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BlendRL: A Framework for Merging Symbolic and Neural Policy Learning
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Proposes BlendRL, a neuro-symbolic RL framework that blends a neural CNN policy with an LLM-generated differentiable logic policy via a learned blending function, trained end-to-end with PPO-style actor-critic on Atari games.
Problem
RL policies are either opaque neural networks or symbolic logic policies that need expert-provided predicates and rules; neither handles both high-level reasoning and low-level reactive control well, and symbolic policies struggle with fine motor actions.
Approach
Runs a neural policy on pixels and a differentiable forward-reasoning logic policy on object-centric states in parallel, combining their action distributions with a state-dependent blending weight; LLM (GPT-4o) generates the action rules, predicates, valuation functions and blending rules, and a hybrid value function with an entropy-style regularizer on the blend weight is used.
Key results
- BlendRL achieves human normalized scores of 474.4 on Kangaroo, 94.7 on Seaquest and 48.4 on DonkeyKong, outperforming PPO, DQN, NUDGE, SCoBots, INTERPRETER and INSIGHT in the reported table.
- On HackAtari modified environments (enemies removed, relocated ladders), BlendRL keeps positive returns (e.g. 187 on Kangaroo, 113 on Seaquest, 263 on DonkeyKong) while neural PPO scores 0.0 on all three.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use BlendRL instead of SCoBots | Atari policy learning · Kangaroo | human normalized score: 149.7 -> 474.4 | Helped |
| Use BlendRL instead of DQN | Atari policy learning · Seaquest | human normalized score: 61.3 -> 94.7 | Helped |
| Use BlendRL instead of PPO | Atari policy learning · DonkeyKong | human normalized score: 28.4 -> 48.4 | Helped |
| Use BlendRL instead of Neural PPO on modified environments | Atari policies · Modified Kangaroo | return: 0.0_{\pm 0.0} -> 187_{\pm 120} | Helped |
| Use BlendRL instead of Neural PPO on modified environments | Atari policies · Modified Seaquest | return: 0.0_{\pm 0.0} -> 113_{\pm106} | Helped |
| Use BlendRL instead of Neural PPO on modified environments | Atari policies · Modified DonkeyKong | return: 0.0_{\pm 0.0} -> 263_{\pm124} | Helped |
| Use a symbolic blending module instead of a neural blending module (ablation) | BlendRL · Kangaroo and Seaquest | performance | Helped |
Surprising findings
- Neural PPO agents collapse to suboptimal policies (e.g. surfacing without divers, never refilling oxygen in Seaquest), which the logic module helps avoid.
- A symbolic blending module performed better than a neural blending module on Kangaroo and Seaquest.
Limitations
- Relies on LLM-generated predicates, rules and valuation functions, with some rules and weights tuned to maximize performance.
- Evaluated only on three Atari games with a relatively small number of seeds (3 for curves, 10 for robustness).
Experimental setup
Datasets: Atari Learning Environment (Kangaroo, Seaquest, DonkeyKong) HackAtari modified environments
Benchmarks: Atari Kangaroo Atari Seaquest Atari DonkeyKong HackAtari robustness variants
Metrics: human normalized score raw episodic return robustness return
Baselines: PPO DQN NLRL NUDGE SCoBots INTERPRETER INSIGHT
Builds on: NUDGE Neural Logic Reinforcement Learning PPO differentiable forward reasoning SCoBots
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