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arXiv:2505.03172

Null Counterfactual Factor Interactions for Goal-Conditioned Reinforcement Learning

Hindsight relabeling is a powerful tool for overcoming sparsity in goal-conditioned reinforcement learning (GCRL), especially in certain domains such as navigation and locomotion. However, hindsight relabeling can struggle in object-centric domains. For example, suppose that the goal space consists of a robotic arm pushing a particular target block to a goal location. In this case, hindsight relabeling will give high rewards to any trajectory that does not interact with the block. However, these behaviors are only useful when the object is already at the goal -- an extremely rare case in practice. A dataset dominated by these kinds of trajectories can complicate learning and lead to failures. In object-centric domains, one key intuition is that meaningful trajectories are often characterized by object-object interactions such as pushing the block with the gripper. To leverage this intuition, we introduce Hindsight Relabeling using Interactions (HInt), which combines interactions with hindsight relabeling to improve the sample efficiency of downstream RL. However because interactions do not have a consensus statistical definition tractable for downstream GCRL, we propose a definition of interactions based on the concept of null counterfactual: a cause object is interacting with a target object if, in a world where the cause object did not exist, the target object would have different transition dynamics. We leverage this definition to infer interactions in Null Counterfactual Interaction Inference (NCII), which uses a "nulling'' operation with a learned model to infer interactions. NCII is able to achieve significantly improved interaction inference accuracy in both simple linear dynamics domains and dynamic robotic domains in Robosuite, Robot Air Hockey, and Franka Kitchen and HInt improves sample efficiency by up to 4x.

arXiv:2504.18794

Hierarchical Reinforcement Learning in Multi-Goal Spatial Navigation with Autonomous Mobile Robots

Hierarchical reinforcement learning (HRL) is hypothesized to be able to take advantage of the inherent hierarchy in robot learning tasks with sparse reward schemes, in contrast to more traditional reinforcement learning algorithms. In this research, hierarchical reinforcement learning is evaluated and contrasted with standard reinforcement learning in complex navigation tasks. We evaluate unique characteristics of HRL, including their ability to create sub-goals and the termination function. We constructed experiments to test the differences between PPO and HRL, different ways of creating sub-goals, manual vs automatic sub-goal creation, and the effects of the frequency of termination on performance. These experiments highlight the advantages of HRL and how it achieves these advantages.

arXiv:2504.17142

Reinforcement learning framework for the mechanical design of microelectronic components under multiphysics constraints

This study focuses on the development of reinforcement learning based techniques for the design of microelectronic components under multiphysics constraints. While traditional design approaches based on global optimization approaches are effective when dealing with a small number of design parameters, as the complexity of the solution space and of the constraints increases different techniques are needed. This is an important reason that makes the design and optimization of microelectronic components (characterized by large solution space and multiphysics constraints) very challenging for traditional methods. By taking as prototypical elements an application-specific integrated circuit (ASIC) and a heterogeneously integrated (HI) interposer, we develop and numerically test an optimization framework based on reinforcement learning (RL). More specifically, we consider the optimization of the bonded interconnect geometry for an ASIC chip as well as the placement of components on a HI interposer while satisfying thermoelastic and design constraints. This placement problem is particularly interesting because it features a high-dimensional solution space.

arXiv:2505.01998

A Synergistic Framework of Nonlinear Acoustic Computing and Reinforcement Learning for Real-World Human-Robot Interaction

This paper introduces a novel framework integrating nonlinear acoustic computing and reinforcement learning to enhance advanced human-robot interaction under complex noise and reverberation. Leveraging physically informed wave equations (e.g., Westervelt, KZK), the approach captures higher-order phenomena such as harmonic generation and shock formation. By embedding these models in a reinforcement learning-driven control loop, the system adaptively optimizes key parameters (e.g., absorption, beamforming) to mitigate multipath interference and non-stationary noise. Experimental evaluations, covering far-field localization, weak signal detection, and multilingual speech recognition, demonstrate that this hybrid strategy surpasses traditional linear methods and purely data-driven baselines, achieving superior noise suppression, minimal latency, and robust accuracy in demanding real-world scenarios. The proposed system demonstrates broad application prospects in AI hardware, robot, machine audition, artificial audition, and brain-machine interfaces.

arXiv:2504.04366공식 코드 · Papers with Code

Solving Sokoban using Hierarchical Reinforcement Learning with Landmarks

We introduce a novel hierarchical reinforcement learning (HRL) framework that performs top-down recursive planning via learned subgoals, successfully applied to the complex combinatorial puzzle game Sokoban. Our approach constructs a six-level policy hierarchy, where each higher-level policy generates subgoals for the level below. All subgoals and policies are learned end-to-end from scratch, without any domain knowledge. Our results show that the agent can generate long action sequences from a single high-level call. While prior work has explored 2-3 level hierarchies and subgoal-based planning heuristics, we demonstrate that deep recursive goal decomposition can emerge purely from learning, and that such hierarchies can scale effectively to hard puzzle domains.

arXiv:2504.17794

Near-Driven Autonomous Rover Navigation in Complex Environments: Extensions to Urban Search-and-Rescue and Industrial Inspection

This paper explores the use of an extended neuroevolutionary approach, based on NeuroEvolution of Augmenting Topologies (NEAT), for autonomous robots in dynamic environments associated with hazardous tasks like firefighting, urban search-and-rescue (USAR), and industrial inspections. Building on previous research, it expands the simulation environment to larger and more complex settings, demonstrating NEAT's adaptability across different applications. By integrating recent advancements in NEAT and reinforcement learning, the study uses modern simulation frameworks for realism and hybrid algorithms for optimization. Experimental results show that NEAT-evolved controllers achieve success rates comparable to state-of-the-art deep reinforcement learning methods, with superior structural adaptability. The agents reached ~80% success in outdoor tests, surpassing baseline models. The paper also highlights the benefits of transfer learning among tasks and evaluates the effectiveness of NEAT in complex 3D navigation. Contributions include evaluating NEAT for diverse autonomous applications and discussing real-world deployment considerations, emphasizing the approach's potential as an alternative or complement to deep reinforcement learning in autonomous navigation tasks.

arXiv:2504.16656공식 코드 · Papers with Code

Skywork R1V2: Multimodal Hybrid Reinforcement Learning for Reasoning

We present Skywork R1V2, a next-generation multimodal reasoning model and a major leap forward from its predecessor, Skywork R1V. At its core, R1V2 introduces a hybrid reinforcement learning paradigm that harmonizes reward-model guidance with rule-based strategies, thereby addressing the long-standing challenge of balancing sophisticated reasoning capabilities with broad generalization. To further enhance training efficiency, we propose the Selective Sample Buffer (SSB) mechanism, which effectively counters the ``Vanishing Advantages'' dilemma inherent in Group Relative Policy Optimization (GRPO) by prioritizing high-value samples throughout the optimization process. Notably, we observe that excessive reinforcement signals can induce visual hallucinations--a phenomenon we systematically monitor and mitigate through calibrated reward thresholds throughout the training process. Empirical results affirm the exceptional capability of R1V2, with benchmark-leading performances such as 62.6 on OlympiadBench, 79.0 on AIME2024, 63.6 on LiveCodeBench, and 74.0 on MMMU. These results underscore R1V2's superiority over existing open-source models and demonstrate significant progress in closing the performance gap with premier proprietary systems, including Gemini 2.5 and OpenAI o4-mini. The Skywork R1V2 model weights have been publicly released to promote openness and reproducibility https://huggingface.co/Skywork/Skywork-R1V2-38B.

arXiv:2504.14422

Optimal Lattice Boltzmann Closures through Multi-Agent Reinforcement Learning

The Lattice Boltzmann method (LBM) offers a powerful and versatile approach to simulating diverse hydrodynamic phenomena, spanning microfluidics to aerodynamics. The vast range of spatiotemporal scales inherent in these systems currently renders full resolution impractical, necessitating the development of effective closure models for under-resolved simulations. Under-resolved LBMs are unstable, and while there is a number of important efforts to stabilize them, they often face limitations in generalizing across scales and physical systems. We present a novel, data-driven, multiagent reinforcement learning (MARL) approach that drastically improves stability and accuracy of coarse-grained LBM simulations. The proposed method uses a convolutional neural network to dynamically control the local relaxation parameter for the LB across the simulation grid. The LB-MARL framework is showcased in turbulent Kolmogorov flows. We find that the MARL closures stabilize the simulations and recover the energy spectra of significantly more expensive fully resolved simulations while maintaining computational efficiency. The learned closure model can be transferred to flow scenarios unseen during training and has improved robustness and spectral accuracy compared to traditional LBM models. We believe that MARL closures open new frontiers for efficient and accurate simulations of a multitude of complex problems not accessible to present-day LB methods alone.

arXiv:2504.14095

Personalizing Exposure Therapy via Reinforcement Learning

Personalized therapy, in which a therapeutic practice is adapted to an individual patient, can lead to improved health outcomes. Typically, this is accomplished by relying on a therapist's training and intuition along with feedback from a patient. However, this requires the therapist to become an expert on any technological components, such as in the case of Virtual Reality Exposure Therapy (VRET). While there exist approaches to automatically adapt therapeutic content to a patient, they generally rely on hand-authored, pre-defined rules, which may not generalize to all individuals. In this paper, we propose an approach to automatically adapt therapeutic content to patients based on physiological measures. We implement our approach in the context of virtual reality arachnophobia exposure therapy, and rely on experience-driven procedural content generation via reinforcement learning (EDPCGRL) to generate virtual spiders to match an individual patient. Through a human subject study, we demonstrate that our system significantly outperforms a more common rules-based method, highlighting its potential for enhancing personalized therapeutic interventions.

arXiv:2504.14732

Reinforcement Learning from Multi-level and Episodic Human Feedback

Designing an effective reward function has long been a challenge in reinforcement learning, particularly for complex tasks in unstructured environments. To address this, various learning paradigms have emerged that leverage different forms of human input to specify or refine the reward function. Reinforcement learning from human feedback is a prominent approach that utilizes human comparative feedback, expressed as a preference for one behavior over another, to tackle this problem. In contrast to comparative feedback, we explore multi-level human feedback, which is provided in the form of a score at the end of each episode. This type of feedback offers more coarse but informative signals about the underlying reward function than binary feedback. Additionally, it can handle non-Markovian rewards, as it is based on the evaluation of an entire episode. We propose an algorithm to efficiently learn both the reward function and the optimal policy from this form of feedback. Moreover, we show that the proposed algorithm achieves sublinear regret and demonstrate its empirical effectiveness through extensive simulations.

arXiv:2504.14870

OTC: Optimal Tool Calls via Reinforcement Learning

Tool-integrated reasoning (TIR) augments large language models (LLMs) with the ability to invoke external tools, such as search engines and code interpreters, to solve tasks beyond the capabilities of language-only reasoning. While reinforcement learning (RL) has shown promise in improving TIR by optimizing final answer correctness, existing approaches often overlook the efficiency and cost associated with tool usage. This can lead to suboptimal behavior, including excessive tool calls that increase computational and financial overhead, or insufficient tool use that compromises answer quality. In this work, we propose Optimal Tool Call-controlled Policy Optimization (OTC-PO), a simple yet effective RL-based framework that encourages models to produce accurate answers with minimal tool calls. Our method introduces a tool-integrated reward that jointly considers correctness and tool efficiency, promoting high tool productivity. We instantiate this framework within both Proximal Policy Optimization (PPO) and Group Relative Preference Optimization (GRPO), resulting in OTC-PPO and OTC-GRPO. Experiments with Qwen-2.5 and Qwen-Math across multiple QA benchmarks show that our approach reduces tool calls by up to 73.1\% and improves tool productivity by up to 229.4\%, while maintaining comparable answer accuracy. To the best of our knowledge, this is the first RL-based framework that explicitly optimizes tool-use efficiency in TIR.

arXiv:2504.14709

Exposing the Copycat Problem of Imitation-based Planner: A Novel Closed-Loop Simulator, Causal Benchmark and Joint IL-RL Baseline

Machine learning (ML)-based planners have recently gained significant attention. They offer advantages over traditional optimization-based planning algorithms. These advantages include fewer manually selected parameters and faster development. Within ML-based planning, imitation learning (IL) is a common algorithm. It primarily learns driving policies directly from supervised trajectory data. While IL has demonstrated strong performance on many open-loop benchmarks, it remains challenging to determine if the learned policy truly understands fundamental driving principles, rather than simply extrapolating from the ego-vehicle's initial state. Several studies have identified this limitation and proposed algorithms to address it. However, these methods often use original datasets for evaluation. In these datasets, future trajectories are heavily dependent on initial conditions. Furthermore, IL often overfits to the most common scenarios. It struggles to generalize to rare or unseen situations. To address these challenges, this work proposes: 1) a novel closed-loop simulator supporting both imitation and reinforcement learning, 2) a causal benchmark derived from the Waymo Open Dataset to rigorously assess the impact of the copycat problem, and 3) a novel framework integrating imitation learning and reinforcement learning to overcome the limitations of purely imitative approaches. The code for this work will be released soon.

arXiv:2504.14645

Surrogate Fitness Metrics for Interpretable Reinforcement Learning

We employ an evolutionary optimization framework that perturbs initial states to generate informative and diverse policy demonstrations. A joint surrogate fitness function guides the optimization by combining local diversity, behavioral certainty, and global population diversity. To assess demonstration quality, we apply a set of evaluation metrics, including the reward-based optimality gap, fidelity interquartile means (IQMs), fitness composition analysis, and trajectory visualizations. Hyperparameter sensitivity is also examined to better understand the dynamics of trajectory optimization. Our findings demonstrate that optimizing trajectory selection via surrogate fitness metrics significantly improves interpretability of RL policies in both discrete and continuous environments. In gridworld domains, evaluations reveal significantly enhanced demonstration fidelities compared to random and ablated baselines. In continuous control, the proposed framework offers valuable insights, particularly for early-stage policies, while fidelity-based optimization proves more effective for mature policies. By refining and systematically analyzing surrogate fitness functions, this study advances the interpretability of RL models. The proposed improvements provide deeper insights into RL decision-making, benefiting applications in safety-critical and explainability-focused domains.

arXiv:2504.06126

Accelerating Vehicle Routing via AI-Initialized Genetic Algorithms

Vehicle Routing Problems (VRP) are an extension of the Traveling Salesperson Problem and are a fundamental NP-hard challenge in combinatorial optimization. Solving VRP in real-time at large scale has become critical in numerous applications, from growing markets like last-mile delivery to emerging use-cases like interactive logistics planning. Such applications involve solving similar problem instances repeatedly, yet current state-of-the-art solvers treat each instance on its own without leveraging previous examples. We introduce a novel optimization framework that uses a reinforcement learning agent - trained on prior instances - to quickly generate initial solutions, which are then further optimized by genetic algorithms. Our framework, Evolutionary Algorithm with Reinforcement Learning Initialization (EARLI), consistently outperforms current state-of-the-art solvers across various time scales. For example, EARLI handles vehicle routing with 500 locations within 1s, 10x faster than current solvers for the same solution quality, enabling applications like real-time and interactive routing. EARLI can generalize to new data, as demonstrated on real e-commerce delivery data of a previously unseen city. Our hybrid framework presents a new way to combine reinforcement learning and genetic algorithms, paving the road for closer interdisciplinary collaboration between AI and optimization communities towards real-time optimization in diverse domains.

arXiv:2504.05405

The Role of Environment Access in Agnostic Reinforcement Learning

We study Reinforcement Learning (RL) in environments with large state spaces, where function approximation is required for sample-efficient learning. Departing from a long history of prior work, we consider the weakest possible form of function approximation, called agnostic policy learning, where the learner seeks to find the best policy in a given class $\Pi$, with no guarantee that $\Pi$ contains an optimal policy for the underlying task. Although it is known that sample-efficient agnostic policy learning is not possible in the standard online RL setting without further assumptions, we investigate the extent to which this can be overcome with stronger forms of access to the environment. Specifically, we show that: 1. Agnostic policy learning remains statistically intractable when given access to a local simulator, from which one can reset to any previously seen state. This result holds even when the policy class is realizable, and stands in contrast to a positive result of [MFR24] showing that value-based learning under realizability is tractable with local simulator access. 2. Agnostic policy learning remains statistically intractable when given online access to a reset distribution with good coverage properties over the state space (the so-called $\mu$-reset setting). We also study stronger forms of function approximation for policy learning, showing that PSDP [BKSN03] and CPI [KL02] provably fail in the absence of policy completeness. 3. On a positive note, agnostic policy learning is statistically tractable for Block MDPs with access to both of the above reset models. We establish this via a new algorithm that carefully constructs a policy emulator: a tabular MDP with a small state space that approximates the value functions of all policies $\pi \in \Pi$. These values are approximated without any explicit value function class.

arXiv:2504.04973

Ensuring Safety in an Uncertain Environment: Constrained MDPs via Stochastic Thresholds

This paper studies constrained Markov decision processes (CMDPs) with constraints against stochastic thresholds, aiming at the safety of reinforcement learning in unknown and uncertain environments. We leverage a Growing-Window estimator sampling from interactions with the uncertain and dynamic environment to estimate the thresholds, based on which we design Stochastic Pessimistic-Optimistic Thresholding (SPOT), a novel model-based primal-dual algorithm for multiple constraints against stochastic thresholds. SPOT enables reinforcement learning under both pessimistic and optimistic threshold settings. We prove that our algorithm achieves sublinear regret and constraint violation; i.e., a reward regret of $\tilde{\mathcal{O}}(\sqrt{T})$ while allowing an $\tilde{\mathcal{O}}(\sqrt{T})$ constraint violation over $T$ episodes. The theoretical guarantees show that our algorithm achieves performance comparable to that of an approach relying on fixed and clear thresholds. To the best of our knowledge, SPOT is the first reinforcement learning algorithm that realises theoretical guaranteed performance in an uncertain environment where even thresholds are unknown.

arXiv:2504.11944

VIPO: Value Function Inconsistency Penalized Offline Reinforcement Learning

Offline reinforcement learning (RL) learns effective policies from pre-collected datasets, offering a practical solution for applications where online interactions are risky or costly. Model-based approaches are particularly advantageous for offline RL, owing to their data efficiency and generalizability. However, due to inherent model errors, model-based methods often artificially introduce conservatism guided by heuristic uncertainty estimation, which can be unreliable. In this paper, we introduce VIPO, a novel model-based offline RL algorithm that incorporates self-supervised feedback from value estimation to enhance model training. Specifically, the model is learned by additionally minimizing the inconsistency between the value learned directly from the offline data and the one estimated from the model. We perform comprehensive evaluations from multiple perspectives to show that VIPO can learn a highly accurate model efficiently and consistently outperform existing methods. It offers a general framework that can be readily integrated into existing model-based offline RL algorithms to systematically enhance model accuracy. As a result, VIPO achieves state-of-the-art performance on almost all tasks in both D4RL and NeoRL benchmarks.

arXiv:2504.13617공식 코드 · Papers with Code

Compile Scene Graphs with Reinforcement Learning

Next-token prediction is the fundamental principle for training large language models (LLMs), and reinforcement learning (RL) further enhances their reasoning performance. As an effective way to model language, image, video, and other modalities, the use of LLMs for end-to-end extraction of structured visual representations, such as scene graphs, remains underexplored. It requires the model to accurately produce a set of objects and relationship triplets, rather than generating text token by token. To achieve this, we introduce R1-SGG, a multimodal LLM (M-LLM) initially trained via supervised fine-tuning (SFT) on the scene graph dataset and subsequently refined using reinforcement learning to enhance its ability to generate scene graphs in an end-to-end manner. The SFT follows a conventional prompt-response paradigm, while RL requires the design of effective reward signals. We design a set of graph-centric rewards, including three recall-based variants -- Hard Recall, Hard Recall+Relax, and Soft Recall -- which evaluate semantic and spatial alignment between predictions and ground truth at the object and relation levels. A format consistency reward further ensures that outputs follow the expected structural schema. Extensive experiments on the VG150 and PSG benchmarks show that R1-SGG substantially reduces failure rates and achieves strong performance in Recall and mean Recall, surpassing traditional SGG models and existing multimodal language models. Our code is available at https://github.com/gpt4vision/R1-SGG

arXiv:2504.13368

An Optimal Discriminator Weighted Imitation Perspective for Reinforcement Learning

We introduce Iterative Dual Reinforcement Learning (IDRL), a new method that takes an optimal discriminator-weighted imitation view of solving RL. Our method is motivated by a simple experiment in which we find training a discriminator using the offline dataset plus an additional expert dataset and then performing discriminator-weighted behavior cloning gives strong results on various types of datasets. That optimal discriminator weight is quite similar to the learned visitation distribution ratio in Dual-RL, however, we find that current Dual-RL methods do not correctly estimate that ratio. In IDRL, we propose a correction method to iteratively approach the optimal visitation distribution ratio in the offline dataset given no addtional expert dataset. During each iteration, IDRL removes zero-weight suboptimal transitions using the learned ratio from the previous iteration and runs Dual-RL on the remaining subdataset. This can be seen as replacing the behavior visitation distribution with the optimized visitation distribution from the previous iteration, which theoretically gives a curriculum of improved visitation distribution ratios that are closer to the optimal discriminator weight. We verify the effectiveness of IDRL on various kinds of offline datasets, including D4RL datasets and more realistic corrupted demonstrations. IDRL beats strong Primal-RL and Dual-RL baselines in terms of both performance and stability, on all datasets.

arXiv:2504.13241

Recursive Deep Inverse Reinforcement Learning

Inferring an adversary's goals from exhibited behavior is crucial for counterplanning and non-cooperative multi-agent systems in domains like cybersecurity, military, and strategy games. Deep Inverse Reinforcement Learning (IRL) methods based on maximum entropy principles show promise in recovering adversaries' goals but are typically offline, require large batch sizes with gradient descent, and rely on first-order updates, limiting their applicability in real-time scenarios. We propose an online Recursive Deep Inverse Reinforcement Learning (RDIRL) approach to recover the cost function governing the adversary actions and goals. Specifically, we minimize an upper bound on the standard Guided Cost Learning (GCL) objective using sequential second-order Newton updates, akin to the Extended Kalman Filter (EKF), leading to a fast (in terms of convergence) learning algorithm. We demonstrate that RDIRL is able to recover cost and reward functions of expert agents in standard and adversarial benchmark tasks. Experiments on benchmark tasks show that our proposed approach outperforms several leading IRL algorithms.