Guo, Junyu
Reward-Safety Balance in Offline Safe RL via Diffusion Regularization
Guo, Junyu, Zheng, Zhi, Ying, Donghao, Jin, Ming, Gu, Shangding, Spanos, Costas, Lavaei, Javad
Constrained reinforcement learning (RL) seeks high-performance policies under safety constraints. We focus on an offline setting where the agent has only a fixed dataset -- common in realistic tasks to prevent unsafe exploration. To address this, we propose Diffusion-Regularized Constrained Offline Reinforcement Learning (DRCORL), which first uses a diffusion model to capture the behavioral policy from offline data and then extracts a simplified policy to enable efficient inference. We further apply gradient manipulation for safety adaptation, balancing the reward objective and constraint satisfaction. This approach leverages high-quality offline data while incorporating safety requirements. Empirical results show that DRCORL achieves reliable safety performance, fast inference, and strong reward outcomes across robot learning tasks. Compared to existing safe offline RL methods, it consistently meets cost limits and performs well with the same hyperparameters, indicating practical applicability in real-world scenarios.
Reinforcement Learning for SBM Graphon Games with Re-Sampling
Huo, Peihan, Peralta, Oscar, Guo, Junyu, Xie, Qiaomin, Minca, Andreea
The Mean-Field approximation is a tractable approach for studying large population dynamics. However, its assumption on homogeneity and universal connections among all agents limits its applicability in many real-world scenarios. Multi-Population Mean-Field Game (MP-MFG) models have been introduced in the literature to address these limitations. When the underlying Stochastic Block Model is known, we show that a Policy Mirror Ascent algorithm finds the MP-MFG Nash Equilibrium. In more realistic scenarios where the block model is unknown, we propose a re-sampling scheme from a graphon integrated with the finite N-player MP-MFG model. We develop a novel learning framework based on a Graphon Game with Re-Sampling (GGR-S) model, which captures the complex network structures of agents' connections. We analyze GGR-S dynamics and establish the convergence to dynamics of MP-MFG. Leveraging this result, we propose an efficient sample-based N-player Reinforcement Learning algorithm for GGR-S without population manipulation, and provide a rigorous convergence analysis with finite sample guarantee.
RLCard: A Toolkit for Reinforcement Learning in Card Games
Zha, Daochen, Lai, Kwei-Herng, Cao, Yuanpu, Huang, Songyi, Wei, Ruzhe, Guo, Junyu, Hu, Xia
RLCard is an open-source toolkit for reinforcement learning research in card games. It supports various card environments with easy-to-use interfaces, including Blackjack, Leduc Hold'em, Texas Hold'em, UNO, Dou Dizhu and Mahjong. The goal of RLCard is to bridge reinforcement learning and imperfect information games, and push forward the research of reinforcement learning in domains with multiple agents, large state and action space, and sparse reward. In this paper, we provide an overview of the key components in RLCard, a discussion of the design principles, a brief introduction of the interfaces, and comprehensive evaluations of the environments.