valid action
FlowPG: Action-constrained Policy Gradient with Normalizing Flows
Action-constrained reinforcement learning (ACRL) is a popular approach for solving safety-critical and resource-allocation related decision making problems. A major challenge in ACRL is to ensure agent taking a valid action satisfying constraints in each RL step. Commonly used approach of using a projection layer on top of the policy network requires solving an optimization program which can result in longer training time, slow convergence, and zero gradient problem. To address this, first we use a normalizing flow model to learn an invertible, differentiable mapping between the feasible action space and the support of a simple distribution on a latent variable, such as Gaussian. Second, learning the flow model requires sampling from the feasible action space, which is also challenging. We develop multiple methods, based on Hamiltonian Monte-Carlo and probabilistic sentential decision diagrams for such action sampling for convex and non-convex constraints. Third, we integrate the learned normalizing flow with the DDPG algorithm. By design, a well-trained normalizing flow will transform policy output into a valid action without requiring an optimization solver. Empirically, our approach results in significantly fewer constraint violations (upto an order-of-magnitude for several instances) and is multiple times faster on a variety of continuous control tasks.
SUPPLEMENTARY MATERIAL Deep Reinforcement Learning with Stacked Hierarchical Attention for T based Games
Figure 1 shows an example of the raw interface of the game "ztuu", where raw textual observations In this section, we show the first 15 interaction steps of two games: "zork1" and "ztuu". C h o s e n a c t i o n a n d r e w a r d A c t i o n: w e s t Reward: 0 | S c o r e: 0 ===== S t e p 2 ===== ===== 1 . C h o s e n a c t i o n a n d r e w a r d A c t i o n: s o u t h Reward: 0 | S c o r e: 0 ===== S t e p 3 ===== 16 ===== 1 . C h o s e n a c t i o n a n d r e w a r d A c t i o n: s o u t h Reward: 0 | S c o r e: 0 ===== S t e p 4 ===== ===== 1 . C h o s e n a c t i o n a n d r e w a r d A c t i o n: w e s t Reward: 0 | S c o r e: 0 ===== S t e p 5 ===== ===== 1 .
Competition is the key: A Game Theoretic Causal Discovery Approach
Roy, Amartya, Chakraborty, Souvik
Causal discovery remains a central challenge in machine learning, yet existing methods face a fundamental gap: algorithms like GES and GraN-DAG achieve strong empirical performance but lack finite-sample guarantees, while theoretically principled approaches fail to scale. We close this gap by introducing a game-theoretic reinforcement learning framework for causal discovery, where a DDQN agent directly competes against a strong baseline (GES or GraN-DAG), always warm-starting from the opponent's solution. This design yields three provable guarantees: the learned graph is never worse than the opponent, warm-starting strictly accelerates convergence, and most importantly, with high probability the algorithm selects the true best candidate graph. To the best of our knowledge, our result makes a first-of-its-kind progress in explaining such finite-sample guarantees in causal discovery: on synthetic SEMs (30 nodes), the observed error probability decays with n, tightly matching theory. On real-world benchmarks including Sachs, Asia, Alarm, Child, Hepar2, Dream, and Andes, our method consistently improves upon GES and GraN-DAG while remaining theoretically safe. Remarkably, it scales to large graphs such as Hepar2 (70 nodes), Dream (100 nodes), and Andes (220 nodes). Together, these results establish a new class of RL-based causal discovery algorithms that are simultaneously provably consistent, sample-efficient, and practically scalable, marking a decisive step toward unifying empirical performance with rigorous finite-sample theory.