Tatsuya Harada

2papers

2 Papers

1.4LGFeb 11
Resource-Efficient Model-Free Reinforcement Learning for Board Games

Kazuki Ota, Takayuki Osa, Motoki Omura et al.

Board games have long served as complex decision-making benchmarks in artificial intelligence. In this field, search-based reinforcement learning methods such as AlphaZero have achieved remarkable success. However, their significant computational demands have been pointed out as barriers to their reproducibility. In this study, we propose a model-free reinforcement learning algorithm designed for board games to achieve more efficient learning. To validate the efficiency of the proposed method, we conducted comprehensive experiments on five board games: Animal Shogi, Gardner Chess, Go, Hex, and Othello. The results demonstrate that the proposed method achieves more efficient learning than existing methods across these environments. In addition, our extensive ablation study shows the importance of core techniques used in the proposed method. We believe that our efficient algorithm shows the potential of model-free reinforcement learning in domains traditionally dominated by search-based methods.

2.4AIFeb 20
Cross-Embodiment Offline Reinforcement Learning for Heterogeneous Robot Datasets

Haruki Abe, Takayuki Osa, Yusuke Mukuta et al.

Scalable robot policy pre-training has been hindered by the high cost of collecting high-quality demonstrations for each platform. In this study, we address this issue by uniting offline reinforcement learning (offline RL) with cross-embodiment learning. Offline RL leverages both expert and abundant suboptimal data, and cross-embodiment learning aggregates heterogeneous robot trajectories across diverse morphologies to acquire universal control priors. We perform a systematic analysis of this offline RL and cross-embodiment paradigm, providing a principled understanding of its strengths and limitations. To evaluate this offline RL and cross-embodiment paradigm, we construct a suite of locomotion datasets spanning 16 distinct robot platforms. Our experiments confirm that this combined approach excels at pre-training with datasets rich in suboptimal trajectories, outperforming pure behavior cloning. However, as the proportion of suboptimal data and the number of robot types increase, we observe that conflicting gradients across morphologies begin to impede learning. To mitigate this, we introduce an embodiment-based grouping strategy in which robots are clustered by morphological similarity and the model is updated with a group gradient. This simple, static grouping substantially reduces inter-robot conflicts and outperforms existing conflict-resolution methods.