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Unsupervised pre-training strategies have proven to be highly effective in natural language processing and computer vision. Likewise, unsupervised reinforcement learning (RL) holds the promise of discovering a variety of potentially useful…
We study reinforcement learning (RL) with no-reward demonstrations, a setting in which an RL agent has access to additional data from the interaction of other agents with the same environment. However, it has no access to the rewards or…
Inspired by recent developments in attention models for image classification and natural language processing, we present various Attention based architectures in reinforcement learning (RL) domain, capable of performing well on OpenAI Gym…
Large language models (LLMs) have demonstrated high performance on tasks expressed in natural language, particularly in zero- or few-shot settings. These are typically framed as supervised (e.g., classification) or unsupervised (e.g.,…
Reinforcement learning (RL) provides a naturalistic framing for learning through trial and error, which is appealing both because of its simplicity and effectiveness and because of its resemblance to how humans and animals acquire skills…
The central tenet of reinforcement learning (RL) is that agents seek to maximize the sum of cumulative rewards. In contrast, active inference, an emerging framework within cognitive and computational neuroscience, proposes that agents act…
Reinforcement Learning (RL) is an area of machine learning figuring out how agents take actions in an unknown environment to maximize its rewards. Unlike classical Markov Decision Process (MDP) in which agent has full knowledge of its…
Recent advances in large language model (LLM) reasoning, led by reinforcement learning with verifiable rewards (RLVR), have inspired self-play post-training, where models improve by generating and solving their own problems. While self-play…
Reinforcement learning (RL) has been successful in training agents in various learning environments, including video-games. However, such work modifies and shrinks the action space from the game's original. This is to avoid trying…
Modern reinforcement learning algorithms reach super-human performance on many board and video games, but they are sample inefficient, i.e. they typically require significantly more playing experience than humans to reach an equal…
Unsupervised reinforcement learning (RL) aims at pre-training agents that can solve a wide range of downstream tasks in complex environments. Despite recent advancements, existing approaches suffer from several limitations: they may require…
Traditionally, Reinforcement Learning (RL) aims at deciding how to act optimally for an artificial agent. We argue that deciding when to act is equally important. As humans, we drift from default, instinctive or memorized behaviors to…
Unsupervised reinforcement learning aims to acquire skills without prior goal representations, where an agent automatically explores an open-ended environment to represent goals and learn the goal-conditioned policy. However, this procedure…
Adversarial Training (AT) is one of the most effective methods to train robust Deep Neural Networks (DNNs). However, AT creates an inherent trade-off between clean accuracy and adversarial robustness, which is commonly attributed to the…
The learning process of a reinforcement learning (RL) agent remains poorly understood beyond the mathematical formulation of its learning algorithm. To address this gap, we introduce attention-oriented metrics (ATOMs) to investigate the…
This paper documents a case study in agent-driven autonomous reinforcement learning research for quadruped locomotion. The setting was not a fully self-starting research system. A human provided high-level directives through an agentic…
Learning actions that are relevant to decision-making and can be executed effectively is a key problem in autonomous robotics. Current state-of-the-art action representations in robotics lack proper effect-driven learning of the robot's…
Most reinforcement learning algorithms are based on a key assumption that Markov decision processes (MDPs) are stationary. However, non-stationary MDPs with dynamic action space are omnipresent in real-world scenarios. Yet problems of…
We present an approach to sensorimotor control in immersive environments. Our approach utilizes a high-dimensional sensory stream and a lower-dimensional measurement stream. The cotemporal structure of these streams provides a rich…
Optimal control of complex environments with robotic systems faces two complementary and intertwined challenges: efficient organization of sensory state information and far-sighted action planning. Because the reinforcement learning…