optimal trajectory
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.14)
- Asia > China > Guangdong Province > Shenzhen (0.04)
- North America > United States > California > Los Angeles County > Pasadena (0.04)
- (5 more...)
Exploration via Planning for Information about the Optimal Trajectory
Many potential applications of reinforcement learning (RL) are stymied by the large numbers of samples required to learn an effective policy. This is especially true when applying RL to real-world control tasks, e.g. in the sciences or robotics, where executing a policy in the environment is costly. In popular RL algorithms, agents typically explore either by adding stochasticity to a reward-maximizing policy or by attempting to gather maximal information about environment dynamics without taking the given task into account. In this work, we develop a method that allows us to plan for exploration while taking both the task and the current knowledge about the dynamics into account. The key insight to our approach is to plan an action sequence that maximizes the expected information gain about the optimal trajectory for the task at hand. We demonstrate that our method learns strong policies with 2x fewer samples than strong exploration baselines and 200x fewer samples than model free methods on a diverse set of low-to-medium dimensional control tasks in both the open-loop and closed-loop control settings.
Elastic Decision Transformer
This paper introduces Elastic Decision Transformer (EDT), a significant advancement over the existing Decision Transformer (DT) and its variants. Although DT purports to generate an optimal trajectory, empirical evidence suggests it struggles with trajectory stitching, a process involving the generation of an optimal or near-optimal trajectory from the best parts of a set of sub-optimal trajectories. The proposed EDT differentiates itself by facilitating trajectory stitching during action inference at test time, achieved by adjusting the history length maintained in DT. Further, the EDT optimizes the trajectory by retaining a longer history when the previous trajectory is optimal and a shorter one when it is sub-optimal, enabling it to stitch with a more optimal trajectory. Extensive experimentation demonstrates EDT's ability to bridge the performance gap between DT-based and Q Learning-based approaches. In particular, the EDT outperforms Q Learning-based methods in a multi-task regime on the D4RL locomotion benchmark and Atari games.
Test-driven Reinforcement Learning in Continuous Control
Yu, Zhao, Wu, Xiuping, Ke, Liangjun
Reinforcement learning (RL) has been recognized as a powerful tool for robot control tasks. RL typically employs reward functions to define task objectives and guide agent learning. However, since the reward function serves the dual purpose of defining the optimal goal and guiding learning, it is challenging to design the reward function manually, which often results in a suboptimal task representation. To tackle the reward design challenge in RL, inspired by the satisficing theory, we propose a Test-driven Reinforcement Learning (TdRL) framework. In the TdRL framework, multiple test functions are used to represent the task objective rather than a single reward function. Test functions can be categorized as pass-fail tests and indicative tests, each dedicated to defining the optimal objective and guiding the learning process, respectively, thereby making defining tasks easier. Building upon such a task definition, we first prove that if a trajectory return function assigns higher returns to trajectories closer to the optimal trajectory set, maximum entropy policy optimization based on this return function will yield a policy that is closer to the optimal policy set. Then, we introduce a lexicographic heuristic approach to compare the relative distance relationship between trajectories and the optimal trajectory set for learning the trajectory return function. Furthermore, we develop an algorithm implementation of TdRL. Experimental results on the DeepMind Control Suite benchmark demonstrate that TdRL matches or outperforms handcrafted reward methods in policy training, with greater design simplicity and inherent support for multi-objective optimization. We argue that TdRL offers a novel perspective for representing task objectives, which could be helpful in addressing the reward design challenges in RL applications.
- Europe > United Kingdom > England > Oxfordshire > Oxford (0.14)
- Asia > China > Shaanxi Province > Xi'an (0.04)
- North America > United States > Massachusetts > Middlesex County > Cambridge (0.04)
- Asia > China > Hong Kong (0.04)
Know your Trajectory -- Trustworthy Reinforcement Learning deployment through Importance-Based Trajectory Analysis
F, Clifford, Jay, Devika, Sarkar, Abhishek, Perepu, Satheesh K, S, Santhosh G, Dey, Kaushik, Ravindran, Balaraman
As Reinforcement Learning (RL) agents are increasingly deployed in real-world applications, ensuring their behavior is transparent and trustworthy is paramount. A key component of trust is explainability, yet much of the work in Explainable RL (XRL) focuses on local, single-step decisions. This paper addresses the critical need for explaining an agent's long-term behavior through trajectory-level analysis. We introduce a novel framework that ranks entire trajectories by defining and aggregating a new state-importance metric. This metric combines the classic Q-value difference with a "radical term" that captures the agent's affinity to reach its goal, providing a more nuanced measure of state criticality. We demonstrate that our method successfully identifies optimal trajectories from a heterogeneous collection of agent experiences. Furthermore, by generating counterfactual rollouts from critical states within these trajectories, we show that the agent's chosen path is robustly superior to alternatives, thereby providing a powerful "Why this, and not that?" explanation. Our experiments in standard OpenAI Gym environments validate that our proposed importance metric is more effective at identifying optimal behaviors compared to classic approaches, offering a significant step towards trustworthy autonomous systems.
GHOST: Solving the Traveling Salesman Problem on Graphs of Convex Sets
We study GCS-TSP, a new variant of the Traveling Salesman Problem (TSP) defined over a Graph of Convex Sets (GCS) -- a powerful representation for trajectory planning that decomposes the configuration space into convex regions connected by a sparse graph. In this setting, edge costs are not fixed but depend on the specific trajectory selected through each convex region, making classical TSP methods inapplicable. We introduce GHOST, a hierarchical framework that optimally solves the GCS-TSP by combining combinatorial tour search with convex trajectory optimization. GHOST systematically explores tours on a complete graph induced by the GCS, using a novel abstract-path-unfolding algorithm to compute admissible lower bounds that guide best-first search at both the high level (over tours) and the low level (over feasible GCS paths realizing the tour). These bounds provide strong pruning power, enabling efficient search while avoiding unnecessary convex optimization calls. We prove that GHOST guarantees optimality and present a bounded-suboptimal variant for time-critical scenarios. Experiments show that GHOST is orders-of-magnitude faster than unified mixed-integer convex programming baselines for simple cases and uniquely handles complex trajectory planning problems involving high-order continuity constraints and an incomplete GCS.
- North America > United States > Massachusetts (0.04)
- Europe > United Kingdom > England > Cambridgeshire > Cambridge (0.04)
- North America > United States > California > Los Angeles County > Pasadena (0.05)
- Asia > China > Beijing > Beijing (0.04)
- Energy > Renewable (0.68)
- Energy > Power Industry (0.46)