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SubscribeLearning to Fly in Seconds
Learning-based methods, particularly Reinforcement Learning (RL), hold great promise for streamlining deployment, enhancing performance, and achieving generalization in the control of autonomous multirotor aerial vehicles. Deep RL has been able to control complex systems with impressive fidelity and agility in simulation but the simulation-to-reality transfer often brings a hard-to-bridge reality gap. Moreover, RL is commonly plagued by prohibitively long training times. In this work, we propose a novel asymmetric actor-critic-based architecture coupled with a highly reliable RL-based training paradigm for end-to-end quadrotor control. We show how curriculum learning and a highly optimized simulator enhance sample complexity and lead to fast training times. To precisely discuss the challenges related to low-level/end-to-end multirotor control, we also introduce a taxonomy that classifies the existing levels of control abstractions as well as non-linearities and domain parameters. Our framework enables Simulation-to-Reality (Sim2Real) transfer for direct RPM control after only 18 seconds of training on a consumer-grade laptop as well as its deployment on microcontrollers to control a multirotor under real-time guarantees. Finally, our solution exhibits competitive performance in trajectory tracking, as demonstrated through various experimental comparisons with existing state-of-the-art control solutions using a real Crazyflie nano quadrotor. We open source the code including a very fast multirotor dynamics simulator that can simulate about 5 months of flight per second on a laptop GPU. The fast training times and deployment to a cheap, off-the-shelf quadrotor lower the barriers to entry and help democratize the research and development of these systems.
TacSL: A Library for Visuotactile Sensor Simulation and Learning
For both humans and robots, the sense of touch, known as tactile sensing, is critical for performing contact-rich manipulation tasks. Three key challenges in robotic tactile sensing are 1) interpreting sensor signals, 2) generating sensor signals in novel scenarios, and 3) learning sensor-based policies. For visuotactile sensors, interpretation has been facilitated by their close relationship with vision sensors (e.g., RGB cameras). However, generation is still difficult, as visuotactile sensors typically involve contact, deformation, illumination, and imaging, all of which are expensive to simulate; in turn, policy learning has been challenging, as simulation cannot be leveraged for large-scale data collection. We present TacSL (taxel), a library for GPU-based visuotactile sensor simulation and learning. TacSL can be used to simulate visuotactile images and extract contact-force distributions over 200times faster than the prior state-of-the-art, all within the widely-used Isaac Gym simulator. Furthermore, TacSL provides a learning toolkit containing multiple sensor models, contact-intensive training environments, and online/offline algorithms that can facilitate policy learning for sim-to-real applications. On the algorithmic side, we introduce a novel online reinforcement-learning algorithm called asymmetric actor-critic distillation (\sysName), designed to effectively and efficiently learn tactile-based policies in simulation that can transfer to the real world. Finally, we demonstrate the utility of our library and algorithms by evaluating the benefits of distillation and multimodal sensing for contact-rich manip ulation tasks, and most critically, performing sim-to-real transfer. Supplementary videos and results are at https://iakinola23.github.io/tacsl/.
Physics-based Motion Retargeting from Sparse Inputs
Avatars are important to create interactive and immersive experiences in virtual worlds. One challenge in animating these characters to mimic a user's motion is that commercial AR/VR products consist only of a headset and controllers, providing very limited sensor data of the user's pose. Another challenge is that an avatar might have a different skeleton structure than a human and the mapping between them is unclear. In this work we address both of these challenges. We introduce a method to retarget motions in real-time from sparse human sensor data to characters of various morphologies. Our method uses reinforcement learning to train a policy to control characters in a physics simulator. We only require human motion capture data for training, without relying on artist-generated animations for each avatar. This allows us to use large motion capture datasets to train general policies that can track unseen users from real and sparse data in real-time. We demonstrate the feasibility of our approach on three characters with different skeleton structure: a dinosaur, a mouse-like creature and a human. We show that the avatar poses often match the user surprisingly well, despite having no sensor information of the lower body available. We discuss and ablate the important components in our framework, specifically the kinematic retargeting step, the imitation, contact and action reward as well as our asymmetric actor-critic observations. We further explore the robustness of our method in a variety of settings including unbalancing, dancing and sports motions.
Asynchronous Methods for Deep Reinforcement Learning
We propose a conceptually simple and lightweight framework for deep reinforcement learning that uses asynchronous gradient descent for optimization of deep neural network controllers. We present asynchronous variants of four standard reinforcement learning algorithms and show that parallel actor-learners have a stabilizing effect on training allowing all four methods to successfully train neural network controllers. The best performing method, an asynchronous variant of actor-critic, surpasses the current state-of-the-art on the Atari domain while training for half the time on a single multi-core CPU instead of a GPU. Furthermore, we show that asynchronous actor-critic succeeds on a wide variety of continuous motor control problems as well as on a new task of navigating random 3D mazes using a visual input.
Actor-Critics Can Achieve Optimal Sample Efficiency
Actor-critic algorithms have become a cornerstone in reinforcement learning (RL), leveraging the strengths of both policy-based and value-based methods. Despite recent progress in understanding their statistical efficiency, no existing work has successfully learned an epsilon-optimal policy with a sample complexity of O(1/epsilon^2) trajectories with general function approximation when strategic exploration is necessary. We address this open problem by introducing a novel actor-critic algorithm that attains a sample-complexity of O(dH^5 log|A|/epsilon^2 + d H^4 log|F|/ epsilon^2) trajectories, and accompanying T regret when the Bellman eluder dimension d does not increase with T at more than a log T rate. Here, F is the critic function class, A is the action space, and H is the horizon in the finite horizon MDP setting. Our algorithm integrates optimism, off-policy critic estimation targeting the optimal Q-function, and rare-switching policy resets. We extend this to the setting of Hybrid RL, showing that initializing the critic with offline data yields sample efficiency gains compared to purely offline or online RL. Further, utilizing access to offline data, we provide a non-optimistic provably efficient actor-critic algorithm that only additionally requires N_{off} geq c_{off}^*dH^4/epsilon^2 in exchange for omitting optimism, where c_{off}^* is the single-policy concentrability coefficient and N_{off} is the number of offline samples. This addresses another open problem in the literature. We further provide numerical experiments to support our theoretical findings.
Soft Actor-Critic Algorithms and Applications
Model-free deep reinforcement learning (RL) algorithms have been successfully applied to a range of challenging sequential decision making and control tasks. However, these methods typically suffer from two major challenges: high sample complexity and brittleness to hyperparameters. Both of these challenges limit the applicability of such methods to real-world domains. In this paper, we describe Soft Actor-Critic (SAC), our recently introduced off-policy actor-critic algorithm based on the maximum entropy RL framework. In this framework, the actor aims to simultaneously maximize expected return and entropy. That is, to succeed at the task while acting as randomly as possible. We extend SAC to incorporate a number of modifications that accelerate training and improve stability with respect to the hyperparameters, including a constrained formulation that automatically tunes the temperature hyperparameter. We systematically evaluate SAC on a range of benchmark tasks, as well as real-world challenging tasks such as locomotion for a quadrupedal robot and robotic manipulation with a dexterous hand. With these improvements, SAC achieves state-of-the-art performance, outperforming prior on-policy and off-policy methods in sample-efficiency and asymptotic performance. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving similar performance across different random seeds. These results suggest that SAC is a promising candidate for learning in real-world robotics tasks.
Interactive Learning from Policy-Dependent Human Feedback
This paper investigates the problem of interactively learning behaviors communicated by a human teacher using positive and negative feedback. Much previous work on this problem has made the assumption that people provide feedback for decisions that is dependent on the behavior they are teaching and is independent from the learner's current policy. We present empirical results that show this assumption to be false -- whether human trainers give a positive or negative feedback for a decision is influenced by the learner's current policy. Based on this insight, we introduce {\em Convergent Actor-Critic by Humans} (COACH), an algorithm for learning from policy-dependent feedback that converges to a local optimum. Finally, we demonstrate that COACH can successfully learn multiple behaviors on a physical robot.
Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor
Model-free deep reinforcement learning (RL) algorithms have been demonstrated on a range of challenging decision making and control tasks. However, these methods typically suffer from two major challenges: very high sample complexity and brittle convergence properties, which necessitate meticulous hyperparameter tuning. Both of these challenges severely limit the applicability of such methods to complex, real-world domains. In this paper, we propose soft actor-critic, an off-policy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy. That is, to succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as Q-learning methods. By combining off-policy updates with a stable stochastic actor-critic formulation, our method achieves state-of-the-art performance on a range of continuous control benchmark tasks, outperforming prior on-policy and off-policy methods. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving very similar performance across different random seeds.
A2C is a special case of PPO
Advantage Actor-critic (A2C) and Proximal Policy Optimization (PPO) are popular deep reinforcement learning algorithms used for game AI in recent years. A common understanding is that A2C and PPO are separate algorithms because PPO's clipped objective appears significantly different than A2C's objective. In this paper, however, we show A2C is a special case of PPO. We present theoretical justifications and pseudocode analysis to demonstrate why. To validate our claim, we conduct an empirical experiment using Stable-baselines3, showing A2C and PPO produce the exact same models when other settings are controlled.
Addressing Function Approximation Error in Actor-Critic Methods
In value-based reinforcement learning methods such as deep Q-learning, function approximation errors are known to lead to overestimated value estimates and suboptimal policies. We show that this problem persists in an actor-critic setting and propose novel mechanisms to minimize its effects on both the actor and the critic. Our algorithm builds on Double Q-learning, by taking the minimum value between a pair of critics to limit overestimation. We draw the connection between target networks and overestimation bias, and suggest delaying policy updates to reduce per-update error and further improve performance. We evaluate our method on the suite of OpenAI gym tasks, outperforming the state of the art in every environment tested.
Fine-tuning Flow Matching Generative Models with Intermediate Feedback
Flow-based generative models have shown remarkable success in text-to-image generation, yet fine-tuning them with intermediate feedback remains challenging, especially for continuous-time flow matching models. Most existing approaches solely learn from outcome rewards, struggling with the credit assignment problem. Alternative methods that attempt to learn a critic via direct regression on cumulative rewards often face training instabilities and model collapse in online settings. We present AC-Flow, a robust actor-critic framework that addresses these challenges through three key innovations: (1) reward shaping that provides well-normalized learning signals to enable stable intermediate value learning and gradient control, (2) a novel dual-stability mechanism that combines advantage clipping to prevent destructive policy updates with a warm-up phase that allows the critic to mature before influencing the actor, and (3) a scalable generalized critic weighting scheme that extends traditional reward-weighted methods while preserving model diversity through Wasserstein regularization. Through extensive experiments on Stable Diffusion 3, we demonstrate that AC-Flow achieves state-of-the-art performance in text-to-image alignment tasks and generalization to unseen human preference models. Our results demonstrate that even with a computationally efficient critic model, we can robustly finetune flow models without compromising generative quality, diversity, or stability.
Soft Actor-Critic for Discrete Action Settings
Soft Actor-Critic is a state-of-the-art reinforcement learning algorithm for continuous action settings that is not applicable to discrete action settings. Many important settings involve discrete actions, however, and so here we derive an alternative version of the Soft Actor-Critic algorithm that is applicable to discrete action settings. We then show that, even without any hyperparameter tuning, it is competitive with the tuned model-free state-of-the-art on a selection of games from the Atari suite.
Two-Stage Constrained Actor-Critic for Short Video Recommendation
The wide popularity of short videos on social media poses new opportunities and challenges to optimize recommender systems on the video-sharing platforms. Users sequentially interact with the system and provide complex and multi-faceted responses, including watch time and various types of interactions with multiple videos. One the one hand, the platforms aims at optimizing the users' cumulative watch time (main goal) in long term, which can be effectively optimized by Reinforcement Learning. On the other hand, the platforms also needs to satisfy the constraint of accommodating the responses of multiple user interactions (auxiliary goals) such like, follow, share etc. In this paper, we formulate the problem of short video recommendation as a Constrained Markov Decision Process (CMDP). We find that traditional constrained reinforcement learning algorithms can not work well in this setting. We propose a novel two-stage constrained actor-critic method: At stage one, we learn individual policies to optimize each auxiliary signal. At stage two, we learn a policy to (i) optimize the main signal and (ii) stay close to policies learned at the first stage, which effectively guarantees the performance of this main policy on the auxiliaries. Through extensive offline evaluations, we demonstrate effectiveness of our method over alternatives in both optimizing the main goal as well as balancing the others. We further show the advantage of our method in live experiments of short video recommendations, where it significantly outperforms other baselines in terms of both watch time and interactions. Our approach has been fully launched in the production system to optimize user experiences on the platform.
IDQL: Implicit Q-Learning as an Actor-Critic Method with Diffusion Policies
Effective offline RL methods require properly handling out-of-distribution actions. Implicit Q-learning (IQL) addresses this by training a Q-function using only dataset actions through a modified Bellman backup. However, it is unclear which policy actually attains the values represented by this implicitly trained Q-function. In this paper, we reinterpret IQL as an actor-critic method by generalizing the critic objective and connecting it to a behavior-regularized implicit actor. This generalization shows how the induced actor balances reward maximization and divergence from the behavior policy, with the specific loss choice determining the nature of this tradeoff. Notably, this actor can exhibit complex and multimodal characteristics, suggesting issues with the conditional Gaussian actor fit with advantage weighted regression (AWR) used in prior methods. Instead, we propose using samples from a diffusion parameterized behavior policy and weights computed from the critic to then importance sampled our intended policy. We introduce Implicit Diffusion Q-learning (IDQL), combining our general IQL critic with the policy extraction method. IDQL maintains the ease of implementation of IQL while outperforming prior offline RL methods and demonstrating robustness to hyperparameters. Code is available at https://github.com/philippe-eecs/IDQL.
Band-limited Soft Actor Critic Model
Soft Actor Critic (SAC) algorithms show remarkable performance in complex simulated environments. A key element of SAC networks is entropy regularization, which prevents the SAC actor from optimizing against fine grained features, oftentimes transient, of the state-action value function. This results in better sample efficiency during early training. We take this idea one step further by artificially bandlimiting the target critic spatial resolution through the addition of a convolutional filter. We derive the closed form solution in the linear case and show that bandlimiting reduces the interdependency between the low and high frequency components of the state-action value approximation, allowing the critic to learn faster. In experiments, the bandlimited SAC outperformed the classic twin-critic SAC in a number of Gym environments, and displayed more stability in returns. We derive novel insights about SAC by adding a stochastic noise disturbance, a technique that is increasingly being used to learn robust policies that transfer well to the real world counterparts.
Risk-sensitive Reinforcement Learning Based on Convex Scoring Functions
We propose a reinforcement learning (RL) framework under a broad class of risk objectives, characterized by convex scoring functions. This class covers many common risk measures, such as variance, Expected Shortfall, entropic Value-at-Risk, and mean-risk utility. To resolve the time-inconsistency issue, we consider an augmented state space and an auxiliary variable and recast the problem as a two-state optimization problem. We propose a customized Actor-Critic algorithm and establish some theoretical approximation guarantees. A key theoretical contribution is that our results do not require the Markov decision process to be continuous. Additionally, we propose an auxiliary variable sampling method inspired by the alternating minimization algorithm, which is convergent under certain conditions. We validate our approach in simulation experiments with a financial application in statistical arbitrage trading, demonstrating the effectiveness of the algorithm.
Actor-Critic based Improper Reinforcement Learning
We consider an improper reinforcement learning setting where a learner is given M base controllers for an unknown Markov decision process, and wishes to combine them optimally to produce a potentially new controller that can outperform each of the base ones. This can be useful in tuning across controllers, learnt possibly in mismatched or simulated environments, to obtain a good controller for a given target environment with relatively few trials. Towards this, we propose two algorithms: (1) a Policy Gradient-based approach; and (2) an algorithm that can switch between a simple Actor-Critic (AC) based scheme and a Natural Actor-Critic (NAC) scheme depending on the available information. Both algorithms operate over a class of improper mixtures of the given controllers. For the first case, we derive convergence rate guarantees assuming access to a gradient oracle. For the AC-based approach we provide convergence rate guarantees to a stationary point in the basic AC case and to a global optimum in the NAC case. Numerical results on (i) the standard control theoretic benchmark of stabilizing an cartpole; and (ii) a constrained queueing task show that our improper policy optimization algorithm can stabilize the system even when the base policies at its disposal are unstable.
Offline Actor-Critic Reinforcement Learning Scales to Large Models
We show that offline actor-critic reinforcement learning can scale to large models - such as transformers - and follows similar scaling laws as supervised learning. We find that offline actor-critic algorithms can outperform strong, supervised, behavioral cloning baselines for multi-task training on a large dataset containing both sub-optimal and expert behavior on 132 continuous control tasks. We introduce a Perceiver-based actor-critic model and elucidate the key model features needed to make offline RL work with self- and cross-attention modules. Overall, we find that: i) simple offline actor critic algorithms are a natural choice for gradually moving away from the currently predominant paradigm of behavioral cloning, and ii) via offline RL it is possible to learn multi-task policies that master many domains simultaneously, including real robotics tasks, from sub-optimal demonstrations or self-generated data.
CreAgent: Towards Long-Term Evaluation of Recommender System under Platform-Creator Information Asymmetry
Ensuring the long-term sustainability of recommender systems (RS) emerges as a crucial issue. Traditional offline evaluation methods for RS typically focus on immediate user feedback, such as clicks, but they often neglect the long-term impact of content creators. On real-world content platforms, creators can strategically produce and upload new items based on user feedback and preference trends. While previous studies have attempted to model creator behavior, they often overlook the role of information asymmetry. This asymmetry arises because creators primarily have access to feedback on the items they produce, while platforms possess data on the entire spectrum of user feedback. Current RS simulators, however, fail to account for this asymmetry, leading to inaccurate long-term evaluations. To address this gap, we propose CreAgent, a Large Language Model (LLM)-empowered creator simulation agent. By incorporating game theory's belief mechanism and the fast-and-slow thinking framework, CreAgent effectively simulates creator behavior under conditions of information asymmetry. Additionally, we enhance CreAgent's simulation ability by fine-tuning it using Proximal Policy Optimization (PPO). Our credibility validation experiments show that CreAgent aligns well with the behaviors between real-world platform and creator, thus improving the reliability of long-term RS evaluations. Moreover, through the simulation of RS involving CreAgents, we can explore how fairness- and diversity-aware RS algorithms contribute to better long-term performance for various stakeholders. CreAgent and the simulation platform are publicly available at https://github.com/shawnye2000/CreAgent.
Beyond Exponentially Fast Mixing in Average-Reward Reinforcement Learning via Multi-Level Monte Carlo Actor-Critic
Many existing reinforcement learning (RL) methods employ stochastic gradient iteration on the back end, whose stability hinges upon a hypothesis that the data-generating process mixes exponentially fast with a rate parameter that appears in the step-size selection. Unfortunately, this assumption is violated for large state spaces or settings with sparse rewards, and the mixing time is unknown, making the step size inoperable. In this work, we propose an RL methodology attuned to the mixing time by employing a multi-level Monte Carlo estimator for the critic, the actor, and the average reward embedded within an actor-critic (AC) algorithm. This method, which we call Multi-level Actor-Critic (MAC), is developed especially for infinite-horizon average-reward settings and neither relies on oracle knowledge of the mixing time in its parameter selection nor assumes its exponential decay; it, therefore, is readily applicable to applications with slower mixing times. Nonetheless, it achieves a convergence rate comparable to the state-of-the-art AC algorithms. We experimentally show that these alleviated restrictions on the technical conditions required for stability translate to superior performance in practice for RL problems with sparse rewards.
Gradual Transition from Bellman Optimality Operator to Bellman Operator in Online Reinforcement Learning
For continuous action spaces, actor-critic methods are widely used in online reinforcement learning (RL). However, unlike RL algorithms for discrete actions, which generally model the optimal value function using the Bellman optimality operator, RL algorithms for continuous actions typically model Q-values for the current policy using the Bellman operator. These algorithms for continuous actions rely exclusively on policy updates for improvement, which often results in low sample efficiency. This study examines the effectiveness of incorporating the Bellman optimality operator into actor-critic frameworks. Experiments in a simple environment show that modeling optimal values accelerates learning but leads to overestimation bias. To address this, we propose an annealing approach that gradually transitions from the Bellman optimality operator to the Bellman operator, thereby accelerating learning while mitigating bias. Our method, combined with TD3 and SAC, significantly outperforms existing approaches across various locomotion and manipulation tasks, demonstrating improved performance and robustness to hyperparameters related to optimality. The code for this study is available at https://github.com/motokiomura/annealed-q-learning.
SELU: Self-Learning Embodied MLLMs in Unknown Environments
Recently, multimodal large language models (MLLMs) have demonstrated strong visual understanding and decision-making capabilities, enabling the exploration of autonomously improving MLLMs in unknown environments. However, external feedback like human or environmental feedback is not always available. To address this challenge, existing methods primarily focus on enhancing the decision-making capabilities of MLLMs through voting and scoring mechanisms, while little effort has been paid to improving the environmental comprehension of MLLMs in unknown environments. To fully unleash the self-learning potential of MLLMs, we propose a novel actor-critic self-learning paradigm, dubbed SELU, inspired by the actor-critic paradigm in reinforcement learning. The critic employs self-asking and hindsight relabeling to extract knowledge from interaction trajectories collected by the actor, thereby augmenting its environmental comprehension. Simultaneously, the actor is improved by the self-feedback provided by the critic, enhancing its decision-making. We evaluate our method in the AI2-THOR and VirtualHome environments, and SELU achieves critic improvements of approximately 28% and 30%, and actor improvements of about 20% and 24% via self-learning.
Critique-RL: Training Language Models for Critiquing through Two-Stage Reinforcement Learning
Training critiquing language models to assess and provide feedback on model outputs is a promising way to improve LLMs for complex reasoning tasks. However, existing approaches typically rely on stronger supervisors for annotating critique data. To address this, we propose Critique-RL, an online RL approach for developing critiquing language models without stronger supervision. Our approach operates on a two-player paradigm: the actor generates a response, the critic provides feedback, and the actor refines the response accordingly. We first reveal that relying solely on indirect reward signals from the actor's outputs for RL optimization often leads to unsatisfactory critics: while their helpfulness (i.e., providing constructive feedback) improves, the discriminability (i.e., determining whether a response is high-quality or not) remains poor, resulting in marginal performance gains. To overcome this, Critique-RL adopts a two-stage optimization strategy. In stage I, it reinforces the discriminability of the critic with direct rule-based reward signals; in stage II, it introduces indirect rewards based on actor refinement to improve the critic's helpfulness, while maintaining its discriminability via appropriate regularization. Extensive experiments across various tasks and models show that Critique-RL delivers substantial performance improvements. For example, it achieves a 9.02% gain on in-domain tasks and a 5.70% gain on out-of-domain tasks for Qwen2.5-7B, highlighting its potential.
APO: Enhancing Reasoning Ability of MLLMs via Asymmetric Policy Optimization
Multimodal Large Language Models (MLLMs) are powerful at integrating diverse data, but they often struggle with complex reasoning. While Reinforcement learning (RL) can boost reasoning in LLMs, applying it to MLLMs is tricky. Common issues include a drop in performance on general tasks and the generation of overly detailed or "overthinking" reasoning. Our work investigates how the KL penalty and overthinking affect RL training in MLLMs. We propose Asymmetric Policy Optimization (APO) to address these issues, which divides the sampled responses into positive and negative groups. For positive samples, Difficulty-Adaptive Divergence Shaping (DADS) is introduced to dynamically adjust the KL divergence weight based on their difficulty. This method prevents policy entropy from dropping sharply, improves training stability, utilizes samples better, and preserves the model's existing knowledge. For negative samples, Suboptimal Trajectory Complexity Regularization (STCR) is proposed to penalize overly long responses. This helps mitigate overthinking and encourages more concise reasoning while preserving the model's explorative capacity. We apply our method to Qwen2.5-VL-3B, creating View-R1-3B. View-R1-3B significantly enhances reasoning capabilities, showing an average 7\% gain over the base model and outperforming larger MLLMs (7-11B) on various reasoning benchmarks. Importantly, unlike other reasoning-tuned MLLMs that often degrade on general tasks, View-R1-3B maintains consistent improvement, demonstrating superior generalization. These results highlight the effectiveness and broad applicability of our DADS and STCR techniques for advancing complex multimodal reasoning in MLLMs. The code will be made available at https://github.com/Indolent-Kawhi/View-R1.
Symphony: A Heuristic Normalized Calibrated Advantage Actor and Critic Algorithm in application for Humanoid Robots
In our work we not explicitly hint that it is a misconception to think that humans learn fast. Learning process takes time. Babies start learning to move in the restricted liquid area called placenta. Children often are limited by underdeveloped body. Even adults are not allowed to participate in complex competitions right away. However, with robots, when learning from scratch, we often don't have the privilege of waiting for dozen millions of steps. "Swaddling" regularization is responsible for restraining an agent in rapid but unstable development penalizing action strength in a specific way not affecting actions directly. The Symphony, Transitional-policy Deterministic Actor and Critic algorithm, is a concise combination of different ideas for possibility of training humanoid robots from scratch with Sample Efficiency, Sample Proximity and Safety of Actions in mind. It is no secret that continuous increase in Gaussian noise without appropriate smoothing is harmful for motors and gearboxes. Compared to Stochastic algorithms, we set a limited parametric noise and promote a reduced strength of actions, safely increasing entropy, since the actions are kind of immersed in weaker noise. When actions require more extreme values, actions rise above the weak noise. Training becomes empirically much safer for both the environment around and the robot's mechanisms. We use Fading Replay Buffer: using a fixed formula containing the hyperbolic tangent, we adjust the batch sampling probability: the memory contains a recent memory and a long-term memory trail. Fading Replay Buffer allows us to use Temporal Advantage when we improve the current Critic Network prediction compared to the exponential moving average. Temporal Advantage allows us to update Actor and Critic in one pass, as well as combine Actor and Critic in one Object and implement their Losses in one line.
CriticSearch: Fine-Grained Credit Assignment for Search Agents via a Retrospective Critic
Tool-Integrated Reasoning (TIR) with search engines enables large language models to iteratively retrieve up-to-date external knowledge, enhancing adaptability and generalization in complex question-answering tasks. However, existing search agent pipelines typically depend on reinforcement learning based optimization, which often suffers from sparse outcome rewards, leading to inefficient exploration and unstable training. We introduce CriticSearch, a fine-grained credit-assignment framework that supplies dense, turn-level feedback via a retrospective critic mechanism. During training, a frozen, asymmetric critique LLM retrospectively evaluates each turn using privileged information from the full trajectory and gold answers, converting these assessments into stable, dense rewards that guide policy improvement. Experimental results across diverse multi-hop reasoning benchmarks demonstrate that CriticSearch consistently outperforms existing baselines, achieving faster convergence, improved training stability, and higher performance.
Supervised Learning-enhanced Multi-Group Actor Critic for Live Stream Allocation in Feed
In the context of a short video & live stream mixed recommendation scenario, the live stream recommendation system (RS) decides whether to allocate at most one live stream into the video feed for each user request. To maximize long-term user engagement, it is crucial to determine an optimal live stream policy for accurate live stream allocation. The inappropriate live stream allocation policy can significantly affect the duration of the usage app and user retention, which ignores the long-term negative impact of live stream allocation. Recently, reinforcement learning (RL) has been widely applied in recommendation systems to capture long-term user engagement. However, traditional RL algorithms often face divergence and instability problems, which restricts the application and deployment in the large-scale industrial recommendation systems, especially in the aforementioned challenging scenario. To address these challenges, we propose a novel Supervised Learning-enhanced Multi-Group Actor Critic algorithm (SL-MGAC). Specifically, we introduce a supervised learning-enhanced actor-critic framework that incorporates variance reduction techniques, where multi-task reward learning helps restrict bootstrapping error accumulation during critic learning. Additionally, we design a multi-group state decomposition module for both actor and critic networks to reduce prediction variance and improve model stability. We also propose a novel reward function to prevent overly greedy live stream allocation. Empirically, we evaluate the SL-MGAC algorithm using offline policy evaluation (OPE) and online A/B testing. Experimental results demonstrate that the proposed method not only outperforms baseline methods under the platform-level constraints but also exhibits enhanced stability in online recommendation scenarios.
Improving Multi-Step Reasoning Abilities of Large Language Models with Direct Advantage Policy Optimization
The role of reinforcement learning (RL) in enhancing the reasoning of large language models (LLMs) is becoming increasingly significant. Despite the success of RL in many scenarios, there are still many challenges in improving the reasoning of LLMs. One challenge is the sparse reward, which makes optimization difficult for RL and necessitates a large amount of data samples. Another challenge stems from the inherent instability of RL, particularly when using Actor-Critic (AC) methods to derive optimal policies, which often leads to unstable training processes. To address these issues, we introduce Direct Advantage Policy Optimization (DAPO), an novel step-level offline RL algorithm. Unlike standard alignment that rely solely outcome rewards to optimize policies (such as DPO), DAPO employs a critic function to predict the reasoning accuracy at each step, thereby generating dense signals to refine the generation strategy. Additionally, the Actor and Critic components in DAPO are trained independently, avoiding the co-training instability observed in standard AC algorithms like PPO. We train DAPO on mathematical and code query datasets and then evaluate its performance on multiple benchmarks. Our results show that DAPO can effectively enhance the mathematical and code capabilities on both SFT models and RL models, demonstrating the effectiveness of DAPO.
DoMo-AC: Doubly Multi-step Off-policy Actor-Critic Algorithm
Multi-step learning applies lookahead over multiple time steps and has proved valuable in policy evaluation settings. However, in the optimal control case, the impact of multi-step learning has been relatively limited despite a number of prior efforts. Fundamentally, this might be because multi-step policy improvements require operations that cannot be approximated by stochastic samples, hence hindering the widespread adoption of such methods in practice. To address such limitations, we introduce doubly multi-step off-policy VI (DoMo-VI), a novel oracle algorithm that combines multi-step policy improvements and policy evaluations. DoMo-VI enjoys guaranteed convergence speed-up to the optimal policy and is applicable in general off-policy learning settings. We then propose doubly multi-step off-policy actor-critic (DoMo-AC), a practical instantiation of the DoMo-VI algorithm. DoMo-AC introduces a bias-variance trade-off that ensures improved policy gradient estimates. When combined with the IMPALA architecture, DoMo-AC has showed improvements over the baseline algorithm on Atari-57 game benchmarks.
Off-Policy Average Reward Actor-Critic with Deterministic Policy Search
The average reward criterion is relatively less studied as most existing works in the Reinforcement Learning literature consider the discounted reward criterion. There are few recent works that present on-policy average reward actor-critic algorithms, but average reward off-policy actor-critic is relatively less explored. In this work, we present both on-policy and off-policy deterministic policy gradient theorems for the average reward performance criterion. Using these theorems, we also present an Average Reward Off-Policy Deep Deterministic Policy Gradient (ARO-DDPG) Algorithm. We first show asymptotic convergence analysis using the ODE-based method. Subsequently, we provide a finite time analysis of the resulting stochastic approximation scheme with linear function approximator and obtain an epsilon-optimal stationary policy with a sample complexity of Omega(epsilon^{-2.5}). We compare the average reward performance of our proposed ARO-DDPG algorithm and observe better empirical performance compared to state-of-the-art on-policy average reward actor-critic algorithms over MuJoCo-based environments.
A Minimaximalist Approach to Reinforcement Learning from Human Feedback
We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a rater or preference model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.
A Framework for Scalable Heterogeneous Multi-Agent Adversarial Reinforcement Learning in IsaacLab
Multi-Agent Reinforcement Learning (MARL) is central to robotic systems cooperating in dynamic environments. While prior work has focused on these collaborative settings, adversarial interactions are equally critical for real-world applications such as pursuit-evasion, security, and competitive manipulation. In this work, we extend the IsaacLab framework to support scalable training of adversarial policies in high-fidelity physics simulations. We introduce a suite of adversarial MARL environments featuring heterogeneous agents with asymmetric goals and capabilities. Our platform integrates a competitive variant of Heterogeneous Agent Reinforcement Learning with Proximal Policy Optimization (HAPPO), enabling efficient training and evaluation under adversarial dynamics. Experiments across several benchmark scenarios demonstrate the framework's ability to model and train robust policies for morphologically diverse multi-agent competition while maintaining high throughput and simulation realism. Code and benchmarks are available at: https://github.com/DIRECTLab/IsaacLab-HARL .
Scalable Reinforcement Post-Training Beyond Static Human Prompts: Evolving Alignment via Asymmetric Self-Play
Current reinforcement learning (RL) frameworks for large language models (LLM) post-training typically assume a fixed prompt distribution, which is sub-optimal and bottlenecks scalability. Prior works have explored prompt evolving, but are often limited to the supervised fine-tuning stage, and prompts are sampled and evolved uniformly without signals. This empirical work presents a paradigm shift: Evolving Alignment via Asymmetric Self-Play (eva), that casts post-training as an infinite game with regret-based signals for 2 players: (i) a creator, who strategically samples and creates new informative prompts and (ii) a solver, who learns to produce preferred responses. eva is the first method that allows language models to adaptively create training prompts in both offline and online RL post-training. The design is simple, easy-to-use yet remarkably effective: eva sets a new SOTA on challenging benchmarks, without any extra human prompts, e.g. it boosts the win-rate of gemma-2-9b-it on Arena-Hard by 51.6% -> 60.1% for DPO and 52.6% -> 62.4% for RLOO, surpassing claude-3-opus and catching up to gemini-1.5-pro, both of which are orders of magnitude larger. Extensive experiments show eva can create effective RL curricula and is robust across ablations. We believe adaptively evolving prompts are key to designing the next-generation RL post-training scheme.
Regularized Soft Actor-Critic for Behavior Transfer Learning
Existing imitation learning methods mainly focus on making an agent effectively mimic a demonstrated behavior, but do not address the potential contradiction between the behavior style and the objective of a task. There is a general lack of efficient methods that allow an agent to partially imitate a demonstrated behavior to varying degrees, while completing the main objective of a task. In this paper we propose a method called Regularized Soft Actor-Critic which formulates the main task and the imitation task under the Constrained Markov Decision Process framework (CMDP). The main task is defined as the maximum entropy objective used in Soft Actor-Critic (SAC) and the imitation task is defined as a constraint. We evaluate our method on continuous control tasks relevant to video games applications.
Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments
We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.
Consistency Models as a Rich and Efficient Policy Class for Reinforcement Learning
Score-based generative models like the diffusion model have been testified to be effective in modeling multi-modal data from image generation to reinforcement learning (RL). However, the inference process of diffusion model can be slow, which hinders its usage in RL with iterative sampling. We propose to apply the consistency model as an efficient yet expressive policy representation, namely consistency policy, with an actor-critic style algorithm for three typical RL settings: offline, offline-to-online and online. For offline RL, we demonstrate the expressiveness of generative models as policies from multi-modal data. For offline-to-online RL, the consistency policy is shown to be more computational efficient than diffusion policy, with a comparable performance. For online RL, the consistency policy demonstrates significant speedup and even higher average performances than the diffusion policy.
MMC: Iterative Refinement of VLM Reasoning via MCTS-based Multimodal Critique
Visual language models (VLMs) have demonstrated strong performance across diverse multimodal reasoning tasks but still face challenges such as hallucinations, resulting in incorrect reasoning outcomes. Inspired by recent research on external feedback mechanisms in large language models (LLMs), we propose a multimodal actor-critic framework to enhance VLM reasoning capabilities. Specifically, the actor model generates step-by-step reasoning paths based on image and text inputs, while the critic model evaluates these reasoning paths and provides corrective feedback. The actor model iteratively refines its reasoning based on the feedback until the reasoning outcome is deemed satisfactory by the critic model. To reduce reliance on costly manual annotations, we introduce an automated method for constructing multimodal critique datasets. By leveraging Monte Carlo Tree Search (MCTS), we systematically guide the actor model to explore diverse reasoning paths. To obtain critique data for correcting erroneous reasoning steps, we prompt an annotator model to compare pairs of reasoning paths diverging from a shared ancestor node - one leading to a correct conclusion and the other to an incorrect one. This approach enables us to construct the MMC (MCTS-based Multimodal Critique) dataset, upon which we further develop a comprehensive training and inference pipeline. Extensive experiments conducted on several public benchmark datasets and mainstream VLMs demonstrate that our approach significantly improves the performance of VLM on complex multimodal reasoning tasks, underscoring its effectiveness and wide applicability.
The Lighthouse of Language: Enhancing LLM Agents via Critique-Guided Improvement
Large language models (LLMs) have recently transformed from text-based assistants to autonomous agents capable of planning, reasoning, and iteratively improving their actions. While numerical reward signals and verifiers can effectively rank candidate actions, they often provide limited contextual guidance. In contrast, natural language feedback better aligns with the generative capabilities of LLMs, providing richer and more actionable suggestions. However, parsing and implementing this feedback effectively can be challenging for LLM-based agents. In this work, we introduce Critique-Guided Improvement (CGI), a novel two-player framework, comprising an actor model that explores an environment and a critic model that generates detailed nature language feedback. By training the critic to produce fine-grained assessments and actionable revisions, and the actor to utilize these critiques, our approach promotes more robust exploration of alternative strategies while avoiding local optima. Experiments in three interactive environments show that CGI outperforms existing baselines by a substantial margin. Notably, even a small critic model surpasses GPT-4 in feedback quality. The resulting actor achieves state-of-the-art performance, demonstrating the power of explicit iterative guidance to enhance decision-making in LLM-based agents.
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.
ACE : Off-Policy Actor-Critic with Causality-Aware Entropy Regularization
The varying significance of distinct primitive behaviors during the policy learning process has been overlooked by prior model-free RL algorithms. Leveraging this insight, we explore the causal relationship between different action dimensions and rewards to evaluate the significance of various primitive behaviors during training. We introduce a causality-aware entropy term that effectively identifies and prioritizes actions with high potential impacts for efficient exploration. Furthermore, to prevent excessive focus on specific primitive behaviors, we analyze the gradient dormancy phenomenon and introduce a dormancy-guided reset mechanism to further enhance the efficacy of our method. Our proposed algorithm, ACE: Off-policy Actor-critic with Causality-aware Entropy regularization, demonstrates a substantial performance advantage across 29 diverse continuous control tasks spanning 7 domains compared to model-free RL baselines, which underscores the effectiveness, versatility, and efficient sample efficiency of our approach. Benchmark results and videos are available at https://ace-rl.github.io/.
Critic-Guided Decoding for Controlled Text Generation
Steering language generation towards objectives or away from undesired content has been a long-standing goal in utilizing language models (LM). Recent work has demonstrated reinforcement learning and weighted decoding as effective approaches to achieve a higher level of language control and quality with pros and cons. In this work, we propose a novel critic decoding method for controlled language generation (CriticControl) that combines the strengths of reinforcement learning and weighted decoding. Specifically, we adopt the actor-critic framework to train an LM-steering critic from non-differentiable reward models. And similar to weighted decoding, our method freezes the language model and manipulates the output token distribution using called critic, improving training efficiency and stability. Evaluation of our method on three controlled generation tasks, namely topic control, sentiment control, and detoxification, shows that our approach generates more coherent and well-controlled texts than previous methods. In addition, CriticControl demonstrates superior generalization ability in zero-shot settings. Human evaluation studies also corroborate our findings.
Agent-R: Training Language Model Agents to Reflect via Iterative Self-Training
Large Language Models (LLMs) agents are increasingly pivotal for addressing complex tasks in interactive environments. Existing work mainly focuses on enhancing performance through behavior cloning from stronger experts, yet such approaches often falter in real-world applications, mainly due to the inability to recover from errors. However, step-level critique data is difficult and expensive to collect. Automating and dynamically constructing self-critique datasets is thus crucial to empowering models with intelligent agent capabilities. In this work, we propose an iterative self-training framework, Agent-R, that enables language Agent to Reflect on the fly. Unlike traditional methods that reward or penalize actions based on correctness, Agent-R leverages MCTS to construct training data that recover correct trajectories from erroneous ones. A key challenge of agent reflection lies in the necessity for timely revision rather than waiting until the end of a rollout. To address this, we introduce a model-guided critique construction mechanism: the actor model identifies the first error step (within its current capability) in a failed trajectory. Starting from it, we splice it with the adjacent correct path, which shares the same parent node in the tree. This strategy enables the model to learn reflection based on its current policy, therefore yielding better learning efficiency. To further explore the scalability of this self-improvement paradigm, we investigate iterative refinement of both error correction capabilities and dataset construction. Our findings demonstrate that Agent-R continuously improves the model's ability to recover from errors and enables timely error correction. Experiments on three interactive environments show that Agent-R effectively equips agents to correct erroneous actions while avoiding loops, achieving superior performance compared to baseline methods (+5.59%).
Recomposing the Reinforcement Learning Building Blocks with Hypernetworks
The Reinforcement Learning (RL) building blocks, i.e. Q-functions and policy networks, usually take elements from the cartesian product of two domains as input. In particular, the input of the Q-function is both the state and the action, and in multi-task problems (Meta-RL) the policy can take a state and a context. Standard architectures tend to ignore these variables' underlying interpretations and simply concatenate their features into a single vector. In this work, we argue that this choice may lead to poor gradient estimation in actor-critic algorithms and high variance learning steps in Meta-RL algorithms. To consider the interaction between the input variables, we suggest using a Hypernetwork architecture where a primary network determines the weights of a conditional dynamic network. We show that this approach improves the gradient approximation and reduces the learning step variance, which both accelerates learning and improves the final performance. We demonstrate a consistent improvement across different locomotion tasks and different algorithms both in RL (TD3 and SAC) and in Meta-RL (MAML and PEARL).
Performative Reinforcement Learning
We introduce the framework of performative reinforcement learning where the policy chosen by the learner affects the underlying reward and transition dynamics of the environment. Following the recent literature on performative prediction~Perdomo et. al., 2020, we introduce the concept of performatively stable policy. We then consider a regularized version of the reinforcement learning problem and show that repeatedly optimizing this objective converges to a performatively stable policy under reasonable assumptions on the transition dynamics. Our proof utilizes the dual perspective of the reinforcement learning problem and may be of independent interest in analyzing the convergence of other algorithms with decision-dependent environments. We then extend our results for the setting where the learner just performs gradient ascent steps instead of fully optimizing the objective, and for the setting where the learner has access to a finite number of trajectories from the changed environment. For both settings, we leverage the dual formulation of performative reinforcement learning and establish convergence to a stable solution. Finally, through extensive experiments on a grid-world environment, we demonstrate the dependence of convergence on various parameters e.g. regularization, smoothness, and the number of samples.
Anti-Exploration by Random Network Distillation
Despite the success of Random Network Distillation (RND) in various domains, it was shown as not discriminative enough to be used as an uncertainty estimator for penalizing out-of-distribution actions in offline reinforcement learning. In this paper, we revisit these results and show that, with a naive choice of conditioning for the RND prior, it becomes infeasible for the actor to effectively minimize the anti-exploration bonus and discriminativity is not an issue. We show that this limitation can be avoided with conditioning based on Feature-wise Linear Modulation (FiLM), resulting in a simple and efficient ensemble-free algorithm based on Soft Actor-Critic. We evaluate it on the D4RL benchmark, showing that it is capable of achieving performance comparable to ensemble-based methods and outperforming ensemble-free approaches by a wide margin.
Distributional Soft Actor-Critic: Off-Policy Reinforcement Learning for Addressing Value Estimation Errors
In reinforcement learning (RL), function approximation errors are known to easily lead to the Q-value overestimations, thus greatly reducing policy performance. This paper presents a distributional soft actor-critic (DSAC) algorithm, which is an off-policy RL method for continuous control setting, to improve the policy performance by mitigating Q-value overestimations. We first discover in theory that learning a distribution function of state-action returns can effectively mitigate Q-value overestimations because it is capable of adaptively adjusting the update stepsize of the Q-value function. Then, a distributional soft policy iteration (DSPI) framework is developed by embedding the return distribution function into maximum entropy RL. Finally, we present a deep off-policy actor-critic variant of DSPI, called DSAC, which directly learns a continuous return distribution by keeping the variance of the state-action returns within a reasonable range to address exploding and vanishing gradient problems. We evaluate DSAC on the suite of MuJoCo continuous control tasks, achieving the state-of-the-art performance.
Thespian: Multi-Character Text Role-Playing Game Agents
Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.
DR-SAC: Distributionally Robust Soft Actor-Critic for Reinforcement Learning under Uncertainty
Deep reinforcement learning (RL) has achieved significant success, yet its application in real-world scenarios is often hindered by a lack of robustness to environmental uncertainties. To solve this challenge, some robust RL algorithms have been proposed, but most are limited to tabular settings. In this work, we propose Distributionally Robust Soft Actor-Critic (DR-SAC), a novel algorithm designed to enhance the robustness of the state-of-the-art Soft Actor-Critic (SAC) algorithm. DR-SAC aims to maximize the expected value with entropy against the worst possible transition model lying in an uncertainty set. A distributionally robust version of the soft policy iteration is derived with a convergence guarantee. For settings where nominal distributions are unknown, such as offline RL, a generative modeling approach is proposed to estimate the required nominal distributions from data. Furthermore, experimental results on a range of continuous control benchmark tasks demonstrate our algorithm achieves up to 9.8 times the average reward of the SAC baseline under common perturbations. Additionally, compared with existing robust reinforcement learning algorithms, DR-SAC significantly improves computing efficiency and applicability to large-scale problems.
On scalable oversight with weak LLMs judging strong LLMs
Scalable oversight protocols aim to enable humans to accurately supervise superhuman AI. In this paper we study debate, where two AI's compete to convince a judge; consultancy, where a single AI tries to convince a judge that asks questions; and compare to a baseline of direct question-answering, where the judge just answers outright without the AI. We use large language models (LLMs) as both AI agents and as stand-ins for human judges, taking the judge models to be weaker than agent models. We benchmark on a diverse range of asymmetries between judges and agents, extending previous work on a single extractive QA task with information asymmetry, to also include mathematics, coding, logic and multimodal reasoning asymmetries. We find that debate outperforms consultancy across all tasks when the consultant is randomly assigned to argue for the correct/incorrect answer. Comparing debate to direct question answering, the results depend on the type of task: in extractive QA tasks with information asymmetry debate outperforms direct question answering, but in other tasks without information asymmetry the results are mixed. Previous work assigned debaters/consultants an answer to argue for. When we allow them to instead choose which answer to argue for, we find judges are less frequently convinced by the wrong answer in debate than in consultancy. Further, we find that stronger debater models increase judge accuracy, though more modestly than in previous studies.
Exploring the Promise and Limits of Real-Time Recurrent Learning
Real-time recurrent learning (RTRL) for sequence-processing recurrent neural networks (RNNs) offers certain conceptual advantages over backpropagation through time (BPTT). RTRL requires neither caching past activations nor truncating context, and enables online learning. However, RTRL's time and space complexity make it impractical. To overcome this problem, most recent work on RTRL focuses on approximation theories, while experiments are often limited to diagnostic settings. Here we explore the practical promise of RTRL in more realistic settings. We study actor-critic methods that combine RTRL and policy gradients, and test them in several subsets of DMLab-30, ProcGen, and Atari-2600 environments. On DMLab memory tasks, our system trained on fewer than 1.2 B environmental frames is competitive with or outperforms well-known IMPALA and R2D2 baselines trained on 10 B frames. To scale to such challenging tasks, we focus on certain well-known neural architectures with element-wise recurrence, allowing for tractable RTRL without approximation. Importantly, we also discuss rarely addressed limitations of RTRL in real-world applications, such as its complexity in the multi-layer case.
Position control of an acoustic cavitation bubble by reinforcement learning
A control technique is developed via Reinforcement Learning that allows arbitrary controlling of the position of an acoustic cavitation bubble in a dual-frequency standing acoustic wave field. The agent must choose the optimal pressure amplitude values to manipulate the bubble position in the range of x/lambda_0in[0.05, 0.25]. To train the agent an actor-critic off-policy algorithm (Deep Deterministic Policy Gradient) was used that supports continuous action space, which allows setting the pressure amplitude values continuously within 0 and 1, bar. A shaped reward function is formulated that minimizes the distance between the bubble and the target position and implicitly encourages the agent to perform the position control within the shortest amount of time. In some cases, the optimal control can be 7 times faster than the solution expected from the linear theory.
Continuous control with deep reinforcement learning
We adapt the ideas underlying the success of Deep Q-Learning to the continuous action domain. We present an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. Using the same learning algorithm, network architecture and hyper-parameters, our algorithm robustly solves more than 20 simulated physics tasks, including classic problems such as cartpole swing-up, dexterous manipulation, legged locomotion and car driving. Our algorithm is able to find policies whose performance is competitive with those found by a planning algorithm with full access to the dynamics of the domain and its derivatives. We further demonstrate that for many of the tasks the algorithm can learn policies end-to-end: directly from raw pixel inputs.
Decoupled Q-Chunking
Temporal-difference (TD) methods learn state and action values efficiently by bootstrapping from their own future value predictions, but such a self-bootstrapping mechanism is prone to bootstrapping bias, where the errors in the value targets accumulate across steps and result in biased value estimates. Recent work has proposed to use chunked critics, which estimate the value of short action sequences ("chunks") rather than individual actions, speeding up value backup. However, extracting policies from chunked critics is challenging: policies must output the entire action chunk open-loop, which can be sub-optimal for environments that require policy reactivity and also challenging to model especially when the chunk length grows. Our key insight is to decouple the chunk length of the critic from that of the policy, allowing the policy to operate over shorter action chunks. We propose a novel algorithm that achieves this by optimizing the policy against a distilled critic for partial action chunks, constructed by optimistically backing up from the original chunked critic to approximate the maximum value achievable when a partial action chunk is extended to a complete one. This design retains the benefits of multi-step value propagation while sidestepping both the open-loop sub-optimality and the difficulty of learning action chunking policies for long action chunks. We evaluate our method on challenging, long-horizon offline goal-conditioned tasks and show that it reliably outperforms prior methods. Code: github.com/ColinQiyangLi/dqc.
ASPO: Asymmetric Importance Sampling Policy Optimization
Recent Large Language Model (LLM) post-training methods rely on token-level clipping mechanisms during Reinforcement Learning (RL). However, we identify a fundamental flaw in this Outcome-Supervised RL (OSRL) paradigm: the Importance Sampling (IS) ratios of positive-advantage tokens are mismatched, leading to unbalanced token weighting for positive and negative tokens. This mismatch suppresses the update of low-probability tokens while over-amplifying already high-probability ones. To address this, we propose Asymmetric Importance Sampling Policy Optimization (ASPO), which uses a simple yet effective strategy that flips the IS ratios of positive-advantage tokens, aligning their update direction with the learning dynamics of negative ones. AIS further incorporates a soft dual-clipping mechanism to stabilize extreme updates while maintaining gradient flow. Comprehensive experiments on coding and mathematical reasoning benchmarks demonstrate that ASPO significantly mitigates premature convergence, improves training stability, and enhances final performance over strong GRPO-based baselines. Our analysis provides new insights into the role of token-level weighting in OSRL and highlights the critical importance of correcting IS in LLM RL. The code and models of ASPO are available at https://github.com/wizard-III/Archer2.0.
ArCHer: Training Language Model Agents via Hierarchical Multi-Turn RL
A broad use case of large language models (LLMs) is in goal-directed decision-making tasks (or "agent" tasks), where an LLM needs to not just generate completions for a given prompt, but rather make intelligent decisions over a multi-turn interaction to accomplish a task (e.g., when interacting with the web, using tools, or providing customer support). Reinforcement learning (RL) provides a general paradigm to address such agent tasks, but current RL methods for LLMs largely focus on optimizing single-turn rewards. By construction, most single-turn RL methods cannot endow LLMs with the ability to intelligently seek information over multiple turns, perform credit assignment, or reason about their past actions -- all of which are critical in agent tasks. This raises the question: how can we design effective and efficient multi-turn RL algorithms for LLMs? In this paper, we develop a framework for building multi-turn RL algorithms for fine-tuning LLMs, that preserves the flexibility of existing single-turn RL methods for LLMs (e.g., proximal policy optimization), while accommodating multiple turns, long horizons, and delayed rewards effectively. To do this, our framework adopts a hierarchical RL approach and runs two RL algorithms in parallel: a high-level off-policy value-based RL algorithm to aggregate reward over utterances, and a low-level RL algorithm that utilizes this high-level value function to train a token policy within each utterance or turn. Our hierarchical framework, Actor-Critic Framework with a Hierarchical Structure (ArCHer), can also give rise to other RL methods. Empirically, we find that ArCHer significantly improves efficiency and performance on agent tasks, attaining a sample efficiency of about 100x over existing methods, while also improving with larger model capacity (upto the 7 billion scale that we tested on).
Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX
Open-source reinforcement learning (RL) environments have played a crucial role in driving progress in the development of AI algorithms. In modern RL research, there is a need for simulated environments that are performant, scalable, and modular to enable their utilization in a wider range of potential real-world applications. Therefore, we present Jumanji, a suite of diverse RL environments specifically designed to be fast, flexible, and scalable. Jumanji provides a suite of environments focusing on combinatorial problems frequently encountered in industry, as well as challenging general decision-making tasks. By leveraging the efficiency of JAX and hardware accelerators like GPUs and TPUs, Jumanji enables rapid iteration of research ideas and large-scale experimentation, ultimately empowering more capable agents. Unlike existing RL environment suites, Jumanji is highly customizable, allowing users to tailor the initial state distribution and problem complexity to their needs. Furthermore, we provide actor-critic baselines for each environment, accompanied by preliminary findings on scaling and generalization scenarios. Jumanji aims to set a new standard for speed, adaptability, and scalability of RL environments.
REValueD: Regularised Ensemble Value-Decomposition for Factorisable Markov Decision Processes
Discrete-action reinforcement learning algorithms often falter in tasks with high-dimensional discrete action spaces due to the vast number of possible actions. A recent advancement leverages value-decomposition, a concept from multi-agent reinforcement learning, to tackle this challenge. This study delves deep into the effects of this value-decomposition, revealing that whilst it curtails the over-estimation bias inherent to Q-learning algorithms, it amplifies target variance. To counteract this, we present an ensemble of critics to mitigate target variance. Moreover, we introduce a regularisation loss that helps to mitigate the effects that exploratory actions in one dimension can have on the value of optimal actions in other dimensions. Our novel algorithm, REValueD, tested on discretised versions of the DeepMind Control Suite tasks, showcases superior performance, especially in the challenging humanoid and dog tasks. We further dissect the factors influencing REValueD's performance, evaluating the significance of the regularisation loss and the scalability of REValueD with increasing sub-actions per dimension.
Online 3D Bin Packing with Constrained Deep Reinforcement Learning
We solve a challenging yet practically useful variant of 3D Bin Packing Problem (3D-BPP). In our problem, the agent has limited information about the items to be packed into the bin, and an item must be packed immediately after its arrival without buffering or readjusting. The item's placement also subjects to the constraints of collision avoidance and physical stability. We formulate this online 3D-BPP as a constrained Markov decision process. To solve the problem, we propose an effective and easy-to-implement constrained deep reinforcement learning (DRL) method under the actor-critic framework. In particular, we introduce a feasibility predictor to predict the feasibility mask for the placement actions and use it to modulate the action probabilities output by the actor during training. Such supervisions and transformations to DRL facilitate the agent to learn feasible policies efficiently. Our method can also be generalized e.g., with the ability to handle lookahead or items with different orientations. We have conducted extensive evaluation showing that the learned policy significantly outperforms the state-of-the-art methods. A user study suggests that our method attains a human-level performance.
Controlling Overestimation Bias with Truncated Mixture of Continuous Distributional Quantile Critics
The overestimation bias is one of the major impediments to accurate off-policy learning. This paper investigates a novel way to alleviate the overestimation bias in a continuous control setting. Our method---Truncated Quantile Critics, TQC,---blends three ideas: distributional representation of a critic, truncation of critics prediction, and ensembling of multiple critics. Distributional representation and truncation allow for arbitrary granular overestimation control, while ensembling provides additional score improvements. TQC outperforms the current state of the art on all environments from the continuous control benchmark suite, demonstrating 25% improvement on the most challenging Humanoid environment.
Decentralized Policy Optimization
The study of decentralized learning or independent learning in cooperative multi-agent reinforcement learning has a history of decades. Recently empirical studies show that independent PPO (IPPO) can obtain good performance, close to or even better than the methods of centralized training with decentralized execution, in several benchmarks. However, decentralized actor-critic with convergence guarantee is still open. In this paper, we propose decentralized policy optimization (DPO), a decentralized actor-critic algorithm with monotonic improvement and convergence guarantee. We derive a novel decentralized surrogate for policy optimization such that the monotonic improvement of joint policy can be guaranteed by each agent independently optimizing the surrogate. In practice, this decentralized surrogate can be realized by two adaptive coefficients for policy optimization at each agent. Empirically, we compare DPO with IPPO in a variety of cooperative multi-agent tasks, covering discrete and continuous action spaces, and fully and partially observable environments. The results show DPO outperforms IPPO in most tasks, which can be the evidence for our theoretical results.
Conservative State Value Estimation for Offline Reinforcement Learning
Offline reinforcement learning faces a significant challenge of value over-estimation due to the distributional drift between the dataset and the current learned policy, leading to learning failure in practice. The common approach is to incorporate a penalty term to reward or value estimation in the Bellman iterations. Meanwhile, to avoid extrapolation on out-of-distribution (OOD) states and actions, existing methods focus on conservative Q-function estimation. In this paper, we propose Conservative State Value Estimation (CSVE), a new approach that learns conservative V-function via directly imposing penalty on OOD states. Compared to prior work, CSVE allows more effective in-data policy optimization with conservative value guarantees. Further, we apply CSVE and develop a practical actor-critic algorithm in which the critic does the conservative value estimation by additionally sampling and penalizing the states around the dataset, and the actor applies advantage weighted updates extended with state exploration to improve the policy. We evaluate in classic continual control tasks of D4RL, showing that our method performs better than the conservative Q-function learning methods and is strongly competitive among recent SOTA methods.
Enhancing LLM Reasoning via Critique Models with Test-Time and Training-Time Supervision
Training large language models (LLMs) to spend more time thinking and reflection before responding is crucial for effectively solving complex reasoning tasks in fields such as science, coding, and mathematics. However, the effectiveness of mechanisms like self-reflection and self-correction depends on the model's capacity to accurately assess its own performance, which can be limited by factors such as initial accuracy, question difficulty, and the lack of external feedback. In this paper, we delve into a two-player paradigm that separates the roles of reasoning and critique models, where the critique model provides step-level feedback to supervise the reasoning (actor) model during both test-time and train-time. We first propose AutoMathCritique, an automated and scalable framework for collecting critique data, resulting in a dataset of 76,321 responses paired with step-level feedback. Fine-tuning language models with this dataset enables them to generate natural language feedback for mathematical reasoning. We demonstrate that the critique models consistently improve the actor's performance on difficult queries at test-time, especially when scaling up inference-time computation. Motivated by these findings, we introduce the critique-based supervision to the actor's self-training process, and propose a critique-in-the-loop self-improvement method. Experiments show that the method improves the actor's exploration efficiency and solution diversity, especially on challenging queries, leading to a stronger reasoning model. Lastly, we take the preliminary step to explore training self-talk reasoning models via critique supervision and showcase its potential. Our code and datasets are at https://mathcritique.github.io/{https://mathcritique.github.io/}.
Offline Data Enhanced On-Policy Policy Gradient with Provable Guarantees
Hybrid RL is the setting where an RL agent has access to both offline data and online data by interacting with the real-world environment. In this work, we propose a new hybrid RL algorithm that combines an on-policy actor-critic method with offline data. On-policy methods such as policy gradient and natural policy gradient (NPG) have shown to be more robust to model misspecification, though sometimes it may not be as sample efficient as methods that rely on off-policy learning. On the other hand, offline methods that depend on off-policy training often require strong assumptions in theory and are less stable to train in practice. Our new approach integrates a procedure of off-policy training on the offline data into an on-policy NPG framework. We show that our approach, in theory, can obtain a best-of-both-worlds type of result -- it achieves the state-of-art theoretical guarantees of offline RL when offline RL-specific assumptions hold, while at the same time maintaining the theoretical guarantees of on-policy NPG regardless of the offline RL assumptions' validity. Experimentally, in challenging rich-observation environments, we show that our approach outperforms a state-of-the-art hybrid RL baseline which only relies on off-policy policy optimization, demonstrating the empirical benefit of combining on-policy and off-policy learning. Our code is publicly available at https://github.com/YifeiZhou02/HNPG.
Multi-Agent Inverse Q-Learning from Demonstrations
When reward functions are hand-designed, deep reinforcement learning algorithms often suffer from reward misspecification, causing them to learn suboptimal policies in terms of the intended task objectives. In the single-agent case, inverse reinforcement learning (IRL) techniques attempt to address this issue by inferring the reward function from expert demonstrations. However, in multi-agent problems, misalignment between the learned and true objectives is exacerbated due to increased environment non-stationarity and variance that scales with multiple agents. As such, in multi-agent general-sum games, multi-agent IRL algorithms have difficulty balancing cooperative and competitive objectives. To address these issues, we propose Multi-Agent Marginal Q-Learning from Demonstrations (MAMQL), a novel sample-efficient framework for multi-agent IRL. For each agent, MAMQL learns a critic marginalized over the other agents' policies, allowing for a well-motivated use of Boltzmann policies in the multi-agent context. We identify a connection between optimal marginalized critics and single-agent soft-Q IRL, allowing us to apply a direct, simple optimization criterion from the single-agent domain. Across our experiments on three different simulated domains, MAMQL significantly outperforms previous multi-agent methods in average reward, sample efficiency, and reward recovery by often more than 2-5x. We make our code available at https://sites.google.com/view/mamql .
Mirror Descent Policy Optimization
Mirror descent (MD), a well-known first-order method in constrained convex optimization, has recently been shown as an important tool to analyze trust-region algorithms in reinforcement learning (RL). However, there remains a considerable gap between such theoretically analyzed algorithms and the ones used in practice. Inspired by this, we propose an efficient RL algorithm, called {\em mirror descent policy optimization} (MDPO). MDPO iteratively updates the policy by {\em approximately} solving a trust-region problem, whose objective function consists of two terms: a linearization of the standard RL objective and a proximity term that restricts two consecutive policies to be close to each other. Each update performs this approximation by taking multiple gradient steps on this objective function. We derive {\em on-policy} and {\em off-policy} variants of MDPO, while emphasizing important design choices motivated by the existing theory of MD in RL. We highlight the connections between on-policy MDPO and two popular trust-region RL algorithms: TRPO and PPO, and show that explicitly enforcing the trust-region constraint is in fact {\em not} a necessity for high performance gains in TRPO. We then show how the popular soft actor-critic (SAC) algorithm can be derived by slight modifications of off-policy MDPO. Overall, MDPO is derived from the MD principles, offers a unified approach to viewing a number of popular RL algorithms, and performs better than or on-par with TRPO, PPO, and SAC in a number of continuous control tasks. Code is available at https://github.com/manantomar/Mirror-Descent-Policy-Optimization.
Policy Networks with Two-Stage Training for Dialogue Systems
In this paper, we propose to use deep policy networks which are trained with an advantage actor-critic method for statistically optimised dialogue systems. First, we show that, on summary state and action spaces, deep Reinforcement Learning (RL) outperforms Gaussian Processes methods. Summary state and action spaces lead to good performance but require pre-engineering effort, RL knowledge, and domain expertise. In order to remove the need to define such summary spaces, we show that deep RL can also be trained efficiently on the original state and action spaces. Dialogue systems based on partially observable Markov decision processes are known to require many dialogues to train, which makes them unappealing for practical deployment. We show that a deep RL method based on an actor-critic architecture can exploit a small amount of data very efficiently. Indeed, with only a few hundred dialogues collected with a handcrafted policy, the actor-critic deep learner is considerably bootstrapped from a combination of supervised and batch RL. In addition, convergence to an optimal policy is significantly sped up compared to other deep RL methods initialized on the data with batch RL. All experiments are performed on a restaurant domain derived from the Dialogue State Tracking Challenge 2 (DSTC2) dataset.
Enhancing Vision-Language Model Training with Reinforcement Learning in Synthetic Worlds for Real-World Success
Interactive multimodal agents must convert raw visual observations into coherent sequences of language-conditioned actions -- a capability that current vision-language models (VLMs) still lack. Earlier reinforcement-learning (RL) efforts could, in principle, endow VLMs with such skills, but they have seldom tested whether the learned behaviours generalize beyond their training simulators, and they depend either on brittle hyperparameter tuning or on dense-reward environments with low state variability. We introduce Vision-Language Decoupled Actor-Critic (VL-DAC), a lightweight, hyperparameter-free RL algorithm. VL-DAC applies PPO updates to action tokens while learning value only at the environment-step level: an arrangement, to our knowledge, not previously explored for large VLMs or LLMs. This simple decoupling removes unstable weighting terms and yields faster, more reliable convergence. Training a single VLM with VL-DAC in one inexpensive simulator at a time (MiniWorld, Gym-Cards, ALFWorld, or WebShop) already produces policies that generalize widely: +50\% relative on BALROG (game-centric agentic control), +5\% relative on the hardest part of VSI-Bench (spatial planning), and +2\% on VisualWebBench (web navigation), all without degrading general image understanding accuracy. These results provide the first evidence that a simple RL algorithm can train VLMs entirely in cheap synthetic worlds while delivering measurable gains on real-image agentic, spatial-reasoning, and web-navigation benchmarks.
LLaVA-Critic-R1: Your Critic Model is Secretly a Strong Policy Model
In vision-language modeling, critic models are typically trained to evaluate outputs -- assigning scalar scores or pairwise preferences -- rather than to generate responses. This separation from policy models, which produce the responses, is so entrenched that critics are rarely considered for direct policy use. In this work, we challenge this convention. We propose to reorganize preference-labeled critic datasets into verifiable training signals and perform reinforcement learning directly on a base generative model, producing LLaVA-Critic-R1, a multimodal critic trained to optimize preference judgments while retaining full generation ability. Surprisingly, LLaVA-Critic-R1 emerges not only as a top-performing critic but also as a competitive policy model -- matching or surpassing specialized reasoning VLMs trained with in-domain data across 26 visual reasoning and understanding benchmarks, with an average gain of +5.7% over its base model (Qwen-2.5-VL-7B). Extending this approach to existing strong reasoning VLMs yields LLaVA-Critic-R1+, which further advances policy performance without sacrificing critic quality, achieving a SoTA performance of 71.9 on MMMU at the 7B scale. Finally, we show that the enhanced critic ability benefits inference: applying self-critique at test time yields an average +13.8% improvement on five representative reasoning tasks without additional training. Our results reveal that RL training on critic data can produce a unified model excelling at both evaluation and generation, offering a simple path toward scalable, self-improving multimodal systems.
Adversarial Imitation Learning via Boosting
Adversarial imitation learning (AIL) has stood out as a dominant framework across various imitation learning (IL) applications, with Discriminator Actor Critic (DAC) (Kostrikov et al.,, 2019) demonstrating the effectiveness of off-policy learning algorithms in improving sample efficiency and scalability to higher-dimensional observations. Despite DAC's empirical success, the original AIL objective is on-policy and DAC's ad-hoc application of off-policy training does not guarantee successful imitation (Kostrikov et al., 2019; 2020). Follow-up work such as ValueDICE (Kostrikov et al., 2020) tackles this issue by deriving a fully off-policy AIL objective. Instead in this work, we develop a novel and principled AIL algorithm via the framework of boosting. Like boosting, our new algorithm, AILBoost, maintains an ensemble of properly weighted weak learners (i.e., policies) and trains a discriminator that witnesses the maximum discrepancy between the distributions of the ensemble and the expert policy. We maintain a weighted replay buffer to represent the state-action distribution induced by the ensemble, allowing us to train discriminators using the entire data collected so far. In the weighted replay buffer, the contribution of the data from older policies are properly discounted with the weight computed based on the boosting framework. Empirically, we evaluate our algorithm on both controller state-based and pixel-based environments from the DeepMind Control Suite. AILBoost outperforms DAC on both types of environments, demonstrating the benefit of properly weighting replay buffer data for off-policy training. On state-based environments, DAC outperforms ValueDICE and IQ-Learn (Gary et al., 2021), achieving competitive performance with as little as one expert trajectory.
LLaVA-Critic: Learning to Evaluate Multimodal Models
We introduce LLaVA-Critic, the first open-source large multimodal model (LMM) designed as a generalist evaluator to assess performance across a wide range of multimodal tasks. LLaVA-Critic is trained using a high-quality critic instruction-following dataset that incorporates diverse evaluation criteria and scenarios. Our experiments demonstrate the model's effectiveness in two key areas: (1) LMM-as-a-Judge, where LLaVA-Critic provides reliable evaluation scores, performing on par with or surpassing GPT models on multiple evaluation benchmarks; and (2) Preference Learning, where it generates reward signals for preference learning, enhancing model alignment capabilities. This work underscores the potential of open-source LMMs in self-critique and evaluation, setting the stage for future research into scalable, superhuman alignment feedback mechanisms for LMMs.
EgoAgent: A Joint Predictive Agent Model in Egocentric Worlds
Learning an agent model that behaves like humans-capable of jointly perceiving the environment, predicting the future, and taking actions from a first-person perspective-is a fundamental challenge in computer vision. Existing methods typically train separate models for these abilities, which fail to capture their intrinsic relationships and prevent them from learning from each other. Inspired by how humans learn through the perception-action loop, we propose EgoAgent, a unified agent model that simultaneously learns to represent, predict, and act within a single transformer. EgoAgent explicitly models the causal and temporal dependencies among these abilities by formulating the task as an interleaved sequence of states and actions. It further introduces a joint embedding-action-prediction architecture with temporally asymmetric predictor and observer branches, enabling synergistic optimization across all three capabilities. Comprehensive evaluations of EgoAgent on representative tasks such as image classification, egocentric future state prediction, and 3D human motion prediction demonstrate the superiority of our method. The code and trained models will be publicly available at https://github.com/zju3dv/EgoAgent.
Multi-critic Learning for Whole-body End-effector Twist Tracking
Learning whole-body control for locomotion and arm motions in a single policy has challenges, as the two tasks have conflicting goals. For instance, efficient locomotion typically favors a horizontal base orientation, while end-effector tracking may benefit from base tilting to extend reachability. Additionally, current Reinforcement Learning (RL) approaches using a pose-based task specification lack the ability to directly control the end-effector velocity, making smoothly executing trajectories very challenging. To address these limitations, we propose an RL-based framework that allows for dynamic, velocity-aware whole-body end-effector control. Our method introduces a multi-critic actor architecture that decouples the reward signals for locomotion and manipulation, simplifying reward tuning and allowing the policy to resolve task conflicts more effectively. Furthermore, we design a twist-based end-effector task formulation that can track both discrete poses and motion trajectories. We validate our approach through a set of simulation and hardware experiments using a quadruped robot equipped with a robotic arm. The resulting controller can simultaneously walk and move its end-effector and shows emergent whole-body behaviors, where the base assists the arm in extending the workspace, despite a lack of explicit formulations.
ASSISTGUI: Task-Oriented Desktop Graphical User Interface Automation
Graphical User Interface (GUI) automation holds significant promise for assisting users with complex tasks, thereby boosting human productivity. Existing works leveraging Large Language Model (LLM) or LLM-based AI agents have shown capabilities in automating tasks on Android and Web platforms. However, these tasks are primarily aimed at simple device usage and entertainment operations. This paper presents a novel benchmark, AssistGUI, to evaluate whether models are capable of manipulating the mouse and keyboard on the Windows platform in response to user-requested tasks. We carefully collected a set of 100 tasks from nine widely-used software applications, such as, After Effects and MS Word, each accompanied by the necessary project files for better evaluation. Moreover, we propose an advanced Actor-Critic Embodied Agent framework, which incorporates a sophisticated GUI parser driven by an LLM-agent and an enhanced reasoning mechanism adept at handling lengthy procedural tasks. Our experimental results reveal that our GUI Parser and Reasoning mechanism outshine existing methods in performance. Nevertheless, the potential remains substantial, with the best model attaining only a 46% success rate on our benchmark. We conclude with a thorough analysis of the current methods' limitations, setting the stage for future breakthroughs in this domain.
SimKO: Simple Pass@K Policy Optimization
Reinforcement learning with verifiable rewards (RLVR) has advanced the reasoning capabilities of large language models (LLMs). However, prevailing RLVR methods exhibit a systematic bias toward exploitation over exploration, as evidenced by improved pass@1 but reduced pass@K (K>1) performance. To understand this issue, we analyze training dynamics of RLVR methods by tracking the token-level probability distributions over vocabulary candidates. Our analysis reveals a consistent probability concentration effect where the top-1 candidate increasingly accumulates probability mass and suppresses that of other candidates. More importantly, stronger over-concentration correlates with worse pass@K performance. Inspired by this finding, we propose Simple Pass@K Optimization (SimKO), a method designed to mitigate the over-concentration issue, thereby encouraging exploration. SimKO operates in an asymmetrical manner. For verified-correct responses, it boosts the probabilities of the top-K candidates. For verified-incorrect responses, it applies stronger penalties to the top-1 candidate. We observe that this asymmetric design is particularly effective at mitigating over-concentration when applied at tokens with high entropy. Across various math and logical-reasoning benchmarks, SimKO consistently yields higher pass@K for a wide range of K, providing a simple way to improve RLVR's exploration.
RLAC: Reinforcement Learning with Adversarial Critic for Free-Form Generation Tasks
Open-ended generation tasks require outputs to satisfy diverse and often implicit task-specific evaluation rubrics. The sheer number of relevant rubrics leads to prohibitively high verification costs and incomplete assessments of a response, making reinforcement learning (RL) post-training with rubric-based rewards difficult to scale. This problem is exacerbated by the fact that often the best way to combine these rubrics into one single reward is also highly prompt-specific. We propose Reinforcement Learning with Adversarial Critic (RLAC), a post-training approach that addresses these challenges via dynamic rubric verification. Our approach employs a large language model (LLM) as a critic that dynamically identifies only the most likely failure modes (e.g., a factual error or unhandled edge case), which are then verified by an external validator to optimize both generator and critic jointly. By training both the generator and the critic, this game enhances the critic's error detection and the generator's output quality while reducing required verifications. Our experiments demonstrate that RLAC improves factual accuracy in text generation and correctness in code generation, while also outperforming exhaustive verification and reward model methods. We show that dynamic critics are more effective than fixed critics, showcasing the potential of RLAC for scaling RL post-training to free-form generation tasks.
Improving equilibrium propagation without weight symmetry through Jacobian homeostasis
Equilibrium propagation (EP) is a compelling alternative to the backpropagation of error algorithm (BP) for computing gradients of neural networks on biological or analog neuromorphic substrates. Still, the algorithm requires weight symmetry and infinitesimal equilibrium perturbations, i.e., nudges, to estimate unbiased gradients efficiently. Both requirements are challenging to implement in physical systems. Yet, whether and how weight asymmetry affects its applicability is unknown because, in practice, it may be masked by biases introduced through the finite nudge. To address this question, we study generalized EP, which can be formulated without weight symmetry, and analytically isolate the two sources of bias. For complex-differentiable non-symmetric networks, we show that the finite nudge does not pose a problem, as exact derivatives can still be estimated via a Cauchy integral. In contrast, weight asymmetry introduces bias resulting in low task performance due to poor alignment of EP's neuronal error vectors compared to BP. To mitigate this issue, we present a new homeostatic objective that directly penalizes functional asymmetries of the Jacobian at the network's fixed point. This homeostatic objective dramatically improves the network's ability to solve complex tasks such as ImageNet 32x32. Our results lay the theoretical groundwork for studying and mitigating the adverse effects of imperfections of physical networks on learning algorithms that rely on the substrate's relaxation dynamics.
Self-Questioning Language Models
Can large language models improve without external data -- by generating their own questions and answers? We hypothesize that a pre-trained language model can improve its reasoning skills given only a single prompt specifying the topic (e.g., algebra word problems) and asking the model to generate its own questions. To do this, we propose Self-Questioning Language Models (SQLM): an asymmetric self-play framework where a proposer is given the topic and generates a question for a solver, who tries to answer it. Both the proposer and solver are trained via reinforcement learning. The proposer receives a reward if the problem is not too easy or too difficult, and the solver receives a reward based on majority voting, a proxy for correctness in the absence of ground-truth answers. For coding, the proposer can instead generate unit tests which are used for verification. We study this asymmetric self-play framework on three benchmarks: three-digit multiplication, algebra problems from the OMEGA benchmark, and programming problems from Codeforces. By continually generating more interesting problems and attempting to solve them, language models can improve on downstream benchmarks without access to any curated training datasets.
Stackelberg Learning from Human Feedback: Preference Optimization as a Sequential Game
We introduce Stackelberg Learning from Human Feedback (SLHF), a new framework for preference optimization. SLHF frames the alignment problem as a sequential-move game between two policies: a Leader, which commits to an action, and a Follower, which responds conditionally on the Leader's action. This approach decomposes preference optimization into a refinement problem for the Follower and an optimization problem against an adversary for the Leader. Unlike Reinforcement Learning from Human Feedback (RLHF), which assigns scalar rewards to actions, or Nash Learning from Human Feedback (NLHF), which seeks a simultaneous-move equilibrium, SLHF leverages the asymmetry of sequential play to capture richer preference structures. The sequential design of SLHF naturally enables inference-time refinement, as the Follower learns to improve the Leader's actions, and these refinements can be leveraged through iterative sampling. We compare the solution concepts of SLHF, RLHF, and NLHF, and lay out key advantages in consistency, data sensitivity, and robustness to intransitive preferences. Experiments on large language models demonstrate that SLHF achieves strong alignment across diverse preference datasets, scales from 0.5B to 8B parameters, and yields inference-time refinements that transfer across model families without further fine-tuning.
L^{2}NAS: Learning to Optimize Neural Architectures via Continuous-Action Reinforcement Learning
Neural architecture search (NAS) has achieved remarkable results in deep neural network design. Differentiable architecture search converts the search over discrete architectures into a hyperparameter optimization problem which can be solved by gradient descent. However, questions have been raised regarding the effectiveness and generalizability of gradient methods for solving non-convex architecture hyperparameter optimization problems. In this paper, we propose L^{2}NAS, which learns to intelligently optimize and update architecture hyperparameters via an actor neural network based on the distribution of high-performing architectures in the search history. We introduce a quantile-driven training procedure which efficiently trains L^{2}NAS in an actor-critic framework via continuous-action reinforcement learning. Experiments show that L^{2}NAS achieves state-of-the-art results on NAS-Bench-201 benchmark as well as DARTS search space and Once-for-All MobileNetV3 search space. We also show that search policies generated by L^{2}NAS are generalizable and transferable across different training datasets with minimal fine-tuning.
RLIF: Interactive Imitation Learning as Reinforcement Learning
Although reinforcement learning methods offer a powerful framework for automatic skill acquisition, for practical learning-based control problems in domains such as robotics, imitation learning often provides a more convenient and accessible alternative. In particular, an interactive imitation learning method such as DAgger, which queries a near-optimal expert to intervene online to collect correction data for addressing the distributional shift challenges that afflict na\"ive behavioral cloning, can enjoy good performance both in theory and practice without requiring manually specified reward functions and other components of full reinforcement learning methods. In this paper, we explore how off-policy reinforcement learning can enable improved performance under assumptions that are similar but potentially even more practical than those of interactive imitation learning. Our proposed method uses reinforcement learning with user intervention signals themselves as rewards. This relaxes the assumption that intervening experts in interactive imitation learning should be near-optimal and enables the algorithm to learn behaviors that improve over the potential suboptimal human expert. We also provide a unified framework to analyze our RL method and DAgger; for which we present the asymptotic analysis of the suboptimal gap for both methods as well as the non-asymptotic sample complexity bound of our method. We then evaluate our method on challenging high-dimensional continuous control simulation benchmarks as well as real-world robotic vision-based manipulation tasks. The results show that it strongly outperforms DAgger-like approaches across the different tasks, especially when the intervening experts are suboptimal. Code and videos can be found on the project website: rlif-page.github.io
Reinforcement Learning for Machine Learning Engineering Agents
Existing agents for solving tasks such as ML engineering rely on prompting powerful language models. As a result, these agents do not improve with more experience. In this paper, we show that agents backed by weaker models that improve via reinforcement learning (RL) can outperform agents backed by much larger, but static models. We identify two major challenges with RL in this setting. First, actions can take a variable amount of time (e.g., executing code for different solutions), which leads to asynchronous policy gradient updates that favor faster but suboptimal solutions. To tackle variable-duration actions, we propose duration-aware gradient updates in a distributed asynchronous RL framework to amplify high-cost but high-reward actions. Second, using only test split performance as a reward provides limited feedback. A program that is nearly correct is treated the same as one that fails entirely. To address this, we propose environment instrumentation to offer partial credit, distinguishing almost-correct programs from those that fail early (e.g., during data loading). Environment instrumentation uses a separate static language model to insert print statement to an existing program to log the agent's experimental progress, from which partial credit can be extracted as reward signals for learning. Our experimental results on MLEBench suggest that performing gradient updates on a much smaller model (Qwen2.5-3B) trained with RL outperforms prompting a much larger model (Claude-3.5-Sonnet) with agent scaffolds, by an average of 22% across 12 Kaggle tasks.
CodeRL: Mastering Code Generation through Pretrained Models and Deep Reinforcement Learning
Program synthesis or code generation aims to generate a program that satisfies a problem specification. Recent approaches using large-scale pretrained language models (LMs) have shown promising results, yet they have some critical limitations. In particular, they often follow a standard supervised fine-tuning procedure to train a code generation model only from the pairs of natural-language problem descriptions and ground-truth programs. Such paradigm largely ignores some important but potentially useful signals in the problem specification such as unit tests, which thus often results in poor performance when solving complex unseen coding tasks. To address the limitations, we propose "CodeRL", a new framework for program synthesis tasks through pretrained LMs and deep reinforcement learning (RL). Specifically, during training, we treat the code-generating LM as an actor network, and introduce a critic network that is trained to predict the functional correctness of generated programs and provide dense feedback signals to the actor. During inference, we introduce a new generation procedure with a critical sampling strategy that allows a model to automatically regenerate programs based on feedback from example unit tests and critic scores. For the model backbones, we extended the encoder-decoder architecture of CodeT5 with enhanced learning objectives, larger model sizes, and better pretraining data. Our method not only achieves new SOTA results on the challenging APPS benchmark, but also shows strong zero-shot transfer capability with new SOTA results on the simpler MBPP benchmark.
Process Reward Models for LLM Agents: Practical Framework and Directions
We introduce Agent Process Reward Models (AgentPRM), a simple and scalable framework for training LLM agents to continually improve through interactions. AgentPRM follows a lightweight actor-critic paradigm, using Monte Carlo rollouts to compute reward targets and optimize policies. It requires minimal modifications to existing RLHF pipelines, making it easy to integrate at scale. Beyond AgentPRM, we propose InversePRM, which learns process rewards directly from demonstrations without explicit outcome supervision. We also explore key challenges and opportunities, including exploration, process reward shaping, and model-predictive reasoning. We evaluate on ALFWorld benchmark, show that small 3B models trained with AgentPRM and InversePRM outperform strong GPT-4o baselines, and analyze test-time scaling, reward hacking, and more. Our code is available at: https://github.com/sanjibanc/agent_prm.
Maximum Entropy Reinforcement Learning via Energy-Based Normalizing Flow
Existing Maximum-Entropy (MaxEnt) Reinforcement Learning (RL) methods for continuous action spaces are typically formulated based on actor-critic frameworks and optimized through alternating steps of policy evaluation and policy improvement. In the policy evaluation steps, the critic is updated to capture the soft Q-function. In the policy improvement steps, the actor is adjusted in accordance with the updated soft Q-function. In this paper, we introduce a new MaxEnt RL framework modeled using Energy-Based Normalizing Flows (EBFlow). This framework integrates the policy evaluation steps and the policy improvement steps, resulting in a single objective training process. Our method enables the calculation of the soft value function used in the policy evaluation target without Monte Carlo approximation. Moreover, this design supports the modeling of multi-modal action distributions while facilitating efficient action sampling. To evaluate the performance of our method, we conducted experiments on the MuJoCo benchmark suite and a number of high-dimensional robotic tasks simulated by Omniverse Isaac Gym. The evaluation results demonstrate that our method achieves superior performance compared to widely-adopted representative baselines.
Critic-V: VLM Critics Help Catch VLM Errors in Multimodal Reasoning
Vision-language models~(VLMs) have shown remarkable advancements in multimodal reasoning tasks. However, they still often generate inaccurate or irrelevant responses due to issues like hallucinated image understandings or unrefined reasoning paths. To address these challenges, we introduce Critic-V, a novel framework inspired by the Actor-Critic paradigm to boost the reasoning capability of VLMs. This framework decouples the reasoning process and critic process by integrating two independent components: the Reasoner, which generates reasoning paths based on visual and textual inputs, and the Critic, which provides constructive critique to refine these paths. In this approach, the Reasoner generates reasoning responses according to text prompts, which can evolve iteratively as a policy based on feedback from the Critic. This interaction process was theoretically driven by a reinforcement learning framework where the Critic offers natural language critiques instead of scalar rewards, enabling more nuanced feedback to boost the Reasoner's capability on complex reasoning tasks. The Critic model is trained using Direct Preference Optimization (DPO), leveraging a preference dataset of critiques ranked by Rule-based Reward(RBR) to enhance its critic capabilities. Evaluation results show that the Critic-V framework significantly outperforms existing methods, including GPT-4V, on 5 out of 8 benchmarks, especially regarding reasoning accuracy and efficiency. Combining a dynamic text-based policy for the Reasoner and constructive feedback from the preference-optimized Critic enables a more reliable and context-sensitive multimodal reasoning process. Our approach provides a promising solution to enhance the reliability of VLMs, improving their performance in real-world reasoning-heavy multimodal applications such as autonomous driving and embodied intelligence.
Hyperspherical Normalization for Scalable Deep Reinforcement Learning
Scaling up the model size and computation has brought consistent performance improvements in supervised learning. However, this lesson often fails to apply to reinforcement learning (RL) because training the model on non-stationary data easily leads to overfitting and unstable optimization. In response, we introduce SimbaV2, a novel RL architecture designed to stabilize optimization by (i) constraining the growth of weight and feature norm by hyperspherical normalization; and (ii) using a distributional value estimation with reward scaling to maintain stable gradients under varying reward magnitudes. Using the soft actor-critic as a base algorithm, SimbaV2 scales up effectively with larger models and greater compute, achieving state-of-the-art performance on 57 continuous control tasks across 4 domains. The code is available at https://dojeon-ai.github.io/SimbaV2.
SLIM: Skill Learning with Multiple Critics
Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful and safe manipulation behaviors. Furthermore, tackling this by augmenting skill discovery rewards with additional rewards through a naive combination might fail to produce desired behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, significantly surpassing baseline approaches for skill discovery.
Towards Efficient LLM Grounding for Embodied Multi-Agent Collaboration
Grounding the reasoning ability of large language models (LLMs) for embodied tasks is challenging due to the complexity of the physical world. Especially, LLM planning for multi-agent collaboration requires communication of agents or credit assignment as the feedback to re-adjust the proposed plans and achieve effective coordination. However, existing methods that overly rely on physical verification or self-reflection suffer from excessive and inefficient querying of LLMs. In this paper, we propose a novel framework for multi-agent collaboration that introduces Reinforced Advantage feedback (ReAd) for efficient self-refinement of plans. Specifically, we perform critic regression to learn a sequential advantage function from LLM-planned data, and then treat the LLM planner as an optimizer to generate actions that maximize the advantage function. It endows the LLM with the foresight to discern whether the action contributes to accomplishing the final task. We provide theoretical analysis by extending advantage-weighted regression in reinforcement learning to multi-agent systems. Experiments on Overcooked-AI and a difficult variant of RoCoBench show that ReAd surpasses baselines in success rate, and also significantly decreases the interaction steps of agents and query rounds of LLMs, demonstrating its high efficiency for grounding LLMs. More results are given at https://read-llm.github.io/.
Maximum Entropy Heterogeneous-Agent Reinforcement Learning
Multi-agent reinforcement learning (MARL) has been shown effective for cooperative games in recent years. However, existing state-of-the-art methods face challenges related to sample complexity, training instability, and the risk of converging to a suboptimal Nash Equilibrium. In this paper, we propose a unified framework for learning stochastic policies to resolve these issues. We embed cooperative MARL problems into probabilistic graphical models, from which we derive the maximum entropy (MaxEnt) objective for MARL. Based on the MaxEnt framework, we propose Heterogeneous-Agent Soft Actor-Critic (HASAC) algorithm. Theoretically, we prove the monotonic improvement and convergence to quantal response equilibrium (QRE) properties of HASAC. Furthermore, we generalize a unified template for MaxEnt algorithmic design named Maximum Entropy Heterogeneous-Agent Mirror Learning (MEHAML), which provides any induced method with the same guarantees as HASAC. We evaluate HASAC on six benchmarks: Bi-DexHands, Multi-Agent MuJoCo, StarCraft Multi-Agent Challenge, Google Research Football, Multi-Agent Particle Environment, and Light Aircraft Game. Results show that HASAC consistently outperforms strong baselines, exhibiting better sample efficiency, robustness, and sufficient exploration.
Group-Relative REINFORCE Is Secretly an Off-Policy Algorithm: Demystifying Some Myths About GRPO and Its Friends
Off-policy reinforcement learning (RL) for large language models (LLMs) is attracting growing interest, driven by practical constraints in real-world applications, the complexity of LLM-RL infrastructure, and the need for further innovations of RL methodologies. While classic REINFORCE and its modern variants like Group Relative Policy Optimization (GRPO) are typically regarded as on-policy algorithms with limited tolerance of off-policyness, we present in this work a first-principles derivation for group-relative REINFORCE without assuming a specific training data distribution, showing that it admits a native off-policy interpretation. This perspective yields two general principles for adapting REINFORCE to off-policy settings: regularizing policy updates, and actively shaping the data distribution. Our analysis demystifies some myths about the roles of importance sampling and clipping in GRPO, unifies and reinterprets two recent algorithms -- Online Policy Mirror Descent (OPMD) and Asymmetric REINFORCE (AsymRE) -- as regularized forms of the REINFORCE loss, and offers theoretical justification for seemingly heuristic data-weighting strategies. Our findings lead to actionable insights that are validated with extensive empirical studies, and open up new opportunities for principled algorithm design in off-policy RL for LLMs. Source code for this work is available at https://github.com/modelscope/Trinity-RFT/tree/main/examples/rec_gsm8k.
DRED: Zero-Shot Transfer in Reinforcement Learning via Data-Regularised Environment Design
Autonomous agents trained using deep reinforcement learning (RL) often lack the ability to successfully generalise to new environments, even when these environments share characteristics with the ones they have encountered during training. In this work, we investigate how the sampling of individual environment instances, or levels, affects the zero-shot generalisation (ZSG) ability of RL agents. We discover that, for deep actor-critic architectures sharing their base layers, prioritising levels according to their value loss minimises the mutual information between the agent's internal representation and the set of training levels in the generated training data. This provides a novel theoretical justification for the regularisation achieved by certain adaptive sampling strategies. We then turn our attention to unsupervised environment design (UED) methods, which assume control over level generation. We find that existing UED methods can significantly shift the training distribution, which translates to low ZSG performance. To prevent both overfitting and distributional shift, we introduce data-regularised environment design (DRED). DRED generates levels using a generative model trained to approximate the ground truth distribution of an initial set of level parameters. Through its grounding, DRED achieves significant improvements in ZSG over adaptive level sampling strategies and UED methods. Our code and experimental data are available at https://github.com/uoe-agents/dred.
FantasyTalking2: Timestep-Layer Adaptive Preference Optimization for Audio-Driven Portrait Animation
Recent advances in audio-driven portrait animation have demonstrated impressive capabilities. However, existing methods struggle to align with fine-grained human preferences across multiple dimensions, such as motion naturalness, lip-sync accuracy, and visual quality. This is due to the difficulty of optimizing among competing preference objectives, which often conflict with one another, and the scarcity of large-scale, high-quality datasets with multidimensional preference annotations. To address these, we first introduce Talking-Critic, a multimodal reward model that learns human-aligned reward functions to quantify how well generated videos satisfy multidimensional expectations. Leveraging this model, we curate Talking-NSQ, a large-scale multidimensional human preference dataset containing 410K preference pairs. Finally, we propose Timestep-Layer adaptive multi-expert Preference Optimization (TLPO), a novel framework for aligning diffusion-based portrait animation models with fine-grained, multidimensional preferences. TLPO decouples preferences into specialized expert modules, which are then fused across timesteps and network layers, enabling comprehensive, fine-grained enhancement across all dimensions without mutual interference. Experiments demonstrate that Talking-Critic significantly outperforms existing methods in aligning with human preference ratings. Meanwhile, TLPO achieves substantial improvements over baseline models in lip-sync accuracy, motion naturalness, and visual quality, exhibiting superior performance in both qualitative and quantitative evaluations. Ours project page: https://fantasy-amap.github.io/fantasy-talking2/
SWEET-RL: Training Multi-Turn LLM Agents on Collaborative Reasoning Tasks
Large language model (LLM) agents need to perform multi-turn interactions in real-world tasks. However, existing multi-turn RL algorithms for optimizing LLM agents fail to perform effective credit assignment over multiple turns while leveraging the generalization capabilities of LLMs and it remains unclear how to develop such algorithms. To study this, we first introduce a new benchmark, ColBench, where an LLM agent interacts with a human collaborator over multiple turns to solve realistic tasks in backend programming and frontend design. Building on this benchmark, we propose a novel RL algorithm, SWEET-RL (RL with Step-WisE Evaluation from Training-time information), that uses a carefully designed optimization objective to train a critic model with access to additional training-time information. The critic provides step-level rewards for improving the policy model. Our experiments demonstrate that SWEET-RL achieves a 6% absolute improvement in success and win rates on ColBench compared to other state-of-the-art multi-turn RL algorithms, enabling Llama-3.1-8B to match or exceed the performance of GPT4-o in realistic collaborative content creation.
Distributional Reinforcement Learning-based Energy Arbitrage Strategies in Imbalance Settlement Mechanism
Growth in the penetration of renewable energy sources makes supply more uncertain and leads to an increase in the system imbalance. This trend, together with the single imbalance pricing, opens an opportunity for balance responsible parties (BRPs) to perform energy arbitrage in the imbalance settlement mechanism. To this end, we propose a battery control framework based on distributional reinforcement learning (DRL). Our proposed control framework takes a risk-sensitive perspective, allowing BRPs to adjust their risk preferences: we aim to optimize a weighted sum of the arbitrage profit and a risk measure while constraining the daily number of cycles for the battery. We assess the performance of our proposed control framework using the Belgian imbalance prices of 2022 and compare two state-of-the-art RL methods, deep Q learning and soft actor-critic. Results reveal that the distributional soft actor-critic method can outperform other methods. Moreover, we note that our fully risk-averse agent appropriately learns to hedge against the risk related to the unknown imbalance price by (dis)charging the battery only when the agent is more certain about the price.
MAP-Elites with Descriptor-Conditioned Gradients and Archive Distillation into a Single Policy
Quality-Diversity algorithms, such as MAP-Elites, are a branch of Evolutionary Computation generating collections of diverse and high-performing solutions, that have been successfully applied to a variety of domains and particularly in evolutionary robotics. However, MAP-Elites performs a divergent search based on random mutations originating from Genetic Algorithms, and thus, is limited to evolving populations of low-dimensional solutions. PGA-MAP-Elites overcomes this limitation by integrating a gradient-based variation operator inspired by Deep Reinforcement Learning which enables the evolution of large neural networks. Although high-performing in many environments, PGA-MAP-Elites fails on several tasks where the convergent search of the gradient-based operator does not direct mutations towards archive-improving solutions. In this work, we present two contributions: (1) we enhance the Policy Gradient variation operator with a descriptor-conditioned critic that improves the archive across the entire descriptor space, (2) we exploit the actor-critic training to learn a descriptor-conditioned policy at no additional cost, distilling the knowledge of the archive into one single versatile policy that can execute the entire range of behaviors contained in the archive. Our algorithm, DCG-MAP-Elites improves the QD score over PGA-MAP-Elites by 82% on average, on a set of challenging locomotion tasks.
ColorGrid: A Multi-Agent Non-Stationary Environment for Goal Inference and Assistance
Autonomous agents' interactions with humans are increasingly focused on adapting to their changing preferences in order to improve assistance in real-world tasks. Effective agents must learn to accurately infer human goals, which are often hidden, to collaborate well. However, existing Multi-Agent Reinforcement Learning (MARL) environments lack the necessary attributes required to rigorously evaluate these agents' learning capabilities. To this end, we introduce ColorGrid, a novel MARL environment with customizable non-stationarity, asymmetry, and reward structure. We investigate the performance of Independent Proximal Policy Optimization (IPPO), a state-of-the-art (SOTA) MARL algorithm, in ColorGrid and find through extensive ablations that, particularly with simultaneous non-stationary and asymmetric goals between a ``leader'' agent representing a human and a ``follower'' assistant agent, ColorGrid is unsolved by IPPO. To support benchmarking future MARL algorithms, we release our environment code, model checkpoints, and trajectory visualizations at https://github.com/andreyrisukhin/ColorGrid.
Byzantine Robust Cooperative Multi-Agent Reinforcement Learning as a Bayesian Game
In this study, we explore the robustness of cooperative multi-agent reinforcement learning (c-MARL) against Byzantine failures, where any agent can enact arbitrary, worst-case actions due to malfunction or adversarial attack. To address the uncertainty that any agent can be adversarial, we propose a Bayesian Adversarial Robust Dec-POMDP (BARDec-POMDP) framework, which views Byzantine adversaries as nature-dictated types, represented by a separate transition. This allows agents to learn policies grounded on their posterior beliefs about the type of other agents, fostering collaboration with identified allies and minimizing vulnerability to adversarial manipulation. We define the optimal solution to the BARDec-POMDP as an ex post robust Bayesian Markov perfect equilibrium, which we proof to exist and weakly dominates the equilibrium of previous robust MARL approaches. To realize this equilibrium, we put forward a two-timescale actor-critic algorithm with almost sure convergence under specific conditions. Experimentation on matrix games, level-based foraging and StarCraft II indicate that, even under worst-case perturbations, our method successfully acquires intricate micromanagement skills and adaptively aligns with allies, demonstrating resilience against non-oblivious adversaries, random allies, observation-based attacks, and transfer-based attacks.
Self-Play Preference Optimization for Language Model Alignment
Traditional reinforcement learning from human feedback (RLHF) approaches relying on parametric models like the Bradley-Terry model fall short in capturing the intransitivity and irrationality in human preferences. Recent advancements suggest that directly working with preference probabilities can yield a more accurate reflection of human preferences, enabling more flexible and accurate language model alignment. In this paper, we propose a self-play-based method for language model alignment, which treats the problem as a constant-sum two-player game aimed at identifying the Nash equilibrium policy. Our approach, dubbed Self-Play Preference Optimization (SPPO), approximates the Nash equilibrium through iterative policy updates and enjoys theoretical convergence guarantee. Our method can effectively increase the log-likelihood of the chosen response and decrease that of the rejected response, which cannot be trivially achieved by symmetric pairwise loss such as Direct Preference Optimization (DPO) and Identity Preference Optimization (IPO). In our experiments, using only 60k prompts (without responses) from the UltraFeedback dataset and without any prompt augmentation, by leveraging a pre-trained preference model PairRM with only 0.4B parameters, SPPO can obtain a model from fine-tuning Mistral-7B-Instruct-v0.2 that achieves the state-of-the-art length-controlled win-rate of 28.53% against GPT-4-Turbo on AlpacaEval 2.0. It also outperforms the (iterative) DPO and IPO on MT-Bench and the Open LLM Leaderboard. Notably, the strong performance of SPPO is achieved without additional external supervision (e.g., responses, preferences, etc.) from GPT-4 or other stronger language models.
Deep Reinforcement Learning for ESG financial portfolio management
This paper investigates the application of Deep Reinforcement Learning (DRL) for Environment, Social, and Governance (ESG) financial portfolio management, with a specific focus on the potential benefits of ESG score-based market regulation. We leveraged an Advantage Actor-Critic (A2C) agent and conducted our experiments using environments encoded within the OpenAI Gym, adapted from the FinRL platform. The study includes a comparative analysis of DRL agent performance under standard Dow Jones Industrial Average (DJIA) market conditions and a scenario where returns are regulated in line with company ESG scores. In the ESG-regulated market, grants were proportionally allotted to portfolios based on their returns and ESG scores, while taxes were assigned to portfolios below the mean ESG score of the index. The results intriguingly reveal that the DRL agent within the ESG-regulated market outperforms the standard DJIA market setup. Furthermore, we considered the inclusion of ESG variables in the agent state space, and compared this with scenarios where such data were excluded. This comparison adds to the understanding of the role of ESG factors in portfolio management decision-making. We also analyze the behaviour of the DRL agent in IBEX 35 and NASDAQ-100 indexes. Both the A2C and Proximal Policy Optimization (PPO) algorithms were applied to these additional markets, providing a broader perspective on the generalization of our findings. This work contributes to the evolving field of ESG investing, suggesting that market regulation based on ESG scoring can potentially improve DRL-based portfolio management, with significant implications for sustainable investing strategies.
Look Before You Leap: A GUI-Critic-R1 Model for Pre-Operative Error Diagnosis in GUI Automation
In recent years, Multimodal Large Language Models (MLLMs) have been extensively utilized for multimodal reasoning tasks, including Graphical User Interface (GUI) automation. Unlike general offline multimodal tasks, GUI automation is executed in online interactive environments, necessitating step-by-step decision-making based on real-time status of the environment. This task has a lower tolerance for decision-making errors at each step, as any mistakes may cumulatively disrupt the process and potentially lead to irreversible outcomes like deletions or payments. To address these issues, we introduce a pre-operative critic mechanism that provides effective feedback prior to the actual execution, by reasoning about the potential outcome and correctness of actions. Specifically, we propose a Suggestion-aware Gradient Relative Policy Optimization (S-GRPO) strategy to construct our pre-operative critic model GUI-Critic-R1, incorporating a novel suggestion reward to enhance the reliability of the model's feedback. Furthermore, we develop a reasoning-bootstrapping based data collection pipeline to create a GUI-Critic-Train and a GUI-Critic-Test, filling existing gaps in GUI critic data. Static experiments on the GUI-Critic-Test across both mobile and web domains reveal that our GUI-Critic-R1 offers significant advantages in critic accuracy compared to current MLLMs. Dynamic evaluation on GUI automation benchmark further highlights the effectiveness and superiority of our model, as evidenced by improved success rates and operational efficiency.
Multi-Agent Online Optimization with Delays: Asynchronicity, Adaptivity, and Optimism
In this paper, we provide a general framework for studying multi-agent online learning problems in the presence of delays and asynchronicities. Specifically, we propose and analyze a class of adaptive dual averaging schemes in which agents only need to accumulate gradient feedback received from the whole system, without requiring any between-agent coordination. In the single-agent case, the adaptivity of the proposed method allows us to extend a range of existing results to problems with potentially unbounded delays between playing an action and receiving the corresponding feedback. In the multi-agent case, the situation is significantly more complicated because agents may not have access to a global clock to use as a reference point; to overcome this, we focus on the information that is available for producing each prediction rather than the actual delay associated with each feedback. This allows us to derive adaptive learning strategies with optimal regret bounds, even in a fully decentralized, asynchronous environment. Finally, we also analyze an "optimistic" variant of the proposed algorithm which is capable of exploiting the predictability of problems with a slower variation and leads to improved regret bounds.
SAC-GLAM: Improving Online RL for LLM agents with Soft Actor-Critic and Hindsight Relabeling
The past years have seen Large Language Models (LLMs) strive not only as generative models but also as agents solving textual sequential decision-making tasks. When facing complex environments where their zero-shot abilities are insufficient, recent work showed online Reinforcement Learning (RL) could be used for the LLM agent to discover and learn efficient strategies interactively. However, most prior work sticks to on-policy algorithms, which greatly reduces the scope of methods such agents could use for both exploration and exploitation, such as experience replay and hindsight relabeling. Yet, such methods may be key for LLM learning agents, and in particular when designing autonomous intrinsically motivated agents sampling and pursuing their own goals (i.e. autotelic agents). This paper presents and studies an adaptation of Soft Actor-Critic and hindsight relabeling to LLM agents. Our method not only paves the path towards autotelic LLM agents that learn online but can also outperform on-policy methods in more classic multi-goal RL environments.
Arithmetic Control of LLMs for Diverse User Preferences: Directional Preference Alignment with Multi-Objective Rewards
Fine-grained control over large language models (LLMs) remains a significant challenge, hindering their adaptability to diverse user needs. While Reinforcement Learning from Human Feedback (RLHF) shows promise in aligning LLMs, its reliance on scalar rewards often limits its ability to capture diverse user preferences in real-world applications. To address this limitation, we introduce the Directional Preference Alignment (DPA) framework. Unlike the scalar-reward RLHF, DPA incorporates multi-objective reward modeling to represent diverse preference profiles. Additionally, DPA models user preferences as directions (i.e., unit vectors) in the reward space to achieve user-dependent preference control. Our method involves training a multi-objective reward model and then fine-tuning the LLM with a preference-conditioned variant of Rejection Sampling Finetuning (RSF), an RLHF method adopted by Llama 2. This method enjoys a better performance trade-off across various reward objectives. In comparison with the scalar-reward RLHF, DPA offers users intuitive control over LLM generation: they can arithmetically specify their desired trade-offs (e.g., more helpfulness with less verbosity). We also validate the effectiveness of DPA with real-world alignment experiments on Mistral-7B. Our method provides straightforward arithmetic control over the trade-off between helpfulness and verbosity while maintaining competitive performance with strong baselines such as Direct Preference Optimization (DPO).
On the Learning and Learnability of Quasimetrics
Our world is full of asymmetries. Gravity and wind can make reaching a place easier than coming back. Social artifacts such as genealogy charts and citation graphs are inherently directed. In reinforcement learning and control, optimal goal-reaching strategies are rarely reversible (symmetrical). Distance functions supported on these asymmetrical structures are called quasimetrics. Despite their common appearance, little research has been done on the learning of quasimetrics. Our theoretical analysis reveals that a common class of learning algorithms, including unconstrained multilayer perceptrons (MLPs), provably fails to learn a quasimetric consistent with training data. In contrast, our proposed Poisson Quasimetric Embedding (PQE) is the first quasimetric learning formulation that both is learnable with gradient-based optimization and enjoys strong performance guarantees. Experiments on random graphs, social graphs, and offline Q-learning demonstrate its effectiveness over many common baselines.
AdaGlimpse: Active Visual Exploration with Arbitrary Glimpse Position and Scale
Active Visual Exploration (AVE) is a task that involves dynamically selecting observations (glimpses), which is critical to facilitate comprehension and navigation within an environment. While modern AVE methods have demonstrated impressive performance, they are constrained to fixed-scale glimpses from rigid grids. In contrast, existing mobile platforms equipped with optical zoom capabilities can capture glimpses of arbitrary positions and scales. To address this gap between software and hardware capabilities, we introduce AdaGlimpse. It uses Soft Actor-Critic, a reinforcement learning algorithm tailored for exploration tasks, to select glimpses of arbitrary position and scale. This approach enables our model to rapidly establish a general awareness of the environment before zooming in for detailed analysis. Experimental results demonstrate that AdaGlimpse surpasses previous methods across various visual tasks while maintaining greater applicability in realistic AVE scenarios.
Multiplayer Nash Preference Optimization
Reinforcement learning from human feedback (RLHF) has emerged as the standard paradigm for aligning large language models (LLMs) with human preferences. However, reward-based methods built on the Bradley-Terry assumption struggle to capture the non-transitive and heterogeneous nature of real-world preferences. To address this, recent studies have reframed alignment as a two-player Nash game, giving rise to Nash learning from human feedback (NLHF). While this perspective has inspired algorithms such as INPO, ONPO, and EGPO with strong theoretical and empirical guarantees, they remain fundamentally restricted to two-player interactions, creating a single-opponent bias that fails to capture the full complexity of realistic preference structures. In this work, we introduce Multiplayer Nash Preference Optimization (MNPO), a novel framework that generalizes NLHF to the multiplayer regime. It formulates alignment as an n-player game, where each policy competes against a population of opponents while being regularized toward a reference model. Our framework establishes well-defined Nash equilibria in multiplayer settings and extends the concept of duality gap to quantify approximation quality. We demonstrate that MNPO inherits the equilibrium guarantees of two-player methods while enabling richer competitive dynamics and improved coverage of diverse preference structures. Through comprehensive empirical evaluation, we show that MNPO consistently outperforms existing NLHF baselines on instruction-following benchmarks, achieving superior alignment quality under heterogeneous annotator conditions and mixed-policy evaluation scenarios. Together, these results establish MNPO as a principled and scalable framework for aligning LLMs with complex, non-transitive human preferences. Code is available at https://github.com/smiles724/MNPO.
Game On: Towards Language Models as RL Experimenters
We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.
MM-CRITIC: A Holistic Evaluation of Large Multimodal Models as Multimodal Critique
The ability of critique is vital for models to self-improve and serve as reliable AI assistants. While extensively studied in language-only settings, multimodal critique of Large Multimodal Models (LMMs) remains underexplored despite their growing capabilities in tasks like captioning and visual reasoning. In this work, we introduce MM-CRITIC, a holistic benchmark for evaluating the critique ability of LMMs across multiple dimensions: basic, correction, and comparison. Covering 8 main task types and over 500 tasks, MM-CRITIC collects responses from various LMMs with different model sizes and is composed of 4471 samples. To enhance the evaluation reliability, we integrate expert-informed ground answers into scoring rubrics that guide GPT-4o in annotating responses and generating reference critiques, which serve as anchors for trustworthy judgments. Extensive experiments validate the effectiveness of MM-CRITIC and provide a comprehensive assessment of leading LMMs' critique capabilities under multiple dimensions. Further analysis reveals some key insights, including the correlation between response quality and critique, and varying critique difficulty across evaluation dimensions. Our code is available at https://github.com/MichealZeng0420/MM-Critic.
Teaching Models to Balance Resisting and Accepting Persuasion
Large language models (LLMs) are susceptible to persuasion, which can pose risks when models are faced with an adversarial interlocutor. We take a first step towards defending models against persuasion while also arguing that defense against adversarial (i.e. negative) persuasion is only half of the equation: models should also be able to accept beneficial (i.e. positive) persuasion to improve their answers. We show that optimizing models for only one side results in poor performance on the other. In order to balance positive and negative persuasion, we introduce Persuasion-Balanced Training (or PBT), which leverages multi-agent recursive dialogue trees to create data and trains models via preference optimization to accept persuasion when appropriate. PBT consistently improves resistance to misinformation and resilience to being challenged while also resulting in the best overall performance on holistic data containing both positive and negative persuasion. Crucially, we show that PBT models are better teammates in multi-agent debates. We find that without PBT, pairs of stronger and weaker models have unstable performance, with the order in which the models present their answers determining whether the team obtains the stronger or weaker model's performance. PBT leads to better and more stable results and less order dependence, with the stronger model consistently pulling the weaker one up.
Self-Generated Critiques Boost Reward Modeling for Language Models
Reward modeling is crucial for aligning large language models (LLMs) with human preferences, especially in reinforcement learning from human feedback (RLHF). However, current reward models mainly produce scalar scores and struggle to incorporate critiques in a natural language format. We hypothesize that predicting both critiques and the scalar reward would improve reward modeling ability. Motivated by this, we propose Critic-RM, a framework that improves reward models using self-generated critiques without extra supervision. Critic-RM employs a two-stage process: generating and filtering high-quality critiques, followed by joint fine-tuning on reward prediction and critique generation. Experiments across benchmarks show that Critic-RM improves reward modeling accuracy by 3.7%-7.3% compared to standard reward models and LLM judges, demonstrating strong performance and data efficiency. Additional studies further validate the effectiveness of generated critiques in rectifying flawed reasoning steps with 2.5%-3.2% gains in improving reasoning accuracy.
SPC: Evolving Self-Play Critic via Adversarial Games for LLM Reasoning
Evaluating the step-by-step reliability of large language model (LLM) reasoning, such as Chain-of-Thought, remains challenging due to the difficulty and cost of obtaining high-quality step-level supervision. In this paper, we introduce Self-Play Critic (SPC), a novel approach where a critic model evolves its ability to assess reasoning steps through adversarial self-play games, eliminating the need for manual step-level annotation. SPC involves fine-tuning two copies of a base model to play two roles, namely a "sneaky generator" that deliberately produces erroneous steps designed to be difficult to detect, and a "critic" that analyzes the correctness of reasoning steps. These two models engage in an adversarial game in which the generator aims to fool the critic, while the critic model seeks to identify the generator's errors. Using reinforcement learning based on the game outcomes, the models iteratively improve; the winner of each confrontation receives a positive reward and the loser receives a negative reward, driving continuous self-evolution. Experiments on three reasoning process benchmarks (ProcessBench, PRM800K, DeltaBench) demonstrate that our SPC progressively enhances its error detection capabilities (e.g., accuracy increases from 70.8% to 77.7% on ProcessBench) and surpasses strong baselines, including distilled R1 model. Furthermore, applying SPC to guide the test-time search of diverse LLMs significantly improves their mathematical reasoning performance on MATH500 and AIME2024, outperforming state-of-the-art process reward models.
Reinforcement Learning with Action Sequence for Data-Efficient Robot Learning
Training reinforcement learning (RL) agents on robotic tasks typically requires a large number of training samples. This is because training data often consists of noisy trajectories, whether from exploration or human-collected demonstrations, making it difficult to learn value functions that understand the effect of taking each action. On the other hand, recent behavior-cloning (BC) approaches have shown that predicting a sequence of actions enables policies to effectively approximate noisy, multi-modal distributions of expert demonstrations. Can we use a similar idea for improving RL on robotic tasks? In this paper, we introduce a novel RL algorithm that learns a critic network that outputs Q-values over a sequence of actions. By explicitly training the value functions to learn the consequence of executing a series of current and future actions, our algorithm allows for learning useful value functions from noisy trajectories. We study our algorithm across various setups with sparse and dense rewards, and with or without demonstrations, spanning mobile bi-manual manipulation, whole-body control, and tabletop manipulation tasks from BiGym, HumanoidBench, and RLBench. We find that, by learning the critic network with action sequences, our algorithm outperforms various RL and BC baselines, in particular on challenging humanoid control tasks.
Curriculum-based Asymmetric Multi-task Reinforcement Learning
We introduce CAMRL, the first curriculum-based asymmetric multi-task learning (AMTL) algorithm for dealing with multiple reinforcement learning (RL) tasks altogether. To mitigate the negative influence of customizing the one-off training order in curriculum-based AMTL, CAMRL switches its training mode between parallel single-task RL and asymmetric multi-task RL (MTRL), according to an indicator regarding the training time, the overall performance, and the performance gap among tasks. To leverage the multi-sourced prior knowledge flexibly and to reduce negative transfer in AMTL, we customize a composite loss with multiple differentiable ranking functions and optimize the loss through alternating optimization and the Frank-Wolfe algorithm. The uncertainty-based automatic adjustment of hyper-parameters is also applied to eliminate the need of laborious hyper-parameter analysis during optimization. By optimizing the composite loss, CAMRL predicts the next training task and continuously revisits the transfer matrix and network weights. We have conducted experiments on a wide range of benchmarks in multi-task RL, covering Gym-minigrid, Meta-world, Atari video games, vision-based PyBullet tasks, and RLBench, to show the improvements of CAMRL over the corresponding single-task RL algorithm and state-of-the-art MTRL algorithms. The code is available at: https://github.com/huanghanchi/CAMRL
Agent-as-a-Judge: Evaluate Agents with Agents
Contemporary evaluation techniques are inadequate for agentic systems. These approaches either focus exclusively on final outcomes -- ignoring the step-by-step nature of agentic systems, or require excessive manual labour. To address this, we introduce the Agent-as-a-Judge framework, wherein agentic systems are used to evaluate agentic systems. This is an organic extension of the LLM-as-a-Judge framework, incorporating agentic features that enable intermediate feedback for the entire task-solving process. We apply the Agent-as-a-Judge to the task of code generation. To overcome issues with existing benchmarks and provide a proof-of-concept testbed for Agent-as-a-Judge, we present DevAI, a new benchmark of 55 realistic automated AI development tasks. It includes rich manual annotations, like a total of 365 hierarchical user requirements. We benchmark three of the popular agentic systems using Agent-as-a-Judge and find it dramatically outperforms LLM-as-a-Judge and is as reliable as our human evaluation baseline. Altogether, we believe that Agent-as-a-Judge marks a concrete step forward for modern agentic systems -- by providing rich and reliable reward signals necessary for dynamic and scalable self-improvement.
HAMLET: Hyperadaptive Agent-based Modeling for Live Embodied Theatrics
Creating an immersive and interactive theatrical experience is a long-term goal in the field of interactive narrative. The emergence of large language model (LLM) is providing a new path to achieve this goal. However, existing LLM-based drama generation methods often result in agents that lack initiative and cannot interact with the physical scene. Furthermore, these methods typically require detailed user input to drive the drama. These limitations reduce the interactivity and immersion of online real-time performance. To address the above challenges, we propose HAMLET, a multi-agent framework focused on drama creation and online performance. Given a simple topic, the framework generates a narrative blueprint, guiding the subsequent improvisational performance. During the online performance, each actor is given an autonomous mind. This means that actors can make independent decisions based on their own background, goals, and emotional state. In addition to conversations with other actors, their decisions can also change the state of scene props through actions such as opening a letter or picking up a weapon. The change is then broadcast to other related actors, updating what they know and care about, which in turn influences their next action. To evaluate the quality of drama performance generated by HAMLET, we designed an evaluation method to assess three primary aspects, including character performance, narrative quality, and interaction experience. The experimental evaluation shows that HAMLET can create expressive and coherent theatrical experiences.
Dropout Q-Functions for Doubly Efficient Reinforcement Learning
Randomized ensembled double Q-learning (REDQ) (Chen et al., 2021b) has recently achieved state-of-the-art sample efficiency on continuous-action reinforcement learning benchmarks. This superior sample efficiency is made possible by using a large Q-function ensemble. However, REDQ is much less computationally efficient than non-ensemble counterparts such as Soft Actor-Critic (SAC) (Haarnoja et al., 2018a). To make REDQ more computationally efficient, we propose a method of improving computational efficiency called DroQ, which is a variant of REDQ that uses a small ensemble of dropout Q-functions. Our dropout Q-functions are simple Q-functions equipped with dropout connection and layer normalization. Despite its simplicity of implementation, our experimental results indicate that DroQ is doubly (sample and computationally) efficient. It achieved comparable sample efficiency with REDQ, much better computational efficiency than REDQ, and comparable computational efficiency with that of SAC.
Real-World Reinforcement Learning of Active Perception Behaviors
A robot's instantaneous sensory observations do not always reveal task-relevant state information. Under such partial observability, optimal behavior typically involves explicitly acting to gain the missing information. Today's standard robot learning techniques struggle to produce such active perception behaviors. We propose a simple real-world robot learning recipe to efficiently train active perception policies. Our approach, asymmetric advantage weighted regression (AAWR), exploits access to "privileged" extra sensors at training time. The privileged sensors enable training high-quality privileged value functions that aid in estimating the advantage of the target policy. Bootstrapping from a small number of potentially suboptimal demonstrations and an easy-to-obtain coarse policy initialization, AAWR quickly acquires active perception behaviors and boosts task performance. In evaluations on 8 manipulation tasks on 3 robots spanning varying degrees of partial observability, AAWR synthesizes reliable active perception behaviors that outperform all prior approaches. When initialized with a "generalist" robot policy that struggles with active perception tasks, AAWR efficiently generates information-gathering behaviors that allow it to operate under severe partial observability for manipulation tasks. Website: https://penn-pal-lab.github.io/aawr/
Is DPO Superior to PPO for LLM Alignment? A Comprehensive Study
Reinforcement Learning from Human Feedback (RLHF) is currently the most widely used method to align large language models (LLMs) with human preferences. Existing RLHF methods can be roughly categorized as either reward-based or reward-free. Novel applications such as ChatGPT and Claude leverage reward-based methods that first learn a reward model and apply actor-critic algorithms, such as Proximal Policy Optimization (PPO). However, in academic benchmarks, state-of-the-art results are often achieved via reward-free methods, such as Direct Preference Optimization (DPO). Is DPO truly superior to PPO? Why does PPO perform poorly on these benchmarks? In this paper, we first conduct both theoretical and empirical studies on the algorithmic properties of DPO and show that DPO may have fundamental limitations. Moreover, we also comprehensively examine PPO and reveal the key factors for the best performances of PPO in fine-tuning LLMs. Finally, we benchmark DPO and PPO across various a collection of RLHF testbeds, ranging from dialogue to code generation. Experiment results demonstrate that PPO is able to surpass other alignment methods in all cases and achieve state-of-the-art results in challenging code competitions.
Just Say What You Want: Only-prompting Self-rewarding Online Preference Optimization
We address the challenge of online Reinforcement Learning from Human Feedback (RLHF) with a focus on self-rewarding alignment methods. In online RLHF, obtaining feedback requires interaction with the environment, which can be costly when using additional reward models or the GPT-4 API. Current self-rewarding approaches rely heavily on the discriminator's judgment capabilities, which are effective for large-scale models but challenging to transfer to smaller ones. To address these limitations, we propose a novel, only-prompting self-rewarding online algorithm that generates preference datasets without relying on judgment capabilities. Additionally, we employ fine-grained arithmetic control over the optimality gap between positive and negative examples, generating more hard negatives in the later stages of training to help the model better capture subtle human preferences. Finally, we conduct extensive experiments on two base models, Mistral-7B and Mistral-Instruct-7B, which significantly bootstrap the performance of the reference model, achieving 34.5% in the Length-controlled Win Rates of AlpacaEval 2.0.
