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Suguman Bansal

Publications and source records attributed to Suguman Bansal.

18 recordsLinked to original sources

Decoupled Behavioral Cloning for Scalable Inductive Generalization in RL from Specifications

Inductive generalization is a framework for reinforcement learning (RL) generalization in which inductively related task instances admit inductively related policies. Prior work captures this structure via a higher-order policy-evolution function learned directly with RL, but suffers from poor training scalability: as training tasks grow, aggregated reward feedback becomes noisy and conflicting, destabilizing training and weakening generalization. We propose DIBS, a decoupled behavioral cloning approach that separates learning task-specific policies from learning the evolution function. We first learn individual teacher policies per task via standard RL, then fit the evolution function via behavioral cloning on teacher-labeled state-action pairs. This replaces noisy reward aggregation with dense, stable supervision. DIBS achieves significant improvements in both training stability and zero-shot generalization against existing RL and meta-RL algorithms.

cs.AI

Certificate-Guided Evaluation of Reinforcement Learning Generalization

This work presents a logic-driven framework to evaluate the performance of reinforcement learning (RL) algorithms in their ability to generalize to unseen tasks. Our framework defines a family of inductive reach-avoid tasks, characterized by structural similarities in task dynamics, enabling evaluation of generalization capabilities. We introduce a neural certificate function that validates trajectories generated by RL algorithms by enforcing key conditions, thereby serving as a litmus test for RL generalization. We empirically demonstrate our method's capability in certifying generalization for several state-of-the-art generalizable RL algorithms on challenging continuous environments. Our results show that a lower percentage of certificate function violations correlates with a higher number of test tasks successfully solved, highlighting the effectiveness of our framework in evaluating and distinguishing generalization capabilities of RL algorithms. This work provides a principled approach for benchmarking RL generalization.

cs.AI

Reinforcement Learning for Reachability: Guaranteeing Asymptotic Optimality

Reinforcement learning (RL) for reachability specifications is fundamental in sequential decision-making, yet theoretical guarantees remain less explored. A recent work achieves asymptotic convergence to optimal policies. However, this approach provides limited insight into convergence dynamics. In this work, we present an alternative approach that provides deeper theoretical insights into convergence. Our approach builds on PAC learning with assumptions. PAC learning guarantees near-optimal policies with high confidence in finite time but requires knowing internal MDP parameters like minimum transition probability. We argue that while these parameters are unknown in RL, they can be iteratively refined and estimated with increasing accuracy. By iteratively satisfying PAC conditions, we show that exact optimality can be achieved in the limit. Empirical evaluations on standard benchmarks validate our theoretical insights into convergence dynamics.

cs.LG

INTERLEAVE: A Faster Symbolic Algorithm for Maximal End Component Decomposition

This paper presents a novel symbolic algorithm for the Maximal End Component (MEC) decomposition of a Markov Decision Process (MDP). The key idea behind our algorithm INTERLEAVE is to interleave the computation of Strongly Connected Components (SCCs) with eager elimination of redundant state-action pairs, rather than performing these computations sequentially as done by existing state-of-the-art algorithms. Even though our approach has the same complexity as prior works, an empirical evaluation of INTERLEAVE on the standardized Quantitative Verification Benchmark Set demonstrates that it solves 19 more benchmarks (out of 379) than the closest previous algorithm. On the 149 benchmarks that prior approaches can solve, we demonstrate a 3.81x average speedup in runtime.

cs.LO

Inductive Generalization in Reinforcement Learning from Specifications

We present a novel inductive generalization framework for RL from logical specifications. Many interesting tasks in RL environments have a natural inductive structure. These inductive tasks have similar overarching goals but they differ inductively in low-level predicates and distributions. We present a generalization procedure that leverages this inductive relationship to learn a higher-order function, a policy generator, that generates appropriately adapted policies for instances of an inductive task in a zero-shot manner. An evaluation of the proposed approach on a set of challenging control benchmarks demonstrates the promise of our framework in generalizing to unseen policies for long-horizon tasks.

cs.LG

Model Checking Strategies from Synthesis Over Finite Traces

The innovations in reactive synthesis from {\em Linear Temporal Logics over finite traces} (LTLf) will be amplified by the ability to verify the correctness of the strategies generated by LTLf synthesis tools. This motivates our work on {\em LTLf model checking}. LTLf model checking, however, is not straightforward. The strategies generated by LTLf synthesis may be represented using {\em terminating} transducers or {\em non-terminating} transducers where executions are of finite-but-unbounded length or infinite length, respectively. For synthesis, there is no evidence that one type of transducer is better than the other since they both demonstrate the same complexity and similar algorithms. In this work, we show that for model checking, the two types of transducers are fundamentally different. Our central result is that LTLf model checking of non-terminating transducers is \emph{exponentially harder} than that of terminating transducers. We show that the problems are EXPSPACE-complete and PSPACE-complete, respectively. Hence, considering the feasibility of verification, LTLf synthesis tools should synthesize terminating transducers. This is, to the best of our knowledge, the \emph{first} evidence to use one transducer over the other in LTLf synthesis.

cs.FL

Multi-Agent Systems with Quantitative Satisficing Goals

In the study of reactive systems, qualitative properties are usually easier to model and analyze than quantitative properties. This is especially true in systems where mutually beneficial cooperation between agents is possible, such as multi-agent systems. The large number of possible payoffs available to agents in reactive systems with quantitative properties means that there are many scenarios in which agents deviate from mutually beneficial outcomes in order to gain negligible payoff improvements. This behavior often leads to less desirable outcomes for all agents involved. For this reason we study satisficing goals, derived from a decision-making approach aimed at meeting a good-enough outcome instead of pure optimization. By considering satisficing goals, we are able to employ efficient automata-based algorithms to find pure-strategy Nash equilibria. We then show that these algorithms extend to scenarios in which agents have multiple thresholds, providing an approximation of optimization while still retaining the possibility of mutually beneficial cooperation and efficient automata-based algorithms. Finally, we demonstrate a one-way correspondence between the existence of $ε$-equilibria and the existence of equilibria in games where agents have multiple thresholds.

cs.GT

Comparator automata in quantitative verification

The notion of comparison between system runs is fundamental in formal verification. This concept is implicitly present in the verification of qualitative systems, and is more pronounced in the verification of quantitative systems. In this work, we identify a novel mode of comparison in quantitative systems: the online comparison of the aggregate values of two sequences of quantitative weights. This notion is embodied by comparator automata (comparators, in short), a new class of automata that read two infinite sequences of weights synchronously and relate their aggregate values. We show that aggregate functions that can be represented with Büchi automaton result in comparators that are finite-state and accept by the Büchi condition as well. Such $ω$-regular comparators further lead to generic algorithms for a number of well-studied problems, including the quantitative inclusion and winning strategies in quantitative graph games with incomplete information, as well as related non-decision problems, such as obtaining a finite representation of all counterexamples in the quantitative inclusion problem. We study comparators for two aggregate functions: discounted-sum and limit-average. We prove that the discounted-sum comparator is $ω$-regular iff the discount-factor is an integer. Not every aggregate function, however, has an $ω$-regular comparator. Specifically, we show that the language of sequence-pairs for which limit-average aggregates exist is neither $ω$-regular nor $ω$-context-free. Given this result, we introduce the notion of prefix-average as a relaxation of limit-average aggregation, and show that it admits $ω$-context-free comparators i.e. comparator automata expressed by Büchi pushdown automata.

cs.FL

Specification-Guided Learning of Nash Equilibria with High Social Welfare

Reinforcement learning has been shown to be an effective strategy for automatically training policies for challenging control problems. Focusing on non-cooperative multi-agent systems, we propose a novel reinforcement learning framework for training joint policies that form a Nash equilibrium. In our approach, rather than providing low-level reward functions, the user provides high-level specifications that encode the objective of each agent. Then, guided by the structure of the specifications, our algorithm searches over policies to identify one that provably forms an $ε$-Nash equilibrium (with high probability). Importantly, it prioritizes policies in a way that maximizes social welfare across all agents. Our empirical evaluation demonstrates that our algorithm computes equilibrium policies with high social welfare, whereas state-of-the-art baselines either fail to compute Nash equilibria or compute ones with comparatively lower social welfare.

cs.GT

A Framework for Transforming Specifications in Reinforcement Learning

Reactive synthesis algorithms allow automatic construction of policies to control an environment modeled as a Markov Decision Process (MDP) that are optimal with respect to high-level temporal logic specifications. However, they assume that the MDP model is known a priori. Reinforcement Learning (RL) algorithms, in contrast, are designed to learn an optimal policy when the transition probabilities of the MDP are unknown, but require the user to associate local rewards with transitions. The appeal of high-level temporal logic specifications has motivated research to develop RL algorithms for synthesis of policies from specifications. To understand the techniques, and nuanced variations in their theoretical guarantees, in the growing body of resulting literature, we develop a formal framework for defining transformations among RL tasks with different forms of objectives. We define the notion of a sampling-based reduction to transform a given MDP into another one which can be simulated even when the transition probabilities of the original MDP are unknown. We formalize the notions of preservation of optimal policies, convergence, and robustness of such reductions. We then use our framework to restate known results, establish new results to fill in some gaps, and identify open problems. In particular, we show that certain kinds of reductions from LTL specifications to reward-based ones do not exist, and prove the non-existence of RL algorithms with PAC-MDP guarantees for safety specifications.

cs.FL

Synthesis from Satisficing and Temporal Goals

Reactive synthesis from high-level specifications that combine hard constraints expressed in Linear Temporal Logic LTL with soft constraints expressed by discounted-sum (DS) rewards has applications in planning and reinforcement learning. An existing approach combines techniques from LTL synthesis with optimization for the DS rewards but has failed to yield a sound algorithm. An alternative approach combining LTL synthesis with satisficing DS rewards (rewards that achieve a threshold) is sound and complete for integer discount factors, but, in practice, a fractional discount factor is desired. This work extends the existing satisficing approach, presenting the first sound algorithm for synthesis from LTL and DS rewards with fractional discount factors. The utility of our algorithm is demonstrated on robotic planning domains.

cs.AI

Compositional Reinforcement Learning from Logical Specifications

We study the problem of learning control policies for complex tasks given by logical specifications. Recent approaches automatically generate a reward function from a given specification and use a suitable reinforcement learning algorithm to learn a policy that maximizes the expected reward. These approaches, however, scale poorly to complex tasks that require high-level planning. In this work, we develop a compositional learning approach, called DiRL, that interleaves high-level planning and reinforcement learning. First, DiRL encodes the specification as an abstract graph; intuitively, vertices and edges of the graph correspond to regions of the state space and simpler sub-tasks, respectively. Our approach then incorporates reinforcement learning to learn neural network policies for each edge (sub-task) within a Dijkstra-style planning algorithm to compute a high-level plan in the graph. An evaluation of the proposed approach on a set of challenging control benchmarks with continuous state and action spaces demonstrates that it outperforms state-of-the-art baselines.

cs.LG

Adapting Behaviors via Reactive Synthesis

In the \emph{Adapter Design Pattern}, a programmer implements a \emph{Target} interface by constructing an \emph{Adapter} that accesses an existing \emph{Adaptee} code. In this work, we present a reactive synthesis interpretation to the adapter design pattern, wherein an algorithm takes an \emph{Adaptee} and a \emph{Target} transducers, and the aim is to synthesize an \emph{Adapter} transducer that, when composed with the {\em Adaptee}, generates a behavior that is equivalent to the behavior of the {\em Target}. One use of such an algorithm is to synthesize controllers that achieve similar goals on different hardware platforms. While this problem can be solved with existing synthesis algorithms, current state-of-the-art tools fail to scale. To cope with the computational complexity of the problem, we introduce a special form of specification format, called {\em Separated GR($k$)}, which can be solved with a scalable synthesis algorithm but still allows for a large set of realistic specifications. We solve the realizability and the synthesis problems for Separated GR($k$), and show how to exploit the separated nature of our specification to construct better algorithms, in terms of time complexity, than known algorithms for GR($k$) synthesis. We then describe a tool, called SGR($k$), that we have implemented based on the above approach and show, by experimental evaluation, how our tool outperforms current state-of-the-art tools on various benchmarks and test-cases.

cs.FL

On Satisficing in Quantitative Games

Several problems in planning and reactive synthesis can be reduced to the analysis of two-player quantitative graph games. {\em Optimization} is one form of analysis. We argue that in many cases it may be better to replace the optimization problem with the {\em satisficing problem}, where instead of searching for optimal solutions, the goal is to search for solutions that adhere to a given threshold bound. This work defines and investigates the satisficing problem on a two-player graph game with the discounted-sum cost model. We show that while the satisficing problem can be solved using numerical methods just like the optimization problem, this approach does not render compelling benefits over optimization. When the discount factor is, however, an integer, we present another approach to satisficing, which is purely based on automata methods. We show that this approach is algorithmically more performant -- both theoretically and empirically -- and demonstrates the broader applicability of satisficing overoptimization.

cs.FL

Automata-based Quantitative Verification

Quantitative analysis of computing systems is an emerging area in automated formal analysis. Such properties address aspects such as costs and rewards, quality measures, resource consumption, distance metrics, etc. Existing solutions for problems in quantitative analysis face two challenges, namely lack of generalizability and separation-of-techniques. Lack of generalizability refers to the issue that solution approaches are specialized to cost model. Different cost models deploy such disparate algorithms that there is no transfer of knowledge from one cost model to another. Separation-of-techniques refers to the inherent dichotomy in solving problems in quantitative analysis. Most algorithms comprise of a structural phase which reasons about the structure of the quantitative system(s) using techniques from automata or graphs, and a numerical phase, which reasons about the quantitative dimension/cost model using numerical methods. The techniques used in both phases are so unlike each other that they are difficult to combine, thereby impacting scalability. This thesis contributes to a novel framework that addresses these challenges. The introduced framework, called comparator automata or comparators in short, builds on automata-theoretic foundations to generalize across a variety of cost models. Comparators enable automata-based methods in the numerical phase, hence eradicating the dependence on numerical methods. In doing so, comparators are able to integrate the structural and numerical phases. On the theoretical front, we demonstrate that these have the advantage of generalizable results, and yield complexity-theoretic improvements over a range of problems in quantitative analysis. On the empirical front, we demonstrate that comparator-based solutions render more efficient, scalable, and robust performance, and are able to integrate quantitative with qualitative objectives.

cs.FL

Hybrid Compositional Reasoning for Reactive Synthesis from Finite-Horizon Specifications

LTLf synthesis is the automated construction of a reactive system from a high-level description, expressed in LTLf, of its finite-horizon behavior. So far, the conversion of LTLf formulas to deterministic finite-state automata (DFAs) has been identified as the primary bottleneck to the scalabity of synthesis. Recent investigations have also shown that the size of the DFA state space plays a critical role in synthesis as well. Therefore, effective resolution of the bottleneck for synthesis requires the conversion to be time and memory performant, and prevent state-space explosion. Current conversion approaches, however, which are based either on explicit-state representation or symbolic-state representation, fail to address these necessities adequately at scale: Explicit-state approaches generate minimal DFA but are slow due to expensive DFA minimization. Symbolic-state representations can be succinct, but due to the lack of DFA minimization they generate such large state spaces that even their symbolic representations cannot compensate for the blow-up. This work proposes a hybrid representation approach for the conversion. Our approach utilizes both explicit and symbolic representations of the state-space, and effectively leverages their complementary strengths. In doing so, we offer an LTLf to DFA conversion technique that addresses all three necessities, hence resolving the bottleneck. A comprehensive empirical evaluation on conversion and synthesis benchmarks supports the merits of our hybrid approach.

cs.LO

Synthesis of coordination programs from linear temporal logic

This paper presents a method for synthesizing a reactive program which coordinates the actions of a group of other reactive programs, so that the combined system satisfies a temporal specification of its desired long-term behavior. Traditionally, reactive synthesis has been applied to the construction of a stateful hardware circuit. This work is motivated by applications to other domains, such as the IoT (the Internet of Things) and robotics, where it is necessary to coordinate the actions of multiple sensors, devices, and robots. The mathematical model represents such entities as individual processes in Hoare's CSP model. Given a network of interacting entities, called an \emph{environment}, and a temporal specification of long-term behavior, the synthesis method constructs a \emph{coordinator} process (if one exists) that guides the actions of the environment entities so that the combined system is deadlock-free and satisfies the given specification. The main technical challenge is that a coordinator may have only \emph{partial knowledge} of the environment state, due to non-determinism within the environment, and environment actions that are hidden from the coordinator. This is the first method to handle both sources of partial knowledge, and to do so for arbitrary linear temporal logic specifications. It is shown that the coordination synthesis problem is \PSPACE-hard in the size of the environment. A prototype implementation is able to synthesize compact solutions for a number of coordination problems.

cs.PL

Equilibria in Quantitative Concurrent Games

Synthesis of finite-state controllers from high-level specifications in multi-agent systems can be reduced to solving multi-player concurrent games over finite graphs. The complexity of solving such games with qualitative objectives for agents, such as reaching a target set, is well understood resulting in tools with applications in robotics. In this paper, we introduce quantitative concurrent graph games, where transitions have separate costs for different agents, and each agent attempts to reach its target set while minimizing its own cost along the path. In this model, a solution to the game corresponds to a set of strategies, one per agent, that forms a Nash equilibrium. We study the problem of computing the set of all Pareto-optimal Nash equilibria, and give a comprehensive analysis of its complexity and related problems such as the price of stability and the price of anarchy. In particular, while checking the existence of a Nash equilibrium is NP-complete in general, with multiple parameters contributing to the computational hardness separately, two-player games with bounded costs on individual transitions admit a polynomial-time solution.

cs.GT