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SubscribeMMR1: Enhancing Multimodal Reasoning with Variance-Aware Sampling and Open Resources
Large multimodal reasoning models have achieved rapid progress, but their advancement is constrained by two major limitations: the absence of open, large-scale, high-quality long chain-of-thought (CoT) data, and the instability of reinforcement learning (RL) algorithms in post-training. Group Relative Policy Optimization (GRPO), the standard framework for RL fine-tuning, is prone to gradient vanishing when reward variance is low, which weakens optimization signals and impairs convergence. This work makes three contributions: (1) We propose Variance-Aware Sampling (VAS), a data selection strategy guided by Variance Promotion Score (VPS) that combines outcome variance and trajectory diversity to promote reward variance and stabilize policy optimization. (2) We release large-scale, carefully curated resources containing ~1.6M long CoT cold-start data and ~15k RL QA pairs, designed to ensure quality, difficulty, and diversity, along with a fully reproducible end-to-end training codebase. (3) We open-source a family of multimodal reasoning models in multiple scales, establishing standardized baselines for the community. Experiments across mathematical reasoning benchmarks demonstrate the effectiveness of both the curated data and the proposed VAS. Comprehensive ablation studies and analyses provide further insight into the contributions of each component. In addition, we theoretically establish that reward variance lower-bounds the expected policy gradient magnitude, with VAS serving as a practical mechanism to realize this guarantee. Our code, data, and checkpoints are available at https://github.com/LengSicong/MMR1.
Sampling Through the Lens of Sequential Decision Making
Sampling is ubiquitous in machine learning methodologies. Due to the growth of large datasets and model complexity, we want to learn and adapt the sampling process while training a representation. Towards achieving this grand goal, a variety of sampling techniques have been proposed. However, most of them either use a fixed sampling scheme or adjust the sampling scheme based on simple heuristics. They cannot choose the best sample for model training in different stages. Inspired by "Think, Fast and Slow" (System 1 and System 2) in cognitive science, we propose a reward-guided sampling strategy called Adaptive Sample with Reward (ASR) to tackle this challenge. To the best of our knowledge, this is the first work utilizing reinforcement learning (RL) to address the sampling problem in representation learning. Our approach optimally adjusts the sampling process to achieve optimal performance. We explore geographical relationships among samples by distance-based sampling to maximize overall cumulative reward. We apply ASR to the long-standing sampling problems in similarity-based loss functions. Empirical results in information retrieval and clustering demonstrate ASR's superb performance across different datasets. We also discuss an engrossing phenomenon which we name as "ASR gravity well" in experiments.
Action abstractions for amortized sampling
As trajectories sampled by policies used by reinforcement learning (RL) and generative flow networks (GFlowNets) grow longer, credit assignment and exploration become more challenging, and the long planning horizon hinders mode discovery and generalization. The challenge is particularly pronounced in entropy-seeking RL methods, such as generative flow networks, where the agent must learn to sample from a structured distribution and discover multiple high-reward states, each of which take many steps to reach. To tackle this challenge, we propose an approach to incorporate the discovery of action abstractions, or high-level actions, into the policy optimization process. Our approach involves iteratively extracting action subsequences commonly used across many high-reward trajectories and `chunking' them into a single action that is added to the action space. In empirical evaluation on synthetic and real-world environments, our approach demonstrates improved sample efficiency performance in discovering diverse high-reward objects, especially on harder exploration problems. We also observe that the abstracted high-order actions are interpretable, capturing the latent structure of the reward landscape of the action space. This work provides a cognitively motivated approach to action abstraction in RL and is the first demonstration of hierarchical planning in amortized sequential sampling.
World Modeling Makes a Better Planner: Dual Preference Optimization for Embodied Task Planning
Recent advances in large vision-language models (LVLMs) have shown promise for embodied task planning, yet they struggle with fundamental challenges like dependency constraints and efficiency. Existing approaches either solely optimize action selection or leverage world models during inference, overlooking the benefits of learning to model the world as a way to enhance planning capabilities. We propose Dual Preference Optimization (D^2PO), a new learning framework that jointly optimizes state prediction and action selection through preference learning, enabling LVLMs to understand environment dynamics for better planning. To automatically collect trajectories and stepwise preference data without human annotation, we introduce a tree search mechanism for extensive exploration via trial-and-error. Extensive experiments on VoTa-Bench demonstrate that our D^2PO-based method significantly outperforms existing methods and GPT-4o when applied to Qwen2-VL (7B), LLaVA-1.6 (7B), and LLaMA-3.2 (11B), achieving superior task success rates with more efficient execution paths.
Iterative Tool Usage Exploration for Multimodal Agents via Step-wise Preference Tuning
Multimodal agents, which integrate a controller e.g., a vision language model) with external tools, have demonstrated remarkable capabilities in tackling complex multimodal tasks. Existing approaches for training these agents, both supervised fine-tuning and reinforcement learning, depend on extensive human-annotated task-answer pairs and tool trajectories. However, for complex multimodal tasks, such annotations are prohibitively expensive or impractical to obtain. In this paper, we propose an iterative tool usage exploration method for multimodal agents without any pre-collected data, namely SPORT, via step-wise preference optimization to refine the trajectories of tool usage. Our method enables multimodal agents to autonomously discover effective tool usage strategies through self-exploration and optimization, eliminating the bottleneck of human annotation. SPORT has four iterative components: task synthesis, step sampling, step verification, and preference tuning. We first synthesize multimodal tasks using language models. Then, we introduce a novel trajectory exploration scheme, where step sampling and step verification are executed alternately to solve synthesized tasks. In step sampling, the agent tries different tools and obtains corresponding results. In step verification, we employ a verifier to provide AI feedback to construct step-wise preference data. The data is subsequently used to update the controller for tool usage through preference tuning, producing a SPORT agent. By interacting with real environments, the SPORT agent gradually evolves into a more refined and capable system. Evaluation in the GTA and GAIA benchmarks shows that the SPORT agent achieves 6.41% and 3.64% improvements, underscoring the generalization and effectiveness introduced by our method. The project page is https://SPORT-Agents.github.io.
Planning with Diffusion for Flexible Behavior Synthesis
Model-based reinforcement learning methods often use learning only for the purpose of estimating an approximate dynamics model, offloading the rest of the decision-making work to classical trajectory optimizers. While conceptually simple, this combination has a number of empirical shortcomings, suggesting that learned models may not be well-suited to standard trajectory optimization. In this paper, we consider what it would look like to fold as much of the trajectory optimization pipeline as possible into the modeling problem, such that sampling from the model and planning with it become nearly identical. The core of our technical approach lies in a diffusion probabilistic model that plans by iteratively denoising trajectories. We show how classifier-guided sampling and image inpainting can be reinterpreted as coherent planning strategies, explore the unusual and useful properties of diffusion-based planning methods, and demonstrate the effectiveness of our framework in control settings that emphasize long-horizon decision-making and test-time flexibility.
REX-RAG: Reasoning Exploration with Policy Correction in Retrieval-Augmented Generation
Reinforcement learning (RL) is emerging as a powerful paradigm for enabling large language models (LLMs) to perform complex reasoning tasks. Recent advances indicate that integrating RL with retrieval-augmented generation (RAG) allows LLMs to dynamically incorporate external knowledge, leading to more informed and robust decision making. However, we identify a critical challenge during policy-driven trajectory sampling: LLMs are frequently trapped in unproductive reasoning paths, which we refer to as "dead ends", committing to overconfident yet incorrect conclusions. This severely hampers exploration and undermines effective policy optimization. To address this challenge, we propose REX-RAG (Reasoning Exploration with Policy Correction in Retrieval-Augmented Generation), a novel framework that explores alternative reasoning paths while maintaining rigorous policy learning through principled distributional corrections. Our approach introduces two key innovations: (1) Mixed Sampling Strategy, which combines a novel probe sampling method with exploratory prompts to escape dead ends; and (2) Policy Correction Mechanism, which employs importance sampling to correct distribution shifts induced by mixed sampling, thereby mitigating gradient estimation bias. We evaluate it on seven question-answering benchmarks, and the experimental results show that REX-RAG achieves average performance gains of 5.1% on Qwen2.5-3B and 3.6% on Qwen2.5-7B over strong baselines, demonstrating competitive results across multiple datasets. The code is publicly available at https://github.com/MiliLab/REX-RAG.
Non-Markovian Reward Modelling from Trajectory Labels via Interpretable Multiple Instance Learning
We generalise the problem of reward modelling (RM) for reinforcement learning (RL) to handle non-Markovian rewards. Existing work assumes that human evaluators observe each step in a trajectory independently when providing feedback on agent behaviour. In this work, we remove this assumption, extending RM to capture temporal dependencies in human assessment of trajectories. We show how RM can be approached as a multiple instance learning (MIL) problem, where trajectories are treated as bags with return labels, and steps within the trajectories are instances with unseen reward labels. We go on to develop new MIL models that are able to capture the time dependencies in labelled trajectories. We demonstrate on a range of RL tasks that our novel MIL models can reconstruct reward functions to a high level of accuracy, and can be used to train high-performing agent policies.
Q-Probe: A Lightweight Approach to Reward Maximization for Language Models
We present an approach called Q-probing to adapt a pre-trained language model to maximize a task-specific reward function. At a high level, Q-probing sits between heavier approaches such as finetuning and lighter approaches such as few shot prompting, but can also be combined with either. The idea is to learn a simple linear function on a model's embedding space that can be used to reweight candidate completions. We theoretically show that this sampling procedure is equivalent to a KL-constrained maximization of the Q-probe as the number of samples increases. To train the Q-probes we consider either reward modeling or a class of novel direct policy learning objectives based on importance weighted policy gradients. With this technique, we see gains in domains with ground-truth rewards (code generation) as well as implicit rewards defined by preference data, even outperforming finetuning in data-limited regimes. Moreover, a Q-probe can be trained on top of an API since it only assumes access to sampling and embeddings. Code: https://github.com/likenneth/q_probe .
STeCa: Step-level Trajectory Calibration for LLM Agent Learning
Large language model (LLM)-based agents have shown promise in tackling complex tasks by interacting dynamically with the environment. Existing work primarily focuses on behavior cloning from expert demonstrations or preference learning through exploratory trajectory sampling. However, these methods often struggle to address long-horizon tasks, where suboptimal actions accumulate step by step, causing agents to deviate from correct task trajectories. To address this, we highlight the importance of timely calibration and the need to automatically construct calibration trajectories for training agents. We propose Step-Level Trajectory Calibration (STeCa), a novel framework for LLM agent learning. Specifically, STeCa identifies suboptimal actions through a step-level reward comparison during exploration. It constructs calibrated trajectories using LLM-driven reflection, enabling agents to learn from improved decision-making processes. We finally leverage these calibrated trajectories with successful trajectories for reinforced training. Extensive experiments demonstrate that STeCa significantly outperforms existing methods. Further analysis highlights that timely calibration enables agents to complete tasks with greater robustness. Our code and data are available at https://github.com/WangHanLinHenry/STeCa.
Dynamic-TreeRPO: Breaking the Independent Trajectory Bottleneck with Structured Sampling
The integration of Reinforcement Learning (RL) into flow matching models for text-to-image (T2I) generation has driven substantial advances in generation quality. However, these gains often come at the cost of exhaustive exploration and inefficient sampling strategies due to slight variation in the sampling group. Building on this insight, we propose Dynamic-TreeRPO, which implements the sliding-window sampling strategy as a tree-structured search with dynamic noise intensities along depth. We perform GRPO-guided optimization and constrained Stochastic Differential Equation (SDE) sampling within this tree structure. By sharing prefix paths of the tree, our design effectively amortizes the computational overhead of trajectory search. With well-designed noise intensities for each tree layer, Dynamic-TreeRPO can enhance the variation of exploration without any extra computational cost. Furthermore, we seamlessly integrate Supervised Fine-Tuning (SFT) and RL paradigm within Dynamic-TreeRPO to construct our proposed LayerTuning-RL, reformulating the loss function of SFT as a dynamically weighted Progress Reward Model (PRM) rather than a separate pretraining method. By associating this weighted PRM with dynamic-adaptive clipping bounds, the disruption of exploration process in Dynamic-TreeRPO is avoided. Benefiting from the tree-structured sampling and the LayerTuning-RL paradigm, our model dynamically explores a diverse search space along effective directions. Compared to existing baselines, our approach demonstrates significant superiority in terms of semantic consistency, visual fidelity, and human preference alignment on established benchmarks, including HPS-v2.1, PickScore, and ImageReward. In particular, our model outperforms SoTA by 4.9%, 5.91%, and 8.66% on those benchmarks, respectively, while improving the training efficiency by nearly 50%.
TreeRPO: Tree Relative Policy Optimization
Large Language Models (LLMs) have shown remarkable reasoning capabilities through Reinforcement Learning with Verifiable Rewards (RLVR) methods. However, a key limitation of existing approaches is that rewards defined at the full trajectory level provide insufficient guidance for optimizing the intermediate steps of a reasoning process. To address this, we introduce \name, a novel method that estimates the mathematical expectations of rewards at various reasoning steps using tree sampling. Unlike prior methods that rely on a separate step reward model, \name directly estimates these rewards through this sampling process. Building on the group-relative reward training mechanism of GRPO, \name innovatively computes rewards based on step-level groups generated during tree sampling. This advancement allows \name to produce fine-grained and dense reward signals, significantly enhancing the learning process and overall performance of LLMs. Experimental results demonstrate that our \name algorithm substantially improves the average Pass@1 accuracy of Qwen-2.5-Math on test benchmarks, increasing it from 19.0\% to 35.5\%. Furthermore, \name significantly outperforms GRPO by 2.9\% in performance while simultaneously reducing the average response length by 18.1\%, showcasing its effectiveness and efficiency. Our code will be available at https://github.com/yangzhch6/TreeRPO{https://github.com/yangzhch6/TreeRPO}.
Adjoint Matching: Fine-tuning Flow and Diffusion Generative Models with Memoryless Stochastic Optimal Control
Dynamical generative models that produce samples through an iterative process, such as Flow Matching and denoising diffusion models, have seen widespread use, but there have not been many theoretically-sound methods for improving these models with reward fine-tuning. In this work, we cast reward fine-tuning as stochastic optimal control (SOC). Critically, we prove that a very specific memoryless noise schedule must be enforced during fine-tuning, in order to account for the dependency between the noise variable and the generated samples. We also propose a new algorithm named Adjoint Matching which outperforms existing SOC algorithms, by casting SOC problems as a regression problem. We find that our approach significantly improves over existing methods for reward fine-tuning, achieving better consistency, realism, and generalization to unseen human preference reward models, while retaining sample diversity.
Is Curiosity All You Need? On the Utility of Emergent Behaviours from Curious Exploration
Curiosity-based reward schemes can present powerful exploration mechanisms which facilitate the discovery of solutions for complex, sparse or long-horizon tasks. However, as the agent learns to reach previously unexplored spaces and the objective adapts to reward new areas, many behaviours emerge only to disappear due to being overwritten by the constantly shifting objective. We argue that merely using curiosity for fast environment exploration or as a bonus reward for a specific task does not harness the full potential of this technique and misses useful skills. Instead, we propose to shift the focus towards retaining the behaviours which emerge during curiosity-based learning. We posit that these self-discovered behaviours serve as valuable skills in an agent's repertoire to solve related tasks. Our experiments demonstrate the continuous shift in behaviour throughout training and the benefits of a simple policy snapshot method to reuse discovered behaviour for transfer tasks.
Invariance in Policy Optimisation and Partial Identifiability in Reward Learning
It is often very challenging to manually design reward functions for complex, real-world tasks. To solve this, one can instead use reward learning to infer a reward function from data. However, there are often multiple reward functions that fit the data equally well, even in the infinite-data limit. This means that the reward function is only partially identifiable. In this work, we formally characterise the partial identifiability of the reward function given several popular reward learning data sources, including expert demonstrations and trajectory comparisons. We also analyse the impact of this partial identifiability for several downstream tasks, such as policy optimisation. We unify our results in a framework for comparing data sources and downstream tasks by their invariances, with implications for the design and selection of data sources for reward learning.
Recall Traces: Backtracking Models for Efficient Reinforcement Learning
In many environments only a tiny subset of all states yield high reward. In these cases, few of the interactions with the environment provide a relevant learning signal. Hence, we may want to preferentially train on those high-reward states and the probable trajectories leading to them. To this end, we advocate for the use of a backtracking model that predicts the preceding states that terminate at a given high-reward state. We can train a model which, starting from a high value state (or one that is estimated to have high value), predicts and sample for which the (state, action)-tuples may have led to that high value state. These traces of (state, action) pairs, which we refer to as Recall Traces, sampled from this backtracking model starting from a high value state, are informative as they terminate in good states, and hence we can use these traces to improve a policy. We provide a variational interpretation for this idea and a practical algorithm in which the backtracking model samples from an approximate posterior distribution over trajectories which lead to large rewards. Our method improves the sample efficiency of both on- and off-policy RL algorithms across several environments and tasks.
Optimal Transport for Offline Imitation Learning
With the advent of large datasets, offline reinforcement learning (RL) is a promising framework for learning good decision-making policies without the need to interact with the real environment. However, offline RL requires the dataset to be reward-annotated, which presents practical challenges when reward engineering is difficult or when obtaining reward annotations is labor-intensive. In this paper, we introduce Optimal Transport Reward labeling (OTR), an algorithm that assigns rewards to offline trajectories, with a few high-quality demonstrations. OTR's key idea is to use optimal transport to compute an optimal alignment between an unlabeled trajectory in the dataset and an expert demonstration to obtain a similarity measure that can be interpreted as a reward, which can then be used by an offline RL algorithm to learn the policy. OTR is easy to implement and computationally efficient. On D4RL benchmarks, we show that OTR with a single demonstration can consistently match the performance of offline RL with ground-truth rewards.
A Large Language Model-Driven Reward Design Framework via Dynamic Feedback for Reinforcement Learning
Large Language Models (LLMs) have shown significant potential in designing reward functions for Reinforcement Learning (RL) tasks. However, obtaining high-quality reward code often involves human intervention, numerous LLM queries, or repetitive RL training. To address these issues, we propose CARD, a LLM-driven Reward Design framework that iteratively generates and improves reward function code. Specifically, CARD includes a Coder that generates and verifies the code, while a Evaluator provides dynamic feedback to guide the Coder in improving the code, eliminating the need for human feedback. In addition to process feedback and trajectory feedback, we introduce Trajectory Preference Evaluation (TPE), which evaluates the current reward function based on trajectory preferences. If the code fails the TPE, the Evaluator provides preference feedback, avoiding RL training at every iteration and making the reward function better aligned with the task objective. Empirical results on Meta-World and ManiSkill2 demonstrate that our method achieves an effective balance between task performance and token efficiency, outperforming or matching the baselines across all tasks. On 10 out of 12 tasks, CARD shows better or comparable performance to policies trained with expert-designed rewards, and our method even surpasses the oracle on 3 tasks.
Informed Reinforcement Learning for Situation-Aware Traffic Rule Exceptions
Reinforcement Learning is a highly active research field with promising advancements. In the field of autonomous driving, however, often very simple scenarios are being examined. Common approaches use non-interpretable control commands as the action space and unstructured reward designs which lack structure. In this work, we introduce Informed Reinforcement Learning, where a structured rulebook is integrated as a knowledge source. We learn trajectories and asses them with a situation-aware reward design, leading to a dynamic reward which allows the agent to learn situations which require controlled traffic rule exceptions. Our method is applicable to arbitrary RL models. We successfully demonstrate high completion rates of complex scenarios with recent model-based agents.
OS-Genesis: Automating GUI Agent Trajectory Construction via Reverse Task Synthesis
Graphical User Interface (GUI) agents powered by Vision-Language Models (VLMs) have demonstrated human-like computer control capability. Despite their utility in advancing digital automation, a critical bottleneck persists: collecting high-quality trajectory data for training. Common practices for collecting such data rely on human supervision or synthetic data generation through executing pre-defined tasks, which are either resource-intensive or unable to guarantee data quality. Moreover, these methods suffer from limited data diversity and significant gaps between synthetic data and real-world environments. To address these challenges, we propose OS-Genesis, a novel GUI data synthesis pipeline that reverses the conventional trajectory collection process. Instead of relying on pre-defined tasks, OS-Genesis enables agents first to perceive environments and perform step-wise interactions, then retrospectively derive high-quality tasks to enable trajectory-level exploration. A trajectory reward model is then employed to ensure the quality of the generated trajectories. We demonstrate that training GUI agents with OS-Genesis significantly improves their performance on highly challenging online benchmarks. In-depth analysis further validates OS-Genesis's efficiency and its superior data quality and diversity compared to existing synthesis methods. Our codes, data, and checkpoints are available at https://qiushisun.github.io/OS-Genesis-Home/{OS-Genesis Homepage}.
Rapid Exploration for Open-World Navigation with Latent Goal Models
We describe a robotic learning system for autonomous exploration and navigation in diverse, open-world environments. At the core of our method is a learned latent variable model of distances and actions, along with a non-parametric topological memory of images. We use an information bottleneck to regularize the learned policy, giving us (i) a compact visual representation of goals, (ii) improved generalization capabilities, and (iii) a mechanism for sampling feasible goals for exploration. Trained on a large offline dataset of prior experience, the model acquires a representation of visual goals that is robust to task-irrelevant distractors. We demonstrate our method on a mobile ground robot in open-world exploration scenarios. Given an image of a goal that is up to 80 meters away, our method leverages its representation to explore and discover the goal in under 20 minutes, even amidst previously-unseen obstacles and weather conditions. Please check out the project website for videos of our experiments and information about the real-world dataset used at https://sites.google.com/view/recon-robot.
Representation Learning with Multi-Step Inverse Kinematics: An Efficient and Optimal Approach to Rich-Observation RL
We study the design of sample-efficient algorithms for reinforcement learning in the presence of rich, high-dimensional observations, formalized via the Block MDP problem. Existing algorithms suffer from either 1) computational intractability, 2) strong statistical assumptions that are not necessarily satisfied in practice, or 3) suboptimal sample complexity. We address these issues by providing the first computationally efficient algorithm that attains rate-optimal sample complexity with respect to the desired accuracy level, with minimal statistical assumptions. Our algorithm, MusIK, combines systematic exploration with representation learning based on multi-step inverse kinematics, a learning objective in which the aim is to predict the learner's own action from the current observation and observations in the (potentially distant) future. MusIK is simple and flexible, and can efficiently take advantage of general-purpose function approximation. Our analysis leverages several new techniques tailored to non-optimistic exploration algorithms, which we anticipate will find broader use.
Leveraging Skills from Unlabeled Prior Data for Efficient Online Exploration
Unsupervised pretraining has been transformative in many supervised domains. However, applying such ideas to reinforcement learning (RL) presents a unique challenge in that fine-tuning does not involve mimicking task-specific data, but rather exploring and locating the solution through iterative self-improvement. In this work, we study how unlabeled prior trajectory data can be leveraged to learn efficient exploration strategies. While prior data can be used to pretrain a set of low-level skills, or as additional off-policy data for online RL, it has been unclear how to combine these ideas effectively for online exploration. Our method SUPE (Skills from Unlabeled Prior data for Exploration) demonstrates that a careful combination of these ideas compounds their benefits. Our method first extracts low-level skills using a variational autoencoder (VAE), and then pseudo-relabels unlabeled trajectories using an optimistic reward model, transforming prior data into high-level, task-relevant examples. Finally, SUPE uses these transformed examples as additional off-policy data for online RL to learn a high-level policy that composes pretrained low-level skills to explore efficiently. We empirically show that SUPE reliably outperforms prior strategies, successfully solving a suite of long-horizon, sparse-reward tasks. Code: https://github.com/rail-berkeley/supe.
Ψ-Sampler: Initial Particle Sampling for SMC-Based Inference-Time Reward Alignment in Score Models
We introduce Psi-Sampler, an SMC-based framework incorporating pCNL-based initial particle sampling for effective inference-time reward alignment with a score-based generative model. Inference-time reward alignment with score-based generative models has recently gained significant traction, following a broader paradigm shift from pre-training to post-training optimization. At the core of this trend is the application of Sequential Monte Carlo (SMC) to the denoising process. However, existing methods typically initialize particles from the Gaussian prior, which inadequately captures reward-relevant regions and results in reduced sampling efficiency. We demonstrate that initializing from the reward-aware posterior significantly improves alignment performance. To enable posterior sampling in high-dimensional latent spaces, we introduce the preconditioned Crank-Nicolson Langevin (pCNL) algorithm, which combines dimension-robust proposals with gradient-informed dynamics. This approach enables efficient and scalable posterior sampling and consistently improves performance across various reward alignment tasks, including layout-to-image generation, quantity-aware generation, and aesthetic-preference generation, as demonstrated in our experiments.
Discovering and Exploiting Sparse Rewards in a Learned Behavior Space
Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.
MotionDiffuser: Controllable Multi-Agent Motion Prediction using Diffusion
We present MotionDiffuser, a diffusion based representation for the joint distribution of future trajectories over multiple agents. Such representation has several key advantages: first, our model learns a highly multimodal distribution that captures diverse future outcomes. Second, the simple predictor design requires only a single L2 loss training objective, and does not depend on trajectory anchors. Third, our model is capable of learning the joint distribution for the motion of multiple agents in a permutation-invariant manner. Furthermore, we utilize a compressed trajectory representation via PCA, which improves model performance and allows for efficient computation of the exact sample log probability. Subsequently, we propose a general constrained sampling framework that enables controlled trajectory sampling based on differentiable cost functions. This strategy enables a host of applications such as enforcing rules and physical priors, or creating tailored simulation scenarios. MotionDiffuser can be combined with existing backbone architectures to achieve top motion forecasting results. We obtain state-of-the-art results for multi-agent motion prediction on the Waymo Open Motion Dataset.
Symbol Guided Hindsight Priors for Reward Learning from Human Preferences
Specifying rewards for reinforcement learned (RL) agents is challenging. Preference-based RL (PbRL) mitigates these challenges by inferring a reward from feedback over sets of trajectories. However, the effectiveness of PbRL is limited by the amount of feedback needed to reliably recover the structure of the target reward. We present the PRIor Over Rewards (PRIOR) framework, which incorporates priors about the structure of the reward function and the preference feedback into the reward learning process. Imposing these priors as soft constraints on the reward learning objective reduces the amount of feedback required by half and improves overall reward recovery. Additionally, we demonstrate that using an abstract state space for the computation of the priors further improves the reward learning and the agent's performance.
UI-Genie: A Self-Improving Approach for Iteratively Boosting MLLM-based Mobile GUI Agents
In this paper, we introduce UI-Genie, a self-improving framework addressing two key challenges in GUI agents: verification of trajectory outcome is challenging and high-quality training data are not scalable. These challenges are addressed by a reward model and a self-improving pipeline, respectively. The reward model, UI-Genie-RM, features an image-text interleaved architecture that efficiently pro- cesses historical context and unifies action-level and task-level rewards. To sup- port the training of UI-Genie-RM, we develop deliberately-designed data genera- tion strategies including rule-based verification, controlled trajectory corruption, and hard negative mining. To address the second challenge, a self-improvement pipeline progressively expands solvable complex GUI tasks by enhancing both the agent and reward models through reward-guided exploration and outcome verification in dynamic environments. For training the model, we generate UI- Genie-RM-517k and UI-Genie-Agent-16k, establishing the first reward-specific dataset for GUI agents while demonstrating high-quality synthetic trajectory gen- eration without manual annotation. Experimental results show that UI-Genie achieves state-of-the-art performance across multiple GUI agent benchmarks with three generations of data-model self-improvement. We open-source our complete framework implementation and generated datasets to facilitate further research in https://github.com/Euphoria16/UI-Genie.
Goal-Conditioned Predictive Coding as an Implicit Planner for Offline Reinforcement Learning
Recent work has demonstrated the effectiveness of formulating decision making as a supervised learning problem on offline-collected trajectories. However, the benefits of performing sequence modeling on trajectory data is not yet clear. In this work we investigate if sequence modeling has the capability to condense trajectories into useful representations that can contribute to policy learning. To achieve this, we adopt a two-stage framework that first summarizes trajectories with sequence modeling techniques, and then employs these representations to learn a policy along with a desired goal. This design allows many existing supervised offline RL methods to be considered as specific instances of our framework. Within this framework, we introduce Goal-Conditioned Predicitve Coding (GCPC), an approach that brings powerful trajectory representations and leads to performant policies. We conduct extensive empirical evaluations on AntMaze, FrankaKitchen and Locomotion environments, and observe that sequence modeling has a significant impact on some decision making tasks. In addition, we demonstrate that GCPC learns a goal-conditioned latent representation about the future, which serves as an "implicit planner", and enables competitive performance on all three benchmarks.
Accelerating Exploration with Unlabeled Prior Data
Learning to solve tasks from a sparse reward signal is a major challenge for standard reinforcement learning (RL) algorithms. However, in the real world, agents rarely need to solve sparse reward tasks entirely from scratch. More often, we might possess prior experience to draw on that provides considerable guidance about which actions and outcomes are possible in the world, which we can use to explore more effectively for new tasks. In this work, we study how prior data without reward labels may be used to guide and accelerate exploration for an agent solving a new sparse reward task. We propose a simple approach that learns a reward model from online experience, labels the unlabeled prior data with optimistic rewards, and then uses it concurrently alongside the online data for downstream policy and critic optimization. This general formula leads to rapid exploration in several challenging sparse-reward domains where tabula rasa exploration is insufficient, including the AntMaze domain, Adroit hand manipulation domain, and a visual simulated robotic manipulation domain. Our results highlight the ease of incorporating unlabeled prior data into existing online RL algorithms, and the (perhaps surprising) effectiveness of doing so.
GRAM-R^2: Self-Training Generative Foundation Reward Models for Reward Reasoning
Significant progress in reward modeling over recent years has been driven by a paradigm shift from task-specific designs towards generalist reward models. Despite this trend, developing effective reward models remains a fundamental challenge: the heavy reliance on large-scale labeled preference data. Pre-training on abundant unlabeled data offers a promising direction, but existing approaches fall short of instilling explicit reasoning into reward models. To bridge this gap, we propose a self-training approach that leverages unlabeled data to elicit reward reasoning in reward models. Based on this approach, we develop GRAM-R^2, a generative reward model trained to produce not only preference labels but also accompanying reward rationales. GRAM-R^2 can serve as a foundation model for reward reasoning and can be applied to a wide range of tasks with minimal or no additional fine-tuning. It can support downstream applications such as response ranking and task-specific reward tuning. Experiments on response ranking, task adaptation, and reinforcement learning from human feedback demonstrate that GRAM-R^2 consistently delivers strong performance, outperforming several strong discriminative and generative baselines.
Guiding Pretraining in Reinforcement Learning with Large Language Models
Reinforcement learning algorithms typically struggle in the absence of a dense, well-shaped reward function. Intrinsically motivated exploration methods address this limitation by rewarding agents for visiting novel states or transitions, but these methods offer limited benefits in large environments where most discovered novelty is irrelevant for downstream tasks. We describe a method that uses background knowledge from text corpora to shape exploration. This method, called ELLM (Exploring with LLMs) rewards an agent for achieving goals suggested by a language model prompted with a description of the agent's current state. By leveraging large-scale language model pretraining, ELLM guides agents toward human-meaningful and plausibly useful behaviors without requiring a human in the loop. We evaluate ELLM in the Crafter game environment and the Housekeep robotic simulator, showing that ELLM-trained agents have better coverage of common-sense behaviors during pretraining and usually match or improve performance on a range of downstream tasks.
Automatic Intrinsic Reward Shaping for Exploration in Deep Reinforcement Learning
We present AIRS: Automatic Intrinsic Reward Shaping that intelligently and adaptively provides high-quality intrinsic rewards to enhance exploration in reinforcement learning (RL). More specifically, AIRS selects shaping function from a predefined set based on the estimated task return in real-time, providing reliable exploration incentives and alleviating the biased objective problem. Moreover, we develop an intrinsic reward toolkit to provide efficient and reliable implementations of diverse intrinsic reward approaches. We test AIRS on various tasks of MiniGrid, Procgen, and DeepMind Control Suite. Extensive simulation demonstrates that AIRS can outperform the benchmarking schemes and achieve superior performance with simple architecture.
Learning in Sparse Rewards settings through Quality-Diversity algorithms
In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.
In-Dataset Trajectory Return Regularization for Offline Preference-based Reinforcement Learning
Offline preference-based reinforcement learning (PbRL) typically operates in two phases: first, use human preferences to learn a reward model and annotate rewards for a reward-free offline dataset; second, learn a policy by optimizing the learned reward via offline RL. However, accurately modeling step-wise rewards from trajectory-level preference feedback presents inherent challenges. The reward bias introduced, particularly the overestimation of predicted rewards, leads to optimistic trajectory stitching, which undermines the pessimism mechanism critical to the offline RL phase. To address this challenge, we propose In-Dataset Trajectory Return Regularization (DTR) for offline PbRL, which leverages conditional sequence modeling to mitigate the risk of learning inaccurate trajectory stitching under reward bias. Specifically, DTR employs Decision Transformer and TD-Learning to strike a balance between maintaining fidelity to the behavior policy with high in-dataset trajectory returns and selecting optimal actions based on high reward labels. Additionally, we introduce an ensemble normalization technique that effectively integrates multiple reward models, balancing the tradeoff between reward differentiation and accuracy. Empirical evaluations on various benchmarks demonstrate the superiority of DTR over other state-of-the-art baselines.
ESRL: Efficient Sampling-based Reinforcement Learning for Sequence Generation
Applying Reinforcement Learning (RL) to sequence generation models enables the direct optimization of long-term rewards (e.g., BLEU and human feedback), but typically requires large-scale sampling over a space of action sequences. This is a computational challenge as presented by the practice of sequence generation problems, such as machine translation, where we often deal with a large action space (e.g., a vocabulary) and a long action sequence (e.g., a translation). In this work, we introduce two-stage sampling and dynamic sampling approaches to improve the sampling efficiency during training sequence generation models via RL. We experiment with our approaches on the traditional sequence generation tasks, including machine translation and abstractive summarization. Furthermore, we evaluate our approaches in RL from human feedback (RLHF) through training a large language model using the reward model. Experimental results show that the efficient sampling-based RL, referred to as ESRL, can outperform all baselines in terms of both training efficiency and memory consumption. Notably, ESRL yields consistent performance gains over the strong REINFORCE, minimum risk training, and proximal policy optimization methods.
Diffusion Tree Sampling: Scalable inference-time alignment of diffusion models
Adapting a pretrained diffusion model to new objectives at inference time remains an open problem in generative modeling. Existing steering methods suffer from inaccurate value estimation, especially at high noise levels, which biases guidance. Moreover, information from past runs is not reused to improve sample quality, resulting in inefficient use of compute. Inspired by the success of Monte Carlo Tree Search, we address these limitations by casting inference-time alignment as a search problem that reuses past computations. We introduce a tree-based approach that samples from the reward-aligned target density by propagating terminal rewards back through the diffusion chain and iteratively refining value estimates with each additional generation. Our proposed method, Diffusion Tree Sampling (DTS), produces asymptotically exact samples from the target distribution in the limit of infinite rollouts, and its greedy variant, Diffusion Tree Search (DTS^star), performs a global search for high reward samples. On MNIST and CIFAR-10 class-conditional generation, DTS matches the FID of the best-performing baseline with up to 10times less compute. In text-to-image generation and language completion tasks, DTS^star effectively searches for high reward samples that match best-of-N with up to 5times less compute. By reusing information from previous generations, we get an anytime algorithm that turns additional compute into steadily better samples, providing a scalable approach for inference-time alignment of diffusion models.
Trajectory Improvement and Reward Learning from Comparative Language Feedback
Learning from human feedback has gained traction in fields like robotics and natural language processing in recent years. While prior works mostly rely on human feedback in the form of comparisons, language is a preferable modality that provides more informative insights into user preferences. In this work, we aim to incorporate comparative language feedback to iteratively improve robot trajectories and to learn reward functions that encode human preferences. To achieve this goal, we learn a shared latent space that integrates trajectory data and language feedback, and subsequently leverage the learned latent space to improve trajectories and learn human preferences. To the best of our knowledge, we are the first to incorporate comparative language feedback into reward learning. Our simulation experiments demonstrate the effectiveness of the learned latent space and the success of our learning algorithms. We also conduct human subject studies that show our reward learning algorithm achieves a 23.9% higher subjective score on average and is 11.3% more time-efficient compared to preference-based reward learning, underscoring the superior performance of our method. Our website is at https://liralab.usc.edu/comparative-language-feedback/
Online Intrinsic Rewards for Decision Making Agents from Large Language Model Feedback
Automatically synthesizing dense rewards from natural language descriptions is a promising paradigm in reinforcement learning (RL), with applications to sparse reward problems, open-ended exploration, and hierarchical skill design. Recent works have made promising steps by exploiting the prior knowledge of large language models (LLMs). However, these approaches suffer from important limitations: they are either not scalable to problems requiring billions of environment samples, due to requiring LLM annotations for each observation, or they require a diverse offline dataset, which may not exist or be impossible to collect. In this work, we address these limitations through a combination of algorithmic and systems-level contributions. We propose \oni, a distributed architecture that simultaneously learns an RL policy and an intrinsic reward function using LLM feedback. Our approach annotates the agent's collected experience via an asynchronous LLM server, which is then distilled into an intrinsic reward model. We explore a range of algorithmic choices for reward modeling with varying complexity, including hashing, classification, and ranking models. By studying their relative tradeoffs, we shed light on questions regarding intrinsic reward design for sparse reward problems. Our approach achieves state-of-the-art performance across a range of challenging, sparse reward tasks from the NetHack Learning Environment in a simple unified process, solely using the agent's gathered experience, without requiring external datasets. We make our code available at https://github.com/facebookresearch/oni.
Sample-Efficient Preference-based Reinforcement Learning with Dynamics Aware Rewards
Preference-based reinforcement learning (PbRL) aligns a robot behavior with human preferences via a reward function learned from binary feedback over agent behaviors. We show that dynamics-aware reward functions improve the sample efficiency of PbRL by an order of magnitude. In our experiments we iterate between: (1) learning a dynamics-aware state-action representation (z^{sa}) via a self-supervised temporal consistency task, and (2) bootstrapping the preference-based reward function from (z^{sa}), which results in faster policy learning and better final policy performance. For example, on quadruped-walk, walker-walk, and cheetah-run, with 50 preference labels we achieve the same performance as existing approaches with 500 preference labels, and we recover 83\% and 66\% of ground truth reward policy performance versus only 38\% and 21\%. The performance gains demonstrate the benefits of explicitly learning a dynamics-aware reward model. Repo: https://github.com/apple/ml-reed.
What Fundamental Structure in Reward Functions Enables Efficient Sparse-Reward Learning?
What fundamental properties of reward functions enable efficient sparse-reward reinforcement learning? We address this question through the lens of low-rank structure in reward matrices, showing that such structure induces a sharp transition from exponential to polynomial sample complexity, the first result of this kind for sparse-reward RL. We introduce Policy-Aware Matrix Completion (PAMC), which connects matrix completion theory with reinforcement learning via a new analysis of policy-dependent sampling. Our framework provides: (i) impossibility results for general sparse reward observation, (ii) reward-free representation learning from dynamics, (iii) distribution-free confidence sets via conformal prediction, and (iv) robust completion guarantees that degrade gracefully when low-rank structure is only approximate. Empirically, we conduct a pre-registered evaluation across 100 systematically sampled domains, finding exploitable structure in over half. PAMC improves sample efficiency by factors between 1.6 and 2.1 compared to strong exploration, structured, and representation-learning baselines, while adding only about 20 percent computational overhead.These results establish structural reward learning as a promising new paradigm, with immediate implications for robotics, healthcare, and other safety-critical, sample-expensive applications.
Flipping Coins to Estimate Pseudocounts for Exploration in Reinforcement Learning
We propose a new method for count-based exploration in high-dimensional state spaces. Unlike previous work which relies on density models, we show that counts can be derived by averaging samples from the Rademacher distribution (or coin flips). This insight is used to set up a simple supervised learning objective which, when optimized, yields a state's visitation count. We show that our method is significantly more effective at deducing ground-truth visitation counts than previous work; when used as an exploration bonus for a model-free reinforcement learning algorithm, it outperforms existing approaches on most of 9 challenging exploration tasks, including the Atari game Montezuma's Revenge.
A Vision-Language-Action-Critic Model for Robotic Real-World Reinforcement Learning
Robotic real-world reinforcement learning (RL) with vision-language-action (VLA) models is bottlenecked by sparse, handcrafted rewards and inefficient exploration. We introduce VLAC, a general process reward model built upon InternVL and trained on large scale heterogeneous datasets. Given pairwise observations and a language goal, it outputs dense progress delta and done signal, eliminating task-specific reward engineering, and supports one-shot in-context transfer to unseen tasks and environments. VLAC is trained on vision-language datasets to strengthen perception, dialogic and reasoning capabilities, together with robot and human trajectories data that ground action generation and progress estimation, and additionally strengthened to reject irrelevant prompts as well as detect regression or stagnation by constructing large numbers of negative and semantically mismatched samples. With prompt control, a single VLAC model alternately generating reward and action tokens, unifying critic and policy. Deployed inside an asynchronous real-world RL loop, we layer a graded human-in-the-loop protocol (offline demonstration replay, return and explore, human guided explore) that accelerates exploration and stabilizes early learning. Across four distinct real-world manipulation tasks, VLAC lifts success rates from about 30\% to about 90\% within 200 real-world interaction episodes; incorporating human-in-the-loop interventions yields a further 50% improvement in sample efficiency and achieves up to 100% final success.
Scaling Up and Distilling Down: Language-Guided Robot Skill Acquisition
We present a framework for robot skill acquisition, which 1) efficiently scale up data generation of language-labelled robot data and 2) effectively distills this data down into a robust multi-task language-conditioned visuo-motor policy. For (1), we use a large language model (LLM) to guide high-level planning, and sampling-based robot planners (e.g. motion or grasp samplers) for generating diverse and rich manipulation trajectories. To robustify this data-collection process, the LLM also infers a code-snippet for the success condition of each task, simultaneously enabling the data-collection process to detect failure and retry as well as the automatic labeling of trajectories with success/failure. For (2), we extend the diffusion policy single-task behavior-cloning approach to multi-task settings with language conditioning. Finally, we propose a new multi-task benchmark with 18 tasks across five domains to test long-horizon behavior, common-sense reasoning, tool-use, and intuitive physics. We find that our distilled policy successfully learned the robust retrying behavior in its data collection policy, while improving absolute success rates by 34.8% on average across five domains. The benchmark, code, and qualitative results are on our website https://www.cs.columbia.edu/~huy/scalingup/
Text2Reward: Automated Dense Reward Function Generation for Reinforcement Learning
Designing reward functions is a longstanding challenge in reinforcement learning (RL); it requires specialized knowledge or domain data, leading to high costs for development. To address this, we introduce Text2Reward, a data-free framework that automates the generation of dense reward functions based on large language models (LLMs). Given a goal described in natural language, Text2Reward generates dense reward functions as an executable program grounded in a compact representation of the environment. Unlike inverse RL and recent work that uses LLMs to write sparse reward codes, Text2Reward produces interpretable, free-form dense reward codes that cover a wide range of tasks, utilize existing packages, and allow iterative refinement with human feedback. We evaluate Text2Reward on two robotic manipulation benchmarks (ManiSkill2, MetaWorld) and two locomotion environments of MuJoCo. On 13 of the 17 manipulation tasks, policies trained with generated reward codes achieve similar or better task success rates and convergence speed than expert-written reward codes. For locomotion tasks, our method learns six novel locomotion behaviors with a success rate exceeding 94%. Furthermore, we show that the policies trained in the simulator with our method can be deployed in the real world. Finally, Text2Reward further improves the policies by refining their reward functions with human feedback. Video results are available at https://text-to-reward.github.io
A Single Goal is All You Need: Skills and Exploration Emerge from Contrastive RL without Rewards, Demonstrations, or Subgoals
In this paper, we present empirical evidence of skills and directed exploration emerging from a simple RL algorithm long before any successful trials are observed. For example, in a manipulation task, the agent is given a single observation of the goal state and learns skills, first for moving its end-effector, then for pushing the block, and finally for picking up and placing the block. These skills emerge before the agent has ever successfully placed the block at the goal location and without the aid of any reward functions, demonstrations, or manually-specified distance metrics. Once the agent has learned to reach the goal state reliably, exploration is reduced. Implementing our method involves a simple modification of prior work and does not require density estimates, ensembles, or any additional hyperparameters. Intuitively, the proposed method seems like it should be terrible at exploration, and we lack a clear theoretical understanding of why it works so effectively, though our experiments provide some hints.
TR2-D2: Tree Search Guided Trajectory-Aware Fine-Tuning for Discrete Diffusion
Reinforcement learning with stochastic optimal control offers a promising framework for diffusion fine-tuning, where a pre-trained diffusion model is optimized to generate paths that lead to a reward-tilted distribution. While these approaches enable optimization without access to explicit samples from the optimal distribution, they require training on rollouts under the current fine-tuned model, making them susceptible to reinforcing sub-optimal trajectories that yield poor rewards. To overcome this challenge, we introduce TRee Search Guided TRajectory-Aware Fine-Tuning for Discrete Diffusion (TR2-D2), a novel framework that optimizes reward-guided discrete diffusion trajectories with tree search to construct replay buffers for trajectory-aware fine-tuning. These buffers are generated using Monte Carlo Tree Search (MCTS) and subsequently used to fine-tune a pre-trained discrete diffusion model under a stochastic optimal control objective. We validate our framework on single- and multi-objective fine-tuning of biological sequence diffusion models, highlighting the overall effectiveness of TR2-D2 for reliable reward-guided fine-tuning in discrete sequence generation.
NaviMaster: Learning a Unified Policy for GUI and Embodied Navigation Tasks
Recent advances in Graphical User Interface (GUI) and embodied navigation have driven significant progress, yet these domains have largely evolved in isolation, with disparate datasets and training paradigms. In this paper, we observe that both tasks can be formulated as Markov Decision Processes (MDP), suggesting a foundational principle for their unification. Hence, we present NaviMaster, the first unified agent capable of seamlessly integrating GUI navigation and embodied navigation within a single framework. Specifically, NaviMaster (i) proposes a visual-target trajectory collection pipeline that generates trajectories for both GUI and embodied tasks in one formulation. (ii) employs a unified reinforcement learning framework on the mix data for better generalization. (iii) designs a novel distance-aware reward to ensure efficient learning from the trajectories. Through extensive experiments on out-of-domain benchmarks, NaviMaster is shown to outperform state-of-the-art agents in GUI navigation, spatial affordance prediction, and embodied navigation. Ablation studies further confirm the efficacy of our unified training strategy, data mixing strategy, and reward design.
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
CaRL: Learning Scalable Planning Policies with Simple Rewards
We investigate reinforcement learning (RL) for privileged planning in autonomous driving. State-of-the-art approaches for this task are rule-based, but these methods do not scale to the long tail. RL, on the other hand, is scalable and does not suffer from compounding errors like imitation learning. Contemporary RL approaches for driving use complex shaped rewards that sum multiple individual rewards, \eg~progress, position, or orientation rewards. We show that PPO fails to optimize a popular version of these rewards when the mini-batch size is increased, which limits the scalability of these approaches. Instead, we propose a new reward design based primarily on optimizing a single intuitive reward term: route completion. Infractions are penalized by terminating the episode or multiplicatively reducing route completion. We find that PPO scales well with higher mini-batch sizes when trained with our simple reward, even improving performance. Training with large mini-batch sizes enables efficient scaling via distributed data parallelism. We scale PPO to 300M samples in CARLA and 500M samples in nuPlan with a single 8-GPU node. The resulting model achieves 64 DS on the CARLA longest6 v2 benchmark, outperforming other RL methods with more complex rewards by a large margin. Requiring only minimal adaptations from its use in CARLA, the same method is the best learning-based approach on nuPlan. It scores 91.3 in non-reactive and 90.6 in reactive traffic on the Val14 benchmark while being an order of magnitude faster than prior work.
Deep reinforcement learning from human preferences
For sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human preferences between pairs of trajectory segments. We show that this approach can effectively solve complex RL tasks without access to the reward function, including Atari games and simulated robot locomotion, while providing feedback on less than one percent of our agent's interactions with the environment. This reduces the cost of human oversight far enough that it can be practically applied to state-of-the-art RL systems. To demonstrate the flexibility of our approach, we show that we can successfully train complex novel behaviors with about an hour of human time. These behaviors and environments are considerably more complex than any that have been previously learned from human feedback.
Trajectory-Aware Eligibility Traces for Off-Policy Reinforcement Learning
Off-policy learning from multistep returns is crucial for sample-efficient reinforcement learning, but counteracting off-policy bias without exacerbating variance is challenging. Classically, off-policy bias is corrected in a per-decision manner: past temporal-difference errors are re-weighted by the instantaneous Importance Sampling (IS) ratio after each action via eligibility traces. Many off-policy algorithms rely on this mechanism, along with differing protocols for cutting the IS ratios to combat the variance of the IS estimator. Unfortunately, once a trace has been fully cut, the effect cannot be reversed. This has led to the development of credit-assignment strategies that account for multiple past experiences at a time. These trajectory-aware methods have not been extensively analyzed, and their theoretical justification remains uncertain. In this paper, we propose a multistep operator that can express both per-decision and trajectory-aware methods. We prove convergence conditions for our operator in the tabular setting, establishing the first guarantees for several existing methods as well as many new ones. Finally, we introduce Recency-Bounded Importance Sampling (RBIS), which leverages trajectory awareness to perform robustly across lambda-values in an off-policy control task.
RL-VLM-F: Reinforcement Learning from Vision Language Foundation Model Feedback
Reward engineering has long been a challenge in Reinforcement Learning (RL) research, as it often requires extensive human effort and iterative processes of trial-and-error to design effective reward functions. In this paper, we propose RL-VLM-F, a method that automatically generates reward functions for agents to learn new tasks, using only a text description of the task goal and the agent's visual observations, by leveraging feedbacks from vision language foundation models (VLMs). The key to our approach is to query these models to give preferences over pairs of the agent's image observations based on the text description of the task goal, and then learn a reward function from the preference labels, rather than directly prompting these models to output a raw reward score, which can be noisy and inconsistent. We demonstrate that RL-VLM-F successfully produces effective rewards and policies across various domains - including classic control, as well as manipulation of rigid, articulated, and deformable objects - without the need for human supervision, outperforming prior methods that use large pretrained models for reward generation under the same assumptions.
Imitating Human Search Strategies for Assembly
We present a Learning from Demonstration method for teaching robots to perform search strategies imitated from humans in scenarios where alignment tasks fail due to position uncertainty. The method utilizes human demonstrations to learn both a state invariant dynamics model and an exploration distribution that captures the search area covered by the demonstrator. We present two alternative algorithms for computing a search trajectory from the exploration distribution, one based on sampling and another based on deterministic ergodic control. We augment the search trajectory with forces learnt through the dynamics model to enable searching both in force and position domains. An impedance controller with superposed forces is used for reproducing the learnt strategy. We experimentally evaluate the method on a KUKA LWR4+ performing a 2D peg-in-hole and a 3D electricity socket task. Results show that the proposed method can, with only few human demonstrations, learn to complete the search task.
Learning Trajectory Preferences for Manipulators via Iterative Improvement
We consider the problem of learning good trajectories for manipulation tasks. This is challenging because the criterion defining a good trajectory varies with users, tasks and environments. In this paper, we propose a co-active online learning framework for teaching robots the preferences of its users for object manipulation tasks. The key novelty of our approach lies in the type of feedback expected from the user: the human user does not need to demonstrate optimal trajectories as training data, but merely needs to iteratively provide trajectories that slightly improve over the trajectory currently proposed by the system. We argue that this co-active preference feedback can be more easily elicited from the user than demonstrations of optimal trajectories, which are often challenging and non-intuitive to provide on high degrees of freedom manipulators. Nevertheless, theoretical regret bounds of our algorithm match the asymptotic rates of optimal trajectory algorithms. We demonstrate the generalizability of our algorithm on a variety of grocery checkout tasks, for whom, the preferences were not only influenced by the object being manipulated but also by the surrounding environment.For more details and a demonstration video, visit: \url{http://pr.cs.cornell.edu/coactive}
SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations
We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.
EAGER: Asking and Answering Questions for Automatic Reward Shaping in Language-guided RL
Reinforcement learning (RL) in long horizon and sparse reward tasks is notoriously difficult and requires a lot of training steps. A standard solution to speed up the process is to leverage additional reward signals, shaping it to better guide the learning process. In the context of language-conditioned RL, the abstraction and generalisation properties of the language input provide opportunities for more efficient ways of shaping the reward. In this paper, we leverage this idea and propose an automated reward shaping method where the agent extracts auxiliary objectives from the general language goal. These auxiliary objectives use a question generation (QG) and question answering (QA) system: they consist of questions leading the agent to try to reconstruct partial information about the global goal using its own trajectory. When it succeeds, it receives an intrinsic reward proportional to its confidence in its answer. This incentivizes the agent to generate trajectories which unambiguously explain various aspects of the general language goal. Our experimental study shows that this approach, which does not require engineer intervention to design the auxiliary objectives, improves sample efficiency by effectively directing exploration.
VCA: Video Curious Agent for Long Video Understanding
Long video understanding poses unique challenges due to their temporal complexity and low information density. Recent works address this task by sampling numerous frames or incorporating auxiliary tools using LLMs, both of which result in high computational costs. In this work, we introduce a curiosity-driven video agent with self-exploration capability, dubbed as VCA. Built upon VLMs, VCA autonomously navigates video segments and efficiently builds a comprehensive understanding of complex video sequences. Instead of directly sampling frames, VCA employs a tree-search structure to explore video segments and collect frames. Rather than relying on external feedback or reward, VCA leverages VLM's self-generated intrinsic reward to guide its exploration, enabling it to capture the most crucial information for reasoning. Experimental results on multiple long video benchmarks demonstrate our approach's superior effectiveness and efficiency.
Unsupervised Perceptual Rewards for Imitation Learning
Reward function design and exploration time are arguably the biggest obstacles to the deployment of reinforcement learning (RL) agents in the real world. In many real-world tasks, designing a reward function takes considerable hand engineering and often requires additional sensors to be installed just to measure whether the task has been executed successfully. Furthermore, many interesting tasks consist of multiple implicit intermediate steps that must be executed in sequence. Even when the final outcome can be measured, it does not necessarily provide feedback on these intermediate steps. To address these issues, we propose leveraging the abstraction power of intermediate visual representations learned by deep models to quickly infer perceptual reward functions from small numbers of demonstrations. We present a method that is able to identify key intermediate steps of a task from only a handful of demonstration sequences, and automatically identify the most discriminative features for identifying these steps. This method makes use of the features in a pre-trained deep model, but does not require any explicit specification of sub-goals. The resulting reward functions can then be used by an RL agent to learn to perform the task in real-world settings. To evaluate the learned reward, we present qualitative results on two real-world tasks and a quantitative evaluation against a human-designed reward function. We also show that our method can be used to learn a real-world door opening skill using a real robot, even when the demonstration used for reward learning is provided by a human using their own hand. To our knowledge, these are the first results showing that complex robotic manipulation skills can be learned directly and without supervised labels from a video of a human performing the task. Supplementary material and data are available at https://sermanet.github.io/rewards
Diversity-Incentivized Exploration for Versatile Reasoning
Reinforcement Learning with Verifiable Rewards (RLVR) has emerged as a crucial paradigm for incentivizing reasoning capabilities in Large Language Models (LLMs). Due to vast state-action spaces and reward sparsity in reasoning tasks, existing methods often struggle with deficient exploration and poor sample efficiency. In the paper, we propose DIVER (Diversity-Incentivized Exploration for VersatilE Reasoning), an innovative framework that highlights the pivotal role of global sequence-level diversity to incentivize deep exploration for versatile reasoning. We first conduct a primary empirical study to reveal a strong positive correlation between global diversity and reasoning capacity. Building on this insight, we introduce global diversity incentives as an intrinsic reward to promote deep exploration in a semantically structured space. Incorporating the intrinsic reward, we develop a potential-based reward shaping mechanism to preserve optimal policy invariance and design simple heuristics to mitigate possible reward hacking. Experimental results show that DIVER outperforms competitive RLVR baselines with various exploration strategies on both in-domain and out-of-domain tasks, excelling in both Pass@1 and Pass@k evaluations. Our code is available at https://github.com/NJU-RL/DIVER.
Reinforcement Learning in Vision: A Survey
Recent advances at the intersection of reinforcement learning (RL) and visual intelligence have enabled agents that not only perceive complex visual scenes but also reason, generate, and act within them. This survey offers a critical and up-to-date synthesis of the field. We first formalize visual RL problems and trace the evolution of policy-optimization strategies from RLHF to verifiable reward paradigms, and from Proximal Policy Optimization to Group Relative Policy Optimization. We then organize more than 200 representative works into four thematic pillars: multi-modal large language models, visual generation, unified model frameworks, and vision-language-action models. For each pillar we examine algorithmic design, reward engineering, benchmark progress, and we distill trends such as curriculum-driven training, preference-aligned diffusion, and unified reward modeling. Finally, we review evaluation protocols spanning set-level fidelity, sample-level preference, and state-level stability, and we identify open challenges that include sample efficiency, generalization, and safe deployment. Our goal is to provide researchers and practitioners with a coherent map of the rapidly expanding landscape of visual RL and to highlight promising directions for future inquiry. Resources are available at: https://github.com/weijiawu/Awesome-Visual-Reinforcement-Learning.
Online Process Reward Leanring for Agentic Reinforcement Learning
Large language models (LLMs) are increasingly trained with reinforcement learning (RL) as autonomous agents that reason and act over long horizons in interactive environments. However, sparse and sometimes unverifiable rewards make temporal credit assignment extremely challenging. Recent work attempts to integrate process supervision into agent learning but suffers from biased annotation, reward hacking, high-variance from overly fine-grained signals or failtures when state overlap is rare. We therefore introduce Online Process Reward Learning (OPRL), a general credit-assignment strategy for agentic RL that integrates seamlessly with standard on-policy algorithms without relying on additional rollouts or explicit step labels. In OPRL, we optimize an implicit process reward model (PRM) alternately with the agent's policy to transform trajectory preferences into implicit step rewards through a trajectory-based DPO objective. These step rewards are then used to compute step-level advantages, which are combined with episode-level advantages from outcome rewards for policy update, creating a self-reinforcing loop. Theoretical findings guarantee that the learned step rewards are consistent with trajectory preferences and act as potential-based shaping rewards, providing bounded gradients to stabilize training. Empirically, we evaluate OPRL on three distinct agent benmarks, including WebShop and VisualSokoban, as well as open-ended social interactions with unverfiable rewards in SOTOPIA. Crucially, OPRL shows superior performance over frontier LLMs and strong RL baselines across domains, achieving state-of-the-art results with higher sample-efficiency and lower variance during training. Further analysis also demonstrates the efficient exploration by OPRL using fewer actions, underscoring its potential for agentic learning in real-world scenarios.
Efficient Planning with Latent Diffusion
Temporal abstraction and efficient planning pose significant challenges in offline reinforcement learning, mainly when dealing with domains that involve temporally extended tasks and delayed sparse rewards. Existing methods typically plan in the raw action space and can be inefficient and inflexible. Latent action spaces offer a more flexible paradigm, capturing only possible actions within the behavior policy support and decoupling the temporal structure between planning and modeling. However, current latent-action-based methods are limited to discrete spaces and require expensive planning. This paper presents a unified framework for continuous latent action space representation learning and planning by leveraging latent, score-based diffusion models. We establish the theoretical equivalence between planning in the latent action space and energy-guided sampling with a pretrained diffusion model and incorporate a novel sequence-level exact sampling method. Our proposed method, LatentDiffuser, demonstrates competitive performance on low-dimensional locomotion control tasks and surpasses existing methods in higher-dimensional tasks.
Efficient Exploration for LLMs
We present evidence of substantial benefit from efficient exploration in gathering human feedback to improve large language models. In our experiments, an agent sequentially generates queries while fitting a reward model to the feedback received. Our best-performing agent generates queries using double Thompson sampling, with uncertainty represented by an epistemic neural network. Our results demonstrate that efficient exploration enables high levels of performance with far fewer queries. Further, both uncertainty estimation and the choice of exploration scheme play critical roles.
Trajectory Prediction Meets Large Language Models: A Survey
Recent advances in large language models (LLMs) have sparked growing interest in integrating language-driven techniques into trajectory prediction. By leveraging their semantic and reasoning capabilities, LLMs are reshaping how autonomous systems perceive, model, and predict trajectories. This survey provides a comprehensive overview of this emerging field, categorizing recent work into five directions: (1) Trajectory prediction via language modeling paradigms, (2) Direct trajectory prediction with pretrained language models, (3) Language-guided scene understanding for trajectory prediction, (4) Language-driven data generation for trajectory prediction, (5) Language-based reasoning and interpretability for trajectory prediction. For each, we analyze representative methods, highlight core design choices, and identify open challenges. This survey bridges natural language processing and trajectory prediction, offering a unified perspective on how language can enrich trajectory prediction.
Guiding VLM Agents with Process Rewards at Inference Time for GUI Navigation
Recent advancements in visual language models (VLMs) have notably enhanced their capabilities in handling complex Graphical User Interface (GUI) interaction tasks. Despite these improvements, current frameworks often struggle to generate correct actions in challenging GUI environments. State-of-the-art commercial VLMs are black-boxes, and fine-tuning open-source VLMs for GUI tasks requires significant resources. Additionally, existing trajectory-level evaluation and refinement techniques frequently fall short due to delayed feedback and local optimization issues. To address these challenges, we propose an approach that guides VLM agents with process supervision by a reward model during GUI navigation and control at inference time. This guidance allows the VLM agent to optimize actions at each inference step, thereby improving performance in both static and dynamic environments. In particular, our method demonstrates significant performance gains in three GUI navigation tasks, achieving a 3.4% improvement in single step action accuracy for static environments, along with a around 33% increase in task success rate in one dynamic environment. With further integration of trajectory reflection and retry mechanisms, we also demonstrate even greater enhancement in task success.
Trial and Error: Exploration-Based Trajectory Optimization for LLM Agents
Large Language Models (LLMs) have become integral components in various autonomous agent systems. In this study, we present an exploration-based trajectory optimization approach, referred to as ETO. This learning method is designed to enhance the performance of open LLM agents. Contrary to previous studies that exclusively train on successful expert trajectories, our method allows agents to learn from their exploration failures. This leads to improved performance through an iterative optimization framework. During the exploration phase, the agent interacts with the environment while completing given tasks, gathering failure trajectories to create contrastive trajectory pairs. In the subsequent training phase, the agent utilizes these trajectory preference pairs to update its policy using contrastive learning methods like DPO. This iterative cycle of exploration and training fosters continued improvement in the agents. Our experiments on three complex tasks demonstrate that ETO consistently surpasses baseline performance by a large margin. Furthermore, an examination of task-solving efficiency and potential in scenarios lacking expert trajectory underscores the effectiveness of our approach.
Mini-o3: Scaling Up Reasoning Patterns and Interaction Turns for Visual Search
Recent advances in large multimodal models have leveraged image-based tools with reinforcement learning to tackle visual problems. However, existing open-source approaches often exhibit monotonous reasoning patterns and allow only a limited number of interaction turns, making them inadequate for difficult tasks that require trial-and-error exploration. In this work, we address this limitation by scaling up tool-based interactions and introduce Mini-o3, a system that executes deep, multi-turn reasoning -- spanning tens of steps -- and achieves state-of-the-art performance on challenging visual search tasks. Our recipe for reproducing OpenAI o3-style behaviors comprises three key components. First, we construct the Visual Probe Dataset, a collection of thousands of challenging visual search problems designed for exploratory reasoning. Second, we develop an iterative data collection pipeline to obtain cold-start trajectories that exhibit diverse reasoning patterns, including depth-first search, trial-and-error, and goal maintenance. Third, we propose an over-turn masking strategy that prevents penalization of over-turn responses (those that hit the maximum number of turns) during reinforcement learning, thereby balancing training-time efficiency with test-time scalability. Despite training with an upper bound of only six interaction turns, our model generates trajectories that naturally scale to tens of turns at inference time, with accuracy improving as the number of turns increases. Extensive experiments demonstrate that Mini-o3 produces rich reasoning patterns and deep thinking paths, effectively solving challenging visual search problems.
Holistic Semantic Representation for Navigational Trajectory Generation
Trajectory generation has garnered significant attention from researchers in the field of spatio-temporal analysis, as it can generate substantial synthesized human mobility trajectories that enhance user privacy and alleviate data scarcity. However, existing trajectory generation methods often focus on improving trajectory generation quality from a singular perspective, lacking a comprehensive semantic understanding across various scales. Consequently, we are inspired to develop a HOlistic SEmantic Representation (HOSER) framework for navigational trajectory generation. Given an origin-and-destination (OD) pair and the starting time point of a latent trajectory, we first propose a Road Network Encoder to expand the receptive field of road- and zone-level semantics. Second, we design a Multi-Granularity Trajectory Encoder to integrate the spatio-temporal semantics of the generated trajectory at both the point and trajectory levels. Finally, we employ a Destination-Oriented Navigator to seamlessly integrate destination-oriented guidance. Extensive experiments on three real-world datasets demonstrate that HOSER outperforms state-of-the-art baselines by a significant margin. Moreover, the model's performance in few-shot learning and zero-shot learning scenarios further verifies the effectiveness of our holistic semantic representation.
Tree-OPO: Off-policy Monte Carlo Tree-Guided Advantage Optimization for Multistep Reasoning
Recent advances in reasoning with large language models (LLMs) have shown the effectiveness of Monte Carlo Tree Search (MCTS) for generating high-quality intermediate trajectories, particularly in math and symbolic domains. Inspired by this, we explore how MCTS-derived trajectories, traditionally used for training value or reward models, can be repurposed to improve policy optimization in preference-based reinforcement learning (RL). Specifically, we focus on Group Relative Policy Optimization (GRPO), a recent algorithm that enables preference-consistent policy learning without value networks. We propose a staged GRPO training paradigm where completions are derived from partially revealed MCTS rollouts, introducing a novel tree-structured setting for advantage estimation. This leads to a rich class of prefix-conditioned reward signals, which we analyze theoretically and empirically. Our initial results indicate that while structured advantage estimation can stabilize updates and better reflect compositional reasoning quality, challenges such as advantage saturation and reward signal collapse remain. We propose heuristic and statistical solutions to mitigate these issues and discuss open challenges for learning under staged or tree-like reward structures.
Learning Goal-Conditioned Representations for Language Reward Models
Techniques that learn improved representations via offline data or self-supervised objectives have shown impressive results in traditional reinforcement learning (RL). Nevertheless, it is unclear how improved representation learning can benefit reinforcement learning from human feedback (RLHF) on language models (LMs). In this work, we propose training reward models (RMs) in a contrastive, goal-conditioned fashion by increasing the representation similarity of future states along sampled preferred trajectories and decreasing the similarity along randomly sampled dispreferred trajectories. This objective significantly improves RM performance by up to 0.09 AUROC across challenging benchmarks, such as MATH and GSM8k. These findings extend to general alignment as well -- on the Helpful-Harmless dataset, we observe 2.3% increase in accuracy. Beyond improving reward model performance, we show this way of training RM representations enables improved steerability because it allows us to evaluate the likelihood of an action achieving a particular goal-state (e.g., whether a solution is correct or helpful). Leveraging this insight, we find that we can filter up to 55% of generated tokens during majority voting by discarding trajectories likely to end up in an "incorrect" state, which leads to significant cost savings. We additionally find that these representations can perform fine-grained control by conditioning on desired future goal-states. For example, we show that steering a Llama 3 model towards helpful generations with our approach improves helpfulness by 9.6% over a supervised-fine-tuning trained baseline. Similarly, steering the model towards complex generations improves complexity by 21.6% over the baseline. Overall, we find that training RMs in this contrastive, goal-conditioned fashion significantly improves performance and enables model steerability.
Offline Reinforcement Learning with Imputed Rewards
Offline Reinforcement Learning (ORL) offers a robust solution to training agents in applications where interactions with the environment must be strictly limited due to cost, safety, or lack of accurate simulation environments. Despite its potential to facilitate deployment of artificial agents in the real world, Offline Reinforcement Learning typically requires very many demonstrations annotated with ground-truth rewards. Consequently, state-of-the-art ORL algorithms can be difficult or impossible to apply in data-scarce scenarios. In this paper we propose a simple but effective Reward Model that can estimate the reward signal from a very limited sample of environment transitions annotated with rewards. Once the reward signal is modeled, we use the Reward Model to impute rewards for a large sample of reward-free transitions, thus enabling the application of ORL techniques. We demonstrate the potential of our approach on several D4RL continuous locomotion tasks. Our results show that, using only 1\% of reward-labeled transitions from the original datasets, our learned reward model is able to impute rewards for the remaining 99\% of the transitions, from which performant agents can be learned using Offline Reinforcement Learning.
Automated Rewards via LLM-Generated Progress Functions
Large Language Models (LLMs) have the potential to automate reward engineering by leveraging their broad domain knowledge across various tasks. However, they often need many iterations of trial-and-error to generate effective reward functions. This process is costly because evaluating every sampled reward function requires completing the full policy optimization process for each function. In this paper, we introduce an LLM-driven reward generation framework that is able to produce state-of-the-art policies on the challenging Bi-DexHands benchmark with 20x fewer reward function samples than the prior state-of-the-art work. Our key insight is that we reduce the problem of generating task-specific rewards to the problem of coarsely estimating task progress. Our two-step solution leverages the task domain knowledge and the code synthesis abilities of LLMs to author progress functions that estimate task progress from a given state. Then, we use this notion of progress to discretize states, and generate count-based intrinsic rewards using the low-dimensional state space. We show that the combination of LLM-generated progress functions and count-based intrinsic rewards is essential for our performance gains, while alternatives such as generic hash-based counts or using progress directly as a reward function fall short.
Improving Intrinsic Exploration by Creating Stationary Objectives
Exploration bonuses in reinforcement learning guide long-horizon exploration by defining custom intrinsic objectives. Several exploration objectives like count-based bonuses, pseudo-counts, and state-entropy maximization are non-stationary and hence are difficult to optimize for the agent. While this issue is generally known, it is usually omitted and solutions remain under-explored. The key contribution of our work lies in transforming the original non-stationary rewards into stationary rewards through an augmented state representation. For this purpose, we introduce the Stationary Objectives For Exploration (SOFE) framework. SOFE requires identifying sufficient statistics for different exploration bonuses and finding an efficient encoding of these statistics to use as input to a deep network. SOFE is based on proposing state augmentations that expand the state space but hold the promise of simplifying the optimization of the agent's objective. We show that SOFE improves the performance of several exploration objectives, including count-based bonuses, pseudo-counts, and state-entropy maximization. Moreover, SOFE outperforms prior methods that attempt to stabilize the optimization of intrinsic objectives. We demonstrate the efficacy of SOFE in hard-exploration problems, including sparse-reward tasks, pixel-based observations, 3D navigation, and procedurally generated environments.
HiPlan: Hierarchical Planning for LLM-Based Agents with Adaptive Global-Local Guidance
Large language model (LLM)-based agents have demonstrated remarkable capabilities in decision-making tasks, but struggle significantly with complex, long-horizon planning scenarios. This arises from their lack of macroscopic guidance, causing disorientation and failures in complex tasks, as well as insufficient continuous oversight during execution, rendering them unresponsive to environmental changes and prone to deviations. To tackle these challenges, we introduce HiPlan, a hierarchical planning framework that provides adaptive global-local guidance to boost LLM-based agents'decision-making. HiPlan decomposes complex tasks into milestone action guides for general direction and step-wise hints for detailed actions. During the offline phase, we construct a milestone library from expert demonstrations, enabling structured experience reuse by retrieving semantically similar tasks and milestones. In the execution phase, trajectory segments from past milestones are dynamically adapted to generate step-wise hints that align current observations with the milestone objectives, bridging gaps and correcting deviations. Extensive experiments across two challenging benchmarks demonstrate that HiPlan substantially outperforms strong baselines, and ablation studies validate the complementary benefits of its hierarchical components.
Learning Control by Iterative Inversion
We propose iterative inversion -- an algorithm for learning an inverse function without input-output pairs, but only with samples from the desired output distribution and access to the forward function. The key challenge is a distribution shift between the desired outputs and the outputs of an initial random guess, and we prove that iterative inversion can steer the learning correctly, under rather strict conditions on the function. We apply iterative inversion to learn control. Our input is a set of demonstrations of desired behavior, given as video embeddings of trajectories (without actions), and our method iteratively learns to imitate trajectories generated by the current policy, perturbed by random exploration noise. Our approach does not require rewards, and only employs supervised learning, which can be easily scaled to use state-of-the-art trajectory embedding techniques and policy representations. Indeed, with a VQ-VAE embedding, and a transformer-based policy, we demonstrate non-trivial continuous control on several tasks. Further, we report an improved performance on imitating diverse behaviors compared to reward based methods.
BLEUBERI: BLEU is a surprisingly effective reward for instruction following
Reward models are central to aligning LLMs with human preferences, but they are costly to train, requiring large-scale human-labeled preference data and powerful pretrained LLM backbones. Meanwhile, the increasing availability of high-quality synthetic instruction-following datasets raises the question: can simpler, reference-based metrics serve as viable alternatives to reward models during RL-based alignment? In this paper, we show first that BLEU, a basic string-matching metric, surprisingly matches strong reward models in agreement with human preferences on general instruction-following datasets. Based on this insight, we develop BLEUBERI, a method that first identifies challenging instructions and then applies Group Relative Policy Optimization (GRPO) using BLEU directly as the reward function. We demonstrate that BLEUBERI-trained models are competitive with models trained via reward model-guided RL across four challenging instruction-following benchmarks and three different base language models. A human evaluation further supports that the quality of BLEUBERI model outputs is on par with those from reward model-aligned models. Moreover, BLEUBERI models generate outputs that are more factually grounded than competing methods. Overall, we show that given access to high-quality reference outputs (easily obtained via existing instruction-following datasets or synthetic data generation), string matching-based metrics are cheap yet effective proxies for reward models during alignment. We release our code and data at https://github.com/lilakk/BLEUBERI.
Semi-Supervised Offline Reinforcement Learning with Action-Free Trajectories
Natural agents can effectively learn from multiple data sources that differ in size, quality, and types of measurements. We study this heterogeneity in the context of offline reinforcement learning (RL) by introducing a new, practically motivated semi-supervised setting. Here, an agent has access to two sets of trajectories: labelled trajectories containing state, action and reward triplets at every timestep, along with unlabelled trajectories that contain only state and reward information. For this setting, we develop and study a simple meta-algorithmic pipeline that learns an inverse dynamics model on the labelled data to obtain proxy-labels for the unlabelled data, followed by the use of any offline RL algorithm on the true and proxy-labelled trajectories. Empirically, we find this simple pipeline to be highly successful -- on several D4RL benchmarks~fu2020d4rl, certain offline RL algorithms can match the performance of variants trained on a fully labelled dataset even when we label only 10\% of trajectories which are highly suboptimal. To strengthen our understanding, we perform a large-scale controlled empirical study investigating the interplay of data-centric properties of the labelled and unlabelled datasets, with algorithmic design choices (e.g., choice of inverse dynamics, offline RL algorithm) to identify general trends and best practices for training RL agents on semi-supervised offline datasets.
On-Policy Policy Gradient Reinforcement Learning Without On-Policy Sampling
On-policy reinforcement learning (RL) algorithms perform policy updates using i.i.d. trajectories collected by the current policy. However, after observing only a finite number of trajectories, on-policy sampling may produce data that fails to match the expected on-policy data distribution. This sampling error leads to noisy updates and data inefficient on-policy learning. Recent work in the policy evaluation setting has shown that non-i.i.d., off-policy sampling can produce data with lower sampling error than on-policy sampling can produce. Motivated by this observation, we introduce an adaptive, off-policy sampling method to improve the data efficiency of on-policy policy gradient algorithms. Our method, Proximal Robust On-Policy Sampling (PROPS), reduces sampling error by collecting data with a behavior policy that increases the probability of sampling actions that are under-sampled with respect to the current policy. Rather than discarding data from old policies -- as is commonly done in on-policy algorithms -- PROPS uses data collection to adjust the distribution of previously collected data to be approximately on-policy. We empirically evaluate PROPS on both continuous-action MuJoCo benchmark tasks as well as discrete-action tasks and demonstrate that (1) PROPS decreases sampling error throughout training and (2) improves the data efficiency of on-policy policy gradient algorithms. Our work improves the RL community's understanding of a nuance in the on-policy vs off-policy dichotomy: on-policy learning requires on-policy data, not on-policy sampling.
Dueling RL: Reinforcement Learning with Trajectory Preferences
We consider the problem of preference based reinforcement learning (PbRL), where, unlike traditional reinforcement learning, an agent receives feedback only in terms of a 1 bit (0/1) preference over a trajectory pair instead of absolute rewards for them. The success of the traditional RL framework crucially relies on the underlying agent-reward model, which, however, depends on how accurately a system designer can express an appropriate reward function and often a non-trivial task. The main novelty of our framework is the ability to learn from preference-based trajectory feedback that eliminates the need to hand-craft numeric reward models. This paper sets up a formal framework for the PbRL problem with non-markovian rewards, where the trajectory preferences are encoded by a generalized linear model of dimension d. Assuming the transition model is known, we then propose an algorithm with almost optimal regret guarantee of mathcal{O}left( SH d log (T / delta) T right). We further, extend the above algorithm to the case of unknown transition dynamics, and provide an algorithm with near optimal regret guarantee mathcal{O}((d + H^2 + |S|)dT +|mathcal{S||A|TH} ). To the best of our knowledge, our work is one of the first to give tight regret guarantees for preference based RL problems with trajectory preferences.
Hindsight Experience Replay
Dealing with sparse rewards is one of the biggest challenges in Reinforcement Learning (RL). We present a novel technique called Hindsight Experience Replay which allows sample-efficient learning from rewards which are sparse and binary and therefore avoid the need for complicated reward engineering. It can be combined with an arbitrary off-policy RL algorithm and may be seen as a form of implicit curriculum. We demonstrate our approach on the task of manipulating objects with a robotic arm. In particular, we run experiments on three different tasks: pushing, sliding, and pick-and-place, in each case using only binary rewards indicating whether or not the task is completed. Our ablation studies show that Hindsight Experience Replay is a crucial ingredient which makes training possible in these challenging environments. We show that our policies trained on a physics simulation can be deployed on a physical robot and successfully complete the task.
Sailing AI by the Stars: A Survey of Learning from Rewards in Post-Training and Test-Time Scaling of Large Language Models
Recent developments in Large Language Models (LLMs) have shifted from pre-training scaling to post-training and test-time scaling. Across these developments, a key unified paradigm has arisen: Learning from Rewards, where reward signals act as the guiding stars to steer LLM behavior. It has underpinned a wide range of prevalent techniques, such as reinforcement learning (in RLHF, DPO, and GRPO), reward-guided decoding, and post-hoc correction. Crucially, this paradigm enables the transition from passive learning from static data to active learning from dynamic feedback. This endows LLMs with aligned preferences and deep reasoning capabilities. In this survey, we present a comprehensive overview of the paradigm of learning from rewards. We categorize and analyze the strategies under this paradigm across training, inference, and post-inference stages. We further discuss the benchmarks for reward models and the primary applications. Finally we highlight the challenges and future directions. We maintain a paper collection at https://github.com/bobxwu/learning-from-rewards-llm-papers.
RewardAnything: Generalizable Principle-Following Reward Models
Reward Models, essential for guiding Large Language Model optimization, are typically trained on fixed preference datasets, resulting in rigid alignment to single, implicit preference distributions. This prevents adaptation to diverse real-world needs-from conciseness in one task to detailed explanations in another. The standard practice of collecting task-specific preference data and retraining reward models is resource-intensive, often producing biased rewards, and limits practical application. We introduce generalizable, principle-following reward models. We propose that RMs should understand and adhere to dynamically provided natural language specifications of reward principles, similar to instruction-following in LLMs. To measure this capability, we develop RABench, a comprehensive benchmark for RMs focusing on generalization across diverse principles. Evaluations on RABench reveal poor generalization of current RMs. As a solution, we present RewardAnything, a novel RM designed and trained to explicitly follow natural language principles. We achieve SotA performance with RewardAnything in traditional RM benchmark simply by specifying a well-defined principle, and results on RABench show we excel in adapting to novel principles without retraining. Furthermore, RewardAnything integrates seamlessly with existing RLHF methods and we show by a case study on how to automatically and efficiently align LLMs with only natural language principles.
Universal Retrieval for Multimodal Trajectory Modeling
Trajectory data, capturing human actions and environmental states across various modalities, holds significant potential for enhancing AI agent capabilities, particularly in GUI environments. However, how to model the representation of trajectory-level data presents a significant challenge that has not been systematically addressed amid explosive trajectory data growth. In this work, we introduce Multimodal Trajectory Retrieval, bridging the gap between universal retrieval and agent-centric trajectory modeling. We construct the Unified Agent Trajectory Dataset (UATD) from annotated demonstrations and states across diverse real-world scenarios. Based on this, we present GAE-Bench, a benchmark containing a large number of trajectory-based retrieval pairs. In addition, we propose GAE-Retriever, a multimodal retrieval framework that adopts vision-language models and incorporates optimized contrastive learning through a token selection and the GradCache mechanism. Comprehensive evaluations across multiple datasets show that GAE-Retriever consistently outperforms strong baselines in retrieval recall, highlighting its effectiveness in advancing multimodal trajectory retrieval.
LSPO: Length-aware Dynamic Sampling for Policy Optimization in LLM Reasoning
Since the release of Deepseek-R1, reinforcement learning with verifiable rewards (RLVR) has become a central approach for training large language models (LLMs) on reasoning tasks. Recent work has largely focused on modifying loss functions to make RLVR more efficient and effective. In this paper, motivated by studies of overthinking in LLMs, we propose Length-aware Sampling for Policy Optimization (LSPO), a novel meta-RLVR algorithm that dynamically selects training data at each step based on the average response length. We evaluate LSPO across multiple base models and datasets, demonstrating that it consistently improves learning effectiveness. In addition, we conduct a detailed ablation study to examine alternative ways of incorporating length signals into dynamic sampling, offering further insights and highlighting promising directions for future research.
G^2RPO: Granular GRPO for Precise Reward in Flow Models
The integration of online reinforcement learning (RL) into diffusion and flow models has recently emerged as a promising approach for aligning generative models with human preferences. Stochastic sampling via Stochastic Differential Equations (SDE) is employed during the denoising process to generate diverse denoising directions for RL exploration. While existing methods effectively explore potential high-value samples, they suffer from sub-optimal preference alignment due to sparse and narrow reward signals. To address these challenges, we propose a novel Granular-GRPO (G^2RPO ) framework that achieves precise and comprehensive reward assessments of sampling directions in reinforcement learning of flow models. Specifically, a Singular Stochastic Sampling strategy is introduced to support step-wise stochastic exploration while enforcing a high correlation between the reward and the injected noise, thereby facilitating a faithful reward for each SDE perturbation. Concurrently, to eliminate the bias inherent in fixed-granularity denoising, we introduce a Multi-Granularity Advantage Integration module that aggregates advantages computed at multiple diffusion scales, producing a more comprehensive and robust evaluation of the sampling directions. Experiments conducted on various reward models, including both in-domain and out-of-domain evaluations, demonstrate that our G^2RPO significantly outperforms existing flow-based GRPO baselines,highlighting its effectiveness and robustness.
Vision-Language Models are Zero-Shot Reward Models for Reinforcement Learning
Reinforcement learning (RL) requires either manually specifying a reward function, which is often infeasible, or learning a reward model from a large amount of human feedback, which is often very expensive. We study a more sample-efficient alternative: using pretrained vision-language models (VLMs) as zero-shot reward models (RMs) to specify tasks via natural language. We propose a natural and general approach to using VLMs as reward models, which we call VLM-RMs. We use VLM-RMs based on CLIP to train a MuJoCo humanoid to learn complex tasks without a manually specified reward function, such as kneeling, doing the splits, and sitting in a lotus position. For each of these tasks, we only provide a single sentence text prompt describing the desired task with minimal prompt engineering. We provide videos of the trained agents at: https://sites.google.com/view/vlm-rm. We can improve performance by providing a second ``baseline'' prompt and projecting out parts of the CLIP embedding space irrelevant to distinguish between goal and baseline. Further, we find a strong scaling effect for VLM-RMs: larger VLMs trained with more compute and data are better reward models. The failure modes of VLM-RMs we encountered are all related to known capability limitations of current VLMs, such as limited spatial reasoning ability or visually unrealistic environments that are far off-distribution for the VLM. We find that VLM-RMs are remarkably robust as long as the VLM is large enough. This suggests that future VLMs will become more and more useful reward models for a wide range of RL applications.
Incentivizing Exploration with Linear Contexts and Combinatorial Actions
We advance the study of incentivized bandit exploration, in which arm choices are viewed as recommendations and are required to be Bayesian incentive compatible. Recent work has shown under certain independence assumptions that after collecting enough initial samples, the popular Thompson sampling algorithm becomes incentive compatible. We give an analog of this result for linear bandits, where the independence of the prior is replaced by a natural convexity condition. This opens up the possibility of efficient and regret-optimal incentivized exploration in high-dimensional action spaces. In the semibandit model, we also improve the sample complexity for the pre-Thompson sampling phase of initial data collection.
Multi-task Representation Learning for Pure Exploration in Linear Bandits
Despite the recent success of representation learning in sequential decision making, the study of the pure exploration scenario (i.e., identify the best option and minimize the sample complexity) is still limited. In this paper, we study multi-task representation learning for best arm identification in linear bandits (RepBAI-LB) and best policy identification in contextual linear bandits (RepBPI-CLB), two popular pure exploration settings with wide applications, e.g., clinical trials and web content optimization. In these two problems, all tasks share a common low-dimensional linear representation, and our goal is to leverage this feature to accelerate the best arm (policy) identification process for all tasks. For these problems, we design computationally and sample efficient algorithms DouExpDes and C-DouExpDes, which perform double experimental designs to plan optimal sample allocations for learning the global representation. We show that by learning the common representation among tasks, our sample complexity is significantly better than that of the native approach which solves tasks independently. To the best of our knowledge, this is the first work to demonstrate the benefits of representation learning for multi-task pure exploration.
Contrastive Energy Prediction for Exact Energy-Guided Diffusion Sampling in Offline Reinforcement Learning
Guided sampling is a vital approach for applying diffusion models in real-world tasks that embeds human-defined guidance during the sampling procedure. This paper considers a general setting where the guidance is defined by an (unnormalized) energy function. The main challenge for this setting is that the intermediate guidance during the diffusion sampling procedure, which is jointly defined by the sampling distribution and the energy function, is unknown and is hard to estimate. To address this challenge, we propose an exact formulation of the intermediate guidance as well as a novel training objective named contrastive energy prediction (CEP) to learn the exact guidance. Our method is guaranteed to converge to the exact guidance under unlimited model capacity and data samples, while previous methods can not. We demonstrate the effectiveness of our method by applying it to offline reinforcement learning (RL). Extensive experiments on D4RL benchmarks demonstrate that our method outperforms existing state-of-the-art algorithms. We also provide some examples of applying CEP for image synthesis to demonstrate the scalability of CEP on high-dimensional data.
Scaling Autonomous Agents via Automatic Reward Modeling And Planning
Large language models (LLMs) have demonstrated remarkable capabilities across a range of text-generation tasks. However, LLMs still struggle with problems requiring multi-step decision-making and environmental feedback, such as online shopping, scientific reasoning, and mathematical problem-solving. Unlike pure text data, collecting large-scale decision-making data is challenging. Moreover, many powerful LLMs are only accessible through APIs, which hinders their fine-tuning for agent tasks due to cost and complexity. To address LLM agents' limitations, we propose a framework that can automatically learn a reward model from the environment without human annotations. This model can be used to evaluate the action trajectories of LLM agents and provide heuristics for task planning. Specifically, our approach involves employing one LLM-based agent to navigate an environment randomly, generating diverse action trajectories. Subsequently, a separate LLM is leveraged to assign a task intent and synthesize a negative response alongside the correct response for each trajectory. These triplets (task intent, positive response, and negative response) are then utilized as training data to optimize a reward model capable of scoring action trajectories. The effectiveness and generalizability of our framework are demonstrated through evaluations conducted on different agent benchmarks. In conclusion, our proposed framework represents a significant advancement in enhancing LLM agents' decision-making capabilities. By automating the learning of reward models, we overcome the challenges of data scarcity and API limitations, potentially revolutionizing the application of LLMs in complex and interactive environments. This research paves the way for more sophisticated AI agents capable of tackling a wide range of real-world problems requiring multi-step decision-making.
Training-Free Reward-Guided Image Editing via Trajectory Optimal Control
Recent advancements in diffusion and flow-matching models have demonstrated remarkable capabilities in high-fidelity image synthesis. A prominent line of research involves reward-guided guidance, which steers the generation process during inference to align with specific objectives. However, leveraging this reward-guided approach to the task of image editing, which requires preserving the semantic content of the source image while enhancing a target reward, is largely unexplored. In this work, we introduce a novel framework for training-free, reward-guided image editing. We formulate the editing process as a trajectory optimal control problem where the reverse process of a diffusion model is treated as a controllable trajectory originating from the source image, and the adjoint states are iteratively updated to steer the editing process. Through extensive experiments across distinct editing tasks, we demonstrate that our approach significantly outperforms existing inversion-based training-free guidance baselines, achieving a superior balance between reward maximization and fidelity to the source image without reward hacking.
Agentic Reward Modeling: Integrating Human Preferences with Verifiable Correctness Signals for Reliable Reward Systems
Reward models (RMs) are crucial for the training and inference-time scaling up of large language models (LLMs). However, existing reward models primarily focus on human preferences, neglecting verifiable correctness signals which have shown strong potential in training LLMs. In this paper, we propose agentic reward modeling, a reward system that combines reward models with verifiable correctness signals from different aspects to provide reliable rewards. We empirically implement a reward agent, named RewardAgent, that combines human preference rewards with two verifiable signals: factuality and instruction following, to provide more reliable rewards. We conduct comprehensive experiments on existing reward model benchmarks and inference time best-of-n searches on real-world downstream tasks. RewardAgent significantly outperforms vanilla reward models, demonstrating its effectiveness. We further construct training preference pairs using RewardAgent and train an LLM with the DPO objective, achieving superior performance on various NLP benchmarks compared to conventional reward models. Our codes are publicly released to facilitate further research (https://github.com/THU-KEG/Agentic-Reward-Modeling).
Directly Fine-Tuning Diffusion Models on Differentiable Rewards
We present Direct Reward Fine-Tuning (DRaFT), a simple and effective method for fine-tuning diffusion models to maximize differentiable reward functions, such as scores from human preference models. We first show that it is possible to backpropagate the reward function gradient through the full sampling procedure, and that doing so achieves strong performance on a variety of rewards, outperforming reinforcement learning-based approaches. We then propose more efficient variants of DRaFT: DRaFT-K, which truncates backpropagation to only the last K steps of sampling, and DRaFT-LV, which obtains lower-variance gradient estimates for the case when K=1. We show that our methods work well for a variety of reward functions and can be used to substantially improve the aesthetic quality of images generated by Stable Diffusion 1.4. Finally, we draw connections between our approach and prior work, providing a unifying perspective on the design space of gradient-based fine-tuning algorithms.
Deep Laplacian-based Options for Temporally-Extended Exploration
Selecting exploratory actions that generate a rich stream of experience for better learning is a fundamental challenge in reinforcement learning (RL). An approach to tackle this problem consists in selecting actions according to specific policies for an extended period of time, also known as options. A recent line of work to derive such exploratory options builds upon the eigenfunctions of the graph Laplacian. Importantly, until now these methods have been mostly limited to tabular domains where (1) the graph Laplacian matrix was either given or could be fully estimated, (2) performing eigendecomposition on this matrix was computationally tractable, and (3) value functions could be learned exactly. Additionally, these methods required a separate option discovery phase. These assumptions are fundamentally not scalable. In this paper we address these limitations and show how recent results for directly approximating the eigenfunctions of the Laplacian can be leveraged to truly scale up options-based exploration. To do so, we introduce a fully online deep RL algorithm for discovering Laplacian-based options and evaluate our approach on a variety of pixel-based tasks. We compare to several state-of-the-art exploration methods and show that our approach is effective, general, and especially promising in non-stationary settings.
ELLA: Exploration through Learned Language Abstraction
Building agents capable of understanding language instructions is critical to effective and robust human-AI collaboration. Recent work focuses on training these agents via reinforcement learning in environments with synthetic language; however, instructions often define long-horizon, sparse-reward tasks, and learning policies requires many episodes of experience. We introduce ELLA: Exploration through Learned Language Abstraction, a reward shaping approach geared towards boosting sample efficiency in sparse reward environments by correlating high-level instructions with simpler low-level constituents. ELLA has two key elements: 1) A termination classifier that identifies when agents complete low-level instructions, and 2) A relevance classifier that correlates low-level instructions with success on high-level tasks. We learn the termination classifier offline from pairs of instructions and terminal states. Notably, in departure from prior work in language and abstraction, we learn the relevance classifier online, without relying on an explicit decomposition of high-level instructions to low-level instructions. On a suite of complex BabyAI environments with varying instruction complexities and reward sparsity, ELLA shows gains in sample efficiency relative to language-based shaping and traditional RL methods.
Offline Regularised Reinforcement Learning for Large Language Models Alignment
The dominant framework for alignment of large language models (LLM), whether through reinforcement learning from human feedback or direct preference optimisation, is to learn from preference data. This involves building datasets where each element is a quadruplet composed of a prompt, two independent responses (completions of the prompt) and a human preference between the two independent responses, yielding a preferred and a dis-preferred response. Such data is typically scarce and expensive to collect. On the other hand, single-trajectory datasets where each element is a triplet composed of a prompt, a response and a human feedback is naturally more abundant. The canonical element of such datasets is for instance an LLM's response to a user's prompt followed by a user's feedback such as a thumbs-up/down. Consequently, in this work, we propose DRO, or Direct Reward Optimisation, as a framework and associated algorithms that do not require pairwise preferences. DRO uses a simple mean-squared objective that can be implemented in various ways. We validate our findings empirically, using T5 encoder-decoder language models, and show DRO's performance over selected baselines such as Kahneman-Tversky Optimization (KTO). Thus, we confirm that DRO is a simple and empirically compelling method for single-trajectory policy optimisation.
CARMO: Dynamic Criteria Generation for Context-Aware Reward Modelling
Reward modeling in large language models is susceptible to reward hacking, causing models to latch onto superficial features such as the tendency to generate lists or unnecessarily long responses. In reinforcement learning from human feedback (RLHF) and more generally during post-training flawed reward signals often lead to outputs that optimize for these spurious correlates instead of genuine quality or correctness. We propose Context-Aware Reward Modeling (CARMO), a novel approach that first generates dynamic, context-relevant criteria to ground the reward model before producing reward scores. Unlike prior methods that rely on static rubrics, CARMO leverages large language models (LLMs) to adaptively create evaluation criteria such as logical consistency, clarity, and depth tailored to the user query. Our theoretical analysis shows that such criteria generation can mitigate reward hacking. We further demonstrate that CARMO can be distilled into smaller models, reducing the computational cost of alignment. We establish a new state-of-the-art performance in zero-shot settings for generative models, achieving a 2.1\% improvement on Reward Bench. Furthermore, alignment performed on the CARMO-curated preference dataset achieves 22.5\% and 21.1\% LC-WR and WR, respectively, on Mistral-Base (7B).
Reinforced Preference Optimization for Recommendation
Recent breakthroughs in large language models (LLMs) have fundamentally shifted recommender systems from discriminative to generative paradigms, where user behavior modeling is achieved by generating target items conditioned on historical interactions. Yet current generative recommenders still suffer from two core limitations: the lack of high-quality negative modeling and the reliance on implicit rewards. Reinforcement learning with verifiable rewards (RLVR) offers a natural solution by enabling on-policy sampling of harder negatives and grounding optimization in explicit reward signals. However, applying RLVR to generative recommenders remains non-trivial. Its unique generation space often leads to invalid or repetitive items that undermine sampling efficiency, and ranking supervision is sparse since most items receive identical zero rewards. To address these challenges, we propose Reinforced Preference Optimization for Recommendation (ReRe), a reinforcement-based paradigm tailored to LLM-based recommenders, an important direction in generative recommendation. ReRe incorporates constrained beam search to improve sampling efficiency and diversify hard negatives, while augmenting rule-based accuracy rewards with auxiliary ranking rewards for finer-grained supervision. Extensive experiments on three real-world datasets demonstrate that ReRe consistently outperforms both traditional and LLM-based recommenders in ranking performance. Further analysis shows that ReRe not only enhances performance across both base and SFT-initialized models but also generalizes robustly across different backbone families and scales. Beyond empirical gains, we systematically investigate the design space of RLVR in recommendation across generation, sampling strategy, reward modeling, and optimization algorithm, offering insights for future research.
Watch and Learn: Learning to Use Computers from Online Videos
Computer use agents (CUAs) need to plan task workflows grounded in diverse, ever-changing applications and environments, but learning is hindered by the scarcity of large-scale, high-quality training data in the target application. Existing datasets are domain-specific, static, and costly to annotate, while current synthetic data generation methods often yield simplistic or misaligned task demonstrations. To address these limitations, we introduce Watch & Learn (W&L), a framework that converts human demonstration videos readily available on the Internet into executable UI trajectories at scale. Instead of directly generating trajectories or relying on ad hoc reasoning heuristics, we cast the problem as an inverse dynamics objective: predicting the user's action from consecutive screen states. This formulation reduces manual engineering, is easier to learn, and generalizes more robustly across applications. Concretely, we develop an inverse dynamics labeling pipeline with task-aware video retrieval, generate over 53k high-quality trajectories from raw web videos, and demonstrate that these trajectories improve CUAs both as in-context demonstrations and as supervised training data. On the challenging OSWorld benchmark, UI trajectories extracted with W&L consistently enhance both general-purpose and state-of-the-art frameworks in-context, and deliver stronger gains for open-source models under supervised training. These results highlight web-scale human demonstration videos as a practical and scalable foundation for advancing CUAs towards real-world deployment.
Auto MC-Reward: Automated Dense Reward Design with Large Language Models for Minecraft
Many reinforcement learning environments (e.g., Minecraft) provide only sparse rewards that indicate task completion or failure with binary values. The challenge in exploration efficiency in such environments makes it difficult for reinforcement-learning-based agents to learn complex tasks. To address this, this paper introduces an advanced learning system, named Auto MC-Reward, that leverages Large Language Models (LLMs) to automatically design dense reward functions, thereby enhancing the learning efficiency. Auto MC-Reward consists of three important components: Reward Designer, Reward Critic, and Trajectory Analyzer. Given the environment information and task descriptions, the Reward Designer first design the reward function by coding an executable Python function with predefined observation inputs. Then, our Reward Critic will be responsible for verifying the code, checking whether the code is self-consistent and free of syntax and semantic errors. Further, the Trajectory Analyzer summarizes possible failure causes and provides refinement suggestions according to collected trajectories. In the next round, Reward Designer will further refine and iterate the dense reward function based on feedback. Experiments demonstrate a significant improvement in the success rate and learning efficiency of our agents in complex tasks in Minecraft, such as obtaining diamond with the efficient ability to avoid lava, and efficiently explore trees and animals that are sparse in the plains biome.
Sparse Reward Exploration via Novelty Search and Emitters
Reward-based optimization algorithms require both exploration, to find rewards, and exploitation, to maximize performance. The need for efficient exploration is even more significant in sparse reward settings, in which performance feedback is given sparingly, thus rendering it unsuitable for guiding the search process. In this work, we introduce the SparsE Reward Exploration via Novelty and Emitters (SERENE) algorithm, capable of efficiently exploring a search space, as well as optimizing rewards found in potentially disparate areas. Contrary to existing emitters-based approaches, SERENE separates the search space exploration and reward exploitation into two alternating processes. The first process performs exploration through Novelty Search, a divergent search algorithm. The second one exploits discovered reward areas through emitters, i.e. local instances of population-based optimization algorithms. A meta-scheduler allocates a global computational budget by alternating between the two processes, ensuring the discovery and efficient exploitation of disjoint reward areas. SERENE returns both a collection of diverse solutions covering the search space and a collection of high-performing solutions for each distinct reward area. We evaluate SERENE on various sparse reward environments and show it compares favorably to existing baselines.
Learning Goal-Oriented Language-Guided Navigation with Self-Improving Demonstrations at Scale
Goal-oriented language-guided navigation requires robust exploration capabilities for agents to navigate to specified goals in unknown environments without step-by-step instructions. Existing methods tend to exclusively utilize shortest-path trajectories, lacking effective exploration priors for training navigation agents. To address the above challenges, we present SID, a goal-oriented language-guided navigation learning approach with Self-Improving Demonstrations. Specifically, SID learns an initial agent on the shortest-path data sampled from environments and then leverages this agent to generate novel exploration trajectories. The novel rollouts provide demonstrations with stronger exploration strategies to train a better agent, which in turn produces higher-quality agent demonstrations for the next round of training. We show that this iterative self-improving pipeline readily scales to new environments, and the resulting demonstrations can be transferred across a variety of language-guided navigation tasks, elevating the performance ceiling in diverse goal-oriented navigation tasks. Extensive experiments demonstrate that SID significantly boosts the exploration capabilities and generalization of navigation agents. The resulting agent achieves new state-of-the-art performance on goal-oriented language-guided navigation tasks, including REVERIE, SOON, notably achieving a 50.9% success rate on the unseen validation splits of SOON, surpassing the prior leading approaches by a margin of 13.9%.
ProRe: A Proactive Reward System for GUI Agents via Reasoner-Actor Collaboration
Reward is critical to the evaluation and training of large language models (LLMs). However, existing rule-based or model-based reward methods struggle to generalize to GUI agents, where access to ground-truth trajectories or application databases is often unavailable, and static trajectory-based LLM-as-a-Judge approaches suffer from limited accuracy. To address these challenges, we propose ProRe, a proactive reward system that leverages a general-purpose reasoner and domain-specific evaluator agents (actors). The reasoner schedules targeted state probing tasks, which the evaluator agents then execute by actively interacting with the environment to collect additional observations. This enables the reasoner to assign more accurate and verifiable rewards to GUI agents. Empirical results on over 3K trajectories demonstrate that ProRe improves reward accuracy and F1 score by up to 5.3% and 19.4%, respectively. Furthermore, integrating ProRe with state-of-the-art policy agents yields a success rate improvement of up to 22.4%.
Reinforcement learning with combinatorial actions for coupled restless bandits
Reinforcement learning (RL) has increasingly been applied to solve real-world planning problems, with progress in handling large state spaces and time horizons. However, a key bottleneck in many domains is that RL methods cannot accommodate large, combinatorially structured action spaces. In such settings, even representing the set of feasible actions at a single step may require a complex discrete optimization formulation. We leverage recent advances in embedding trained neural networks into optimization problems to propose SEQUOIA, an RL algorithm that directly optimizes for long-term reward over the feasible action space. Our approach embeds a Q-network into a mixed-integer program to select a combinatorial action in each timestep. Here, we focus on planning over restless bandits, a class of planning problems which capture many real-world examples of sequential decision making. We introduce coRMAB, a broader class of restless bandits with combinatorial actions that cannot be decoupled across the arms of the restless bandit, requiring direct solving over the joint, exponentially large action space. We empirically validate SEQUOIA on four novel restless bandit problems with combinatorial constraints: multiple interventions, path constraints, bipartite matching, and capacity constraints. Our approach significantly outperforms existing methods -- which cannot address sequential planning and combinatorial selection simultaneously -- by an average of 24.8\% on these difficult instances.
Touch-based Curiosity for Sparse-Reward Tasks
Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase is followed by an on-task learning phase, in which the original interactions are relabeled with on-task rewards. We test our approach on a range of touch-intensive robot arm tasks (e.g. pushing objects, opening doors), which we also release as part of this work. Across multiple experiments in a simulated setting, we demonstrate that our method is able to learn these difficult tasks through sparse reward and curiosity alone. We compare our cross-modal approach to single-modality (touch- or vision-only) approaches as well as other curiosity-based methods and find that our method performs better and is more sample-efficient.
Skywork-Reward-V2: Scaling Preference Data Curation via Human-AI Synergy
Despite the critical role of reward models (RMs) in reinforcement learning from human feedback (RLHF), current state-of-the-art open RMs perform poorly on most existing evaluation benchmarks, failing to capture the spectrum of nuanced and sophisticated human preferences. Even approaches that incorporate advanced training techniques have not yielded meaningful performance improvements. We hypothesize that this brittleness stems primarily from limitations in preference datasets, which are often narrowly scoped, synthetically labeled, or lack rigorous quality control. To address these challenges, we present a large-scale preference dataset comprising 40 million preference pairs, named SynPref-40M. To enable data curation at scale, we design a human-AI synergistic two-stage pipeline that leverages the complementary strengths of human annotation quality and AI scalability. In this pipeline, humans provide verified annotations, while large language models perform automatic curation based on human guidance. Training on this preference mixture, we introduce Skywork-Reward-V2, a suite of eight reward models ranging from 0.6B to 8B parameters, trained on a carefully curated subset of 26 million preference pairs from SynPref-40M. We demonstrate that Skywork-Reward-V2 is versatile across a wide range of capabilities, including alignment with human preferences, objective correctness, safety, resistance to stylistic biases, and best-of-N scaling, achieving state-of-the-art performance across seven major reward model benchmarks. Ablation studies confirm that the effectiveness of our approach stems not only from data scale but also from high-quality curation. The Skywork-Reward-V2 series represents substantial progress in open reward models, highlighting the untapped potential of existing preference datasets and demonstrating how human-AI curation synergy can unlock significantly higher data quality.
Orcust: Stepwise-Feedback Reinforcement Learning for GUI Agent
Recent advances in GUI agents have achieved remarkable grounding and action-prediction performance, yet existing models struggle with unreliable reward signals and limited online trajectory generation. In this paper, we introduce Orcust, a framework that integrates Principle-Constrained Reward Modeling (PCRM) and Online VM-Grounded Trajectory Construction (OVTC) to enhance reasoning reliability and data efficiency in interactive GUI tasks. We leverages environment-verifiable and LLM-derived principle to enforce interpretable reward signals that constrain long chain-of-thought reasoning and rule-based feedback. OVTC spins up instrumented virtual machines to autonomously collect structured GUI interaction trajectories with explicit procedural and structural objectives, enabling the training of a stepwise reward model that robustly captures human preferences and adheres to task-specific constraints. Extensive experiments on standard GUI benchmarks covering perceptual grounding, foundational operations, and end-to-end task execution reveal that Orcust achieves state-of-the-art performance, improving by 22.2\% on ScreenSpot and 23.9\% on ScreenSpot-Pro over the base model (i.e. Qwen2.5-VL-7B). The results demonstrate Orcust's effectiveness in enhancing the reasoning, adaptability and scalability of GUI agents across various environments and task complexities.
Real-World Offline Reinforcement Learning from Vision Language Model Feedback
Offline reinforcement learning can enable policy learning from pre-collected, sub-optimal datasets without online interactions. This makes it ideal for real-world robots and safety-critical scenarios, where collecting online data or expert demonstrations is slow, costly, and risky. However, most existing offline RL works assume the dataset is already labeled with the task rewards, a process that often requires significant human effort, especially when ground-truth states are hard to ascertain (e.g., in the real-world). In this paper, we build on prior work, specifically RL-VLM-F, and propose a novel system that automatically generates reward labels for offline datasets using preference feedback from a vision-language model and a text description of the task. Our method then learns a policy using offline RL with the reward-labeled dataset. We demonstrate the system's applicability to a complex real-world robot-assisted dressing task, where we first learn a reward function using a vision-language model on a sub-optimal offline dataset, and then we use the learned reward to employ Implicit Q learning to develop an effective dressing policy. Our method also performs well in simulation tasks involving the manipulation of rigid and deformable objects, and significantly outperform baselines such as behavior cloning and inverse RL. In summary, we propose a new system that enables automatic reward labeling and policy learning from unlabeled, sub-optimal offline datasets.
Score Regularized Policy Optimization through Diffusion Behavior
Recent developments in offline reinforcement learning have uncovered the immense potential of diffusion modeling, which excels at representing heterogeneous behavior policies. However, sampling from diffusion policies is considerably slow because it necessitates tens to hundreds of iterative inference steps for one action. To address this issue, we propose to extract an efficient deterministic inference policy from critic models and pretrained diffusion behavior models, leveraging the latter to directly regularize the policy gradient with the behavior distribution's score function during optimization. Our method enjoys powerful generative capabilities of diffusion modeling while completely circumventing the computationally intensive and time-consuming diffusion sampling scheme, both during training and evaluation. Extensive results on D4RL tasks show that our method boosts action sampling speed by more than 25 times compared with various leading diffusion-based methods in locomotion tasks, while still maintaining state-of-the-art performance.
RewardBench: Evaluating Reward Models for Language Modeling
Reward models (RMs) are at the crux of successful RLHF to align pretrained models to human preferences, yet there has been relatively little study that focuses on evaluation of those reward models. Evaluating reward models presents an opportunity to understand the opaque technologies used for alignment of language models and which values are embedded in them. To date, very few descriptors of capabilities, training methods, or open-source reward models exist. In this paper, we present RewardBench, a benchmark dataset and code-base for evaluation, to enhance scientific understanding of reward models. The RewardBench dataset is a collection of prompt-win-lose trios spanning chat, reasoning, and safety, to benchmark how reward models perform on challenging, structured and out-of-distribution queries. We created specific comparison datasets for RMs that have subtle, but verifiable reasons (e.g. bugs, incorrect facts) why one answer should be preferred to another. On the RewardBench leaderboard, we evaluate reward models trained with a variety of methods, such as the direct MLE training of classifiers and the implicit reward modeling of Direct Preference Optimization (DPO), and on a spectrum of datasets. We present many findings on propensity for refusals, reasoning limitations, and instruction following shortcomings of various reward models towards a better understanding of the RLHF process.
TRAD: Enhancing LLM Agents with Step-Wise Thought Retrieval and Aligned Decision
Numerous large language model (LLM) agents have been built for different tasks like web navigation and online shopping due to LLM's wide knowledge and text-understanding ability. Among these works, many of them utilize in-context examples to achieve generalization without the need for fine-tuning, while few of them have considered the problem of how to select and effectively utilize these examples. Recently, methods based on trajectory-level retrieval with task meta-data and using trajectories as in-context examples have been proposed to improve the agent's overall performance in some sequential decision making tasks. However, these methods can be problematic due to plausible examples retrieved without task-specific state transition dynamics and long input with plenty of irrelevant context. In this paper, we propose a novel framework (TRAD) to address these issues. TRAD first conducts Thought Retrieval, achieving step-level demonstration selection via thought matching, leading to more helpful demonstrations and less irrelevant input noise. Then, TRAD introduces Aligned Decision, complementing retrieved demonstration steps with their previous or subsequent steps, which enables tolerance for imperfect thought and provides a choice for balance between more context and less noise. Extensive experiments on ALFWorld and Mind2Web benchmarks show that TRAD not only outperforms state-of-the-art models but also effectively helps in reducing noise and promoting generalization. Furthermore, TRAD has been deployed in real-world scenarios of a global business insurance company and improves the success rate of robotic process automation.
Reinforcement Learning Enhanced LLMs: A Survey
This paper surveys research in the rapidly growing field of enhancing large language models (LLMs) with reinforcement learning (RL), a technique that enables LLMs to improve their performance by receiving feedback in the form of rewards based on the quality of their outputs, allowing them to generate more accurate, coherent, and contextually appropriate responses. In this work, we make a systematic review of the most up-to-date state of knowledge on RL-enhanced LLMs, attempting to consolidate and analyze the rapidly growing research in this field, helping researchers understand the current challenges and advancements. Specifically, we (1) detail the basics of RL; (2) introduce popular RL-enhanced LLMs; (3) review researches on two widely-used reward model-based RL techniques: Reinforcement Learning from Human Feedback (RLHF) and Reinforcement Learning from AI Feedback (RLAIF); and (4) explore Direct Preference Optimization (DPO), a set of methods that bypass the reward model to directly use human preference data for aligning LLM outputs with human expectations. We will also point out current challenges and deficiencies of existing methods and suggest some avenues for further improvements. Project page of this work can be found at: https://github.com/ShuheWang1998/Reinforcement-Learning-Enhanced-LLMs-A-Survey.
Large Language Models as General Pattern Machines
We observe that pre-trained large language models (LLMs) are capable of autoregressively completing complex token sequences -- from arbitrary ones procedurally generated by probabilistic context-free grammars (PCFG), to more rich spatial patterns found in the Abstract Reasoning Corpus (ARC), a general AI benchmark, prompted in the style of ASCII art. Surprisingly, pattern completion proficiency can be partially retained even when the sequences are expressed using tokens randomly sampled from the vocabulary. These results suggest that without any additional training, LLMs can serve as general sequence modelers, driven by in-context learning. In this work, we investigate how these zero-shot capabilities may be applied to problems in robotics -- from extrapolating sequences of numbers that represent states over time to complete simple motions, to least-to-most prompting of reward-conditioned trajectories that can discover and represent closed-loop policies (e.g., a stabilizing controller for CartPole). While difficult to deploy today for real systems due to latency, context size limitations, and compute costs, the approach of using LLMs to drive low-level control may provide an exciting glimpse into how the patterns among words could be transferred to actions.
Control Transformer: Robot Navigation in Unknown Environments through PRM-Guided Return-Conditioned Sequence Modeling
Learning long-horizon tasks such as navigation has presented difficult challenges for successfully applying reinforcement learning to robotics. From another perspective, under known environments, sampling-based planning can robustly find collision-free paths in environments without learning. In this work, we propose Control Transformer that models return-conditioned sequences from low-level policies guided by a sampling-based Probabilistic Roadmap (PRM) planner. We demonstrate that our framework can solve long-horizon navigation tasks using only local information. We evaluate our approach on partially-observed maze navigation with MuJoCo robots, including Ant, Point, and Humanoid. We show that Control Transformer can successfully navigate through mazes and transfer to unknown environments. Additionally, we apply our method to a differential drive robot (Turtlebot3) and show zero-shot sim2real transfer under noisy observations.
Curiosity-driven Exploration by Self-supervised Prediction
In many real-world scenarios, rewards extrinsic to the agent are extremely sparse, or absent altogether. In such cases, curiosity can serve as an intrinsic reward signal to enable the agent to explore its environment and learn skills that might be useful later in its life. We formulate curiosity as the error in an agent's ability to predict the consequence of its own actions in a visual feature space learned by a self-supervised inverse dynamics model. Our formulation scales to high-dimensional continuous state spaces like images, bypasses the difficulties of directly predicting pixels, and, critically, ignores the aspects of the environment that cannot affect the agent. The proposed approach is evaluated in two environments: VizDoom and Super Mario Bros. Three broad settings are investigated: 1) sparse extrinsic reward, where curiosity allows for far fewer interactions with the environment to reach the goal; 2) exploration with no extrinsic reward, where curiosity pushes the agent to explore more efficiently; and 3) generalization to unseen scenarios (e.g. new levels of the same game) where the knowledge gained from earlier experience helps the agent explore new places much faster than starting from scratch. Demo video and code available at https://pathak22.github.io/noreward-rl/
Goal-conditioned Imitation Learning
Designing rewards for Reinforcement Learning (RL) is challenging because it needs to convey the desired task, be efficient to optimize, and be easy to compute. The latter is particularly problematic when applying RL to robotics, where detecting whether the desired configuration is reached might require considerable supervision and instrumentation. Furthermore, we are often interested in being able to reach a wide range of configurations, hence setting up a different reward every time might be unpractical. Methods like Hindsight Experience Replay (HER) have recently shown promise to learn policies able to reach many goals, without the need of a reward. Unfortunately, without tricks like resetting to points along the trajectory, HER might require many samples to discover how to reach certain areas of the state-space. In this work we investigate different approaches to incorporate demonstrations to drastically speed up the convergence to a policy able to reach any goal, also surpassing the performance of an agent trained with other Imitation Learning algorithms. Furthermore, we show our method can also be used when the available expert trajectories do not contain the actions, which can leverage kinesthetic or third person demonstration. The code is available at https://sites.google.com/view/goalconditioned-il/.
ENTL: Embodied Navigation Trajectory Learner
We propose Embodied Navigation Trajectory Learner (ENTL), a method for extracting long sequence representations for embodied navigation. Our approach unifies world modeling, localization and imitation learning into a single sequence prediction task. We train our model using vector-quantized predictions of future states conditioned on current states and actions. ENTL's generic architecture enables sharing of the spatio-temporal sequence encoder for multiple challenging embodied tasks. We achieve competitive performance on navigation tasks using significantly less data than strong baselines while performing auxiliary tasks such as localization and future frame prediction (a proxy for world modeling). A key property of our approach is that the model is pre-trained without any explicit reward signal, which makes the resulting model generalizable to multiple tasks and environments.
OmniQuality-R: Advancing Reward Models Through All-Encompassing Quality Assessment
Current visual evaluation approaches are typically constrained to a single task. To address this, we propose OmniQuality-R, a unified reward modeling framework that transforms multi-task quality reasoning into continuous and interpretable reward signals for policy optimization. Inspired by subjective experiments, where participants are given task-specific instructions outlining distinct assessment principles prior to evaluation, we propose OmniQuality-R, a structured reward modeling framework that transforms multi-dimensional reasoning into continuous and interpretable reward signals. To enable this, we construct a reasoning-enhanced reward modeling dataset by sampling informative plan-reason trajectories via rejection sampling, forming a reliable chain-of-thought (CoT) dataset for supervised fine-tuning (SFT). Building on this, we apply Group Relative Policy Optimization (GRPO) for post-training, using a Gaussian-based reward to support continuous score prediction. To further stabilize the training and improve downstream generalization, we incorporate standard deviation (STD) filtering and entropy gating mechanisms during reinforcement learning. These techniques suppress unstable updates and reduce variance in policy optimization. We evaluate OmniQuality-R on three key IQA tasks: aesthetic quality assessment, technical quality evaluation, and text-image alignment.
EPO: Hierarchical LLM Agents with Environment Preference Optimization
Long-horizon decision-making tasks present significant challenges for LLM-based agents due to the need for extensive planning over multiple steps. In this paper, we propose a hierarchical framework that decomposes complex tasks into manageable subgoals, utilizing separate LLMs for subgoal prediction and low-level action generation. To address the challenge of creating training signals for unannotated datasets, we develop a reward model that leverages multimodal environment feedback to automatically generate reward signals. We introduce Environment Preference Optimization (EPO), a novel method that generates preference signals from the environment's feedback and uses them to train LLM-based agents. Extensive experiments on ALFRED demonstrate the state-of-the-art performance of our framework, achieving first place on the ALFRED public leaderboard and showcasing its potential to improve long-horizon decision-making in diverse environments.
OpenWebVoyager: Building Multimodal Web Agents via Iterative Real-World Exploration, Feedback and Optimization
The rapid development of large language and multimodal models has sparked significant interest in using proprietary models, such as GPT-4o, to develop autonomous agents capable of handling real-world scenarios like web navigation. Although recent open-source efforts have tried to equip agents with the ability to explore environments and continuously improve over time, they are building text-only agents in synthetic environments where the reward signals are clearly defined. Such agents struggle to generalize to realistic settings that require multimodal perception abilities and lack ground-truth signals. In this paper, we introduce an open-source framework designed to facilitate the development of multimodal web agent that can autonomously conduct real-world exploration and improve itself. We first train the base model with imitation learning to gain the basic abilities. We then let the agent explore the open web and collect feedback on its trajectories. After that, it further improves its policy by learning from well-performing trajectories judged by another general-purpose model. This exploration-feedback-optimization cycle can continue for several iterations. Experimental results show that our web agent successfully improves itself after each iteration, demonstrating strong performance across multiple test sets.
Behavior Alignment via Reward Function Optimization
Designing reward functions for efficiently guiding reinforcement learning (RL) agents toward specific behaviors is a complex task. This is challenging since it requires the identification of reward structures that are not sparse and that avoid inadvertently inducing undesirable behaviors. Naively modifying the reward structure to offer denser and more frequent feedback can lead to unintended outcomes and promote behaviors that are not aligned with the designer's intended goal. Although potential-based reward shaping is often suggested as a remedy, we systematically investigate settings where deploying it often significantly impairs performance. To address these issues, we introduce a new framework that uses a bi-level objective to learn behavior alignment reward functions. These functions integrate auxiliary rewards reflecting a designer's heuristics and domain knowledge with the environment's primary rewards. Our approach automatically determines the most effective way to blend these types of feedback, thereby enhancing robustness against heuristic reward misspecification. Remarkably, it can also adapt an agent's policy optimization process to mitigate suboptimalities resulting from limitations and biases inherent in the underlying RL algorithms. We evaluate our method's efficacy on a diverse set of tasks, from small-scale experiments to high-dimensional control challenges. We investigate heuristic auxiliary rewards of varying quality -- some of which are beneficial and others detrimental to the learning process. Our results show that our framework offers a robust and principled way to integrate designer-specified heuristics. It not only addresses key shortcomings of existing approaches but also consistently leads to high-performing solutions, even when given misaligned or poorly-specified auxiliary reward functions.
Provable Offline Preference-Based Reinforcement Learning
In this paper, we investigate the problem of offline Preference-based Reinforcement Learning (PbRL) with human feedback where feedback is available in the form of preference between trajectory pairs rather than explicit rewards. Our proposed algorithm consists of two main steps: (1) estimate the implicit reward using Maximum Likelihood Estimation (MLE) with general function approximation from offline data and (2) solve a distributionally robust planning problem over a confidence set around the MLE. We consider the general reward setting where the reward can be defined over the whole trajectory and provide a novel guarantee that allows us to learn any target policy with a polynomial number of samples, as long as the target policy is covered by the offline data. This guarantee is the first of its kind with general function approximation. To measure the coverage of the target policy, we introduce a new single-policy concentrability coefficient, which can be upper bounded by the per-trajectory concentrability coefficient. We also establish lower bounds that highlight the necessity of such concentrability and the difference from standard RL, where state-action-wise rewards are directly observed. We further extend and analyze our algorithm when the feedback is given over action pairs.
MaxInfoRL: Boosting exploration in reinforcement learning through information gain maximization
Reinforcement learning (RL) algorithms aim to balance exploiting the current best strategy with exploring new options that could lead to higher rewards. Most common RL algorithms use undirected exploration, i.e., select random sequences of actions. Exploration can also be directed using intrinsic rewards, such as curiosity or model epistemic uncertainty. However, effectively balancing task and intrinsic rewards is challenging and often task-dependent. In this work, we introduce a framework, MaxInfoRL, for balancing intrinsic and extrinsic exploration. MaxInfoRL steers exploration towards informative transitions, by maximizing intrinsic rewards such as the information gain about the underlying task. When combined with Boltzmann exploration, this approach naturally trades off maximization of the value function with that of the entropy over states, rewards, and actions. We show that our approach achieves sublinear regret in the simplified setting of multi-armed bandits. We then apply this general formulation to a variety of off-policy model-free RL methods for continuous state-action spaces, yielding novel algorithms that achieve superior performance across hard exploration problems and complex scenarios such as visual control tasks.
ActiveVLN: Towards Active Exploration via Multi-Turn RL in Vision-and-Language Navigation
The Vision-and-Language Navigation (VLN) task requires an agent to follow natural language instructions and navigate through complex environments. Existing MLLM-based VLN methods primarily rely on imitation learning (IL) and often use DAgger for post-training to mitigate covariate shift. While effective, these approaches incur substantial data collection and training costs. Reinforcement learning (RL) offers a promising alternative. However, prior VLN RL methods lack dynamic interaction with the environment and depend on expert trajectories for reward shaping, rather than engaging in open-ended active exploration. This restricts the agent's ability to discover diverse and plausible navigation routes. To address these limitations, we propose ActiveVLN, a VLN framework that explicitly enables active exploration through multi-turn RL. In the first stage, a small fraction of expert trajectories is used for IL to bootstrap the agent. In the second stage, the agent iteratively predicts and executes actions, automatically collects diverse trajectories, and optimizes multiple rollouts via the GRPO objective. To further improve RL efficiency, we introduce a dynamic early-stopping strategy to prune long-tail or likely failed trajectories, along with additional engineering optimizations. Experiments show that ActiveVLN achieves the largest performance gains over IL baselines compared to both DAgger-based and prior RL-based post-training methods, while reaching competitive performance with state-of-the-art approaches despite using a smaller model. Code and data will be released soon.
RewardBench 2: Advancing Reward Model Evaluation
Reward models are used throughout the post-training of language models to capture nuanced signals from preference data and provide a training target for optimization across instruction following, reasoning, safety, and more domains. The community has begun establishing best practices for evaluating reward models, from the development of benchmarks that test capabilities in specific skill areas to others that test agreement with human preferences. At the same time, progress in evaluation has not been mirrored by the effectiveness of reward models in downstream tasks -- simpler direct alignment algorithms are reported to work better in many cases. This paper introduces RewardBench 2, a new multi-skill reward modeling benchmark designed to bring new, challenging data for accuracy-based reward model evaluation -- models score about 20 points on average lower on RewardBench 2 compared to the first RewardBench -- while being highly correlated with downstream performance. Compared to most other benchmarks, RewardBench 2 sources new human prompts instead of existing prompts from downstream evaluations, facilitating more rigorous evaluation practices. In this paper, we describe our benchmark construction process and report how existing models perform on it, while quantifying how performance on the benchmark correlates with downstream use of the models in both inference-time scaling algorithms, like best-of-N sampling, and RLHF training algorithms like proximal policy optimization.
ReWiND: Language-Guided Rewards Teach Robot Policies without New Demonstrations
We introduce ReWiND, a framework for learning robot manipulation tasks solely from language instructions without per-task demonstrations. Standard reinforcement learning (RL) and imitation learning methods require expert supervision through human-designed reward functions or demonstrations for every new task. In contrast, ReWiND starts from a small demonstration dataset to learn: (1) a data-efficient, language-conditioned reward function that labels the dataset with rewards, and (2) a language-conditioned policy pre-trained with offline RL using these rewards. Given an unseen task variation, ReWiND fine-tunes the pre-trained policy using the learned reward function, requiring minimal online interaction. We show that ReWiND's reward model generalizes effectively to unseen tasks, outperforming baselines by up to 2.4x in reward generalization and policy alignment metrics. Finally, we demonstrate that ReWiND enables sample-efficient adaptation to new tasks, beating baselines by 2x in simulation and improving real-world pretrained bimanual policies by 5x, taking a step towards scalable, real-world robot learning. See website at https://rewind-reward.github.io/.
Skywork-Reward: Bag of Tricks for Reward Modeling in LLMs
In this report, we introduce a collection of methods to enhance reward modeling for LLMs, focusing specifically on data-centric techniques. We propose effective data selection and filtering strategies for curating high-quality open-source preference datasets, culminating in the Skywork-Reward data collection, which contains only 80K preference pairs -- significantly smaller than existing datasets. Using this curated dataset, we developed the Skywork-Reward model series -- Skywork-Reward-Gemma-27B and Skywork-Reward-Llama-3.1-8B -- with the former currently holding the top position on the RewardBench leaderboard. Notably, our techniques and datasets have directly enhanced the performance of many top-ranked models on RewardBench, highlighting the practical impact of our contributions in real-world preference learning applications.
Provable Reward-Agnostic Preference-Based Reinforcement Learning
Preference-based Reinforcement Learning (PbRL) is a paradigm in which an RL agent learns to optimize a task using pair-wise preference-based feedback over trajectories, rather than explicit reward signals. While PbRL has demonstrated practical success in fine-tuning language models, existing theoretical work focuses on regret minimization and fails to capture most of the practical frameworks. In this study, we fill in such a gap between theoretical PbRL and practical algorithms by proposing a theoretical reward-agnostic PbRL framework where exploratory trajectories that enable accurate learning of hidden reward functions are acquired before collecting any human feedback. Theoretical analysis demonstrates that our algorithm requires less human feedback for learning the optimal policy under preference-based models with linear parameterization and unknown transitions, compared to the existing theoretical literature. Specifically, our framework can incorporate linear and low-rank MDPs with efficient sample complexity. Additionally, we investigate reward-agnostic RL with action-based comparison feedback and introduce an efficient querying algorithm tailored to this scenario.
InstructVideo: Instructing Video Diffusion Models with Human Feedback
Diffusion models have emerged as the de facto paradigm for video generation. However, their reliance on web-scale data of varied quality often yields results that are visually unappealing and misaligned with the textual prompts. To tackle this problem, we propose InstructVideo to instruct text-to-video diffusion models with human feedback by reward fine-tuning. InstructVideo has two key ingredients: 1) To ameliorate the cost of reward fine-tuning induced by generating through the full DDIM sampling chain, we recast reward fine-tuning as editing. By leveraging the diffusion process to corrupt a sampled video, InstructVideo requires only partial inference of the DDIM sampling chain, reducing fine-tuning cost while improving fine-tuning efficiency. 2) To mitigate the absence of a dedicated video reward model for human preferences, we repurpose established image reward models, e.g., HPSv2. To this end, we propose Segmental Video Reward, a mechanism to provide reward signals based on segmental sparse sampling, and Temporally Attenuated Reward, a method that mitigates temporal modeling degradation during fine-tuning. Extensive experiments, both qualitative and quantitative, validate the practicality and efficacy of using image reward models in InstructVideo, significantly enhancing the visual quality of generated videos without compromising generalization capabilities. Code and models will be made publicly available.
Video Prediction Models as Rewards for Reinforcement Learning
Specifying reward signals that allow agents to learn complex behaviors is a long-standing challenge in reinforcement learning. A promising approach is to extract preferences for behaviors from unlabeled videos, which are widely available on the internet. We present Video Prediction Rewards (VIPER), an algorithm that leverages pretrained video prediction models as action-free reward signals for reinforcement learning. Specifically, we first train an autoregressive transformer on expert videos and then use the video prediction likelihoods as reward signals for a reinforcement learning agent. VIPER enables expert-level control without programmatic task rewards across a wide range of DMC, Atari, and RLBench tasks. Moreover, generalization of the video prediction model allows us to derive rewards for an out-of-distribution environment where no expert data is available, enabling cross-embodiment generalization for tabletop manipulation. We see our work as starting point for scalable reward specification from unlabeled videos that will benefit from the rapid advances in generative modeling. Source code and datasets are available on the project website: https://escontrela.me/viper
CDE: Curiosity-Driven Exploration for Efficient Reinforcement Learning in Large Language Models
Reinforcement Learning with Verifiable Rewards (RLVR) is a powerful paradigm for enhancing the reasoning ability of Large Language Models (LLMs). Yet current RLVR methods often explore poorly, leading to premature convergence and entropy collapse. To address this challenge, we introduce Curiosity-Driven Exploration (CDE), a framework that leverages the model's own intrinsic sense of curiosity to guide exploration. We formalize curiosity with signals from both the actor and the critic: for the actor, we use perplexity over its generated response, and for the critic, we use the variance of value estimates from a multi-head architecture. Both signals serve as an exploration bonus within the RLVR framework to guide the model. Our theoretical analysis shows that the actor-wise bonus inherently penalizes overconfident errors and promotes diversity among correct responses; moreover, we connect the critic-wise bonus to the well-established count-based exploration bonus in RL. Empirically, our method achieves an approximate +3 point improvement over standard RLVR using GRPO/PPO on AIME benchmarks. Further analysis identifies a calibration collapse mechanism within RLVR, shedding light on common LLM failure modes.
Bootstrapping Task Spaces for Self-Improvement
Progress in many task domains emerges from repeated revisions to previous solution attempts. Training agents that can reliably self-improve over such sequences at inference-time is a natural target for reinforcement learning (RL), yet the naive approach assumes a fixed maximum iteration depth, which can be both costly and arbitrary. We present Exploratory Iteration (ExIt), a family of autocurriculum RL methods that directly exploits the recurrent structure of self-improvement tasks to train LLMs to perform multi-step self-improvement at inference-time while only training on the most informative single-step iterations. ExIt grows a task space by selectively sampling the most informative intermediate, partial histories encountered during an episode for continued iteration, treating these starting points as new self-iteration task instances to train a self-improvement policy. ExIt can further pair with explicit exploration mechanisms to sustain greater task diversity. Across several domains, encompassing competition math, multi-turn tool-use, and machine learning engineering, we demonstrate that ExIt strategies, starting from either a single or many task instances, can produce policies exhibiting strong inference-time self-improvement on held-out task instances, and the ability to iterate towards higher performance over a step budget extending beyond the average iteration depth encountered during training.
Consistent Paths Lead to Truth: Self-Rewarding Reinforcement Learning for LLM Reasoning
Recent advances of Reinforcement Learning (RL) have highlighted its potential in complex reasoning tasks, yet effective training often relies on external supervision, which limits the broader applicability. In this work, we propose a novel self-rewarding reinforcement learning framework to enhance Large Language Model (LLM) reasoning by leveraging the consistency of intermediate reasoning states across different reasoning trajectories. Our key insight is that correct responses often exhibit consistent trajectory patterns in terms of model likelihood: their intermediate reasoning states tend to converge toward their own final answers (high consistency) with minimal deviation toward other candidates (low volatility). Inspired by this observation, we introduce CoVo, an intrinsic reward mechanism that integrates Consistency and Volatility via a robust vector-space aggregation strategy, complemented by a curiosity bonus to promote diverse exploration. CoVo enables LLMs to perform RL in a self-rewarding manner, offering a scalable pathway for learning to reason without external supervision. Extensive experiments on diverse reasoning benchmarks show that CoVo achieves performance comparable to or even surpassing supervised RL. Our code is available at https://github.com/sastpg/CoVo.
Training a Generally Curious Agent
Efficient exploration is essential for intelligent systems interacting with their environment, but existing language models often fall short in scenarios that require strategic information gathering. In this paper, we present PAPRIKA, a fine-tuning approach that enables language models to develop general decision-making capabilities that are not confined to particular environments. By training on synthetic interaction data from different tasks that require diverse strategies, PAPRIKA teaches models to explore and adapt their behavior on a new task based on environment feedback in-context without more gradient updates. Experimental results show that models fine-tuned with PAPRIKA can effectively transfer their learned decision-making capabilities to entirely unseen tasks without additional training. Unlike traditional training, our approach's primary bottleneck lies in sampling useful interaction data instead of model updates. To improve sample efficiency, we propose a curriculum learning strategy that prioritizes sampling trajectories from tasks with high learning potential. These results suggest a promising path towards AI systems that can autonomously solve novel sequential decision-making problems that require interactions with the external world.
Self-Exploring Language Models: Active Preference Elicitation for Online Alignment
Preference optimization, particularly through Reinforcement Learning from Human Feedback (RLHF), has achieved significant success in aligning Large Language Models (LLMs) to adhere to human intentions. Unlike offline alignment with a fixed dataset, online feedback collection from humans or AI on model generations typically leads to more capable reward models and better-aligned LLMs through an iterative process. However, achieving a globally accurate reward model requires systematic exploration to generate diverse responses that span the vast space of natural language. Random sampling from standard reward-maximizing LLMs alone is insufficient to fulfill this requirement. To address this issue, we propose a bilevel objective optimistically biased towards potentially high-reward responses to actively explore out-of-distribution regions. By solving the inner-level problem with the reparameterized reward function, the resulting algorithm, named Self-Exploring Language Models (SELM), eliminates the need for a separate RM and iteratively updates the LLM with a straightforward objective. Compared to Direct Preference Optimization (DPO), the SELM objective reduces indiscriminate favor of unseen extrapolations and enhances exploration efficiency. Our experimental results demonstrate that when finetuned on Zephyr-7B-SFT and Llama-3-8B-Instruct models, SELM significantly boosts the performance on instruction-following benchmarks such as MT-Bench and AlpacaEval 2.0, as well as various standard academic benchmarks in different settings. Our code and models are available at https://github.com/shenao-zhang/SELM.
VLA-RL: Towards Masterful and General Robotic Manipulation with Scalable Reinforcement Learning
Recent high-capacity vision-language-action (VLA) models have demonstrated impressive performance on a range of robotic manipulation tasks by imitating human demonstrations. However, exploiting offline data with limited visited states will cause execution failure in out-of-distribution scenarios. Intuitively, an exploration-based method that improves on online collected data at test time could address this limitation. We present VLA-RL, an algorithmic and systematic framework that leverages online reinforcement learning (RL) to improve pretrained auto-regressive VLAs in downstream tasks. Within a unified perspective, we first introduce a trajectory-level RL formulation for auto-regressive VLA training, which models general robotic manipulation trajectory as multi-modal multi-turn conversation. To address the challenge of sparse rewards, we fine-tune a pretrained vision-language model as a robotic process reward model, which is trained on pseudo reward labels annotated on automatically extracted task segments. To scale up, we identify several implementation findings that improve the stability and efficiency including curriculum selection strategy, GPU-balanced vectorized environments, batch decoding, and critic warmup. VLA-RL enables OpenVLA-7B to surpass the strongest finetuned baseline by 4.5% on 40 challenging robotic manipulation tasks in LIBERO, and even matches the performance of advanced commercial models such as pi_0-FAST. Notably, we observe that VLA-RL benefits from increased test-time optimization, indicating an early spark of inference scaling laws in robotics.
TD-MPC2: Scalable, Robust World Models for Continuous Control
TD-MPC is a model-based reinforcement learning (RL) algorithm that performs local trajectory optimization in the latent space of a learned implicit (decoder-free) world model. In this work, we present TD-MPC2: a series of improvements upon the TD-MPC algorithm. We demonstrate that TD-MPC2 improves significantly over baselines across 104 online RL tasks spanning 4 diverse task domains, achieving consistently strong results with a single set of hyperparameters. We further show that agent capabilities increase with model and data size, and successfully train a single 317M parameter agent to perform 80 tasks across multiple task domains, embodiments, and action spaces. We conclude with an account of lessons, opportunities, and risks associated with large TD-MPC2 agents. Explore videos, models, data, code, and more at https://nicklashansen.github.io/td-mpc2
Train-Once Plan-Anywhere Kinodynamic Motion Planning via Diffusion Trees
Kinodynamic motion planning is concerned with computing collision-free trajectories while abiding by the robot's dynamic constraints. This critical problem is often tackled using sampling-based planners (SBPs) that explore the robot's high-dimensional state space by constructing a search tree via action propagations. Although SBPs can offer global guarantees on completeness and solution quality, their performance is often hindered by slow exploration due to uninformed action sampling. Learning-based approaches can yield significantly faster runtimes, yet they fail to generalize to out-of-distribution (OOD) scenarios and lack critical guarantees, e.g., safety, thus limiting their deployment on physical robots. We present Diffusion Tree (DiTree): a provably-generalizable framework leveraging diffusion policies (DPs) as informed samplers to efficiently guide state-space search within SBPs. DiTree combines DP's ability to model complex distributions of expert trajectories, conditioned on local observations, with the completeness of SBPs to yield provably-safe solutions within a few action propagation iterations for complex dynamical systems. We demonstrate DiTree's power with an implementation combining the popular RRT planner with a DP action sampler trained on a single environment. In comprehensive evaluations on OOD scenarios, % DiTree has comparable runtimes to a standalone DP (3x faster than classical SBPs), while improving the average success rate over DP and SBPs. DiTree is on average 3x faster than classical SBPs, and outperforms all other approaches by achieving roughly 30\% higher success rate. Project webpage: https://sites.google.com/view/ditree.
Web-Shepherd: Advancing PRMs for Reinforcing Web Agents
Web navigation is a unique domain that can automate many repetitive real-life tasks and is challenging as it requires long-horizon sequential decision making beyond typical multimodal large language model (MLLM) tasks. Yet, specialized reward models for web navigation that can be utilized during both training and test-time have been absent until now. Despite the importance of speed and cost-effectiveness, prior works have utilized MLLMs as reward models, which poses significant constraints for real-world deployment. To address this, in this work, we propose the first process reward model (PRM) called Web-Shepherd which could assess web navigation trajectories in a step-level. To achieve this, we first construct the WebPRM Collection, a large-scale dataset with 40K step-level preference pairs and annotated checklists spanning diverse domains and difficulty levels. Next, we also introduce the WebRewardBench, the first meta-evaluation benchmark for evaluating PRMs. In our experiments, we observe that our Web-Shepherd achieves about 30 points better accuracy compared to using GPT-4o on WebRewardBench. Furthermore, when testing on WebArena-lite by using GPT-4o-mini as the policy and Web-Shepherd as the verifier, we achieve 10.9 points better performance, in 10 less cost compared to using GPT-4o-mini as the verifier. Our model, dataset, and code are publicly available at LINK.
Let's reward step by step: Step-Level reward model as the Navigators for Reasoning
Recent years have seen considerable advancements in multi-step reasoning with Large Language Models (LLMs). The previous studies have elucidated the merits of integrating feedback or search mechanisms during model inference to improve the reasoning accuracy. The Process-Supervised Reward Model (PRM), typically furnishes LLMs with step-by-step feedback during the training phase, akin to Proximal Policy Optimization (PPO) or reject sampling. Our objective is to examine the efficacy of PRM in the inference phase to help discern the optimal solution paths for multi-step tasks such as mathematical reasoning and code generation. To this end, we propose a heuristic greedy search algorithm that employs the step-level feedback from PRM to optimize the reasoning pathways explored by LLMs. This tailored PRM demonstrated enhanced results compared to the Chain of Thought (CoT) on mathematical benchmarks like GSM8K and MATH. Additionally, to explore the versatility of our approach, we develop a novel method to automatically generate step-level reward dataset for coding tasks and observed similar improved performance in the code generation tasks. Thus highlighting the robust nature of our reward-model-based approach to inference for reasoning tasks.
Generalized Trajectory Scoring for End-to-end Multimodal Planning
End-to-end multi-modal planning is a promising paradigm in autonomous driving, enabling decision-making with diverse trajectory candidates. A key component is a robust trajectory scorer capable of selecting the optimal trajectory from these candidates. While recent trajectory scorers focus on scoring either large sets of static trajectories or small sets of dynamically generated ones, both approaches face significant limitations in generalization. Static vocabularies provide effective coarse discretization but struggle to make fine-grained adaptation, while dynamic proposals offer detailed precision but fail to capture broader trajectory distributions. To overcome these challenges, we propose GTRS (Generalized Trajectory Scoring), a unified framework for end-to-end multi-modal planning that combines coarse and fine-grained trajectory evaluation. GTRS consists of three complementary innovations: (1) a diffusion-based trajectory generator that produces diverse fine-grained proposals; (2) a vocabulary generalization technique that trains a scorer on super-dense trajectory sets with dropout regularization, enabling its robust inference on smaller subsets; and (3) a sensor augmentation strategy that enhances out-of-domain generalization while incorporating refinement training for critical trajectory discrimination. As the winning solution of the Navsim v2 Challenge, GTRS demonstrates superior performance even with sub-optimal sensor inputs, approaching privileged methods that rely on ground-truth perception. Code will be available at https://github.com/NVlabs/GTRS.
Hierarchical Imitation Learning with Vector Quantized Models
The ability to plan actions on multiple levels of abstraction enables intelligent agents to solve complex tasks effectively. However, learning the models for both low and high-level planning from demonstrations has proven challenging, especially with higher-dimensional inputs. To address this issue, we propose to use reinforcement learning to identify subgoals in expert trajectories by associating the magnitude of the rewards with the predictability of low-level actions given the state and the chosen subgoal. We build a vector-quantized generative model for the identified subgoals to perform subgoal-level planning. In experiments, the algorithm excels at solving complex, long-horizon decision-making problems outperforming state-of-the-art. Because of its ability to plan, our algorithm can find better trajectories than the ones in the training set
Query-Policy Misalignment in Preference-Based Reinforcement Learning
Preference-based reinforcement learning (PbRL) provides a natural way to align RL agents' behavior with human desired outcomes, but is often restrained by costly human feedback. To improve feedback efficiency, most existing PbRL methods focus on selecting queries to maximally improve the overall quality of the reward model, but counter-intuitively, we find that this may not necessarily lead to improved performance. To unravel this mystery, we identify a long-neglected issue in the query selection schemes of existing PbRL studies: Query-Policy Misalignment. We show that the seemingly informative queries selected to improve the overall quality of reward model actually may not align with RL agents' interests, thus offering little help on policy learning and eventually resulting in poor feedback efficiency. We show that this issue can be effectively addressed via near on-policy query and a specially designed hybrid experience replay, which together enforce the bidirectional query-policy alignment. Simple yet elegant, our method can be easily incorporated into existing approaches by changing only a few lines of code. We showcase in comprehensive experiments that our method achieves substantial gains in both human feedback and RL sample efficiency, demonstrating the importance of addressing query-policy misalignment in PbRL tasks.
Visual Reinforcement Learning with Imagined Goals
For an autonomous agent to fulfill a wide range of user-specified goals at test time, it must be able to learn broadly applicable and general-purpose skill repertoires. Furthermore, to provide the requisite level of generality, these skills must handle raw sensory input such as images. In this paper, we propose an algorithm that acquires such general-purpose skills by combining unsupervised representation learning and reinforcement learning of goal-conditioned policies. Since the particular goals that might be required at test-time are not known in advance, the agent performs a self-supervised "practice" phase where it imagines goals and attempts to achieve them. We learn a visual representation with three distinct purposes: sampling goals for self-supervised practice, providing a structured transformation of raw sensory inputs, and computing a reward signal for goal reaching. We also propose a retroactive goal relabeling scheme to further improve the sample-efficiency of our method. Our off-policy algorithm is efficient enough to learn policies that operate on raw image observations and goals for a real-world robotic system, and substantially outperforms prior techniques.
Exploring the Limit of Outcome Reward for Learning Mathematical Reasoning
Reasoning abilities, especially those for solving complex math problems, are crucial components of general intelligence. Recent advances by proprietary companies, such as o-series models of OpenAI, have made remarkable progress on reasoning tasks. However, the complete technical details remain unrevealed, and the techniques that are believed certainly to be adopted are only reinforcement learning (RL) and the long chain of thoughts. This paper proposes a new RL framework, termed OREAL, to pursue the performance limit that can be achieved through Outcome REwArd-based reinforcement Learning for mathematical reasoning tasks, where only binary outcome rewards are easily accessible. We theoretically prove that behavior cloning on positive trajectories from best-of-N (BoN) sampling is sufficient to learn the KL-regularized optimal policy in binary feedback environments. This formulation further implies that the rewards of negative samples should be reshaped to ensure the gradient consistency between positive and negative samples. To alleviate the long-existing difficulties brought by sparse rewards in RL, which are even exacerbated by the partial correctness of the long chain of thought for reasoning tasks, we further apply a token-level reward model to sample important tokens in reasoning trajectories for learning. With OREAL, for the first time, a 7B model can obtain 94.0 pass@1 accuracy on MATH-500 through RL, being on par with 32B models. OREAL-32B also surpasses previous 32B models trained by distillation with 95.0 pass@1 accuracy on MATH-500. Our investigation also indicates the importance of initial policy models and training queries for RL. Code, models, and data will be released to benefit future researchhttps://github.com/InternLM/OREAL.
TreeRL: LLM Reinforcement Learning with On-Policy Tree Search
Reinforcement learning (RL) with tree search has demonstrated superior performance in traditional reasoning tasks. Compared to conventional independent chain sampling strategies with outcome supervision, tree search enables better exploration of the reasoning space and provides dense, on-policy process rewards during RL training but remains under-explored in On-Policy LLM RL. We propose TreeRL, a reinforcement learning framework that directly incorporates on-policy tree search for RL training. Our approach includes intermediate supervision and eliminates the need for a separate reward model training. Existing approaches typically train a separate process reward model, which can suffer from distribution mismatch and reward hacking. We also introduce a cost-effective tree search approach that achieves higher search efficiency under the same generation token budget by strategically branching from high-uncertainty intermediate steps rather than using random branching. Experiments on challenging math and code reasoning benchmarks demonstrate that TreeRL achieves superior performance compared to traditional ChainRL, highlighting the potential of tree search for LLM. TreeRL is open-sourced at https://github.com/THUDM/TreeRL.
Reinforcement Learning via Implicit Imitation Guidance
We study the problem of sample efficient reinforcement learning, where prior data such as demonstrations are provided for initialization in lieu of a dense reward signal. A natural approach is to incorporate an imitation learning objective, either as regularization during training or to acquire a reference policy. However, imitation learning objectives can ultimately degrade long-term performance, as it does not directly align with reward maximization. In this work, we propose to use prior data solely for guiding exploration via noise added to the policy, sidestepping the need for explicit behavior cloning constraints. The key insight in our framework, Data-Guided Noise (DGN), is that demonstrations are most useful for identifying which actions should be explored, rather than forcing the policy to take certain actions. Our approach achieves up to 2-3x improvement over prior reinforcement learning from offline data methods across seven simulated continuous control tasks.
Home Run: Finding Your Way Home by Imagining Trajectories
When studying unconstrained behaviour and allowing mice to leave their cage to navigate a complex labyrinth, the mice exhibit foraging behaviour in the labyrinth searching for rewards, returning to their home cage now and then, e.g. to drink. Surprisingly, when executing such a ``home run'', the mice do not follow the exact reverse path, in fact, the entry path and home path have very little overlap. Recent work proposed a hierarchical active inference model for navigation, where the low level model makes inferences about hidden states and poses that explain sensory inputs, whereas the high level model makes inferences about moving between locations, effectively building a map of the environment. However, using this ``map'' for planning, only allows the agent to find trajectories that it previously explored, far from the observed mice's behaviour. In this paper, we explore ways of incorporating before-unvisited paths in the planning algorithm, by using the low level generative model to imagine potential, yet undiscovered paths. We demonstrate a proof of concept in a grid-world environment, showing how an agent can accurately predict a new, shorter path in the map leading to its starting point, using a generative model learnt from pixel-based observations.
FetchBench: A Simulation Benchmark for Robot Fetching
Fetching, which includes approaching, grasping, and retrieving, is a critical challenge for robot manipulation tasks. Existing methods primarily focus on table-top scenarios, which do not adequately capture the complexities of environments where both grasping and planning are essential. To address this gap, we propose a new benchmark FetchBench, featuring diverse procedural scenes that integrate both grasping and motion planning challenges. Additionally, FetchBench includes a data generation pipeline that collects successful fetch trajectories for use in imitation learning methods. We implement multiple baselines from the traditional sense-plan-act pipeline to end-to-end behavior models. Our empirical analysis reveals that these methods achieve a maximum success rate of only 20%, indicating substantial room for improvement. Additionally, we identify key bottlenecks within the sense-plan-act pipeline and make recommendations based on the systematic analysis.
Motion Planning by Learning the Solution Manifold in Trajectory Optimization
The objective function used in trajectory optimization is often non-convex and can have an infinite set of local optima. In such cases, there are diverse solutions to perform a given task. Although there are a few methods to find multiple solutions for motion planning, they are limited to generating a finite set of solutions. To address this issue, we presents an optimization method that learns an infinite set of solutions in trajectory optimization. In our framework, diverse solutions are obtained by learning latent representations of solutions. Our approach can be interpreted as training a deep generative model of collision-free trajectories for motion planning. The experimental results indicate that the trained model represents an infinite set of homotopic solutions for motion planning problems.
DreamSmooth: Improving Model-based Reinforcement Learning via Reward Smoothing
Model-based reinforcement learning (MBRL) has gained much attention for its ability to learn complex behaviors in a sample-efficient way: planning actions by generating imaginary trajectories with predicted rewards. Despite its success, we found that surprisingly, reward prediction is often a bottleneck of MBRL, especially for sparse rewards that are challenging (or even ambiguous) to predict. Motivated by the intuition that humans can learn from rough reward estimates, we propose a simple yet effective reward smoothing approach, DreamSmooth, which learns to predict a temporally-smoothed reward, instead of the exact reward at the given timestep. We empirically show that DreamSmooth achieves state-of-the-art performance on long-horizon sparse-reward tasks both in sample efficiency and final performance without losing performance on common benchmarks, such as Deepmind Control Suite and Atari benchmarks.
Consciousness-Inspired Spatio-Temporal Abstractions for Better Generalization in Reinforcement Learning
Inspired by human conscious planning, we propose Skipper, a model-based reinforcement learning framework utilizing spatio-temporal abstractions to generalize better in novel situations. It automatically decomposes the given task into smaller, more manageable subtasks, and thus enables sparse decision-making and focused computation on the relevant parts of the environment. The decomposition relies on the extraction of an abstracted proxy problem represented as a directed graph, in which vertices and edges are learned end-to-end from hindsight. Our theoretical analyses provide performance guarantees under appropriate assumptions and establish where our approach is expected to be helpful. Generalization-focused experiments validate Skipper's significant advantage in zero-shot generalization, compared to some existing state-of-the-art hierarchical planning methods.
RefAV: Towards Planning-Centric Scenario Mining
Autonomous Vehicles (AVs) collect and pseudo-label terabytes of multi-modal data localized to HD maps during normal fleet testing. However, identifying interesting and safety-critical scenarios from uncurated driving logs remains a significant challenge. Traditional scenario mining techniques are error-prone and prohibitively time-consuming, often relying on hand-crafted structured queries. In this work, we revisit spatio-temporal scenario mining through the lens of recent vision-language models (VLMs) to detect whether a described scenario occurs in a driving log and, if so, precisely localize it in both time and space. To address this problem, we introduce RefAV, a large-scale dataset of 10,000 diverse natural language queries that describe complex multi-agent interactions relevant to motion planning derived from 1000 driving logs in the Argoverse 2 Sensor dataset. We evaluate several referential multi-object trackers and present an empirical analysis of our baselines. Notably, we find that naively repurposing off-the-shelf VLMs yields poor performance, suggesting that scenario mining presents unique challenges. Our code and dataset are available at https://github.com/CainanD/RefAV/ and https://argoverse.github.io/user-guide/tasks/scenario_mining.html
Replay across Experiments: A Natural Extension of Off-Policy RL
Replaying data is a principal mechanism underlying the stability and data efficiency of off-policy reinforcement learning (RL). We present an effective yet simple framework to extend the use of replays across multiple experiments, minimally adapting the RL workflow for sizeable improvements in controller performance and research iteration times. At its core, Replay Across Experiments (RaE) involves reusing experience from previous experiments to improve exploration and bootstrap learning while reducing required changes to a minimum in comparison to prior work. We empirically show benefits across a number of RL algorithms and challenging control domains spanning both locomotion and manipulation, including hard exploration tasks from egocentric vision. Through comprehensive ablations, we demonstrate robustness to the quality and amount of data available and various hyperparameter choices. Finally, we discuss how our approach can be applied more broadly across research life cycles and can increase resilience by reloading data across random seeds or hyperparameter variations.
DeepTravel: An End-to-End Agentic Reinforcement Learning Framework for Autonomous Travel Planning Agents
Travel planning (TP) agent has recently worked as an emerging building block to interact with external tools and resources for travel itinerary generation, ensuring enjoyable user experience. Despite its benefits, existing studies rely on hand craft prompt and fixed agent workflow, hindering more flexible and autonomous TP agent. This paper proposes DeepTravel, an end to end agentic reinforcement learning framework for building autonomous travel planning agent, capable of autonomously planning, executing tools, and reflecting on tool responses to explore, verify, and refine intermediate actions in multi step reasoning. To achieve this, we first construct a robust sandbox environment by caching transportation, accommodation and POI data, facilitating TP agent training without being constrained by real world APIs limitations (e.g., inconsistent outputs). Moreover, we develop a hierarchical reward modeling system, where a trajectory level verifier first checks spatiotemporal feasibility and filters unsatisfied travel itinerary, and then the turn level verifier further validate itinerary detail consistency with tool responses, enabling efficient and precise reward service. Finally, we propose the reply augmented reinforcement learning method that enables TP agent to periodically replay from a failures experience buffer, emerging notable agentic capacity. We deploy trained TP agent on DiDi Enterprise Solutions App and conduct comprehensive online and offline evaluations, demonstrating that DeepTravel enables small size LLMs (e.g., Qwen3 32B) to significantly outperform existing frontier LLMs such as OpenAI o1, o3 and DeepSeek R1 in travel planning tasks.
HAEPO: History-Aggregated Exploratory Policy Optimization
Exploration is essential in modern learning, from reinforcement learning environments with small neural policies to large language models (LLMs). Existing work, such as DPO, leverages full sequence log-likelihoods to capture an entire trajectory of the model's decisions, while methods like GRPO aggregate per-token ratios into a trajectory-level update. However, both often limit exploration on long-horizon tasks. We introduce History-Aggregated Exploratory Policy Optimization (HAEPO), a history-aware exploratory loss to combat these shortcomings. HAEPO compresses each trajectory into the sum of its logarithmic probabilities (a cumulative logarithmic likelihood), and applies a Plackett-Luce softmax across trajectories to obtain normalized weights proportional to their returns, thus encouraging broader exploration. We add entropy regularization to stabilize the aggressive updates to prevent premature collapse and a soft KL penalty relative to a frozen copy of the previous (reference) policy. Empirically, HAEPO converges fast, explores thoroughly, aligns closely with true rewards, and demonstrates robust learning behavior better or at par with PPO, GRPO, and DPO across diverse tasks. Thus, HAEPO provides a stable and interpretable framework by explicitly leveraging full-trajectory history while balancing exploration and stability.
Inferring Rewards from Language in Context
In classic instruction following, language like "I'd like the JetBlue flight" maps to actions (e.g., selecting that flight). However, language also conveys information about a user's underlying reward function (e.g., a general preference for JetBlue), which can allow a model to carry out desirable actions in new contexts. We present a model that infers rewards from language pragmatically: reasoning about how speakers choose utterances not only to elicit desired actions, but also to reveal information about their preferences. On a new interactive flight-booking task with natural language, our model more accurately infers rewards and predicts optimal actions in unseen environments, in comparison to past work that first maps language to actions (instruction following) and then maps actions to rewards (inverse reinforcement learning).
Watch Every Step! LLM Agent Learning via Iterative Step-Level Process Refinement
Large language model agents have exhibited exceptional performance across a range of complex interactive tasks. Recent approaches have utilized tuning with expert trajectories to enhance agent performance, yet they primarily concentrate on outcome rewards, which may lead to errors or suboptimal actions due to the absence of process supervision signals. In this paper, we introduce the Iterative step-level Process Refinement (IPR) framework, which provides detailed step-by-step guidance to enhance agent training. Specifically, we adopt the Monte Carlo method to estimate step-level rewards. During each iteration, the agent explores along the expert trajectory and generates new actions. These actions are then evaluated against the corresponding step of expert trajectory using step-level rewards. Such comparison helps identify discrepancies, yielding contrastive action pairs that serve as training data for the agent. Our experiments on three complex agent tasks demonstrate that our framework outperforms a variety of strong baselines. Moreover, our analytical findings highlight the effectiveness of IPR in augmenting action efficiency and its applicability to diverse models.
GRAM: A Generative Foundation Reward Model for Reward Generalization
In aligning large language models (LLMs), reward models have played an important role, but are standardly trained as discriminative models and rely only on labeled human preference data. In this paper, we explore methods that train reward models using both unlabeled and labeled data. Building on the generative models in LLMs, we develop a generative reward model that is first trained via large-scale unsupervised learning and then fine-tuned via supervised learning. We also show that by using label smoothing, we are in fact optimizing a regularized pairwise ranking loss. This result, in turn, provides a new view of training reward models, which links generative models and discriminative models under the same class of training objectives. The outcome of these techniques is a foundation reward model, which can be applied to a wide range of tasks with little or no further fine-tuning effort. Extensive experiments show that this model generalizes well across several tasks, including response ranking, reinforcement learning from human feedback, and task adaptation with fine-tuning, achieving significant performance improvements over several strong baseline models.
Massively Scalable Inverse Reinforcement Learning in Google Maps
Inverse reinforcement learning (IRL) offers a powerful and general framework for learning humans' latent preferences in route recommendation, yet no approach has successfully addressed planetary-scale problems with hundreds of millions of states and demonstration trajectories. In this paper, we introduce scaling techniques based on graph compression, spatial parallelization, and improved initialization conditions inspired by a connection to eigenvector algorithms. We revisit classic IRL methods in the routing context, and make the key observation that there exists a trade-off between the use of cheap, deterministic planners and expensive yet robust stochastic policies. This insight is leveraged in Receding Horizon Inverse Planning (RHIP), a new generalization of classic IRL algorithms that provides fine-grained control over performance trade-offs via its planning horizon. Our contributions culminate in a policy that achieves a 16-24% improvement in route quality at a global scale, and to the best of our knowledge, represents the largest published study of IRL algorithms in a real-world setting to date. We conclude by conducting an ablation study of key components, presenting negative results from alternative eigenvalue solvers, and identifying opportunities to further improve scalability via IRL-specific batching strategies.
Representation-Driven Reinforcement Learning
We present a representation-driven framework for reinforcement learning. By representing policies as estimates of their expected values, we leverage techniques from contextual bandits to guide exploration and exploitation. Particularly, embedding a policy network into a linear feature space allows us to reframe the exploration-exploitation problem as a representation-exploitation problem, where good policy representations enable optimal exploration. We demonstrate the effectiveness of this framework through its application to evolutionary and policy gradient-based approaches, leading to significantly improved performance compared to traditional methods. Our framework provides a new perspective on reinforcement learning, highlighting the importance of policy representation in determining optimal exploration-exploitation strategies.
InfiGUI-G1: Advancing GUI Grounding with Adaptive Exploration Policy Optimization
The emergence of Multimodal Large Language Models (MLLMs) has propelled the development of autonomous agents that operate on Graphical User Interfaces (GUIs) using pure visual input. A fundamental challenge is robustly grounding natural language instructions. This requires a precise spatial alignment, which accurately locates the coordinates of each element, and, more critically, a correct semantic alignment, which matches the instructions to the functionally appropriate UI element. Although Reinforcement Learning with Verifiable Rewards (RLVR) has proven to be effective at improving spatial alignment for these MLLMs, we find that inefficient exploration bottlenecks semantic alignment, which prevent models from learning difficult semantic associations. To address this exploration problem, we present Adaptive Exploration Policy Optimization (AEPO), a new policy optimization framework. AEPO employs a multi-answer generation strategy to enforce broader exploration, which is then guided by a theoretically grounded Adaptive Exploration Reward (AER) function derived from first principles of efficiency eta=U/C. Our AEPO-trained models, InfiGUI-G1-3B and InfiGUI-G1-7B, establish new state-of-the-art results across multiple challenging GUI grounding benchmarks, achieving significant relative improvements of up to 9.0% against the naive RLVR baseline on benchmarks designed to test generalization and semantic understanding. Resources are available at https://github.com/InfiXAI/InfiGUI-G1.
Trajectory Balance with Asynchrony: Decoupling Exploration and Learning for Fast, Scalable LLM Post-Training
Reinforcement learning (RL) is a critical component of large language model (LLM) post-training. However, existing on-policy algorithms used for post-training are inherently incompatible with the use of experience replay buffers, which can be populated scalably by distributed off-policy actors to enhance exploration as compute increases. We propose efficiently obtaining this benefit of replay buffers via Trajectory Balance with Asynchrony (TBA), a massively scalable LLM RL system. In contrast to existing approaches, TBA uses a larger fraction of compute on search, constantly generating off-policy data for a central replay buffer. A training node simultaneously samples data from this buffer based on reward or recency to update the policy using Trajectory Balance (TB), a diversity-seeking RL objective introduced for GFlowNets. TBA offers three key advantages: (1) decoupled training and search, speeding up training wall-clock time by 4x or more; (2) improved diversity through large-scale off-policy sampling; and (3) scalable search for sparse reward settings. On mathematical reasoning, preference-tuning, and automated red-teaming (diverse and representative post-training tasks), TBA produces speed and performance improvements over strong baselines.
Value Augmented Sampling for Language Model Alignment and Personalization
Aligning Large Language Models (LLMs) to cater to different human preferences, learning new skills, and unlearning harmful behavior is an important problem. Search-based methods, such as Best-of-N or Monte-Carlo Tree Search, are performant, but impractical for LLM adaptation due to their high inference cost. On the other hand, using Reinforcement Learning (RL) for adaptation is computationally efficient, but performs worse due to the optimization challenges in co-training the value function and the policy. We present a new framework for reward optimization, Value Augmented Sampling (VAS), that can maximize different reward functions using data sampled from only the initial, frozen LLM. VAS solves for the optimal reward-maximizing policy without co-training the policy and the value function, making the optimization stable, outperforming established baselines, such as PPO and DPO, on standard benchmarks, and achieving comparable results to Best-of-128 with lower inference cost. Unlike existing RL methods that require changing the weights of the LLM, VAS does not require access to the weights of the pre-trained LLM. Thus, it can even adapt LLMs (e.g., ChatGPT), which are available only as APIs. In addition, our algorithm unlocks the new capability of composing several rewards and controlling the extent of each one during deployment time, paving the road ahead for the future of aligned, personalized LLMs.
Feedback-Driven Tool-Use Improvements in Large Language Models via Automated Build Environments
Effective tool use is essential for large language models (LLMs) to interact meaningfully with their environment. However, progress is limited by the lack of efficient reinforcement learning (RL) frameworks specifically designed for tool use, due to challenges in constructing stable training environments and designing verifiable reward mechanisms. To address this, we propose an automated environment construction pipeline, incorporating scenario decomposition, document generation, function integration, complexity scaling, and localized deployment. This enables the creation of high-quality training environments that provide detailed and measurable feedback without relying on external tools. Additionally, we introduce a verifiable reward mechanism that evaluates both the precision of tool use and the completeness of task execution. When combined with trajectory data collected from the constructed environments, this mechanism integrates seamlessly with standard RL algorithms to facilitate feedback-driven model training. Experiments on LLMs of varying scales demonstrate that our approach significantly enhances the models' tool-use performance without degrading their general capabilities, regardless of inference modes or training algorithms. Our analysis suggests that these gains result from improved context understanding and reasoning, driven by updates to the lower-layer MLP parameters in models.
Can large language models explore in-context?
We investigate the extent to which contemporary Large Language Models (LLMs) can engage in exploration, a core capability in reinforcement learning and decision making. We focus on native performance of existing LLMs, without training interventions. We deploy LLMs as agents in simple multi-armed bandit environments, specifying the environment description and interaction history entirely in-context, i.e., within the LLM prompt. We experiment with GPT-3.5, GPT-4, and Llama2, using a variety of prompt designs, and find that the models do not robustly engage in exploration without substantial interventions: i) Across all of our experiments, only one configuration resulted in satisfactory exploratory behavior: GPT-4 with chain-of-thought reasoning and an externally summarized interaction history, presented as sufficient statistics; ii) All other configurations did not result in robust exploratory behavior, including those with chain-of-thought reasoning but unsummarized history. Although these findings can be interpreted positively, they suggest that external summarization -- which may not be possible in more complex settings -- is important for obtaining desirable behavior from LLM agents. We conclude that non-trivial algorithmic interventions, such as fine-tuning or dataset curation, may be required to empower LLM-based decision making agents in complex settings.
TGPO: Temporal Grounded Policy Optimization for Signal Temporal Logic Tasks
Learning control policies for complex, long-horizon tasks is a central challenge in robotics and autonomous systems. Signal Temporal Logic (STL) offers a powerful and expressive language for specifying such tasks, but its non-Markovian nature and inherent sparse reward make it difficult to be solved via standard Reinforcement Learning (RL) algorithms. Prior RL approaches focus only on limited STL fragments or use STL robustness scores as sparse terminal rewards. In this paper, we propose TGPO, Temporal Grounded Policy Optimization, to solve general STL tasks. TGPO decomposes STL into timed subgoals and invariant constraints and provides a hierarchical framework to tackle the problem. The high-level component of TGPO proposes concrete time allocations for these subgoals, and the low-level time-conditioned policy learns to achieve the sequenced subgoals using a dense, stage-wise reward signal. During inference, we sample various time allocations and select the most promising assignment for the policy network to rollout the solution trajectory. To foster efficient policy learning for complex STL with multiple subgoals, we leverage the learned critic to guide the high-level temporal search via Metropolis-Hastings sampling, focusing exploration on temporally feasible solutions. We conduct experiments on five environments, ranging from low-dimensional navigation to manipulation, drone, and quadrupedal locomotion. Under a wide range of STL tasks, TGPO significantly outperforms state-of-the-art baselines (especially for high-dimensional and long-horizon cases), with an average of 31.6% improvement in task success rate compared to the best baseline. The code will be available at https://github.com/mengyuest/TGPO
Snapshot Reinforcement Learning: Leveraging Prior Trajectories for Efficiency
Deep reinforcement learning (DRL) algorithms require substantial samples and computational resources to achieve higher performance, which restricts their practical application and poses challenges for further development. Given the constraint of limited resources, it is essential to leverage existing computational work (e.g., learned policies, samples) to enhance sample efficiency and reduce the computational resource consumption of DRL algorithms. Previous works to leverage existing computational work require intrusive modifications to existing algorithms and models, designed specifically for specific algorithms, lacking flexibility and universality. In this paper, we present the Snapshot Reinforcement Learning (SnapshotRL) framework, which enhances sample efficiency by simply altering environments, without making any modifications to algorithms and models. By allowing student agents to choose states in teacher trajectories as the initial state to sample, SnapshotRL can effectively utilize teacher trajectories to assist student agents in training, allowing student agents to explore a larger state space at the early training phase. We propose a simple and effective SnapshotRL baseline algorithm, S3RL, which integrates well with existing DRL algorithms. Our experiments demonstrate that integrating S3RL with TD3, SAC, and PPO algorithms on the MuJoCo benchmark significantly improves sample efficiency and average return, without extra samples and additional computational resources.
GeoExplorer: Active Geo-localization with Curiosity-Driven Exploration
Active Geo-localization (AGL) is the task of localizing a goal, represented in various modalities (e.g., aerial images, ground-level images, or text), within a predefined search area. Current methods approach AGL as a goal-reaching reinforcement learning (RL) problem with a distance-based reward. They localize the goal by implicitly learning to minimize the relative distance from it. However, when distance estimation becomes challenging or when encountering unseen targets and environments, the agent exhibits reduced robustness and generalization ability due to the less reliable exploration strategy learned during training. In this paper, we propose GeoExplorer, an AGL agent that incorporates curiosity-driven exploration through intrinsic rewards. Unlike distance-based rewards, our curiosity-driven reward is goal-agnostic, enabling robust, diverse, and contextually relevant exploration based on effective environment modeling. These capabilities have been proven through extensive experiments across four AGL benchmarks, demonstrating the effectiveness and generalization ability of GeoExplorer in diverse settings, particularly in localizing unfamiliar targets and environments.
RLVR-World: Training World Models with Reinforcement Learning
World models predict state transitions in response to actions and are increasingly developed across diverse modalities. However, standard training objectives such as maximum likelihood estimation (MLE) often misalign with task-specific goals of world models, i.e., transition prediction metrics like accuracy or perceptual quality. In this paper, we present RLVR-World, a unified framework that leverages reinforcement learning with verifiable rewards (RLVR) to directly optimize world models for such metrics. Despite formulating world modeling as autoregressive prediction of tokenized sequences, RLVR-World evaluates metrics of decoded predictions as verifiable rewards. We demonstrate substantial performance gains on both language- and video-based world models across domains, including text games, web navigation, and robot manipulation. Our work indicates that, beyond recent advances in reasoning language models, RLVR offers a promising post-training paradigm for enhancing the utility of generative models more broadly.
Explorer: Scaling Exploration-driven Web Trajectory Synthesis for Multimodal Web Agents
Recent success in large multimodal models (LMMs) has sparked promising applications of agents capable of autonomously completing complex web tasks. While open-source LMM agents have made significant advances in offline evaluation benchmarks, their performance still falls substantially short of human-level capabilities in more realistic online settings. A key bottleneck is the lack of diverse and large-scale trajectory-level datasets across various domains, which are expensive to collect. In this paper, we address this challenge by developing a scalable recipe to synthesize the largest and most diverse trajectory-level dataset to date, containing over 94K successful multimodal web trajectories, spanning 49K unique URLs, 720K screenshots, and 33M web elements. In particular, we leverage extensive web exploration and refinement to obtain diverse task intents. The average cost is 28 cents per successful trajectory, making it affordable to a wide range of users in the community. Leveraging this dataset, we train Explorer, a multimodal web agent, and demonstrate strong performance on both offline and online web agent benchmarks such as Mind2Web-Live, Multimodal-Mind2Web, and MiniWob++. Additionally, our experiments highlight data scaling as a key driver for improving web agent capabilities. We hope this study makes state-of-the-art LMM-based agent research at a larger scale more accessible.
TempFlow-GRPO: When Timing Matters for GRPO in Flow Models
Recent flow matching models for text-to-image generation have achieved remarkable quality, yet their integration with reinforcement learning for human preference alignment remains suboptimal, hindering fine-grained reward-based optimization. We observe that the key impediment to effective GRPO training of flow models is the temporal uniformity assumption in existing approaches: sparse terminal rewards with uniform credit assignment fail to capture the varying criticality of decisions across generation timesteps, resulting in inefficient exploration and suboptimal convergence. To remedy this shortcoming, we introduce TempFlow-GRPO (Temporal Flow GRPO), a principled GRPO framework that captures and exploits the temporal structure inherent in flow-based generation. TempFlow-GRPO introduces two key innovations: (i) a trajectory branching mechanism that provides process rewards by concentrating stochasticity at designated branching points, enabling precise credit assignment without requiring specialized intermediate reward models; and (ii) a noise-aware weighting scheme that modulates policy optimization according to the intrinsic exploration potential of each timestep, prioritizing learning during high-impact early stages while ensuring stable refinement in later phases. These innovations endow the model with temporally-aware optimization that respects the underlying generative dynamics, leading to state-of-the-art performance in human preference alignment and standard text-to-image benchmarks.
Reasoning-SQL: Reinforcement Learning with SQL Tailored Partial Rewards for Reasoning-Enhanced Text-to-SQL
Text-to-SQL is a challenging task involving multiple reasoning-intensive subtasks, including natural language understanding, database schema comprehension, and precise SQL query formulation. Existing approaches often rely on handcrafted reasoning paths with inductive biases that can limit their overall effectiveness. Motivated by the recent success of reasoning-enhanced models such as DeepSeek R1 and OpenAI o1, which effectively leverage reward-driven self-exploration to enhance reasoning capabilities and generalization, we propose a novel set of partial rewards tailored specifically for the Text-to-SQL task. Our reward set includes schema-linking, AI feedback, n-gram similarity, and syntax check, explicitly designed to address the reward sparsity issue prevalent in reinforcement learning (RL). Leveraging group relative policy optimization (GRPO), our approach explicitly encourages large language models (LLMs) to develop intrinsic reasoning skills necessary for accurate SQL query generation. With models of different sizes, we demonstrate that RL-only training with our proposed rewards consistently achieves higher accuracy and superior generalization compared to supervised fine-tuning (SFT). Remarkably, our RL-trained 14B-parameter model significantly outperforms larger proprietary models, e.g. o3-mini by 4% and Gemini-1.5-Pro-002 by 3% on the BIRD benchmark. These highlight the efficacy of our proposed RL-training framework with partial rewards for enhancing both accuracy and reasoning capabilities in Text-to-SQL tasks.
Representation-Based Exploration for Language Models: From Test-Time to Post-Training
Reinforcement learning (RL) promises to expand the capabilities of language models, but it is unclear if current RL techniques promote the discovery of novel behaviors, or simply sharpen those already present in the base model. In this paper, we investigate the value of deliberate exploration -- explicitly incentivizing the model to discover novel and diverse behaviors -- and aim to understand how the knowledge in pre-trained models can guide this search. Our main finding is that exploration with a simple, principled, representation-based bonus derived from the pre-trained language model's hidden states significantly improves diversity and pass@k rates -- both for post-training, and in a novel inference-time scaling setting we introduce. For inference-time, exploration with representation-based diversity improves efficiency, consistently improving pass@k rates across a variety of models and reasoning tasks. For example, for Qwen-2.5-14b-Instruct we obtain over 50% improvement in verifier efficiency on almost all tasks. For post-training, we show that integrating this exploration strategy into an RL pipeline improves reasoning performance over that of the initial model and over standard RL post-training. For example, on AIME 2024, our post-trained Qwen-2.5-7b-Instruct's pass@80 matches the pass@256 of GRPO on the same model, demonstrating a 3x improvement in test-time sample efficiency. Overall, our findings suggest that deliberate exploration -- with the right notion of diversity -- is a practical path toward discovery of new behaviors beyond sharpening.
Gen-Drive: Enhancing Diffusion Generative Driving Policies with Reward Modeling and Reinforcement Learning Fine-tuning
Autonomous driving necessitates the ability to reason about future interactions between traffic agents and to make informed evaluations for planning. This paper introduces the Gen-Drive framework, which shifts from the traditional prediction and deterministic planning framework to a generation-then-evaluation planning paradigm. The framework employs a behavior diffusion model as a scene generator to produce diverse possible future scenarios, thereby enhancing the capability for joint interaction reasoning. To facilitate decision-making, we propose a scene evaluator (reward) model, trained with pairwise preference data collected through VLM assistance, thereby reducing human workload and enhancing scalability. Furthermore, we utilize an RL fine-tuning framework to improve the generation quality of the diffusion model, rendering it more effective for planning tasks. We conduct training and closed-loop planning tests on the nuPlan dataset, and the results demonstrate that employing such a generation-then-evaluation strategy outperforms other learning-based approaches. Additionally, the fine-tuned generative driving policy shows significant enhancements in planning performance. We further demonstrate that utilizing our learned reward model for evaluation or RL fine-tuning leads to better planning performance compared to relying on human-designed rewards. Project website: https://mczhi.github.io/GenDrive.
Error Typing for Smarter Rewards: Improving Process Reward Models with Error-Aware Hierarchical Supervision
Large Language Models (LLMs) are prone to hallucination, especially during multi-hop and reasoning-intensive tasks such as mathematical problem solving. While Outcome Reward Models verify only final answers, Process Reward Models (PRMs) score each intermediate step to steer generation toward coherent solutions. We introduce PathFinder-PRM, a novel hierarchical, error-aware discriminative PRM that first classifies math and consistency errors at each step, then combines these fine-grained signals to estimate step correctness. To train PathFinder-PRM, we construct a 400K-sample dataset by enriching the human-annotated PRM800K corpus and RLHFlow Mistral traces with three-dimensional step-level labels. On PRMBench, PathFinder-PRM achieves a new state-of-the-art PRMScore of 67.7, outperforming the prior best (65.5) while using 3 times less data. When applied to reward guided greedy search, our model yields prm@8 48.3, a +1.5 point gain over the strongest baseline. These results demonstrate that decoupled error detection and reward estimation not only boost fine-grained error detection but also substantially improve end-to-end, reward-guided mathematical reasoning with greater data efficiency.
ToolRL: Reward is All Tool Learning Needs
Current Large Language Models (LLMs) often undergo supervised fine-tuning (SFT) to acquire tool use capabilities. However, SFT struggles to generalize to unfamiliar or complex tool use scenarios. Recent advancements in reinforcement learning (RL), particularly with R1-like models, have demonstrated promising reasoning and generalization abilities. Yet, reward design for tool use presents unique challenges: multiple tools may be invoked with diverse parameters, and coarse-grained reward signals, such as answer matching, fail to offer the finegrained feedback required for effective learning. In this work, we present the first comprehensive study on reward design for tool selection and application tasks within the RL paradigm. We systematically explore a wide range of reward strategies, analyzing their types, scales, granularity, and temporal dynamics. Building on these insights, we propose a principled reward design tailored for tool use tasks and apply it to train LLMs using Group Relative Policy Optimization (GRPO). Empirical evaluations across diverse benchmarks demonstrate that our approach yields robust, scalable, and stable training, achieving a 17% improvement over base models and a 15% gain over SFT models. These results highlight the critical role of thoughtful reward design in enhancing the tool use capabilities and generalization performance of LLMs. All the codes are released to facilitate future research.
On diffusion models for amortized inference: Benchmarking and improving stochastic control and sampling
We study the problem of training diffusion models to sample from a distribution with a given unnormalized density or energy function. We benchmark several diffusion-structured inference methods, including simulation-based variational approaches and off-policy methods (continuous generative flow networks). Our results shed light on the relative advantages of existing algorithms while bringing into question some claims from past work. We also propose a novel exploration strategy for off-policy methods, based on local search in the target space with the use of a replay buffer, and show that it improves the quality of samples on a variety of target distributions. Our code for the sampling methods and benchmarks studied is made public at https://github.com/GFNOrg/gfn-diffusion as a base for future work on diffusion models for amortized inference.
Provable and Practical: Efficient Exploration in Reinforcement Learning via Langevin Monte Carlo
We present a scalable and effective exploration strategy based on Thompson sampling for reinforcement learning (RL). One of the key shortcomings of existing Thompson sampling algorithms is the need to perform a Gaussian approximation of the posterior distribution, which is not a good surrogate in most practical settings. We instead directly sample the Q function from its posterior distribution, by using Langevin Monte Carlo, an efficient type of Markov Chain Monte Carlo (MCMC) method. Our method only needs to perform noisy gradient descent updates to learn the exact posterior distribution of the Q function, which makes our approach easy to deploy in deep RL. We provide a rigorous theoretical analysis for the proposed method and demonstrate that, in the linear Markov decision process (linear MDP) setting, it has a regret bound of O(d^{3/2}H^{3/2}T), where d is the dimension of the feature mapping, H is the planning horizon, and T is the total number of steps. We apply this approach to deep RL, by using Adam optimizer to perform gradient updates. Our approach achieves better or similar results compared with state-of-the-art deep RL algorithms on several challenging exploration tasks from the Atari57 suite.
Eureka: Human-Level Reward Design via Coding Large Language Models
Large Language Models (LLMs) have excelled as high-level semantic planners for sequential decision-making tasks. However, harnessing them to learn complex low-level manipulation tasks, such as dexterous pen spinning, remains an open problem. We bridge this fundamental gap and present Eureka, a human-level reward design algorithm powered by LLMs. Eureka exploits the remarkable zero-shot generation, code-writing, and in-context improvement capabilities of state-of-the-art LLMs, such as GPT-4, to perform evolutionary optimization over reward code. The resulting rewards can then be used to acquire complex skills via reinforcement learning. Without any task-specific prompting or pre-defined reward templates, Eureka generates reward functions that outperform expert human-engineered rewards. In a diverse suite of 29 open-source RL environments that include 10 distinct robot morphologies, Eureka outperforms human experts on 83% of the tasks, leading to an average normalized improvement of 52%. The generality of Eureka also enables a new gradient-free in-context learning approach to reinforcement learning from human feedback (RLHF), readily incorporating human inputs to improve the quality and the safety of the generated rewards without model updating. Finally, using Eureka rewards in a curriculum learning setting, we demonstrate for the first time, a simulated Shadow Hand capable of performing pen spinning tricks, adeptly manipulating a pen in circles at rapid speed.
Towards High Data Efficiency in Reinforcement Learning with Verifiable Reward
Recent advances in large reasoning models have leveraged reinforcement learning with verifiable rewards (RLVR) to improve reasoning capabilities. However, scaling these methods typically requires extensive rollout computation and large datasets, leading to high training costs and low data efficiency. To mitigate this issue, we propose DEPO, a Data-Efficient Policy Optimization pipeline that combines optimized strategies for both offline and online data selection. In the offline phase, we curate a high-quality subset of training samples based on diversity, influence, and appropriate difficulty. During online RLVR training, we introduce a sample-level explorability metric to dynamically filter samples with low exploration potential, thereby reducing substantial rollout computational costs. Furthermore, we incorporate a replay mechanism for under-explored samples to ensure adequate training, which enhances the model's final convergence performance. Experiments across five reasoning benchmarks show that DEPO consistently outperforms existing methods in both offline and online data selection scenarios. Notably, using only 20% of the training data, our approach achieves a 1.85 times speed-up on AIME24 and a 1.66 times speed-up on AIME25 compared to GRPO trained on the full dataset.
Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning
A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.
Language Models as Zero-Shot Trajectory Generators
Large Language Models (LLMs) have recently shown promise as high-level planners for robots when given access to a selection of low-level skills. However, it is often assumed that LLMs do not possess sufficient knowledge to be used for the low-level trajectories themselves. In this work, we address this assumption thoroughly, and investigate if an LLM (GPT-4) can directly predict a dense sequence of end-effector poses for manipulation skills, when given access to only object detection and segmentation vision models. We study how well a single task-agnostic prompt, without any in-context examples, motion primitives, or external trajectory optimisers, can perform across 26 real-world language-based tasks, such as "open the bottle cap" and "wipe the plate with the sponge", and we investigate which design choices in this prompt are the most effective. Our conclusions raise the assumed limit of LLMs for robotics, and we reveal for the first time that LLMs do indeed possess an understanding of low-level robot control sufficient for a range of common tasks, and that they can additionally detect failures and then re-plan trajectories accordingly. Videos, code, and prompts are available at: https://www.robot-learning.uk/language-models-trajectory-generators.
Inverse Reinforcement Learning Meets Large Language Model Post-Training: Basics, Advances, and Opportunities
In the era of Large Language Models (LLMs), alignment has emerged as a fundamental yet challenging problem in the pursuit of more reliable, controllable, and capable machine intelligence. The recent success of reasoning models and conversational AI systems has underscored the critical role of reinforcement learning (RL) in enhancing these systems, driving increased research interest at the intersection of RL and LLM alignment. This paper provides a comprehensive review of recent advances in LLM alignment through the lens of inverse reinforcement learning (IRL), emphasizing the distinctions between RL techniques employed in LLM alignment and those in conventional RL tasks. In particular, we highlight the necessity of constructing neural reward models from human data and discuss the formal and practical implications of this paradigm shift. We begin by introducing fundamental concepts in RL to provide a foundation for readers unfamiliar with the field. We then examine recent advances in this research agenda, discussing key challenges and opportunities in conducting IRL for LLM alignment. Beyond methodological considerations, we explore practical aspects, including datasets, benchmarks, evaluation metrics, infrastructure, and computationally efficient training and inference techniques. Finally, we draw insights from the literature on sparse-reward RL to identify open questions and potential research directions. By synthesizing findings from diverse studies, we aim to provide a structured and critical overview of the field, highlight unresolved challenges, and outline promising future directions for improving LLM alignment through RL and IRL techniques.
VLM-RL: A Unified Vision Language Models and Reinforcement Learning Framework for Safe Autonomous Driving
In recent years, reinforcement learning (RL)-based methods for learning driving policies have gained increasing attention in the autonomous driving community and have achieved remarkable progress in various driving scenarios. However, traditional RL approaches rely on manually engineered rewards, which require extensive human effort and often lack generalizability. To address these limitations, we propose VLM-RL, a unified framework that integrates pre-trained Vision-Language Models (VLMs) with RL to generate reward signals using image observation and natural language goals. The core of VLM-RL is the contrasting language goal (CLG)-as-reward paradigm, which uses positive and negative language goals to generate semantic rewards. We further introduce a hierarchical reward synthesis approach that combines CLG-based semantic rewards with vehicle state information, improving reward stability and offering a more comprehensive reward signal. Additionally, a batch-processing technique is employed to optimize computational efficiency during training. Extensive experiments in the CARLA simulator demonstrate that VLM-RL outperforms state-of-the-art baselines, achieving a 10.5\% reduction in collision rate, a 104.6\% increase in route completion rate, and robust generalization to unseen driving scenarios. Furthermore, VLM-RL can seamlessly integrate almost any standard RL algorithms, potentially revolutionizing the existing RL paradigm that relies on manual reward engineering and enabling continuous performance improvements. The demo video and code can be accessed at: https://zilin-huang.github.io/VLM-RL-website.
Reason for Future, Act for Now: A Principled Framework for Autonomous LLM Agents with Provable Sample Efficiency
Large language models (LLMs) demonstrate impressive reasoning abilities, but translating reasoning into actions in the real world remains challenging. In particular, it remains unclear how to complete a given task provably within a minimum number of interactions with the external environment, e.g., through an internal mechanism of reasoning. To this end, we propose a principled framework with provable regret guarantees to orchestrate reasoning and acting, which we call "reason for future, act for now" (RAFA). Specifically, we design a prompt template for reasoning that learns from the memory buffer and plans a future trajectory over a long horizon ("reason for future"). At each step, the LLM agent takes the initial action of the planned trajectory ("act for now"), stores the collected feedback in the memory buffer, and reinvokes the reasoning routine to replan the future trajectory from the new state. The key idea is to cast reasoning in LLMs as learning and planning in Bayesian adaptive Markov decision processes (MDPs). Correspondingly, we prompt LLMs to form an updated posterior of the unknown environment from the memory buffer (learning) and generate an optimal trajectory for multiple future steps that maximizes a value function (planning). The learning and planning subroutines are performed in an "in-context" manner to emulate the actor-critic update for MDPs. Our theoretical analysis proves that the novel combination of long-term reasoning and short-term acting achieves a T regret. In particular, the regret bound highlights an intriguing interplay between the prior knowledge obtained through pretraining and the uncertainty reduction achieved by reasoning and acting. Our empirical validation shows that it outperforms various existing frameworks and achieves nearly perfect scores on a few benchmarks.
Don't Just Fine-tune the Agent, Tune the Environment
Large Language Model (LLM) agents show great promise for complex, multi-turn tool-use tasks, but their development is often hampered by the extreme scarcity of high-quality training data. Supervised fine-tuning (SFT) on synthetic data leads to overfitting, whereas standard reinforcement learning (RL) struggles with a critical cold-start problem and training instability. To address these challenges, we introduce Environment Tuning, a novel training paradigm that enables agents to learn complex behaviors directly from problem instances without relying on pre-collected expert trajectories. Environment Tuning orchestrates this learning process through a structured curriculum, actionable environment augmentation that provides corrective feedback, and fine-grained progress rewards to ensure stable and efficient exploration. Using only 400 problem instances from Berkeley Function-Calling Leaderboard (BFCL) benchmark, our method not only achieves competitive in-distribution performance against strong baselines but also demonstrates superior out-of-distribution generalization, overcoming the performance collapse common to SFT-based approaches. Our work presents a paradigm shift from supervised fine-tuning on static trajectories to dynamic, environment-based exploration, paving the way for training more robust and data-efficient agents.
VRAG-RL: Empower Vision-Perception-Based RAG for Visually Rich Information Understanding via Iterative Reasoning with Reinforcement Learning
Effectively retrieving, reasoning and understanding visually rich information remains a challenge for RAG methods. Traditional text-based methods cannot handle visual-related information. On the other hand, current vision-based RAG approaches are often limited by fixed pipelines and frequently struggle to reason effectively due to the insufficient activation of the fundamental capabilities of models. As RL has been proven to be beneficial for model reasoning, we introduce VRAG-RL, a novel RL framework tailored for complex reasoning across visually rich information. With this framework, VLMs interact with search engines, autonomously sampling single-turn or multi-turn reasoning trajectories with the help of visual perception tokens and undergoing continual optimization based on these samples. Our approach highlights key limitations of RL in RAG domains: (i) Prior Multi-modal RAG approaches tend to merely incorporate images into the context, leading to insufficient reasoning token allocation and neglecting visual-specific perception; and (ii) When models interact with search engines, their queries often fail to retrieve relevant information due to the inability to articulate requirements, thereby leading to suboptimal performance. To address these challenges, we define an action space tailored for visually rich inputs, with actions including cropping and scaling, allowing the model to gather information from a coarse-to-fine perspective. Furthermore, to bridge the gap between users' original inquiries and the retriever, we employ a simple yet effective reward that integrates query rewriting and retrieval performance with a model-based reward. Our VRAG-RL optimizes VLMs for RAG tasks using specially designed RL strategies, aligning the model with real-world applications. The code is available at https://github.com/Alibaba-NLP/VRAG{https://github.com/Alibaba-NLP/VRAG}.
Beyond the Exploration-Exploitation Trade-off: A Hidden State Approach for LLM Reasoning in RLVR
A prevailing view in Reinforcement Learning for Verifiable Rewards (RLVR) interprets recent progress through the lens of an exploration-exploitation trade-off, a perspective largely shaped by token-level metrics. We re-examine this perspective, proposing that this perceived trade-off may not be a fundamental constraint but rather an artifact of the measurement level. To investigate this, we shift the analysis to the semantically rich hidden-state space, adopting Effective Rank (ER) to quantify exploration and proposing its novel first- and second-order derivatives, named Effective Rank Velocity (ERV) and Effective Rank Acceleration (ERA), to capture exploitation dynamics. Our analysis reveals that at the hidden-state level, exploration and exploitation could be decoupled (Sec. 4). This finding reveals an opportunity to enhance both capacities simultaneously. This insight motivates our method, Velocity-Exploiting Rank-Learning (VERL), the first to operationalize the principle of synergistic exploration-exploitation enhancement by directly shaping the RL advantage function. The key innovation is leveraging the theoretically stable ERA as a predictive meta-controller to create a synergistic, dual-channel incentive structure. Instead of forcing a trade-off, VERL prospectively amplifies rewards for exploration to preempt overconfidence and reinforces exploitative gains to consolidate reasoning. Experiments across diverse LLMs and reasoning benchmarks show consistent gains, including up to 21.4% absolute accuracy improvement on the challenging Gaokao 2024 dataset.
VOGUE: Guiding Exploration with Visual Uncertainty Improves Multimodal Reasoning
Reinforcement learning with verifiable rewards (RLVR) improves reasoning in large language models (LLMs) but struggles with exploration, an issue that still persists for multimodal LLMs (MLLMs). Current methods treat the visual input as a fixed, deterministic condition, overlooking a critical source of ambiguity and struggling to build policies robust to plausible visual variations. We introduce VOGUE (Visual Uncertainty Guided Exploration), a novel method that shifts exploration from the output (text) to the input (visual) space. By treating the image as a stochastic context, VOGUE quantifies the policy's sensitivity to visual perturbations using the symmetric KL divergence between a "raw" and "noisy" branch, creating a direct signal for uncertainty-aware exploration. This signal shapes the learning objective via an uncertainty-proportional bonus, which, combined with a token-entropy bonus and an annealed sampling schedule, effectively balances exploration and exploitation. Implemented within GRPO on two model scales (Qwen2.5-VL-3B/7B), VOGUE boosts pass@1 accuracy by an average of 2.6% on three visual math benchmarks and 3.7% on three general-domain reasoning benchmarks, while simultaneously increasing pass@4 performance and mitigating the exploration decay commonly observed in RL fine-tuning. Our work shows that grounding exploration in the inherent uncertainty of visual inputs is an effective strategy for improving multimodal reasoning.
Combinatorial Optimization with Policy Adaptation using Latent Space Search
Combinatorial Optimization underpins many real-world applications and yet, designing performant algorithms to solve these complex, typically NP-hard, problems remains a significant research challenge. Reinforcement Learning (RL) provides a versatile framework for designing heuristics across a broad spectrum of problem domains. However, despite notable progress, RL has not yet supplanted industrial solvers as the go-to solution. Current approaches emphasize pre-training heuristics that construct solutions but often rely on search procedures with limited variance, such as stochastically sampling numerous solutions from a single policy or employing computationally expensive fine-tuning of the policy on individual problem instances. Building on the intuition that performant search at inference time should be anticipated during pre-training, we propose COMPASS, a novel RL approach that parameterizes a distribution of diverse and specialized policies conditioned on a continuous latent space. We evaluate COMPASS across three canonical problems - Travelling Salesman, Capacitated Vehicle Routing, and Job-Shop Scheduling - and demonstrate that our search strategy (i) outperforms state-of-the-art approaches on 11 standard benchmarking tasks and (ii) generalizes better, surpassing all other approaches on a set of 18 procedurally transformed instance distributions.
Reparameterized Policy Learning for Multimodal Trajectory Optimization
We investigate the challenge of parametrizing policies for reinforcement learning (RL) in high-dimensional continuous action spaces. Our objective is to develop a multimodal policy that overcomes limitations inherent in the commonly-used Gaussian parameterization. To achieve this, we propose a principled framework that models the continuous RL policy as a generative model of optimal trajectories. By conditioning the policy on a latent variable, we derive a novel variational bound as the optimization objective, which promotes exploration of the environment. We then present a practical model-based RL method, called Reparameterized Policy Gradient (RPG), which leverages the multimodal policy parameterization and learned world model to achieve strong exploration capabilities and high data efficiency. Empirical results demonstrate that our method can help agents evade local optima in tasks with dense rewards and solve challenging sparse-reward environments by incorporating an object-centric intrinsic reward. Our method consistently outperforms previous approaches across a range of tasks. Code and supplementary materials are available on the project page https://haosulab.github.io/RPG/
Few-shot In-Context Preference Learning Using Large Language Models
Designing reward functions is a core component of reinforcement learning but can be challenging for truly complex behavior. Reinforcement Learning from Human Feedback (RLHF) has been used to alleviate this challenge by replacing a hand-coded reward function with a reward function learned from preferences. However, it can be exceedingly inefficient to learn these rewards as they are often learned tabula rasa. We investigate whether Large Language Models (LLMs) can reduce this query inefficiency by converting an iterative series of human preferences into code representing the rewards. We propose In-Context Preference Learning (ICPL), a method that uses the grounding of an LLM to accelerate learning reward functions from preferences. ICPL takes the environment context and task description, synthesizes a set of reward functions, and then repeatedly updates the reward functions using human rankings of videos of the resultant policies. Using synthetic preferences, we demonstrate that ICPL is orders of magnitude more efficient than RLHF and is even competitive with methods that use ground-truth reward functions instead of preferences. Finally, we perform a series of human preference-learning trials and observe that ICPL extends beyond synthetic settings and can work effectively with humans-in-the-loop. Additional information and videos are provided at https://sites.google.com/view/few-shot-icpl/home.
Let it Calm: Exploratory Annealed Decoding for Verifiable Reinforcement Learning
Reinforcement learning with verifiable rewards (RLVR) is a powerful paradigm for enhancing the reasoning capabilities of large language models (LLMs), yet its success hinges on effective exploration. An ideal exploration strategy must navigate two fundamental challenges: it must preserve sample quality while also ensuring training stability. While standard fixed-temperature sampling is simple, it struggles to balance these competing demands, as high temperatures degrade sample quality and low temperatures limit discovery. In this work, we propose a simpler and more effective strategy, Exploratory Annealed Decoding (EAD), grounded in the insight that exploration is most impactful on early tokens which define a sequence's semantic direction. EAD implements an intuitive **explore-at-the-beginning, exploit-at-the-end** strategy by annealing the sampling temperature from high to low during generation. This dynamic schedule encourages meaningful, high-level diversity at the start, then gradually lowers the temperature to preserve sample quality and keep the sampling distribution close to the target policy, which is essential for stable training. We demonstrate that EAD is a lightweight, plug-and-play method that significantly improves sample efficiency, consistently outperforming fixed-temperature sampling across various RLVR algorithms and model sizes. Our work suggests that aligning exploration with the natural dynamics of sequential generation offers a robust path to improving LLM reasoning.
RAFT: Reward rAnked FineTuning for Generative Foundation Model Alignment
Generative foundation models are susceptible to implicit biases that can arise from extensive unsupervised training data. Such biases can produce suboptimal samples, skewed outcomes, and unfairness, with potentially significant repercussions. Consequently, aligning these models with human ethics and preferences is an essential step toward ensuring their responsible and effective deployment in real-world applications. Prior research has primarily employed Reinforcement Learning from Human Feedback (RLHF) as a means of addressing this problem, wherein generative models are fine-tuned using RL algorithms guided by a human-feedback-informed reward model. However, the inefficiencies and instabilities associated with RL algorithms frequently present substantial obstacles to the successful alignment of generative models, necessitating the development of a more robust and streamlined approach. To this end, we introduce a new framework, Reward rAnked FineTuning (RAFT), designed to align generative models more effectively. Utilizing a reward model and a sufficient number of samples, our approach selects the high-quality samples, discarding those that exhibit undesired behavior, and subsequently assembles a streaming dataset. This dataset serves as the basis for aligning the generative model and can be employed under both offline and online settings. Notably, the sample generation process within RAFT is gradient-free, rendering it compatible with black-box generators. Through extensive experiments, we demonstrate that our proposed algorithm exhibits strong performance in the context of both large language models and diffusion models.
BPP-Search: Enhancing Tree of Thought Reasoning for Mathematical Modeling Problem Solving
LLMs exhibit advanced reasoning capabilities, offering the potential to transform natural language questions into mathematical models. However, existing open-source datasets in operations research domain lack detailed annotations of the modeling process, such as variable definitions, focusing solely on objective values, which hinders reinforcement learning applications. To address this, we release the StructuredOR dataset, annotated with comprehensive labels that capture the complete mathematical modeling process. We further propose BPP-Search, a algorithm that integrates reinforcement learning into a tree-of-thought structure using Beam search, a Process reward model, and a pairwise Preference algorithm. This approach enables efficient exploration of tree structures, avoiding exhaustive search while improving accuracy. Extensive experiments on StructuredOR, NL4OPT, and MAMO-ComplexLP datasets show that BPP-Search significantly outperforms state-of-the-art methods. In tree-based reasoning, BPP-Search excels in accuracy and efficiency, enabling faster retrieval of correct solutions.
First Return, Entropy-Eliciting Explore
Reinforcement Learning from Verifiable Rewards (RLVR) improves the reasoning abilities of Large Language Models (LLMs) but it struggles with unstable exploration. We propose FR3E (First Return, Entropy-Eliciting Explore), a structured exploration framework that identifies high-uncertainty decision points in reasoning trajectories and performs targeted rollouts to construct semantically grounded intermediate feedback. Our method provides targeted guidance without relying on dense supervision. Empirical results on mathematical reasoning benchmarks(AIME24) show that FR3E promotes more stable training, produces longer and more coherent responses, and increases the proportion of fully correct trajectories. These results highlight the framework's effectiveness in improving LLM reasoning through more robust and structured exploration.
InDRiVE: Intrinsic Disagreement based Reinforcement for Vehicle Exploration through Curiosity Driven Generalized World Model
Model-based Reinforcement Learning (MBRL) has emerged as a promising paradigm for autonomous driving, where data efficiency and robustness are critical. Yet, existing solutions often rely on carefully crafted, task specific extrinsic rewards, limiting generalization to new tasks or environments. In this paper, we propose InDRiVE (Intrinsic Disagreement based Reinforcement for Vehicle Exploration), a method that leverages purely intrinsic, disagreement based rewards within a Dreamer based MBRL framework. By training an ensemble of world models, the agent actively explores high uncertainty regions of environments without any task specific feedback. This approach yields a task agnostic latent representation, allowing for rapid zero shot or few shot fine tuning on downstream driving tasks such as lane following and collision avoidance. Experimental results in both seen and unseen environments demonstrate that InDRiVE achieves higher success rates and fewer infractions compared to DreamerV2 and DreamerV3 baselines despite using significantly fewer training steps. Our findings highlight the effectiveness of purely intrinsic exploration for learning robust vehicle control behaviors, paving the way for more scalable and adaptable autonomous driving systems.
FlowRL: Matching Reward Distributions for LLM Reasoning
We propose FlowRL: matching the full reward distribution via flow balancing instead of maximizing rewards in large language model (LLM) reinforcement learning (RL). Recent advanced reasoning models adopt reward-maximizing methods (\eg, PPO and GRPO), which tend to over-optimize dominant reward signals while neglecting less frequent but valid reasoning paths, thus reducing diversity. In contrast, we transform scalar rewards into a normalized target distribution using a learnable partition function, and then minimize the reverse KL divergence between the policy and the target distribution. We implement this idea as a flow-balanced optimization method that promotes diverse exploration and generalizable reasoning trajectories. We conduct experiments on math and code reasoning tasks: FlowRL achieves a significant average improvement of 10.0% over GRPO and 5.1% over PPO on math benchmarks, and performs consistently better on code reasoning tasks. These results highlight reward distribution-matching as a key step toward efficient exploration and diverse reasoning in LLM reinforcement learning.
A Tale of Two DRAGGNs: A Hybrid Approach for Interpreting Action-Oriented and Goal-Oriented Instructions
Robots operating alongside humans in diverse, stochastic environments must be able to accurately interpret natural language commands. These instructions often fall into one of two categories: those that specify a goal condition or target state, and those that specify explicit actions, or how to perform a given task. Recent approaches have used reward functions as a semantic representation of goal-based commands, which allows for the use of a state-of-the-art planner to find a policy for the given task. However, these reward functions cannot be directly used to represent action-oriented commands. We introduce a new hybrid approach, the Deep Recurrent Action-Goal Grounding Network (DRAGGN), for task grounding and execution that handles natural language from either category as input, and generalizes to unseen environments. Our robot-simulation results demonstrate that a system successfully interpreting both goal-oriented and action-oriented task specifications brings us closer to robust natural language understanding for human-robot interaction.
Reasoning with Sampling: Your Base Model is Smarter Than You Think
Frontier reasoning models have exhibited incredible capabilities across a wide array of disciplines, driven by posttraining large language models (LLMs) with reinforcement learning (RL). However, despite the widespread success of this paradigm, much of the literature has been devoted to disentangling truly novel behaviors that emerge during RL but are not present in the base models. In our work, we approach this question from a different angle, instead asking whether comparable reasoning capabilites can be elicited from base models at inference time by pure sampling, without any additional training. Inspired by Markov chain Monte Carlo (MCMC) techniques for sampling from sharpened distributions, we propose a simple iterative sampling algorithm leveraging the base models' own likelihoods. Over different base models, we show that our algorithm offers substantial boosts in reasoning that nearly match and even outperform those from RL on a wide variety of single-shot tasks, including MATH500, HumanEval, and GPQA. Moreover, our sampler avoids the collapse in diversity over multiple samples that is characteristic of RL-posttraining. Crucially, our method does not require training, curated datasets, or a verifier, suggesting broad applicability beyond easily verifiable domains.
A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning
We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro
Harnessing Mixed Offline Reinforcement Learning Datasets via Trajectory Weighting
Most offline reinforcement learning (RL) algorithms return a target policy maximizing a trade-off between (1) the expected performance gain over the behavior policy that collected the dataset, and (2) the risk stemming from the out-of-distribution-ness of the induced state-action occupancy. It follows that the performance of the target policy is strongly related to the performance of the behavior policy and, thus, the trajectory return distribution of the dataset. We show that in mixed datasets consisting of mostly low-return trajectories and minor high-return trajectories, state-of-the-art offline RL algorithms are overly restrained by low-return trajectories and fail to exploit high-performing trajectories to the fullest. To overcome this issue, we show that, in deterministic MDPs with stochastic initial states, the dataset sampling can be re-weighted to induce an artificial dataset whose behavior policy has a higher return. This re-weighted sampling strategy may be combined with any offline RL algorithm. We further analyze that the opportunity for performance improvement over the behavior policy correlates with the positive-sided variance of the returns of the trajectories in the dataset. We empirically show that while CQL, IQL, and TD3+BC achieve only a part of this potential policy improvement, these same algorithms combined with our reweighted sampling strategy fully exploit the dataset. Furthermore, we empirically demonstrate that, despite its theoretical limitation, the approach may still be efficient in stochastic environments. The code is available at https://github.com/Improbable-AI/harness-offline-rl.
TartanGround: A Large-Scale Dataset for Ground Robot Perception and Navigation
We present TartanGround, a large-scale, multi-modal dataset to advance the perception and autonomy of ground robots operating in diverse environments. This dataset, collected in various photorealistic simulation environments includes multiple RGB stereo cameras for 360-degree coverage, along with depth, optical flow, stereo disparity, LiDAR point clouds, ground truth poses, semantic segmented images, and occupancy maps with semantic labels. Data is collected using an integrated automatic pipeline, which generates trajectories mimicking the motion patterns of various ground robot platforms, including wheeled and legged robots. We collect 910 trajectories across 70 environments, resulting in 1.5 million samples. Evaluations on occupancy prediction and SLAM tasks reveal that state-of-the-art methods trained on existing datasets struggle to generalize across diverse scenes. TartanGround can serve as a testbed for training and evaluation of a broad range of learning-based tasks, including occupancy prediction, SLAM, neural scene representation, perception-based navigation, and more, enabling advancements in robotic perception and autonomy towards achieving robust models generalizable to more diverse scenarios. The dataset and codebase are available on the webpage: https://tartanair.org/tartanground
Semantic Trails of City Explorations: How Do We Live a City
The knowledge of city exploration trails of people is in short supply because of the complexity in defining meaningful trails representative of individual behaviours and in the access to actionable data. Existing datasets have only recorded isolated check-ins of activities featured by opaque venue types. In this paper, we fill the gaps in defining what is a semantic trail of city exploration and how it can be generated by integrating different data sources. Furthermore, we publicly release two datasets holding millions of semantic trails each and we discuss their most salient characteristics. We finally present an application using these datasets to build a recommender system meant to guide tourists while exploring a city.
Reinforcement Learning with General Utilities: Simpler Variance Reduction and Large State-Action Space
We consider the reinforcement learning (RL) problem with general utilities which consists in maximizing a function of the state-action occupancy measure. Beyond the standard cumulative reward RL setting, this problem includes as particular cases constrained RL, pure exploration and learning from demonstrations among others. For this problem, we propose a simpler single-loop parameter-free normalized policy gradient algorithm. Implementing a recursive momentum variance reduction mechanism, our algorithm achieves mathcal{O}(epsilon^{-3}) and mathcal{O}(epsilon^{-2}) sample complexities for epsilon-first-order stationarity and epsilon-global optimality respectively, under adequate assumptions. We further address the setting of large finite state action spaces via linear function approximation of the occupancy measure and show a mathcal{O}(epsilon^{-4}) sample complexity for a simple policy gradient method with a linear regression subroutine.
ReSeek: A Self-Correcting Framework for Search Agents with Instructive Rewards
Search agents powered by Large Language Models (LLMs) have demonstrated significant potential in tackling knowledge-intensive tasks. Reinforcement learning (RL) has emerged as a powerful paradigm for training these agents to perform complex, multi-step reasoning. However, prior RL-based methods often rely on sparse or rule-based rewards, which can lead agents to commit to suboptimal or erroneous reasoning paths without the ability to recover. To address these limitations, we propose ReSeek, a novel self-correcting framework for training search agents. Our framework introduces a self-correction mechanism that empowers the agent to dynamically identify and recover from erroneous search paths during an episode. By invoking a special JUDGE action, the agent can judge the information and re-plan its search strategy. To guide this process, we design a dense, instructive process reward function, which decomposes into a correctness reward for retrieving factual information and a utility reward for finding information genuinely useful for the query. Furthermore, to mitigate the risk of data contamination in existing datasets, we introduce FictionalHot, a new and challenging benchmark with recently curated questions requiring complex reasoning. Being intuitively reasonable and practically simple, extensive experiments show that agents trained with ReSeek significantly outperform SOTA baselines in task success rate and path faithfulness.
Tool-Augmented Reward Modeling
Reward modeling (a.k.a., preference modeling) is instrumental for aligning large language models with human preferences, particularly within the context of reinforcement learning from human feedback (RLHF). While conventional reward models (RMs) have exhibited remarkable scalability, they oft struggle with fundamental functionality such as arithmetic computation, code execution, and factual lookup. In this paper, we propose a tool-augmented preference modeling approach, named Themis, to address these limitations by empowering RMs with access to external environments, including calculators and search engines. This approach not only fosters synergy between tool utilization and reward grading but also enhances interpretive capacity and scoring reliability. Our study delves into the integration of external tools into RMs, enabling them to interact with diverse external sources and construct task-specific tool engagement and reasoning traces in an autoregressive manner. We validate our approach across a wide range of domains, incorporating seven distinct external tools. Our experimental results demonstrate a noteworthy overall improvement of 17.7% across eight tasks in preference ranking. Furthermore, our approach outperforms Gopher 280B by 7.3% on TruthfulQA task in zero-shot evaluation. In human evaluations, RLHF trained with Themis attains an average win rate of 32% when compared to baselines across four distinct tasks. Additionally, we provide a comprehensive collection of tool-related RM datasets, incorporating data from seven distinct tool APIs, totaling 15,000 instances. We have made the code, data, and model checkpoints publicly available to facilitate and inspire further research advancements\url{https://github.com/ernie-research/Tool-Augmented-Reward-Model}.
Enter the Mind Palace: Reasoning and Planning for Long-term Active Embodied Question Answering
As robots become increasingly capable of operating over extended periods -- spanning days, weeks, and even months -- they are expected to accumulate knowledge of their environments and leverage this experience to assist humans more effectively. This paper studies the problem of Long-term Active Embodied Question Answering (LA-EQA), a new task in which a robot must both recall past experiences and actively explore its environment to answer complex, temporally-grounded questions. Unlike traditional EQA settings, which typically focus either on understanding the present environment alone or on recalling a single past observation, LA-EQA challenges an agent to reason over past, present, and possible future states, deciding when to explore, when to consult its memory, and when to stop gathering observations and provide a final answer. Standard EQA approaches based on large models struggle in this setting due to limited context windows, absence of persistent memory, and an inability to combine memory recall with active exploration. To address this, we propose a structured memory system for robots, inspired by the mind palace method from cognitive science. Our method encodes episodic experiences as scene-graph-based world instances, forming a reasoning and planning algorithm that enables targeted memory retrieval and guided navigation. To balance the exploration-recall trade-off, we introduce value-of-information-based stopping criteria that determines when the agent has gathered sufficient information. We evaluate our method on real-world experiments and introduce a new benchmark that spans popular simulation environments and actual industrial sites. Our approach significantly outperforms state-of-the-art baselines, yielding substantial gains in both answer accuracy and exploration efficiency.
TÜLU 3: Pushing Frontiers in Open Language Model Post-Training
Language model post-training is applied to refine behaviors and unlock new skills across a wide range of recent language models, but open recipes for applying these techniques lag behind proprietary ones. The underlying training data and recipes for post-training are simultaneously the most important pieces of the puzzle and the portion with the least transparency. To bridge this gap, we introduce T\"ULU 3, a family of fully-open state-of-the-art post-trained models, alongside its data, code, and training recipes, serving as a comprehensive guide for modern post-training techniques. T\"ULU 3, which builds on Llama 3.1 base models, achieves results surpassing the instruct versions of Llama 3.1, Qwen 2.5, Mistral, and even closed models such as GPT-4o-mini and Claude 3.5-Haiku. The training algorithms for our models include supervised finetuning (SFT), Direct Preference Optimization (DPO), and a novel method we call Reinforcement Learning with Verifiable Rewards (RLVR). With T\"ULU 3, we introduce a multi-task evaluation scheme for post-training recipes with development and unseen evaluations, standard benchmark implementations, and substantial decontamination of existing open datasets on said benchmarks. We conclude with analysis and discussion of training methods that did not reliably improve performance. In addition to the T\"ULU 3 model weights and demo, we release the complete recipe -- including datasets for diverse core skills, a robust toolkit for data curation and evaluation, the training code and infrastructure, and, most importantly, a detailed report for reproducing and further adapting the T\"ULU 3 approach to more domains.
SPA-RL: Reinforcing LLM Agents via Stepwise Progress Attribution
Reinforcement learning (RL) holds significant promise for training LLM agents to handle complex, goal-oriented tasks that require multi-step interactions with external environments. However, a critical challenge when applying RL to these agentic tasks arises from delayed rewards: feedback signals are typically available only after the entire task is completed. This makes it non-trivial to assign delayed rewards to earlier actions, providing insufficient guidance regarding environmental constraints and hindering agent training. In this work, we draw on the insight that the ultimate completion of a task emerges from the cumulative progress an agent makes across individual steps. We propose Stepwise Progress Attribution (SPA), a general reward redistribution framework that decomposes the final reward into stepwise contributions, each reflecting its incremental progress toward overall task completion. To achieve this, we train a progress estimator that accumulates stepwise contributions over a trajectory to match the task completion. During policy optimization, we combine the estimated per-step contribution with a grounding signal for actions executed in the environment as the fine-grained, intermediate reward for effective agent training. Extensive experiments on common agent benchmarks (including Webshop, ALFWorld, and VirtualHome) demonstrate that SPA consistently outperforms the state-of-the-art method in both success rate (+2.5\% on average) and grounding accuracy (+1.9\% on average). Further analyses demonstrate that our method remarkably provides more effective intermediate rewards for RL training. Our code is available at https://github.com/WangHanLinHenry/SPA-RL-Agent.
RLFR: Extending Reinforcement Learning for LLMs with Flow Environment
Reinforcement Learning with Verifiable Rewards (RLVR) has recently emerged as a promising framework for improving reasoning abilities in Large Language Models (LLMs). However, policy optimized with binary verification prone to overlook potential valuable exploration in reasoning trajectory. In view of heavy annotation cost of golden Process Reward Models (PRMs), recent works attempt using auxiliary signals for reward shaping of process tokens, involving entropy and likelihood collected from logit space. In this work, we offer a novel perspective on shaping RLVR with flow rewards derived from latent space, and propose RLFR, where the flow fields of model latents are constructed from either off-policy high-quality data and on-policy rejection sampling data, and the velocity deviations of policy latents within it are quantified to serve as a reward signal. RLFR first demonstrates that a well-established flow field can be a sound environment for reward signal collection, highlighting the expressive latent space is much underexplored. Moreover, RLFR is able to compress any off-policy expert data as reference for constituting reward signals, and we show that the efficient context dependence compressed within the hidden states are utilized, rather than individual token-level denotation for context comprehending. Experiments on both language and multimodal reasoning benchmarks demonstrate the reliability of flow rewards, and suggesting a promising paradigm for reward shaping with auxiliary signals.
ExploRLLM: Guiding Exploration in Reinforcement Learning with Large Language Models
In image-based robot manipulation tasks with large observation and action spaces, reinforcement learning struggles with low sample efficiency, slow training speed, and uncertain convergence. As an alternative, large pre-trained foundation models have shown promise in robotic manipulation, particularly in zero-shot and few-shot applications. However, using these models directly is unreliable due to limited reasoning capabilities and challenges in understanding physical and spatial contexts. This paper introduces ExploRLLM, a novel approach that leverages the inductive bias of foundation models (e.g. Large Language Models) to guide exploration in reinforcement learning. We also exploit these foundation models to reformulate the action and observation spaces to enhance the training efficiency in reinforcement learning. Our experiments demonstrate that guided exploration enables much quicker convergence than training without it. Additionally, we validate that ExploRLLM outperforms vanilla foundation model baselines and that the policy trained in simulation can be applied in real-world settings without additional training.
Models of human preference for learning reward functions
The utility of reinforcement learning is limited by the alignment of reward functions with the interests of human stakeholders. One promising method for alignment is to learn the reward function from human-generated preferences between pairs of trajectory segments, a type of reinforcement learning from human feedback (RLHF). These human preferences are typically assumed to be informed solely by partial return, the sum of rewards along each segment. We find this assumption to be flawed and propose modeling human preferences instead as informed by each segment's regret, a measure of a segment's deviation from optimal decision-making. Given infinitely many preferences generated according to regret, we prove that we can identify a reward function equivalent to the reward function that generated those preferences, and we prove that the previous partial return model lacks this identifiability property in multiple contexts. We empirically show that our proposed regret preference model outperforms the partial return preference model with finite training data in otherwise the same setting. Additionally, we find that our proposed regret preference model better predicts real human preferences and also learns reward functions from these preferences that lead to policies that are better human-aligned. Overall, this work establishes that the choice of preference model is impactful, and our proposed regret preference model provides an improvement upon a core assumption of recent research. We have open sourced our experimental code, the human preferences dataset we gathered, and our training and preference elicitation interfaces for gathering a such a dataset.
Reinforcement Learning from Passive Data via Latent Intentions
Passive observational data, such as human videos, is abundant and rich in information, yet remains largely untapped by current RL methods. Perhaps surprisingly, we show that passive data, despite not having reward or action labels, can still be used to learn features that accelerate downstream RL. Our approach learns from passive data by modeling intentions: measuring how the likelihood of future outcomes change when the agent acts to achieve a particular task. We propose a temporal difference learning objective to learn about intentions, resulting in an algorithm similar to conventional RL, but which learns entirely from passive data. When optimizing this objective, our agent simultaneously learns representations of states, of policies, and of possible outcomes in an environment, all from raw observational data. Both theoretically and empirically, this scheme learns features amenable for value prediction for downstream tasks, and our experiments demonstrate the ability to learn from many forms of passive data, including cross-embodiment video data and YouTube videos.
Offline Prompt Evaluation and Optimization with Inverse Reinforcement Learning
The recent advances in the development of Large Language Models (LLMs) like ChatGPT have achieved remarkable performance by leveraging human expertise. Yet, fully eliciting LLMs' potential for complex tasks requires navigating the vast search space of natural language prompts. While prompt engineering has shown promise, the requisite human-crafted prompts in trial-and-error attempts and the associated costs pose significant challenges. Crucially, the efficiency of prompt optimization hinges on the costly procedure of prompt evaluation. This work introduces Prompt-OIRL, an approach rooted in offline inverse reinforcement learning that seeks to bridge the gap between effective prompt evaluation and affordability. Our method draws on offline datasets from expert evaluations, employing Inverse-RL to derive a reward model for offline, query-dependent prompt evaluations. The advantages of Prompt-OIRL are manifold: it predicts prompt performance, is cost-efficient, produces human-readable results, and efficiently navigates the prompt space. We validate our method across four LLMs and three arithmetic datasets, highlighting its potential as a robust and effective tool for offline prompt evaluation and optimization. Our code as well as the offline datasets are released, and we highlight the Prompt-OIRL can be reproduced within a few hours using a single laptop using CPU
Continual Learning for Instruction Following from Realtime Feedback
We propose and deploy an approach to continually train an instruction-following agent from feedback provided by users during collaborative interactions. During interaction, human users instruct an agent using natural language, and provide realtime binary feedback as they observe the agent following their instructions. We design a contextual bandit learning approach, converting user feedback to immediate reward. We evaluate through thousands of human-agent interactions, demonstrating 15.4% absolute improvement in instruction execution accuracy over time. We also show our approach is robust to several design variations, and that the feedback signal is roughly equivalent to the learning signal of supervised demonstration data.
On The Expressivity of Objective-Specification Formalisms in Reinforcement Learning
Most algorithms in reinforcement learning (RL) require that the objective is formalised with a Markovian reward function. However, it is well-known that certain tasks cannot be expressed by means of an objective in the Markov rewards formalism, motivating the study of alternative objective-specification formalisms in RL such as Linear Temporal Logic and Multi-Objective Reinforcement Learning. To date, there has not yet been any thorough analysis of how these formalisms relate to each other in terms of their expressivity. We fill this gap in the existing literature by providing a comprehensive comparison of 17 salient objective-specification formalisms. We place these formalisms in a preorder based on their expressive power, and present this preorder as a Hasse diagram. We find a variety of limitations for the different formalisms, and argue that no formalism is both dominantly expressive and straightforward to optimise with current techniques. For example, we prove that each of Regularised RL, (Outer) Nonlinear Markov Rewards, Reward Machines, Linear Temporal Logic, and Limit Average Rewards can express a task that the others cannot. The significance of our results is twofold. First, we identify important expressivity limitations to consider when specifying objectives for policy optimization. Second, our results highlight the need for future research which adapts reward learning to work with a greater variety of formalisms, since many existing reward learning methods assume that the desired objective takes a Markovian form. Our work contributes towards a more cohesive understanding of the costs and benefits of different RL objective-specification formalisms.
Inverse Preference Learning: Preference-based RL without a Reward Function
Reward functions are difficult to design and often hard to align with human intent. Preference-based Reinforcement Learning (RL) algorithms address these problems by learning reward functions from human feedback. However, the majority of preference-based RL methods na\"ively combine supervised reward models with off-the-shelf RL algorithms. Contemporary approaches have sought to improve performance and query complexity by using larger and more complex reward architectures such as transformers. Instead of using highly complex architectures, we develop a new and parameter-efficient algorithm, Inverse Preference Learning (IPL), specifically designed for learning from offline preference data. Our key insight is that for a fixed policy, the Q-function encodes all information about the reward function, effectively making them interchangeable. Using this insight, we completely eliminate the need for a learned reward function. Our resulting algorithm is simpler and more parameter-efficient. Across a suite of continuous control and robotics benchmarks, IPL attains competitive performance compared to more complex approaches that leverage transformer-based and non-Markovian reward functions while having fewer algorithmic hyperparameters and learned network parameters. Our code is publicly released.
On the Statistical Benefits of Temporal Difference Learning
Given a dataset on actions and resulting long-term rewards, a direct estimation approach fits value functions that minimize prediction error on the training data. Temporal difference learning (TD) methods instead fit value functions by minimizing the degree of temporal inconsistency between estimates made at successive time-steps. Focusing on finite state Markov chains, we provide a crisp asymptotic theory of the statistical advantages of this approach. First, we show that an intuitive inverse trajectory pooling coefficient completely characterizes the percent reduction in mean-squared error of value estimates. Depending on problem structure, the reduction could be enormous or nonexistent. Next, we prove that there can be dramatic improvements in estimates of the difference in value-to-go for two states: TD's errors are bounded in terms of a novel measure - the problem's trajectory crossing time - which can be much smaller than the problem's time horizon.
Tree Search for LLM Agent Reinforcement Learning
Recent advances in reinforcement learning (RL) have significantly enhanced the agentic capabilities of large language models (LLMs). In long-term and multi-turn agent tasks, existing approaches driven solely by outcome rewards often suffer from the problem of sparse supervision. To address the challenge, we propose Tree-based Group Relative Policy Optimization (Tree-GRPO), a grouped agent RL method based on tree search, where each tree node represents the complete agent interaction step. By sharing common prefixes, the tree search sampling increases the number of rollouts achievable within a fixed budget of tokens or tool calls. Moreover, we find that the tree-structured trajectory naturally allows the construction of step-wise process supervised signals even using only the outcome reward. Based on this, Tree-GRPO estimates the grouped relative advantages both on intra-tree and inter-tree levels. Through theoretical analysis, we demonstrate that the objective of intra-tree level group relative policy optimization is equivalent to that of step-level direct preference learning. Experiments across 11 datasets and 3 types of QA tasks demonstrate the superiority of the proposed tree-based RL over the chain-based RL method.
