A method integrating policy gradient with fuzzy inference has been proposed. This method, hereafter referred to as the base model, has high flexibility with respect to the configuration of fuzzy inference rules and fuzzy representation. It can also automatically adjust the rule weights and the membership functions in the antecedent and consequent parts using the same framework for learning. In methods that integrate reinforcement learning with fuzzy inference, however, the reward function must be designed in advance. It is therefore useful to add learning-based reward estimation to the base model. This paper proposes a fuzzy control method that integrates a reward estimation mechanism based on the adversarial inverse reinforcement learning (AIRL) framework into the base model. The generative adversarial nets (GAN) framework adopted in AIRL, however, tends to suffer from unstable learning. To address this, the proposed method treats the policy of the base model as the generator and also uses the set of membership functions in the policy as the cost function of the discriminator. This configuration allows the discriminator update for reward estimation and the generator update for policy estimation to be performed simultaneously on the parameters shared by both, without estimating a value function. In simulations of an illustrative vehicle speed control task, the proposed method acquired policies with high generalization performance through stable and efficient learning.
Figures & tables
Figure 1: Configuration of the proposed method
Figure 2: Configuration of AIRL-BMP
Avg. task
Successful tasks
Avg. no. of failed tasks
success rate
min.
max.
avg.
SD
collision
out of range
delay
Proposed
0.981
565
572
569.25
2.34
10.50
0.00
0.25
AIRL-BMP
0.721
285
539
418.45
74.59
19.45
44.15
97.95
Base model \tnote a
0.983
519
580
570.05
12.16
6.90
3.05 \tnote b
Table 1: Control results for the 580 training problems (task success rate, number of successful tasks, and breakdown of failed tasks) over the 20 sets of learned parameters
Training epochs
min.
max.
avg.
SD
Proposed
35
78
48.80
10.51
AIRL-BMP
327
1350
746.65
257.83
Table 2: Number of training epochs over the 20 training runs
Figure 3: Average reward per time step for all fuzzy representations at each training epoch. a Proposed method, b AIRL-BMP
Time to settle
Settling delay
Exits from range
SD after settling
avg.
SD
avg.
SD
avg.
SD
pooled value
Proposed
22.83
1.84
5.71
1.28
0.48
0.13
0.28
AIRL-BMP
47.91
6.65
29.51
10.22
1.35
0.41
0.96
Demonstration
14.60
—
2.68
—
0.21
—
0.35
Table 3: Trajectory characteristics for the successful training problems
Figure 4: Trajectories of the inter-vehicle distance with the proposed method, AIRL-BMP, and the demonstration. a Problem T1, b Problem T2
Avg. task
Successful tasks
Avg. no. of failed tasks
success rate
min.
max.
avg.
SD
collision
out of range
delay
Proposed
1.000
722
722
722.00
0.00
0.00
0.00
0.00
AIRL-BMP
0.924
586
722
667.15
47.05
0.00
12.65
42.20
Base model \tnote a
0.994
637
722
717.65
18.99
0.00
4.35 \tnote b
Table 4: Control results for the 722 evaluation problems (task success rate, number of successful tasks, and breakdown of failed tasks) over the 20 sets of learned parameters
Time to settle
Settling delay
Exits from range
SD after settling
avg.
SD
avg.
SD
avg.
SD
pooled value
Proposed
17.51
2.06
4.56
0.47
0.28
0.02
0.81
AIRL-BMP
31.26
3.22
11.61
3.66
0.45
0.19
2.20
Table 5: Trajectory characteristics for the successful evaluation problems
Figure 5: Trajectories of the inter-vehicle distance with the proposed method and AIRL-BMP. a Problem E1, b Problem E2
Appendix figures & tables2 assets
Supplementary material from the paper’s appendix.
Appendix
demonstration ≥ sample
demonstration < sample
xd
xv
xd
xv
∂α1long∂vα1long
∂α2fast∂vα2fast
−∂α1long∂vα1long
−∂α2fast∂vα2fast
−∂α1short∂vα1short
−∂α2slow∂vα2slow
∂α1short∂vα1short
∂α2slow∂vα2slow
Appendix
Table 1: Gradient of ∣vαji∣ in each case
y1
−5
−4
−3
−2
−1
0
1
2
3
4
5
B1high-ac.
0
0
0
0
0
0
0.2
0.3
0.6
0.8
0.9
B1low-ac.
0
0
0
0
0
1
0.8
0.6
0.5
0.4
0.2
B1high-br.
0.9
0.7
0.5
0.3
0.2
0
0
0
0
0
0
B1low-br.
0.1
0.2
0.4
0.6
0.7
1
0
0
0
0
0
Appendix
Table D1: Node values defining the consequent membership functions for the accelerator and brake inputs
Reinforcement learning control uses reward-driven learning to make decisions in dynamic systems, from robots and vehicles to energy and infrastructure.
Reinforcement learning (RL) often struggles in real-world tasks with high-dimensional state spaces and long horizons, where sparse or fixed rewards severely slow down exploration and cause agents to get trapped in local optima. This paper presents a fuzzy logic based reward shaping method that integrates human intuition into RL reward design. By encoding expert knowledge into adaptive and interpreable terms, fuzzy rules promote stable learning and reduce sensitivity to hyperparameters. The proposed method leverages these properties to adapt reward contributions based on the agent state, enabling smoother transitions between fast motion and precise control in challenging navigation tasks. Extensive simulation results on autonomous drone racing benchmarks show stable learning behavior and consistent task performance across scenarios of increasing difficulty. The proposed method achieves faster convergence and reduced performance variability across training seeds in more challenging environments, with success rates improving by up to approximately 5 percent compared to non fuzzy reward formulations.
Hürkan Şahin, Van Huyen Dang, Erdi Sayar +2
Automatic Control Group (RAT), Paderborn University, 33098 Paderborn, Germany
Inverse Reinforcement Learning (IRL) aims to recover a reward function that explains expert demonstrations. Existing IRL methods typically rely on a bi-level optimization procedure that alternates between reward learning and policy optimization, leading to substantial computational burden and training instability. In this work, we introduce a different route that eliminates policy optimization entirely by leveraging diffusion policies. Our key insight is that a diffusion policy encodes the action-gradient structure of the optimal soft Q function, enabling reward learning to be cast as a sequence of value recovery problems, thereby allowing us to bypass reward-policy loops inherent in prior IRL methods. Specifically, our method proceeds in three stages: (I) recovering the optimal soft Q function via action-gradient matching and estimating the corresponding soft value function (LogSumExp of Q values) in a way inspired by Gumbel regression; (II) calibrating these soft values by inferring a state-dependent offset; (III) extracting the reward by enforcing Bellman consistency. This leads to Loop-Free Inverse Reinforcement Learning (LFIRL), a fully offline algorithm that operates in a simple, loop-free, and sequential manner. LFIRL is simple to implement and significantly improves training efficiency while maintaining strong reward recovery performance. Empirically, across Maze, Franka Kitchen, Adroit Hand Pen, and Push-T benchmarks, LFIRL achieves 2-3x speedup over the fastest baselines, while matching or surpassing state-of-the-art methods in reward recovery quality.
Yang Chen, Yitan Zhang, Michael Witbrock +1
Shanghai Artificial Intelligence Laboratory · University of Auckland
Inverse reinforcement learning (IRL) is typically formulated as maximizing entropy subject to matching the distribution of expert trajectories. Classical (dual-ascent) IRL guarantees monotonic performance improvement but requires fully solving an RL problem each iteration to compute dual gradients. More recent adversarial methods avoid this cost at the expense of stability and monotonic dual improvement, by directly optimizing the primal problem and using a discriminator to provide rewards. In this work, we bridge the gap between these approaches by enabling monotonic improvement of the reward function and policy without having to fully solve an RL problem at every iteration. Our key theoretical insight is that a trust-region-optimal policy for a reward function update can be globally optimal for a smaller update in the same direction. This smaller update allows us to explicitly optimize the dual objective while only relying on a local search around the current policy. In doing so, our approach avoids the training instabilities of adversarial methods, offers monotonic performance improvement, and learns a reward function in the traditional sense of IRL--one that can be globally optimized to match expert demonstrations. Our proposed algorithm, Trust Region Inverse Reinforcement Learning (TRIRL), outperforms state-of-the-art imitation learning methods across multiple challenging tasks by a factor of 2.4x in terms of aggregate inter-quartile mean, while recovering reward functions that generalize to system dynamics shifts.
Anish Diwan, Davide Tateo, Christopher E. Mower +3
Technical University of Darmstadt · Robotics Institute Germany (RIG) · Lund University +3