arXiv AI

Discovering Lattice Reduction Strategies via Self-Play

arXiv:2606. 15301v1 Announce Type: cross Abstract: The Lenstra-Lenstra-Lov\'asz (LLL) algorithm is a seminal contribution to computer science used for lattice basis reduction, yet its polynomial-time outputs produce bases that are far from optimal as the dimension grows.

Hugging Face Trending Papers
Jun 13

Discovering Lattice Reduction Strategies via Self-Play

The Lenstra-Lenstra-Lovász (LLL) algorithm is a seminal contribution to computer science used for lattice basis reduction, yet its polynomial-time outputs produce bases that are far from optimal as the dimension grows. We show that deep reinforcement learning can discover strictly superior, generalizable reduction strategies by interacting with the primitive action space of LLL.

arXiv AI
Sep 3

Action abstractions for amortized sampling

The paper introduces a method that integrates action abstraction into policy optimization for reinforcement learning and generative flow networks. By iteratively identifying frequently used action subsequences in high‑reward trajectories and treating them as single high‑level actions, the approach expands the action space and improves sample efficiency. Experiments on synthetic and real‑world tasks show that this technique discovers diverse high‑reward states more effectively, especially on challenging exploration problems, and yields interpretable abstract actions that reflect the underlying reward structure.

By Oussama Boussif, L\'ena N\'ehale Ezzine, Joseph D Viviano, Micha{\l} Koziarski, Moksh Jain, Esmeralda S. Whitammer, Emmanuel Bengio, Rim Assouel, Yoshua Bengio
arXiv Machine Learning
Oct 15

Selective Growing Q-Networks (SGQN): An Analysis of Adaptive Action Grids in Decoupled Q-Learning

Selective Growing Q‑Networks (SGQN) extend value‑based Q‑learning for continuous control by replacing uniform action‑grid growth with an adaptive grid that adds bins near high‑Q regions and prunes low‑Q bins, while maintaining decoupled Q‑learning and epsilon‑greedy action selection. On eight DeepMind Control Suite tasks, SGQN achieves the highest mean final return on four tasks, matches the best method within 1.1% on three more, and uses on average 7.5 of 9 available bins per dimension. Experiments show that the adaptive grid’s growth and pruning have limited impact on performance, whereas starting from a coarse grid and using epsilon‑greedy selection are critical for success.

By Parham Nooranbakht, Seyed Mahdi Basiri Azad, Joschka B\"odecker
arXiv Machine Learning
Oct 5

Mastering Atari 2600 Games with Discovered Options

Wayfarer is a domain‑agnostic, online deep RL agent that discovers options via Laplacian representation learning from high‑dimensional observations and uses them for control. The discovered options improve exploration, accelerate credit assignment, and generalise to unseen settings, leading to faster learning of complex policies. Wayfarer achieves state‑of‑the‑art performance among single‑stream agents on the most challenging Atari 2600 games, especially those requiring long‑horizon exploration such as Montezuma's Revenge and Private Eye.

By Erik M. Lintunen, Marlos C. Machado