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Evolution of Fear and Social Rewards in Prey-Predator Relationship

Kanagawa, Yuji, Doya, Kenji

arXiv.org Artificial Intelligence

Fear is a critical brain function for detecting danger and learning to avoid specific stimuli that can lead to danger. While fear is believed to have evolved under pressure from predators, experimentally reproducing the evolution is challenging. To investigate the relationship between environmental conditions, the evolution of fear, and the evolution of other rewards, such as food reward and social reward, we developed a distributed evolutionary simulation. In our simulation, prey and predator agents co-evolve their innate reward functions, including a possibly fear-like term for observing predators, and learn behaviors via reinforcement learning. Surprisingly, our simulation revealed that social reward for observing the same species is more important for prey to survive, and fear-like negative reward for observing predators evolves only after acquiring social reward. We also found that the predator with increased hunting ability (larger mouth) amplified fear emergence, but also that fear evolution is more stable with non-evolving predators that are bad at chasing prey. Additionally, unlike for predators, we found that positive rewards evolve in opposition to fear for stationary threats, as areas with abundant leftover food develop around them. These findings suggest that fear and social reward have had a complex interplay with each other through evolution, along with the nature of predators and threats.


CRED: Counterfactual Reasoning and Environment Design for Active Preference Learning

Tung, Yi-Shiuan, Hayes, Bradley, Roncone, Alessandro

arXiv.org Artificial Intelligence

For effective real-world deployment, robots should adapt to human preferences, such as balancing distance, time, and safety in delivery routing. Active preference learning (APL) learns human reward functions by presenting trajectories for ranking. However, existing methods often struggle to explore the full trajectory space and fail to identify informative queries, particularly in long-horizon tasks. We propose CRED, a trajectory generation method for APL that improves reward estimation by jointly optimizing environment design and trajectory selection. CRED "imagines" new scenarios through environment design and uses counterfactual reasoning -- by sampling rewards from its current belief and asking "What if this reward were the true preference?" -- to generate a diverse and informative set of trajectories for ranking. Experiments in GridWorld and real-world navigation using OpenStreetMap data show that CRED improves reward learning and generalizes effectively across different environments.


AMOR: Adaptive Character Control through Multi-Objective Reinforcement Learning

Alegre, Lucas N., Serifi, Agon, Grandia, Ruben, Müller, David, Knoop, Espen, Bächer, Moritz

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has significantly advanced the control of physics-based and robotic characters that track kinematic reference motion. However, methods typically rely on a weighted sum of conflicting reward functions, requiring extensive tuning to achieve a desired behavior. Due to the computational cost of RL, this iterative process is a tedious, time-intensive task. Furthermore, for robotics applications, the weights need to be chosen such that the policy performs well in the real world, despite inevitable sim-to-real gaps. To address these challenges, we propose a multi-objective reinforcement learning framework that trains a single policy conditioned on a set of weights, spanning the Pareto front of reward trade-offs. Within this framework, weights can be selected and tuned after training, significantly speeding up iteration time. We demonstrate how this improved workflow can be used to perform highly dynamic motions with a robot character. Moreover, we explore how weight-conditioned policies can be leveraged in hierarchical settings, using a high-level policy to dynamically select weights according to the current task. We show that the multi-objective policy encodes a diverse spectrum of behaviors, facilitating efficient adaptation to novel tasks.


ASPO: Adaptive Sentence-Level Preference Optimization for Fine-Grained Multimodal Reasoning

Wang, Yeyuan, Gao, Dehong, Long, Rujiao, Yi, Lei, Jin, Linbo, Yang, Libin, Cai, Xiaoyan

arXiv.org Artificial Intelligence

Direct Preference Optimization (DPO) has gained significant attention for its simplicity and computational efficiency in aligning large language models (LLMs). Recent advancements have extended DPO to multimodal scenarios, achieving strong performance. However, traditional DPO relies on binary preference optimization, rewarding or penalizing entire responses without considering fine-grained segment correctness, leading to suboptimal solutions. The root of this issue lies in the absence of fine-grained supervision during the optimization process. To address this, we propose Adaptive Sentence-level Preference Optimization (ASPO), which evaluates individual sentences for more precise preference optimization. By dynamically calculating adaptive rewards at the sentence level based on model predictions, ASPO enhances response content assessment without additional models or parameters. This significantly improves the alignment of multimodal features. Extensive experiments show that ASPO substantially enhances the overall performance of multimodal models.


Where You Go is Who You Are: Behavioral Theory-Guided LLMs for Inverse Reinforcement Learning

Sun, Yuran, Xu, Susu, Wang, Chenguang, Zhao, Xilei

arXiv.org Artificial Intelligence

Big trajectory data hold great promise for human mobility analysis, but their utility is often constrained by the absence of critical traveler attributes, particularly sociodemographic information. While prior studies have explored predicting such attributes from mobility patterns, they often overlooked underlying cognitive mechanisms and exhibited low predictive accuracy. This study introduces SILIC, short for Sociodemographic Inference with LLM-guided Inverse Reinforcement Learning (IRL) and Cognitive Chain Reasoning (CCR), a theoretically grounded framework that leverages LLMs to infer sociodemographic attributes from observed mobility patterns by capturing latent behavioral intentions and reasoning through psychological constructs. Particularly, our approach explicitly follows the Theory of Planned Behavior (TPB), a foundational behavioral framework in transportation research, to model individuals' latent cognitive processes underlying travel decision-making. The LLMs further provide heuristic guidance to improve IRL reward function initialization and update by addressing its ill-posedness and optimization challenges arising from the vast and unstructured reward space. Evaluated in the 2017 Puget Sound Regional Council Household Travel Survey, our method substantially outperforms state-of-the-art baselines and shows great promise for enriching big trajectory data to support more behaviorally grounded applications in transportation planning and beyond.


Learning a High-quality Robotic Wiping Policy Using Systematic Reward Analysis and Visual-Language Model Based Curriculum

Liu, Yihong, Kang, Dongyeop, Ha, Sehoon

arXiv.org Artificial Intelligence

Autonomous robotic wiping is an important task in various industries, ranging from industrial manufacturing to sanitization in healthcare. Deep reinforcement learning (Deep RL) has emerged as a promising algorithm, however, it often suffers from a high demand for repetitive reward engineering. Instead of relying on manual tuning, we first analyze the convergence of quality-critical robotic wiping, which requires both high-quality wiping and fast task completion, to show the poor convergence of the problem and propose a new bounded reward formulation to make the problem feasible. Then, we further improve the learning process by proposing a novel visual-language model (VLM) based curriculum, which actively monitors the progress and suggests hyperparameter tuning. We demonstrate that the combined method can find a desirable wiping policy on surfaces with various curvatures, frictions, and waypoints, which cannot be learned with the baseline formulation. The demo of this project can be found at: https://sites.google.com/view/highqualitywiping.