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Off-policy reinforcement learning (RL) is concerned with learning a rewarding policy by executing another policy that gathers samples of experience. While the former policy (i.e. target policy) is rewarding but in-expressive (in most cases,…
Reinforcement Learning (RL) is a learning paradigm concerned with learning to control a system so as to maximize an objective over the long term. This approach to learning has received immense interest in recent times and success manifests…
Solving hard-exploration environments in an important challenge in Reinforcement Learning. Several approaches have been proposed and studied, such as Intrinsic Motivation, co-evolution of agents and tasks, and multi-agent competition. In…
The paradigm of agentic AI is shifting from engineered complex workflows to post-training native models. However, existing agents are typically confined to static, predefined action spaces--such as exclusively using APIs, GUI events, or…
A widely-studied deep reinforcement learning (RL) technique known as Prioritized Experience Replay (PER) allows agents to learn from transitions sampled with non-uniform probability proportional to their temporal-difference (TD) error.…
Adversarial inverse reinforcement learning (AIRL) stands as a cornerstone approach in imitation learning, yet it faces criticisms from prior studies. In this paper, we rethink AIRL and respond to these criticisms. Criticism 1 lies in…
Intelligent robots provide a new insight into efficiency improvement in industrial and service scenarios to replace human labor. However, these scenarios include dense and dynamic obstacles that make motion planning of robots challenging.…
The ability of an AI agent to assist other agents, such as humans, is an important and challenging goal, which requires the assisting agent to reason about the behavior and infer the goals of the assisted agent. Training such an ability by…
We present a suite of reinforcement learning environments illustrating various safety properties of intelligent agents. These problems include safe interruptibility, avoiding side effects, absent supervisor, reward gaming, safe exploration,…
Multi-agent reinforcement learning is difficult to be applied in practice, which is partially due to the gap between the simulated and real-world scenarios. One reason for the gap is that the simulated systems always assume that the agents…
Actor-critic (AC) methods are ubiquitous in reinforcement learning. Although it is understood that AC methods are closely related to policy gradient (PG), their precise connection has not been fully characterized previously. In this paper,…
We consider an improper reinforcement learning setting where a learner is given $M$ base controllers for an unknown Markov decision process, and wishes to combine them optimally to produce a potentially new controller that can outperform…
Standard deep reinforcement learning algorithms use a shared representation for the policy and value function, especially when training directly from images. However, we argue that more information is needed to accurately estimate the value…
Deep Reinforcement Learning (Deep RL) has been in the spotlight for the past few years, due to its remarkable abilities to solve problems which were considered to be practically unsolvable using traditional Machine Learning methods.…
The Transformer, a highly expressive architecture for sequence modeling, has recently been adapted to solve sequential decision-making, most notably through the Decision Transformer (DT), which learns policies by conditioning on desired…
This paper introduces a novel transfer learning framework for deep multi-agent reinforcement learning. The approach automatically combines goal-conditioned policies with temporal contrastive learning to discover meaningful sub-goals. The…
There is a lack of standard benchmarks for Multi-Agent Reinforcement Learning (MARL) algorithms. The Starcraft Multi-Agent Challenge (SMAC) has been widely used in MARL research, but is built on top of a heavy, closed-source computer game,…
Reinforcement learning algorithms are known to be sample inefficient, and often performance on one task can be substantially improved by leveraging information (e.g., via pre-training) on other related tasks. In this work, we propose a…
In this paper, we propose a novel benchmark called the StarCraft Multi-Agent Challenges+, where agents learn to perform multi-stage tasks and to use environmental factors without precise reward functions. The previous challenges (SMAC)…
Large multi-agent systems such as real-time strategy games are often driven by collective behavior of agents. For example, in StarCraft II, human players group spatially near agents into a team and control the team to defeat opponents. In…