论文检索

输入标题、作者或关键词,从 1,066 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,066篇论文匹配“Reinforcement Learning and Planning”
第 26 / 54 页

Reinforcement Learning · Batch Offline

Kyowoon Lee, Jaesik Choi

Diffusion-based generative models are emerging as powerful tools for long-horizon planning in reinforcement learning (RL), particularly with offline datasets. However, their performance is fundamentally limited by the quality and diversity of training data. This often restricts their generalization to tasks outside their training distribution or longer planning horizons. To overcome this challenge, we propose *State-Covering Trajectory Stitching* (SCoTS), a novel reward-free trajectory augmentation method that incrementally stitches together short trajectory segments, systematically generating diverse and extended trajectories. SCoTS first learns a temporal distance-preserving latent representation that captures the underlying temporal structure of the environment, then iteratively stitches trajectory segments guided by directional exploration and novelty to effectively cover and expand this latent space. We demonstrate that SCoTS significantly improves the performance and generalization capabilities of diffusion planners on offline goal-conditioned benchmarks requiring stitching and long-horizon reasoning. Furthermore, augmented trajectories generated by SCoTS significantly improve the performance of widely used offline goal-conditioned RL algorithms across diverse environments.

Theory · Reinforcement Learning and Planning

Jiacai Liu, Wenye Li, Dachao Lin, Ke Wei, Zhihua Zhang

Projected policy gradient (PPG) is a basic policy optimization method in reinforcement learning. Given access to exact policy evaluations, previous studies have established the sublinear convergence of PPG for sufficiently small step sizes based on the smoothness and the gradient domination properties of the value function. However, as the step size goes to infinity, PPG reduces to the classic policy iteration method, which suggests the convergence of PPG even for large step sizes. In this paper, we fill this gap and show that PPG admits a sublinear convergence for any constant step sizes. Due to the existence of the state-wise visitation measure in the expression of policy gradient, the existing optimization-based analysis framework for a preconditioned version of PPG (i.e., projected Q-ascent) is not applicable, to the best of our knowledge. Instead, we proceed the proof by computing the state-wise improvement lower bound of PPG based on its inherent structure. In addition, the finite iteration convergence of PPG for any constant step size is further established, which is also new.

Reinforcement Learning · Deep RL

Zizhao Wang, Kaixin Wang, Li Zhao, Peter Stone, Jiang Bian

World models aim to capture the dynamics of the environment, enabling agents to predict and plan for future states. In most scenarios of interest, the dynamics are highly centered on interactions among objects within the environment. This motivates the development of world models that operate on object-centric rather than monolithic representations, with the goal of more effectively capturing environment dynamics and enhancing compositional generalization. However, the development of object-centric world models has largely been explored in environments with limited visual complexity (such as basic geometries). It remains underexplored whether such models can be effective in more challenging settings. In this paper, we fill this gap by introducing Dyn-O, an enhanced structured world model built upon object-centric representations. Compared to prior work in object-centric representations, Dyn-O improves in both learning representations and modeling dynamics. On the challenging Procgen games, we demonstrate that our method can learn object-centric world models directly from pixel observations, outperforming DreamerV3 in rollout prediction accuracy. Furthermore, by decoupling object centric features into dynamic-agnostic and dynamic-aware components, we enable finer-grained manipulation of these features and generate more diverse imagined trajectories. The code of Dyn-O can be found at: https://github.com/wangzizhao/dyn-O.

Theory · Reinforcement Learning and Planning

Tong Yang, Bo Dai, Lin Xiao, Yuejie Chi

Online reinforcement learning (RL) with complex function approximations such as transformers and deep neural networks plays a significant role in the modern practice of artificial intelligence. Despite its popularity and importance, balancing the fundamental trade-off between exploration and exploitation remains a long-standing challenge; in particular, we are still in lack of efficient and practical schemes that are backed by theoretical performance guarantees. Motivated by recent developments in exploration via optimistic regularization, this paper provides an interpretation of the principle of optimism through the lens of primal-dual optimization. From this fresh perspective, we set forth a new value-incentivized actor-critic (VAC) method, which optimizes a single easy-to-optimize objective integrating exploration and exploitation --- it promotes state-action and policy estimates that are both consistent with collected data transitions and result in higher value functions. Theoretically, the proposed VAC method has near-optimal regret guarantees under linear Markov decision processes (MDPs) in both finite-horizon and infinite-horizon settings, which can be extended to the general function approximation setting under appropriate assumptions.

Theory · Reinforcement Learning and Planning

Michael Harding, Kirthevasan Kandasamy

We consider the problem of identifying the best arm in a multi-armed bandit model. Despite a wealth of literature in the traditional fixed budget and fixed confidence regimes of the best arm identification problem, it still remains a mystery to most practitioners as to how to choose an approach and corresponding budget or confidence parameter. We propose a new formalism to avoid this dilemma altogether by minimizing a risk functional which explicitly balances the performance of the recommended arm and the cost incurred by learning this arm. In this framework, a cost is incurred for each observation during the sampling phase, and upon recommending an arm, a performance penalty is incurred for identifying a suboptimal arm. The learner's goal is to minimize the sum of the penalty and cost. This new regime mirrors the priorities of many practitioners, e.g. maximizing profit in an A/B testing framework, better than classical fixed budget or confidence settings. We derive theoretical lower bounds for the risk of each of two choices for the performance penalty, the probability of misidentification and the simple regret, and propose an algorithm called DBCARE to match these lower bounds up to polylog factors on nearly all problem instances. We then demonstrate the performance of DBCARE on a number of simulated models, comparing to fixed budget and confidence algorithms to show the shortfalls of existing BAI paradigms on this problem.

Theory · Reinforcement Learning and Planning

Tim van Erven, Jack Mayo, Julia Olkhovskaya, Chen-Yu Wei

We present an efficient algorithm for linear contextual bandits with adversarial losses and stochastic action sets. Our approach reduces this setting to misspecification-robust adversarial linear bandits with fixed action sets. Without knowledge of the context distribution or access to a context simulator, the algorithm achieves $\tilde{O}(\min\{d^2\sqrt{T}, \sqrt{d^3T\log K}\})$ regret and runs in $\mathrm{poly}(d,C,T)$ time, where $d$ is the feature dimension, $C$ is an upper bound on the number of linear constraints defining the action set in each round, $K$ is an upper bound on the number of actions in each round, and $T$ is number of rounds. This resolves the open question by Liu et al. (2023) on whether one can obtain $\mathrm{poly}(d)\sqrt{T}$ regret in polynomial time independent of the number of actions. For the important class of combinatorial bandits with adversarial losses and stochastic action sets where the action sets can be described by a polynomial number of linear constraints, our algorithm is the first to achieve $\mathrm{poly}(d)\sqrt{T}$ regret in polynomial time, while no prior algorithm achieves even $o(T)$ regret in polynomial time to our knowledge. When a simulator is available, the regret bound can be improved to $\tilde{O}(d\sqrt{L^\star})$, where $L^\star$ is the cumulative loss of the best policy.

Reinforcement Learning · Multi-agent

Xiaokang Ye, Jiawei Ren, Yan Zhuang, Xuhong He, Yiming Liang, Yiqing Yang, Mrinaal Dogra, Xianrui Zhong, Eric Liu, Kevin Benavente 等

While LLM/VLM-powered AI agents have advanced rapidly in math, coding, and computer use, their applications in complex physical and social environments remain challenging. Building agents that can survive and thrive in the real world (e.g., by autonomously earning income) requires massive-scale interaction, reasoning, training, and evaluation across diverse scenarios. However, existing world simulators for such development fall short: they often rely on limited hand-crafted environments, simulate simplified game-like physics and social rules, and lack native support for LLM/VLM agents. We introduce SimWorld, a new simulator built on Unreal Engine 5, designed for developing and evaluating LLM/VLM agents in rich, real-world-like settings. SimWorld offers three core capabilities: (1) realistic, open-ended world simulation, including accurate physical and social dynamics and language-driven procedural environment generation; (2) rich interface for LLM/VLM agents, with multi-modal world inputs/feedback and open-vocabulary action outputs at varying levels of abstraction; and (3) diverse physical and social reasoning scenarios that are easily customizable by users. We demonstrate SimWorld by deploying frontier LLM agents (e.g., Gemini-2.5-Flash, Claude-3.5, GPT-4o, and DeepSeek-Prover-V2) on both short-horizon navigation tasks requiring grounded re-planning, and long-horizon multi-agent food delivery tasks involving strategic cooperation and competition. The results reveal distinct reasoning patterns and limitations across models. We open-source SimWorld and hope it becomes a foundational platform for advancing real-world agent intelligence across disciplines. Please refer to the project website for the most up-to-date information: http://simworld.org/.

Applications · Chemistry and Drug Discovery

Wei Liu, Jiangtao Feng, Hongli Yu, Yuxuan Song, Yuqiang Li, Shufei Zhang, LEI BAI, Wei-Ying Ma, Hao Zhou

Retrosynthetic planning is a fundamental task in chemical discovery. Due to the vast combinatorial search space, identifying viable synthetic routes remains a significant challenge--even for expert chemists. Recent advances in Large Language Models (LLMs), particularly equipped with reinforcement learning, have demonstrated strong human-like reasoning and planning abilities, especially in mathematics and code problem solving. This raises a natural question: Can the reasoning capabilities of LLMs be harnessed to develop an AI chemist capable of learning effective policies for multi-step retrosynthesis? In this study, we introduce Retro-R1, a novel LLM-based retrosynthesis agent trained via reinforcement learning to design molecular synthesis pathways. Unlike prior approaches, which typically rely on single-turn, question-answering formats, Retro-R1 interacts dynamically with plug-in single-step retrosynthesis tools and learns from environmental feedback. Experimental results show that Retro-R1 achieves a 55.79\% pass@1 success rate, surpassing the previous state of the art by 8.95\%. Notably, Retro-R1 demonstrates strong generalization to out-of-domain test cases, where existing methods tend to fail despite their high in-domain performance. Our work marks a significant step toward equipping LLMs with advanced, chemist-like reasoning abilities, highlighting the promise of reinforcement learning for enabling data-efficient, generalizable, and sophisticated scientific problem-solving in LLM-based agents.

Theory · Reinforcement Learning and Planning

Sajad Khodadadian, Martin Zubeldia

Polyak–Ruppert averaging is a widely used technique to achieve the optimal asymptotic variance of stochastic approximation (SA) algorithms, yet its high-probability performance guarantees remain underexplored in general settings. In this paper, we present a general framework for establishing non-asymptotic concentration bounds for the error of averaged SA iterates. Our approach assumes access to individual concentration bounds for the unaveraged iterates and yields a sharp bound on the averaged iterates. We also construct an example, showing the tightness of our result up to constant multiplicative factors. As direct applications, we derive tight concentration bounds for contractive SA algorithms and for algorithms such as temporal difference learning and $Q$-learning with averaging, obtaining new bounds in settings where traditional analysis is challenging.

Reinforcement Learning · Everything Else

Rajesh Mangannavar, Stefan Lee, Alan Fern, Prasad Tadepalli

We propose a novel approach to learn relational policies for classical planning based on learning to rank actions. We introduce a new graph representation that explicitly captures action information and propose a Graph Neural Network (GNN) architecture augmented with Gated Recurrent Units (GRUs) to learn action rankings. Unlike value-function based approaches that must learn a globally consistent function, our action ranking method only needs to learn locally consistent ranking. Our model is trained on data generated from small problem instances that are easily solved by planners and is applied to significantly larger instances where planning is computationally prohibitive. Experimental results across standard planning benchmarks demonstrate that our action-ranking approach not only achieves better generalization to larger problems than those used in training but also outperforms multiple baselines (value function and action ranking) methods in terms of success rate and plan quality.

Theory · Reinforcement Learning and Planning

Feng Zhu, David Simchi-Levi

Thompson Sampling (TS) has emerged as a powerful algorithm for sequential decision-making, with strong empirical success and theoretical guarantees. However, it has been shown that its behavior under stringent safety and robustness criteria --- such as safety of cumulative regret distribution and robustness to model mis-specification --- can sometimes perform poorly. In this work, we try to address these aspects through the lens of adaptive variance inflation for Gaussian Thompson Sampling. Our one-line change introduces a time- and arm-dependent inflation factor into the sampling variance, and yields several compelling benefits. The resulting policy achieves provably worst-case optimal expected regret and worst-case optimal fast-decaying regret tail bounds, even in the presence of heavy-tailed (sub-exponential) noise or mis-specified environments. The policy is also robust to mis-specified noise variances. Beyond cumulative regret, we further demonstrate that our method ensures strong post-experiment guarantees: simple regret and estimation error per arm exhibit fast-decaying tail probabilities, contributing to more reliable and robust downstream decisions. Finally, we extend our policy to incorporate settings with unknown arm-specific variances and empirically validate the consistent performance of our approach across a range of environments.

Theory · Reinforcement Learning and Planning

Yash Jhaveri, Harley Wiltzer, Patrick Shafto, Marc Bellemare, David Meger

In the pursuit of finding an optimal policy, reinforcement learning (RL) methods generally ignore the properties of learned policies apart from their expected return. Thus, even when successful, it is difficult to characterize which policies will be learned and what they will do. In this work, we present a theoretical framework for policy optimization that guarantees convergence to a particular optimal policy, via vanishing entropy regularization and a *temperature decoupling gambit*. Our approach realizes an interpretable, diversity-preserving optimal policy as the regularization temperature vanishes and ensures the convergence of policy derived objects--value functions and return distributions. In a particular instance of our method, for example, the realized policy samples all optimal actions uniformly. Leveraging our temperature decoupling gambit, we present an algorithm that estimates, to arbitrary accuracy, the return distribution associated to its interpretable, diversity-preserving optimal policy.

Applications · Neuroscience, Cognitive Science

Po-Chen Kuo, Han Hou, Will Dabney, Edgar Walker

Learning a compact representation of history is critical for planning and generalization in partially observable environments. While meta-reinforcement learning (RL) agents can attain near Bayes-optimal policies, they often fail to learn the compact, interpretable Bayes-optimal belief states. This representational inefficiency potentially limits the agent's adaptability and generalization capacity. Inspired by predictive coding in neuroscience---which suggests that the brain predicts sensory inputs as a neural implementation of Bayesian inference---and by auxiliary predictive objectives in deep RL, we investigate whether integrating self-supervised predictive coding modules into meta-RL can facilitate learning of Bayes-optimal representations. Through state machine simulation, we show that meta-RL with predictive modules consistently generates more interpretable representations that better approximate Bayes-optimal belief states compared to conventional meta-RL across a wide variety of tasks, even when both achieve optimal policies. In challenging tasks requiring active information seeking, only meta-RL with predictive modules successfully learns optimal representations and policies, whereas conventional meta-RL struggles with inadequate representation learning. Finally, we demonstrate that better representation learning leads to improved generalization. Our results strongly suggest the role of predictive learning as a guiding principle for effective representation learning in agents navigating partial observability.

Reinforcement Learning · Deep RL

Jiayu Wang, Yifei Ming, Zixuan Ke, Caiming Xiong, Shafiq Joty, Aws Albarghouthi, Frederic Sala

Reinforcement learning (RL) has become the dominant paradigm for improving the performance of language models on complex reasoning tasks. Despite the substantial empirical gains demonstrated by RL-based training methods like GRPO, a granular understanding of why and how RL enhances performance is still lacking. To bridge this gap, we introduce SPARKLE, a fine-grained analytic framework to dissect the effects of RL across three key dimensions: (1) plan following and execution, (2) knowledge integration, and (3) chain of subproblems. Using this framework, we gain insights beyond mere accuracy. For instance, providing models with explicit human-crafted, step-by-step plans can surprisingly degrade performance on the most challenging benchmarks, yet RL-tuned models exhibit greater robustness, experiencing markedly smaller performance drops than base or SFT models. This suggests that RL may not primarily enhance the execution of external plans but rather empower models to formulate and follow internal strategies better suited to their reasoning processes. Conversely, we observe that RL enhances models' ability to integrate provided knowledge into their reasoning process, yielding consistent gains across diverse tasks. Finally, we study whether difficult problems---those yielding no RL signals and mixed-quality reasoning traces---can still be effectively used for training. We introduce SparkleRL-PSS, a multi-stage RL pipeline that reuses hard problems with partial step scaffolding, guiding exploration effectively without additional data generation. Together, our findings provide a principled foundation for understanding how RL shapes model behavior, offering practical insights for building more adaptive, data-efficient, and interpretable RL pipelines for reasoning tasks. Our code, data, and checkpoints are available at: https://sparkle-reasoning.github.io/.

Theory · Reinforcement Learning and Planning

Idan Barnea, Tal Lancewicki, Yishay Mansour

We study the regret in stochastic Multi-Armed Bandits (MAB) with multiple agents that communicate over an arbitrary connected communication graph. We analyzed a variant of Cooperative Successive Elimination algorithm, $\texttt{Coop-SE}$, and show an individual regret bound of ${O}(\mathcal{R} / m + A^2 + A \sqrt{\log T})$ and a nearly matching lower bound. Here $A$ is the number of actions, $T$ the time horizon, $m$ the number of agents, and $\mathcal{R} = \sum_{\Delta_i > 0}\log(T)/\Delta_i$ is the optimal single agent regret, where $\Delta_i$ is the sub-optimality gap of action $i$. Our work is the first to show an individual regret bound in cooperative stochastic MAB that is independent of the graph's diameter. When considering communication networks there are additional considerations beyond regret, such as message size and number of communication rounds. First, we show that our regret bound holds even if we restrict the messages to be of logarithmic size. Second, for logarithmic number of communication rounds, we obtain a regret bound of ${O}(\mathcal{R} / m+A \log T)$.

Theory · Reinforcement Learning and Planning

Zicheng Hu, Cheng Chen

We investigate various stochastic bandit problems in the presence of adversarial corruptions. A seminal work for this problem is the BARBAR~\cite{gupta2019better} algorithm, which achieves both robustness and efficiency. However, it suffers from a regret of $O(KC)$, which does not match the lower bound of $\Omega(C)$, where $K$ denotes the number of arms and $C$ denotes the corruption level. In this paper, we first improve the BARBAR algorithm by proposing a novel framework called BARBAT, which eliminates the factor of $K$ to achieve an optimal regret bound up to a logarithmic factor. We also extend BARBAT to various settings, including multi-agent bandits, graph bandits, combinatorial semi-bandits and batched bandits. Compared with the Follow-the-Regularized-Leader framework, our methods are more amenable to parallelization, making them suitable for multi-agent and batched bandit settings, and they incur lower computational costs, particularly in semi-bandit problems. Numerical experiments verify the efficiency of the proposed methods.

Theory · Reinforcement Learning and Planning

Sungee Hong, Jiayi Wang, Zhengling Qi, Raymond K. W. Wong

In reinforcement learning, distributional off-policy evaluation (OPE) focuses on estimating the return distribution of a target policy using offline data collected under a different policy. This work focuses on extending the widely used fitted Q-evaluation---developed for expectation-based reinforcement learning---to the distributional OPE setting. We refer to this extension as fitted distributional evaluation (FDE). While only a few related approaches exist, there remains no unified framework for designing FDE methods. To fill this gap, we present a set of guiding principles for constructing theoretically grounded FDE methods. Building on these principles, we develop several new FDE methods with convergence analysis and provide theoretical justification for existing methods, even in non-tabular environments. Extensive experiments, including simulations on linear quadratic regulators and Atari games, demonstrate the superior performance of the FDE methods.

Theory · Reinforcement Learning and Planning

Ameya Anjarlekar, S. Rasoul Etesami, R. Srikant

The continuous nature of belief states in POMDPs presents significant computational challenges in learning the optimal policy. In this paper, we consider an approach that solves a Partially Observable Reinforcement Learning (PORL) problem by approximating the corresponding POMDP model into a finite-state Markov Decision Process (MDP) (called Superstate MDP). We first derive theoretical guarantees that improve upon prior work that relate the optimal value function of the transformed Superstate MDP to the optimal value function of the original POMDP. Next, we propose a policy-based learning approach with linear function approximation to learn the optimal policy for the Superstate MDP. Consequently, our approach shows that a POMDP can be approximately solved using TD-learning followed by Policy Optimization by treating it as an MDP, where the MDP state corresponds to a finite history. We show that the approximation error decreases exponentially with the length of this history. To the best of our knowledge, our finite-time bounds are the first to explicitly quantify the error introduced when applying standard TD learning to a setting where the true dynamics are not Markovian.

Reinforcement Learning · Deep RL

Guojian Zhan, Likun Wang, Xiangteng Zhang, Jiaxin Gao, Masayoshi TOMIZUKA, Shengbo Li

Online planning has proven effective in reinforcement learning (RL) for improving sample efficiency and final performance. However, using planning for environment interaction inevitably introduces a divergence between the collected data and the policy's actual behaviors, degrading both model learning and policy improvement. To address this, we propose BOOM (Bootstrap Off-policy with WOrld Model), a framework that tightly integrates planning and off-policy learning through a bootstrap loop: the policy initializes the planner, and the planner refines actions to bootstrap the policy through behavior alignment. This loop is supported by a jointly learned world model, which enables the planner to simulate future trajectories and provides value targets to facilitate policy improvement. The core of BOOM is a likelihood-free alignment loss that bootstraps the policy using the planner’s non-parametric action distribution, combined with a soft value-weighted mechanism that prioritizes high-return behaviors and mitigates variability in the planner’s action quality within the replay buffer. Experiments on the high-dimensional DeepMind Control Suite and Humanoid-Bench show that BOOM achieves state-of-the-art results in both training stability and final performance. The code is accessible at \url{https://github.com/molumitu/BOOM_MBRL}.

Theory · Reinforcement Learning and Planning

Xiaoli Tang, Han Yu, Xiaoxiao Li

Auction-based Federated Learning (AFL) fosters collaboration among self-interested data consumers (DCs) and data owners (DOs). A major challenge in AFL pertains to how DCs select and bid for DOs. Existing methods are generally static, making them ill-suited for dynamic AFL markets. To address this issue, we propose the R}einforcement Learning-based Bidding Strategy for DCs in Auction-based Federated Learning (RLB-AFL). We incorporate historical states into a Deep Q-Network to capture sequential information critical for bidding decisions. To mitigate state space sparsity, where specific states rarely reoccur for each DC during auctions, we incorporate the Gaussian Mixture Model into RLB-AFL. This facilitates soft clustering on sequential states, reducing the state space dimensionality and easing exploration and action-value function approximation. In addition, we enhance the $\epsilon$-greedy policy to help the RLB-AFL agent balance exploitation and exploration, enabling it to be more adaptable in the AFL decision-making process. Extensive experiments under 6 widely used benchmark datasets demonstrate that RLB-AFL achieves superior performance compared to 8 state-of-the-art approaches. It outperforms the best baseline by 10.56% and 3.15% in terms of average total utility