action policy
Real-DRL: Teach and Learn at Runtime
This paper introduces the Real-DRL framework for safety-critical autonomous systems, enabling runtime learning of a deep reinforcement learning (DRL) agent to develop safe and high-performance action policies in real plants (i.e., real physical systems to be controlled), while prioritizing safety! The Real-DRL consists of three interactive components: a DRL-Student, a PHY-Teacher, and a Trigger. The DRL-Student is a DRL agent that innovates in the dual self-learning and teaching-to-learn paradigm and the real-time safety-informed batch sampling. On the other hand, PHY-Teacher is a physics-model-based design of action policies that focuses solely on safety-critical functions. PHY-Teacher is novel in its realtime patch for two key missions: i) fostering the teaching-to-learn paradigm for DRL-Student and ii) backing up the safety of real plants. The Trigger manages the interaction between the DRL-Student and the PHY-Teacher. Powered by the three interactive components, the Real-DRL can effectively address safety challenges that arise from the unknown unknowns and the Sim2Real gap. Additionally, Real-DRL notably features i) assured safety, ii) automatic hierarchy learning (i.e., safety-first learning and then high-performance learning), and iii) safety-informed batch sampling to address the learning experience imbalance caused by corner cases. Experiments with a real quadruped robot, a quadruped robot in NVIDIA Isaac Gym, and a cart-pole system, along with comparisons and ablation studies, demonstrate the Real-DRL's effectiveness and unique features.
Real-DRL: Teach and Learn at Runtime
This paper introduces the Real-DRL framework for safety-critical autonomous systems, enabling runtime learning of a deep reinforcement learning (DRL) agent to develop safe and high-performance action policies in real plants while prioritizing safety. The Real-DRL consists of three interactive components: a DRL-Student, a PHY-Teacher, and a Trigger. The DRL-Student is a DRL agent that innovates in the dual self-learning and teaching-to-learn paradigm and the safety-status-dependent batch sampling. On the other hand, PHY-Teacher is a physics-model-based design of action policies that focuses solely on safety-critical functions. PHY-Teacher is novel in its real-time patch for two key missions: i) fostering the teaching-to-learn paradigm for DRL-Student and ii) backing up the safety of real plants. The Trigger manages the interaction between the DRL-Student and the PHY-Teacher. Powered by the three interactive components, the Real-DRL can effectively address safety challenges that arise from the unknown unknowns and the Sim2Real gap. Additionally, Real-DRL notably features i) assured safety, ii) automatic hierarchy learning (i.e., safety-first learning and then high-performance learning), and iii) safety-informed batch sampling to address the experience imbalance caused by corner cases. Experiments with a real quadruped robot, a quadruped robot in Nvidia Isaac Gym, and a cart-pole system, along with comparisons and ablation studies, demonstrate the Real-DRL's effectiveness and unique features.
Deep reinforced learning enables solving rich discrete-choice life cycle models to analyze social security reforms
Discrete-choice life cycle models of labor supply can be used to estimate how social security reforms influence employment rate. In a life cycle model, optimal employment choices during the life course of an individual must be solved. Mostly, life cycle models have been solved with dynamic programming, which is not feasible when the state space is large, as often is the case in a realistic life cycle model. Solving a complex life cycle model requires the use of approximate methods, such as reinforced learning algorithms. We compare how well a deep reinforced learning algorithm ACKTR and dynamic programming solve a relatively simple life cycle model. To analyze results, we use a selection of statistics and also compare the resulting optimal employment choices at various states. The statistics demonstrate that ACKTR yields almost as good results as dynamic programming. Qualitatively, dynamic programming yields more spiked aggregate employment profiles than ACKTR. The results obtained with ACKTR provide a good, yet not perfect, approximation to the results of dynamic programming. In addition to the baseline case, we analyze two social security reforms: (1) an increase of retirement age, and (2) universal basic income. Our results suggest that reinforced learning algorithms can be of significant value in developing social security reforms.
Real-DRL: Teach and Learn in Reality
Mao, Yanbing, Cai, Yihao, Sha, Lui
This paper introduces the Real-DRL framework for safety-critical autonomous systems, enabling runtime learning of a deep reinforcement learning (DRL) agent to develop safe and high-performance action policies in real plants (i.e., real physical systems to be controlled), while prioritizing safety! The Real-DRL consists of three interactive components: a DRL-Student, a PHY-Teacher, and a Trigger. The DRL-Student is a DRL agent that innovates in the dual self-learning and teaching-to-learn paradigm and the real-time safety-informed batch sampling. On the other hand, PHY-Teacher is a physics-model-based design of action policies that focuses solely on safety-critical functions. PHY-Teacher is novel in its real-time patch for two key missions: i) fostering the teaching-to-learn paradigm for DRL-Student and ii) backing up the safety of real plants. The Trigger manages the interaction between the DRL-Student and the PHY-Teacher. Powered by the three interactive components, the Real-DRL can effectively address safety challenges that arise from the unknown unknowns and the Sim2Real gap. Additionally, Real-DRL notably features i) assured safety, ii) automatic hierarchy learning (i.e., safety-first learning and then high-performance learning), and iii) safety-informed batch sampling to address the learning experience imbalance caused by corner cases. Experiments with a real quadruped robot, a quadruped robot in NVIDIA Isaac Gym, and a cart-pole system, along with comparisons and ablation studies, demonstrate the Real-DRL's effectiveness and unique features.
Memory-Driven Self-Improvement for Decision Making with Large Language Models
Yan, Xue, Ou, Zijing, Yang, Mengyue, Song, Yan, Zhang, Haifeng, Li, Yingzhen, Wang, Jun
Large language models (LLMs) have emerged as effective action policies for sequential decision-making (SDM) tasks due to their extensive prior knowledge. However, this broad yet general knowledge is often insufficient for specific decision-making tasks with limited task-related data, making it challenging to efficiently adapt LLMs to specific SDM tasks. To address this challenge, we propose a memory-driven self-improvement framework that combines LLM general prior knowledge with a compact memory of domain-specific experiences. Memory retains past interactions and associated Q-values, thereby capturing decision-relevant knowledge that facilitates accurate value estimation and informs the LLM prior refinement. The refined LLM prior, in turn, generates higher-reward trajectories that further enrich memory, forming a natural self-improvement framework where memory and LLM prior mutually reinforce each other. Experiments show that our memory-driven approach significantly outperforms both traditional RL and LLM-based baselines, e.g., improving performance by over 40\% on in-distribution tasks and over 75\% when generalized to unseen tasks in ALFWorld.
The Better You Learn, The Smarter You Prune: Towards Efficient Vision-language-action Models via Differentiable Token Pruning
Jiang, Titong, Jiang, Xuefeng, Ma, Yuan, Wen, Xin, Li, Bailin, Zhan, Kun, Jia, Peng, Liu, Yahui, Sun, Sheng, Lang, Xianpeng
We present LightVLA, a simple yet effective differentiable token pruning framework for vision-language-action (VLA) models. While VLA models have shown impressive capability in executing real-world robotic tasks, their deployment on resource-constrained platforms is often bottlenecked by the heavy attention-based computation over large sets of visual tokens. LightVLA addresses this challenge through adaptive, performance-driven pruning of visual tokens: It generates dynamic queries to evaluate visual token importance, and adopts Gumbel softmax to enable differentiable token selection. Through fine-tuning, LightVLA learns to preserve the most informative visual tokens while pruning tokens which do not contribute to task execution, thereby improving efficiency and performance simultaneously. Notably, LightVLA requires no heuristic magic numbers and introduces no additional trainable parameters, making it compatible with modern inference frameworks. Experimental results demonstrate that LightVLA outperforms different VLA models and existing token pruning methods across diverse tasks on the LIBERO benchmark, achieving higher success rates with substantially reduced computational overhead. Specifically, LightVLA reduces FLOPs and latency by 59.1% and 38.2% respectively, with a 2.6% improvement in task success rate. Meanwhile, we also investigate the learnable query-based token pruning method LightVLA* with additional trainable parameters, which also achieves satisfactory performance. Our work reveals that as VLA pursues optimal performance, LightVLA spontaneously learns to prune tokens from a performance-driven perspective. To the best of our knowledge, LightVLA is the first work to apply adaptive visual token pruning to VLA tasks with the collateral goals of efficiency and performance, marking a significant step toward more efficient, powerful and practical real-time robotic systems.
3DFlowAction: Learning Cross-Embodiment Manipulation from 3D Flow World Model
Zhi, Hongyan, Chen, Peihao, Zhou, Siyuan, Dong, Yubo, Wu, Quanxi, Han, Lei, Tan, Mingkui
Manipulation has long been a challenging task for robots, while humans can effortlessly perform complex interactions with objects, such as hanging a cup on the mug rack. A key reason is the lack of a large and uniform dataset for teaching robots manipulation skills. Current robot datasets often record robot action in different action spaces within a simple scene. This hinders the robot to learn a unified and robust action representation for different robots within diverse scenes. Observing how humans understand a manipulation task, we find that understanding how the objects should move in the 3D space is a critical clue for guiding actions. This clue is embodiment-agnostic and suitable for both humans and different robots. Motivated by this, we aim to learn a 3D flow world model from both human and robot manipulation data. This model predicts the future movement of the interacting objects in 3D space, guiding action planning for manipulation. Specifically, we synthesize a large-scale 3D optical flow dataset, named ManiFlow-110k, through a moving object auto-detect pipeline. A video diffusion-based world model then learns manipulation physics from these data, generating 3D optical flow trajectories conditioned on language instructions. With the generated 3D object optical flow, we propose a flow-guided rendering mechanism, which renders the predicted final state and leverages GPT-4o to assess whether the predicted flow aligns with the task description. This equips the robot with a closed-loop planning ability. Finally, we consider the predicted 3D optical flow as constraints for an optimization policy to determine a chunk of robot actions for manipulation. Extensive experiments demonstrate strong generalization across diverse robotic manipulation tasks and reliable cross-embodiment adaptation without hardware-specific training.