arXiv AI

Agile Reinforcement Learning through Separable Neural Architecture and Applications

arXiv:2601. 23225v2 Announce Type: replace-cross Abstract: Deep reinforcement learning (RL) is increasingly deployed in resource-constrained environments, yet go-to function approximators - multilayer perceptrons (MLPs) - are often parameter-inefficient due to an imperfect inductive bias for the smooth structure of many value functions.

arXiv Machine Learning
Aug 4

An Embedded RISC-V Evaluation of Kolmogorov--Arnold Networks in Hard-Constrained Recurrent Physics-Informed Models

arXiv:2608. 00737v1 Announce Type: new Abstract: Hard-constrained recurrent physics-informed networks (HRPINNs) embed known dynamics inside a recurrent numerical integrator and restrict a neural branch to learning only the residual dynamics that the first-principles model does not capture.

By Enzo Nicolas Spotorno, Josafat Leal Filho
arXiv Machine Learning
Jun 25

Hierarchical Reinforcement Learning for Neural Network Compression (HiReLC): Pruning and Quantization

arXiv:2606. 26002v1 Announce Type: new Abstract: We present HiReLC, a hierarchical ensemble-reinforcement learning framework for automated joint quantization and structured pruning of deep neural networks.

By Kamar Hibatallah Baghdadi, Kawther Guoual Belhamidi, Sara Belhadj, Aissa Boulmerka, Nadir Farhi
arXiv Machine Learning
Sep 2

Accelerating Reinforcement Learning via MPC Solver-Gradient Guidance for Weights-varying MPC

The paper introduces Solver-Gradient Guided Reinforcement Learning (SG‑RL), a method that augments standard RL with bounded gradients from a differentiable MPC solver to adapt cost‑function weights online. SG‑RL integrates solver‑gradient guidance into PPO through actor‑update scaling, policy loss, advantage estimation, and value‑function learning, achieving comparable or superior closed‑loop performance while requiring up to 70.6% fewer samples. Experiments on two autonomous racing platforms with intentional model mismatch demonstrate that SG‑RL outperforms both RL and gradient‑based policy learning baselines and generalizes zero‑shot to unseen environments.

By Baha Zarrouki, Arslan Thobani, Jasper Hoffmann, Mattia Piccinini, Rudolf Reiter, Felix Jahncke, S\'ebastien Gros, Davide Scaramuzza, Johannes Betz
arXiv AI
Jun 11

Offline Diffusion Policy for Multi-User Delay-Constrained Scheduling

arXiv:2501. 12942v2 Announce Type: replace Abstract: Effective multi-user delay-constrained scheduling is crucial in various real-world applications, including embodied AI, instant messaging, live streaming, and data center management, where efficient resource allocation is required among users with diverse delay sensitivities.

By Zhuoran Li, Ruishuo Chen, Hai Zhong, Longbo Huang
arXiv AI
Sep 7

RL-VLA$^3$: A Flexible and Asynchronous Reinforcement Learning Framework for VLA Training

RL-VLA$^3$ is a fully asynchronous distributed reinforcement learning framework designed for Vision‑Language‑Action (VLA) model training. It allows fine‑grained asynchronous interaction between simulation, inference, and training via dynamic batching schedulers and flexible environment sharding, addressing the variable, resource‑intensive latencies of physical simulators. Experiments across multiple simulation backends, VLA architectures, and RL algorithms show throughput gains of up to 85.2% over synchronous baselines while preserving sample efficiency, and the system scales from 8 to 256 GPUs.

By Haoran Sun, Yongjian Guo, Zhong Guan, Shuai Di, Xiaodong Bai, Jing Long, Tianyun Zhao, Mingxi Luo, Hongke Zhao, Likang Wu, Xiaotie Deng, Xu Chu, Xi Xiao, Sheng Wen, Yicheng Gong, Junwu Xiong
arXiv Machine Learning
Aug 27

BVR Sim: An Open and High-Throughput Environment for Heterogeneous Air-Combat Reinforcement Learning

BVR Sim is an open‑source, Gymnasium‑style environment for heterogeneous air‑combat reinforcement learning, supporting multiple JSBSim aircraft models (F‑15, F‑16, F/A‑18, F‑22) with configurable weapons, sensors, and opponents. It offers a unified tactical action interface, interchangeable Python and accelerated C++ backends, entity‑oriented observations, compositional rewards, scripted opponents, replay and visualization, and adapters for multi‑agent learning frameworks. At a 0.4‑second decision interval, the C++ backend achieves 104 simulated seconds per wall‑clock second in 1‑vs‑1 and remains practical through 10‑vs‑10 scenarios, and a policy trained on the F‑16 transfers to four unseen aircraft with a 45.5% mean win rate after controller adaptation.

By Haocheng Sun (Beijing University of Posts,Telecommunications), Mulai Tan (Air Force Engineering University)