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Reinforcement Learning with Temporal-Logic-Based Causal Diagrams

arXiv:2306.13732v2 Announce Type: replace Abstract: We study a class of reinforcement learning (RL) tasks where the objective of the agent is to accomplish temporally extended goals. In this setting, a common approach is to represent the tasks as deterministic finite automata (DFA) and integrate them into the state-space for RL algorithms. However, while these machines model the reward function, they often overlook the causal knowledge about the environment. To address this limitation, we propose the Temporal-Logic-based Causal Diagram (TL-CD) in RL, which captures the temporal causal relationships between different properties of the environment. We exploit the TL-CD to devise an RL algorithm in which an agent requires significantly less exploration of the environment. To this end, based on a TL-CD and a task DFA, we identify configurations where the agent can determine the expected rewards early during an exploration. Through a series of case studies, we demonstrate the benefits of using TL-CDs, particularly the faster convergence of the algorithm to an optimal policy due to reduced exploration of the environment.
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Programmable Cellular Automata

arXiv:2609.06102v2 Announce Type: replace-cross Abstract: Cellular automata is a local computation paradigm where complex behavior can arise from local interactions between simple functions. This paradigm has been used to explain many systems such as biological processes, traffic simulation, computer networks, etc. In games, cellular automata have been used in games such as SimCity and for the generation of spatial content such as caves or dungeons. However, creating effective local rules is hard and unintuitive. Cellular automata can be effectively evolved, but may still be hard to interpret. In this work, we introduce the concept of programmable cellular automata, where we represent the system as Python code. We also modularize the cellular automata into local functions and a decision function. Local functions take a local neighborhood and return a value, while the decision function takes the output of the local functions and decides the value of the next state. Separating the cellular automata into modules written in Python helps with understanding how these systems are working. We also explore adding global functions where they take the whole state and compute a function from it. We tested generating levels for three different games from the PCG Benchmark. The results showed that global functions decrease the number of iterations that cellular automata need to solve a problem, and that we cannot find solutions for some problems with purely local functions. Looking into the generated functions, we can see common functions that have been used in different experiments, which not only helps us understand the generator but also helps us understand these games better and what is important for them.
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