HARL-A: An Extensible Benchmark Framework for Heterogeneous Multi-Agent Adversarial Reinforcement Learning in IsaacLab
Read the original on arXiv Machine Learning →The Flow has not summarised this story yet — read it at arXiv Machine Learning.
The Flow has not summarised this story yet — read it at arXiv Machine Learning.
arXiv:2402.03741v4 Announce Type: replace-cross Abstract: Recent advancements in multi-agent reinforcement learning (MARL) have opened up vast application prospects, such as swarm control of drones,...
arXiv:2606. 29867v1 Announce Type: cross Abstract: Deep Reinforcement Learning (DRL) has achieved significant success in robotics and autonomous systems, yet remains vulnerable to adversarial perturbations that can severely degrade performance.
FluxVLA Engine is an open, configuration‑driven platform that unifies the fragmented components of embodied policy development—datasets, visual‑language and world models, action heads, learning methods, distributed training, simulation evaluation, inference, and robot interfaces—into a reproducible data‑to‑deployment workflow. It adds features such as compositional dual‑arm simulation, scalable automatic data generation, human‑in‑the‑loop rollout and correction, Real‑Time Chunking for fast inference, and lightweight remote GPU serving, thereby linking offline learning, simulation validation, online correction, and real‑robot execution under shared, auditable contracts. The engine aims to eliminate engineering bottlenecks that currently separate promising embodied‑learning algorithms from reliable, reproducible deployment.
arXiv:2506. 04147v5 Announce Type: replace-cross Abstract: Building capable household and industrial robots requires mastering the control of versatile, high-degree-of-freedom (DoF) systems such as mobile manipulators.
The paper presents Real‑Time EXPO‑FT, a reinforcement learning framework that fine‑tunes large Vision‑Language‑Action models for real‑time robotic control. It separates slow, expressive action generation from fast, reactive edits, allowing a lightweight policy to adjust actions based on the latest observation. Experiments on the Kinetix benchmark and four dynamic real‑world tasks show that Real‑Time EXPO‑FT achieves superior performance, improving policy success rates from 42% to 97% with only ten minutes of online data and no human intervention.
The paper introduces Adversarial Heuristic Learning (AHL), a framework that uses AI agents to refine game policies without changing model weights. It presents AAArena, a benchmark of 12 adversarial games and 1,920 human programs, where agents analyze replays, select opponents, and revise policies to maximize ranking within limited budgets. Experiments show that certain configurations achieve gold medals, while performance drops in games with complex rules, highlighting challenges in game understanding and long‑horizon policy development.