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Roy Fox

Publications and source records attributed to Roy Fox.

At least 19 recordsLinked to original sources

Verifiable Foundation Models for Robot Safety

Deploying foundation models for robot control raises a central challenge: the expressive power that enables rich, multimodal perception also makes these models opaque and difficult to analyze formally, rendering them intractable for existing verification tools. In this paper, we present FEARL (Foundation-Enabled Assured Robot Learning), a framework that addresses this tension through a modular architectural decomposition. FEARL separates the policy into a large Controller (C) responsible for high-dimensional perception and task reasoning, and a small Safety module (S) that receives low-dimensional observations from dedicated safety sensors together with a bounded context embedding from C and produces the final action. Since many robot safety requirements, such as collision avoidance and workspace boundary constraints, can be expressed over these safety sensor observations, formal verification can be applied to S rather than to the full foundation-model backbone. This makes formal analysis tractable with existing tools while preserving the Controller's expressive power for task reasoning. To show that the decomposed policy remains capable of solving diverse tasks, we evaluate FEARL on three simulated robotic domains using multiple Controller backbones and training procedures, including pretrained off-the-shelf vision-language-action models. We further transfer the learned policy from one of our simulated tasks to a physical robot, suggesting that the low-dimensional safety interface supports practical sim-to-real transfer.

cs.RO

EMAgnet: Parameter-Space EMA Regularization for Policy Gradient Self-Play in Large Games

Recent work has established that regularized policy gradient methods such as PPO, when used in self-play, can match or exceed specialized game-theoretic algorithms for solving two-player zero-sum imperfect-information games. The uniform distribution has emerged as a strong policy regularization target for this purpose, but it regularizes equally toward all actions regardless of their viability. We introduce EMAgnet, which instead regularizes toward an exponential moving average (EMA) of the last-iterate policy's parameters, providing an adaptive regularization target that evolves with the agent's improving strategy. We evaluate EMAgnet on both standard two-player zero-sum benchmarks and modified benchmarks with exploration challenges and large numbers of strictly dominated strategies. Relative to PPO self-play with uniform-magnet regularization under both linear and power-law annealing schedules, EMAgnet achieves lower exploitability in the majority of tested environments, with consistent performance gains across games containing strictly dominated strategies.

cs.LG

Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games

Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In this paper, we propose a multi-agent starting-state sampling strategy designed to substantially accelerate online exploration in regularized policy-gradient game methods for two-player zero-sum (2p0s) games. Motivated by an assumption that offline demonstrations from skilled humans can provide good coverage of high-level strategies relevant to equilibrium play, we propose the initialization of reinforcement learning data collection at intermediate states sampled from offline data to facilitate exploration of strategically relevant subgames. Referring to this method as Data-Augmented Game Starts (DAGS), we perform experiments using synthetic datasets and analytically tractable, long-horizon control variants of two-player Kuhn Poker, Goofspiel, and a counterexample game designed to penalize biased beliefs over hidden information. Under fixed computational budgets, DAGS enables regularized policy gradient methods to achieve lower exploitability in games with significantly more challenging exploration. We show that augmenting starting state distributions when solving imperfect information games can lead to biased equilibria, and we provide a straightforward mitigation to this in the form of multi-task observation flags. Finally, we release a new set of benchmark environments that drastically increase exploration challenges and state counts in existing OpenSpiel games while keeping exploitability measurements analytically tractable.

cs.LG

Model-Based Reinforcement Learning under Random Observation Delays

Delays frequently occur in real-world environments, yet standard reinforcement learning (RL) algorithms often assume instantaneous perception of the environment. We study random sensor delays in POMDPs, where observations may arrive out-of-sequence, a setting that has not been previously addressed in RL. We analyze the structure of such delays and demonstrate that naive approaches, such as stacking past observations, are insufficient for reliable performance. To address this, we propose a model-based filtering process that sequentially updates the belief state based on an incoming stream of observations. We then introduce a simple delay-aware framework that incorporates this idea into model-based RL, enabling agents to effectively handle random delays. Applying this framework to the Dreamer world-modeling scheme, our method consistently outperforms delay-aware baselines developed for MDPs and demonstrates robustness to delay distribution shifts during deployment. Additionally, we present experiments on simulated robotic tasks, comparing our method to common practical heuristics and emphasizing the importance of explicitly modeling observation delays.

cs.LG

Explanations for Unrealizability of Infinite-State Safety Shields

Safe Reinforcement Learning focuses on developing optimal policies while ensuring safety. A popular method to address such task is shielding, in which a correct-by-construction safety component is synthesized from logical specifications. Recently, shield synthesis has been extended to infinite-state domains, such as continuous environments. This makes shielding more applicable to realistic scenarios. However, often shields might be unrealizable because the specification is inconsistent (e.g., contradictory). In order to address this gap, we present a method to obtain simple unconditional and conditional explanations that witness unrealizability, which goes by temporal formula unrolling. In this paper, we show different variants of the technique and its applicability.

cs.LO

Adapting World Models with Latent-State Dynamics Residuals

Simulation-to-reality reinforcement learning (RL) faces the critical challenge of reconciling discrepancies between simulated and real-world dynamics, which can severely degrade agent performance. A promising approach involves learning corrections to simulator forward dynamics represented as a residual error function, however this operation is impractical with high-dimensional states such as images. To overcome this, we propose ReDRAW, a latent-state autoregressive world model pretrained in simulation and calibrated to target environments through residual corrections of latent-state dynamics rather than of explicit observed states. Using this adapted world model, ReDRAW enables RL agents to be optimized with imagined rollouts under corrected dynamics and then deployed in the real world. In multiple vision-based MuJoCo domains and a physical robot visual lane-following task, ReDRAW effectively models changes to dynamics and avoids overfitting in low data regimes where traditional transfer methods fail.

cs.LG

Make the Pertinent Salient: Task-Relevant Reconstruction for Visual Control with Distractions

Recent advancements in Model-Based Reinforcement Learning (MBRL) have made it a powerful tool for visual control tasks. Despite improved data efficiency, it remains challenging to train MBRL agents with generalizable perception. Training in the presence of visual distractions is particularly difficult due to the high variation they introduce to representation learning. Building on DREAMER, a popular MBRL method, we propose a simple yet effective auxiliary task to facilitate representation learning in distracting environments. Under the assumption that task-relevant components of image observations are straightforward to identify with prior knowledge in a given task, we use a segmentation mask on image observations to only reconstruct task-relevant components. In doing so, we greatly reduce the complexity of representation learning by removing the need to encode task-irrelevant objects in the latent representation. Our method, Segmentation Dreamer (SD), can be used either with ground-truth masks easily accessible in simulation or by leveraging potentially imperfect segmentation foundation models. The latter is further improved by selectively applying the reconstruction loss to avoid providing misleading learning signals due to mask prediction errors. In modified DeepMind Control suite (DMC) and Meta-World tasks with added visual distractions, SD achieves significantly better sample efficiency and greater final performance than prior work. We find that SD is especially helpful in sparse reward tasks otherwise unsolvable by prior work, enabling the training of visually robust agents without the need for extensive reward engineering.

cs.LG

Realizable Continuous-Space Shields for Safe Reinforcement Learning

While Deep Reinforcement Learning (DRL) has achieved remarkable success across various domains, it remains vulnerable to occasional catastrophic failures without additional safeguards. An effective solution to prevent these failures is to use a shield that validates and adjusts the agent's actions to ensure compliance with a provided set of safety specifications. For real-world robotic domains, it is essential to define safety specifications over continuous state and action spaces to accurately account for system dynamics and compute new actions that minimally deviate from the agent's original decision. In this paper, we present the first shielding approach specifically designed to ensure the satisfaction of safety requirements in continuous state and action spaces, making it suitable for practical robotic applications. Our method builds upon realizability, an essential property that confirms the shield will always be able to generate a safe action for any state in the environment. We formally prove that realizability can be verified for stateful shields, enabling the incorporation of non-Markovian safety requirements, such as loop avoidance. Finally, we demonstrate the effectiveness of our approach in ensuring safety without compromising the policy's success rate by applying it to a navigation problem and a multi-agent particle environment.

cs.LG

Verification-Guided Shielding for Deep Reinforcement Learning

In recent years, Deep Reinforcement Learning (DRL) has emerged as an effective approach to solving real-world tasks. However, despite their successes, DRL-based policies suffer from poor reliability, which limits their deployment in safety-critical domains. Various methods have been put forth to address this issue by providing formal safety guarantees. Two main approaches include shielding and verification. While shielding ensures the safe behavior of the policy by employing an external online component (i.e., a ``shield'') that overrides potentially dangerous actions, this approach has a significant computational cost as the shield must be invoked at runtime to validate every decision. On the other hand, verification is an offline process that can identify policies that are unsafe, prior to their deployment, yet, without providing alternative actions when such a policy is deemed unsafe. In this work, we present verification-guided shielding -- a novel approach that bridges the DRL reliability gap by integrating these two methods. Our approach combines both formal and probabilistic verification tools to partition the input domain into safe and unsafe regions. In addition, we employ clustering and symbolic representation procedures that compress the unsafe regions into a compact representation. This, in turn, allows to temporarily activate the shield solely in (potentially) unsafe regions, in an efficient manner. Our novel approach allows to significantly reduce runtime overhead while still preserving formal safety guarantees. We extensively evaluate our approach on two benchmarks from the robotic navigation domain, as well as provide an in-depth analysis of its scalability and completeness.

cs.LG

Reinforcement Learning from Delayed Observations via World Models

In standard reinforcement learning settings, agents typically assume immediate feedback about the effects of their actions after taking them. However, in practice, this assumption may not hold true due to physical constraints and can significantly impact the performance of learning algorithms. In this paper, we address observation delays in partially observable environments. We propose leveraging world models, which have shown success in integrating past observations and learning dynamics, to handle observation delays. By reducing delayed POMDPs to delayed MDPs with world models, our methods can effectively handle partial observability, where existing approaches achieve sub-optimal performance or degrade quickly as observability decreases. Experiments suggest that one of our methods can outperform a naive model-based approach by up to 250%. Moreover, we evaluate our methods on visual delayed environments, for the first time showcasing delay-aware reinforcement learning continuous control with visual observations.

cs.LG

Moonwalk: Inverse-Forward Differentiation

Backpropagation's main limitation is its need to store intermediate activations (residuals) during the forward pass, which restricts the depth of trainable networks. This raises a fundamental question: can we avoid storing these activations? We address this by revisiting the structure of gradient computation. Backpropagation computes gradients through a sequence of vector-Jacobian products, an operation that is generally irreversible. The lost information lies in the cokernel of each layer's Jacobian. We define submersive networks -- networks whose layer Jacobians have trivial cokernels -- in which gradients can be reconstructed exactly in a forward sweep without storing activations. For non-submersive layers, we introduce fragmental gradient checkpointing, which records only the minimal subset of residuals necessary to restore the cotangents erased by the Jacobian. Central to our approach is a novel operator, the vector-inverse-Jacobian product (vijp), which inverts gradient flow outside the cokernel. Our mixed-mode algorithm first computes input gradients with a memory-efficient reverse pass, then reconstructs parameter gradients in a forward sweep using the vijp, eliminating the need to store activations. We implement this method in Moonwalk and show that it matches backpropagation's runtime while training networks more than twice as deep under the same memory budget.

cs.LG

Skill Set Optimization: Reinforcing Language Model Behavior via Transferable Skills

Large language models (LLMs) have recently been used for sequential decision making in interactive environments. However, leveraging environment reward signals for continual LLM actor improvement is not straightforward. We propose Skill Set Optimization (SSO) for improving LLM actor performance through constructing and refining sets of transferable skills. SSO constructs skills by extracting common subtrajectories with high rewards and generating subgoals and instructions to represent each skill. These skills are provided to the LLM actor in-context to reinforce behaviors with high rewards. Then, SSO further refines the skill set by pruning skills that do not continue to result in high rewards. We evaluate our method in the classic videogame NetHack and the text environment ScienceWorld to demonstrate SSO's ability to optimize a set of skills and perform in-context policy improvement. SSO outperforms baselines by 40% in our custom NetHack task and outperforms the previous state-of-the-art in ScienceWorld by 35%.

cs.LG

Learning to Design Analog Circuits to Meet Threshold Specifications

Automated design of analog and radio-frequency circuits using supervised or reinforcement learning from simulation data has recently been studied as an alternative to manual expert design. It is straightforward for a design agent to learn an inverse function from desired performance metrics to circuit parameters. However, it is more common for a user to have threshold performance criteria rather than an exact target vector of feasible performance measures. In this work, we propose a method for generating from simulation data a dataset on which a system can be trained via supervised learning to design circuits to meet threshold specifications. We moreover perform the to-date most extensive evaluation of automated analog circuit design, including experimenting in a significantly more diverse set of circuits than in prior work, covering linear, nonlinear, and autonomous circuit configurations, and show that our method consistently reaches success rate better than 90% at 5% error margin, while also improving data efficiency by upward of an order of magnitude. A demo of this system is available at circuits.streamlit.app

cs.LG

Selective Perception: Optimizing State Descriptions with Reinforcement Learning for Language Model Actors

Large language models (LLMs) are being applied as actors for sequential decision making tasks in domains such as robotics and games, utilizing their general world knowledge and planning abilities. However, previous work does little to explore what environment state information is provided to LLM actors via language. Exhaustively describing high-dimensional states can impair performance and raise inference costs for LLM actors. Previous LLM actors avoid the issue by relying on hand-engineered, task-specific protocols to determine which features to communicate about a state and which to leave out. In this work, we propose Brief Language INputs for DEcision-making Responses (BLINDER), a method for automatically selecting concise state descriptions by learning a value function for task-conditioned state descriptions. We evaluate BLINDER on the challenging video game NetHack and a robotic manipulation task. Our method improves task success rate, reduces input size and compute costs, and generalizes between LLM actors.

cs.LG

Do Embodied Agents Dream of Pixelated Sheep: Embodied Decision Making using Language Guided World Modelling

Reinforcement learning (RL) agents typically learn tabula rasa, without prior knowledge of the world. However, if initialized with knowledge of high-level subgoals and transitions between subgoals, RL agents could utilize this Abstract World Model (AWM) for planning and exploration. We propose using few-shot large language models (LLMs) to hypothesize an AWM, that will be verified through world experience, to improve sample efficiency of RL agents. Our DECKARD agent applies LLM-guided exploration to item crafting in Minecraft in two phases: (1) the Dream phase where the agent uses an LLM to decompose a task into a sequence of subgoals, the hypothesized AWM; and (2) the Wake phase where the agent learns a modular policy for each subgoal and verifies or corrects the hypothesized AWM. Our method of hypothesizing an AWM with LLMs and then verifying the AWM based on agent experience not only increases sample efficiency over contemporary methods by an order of magnitude but is also robust to and corrects errors in the LLM, successfully blending noisy internet-scale information from LLMs with knowledge grounded in environment dynamics.

cs.LG

Reducing Variance in Temporal-Difference Value Estimation via Ensemble of Deep Networks

In temporal-difference reinforcement learning algorithms, variance in value estimation can cause instability and overestimation of the maximal target value. Many algorithms have been proposed to reduce overestimation, including several recent ensemble methods, however none have shown success in sample-efficient learning through addressing estimation variance as the root cause of overestimation. In this paper, we propose MeanQ, a simple ensemble method that estimates target values as ensemble means. Despite its simplicity, MeanQ shows remarkable sample efficiency in experiments on the Atari Learning Environment benchmark. Importantly, we find that an ensemble of size 5 sufficiently reduces estimation variance to obviate the lagging target network, eliminating it as a source of bias and further gaining sample efficiency. We justify intuitively and empirically the design choices in MeanQ, including the necessity of independent experience sampling. On a set of 26 benchmark Atari environments, MeanQ outperforms all tested baselines, including the best available baseline, SUNRISE, at 100K interaction steps in 16/26 environments, and by 68% on average. MeanQ also outperforms Rainbow DQN at 500K steps in 21/26 environments, and by 49% on average, and achieves average human-level performance using 200K ($\pm$100K) interaction steps. Our implementation is available at https://github.com/indylab/MeanQ.

cs.LG

Feasible Adversarial Robust Reinforcement Learning for Underspecified Environments

Robust reinforcement learning (RL) considers the problem of learning policies that perform well in the worst case among a set of possible environment parameter values. In real-world environments, choosing the set of possible values for robust RL can be a difficult task. When that set is specified too narrowly, the agent will be left vulnerable to reasonable parameter values unaccounted for. When specified too broadly, the agent will be too cautious. In this paper, we propose Feasible Adversarial Robust RL (FARR), a novel problem formulation and objective for automatically determining the set of environment parameter values over which to be robust. FARR implicitly defines the set of feasible parameter values as those on which an agent could achieve a benchmark reward given enough training resources. By formulating this problem as a two-player zero-sum game, optimizing the FARR objective jointly produces an adversarial distribution over parameter values with feasible support and a policy robust over this feasible parameter set. We demonstrate that approximate Nash equilibria for this objective can be found using a variation of the PSRO algorithm. Furthermore, we show that an optimal agent trained with FARR is more robust to feasible adversarial parameter selection than with existing minimax, domain-randomization, and regret objectives in a parameterized gridworld and three MuJoCo control environments.

cs.LG

Self-Play PSRO: Toward Optimal Populations in Two-Player Zero-Sum Games

In competitive two-agent environments, deep reinforcement learning (RL) methods based on the \emph{Double Oracle (DO)} algorithm, such as \emph{Policy Space Response Oracles (PSRO)} and \emph{Anytime PSRO (APSRO)}, iteratively add RL best response policies to a population. Eventually, an optimal mixture of these population policies will approximate a Nash equilibrium. However, these methods might need to add all deterministic policies before converging. In this work, we introduce \emph{Self-Play PSRO (SP-PSRO)}, a method that adds an approximately optimal stochastic policy to the population in each iteration. Instead of adding only deterministic best responses to the opponent's least exploitable population mixture, SP-PSRO also learns an approximately optimal stochastic policy and adds it to the population as well. As a result, SP-PSRO empirically tends to converge much faster than APSRO and in many games converges in just a few iterations.

cs.GT