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Chengpeng Hu

Chengpeng Hu appears in the imported research catalog. Authorship, coauthor and topic links are available while profile ownership is still unclaimed.

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Published work

4 published item(s)

preprint2026arXiv

DiPRL: Learning Discrete Programmatic Policies via Architecture Entropy Regularization

Programmatic reinforcement learning (PRL) offers an interpretable alternative to deep reinforcement learning by representing policies as human-readable and -editable programs. While gradient-based methods have been developed to optimize continuous relaxations of programs, they face a significant performance drop when converting the continuous relaxations back into discrete programs. Post-hoc discretization can discard optimized branches and parameters in a program, which results in a collapse of policy expressivity and lowered task performance, leading in turn to a need for additional fine-tuning. To overcome these limitations, we propose Differentiable Discrete Programmatic Reinforcement Learning (DiPRL), a method that learns programmatic policies that become nearly discrete during training, avoiding a separate post-hoc fine-tuning stage. We first analyze the inherent risks of performance drop introduced by post-hoc discretization of gradient-based methods. Then, we introduce programmatic architecture entropy regularization, which enables smooth, differentiable training that encourages convergence toward a discrete program. DiPRL maintains the efficiency of gradient-based optimization while mitigating the risks of post-hoc discretization. Our experiments across multiple discrete and continuous RL tasks demonstrate that DiPRL can achieve strong performance via interpretable programmatic policies.

preprint2026arXiv

Scheduling That Speaks: An Interpretable Programmatic Reinforcement Learning Framework

Deep reinforcement learning (DRL) has recently emerged as a promising approach to solve combinatorial optimization problems such as job shop scheduling. However, the policies learned by DRL are typically represented by deep neural networks (DNNs), whose opaque neural architectures and non-interpretable policy decisions can lead to critical trust and usability concerns for human decision makers. In addition, the computational requirements of DNNs can further hinder practical deployment in resource constrained environments. In this work, we propose ProRL, a novel interpretable programmatic reinforcement learning framework that achieves high-performance scheduling with human-readable and editable programmatic policies (i.e., programs). We first introduce a domain-specific language for scheduling (DSL-S) to represent scheduling strategies as structured programs. ProRL then explores the program space defined by DSL-S using local search to identify incomplete programs, which are subsequently completed by learning their parameters via Bayesian optimization. ProRL learns which scheduling heuristic rules to select, and hence, it naturally incorporates existing heuristics already used in industrial scenarios. Experiments on widely used benchmark instances demonstrate the strong performance of ProRL against existing heuristics and DRL baselines. Furthermore, ProRL performs well under strongly constrained computational resources, such as training with only 100 episodes. Our code is available at https://github.com/HcPlu/ProRL.

preprint2022arXiv

Reinforcement Learning with Dual-Observation for General Video Game Playing

Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The General Video Game AI Learning Competition aims to develop agents capable of learning to play different game levels that were unseen during training. This paper summarises the five years' General Video Game AI Learning Competition editions. At each edition, three new games were designed. The training and test levels were designed separately in the first three editions. Since 2020, three test levels of each game were generated by perturbing or combining two training levels. Then, we present a novel reinforcement learning technique with dual-observation for general video game playing, assuming that it is more likely to observe similar local information in different levels rather than global information. Instead of directly inputting a single, raw pixel-based screenshot of the current game screen, our proposed general technique takes the encoded, transformed global and local observations of the game screen as two simultaneous inputs, aiming at learning local information for playing new levels. Our proposed technique is implemented with three state-of-the-art reinforcement learning algorithms and tested on the game set of the 2020 General Video Game AI Learning Competition. Ablation studies show the outstanding performance of using encoded, transformed global and local observations as input.

preprint2013arXiv

Cellphone based Portable Bacteria Pre-Concentrating microfluidic Sensor and Impedance Sensing System

Portable low-cost sensors and sensing systems for the identification and quantitative measurement of bacteria in field water are critical in preventing drinking water from being contaminated by bacteria. In this article, we reported the design, fabrication and testing of a low-cost, miniaturized and sensitive bacteria sensor based on electrical impedance spectroscopy method using a smartphone as the platform. Our design of microfluidics enabled the pre-concentration of the bacteria which lowered the detection limit to 10 bacterial cells per milliliter. We envision that our demonstrated smartphone-based sensing system will realize highly-sensitive and rapid in-field quantification of multiple species of bacteria and pathogens.