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Robust and Scalable Autonomous Reinforcement Learning in Irreversible Environments

Neural Information Processing Systems

Reinforcement learning (RL) typically assumes repetitive resets to provide an agent with diverse and unbiased experiences. These resets require significant human intervention and result in poor training efficiency in real-world settings.


Hyper GoalNet Goal Conditioned Manipulation Policy Learning with HyperNetworks

Neural Information Processing Systems

Goal-conditioned policy learning for robotic manipulation presents significant challenges in maintaining performance across diverse objectives and environments. We introduce Hyper-GoalNet, a framework that generates task-specific policy network parameters from goal specifications using hypernetworks. Unlike conventional methods that simply condition fixed networks on goal-state pairs, our approach separates goal interpretation from state processing - the former determines network parameters while the latter applies these parameters to current observations. To enhance representation quality for effective policy generation, we implement two complementary constraints on the latent space: (1) a forward dynamics model that promotes state transition predictability, and (2) a distance-based constraint ensuring monotonic progression toward goal states. We evaluate our method on a comprehensive suite of manipulation tasks with varying environmental randomization. Results demonstrate significant performance improvements over state-of-the-art methods, particularly in high-variability conditions.


Robust and Scalable Autonomous Reinforcement Learning in Irreversible Environments

Neural Information Processing Systems

Reinforcement learning (RL) typically assumes repetitive resets to provide an agent with diverse and unbiased experiences. These resets require significant human intervention and result in poor training efficiency in real-world settings.


Overleaf Example

Neural Information Processing Systems

This section outlines the design and evaluation of distractor choices in our VQA dataset, which play a critical role in determining question difficulty and diagnostic value. We begin by examining the impact of introducing a "None of the Above" (NAB%) option, which systematically increases task ambiguity and reduces model performance across the board (Figure 1). We then detail the principles and heuristics used to generate diverse and context-aware distractors for different question types. These include binary negations, categorical sampling, spatial reasoning perturbations, and contentaware language distractors. Special emphasis is placed on generating plausible incorrect choices that reflect partial knowledge, ambiguity, or visually confusable elements. Finally, we describe how randomized shuffling and probabilistic replacement with NAB options further strengthen the challenge by discouraging rote pattern matching. Together, these strategies enhance the dataset's ability to probe fine-grained reasoning, visual grounding, and robustness to uncertainty in large vision-language models.



Goal-Aware Cross-Entropy for Multi-Target Reinforcement Learning

Neural Information Processing Systems

Learning in a multi-target environment without prior knowledge about the targets requires a large amount of samples and makes generalization difficult. To solve this problem, it is important to be able to discriminate targets through semantic understanding. In this paper, we propose goal-aware cross-entropy (GACE) loss, that can be utilized in a self-supervised way using auto-labeled goal states alongside reinforcement learning. Based on the loss, we then devise goal-discriminative attention networks (GDAN) which utilize the goal-relevant information to focus on the given instruction. We evaluate the proposed methods on visual navigation and robot arm manipulation tasks with multi-target environments and show that GDAN outperforms the state-of-the-art methods in terms of task success ratio, sample efficiency, and generalization. Additionally, qualitative analyses demonstrate that our proposed method can help the agent become aware of and focus on the given instruction clearly, promoting goal-directed behavior.


Diffused Task-Agnostic Milestone Planner

Neural Information Processing Systems

Addressing decision-making problems using sequence modeling to predict future trajectories shows promising results in recent years. In this paper, we take a step further to leverage the sequence predictive method in wider areas such as long-term planning, vision-based control, and multi-task decision-making. To this end, we propose a method to utilize a diffusion-based generative sequence model to plan a series of milestones in a latent space and to have an agent to follow the milestones to accomplish a given task. The proposed method can learn control-relevant, low-dimensional latent representations of milestones, which makes it possible to efficiently perform long-term planning and vision-based control. Furthermore, our approach exploits generation flexibility of the diffusion model, which makes it possible to plan diverse trajectories for multi-task decision-making. We demonstrate the proposed method across offline reinforcement learning (RL) benchmarks and an visual manipulation environment. The results show that our approach outperforms offline RL methods in solving long-horizon, sparse-reward tasks and multi-task problems, while also achieving the state-of-the-art performance on the most challenging vision-based manipulation benchmark.


Single-Agent Policy Tree Search With Guarantees

Neural Information Processing Systems

We introduce two novel tree search algorithms that use a policy to guide search. The first algorithm is a best-first enumeration that uses a cost function that allows us to provide an upper bound on the number of nodes to be expanded before reaching a goal state. We show that this best-first algorithm is particularly well suited for ``needle-in-a-haystack'' problems. The second algorithm, which is based on sampling, provides an upper bound on the expected number of nodes to be expanded before reaching a set of goal states. We show that this algorithm is better suited for problems where many paths lead to a goal. We validate these tree search algorithms on 1,000 computer-generated levels of Sokoban, where the policy used to guide search comes from a neural network trained using A3C. Our results show that the policy tree search algorithms we introduce are competitive with a state-of-the-art domain-independent planner that uses heuristic search.


Learning Shortest Paths with Generative Flow Networks

arXiv.org Machine Learning

In this paper, we present a novel learning framework for finding shortest paths in graphs utilizing Generative Flow Networks (GFlowNets). First, we examine theoretical properties of GFlowNets in non-acyclic environments in relation to shortest paths. We prove that, if the total flow is minimized, forward and backward policies traverse the environment graph exclusively along shortest paths between the initial and terminal states. Building on this result, we show that the pathfinding problem in an arbitrary graph can be solved by training a non-acyclic GFlowNet with flow regularization. We experimentally demonstrate the performance of our method in pathfinding in permutation environments and in solving Rubik's Cubes. For the latter problem, our approach shows competitive results with state-of-the-art machine learning approaches designed specifically for this task in terms of the solution length, while requiring smaller search budget at test-time.