Partially Observable RL
RL: Reinforcement Learning
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11 papers in the last four weeks, up 83% on the four weeks before. 0.1% of all new papers.
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Increases in photovoltaic generation, charging of electric vehicles and heat-pump demand challenge operating limits in low-voltage distribution grids. This requires curative curtailment methods that can operate under sparse observability, noisy measurements, and imperfect grid models. Unlike prior end-to-end reinforcement-learning approaches for partially observable curtailment, this work decouples congestion detection and control by combining a random-forest violation pre-classifier with an actor-critic controller, and evaluates its robustness to measurement noise and grid-parameter mismatch. The framework is tested on a real low-voltage grid using synthetic future operating scenarios with low observability and controllability. With accurate grid parameters, the controller reduces total violation magnitude by 98.9%, and this performance remains nearly unchanged under the tested measurement-noise settings. Grid-model mismatch proves to be more challenging, but the controller still mitigates most violations under the tested mismatch assumptions.
Flow-aware Optimal Navigation in Unsteady Flows through Reinforcement Learning
Autonomous robotic navigation in nonstationary time-varying fluid flows remains a fundamental challenge due to partial observability and the unpredictability of realistic environments. While classical optimal control frameworks employed in robotics require unrealistic a-priori global flow knowledge, biological systems are able to navigate successfully by exploiting localized sensory cues. In this work we present a reinforcement learning approach using the TD3 algorithm to train autonomous agents to reach arbitrary targets within a parametric, chaotic double-gyre flow. To investigate optimal sensory mechanisms, we evaluate five bio-inspired observation strategies based on relative position, local velocity or local vorticity measures, and short-term memory variants. Additionally, we analyze the impact of providing agents with explicit global flow parameters. Numerical results demonstrate that an agent that is able to sense and remember a set number of flow velocity measures achieves the highest performance. The experiments reveal a trade-off in sensor utility: velocity-aware agents optimize energy efficiency, whereas vorticity sensors provide superior structural mapping and achieve better target proximity. Incorporating explicit global flow parameters is shown to decrease navigation performance. This behavior suggests that reinforcement learning-based autonomous systems develop more robust and general policies when restricted to implicit flow representations. The presented results offer insights for improving the transition of bio-inspired robotic navigation from simulation to real-world environments.
When Does Reward Teach State? A Hidden-Automaton Instrument and a Group-Language Warning Signal
Does a reinforcement-learning agent that earns reward learn its task's hidden state? We study this question with hidden finite automata that the agent partially controls. Because each automaton is known, we can normalize reward by the best achievable return and probe the network for the true state at every step. Together the two measurements separate failures that reward alone conflates. An agent can encode too little of a state its network could hold, or encode the state and still control poorly. Weak on-policy RL matches random play while the state probe stays at chance. State learning depends on the optimizer, the training budget, and the task's structure. Permutation automata provide a warning before training: no input symbol maps two distinct states to the same successor. On a stratified held-out set, 86 of 103 permutation automata fail the state probe, and the classification is stable across probe read-outs and recovery thresholds. Most of these failures come with weak reward. High reward without the state occurs but is rare. Non-permutation automata can also fail. Oracle-normalized reward alone therefore does not establish that the task's state was learned.
EvoCUA-1.5: Online Reinforcement Learning for Multi-turn Computer-Use Agents
Computer-use agents must solve long-horizon tasks through repeated interaction with partially observable, multimodal desktop environments. Although imitation learning and offline trajectory refinement provide strong priors, static traces cannot cover the causal feedback loop of real computer use: each action changes the screen state, future action space, and recovery options. EvoCUA-1.5 extends self-evolving computer-use agents from offline experience learning to online reinforcement learning, where policies interact with executable sandbox environments and improve from verifiable task outcomes. Online RL in this setting requires more than directly reusing single-turn language-RL recipes. Multi-turn interaction introduces context-managed observations, sparse terminal rewards, variable-length trajectories, and slow environment feedback. EvoCUA-1.5 addresses these challenges with Step-Level Policy Optimization (STEPO), which preserves trajectory-level advantage balance after decomposition into step-level samples; policy-aware filtering and pass-rate calibration over verifiable synthesized tasks; Dynamic Tri-Adaptive Curriculum (DTAC), which combines learnable tasks, difficult positive replay, and controlled infeasible-task exposure; and a fully asynchronous RL infrastructure with staleness control and mini-group batching. Experiments show that these components improve training stability and downstream performance. EvoCUA-1.5 achieves 63.2% success on OSWorld-Verified, outperforming comparable 32B/35B-scale open-weight baselines and even approaching models with significantly larger parameter counts. Overall, EvoCUA-1.5 provides a practical framework for scaling online RL in multi-turn computer-use agents.
Relational Multi-Agent Reinforcement Learning for Dynamic Pricing in High-Speed Railway Markets
In liberalised railway systems, operators must set prices dynamically in an environment with partial observability, as they retain private information about their objectives and performance, where regulatory constraints prohibit communication or direct information exchange between competitors to prevent explicit collusion. Consequently, agents must learn to infer strategic interactions only from observable market data which presents a significant challenge for multi-agent reinforcement learning, where standard approaches typically treat observations as unstructured vectors, ignoring the underlying market topology that governs strategic interactions. To address this, an entity graph modelling approach is proposed, which represents the environment as a graph of operational units, rather than decision-making agents or static infrastructure, encoding competition, coordination, and connectivity relations between entities. Then, an extension of the multi-agent twin delayed deep deterministic policy gradient algorithm with graph-based representation learning processes the features of the entities through a multi-layer relational graph convolutional network and aggregates them via a learnt attention mechanism. Experimental results in a rail pricing reinforcement learning environment show that this novel framework achieves higher revenue and stability in two different settings of increasing market complexity compared to a representative selection of relational and non-relational baselines. The code is publicly available at: https://github.com/Kinrre/RelationalRailPricing-RL
ASK in the Dark: Uncertainty-Gated LLM Assistance under Partial Observability
Reinforcement learning agents operating under partial observability must act on incomplete information, making them natural candidates for guidance from small language models (SLMs) that carry broad reasoning priors. Yet integrating SLM guidance into this setting has proven difficult: across all test environments, vanilla uncertainty-gated approaches achieve an overwrite rate at or near zero, meaning the SLM almost never contributes an independent action. We trace this failure to the bare egocentric prompt, which provides insufficient context for genuine reasoning, and identify it as a context problem rather than a capacity problem. We propose ASK+, which supplies the SLM with trajectory-aware context (a partially revealed map, visited positions, and action history) and structured chain-of-thought reasoning, converting it from a passive redundancy check into a more informative consultant that occasionally corrects the policy. We further establish that the predictive entropy signal used for selective querying measures action uncertainty rather than state uncertainty and remains informative in POMDPs, making uncertainty-gated assistance viable beyond fully observable settings. The stateful prompt drives substantial gains: on DoorKey, where vanilla ASK matches PPO (both 89%), ASK+ reaches 93% success; on FourRooms, success climbs from 53% to 70%; on HigherLower, accuracy reaches 73.7%, matching the SLM-only upper bound. Across all environments, Qwen3.5-2B matches or exceeds Qwen3.5-4B, confirming that prompt design and selective gating dominate the impact of model scale, enabling guidance without large models.
HyPOLE: Hyperproperty-Guided Multi-Agent Reinforcement Learning under Partial Observation
Formal specification is a powerful tool to guide the learning process and provides significant advantages over reward shaping: (1) mathematical rigor; (2) expressiveness to specify objectives and constraints, and (3) the ability to define tactics to achieve objectives. However, these benefits remain largely unexplored in the context of Multi-Agent Reinforcement Learning (MARL). This paper introduces HyPOLE, a novel framework for MARL under partial observability, where learning is guided by the expressive power of the so-called hyperproperties and, in particular, the temporal logic HyperLTL. We integrate Centralized Training for Decentralized Execution (CTDE) techniques with HyPOLE to synthesize decentralized policies, and our evaluation on SMAC, MessySMAC, and WildFire benchmark demonstrates clear advantages over baselines.
Adversarial observations in probabilistic State-Space Models for robust Reinforcement Learning
Decision-making under partial or adversarial observability requires accurate inference of the environment's latent state and its associated uncertainty. This work analyses adversarial attacks on linear probabilistic state-space models, commonly integrated within reinforcement learning architectures, where the attacker alters observations under likelihood constraints that ensure the perturbations remains consistent. We analyze how such adversarial yet realistic observation shifts influence the latent state and influence policy decisions. This perspective provides a principled pathway toward building more robust reinforcement learning systems, with direct relevance to safety-critical domains such as robotics, where reliable operation under sensor noise, partial failures, and adversarial conditions is essential.
Direct Advantage Estimation for Scalable and Sample-efficient Deep Reinforcement Learning
Direct Advantage Estimation (DAE) has been shown to improve the sample efficiency of deep reinforcement learning algorithms. However, its reliance on full environment observability limits its applicability in realistic settings, and its requirement to model transition probabilities incurs substantial computational overhead for high-dimensional observations. In the present work, we address both limitations. First, we extend the theoretical framework of DAE to partially observable domains with minimal modifications. Second, we reduce its computational complexity by introducing discrete latent dynamics models that efficiently approximate transition probabilities. We evaluate our approach on the Arcade Learning Environment and find that DAE scales effectively with function approximator capacity while retaining high sample efficiency.
Learning-Based Decision Making for Combustion Phasing Control in Multi-Fuel CI Engines with Latent Fuel Reactivity Estimation
Multi-fuel compression-ignition engines offer fuel flexibility but introduce uncertain, time-varying fuel reactivity, represented by cetane number (CN), which complicates cycle-to-cycle combustion-phasing control. This work formulates CA50 regulation under latent CN variation as a partially observable sequential decision problem and systematically evaluates controllers with increasing temporal and representational capacity, including LinUCB, history-augmented contextual bandits, observation-only DDPG, recurrent DDPG, and a proposed GRU-guided RL framework. A Gaussian-process surrogate trained on experimental multi-fuel engine data provides a controlled and reproducible evaluation environment. Results show that myopic and fixed-history bandit methods degrade under CN variation, observation-only RL suffers from latent-state aliasing, and generic recurrence is insufficient when CN evolves rapidly. The proposed framework learns a compact GRU-based representation of fuel reactivity from combustion history and conditions both actor and critic on this estimated signal rather than oracle CN. By training the policy on the same imperfect fuel-reactivity information available at deployment, the controller avoids train-deploy inconsistency in conventional online estimate-then-control pipelines. Across unseen CN trajectories, the policy achieves stable CA50 regulation with mean absolute tracking error below 0.25° CA at the training setpoint, while producing smooth, physically consistent SOI and glow-plug-power actuation. These results show that combustion control under latent, continuously evolving fuel dynamics requires more than standalone estimation or generic recurrence. By aligning fuel-reactivity inference with control policy learning, the proposed framework enables reactivity-aware decision-making using the same estimated state available during deployment.
Learning Red Agent Policy from Observations for Neurosymbolic Autonomous Cyber Agents
With sophisticated cyber-attacks becoming increasingly prevalent, modern networks require intelligent autonomous cyber-defense agents trained via Reinforcement Learning (RL). These agents employ neurosymbolic approaches such as behavior trees with learning-enabled components (LECs) to learn, reason, adapt, and implement security rules while maintaining critical operations. However, these autonomous networks are partially observable systems, i.e., the cyber-attacker's (red agent's) actions are not observable, making it difficult for the defender to predict red actions, learn red policies, or assess the attacker's intrusion levels. To address this, we propose a Policy Learning Technique using imitation learning to learn policies for partially observable RL agents with discrete states and discrete actions. We apply this technique in an autonomous cyber environment to predict red agent's actions from network observations and defender actions. Integrated with a neurosymbolic cyber-defense agent, our method effectively handles different red policies and achieves high prediction accuracy across diverse simulated scenarios.
A Hybrid Model-Based and Model-Free Framework for Active Multi-View Viewpoint Optimization in Sonar Target Recognition
This paper presents a hybrid model-based and model-free framework for active multi-view target recognition using forward-looking sonar. A convolutional neural network (CNN) provides data-driven observation likelihoods, while Radon-based orientation estimation enables viewpoint-aware sensing without requiring angle annotations. During training, an information-gain-based reward guides a Proximal Policy Optimization (PPO) agent to learn a belief-aware viewpoint selection policy offline. At deployment, the learned policy performs real-time viewpoint selection using only CNN-based belief updates, eliminating the need for computationally expensive online POMDP tree search. Experiments on a marine-debris forward-looking sonar dataset demonstrate that the proposed approach achieves competitive recognition accuracy while reducing sensing steps and motion cost compared to model-based baselines.
Minimax-Optimal Policy Regret in Partially Observable Markov Games
We study sequential decision-making in partially observable environments against strategic, adaptive opponents, modeled as partially observable Markov games (POMGs). The central challenge is to learn latent dynamics from partial observations while facing an adversary whose behavior depends on the learner's strategy, making standard regret notions inadequate. We prove that an epoch-based optimistic maximum-likelihood algorithm achieves policy regret for fixed problem parameters, with explicit dependence on the horizon, adversary memory, confidence radius, and the aggregate Eluder dimension of the observable-operator class. The algorithm selects one policy per geometrically growing epoch using confidence sets built cumulatively from past data, which keeps the cost of comparing adversary responses across policies logarithmic in . We also prove a lower bound matching the and aggregate-Eluder-dimension dependence, up to problem-dependent and logarithmic factors. Finally, we extend the framework to horizon-adaptive guarantees and adversaries with geometric fading memory.
Why Linear Recurrent Memory Works in Partially Observable Reinforcement Learning
The family of linear recurrent neural networks has shown strong performance as recurrent memory units in partially observable reinforcement learning. We provide a theoretical justification for their empirical effectiveness by constructing and studying two linear filters: (i) the first exactly reproduces the pre-softmax logits of the belief vector in a hidden Markov model (HMM) under a deterministic transition matrix, thereby serving as a sufficient statistic for optimal policy learning, (ii) the second achieves vanishing state-decoding error under a nearly deterministic transition matrix, thus reducing state ambiguity to near zero. The results extend to action-controlled HMMs, where the corresponding linear filters become time-varying with action-dependent dynamics. We illustrate our main results through numerical experiments and further show that the constructed linear filter serves as a strong feature extractor in a small reinforcement learning game.
The Challenges of Using Reinforcement Learning for Controlling Industrial Energy Systems
Reinforcement learning has shown promising results for optimizing the control of industrial energy systems, yet most existing studies remain limited to the application in simulation environments. We investigate the challenges of deploying reinforcement learning in a real-world industrial energy system, considering a thermal heating network as a use case. We formulate the task as a Markov Decision Process and systematically analyze the associated challenges along the structure of the formal description, including partial observability, action space design, reward design, and the simulation-to-reality gap. The challenges are grounded in an existing real-world deployment, where reinforcement learning achieves operational stability but shows a significant performance gap compared to simulation.
Commit to the Bit: Reactive Reinforcement Learning Done Right
Reinforcement learning algorithms are commonly analyzed (and designed) under the Markov assumption. This is unrealistic, as most environments encountered in practice are either partially observable, or require function approximation that restricts the agent to access non-Markovian state features. We consider the problem of learning an optimal reactive policy in a finite environment with deterministic observations (or equivalently, hard state aggregation). We introduce a new algorithm, Committed Q-learning, and prove almost-sure convergence to the optimal reactive policy under an intuitive assumption we call rewire-robustness. This assumption is strictly weaker than the -realizability condition used in prior work. Our algorithm is a variant of classical Q-learning in which the behavior policy commits to a single action upon entering a feature, and only resamples actions when the observed feature changes. A crucial part of our analysis is the introduction of quasi-Markov environments.
Grow-Prune-Freeze Networks: Adaptive & Continual Learning Technique for Olfactory Navigation
Training data for olfaction is scattered through disparate, non-standardized datasets that limit the ability to build representative world models. Olfactory navigation is a highly dynamic and non-stationary task that benefits from real-time continual learning. We introduce an adaptive framework called Grow-Prune-Freeze (GPF) networks that enable an agent to continually learn through growing, pruning, and freezing early layers of its policy in response to world complexity. Grounding GPFs in non-linear random matrix theory, we show that the work of Pennington & Worth (2017) can be extended from single hidden layers to n-layer continual-learning models, and that eigenvalue composition of network weights is preserved as successive layers are added. We show that GPFs based on Expected SARSA achieve a 94% success rate on turbulent plume navigation - a partially observable, non-stationary task representative of the "big world" challenges that motivate adaptive learning in robotics - and provide supporting methodology for applying GPFs in other world models. Further experiments amount evidence that GPFs may generalize well to other machine learning tasks such as reinforcement learning in Atari, image classification, and autoregressive language models. We open source all code and data to encourage improvements on and more research in olfactory robotics.
When Does Adaptive Guidance Help? Belief-Aware Privileged Distillation for Autonomous Driving Under Partial Observability
Guided Soft Actor-Critic (GSAC) distills knowledge from a privileged full-state teacher to a partial-observation student for autonomous driving, but uses a fixed distillation coefficient lambda regardless of the agent's uncertainty. We present Belief-Aware GSAC (BA-GSAC), which modulates lambda via ensemble disagreement, and use it as a testbed for a systematic empirical study asking: when does adaptive guidance actually help? Evaluating five strategies (fixed lambda in {0.01, 0.1}, adaptive, linear decay, and vanilla SAC) across three POMDP difficulty levels on Highway-Env, we find that preliminary single-seed runs suggest benefits under mild and moderate partial observability, but under severe occlusion (evaluated with 3 seeds for all methods) the adaptive coefficient collapses to lambda_min within about 3K steps. We trace this to an observability blindness phenomenon: because the ensemble predicts partial observations, it achieves low disagreement even under heavy occlusion, modeling what is visible but unable to detect what is missing. We diagnose the root cause and propose an architectural fix (training the ensemble on full-state predictions using the guiding actor's privileged access); while not validated here, we show that even with current limitations, the warmup phase provides measurable stabilization (CV=13.3% vs. 29.8% for constant lambda=0.01). In fact, a simple deterministic linear decay schedule achieves the best severe-POMDP performance across all metrics (mean 116.5, CV=8.9%), suggesting that the scheduling effect, not the ensemble, drives the stability benefit. These findings provide practical guidance for designing uncertainty-aware teacher-student frameworks and highlight ensemble prediction targets as an important design choice.
Streaming Reinforcement Learning under Partial Observability with Real-Time Recurrent Learning
Streaming reinforcement learning has emerged as an online learning paradigm that conforms to the restrictions of natural learning agents that process data incrementally, i.e. with a batch size of 1 and no replay buffer. While streaming RL has recently been shown to scale with deep function approximation with full observability, partially observable settings have remained out of reach. Truncated backpropagation through time collapses to a one-step gradient horizon under the streaming setting, and exact real-time recurrent learning is prohibitively expensive. We close this gap using recurrent trace units, a diagonal recurrent architecture that enables exact RTRL with linear time and memory complexity in the parameter count, and show that they integrate cleanly into existing streaming algorithms across both discrete and continuous control. On a MemoryChain diagnostic with chain lengths from 2 to 128, our method sustains performance where streaming TBPTT(1) baselines using feedforward, GRU, and RTU networks collapse. On five POPGym tasks and on partially observable MuJoCo continuous control, the streaming approach is competitive with batched PPO on POPGym and recovers a substantial fraction of batched performance on masked MuJoCo, despite using no replay buffer or batched updates.
Short-Term-to-Long-Term Memory Transfer for Knowledge Graphs under Partial Observability
Reinforcement learning under partial observability requires deciding what information to retain, yet most memory-based approaches do not explicitly model short-term-to-long-term transfer of symbolic observations. We study this transfer process in a temporal knowledge-graph memory setting and cast it as a neuro-symbolic value-based decision problem: for each observed triple, the agent chooses whether to keep or drop it before long-term insertion. To handle variable-sized short-term buffers, we use a per-item Q-learning design with shared parameters and a practical temporal-difference update over matched items across consecutive steps. On the RoomKG benchmark at long-term memory capacity 128, learned transfer decisions outperform symbolic and neural baselines, including symbolic baselines with temporal annotations and history-based LSTM/Transformer baselines. Across transfer-policy ablations, a lightweight local short-term-only variant performs best, and step-level behavior shows that the policy keeps navigation- and query-relevant facts while discarding lower-value candidate facts, supporting explicit and interpretable memory decisions under memory constraints.
Rewarding Beliefs, Not Actions: Consistency-Guided Credit Assignment for Long-Horizon Agents
Reinforcement learning from verifiable rewards (RLVR) is a promising paradigm for improving large language model (LLM) agents on long-horizon interactive tasks. However, in partially observable environments, incomplete observations cause agent beliefs to drift over time, while delayed rewards obscure the causal impact of intermediate decisions, exacerbating temporal credit assignment challenges. To address this, we propose ReBel (Reward Belief), a process-level reinforcement learning algorithm that explicitly models structured belief states to summarize interaction history and guide subsequent policy learning. ReBel introduces belief-consistency supervision, converting discrepancies between predicted beliefs and observed feedback into dense self-supervised signals without requiring external step-wise annotations or verifiers. It also employs belief-aware grouping to compare trajectories under similar belief states, yielding more robust and lower-variance advantage estimates. We evaluate ReBel on challenging long-horizon benchmarks, including ALFWorld and WebShop. ReBel improves task success by up to percentage points over the episode-level baseline GRPO and increases sample efficiency by . These results suggest that belief-aware self-supervision is a promising direction for reliable long-horizon decision-making under partial observability. Code is available at: https://github.com/Fateyetian/Rebel.git.
JAXenstein: Accelerated Benchmarking for First-Person Environments
The progression of reinforcement learning algorithms have been driven by challenging benchmarks. The rate in which a researcher can iterate on a problem setting directly impacts the speed of algorithm development. Modern machine learning has produced tools that allow for fast and scalable algorithm development like the JAX library. With the availability of these tools, a serious bottleneck in algorithm development is the availability of large and complex domains for experimentation. Most notably, the JAX reinforcement learning ecosystem does not have any benchmarks that test visual first-person tasks; these domains are crucial for testing both exploration and an agent's ability to overcome partial observability. We introduce JAXenstein: an open-source JAX-based benchmark that implements the Wolfenstein 3D rendering engine for fast and scalable experimentation in visual first-person tasks. JAXenstein is several times faster than comparable vision-based benchmarks, and is easily extensible to more complex first-person domains.
Smaller Abstract State Spaces Enable Cross-Scale Generalization in Reinforcement Learning
While humans readily generalize abstract concepts to more complex or larger tasks, building Reinforcement Learning (RL) systems with this ability remains elusive. Here, we present the first theoretical model of how such Out-of-Distribution (OOD) generalization can be achieved in RL agents. Our approach considers Partially Observable Markov Decision Processes (POMDPs) and assumes that an intelligent agent uses an abstraction function to determine which experiences can be treated as equivalent and which must be distinguished. First, we extend the existing state abstraction framework and proof techniques to POMDPs. Then, we define a successor-weighted model reduction, a model reduction variant that enables compression into smaller abstract spaces than prior definitions allow. We derive a bound on the agent's OOD test performance, thereby defining the conditions under which OOD generalization is achievable. This bound decomposes an agent's performance loss into approximation and estimation errors, revealing how reducing an agent's abstract state space size improves test performance and OOD generalization. Our analysis suggests that constraining an agent to operate over a small, finite set of abstract states is necessary for achieving generalization to more complex tasks. Our results motivate further research into learning RL architectures that scale across tasks of varying complexity levels.
Learning to Hand Off: Provably Convergent Workflow Learning under Interface Constraints
We study workflow learning in a setting where specialized agents hand off control through a shared artifact, each agent observes only a local function of that artifact and its own private state, and no centralized learner accesses joint trajectories -- the operating regime of multi-agent LLM pipelines that span organizational, vendor, or trust boundaries. We formalize this regime as an interface-constrained semi-Markov decision process (IC-SMDP), whose decision epochs occur at handoff times, and design IC-, an asynchronous decentralized -learning algorithm in which cross-agent coordination at every handoff is exactly one scalar. Our main result is a finite-sample bound for neural IC- that decomposes into three independently controllable error sources: neural function-approximation error, interface representation gap, and a mixing-time residual, under the random option-duration discount. Establishing this bound requires lifting the approximate information state (AIS) framework from single-agent primitive-step MDPs to multi-agent SMDPs and controlling Markovian noise under random duration, neither of which has been done in prior work. To our knowledge this is the first finite-sample guarantee for neural -learning under decentralized partial observability. Four experiments: a controlled synthetic IC-SMDP that validates the bound term-by-term, multi-LLM mathematical reasoning, multi-agent routing, and multi-agent CPU programming, show that IC- matches a centralized oracle without any agent observing joint trajectories, with each of the three error sources scaling along its corresponding axis as the bound predicts.
When Outcome Looks Right But Discipline Fails: Trace-Based Evaluation Under Hidden Competitor State
Outcome-only evaluation can certify economically unsafe agents: a policy can hit a business KPI while violating deployable behavioral discipline. In hotel pricing with hidden competitor state, a learner can achieve plausible revenue per available room while failing to preserve the rate discipline of a rule-based revenue-management competitor. We introduce discipline stability, a trace-based evaluation paradigm: define the benchmark behavior, restrict observations to the deployment regime, induce trace diagnostics from failure, separate mechanisms with ablations, and test transfer and deployment. Across a two-hotel benchmark and a compact hidden-budget bidding task, reward-only PPO variants miss trace alignment; revealing hidden state reduces label uncertainty; deterministic copy collapses uncertainty; and trace-prior or corrected history policies better preserve price or bid distributions. Pure behavior cloning is nearly enough for symmetric imitation, while Trace-Prior RL adds bounded adaptation under capacity asymmetry. The contribution is an evaluation and benchmark paradigm, not a new optimizer or a universal claim about MARL
Privacy Preserving Reinforcement Learning with One-Sided Feedback
We study reinforcement learning (RL) in multi-dimensional continuous state and action spaces with one-sided feedback, where the agent receives partial observations of the state and obtains reward information for only a subset of the state-action space at each time step. This setting introduces substantial challenges in both learning efficiency and privacy preservation. To address these challenges, we propose POOL, a novel privacy-preserving RL algorithm. We conduct a comprehensive theoretical analysis of POOL, deriving a sample complexity bound that matches the known lower bounds for non-private RL. Here, E_rho denotes the privacy parameter, H is the time horizon, and alpha is the optimality-gap parameter. Our findings show that it is possible to enforce strong privacy guarantees while maintaining high learning efficiency, marking a significant step toward practical, privacy-aware RL in multi-dimensional environments with one-sided feedback.
Dynamic Plasma Shape Control with Arbitrary Sensor Subsets
Plasma shape control in tokamaks requires a real-time controller that tracks dynamically changing shape targets while tolerating diagnostic failures. Classical approaches decompose the problem into equilibrium reconstruction followed by a linear controller, and assume a fixed, fully operational sensor set. We present a reinforcement learning agent that addresses both limitations simultaneously. The agent is trained in NSFsim, a high-fidelity tokamak simulator configured for DIII-D, on a curated dataset of 120 experimental plasma shapes. The shape targets are resampled as random step changes every 0.25 s, exposing the agent to diverse transitions across the full shape envelope. At test time the agent zero-shot tracks dynamic shape sequences; on a held-out static configuration in simulation it achieves a mean shape error of 2.01 cm, and dynamic trajectory following is demonstrated qualitatively in simulation and on the physical device. Diagnostic dropout randomly masks 30% of magnetic sensors per episode, yielding a single policy robust to arbitrary sensor subsets without backup controllers or mode-switching logic. An asymmetric actor-critic architecture with privileged equilibrium information improves value estimation under partial observability; an auxiliary shape reconstruction head on the actor enables end-to-end shape reconstruction from raw diagnostics and serves as an interpretability tool for policy analysis. The policy transfers to experimental DIII-D shots, where it directly commands the coil actuators on two dynamic shape maneuvers, and to the independent GSevolve simulator.
DiffVAS: Diffusion-Guided Visual Active Search in Partially Observable Environments
Visual active search (VAS) has been introduced as a modeling framework that leverages visual cues to direct aerial (e.g., UAV-based) exploration and pinpoint areas of interest within extensive geospatial regions. Potential applications of VAS include detecting hotspots for rare wildlife poaching, aiding search-and-rescue missions, and uncovering illegal trafficking of weapons, among other uses. Previous VAS approaches assume that the entire search space is known upfront, which is often unrealistic due to constraints such as a restricted field of view and high acquisition costs, and they typically learn policies tailored to specific target objects, which limits their ability to search for multiple target categories simultaneously. In this work, we propose DiffVAS, a target-conditioned policy that searches for diverse objects simultaneously according to task requirements in partially observable environments, which advances the deployment of visual active search policies in real-world applications. DiffVAS leverages a diffusion model to reconstruct the entire geospatial area from sequentially observed partial glimpses, which enables a target-conditioned reinforcement learning-based planning module to effectively reason and guide subsequent search steps. Extensive experiments demonstrate that DiffVAS excels in searching diverse objects in partially observable environments, significantly surpassing state-of-the-art methods on several datasets.
CaMeRL: Collision-Aware and Memory-Enhanced Reinforcement Learning for UAV Navigation in Multi-Scale Obstacle Environments
In obstacle avoidance navigation of unmanned aerial vehicles (UAVs), variations in obstacle scale have received strangely less attention than obstacle number or density. Existing methods typically extract purely geometric features from single-frame depth observations. Such representations tend to neglect small obstacles and lose spatial context under occlusions caused by large obstacles, leading to noticeable degradation in environments with multi-scale obstacles. To address this issue, we propose CaMeRL, a Collision-aware and Memory-enhanced Reinforcement Learning framework for UAV navigation. The collision-aware latent representation encodes risk-sensitive depth cues to preserve fine-grained obstacle structures, thereby improving sensitivity to small obstacles. The temporal memory module integrates observations across frames, mitigating partial observability caused by large-obstacle occlusions. We evaluate CaMeRL with multi-scale obstacles, including ultra-small and extra-large obstacle settings. Results show that CaMeRL outperforms state-of-the-art baselines across all scales, with success rate gains of 0.48 and 0.28 in the ultra-small and extra-large settings, respectively. More importantly, CaMeRL achieves reliable navigation in cluttered outdoor environments.
Probabilistic Verification of Recurrent Neural Networks for Single and Multi-Agent Reinforcement Learning
History-dependent policies induced by recurrent neural networks (RNNs) rely on latent hidden state dynamics, making verification in partially observable reinforcement learning (RL) challenging. Existing RNN verification tools typically rely on restrictive modeling assumptions or coarse over-approximations of the hidden state space, which can lead to overly conservative or inconclusive results. We propose babilistic rification (), a probabilistic framework that of undesired behaviors in RNN-based policies. uses policy-driven sampling to approximate the set of hidden states that are feasible under a trained policy, and derives statistical error bounds to produce bounded-error, high-confidence estimates of behavioral violations. Experiments on partially observable single-agent and cooperative multi-agent tasks show that yields more quantitative, feasibility-aware probabilistic guarantees than existing tools, while scaling to recurrent and multi-agent settings.