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 8 / 54 页

Reinforcement Learning · Planning

Michael Aichmüller, Yannik Hesse, Hector Geffner

Combinatorial generalization remains a central challenge in deep reinforcement learning (DRL). Classical planning provides a simple yet challenging setting to study this problem through explicit relational descriptions, without requiring learning from perception. In sparse-reward domains, standard RL exploration via real-time search is ineffective, and learning-based planning methods often rely on expert demonstrations, hindsight relabeling, or random walks from the goal state. In contrast, planners rely on best-first search methods such as $\mathrm{A}^\star$ to solve problems from scratch. We propose a self-improving $\mathrm{A}^\star$ learning framework in combination with a value heuristic represented by a Relational Graph Neural Network: the heuristic guides search, and the resulting search data updates the heuristic via $Q$-Learning. This loop yields heuristics that can function as general policies and solve new instances even without search, where DRL otherwise fails, as we show on puzzles such as Sokoban, PushWorld, The Witness, and the International Planning Competition 2023 benchmarks. Notably, we demonstrate strong zero-shot generalization: heuristics trained on Blocksworld instances with fewer than 30 blocks successfully solve instances with 488 blocks.

Theory · Reinforcement Learning and Planning

Haoqun Cao, Tengyang Xie

Behavior cloning is a fundamental paradigm in machine learning, enabling policy learning from expert demonstrations across robotics, autonomous driving, and generative models. Autoregressive models like transformer have proven remarkably effective, from large language models (LLMs) to vision-language-action systems (VLAs). However, applying autoregressive models to continuous control requires discretizing actions through quantization, a practice widely adopted yet poorly understood theoretically. This paper provides theoretical foundations for this practice. We analyze how quantization error propagates along the horizon and interacts with statistical sample complexity. We show that behavior cloning with quantized actions and log-loss achieves optimal sample complexity—matching existing lower bounds—and incurs only polynomial horizon dependence on quantization error, provided the dynamics are stable and the policy satisfies a probabilistic smoothness condition. We further characterize when different quantization schemes satisfy or violate these requirements, and propose a model-based augmentation that provably improves the error bound without requiring policy smoothness. Finally, we establish fundamental limits that jointly capture the effects of quantization error and statistical complexity.

Reinforcement Learning · Everything Else

Xincheng Shi, Changxiao Ma, Yuzhuo Ma, Yongfei Zhang, Rongye Shi

Person re-identification (ReID) models are sensitive to long-tail nuisances (e.g., rare viewpoints, occlusions, complex backgrounds), yet current generative augmentation is largely open-loop: prompts/conditions are sampled heuristically without verifying whether the synthesized samples improve ReID discriminability. We introduce ReasonAug, a closed-loop framework that learns an image-conditioned instruction policy for a frozen generator, turning augmentation into a sequential decision problem over instruction tokens. A Semantic Reasoning Agent (SRA) performs hierarchical planning from global semantics to identity-critical local cues, producing structured edit instructions whose utility is verified by downstream ReID feedback. To make closed-loop optimization reliable, we propose Metric-Aligned Gated Reward (MAGR), which converts metric-learning objectives into a dense reward while gating task shaping by identity preservation to prevent reward hacking, and Structure-Aware Entropy (SAE), which allocates exploration per token to lock identity-critical cues while diversifying nuisance factors. Experiments on Market-1501 and MSMT17 demonstrate state-of-the-art performance, confirming that closing the augmentation loop and learning what to generate yield more discriminative training data than open-loop alternatives.

Theory · Reinforcement Learning and Planning

Khang Luong, Nam Nguyen, Hoang Ta, Hung Tran-The, Tuan Dam

We propose ***Var**iance **D**riven **E**xploration* (VarDE), a principled approach for pure exploration in *highly stochastic environments*, where the exploration process is dominated by stochastic variance. VarDE is built on a fundamental principle: *sampling effort should be allocated to minimize the uncertainty of the final decision*. We formalize the uncertainty of the final decision through a smooth decision function and derive allocation rules that explicitly capture how stochastic noise in individual components affects the reliability of the final output. We apply this methodology to three core problems of pure exploration -- Best Arm Identification (BAI), Monte Carlo Tree Search (MCTS), and Best-Policy Identification (BPI) -- with theoretical guarantees on variance decay and simple regret. Empirically, we demonstrate consistent and significant improvements of VarDE over existing methods, with especially strong gains in highly stochastic environments.

Reinforcement Learning · Planning

Zergham Ahmed, Josh Tenenbaum, Chris Bates, Samuel Gershman

Modern reinforcement learning (RL) systems have demonstrated remarkable capabilities in complex environments, such as video games. However, they still fall short of achieving human-like sample efficiency and adaptability when learning new domains. Theory-based reinforcement learning (TBRL) is an algorithmic framework specifically designed to address this gap. Modeled on cognitive theories, TBRL leverages structured, causal world models---``theories''---as forward simulators for use in planning, generalization and exploration. Although current TBRL systems provide compelling explanations of how humans learn to play video games, they face several technical limitations: their theory languages are restrictive, and their planning algorithms are not scalable. To address these challenges, we introduce TheoryCoder, an instantiation of TBRL that exploits hierarchical representations of theories and efficient program synthesis methods for more powerful learning and planning. TheoryCoder equips agents with general-purpose abstractions (e.g., ``move to''), which are then grounded in a particular environment by learning a low-level transition model (a Python program synthesized from observations by a large language model). A bilevel planning algorithm can exploit this hierarchical structure to solve large domains. We demonstrate that this approach can be successfully applied to diverse and challenging grid-world games, where approaches based on directly synthesizing a policy perform poorly. Ablation studies demonstrate the benefits of using hierarchical abstractions.

Reinforcement Learning · Planning

Zuyuan Zhang, Zeyu Fang, Tian Lan

Geometric properties can be leveraged to stabilize and speed reinforcement learning. Existing examples include encoding symmetry structure, geometry-aware data augmentation, and enforcing structural restrictions. In this paper, we take a novel view of RL through the lens of order theory and recast value function estimates into learning a desired poset (partially ordered set). We propose \emph{GCR-RL} (Geometric Coherence Regularized Reinforcement Learning) that computes a sequence of super-poset refinements -- by refining posets in previous steps and learning additional order relationships from temporal difference signals -- thus ensuring geometric coherence across the sequence of posets underpinning the learned value functions. Two novel algorithms by Q-learning and by actor--critic are developed to efficiently realize these super-poset refinements. Their theoretical properties and convergence rates are analyzed. We empirically evaluate GCR-RL in a range of tasks and demonstrate significant improvements in sample efficiency and stable performance over strong baselines.

Deep Learning · Large Language Models

Sangeun Park, Minhae Kwon

A central goal of large language model (LLM) research is to build agentic systems that can plan, act, and adapt through sustained interaction with dynamic environments. While recent LLM-based agents exhibit impressive contextual reasoning, their long-horizon decision-making remains fragile, often suffering from $\textit{objective drift}$, where goals and plans drift over extended interactions. We introduce $\texttt{Multi}^2$, a hierarchical multi-agent decision-making framework that explicitly decomposes agent behavior into complementary roles. A high-level agent ($\texttt{System 1}$) focuses on context-aware sub-goal generation using supervised fine-tuning (SFT), while a low-level agent ($\texttt{System 2}$) executes atomic actions through offline-to-online reinforcement learning (RL) in interactive environments. This separation enables stable long-horizon control, mitigates objective drift, and allows efficient adaptation. Across diverse interactive environments, $\texttt{Multi}^2$ consistently outperforms strong agentic baselines, demonstrating improved robustness and coordination in multi-turn interaction. Beyond performance, we introduce and release three hierarchical benchmark datasets, filling a long-standing gap in training and evaluating hierarchical decision-making for LLM-based agents.

Social Aspects · Safety

Aradhye Agarwal, Gurdit Singh Siyan, Yash Pandya, Joykirat Singh, Akshay Nambi, Ahmed Awadallah

Agentic language models operate in a fundamentally different safety regime than chat models: they must plan, call tools, and execute long-horizon actions where a single misstep, such as accessing files or entering credentials, can cause irreversible harm. Existing alignment methods, largely optimized for static generation and task completion, break down in these settings due to sequential decision-making, adversarial tool feedback, and overconfident intermediate reasoning. We introduce MOSAIC, a post-training framework that aligns agents for safe multi-step tool use by making safety decisions explicit and learnable. MOSAIC structures inference as a plan, check, then act or refuse loop, with explicit safety reasoning and refusal as first-class actions. To train without trajectory-level labels, we use preference-based reinforcement learning with pairwise trajectory comparisons, which captures safety distinctions often missed by scalar rewards. We evaluate MOSAIC zero-shot across three model families, Qwen2.5-7B, Qwen3-4B-Thinking, and Phi-4, and across out-of-distribution benchmarks spanning harmful tasks, prompt injection, benign tool use, and cross-domain privacy leakage. MOSAIC reduces harmful behavior by up to 50\%, increases harmful-task refusal by over 20\% on injection attacks, cuts privacy leakage, and preserves or improves benign task performance, demonstrating robust generalization across models, domains, and agentic settings.

Reinforcement Learning · Planning

Benjamin Howard, Keith Frankston

We introduce a recursive AlphaZero style Monte--Carlo tree search algorithm, "RMCTS". It first generates the search tree using prior policies, and then recursively re-estimates action values by using the regularized optimal posterior policies from ``Monte--Carlo tree search as regularized policy optimization'' (Grill et al., 2020) at each node of the search tree, starting from the leaves and working back up to the root. We find that RMCTS matches or exceeds the quality of AlphaZero's MCTS-UCB in a tiny fraction of the time.

Reinforcement Learning · Online

Jiamin Xu, Kyra Gan

Online reinforcement learning in non-episodic, finite-horizon MDPs remains underexplored and is challenged by the need to estimate returns to a fixed terminal time. Existing infinite-horizon methods, which often rely on discounted contraction, do not naturally account for this fixed-horizon structure. We introduce a modified Q-function: rather than targeting the full-horizon, we learn a K-step lookahead Q-function that truncates planning to the next K steps. To further improve sample efficiency, we introduce a thresholding mechanism: actions are selected only when their estimated K-step lookahead value exceeds a time-varying threshold. We provide an efficient tabular learning algorithm for this novel objective, proving it achieves fast finite-sample convergence: it achieves minimax optimal constant regret for $K=1$ and $\mathcal{O}(\max((K-1),C_{K-1})\sqrt{SAT\log(T)})$ regret for any $K \geq 2$. We numerically evaluate the performance of our algorithm under the objective of maximizing reward. Our implementation adaptively increases K over time, balancing lookahead depth against estimation variance. Empirical results demonstrate superior cumulative rewards over state-of-the-art tabular RL methods across synthetic MDPs and RL environments: JumpRiverswim, FrozenLake and AnyTrading.

Reinforcement Learning · Batch/Offline

Yuan Lu, Dongqi Han, Yansen Wang, Dongsheng Li

Diffusion planners are a strong approach for offline reinforcement learning, but they can fail when value-guided selection favours trajectories that score well yet are locally inconsistent with the environment dynamics, resulting in brittle execution. We propose Self-supervised Action Gating with Energies (SAGE), an inference-time re-ranking method that penalises dynamically inconsistent plans using a latent consistency signal. SAGE trains a Joint-Embedding Predictive Architecture (JEPA) encoder on offline state sequences and an action-conditioned latent predictor for short horizon transitions. At test time, SAGE assigns each sampled candidate an energy given by its latent prediction error and combines this feasibility score with value estimates to select actions. SAGE can integrates into existing diffusion planning pipelines that can sample trajectories and select actions via value scoring; it requires no environment rollouts and no policy re-training. Across locomotion, navigation, and manipulation benchmarks, SAGE improves the performance and robustness of diffusion planners.

Reinforcement Learning · Batch/Offline

Hebin Liang, Yi Ma, Chenjun Xiao, Zibin Dong, Zilin Cao, Fei Ni, Yifu Yuan, Jianye Hao

Offline goal-conditioned RL (OGCRL) learns to reach arbitrary goals from offline dataset, but long-horizon performance hinges on crossing a handful of hard-to-cross bottlenecks. These bottlenecks not only dictate the feasible paths toward the goal but also act as critical keypoints, marking the transitions between adjacent regions and providing the agent with essential directional guidance. Prior hierarchical methods pick subgoals by time or short-horizon value heuristics, which do not localize the bottleneck, as a result, the agent losing the clear guidance that bottlenecks could provide about where to pass next. We instead model long-horizon planning as “cross the next bottleneck”: we apply Laplacian spectral clustering to offline dataset to expose bottlenecks and then identify trajectories from the offline dataset that cross these boundaries, and the intersects are defined as keypoints (KPs). Then the most representative KPs are automatically selected and a directed KP reachability graph $\mathcal G_{\mathrm{KP}}$ is constructed based on the selected KPs. We then restrict high-level choices to these bottleneck states and use a pluggable low-level controller to execute the short transitions between them. We provide theory showing that under a standard metastable decomposition of the state space, routing through bottlenecks yields an (approximately) optimal one-step subgoal in terms of hitting-time, and that Laplacian spectra recover bottlenecks with high overlap. Thus, Laplacian spectral clustering can discover approximately optimal subgoals. Empirically, the same pattern holds: across D4RL and OGBench, our method achieves state-of-the-art results on a broad set of navigation and manipulation tasks and across diverse dataset regimes, for example, **96.5\%** on **AntMaze** and **84.5\%** on **Franka-Kitchen**.

Deep Learning · Generative Models and Autoencoders

Guotao Liang, Zhangcheng Wang, Chuang Wang, Juncheng Hu, Haitao Zhou, Junhua Liu, Jing Zhang, Dong Xu, Qian Yu

Scalable Vector Graphics (SVG) animation generation is pivotal for professional design due to their structural editability and resolution independence. However, this task remains challenging as it requires bridging discrete code representations with continuous visual dynamics. Existing optimization-based methods often destroy topological consistency, while general-purpose LLMs rely on rigid CSS/SMIL transformations, failing to model geometry-level non-rigid deformations. To address these limitations, we present VAnim, the first LLM-based framework for open-domain text-to-SVG animation. We reconceptualize animation not as sequence generation, but as Sparse State Updates (SSU) on a persistent SVG DOM tree. This paradigm compresses sequence length by over 9.8x while mathematically guaranteeing topological isomorphism and identity persistence. To enable precise control, we propose an Identification-First Motion Planning mechanism that grounds textual instructions in explicit visual entities. Furthermore, to overcome the non-differentiable nature of SVG rendering, we employ Rendering-Aware Reinforcement Learning via Group Relative Policy Optimization (GRPO). By leveraging a hybrid reward from a state-of-the-art video perception encoder, we align discrete code updates with high-fidelity visual feedback. We also introduce SVGAnim-134k, the first benchmark for vector animation. Extensive experiments demonstrate that VAnim significantly outperforms state-of-the-art baselines in semantic alignment and structural validity, demonstrating a robust capacity for synthesizing high-fidelity non-rigid deformations without requiring explicit temporal consistency constraints.

Theory · Reinforcement Learning and Planning

Tommaso Giorgi, Pierriccardo Olivieri, Keyue Jiang, Laura Toni, Matteo Papini

Learning state representations in Markov Decision Processes (MDPs) has proven crucial for addressing the curse of dimensionality in large-scale reinforcement learning (RL) problems. A widely recognized approach exploits structural priors on the MDP by constructing state representations as linear combinations of the state-graph Laplacian eigenvectors. When there is no prior knowledge of the graph, or the state space is too large, the spectral features can be estimated in a model-free fashion. In this work, we prove an upper bound on the approximation error of linear value function approximation based on learned spectral features. We show how this error scales with the algebraic connectivity of the state-graph, making it interpretable in terms of the MDP topology. We also bound the error arising from the estimation of the spectral features themselves, providing an all-round view of the representation learning pipeline. Additionally, we provide a new expression of the Laplacian operator in the RL setting that clarifies some subtle ambiguities in the literature. Our results apply to general (non-uniform) policies without making any assumptions on the symmetry of the induced transition kernel. We validate our theoretical findings with numerical simulations on gridworld environments.

Applications · Health / Medicine

Marius Knorr, Robert Müller, Jan Bremer, Nils Schweingruber

Fast Healthcare Interoperability Resources (FHIR) is the dominant standard for interoperable exchange of healthcare data. In FHIR, electronic health records form a directed graph of resources. Answering clinically meaningful questions over FHIR requires agents to perform multi-step reasoning, filtering, and aggregation across multiple resource types. Prior work shows that even tool-augmented LLM agents (retrieval, code execution, multi-turn planning) often select the wrong resources or violate traversal constraints. We study this problem in the context of FHIR-AgentBench, a benchmark for realistic question answering over real-world hospital data, and frame reasoning on FHIR as a sequential decision-making problem over a queryable structured graph. We implement a multi-turn CodeAct agent and post-train it with reinforcement learning using a custom harness and tools. A LLM Judge provides execution-grounded rewards. Compared to prompt-based, closed-model baselines, RL post-training improves performance while enforcing data-integrity constraints. Empirically, our approach improves answer correctness from 50% (o4-mini) to 64% on FHIR-AgentBench using a smaller and cheaper Qwen 2.5-7B model. We present an end-to-end post-training pipeline (environment building, harness construction, model training and custom evaluation) that reliably improves multi-turn reasoning over structured clinical graphs.

Theory · Reinforcement Learning and Planning

Alessandro Montenegro, Federico Mansutti, Marco Mussi, Matteo Papini, Alberto Maria Metelli

*Policy gradient* (PG) methods are a class of effective *reinforcement learning* algorithms, particularly when dealing with continuous control problems. They rely on fresh *on-policy* data, making them sample-inefficient and requiring $\mathcal{O}(\epsilon^{-2})$ trajectories to reach an $\epsilon$-approximate stationary point. A common strategy to improve efficiency is to *reuse* information from past iterations, such as previous *gradients* or *trajectories*, leading to *off-policy* PG methods. While gradient reuse has received substantial attention, leading to improved rates up to $\mathcal{O}(\epsilon^{-3/2})$, the reuse of past trajectories, although intuitive, remains largely unexplored from a theoretical perspective. In this work, we provide the first rigorous theoretical evidence that reusing past off-policy trajectories can significantly accelerate PG convergence. We propose RT-PG (Reusing Trajectories - Policy Gradient), a novel algorithm that leverages a *power mean*-corrected multiple importance weighting estimator to effectively combine on-policy and off-policy data coming from the most recent $\omega$ iterations. Through a novel analysis, we prove that RT-PG achieves a sample complexity of $\widetilde{\mathcal{O}}(\epsilon^{-2}\omega^{-1})$. When reusing *all* available past trajectories, this leads to a rate of $\widetilde{\mathcal{O}}(\epsilon^{-1})$, the best known one in the literature for PG methods. We further validate our approach empirically, demonstrating its effectiveness against baselines with state-of-the-art rates.

Deep Learning · Algorithms

Huanjin Yao, Qixiang Yin, Min Yang, Ziwang Zhao, Yibo Wang, Haotian Luo, Jingyi Zhang, Jiaxing Huang

We aim to develop a multimodal research agent capable of explicit reasoning and planning, multi-tool invocation, and cross-modal information synthesis, enabling it to conduct deep research tasks. However, we observe three main challenges in developing such agents: (1) scarcity of search-intensive multimodal QA data, (2) lack of effective search trajectories, and (3) prohibitive cost of training with online search APIs. To tackle them, we first propose **Hyper-Search**, a hypergraph-based QA generation method that models and connects visual and textual nodes within and across modalities, enabling to generate search-intensive multimodal QA pairs that require invoking various search tools to solve. Second, we introduce **DR-TTS**, which first decomposes search-involved tasks into several categories according to search tool types, and respectively optimize specialized search tool experts for each tool. It then recomposes tool experts to jointly explore search trajectories via tree search, producing trajectories that successfully solve complex tasks using various search tools. Third, we build an offline search engine supporting multiple search tools, enabling agentic reinforcement learning without using costly online search APIs. With the three designs, we develop **MM-DeepResearch**, a powerful multimodal deep research agent, and extensive results shows its superiority across benchmarks.

Reinforcement Learning · Everything Else

Harry Chen, Michal Moshkovitz, Cynthia Rudin, Yiyang Sun, Ron Parr, Lesia Semenova, Zachery Boner

The planning horizon in a Markov Decision Process (MDP) determines how far into the future an agent reasons. In practice, shorter horizons are commonly associated with policies that exhibit simpler or more interpretable decision-making behavior. In this paper, we establish a formal connection between environmental stochasticity and planning horizon in MDPs. We show that for broad classes of transition noise, solving a noisy MDP can be formally related to solving a noise-free MDP with a shorter effective discount factor, leading to identical optimal policies in some cases and near-optimal ones in others. We further characterize settings in which this correspondence breaks down, clarifying when horizon-based interpretations of noise are not valid. These results, which are supported by both theory and experiments, also give some insight into the common practice of using smaller discount factors for reinforcement learning than what can be justified by typical, grounded interpretations of a discount factor, such as inflation or the probability of catastrophic failure.

Reinforcement Learning · Planning

Quentin Garrido, Tushar Nagarajan, Basile Terver, Nicolas Ballas, Yann LeCun, Michael Rabbat

Agents that can reason and plan in the real world must be able to predict the consequences of their actions. World models possess this capability but require action annotations that can be complex to obtain at scale. Latent action models address this issue by learning an action space from videos alone. Our work studies the training of latent action world models on in-the-wild videos, expanding the scope of existing works that focus on simple robotics simulations, video games, or manipulation data. While diverse videos enable modeling richer actions, they introduce challenges of environmental noise and lack of a common embodiment across videos. To address these, we carefully study the design and evaluation of latent actions. We find that constrained continuous latent actions are better suited for complex in-the-wild videos, compared to vector quantization. For example, actions specific to in-the-wild videos such as humans entering the room, can be modeled and then transferred across videos. However, in the absence of a common embodiment, learned latent actions are localized in space, relative to the camera. Nonetheless, we are able to train a controller that maps known actions to latent ones, allowing us to use latent actions as a universal interface to solve planning tasks on par with action-conditioned baselines.

Theory · Reinforcement Learning and Planning

Rui Hu, Yu Chen, Longbo Huang

Many popular practical reinforcement learning (RL) algorithms employ evolving reward functions—through techniques such as reward shaping, entropy regularization, or curriculum learning—yet their theoretical foundations remain underdeveloped. This paper provides the first finite-time convergence analysis of a single-timescale actor-critic algorithm in the presence of an evolving reward function under Markovian sampling. We consider a setting where the reward parameters may change at each time step, affecting both policy optimization and value estimation. Under standard assumptions, we derive non-asymptotic bounds for both actor and critic errors. Our result shows that an $O(1/\sqrt{T})$ convergence rate is achievable, matching the best-known rate for static rewards, provided the reward parameters evolve slowly enough. This rate is preserved when the reward is updated via a gradient-based rule with bounded gradient and on the same timescale as the actor and critic, offering a theoretical foundation for many popular RL techniques. As a secondary contribution, we introduce a novel analysis of distribution mismatch under Markovian sampling, improving the best-known rate by a factor of $\log^2T$ in the static-reward case.