5.4LGApr 18
BOIL: Learning Environment Personalized InformationRohan Patil, Henrik I. Christensen
Navigating complex environments poses challenges for multi-agent systems, requiring efficient extraction of insights from limited information. In this paper, we introduce the Blackbox Oracle Information Learning (BOIL) process, a scalable solution for extracting valuable insights from the environment structure. Leveraging the Pagerank algorithm and common information maximization, BOIL facilitates the extraction of information to guide long-term agent behavior applicable to problems such as coverage, patrolling, and stochastic reachability. Through experiments, we demonstrate the efficacy of BOIL in generating strategy distributions conducive to improved performance over extended time horizons, surpassing heuristic approaches in complex environments.
4.0ROFeb 24
Squint: Fast Visual Reinforcement Learning for Sim-to-Real RoboticsAbdulaziz Almuzairee, Henrik I. Christensen
Visual reinforcement learning is appealing for robotics but expensive -- off-policy methods are sample-efficient yet slow; on-policy methods parallelize well but waste samples. Recent work has shown that off-policy methods can train faster than on-policy methods in wall-clock time for state-based control. Extending this to vision remains challenging, where high-dimensional input images complicate training dynamics and introduce substantial storage and encoding overhead. To address these challenges, we introduce Squint, a visual Soft Actor Critic method that achieves faster wall-clock training than prior visual off-policy and on-policy methods. Squint achieves this via parallel simulation, a distributional critic, resolution squinting, layer normalization, a tuned update-to-data ratio, and an optimized implementation. We evaluate on the SO-101 Task Set, a new suite of eight manipulation tasks in ManiSkill3 with heavy domain randomization, and demonstrate sim-to-real transfer to a real SO-101 robot. We train policies for 15 minutes on a single RTX 3090 GPU, with most tasks converging in under 6 minutes.
6.0AIMay 7
Randomness is sometimes necessary for coordinationRohan Patil, Jai Malegaonkar, Henrik I. Christensen
Full parameter sharing is standard in cooperative multi-agent reinforcement learning (MARL) for homogeneous agents. Under permutation-symmetric observations, however, a shared deterministic policy outputs identical action distributions for every agent, making role differentiation impossible. This failure can theoretically be resolved using symmetry breaking among anonymous identical processors, which requires randomness. We propose Diamond Attention, a cross-attention architecture in which each agent samples a scalar random number per timestep, inducing a transient rank ordering that masks lower-ranked peers from agent-to-agent attention while leaving task attention fully unmasked. This realizes a random-bit coordination protocol in a single broadcast round, and the set-based attention enables zero-shot deployment to teams of different sizes. We evaluate across three regimes that isolate when structured randomness matters. On the perfectly symmetric XOR game, our method achieves $1.0$ success while all deterministic baselines plateau near $0.5$. On control coordination tasks, a policy trained on $N=4$ generalizes zero-shot to $N \in [2,8]$. On SMACLite cross-scenario transfer, we achieve zero-shot transfer where standard baselines cannot transfer due to structural limitations. Furthermore, replacing the structured mask with standard dropout-based randomness results in a 0\% win rate, confirming that protocol-space structure, not stochastic noise, is the operative ingredient. https://anonymous.4open.science/r/randomness-137A/
10.5LGMar 7
Learning Quadruped Walking from Seconds of DemonstrationRuipeng Zhang, Hongzhan Yu, Ya-Chien Chang et al.
Quadruped locomotion provides a natural setting for understanding when model-free learning can outperform model-based control design, by exploiting data patterns to bypass the difficulty of optimizing over discrete contacts and the combinatorial explosion of mode changes. We give a principled analysis of why imitation learning with quadrupeds can be inherently effective in a small data regime, based on the structure of its limit cycles, Poincaré return maps, and local numerical properties of neural networks. The understanding motivates a new imitation learning method that regulates the alignment between variations in a latent space and those over the output actions. Hardware experiments confirm that a few seconds of demonstration is sufficient to train various locomotion policies from scratch entirely offline with reasonable robustness.