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RL-ABC: Reinforcement Learning for Accelerator Beamline Control
Authors:
Anwar Ibrahim,
Fedor Ratnikov,
Maxim Kaledin,
Alexey Petrenko,
Denis Derkach
Abstract:
Particle accelerator beamline optimization is a high-dimensional control problem traditionally requiring significant expert intervention. We present RLABC (Reinforcement Learning for Accelerator Beamline Control), an open-source Python framework that automatically transforms standard Elegant beamline configurations into reinforcement learning environments. RLABC integrates with the widely-used Ele…
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Particle accelerator beamline optimization is a high-dimensional control problem traditionally requiring significant expert intervention. We present RLABC (Reinforcement Learning for Accelerator Beamline Control), an open-source Python framework that automatically transforms standard Elegant beamline configurations into reinforcement learning environments. RLABC integrates with the widely-used Elegant beam dynamics simulation code via SDDS-based interfaces, enabling researchers to apply modern RL algorithms to beamline optimization with minimal RL-specific development.
The main contribution is a general methodology for formulating beamline tuning as a Markov decision process: RLABC automatically preprocesses lattice files to insert diagnostic watch points before each tunable element, constructs a 57-dimensional state representation from beam statistics, covariance information, and aperture constraints, and provides a configurable reward function for transmission optimization. The framework supports multiple RL algorithms through Stable-Baselines3 compatibility and implements stage learning strategies for improved training efficiency.
Validation on a test beamline derived from the VEPP-5 injection complex (37 control parameters across 11 quadrupoles and 4 dipoles) demonstrates that the framework successfully enables RL-based optimization, with a Deep Deterministic Policy Gradient agent achieving 70.3\% particle transmission -- performance matching established methods such as differential evolution. The framework's stage learning capability allows decomposition of complex optimization problems into manageable subproblems, improving training efficiency. The complete framework, including configuration files and example notebooks, is available as open-source software to facilitate adoption and further research.
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Submitted 21 April, 2026;
originally announced April 2026.
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Entropy-Preserving Reinforcement Learning
Authors:
Aleksei Petrenko,
Ben Lipkin,
Kevin Chen,
Erik Wijmans,
Marco Cusumano-Towner,
Raja Giryes,
Philipp Krähenbühl
Abstract:
Policy gradient algorithms have driven many recent advancements in language model reasoning. An appealing property is their ability to learn from exploration on their own trajectories, a process crucial for fostering diverse and creative solutions. As we show in this paper, many policy gradient algorithms naturally reduce the entropy -- and thus the diversity of explored trajectories -- as part of…
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Policy gradient algorithms have driven many recent advancements in language model reasoning. An appealing property is their ability to learn from exploration on their own trajectories, a process crucial for fostering diverse and creative solutions. As we show in this paper, many policy gradient algorithms naturally reduce the entropy -- and thus the diversity of explored trajectories -- as part of training, yielding a policy increasingly limited in its ability to explore. In this paper, we argue that entropy should be actively monitored and controlled throughout training. We formally analyze the contributions of leading policy gradient objectives on entropy dynamics, identify empirical factors (such as numerical precision) that significantly impact entropy behavior, and propose explicit mechanisms for entropy control. These include REPO, a family of algorithms that modify the advantage function to regulate entropy, and ADAPO, an adaptive asymmetric clipping approach. Models trained with our entropy-preserving methods maintain diversity throughout training, yielding final policies that are more performant and retain their trainability for sequential learning in new environments.
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Submitted 12 March, 2026;
originally announced March 2026.
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Reinforcement Learning for Accelerator Beamline Control: a simulation-based approach
Authors:
Anwar Ibrahim,
Alexey Petrenko,
Maxim Kaledin,
Ehab Suleiman,
Fedor Ratnikov,
Denis Derkach
Abstract:
Particle accelerators play a pivotal role in advancing scientific research, yet optimizing beamline configurations to maximize particle transmission remains a labor-intensive task requiring expert intervention. In this work, we introduce RLABC (Reinforcement Learning for Accelerator Beamline Control), a Python-based library that reframes beamline optimization as a reinforcement learning (RL) probl…
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Particle accelerators play a pivotal role in advancing scientific research, yet optimizing beamline configurations to maximize particle transmission remains a labor-intensive task requiring expert intervention. In this work, we introduce RLABC (Reinforcement Learning for Accelerator Beamline Control), a Python-based library that reframes beamline optimization as a reinforcement learning (RL) problem. Leveraging the Elegant simulation framework, RLABC automates the creation of an RL environment from standard lattice and element input files, enabling sequential tuning of magnets to minimize particle losses. We define a comprehensive state representation capturing beam statistics, actions for adjusting magnet parameters, and a reward function focused on transmission efficiency. Employing the Deep Deterministic Policy Gradient (DDPG) algorithm, we demonstrate RLABC's efficacy on two beamlines, achieving transmission rates of 94% and 91%, comparable to expert manual optimizations. This approach bridges accelerator physics and machine learning, offering a versatile tool for physicists and RL researchers alike to streamline beamline tuning.
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Submitted 18 October, 2025;
originally announced October 2025.
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Optimisation of the Accelerator Control by Reinforcement Learning: A Simulation-Based Approach
Authors:
Anwar Ibrahim,
Denis Derkach,
Alexey Petrenko,
Fedor Ratnikov,
Maxim Kaledin
Abstract:
Optimizing accelerator control is a critical challenge in experimental particle physics, requiring significant manual effort and resource expenditure. Traditional tuning methods are often time-consuming and reliant on expert input, highlighting the need for more efficient approaches. This study aims to create a simulation-based framework integrated with Reinforcement Learning (RL) to address these…
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Optimizing accelerator control is a critical challenge in experimental particle physics, requiring significant manual effort and resource expenditure. Traditional tuning methods are often time-consuming and reliant on expert input, highlighting the need for more efficient approaches. This study aims to create a simulation-based framework integrated with Reinforcement Learning (RL) to address these challenges. Using \texttt{Elegant} as the simulation backend, we developed a Python wrapper that simplifies the interaction between RL algorithms and accelerator simulations, enabling seamless input management, simulation execution, and output analysis.
The proposed RL framework acts as a co-pilot for physicists, offering intelligent suggestions to enhance beamline performance, reduce tuning time, and improve operational efficiency. As a proof of concept, we demonstrate the application of our RL approach to an accelerator control problem and highlight the improvements in efficiency and performance achieved through our methodology. We discuss how the integration of simulation tools with a Python-based RL framework provides a powerful resource for the accelerator physics community, showcasing the potential of machine learning in optimizing complex physical systems.
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Submitted 12 March, 2025;
originally announced March 2025.
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Robust Autonomy Emerges from Self-Play
Authors:
Marco Cusumano-Towner,
David Hafner,
Alex Hertzberg,
Brody Huval,
Aleksei Petrenko,
Eugene Vinitsky,
Erik Wijmans,
Taylor Killian,
Stuart Bowers,
Ozan Sener,
Philipp Krähenbühl,
Vladlen Koltun
Abstract:
Self-play has powered breakthroughs in two-player and multi-player games. Here we show that self-play is a surprisingly effective strategy in another domain. We show that robust and naturalistic driving emerges entirely from self-play in simulation at unprecedented scale -- 1.6~billion~km of driving. This is enabled by Gigaflow, a batched simulator that can synthesize and train on 42 years of subj…
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Self-play has powered breakthroughs in two-player and multi-player games. Here we show that self-play is a surprisingly effective strategy in another domain. We show that robust and naturalistic driving emerges entirely from self-play in simulation at unprecedented scale -- 1.6~billion~km of driving. This is enabled by Gigaflow, a batched simulator that can synthesize and train on 42 years of subjective driving experience per hour on a single 8-GPU node. The resulting policy achieves state-of-the-art performance on three independent autonomous driving benchmarks. The policy outperforms the prior state of the art when tested on recorded real-world scenarios, amidst human drivers, without ever seeing human data during training. The policy is realistic when assessed against human references and achieves unprecedented robustness, averaging 17.5 years of continuous driving between incidents in simulation.
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Submitted 5 February, 2025;
originally announced February 2025.
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Reinforcement Learning for Long-Horizon Interactive LLM Agents
Authors:
Kevin Chen,
Marco Cusumano-Towner,
Brody Huval,
Aleksei Petrenko,
Jackson Hamburger,
Vladlen Koltun,
Philipp Krähenbühl
Abstract:
Interactive digital agents (IDAs) leverage APIs of stateful digital environments to perform tasks in response to user requests. While IDAs powered by instruction-tuned large language models (LLMs) can react to feedback from interface invocations in multi-step exchanges, they have not been trained in their respective digital environments. Prior methods accomplish less than half of tasks in sophisti…
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Interactive digital agents (IDAs) leverage APIs of stateful digital environments to perform tasks in response to user requests. While IDAs powered by instruction-tuned large language models (LLMs) can react to feedback from interface invocations in multi-step exchanges, they have not been trained in their respective digital environments. Prior methods accomplish less than half of tasks in sophisticated benchmarks such as AppWorld. We present a reinforcement learning (RL) approach that trains IDAs directly in their target environments. We formalize this training as a partially observable Markov decision process and derive LOOP, a data- and memory-efficient variant of proximal policy optimization. LOOP uses no value network and maintains exactly one copy of the underlying LLM in memory, making its implementation straightforward and as memory-efficient as fine-tuning a single LLM. A 32-billion-parameter agent trained with LOOP in the AppWorld environment outperforms the much larger OpenAI o1 agent by 9 percentage points (15% relative). To our knowledge, this is the first reported application of RL to IDAs that interact with a stateful, multi-domain, multi-app environment via direct API calls. Our analysis sheds light on the effectiveness of RL in this area, showing that the agent learns to consult the API documentation, avoid unwarranted assumptions, minimize confabulation, and recover from setbacks.
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Submitted 8 March, 2025; v1 submitted 3 February, 2025;
originally announced February 2025.
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QuadSwarm: A Modular Multi-Quadrotor Simulator for Deep Reinforcement Learning with Direct Thrust Control
Authors:
Zhehui Huang,
Sumeet Batra,
Tao Chen,
Rahul Krupani,
Tushar Kumar,
Artem Molchanov,
Aleksei Petrenko,
James A. Preiss,
Zhaojing Yang,
Gaurav S. Sukhatme
Abstract:
Reinforcement learning (RL) has shown promise in creating robust policies for robotics tasks. However, contemporary RL algorithms are data-hungry, often requiring billions of environment transitions to train successful policies. This necessitates the use of fast and highly-parallelizable simulators. In addition to speed, such simulators need to model the physics of the robots and their interaction…
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Reinforcement learning (RL) has shown promise in creating robust policies for robotics tasks. However, contemporary RL algorithms are data-hungry, often requiring billions of environment transitions to train successful policies. This necessitates the use of fast and highly-parallelizable simulators. In addition to speed, such simulators need to model the physics of the robots and their interaction with the environment to a level acceptable for transferring policies learned in simulation to reality. We present QuadSwarm, a fast, reliable simulator for research in single and multi-robot RL for quadrotors that addresses both issues. QuadSwarm, with fast forward-dynamics propagation decoupled from rendering, is designed to be highly parallelizable such that throughput scales linearly with additional compute. It provides multiple components tailored toward multi-robot RL, including diverse training scenarios, and provides domain randomization to facilitate the development and sim2real transfer of multi-quadrotor control policies. Initial experiments suggest that QuadSwarm achieves over 48,500 simulation samples per second (SPS) on a single quadrotor and over 62,000 SPS on eight quadrotors on a 16-core CPU. The code can be found in https://github.com/Zhehui-Huang/quad-swarm-rl.
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Submitted 15 June, 2023;
originally announced June 2023.
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Proximal Policy Gradient Arborescence for Quality Diversity Reinforcement Learning
Authors:
Sumeet Batra,
Bryon Tjanaka,
Matthew C. Fontaine,
Aleksei Petrenko,
Stefanos Nikolaidis,
Gaurav Sukhatme
Abstract:
Training generally capable agents that thoroughly explore their environment and learn new and diverse skills is a long-term goal of robot learning. Quality Diversity Reinforcement Learning (QD-RL) is an emerging research area that blends the best aspects of both fields -- Quality Diversity (QD) provides a principled form of exploration and produces collections of behaviorally diverse agents, while…
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Training generally capable agents that thoroughly explore their environment and learn new and diverse skills is a long-term goal of robot learning. Quality Diversity Reinforcement Learning (QD-RL) is an emerging research area that blends the best aspects of both fields -- Quality Diversity (QD) provides a principled form of exploration and produces collections of behaviorally diverse agents, while Reinforcement Learning (RL) provides a powerful performance improvement operator enabling generalization across tasks and dynamic environments. Existing QD-RL approaches have been constrained to sample efficient, deterministic off-policy RL algorithms and/or evolution strategies, and struggle with highly stochastic environments. In this work, we, for the first time, adapt on-policy RL, specifically Proximal Policy Optimization (PPO), to the Differentiable Quality Diversity (DQD) framework and propose additional improvements over prior work that enable efficient optimization and discovery of novel skills on challenging locomotion tasks. Our new algorithm, Proximal Policy Gradient Arborescence (PPGA), achieves state-of-the-art results, including a 4x improvement in best reward over baselines on the challenging humanoid domain.
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Submitted 29 January, 2024; v1 submitted 23 May, 2023;
originally announced May 2023.
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DexPBT: Scaling up Dexterous Manipulation for Hand-Arm Systems with Population Based Training
Authors:
Aleksei Petrenko,
Arthur Allshire,
Gavriel State,
Ankur Handa,
Viktor Makoviychuk
Abstract:
In this work, we propose algorithms and methods that enable learning dexterous object manipulation using simulated one- or two-armed robots equipped with multi-fingered hand end-effectors. Using a parallel GPU-accelerated physics simulator (Isaac Gym), we implement challenging tasks for these robots, including regrasping, grasp-and-throw, and object reorientation. To solve these problems we introd…
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In this work, we propose algorithms and methods that enable learning dexterous object manipulation using simulated one- or two-armed robots equipped with multi-fingered hand end-effectors. Using a parallel GPU-accelerated physics simulator (Isaac Gym), we implement challenging tasks for these robots, including regrasping, grasp-and-throw, and object reorientation. To solve these problems we introduce a decentralized Population-Based Training (PBT) algorithm that allows us to massively amplify the exploration capabilities of deep reinforcement learning. We find that this method significantly outperforms regular end-to-end learning and is able to discover robust control policies in challenging tasks. Video demonstrations of learned behaviors and the code can be found at https://sites.google.com/view/dexpbt
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Submitted 20 May, 2023;
originally announced May 2023.
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DeXtreme: Transfer of Agile In-hand Manipulation from Simulation to Reality
Authors:
Ankur Handa,
Arthur Allshire,
Viktor Makoviychuk,
Aleksei Petrenko,
Ritvik Singh,
Jingzhou Liu,
Denys Makoviichuk,
Karl Van Wyk,
Alexander Zhurkevich,
Balakumar Sundaralingam,
Yashraj Narang,
Jean-Francois Lafleche,
Dieter Fox,
Gavriel State
Abstract:
Recent work has demonstrated the ability of deep reinforcement learning (RL) algorithms to learn complex robotic behaviours in simulation, including in the domain of multi-fingered manipulation. However, such models can be challenging to transfer to the real world due to the gap between simulation and reality. In this paper, we present our techniques to train a) a policy that can perform robust de…
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Recent work has demonstrated the ability of deep reinforcement learning (RL) algorithms to learn complex robotic behaviours in simulation, including in the domain of multi-fingered manipulation. However, such models can be challenging to transfer to the real world due to the gap between simulation and reality. In this paper, we present our techniques to train a) a policy that can perform robust dexterous manipulation on an anthropomorphic robot hand and b) a robust pose estimator suitable for providing reliable real-time information on the state of the object being manipulated. Our policies are trained to adapt to a wide range of conditions in simulation. Consequently, our vision-based policies significantly outperform the best vision policies in the literature on the same reorientation task and are competitive with policies that are given privileged state information via motion capture systems. Our work reaffirms the possibilities of sim-to-real transfer for dexterous manipulation in diverse kinds of hardware and simulator setups, and in our case, with the Allegro Hand and Isaac Gym GPU-based simulation. Furthermore, it opens up possibilities for researchers to achieve such results with commonly-available, affordable robot hands and cameras. Videos of the resulting policy and supplementary information, including experiments and demos, can be found at https://dextreme.org/
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Submitted 2 January, 2024; v1 submitted 24 October, 2022;
originally announced October 2022.
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Advancing Hybrid Quantum-Classical Computation with Real-Time Execution
Authors:
Thomas Lubinski,
Cassandra Granade,
Amos Anderson,
Alan Geller,
Martin Roetteler,
Andrei Petrenko,
Bettina Heim
Abstract:
The use of mid-circuit measurement and qubit reset within quantum programs has been introduced recently and several applications demonstrated that perform conditional branching based on these measurements. In this work, we go a step further and describe a next-generation implementation of classical computation embedded within quantum programs that enables the real-time calculation and adjustment o…
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The use of mid-circuit measurement and qubit reset within quantum programs has been introduced recently and several applications demonstrated that perform conditional branching based on these measurements. In this work, we go a step further and describe a next-generation implementation of classical computation embedded within quantum programs that enables the real-time calculation and adjustment of program variables based on the mid-circuit state of measured qubits. A full-featured Quantum Intermediate Representation (QIR) model is used to describe the quantum circuit including its embedded classical computation. This integrated approach eliminates the need to evaluate and store a potentially prohibitive volume of classical data within the quantum program in order to explore multiple solution paths. It enables a new type of quantum algorithm that requires fewer round-trips between an external classical driver program and the execution of the quantum program, significantly reducing computational latency, as much of the classical computation can be performed during the coherence time of quantum program execution. We review practical challenges to implementing this approach along with developments underway to address these challenges. An implementation of this novel and powerful quantum programming pattern, a random walk phase estimation algorithm, is demonstrated on a physical quantum computer with an analysis of its benefits and feasibility as compared to existing quantum computing methods.
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Submitted 26 June, 2022;
originally announced June 2022.
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Decentralized Control of Quadrotor Swarms with End-to-end Deep Reinforcement Learning
Authors:
Sumeet Batra,
Zhehui Huang,
Aleksei Petrenko,
Tushar Kumar,
Artem Molchanov,
Gaurav S. Sukhatme
Abstract:
We demonstrate the possibility of learning drone swarm controllers that are zero-shot transferable to real quadrotors via large-scale multi-agent end-to-end reinforcement learning. We train policies parameterized by neural networks that are capable of controlling individual drones in a swarm in a fully decentralized manner. Our policies, trained in simulated environments with realistic quadrotor p…
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We demonstrate the possibility of learning drone swarm controllers that are zero-shot transferable to real quadrotors via large-scale multi-agent end-to-end reinforcement learning. We train policies parameterized by neural networks that are capable of controlling individual drones in a swarm in a fully decentralized manner. Our policies, trained in simulated environments with realistic quadrotor physics, demonstrate advanced flocking behaviors, perform aggressive maneuvers in tight formations while avoiding collisions with each other, break and re-establish formations to avoid collisions with moving obstacles, and efficiently coordinate in pursuit-evasion tasks. We analyze, in simulation, how different model architectures and parameters of the training regime influence the final performance of neural swarms. We demonstrate the successful deployment of the model learned in simulation to highly resource-constrained physical quadrotors performing station keeping and goal swapping behaviors. Code and video demonstrations are available on the project website at https://sites.google.com/view/swarm-rl.
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Submitted 20 November, 2021; v1 submitted 16 September, 2021;
originally announced September 2021.
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Megaverse: Simulating Embodied Agents at One Million Experiences per Second
Authors:
Aleksei Petrenko,
Erik Wijmans,
Brennan Shacklett,
Vladlen Koltun
Abstract:
We present Megaverse, a new 3D simulation platform for reinforcement learning and embodied AI research. The efficient design of our engine enables physics-based simulation with high-dimensional egocentric observations at more than 1,000,000 actions per second on a single 8-GPU node. Megaverse is up to 70x faster than DeepMind Lab in fully-shaded 3D scenes with interactive objects. We achieve this…
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We present Megaverse, a new 3D simulation platform for reinforcement learning and embodied AI research. The efficient design of our engine enables physics-based simulation with high-dimensional egocentric observations at more than 1,000,000 actions per second on a single 8-GPU node. Megaverse is up to 70x faster than DeepMind Lab in fully-shaded 3D scenes with interactive objects. We achieve this high simulation performance by leveraging batched simulation, thereby taking full advantage of the massive parallelism of modern GPUs. We use Megaverse to build a new benchmark that consists of several single-agent and multi-agent tasks covering a variety of cognitive challenges. We evaluate model-free RL on this benchmark to provide baselines and facilitate future research. The source code is available at https://www.megaverse.info
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Submitted 20 July, 2021; v1 submitted 16 July, 2021;
originally announced July 2021.
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Agents that Listen: High-Throughput Reinforcement Learning with Multiple Sensory Systems
Authors:
Shashank Hegde,
Anssi Kanervisto,
Aleksei Petrenko
Abstract:
Humans and other intelligent animals evolved highly sophisticated perception systems that combine multiple sensory modalities. On the other hand, state-of-the-art artificial agents rely mostly on visual inputs or structured low-dimensional observations provided by instrumented environments. Learning to act based on combined visual and auditory inputs is still a new topic of research that has not b…
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Humans and other intelligent animals evolved highly sophisticated perception systems that combine multiple sensory modalities. On the other hand, state-of-the-art artificial agents rely mostly on visual inputs or structured low-dimensional observations provided by instrumented environments. Learning to act based on combined visual and auditory inputs is still a new topic of research that has not been explored beyond simple scenarios. To facilitate progress in this area we introduce a new version of VizDoom simulator to create a highly efficient learning environment that provides raw audio observations. We study the performance of different model architectures in a series of tasks that require the agent to recognize sounds and execute instructions given in natural language. Finally, we train our agent to play the full game of Doom and find that it can consistently defeat a traditional vision-based adversary. We are currently in the process of merging the augmented simulator with the main ViZDoom code repository. Video demonstrations and experiment code can be found at https://sites.google.com/view/sound-rl.
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Submitted 5 July, 2021;
originally announced July 2021.
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Large Batch Simulation for Deep Reinforcement Learning
Authors:
Brennan Shacklett,
Erik Wijmans,
Aleksei Petrenko,
Manolis Savva,
Dhruv Batra,
Vladlen Koltun,
Kayvon Fatahalian
Abstract:
We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work, realizing end-to-end training speeds of over 19,000 frames of experience per second on a single GPU and up to 72,000 frames per second on a single eight-GPU machine. The key idea of our approach is to design a 3D renderer and embodied navigation simulator around…
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We accelerate deep reinforcement learning-based training in visually complex 3D environments by two orders of magnitude over prior work, realizing end-to-end training speeds of over 19,000 frames of experience per second on a single GPU and up to 72,000 frames per second on a single eight-GPU machine. The key idea of our approach is to design a 3D renderer and embodied navigation simulator around the principle of "batch simulation": accepting and executing large batches of requests simultaneously. Beyond exposing large amounts of work at once, batch simulation allows implementations to amortize in-memory storage of scene assets, rendering work, data loading, and synchronization costs across many simulation requests, dramatically improving the number of simulated agents per GPU and overall simulation throughput. To balance DNN inference and training costs with faster simulation, we also build a computationally efficient policy DNN that maintains high task performance, and modify training algorithms to maintain sample efficiency when training with large mini-batches. By combining batch simulation and DNN performance optimizations, we demonstrate that PointGoal navigation agents can be trained in complex 3D environments on a single GPU in 1.5 days to 97% of the accuracy of agents trained on a prior state-of-the-art system using a 64-GPU cluster over three days. We provide open-source reference implementations of our batch 3D renderer and simulator to facilitate incorporation of these ideas into RL systems.
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Submitted 11 March, 2021;
originally announced March 2021.
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Sample Factory: Egocentric 3D Control from Pixels at 100000 FPS with Asynchronous Reinforcement Learning
Authors:
Aleksei Petrenko,
Zhehui Huang,
Tushar Kumar,
Gaurav Sukhatme,
Vladlen Koltun
Abstract:
Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve t…
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Increasing the scale of reinforcement learning experiments has allowed researchers to achieve unprecedented results in both training sophisticated agents for video games, and in sim-to-real transfer for robotics. Typically such experiments rely on large distributed systems and require expensive hardware setups, limiting wider access to this exciting area of research. In this work we aim to solve this problem by optimizing the efficiency and resource utilization of reinforcement learning algorithms instead of relying on distributed computation. We present the "Sample Factory", a high-throughput training system optimized for a single-machine setting. Our architecture combines a highly efficient, asynchronous, GPU-based sampler with off-policy correction techniques, allowing us to achieve throughput higher than $10^5$ environment frames/second on non-trivial control problems in 3D without sacrificing sample efficiency. We extend Sample Factory to support self-play and population-based training and apply these techniques to train highly capable agents for a multiplayer first-person shooter game. The source code is available at https://github.com/alex-petrenko/sample-factory
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Submitted 22 June, 2020; v1 submitted 21 June, 2020;
originally announced June 2020.
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Proceedings Tenth Workshop on Model Based Testing
Authors:
Nikolay Pakulin,
Alexander K. Petrenko,
Bernd-Holger Schlingloff
Abstract:
The workshop is devoted to model-based testing of both software and hardware. Model-based testing uses models describing the required behavior of the system under consideration to guide such efforts as test selection and test results evaluation. Testing validates the real system behavior against models and checks that the implementation conforms to them, but is capable also to find errors in the m…
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The workshop is devoted to model-based testing of both software and hardware. Model-based testing uses models describing the required behavior of the system under consideration to guide such efforts as test selection and test results evaluation. Testing validates the real system behavior against models and checks that the implementation conforms to them, but is capable also to find errors in the models themselves.
The intent of this workshop is to bring together researchers and users of model-based testing techniques and tools to discuss the state of the art in theory, applications, tools, and industrialization of model-based testing and related domains.
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Submitted 8 April, 2015;
originally announced April 2015.
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Generating Complete and Finite Test Suite for ioco: Is It Possible?
Authors:
Adenilso Simao,
Alexandre Petrenko
Abstract:
Testing from Input/Output Transition Systems has been intensely investigated. The conformance between the implementation and the specification is often determined by the so-called ioco-relation. However, generating tests for ioco is usually hindered by the problem of conflicts between inputs and outputs. Moreover, the generation is mainly based on nondeterministic methods, which may deliver comple…
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Testing from Input/Output Transition Systems has been intensely investigated. The conformance between the implementation and the specification is often determined by the so-called ioco-relation. However, generating tests for ioco is usually hindered by the problem of conflicts between inputs and outputs. Moreover, the generation is mainly based on nondeterministic methods, which may deliver complete test suites but require an unbounded number of executions. In this paper, we investigate whether it is possible to construct a finite test suite which is complete in a predefined fault domain for the classical ioco relation even in the presence of input/output conflicts. We demonstrate that it is possible under certain assumptions about the specification and implementation, by proposing a method for complete test generation, based on a traditional method developed for FSM.
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Submitted 27 March, 2014;
originally announced March 2014.
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Proceedings Ninth Workshop on Model-Based Testing
Authors:
Holger Schlingloff,
Alexander K. Petrenko
Abstract:
This volume contains the proceedings of the Ninth Workshop on Model-Based Testing (MBT 2014), which was held in Grenoble, France on April 6, 2014 as a satellite workshop of the European Joint Conferences on Theory and Practice of Software (ETAPS 2014).
This volume contains the proceedings of the Ninth Workshop on Model-Based Testing (MBT 2014), which was held in Grenoble, France on April 6, 2014 as a satellite workshop of the European Joint Conferences on Theory and Practice of Software (ETAPS 2014).
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Submitted 27 March, 2014;
originally announced March 2014.
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Proceedings Eighth Workshop on Model-Based Testing
Authors:
Alexander K. Petrenko,
Holger Schlingloff
Abstract:
This volume contains the proceedings of the Eighth Workshop on Model-Based Testing (MBT 2013), which was held on March 17, 2013 in Rome, Italy, as a satellite event of the European Joint Conferences on Theory and Practice of Software, ETAPS 2013.
The workshop is devoted to model-based testing of both software and hardware. Model-based testing uses models describing the required behavior of the s…
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This volume contains the proceedings of the Eighth Workshop on Model-Based Testing (MBT 2013), which was held on March 17, 2013 in Rome, Italy, as a satellite event of the European Joint Conferences on Theory and Practice of Software, ETAPS 2013.
The workshop is devoted to model-based testing of both software and hardware. Model-based testing uses models describing the required behavior of the system under consideration to guide such efforts as test selection and test results evaluation. Testing validates the real system behavior against models and checks that the implementation conforms to them, but is capable also to find errors in the models themselves.
The first MBT workshop was held in 2004, in Barcelona. At that time MBT already had become a hot topic, but the MBT workshop was the first event devoted mostly to this domain. Since that time the area has generated enormous scientific interest, and today there are several specialized workshops and more broad conferences on software and hardware design and quality assurance covering model based testing. MBT has become one of the most powerful system analysis tools, one of the latest cutting-edge topics related is applying MBT in security analysis and testing. MBT workshop tries to keep up with current trends.
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Submitted 2 March, 2013;
originally announced March 2013.
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Proceedings 7th Workshop on Model-Based Testing
Authors:
Alexander K. Petrenko,
Holger Schlingloff
Abstract:
This volume contains the proceedings of the Seventh Workshop on Model-Based Testing (MBT 2012), which was held on 25 March, 2012 in Tallinn, Estonia, as a satellite event of the European Joint Conferences on Theory and Practice of Software, ETAPS 2012.
The workshop is devoted to model-based testing of both software and hardware. Model-based testing uses models describing the required behavior o…
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This volume contains the proceedings of the Seventh Workshop on Model-Based Testing (MBT 2012), which was held on 25 March, 2012 in Tallinn, Estonia, as a satellite event of the European Joint Conferences on Theory and Practice of Software, ETAPS 2012.
The workshop is devoted to model-based testing of both software and hardware. Model-based testing uses models describing the required behavior of the system under consideration to guide such efforts as test selection and test results evaluation. Testing validates the real system behavior against models and checks that the implementation conforms to them, but is capable also to find errors in the models themselves.
The first MBT workshop was held in 2004, in Barcelona. At that time MBT already had become a hot topic, but the MBT workshop was the first event devoted mostly to this topic. Since that time the area has generated enormous scientific interest, and today there are several specialized workshops and more broad conferences on software and hardware design and quality assurance covering model based testing. MBT has become one of the most powerful system analysis tools, one of the latest hot topic related is applying MBT in security analysis and testing. MBT workshop tries to keep up with current trends. In 2012 "industrial paper" category was added to the program and two industrial papers were accepted by the program committee.
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Submitted 27 February, 2012;
originally announced February 2012.