Sparse triangular solve (SpTRSV) is a fundamental kernel in numerous scientific and engineering applications. However, the data dependencies inherent in sparse triangular matrices significantly limit the available parallelism and make efficient workload distribution challenging. Recent graph transformation techniques address these limitations by modifying the dependency graph of the input matrix to improve parallel execution. Existing graph transformation strategies, however, rely on manually designed heuristics, making their development and adaptation to different optimization objectives challenging. This work proposes a reinforcement learning-guided graph transformation framework for SpTRSV, in which graph transformation is formulated as a sequential decision-making problem and an RL agent learns matrix-dependent transformation policies. Experimental results on real-world sparse matrices demonstrate level reductions of up to 94% and reductions of up to 80% in the coefficient of variation of level costs, while modifying only 1.50% of the rows in the highest case. On average, the RL- guided graph transformation achieves a 23% reduction in the number of levels and a 29% reduction in the coefficient of variation of level costs while rewriting only 0.82% of the matrix rows. Although the heuristic strategies generally achieve more aggressive level reduction(between 31% and 46%), the RL-based approach achieves the largest average reduction in the coefficient of variation of level costs, demonstrating its ability to balance competing graph transformation objectives. The results further show that the learned policies can be transferred to previously unseen matrices through curriculum learning and fine-tuning, while zero-shot experiments provide insights into the limitations of generalizing graph transformation policies across different sparsity patterns.
Policy regularization in offline reinforcement learning balances policy improvement against reliance on uncertain value estimates. This balance can differ between selecting actions for execution and supplying actions for critic bootstrapping, yet methods such as TD3+BC couple these roles through a shared policy. We propose Role-Adaptive Policy Optimization (RAPO), which adapts policy-update coefficients according to their roles in value learning and execution. RAPO learns these coefficients by differentiating through candidate policy updates formed using the base algorithm's actor objective. For TD3+BC, RAPO separates bootstrap and execution actors and adapts their coefficients independently: the bootstrap objective penalizes policy-induced changes in target values, while the execution objective evaluates a local policy-improvement surrogate. For IQL, whose value learning is already independent of the execution actor, RAPO preserves the original value updates and adapts only the inverse temperature in advantage-weighted policy extraction. Experiments on D4RL locomotion and AntMaze tasks show improvements over both base algorithms, with larger gains for TD3+BC, whose RAPO instantiation outperforms baselines on average.
Assine o Pro, sem anúncios
Faça upgrade para uma leitura sem interrupções e acesso prioritário a novas fontes.
Power-law learning curves are often treated as fixed properties of a model and its data, although learning-rate and batch-size schedules can change the observed loss. We study this dependence in noisy online SGD with linear random features. Conditional on the representation, an exact Volterra equation separates two response components: a forcing term that propagates unresolved target error and a memory kernel that propagates stochastic-error injections. We prove that either component follows a power law if and only if its cumulative weighted spectral mass has the corresponding low-spectrum scaling; individual eigenvalues and target coefficients need not obey coordinatewise power laws. Under a joint schedule, intrinsic time $T_t=_{s
We establish an exponential iteration lower bound in the number of states for Howard's policy iteration on deterministic discounted Markov decision processes, with at most two actions per state. This rules out strong polynomiality of Howard's policy iteration when the discount factor is part of the input and yields an exponential separation from the simplex method with Dantzig's pivoting rule, which is proved to be strongly polynomial on this class. Even when each reward is restricted to logarithmic bit length, we obtain a stretched-exponential iteration lower bound. The gap between Howard's decentralized and simultaneous selfish improvements and Dantzig's coordinated selection of a single action with the largest gain across all states reveals a ``price'' of algorithmic anarchy.
Compact regulatory DNA can free up space in vector payloads, reduce synthesis and assay burden, and expose which sequence features drive predicted activity. Yet most model-based nucleic-acid designers optimize fixed-length sequences through substitutions; they do not ask which bases of an existing functional element can be removed while retaining predicted activity. We define the task of sequence slimming as selecting an exact-length, order-preserving subsequence while retaining activity. Modeled on the design benchmark NucleoBench, we propose a quantitative evaluation for slimming that balances sequence reduction with maintaining function. Each slimmer must return both the subsequence and its source indices, which can be used to verify that the slimmer obeyed task requirements. To our knowledge, this is the first dedicated benchmark of this deletion-only problem. The coding agent Empirical Research Assistant (ERA) then searched over executable designer programs. ERA received the task prompt and a successful substitution-only designer GrAdaBeam as a starting program, and it modified the designer to produce GRADASLIM. We report held-out evaluations for five transcription-factor binding targets, comparing random, greedy, and ERA-guided slimming at 400 and 100 bp. ERA has the highest mean in 9/10 settings. Paired bootstrap intervals for ERA minus greedy are above zero in all five 400-bp settings, below zero in one 100-bp setting, and overlap zero in the remaining four.
Extreme heat is where urban adaptation needs kilometer-scale data the most, but the simulations training a downscaler can cost more than they save, and how much is needed has not been identified. We measured it with CASPER, a U-Net with a structure-preserving loss downscaling 32 km reanalysis to 1 km temperature, humidity and wind, across 24 configurations of one to eight months. Held-out error grows linearly with climatological distance to the training data, RMSE = 0.83 + 2.95 d, explaining 90% of its variance against 7% for volume and predicting unseen months in advance. On held-out extreme summer weeks CASPER preserves the fine-scale structure and cross-variable physics that matched-budget baselines degrade, and matches station observations during documented heat waves to within 1.8 K. Transfer to a new region degrades geographically; 11 days of local simulation cuts Vancouver's held-out error from 3.8 to 1.3 K. Training periods should span the target climate: the same accuracy for four times less simulation, putting kilometer-scale downscaling of extreme heat within reach of groups without large computing facilities.
We present Game-Guided Skill Discovery (GGSD), a framework that uses self-play in games to discover motor skills that are directly playable by humans. Playable skills provide a compact abstraction for controlling embodied agents through a small set of learned behaviors rather than low-level actions. To be effective, these skills should be semantically distinct, interpretable, and expressive; properties that existing unsupervised skill-discovery methods often fail to achieve simultaneously. GGSD achieves these desiderata by grounding skill discovery in competitive gameplay. A hierarchical agent competes against its past selves, with a high-level policy selecting from a small discrete skill set and a skill-conditioned low-level policy learning the corresponding behaviors. After training, a human can replace the high-level policy and directly control the agent through the same discrete skills. Despite the small number of high-level actions, skill transitions give rise to emergent combo behaviors, expanding expressivity beyond individual primitives. Across Ant, Franka-arm, and Unitree G1 environments, we show that GGSD produces human-playable skills that humans can compose to solve unseen tasks, such as Maze and CubePush, without additional training. An interactive demo is available at https://ggsd-demo.github.io.
Mastering robot manipulation skills via reinforcement learning (RL) remains largely sample-inefficient. The most common RL algorithms rely on random action sampling to discover new strategies, resulting in agents that allocate most of their training budget to motions in free space, away from the contacts from which manipulation skills emerge. Existing intrinsic motivation methods based on model disagreement or epistemic uncertainty improve on isotropic noise, but they can also reward uncertainty in functionally irrelevant transitions, such as erratic motions in free space. In this work, we argue that tactile feedback provides a natural signal for exploration, and introduce TacEx, a framework that incorporates touch into epistemic uncertainty-driven exploration by decomposing model uncertainty across sensory modalities and directing curiosity toward the tactile channel. By anchoring curiosity to the sense of touch, TacEx drives the robot to discover complex contact dynamics, learning to manipulate and grasp objects without task rewards or expert demonstrations during exploration. The interaction-dense dataset collected through this tactile-driven curiosity supports offline learning of downstream pick-and-place policies without additional environment interaction. We further use tactile-driven exploration to post-train vision-language-action (VLA) models. Although the VLAs are initially pre-trained without tactile feedback, post-training with TacEx substantially improves downstream performance while remaining highly sample-efficient.
Meta says its Muse AI agent cannot access a user’s Messages without explicit permission, disputing a journalist’s account that the agent read his private messages…
By launching an AI agent for food ordering, DoorDash is looking to gain an edge over rivals Uber Eats and Grubhub.
"One of the biggest reasons we are winning against robotics companies is because we are not a robotics company."
Instinct is rolling out human-curated product and travel recommendations, but some users aren’t happy about getting suggestions they never asked for.
This technical how-to builds a conversational claims assistant on Amazon Bedrock Knowledge Bases that answers natural-language questions with citations. It covers ingesting claim documents from Amazon S3, querying with the AgenticRetrieveStream API, multi-turn follow-ups, metadata filters, and contextual grounding guardrails.
Amazon Bedrock AgentCore Runtime Instances gives multi-agent workflows AWS managed EC2 infrastructure with GPUs, persistent volumes, and multi-day sessions. In this post, we deploy a three-agent music production pipeline where the agents colocate on one GPU instance, share a filesystem, and hand work to each other to produce a finished track.