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Shalabh Bhatnagar

Shalabh Bhatnagar contributes to research discovery and scholarly infrastructure.

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Published work

11 published item(s)

preprint2026arXiv

Policy Gradient Methods for Non-Markovian Reinforcement Learning

We study policy gradient methods for reinforcement learning in non-Markovian decision processes (NMDPs), where observations and rewards depend on the entire interaction history. To handle this dependence, the agent maintains an internal state that is recursively updated to provide a compact summary of past observations and actions. In contrast to approaches that treat the agent state dynamics as fixed or learn it via predictive objectives, we propose a reward-centric formulation that jointly optimizes the agent state dynamics and the control policy to maximize the expected cumulative reward. To this end, we consider a class of Agent State-Markov (ASM) policies, comprising an agent state dynamics and a control policy that maps the agent state to actions. We establish a novel policy gradient theorem for ASM policies, extending the classical policy gradient results from the Markovian setting to episodic and infinite-horizon discounted NMDPs. Building on this gradient expression, we propose the Agent State-Markov Policy Gradient (ASMPG) algorithm, which leverages the recursive structure of the agent state dynamics for efficient optimization. We establish finite-time and almost sure convergence guarantees, and empirically demonstrate that, on a range of non-Markovian tasks, ASMPG outperforms baselines that learn state representations via predictive objectives.

preprint2022arXiv

A Generalized Minimax Q-learning Algorithm for Two-Player Zero-Sum Stochastic Games

We consider the problem of two-player zero-sum games. This problem is formulated as a min-max Markov game in the literature. The solution of this game, which is the min-max payoff, starting from a given state is called the min-max value of the state. In this work, we compute the solution of the two-player zero-sum game utilizing the technique of successive relaxation that has been successfully applied in the literature to compute a faster value iteration algorithm in the context of Markov Decision Processes. We extend the concept of successive relaxation to the setting of two-player zero-sum games. We show that, under a special structure on the game, this technique facilitates faster computation of the min-max value of the states. We then derive a generalized minimax Q-learning algorithm that computes the optimal policy when the model information is not known. Finally, we prove the convergence of the proposed generalized minimax Q-learning algorithm utilizing stochastic approximation techniques, under an assumption on the boundedness of iterates. Through experiments, we demonstrate the effectiveness of our proposed algorithm.

preprint2022arXiv

Neural Network Compatible Off-Policy Natural Actor-Critic Algorithm

Learning optimal behavior from existing data is one of the most important problems in Reinforcement Learning (RL). This is known as "off-policy control" in RL where an agent's objective is to compute an optimal policy based on the data obtained from the given policy (known as the behavior policy). As the optimal policy can be very different from the behavior policy, learning optimal behavior is very hard in the "off-policy" setting compared to the "on-policy" setting where new data from the policy updates will be utilized in learning. This work proposes an off-policy natural actor-critic algorithm that utilizes state-action distribution correction for handling the off-policy behavior and the natural policy gradient for sample efficiency. The existing natural gradient-based actor-critic algorithms with convergence guarantees require fixed features for approximating both policy and value functions. This often leads to sub-optimal learning in many RL applications. On the other hand, our proposed algorithm utilizes compatible features that enable one to use arbitrary neural networks to approximate the policy and the value function and guarantee convergence to a locally optimal policy. We illustrate the benefit of the proposed off-policy natural gradient algorithm by comparing it with the vanilla gradient actor-critic algorithm on benchmark RL tasks.

preprint2022arXiv

Reinforcement Learning for Task Specifications with Action-Constraints

In this paper, we use concepts from supervisory control theory of discrete event systems to propose a method to learn optimal control policies for a finite-state Markov Decision Process (MDP) in which (only) certain sequences of actions are deemed unsafe (respectively safe). We assume that the set of action sequences that are deemed unsafe and/or safe are given in terms of a finite-state automaton; and propose a supervisor that disables a subset of actions at every state of the MDP so that the constraints on action sequence are satisfied. Then we present a version of the Q-learning algorithm for learning optimal policies in the presence of non-Markovian action-sequence and state constraints, where we use the development of reward machines to handle the state constraints. We illustrate the method using an example that captures the utility of automata-based methods for non-Markovian state and action specifications for reinforcement learning and show the results of simulations in this setting.

preprint2021arXiv

Attention Actor-Critic algorithm for Multi-Agent Constrained Co-operative Reinforcement Learning

In this work, we consider the problem of computing optimal actions for Reinforcement Learning (RL) agents in a co-operative setting, where the objective is to optimize a common goal. However, in many real-life applications, in addition to optimizing the goal, the agents are required to satisfy certain constraints specified on their actions. Under this setting, the objective of the agents is to not only learn the actions that optimize the common objective but also meet the specified constraints. In recent times, the Actor-Critic algorithm with an attention mechanism has been successfully applied to obtain optimal actions for RL agents in multi-agent environments. In this work, we extend this algorithm to the constrained multi-agent RL setting. The idea here is that optimizing the common goal and satisfying the constraints may require different modes of attention. By incorporating different attention modes, the agents can select useful information required for optimizing the objective and satisfying the constraints separately, thereby yielding better actions. Through experiments on benchmark multi-agent environments, we show the effectiveness of our proposed algorithm.

preprint2020arXiv

A reinforcement learning approach to hybrid control design

In this paper we design hybrid control policies for hybrid systems whose mathematical models are unknown. Our contributions are threefold. First, we propose a framework for modelling the hybrid control design problem as a single Markov Decision Process (MDP). This result facilitates the application of off-the-shelf algorithms from Reinforcement Learning (RL) literature towards designing optimal control policies. Second, we model a set of benchmark examples of hybrid control design problem in the proposed MDP framework. Third, we adapt the recently proposed Proximal Policy Optimisation (PPO) algorithm for the hybrid action space and apply it to the above set of problems. It is observed that in each case the algorithm converges and finds the optimal policy.

preprint2020arXiv

Actor-Critic Algorithms for Constrained Multi-agent Reinforcement Learning

In cooperative stochastic games multiple agents work towards learning joint optimal actions in an unknown environment to achieve a common goal. In many real-world applications, however, constraints are often imposed on the actions that can be jointly taken by the agents. In such scenarios the agents aim to learn joint actions to achieve a common goal (minimizing a specified cost function) while meeting the given constraints (specified via certain penalty functions). In this paper, we consider the relaxation of the constrained optimization problem by constructing the Lagrangian of the cost and penalty functions. We propose a nested actor-critic solution approach to solve this relaxed problem. In this approach, an actor-critic scheme is employed to improve the policy for a given Lagrange parameter update on a faster timescale as in the classical actor-critic architecture. A meta actor-critic scheme using this faster timescale policy updates is then employed to improve the Lagrange parameters on the slower timescale. Utilizing the proposed nested actor-critic schemes, we develop three Nested Actor-Critic (N-AC) algorithms. Through experiments on constrained cooperative tasks, we show the effectiveness of the proposed algorithms.

preprint2020arXiv

Generalized Speedy Q-learning

In this paper, we derive a generalization of the Speedy Q-learning (SQL) algorithm that was proposed in the Reinforcement Learning (RL) literature to handle slow convergence of Watkins' Q-learning. In most RL algorithms such as Q-learning, the Bellman equation and the Bellman operator play an important role. It is possible to generalize the Bellman operator using the technique of successive relaxation. We use the generalized Bellman operator to derive a simple and efficient family of algorithms called Generalized Speedy Q-learning (GSQL-w) and analyze its finite time performance. We show that GSQL-w has an improved finite time performance bound compared to SQL for the case when the relaxation parameter w is greater than 1. This improvement is a consequence of the contraction factor of the generalized Bellman operator being less than that of the standard Bellman operator. Numerical experiments are provided to demonstrate the empirical performance of the GSQL-w algorithm.

preprint2020arXiv

Learning Stable Manoeuvres in Quadruped Robots from Expert Demonstrations

With the research into development of quadruped robots picking up pace, learning based techniques are being explored for developing locomotion controllers for such robots. A key problem is to generate leg trajectories for continuously varying target linear and angular velocities, in a stable manner. In this paper, we propose a two pronged approach to address this problem. First, multiple simpler policies are trained to generate trajectories for a discrete set of target velocities and turning radius. These policies are then augmented using a higher level neural network for handling the transition between the learned trajectories. Specifically, we develop a neural network-based filter that takes in target velocity, radius and transforms them into new commands that enable smooth transitions to the new trajectory. This transformation is achieved by learning from expert demonstrations. An application of this is the transformation of a novice user's input into an expert user's input, thereby ensuring stable manoeuvres regardless of the user's experience. Training our proposed architecture requires much less expert demonstrations compared to standard neural network architectures. Finally, we demonstrate experimentally these results in the in-house quadruped Stoch 2.

preprint2020arXiv

Reinforcement Learning in Non-Stationary Environments

Reinforcement learning (RL) methods learn optimal decisions in the presence of a stationary environment. However, the stationary assumption on the environment is very restrictive. In many real world problems like traffic signal control, robotic applications, one often encounters situations with non-stationary environments and in these scenarios, RL methods yield sub-optimal decisions. In this paper, we thus consider the problem of developing RL methods that obtain optimal decisions in a non-stationary environment. The goal of this problem is to maximize the long-term discounted reward achieved when the underlying model of the environment changes over time. To achieve this, we first adapt a change point algorithm to detect change in the statistics of the environment and then develop an RL algorithm that maximizes the long-run reward accrued. We illustrate that our change point method detects change in the model of the environment effectively and thus facilitates the RL algorithm in maximizing the long-run reward. We further validate the effectiveness of the proposed solution on non-stationary random Markov decision processes, a sensor energy management problem and a traffic signal control problem.

preprint2019arXiv

Gait Library Synthesis for Quadruped Robots via Augmented Random Search

In this paper, with a view toward fast deployment of learned locomotion gaits in low-cost hardware, we generate a library of walking trajectories, namely, forward trot, backward trot, side-step, and turn in our custom-built quadruped robot, Stoch 2, using reinforcement learning. There are existing approaches that determine optimal policies for each time step, whereas we determine an optimal policy, in the form of end-foot trajectories, for each half walking step i.e., swing phase and stance phase. The way-points for the foot trajectories are obtained from a linear policy, i.e., a linear function of the states of the robot, and cubic splines are used to interpolate between these points. Augmented Random Search, a model-free and gradient-free learning algorithm is used to learn the policy in simulation. This learned policy is then deployed on hardware, yielding a trajectory in every half walking step. Different locomotion patterns are learned in simulation by enforcing a preconfigured phase shift between the trajectories of different legs. The transition from one gait to another is achieved by using a low-pass filter for the phase, and the sim-to-real transfer is improved by a linear transformation of the states obtained through regression.