CLMay 5, 2022
Interactive Grounded Language Understanding in a Collaborative Environment: IGLU 2021Julia Kiseleva, Ziming Li, Mohammad Aliannejadi et al. · meta-ai, mit
Human intelligence has the remarkable ability to quickly adapt to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose \emph{IGLU: Interactive Grounded Language Understanding in a Collaborative Environment}. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants.
CLMay 27, 2022
IGLU 2022: Interactive Grounded Language Understanding in a Collaborative Environment at NeurIPS 2022Julia Kiseleva, Alexey Skrynnik, Artem Zholus et al. · meta-ai, microsoft-research
Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to develop interactive embodied agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the crucial challenges in AI. Another critical aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.
CLNov 12, 2022
Collecting Interactive Multi-modal Datasets for Grounded Language UnderstandingShrestha Mohanty, Negar Arabzadeh, Milagro Teruel et al. · meta-ai, microsoft-research
Human intelligence can remarkably adapt quickly to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research which can enable similar capabilities in machines, we made the following contributions (1) formalized the collaborative embodied agent using natural language task; (2) developed a tool for extensive and scalable data collection; and (3) collected the first dataset for interactive grounded language understanding.
AINov 1, 2022
Learning to Solve Voxel Building Embodied Tasks from Pixels and Natural Language InstructionsAlexey Skrynnik, Zoya Volovikova, Marc-Alexandre Côté et al. · microsoft-research, mit
The adoption of pre-trained language models to generate action plans for embodied agents is a promising research strategy. However, execution of instructions in real or simulated environments requires verification of the feasibility of actions as well as their relevance to the completion of a goal. We propose a new method that combines a language model and reinforcement learning for the task of building objects in a Minecraft-like environment according to the natural language instructions. Our method first generates a set of consistently achievable sub-goals from the instructions and then completes associated sub-tasks with a pre-trained RL policy. The proposed method formed the RL baseline at the IGLU 2022 competition.
RONov 7, 2023Code
Interactive Semantic Map Representation for Skill-based Visual Object NavigationTatiana Zemskova, Aleksei Staroverov, Kirill Muravyev et al.
Visual object navigation using learning methods is one of the key tasks in mobile robotics. This paper introduces a new representation of a scene semantic map formed during the embodied agent interaction with the indoor environment. It is based on a neural network method that adjusts the weights of the segmentation model with backpropagation of the predicted fusion loss values during inference on a regular (backward) or delayed (forward) image sequence. We have implemented this representation into a full-fledged navigation approach called SkillTron, which can select robot skills from end-to-end policies based on reinforcement learning and classic map-based planning methods. The proposed approach makes it possible to form both intermediate goals for robot exploration and the final goal for object navigation. We conducted intensive experiments with the proposed approach in the Habitat environment, which showed a significant superiority in navigation quality metrics compared to state-of-the-art approaches. The developed code and used custom datasets are publicly available at github.com/AIRI-Institute/skill-fusion.
CVOct 18, 2023Code
SegmATRon: Embodied Adaptive Semantic Segmentation for Indoor EnvironmentTatiana Zemskova, Margarita Kichik, Dmitry Yudin et al.
This paper presents an adaptive transformer model named SegmATRon for embodied image semantic segmentation. Its distinctive feature is the adaptation of model weights during inference on several images using a hybrid multicomponent loss function. We studied this model on datasets collected in the photorealistic Habitat and the synthetic AI2-THOR Simulators. We showed that obtaining additional images using the agent's actions in an indoor environment can improve the quality of semantic segmentation. The code of the proposed approach and datasets are publicly available at https://github.com/wingrune/SegmATRon.
AIOct 2, 2023
Learn to Follow: Decentralized Lifelong Multi-agent Pathfinding via Planning and LearningAlexey Skrynnik, Anton Andreychuk, Maria Nesterova et al.
Multi-agent Pathfinding (MAPF) problem generally asks to find a set of conflict-free paths for a set of agents confined to a graph and is typically solved in a centralized fashion. Conversely, in this work, we investigate the decentralized MAPF setting, when the central controller that posses all the information on the agents' locations and goals is absent and the agents have to sequientially decide the actions on their own without having access to a full state of the environment. We focus on the practically important lifelong variant of MAPF, which involves continuously assigning new goals to the agents upon arrival to the previous ones. To address this complex problem, we propose a method that integrates two complementary approaches: planning with heuristic search and reinforcement learning through policy optimization. Planning is utilized to construct and re-plan individual paths. We enhance our planning algorithm with a dedicated technique tailored to avoid congestion and increase the throughput of the system. We employ reinforcement learning to discover the collision avoidance policies that effectively guide the agents along the paths. The policy is implemented as a neural network and is effectively trained without any reward-shaping or external guidance. We evaluate our method on a wide range of setups comparing it to the state-of-the-art solvers. The results show that our method consistently outperforms the learnable competitors, showing higher throughput and better ability to generalize to the maps that were unseen at the training stage. Moreover our solver outperforms a rule-based one in terms of throughput and is an order of magnitude faster than a state-of-the-art search-based solver.
ROOct 25, 2023Code
Neural Potential Field for Obstacle-Aware Local Motion PlanningMuhammad Alhaddad, Konstantin Mironov, Aleksey Staroverov et al.
Model predictive control (MPC) may provide local motion planning for mobile robotic platforms. The challenging aspect is the analytic representation of collision cost for the case when both the obstacle map and robot footprint are arbitrary. We propose a Neural Potential Field: a neural network model that returns a differentiable collision cost based on robot pose, obstacle map, and robot footprint. The differentiability of our model allows its usage within the MPC solver. It is computationally hard to solve problems with a very high number of parameters. Therefore, our architecture includes neural image encoders, which transform obstacle maps and robot footprints into embeddings, which reduce problem dimensionality by two orders of magnitude. The reference data for network training are generated based on algorithmic calculation of a signed distance function. Comparative experiments showed that the proposed approach is comparable with existing local planners: it provides trajectories with outperforming smoothness, comparable path length, and safe distance from obstacles. Experiment on Husky UGV mobile robot showed that our approach allows real-time and safe local planning. The code for our approach is presented at https://github.com/cog-isa/NPField together with demo video.
AIDec 22, 2022
TransPath: Learning Heuristics For Grid-Based Pathfinding via TransformersDaniil Kirilenko, Anton Andreychuk, Aleksandr Panov et al.
Heuristic search algorithms, e.g. A*, are the commonly used tools for pathfinding on grids, i.e. graphs of regular structure that are widely employed to represent environments in robotics, video games etc. Instance-independent heuristics for grid graphs, e.g. Manhattan distance, do not take the obstacles into account and, thus, the search led by such heuristics performs poorly in the obstacle-rich environments. To this end, we suggest learning the instance-dependent heuristic proxies that are supposed to notably increase the efficiency of the search. The first heuristic proxy we suggest to learn is the correction factor, i.e. the ratio between the instance independent cost-to-go estimate and the perfect one (computed offline at the training phase). Unlike learning the absolute values of the cost-to-go heuristic function, which was known before, when learning the correction factor the knowledge of the instance-independent heuristic is utilized. The second heuristic proxy is the path probability, which indicates how likely the grid cell is lying on the shortest path. This heuristic can be utilized in the Focal Search framework as the secondary heuristic, allowing us to preserve the guarantees on the bounded sub-optimality of the solution. We learn both suggested heuristics in a supervised fashion with the state-of-the-art neural networks containing attention blocks (transformers). We conduct a thorough empirical evaluation on a comprehensive dataset of planning tasks, showing that the suggested techniques i) reduce the computational effort of the A* up to a factor of $4$x while producing the solutions, which costs exceed the costs of the optimal solutions by less than $0.3$% on average; ii) outperform the competitors, which include the conventional techniques from the heuristic search, i.e. weighted A*, as well as the state-of-the-art learnable planners.
66.0ROMar 30Code
OVSegDT: Segmenting Transformer for Open-Vocabulary Object Goal NavigationTatiana Zemskova, Aleksei Staroverov, Dmitry Yudin et al.
Open-vocabulary Object Goal Navigation requires an embodied agent to reach objects described by free-form language, including categories never seen during training. Existing end-to-end policies overfit small simulator datasets, achieving high success on training scenes but failing to generalize and exhibiting unsafe behaviour (frequent collisions). We introduce OVSegDT, a lightweight transformer policy that tackles these issues with two synergistic components. The first component is the semantic branch, which includes an encoder for the target binary mask and an auxiliary segmentation loss function, grounding the textual goal and providing precise spatial cues. The second component consists of a proposed Entropy-Adaptive Loss Modulation, a per-sample scheduler that continuously balances imitation and reinforcement signals according to the policy entropy, eliminating brittle manual phase switches. These additions cut the sample complexity of training by 33%, and reduce collision count in two times while keeping inference cost low (130M parameters, RGB-only input). On HM3D-OVON, our model matches the performance on unseen categories to that on seen ones and establishes state-of-the-art results (40.1% SR, 20.9% SPL on val unseen) without depth, odometry, or large vision-language models. Code is available at https://github.com/CognitiveAISystems/OVSegDT.
AIJul 25, 2023
Monte-Carlo Tree Search for Multi-Agent Pathfinding: Preliminary ResultsYelisey Pitanov, Alexey Skrynnik, Anton Andreychuk et al.
In this work we study a well-known and challenging problem of Multi-agent Pathfinding, when a set of agents is confined to a graph, each agent is assigned a unique start and goal vertices and the task is to find a set of collision-free paths (one for each agent) such that each agent reaches its respective goal. We investigate how to utilize Monte-Carlo Tree Search (MCTS) to solve the problem. Although MCTS was shown to demonstrate superior performance in a wide range of problems like playing antagonistic games (e.g. Go, Chess etc.), discovering faster matrix multiplication algorithms etc., its application to the problem at hand was not well studied before. To this end we introduce an original variant of MCTS, tailored to multi-agent pathfinding. The crux of our approach is how the reward, that guides MCTS, is computed. Specifically, we use individual paths to assist the agents with the the goal-reaching behavior, while leaving them freedom to get off the track if it is needed to avoid collisions. We also use a dedicated decomposition technique to reduce the branching factor of the tree search procedure. Empirically we show that the suggested method outperforms the baseline planning algorithm that invokes heuristic search, e.g. A*, at each re-planning step.
MAAug 29, 2024
MAPF-GPT: Imitation Learning for Multi-Agent Pathfinding at ScaleAnton Andreychuk, Konstantin Yakovlev, Aleksandr Panov et al.
Multi-agent pathfinding (MAPF) is a problem that generally requires finding collision-free paths for multiple agents in a shared environment. Solving MAPF optimally, even under restrictive assumptions, is NP-hard, yet efficient solutions for this problem are critical for numerous applications, such as automated warehouses and transportation systems. Recently, learning-based approaches to MAPF have gained attention, particularly those leveraging deep reinforcement learning. Typically, such learning-based MAPF solvers are augmented with additional components like single-agent planning or communication. Orthogonally, in this work we rely solely on imitation learning that leverages a large dataset of expert MAPF solutions and transformer-based neural network to create a foundation model for MAPF called MAPF-GPT. The latter is capable of generating actions without additional heuristics or communication. MAPF-GPT demonstrates zero-shot learning abilities when solving the MAPF problems that are not present in the training dataset. We show that MAPF-GPT notably outperforms the current best-performing learnable MAPF solvers on a diverse range of problem instances and is computationally efficient during inference.
LGJul 20, 2024
POGEMA: A Benchmark Platform for Cooperative Multi-Agent PathfindingAlexey Skrynnik, Anton Andreychuk, Anatolii Borzilov et al.
Multi-agent reinforcement learning (MARL) has recently excelled in solving challenging cooperative and competitive multi-agent problems in various environments, typically involving a small number of agents and full observability. Moreover, a range of crucial robotics-related tasks, such as multi-robot pathfinding, which have traditionally been approached with classical non-learnable methods (e.g., heuristic search), are now being suggested for solution using learning-based or hybrid methods. However, in this domain, it remains difficult, if not impossible, to conduct a fair comparison between classical, learning-based, and hybrid approaches due to the lack of a unified framework that supports both learning and evaluation. To address this, we introduce POGEMA, a comprehensive set of tools that includes a fast environment for learning, a problem instance generator, a collection of predefined problem instances, a visualization toolkit, and a benchmarking tool for automated evaluation. We also introduce and define an evaluation protocol that specifies a range of domain-related metrics, computed based on primary evaluation indicators (such as success rate and path length), enabling a fair multi-fold comparison. The results of this comparison, which involves a variety of state-of-the-art MARL, search-based, and hybrid methods, are presented.
53.6ROMar 24Code
Dynamic Neural Potential Field: Online Trajectory Optimization in the Presence of Moving ObstaclesAleksei Staroverov, Muhammad Alhaddad, Aditya Narendra et al.
Generalist robot policies must operate safely and reliably in everyday human environments such as homes, offices, and warehouses, where people and objects move unpredictably. We present Dynamic Neural Potential Field (NPField-GPT), a learning-enhanced model predictive control (MPC) framework that couples classical optimization with a Transformer-based predictor of footprint-aware repulsive potentials. Given an occupancy sub-map, robot footprint, and optional dynamic-obstacle cues, our NPField-GPT model forecasts a horizon of differentiable potentials that are injected into a sequential quadratic MPC program via L4CasADi, yielding real-time, constraint-aware trajectory optimization. We additionally study two baselines: NPField-StaticMLP, where a dynamic scene is treated as a sequence of static maps; and NPField-DynamicMLP, which predicts the future potential sequence in parallel with an MLP. In dynamic indoor scenarios from BenchMR and on a Husky UGV in office corridors, NPField-GPT produces more efficient and safer trajectories under motion changes, while StaticMLP/DynamicMLP offer lower latency. We also compare with the CIAO* and MPPI baselines. Across methods, the Transformer+MPC synergy preserves the transparency and stability of model-based planning while learning only the part that benefits from data: spatiotemporal collision risk. Code and trained models are available at https://github.com/CognitiveAISystems/Dynamic-Neural-Potential-Field
LGDec 30, 2022
Reinforcement Learning with Success Induced Task PrioritizationMaria Nesterova, Alexey Skrynnik, Aleksandr Panov
Many challenging reinforcement learning (RL) problems require designing a distribution of tasks that can be applied to train effective policies. This distribution of tasks can be specified by the curriculum. A curriculum is meant to improve the results of learning and accelerate it. We introduce Success Induced Task Prioritization (SITP), a framework for automatic curriculum learning, where a task sequence is created based on the success rate of each task. In this setting, each task is an algorithmically created environment instance with a unique configuration. The algorithm selects the order of tasks that provide the fastest learning for agents. The probability of selecting any of the tasks for the next stage of learning is determined by evaluating its performance score in previous stages. Experiments were carried out in the Partially Observable Grid Environment for Multiple Agents (POGEMA) and Procgen benchmark. We demonstrate that SITP matches or surpasses the results of other curriculum design methods. Our method can be implemented with handful of minor modifications to any standard RL framework and provides useful prioritization with minimal computational overhead.
AIDec 26, 2023Code
Decentralized Monte Carlo Tree Search for Partially Observable Multi-agent PathfindingAlexey Skrynnik, Anton Andreychuk, Konstantin Yakovlev et al.
The Multi-Agent Pathfinding (MAPF) problem involves finding a set of conflict-free paths for a group of agents confined to a graph. In typical MAPF scenarios, the graph and the agents' starting and ending vertices are known beforehand, allowing the use of centralized planning algorithms. However, in this study, we focus on the decentralized MAPF setting, where the agents may observe the other agents only locally and are restricted in communications with each other. Specifically, we investigate the lifelong variant of MAPF, where new goals are continually assigned to the agents upon completion of previous ones. Drawing inspiration from the successful AlphaZero approach, we propose a decentralized multi-agent Monte Carlo Tree Search (MCTS) method for MAPF tasks. Our approach utilizes the agent's observations to recreate the intrinsic Markov decision process, which is then used for planning with a tailored for multi-agent tasks version of neural MCTS. The experimental results show that our approach outperforms state-of-the-art learnable MAPF solvers. The source code is available at https://github.com/AIRI-Institute/mats-lp.
ROJul 27, 2023
Evaluation of Safety Constraints in Autonomous Navigation with Deep Reinforcement LearningBrian Angulo, Gregory Gorbov, Aleksandr Panov et al.
While reinforcement learning algorithms have had great success in the field of autonomous navigation, they cannot be straightforwardly applied to the real autonomous systems without considering the safety constraints. The later are crucial to avoid unsafe behaviors of the autonomous vehicle on the road. To highlight the importance of these constraints, in this study, we compare two learnable navigation policies: safe and unsafe. The safe policy takes the constraints into account, while the other does not. We show that the safe policy is able to generate trajectories with more clearance (distance to the obstacles) and makes less collisions while training without sacrificing the overall performance.
35.1AIMar 22
Revisiting Tree Search for LLMs: Gumbel and Sequential Halving for Budget-Scalable ReasoningLeonid Ugadiarov, Yuri Kuratov, Aleksandr Panov et al.
Neural tree search is a powerful decision-making algorithm widely used in complex domains such as game playing and model-based reinforcement learning. Recent work has applied AlphaZero-style tree search to enhance the reasoning capabilities of Large Language Models (LLMs) during inference, but we find that this approach suffers from a scaling failure: on GSM8K and Game24, accuracy drops as the search budget increases. In this paper, we present ReSCALE, an adaptation of Gumbel AlphaZero MCTS that replaces Dirichlet noise and PUCT selection with Gumbel sampling and Sequential Halving, restoring monotonic scaling without changes to the model or its training. ReSCALE reaches 58.4\% on GSM8K and 85.3\% on Game24 at budgets where the baseline degrades. Ablations confirm that Sequential Halving is the primary driver of the improvement.
ROJun 4, 2025Code
SGN-CIRL: Scene Graph-based Navigation with Curriculum, Imitation, and Reinforcement LearningNikita Oskolkov, Huzhenyu Zhang, Dmitry Makarov et al.
The 3D scene graph models spatial relationships between objects, enabling the agent to efficiently navigate in a partially observable environment and predict the location of the target object.This paper proposes an original framework named SGN-CIRL (3D Scene Graph-Based Reinforcement Learning Navigation) for mapless reinforcement learning-based robot navigation with learnable representation of open-vocabulary 3D scene graph. To accelerate and stabilize the training of reinforcement learning-based algorithms, the framework also employs imitation learning and curriculum learning. The first one enables the agent to learn from demonstrations, while the second one structures the training process by gradually increasing task complexity from simple to more advanced scenarios. Numerical experiments conducted in the Isaac Sim environment showed that using a 3D scene graph for reinforcement learning significantly increased the success rate in difficult navigation cases. The code is open-sourced and available at: https://github.com/Xisonik/Aloha\_graph.
ROAug 25, 2024
Safe Policy Exploration Improvement via SubgoalsBrian Angulo, Gregory Gorbov, Aleksandr Panov et al.
Reinforcement learning is a widely used approach to autonomous navigation, showing potential in various tasks and robotic setups. Still, it often struggles to reach distant goals when safety constraints are imposed (e.g., the wheeled robot is prohibited from moving close to the obstacles). One of the main reasons for poor performance in such setups, which is common in practice, is that the need to respect the safety constraints degrades the exploration capabilities of an RL agent. To this end, we introduce a novel learnable algorithm that is based on decomposing the initial problem into smaller sub-problems via intermediate goals, on the one hand, and respects the limit of the cumulative safety constraints, on the other hand -- SPEIS(Safe Policy Exploration Improvement via Subgoals). It comprises the two coupled policies trained end-to-end: subgoal and safe. The subgoal policy is trained to generate the subgoal based on the transitions from the buffer of the safe (main) policy that helps the safe policy to reach distant goals. Simultaneously, the safe policy maximizes its rewards while attempting not to violate the limit of the cumulative safety constraints, thus providing a certain level of safety. We evaluate SPEIS in a wide range of challenging (simulated) environments that involve different types of robots in two different environments: autonomous vehicles from the POLAMP environment and car, point, doggo, and sweep from the safety-gym environment. We demonstrate that our method consistently outperforms state-of-the-art competitors and can significantly reduce the collision rate while maintaining high success rates (higher by 80% compared to the best-performing methods).
LGJul 18, 2024
Model-based Policy Optimization using Symbolic World ModelAndrey Gorodetskiy, Konstantin Mironov, Aleksandr Panov
The application of learning-based control methods in robotics presents significant challenges. One is that model-free reinforcement learning algorithms use observation data with low sample efficiency. To address this challenge, a prevalent approach is model-based reinforcement learning, which involves employing an environment dynamics model. We suggest approximating transition dynamics with symbolic expressions, which are generated via symbolic regression. Approximation of a mechanical system with a symbolic model has fewer parameters than approximation with neural networks, which can potentially lead to higher accuracy and quality of extrapolation. We use a symbolic dynamics model to generate trajectories in model-based policy optimization to improve the sample efficiency of the learning algorithm. We evaluate our approach across various tasks within simulated environments. Our method demonstrates superior sample efficiency in these tasks compared to model-free and model-based baseline methods.
41.1AIMay 8
Learning to Communicate Locally for Large-Scale Multi-Agent PathfindingValeriy Vyaltsev, Alsu Sagirova, Anton Andreychuk et al.
Multi-agent pathfinding (MAPF) is a widely used abstraction for multi-robot trajectory planning problems, where multiple homogeneous agents move simultaneously within a shared environment. Although solving MAPF optimally is NP-hard, scalable and efficient solvers are critical for real-world applications such as logistics and search-and-rescue. To this end, the research community has proposed various decentralized suboptimal MAPF solvers that leverage machine learning. Such methods frame MAPF (from a single agent perspective) as a Dec-POMDP where at each time step an agent has to decide an action based on the local observation and typically solve the problem via reinforcement learning or imitation learning. We follow the same approach but additionally introduce a learnable communication module tailored to enhance cooperation between agents via efficient feature sharing. We present the Local Communication for Multi-agent Pathfinding (LC-MAPF), a generalizable pre-trained model that applies multi-round communication between neighboring agents to exchange information and improve their coordination. Our experiments show that the introduced method outperforms the existing learning-based MAPF solvers, including IL and RL-based approaches, across diverse metrics in a diverse range of (unseen) test scenarios. Remarkably, the introduced communication mechanism does not compromise LC-MAPF's scalability, a common bottleneck for communication-based MAPF solvers.
71.5ROMar 25
Knowledge-Guided Manipulation Using Multi-Task Reinforcement LearningAditya Narendra, Mukhammadrizo Maribjonov, Dmitry Makarov et al.
This paper introduces Knowledge Graph based Massively Multi-task Model-based Policy Optimization (KG-M3PO), a framework for multi-task robotic manipulation in partially observable settings that unifies Perception, Knowledge, and Policy. The method augments egocentric vision with an online 3D scene graph that grounds open-vocabulary detections into a metric, relational representation. A dynamic-relation mechanism updates spatial, containment, and affordance edges at every step, and a graph neural encoder is trained end-to-end through the RL objective so that relational features are shaped directly by control performance. Multiple observation modalities (visual, proprioceptive, linguistic, and graph-based) are encoded into a shared latent space, upon which the RL agent operates to drive the control loop. The policy conditions on lightweight graph queries alongside visual and proprioceptive inputs, yielding a compact, semantically informed state for decision making. Experiments on a suite of manipulation tasks with occlusions, distractors, and layout shifts demonstrate consistent gains over strong baselines: the knowledge-conditioned agent achieves higher success rates, improved sample efficiency, and stronger generalization to novel objects and unseen scene configurations. These results support the premise that structured, continuously maintained world knowledge is a powerful inductive bias for scalable, generalizable manipulation: when the knowledge module participates in the RL computation graph, relational representations align with control, enabling robust long-horizon behavior under partial observability.
49.0AIApr 22
Self-Guided Plan Extraction for Instruction-Following Tasks with Goal-Conditional Reinforcement LearningZoya Volovikova, Nikita Sorokin, Dmitriy Lukashevskiy et al.
We introduce SuperIgor, a framework for instruction-following tasks. Unlike prior methods that rely on predefined subtasks, SuperIgor enables a language model to generate and refine high-level plans through a self-learning mechanism, reducing the need for manual dataset annotation. Our approach involves iterative co-training: an RL agent is trained to follow the generated plans, while the language model adapts and modifies these plans based on RL feedback and preferences. This creates a feedback loop where both the agent and the planner improve jointly. We validate our framework in environments with rich dynamics and stochasticity. Results show that SuperIgor agents adhere to instructions more strictly than baseline methods, while also demonstrating strong generalization to previously unseen instructions.
51.9AIApr 7
MARL-GPT: Foundation Model for Multi-Agent Reinforcement LearningMaria Nesterova, Mikhail Kolosov, Anton Andreychuk et al.
Recent advances in multi-agent reinforcement learning (MARL) have demonstrated success in numerous challenging domains and environments, but typically require specialized models for each task. In this work, we propose a coherent methodology that makes it possible for a single GPT-based model to learn and perform well across diverse MARL environments and tasks, including StarCraft Multi-Agent Challenge, Google Research Football and POGEMA. Our method, MARL-GPT, applies offline reinforcement learning to train at scale on the expert trajectories (400M for SMACv2, 100M for GRF, and 1B for POGEMA) combined with a single transformer-based observation encoder that requires no task-specific tuning. Experiments show that MARL-GPT achieves competitive performance compared to specialized baselines in all tested environments. Thus, our findings suggest that it is, indeed, possible to build a multi-task transformer-based model for a wide variety of (significantly different) multi-agent problems paving the way to the fundamental MARL model (akin to ChatGPT, Llama, Mistral etc. in natural language modeling).
AIJun 30, 2025
Advancing Learnable Multi-Agent Pathfinding Solvers with Active Fine-TuningAnton Andreychuk, Konstantin Yakovlev, Aleksandr Panov et al.
Multi-agent pathfinding (MAPF) is a common abstraction of multi-robot trajectory planning problems, where multiple homogeneous robots simultaneously move in the shared environment. While solving MAPF optimally has been proven to be NP-hard, scalable, and efficient, solvers are vital for real-world applications like logistics, search-and-rescue, etc. To this end, decentralized suboptimal MAPF solvers that leverage machine learning have come on stage. Building on the success of the recently introduced MAPF-GPT, a pure imitation learning solver, we introduce MAPF-GPT-DDG. This novel approach effectively fine-tunes the pre-trained MAPF model using centralized expert data. Leveraging a novel delta-data generation mechanism, MAPF-GPT-DDG accelerates training while significantly improving performance at test time. Our experiments demonstrate that MAPF-GPT-DDG surpasses all existing learning-based MAPF solvers, including the original MAPF-GPT, regarding solution quality across many testing scenarios. Remarkably, it can work with MAPF instances involving up to 1 million agents in a single environment, setting a new milestone for scalability in MAPF domains.
AIAug 18, 2025
CAMAR: Continuous Actions Multi-Agent RoutingArtem Pshenitsyn, Aleksandr Panov, Alexey Skrynnik
Multi-agent reinforcement learning (MARL) is a powerful paradigm for solving cooperative and competitive decision-making problems. While many MARL benchmarks have been proposed, few combine continuous state and action spaces with challenging coordination and planning tasks. We introduce CAMAR, a new MARL benchmark designed explicitly for multi-agent pathfinding in environments with continuous actions. CAMAR supports cooperative and competitive interactions between agents and runs efficiently at up to 100,000 environment steps per second. We also propose a three-tier evaluation protocol to better track algorithmic progress and enable deeper analysis of performance. In addition, CAMAR allows the integration of classical planning methods such as RRT and RRT* into MARL pipelines. We use them as standalone baselines and combine RRT* with popular MARL algorithms to create hybrid approaches. We provide a suite of test scenarios and benchmarking tools to ensure reproducibility and fair comparison. Experiments show that CAMAR presents a challenging and realistic testbed for the MARL community.
LGJun 26, 2025
M3PO: Massively Multi-Task Model-Based Policy OptimizationAditya Narendra, Dmitry Makarov, Aleksandr Panov
We introduce Massively Multi-Task Model-Based Policy Optimization (M3PO), a scalable model-based reinforcement learning (MBRL) framework designed to address sample inefficiency in single-task settings and poor generalization in multi-task domains. Existing model-based approaches like DreamerV3 rely on pixel-level generative models that neglect control-centric representations, while model-free methods such as PPO suffer from high sample complexity and weak exploration. M3PO integrates an implicit world model, trained to predict task outcomes without observation reconstruction, with a hybrid exploration strategy that combines model-based planning and model-free uncertainty-driven bonuses. This eliminates the bias-variance trade-off in prior methods by using discrepancies between model-based and model-free value estimates to guide exploration, while maintaining stable policy updates through a trust-region optimizer. M3PO provides an efficient and robust alternative to existing model-based policy optimization approaches and achieves state-of-the-art performance across multiple benchmarks.
AIOct 13, 2021
NeurIPS 2021 Competition IGLU: Interactive Grounded Language Understanding in a Collaborative EnvironmentJulia Kiseleva, Ziming Li, Mohammad Aliannejadi et al.
Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the important challenges in AI. Another important aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.