action space
Efficient Safe Meta-Reinforcement Learning: Provable Near-Optimality and Anytime Safety
This paper studies the problem of safe meta-reinforcement learning (safe metaRL), where an agent efficiently adapts to unseen tasks while satisfying safety constraints at all times during adaptation. We propose a framework consisting of two complementary modules: safe policy adaptation and safe meta-policy training. The first module introduces a novel one-step safe policy adaptation method that admits a closed-form solution, ensuring monotonic improvement, constraint satisfaction at every step, and high computational efficiency. The second module develops a Hessian-free meta-training algorithm that incorporates safety constraints on the meta-policy and leverages the analytical form of the adapted policy to enable scalable optimization. Together, these modules yield three key advantages over existing safe meta-RL methods: (i) superior optimality, (ii) anytime safety guarantee, and (iii) high computational efficiency. Beyond existing safe meta-RL analyses, we prove the anytime safety guarantee of policy adaptation and provide a lower bound of the expected total reward of the adapted policies compared with the optimal policies, which shows that the adapted policies are nearly optimal. Empirically, our algorithm achieves superior optimality, strict safety compliance, and substantial computational gains--up to 70% faster training and 50% faster testing--across diverse locomotion and navigation benchmarks.
Spatial-Aware Decision-Making with Ring Attractors in Reinforcement Learning Systems
Ring attractors, mathematical models inspired by neural circuit dynamics, provide a biologically plausible mechanism to improve learning speed and accuracy in Reinforcement Learning (RL). Serving as specialized brain-inspired structures that encode spatial information and uncertainty, ring attractors explicitly encode the action space, facilitate the organization of neural activity, and enable the distribution of spatial representations across the neural network in the context of Deep Reinforcement Learning (DRL). These structures also provide temporal filtering that stabilizes action selection during exploration, for example, by preserving the continuity between rotation angles in robotic control or adjacency between tactical moves in game-like environments. The application of ring attractors in the action selection process involves mapping actions to specific locations on the ring and decoding the selected action based on neural activity. We investigate the application of ring attractors by both building an exogenous model and integrating them as part of DRL agents. Our approach significantly improves state-of-the-art performance on the Atari 100k benchmark, achieving a 53% increase in performance over selected baselines.
What makes math problems hard for reinforcement learning: a case study
Using a long-standing conjecture from combinatorial group theory, we explore, from multiple perspectives, the challenges of finding rare instances carrying disproportionately high rewards. Based on lessons learned in the context defined by the Andrews-Curtis conjecture, we analyze how reinforcement learning agents handle problems of varying hardness. We also address many mathematical questions as a part of our study. Notably, we demonstrate the length reducibility of all but two presentations in the Akbulut-Kirby series (1981), and resolve various potential counterexamples in the Miller-Schupp series (1991), including three infinite subfamilies.
GenPO Generative Diffusion Models Meet On Policy Reinforcement Learning
Recent advances in reinforcement learning (RL) have demonstrated the powerful exploration capabilities and multimodality of generative diffusion-based policies. While substantial progress has been made in offline RL and off-policy RL settings, integrating diffusion policies into on-policy frameworks like PPO remains underexplored. This gap is particularly significant given the widespread use of large-scale parallel GPU-accelerated simulators, such as IsaacLab, which are optimized for on-policy RL algorithms and enable rapid training of complex robotic tasks. A key challenge lies in computing state-action log-likelihoods under diffusion policies, which is straightforward for Gaussian policies but intractable for flow-based models due to irreversible forward-reverse processes and discretization errors (e.g., EulerMaruyama approximations). To bridge this gap, we propose GenPO, a generative policy optimization framework that leverages exact diffusion inversion to construct invertible action mappings.
Succeed or Learn Slowly: Sample Efficient Off-Policy Reinforcement Learning for Mobile App Control
Reinforcement learning (RL) using foundation models for policy approximations in multi-turn tasks remains challenging. We identify two main limitations related to sparse reward settings and policy gradient updates, based on which we formulate a key insight: updates from positive samples with high returns typically do not require policy regularisation, whereas updates from negative samples, reflecting undesirable behaviour, can harm model performance. This paper introduces Succeed or Learn Slowly (SoLS), a novel off-policy RL algorithm evaluated on mobile app control tasks. SoLS improves sample efficiency when fine-tuning foundation models for user interface navigation via a modified off-policy actor-critic approach, applying direct policy updates for positive samples and conservative, regularised updates for negative ones to prevent model degradation. We augment SoLS with Successful Transition Replay (STR), which prioritises learning from successful interactions, further improving sample efficiency. We evaluate SoLS on the AndroidWorld benchmark, where it significantly outperforms existing methods (at least 17% relative increase), including prompt-engineering and RL approaches, while requiring substantially fewer computational resources than GPT-4o-based methods with 5-60x faster inference.
Coarse-to-fine Q-Network with Action Sequence for Data-Efficient Reinforcement Learning
Predicting a sequence of actions has been crucial in the success of recent behavior cloning algorithms in robotics. Can similar ideas improve reinforcement learning (RL)? We answer affirmatively by observing that incorporating action sequences when predicting ground-truth return-to-go leads to lower validation loss. Motivated by this, we introduce Coarse-to-fine Q-Network with Action Sequence (CQN-AS), a novel value-based RL algorithm that learns a critic network that outputs Q-values over a sequence of actions, i.e., explicitly training the value function to learn the consequence of executing action sequences. Our experiments show that CQN-AS outperforms several baselines on a variety of sparse-reward humanoid control and tabletop manipulation tasks from BiGym and RLBench. Code is available at: https://younggyo.me/cqn-as/
ARIA: Training Language Agents with Intention-Driven Reward Aggregation
Large language models (LLMs) have enabled agents to perform complex reasoning and decision-making through free-form language interactions. However, in openended language action environments (e.g., negotiation or question-asking games), the action space can be formulated as a joint distribution over tokens, resulting in an exponentially large action space. Sampling actions in such a space can lead to extreme reward sparsity, which brings large reward variance, hindering effective reinforcement learning (RL). To address this, we propose ARIA, a method that Aggregates Rewards in Intention space to enable efficient and effective language Agents training. ARIA aims to project natural language actions from the highdimensional joint token distribution space into a low-dimensional intention space, where semantically similar actions are clustered and assigned shared rewards. This intention-aware reward aggregation reduces reward variance by densifying reward signals, fostering better policy optimization. Extensive experiments demonstrate that ARIA not only significantly reduces policy gradient variance, but also delivers substantial performance gains of an average of 9.95% across four downstream tasks, consistently outperforming offline and online RL baselines.
Solving Continuous Mean Field Games: Deep Reinforcement Learning for Non-Stationary Dynamics
Mean field games (MFGs) have emerged as a powerful framework for modeling interactions in large-scale multi-agent systems. Despite recent advancements in reinforcement learning (RL) for MFGs, existing methods are typically limited to finite spaces or stationary models, hindering their applicability to real-world problems. This paper introduces a novel deep reinforcement learning (DRL) algorithm specifically designed for non-stationary continuous MFGs. The proposed approach builds upon a Fictitious Play (FP) methodology, leveraging DRL for bestresponse computation and supervised learning for average policy representation. Furthermore, it learns a representation of the time-dependent population distribution using a Conditional Normalizing Flow. To validate the effectiveness of our method, we evaluate it on three different examples of increasing complexity. By addressing critical limitations in scalability and density approximation, this work represents a significant advancement in applying DRL techniques to complex MFG problems, bringing the field closer to real-world multi-agent systems.
Meta-learning how to Share Credit among Macro-Actions
One proposed mechanism to improve exploration in reinforcement learning is through the use of macro-actions. Paradoxically though, in many scenarios the naive addition of macro-actions does not lead to better exploration, but rather the opposite. It has been argued that this was caused by adding non-useful macros and multiple works have focused on mechanisms to discover effectively environmentspecific useful macros. In this work, we take a slightly different perspective. We argue that the difficulty stems from the trade-offs between reducing the average number of decisions per episode versus increasing the size of the action space. Namely, one typically treats each potential macro-action as independent and atomic, hence strictly increasing the search space and making typical exploration strategies inefficient. To address this problem we propose a novel regularization term that exploits the relationship between actions and macro-actions to improve the credit assignment mechanism by reducing the effective dimension of the action space and, therefore, improving exploration. The term relies on a similarity matrix that is meta-learned jointly with learning the desired policy.
Learning Human-Like RLAgents through Trajectory Optimization with Action Quantization
Human-like agents have long been one of the goals in pursuing artificial intelligence. Although reinforcement learning (RL) has achieved superhuman performance in many domains, relatively little attention has been focused on designing human-like RL agents. As a result, many reward-driven RL agents often exhibit unnatural behaviors compared to humans, raising concerns for both interpretability and trustworthiness. To achieve human-like behavior in RL, this paper first formulates human-likeness as trajectory optimization, where the objective is to find an action sequence that closely aligns with human behavior while also maximizing rewards, and adapts the classic receding-horizon control to human-like learning as a tractable and efficient implementation. To achieve this, we introduce Macro Action Quantization (MAQ), a human-like RL framework that distills human demonstrations into macro actions via Vector-Quantized VAE. Experiments on D4RL Adroit benchmarks show that MAQ significantly improves human-likeness, increasing trajectory similarity scores, and achieving the highest human-likeness rankings among all RL agents in the human evaluation study. Our results also demonstrate that MAQ can be easily integrated into various off-the-shelf RL algorithms, opening a promising direction for learning human-like RL agents.