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    Elena Sorina Lupu, Patrick Spieler, Khurram Javed, Kris De Asis, John D. Martin, Martha Steenstrup et al.

    Reinforcement learning (RL) research has demonstrated success in both physical and simulated domains; however, the predominant methodology remains rooted in simulations. The predominance of simulations makes translating research to physical reality uncertain for both algorithms and researchers. We propose a …

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    Reinforcement learning (RL) research has demonstrated success in both physical and simulated domains; however, the predominant methodology remains rooted in simulations. The predominance of simulations makes translating research to physical reality uncertain for both algorithms and researchers. We propose a physical platform that is designed to simplify the transition. In this paper, we present the Open Ant: a physical variant of the commonly used Gymnasium Ant environment, along with a simulation. We demonstrate that competent walking policies can be learned from scratch in approximately one hour directly from the physical robot's experience for two substantially different RL algorithms: SARSA($λ$) and Soft Actor-Critic (SAC). Separately, we show policies that were learned in simulation transfer to reality. We also examine how well the platform supports a nimble experimental ecosystem. Specifically, we observe the speed with which new users from diverse backgrounds achieve their first success with the platform, and how easily the platform can be repaired and updated when hardware issues arise. Both the hardware design and software are available as open-source on GitHub for ease of customization. In summary, we advocate for the use of the Open Ant for RL researchers who frequently use simulated environments, so they can more easily include robot experiments in their evaluations.

    Abdul Wahab, Raksha Kumaraswamy, Martha White

    Optimistic value estimates provide one mechanism for directed exploration in reinforcement learning (RL). The agent acts greedily with respect to an estimate of the value plus what can be seen as a value bonus. The value bonus can be learned …

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    Optimistic value estimates provide one mechanism for directed exploration in reinforcement learning (RL). The agent acts greedily with respect to an estimate of the value plus what can be seen as a value bonus. The value bonus can be learned by estimating a value function on reward bonuses, propagating local uncertainties around rewards. However, this approach only increases the value bonus for an action retroactively, after seeing a higher reward bonus from that state and action. Such an approach does not encourage the agent to visit a state and action for the first time. In this work, we introduce an algorithm for exploration called Value Bonuses with Ensemble errors (VBE), that maintains an ensemble of random action-value functions (RQFs). VBE uses the errors in the estimation of these RQFs to design value bonuses that provide first-visit optimism and deep exploration. The key idea is to design the rewards for these RQFs in such a way that the value bonus can decrease to zero. We show that VBE outperforms Bootstrap DQN and two reward bonus approaches (RND and ACB) on several classic environments used to test exploration and provide demonstrative experiments that it can scale easily to more complex environments like Atari.

    Geonwoo Cho, Jaegyun Im, Doyoon Kim, Sundong Kim

    Designing effective task sequences is crucial for curriculum reinforcement learning (CRL), where agents must gradually acquire skills by training on intermediate tasks. A key challenge in CRL is to identify tasks that promote exploration, yet are similar enough to support …

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    Designing effective task sequences is crucial for curriculum reinforcement learning (CRL), where agents must gradually acquire skills by training on intermediate tasks. A key challenge in CRL is to identify tasks that promote exploration, yet are similar enough to support effective transfer. While recent approach suggests comparing tasks via their Structural Causal Models (SCMs), the method requires access to ground-truth causal structures, an unrealistic assumption in most RL settings. In this work, we propose Causal-Paced Deep Reinforcement Learning (CP-DRL), a curriculum learning framework aware of SCM differences between tasks based on interaction data approximation. This signal captures task novelty, which we combine with the agent's learnability, measured by reward gain, to form a unified objective. Empirically, CP-DRL outperforms existing curriculum methods on the Point Mass benchmark, achieving faster convergence and higher returns. CP-DRL demonstrates reduced variance with comparable final returns in the Bipedal Walker-Trivial setting, and achieves the highest average performance in the Infeasible variant. These results indicate that leveraging causal relationships between tasks can improve the structure-awareness and sample efficiency of curriculum reinforcement learning. We provide the full implementation of CP-DRL to facilitate the reproduction of our main results at https://github.com/Cho-Geonwoo/CP-DRL.

    Chris Cundy, Daniel Filan

    We introduce a new generative model for human planning under the Bayesian Inverse Reinforcement Learning (BIRL) framework which takes into account the fact that humans often plan using hierarchical strategies. We describe the Bayesian Inverse Hierarchical RL (BIHRL) algorithm for …

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    We introduce a new generative model for human planning under the Bayesian Inverse Reinforcement Learning (BIRL) framework which takes into account the fact that humans often plan using hierarchical strategies. We describe the Bayesian Inverse Hierarchical RL (BIHRL) algorithm for inferring the values of hierarchical planners, and use an illustrative toy model to show that BIHRL retains accuracy where standard BIRL fails. Furthermore, BIHRL is able to accurately predict the goals of `Wikispeedia' game players, with inclusion of hierarchical structure in the model resulting in a large boost in accuracy. We show that BIHRL is able to significantly outperform BIRL even when we only have a weak prior on the hierarchical structure of the plans available to the agent, and discuss the significant challenges that remain for scaling up this framework to more realistic settings.

    Shangtong Zhang

    In this paper, we formalize the almost sure convergence of $Q$-learning and linear temporal difference (TD) learning with Markovian samples using the Lean 4 theorem prover based on the Mathlib library. $Q$-learning and linear TD are among the earliest and …

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    In this paper, we formalize the almost sure convergence of $Q$-learning and linear temporal difference (TD) learning with Markovian samples using the Lean 4 theorem prover based on the Mathlib library. $Q$-learning and linear TD are among the earliest and most influential reinforcement learning (RL) algorithms. The investigation of their convergence properties is not only a major research topic during the early development of the RL field but also receives significant attention nowadays. This paper formally verifies their almost sure convergence in a unified framework based on the Robbins-Siegmund theorem. The framework developed in this work can potentially be extended to convergence rates and other modes of convergence. This work thus makes an important step towards fully formalizing convergent RL results. The code is available at https://github.com/ShangtongZhang/rl-theory-in-lean.

    Aske Plaat