arXiv AI

Interpretable experiential learning based on state history and global feedback

The paper introduces an interpretable experiential learning model that uses state history and global feedback to learn a behavioral model represented as a transition graph. Transitions in this graph are annotated with utility values and evidence counts, enabling the model to function in resource-constrained settings. The authors evaluate the approach on the OpenAI Gym Atari Breakout benchmark, showing performance comparable to certain neural network-based methods.

arXiv Computation and Language
Sep 15

Learning to Coach for Experiential Learning

arXiv:2609.15851v1 Announce Type: new Abstract: Language models can learn from experience, but raw solution trajectories are often too long and noisy to provide effective guidance. In this work, we p...

By Guanheng Chen, Tianzhu Ye, Li Dong, Xun Wu, Shaohan Huang, Furu Wei
OpenAI Blog
Apr 27, 2016

OpenAI Gym Beta

We’re releasing the public beta of OpenAI Gym, a toolkit for developing and comparing reinforcement learning (RL) algorithms. It consists of a growing suite of environments (from simulated robots to Atari games), and a site for comparing and reproducing results.

OpenAI Blog
May 24, 2017

OpenAI Baselines: DQN

We’re open-sourcing OpenAI Baselines, our internal effort to reproduce reinforcement learning algorithms with performance on par with published results. We’ll release the algorithms over upcoming months; today’s release includes DQN and three of its variants.

arXiv Machine Learning
5d ago

JAXtari: High-Throughput and Easy-to-Modify Arcade Learning Environment

JAXtari is an open‑source, high‑performance reimplementation of Atari 2600 environments that enables massive GPU parallelization. It allows PPO agents to complete 100 M environment steps on a single A100‑GPU in under an hour, far faster than the CPU‑based ALE. Additionally, JAXtari provides object‑centric observations and a flexible modification system, facilitating research into causal modeling, neuro‑symbolic methods, and rapid agent adaptation.

By Quentin Delfosse, Raban Emunds, Paul Seitz, Sebastian Wette, Jannis Bl\"uml, Daniel Kirn, Dominik Mandok, Kristian Kersting
arXiv Machine Learning
Sep 11

From Connectivity to Rewards: Dense Reward Learning with Directed State Graphs

The paper introduces Graph-Guided Quasimetric Dense Reward (G2QDR), a framework that learns a state connectivity model to predict pairwise connectivity strengths in asymmetric environments. These strengths are converted into scalar auxiliary dense rewards, offering continuous guidance across hierarchical levels. G2QDR can be integrated into any existing Goal-Conditioned Hierarchical Reinforcement Learning architecture and shows empirical performance improvements in sparse reward settings with modest computational cost.

By Shuyuan Zhang, Zihan Wang, Xiao-Wen Chang, Doina Precup