10.2SYJul 13
Game-theoretic Regulated Decentralized Coordination for Airspace Sector Overload MitigationJaehan Im, Daniel Delahaye, David Fridovich-Keil et al.
Decentralized air traffic management systems offer a scalable alternative to centralized control, but often assume high levels of cooperation. In practice, such assumptions frequently break down since airspace sectors operate independently and prioritize local objectives. We address the problem of sector overload in decentralized air traffic management by proposing a regulated decentralized protocol that models self-interested behaviors based on best response dynamics. Each sector adjusts the departure times of flights under its control to reduce its own congestion, without requiring centralized joint optimization. A tunable cooperativeness factor models the degree to which each sector accounts for overload in other sectors, while a minimal admissibility rule prevents local updates from creating new overloads. We prove that the proposed protocol satisfies a potential game structure, ensuring that best response dynamics converge to a pure Nash equilibrium under this restriction. In addition, we identify a sufficient condition under which an overload-free solution corresponds to a global minimizer of the potential function. Numerical experiments using 24 hours of European flight data demonstrate that the proposed algorithm substantially reduces overload even with only minimal cooperation between sectors, while maintaining scalability and achieving solution quality comparable to the centralized benchmark.
1.2SYMar 6, 2018
Planning, Fast and Slow: A Framework for Adaptive Real-Time Safe Trajectory PlanningDavid Fridovich-Keil, Sylvia L. Herbert, Jaime F. Fisac et al.
Motion planning is an extremely well-studied problem in the robotics community, yet existing work largely falls into one of two categories: computationally efficient but with few if any safety guarantees, or able to give stronger guarantees but at high computational cost. This work builds on a recent development called FaSTrack in which a slow offline computation provides a modular safety guarantee for a faster online planner. We introduce the notion of "meta-planning" in which a refined offline computation enables safe switching between different online planners. This provides autonomous systems with the ability to adapt motion plans to a priori unknown environments in real-time as sensor measurements detect new obstacles, and the flexibility to maneuver differently in the presence of obstacles than they would in free space, all while maintaining a strict safety guarantee. We demonstrate the meta-planning algorithm both in simulation and in hardware using a small Crazyflie 2.0 quadrotor.
4.3GTJun 12, 2024
Coordination in Noncooperative Multiplayer Matrix Games via Reduced Rank Correlated EquilibriaJaehan Im, Yue Yu, David Fridovich-Keil et al.
Coordination in multiplayer games enables players to avoid the lose-lose outcome that often arises at Nash equilibria. However, designing a coordination mechanism typically requires the consideration of the joint actions of all players, which becomes intractable in large-scale games. We develop a novel coordination mechanism, termed reduced rank correlated equilibria, which reduces the number of joint actions to be considered and thereby mitigates computational complexity. The idea is to approximate the set of all joint actions with the actions used in a set of pre-computed Nash equilibria via a convex hull operation. In a game with n players and each player having m actions, the proposed mechanism reduces the number of joint actions considered from O(m^n) to O(mn). We demonstrate the application of the proposed mechanism to an air traffic queue management problem. Compared with the correlated equilibrium-a popular benchmark coordination mechanism-the proposed approach is capable of solving a problem involving four thousand times more joint actions while yielding similar or better performance in terms of a fairness indicator and showing a maximum optimality gap of 0.066% in terms of the average delay cost. In the meantime, it yields a solution that shows up to 99.5% improvement in a fairness indicator and up to 50.4% reduction in average delay cost compared to the Nash solution, which does not involve coordination.
3.3GTAug 15, 2023
Active Inverse Learning in Stackelberg Trajectory GamesWilliam Ward, Yue Yu, Jacob Levy et al.
Game-theoretic inverse learning is the problem of inferring a player's objectives from their actions. We formulate an inverse learning problem in a Stackelberg game between a leader and a follower, where each player's action is the trajectory of a dynamical system. We propose an active inverse learning method for the leader to infer which hypothesis among a finite set of candidates best describes the follower's objective function. Instead of using passively observed trajectories like existing methods, we actively maximize the differences in the follower's trajectories under different hypotheses by optimizing the leader's control inputs. Compared with uniformly random inputs, the optimized inputs accelerate the convergence of the estimated probability of different hypotheses conditioned on the follower's trajectory. We demonstrate the proposed method in a receding-horizon repeated trajectory game and simulate the results using virtual TurtleBots in Gazebo.
1.9ROSep 14, 2023
Connected Autonomous Vehicle Motion Planning with Video Predictions from Smart, Self-Supervised InfrastructureJiankai Sun, Shreyas Kousik, David Fridovich-Keil et al. · gatech
Connected autonomous vehicles (CAVs) promise to enhance safety, efficiency, and sustainability in urban transportation. However, this is contingent upon a CAV correctly predicting the motion of surrounding agents and planning its own motion safely. Doing so is challenging in complex urban environments due to frequent occlusions and interactions among many agents. One solution is to leverage smart infrastructure to augment a CAV's situational awareness; the present work leverages a recently proposed "Self-Supervised Traffic Advisor" (SSTA) framework of smart sensors that teach themselves to generate and broadcast useful video predictions of road users. In this work, SSTA predictions are modified to predict future occupancy instead of raw video, which reduces the data footprint of broadcast predictions. The resulting predictions are used within a planning framework, demonstrating that this design can effectively aid CAV motion planning. A variety of numerical experiments study the key factors that make SSTA outputs useful for practical CAV planning in crowded urban environments.
Soft-Bellman Equilibrium in Affine Markov Games: Forward Solutions and Inverse LearningShenghui Chen, Yue Yu, David Fridovich-Keil et al.
Markov games model interactions among multiple players in a stochastic, dynamic environment. Each player in a Markov game maximizes its expected total discounted reward, which depends upon the policies of the other players. We formulate a class of Markov games, termed affine Markov games, where an affine reward function couples the players' actions. We introduce a novel solution concept, the soft-Bellman equilibrium, where each player is boundedly rational and chooses a soft-Bellman policy rather than a purely rational policy as in the well-known Nash equilibrium concept. We provide conditions for the existence and uniqueness of the soft-Bellman equilibrium and propose a nonlinear least-squares algorithm to compute such an equilibrium in the forward problem. We then solve the inverse game problem of inferring the players' reward parameters from observed state-action trajectories via a projected-gradient algorithm. Experiments in a predator-prey OpenAI Gym environment show that the reward parameters inferred by the proposed algorithm outperform those inferred by a baseline algorithm: they reduce the Kullback-Leibler divergence between the equilibrium policies and observed policies by at least two orders of magnitude.
1.2GTSep 30, 2023
When Should a Leader Act Suboptimally? The Role of Inferability in Repeated Stackelberg GamesMustafa O. Karabag, Sophia Smith, Negar Mehr et al.
When interacting with other decision-making agents in non-adversarial scenarios, it is critical for an autonomous agent to have inferable behavior: The agent's actions must convey their intention and strategy. We model the inferability problem using Stackelberg games with observations where a leader and a follower repeatedly interact. During the interactions, the leader uses a fixed mixed strategy. The follower does not know the leader's strategy and dynamically reacts to the statistically inferred strategy based on the leader's previous actions. In the inference setting, the leader may have a lower performance compared to the setting where the follower has full information on the leader's strategy. We refer to the performance gap between these settings as the inferability gap. For a variety of game settings, we show that the inferability gap is upper-bounded by a function of the number of interactions and the stochasticity level of the leader's strategy, encouraging the use of inferable strategies with lower stochasticity levels. We also analyze bimatrix Stackelberg games and identify a set of games where the leader's near-optimal strategy may potentially suffer from a large inferability gap.
1.4LGJan 2
Bayesian Inverse Games with High-Dimensional Multi-Modal ObservationsYash Jain, Xinjie Liu, Lasse Peters et al.
Many multi-agent interaction scenarios can be naturally modeled as noncooperative games, where each agent's decisions depend on others' future actions. However, deploying game-theoretic planners for autonomous decision-making requires a specification of all agents' objectives. To circumvent this practical difficulty, recent work develops maximum likelihood techniques for solving inverse games that can identify unknown agent objectives from interaction data. Unfortunately, these methods only infer point estimates and do not quantify estimator uncertainty; correspondingly, downstream planning decisions can overconfidently commit to unsafe actions. We present an approximate Bayesian inference approach for solving the inverse game problem, which can incorporate observation data from multiple modalities and be used to generate samples from the Bayesian posterior over the hidden agent objectives given limited sensor observations in real time. Concretely, the proposed Bayesian inverse game framework trains a structured variational autoencoder with an embedded differentiable Nash game solver on interaction datasets and does not require labels of agents' true objectives. Extensive experiments show that our framework successfully learns prior and posterior distributions, improves inference quality over maximum likelihood estimation-based inverse game approaches, and enables safer downstream decision-making without sacrificing efficiency. When trajectory information is uninformative or unavailable, multimodal inference further reduces uncertainty by exploiting additional observation modalities.
2.3MAJul 13, 2024
Inferring Occluded Agent Behavior in Dynamic Games from Noise Corrupted ObservationsTianyu Qiu, David Fridovich-Keil
In mobile robotics and autonomous driving, it is natural to model agent interactions as the Nash equilibrium of a noncooperative, dynamic game. These methods inherently rely on observations from sensors such as lidars and cameras to identify agents participating in the game and, therefore, have difficulty when some agents are occluded. To address this limitation, this paper presents an occlusion-aware game-theoretic inference method to estimate the locations of potentially occluded agents, and simultaneously infer the intentions of both visible and occluded agents, which best accounts for the observations of visible agents. Additionally, we propose a receding horizon planning strategy based on an occlusion-aware contingency game designed to navigate in scenarios with potentially occluded agents. Monte Carlo simulations validate our approach, demonstrating that it accurately estimates the game model and trajectories for both visible and occluded agents using noisy observations of visible agents. Our planning pipeline significantly enhances navigation safety when compared to occlusion-ignorant baseline as well.
5.5ROSep 22, 2022
Robust Forecasting for Robotic Control: A Game-Theoretic ApproachShubhankar Agarwal, David Fridovich-Keil, Sandeep P. Chinchali
Modern robots require accurate forecasts to make optimal decisions in the real world. For example, self-driving cars need an accurate forecast of other agents' future actions to plan safe trajectories. Current methods rely heavily on historical time series to accurately predict the future. However, relying entirely on the observed history is problematic since it could be corrupted by noise, have outliers, or not completely represent all possible outcomes. To solve this problem, we propose a novel framework for generating robust forecasts for robotic control. In order to model real-world factors affecting future forecasts, we introduce the notion of an adversary, which perturbs observed historical time series to increase a robot's ultimate control cost. Specifically, we model this interaction as a zero-sum two-player game between a robot's forecaster and this hypothetical adversary. We show that our proposed game may be solved to a local Nash equilibrium using gradient-based optimization techniques. Furthermore, we show that a forecaster trained with our method performs 30.14% better on out-of-distribution real-world lane change data than baselines.
An Investigation of Time Reversal Symmetry in Reinforcement LearningBrett Barkley, Amy Zhang, David Fridovich-Keil
One of the fundamental challenges associated with reinforcement learning (RL) is that collecting sufficient data can be both time-consuming and expensive. In this paper, we formalize a concept of time reversal symmetry in a Markov decision process (MDP), which builds upon the established structure of dynamically reversible Markov chains (DRMCs) and time-reversibility in classical physics. Specifically, we investigate the utility of this concept in reducing the sample complexity of reinforcement learning. We observe that utilizing the structure of time reversal in an MDP allows every environment transition experienced by an agent to be transformed into a feasible reverse-time transition, effectively doubling the number of experiences in the environment. To test the usefulness of this newly synthesized data, we develop a novel approach called time symmetric data augmentation (TSDA) and investigate its application in both proprioceptive and pixel-based state within the realm of off-policy, model-free RL. Empirical evaluations showcase how these synthetic transitions can enhance the sample efficiency of RL agents in time reversible scenarios without friction or contact. We also test this method in more realistic environments where these assumptions are not globally satisfied. We find that TSDA can significantly degrade sample efficiency and policy performance, but can also improve sample efficiency under the right conditions. Ultimately we conclude that time symmetry shows promise in enhancing the sample efficiency of reinforcement learning and provide guidance when the environment and reward structures are of an appropriate form for TSDA to be employed effectively.
Enabling Efficient, Reliable Real-World Reinforcement Learning with Approximate Physics-Based ModelsTyler Westenbroek, Jacob Levy, David Fridovich-Keil
We focus on developing efficient and reliable policy optimization strategies for robot learning with real-world data. In recent years, policy gradient methods have emerged as a promising paradigm for training control policies in simulation. However, these approaches often remain too data inefficient or unreliable to train on real robotic hardware. In this paper we introduce a novel policy gradient-based policy optimization framework which systematically leverages a (possibly highly simplified) first-principles model and enables learning precise control policies with limited amounts of real-world data. Our approach $1)$ uses the derivatives of the model to produce sample-efficient estimates of the policy gradient and $2)$ uses the model to design a low-level tracking controller, which is embedded in the policy class. Theoretical analysis provides insight into how the presence of this feedback controller overcomes key limitations of stand-alone policy gradient methods, while hardware experiments with a small car and quadruped demonstrate that our approach can learn precise control strategies reliably and with only minutes of real-world data.
6.1ROApr 1
A Player Selection Network for Scalable Game-Theoretic Prediction and PlanningTianyu Qiu, Eric Ouano, Fernando Palafox et al.
While game-theoretic planning frameworks are effective at modeling multi-agent interactions, they require solving large optimization problems where the number of variables increases with the number of agents, resulting in long computation times that limit their use in large-scale, real-time systems. To address this issue, we propose 1) PSN Game-a learning-based, game-theoretic prediction and planning framework that reduces game size by learning a Player Selection Network (PSN); and 2) a Goal Inference Network (GIN) that makes it possible to use the PSN in incomplete-information games where other agents' intentions are unknown to the ego agent. A PSN outputs a player selection mask that distinguishes influential players from less relevant ones, enabling the ego player to solve a smaller, masked game involving only selected players. By reducing the number of players included in the game, PSN shrinks the corresponding optimization problems, leading to faster solve times. Experiments in both simulated scenarios and real-world pedestrian trajectory datasets show that PSN is competitive with, and often improves upon, the evaluated explicit game-theoretic selection baselines in 1) prediction accuracy and 2) planning safety. Across scenarios, PSN typically selects substantially fewer players than are present in the full game, thereby reducing game size and planning complexity. PSN also generalizes to settings in which agents' objectives are unknown, via the GIN, without test-time fine-tuning. By selecting only the most relevant players for decision-making, PSN Game provides a practical mechanism for reducing planning complexity that can be integrated into existing multi-agent planning frameworks.
DiBS-MTL: Transformation-Invariant Multitask Learning with Direction OraclesSurya Murthy, Kushagra Gupta, Mustafa O. Karabag et al.
Multitask learning (MTL) algorithms typically rely on schemes that combine different task losses or their gradients through weighted averaging. These methods aim to find Pareto stationary points by using heuristics that require access to task loss values, gradients, or both. In doing so, a central challenge arises because task losses can be arbitrarily, nonaffinely scaled relative to one another, causing certain tasks to dominate training and degrade overall performance. A recent advance in cooperative bargaining theory, the Direction-based Bargaining Solution (DiBS), yields Pareto stationary solutions immune to task domination because of its invariance to monotonic nonaffine task loss transformations. However, the convergence behavior of DiBS in nonconvex MTL settings is currently not understood. To this end, we prove that under standard assumptions, a subsequence of DiBS iterates converges to a Pareto stationary point when task losses are possibly nonconvex, and propose DiBS-MTL, a computationally efficient adaptation of DiBS to the MTL setting. Finally, we validate DiBS-MTL empirically on standard MTL benchmarks, showing that it achieves competitive performance with state-of-the-art methods while maintaining robustness to nonaffine monotonic transformations that significantly degrade the performance of existing approaches, including prior bargaining-inspired MTL methods. Code available at https://github.com/suryakmurthy/dibs-mtl.
Learning to Walk from Three Minutes of Real-World Data with Semi-structured Dynamics ModelsJacob Levy, Tyler Westenbroek, David Fridovich-Keil
Traditionally, model-based reinforcement learning (MBRL) methods exploit neural networks as flexible function approximators to represent $\textit{a priori}$ unknown environment dynamics. However, training data are typically scarce in practice, and these black-box models often fail to generalize. Modeling architectures that leverage known physics can substantially reduce the complexity of system-identification, but break down in the face of complex phenomena such as contact. We introduce a novel framework for learning semi-structured dynamics models for contact-rich systems which seamlessly integrates structured first principles modeling techniques with black-box auto-regressive models. Specifically, we develop an ensemble of probabilistic models to estimate external forces, conditioned on historical observations and actions, and integrate these predictions using known Lagrangian dynamics. With this semi-structured approach, we can make accurate long-horizon predictions with substantially less data than prior methods. We leverage this capability and propose Semi-Structured Reinforcement Learning ($\texttt{SSRL}$) a simple model-based learning framework which pushes the sample complexity boundary for real-world learning. We validate our approach on a real-world Unitree Go1 quadruped robot, learning dynamic gaits -- from scratch -- on both hard and soft surfaces with just a few minutes of real-world data. Video and code are available at: https://sites.google.com/utexas.edu/ssrl
8.3ROFeb 14, 2024
Auto-Encoding Bayesian Inverse GamesXinjie Liu, Lasse Peters, Javier Alonso-Mora et al.
When multiple agents interact in a common environment, each agent's actions impact others' future decisions, and noncooperative dynamic games naturally capture this coupling. In interactive motion planning, however, agents typically do not have access to a complete model of the game, e.g., due to unknown objectives of other players. Therefore, we consider the inverse game problem, in which some properties of the game are unknown a priori and must be inferred from observations. Existing maximum likelihood estimation (MLE) approaches to solve inverse games provide only point estimates of unknown parameters without quantifying uncertainty, and perform poorly when many parameter values explain the observed behavior. To address these limitations, we take a Bayesian perspective and construct posterior distributions of game parameters. To render inference tractable, we employ a variational autoencoder (VAE) with an embedded differentiable game solver. This structured VAE can be trained from an unlabeled dataset of observed interactions, naturally handles continuous, multi-modal distributions, and supports efficient sampling from the inferred posteriors without computing game solutions at runtime. Extensive evaluations in simulated driving scenarios demonstrate that the proposed approach successfully learns the prior and posterior game parameter distributions, provides more accurate objective estimates than MLE baselines, and facilitates safer and more efficient game-theoretic motion planning.
9.2LGDec 18, 2024
Stealing That Free Lunch: Exposing the Limits of Dyna-Style Reinforcement LearningBrett Barkley, David Fridovich-Keil
Dyna-style off-policy model-based reinforcement learning (DMBRL) algorithms are a family of techniques for generating synthetic state transition data and thereby enhancing the sample efficiency of off-policy RL algorithms. This paper identifies and investigates a surprising performance gap observed when applying DMBRL algorithms across different benchmark environments with proprioceptive observations. We show that, while DMBRL algorithms perform well in OpenAI Gym, their performance can drop significantly in DeepMind Control Suite (DMC), even though these settings offer similar tasks and identical physics backends. Modern techniques designed to address several key issues that arise in these settings do not provide a consistent improvement across all environments, and overall our results show that adding synthetic rollouts to the training process -- the backbone of Dyna-style algorithms -- significantly degrades performance across most DMC environments. Our findings contribute to a deeper understanding of several fundamental challenges in model-based RL and show that, like many optimization fields, there is no free lunch when evaluating performance across diverse benchmarks in RL.
Decomposing Control Lyapunov Functions for Efficient Reinforcement LearningAntonio Lopez, David Fridovich-Keil
Recent methods using Reinforcement Learning (RL) have proven to be successful for training intelligent agents in unknown environments. However, RL has not been applied widely in real-world robotics scenarios. This is because current state-of-the-art RL methods require large amounts of data to learn a specific task, leading to unreasonable costs when deploying the agent to collect data in real-world applications. In this paper, we build from existing work that reshapes the reward function in RL by introducing a Control Lyapunov Function (CLF), which is demonstrated to reduce the sample complexity. Still, this formulation requires knowing a CLF of the system, but due to the lack of a general method, it is often a challenge to identify a suitable CLF. Existing work can compute low-dimensional CLFs via a Hamilton-Jacobi reachability procedure. However, this class of methods becomes intractable on high-dimensional systems, a problem that we address by using a system decomposition technique to compute what we call Decomposed Control Lyapunov Functions (DCLFs). We use the computed DCLF for reward shaping, which we show improves RL performance. Through multiple examples, we demonstrate the effectiveness of this approach, where our method finds a policy to successfully land a quadcopter in less than half the amount of real-world data required by the state-of-the-art Soft-Actor Critic algorithm.
5.7ROApr 23, 2025
Meta-Learning Online Dynamics Model Adaptation in Off-Road Autonomous DrivingJacob Levy, Jason Gibson, Bogdan Vlahov et al.
High-speed off-road autonomous driving presents unique challenges due to complex, evolving terrain characteristics and the difficulty of accurately modeling terrain-vehicle interactions. While dynamics models used in model-based control can be learned from real-world data, they often struggle to generalize to unseen terrain, making real-time adaptation essential. We propose a novel framework that combines a Kalman filter-based online adaptation scheme with meta-learned parameters to address these challenges. Offline meta-learning optimizes the basis functions along which adaptation occurs, as well as the adaptation parameters, while online adaptation dynamically adjusts the onboard dynamics model in real time for model-based control. We validate our approach through extensive experiments, including real-world testing on a full-scale autonomous off-road vehicle, demonstrating that our method outperforms baseline approaches in prediction accuracy, performance, and safety metrics, particularly in safety-critical scenarios. Our results underscore the effectiveness of meta-learned dynamics model adaptation, advancing the development of reliable autonomous systems capable of navigating diverse and unseen environments. Video is available at: https://youtu.be/cCKHHrDRQEA
7.8ROOct 14, 2025
UNCAP: Uncertainty-Guided Planning Using Natural Language Communication for Cooperative Autonomous VehiclesNeel P. Bhatt, Po-han Li, Kushagra Gupta et al.
Safe large-scale coordination of multiple cooperative connected autonomous vehicles (CAVs) hinges on communication that is both efficient and interpretable. Existing approaches either rely on transmitting high-bandwidth raw sensor data streams or neglect perception and planning uncertainties inherent in shared data, resulting in systems that are neither scalable nor safe. To address these limitations, we propose Uncertainty-Guided Natural Language Cooperative Autonomous Planning (UNCAP), a vision-language model-based planning approach that enables CAVs to communicate via lightweight natural language messages while explicitly accounting for perception uncertainty in decision-making. UNCAP features a two-stage communication protocol: (i) an ego CAV first identifies the subset of vehicles most relevant for information exchange, and (ii) the selected CAVs then transmit messages that quantitatively express their perception uncertainty. By selectively fusing messages that maximize mutual information, this strategy allows the ego vehicle to integrate only the most relevant signals into its decision-making, improving both the scalability and reliability of cooperative planning. Experiments across diverse driving scenarios show a 63% reduction in communication bandwidth with a 31% increase in driving safety score, a 61% reduction in decision uncertainty, and a four-fold increase in collision distance margin during near-miss events. Project website: https://uncap-project.github.io/
10.2CVMay 8, 2025
Real-Time Privacy Preservation for Robot Visual PerceptionMinkyu Choi, Yunhao Yang, Neel P. Bhatt et al.
Many robots (e.g., iRobot's Roomba) operate based on visual observations from live video streams, and such observations may inadvertently include privacy-sensitive objects, such as personal identifiers. Existing approaches for preserving privacy rely on deep learning models, differential privacy, or cryptography. They lack guarantees for the complete concealment of all sensitive objects. Guaranteeing concealment requires post-processing techniques and thus is inadequate for real-time video streams. We develop a method for privacy-constrained video streaming, PCVS, that conceals sensitive objects within real-time video streams. PCVS takes a logical specification constraining the existence of privacy-sensitive objects, e.g., never show faces when a person exists. It uses a detection model to evaluate the existence of these objects in each incoming frame. Then, it blurs out a subset of objects such that the existence of the remaining objects satisfies the specification. We then propose a conformal prediction approach to (i) establish a theoretical lower bound on the probability of the existence of these objects in a sequence of frames satisfying the specification and (ii) update the bound with the arrival of each subsequent frame. Quantitative evaluations show that PCVS achieves over 95 percent specification satisfaction rate in multiple datasets, significantly outperforming other methods. The satisfaction rate is consistently above the theoretical bounds across all datasets, indicating that the established bounds hold. Additionally, we deploy PCVS on robots in real-time operation and show that the robots operate normally without being compromised when PCVS conceals objects.
7.1LGMar 7, 2025
A Multi-Fidelity Control Variate Approach for Policy Gradient EstimationXinjie Liu, Cyrus Neary, Kushagra Gupta et al.
Many reinforcement learning (RL) algorithms are impractical for deployment in operational systems or for training with computationally expensive high-fidelity simulations, as they require large amounts of data. Meanwhile, low-fidelity simulators -- such as reduced-order models, heuristic rewards, or generative world models -- can cheaply provide useful data for RL training, even if they are too coarse for zero-shot transfer. We propose multi-fidelity policy gradients (MFPGs), an RL framework that mixes a small amount of data from the target environment with a control variate formed from a large volume of low-fidelity simulation data to construct an unbiased, variance-reduced estimator for on-policy policy gradients. We instantiate the framework with a multi-fidelity variant of the classical REINFORCE algorithm. We show that under standard assumptions, the MFPG estimator guarantees asymptotic convergence of REINFORCE to locally optimal policies in the target environment, and achieves faster finite-sample convergence rates compared to training with high-fidelity data alone. Empirically, we evaluate the MFPG algorithm across a suite of simulated robotics benchmark tasks with limited high-fidelity data but abundant off-dynamics, low-fidelity data. With mild-moderate dynamics gaps, MFPG reliably improves the median performance over a high-fidelity-only baseline, matching the performance of leading multi-fidelity baselines despite its simplicity and minimal tuning overhead. Under large dynamics gaps, MFPG demonstrates the strongest robustness among the evaluated multi-fidelity approaches. An additional experiment shows that MFPG can remain effective even under low-fidelity reward misspecification. Thus, MFPG not only offers a novel paradigm for efficient sim-to-real transfer but also provides a principled approach to managing the trade-off between policy performance and data collection costs.
6.4LGDec 2, 2024
Dense Dynamics-Aware Reward Synthesis: Integrating Prior Experience with DemonstrationsCevahir Koprulu, Po-han Li, Tianyu Qiu et al.
Many continuous control problems can be formulated as sparse-reward reinforcement learning (RL) tasks. In principle, online RL methods can automatically explore the state space to solve each new task. However, discovering sequences of actions that lead to a non-zero reward becomes exponentially more difficult as the task horizon increases. Manually shaping rewards can accelerate learning for a fixed task, but it is an arduous process that must be repeated for each new environment. We introduce a systematic reward-shaping framework that distills the information contained in 1) a task-agnostic prior data set and 2) a small number of task-specific expert demonstrations, and then uses these priors to synthesize dense dynamics-aware rewards for the given task. This supervision substantially accelerates learning in our experiments, and we provide analysis demonstrating how the approach can effectively guide online learning agents to faraway goals.
7.1LGOct 9, 2025
Deceptive Exploration in Multi-armed BanditsI. Arda Vurankaya, Mustafa O. Karabag, Wesley A. Suttle et al.
We consider a multi-armed bandit setting in which each arm has a public and a private reward distribution. An observer expects an agent to follow Thompson Sampling according to the public rewards, however, the deceptive agent aims to quickly identify the best private arm without being noticed. The observer can observe the public rewards and the pulled arms, but not the private rewards. The agent, on the other hand, observes both the public and private rewards. We formalize detectability as a stepwise Kullback-Leibler (KL) divergence constraint between the actual pull probabilities used by the agent and the anticipated pull probabilities by the observer. We model successful pulling of public suboptimal arms as a % Bernoulli process where the success probability decreases with each successful pull, and show these pulls can happen at most at a $Θ(\sqrt{T}) $ rate under the KL constraint. We then formulate a maximin problem based on public and private means, whose solution characterizes the optimal error exponent for best private arm identification. We finally propose an algorithm inspired by top-two algorithms. This algorithm naturally adapts its exploration according to the hardness of pulling arms based on the public suboptimality gaps. We provide numerical examples illustrating the $Θ(\sqrt{T}) $ rate and the behavior of the proposed algorithm.
11.4LGOct 1, 2025
SCOPED: Score-Curvature Out-of-distribution Proximity Evaluator for DiffusionBrett Barkley, Preston Culbertson, David Fridovich-Keil
Out-of-distribution (OOD) detection is essential for reliable deployment of machine learning systems in vision, robotics, reinforcement learning, and beyond. We introduce Score-Curvature Out-of-distribution Proximity Evaluator for Diffusion (SCOPED), a fast and general-purpose OOD detection method for diffusion models that reduces the number of forward passes on the trained model by an order of magnitude compared to prior methods, outperforming most diffusion-based baselines and closely approaching the accuracy of the strongest ones. SCOPED is computed from a single diffusion model trained once on a diverse dataset, and combines the Jacobian trace and squared norm of the model's score function into a single test statistic. Rather than thresholding on a fixed value, we estimate the in-distribution density of SCOPED scores using kernel density estimation, enabling a flexible, unsupervised test that, in the simplest case, only requires a single forward pass and one Jacobian-vector product (JVP), made efficient by Hutchinson's trace estimator. On four vision benchmarks, SCOPED achieves competitive or state-of-the-art precision-recall scores despite its low computational cost. The same method generalizes to robotic control tasks with shared state and action spaces, identifying distribution shifts across reward functions and training regimes. These results position SCOPED as a practical foundation for fast and reliable OOD detection in real-world domains, including perceptual artifacts in vision, outlier detection in autoregressive models, exploration in reinforcement learning, and dataset curation for unsupervised training.
4.1LGOct 1, 2025
Fixing That Free Lunch: When, Where, and Why Synthetic Data Fails in Model-Based Policy OptimizationBrett Barkley, David Fridovich-Keil
Synthetic data is a core component of data-efficient Dyna-style model-based reinforcement learning, yet it can also degrade performance. We study when it helps, where it fails, and why, and we show that addressing the resulting failure modes enables policy improvement that was previously unattainable. We focus on Model-Based Policy Optimization (MBPO), which performs actor and critic updates using synthetic action counterfactuals. Despite reports of strong and generalizable sample-efficiency gains in OpenAI Gym, recent work shows that MBPO often underperforms its model-free counterpart, Soft Actor-Critic (SAC), in the DeepMind Control Suite (DMC). Although both suites involve continuous control with proprioceptive robots, this shift leads to sharp performance losses across seven challenging DMC tasks, with MBPO failing in cases where claims of generalization from Gym would imply success. This reveals how environment-specific assumptions can become implicitly encoded into algorithm design when evaluation is limited. We identify two coupled issues behind these failures: scale mismatches between dynamics and reward models that induce critic underestimation and hinder policy improvement during model-policy coevolution, and a poor choice of target representation that inflates model variance and produces error-prone rollouts. Addressing these failure modes enables policy improvement where none was previously possible, allowing MBPO to outperform SAC in five of seven tasks while preserving the strong performance previously reported in OpenAI Gym. Rather than aiming only for incremental average gains, we hope our findings motivate the community to develop taxonomies that tie MDP task- and environment-level structure to algorithmic failure modes, pursue unified solutions where possible, and clarify how benchmark choices ultimately shape the conditions under which algorithms generalize.
Hierarchical Control for Head-to-Head Autonomous RacingRishabh Saumil Thakkar, Aryaman Singh Samyal, David Fridovich-Keil et al.
We develop a hierarchical controller for head-to-head autonomous racing. We first introduce a formulation of a racing game with realistic safety and fairness rules. A high-level planner approximates the original formulation as a discrete game with simplified state, control, and dynamics to easily encode the complex safety and fairness rules and calculates a series of target waypoints. The low-level controller takes the resulting waypoints as a reference trajectory and computes high-resolution control inputs by solving an alternative formulation approximation with simplified objectives and constraints. We consider two approaches for the low-level planner, constructing two hierarchical controllers. One approach uses multi-agent reinforcement learning (MARL), and the other solves a linear-quadratic Nash game (LQNG) to produce control inputs. The controllers are compared against three baselines: an end-to-end MARL controller, a MARL controller tracking a fixed racing line, and an LQNG controller tracking a fixed racing line. Quantitative results show that the proposed hierarchical methods outperform their respective baseline methods in terms of head-to-head race wins and abiding by the rules. The hierarchical controller using MARL for low-level control consistently outperformed all other methods by winning over 90% of head-to-head races and more consistently adhered to the complex racing rules. Qualitatively, we observe the proposed controllers mimicking actions performed by expert human drivers such as shielding/blocking, overtaking, and long-term planning for delayed advantages. We show that hierarchical planning for game-theoretic reasoning produces competitive behavior even when challenged with complex rules and constraints.
Back to the Future: Efficient, Time-Consistent Solutions in Reach-Avoid GamesDennis R. Anthony, Duy P. Nguyen, David Fridovich-Keil et al.
We study the class of reach-avoid dynamic games in which multiple agents interact noncooperatively, and each wishes to satisfy a distinct target criterion while avoiding a failure criterion. Reach-avoid games are commonly used to express safety-critical optimal control problems found in mobile robot motion planning. Here, we focus on finding time-consistent solutions, in which future motion plans remain optimal even when a robot diverges from the plan early on due to, e.g., intrinsic dynamic uncertainty or extrinsic environment disturbances. Our main contribution is a computationally-efficient algorithm for multi-agent reach-avoid games which renders time-consistent solutions for all players. We demonstrate our approach in two- and three-player simulated driving scenarios, in which our method provides safe control strategies for all agents.
Inferring Objectives in Continuous Dynamic Games from Noise-Corrupted Partial State ObservationsLasse Peters, David Fridovich-Keil, Vicenç Rubies-Royo et al.
Robots and autonomous systems must interact with one another and their environment to provide high-quality services to their users. Dynamic game theory provides an expressive theoretical framework for modeling scenarios involving multiple agents with differing objectives interacting over time. A core challenge when formulating a dynamic game is designing objectives for each agent that capture desired behavior. In this paper, we propose a method for inferring parametric objective models of multiple agents based on observed interactions. Our inverse game solver jointly optimizes player objectives and continuous-state estimates by coupling them through Nash equilibrium constraints. Hence, our method is able to directly maximize the observation likelihood rather than other non-probabilistic surrogate criteria. Our method does not require full observations of game states or player strategies to identify player objectives. Instead, it robustly recovers this information from noisy, partial state observations. As a byproduct of estimating player objectives, our method computes a Nash equilibrium trajectory corresponding to those objectives. Thus, it is suitable for downstream trajectory forecasting tasks. We demonstrate our method in several simulated traffic scenarios. Results show that it reliably estimates player objectives from a short sequence of noise-corrupted partial state observations. Furthermore, using the estimated objectives, our method makes accurate predictions of each player's trajectory.
21.4OCJan 8, 2021
The Computation of Approximate Generalized Feedback Nash EquilibriaForrest Laine, David Fridovich-Keil, Chih-Yuan Chiu et al.
We present the concept of a Generalized Feedback Nash Equilibrium (GFNE) in dynamic games, extending the Feedback Nash Equilibrium concept to games in which players are subject to state and input constraints. We formalize necessary and sufficient conditions for (local) GFNE solutions at the trajectory level, which enable the development of efficient numerical methods for their computation. Specifically, we propose a Newton-style method for finding game trajectories which satisfy necessary conditions for an equilibrium, which can then be checked against sufficiency conditions. We show that the evaluation of the necessary conditions in general requires computing a series of nested, implicitly-defined derivatives, which quickly becomes intractable. To this end, we introduce an approximation to the necessary conditions which is amenable to efficient evaluation, and in turn, computation of solutions. We term the solutions to the approximate necessary conditions Generalized Feedback Quasi-Nash Equilibria (GFQNE), and we introduce numerical methods for their computation. In particular, we develop a Sequential Linear-Quadratic Game approach, in which a LQ local approximation of the game is solved at each iteration. The development of this method relies on the ability to compute a GFNE to inequality- and equality-constrained LQ games, and therefore specific methods for the solution of these special cases are developed in detail. We demonstrate the effectiveness of the proposed solution approach on a dynamic game arising in an autonomous driving application.
13.7RONov 11, 2020
Multi-Hypothesis Interactions in Game-Theoretic Motion PlanningForrest Laine, David Fridovich-Keil, Chih-Yuan Chiu et al.
We present a novel method for handling uncertainty about the intentions of non-ego players in dynamic games, with application to motion planning for autonomous vehicles. Equilibria in these games explicitly account for interaction among other agents in the environment, such as drivers and pedestrians. Our method models the uncertainty about the intention of other agents by constructing multiple hypotheses about the objectives and constraints of other agents in the scene. For each candidate hypothesis, we associate a Bernoulli random variable representing the probability of that hypothesis, which may or may not be independent of the probability of other hypotheses. We leverage constraint asymmetries and feedback information patterns to incorporate the probabilities of hypotheses in a natural way. Specifically, increasing the probability associated with a given hypothesis from $0$ to $1$ shifts the responsibility of collision avoidance from the hypothesized agent to the ego agent. This method allows the generation of interactive trajectories for the ego agent, where the level of assertiveness or caution that the ego exhibits is directly related to the easy-to-model uncertainty it maintains about the scene.
8.3RONov 9, 2020
Encoding Defensive Driving as a Dynamic Nash GameChih-Yuan Chiu, David Fridovich-Keil, Claire J. Tomlin
Robots deployed in real-world environments should operate safely in a robust manner. In scenarios where an "ego" agent navigates in an environment with multiple other "non-ego" agents, two modes of safety are commonly proposed -- adversarial robustness and probabilistic constraint satisfaction. However, while the former is generally computationally intractable and leads to overconservative solutions, the latter typically relies on strong distributional assumptions and ignores strategic coupling between agents. To avoid these drawbacks, we present a novel formulation of robustness within the framework of general-sum dynamic game theory, modeled on defensive driving. More precisely, we prepend an adversarial phase to the ego agent's cost function. That is, we prepend a time interval during which other agents are assumed to be temporarily distracted, in order to render the ego agent's equilibrium trajectory robust against other agents' potentially dangerous behavior during this time. We demonstrate the effectiveness of our new formulation in encoding safety via multiple traffic scenarios.
4.3SYNov 1, 2020
Approximate Solutions to a Class of Reachability GamesDavid Fridovich-Keil, Claire J. Tomlin
In this paper, we present a method for finding approximate Nash equilibria in a broad class of reachability games. These games are often used to formulate both collision avoidance and goal satisfaction. Our method is computationally efficient, running in real-time for scenarios involving multiple players and more than ten state dimensions. The proposed approach forms a family of increasingly exact approximations to the original game. Our results characterize the quality of these approximations and show operation in a receding horizon, minimally-invasive control context. Additionally, as a special case, our method reduces to local gradient-based optimization in the single-player (optimal control) setting, for which a wide variety of efficient algorithms exist.
4.2LGApr 6, 2020
Technical Report: Adaptive Control for Linearizable Systems Using On-Policy Reinforcement LearningTyler Westenbroek, Eric Mazumdar, David Fridovich-Keil et al.
This paper proposes a framework for adaptively learning a feedback linearization-based tracking controller for an unknown system using discrete-time model-free policy-gradient parameter update rules. The primary advantage of the scheme over standard model-reference adaptive control techniques is that it does not require the learned inverse model to be invertible at all instances of time. This enables the use of general function approximators to approximate the linearizing controller for the system without having to worry about singularities. However, the discrete-time and stochastic nature of these algorithms precludes the direct application of standard machinery from the adaptive control literature to provide deterministic stability proofs for the system. Nevertheless, we leverage these techniques alongside tools from the stochastic approximation literature to demonstrate that with high probability the tracking and parameter errors concentrate near zero when a certain persistence of excitation condition is satisfied. A simulated example of a double pendulum demonstrates the utility of the proposed theory. 1
19.7ROFeb 11, 2020
Inference-Based Strategy Alignment for General-Sum Differential GamesLasse Peters, David Fridovich-Keil, Claire J. Tomlin et al.
In many settings where multiple agents interact, the optimal choices for each agent depend heavily on the choices of the others. These coupled interactions are well-described by a general-sum differential game, in which players have differing objectives, the state evolves in continuous time, and optimal play may be characterized by one of many equilibrium concepts, e.g., a Nash equilibrium. Often, problems admit multiple equilibria. From the perspective of a single agent in such a game, this multiplicity of solutions can introduce uncertainty about how other agents will behave. This paper proposes a general framework for resolving ambiguity between equilibria by reasoning about the equilibrium other agents are aiming for. We demonstrate this framework in simulations of a multi-player human-robot navigation problem that yields two main conclusions: First, by inferring which equilibrium humans are operating at, the robot is able to predict trajectories more accurately, and second, by discovering and aligning itself to this equilibrium the robot is able to reduce the cost for all players.
17.3OCOct 29, 2019
Feedback Linearization for Unknown Systems via Reinforcement LearningTyler Westenbroek, David Fridovich-Keil, Eric Mazumdar et al.
We present a novel approach to control design for nonlinear systems which leverages model-free policy optimization techniques to learn a linearizing controller for a physical plant with unknown dynamics. Feedback linearization is a technique from nonlinear control which renders the input-output dynamics of a nonlinear plant \emph{linear} under application of an appropriate feedback controller. Once a linearizing controller has been constructed, desired output trajectories for the nonlinear plant can be tracked using a variety of linear control techniques. However, the calculation of a linearizing controller requires a precise dynamics model for the system. As a result, model-based approaches for learning exact linearizing controllers generally require a simple, highly structured model of the system with easily identifiable parameters. In contrast, the model-free approach presented in this paper is able to approximate the linearizing controller for the plant using general function approximation architectures. Specifically, we formulate a continuous-time optimization problem over the parameters of a learned linearizing controller whose optima are the set of parameters which best linearize the plant. We derive conditions under which the learning problem is (strongly) convex and provide guarantees which ensure the true linearizing controller for the plant is recovered. We then discuss how model-free policy optimization algorithms can be used to solve a discrete-time approximation to the problem using data collected from the real-world plant. The utility of the framework is demonstrated in simulation and on a real-world robotic platform.
12.6SYOct 1, 2019
An Iterative Quadratic Method for General-Sum Differential Games with Feedback Linearizable DynamicsDavid Fridovich-Keil, Vicenc Rubies-Royo, Claire J. Tomlin
Iterative linear-quadratic (ILQ) methods are widely used in the nonlinear optimal control community. Recent work has applied similar methodology in the setting of multiplayer general-sum differential games. Here, ILQ methods are capable of finding local equilibria in interactive motion planning problems in real-time. As in most iterative procedures, however, this approach can be sensitive to initial conditions and hyperparameter choices, which can result in poor computational performance or even unsafe trajectories. In this paper, we focus our attention on a broad class of dynamical systems which are feedback linearizable, and exploit this structure to improve both algorithmic reliability and runtime. We showcase our new algorithm in three distinct traffic scenarios, and observe that in practice our method converges significantly more often and more quickly than was possible without exploiting the feedback linearizable structure.
Efficient Iterative Linear-Quadratic Approximations for Nonlinear Multi-Player General-Sum Differential GamesDavid Fridovich-Keil, Ellis Ratner, Lasse Peters et al.
Many problems in robotics involve multiple decision making agents. To operate efficiently in such settings, a robot must reason about the impact of its decisions on the behavior of other agents. Differential games offer an expressive theoretical framework for formulating these types of multi-agent problems. Unfortunately, most numerical solution techniques scale poorly with state dimension and are rarely used in real-time applications. For this reason, it is common to predict the future decisions of other agents and solve the resulting decoupled, i.e., single-agent, optimal control problem. This decoupling neglects the underlying interactive nature of the problem; however, efficient solution techniques do exist for broad classes of optimal control problems. We take inspiration from one such technique, the iterative linear-quadratic regulator (ILQR), which solves repeated approximations with linear dynamics and quadratic costs. Similarly, our proposed algorithm solves repeated linear-quadratic games. We experimentally benchmark our algorithm in several examples with a variety of initial conditions and show that the resulting strategies exhibit complex interactive behavior. Our results indicate that our algorithm converges reliably and runs in real-time. In a three-player, 14-state simulated intersection problem, our algorithm initially converges in < 0.25s. Receding horizon invocations converge in < 50 ms in a hardware collision-avoidance test.
11.5RONov 19, 2018
Safely Probabilistically Complete Real-Time Planning and Exploration in Unknown EnvironmentsDavid Fridovich-Keil, Jaime F. Fisac, Claire J. Tomlin
We present a new framework for motion planning that wraps around existing kinodynamic planners and guarantees recursive feasibility when operating in a priori unknown, static environments. Our approach makes strong guarantees about overall safety and collision avoidance by utilizing a robust controller derived from reachability analysis. We ensure that motion plans never exit the safe backward reachable set of the initial state, while safely exploring the space. This preserves the safety of the initial state, and guarantees that that we will eventually find the goal if it is possible to do so while exploring safely. We implement our framework in the Robot Operating System (ROS) software environment and demonstrate it in a real-time simulation.
22.0RONov 14, 2018
A Scalable Framework For Real-Time Multi-Robot, Multi-Human Collision AvoidanceAndrea Bajcsy, Sylvia L. Herbert, David Fridovich-Keil et al.
Robust motion planning is a well-studied problem in the robotics literature, yet current algorithms struggle to operate scalably and safely in the presence of other moving agents, such as humans. This paper introduces a novel framework for robot navigation that accounts for high-order system dynamics and maintains safety in the presence of external disturbances, other robots, and non-deterministic intentional agents. Our approach precomputes a tracking error margin for each robot, generates confidence-aware human motion predictions, and coordinates multiple robots with a sequential priority ordering, effectively enabling scalable safe trajectory planning and execution. We demonstrate our approach in hardware with two robots and two humans. We also showcase our work's scalability in a larger simulation.
2.9LGSep 27, 2018
A Successive-Elimination Approach to Adaptive Robotic SensingEsther Rolf, David Fridovich-Keil, Max Simchowitz et al.
We study an adaptive source seeking problem, in which a mobile robot must identify the strongest emitter(s) of a signal in an environment with background emissions. Background signals may be highly heterogeneous and can mislead algorithms that are based on receding horizon control. We propose AdaSearch, a general algorithm for adaptive source seeking in the face of heterogeneous background noise. AdaSearch combines global trajectory planning with principled confidence intervals in order to concentrate measurements in promising regions while guaranteeing sufficient coverage of the entire area. Theoretical analysis shows that AdaSearch confers gains over a uniform sampling strategy when the distribution of background signals is highly variable. Simulation experiments demonstrate that when applied to the problem of radioactive source seeking, AdaSearch outperforms both uniform sampling and a receding time horizon information-maximization approach based on the current literature. We also demonstrate AdaSearch in hardware, providing further evidence of its potential for real-time implementation.
6.2LGJun 14, 2018
Towards Distributed Energy Services: Decentralizing Optimal Power Flow with Machine LearningRoel Dobbe, Oscar Sondermeijer, David Fridovich-Keil et al.
The implementation of optimal power flow (OPF) methods to perform voltage and power flow regulation in electric networks is generally believed to require extensive communication. We consider distribution systems with multiple controllable Distributed Energy Resources (DERs) and present a data-driven approach to learn control policies for each DER to reconstruct and mimic the solution to a centralized OPF problem from solely locally available information. Collectively, all local controllers closely match the centralized OPF solution, providing near optimal performance and satisfaction of system constraints. A rate distortion framework enables the analysis of how well the resulting fully decentralized control policies are able to reconstruct the OPF solution. The methodology provides a natural extension to decide what nodes a DER should communicate with to improve the reconstruction of its individual policy. The method is applied on both single- and three-phase test feeder networks using data from real loads and distributed generators, focusing on DERs that do not exhibit inter-temporal dependencies. It provides a framework for Distribution System Operators to efficiently plan and operate the contributions of DERs to achieve Distributed Energy Services in distribution networks.
30.2ROMay 31, 2018
Probabilistically Safe Robot Planning with Confidence-Based Human PredictionsJaime F. Fisac, Andrea Bajcsy, Sylvia L. Herbert et al.
In order to safely operate around humans, robots can employ predictive models of human motion. Unfortunately, these models cannot capture the full complexity of human behavior and necessarily introduce simplifying assumptions. As a result, predictions may degrade whenever the observed human behavior departs from the assumed structure, which can have negative implications for safety. In this paper, we observe that how "rational" human actions appear under a particular model can be viewed as an indicator of that model's ability to describe the human's current motion. By reasoning about this model confidence in a real-time Bayesian framework, we show that the robot can very quickly modulate its predictions to become more uncertain when the model performs poorly. Building on recent work in provably-safe trajectory planning, we leverage these confidence-aware human motion predictions to generate assured autonomous robot motion. Our new analysis combines worst-case tracking error guarantees for the physical robot with probabilistic time-varying human predictions, yielding a quantitative, probabilistic safety certificate. We demonstrate our approach with a quadcopter navigating around a human.
13.8SYJul 20, 2017
Fully Decentralized Policies for Multi-Agent Systems: An Information Theoretic ApproachRoel Dobbe, David Fridovich-Keil, Claire Tomlin
Learning cooperative policies for multi-agent systems is often challenged by partial observability and a lack of coordination. In some settings, the structure of a problem allows a distributed solution with limited communication. Here, we consider a scenario where no communication is available, and instead we learn local policies for all agents that collectively mimic the solution to a centralized multi-agent static optimization problem. Our main contribution is an information theoretic framework based on rate distortion theory which facilitates analysis of how well the resulting fully decentralized policies are able to reconstruct the optimal solution. Moreover, this framework provides a natural extension that addresses which nodes an agent should communicate with to improve the performance of its individual policy.