PyTorchKR Papers

최신 논문

총 1,368편
태그·기간 등 상세 필터

카테고리 탐색

로그인 후 이 태그 구독

arXiv:2507.09087공식 코드 · Papers with Code

Deep Reinforcement Learning with Gradient Eligibility Traces

Achieving fast and stable off-policy learning in deep reinforcement learning (RL) is challenging. Most existing methods rely on semi-gradient temporal-difference (TD) methods for their simplicity and efficiency, but are consequently susceptible to divergence. While more principled approaches like Gradient TD (GTD) methods have strong convergence guarantees, they have rarely been used in deep RL. Recent work introduced the Generalized Projected Bellman Error ($\GPBE$), enabling GTD methods to work efficiently with nonlinear function approximation. However, this work is only limited to one-step methods, which are slow at credit assignment and require a large number of samples. In this paper, we extend the $\GPBE$ objective to support multistep credit assignment based on the $\lambda$-return and derive three gradient-based methods that optimize this new objective. We provide both a forward-view formulation compatible with experience replay and a backward-view formulation compatible with streaming algorithms. Finally, we evaluate the proposed algorithms and show that they outperform both PPO and StreamQ in MuJoCo and MinAtar environments, respectively. Code available at https://github.com/esraaelelimy/gtd\_algos

arXiv:2507.03026공식 코드 · Papers with Code

Generalized Adaptive Transfer Network: Enhancing Transfer Learning in Reinforcement Learning Across Domains

Transfer learning in Reinforcement Learning (RL) enables agents to leverage knowledge from source tasks to accelerate learning in target tasks. While prior work, such as the Attend, Adapt, and Transfer (A2T) framework, addresses negative transfer and selective transfer, other critical challenges remain underexplored. This paper introduces the Generalized Adaptive Transfer Network (GATN), a deep RL architecture designed to tackle task generalization across domains, robustness to environmental changes, and computational efficiency in transfer. GATN employs a domain-agnostic representation module, a robustness-aware policy adapter, and an efficient transfer scheduler to achieve these goals. We evaluate GATN on diverse benchmarks, including Atari 2600, MuJoCo, and a custom chatbot dialogue environment, demonstrating superior performance in cross-domain generalization, resilience to dynamic environments, and reduced computational overhead compared to baselines. Our findings suggest GATN is a versatile framework for real-world RL applications, such as adaptive chatbots and robotic control.

arXiv:2507.00030공식 코드 · Papers with Code

Adaptive Action Duration with Contextual Bandits for Deep Reinforcement Learning in Dynamic Environments

Deep Reinforcement Learning (DRL) has achieved remarkable success in complex sequential decision-making tasks, such as playing Atari 2600 games and mastering board games. A critical yet underexplored aspect of DRL is the temporal scale of action execution. We propose a novel paradigm that integrates contextual bandits with DRL to adaptively select action durations, enhancing policy flexibility and computational efficiency. Our approach augments a Deep Q-Network (DQN) with a contextual bandit module that learns to choose optimal action repetition rates based on state contexts. Experiments on Atari 2600 games demonstrate significant performance improvements over static duration baselines, highlighting the efficacy of adaptive temporal abstractions in DRL. This paradigm offers a scalable solution for real-time applications like gaming and robotics, where dynamic action durations are critical.

arXiv:2506.13345공식 코드 · Papers with Code

Learning to Explore in Diverse Reward Settings via Temporal-Difference-Error Maximization

Numerous heuristics and advanced approaches have been proposed for exploration in different settings for deep reinforcement learning. Noise-based exploration generally fares well with dense-shaped rewards and bonus-based exploration with sparse rewards. However, these methods usually require additional tuning to deal with undesirable reward settings by adjusting hyperparameters and noise distributions. Rewards that actively discourage exploration, i.e., with an action cost and no other dense signal to follow, can pose a major challenge. We propose a novel exploration method, Stable Error-seeking Exploration (SEE), that is robust across dense, sparse, and exploration-adverse reward settings. To this endeavor, we revisit the idea of maximizing the TD-error as a separate objective. Our method introduces three design choices to mitigate instability caused by far-off-policy learning, the conflict of interest of maximizing the cumulative TD-error in an episodic setting, and the non-stationary nature of TD-errors. SEE can be combined with off-policy algorithms without modifying the optimization pipeline of the original objective. In our experimental analysis, we show that a Soft-Actor Critic agent with the addition of SEE performs robustly across three diverse reward settings in a variety of tasks without hyperparameter adjustments.

arXiv:2506.19997공식 코드 · Papers with Code

TRACED: Transition-aware Regret Approximation with Co-learnability for Environment Design

Generalizing deep reinforcement learning agents to unseen environments remains a significant challenge. One promising solution is Unsupervised Environment Design (UED), a co-evolutionary framework in which a teacher adaptively generates tasks with high learning potential, while a student learns a robust policy from this evolving curriculum. Existing UED methods typically measure learning potential via regret, the gap between optimal and current performance, approximated solely by value-function loss. Building on these approaches, we introduce the transition prediction error as an additional term in our regret approximation. To capture how training on one task affects performance on others, we further propose a lightweight metric called co-learnability. By combining these two measures, we present Transition-aware Regret Approximation with Co-learnability for Environment Design (TRACED). Empirical evaluations show that TRACED yields curricula that improve zero-shot generalization across multiple benchmarks while requiring up to 2x fewer environment interactions than strong baselines. Ablation studies confirm that the transition prediction error drives rapid complexity ramp-up and that co-learnability delivers additional gains when paired with the transition prediction error. These results demonstrate how refined regret approximation and explicit modeling of task relationships can be leveraged for sample-efficient curriculum design in UED.

arXiv:2506.12622공식 코드 · Papers with Code

DR-SAC: Distributionally Robust Soft Actor-Critic for Reinforcement Learning under Uncertainty

Deep reinforcement learning (RL) has achieved significant success, yet its application in real-world scenarios is often hindered by a lack of robustness to environmental uncertainties. To solve this challenge, some robust RL algorithms have been proposed, but most are limited to tabular settings. In this work, we propose Distributionally Robust Soft Actor-Critic (DR-SAC), a novel algorithm designed to enhance the robustness of the state-of-the-art Soft Actor-Critic (SAC) algorithm. DR-SAC aims to maximize the expected value with entropy against the worst possible transition model lying in an uncertainty set. A distributionally robust version of the soft policy iteration is derived with a convergence guarantee. For settings where nominal distributions are unknown, such as offline RL, a generative modeling approach is proposed to estimate the required nominal distributions from data. Furthermore, experimental results on a range of continuous control benchmark tasks demonstrate our algorithm achieves up to $9.8$ times the average reward of the SAC baseline under common perturbations. Additionally, compared with existing robust reinforcement learning algorithms, DR-SAC significantly improves computing efficiency and applicability to large-scale problems.

arXiv:2506.07392공식 코드 · Papers with Code

From Static to Adaptive Defense: Federated Multi-Agent Deep Reinforcement Learning-Driven Moving Target Defense Against DoS Attacks in UAV Swarm Networks

The proliferation of unmanned aerial vehicle (UAV) swarms has enabled a wide range of mission-critical applications, but also exposes UAV networks to severe Denial-of-Service (DoS) threats due to their open wireless environment, dynamic topology, and resource constraints. Traditional static or centralized defense mechanisms are often inadequate for such dynamic and distributed scenarios. To address these challenges, we propose a novel federated multi-agent deep reinforcement learning (FMADRL)-driven moving target defense (MTD) framework for proactive and adaptive DoS mitigation in UAV swarm networks. Specifically, we design three lightweight and coordinated MTD mechanisms, including leader switching, route mutation, and frequency hopping, that leverage the inherent flexibility of UAV swarms to disrupt attacker efforts and enhance network resilience. The defense problem is formulated as a multi-agent partially observable Markov decision process (POMDP), capturing the distributed, resource-constrained, and uncertain nature of UAV swarms under attack. Each UAV is equipped with a local policy agent that autonomously selects MTD actions based on partial observations and local experiences. By employing a policy gradient-based FMADRL algorithm, UAVs collaboratively optimize their defense policies via reward-weighted aggregation, enabling distributed learning without sharing raw data and thus reducing communication overhead. Extensive simulations demonstrate that our approach significantly outperforms state-of-the-art baselines, achieving up to a 34.6% improvement in attack mitigation rate, a reduction in average recovery time of up to 94.6%, and decreases in energy consumption and defense cost by as much as 29.3% and 98.3%, respectively, while maintaining robust mission continuity under various DoS attack strategies.

arXiv:2506.07980공식 코드 · Papers with Code

Realistic Urban Traffic Generator using Decentralized Federated Learning for the SUMO simulator

Realistic urban traffic simulation is essential for sustainable urban planning and the development of intelligent transportation systems. However, generating high-fidelity, time-varying traffic profiles that accurately reflect real-world conditions, especially in large-scale scenarios, remains a major challenge. Existing methods often suffer from limitations in accuracy, scalability, or raise privacy concerns due to centralized data processing. This work introduces DesRUTGe (Decentralized Realistic Urban Traffic Generator), a novel framework that integrates Deep Reinforcement Learning (DRL) agents with the SUMO simulator to generate realistic 24-hour traffic patterns. A key innovation of DesRUTGe is its use of Decentralized Federated Learning (DFL), wherein each traffic detector and its corresponding urban zone function as an independent learning node. These nodes train local DRL models using minimal historical data and collaboratively refine their performance by exchanging model parameters with selected peers (e.g., geographically adjacent zones), without requiring a central coordinator. Evaluated using real-world data from the city of Barcelona, DesRUTGe outperforms standard SUMO-based tools such as RouteSampler, as well as other centralized learning approaches, by delivering more accurate and privacy-preserving traffic pattern generation.

arXiv:2506.08344공식 코드 · Papers with Code

Re4MPC: Reactive Nonlinear MPC for Multi-model Motion Planning via Deep Reinforcement Learning

Traditional motion planning methods for robots with many degrees-of-freedom, such as mobile manipulators, are often computationally prohibitive for real-world settings. In this paper, we propose a novel multi-model motion planning pipeline, termed Re4MPC, which computes trajectories using Nonlinear Model Predictive Control (NMPC). Re4MPC generates trajectories in a computationally efficient manner by reactively selecting the model, cost, and constraints of the NMPC problem depending on the complexity of the task and robot state. The policy for this reactive decision-making is learned via a Deep Reinforcement Learning (DRL) framework. We introduce a mathematical formulation to integrate NMPC into this DRL framework. To validate our methodology and design choices, we evaluate DRL training and test outcomes in a physics-based simulation involving a mobile manipulator. Experimental results demonstrate that Re4MPC is more computationally efficient and achieves higher success rates in reaching end-effector goals than the NMPC baseline, which computes whole-body trajectories without our learning mechanism.

arXiv:2505.21536공식 코드 · Papers with Code

CiRL: Open-Source Environments for Reinforcement Learning in Circular Economy and Net Zero

The demand of finite raw materials will keep increasing as they fuel modern society. Simultaneously, solutions for stopping carbon emissions in the short term are not available, thus making the net zero target extremely challenging to achieve at scale. The circular economy (CE) paradigm is gaining attention as a solution to address climate change and the uncertainties of supplies of critical materials. Hence, in this paper, we introduce CiRL, a deep reinforcement learning (DRL) library of environments focused on the circularity of both solid and fluid materials. The integration of DRL into the design of material circularity is possible thanks to the formalism of thermodynamical material networks, which is underpinned by compartmental dynamical thermodynamics. Along with the focus on circularity, this library has three more features: the new CE-oriented environments are in the state-space form, which is typically used in dynamical systems analysis and control designs; it is based on a state-of-the-art Python library of DRL algorithms, namely, Stable-Baselines3; and it is developed in Google Colaboratory to be accessible to researchers from different disciplines and backgrounds as is often the case for circular economy researchers and engineers. CiRL is publicly available.

arXiv:2505.18347공식 코드 · Papers with Code

The Cell Must Go On: Agar.io for Continual Reinforcement Learning

Continual reinforcement learning (RL) concerns agents that are expected to learn continually, rather than converge to a policy that is then fixed for evaluation. Such an approach is well suited to environments the agent perceives as changing, which renders any static policy ineffective over time. The few simulators explicitly designed for empirical research in continual RL are often limited in scope or complexity, and it is now common for researchers to modify episodic RL environments by artificially incorporating abrupt task changes during interaction. In this paper, we introduce AgarCL, a research platform for continual RL that allows for a progression of increasingly sophisticated behaviour. AgarCL is based on the game Agar.io, a non-episodic, high-dimensional problem featuring stochastic, ever-evolving dynamics, continuous actions, and partial observability. Additionally, we provide benchmark results reporting the performance of DQN, PPO, and SAC in both the primary, challenging continual RL problem, and across a suite of smaller tasks within AgarCL, each of which isolates aspects of the full environment and allow us to characterize the challenges posed by different aspects of the game.

arXiv:2505.16471공식 코드 · Papers with Code

Graph-Supported Dynamic Algorithm Configuration for Multi-Objective Combinatorial Optimization

Deep reinforcement learning (DRL) has been widely used for dynamic algorithm configuration, particularly in evolutionary computation, which benefits from the adaptive update of parameters during the algorithmic execution. However, applying DRL to algorithm configuration for multi-objective combinatorial optimization (MOCO) problems remains relatively unexplored. This paper presents a novel graph neural network (GNN) based DRL to configure multi-objective evolutionary algorithms. We model the dynamic algorithm configuration as a Markov decision process, representing the convergence of solutions in the objective space by a graph, with their embeddings learned by a GNN to enhance the state representation. Experiments on diverse MOCO challenges indicate that our method outperforms traditional and DRL-based algorithm configuration methods in terms of efficacy and adaptability. It also exhibits advantageous generalizability across objective types and problem sizes, and applicability to different evolutionary computation methods.

arXiv:2505.12355공식 코드 · Papers with Code

GATES: Cost-aware Dynamic Workflow Scheduling via Graph Attention Networks and Evolution Strategy

Cost-aware Dynamic Workflow Scheduling (CADWS) is a key challenge in cloud computing, focusing on devising an effective scheduling policy to efficiently schedule dynamically arriving workflow tasks, represented as Directed Acyclic Graphs (DAG), to suitable virtual machines (VMs). Deep reinforcement learning (DRL) has been widely employed for automated scheduling policy design. However, the performance of DRL is heavily influenced by the design of the problem-tailored policy network and is highly sensitive to hyperparameters and the design of reward feedback. Considering the above-mentioned issues, this study proposes a novel DRL method combining Graph Attention Networks-based policy network and Evolution Strategy, referred to as GATES. The contributions of GATES are summarized as follows: (1) GATES can capture the impact of current task scheduling on subsequent tasks by learning the topological relationships between tasks in a DAG. (2) GATES can assess the importance of each VM to the ready task, enabling it to adapt to dynamically changing VM resources. (3) Utilizing Evolution Strategy's robustness, exploratory nature, and tolerance for delayed rewards, GATES achieves stable policy learning in CADWS. Extensive experimental results demonstrate the superiority of the proposed GATES in CADWS, outperforming several state-of-the-art algorithms. The source code is available at: https://github.com/YaShen998/GATES.

arXiv:2505.11366공식 코드 · Papers with Code

Learning Multimodal AI Algorithms for Amplifying Limited User Input into High-dimensional Control Space

Current invasive assistive technologies are designed to infer high-dimensional motor control signals from severely paralyzed patients. However, they face significant challenges, including public acceptance, limited longevity, and barriers to commercialization. Meanwhile, noninvasive alternatives often rely on artifact-prone signals, require lengthy user training, and struggle to deliver robust high-dimensional control for dexterous tasks. To address these issues, this study introduces a novel human-centered multimodal AI approach as intelligent compensatory mechanisms for lost motor functions that could potentially enable patients with severe paralysis to control high-dimensional assistive devices, such as dexterous robotic arms, using limited and noninvasive inputs. In contrast to the current state-of-the-art (SoTA) noninvasive approaches, our context-aware, multimodal shared-autonomy framework integrates deep reinforcement learning algorithms to blend limited low-dimensional user input with real-time environmental perception, enabling adaptive, dynamic, and intelligent interpretation of human intent for complex dexterous manipulation tasks, such as pick-and-place. The results from our ARAS (Adaptive Reinforcement learning for Amplification of limited inputs in Shared autonomy) trained with synthetic users over 50,000 computer simulation episodes demonstrated the first successful implementation of the proposed closed-loop human-in-the-loop paradigm, outperforming the SoTA shared autonomy algorithms. Following a zero-shot sim-to-real transfer, ARAS was evaluated on 23 human subjects, demonstrating high accuracy in dynamic intent detection and smooth, stable 3D trajectory control for dexterous pick-and-place tasks. ARAS user study achieved a high task success rate of 92.88%, with short completion times comparable to those of SoTA invasive assistive technologies.

arXiv:2505.09624공식 코드 · Papers with Code

Neurophysiologically Realistic Environment for Comparing Adaptive Deep Brain Stimulation Algorithms in Parkinson Disease

Adaptive deep brain stimulation (aDBS) has emerged as a promising treatment for Parkinson disease (PD). In aDBS, a surgically placed electrode sends dynamically altered stimuli to the brain based on neurophysiological feedback: an invasive gadget that limits the amount of data one could collect for optimizing the control offline. As a consequence, a plethora of synthetic models of PD and those of the control algorithms have been proposed. Herein, we introduce the first neurophysiologically realistic benchmark for comparing said models. Specifically, our methodology covers not only conventional basal ganglia circuit dynamics and pathological oscillations, but also captures 15 previously dismissed physiological attributes, such as signal instabilities and noise, neural drift, electrode conductance changes and individual variability - all modeled as spatially distributed and temporally registered features via beta-band activity in the brain and a feedback. Furthermore, we purposely built our framework as a structured environment for training and evaluating deep reinforcement learning (RL) algorithms, opening new possibilities for optimizing aDBS control strategies and inviting the machine learning community to contribute to the emerging field of intelligent neurostimulation interfaces.

arXiv:2505.10033공식 코드 · Papers with Code

Evaluating Robustness of Deep Reinforcement Learning for Autonomous Surface Vehicle Control in Field Tests

Despite significant advancements in Deep Reinforcement Learning (DRL) for Autonomous Surface Vehicles (ASVs), their robustness in real-world conditions, particularly under external disturbances, remains insufficiently explored. In this paper, we evaluate the resilience of a DRL-based agent designed to capture floating waste under various perturbations. We train the agent using domain randomization and evaluate its performance in real-world field tests, assessing its ability to handle unexpected disturbances such as asymmetric drag and an off-center payload. We assess the agent's performance under these perturbations in both simulation and real-world experiments, quantifying performance degradation and benchmarking it against an MPC baseline. Results indicate that the DRL agent performs reliably despite significant disturbances. Along with the open-source release of our implementation, we provide insights into effective training strategies, real-world challenges, and practical considerations for deploying DRLbased ASV controllers.

arXiv:2505.08032공식 코드 · Papers with Code

Online Learning-based Adaptive Beam Switching for 6G Networks: Enhancing Efficiency and Resilience

Adaptive beam switching in 6G networks is challenged by high frequencies, mobility, and blockage. We propose an Online Learning framework using Deep Reinforcement Learning (DRL) with an enhanced state representation (velocity and blockage history), a GRU architecture, and prioritized experience replay for real-time beam optimization. Validated via Nvidia Sionna under time-correlated blockage, our approach significantly enhances resilience in SNR, throughput, and accuracy compared to a conventional heuristic. Furthermore, the enhanced DRL agent outperforms a reactive Multi-Armed Bandit (MAB) baseline by leveraging temporal dependencies, achieving lower performance variability. This demonstrates the benefits of memory and prioritized learning for robust 6G beam management, while confirming MAB as a strong baseline.

arXiv:2504.06048공식 코드 · Papers with Code

Trust-Region Twisted Policy Improvement

Monte-Carlo tree search (MCTS) has driven many recent breakthroughs in deep reinforcement learning (RL). However, scaling MCTS to parallel compute has proven challenging in practice which has motivated alternative planners like sequential Monte-Carlo (SMC). Many of these SMC methods adopt particle filters for smoothing through a reformulation of RL as a policy inference problem. Yet, persisting design choices of these particle filters often conflict with the aim of online planning in RL, which is to obtain a policy improvement at the start of planning. Drawing inspiration from MCTS, we tailor SMC planners specifically for RL by improving data generation within the planner through constrained action sampling and explicit terminal state handling, as well as improving policy and value target estimation. This leads to our Trust-Region Twisted SMC (TRT-SMC), which shows improved runtime and sample-efficiency over baseline MCTS and SMC methods in both discrete and continuous domains.

arXiv:2505.05262공식 코드 · Papers with Code

Enhancing Cooperative Multi-Agent Reinforcement Learning with State Modelling and Adversarial Exploration

Learning to cooperate in distributed partially observable environments with no communication abilities poses significant challenges for multi-agent deep reinforcement learning (MARL). This paper addresses key concerns in this domain, focusing on inferring state representations from individual agent observations and leveraging these representations to enhance agents' exploration and collaborative task execution policies. To this end, we propose a novel state modelling framework for cooperative MARL, where agents infer meaningful belief representations of the non-observable state, with respect to optimizing their own policies, while filtering redundant and less informative joint state information. Building upon this framework, we propose the MARL SMPE algorithm. In SMPE, agents enhance their own policy's discriminative abilities under partial observability, explicitly by incorporating their beliefs into the policy network, and implicitly by adopting an adversarial type of exploration policies which encourages agents to discover novel, high-value states while improving the discriminative abilities of others. Experimentally, we show that SMPE outperforms state-of-the-art MARL algorithms in complex fully cooperative tasks from the MPE, LBF, and RWARE benchmarks.

arXiv:2505.04339공식 코드 · Papers with Code

Adaptive and Robust DBSCAN with Multi-agent Reinforcement Learning

DBSCAN, a well-known density-based clustering algorithm, has gained widespread popularity and usage due to its effectiveness in identifying clusters of arbitrary shapes and handling noisy data. However, it encounters challenges in producing satisfactory cluster results when confronted with datasets of varying density scales, a common scenario in real-world applications. In this paper, we propose a novel Adaptive and Robust DBSCAN with Multi-agent Reinforcement Learning cluster framework, namely AR-DBSCAN. First, we model the initial dataset as a two-level encoding tree and categorize the data vertices into distinct density partitions according to the information uncertainty determined in the encoding tree. Each partition is then assigned to an agent to find the best clustering parameters without manual assistance. The allocation is density-adaptive, enabling AR-DBSCAN to effectively handle diverse density distributions within the dataset by utilizing distinct agents for different partitions. Second, a multi-agent deep reinforcement learning guided automatic parameter searching process is designed. The process of adjusting the parameter search direction by perceiving the clustering environment is modeled as a Markov decision process. Using a weakly-supervised reward training policy network, each agent adaptively learns the optimal clustering parameters by interacting with the clusters. Third, a recursive search mechanism adaptable to the data's scale is presented, enabling efficient and controlled exploration of large parameter spaces. Extensive experiments are conducted on nine artificial datasets and a real-world dataset. The results of offline and online tasks show that AR-DBSCAN not only improves clustering accuracy by up to 144.1% and 175.3% in the NMI and ARI metrics, respectively, but also is capable of robustly finding dominant parameters.