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 environment design


Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design

Neural Information Processing Systems

The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.


Adversarial Environment Design via Regret-Guided Diffusion Models

Neural Information Processing Systems

Training agents that are robust to environmental changes remains a significant challenge in deep reinforcement learning (RL). Unsupervised environment design (UED) has recently emerged to address this issue by generating a set of training environments tailored to the agent's capabilities. While prior works demonstrate that UED has the potential to learn a robust policy, their performance is constrained by the capabilities of the environment generation. To this end, we propose a novel UED algorithm, adversarial environment design via regret-guided diffusion models (ADD). The proposed method guides the diffusion-based environment generator with the regret of the agent to produce environments that the agent finds challenging but conducive to further improvement. By exploiting the representation power of diffusion models, ADD can directly generate adversarial environments while maintaining the diversity of training environments, enabling the agent to effectively learn a robust policy. Our experimental results demonstrate that the proposed method successfully generates an instructive curriculum of environments, outperforming UED baselines in zero-shot generalization across novel, out-of-distribution environments.


Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design

Neural Information Processing Systems

A wide range of reinforcement learning (RL) problems --- including robustness, transfer learning, unsupervised RL, and emergent complexity --- require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments.


TRACED: Transition-aware Regret Approximation with Co-learnability for Environment Design

Cho, Geonwoo, Im, Jaegyun, Lee, Jihwan, Yi, Hojun, Kim, Sejin, Kim, Sundong

arXiv.org Artificial Intelligence

Generalizing deep reinforcement learning agents to unseen environments remains a significant challenge. One promising solution is Unsupervised Environment Design (UED), a co-evolutionary framework in which a teacher adaptively generates tasks with high learning potential, while a student learns a robust policy from this evolving curriculum. Existing UED methods typically measure learning potential via regret, the gap between optimal and current performance, approximated solely by value-function loss. Building on these approaches, we introduce the transition-prediction error as an additional term in our regret approximation. To capture how training on one task affects performance on others, we further propose a lightweight metric called Co-Learnability. By combining these two measures, we present Transition-aware Regret Approximation with Co-learnability for Environment Design (TRACED). Empirical evaluations show that TRACED produces curricula that improve zero-shot generalization over strong baselines across multiple benchmarks. Ablation studies confirm that the transition-prediction error drives rapid complexity ramp-up and that Co-Learnability delivers additional gains when paired with the transition-prediction error. These results demonstrate how refined regret approximation and explicit modeling of task relationships can be leveraged for sample-efficient curriculum design in UED. Project Page: https://geonwoo.me/traced/




Scaling Multi-Agent Environment Co-Design with Diffusion Models

Li, Hao Xiang, Amir, Michael, Prorok, Amanda

arXiv.org Artificial Intelligence

The agent-environment co-design paradigm jointly optimises agent policies and environment configurations in search of improved system performance. With application domains ranging from warehouse logistics to windfarm management, co-design promises to fundamentally change how we deploy multi-agent systems. However, current co-design methods struggle to scale. They collapse under high-dimensional environment design spaces and suffer from sample inefficiency when addressing moving targets inherent to joint optimisation. We address these challenges by developing Diffusion Co-Design (DiCoDe), a scalable and sample-efficient co-design framework pushing co-design towards practically relevant settings. DiCoDe incorporates two core innovations. First, we introduce Projected Universal Guidance (PUG), a sampling technique that enables DiCoDe to explore a distribution of reward-maximising environments while satisfying hard constraints such as spatial separation between obstacles. Second, we devise a critic distillation mechanism to share knowledge from the reinforcement learning critic, ensuring that the guided diffusion model adapts to evolving agent policies using a dense and up-to-date learning signal. Together, these improvements lead to superior environment-policy pairs when validated on challenging multi-agent environment co-design benchmarks including warehouse automation, multi-agent pathfinding and wind farm optimisation. Our method consistently exceeds the state-of-the-art, achieving, for example, 39% higher rewards in the warehouse setting with 66% fewer simulation samples. This sets a new standard in agent-environment co-design, and is a stepping stone towards reaping the rewards of co-design in real world domains. The performance of agents is fundamentally tied to the environments they inhabit.




Towards Agent-based Test Support Systems: An Unsupervised Environment Design Approach

Ogbodo, Collins O., Rogers, Timothy J., Borgo, Mattia Dal, Wagg, David J.

arXiv.org Artificial Intelligence

Modal testing plays a critical role in structural analysis by providing essential insights into dynamic behaviour across a wide range of engineering industries. In practice, designing an effective modal test campaign involves complex experimental planning, comprising a series of interdependent decisions that significantly influence the final test outcome. Traditional approaches to test design are typically static-focusing only on global tests without accounting for evolving test campaign parameters or the impact of such changes on previously established decisions, such as sensor configurations, which have been found to significantly influence test outcomes. These rigid methodologies often compromise test accuracy and adaptability. To address these limitations, this study introduces an agent-based decision support framework for adaptive sensor placement across dynamically changing modal test environments. The framework formulates the problem using an underspecified partially observable Markov decision process, enabling the training of a generalist reinforcement learning agent through a dual-curriculum learning strategy. A detailed case study on a steel cantilever structure demonstrates the efficacy of the proposed method in optimising sensor locations across frequency segments, validating its robustness and real-world applicability in experimental settings.