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DynamicInverseReinforcementLearningfor CharacterizingAnimalBehavior

Neural Information Processing Systems

While many models have been developed for characterizing behavior in binary decision-making and bandit tasks, comparatively little work has focused onanimal decision-making inmorecomplextasks,suchasnavigationthrough a maze.


GRAND: Guidance, Rebalancing, and Assignment for Networked Dispatch in Multi-Agent Path Finding

Gaber, Johannes, Alharbi, Meshal, Gammelli, Daniele, Zardini, Gioele

arXiv.org Artificial Intelligence

Large robot fleets are now common in warehouses and other logistics settings, where small control gains translate into large operational impacts. In this article, we address task scheduling for lifelong Multi-Agent Pickup-and-Delivery (MAPD) and propose a hybrid method that couples learning-based global guidance with lightweight optimization. A graph neural network policy trained via reinforcement learning outputs a desired distribution of free agents over an aggregated warehouse graph. This signal is converted into region-to-region rebalancing through a minimum-cost flow, and finalized by small, local assignment problems, preserving accuracy while keeping per-step latency within a 1 s compute budget. On congested warehouse benchmarks from the League of Robot Runners (LRR) with up to 500 agents, our approach improves throughput by up to 10% over the 2024 winning scheduler while maintaining real-time execution. The results indicate that coupling graph-structured learned guidance with tractable solvers reduces congestion and yields a practical, scalable blueprint for high-throughput scheduling in large fleets.




Path of Destruction: Learning an Iterative Level Generator Using a Small Dataset

Siper, Matthew, Khalifa, Ahmed, Togelius, Julian

arXiv.org Artificial Intelligence

We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by iteratively repairing from a random starting level. The first step is to generate an artificial dataset from the original set of levels by introducing many different sequences of mutations to existing levels. In the generated dataset, features are observations of destroyed levels and targets are the specific actions that repair the mutated tile in the middle of the observations. Using this dataset, a convolutional network is trained to map from observations to their respective appropriate repair actions. The trained network is then used to iteratively produce levels from random starting maps. We demonstrate this method by applying it to generate unique and playable tile-based levels for several 2D games (Zelda, Danger Dave, and Sokoban) and vary key hyperparameters.