Category Archives: Artificial Intelligence

Improvements in offline RL (from previously acquired datasets)

Lan Wu, Quan Liu, Renyang You, State slow feature softmax Q-value regularization for offline reinforcement learning, Engineering Applications of Artificial Intelligence, Volume 160, Part A, 2025, 10.1016/j.engappai.2025.111828.

Offline reinforcement learning is constrained by its reliance on pre-collected datasets, without the opportunity for further interaction with the environment. This restriction often results in distribution shifts, which can exacerbate Q-value overestimation and degrade policy performance. To address these issues, we propose a method called state slow feature softmax Q-value regularization (SQR), which enhances the stability and accuracy of Q-value estimation in offline settings. SQR employs slow feature representation learning to extract dynamic information from state trajectories, promoting the stability and robustness of the state representations. Additionally, a softmax operator is incorporated into the Q-value update process to smooth Q-value estimation, reducing overestimation and improving policy optimization. Finally, we apply our approach to locomotion and navigation tasks and establish a comprehensive experimental analysis framework. Empirical results demonstrate that SQR outperforms state-of-the-art offline RL baselines, achieving performance improvements ranging from 2.5% to 44.6% on locomotion tasks and 2.0% to 71.1% on navigation tasks. Moreover, it achieves the highest score on 7 out of 15 locomotion datasets and 4 out of 6 navigation datasets. Detailed experimental results confirm the stabilizing effect of slow feature learning and the effectiveness of the softmax regularization in mitigating Q-value overestimation, demonstrating the superiority of SQR in addressing key challenges in offline reinforcement learning.

Clustering of states transitions in RLs

Yasaman Saffari, Javad Salimi Sartakhti, A Graph-based State Representation Learning for episodic reinforcement learning in task-oriented dialogue systems, Engineering Applications of Artificial Intelligence, Volume 160, Part A, 2025 10.1016/j.engappai.2025.111793.

Recent research in dialogue state tracking has made significant progress in tracking user goals using pretrained language models and context-driven approaches. However, existing work has primarily focused on contextual representations, often overlooking the structural complexity and topological properties of state transitions in episodic reinforcement learning tasks. In this study, we introduce a cutting-edge, dual-perspective state representation approach that provides a dynamic and inductive method for topological state representation learning in episodic reinforcement learning within task-oriented dialogue systems. The proposed model extracts inherent topological information from state transitions in the Markov Decision Process graph by employing a modified clustering technique to address the limitations of transductive graph representation learning. It inductively captures structural relationships and enables generalization to unseen states. Another key innovation of this approach is the incorporation of dynamic graph representation learning with task-specific rewards using Temporal Difference error. This captures topological features of state transitions, allowing the system to adapt to evolving goals and enhance decision-making in task-oriented dialogue systems. Experiments, including ablation studies, comparisons with existing approaches, and interpretability analysis, reveal that the proposed model significantly outperforms traditional contextual state representations, improving task success rates by 9%–13% across multiple domains. It also surpasses state-of-the-art Q-network-based methods, enhancing adaptability and decision-making in domains such as movie-ticket booking, restaurant reservations, and taxi ordering.

On the abstraction of actions

Bita Banihashemi, Giuseppe De Giacomo, Yves Lespérance, Abstracting situation calculus action theories, Artificial Intelligence, Volume 348, 2025 10.1016/j.artint.2025.104407.

We develop a general framework for agent abstraction based on the situation calculus and the ConGolog agent programming language. We assume that we have a high-level specification and a low-level specification of the agent, both represented as basic action theories. A refinement mapping specifies how each high-level action is implemented by a low-level ConGolog program and how each high-level fluent can be translated into a low-level formula. We define a notion of sound abstraction between such action theories in terms of the existence of a suitable bisimulation between their respective models. Sound abstractions have many useful properties that ensure that we can reason about the agent’s actions (e.g., executability, projection, and planning) at the abstract level, and refine and concretely execute them at the low level. We also characterize the notion of complete abstraction where all actions (including exogenous ones) that the high level thinks can happen can in fact occur at the low level. To facilitate verifying that one has a sound/complete abstraction relative to a mapping, we provide a set of necessary and sufficient conditions. Finally, we identify a set of basic action theory constraints that ensure that for any low-level action sequence, there is a unique high-level action sequence that it refines. This allows us to track/monitor what the low-level agent is doing and describe it in abstract terms (i.e., provide high-level explanations, for instance, to a client or manager).

Learning representations from RL based on symmetries

Alexander Dean, Eduardo Alonso, Esther Mondragón, MAlgebras of actions in an agent’s representations of the world, Artificial Intelligence, Volume 348, 2025, 10.1016/j.tics.2025.06.009.

Learning efficient representations allows robust processing of data, data that can then be generalised across different tasks and domains, and it is thus paramount in various areas of Artificial Intelligence, including computer vision, natural language processing and reinforcement learning, among others. Within the context of reinforcement learning, we propose in this paper a mathematical framework to learn representations by extracting the algebra of the transformations of worlds from the perspective of an agent. As a starting point, we use our framework to reproduce representations from the symmetry-based disentangled representation learning (SBDRL) formalism proposed by [1] and prove that, although useful, they are restricted to transformations that respond to the properties of algebraic groups. We then generalise two important results of SBDRL –the equivariance condition and the disentangling definition– from only working with group-based symmetry representations to working with representations capturing the transformation properties of worlds for any algebra, using examples common in reinforcement learning and generated by an algorithm that computes their corresponding Cayley tables. Finally, we combine our generalised equivariance condition and our generalised disentangling definition to show that disentangled sub-algebras can each have their own individual equivariance conditions, which can be treated independently, using category theory. In so doing, our framework offers a rich formal tool to represent different types of symmetry transformations in reinforcement learning, extending the scope of previous proposals and providing Artificial Intelligence developers with a sound foundation to implement efficient applications.

Model-based RL that addresses the problem of building models that can produce off-distribution data more safely

X. -Y. Liu et al., DOMAIN: Mildly Conservative Model-Based Offline Reinforcement Learning, IEEE Transactions on Systems, Man, and Cybernetics: Systems, vol. 55, no. 10, pp. 7142-7155, Oct. 2025, 10.1109/TSMC.2025.3578666.

Model-based reinforcement learning (RL), which learns an environment model from the offline dataset and generates more out-of-distribution model data, has become an effective approach to the problem of distribution shift in offline RL. Due to the gap between the learned and actual environment, conservatism should be incorporated into the algorithm to balance accurate offline data and imprecise model data. The conservatism of current algorithms mostly relies on model uncertainty estimation. However, uncertainty estimation is unreliable and leads to poor performance in certain scenarios, and the previous methods ignore differences between the model data, which brings great conservatism. To address the above issues, this article proposes a mildly conservative model-based offline RL algorithm (DOMAIN) without estimating model uncertainty, and designs the adaptive sampling distribution of model samples, which can adaptively adjust the model data penalty. In this article, we theoretically demonstrate that the Q value learned by the DOMAIN outside the region is a lower bound of the true Q value, the DOMAIN is less conservative than previous model-based offline RL algorithms, and has the guarantee of safety policy improvement. The results of extensive experiments show that DOMAIN outperforms prior RL algorithms and the average performance has improved by 1.8% on the D4RL benchmark.

Related: 10.1109/TSMC.2025.3583392

Hierarchical optimization based on learning from mistakes

L. Zhang, B. Garg, P. Sridhara, R. Hosseini and P. Xie, Learning From Mistakes: A Multilevel Optimization Framework, IEEE Transactions on Artificial Intelligence, vol. 6, no. 6, pp. 1651-1663, June 2025, 10.1109/TAI.2025.3534151.

Bi-level optimization methods in machine learning are popularly effective in subdomains of neural architecture search, data reweighting, etc. However, most of these methods do not factor in variations in learning difficulty, which limits their performance in real-world applications. To address the above problems, we propose a framework that imitates the learning process of humans. In human learning, learners usually focus more on the topics where mistakes have been made in the past to deepen their understanding and master the knowledge. Inspired by this effective human learning technique, we propose a multilevel optimization framework, learning from mistakes (LFM), for machine learning. We formulate LFM as a three-stage optimization problem: 1) the learner learns, 2) the learner relearns based on the mistakes made before, and 3) the learner validates his learning. We develop an efficient algorithm to solve the optimization problem. We further apply our method to differentiable neural architecture search and data reweighting. Extensive experiments on CIFAR-10, CIFAR-100, ImageNet, and other related datasets powerfully demonstrate the effectiveness of our approach. The code of LFM is available at: https://github.com/importZL/LFM.

Detecting novelties in the model of the world within MCTS

Bryan Loyall, Avi Pfeffer, James Niehaus, Michael Harradon, Paola Rizzo, Alex Gee, Joe Campolongo, Tyler Mayer, John Steigerwald, Coltrane: A domain-independent system for characterizing and planning in novel situations, Artificial Intelligence, Volume 345, 2025, 10.1016/j.artint.2025.104336.

AI systems operating in open-world environments must be able to adapt to impactful changes in the world, immediately when they occur, and be able to do this across the many types of changes that can occur. We are seeking to create methods to extend traditional AI systems so that they can (1) immediately recognize changes in how the world works that are impactful to task accomplishment; (2) rapidly characterize the nature of the change using the limited observations that are available when the change is first detected; (3) adapt to the change as well as feasible to accomplish the system’s tasks given the available observations; and (4) continue to improve the characterization and adaptation as additional observations are available. In this paper, we describe Coltrane, a domain-independent system for characterizing and planning in novel situations that uses only natural domain descriptions to generate its novelty-handling behavior, without any domain-specific anticipation of the novelty. Coltrane’s characterization method is based on probabilistic program synthesis of perturbations to programs expressed in a traditional programming language describing domain transition models. Its planning method is based on incorporating novel domain models in an MCTS search algorithm and on automatically adapting the heuristics used. Both a formal external evaluation and our own demonstrations show that Coltrane is capable of accurately characterizing interesting forms of novelty and of adapting its behavior to restore its performance to pre-novelty levels and even beyond.

Improving reward shaping in Deep RL for avoiding user’s biases and boosting learning efficiency

Jiawei Lin, Xuekai Wei, Weizhi Xian, Jielu Yan, Leong Hou U, Yong Feng, Zhaowei Shang, Mingliang Zhou, Continuous reinforcement learning via advantage value difference reward shaping: A proximal policy optimization perspective, Engineering Applications of Artificial Intelligence, Volume 151, 2025 10.1016/j.engappai.2025.110676.

Deep reinforcement learning has shown great promise in industrial applications. However, these algorithms suffer from low learning efficiency because of sparse reward signals in continuous control tasks. Reward shaping addresses this issue by transforming sparse rewards into more informative signals, but some designs that rely on domain experts or heuristic rules can introduce cognitive biases, leading to suboptimal solutions. To overcome this challenge, this paper proposes the advantage value difference (AVD), a generalized potential-based end-to-end exploration reward function. The main contribution of this paper is to improve the agent’s exploration efficiency, accelerate the learning process, and prevent premature convergence to local optima. The method leverages the temporal difference error to estimate the potential of states and uses the advantage function to guide the learning process toward more effective strategies. In the context of engineering applications, this paper proves the superiority of AVD in continuous control tasks within the multi-joint dynamics with contact (MuJoCo) environment. Specifically, the proposed method achieves an average increase of 23.5% in episode rewards for the Hopper, Swimmer, and Humanoid tasks compared with the state-of-the-art approaches. The results demonstrate the significant improvement in learning efficiency achieved by AVD for industrial robotic systems.

Survey and benchmarking of open-source, low-cost LLMs for generating program code

Jessica López Espejel, Mahaman Sanoussi Yahaya Alassan, Merieme Bouhandi, Walid Dahhane, El Hassane Ettifouri, Low-cost language models: Survey and performance evaluation on Python code generation, Engineering Applications of Artificial Intelligence, Volume 140, 2025, DOI: 10.1016/j.engappai.2024.109490.

Large Language Models (LLMs) have become a popular choice for many Natural Language Processing (NLP) tasks due to their versatility and ability to produce high-quality results. Specifically, they are increasingly used for automatic code generation to help developers tackle repetitive coding tasks. However, LLMs’ substantial computational and memory requirements often make them inaccessible to users with limited resources. This paper focuses on very low-cost models which offer a more accessible alternative to resource-intensive LLMs. We notably: (1) propose a thorough semi-manual evaluation of their performance in generating Python code, (2) introduce a Chain-of-Thought (CoT) prompting strategy to improve model reasoning and code quality, and (3) propose a new dataset of 60 programming problems, with varied difficulty levels, designed to extend existing benchmarks like HumanEval and EvalPlus. Our findings show that some low-cost compatible models achieve competitive results compared to larger models like ChatGPT despite using significantly fewer resources. We will make our dataset and prompts publicly available to support further research.

RL training with a massive amount of scenarios, GPU accelerated

Michael Matthews, Michael Beukman, Chris Lu, Jakob Foerster, Kinetix: Investigating the Training of General Agents through Open-Ended Physics-Based Control Tasks, arXiv:2410.23208 [cs.LG].

While large models trained with self-supervised learning on offline datasets have shown remarkable capabilities in text and image domains, achieving the same generalisation for agents that act in sequential decision problems remains an open challenge. In this work, we take a step towards this goal by procedurally generating tens of millions of 2D physics-based tasks and using these to train a general reinforcement learning (RL) agent for physical control. To this end, we introduce Kinetix: an open-ended space of physics-based RL environments that can represent tasks ranging from robotic locomotion and grasping to video games and classic RL environments, all within a unified framework. Kinetix makes use of our novel hardware-accelerated physics engine Jax2D that allows us to cheaply simulate billions of environment steps during training. Our trained agent exhibits strong physical reasoning capabilities, being able to zero-shot solve unseen human-designed environments. Furthermore, fine-tuning this general agent on tasks of interest shows significantly stronger performance than training an RL agent *tabula rasa*. This includes solving some environments that standard RL training completely fails at. We believe this demonstrates the feasibility of large scale, mixed-quality pre-training for online RL and we hope that Kinetix will serve as a useful framework to investigate this further.