This section describes our Kuramoto Object-Centric Reinforcement Learning (KORL) algorithm. KORL builds on Temporal-Difference Model Predictive Control for policy learning and leverages our Kuramoto Slot Attention for Video (KSAVi) model as an object-centric encoder. We first provide brief introductions to Temporal-Difference Model Predictive Control (
Section 3.1), Slot Attention (
Section 3.2), and Artificial Kuramoto Oscillatory Neurons (
Section 3.3), followed by descriptions of KSAVi (
Section 3.4), KORL (
Section 3.5), and the experimental setup (
Section 3.6).
3.1. Temporal-Difference Model Predictive Control
Continuous control problems can be defined as a Markov decision process (MDP) [
64] represented by
, with state space
S, action space
A, transition function
, initial state distribution
, reward function
, and discount factor
. The objective of the agent is to learn a policy
that maximizes discounted cumulative reward:
where
is a trajectory sampled by executing
.
Model-based RL leverages the internal structure of the MDP by learning a dynamics model, which approximates the transition function
, and a reward model, which approximates the reward function
. These two components enable planning future actions and estimating their outcomes rather than relying solely on a value function estimator. A refined closed-loop control policy can be obtained through local trajectory optimization methods such as Model Predictive Path Integral (MPPI) [
65]. Action sequences of length
H are sampled and evaluated by rolling out latent trajectories. At each step, parameters
and
of a multivariate Gaussian are computed to maximize the expected return
G:
, where
. After solving the problem (Equation (
2)), only the first action
is executed. The optimization problem is then re-solved at the next time step
. This iterative procedure effectively yields a
H-step look-ahead policy, which leverages both the planner and the value function
.
Combining planning and temporal-difference learning has proven to be an effective strategy for reducing the planning horizon and improving data efficiency. A widely adopted pipeline, proposed in TD-MPC2 [
40], learns a world model and performs planning in latent space. It uses an encoding function that maps the state to a latent representation
. The following components are learned in latent space: latent dynamics
, reward
, policy
, and state–action value function
. The components
,
,
, and
are jointly trained through the following loss:
where
D is a replay buffer; coefficient
helps the model components to focus more on short-term horizons. Learning of
and
is formulated as discrete regression problems, with cross-entropy (
) as the loss function. Target
is generated by bootstrapping policy
using the target network
:
.
is a stop-gradient operator.
is a stochastic Gaussian policy trained with the maximum-Q objective in a model-free manner:
where
denotes the policy entropy,
is a constant balancing coefficient, and
is adjusted online using moving statistics.
is used to select an action at the final state of the sample trajectory, resulting in value estimation as
, which is appended to the sampled trajectories in (Equation (
2)).
TD-MPC2 is an RL method that employs learning-based MPC. Recent methods in this category use sampling-based latent MPPI for legged locomotion [
66] and differentiable MPC as a policy for controlling a quadrotor unmanned aerial vehicle [
67]. Another category of control methods applies classical control-theoretic MPC in robotics. This includes nonlinear MPC applied for legged locomotion [
68], tube-based MPC applied to robotic manipulators [
69], and Linear Parameter Varying control for nonholonomic mobile robots [
70]. Classical MPC provides formal guarantees and well-defined structure, whereas learning-based MPC offers greater data-driven flexibility and removes the need for an accurate analytical model, which is particularly important in tasks where robots operate directly from raw visual observations.
3.2. Slot Attention
Slot Attention module [
11] learns object-centric representations in an unsupervised manner. Given an input image
, a convolutional [
11] or transformer [
20] encoder produces a set of feature vectors
where
is the spatial resolution of the feature map. Positional embeddings are added to preserve spatial information. Slot Attention maintains
K latent vectors, or slots,
with
. At each forward pass, slots are initialized either from a Gaussian distribution with learned mean and variance or from
K learnable vectors. Slots iteratively attend to features through
T rounds of competitive attention.
Let keys, values, and queries be
Attention weights are computed across slots
and each slot aggregates features as
Slots are updated using a recurrent update with a gated recurrent unit (GRU) and a multilayer perceptron (MLP):
For unsupervised object discovery, each slot is decoded independently via a decoder to produce a reconstruction
and a mask
. The masks are normalized across the slot axis via a softmax function. Typical decoders are a spatial broadcast decoder [
11] (for reconstructing the input image) or an MLP decoder [
20] (for reconstructing the input features). The final reconstruction is
The model is trained end-to-end using a reconstruction loss:
where
if the decoder reconstructs the input image
, or
if the decoder reconstructs the input features
. Independent decoding of slots and slot competition induced by softmax normalization encourage the slots to represent distinct objects in the scene without supervision.
3.3. Artificial Kuramoto Oscillatory Neurons
Artificial Kuramoto Oscillatory Neurons (AKOrNs) [
25] replace conventional static activation units with dynamical oscillatory states. Instead of representing neuron activity as a scalar activation, each neuron is modeled as an oscillator whose state evolves over time through interactions with other oscillators. In AKOrN, the state of neuron
i is represented by a unit vector
which lies on the surface of a
d-dimensional hypersphere. This vector can be interpreted as a generalized phase representation of the oscillator. The unit-norm constraint ensures that the neuron state evolves through rotations rather than magnitude changes.
The temporal evolution of oscillatory neurons is described using a generalized Kuramoto-type dynamical system, which is approximated using a discretized update rule. Let
denote the oscillator state at iteration
t. The system is iterated for
T steps according to
where
is a skew-symmetric matrix describing the intrinsic oscillatory dynamics of neuron
i. It induces intrinsic rotation of the oscillator.
denotes the connectivity or coupling strength between oscillators
i and
j. It drives synchronization between coupled neurons.
is an external input term. Normalization ensures that the unit-norm constraint is preserved. Oscillators that receive similar inputs and share strong coupling tend to align their states on the hypersphere. Unrolling these updates yields a recurrent computation that allows oscillators to iteratively exchange information.
In applications to image-processing neural network architectures, oscillatory neurons are typically associated with spatial tokens or feature vectors extracted from an image, and the connectivity matrix J determines how tokens interact. J is typically implemented using convolutional or attention-based architectures.
After
T iterations, the resulting states
encode the outcome of the synchronization process. A readout module is used to convert these oscillator states into suitable representations for downstream objectives:
where
is a learnable projection function implemented as a multilayer perceptron (MLP). Because synchronized oscillators tend to produce similar states
, the readout embeddings
inherit this grouping structure. Consequently, tokens that belong to the same object in the image tend to produce similar embeddings, while tokens belonging to different objects remain separated.
When AKOrN is trained on a dataset of images for the task of unsupervised object discovery, each image is divided into patches.
is initialized using the patch features obtained from a convolutional encoder. Each
is initialized as a random oscillator sampled from the uniform distribution on the sphere. The model is trained end-to-end using a SimCLR-style [
71] contrastive objective applied to the readout embeddings. The input images are augmented by random resizing, cropping, and color jittering. The combination of oscillatory synchronization and contrastive learning encourages the model to learn consistent grouping of visual elements. Tokens corresponding to the same object receive similar inputs and interactions, which promotes synchronization of their oscillator states. Through the readout projection and contrastive objective, these synchronized states produce embeddings that cluster together. As a result, objects emerge as coherent groups of synchronized oscillators, enabling unsupervised discovery of object structure without explicit supervision.
3.4. Kuramoto Slot Attention for Video
We propose Kuramoto Slot Attention for Video (KSAVi), a novel unsupervised object-centric model that integrates AKOrN [
25], an encoder based on Kuramoto oscillator neurons, with a Slot Attention module [
11]. While AKOrN encoders can bind object features effectively, they do not produce compact vector representations of extracted objects that can serve as abstract object states for downstream tasks such as reinforcement learning. To address this limitation, we train a Slot Attention module on features extracted from images by the AKOrN encoder. The Slot Attention module groups these features into a set of latent vectors—called slots—which we use as latent object states in our RL algorithm KORL.
The training pipeline for KSAVi is inspired by the SAVi [
26] and DINOSAUR [
20] approaches and proceeds as follows: (1) collect a dataset of episodes in the environment using a uniform random policy; (2) train the AKOrN encoder on the collected images; (3) train the Slot Attention module on the collected data, treating sequences of episode images as videos to reconstruct the features extracted by the AKOrN model and the input images. We use the AKOrN feature map obtained after the final activation layer before the readout. This map contains features corresponding to patches of the input image.
For the current time step
t in the episode the frozen AKOrN encoder takes an observation
as input and produces features
, where
N is the number of patches into which the image is divided. Given a predefined number of slots
K, the Slot Attention module outputs a set of latent vectors (slots)
,
, where
—prediction based on the slots from the previous time step. The predictor takes the role of a transition function to model temporal dynamics, including interactions between slots. Following previous works [
26], we use a transformer encoder. Slot Attention encourages decomposition of the input into multiple slots via softmax normalization over the slots. This follows an iterative process where slots are adjusted by competing for input features using an attention mechanism, starting from the initial slots. We mostly use the original Slot Attention formulation, but we do not add positional encodings to the AKOrN features before Slot Attention as they already contain spatial information. Additionally, we transform the AKOrN features using an MLP before feeding them into the Slot Attention module. An MLP decoder is applied independently to each slot to reconstruct the input features. Each slot is first broadcast to the number of patches, resulting in a set of
N tokens for each slot. The tokens for each slot
are then processed token-wise by the same MLP, producing the reconstruction
and an alpha map
that signifies where the slot is active. The final reconstruction
is formed by taking a weighted sum across the slots. The Slot Attention module is trained to reconstruct the input features
by minimizing the following loss
:
The input image
is reconstructed using a spatial broadcast decoder [
72], which is applied independently to each slot too. Similarily to the reconstruction of features
with the MLP decoder, the image decoder produces per-slot RGB predictions of the reconstructed frame and an alpha mask. The alpha mask is normalized across slots via a softmax and used to perform a weighted sum over the slot-wise RGB reconstruction to arrive at a combined reconstructed frame by minimizing the mean squared error loss
:
The total loss is defined as
where
is a balancing coefficient.
Figure 1 provides a high-level overview of the proposed KSAVi architecture. A common approach to slot initialization is to sample slots from a Gaussian distribution with learnable parameters
and
shared across slots. The stochastic nature of this initialization can lead to inconsistency in a slot–object mapping. To mitigate this issue, KSAVi uses
K learnable vectors for slot initialization. This approach helps to maintain slot consistency across time steps.
3.5. Kuramoto Object-Centric RL Algorithm
KORL extends TD-MPC2 (
Section 3.1)and uses KSAVi as an object-centric encoder. To process sets of object states, we employ graph neural networks (GNNs), which have proven effective for handling graph-structured data in reinforcement learning tasks [
73] and for world modeling in environments with multiple objects [
74].
World models based on GNNs enable implementing an inductive bias for object-centric and relation-centric representations of complex structured dynamical systems [
75,
76]. In particular, their ability to learn interactions between objects by explicitly taking into account the structured nature of such tasks enables outperforming monolithic approaches in terms of predictive accuracy in compositional environments involving multiple interacting objects [
77]. Furthermore, GNNs have been shown to be effective as dynamics models in goal-conditioned robotic manipulation tasks [
63]. Given the robustness of GNN-based world models, we hypothesize that a model-based object-centric agent built on a GNN-based world model can learn an effective policy.
Latent dynamics model
, reward model
, policy
, and action value model
are implemented as GNNs. The object states
are treated as node features of a complete graph and processed by these GNNs. The GNNs consist of node update functions
node and edge update functions
edge with shared parameters across all nodes. These functions are implemented as MLPs. The following expression provides an example of predicting the next object states
using the latent dynamics model
given the current states
and action
(
,
K is the number of slots):
The reward model
and the state–action model
share a similar architecture with
(Equation (
22)), but they use a non-learned mean readout layer followed by an MLP to produce a single scalar value representing the entire graph. For example, the reward model is defined as follows:
The policy model
does not take an action as input, and the output vector of the MLP is split into the parameters of a Gaussian distribution:
Table 1 provides a comparison of the components in TD-MPC2 and KORL.
Effectively, we use the same objectives as in TD-MPC2: (Equations (
4) and (
8)). However, the encoder
is not trained as we use frozen KSAVi models. Additionally, the latent state representation in KORL is a set of slots
. Consequently, the first term in (Equation (
4)) computes the mean squared error between sets of slots rather than between monolithic vectors representing the environment’s state, as in standard TD-MPC2.
Figure 2 illustrates KORL training, while
Figure 3 shows the action-selection procedure in the environment.
3.8. Evaluation of Algorithmic Robustness of Object-Centric RL Methods
Robustness is a desirable property of control systems and algorithms, although its definition depends on the context. In robotics, robustness is defined as the ability of a system to resist disturbances that do not cause structural changes to the system [
82]. Such disturbances include parameter uncertainty (e.g., payload, inertia, friction, and contact stiffness), sensor noise, and external perturbations. In the deep learning literature, the term is used in the context of adversarial robustness of neural networks to worst-case bounded perturbations [
83,
84], distribution-shift robustness [
85], and perturbation robustness [
86].
In deep RL, particularly in works focused on transferring policies from simulation to the real world, robustness is defined as the ability to maintain agent performance under worst-case transition and reward perturbations [
87,
88]. Another notion of robustness in deep RL arises from the high sensitivity of algorithm performance to hyperparameter choices [
89], which necessitates task-specific tuning and incurs substantial computational cost. Recent state-of-the-art model-based RL algorithms, TD-MPC2 [
40] and DreamerV3 [
3], address this issue and exhibit algorithmic robustness: the ability to train an RL agent using a single fixed set of hyperparameters across a diverse task suite under a limited interaction budget while achieving consistent performance across all tasks. TD-MPC2 demonstrates consistent performance across 104 tasks using identical hyperparameters, and DreamerV3 exhibits robust learning across 150 tasks.
For object-centric RL, however, algorithmic robustness is additionally influenced by the quality of object-centric representations. The visual complexity of the environment directly affects representation quality, which in turn impacts policy, value, and world model learning. Consequently, the robustness of an object-centric RL agent depends on the robustness of its representation model, i.e., its ability to produce high-quality object-centric representations across visually diverse domains [
90]. While RL agents may partially compensate for imperfect representations, this typically comes at the cost of reduced sample efficiency. We focus on the algorithmic robustness of object-centric RL agents as hyperparameter tuning for such agents is particularly expensive: object-centric representation models incur additional overhead compared to standard RL algorithms with holistic encoders.
Our benchmark spans environments with varying visual complexity, ranging from relatively simple settings (e.g., CausalWorld) to more challenging ones (e.g., ManiSkill and Robosuite). To quantify algorithmic robustness under a fixed budget of 1 M environment steps, we compute the average performance across environments. To this end, we introduce a normalized score that aggregates an agent’s performance across a set of visually and dynamically diverse tasks into a single interpretable number. Because evaluation metrics (e.g., cumulative reward and success rate) differ in scale and nature across tasks, raw scores must be normalized prior to aggregation. We therefore normalize performance relative to the best-performing method in each environment.
Let
denote the set of environments. We define a normalized score
for method
m in environment
and the mean normalized score
that aggregates performance across environments. Let
denote the evaluation metric achieved by method
m on environment
e after 1 M training steps. The normalized score is defined as
and the mean normalized score is given by