Wesley A. Suttle

LG
h-index52
13papers
62citations
Novelty63%
AI Score42

13 Papers

ROJun 9, 2023
Confidence-Controlled Exploration: Efficient Sparse-Reward Policy Learning for Robot Navigation

Bhrij Patel, Kasun Weerakoon, Wesley A. Suttle et al.

Reinforcement learning (RL) is a promising approach for robotic navigation, allowing robots to learn through trial and error. However, real-world robotic tasks often suffer from sparse rewards, leading to inefficient exploration and suboptimal policies due to sample inefficiency of RL. In this work, we introduce Confidence-Controlled Exploration (CCE), a novel method that improves sample efficiency in RL-based robotic navigation without modifying the reward function. Unlike existing approaches, such as entropy regularization and reward shaping, which can introduce instability by altering rewards, CCE dynamically adjusts trajectory length based on policy entropy. Specifically, it shortens trajectories when uncertainty is high to enhance exploration and extends them when confidence is high to prioritize exploitation. CCE is a principled and practical solution inspired by a theoretical connection between policy entropy and gradient estimation. It integrates seamlessly with on-policy and off-policy RL methods and requires minimal modifications. We validate CCE across REINFORCE, PPO, and SAC in both simulated and real-world navigation tasks. CCE outperforms fixed-trajectory and entropy-regularized baselines, achieving an 18\% higher success rate, 20-38\% shorter paths, and 9.32\% lower elevation costs under a fixed training sample budget. Finally, we deploy CCE on a Clearpath Husky robot, demonstrating its effectiveness in complex outdoor environments.

LGJan 28, 2023
Beyond Exponentially Fast Mixing in Average-Reward Reinforcement Learning via Multi-Level Monte Carlo Actor-Critic

Wesley A. Suttle, Amrit Singh Bedi, Bhrij Patel et al.

Many existing reinforcement learning (RL) methods employ stochastic gradient iteration on the back end, whose stability hinges upon a hypothesis that the data-generating process mixes exponentially fast with a rate parameter that appears in the step-size selection. Unfortunately, this assumption is violated for large state spaces or settings with sparse rewards, and the mixing time is unknown, making the step size inoperable. In this work, we propose an RL methodology attuned to the mixing time by employing a multi-level Monte Carlo estimator for the critic, the actor, and the average reward embedded within an actor-critic (AC) algorithm. This method, which we call \textbf{M}ulti-level \textbf{A}ctor-\textbf{C}ritic (MAC), is developed especially for infinite-horizon average-reward settings and neither relies on oracle knowledge of the mixing time in its parameter selection nor assumes its exponential decay; it, therefore, is readily applicable to applications with slower mixing times. Nonetheless, it achieves a convergence rate comparable to the state-of-the-art AC algorithms. We experimentally show that these alleviated restrictions on the technical conditions required for stability translate to superior performance in practice for RL problems with sparse rewards.

LGFeb 9, 2024
Deceptive Path Planning via Reinforcement Learning with Graph Neural Networks

Michael Y. Fatemi, Wesley A. Suttle, Brian M. Sadler

Deceptive path planning (DPP) is the problem of designing a path that hides its true goal from an outside observer. Existing methods for DPP rely on unrealistic assumptions, such as global state observability and perfect model knowledge, and are typically problem-specific, meaning that even minor changes to a previously solved problem can force expensive computation of an entirely new solution. Given these drawbacks, such methods do not generalize to unseen problem instances, lack scalability to realistic problem sizes, and preclude both on-the-fly tunability of deception levels and real-time adaptivity to changing environments. In this paper, we propose a reinforcement learning (RL)-based scheme for training policies to perform DPP over arbitrary weighted graphs that overcomes these issues. The core of our approach is the introduction of a local perception model for the agent, a new state space representation distilling the key components of the DPP problem, the use of graph neural network-based policies to facilitate generalization and scaling, and the introduction of new deception bonuses that translate the deception objectives of classical methods to the RL setting. Through extensive experimentation we show that, without additional fine-tuning, at test time the resulting policies successfully generalize, scale, enjoy tunable levels of deception, and adapt in real-time to changes in the environment.

LGApr 20, 2024
PIPER: Primitive-Informed Preference-based Hierarchical Reinforcement Learning via Hindsight Relabeling

Utsav Singh, Wesley A. Suttle, Brian M. Sadler et al.

In this work, we introduce PIPER: Primitive-Informed Preference-based Hierarchical reinforcement learning via Hindsight Relabeling, a novel approach that leverages preference-based learning to learn a reward model, and subsequently uses this reward model to relabel higher-level replay buffers. Since this reward is unaffected by lower primitive behavior, our relabeling-based approach is able to mitigate non-stationarity, which is common in existing hierarchical approaches, and demonstrates impressive performance across a range of challenging sparse-reward tasks. Since obtaining human feedback is typically impractical, we propose to replace the human-in-the-loop approach with our primitive-in-the-loop approach, which generates feedback using sparse rewards provided by the environment. Moreover, in order to prevent infeasible subgoal prediction and avoid degenerate solutions, we propose primitive-informed regularization that conditions higher-level policies to generate feasible subgoals for lower-level policies. We perform extensive experiments to show that PIPER mitigates non-stationarity in hierarchical reinforcement learning and achieves greater than 50$\%$ success rates in challenging, sparse-reward robotic environments, where most other baselines fail to achieve any significant progress.

LGFeb 6, 2025
Behavioral Entropy-Guided Dataset Generation for Offline Reinforcement Learning

Wesley A. Suttle, Aamodh Suresh, Carlos Nieto-Granda

Entropy-based objectives are widely used to perform state space exploration in reinforcement learning (RL) and dataset generation for offline RL. Behavioral entropy (BE), a rigorous generalization of classical entropies that incorporates cognitive and perceptual biases of agents, was recently proposed for discrete settings and shown to be a promising metric for robotic exploration problems. In this work, we propose using BE as a principled exploration objective for systematically generating datasets that provide diverse state space coverage in complex, continuous, potentially high-dimensional domains. To achieve this, we extend the notion of BE to continuous settings, derive tractable $k$-nearest neighbor estimators, provide theoretical guarantees for these estimators, and develop practical reward functions that can be used with standard RL methods to learn BE-maximizing policies. Using standard MuJoCo environments, we experimentally compare the performance of offline RL algorithms for a variety of downstream tasks on datasets generated using BE, Rényi, and Shannon entropy-maximizing policies, as well as the SMM and RND algorithms. We find that offline RL algorithms trained on datasets collected using BE outperform those trained on datasets collected using Shannon entropy, SMM, and RND on all tasks considered, and on 80% of the tasks compared to datasets collected using Rényi entropy.

LGMar 6, 2024
Sampling-based Safe Reinforcement Learning for Nonlinear Dynamical Systems

Wesley A. Suttle, Vipul K. Sharma, Krishna C. Kosaraju et al.

We develop provably safe and convergent reinforcement learning (RL) algorithms for control of nonlinear dynamical systems, bridging the gap between the hard safety guarantees of control theory and the convergence guarantees of RL theory. Recent advances at the intersection of control and RL follow a two-stage, safety filter approach to enforcing hard safety constraints: model-free RL is used to learn a potentially unsafe controller, whose actions are projected onto safe sets prescribed, for example, by a control barrier function. Though safe, such approaches lose any convergence guarantees enjoyed by the underlying RL methods. In this paper, we develop a single-stage, sampling-based approach to hard constraint satisfaction that learns RL controllers enjoying classical convergence guarantees while satisfying hard safety constraints throughout training and deployment. We validate the efficacy of our approach in simulation, including safe control of a quadcopter in a challenging obstacle avoidance problem, and demonstrate that it outperforms existing benchmarks.

LGMar 31, 2025
Value of Information-based Deceptive Path Planning Under Adversarial Interventions

Wesley A. Suttle, Jesse Milzman, Mustafa O. Karabag et al.

Existing methods for deceptive path planning (DPP) address the problem of designing paths that conceal their true goal from a passive, external observer. Such methods do not apply to problems where the observer has the ability to perform adversarial interventions to impede the path planning agent. In this paper, we propose a novel Markov decision process (MDP)-based model for the DPP problem under adversarial interventions and develop new value of information (VoI) objectives to guide the design of DPP policies. Using the VoI objectives we propose, path planning agents deceive the adversarial observer into choosing suboptimal interventions by selecting trajectories that are of low informational value to the observer. Leveraging connections to the linear programming theory for MDPs, we derive computationally efficient solution methods for synthesizing policies for performing DPP under adversarial interventions. In our experiments, we illustrate the effectiveness of the proposed solution method in achieving deceptiveness under adversarial interventions and demonstrate the superior performance of our approach to both existing DPP methods and conservative path planning approaches on illustrative gridworld problems.

LGMar 7, 2025
A Multi-Fidelity Control Variate Approach for Policy Gradient Estimation

Xinjie 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.

LGNov 1, 2024
Direct Preference Optimization for Primitive-Enabled Hierarchical Reinforcement Learning

Utsav Singh, Souradip Chakraborty, Wesley A. Suttle et al.

Hierarchical reinforcement learning (HRL) enables agents to solve complex, long-horizon tasks by decomposing them into manageable sub-tasks. However, HRL methods often suffer from two fundamental challenges: (i) non-stationarity, caused by the changing behavior of the lower-level policy during training, which destabilizes higher-level policy learning, and (ii) the generation of infeasible subgoals that lower-level policies cannot achieve. In this work, we introduce DIPPER, a novel HRL framework that formulates hierarchical policy learning as a bi-level optimization problem and leverages direct preference optimization (DPO) to train the higher-level policy using preference feedback. By optimizing the higher-level policy with DPO, we decouple higher-level learning from the non-stationary lower-level reward signal, thus mitigating non-stationarity. To further address the infeasible subgoal problem, DIPPER incorporates a regularization that tries to ensure the feasibility of subgoal tasks within the capabilities of the lower-level policy. Extensive experiments on challenging robotic navigation and manipulation benchmarks demonstrate that DIPPER achieves up to 40\% improvement over state-of-the-art baselines in sparse reward scenarios, highlighting its effectiveness in overcoming longstanding limitations of HRL.

LGMar 18, 2024
Towards Global Optimality for Practical Average Reward Reinforcement Learning without Mixing Time Oracles

Bhrij Patel, Wesley A. Suttle, Alec Koppel et al.

In the context of average-reward reinforcement learning, the requirement for oracle knowledge of the mixing time, a measure of the duration a Markov chain under a fixed policy needs to achieve its stationary distribution, poses a significant challenge for the global convergence of policy gradient methods. This requirement is particularly problematic due to the difficulty and expense of estimating mixing time in environments with large state spaces, leading to the necessity of impractically long trajectories for effective gradient estimation in practical applications. To address this limitation, we consider the Multi-level Actor-Critic (MAC) framework, which incorporates a Multi-level Monte-Carlo (MLMC) gradient estimator. With our approach, we effectively alleviate the dependency on mixing time knowledge, a first for average-reward MDPs global convergence. Furthermore, our approach exhibits the tightest available dependence of $\mathcal{O}\left( \sqrt{τ_{mix}} \right)$known from prior work. With a 2D grid world goal-reaching navigation experiment, we demonstrate that MAC outperforms the existing state-of-the-art policy gradient-based method for average reward settings.

LGOct 9, 2025
Deceptive Exploration in Multi-armed Bandits

I. 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.

LGJun 16, 2024
DIPPER: Direct Preference Optimization to Accelerate Primitive-Enabled Hierarchical Reinforcement Learning

Utsav Singh, Souradip Chakraborty, Wesley A. Suttle et al.

Learning control policies to perform complex robotics tasks from human preference data presents significant challenges. On the one hand, the complexity of such tasks typically requires learning policies to perform a variety of subtasks, then combining them to achieve the overall goal. At the same time, comprehensive, well-engineered reward functions are typically unavailable in such problems, while limited human preference data often is; making efficient use of such data to guide learning is therefore essential. Methods for learning to perform complex robotics tasks from human preference data must overcome both these challenges simultaneously. In this work, we introduce DIPPER: Direct Preference Optimization to Accelerate Primitive-Enabled Hierarchical Reinforcement Learning, an efficient hierarchical approach that leverages direct preference optimization to learn a higher-level policy and reinforcement learning to learn a lower-level policy. DIPPER enjoys improved computational efficiency due to its use of direct preference optimization instead of standard preference-based approaches such as reinforcement learning from human feedback, while it also mitigates the well-known hierarchical reinforcement learning issues of non-stationarity and infeasible subgoal generation due to our use of primitive-informed regularization inspired by a novel bi-level optimization formulation of the hierarchical reinforcement learning problem. To validate our approach, we perform extensive experimental analysis on a variety of challenging robotics tasks, demonstrating that DIPPER outperforms hierarchical and non-hierarchical baselines, while ameliorating the non-stationarity and infeasible subgoal generation issues of hierarchical reinforcement learning.

LGJan 21, 2022
Occupancy Information Ratio: Infinite-Horizon, Information-Directed, Parameterized Policy Search

Wesley A. Suttle, Alec Koppel, Ji Liu

In this work, we propose an information-directed objective for infinite-horizon reinforcement learning (RL), called the occupancy information ratio (OIR), inspired by the information ratio objectives used in previous information-directed sampling schemes for multi-armed bandits and Markov decision processes as well as recent advances in general utility RL. The OIR, comprised of a ratio between the average cost of a policy and the entropy of its induced state occupancy measure, enjoys rich underlying structure and presents an objective to which scalable, model-free policy search methods naturally apply. Specifically, we show by leveraging connections between quasiconcave optimization and the linear programming theory for Markov decision processes that the OIR problem can be transformed and solved via concave programming methods when the underlying model is known. Since model knowledge is typically lacking in practice, we lay the foundations for model-free OIR policy search methods by establishing a corresponding policy gradient theorem. Building on this result, we subsequently derive REINFORCE- and actor-critic-style algorithms for solving the OIR problem in policy parameter space. Crucially, exploiting the powerful hidden quasiconcavity property implied by the concave programming transformation of the OIR problem, we establish finite-time convergence of the REINFORCE-style scheme to global optimality and asymptotic convergence of the actor-critic-style scheme to (near) global optimality under suitable conditions. Finally, we experimentally illustrate the utility of OIR-based methods over vanilla methods in sparse-reward settings, supporting the OIR as an alternative to existing RL objectives.