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:2606. 17386v1 Announce Type: cross Abstract: End-to-end autonomous driving has achieved state-of-the-art performance on benchmarks and real-world deployments.
By Zikang Xiong, Weixin Li, Zhouchonghao Wu, Akshay Rangesh, Saarth Bonde, Grantland Hall, Chen Tang, Yihan Hu, Wei Zhan
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
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:2610.18868v1 Announce Type: cross
Abstract: Long-horizon agents have drawn growing attention for their ability to work autonomously -- from hours to days -- on economically valuable tasks, a ca...
By Wenbo Hu, Shraman Pramanick, Krishna Kumar Singh, Nanyun Peng, Kai-Wei Chang, Yong Jae Lee
arXiv:2605.08982v4 Announce Type: replace
Abstract: Monte Carlo Tree Search (MCTS) is a widely used approach for policy improvement and action selection in Reinforcement Learning. Due to its sequenti...
By Yaniv Oren, Viliam Vadocz, Joery A. de Vries, Wendelin B\"ohmer, Matthijs T. J. Spaan, Hendrik Baier
arXiv:2609.09094v1 Announce Type: new
Abstract: Combining search with function approximation has driven major advances in game-playing programs, making self-play algorithms more competitive than ever...
By Raphael Boige, Amine Boumaza, Bruno Scherrer
Long-horizon agents have drawn growing attention for their ability to work autonomously -- from hours to days -- on economically valuable tasks, a capability essential to automated discovery and recur...
arXiv:2607. 20834v1 Announce Type: new Abstract: Offline goal-conditioned reinforcement learning (RL) holds the promise of learning general-purpose policies from static datasets.
By Ahad Jawaid
arXiv:2610.27575v1 Announce Type: new
Abstract: Model-based reinforcement learning in partially observable environments requires inferring hidden states, learning latent dynamics, and planning under...
By Kevin Tan, Ziping Xu
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
arXiv:2609.37447v1 Announce Type: cross
Abstract: How strong can an AlphaZero-style chess system become under limited training compute when its entire learning loop is engineered for efficiency? We t...
By Bertil Braun