SearcharxivSearch

arXiv subjects

Paul Weng

Publications and source records attributed to Paul Weng.

At least 19 recordsLinked to original sources

OMP: One-step Meanflow Policy with Directional Alignment

Robot manipulation has increasingly adopted data-driven generative policy frameworks, yet the field faces a persistent trade-off: diffusion models suffer from high inference latency, while flow-based methods often require complex architectural constraints. Although in image generation domain, the MeanFlow paradigm offers a path to single-step inference, its direct application to robotics is impeded by critical theoretical pathologies, specifically spectral bias and gradient starvation in low-velocity regimes. To overcome these limitations, we propose the One-step MeanFlow Policy (OMP), a novel framework designed for high-fidelity, real-time manipulation. We introduce a lightweight directional alignment mechanism to explicitly synchronize predicted velocities with true mean velocities. Furthermore, we implement a Differential Derivation Equation (DDE) to approximate the Jacobian-Vector Product (JVP) operator, which decouples forward and backward passes to significantly reduce memory complexity. Extensive experiments on the Adroit and Meta-World benchmarks demonstrate that OMP outperforms state-of-the-art methods in success rate and trajectory accuracy, particularly in high-precision tasks, while retaining the efficiency of single-step generation.

cs.RO

Intervention Efficiency and Perturbation Validation Framework: Capacity-Aware and Robust Clinical Model Selection under the Rashomon Effect

In clinical machine learning, the coexistence of multiple models with comparable performance (a manifestation of the Rashomon Effect) poses fundamental challenges for trustworthy deployment and evaluation. Small, imbalanced, and noisy datasets, coupled with high-dimensional and weakly identified clinical features, amplify this multiplicity and make conventional validation schemes unreliable. As a result, selecting among equally performing models becomes uncertain, particularly when resource constraints and operational priorities are not considered by conventional metrics like F1 score. To address these issues, we propose two complementary tools for robust model assessment and selection: Intervention Efficiency (IE) and the Perturbation Validation Framework (PVF). IE is a capacity-aware metric that quantifies how efficiently a model identifies actionable true positives when only limited interventions are feasible, thereby linking predictive performance with clinical utility. PVF introduces a structured approach to assess the stability of models under data perturbations, identifying models whose performance remains most invariant across noisy or shifted validation sets. Empirical results on synthetic and real-world healthcare datasets show that using these tools facilitates the selection of models that generalize more robustly and align with capacity constraints, offering a new direction for tackling the Rashomon Effect in clinical settings.

cs.LG

Generalizable Coarse-to-Fine Robot Manipulation via Language-Aligned 3D Keypoints

Hierarchical coarse-to-fine policy, where a coarse branch predicts a region of interest to guide a fine-grained action predictor, has demonstrated significant potential in robotic 3D manipulation tasks by especially enhancing sample efficiency and enabling more precise manipulation. However, even augmented with pre-trained models, these hierarchical policies still suffer from generalization issues. To enhance generalization to novel instructions and environment variations, we propose Coarse-to-fine Language-Aligned manipulation Policy (CLAP), a framework that integrates three key components: 1) task decomposition, 2) VLM fine-tuning for 3D keypoint prediction, and 3) 3D-aware representation. Through comprehensive experiments in simulation and on a real robot, we demonstrate its superior generalization capability. Specifically, on GemBench, a benchmark designed for evaluating generalization, our approach achieves a 12\% higher average success rate than the SOTA method while using only 1/5 of the training trajectories. In real-world experiments, our policy, trained on only 10 demonstrations, successfully generalizes to novel instructions and environments.

cs.RO

Time Reversal Symmetry for Efficient Robotic Manipulations in Deep Reinforcement Learning

Symmetry is pervasive in robotics and has been widely exploited to improve sample efficiency in deep reinforcement learning (DRL). However, existing approaches primarily focus on spatial symmetries, such as reflection, rotation, and translation, while largely neglecting temporal symmetries. To address this gap, we explore time reversal symmetry, a form of temporal symmetry commonly found in robotics tasks such as door opening and closing. We propose Time Reversal symmetry enhanced Deep Reinforcement Learning (TR-DRL), a framework that combines trajectory reversal augmentation and time reversal guided reward shaping to efficiently solve temporally symmetric tasks. Our method generates reversed transitions from fully reversible transitions, identified by a proposed dynamics-consistent filter, to augment the training data. For partially reversible transitions, we apply reward shaping to guide learning, according to successful trajectories from the reversed task. Extensive experiments on the Robosuite and MetaWorld benchmarks demonstrate that TR-DRL is effective in both single-task and multi-task settings, achieving higher sample efficiency and stronger final performance compared to baseline methods.

cs.RO

ASAP: Exploiting the Satisficing Generalization Edge in Neural Combinatorial Optimization

Deep Reinforcement Learning (DRL) has emerged as a promising approach for solving Combinatorial Optimization (CO) problems, such as the 3D Bin Packing Problem (3D-BPP), Traveling Salesman Problem (TSP), or Vehicle Routing Problem (VRP), but these neural solvers often exhibit brittleness when facing distribution shifts. To address this issue, we uncover the Satisficing Generalization Edge, which we validate both theoretically and experimentally: identifying a set of promising actions is inherently more generalizable than selecting the single optimal action. To exploit this property, we propose Adaptive Selection After Proposal (ASAP), a generic framework that decomposes the decision-making process into two distinct phases: a proposal policy that acts as a robust filter, and a selection policy as an adaptable decision maker. This architecture enables a highly effective online adaptation strategy where the selection policy can be rapidly fine-tuned on a new distribution. Concretely, we introduce a two-phase training framework enhanced by Model-Agnostic Meta-Learning (MAML) to prime the model for fast adaptation. Extensive experiments on 3D-BPP, TSP, and CVRP demonstrate that ASAP improves the generalization capability of state-of-the-art baselines and achieves superior online adaptation on out-of-distribution instances.

cs.LG

Enhancing Online Reinforcement Learning with Meta-Learned Objective from Offline Data

A major challenge in Reinforcement Learning (RL) is the difficulty of learning an optimal policy from sparse rewards. Prior works enhance online RL with conventional Imitation Learning (IL) via a handcrafted auxiliary objective, at the cost of restricting the RL policy to be sub-optimal when the offline data is generated by a non-expert policy. Instead, to better leverage valuable information in offline data, we develop Generalized Imitation Learning from Demonstration (GILD), which meta-learns an objective that distills knowledge from offline data and instills intrinsic motivation towards the optimal policy. Distinct from prior works that are exclusive to a specific RL algorithm, GILD is a flexible module intended for diverse vanilla off-policy RL algorithms. In addition, GILD introduces no domain-specific hyperparameter and minimal increase in computational cost. In four challenging MuJoCo tasks with sparse rewards, we show that three RL algorithms enhanced with GILD significantly outperform state-of-the-art methods.

cs.LG

Imitation Learning from Suboptimal Demonstrations via Meta-Learning An Action Ranker

A major bottleneck in imitation learning is the requirement of a large number of expert demonstrations, which can be expensive or inaccessible. Learning from supplementary demonstrations without strict quality requirements has emerged as a powerful paradigm to address this challenge. However, previous methods often fail to fully utilize their potential by discarding non-expert data. Our key insight is that even demonstrations that fall outside the expert distribution but outperform the learned policy can enhance policy performance. To utilize this potential, we propose a novel approach named imitation learning via meta-learning an action ranker (ILMAR). ILMAR implements weighted behavior cloning (weighted BC) on a limited set of expert demonstrations along with supplementary demonstrations. It utilizes the functional of the advantage function to selectively integrate knowledge from the supplementary demonstrations. To make more effective use of supplementary demonstrations, we introduce meta-goal in ILMAR to optimize the functional of the advantage function by explicitly minimizing the distance between the current policy and the expert policy. Comprehensive experiments using extensive tasks demonstrate that ILMAR significantly outperforms previous methods in handling suboptimal demonstrations. Code is available at https://github.com/F-GOD6/ILMAR.

cs.LG

Reinforcement Learning From Imperfect Corrective Actions And Proxy Rewards

In practice, reinforcement learning (RL) agents are often trained with a possibly imperfect proxy reward function, which may lead to a human-agent alignment issue (i.e., the learned policy either converges to non-optimal performance with low cumulative rewards, or achieves high cumulative rewards but in undesired manner). To tackle this issue, we consider a framework where a human labeler can provide additional feedback in the form of corrective actions, which expresses the labeler's action preferences although this feedback may possibly be imperfect as well. In this setting, to obtain a better-aligned policy guided by both learning signals, we propose a novel value-based deep RL algorithm called Iterative learning from Corrective actions and Proxy rewards (ICoPro), which cycles through three phases: (1) Solicit sparse corrective actions from a human labeler on the agent's demonstrated trajectories; (2) Incorporate these corrective actions into the Q-function using a margin loss to enforce adherence to labeler's preferences; (3) Train the agent with standard RL losses regularized with a margin loss to learn from proxy rewards and propagate the Q-values learned from human feedback. Moreover, another novel design in our approach is to integrate pseudo-labels from the target Q-network to reduce human labor and further stabilize training. We experimentally validate our proposition on a variety of tasks (Atari games and autonomous driving on highway). On the one hand, using proxy rewards with different levels of imperfection, our method can better align with human preferences and is more sample-efficient than baseline methods. On the other hand, facing corrective actions with different types of imperfection, our method can overcome the non-optimality of this feedback thanks to the guidance from proxy reward.

cs.LG

State-Novelty Guided Action Persistence in Deep Reinforcement Learning

While a powerful and promising approach, deep reinforcement learning (DRL) still suffers from sample inefficiency, which can be notably improved by resorting to more sophisticated techniques to address the exploration-exploitation dilemma. One such technique relies on action persistence (i.e., repeating an action over multiple steps). However, previous work exploiting action persistence either applies a fixed strategy or learns additional value functions (or policy) for selecting the repetition number. In this paper, we propose a novel method to dynamically adjust the action persistence based on the current exploration status of the state space. In such a way, our method does not require training of additional value functions or policy. Moreover, the use of a smooth scheduling of the repeat probability allows a more effective balance between exploration and exploitation. Furthermore, our method can be seamlessly integrated into various basic exploration strategies to incorporate temporal persistence. Finally, extensive experiments on different DMControl tasks demonstrate that our state-novelty guided action persistence method significantly improves the sample efficiency.

cs.LG

Understanding and Reducing the Class-Dependent Effects of Data Augmentation with A Two-Player Game Approach

Data augmentation is widely applied and has shown its benefits in different machine learning tasks. However, as recently observed, it may have an unfair effect in multi-class classification. While data augmentation generally improves the overall performance (and therefore is beneficial for many classes), it can actually be detrimental for other classes, which can be problematic in some application domains. In this paper, to counteract this phenomenon, we propose CLAM, a CLAss-dependent Multiplicative-weights method. To derive it, we first formulate the training of a classifier as a non-linear optimization problem that aims at simultaneously maximizing the individual class performances and balancing them. By rewriting this optimization problem as an adversarial two-player game, we propose a novel multiplicative weight algorithm, for which we prove the convergence. Interestingly, our formulation also reveals that the class-dependent effects of data augmentation is not due to data augmentation only, but is in fact a general phenomenon. Our empirical results over six datasets demonstrate that the performance of learned classifiers is indeed more fairly distributed over classes, with only limited impact on the average accuracy.

cs.CY

Revisiting Data Augmentation in Deep Reinforcement Learning

Various data augmentation techniques have been recently proposed in image-based deep reinforcement learning (DRL). Although they empirically demonstrate the effectiveness of data augmentation for improving sample efficiency or generalization, which technique should be preferred is not always clear. To tackle this question, we analyze existing methods to better understand them and to uncover how they are connected. Notably, by expressing the variance of the Q-targets and that of the empirical actor/critic losses of these methods, we can analyze the effects of their different components and compare them. We furthermore formulate an explanation about how these methods may be affected by choosing different data augmentation transformations in calculating the target Q-values. This analysis suggests recommendations on how to exploit data augmentation in a more principled way. In addition, we include a regularization term called tangent prop, previously proposed in computer vision, but whose adaptation to DRL is novel to the best of our knowledge. We evaluate our proposition and validate our analysis in several domains. Compared to different relevant baselines, we demonstrate that it achieves state-of-the-art performance in most environments and shows higher sample efficiency and better generalization ability in some complex environments.

cs.LG

INViT: A Generalizable Routing Problem Solver with Invariant Nested View Transformer

Recently, deep reinforcement learning has shown promising results for learning fast heuristics to solve routing problems. Meanwhile, most of the solvers suffer from generalizing to an unseen distribution or distributions with different scales. To address this issue, we propose a novel architecture, called Invariant Nested View Transformer (INViT), which is designed to enforce a nested design together with invariant views inside the encoders to promote the generalizability of the learned solver. It applies a modified policy gradient algorithm enhanced with data augmentations. We demonstrate that the proposed INViT achieves a dominant generalization performance on both TSP and CVRP problems with various distributions and different problem scales.

cs.LG

Unsupervised Salient Patch Selection for Data-Efficient Reinforcement Learning

To improve the sample efficiency of vision-based deep reinforcement learning (RL), we propose a novel method, called SPIRL, to automatically extract important patches from input images. Following Masked Auto-Encoders, SPIRL is based on Vision Transformer models pre-trained in a self-supervised fashion to reconstruct images from randomly-sampled patches. These pre-trained models can then be exploited to detect and select salient patches, defined as hard to reconstruct from neighboring patches. In RL, the SPIRL agent processes selected salient patches via an attention module. We empirically validate SPIRL on Atari games to test its data-efficiency against relevant state-of-the-art methods, including some traditional model-based methods and keypoint-based models. In addition, we analyze our model's interpretability capabilities.

cs.CV

A Survey of Reinforcement Learning from Human Feedback

Reinforcement learning from human feedback (RLHF) is a variant of reinforcement learning (RL) that learns from human feedback instead of relying on an engineered reward function. Building on prior work on the related setting of preference-based reinforcement learning (PbRL), it stands at the intersection of artificial intelligence and human-computer interaction. This positioning provides a promising approach to enhance the performance and adaptability of intelligent systems while also improving the alignment of their objectives with human values. The success in training large language models (LLMs) has impressively demonstrated this potential in recent years, where RLHF has played a decisive role in directing the model's capabilities towards human objectives. This article provides an overview of the fundamentals of RLHF, exploring how RL agents interact with human feedback. While recent focus has been on RLHF for LLMs, our survey covers the technique across multiple domains. We provide our most comprehensive coverage in control and robotics, where many fundamental techniques originate, alongside a dedicated LLM section. We examine the core principles that underpin RLHF, how algorithms and human feedback work together, and the main research trends in the field. Our goal is to give researchers and practitioners a clear understanding of this rapidly growing field.

cs.LG

Differentiable Logic Machines

The integration of reasoning, learning, and decision-making is key to build more general artificial intelligence systems. As a step in this direction, we propose a novel neural-logic architecture, called differentiable logic machine (DLM), that can solve both inductive logic programming (ILP) and reinforcement learning (RL) problems, where the solution can be interpreted as a first-order logic program. Our proposition includes several innovations. Firstly, our architecture defines a restricted but expressive continuous relaxation of the space of first-order logic programs by assigning weights to predicates instead of rules, in contrast to most previous neural-logic approaches. Secondly, with this differentiable architecture, we propose several (supervised and RL) training procedures, based on gradient descent, which can recover a fully-interpretable solution (i.e., logic formula). Thirdly, to accelerate RL training, we also design a novel critic architecture that enables actor-critic algorithms. Fourthly, to solve hard problems, we propose an incremental training procedure that can learn a logic program progressively. Compared to state-of-the-art (SOTA) differentiable ILP methods, DLM successfully solves all the considered ILP problems with a higher percentage of successful seeds (up to 3.5$\times$). On RL problems, without requiring an interpretable solution, DLM outperforms other non-interpretable neural-logic RL approaches in terms of rewards (up to 3.9%). When enforcing interpretability, DLM can solve harder RL problems (e.g., Sorting, Path) Moreover, we show that deep logic programs can be learned via incremental supervised training. In addition to this excellent performance, DLM can scale well in terms of memory and computational time, especially during the testing phase where it can deal with much more constants ($>$2$\times$) than SOTA.

cs.AI

Learning Rewards to Optimize Global Performance Metrics in Deep Reinforcement Learning

When applying reinforcement learning (RL) to a new problem, reward engineering is a necessary, but often difficult and error-prone task a system designer has to face. To avoid this step, we propose LR4GPM, a novel (deep) RL method that can optimize a global performance metric, which is supposed to be available as part of the problem description. LR4GPM alternates between two phases: (1) learning a (possibly vector) reward function used to fit the performance metric, and (2) training a policy to optimize an approximation of this performance metric based on the learned rewards. Such RL training is not straightforward since both the reward function and the policy are trained using non-stationary data. To overcome this issue, we propose several training tricks. We demonstrate the efficiency of LR4GPM on several domains. Notably, LR4GPM outperforms the winner of a recent autonomous driving competition organized at DAI'2020.

cs.LG

A Survey on Interpretable Reinforcement Learning

Although deep reinforcement learning has become a promising machine learning approach for sequential decision-making problems, it is still not mature enough for high-stake domains such as autonomous driving or medical applications. In such contexts, a learned policy needs for instance to be interpretable, so that it can be inspected before any deployment (e.g., for safety and verifiability reasons). This survey provides an overview of various approaches to achieve higher interpretability in reinforcement learning (RL). To that aim, we distinguish interpretability (as a property of a model) and explainability (as a post-hoc operation, with the intervention of a proxy) and discuss them in the context of RL with an emphasis on the former notion. In particular, we argue that interpretable RL may embrace different facets: interpretable inputs, interpretable (transition/reward) models, and interpretable decision-making. Based on this scheme, we summarize and analyze recent work related to interpretable RL with an emphasis on papers published in the past 10 years. We also discuss briefly some related research areas and point to some potential promising research directions.

cs.LG

Neuro-Symbolic Hierarchical Rule Induction

We propose an efficient interpretable neuro-symbolic model to solve Inductive Logic Programming (ILP) problems. In this model, which is built from a set of meta-rules organised in a hierarchical structure, first-order rules are invented by learning embeddings to match facts and body predicates of a meta-rule. To instantiate it, we specifically design an expressive set of generic meta-rules, and demonstrate they generate a consequent fragment of Horn clauses. During training, we inject a controlled \pw{Gumbel} noise to avoid local optima and employ interpretability-regularization term to further guide the convergence to interpretable rules. We empirically validate our model on various tasks (ILP, visual genome, reinforcement learning) against several state-of-the-art methods.

cs.LG