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Pavel Kolev

Publications and source records attributed to Pavel Kolev.

At least 19 recordsLinked to original sources

Dual-Force: Enhanced Offline Diversity Maximization under Imitation Constraints

Offline diversity maximization under imitation constraints can transform demonstration data into a set of distinct behavioral policies, improving robustness to distribution shift without additional environment interaction. In practice, however, existing offline approaches often rely on mutual-information objectives that require training a skill discriminator and can become unstable under the non-stationary rewards induced by alternating Lagrangian optimization. We introduce Dual-Force, an offline algorithm that (i) maximizes diversity using an off-policy estimator of a Van der Waals (VdW) force objective computed from successor features, eliminating the skill discriminator, and (ii) stabilizes training under non-stationary intrinsic rewards by conditioning the value function and policy on a pre-trained Functional Reward Encoding (FRE). The FRE code also enables zero-shot recall of every encountered skill via its associated latent representation, removing the need to pre-specify a fixed number of skills. On two Solo12 simulation benchmarks (locomotion and obstacle navigation), Dual-Force recovers diverse high-performing behaviors while matching a target expert state occupancy and improves robustness in adversarial obstacle variations.

cs.LG

LoComposition: Terrain-Adaptive Energy-Efficient Quadruped Locomotion without Gait Priors

Learning-based quadrupedal locomotion typically relies on complex reward formulations that entangle task specification, operational limits, gait preference, and terrain adaptation within a single optimization objective. We instead treat these functions through distinct mechanisms: rewards for task specification, constraints for operational limits, energy minimization for gait preference, and exteroceptive perception for adapting energy use to terrain difficulty. We show that these components jointly enable efficient, terrain-adaptive locomotion, and that removing each component exposes a distinct failure mode. Our formulation removes explicit gait priors (including air-time, contact-count, and foot-clearance targets) in favor of emergent behavior. Compared to a conventional complex-reward baseline, our formulation achieves comparable terrain traversal while reducing cost of transport by 56% and operational-limit violations by 96%. The resulting policies transfer zero-shot to a physical Unitree Go2 using LiDAR-based elevation mapping. Project website with videos: https://tinyurl.com/locomposition.

cs.RO

Stochastic Decision Horizons for Constrained Reinforcement Learning

We propose stochastic decision horizons (SDH), a theoretically grounded framework for solving constrained RL problems with every-step constraint satisfaction, a desirable property in many real-world applications. In SDH, a constraint violation yields an effective shortening of horizon via a state-action continuation probability. Using Control as Inference, we develop the first off-policy and regularized algorithms for RL with instantaneous constraints. We identify two principled semantics for what counts as a decision after a violation. Absorbing-state semantics end the decision process, so only surviving decisions pay entropy cost, yielding max-entropy AS-SAC. Virtual-termination keeps the decision process alive while stopping reward credit, yielding KL-regularized VT-MPO. To connect SDH with CMDPs, we track how violations accumulate along trajectories (their violation-depth profile). SDH effectively weights each trajectory by the exponential of its total violation; this matches an additive CMDP budget exactly when violations occur at a single characteristic scale, and we pinpoint where it cannot: when rare, deep violations mix with frequent, shallow ones. Experiments validate the theory. On the 90-muscle H2190 humanoid (Hyfydy), VT-MPO matches state-of-the-art gait realism with $4\times$ fewer environment steps and substantially more stable training. On Safety Gymnasium, violation-depth profiles correctly identify the regimes in which SDH delivers strong reward-violation trade-offs. Experiments validate the theory. On the 90-muscle H2190 humanoid (Hyfydy), VT-MPO matches state-of-the-art gait realism with 4x fewer environment steps and substantially more stable training. On Safety Gymnasium, violation-depth profiles correctly identify the regimes in which SDH delivers strong reward-violation trade-offs.

cs.LG

GASP: Guided Asymmetric Self-Play For Coding LLMs

Asymmetric self-play has emerged as a promising paradigm for post-training large language models, where a teacher continually generates questions for a student to solve at the edge of the student's learnability. Although these methods promise open-ended data generation bootstrapped from no human data, they suffer from one major problem: not all problems that are hard to solve are interesting or informative to improve the overall capabilities of the model. Current asymmetric self-play methods are goal-agnostic with no real grounding. We propose Guided Asymmetric Self-Play (GASP), where grounding is provided by real-data goalpost questions that are identified to pose a hard exploration challenge to the model. During self-play, the teacher first generates an easier variant of a hard question, and then a harder variant of that easier question, with the goal of gradually closing the gap to the goalpost throughout training. Doing so, we improve pass@20 on LiveCodeBench (LCB) by 2.5% over unguided asymmetric self-play, and through the curriculum constructed by the teacher, we manage to solve hard goalpost questions that remain out of reach for all baselines.

cs.LG

SENSEI: Semantic Exploration Guided by Foundation Models to Learn Versatile World Models

Exploration is a cornerstone of reinforcement learning (RL). Intrinsic motivation attempts to decouple exploration from external, task-based rewards. However, established approaches to intrinsic motivation that follow general principles such as information gain, often only uncover low-level interactions. In contrast, children's play suggests that they engage in meaningful high-level behavior by imitating or interacting with their caregivers. Recent work has focused on using foundation models to inject these semantic biases into exploration. However, these methods often rely on unrealistic assumptions, such as language-embedded environments or access to high-level actions. We propose SEmaNtically Sensible ExploratIon (SENSEI), a framework to equip model-based RL agents with an intrinsic motivation for semantically meaningful behavior. SENSEI distills a reward signal of interestingness from Vision Language Model (VLM) annotations, enabling an agent to predict these rewards through a world model. Using model-based RL, SENSEI trains an exploration policy that jointly maximizes semantic rewards and uncertainty. We show that in both robotic and video game-like simulations SENSEI discovers a variety of meaningful behaviors from image observations and low-level actions. SENSEI provides a general tool for learning from foundation model feedback, a crucial research direction, as VLMs become more powerful.

cs.AI

Offline Diversity Maximization Under Imitation Constraints

There has been significant recent progress in the area of unsupervised skill discovery, utilizing various information-theoretic objectives as measures of diversity. Despite these advances, challenges remain: current methods require significant online interaction, fail to leverage vast amounts of available task-agnostic data and typically lack a quantitative measure of skill utility. We address these challenges by proposing a principled offline algorithm for unsupervised skill discovery that, in addition to maximizing diversity, ensures that each learned skill imitates state-only expert demonstrations to a certain degree. Our main analytical contribution is to connect Fenchel duality, reinforcement learning, and unsupervised skill discovery to maximize a mutual information objective subject to KL-divergence state occupancy constraints. Furthermore, we demonstrate the effectiveness of our method on the standard offline benchmark D4RL and on a custom offline dataset collected from a 12-DoF quadruped robot for which the policies trained in simulation transfer well to the real robotic system.

cs.LG

Real Robot Challenge 2022: Learning Dexterous Manipulation from Offline Data in the Real World

Experimentation on real robots is demanding in terms of time and costs. For this reason, a large part of the reinforcement learning (RL) community uses simulators to develop and benchmark algorithms. However, insights gained in simulation do not necessarily translate to real robots, in particular for tasks involving complex interactions with the environment. The Real Robot Challenge 2022 therefore served as a bridge between the RL and robotics communities by allowing participants to experiment remotely with a real robot - as easily as in simulation. In the last years, offline reinforcement learning has matured into a promising paradigm for learning from pre-collected datasets, alleviating the reliance on expensive online interactions. We therefore asked the participants to learn two dexterous manipulation tasks involving pushing, grasping, and in-hand orientation from provided real-robot datasets. An extensive software documentation and an initial stage based on a simulation of the real set-up made the competition particularly accessible. By giving each team plenty of access budget to evaluate their offline-learned policies on a cluster of seven identical real TriFinger platforms, we organized an exciting competition for machine learners and roboticists alike. In this work we state the rules of the competition, present the methods used by the winning teams and compare their results with a benchmark of state-of-the-art offline RL algorithms on the challenge datasets.

cs.RO

Online Learning under Adversarial Nonlinear Constraints

In many applications, learning systems are required to process continuous non-stationary data streams. We study this problem in an online learning framework and propose an algorithm that can deal with adversarial time-varying and nonlinear constraints. As we show in our work, the algorithm called Constraint Violation Velocity Projection (CVV-Pro) achieves $\sqrt{T}$ regret and converges to the feasible set at a rate of $1/\sqrt{T}$, despite the fact that the feasible set is slowly time-varying and a priori unknown to the learner. CVV-Pro only relies on local sparse linear approximations of the feasible set and therefore avoids optimizing over the entire set at each iteration, which is in sharp contrast to projected gradients or Frank-Wolfe methods. We also empirically evaluate our algorithm on two-player games, where the players are subjected to a shared constraint.

cs.LG

Learning Diverse Skills for Local Navigation under Multi-constraint Optimality

Despite many successful applications of data-driven control in robotics, extracting meaningful diverse behaviors remains a challenge. Typically, task performance needs to be compromised in order to achieve diversity. In many scenarios, task requirements are specified as a multitude of reward terms, each requiring a different trade-off. In this work, we take a constrained optimization viewpoint on the quality-diversity trade-off and show that we can obtain diverse policies while imposing constraints on their value functions which are defined through distinct rewards. In line with previous work, further control of the diversity level can be achieved through an attract-repel reward term motivated by the Van der Waals force. We demonstrate the effectiveness of our method on a local navigation task where a quadruped robot needs to reach the target within a finite horizon. Finally, our trained policies transfer well to the real 12-DoF quadruped robot, Solo12, and exhibit diverse agile behaviors with successful obstacle traversal.

cs.RO

Benchmarking Offline Reinforcement Learning on Real-Robot Hardware

Learning policies from previously recorded data is a promising direction for real-world robotics tasks, as online learning is often infeasible. Dexterous manipulation in particular remains an open problem in its general form. The combination of offline reinforcement learning with large diverse datasets, however, has the potential to lead to a breakthrough in this challenging domain analogously to the rapid progress made in supervised learning in recent years. To coordinate the efforts of the research community toward tackling this problem, we propose a benchmark including: i) a large collection of data for offline learning from a dexterous manipulation platform on two tasks, obtained with capable RL agents trained in simulation; ii) the option to execute learned policies on a real-world robotic system and a simulation for efficient debugging. We evaluate prominent open-sourced offline reinforcement learning algorithms on the datasets and provide a reproducible experimental setup for offline reinforcement learning on real systems.

cs.LG

On Imitation in Mean-field Games

We explore the problem of imitation learning (IL) in the context of mean-field games (MFGs), where the goal is to imitate the behavior of a population of agents following a Nash equilibrium policy according to some unknown payoff function. IL in MFGs presents new challenges compared to single-agent IL, particularly when both the reward function and the transition kernel depend on the population distribution. In this paper, departing from the existing literature on IL for MFGs, we introduce a new solution concept called the Nash imitation gap. Then we show that when only the reward depends on the population distribution, IL in MFGs can be reduced to single-agent IL with similar guarantees. However, when the dynamics is population-dependent, we provide a novel upper-bound that suggests IL is harder in this setting. To address this issue, we propose a new adversarial formulation where the reinforcement learning problem is replaced by a mean-field control (MFC) problem, suggesting progress in IL within MFGs may have to build upon MFC.

cs.LG

Versatile Skill Control via Self-supervised Adversarial Imitation of Unlabeled Mixed Motions

Learning diverse skills is one of the main challenges in robotics. To this end, imitation learning approaches have achieved impressive results. These methods require explicitly labeled datasets or assume consistent skill execution to enable learning and active control of individual behaviors, which limits their applicability. In this work, we propose a cooperative adversarial method for obtaining single versatile policies with controllable skill sets from unlabeled datasets containing diverse state transition patterns by maximizing their discriminability. Moreover, we show that by utilizing unsupervised skill discovery in the generative adversarial imitation learning framework, novel and useful skills emerge with successful task fulfillment. Finally, the obtained versatile policies are tested on an agile quadruped robot called Solo 8 and present faithful replications of diverse skills encoded in the demonstrations.

cs.RO

Physarum-Inspired Multi-Commodity Flow Dynamics

In wet-lab experiments, the slime mold Physarum polycephalum has demonstrated its ability to solve shortest path problems and to design efficient networks. For the shortest path problem, a mathematical model for the evolution of the slime is available and it has been shown in computer experiments and through mathematical analysis that the dynamics solves the shortest path problem. In this paper, we introduce a dynamics for the network design problem. We formulate network design as the problem of constructing a network that efficiently supports a multi-commodity flow problem. We investigate the dynamics in computer simulations and analytically. The simulations show that the dynamics is able to construct efficient and elegant networks. In the theoretical part we show that the dynamics minimizes an objective combining the cost of the network and the cost of routing the demands through the network. We also give alternative characterization of the optimum solution.

cs.DS

A PTAS for $\ell_p$-Low Rank Approximation

A number of recent works have studied algorithms for entrywise $\ell_p$-low rank approximation, namely, algorithms which given an $n \times d$ matrix $A$ (with $n \geq d$), output a rank-$k$ matrix $B$ minimizing $\|A-B\|_p^p=\sum_{i,j}|A_{i,j}-B_{i,j}|^p$ when $p > 0$; and $\|A-B\|_0=\sum_{i,j}[A_{i,j}\neq B_{i,j}]$ for $p=0$. On the algorithmic side, for $p \in (0,2)$, we give the first $(1+ε)$-approximation algorithm running in time $n^{\text{poly}(k/ε)}$. Further, for $p = 0$, we give the first almost-linear time approximation scheme for what we call the Generalized Binary $\ell_0$-Rank-$k$ problem. Our algorithm computes $(1+ε)$-approximation in time $(1/ε)^{2^{O(k)}/ε^{2}} \cdot nd^{1+o(1)}$. On the hardness of approximation side, for $p \in (1,2)$, assuming the Small Set Expansion Hypothesis and the Exponential Time Hypothesis (ETH), we show that there exists $δ:= δ(α) > 0$ such that the entrywise $\ell_p$-Rank-$k$ problem has no $α$-approximation algorithm running in time $2^{k^δ}$.

cs.DS

Secretary and Online Matching Problems with Machine Learned Advice

The classical analysis of online algorithms, due to its worst-case nature, can be quite pessimistic when the input instance at hand is far from worst-case. Often this is not an issue with machine learning approaches, which shine in exploiting patterns in past inputs in order to predict the future. However, such predictions, although usually accurate, can be arbitrarily poor. Inspired by a recent line of work, we augment three well-known online settings with machine learned predictions about the future, and develop algorithms that take them into account. In particular, we study the following online selection problems: (i) the classical secretary problem, (ii) online bipartite matching and (iii) the graphic matroid secretary problem. Our algorithms still come with a worst-case performance guarantee in the case that predictions are subpar while obtaining an improved competitive ratio (over the best-known classical online algorithm for each problem) when the predictions are sufficiently accurate. For each algorithm, we establish a trade-off between the competitive ratios obtained in the two respective cases.

cs.DS

Convergence of the Non-Uniform Physarum Dynamics

Let $c \in \mathbb{Z}^m_{> 0}$, $A \in \mathbb{Z}^{n\times m}$, and $b \in \mathbb{Z}^n$. We show under fairly general conditions that the non-uniform Physarum dynamics \[ \dot{x}_e = a_e(x,t) \left(|q_e| - x_e\right) \] converges to the optimum solution $x^*$ of the weighted basis pursuit problem minimize $c^T x$ subject to $A f = b$ and $|f| \le x$. Here, $f$ and $x$ are $m$-vectors of real variables, $q$ minimizes the energy $\sum_e (c_e/x_e) q_e^2$ subject to the constraints $A q = b$ and $\mathrm{supp}(q) \subseteq \mathrm{supp}(x)$, and $a_e(x,t) > 0$ is the reactivity of edge $e$ to the difference $|q_e| - x_e$ at time $t$ and in state $x$. Previously convergence was only shown for the uniform case $a_e(x,t) = 1$ for all $e$, $x$, and $t$. We also show convergence for the dynamics \[ \dot{x}_e = x_e \cdot \left( g_e \left(\frac{|q_e|}{x_e}\right) - 1\right),\] where $g_e$ is an increasing differentiable function with $g_e(1) = 1$. Previously convergence was only shown for the special case of the shortest path problem on a graph consisting of two nodes connected by parallel edges.

cs.DS

Convergence of the Non-Uniform Directed Physarum Model

The directed Physarum dynamics is known to solve positive linear programs: minimize $c^T x$ subject to $Ax = b$ and $x \ge 0$ for a positive cost vector $c$. The directed Physarum dynamics evolves a positive vector $x$ according to the dynamics $\dot{x} = q(x) - x$. Here $q(x)$ is the solution to $Af = b$ that minimizes the "energy" $\sum_i c_i f_i^2/x_i$. In this paper, we study the non-uniform directed dynamics $\dot{x} = D(q(x) - x)$, where $D$ is a positive diagonal matrix. The non-uniform dynamics is more complex than the uniform dynamics (with $D$ being the identity matrix), as it allows each component of $x$ to react with different speed to the differences between $q(x)$ and $x$. Our contribution is to show that the non-uniform directed dynamics solves positive linear programs.

math.DS

Approximation Algorithms for $\ell_0$-Low Rank Approximation

We study the $\ell_0$-Low Rank Approximation Problem, where the goal is, given an $m \times n$ matrix $A$, to output a rank-$k$ matrix $A'$ for which $\|A'-A\|_0$ is minimized. Here, for a matrix $B$, $\|B\|_0$ denotes the number of its non-zero entries. This NP-hard variant of low rank approximation is natural for problems with no underlying metric, and its goal is to minimize the number of disagreeing data positions. We provide approximation algorithms which significantly improve the running time and approximation factor of previous work. For $k > 1$, we show how to find, in poly$(mn)$ time for every $k$, a rank $O(k \log(n/k))$ matrix $A'$ for which $\|A'-A\|_0 \leq O(k^2 \log(n/k)) \mathrm{OPT}$. To the best of our knowledge, this is the first algorithm with provable guarantees for the $\ell_0$-Low Rank Approximation Problem for $k > 1$, even for bicriteria algorithms. For the well-studied case when $k = 1$, we give a $(2+ε)$-approximation in {\it sublinear time}, which is impossible for other variants of low rank approximation such as for the Frobenius norm. We strengthen this for the well-studied case of binary matrices to obtain a $(1+O(ψ))$-approximation in sublinear time, where $ψ= \mathrm{OPT}/\lVert A\rVert_0$. For small $ψ$, our approximation factor is $1+o(1)$.

cs.DS