# Distributed Control using Reinforcement Learning with Temporal-Logic-Based Reward Shaping

arXiv: https://arxiv.org/abs/2203.04172 · HTML: https://mlsanity.com/paper/2203.04172/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 8 of its 19 references that are in the map.
- First posted on arXiv 8 Mar 2022.

## Builds on (most cited first, 8 of 8)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [Multi-Agent Reinforcement Learning: A Selective Overview of Theories and Algorithms](https://mlsanity.com/paper/1911.10635/) (2019)
- [Deep Recurrent Q-Learning for Partially Observable MDPs](https://mlsanity.com/paper/1507.06527/) (2015)
- [Reinforcement Learning With Temporal Logic Rewards](https://mlsanity.com/paper/1612.03471/) (2016)
- [Multi-Agent Reinforcement Learning Based Resource Allocation for UAV Networks](https://mlsanity.com/paper/1810.10408/) (2018)
- [Multi-Agent Reinforcement Learning with Temporal Logic Specifications](https://mlsanity.com/paper/2102.00582/) (2021)
- [Learning Finite-State Controllers for Partially Observable Environments](https://mlsanity.com/paper/1301.6721/) (2013)

## Built on by (most cited first, 2 of 2)

- [Optimal Control of Logically Constrained Partially Observable and Multi-Agent Markov Decision Processes](https://mlsanity.com/paper/2305.14736/) (2023)
- [CatlNet: Learning Communication and Coordination Policies from CaTL+ Specifications](https://mlsanity.com/paper/2212.11792/) (2022)

## Abstract (arXiv)

We present a computational framework for synthesis of distributed control strategies for a heterogeneous team of robots in a partially observable environment. The goal is to cooperatively satisfy specifications given as Truncated Linear Temporal Logic (TLTL) formulas. Our approach formulates the synthesis problem as a stochastic game and employs a policy graph method to find a control strategy with memory for each agent. We construct the stochastic game on the product between the team transition system and a finite state automaton (FSA) that tracks the satisfaction of the TLTL formula. We use the quantitative semantics of TLTL as the reward of the game, and further reshape it using the FSA to guide and accelerate the learning process. Simulation results demonstrate the efficacy of the proposed solution under demanding task specifications and the effectiveness of reward shaping in significantly accelerating the speed of learning.
