses a challenge partly because of the lack of feedback on states leading to the goal. Furthermore, expert offline data with reward signal is rarely available to provide this feedback and bootstrap online learning. How can we guide online agents to the right solution without this on-task data? Reward shaping offers a solution by providing fine-grained signal to nudge the policy towards the optimal solution. However, reward shaping often requires domain knowledge to hand-engineer heuristics for a specific goal. To enable more general and inexpensive guidance, we propose and analyze a data-driven methodology that automatically guides RL by learning from widely available video data such as Internet recordings, off-task demonstrations, task failures, and undirected environment interaction. By learning a model of optimal goal-conditioned value from diverse passive data, we open the floor to scaling up and using various data sources to model general goal-reaching behaviors relevant to guiding online RL. Specifically, we use intent-conditioned value functions to learn from diverse videos and incorporate these goal-conditioned values into the reward. Our experiments show that video-trained value functions work well with a variety of data sources, exhibit positive transfer from human video pre-training, can generalize to unseen goals, and scale with dataset size.