State Abstraction
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3 papers in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.
Latest papers 20
A soft state representation assigns each state a vector of nonnegative class weights that sum to one. We study how the construction of these weights and the state dynamics jointly determine the accuracy of linear prediction. For any fixed measurable representation, we derive a finite-sample lower confidence bound on the smallest population root-mean-square prediction error among matrices with a specified spectral-norm limit. The bound compares variation in successor coordinates within each reference class with the improvement that soft inputs could provide. It is computed from independent evaluation pairs without fitting a prediction matrix. A bound above a chosen tolerance rules out that tolerance for the entire matrix class; a zero bound is inconclusive. For coordinates constructed using Kernel Affine Hull Machines, reconstruction-score margins control disagreement with reference labels and enter bounds on prediction error. Under exact deterministic linear evolution, we also establish the Koopman and reproducing-kernel Hilbert-space adjoint interpretation, accounting for redundant coefficient vectors. A four-state study compares the confidence bound with analytically known optima across 117,000 reported replicate datasets. A Van der Pol representation selected on pilot data is then evaluated on 32 independent datasets under each of two transition laws. The reported bounds are positive at the fitted matrix norm, but can become zero at larger norm limits. Further forecasting studies examine coordinate variation, common prediction targets, and long-horizon error. The results distinguish agreement with reconstruction classes, attainable prediction accuracy, and exact operator closure.
An Information-Space Perspective to Scene Graph Sufficiency for Robotic Task Planning
Planning in complex environments requires task specifications grounded in representations that capture objects, relations, and affordances; scene graphs meet this need, but their size in large environments hinders efficient planning. While task-aware pruning and hierarchical abstractions have been explored, a general, task-centric formalization of what constitutes a sufficient scene graph for planning remains open. This paper provides such a formalization by modeling planning over scene graphs within an information-spaces framework through the definition of scene graph transition systems and relevant action semantics for navigation and manipulation. We then introduce derived scene graphs via information mappings that merge and prune nodes and induce quotient transition systems augmented with motion primitives to capture higher-level actions over merged graph nodes. Sufficiency is characterized by two conditions: (i) the information mapping yields a deterministic quotient, and (ii) the task is well-posed over derived traces, ensuring plans found on the derived model are feasible on the maximal system. We illustrate the framework using a task over an example environment, showing both sufficient and insufficient reduced scene graphs.
Windowed A-K-MDP
Markov decision processes (MDPs) are used to support decision-making in conservation of biodiversity, but policies, even over small state spaces, can be difficult to interpret for conservation managers. K-MDP methods address this problem by building simpler MDPs with at most K abstract states. We show that the previously proposed A-K-MDP algorithm that relies on selecting a discretisation divisor using binary search can skip better abstract states. To fix this issue, we propose Windowed A-K-MDP, an algorithm that generates every distinct feasible partition induced within a declared divisor window and evaluates candidates until reaching the ideal value loss (J = 0) or exhausting the family of candidates. Across 33 K-MDP instances, Windowed improved 25 and tied 8.
Pooling and Drift in Delayed Bandits
A system often has to act long before it learns whether the act worked: a recommender sees a click in seconds and a purchase in days. With actions and a delay of rounds, the best rate known for this setting is over rounds, so a longer menu is always more expensive to learn from. It need not be: if the outcome depends on the action only through the state it produced, then one late outcome informs every action that could have produced the observed state, and the price is set by how many genuinely different states the actions produce rather than by how many actions there are. We measure this using an effective dimension between and the number of states, and prove for a rotating algorithm and for the single-copy algorithm used in practice, for any budget fixed in advance; merging similar states lowers the price further, at an explicit bias. Even when given the exact losses from rounds ago, no algorithm escapes , where counts the drifting directions and bounds how far losses move while the learner waits. On generated data, the state channel cuts regret by up to 79 percent against action-level weighting and, on the funnel family, by 32 to 68 percent against a tuned minimax-optimal method.
RoMeRL: Balancing Feedback Coverage and the Memory-Reward Trap in Self-Evolving Agent Memory via Reduced-Order Utility States
Learning-based memory systems for self-evolving LLM agents face two tightly coupled challenges. First, trajectory-indexed utilities grow with the interaction history, thereby dispersing limited feedback over an ever-expanding state space. Second, because trajectory-level rewards are jointly assigned to co-retrieved memories, irrelevant experiences may receive misleading utility updates and consequently enter the memory-reward trap. To address these challenges, we introduce Reduced-Order Memory Reinforcement Learning (RoMeRL), which represents the growing trajectory-indexed utility space using a fixed-dimensional per-task memory state factorized by outcome polarity and memory dynamics. RoMeRL incorporates new experiences through a fixed set of semantic coordinates whose contents are updated or replaced over time, thereby concentrating feedback over a bounded utility support. Theoretically, we show that this reduced-order parameterization increases the average feedback received by each utility coordinate and characterize the steady-state occupancy of erroneous coordinates under a generic coordinate-transition model. Empirically, across ALFWorld and LifelongAgentBench, RoMeRL improves task performance, reduces the Cold-Q ratio by 80.0%, increases feedback density by approximately 6.0 times, reduces the maintained memory size by 84.4%, and cuts LLM calls by 21.1%. These results show that reduced-order utility states support efficient self-evolving agent memory while limiting persistent reward contamination. Code is available at: https://github.com/YOUNG-fnxm/RoMeRL
Tycho: Active Abstraction with Programmatic World Models for ARC-AGI-3
ARC-AGI-3 turns abstraction into an interactive problem of skill acquisition. A player must infer an unfamiliar game's rules, hidden state, and goal while maintaining action efficiency because every move counts. We formalize these environments as parameterized rendered deterministic Moore machines and introduce Tycho, a coding-agent system that constructs and uses game-specific models during interaction. Tycho separates actionable observations from intermediate animation, level-completion, and game-over frames. From this structured history, an agent can model, test, plan with, repair, or bypass a free-form executable hypothesis. In one matched public-set run per policy, we compare four orchestration policies on all 25 public games using Claude Opus 4.8 under matched inference budgets. Actor-requested delegation to a model builder obtains the highest observed mean Relative Human Action Efficiency (RHAE), 88.49. With this selected policy, GPT-5.6 Sol and Opus 5 both reach 100.00 RHAE and complete all 183 levels. Their game-balanced first-run human-replay midranks are 98.5 and 100.0. Opus 5 uses 61% fewer scored actions than the aggregate official human baselines. Automatic repair after verification failures produces models that reproduce observed transitions much more accurately, yet reaches only 83.07 RHAE. Transition match indicates whether a simulator reproduces observed dynamics, not whether it has identified the objective or improves the next action. Strong play also requires deciding when to construct, repair, use, or bypass a model. We call this joint problem active abstraction: generating a testable model from costly interaction and deciding when acquiring or using it is worth its cost.
Minimal Markovization via Stable Quotients in Holonomy-Cover Decision Processes
An agent acting under partial observability must retain a recursively updateable statistic of history that restores the Markov property, but the smallest such statistic is generally unknown. We characterize this minimal Markov sufficient statistic for holonomy-cover decision processes, a structured POMDP class in which the visible dynamics are Markov and every realized visible transition applies a fixed permutation to a hidden mode. In particular, we construct the stable quotient, the coarsest observation-wise abstraction preserving one-step rewards and quotient successors, and prove that the pair of the current observation and stable class forms an exact finite Markov state. When the current class is correctly initialized, exact class tracking requires exactly the minimal memory symbols, in the sense that under reachability and pairwise decision separation at a maximizing observation, no arbitrary finite-memory controller can use fewer. Under resettable diagnostics, nearest-prototype class inference has exponentially decaying error, and a calibrate-then-restart reduction transfers finite-MDP guarantees to the recovered state. The results enable \emph{Holonomy Memory Reinforcement Learning}. It represents memory by the current stable class, updates it through ordered edge transports, identifies local class coordinates when diagnostics are available, and applies a standard finite-MDP RL backbone after synchronization. Experiments recover an exact compression from raw states to quotient states and achieve perfect paired-order accuracy with three decision-time memory states, matching the quotient oracle and outperforming the non-oracle baselines.
Property-driven Causal Abstractions for Markov Decision Processes
Markov Decision Processes (MDPs) are widely used as decision-making models, commonly specified over factored state spaces through state variables and their valuations. The exponential blowup in the number of states renders many reasoning tasks in MDPs challenging. Abstractions are promising techniques to reduce MDPs and thus mitigate scalability issues. In this work, we introduce a notion of causality on factored MDPs and a novel property-driven causal abstraction technique that retains many characteristics of the original MDP model. For this, we rely on causal relations over state variable predicates and identify those states that share the same reasons for fulfilling or violating a given abstraction property. We theoretically and empirically compare various causal MDP abstractions using different model types such as MDPs, interval MDPs, or stochastic games. Our evaluation demonstrates the potential of our approach: For several standard benchmarks, we obtain small abstractions that allow us to compute near-optimal policies for the original MDP. Furthermore, our causal abstractions often generalize to related large-scale MDP models.
A Behavioral State Vocabulary in Sony ERS-111 R-CODE
This paper presents a corpus-level analysis of generated behavior diagrams derived from Sony's R-CODE sample distribution for the ERS-111 AIBO. Rather than reading each script in isolation, the study compares named states across the corpus to identify the recurring control vocabulary that structures the sample set. The resulting aggregate shows that many superficially different routines are built from a compact embodied grammar centered on initialization, sensing, iterative action, synchronization, and recovery. In addition to historical analysis, the paper argues that this form of state-based abstraction is useful as an intermediate representation for constructing new encapsulated behavior routines, especially on constrained native robotic systems where deterministic control, direct hardware access, and modular behavioral composition remain important.
Compositional Behavioral Semantics for State Abstraction in Reinforcement Learning
State abstraction plays a key role in scaling reinforcement learning to complex but structured systems. In studying such systems, a wide range of behavioral structures have been studied in reinforcement learning, including value functions, invariants, bisimulation relations, and behavioral metrics. However, a general principle for determining what structures are provably preserved under state abstraction is still lacking. In this paper, we present a unified framework for defining and analyzing behavioral structures in reinforcement learning. Our framework provides a compositional way to specify behavioral semantics based on local, one-step descriptions of system dynamics. Using this framework, we establish results showing how behavioral structures can be safely transferred between abstract and concrete systems. We further show how to construct quantitative metrics from logical behavioral semantics with soundness guarantees. Together, these results provide a principled foundation for reasoning about behaviors under state abstraction in reinforcement learning and offer reusable definition and proof principles for a broad class of behavioral structures in reinforcement learning.
Performance-Driven Environment Abstraction with Multi-Timescale Learning
We study performance-driven environment abstraction for decision-making in large Markov decision processes. Rather than preserving geometric or topological structure, we seek abstractions that directly optimize decision quality. We model abstraction as a controlled approximation obtained by aggregating the state space and enforcing a shared action distribution within each aggregated state. For a fixed partition, we establish a performance guarantee that separates value-function approximation error from the loss introduced by action sharing. Guided by this analysis, we develop a multi-timescale reinforcement learning framework that jointly adapts the policy and a tree-structured environment abstraction. The resulting algorithm refines and coarsens regions of the state space based on Q-value discrepancies, balancing performance against abstraction size and complexity. Empirical results demonstrate substantial state compression, improved sample efficiency, and faster replanning compared to actor-critic baselines.
Adaptive state-action abstractions via rate-distortion
When learning to walk, infants seem to address a coarse version of the problem first - stay upright, reach the caregiver - and refine it only when further practice at that resolution stops paying off. Reinforcement learning offers multiple techniques for building simple versions of complex tasks, but lacks general principles for how to dynamically adjust the granularity of these abstractions during learning. This paper proposes one such principle: refine the abstraction as soon as the learning error within it becomes comparable to the error induced by the abstraction itself. Here, we investigate one way of formalising this principle via a performance certificate that decomposes value error into two terms: a learning error bound captured by a Bellman residual, and an abstraction error bound given by a bisimulation metric. The resulting switching strategy is implemented by soft state-action abstractions built from rate-distortion principles, whose resolution along state and action axes can be continuously adjusted. We validate this construction in a range of tabular settings, showing that near-optimal performance can be achieved under substantial lossy compression of state and action information.
Topology-Aware State Abstraction with Tangle Cores for Markov Decision Processes
State abstraction in reinforcement learning is usually formulated as a partition of states based on reward and transition similarity. This excludes a common structural pattern in navigation, graph, and hierarchical decision problems: interface states such as doors, hubs, and bottlenecks naturally participate in more than one region. We introduce \emph{tangle-core abstraction}, an overlapping state-abstraction framework based on graph tangles of empirical transition graphs. The method constructs abstract states from consistently oriented low-order separations and represents shared interfaces through a membership kernel rather than a hard partition. We give value-preservation guarantees for the induced overlapping abstract MDP under an explicit action-consistency condition, identify an interior-homogeneity/boundary-leakage error decomposition, and prove a quantitative interface-overlap result showing when hard partitions incur an avoidable boundary error. Empirically, tangle-core abstractions achieve favorable compression--return tradeoffs against reward-aware, learned, topological-map, and graph-partitioning baselines across bottlenecked tabular domains, procedurally generated mazes, and MiniGrid representations. We also identify a clear failure regime in which transition topology is uninformative, where tangles predictably offer little benefit. These results position graph tangles as an effective topology-aware abstraction prior for decision problems with shared interface structure.
Answer-Set-Programming-based Abstractions for Reinforcement Learning
Reinforcement Learning (RL) enables autonomous agents to learn policies from experience, but realistic problems often involve enormous state spaces, making learning and generalisation challenging. Abstraction and approximation are therefore essential. Relational Reinforcement Learning (RRL) offers a way to reason about objects and their relations, and the CARCASS framework by Martijn van Otterlo demonstrates how logical representations can model Markov Decision Processes (MDPs) in first-order domains. Originally implemented in Prolog, CARCASS leverages domain knowledge to create powerful abstractions. We explore Answer-Set Programming (ASP), which is a rich and, contrary to Prolog, fully declarative modelling language, to realise CARCASS abstractions. We evaluate our ASP-based implementation in case studies of two domains, viz. Blocks World and Minigrid. Our results indicate that CARCASS with ASP provides a promising approach to constructing abstractions for RL, especially when domain knowledge is available.
Abstraction for Offline Goal-Conditioned Reinforcement Learning
Markov Decision Processes (MDPs) often exhibit significant redundancy due to symmetries and shared structure across state-goal pairs in real-world Goal-Conditioned Reinforcement Learning (GCRL). While hierarchical policies have been motivated for horizon reduction via temporal abstraction in offline GCRL, we demonstrate that hierarchy also enables absolute abstraction. By introducing relativised options as well as distinct representations for different levels of the hierarchy, we demonstrate how an agent can reuse experience across similar contexts of the state-space. Based on this framework, we introduce two simple algorithms for learning relativised options and abstracting from the absolute frame of reference. Our experiments show that such inductive biases significantly improve performance in offline GCRL.
Markovian Circuit Tracing for Transformer State Dynamic
Many sequence computations are easier to study as movement through internal states than as isolated local circuits. We introduce Markovian Circuit Tracing (MCT), a diagnostic pipeline for testing whether transformer activations contain coarse state-transition structure. The benchmark uses synthetic Hidden Markov Model (HMM) tasks where latent states, transition matrices, Bayesian belief vectors, Bayes-optimal predictions, and forced-state counterfactual targets are known exactly. Across six HMM families and three seeds per family, tiny causal transformers learn near-Bayes next-token predictors, with mean excess loss over Bayes of 0.0138. Residual activations contain partial Bayesian belief information in this controlled synthetic benchmark. State abstractions extracted from these activations recover coarse transition signal, strongest in persistent and lower-state regimes, and weaker in ambiguous-emission and six-state regimes. The clearest result comes from state forcing. Patching a recovered-state centroid reduces KL to the exact HMM counterfactual target from 0.1957 in the unpatched model to 0.0532 on average, beating wrong-state, mean-activation, random-activation, and shuffled-label controls. The contribution is a controlled benchmark and evaluation framework for transformer state-dynamics interpretability, with MCT as a simple reference pipeline
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.
Abstract Sim2Real through Approximate Information States
In recent years, reinforcement learning (RL) has shown remarkable success in robotics when a fast and accurate simulator is available for a given task. When using RL and simulation, more simulator realism is generally beneficial but becomes harder to obtain as robots are deployed in increasingly complex and widescale domains. In such settings, simulators will likely fail to model all relevant details of a given target task and this observation motivates the study of sim2real with simulators that leave out key task details. In this paper, we formalize and study the abstract sim2real problem: given an abstract simulator that models a target task at a coarse level of abstraction, how can we train a policy with RL in the abstract simulator and successfully transfer it to the real-world? Our first contribution is to formalize this problem using the language of state abstraction from the RL literature. This framing shows that an abstract simulator can be grounded to match the target task if the grounded abstract dynamics take the history of states into account. Based on the formalism, we then introduce a method that uses real-world task data to correct the dynamics of the abstract simulator. We then show that this method enables successful policy transfer both in sim2sim and sim2real evaluation.
Poincaré Meets Bellman: Revisable Memory, Operational Quotients, and Evidence-Supported Learning in Changing Environments
Memory consolidation determines both what a learner can do now and which changes remain implementable later. We develop a finite-model synthesis of operational state abstraction and optimal control under the stability-evidence-revision (SER) framework. ``Poincaré meets Bellman'' names two complementary roles: qualitative dynamics identifies reusable action-response structure, and dynamic programming prices acquisition, retention, reuse, merging, and forgetting. Recurrence enters separately through the timing and value of future demands. We distinguish active quotient merging from historical information erasure, characterize exact repair by zero-error functional coding and causal migration, and derive a Bellman recursion over the joint law of hidden state and complete deployed memory. A first-return model yields an explicit retention rule. Conditional results show how factor sharing avoids enumerating combinations and how independent informative observations improve identification, while leaving some zero-error evidence budgets unchanged. Finite enumerations verify the coding and retention calculations. The synthesis gives an exact benchmark for specified finite models, without claiming universal recurrence, bounded-memory open-ended learning, or tractable global planning.
Decision-Centered Abstractions via Orthogonal Estimation of Difference-of-Q Functions
Offline reinforcement learning enables evaluation and optimization of sequential decisions from historical data, when it is not possible to deploy new policies online due to safety, cost, and other concerns. Big data advances enable rich state information, but may naively include reward- and action- irrelevant dynamics that are ultimately unnecessary for learning optimal actions. We introduce state abstractions that target preservation of the difference-of-Q functions, and we propose to learn these abstractions via causal machine learning of the difference-of-Q function and standard statistical sparse learning. Under a nonparametric additive-rewards model, we characterize when decision-centered abstractions are simpler than the full state space, motivating our estimation procedure. We develop a dynamic generalization of the R learner (Nie et al. 2021, Lewis and Syrgkanis 2021) for estimating difference of Q-functions, for discrete-valued actions a, a0. We leverage orthogonal estimation to improve convergence rates, even if the required estimates of Q and behavior policy converge at slower rates and prove consistency of policy optimization under a margin condition. The method can leverage black-box estimators of the Q-function and behavior policy to target estimation of a more structured Q-function contrast, and uses simple squared-loss minimization. We demonstrate variance improvements from our estimator and how our approach enables us to isolate the information needed for sequential decision-making, which can be less than that for state prediction, in simulated data and simulator-augmented real data.