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SubscribeLearning to Prune Deep Neural Networks via Reinforcement Learning
This paper proposes PuRL - a deep reinforcement learning (RL) based algorithm for pruning neural networks. Unlike current RL based model compression approaches where feedback is given only at the end of each episode to the agent, PuRL provides rewards at every pruning step. This enables PuRL to achieve sparsity and accuracy comparable to current state-of-the-art methods, while having a much shorter training cycle. PuRL achieves more than 80% sparsity on the ResNet-50 model while retaining a Top-1 accuracy of 75.37% on the ImageNet dataset. Through our experiments we show that PuRL is also able to sparsify already efficient architectures like MobileNet-V2. In addition to performance characterisation experiments, we also provide a discussion and analysis of the various RL design choices that went into the tuning of the Markov Decision Process underlying PuRL. Lastly, we point out that PuRL is simple to use and can be easily adapted for various architectures.
Improving Transformer World Models for Data-Efficient RL
We present an approach to model-based RL that achieves a new state of the art performance on the challenging Craftax-classic benchmark, an open-world 2D survival game that requires agents to exhibit a wide range of general abilities -- such as strong generalization, deep exploration, and long-term reasoning. With a series of careful design choices aimed at improving sample efficiency, our MBRL algorithm achieves a reward of 67.4% after only 1M environment steps, significantly outperforming DreamerV3, which achieves 53.2%, and, for the first time, exceeds human performance of 65.0%. Our method starts by constructing a SOTA model-free baseline, using a novel policy architecture that combines CNNs and RNNs. We then add three improvements to the standard MBRL setup: (a) "Dyna with warmup", which trains the policy on real and imaginary data, (b) "nearest neighbor tokenizer" on image patches, which improves the scheme to create the transformer world model (TWM) inputs, and (c) "block teacher forcing", which allows the TWM to reason jointly about the future tokens of the next timestep.
Accelerating Goal-Conditioned RL Algorithms and Research
Self-supervision has the potential to transform reinforcement learning (RL), paralleling the breakthroughs it has enabled in other areas of machine learning. While self-supervised learning in other domains aims to find patterns in a fixed dataset, self-supervised goal-conditioned reinforcement learning (GCRL) agents discover new behaviors by learning from the goals achieved during unstructured interaction with the environment. However, these methods have failed to see similar success, both due to a lack of data from slow environment simulations as well as a lack of stable algorithms. We take a step toward addressing both of these issues by releasing a high-performance codebase and benchmark (JaxGCRL) for self-supervised GCRL, enabling researchers to train agents for millions of environment steps in minutes on a single GPU. By utilizing GPU-accelerated replay buffers, environments, and a stable contrastive RL algorithm, we reduce training time by up to 22times. Additionally, we assess key design choices in contrastive RL, identifying those that most effectively stabilize and enhance training performance. With this approach, we provide a foundation for future research in self-supervised GCRL, enabling researchers to quickly iterate on new ideas and evaluate them in diverse and challenging environments. Website + Code: https://github.com/MichalBortkiewicz/JaxGCRL
What is Essential for Unseen Goal Generalization of Offline Goal-conditioned RL?
Offline goal-conditioned RL (GCRL) offers a way to train general-purpose agents from fully offline datasets. In addition to being conservative within the dataset, the generalization ability to achieve unseen goals is another fundamental challenge for offline GCRL. However, to the best of our knowledge, this problem has not been well studied yet. In this paper, we study out-of-distribution (OOD) generalization of offline GCRL both theoretically and empirically to identify factors that are important. In a number of experiments, we observe that weighted imitation learning enjoys better generalization than pessimism-based offline RL method. Based on this insight, we derive a theory for OOD generalization, which characterizes several important design choices. We then propose a new offline GCRL method, Generalizable Offline goAl-condiTioned RL (GOAT), by combining the findings from our theoretical and empirical studies. On a new benchmark containing 9 independent identically distributed (IID) tasks and 17 OOD tasks, GOAT outperforms current state-of-the-art methods by a large margin.
The Three Regimes of Offline-to-Online Reinforcement Learning
Offline-to-online reinforcement learning (RL) has emerged as a practical paradigm that leverages offline datasets for pretraining and online interactions for fine-tuning. However, its empirical behavior is highly inconsistent: design choices of online-fine tuning that work well in one setting can fail completely in another. We propose a stability--plasticity principle that can explain this inconsistency: we should preserve the knowledge of pretrained policy or offline dataset during online fine-tuning, whichever is better, while maintaining sufficient plasticity. This perspective identifies three regimes of online fine-tuning, each requiring distinct stability properties. We validate this framework through a large-scale empirical study, finding that the results strongly align with its predictions in 45 of 63 cases. This work provides a principled framework for guiding design choices in offline-to-online RL based on the relative performance of the offline dataset and the pretrained policy.
The Art of Scaling Reinforcement Learning Compute for LLMs
Reinforcement learning (RL) has become central to training large language models (LLMs), yet the field lacks predictive scaling methodologies comparable to those established for pre-training. Despite rapidly rising compute budgets, there is no principled understanding of how to evaluate algorithmic improvements for scaling RL compute. We present the first large-scale systematic study, amounting to more than 400,000 GPU-hours, that defines a principled framework for analyzing and predicting RL scaling in LLMs. We fit sigmoidal compute-performance curves for RL training and ablate a wide range of common design choices to analyze their effects on asymptotic performance and compute efficiency. We observe: (1) Not all recipes yield similar asymptotic performance, (2) Details such as loss aggregation, normalization, curriculum, and off-policy algorithm primarily modulate compute efficiency without materially shifting the asymptote, and (3) Stable, scalable recipes follow predictable scaling trajectories, enabling extrapolation from smaller-scale runs. Combining these insights, we propose a best-practice recipe, ScaleRL, and demonstrate its effectiveness by successfully scaling and predicting validation performance on a single RL run scaled up to 100,000 GPU-hours. Our work provides both a scientific framework for analyzing scaling in RL and a practical recipe that brings RL training closer to the predictability long achieved in pre-training.
Automated Reinforcement Learning (AutoRL): A Survey and Open Problems
The combination of Reinforcement Learning (RL) with deep learning has led to a series of impressive feats, with many believing (deep) RL provides a path towards generally capable agents. However, the success of RL agents is often highly sensitive to design choices in the training process, which may require tedious and error-prone manual tuning. This makes it challenging to use RL for new problems, while also limits its full potential. In many other areas of machine learning, AutoML has shown it is possible to automate such design choices and has also yielded promising initial results when applied to RL. However, Automated Reinforcement Learning (AutoRL) involves not only standard applications of AutoML but also includes additional challenges unique to RL, that naturally produce a different set of methods. As such, AutoRL has been emerging as an important area of research in RL, providing promise in a variety of applications from RNA design to playing games such as Go. Given the diversity of methods and environments considered in RL, much of the research has been conducted in distinct subfields, ranging from meta-learning to evolution. In this survey we seek to unify the field of AutoRL, we provide a common taxonomy, discuss each area in detail and pose open problems which would be of interest to researchers going forward.
Demystifying Long Chain-of-Thought Reasoning in LLMs
Scaling inference compute enhances reasoning in large language models (LLMs), with long chains-of-thought (CoTs) enabling strategies like backtracking and error correction. Reinforcement learning (RL) has emerged as a crucial method for developing these capabilities, yet the conditions under which long CoTs emerge remain unclear, and RL training requires careful design choices. In this study, we systematically investigate the mechanics of long CoT reasoning, identifying the key factors that enable models to generate long CoT trajectories. Through extensive supervised fine-tuning (SFT) and RL experiments, we present four main findings: (1) While SFT is not strictly necessary, it simplifies training and improves efficiency; (2) Reasoning capabilities tend to emerge with increased training compute, but their development is not guaranteed, making reward shaping crucial for stabilizing CoT length growth; (3) Scaling verifiable reward signals is critical for RL. We find that leveraging noisy, web-extracted solutions with filtering mechanisms shows strong potential, particularly for out-of-distribution (OOD) tasks such as STEM reasoning; and (4) Core abilities like error correction are inherently present in base models, but incentivizing these skills effectively for complex tasks via RL demands significant compute, and measuring their emergence requires a nuanced approach. These insights provide practical guidance for optimizing training strategies to enhance long CoT reasoning in LLMs. Our code is available at: https://github.com/eddycmu/demystify-long-cot.
Searching for High-Value Molecules Using Reinforcement Learning and Transformers
Reinforcement learning (RL) over text representations can be effective for finding high-value policies that can search over graphs. However, RL requires careful structuring of the search space and algorithm design to be effective in this challenge. Through extensive experiments, we explore how different design choices for text grammar and algorithmic choices for training can affect an RL policy's ability to generate molecules with desired properties. We arrive at a new RL-based molecular design algorithm (ChemRLformer) and perform a thorough analysis using 25 molecule design tasks, including computationally complex protein docking simulations. From this analysis, we discover unique insights in this problem space and show that ChemRLformer achieves state-of-the-art performance while being more straightforward than prior work by demystifying which design choices are actually helpful for text-based molecule design.
PASTA: Pretrained Action-State Transformer Agents
Self-supervised learning has brought about a revolutionary paradigm shift in various computing domains, including NLP, vision, and biology. Recent approaches involve pre-training transformer models on vast amounts of unlabeled data, serving as a starting point for efficiently solving downstream tasks. In the realm of reinforcement learning, researchers have recently adapted these approaches by developing models pre-trained on expert trajectories, enabling them to address a wide range of tasks, from robotics to recommendation systems. However, existing methods mostly rely on intricate pre-training objectives tailored to specific downstream applications. This paper presents a comprehensive investigation of models we refer to as Pretrained Action-State Transformer Agents (PASTA). Our study uses a unified methodology and covers an extensive set of general downstream tasks including behavioral cloning, offline RL, sensor failure robustness, and dynamics change adaptation. Our goal is to systematically compare various design choices and provide valuable insights to practitioners for building robust models. Key highlights of our study include tokenization at the action and state component level, using fundamental pre-training objectives like next token prediction, training models across diverse domains simultaneously, and using parameter efficient fine-tuning (PEFT). The developed models in our study contain fewer than 10 million parameters and the application of PEFT enables fine-tuning of fewer than 10,000 parameters during downstream adaptation, allowing a broad community to use these models and reproduce our experiments. We hope that this study will encourage further research into the use of transformers with first-principles design choices to represent RL trajectories and contribute to robust policy learning.
Precise and Dexterous Robotic Manipulation via Human-in-the-Loop Reinforcement Learning
Reinforcement learning (RL) holds great promise for enabling autonomous acquisition of complex robotic manipulation skills, but realizing this potential in real-world settings has been challenging. We present a human-in-the-loop vision-based RL system that demonstrates impressive performance on a diverse set of dexterous manipulation tasks, including dynamic manipulation, precision assembly, and dual-arm coordination. Our approach integrates demonstrations and human corrections, efficient RL algorithms, and other system-level design choices to learn policies that achieve near-perfect success rates and fast cycle times within just 1 to 2.5 hours of training. We show that our method significantly outperforms imitation learning baselines and prior RL approaches, with an average 2x improvement in success rate and 1.8x faster execution. Through extensive experiments and analysis, we provide insights into the effectiveness of our approach, demonstrating how it learns robust, adaptive policies for both reactive and predictive control strategies. Our results suggest that RL can indeed learn a wide range of complex vision-based manipulation policies directly in the real world within practical training times. We hope this work will inspire a new generation of learned robotic manipulation techniques, benefiting both industrial applications and research advancements. Videos and code are available at our project website https://hil-serl.github.io/.
A Survey on Transformers in Reinforcement Learning
Transformer has been considered the dominating neural architecture in NLP and CV, mostly under supervised settings. Recently, a similar surge of using Transformers has appeared in the domain of reinforcement learning (RL), but it is faced with unique design choices and challenges brought by the nature of RL. However, the evolution of Transformers in RL has not yet been well unraveled. In this paper, we seek to systematically review motivations and progress on using Transformers in RL, provide a taxonomy on existing works, discuss each sub-field, and summarize future prospects.
Semi-Supervised Offline Reinforcement Learning with Action-Free Trajectories
Natural agents can effectively learn from multiple data sources that differ in size, quality, and types of measurements. We study this heterogeneity in the context of offline reinforcement learning (RL) by introducing a new, practically motivated semi-supervised setting. Here, an agent has access to two sets of trajectories: labelled trajectories containing state, action and reward triplets at every timestep, along with unlabelled trajectories that contain only state and reward information. For this setting, we develop and study a simple meta-algorithmic pipeline that learns an inverse dynamics model on the labelled data to obtain proxy-labels for the unlabelled data, followed by the use of any offline RL algorithm on the true and proxy-labelled trajectories. Empirically, we find this simple pipeline to be highly successful -- on several D4RL benchmarks~fu2020d4rl, certain offline RL algorithms can match the performance of variants trained on a fully labelled dataset even when we label only 10\% of trajectories which are highly suboptimal. To strengthen our understanding, we perform a large-scale controlled empirical study investigating the interplay of data-centric properties of the labelled and unlabelled datasets, with algorithmic design choices (e.g., choice of inverse dynamics, offline RL algorithm) to identify general trends and best practices for training RL agents on semi-supervised offline datasets.
RSL-RL: A Learning Library for Robotics Research
RSL-RL is an open-source Reinforcement Learning library tailored to the specific needs of the robotics community. Unlike broad general-purpose frameworks, its design philosophy prioritizes a compact and easily modifiable codebase, allowing researchers to adapt and extend algorithms with minimal overhead. The library focuses on algorithms most widely adopted in robotics, together with auxiliary techniques that address robotics-specific challenges. Optimized for GPU-only training, RSL-RL achieves high-throughput performance in large-scale simulation environments. Its effectiveness has been validated in both simulation benchmarks and in real-world robotic experiments, demonstrating its utility as a lightweight, extensible, and practical framework to develop learning-based robotic controllers. The library is open-sourced at: https://github.com/leggedrobotics/rsl_rl.
Automated Reinforcement Learning: An Overview
Reinforcement Learning and recently Deep Reinforcement Learning are popular methods for solving sequential decision making problems modeled as Markov Decision Processes. RL modeling of a problem and selecting algorithms and hyper-parameters require careful considerations as different configurations may entail completely different performances. These considerations are mainly the task of RL experts; however, RL is progressively becoming popular in other fields where the researchers and system designers are not RL experts. Besides, many modeling decisions, such as defining state and action space, size of batches and frequency of batch updating, and number of timesteps are typically made manually. For these reasons, automating different components of RL framework is of great importance and it has attracted much attention in recent years. Automated RL provides a framework in which different components of RL including MDP modeling, algorithm selection and hyper-parameter optimization are modeled and defined automatically. In this article, we explore the literature and present recent work that can be used in automated RL. Moreover, we discuss the challenges, open questions and research directions in AutoRL.
Self Reward Design with Fine-grained Interpretability
The black-box nature of deep neural networks (DNN) has brought to attention the issues of transparency and fairness. Deep Reinforcement Learning (Deep RL or DRL), which uses DNN to learn its policy, value functions etc, is thus also subject to similar concerns. This paper proposes a way to circumvent the issues through the bottom-up design of neural networks with detailed interpretability, where each neuron or layer has its own meaning and utility that corresponds to humanly understandable concept. The framework introduced in this paper is called the Self Reward Design (SRD), inspired by the Inverse Reward Design, and this interpretable design can (1) solve the problem by pure design (although imperfectly) and (2) be optimized like a standard DNN. With deliberate human designs, we show that some RL problems such as lavaland and MuJoCo can be solved using a model constructed with standard NN components with few parameters. Furthermore, with our fish sale auction example, we demonstrate how SRD is used to address situations that will not make sense if black-box models are used, where humanly-understandable semantic-based decision is required.
Revisiting the Minimalist Approach to Offline Reinforcement Learning
Recent years have witnessed significant advancements in offline reinforcement learning (RL), resulting in the development of numerous algorithms with varying degrees of complexity. While these algorithms have led to noteworthy improvements, many incorporate seemingly minor design choices that impact their effectiveness beyond core algorithmic advances. However, the effect of these design choices on established baselines remains understudied. In this work, we aim to bridge this gap by conducting a retrospective analysis of recent works in offline RL and propose ReBRAC, a minimalistic algorithm that integrates such design elements built on top of the TD3+BC method. We evaluate ReBRAC on 51 datasets with both proprioceptive and visual state spaces using D4RL and V-D4RL benchmarks, demonstrating its state-of-the-art performance among ensemble-free methods in both offline and offline-to-online settings. To further illustrate the efficacy of these design choices, we perform a large-scale ablation study and hyperparameter sensitivity analysis on the scale of thousands of experiments.
RLOR: A Flexible Framework of Deep Reinforcement Learning for Operation Research
Reinforcement learning has been applied in operation research and has shown promise in solving large combinatorial optimization problems. However, existing works focus on developing neural network architectures for certain problems. These works lack the flexibility to incorporate recent advances in reinforcement learning, as well as the flexibility of customizing model architectures for operation research problems. In this work, we analyze the end-to-end autoregressive models for vehicle routing problems and show that these models can benefit from the recent advances in reinforcement learning with a careful re-implementation of the model architecture. In particular, we re-implemented the Attention Model and trained it with Proximal Policy Optimization (PPO) in CleanRL, showing at least 8 times speed up in training time. We hereby introduce RLOR, a flexible framework for Deep Reinforcement Learning for Operation Research. We believe that a flexible framework is key to developing deep reinforcement learning models for operation research problems. The code of our work is publicly available at https://github.com/cpwan/RLOR.
Deep Reinforcement Learning for Conservation Decisions
Can machine learning help us make better decisions about a changing planet? In this paper, we illustrate and discuss the potential of a promising corner of machine learning known as _reinforcement learning_ (RL) to help tackle the most challenging conservation decision problems. RL is uniquely well suited to conservation and global change challenges for three reasons: (1) RL explicitly focuses on designing an agent who _interacts_ with an environment which is dynamic and uncertain, (2) RL approaches do not require massive amounts of data, (3) RL approaches would utilize rather than replace existing models, simulations, and the knowledge they contain. We provide a conceptual and technical introduction to RL and its relevance to ecological and conservation challenges, including examples of a problem in setting fisheries quotas and in managing ecological tipping points. Four appendices with annotated code provide a tangible introduction to researchers looking to adopt, evaluate, or extend these approaches.
Offline Reinforcement Learning as One Big Sequence Modeling Problem
Reinforcement learning (RL) is typically concerned with estimating stationary policies or single-step models, leveraging the Markov property to factorize problems in time. However, we can also view RL as a generic sequence modeling problem, with the goal being to produce a sequence of actions that leads to a sequence of high rewards. Viewed in this way, it is tempting to consider whether high-capacity sequence prediction models that work well in other domains, such as natural-language processing, can also provide effective solutions to the RL problem. To this end, we explore how RL can be tackled with the tools of sequence modeling, using a Transformer architecture to model distributions over trajectories and repurposing beam search as a planning algorithm. Framing RL as sequence modeling problem simplifies a range of design decisions, allowing us to dispense with many of the components common in offline RL algorithms. We demonstrate the flexibility of this approach across long-horizon dynamics prediction, imitation learning, goal-conditioned RL, and offline RL. Further, we show that this approach can be combined with existing model-free algorithms to yield a state-of-the-art planner in sparse-reward, long-horizon tasks.
Deep Reinforcement Learning from Hierarchical Weak Preference Feedback
Reward design is a fundamental, yet challenging aspect of practical reinforcement learning (RL). For simple tasks, researchers typically handcraft the reward function, e.g., using a linear combination of several reward factors. However, such reward engineering is subject to approximation bias, incurs large tuning cost, and often cannot provide the granularity required for complex tasks. To avoid these difficulties, researchers have turned to reinforcement learning from human feedback (RLHF), which learns a reward function from human preferences between pairs of trajectory sequences. By leveraging preference-based reward modeling, RLHF learns complex rewards that are well aligned with human preferences, allowing RL to tackle increasingly difficult problems. Unfortunately, the applicability of RLHF is limited due to the high cost and difficulty of obtaining human preference data. In light of this cost, we investigate learning reward functions for complex tasks with less human effort; simply by ranking the importance of the reward factors. More specifically, we propose a new RL framework -- HERON, which compares trajectories using a hierarchical decision tree induced by the given ranking. These comparisons are used to train a preference-based reward model, which is then used for policy learning. We find that our framework can not only train high performing agents on a variety of difficult tasks, but also provide additional benefits such as improved sample efficiency and robustness. Our code is available at https://github.com/abukharin3/HERON.
Investigation of reinforcement learning for shape optimization of profile extrusion dies
Profile extrusion is a continuous production process for manufacturing plastic profiles from molten polymer. Especially interesting is the design of the die, through which the melt is pressed to attain the desired shape. However, due to an inhomogeneous velocity distribution at the die exit or residual stresses inside the extrudate, the final shape of the manufactured part often deviates from the desired one. To avoid these deviations, the shape of the die can be computationally optimized, which has already been investigated in the literature using classical optimization approaches. A new approach in the field of shape optimization is the utilization of Reinforcement Learning (RL) as a learning-based optimization algorithm. RL is based on trial-and-error interactions of an agent with an environment. For each action, the agent is rewarded and informed about the subsequent state of the environment. While not necessarily superior to classical, e.g., gradient-based or evolutionary, optimization algorithms for one single problem, RL techniques are expected to perform especially well when similar optimization tasks are repeated since the agent learns a more general strategy for generating optimal shapes instead of concentrating on just one single problem. In this work, we investigate this approach by applying it to two 2D test cases. The flow-channel geometry can be modified by the RL agent using so-called Free-Form Deformation, a method where the computational mesh is embedded into a transformation spline, which is then manipulated based on the control-point positions. In particular, we investigate the impact of utilizing different agents on the training progress and the potential of wall time saving by utilizing multiple environments during training.
LLMs for Engineering: Teaching Models to Design High Powered Rockets
Large Language Models (LLMs) have transformed software engineering, but their application to physical engineering domains remains underexplored. This paper evaluates LLMs' capabilities in high-powered rocketry design through RocketBench, a benchmark connecting LLMs to high-fidelity rocket simulations. We test models on two increasingly complex design tasks: target altitude optimization and precision landing challenges. Our findings reveal that while state-of-the-art LLMs demonstrate strong baseline engineering knowledge, they struggle to iterate on their designs when given simulation results and ultimately plateau below human performance levels. However, when enhanced with reinforcement learning (RL), we show that a 7B parameter model outperforms both SoTA foundation models and human experts. This research demonstrates that RL-trained LLMs can serve as effective tools for complex engineering optimization, potentially transforming engineering domains beyond software development.
RLtools: A Fast, Portable Deep Reinforcement Learning Library for Continuous Control
Deep Reinforcement Learning (RL) can yield capable agents and control policies in several domains but is commonly plagued by prohibitively long training times. Additionally, in the case of continuous control problems, the applicability of learned policies on real-world embedded devices is limited due to the lack of real-time guarantees and portability of existing libraries. To address these challenges, we present RLtools, a dependency-free, header-only, pure C++ library for deep supervised and reinforcement learning. Its novel architecture allows RLtools to be used on a wide variety of platforms, from HPC clusters over workstations and laptops to smartphones, smartwatches, and microcontrollers. Specifically, due to the tight integration of the RL algorithms with simulation environments, RLtools can solve popular RL problems up to 76 times faster than other popular RL frameworks. We also benchmark the inference on a diverse set of microcontrollers and show that in most cases our optimized implementation is by far the fastest. Finally, RLtools enables the first-ever demonstration of training a deep RL algorithm directly on a microcontroller, giving rise to the field of Tiny Reinforcement Learning (TinyRL). The source code as well as documentation and live demos are available through our project page at https://rl.tools.
Reinforcement Learning Enhanced LLMs: A Survey
This paper surveys research in the rapidly growing field of enhancing large language models (LLMs) with reinforcement learning (RL), a technique that enables LLMs to improve their performance by receiving feedback in the form of rewards based on the quality of their outputs, allowing them to generate more accurate, coherent, and contextually appropriate responses. In this work, we make a systematic review of the most up-to-date state of knowledge on RL-enhanced LLMs, attempting to consolidate and analyze the rapidly growing research in this field, helping researchers understand the current challenges and advancements. Specifically, we (1) detail the basics of RL; (2) introduce popular RL-enhanced LLMs; (3) review researches on two widely-used reward model-based RL techniques: Reinforcement Learning from Human Feedback (RLHF) and Reinforcement Learning from AI Feedback (RLAIF); and (4) explore Direct Preference Optimization (DPO), a set of methods that bypass the reward model to directly use human preference data for aligning LLM outputs with human expectations. We will also point out current challenges and deficiencies of existing methods and suggest some avenues for further improvements. Project page of this work can be found at: https://github.com/ShuheWang1998/Reinforcement-Learning-Enhanced-LLMs-A-Survey.
Goal-conditioned Imitation Learning
Designing rewards for Reinforcement Learning (RL) is challenging because it needs to convey the desired task, be efficient to optimize, and be easy to compute. The latter is particularly problematic when applying RL to robotics, where detecting whether the desired configuration is reached might require considerable supervision and instrumentation. Furthermore, we are often interested in being able to reach a wide range of configurations, hence setting up a different reward every time might be unpractical. Methods like Hindsight Experience Replay (HER) have recently shown promise to learn policies able to reach many goals, without the need of a reward. Unfortunately, without tricks like resetting to points along the trajectory, HER might require many samples to discover how to reach certain areas of the state-space. In this work we investigate different approaches to incorporate demonstrations to drastically speed up the convergence to a policy able to reach any goal, also surpassing the performance of an agent trained with other Imitation Learning algorithms. Furthermore, we show our method can also be used when the available expert trajectories do not contain the actions, which can leverage kinesthetic or third person demonstration. The code is available at https://sites.google.com/view/goalconditioned-il/.
cadrille: Multi-modal CAD Reconstruction with Online Reinforcement Learning
Computer-Aided Design (CAD) plays a central role in engineering and manufacturing, making it possible to create precise and editable 3D models. Using a variety of sensor or user-provided data as inputs for CAD reconstruction can democratize access to design applications. However, existing methods typically focus on a single input modality, such as point clouds, images, or text, which limits their generalizability and robustness. Leveraging recent advances in vision-language models (VLM), we propose a multi-modal CAD reconstruction model that simultaneously processes all three input modalities. Inspired by large language model (LLM) training paradigms, we adopt a two-stage pipeline: supervised fine-tuning (SFT) on large-scale procedurally generated data, followed by reinforcement learning (RL) fine-tuning using online feedback, obtained programatically. Furthermore, we are the first to explore RL fine-tuning of LLMs for CAD tasks demonstrating that online RL algorithms such as Group Relative Preference Optimization (GRPO) outperform offline alternatives. In the DeepCAD benchmark, our SFT model outperforms existing single-modal approaches in all three input modalities simultaneously. More importantly, after RL fine-tuning, cadrille sets new state-of-the-art on three challenging datasets, including a real-world one.
Deep Reinforcement Learning for Robotics: A Survey of Real-World Successes
Reinforcement learning (RL), particularly its combination with deep neural networks referred to as deep RL (DRL), has shown tremendous promise across a wide range of applications, suggesting its potential for enabling the development of sophisticated robotic behaviors. Robotics problems, however, pose fundamental difficulties for the application of RL, stemming from the complexity and cost of interacting with the physical world. This article provides a modern survey of DRL for robotics, with a particular focus on evaluating the real-world successes achieved with DRL in realizing several key robotic competencies. Our analysis aims to identify the key factors underlying those exciting successes, reveal underexplored areas, and provide an overall characterization of the status of DRL in robotics. We highlight several important avenues for future work, emphasizing the need for stable and sample-efficient real-world RL paradigms, holistic approaches for discovering and integrating various competencies to tackle complex long-horizon, open-world tasks, and principled development and evaluation procedures. This survey is designed to offer insights for both RL practitioners and roboticists toward harnessing RL's power to create generally capable real-world robotic systems.
Reinforcement Learning from Reflective Feedback (RLRF): Aligning and Improving LLMs via Fine-Grained Self-Reflection
Despite the promise of RLHF in aligning LLMs with human preferences, it often leads to superficial alignment, prioritizing stylistic changes over improving downstream performance of LLMs. Underspecified preferences could obscure directions to align the models. Lacking exploration restricts identification of desirable outputs to improve the models. To overcome these challenges, we propose a novel framework: Reinforcement Learning from Reflective Feedback (RLRF), which leverages fine-grained feedback based on detailed criteria to improve the core capabilities of LLMs. RLRF employs a self-reflection mechanism to systematically explore and refine LLM responses, then fine-tuning the models via a RL algorithm along with promising responses. Our experiments across Just-Eval, Factuality, and Mathematical Reasoning demonstrate the efficacy and transformative potential of RLRF beyond superficial surface-level adjustment.
SERL: A Software Suite for Sample-Efficient Robotic Reinforcement Learning
In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as demonstrations and prior experience. However, despite these advances, robotic RL remains hard to use. It is acknowledged among practitioners that the particular implementation details of these algorithms are often just as important (if not more so) for performance as the choice of algorithm. We posit that a significant challenge to widespread adoption of robotic RL, as well as further development of robotic RL methods, is the comparative inaccessibility of such methods. To address this challenge, we developed a carefully implemented library containing a sample efficient off-policy deep RL method, together with methods for computing rewards and resetting the environment, a high-quality controller for a widely-adopted robot, and a number of challenging example tasks. We provide this library as a resource for the community, describe its design choices, and present experimental results. Perhaps surprisingly, we find that our implementation can achieve very efficient learning, acquiring policies for PCB board assembly, cable routing, and object relocation between 25 to 50 minutes of training per policy on average, improving over state-of-the-art results reported for similar tasks in the literature. These policies achieve perfect or near-perfect success rates, extreme robustness even under perturbations, and exhibit emergent recovery and correction behaviors. We hope that these promising results and our high-quality open-source implementation will provide a tool for the robotics community to facilitate further developments in robotic RL. Our code, documentation, and videos can be found at https://serl-robot.github.io/
A Technical Survey of Reinforcement Learning Techniques for Large Language Models
Reinforcement Learning (RL) has emerged as a transformative approach for aligning and enhancing Large Language Models (LLMs), addressing critical challenges in instruction following, ethical alignment, and reasoning capabilities. This survey offers a comprehensive foundation on the integration of RL with language models, highlighting prominent algorithms such as Proximal Policy Optimization (PPO), Q-Learning, and Actor-Critic methods. Additionally, it provides an extensive technical overview of RL techniques specifically tailored for LLMs, including foundational methods like Reinforcement Learning from Human Feedback (RLHF) and AI Feedback (RLAIF), as well as advanced strategies such as Direct Preference Optimization (DPO) and Group Relative Policy Optimization (GRPO). We systematically analyze their applications across domains, i.e., from code generation to tool-augmented reasoning. We also present a comparative taxonomy based on reward modeling, feedback mechanisms, and optimization strategies. Our evaluation highlights key trends. RLHF remains dominant for alignment, and outcome-based RL such as RLVR significantly improves stepwise reasoning. However, persistent challenges such as reward hacking, computational costs, and scalable feedback collection underscore the need for continued innovation. We further discuss emerging directions, including hybrid RL algorithms, verifier-guided training, and multi-objective alignment frameworks. This survey serves as a roadmap for researchers advancing RL-driven LLM development, balancing capability enhancement with safety and scalability.
From Supervision to Exploration: What Does Protein Language Model Learn During Reinforcement Learning?
Protein language models (PLMs) have advanced computational protein science through large-scale pretraining and scalable architectures. In parallel, reinforcement learning (RL) has broadened exploration and enabled precise multi-objective optimization in protein design. Yet whether RL can push PLMs beyond their pretraining priors to uncover latent sequence-structure-function rules remains unclear. We address this by pairing RL with PLMs across four domains: antimicrobial peptide design, kinase variant optimization, antibody engineering, and inverse folding. Using diverse RL algorithms and model classes, we ask if RL improves sampling efficiency and, more importantly, if it reveals capabilities not captured by supervised learning. Across benchmarks, RL consistently boosts success rates and sample efficiency. Performance follows a three-factor interaction: task headroom, reward fidelity, and policy capacity jointly determine gains. When rewards are accurate and informative, policies have sufficient capacity, and tasks leave room beyond supervised baselines, improvements scale; when rewards are noisy or capacity is constrained, gains saturate despite exploration. This view yields practical guidance for RL in protein design: prioritize reward modeling and calibration before scaling policy size, match algorithm and regularization strength to task difficulty, and allocate capacity where marginal gains are largest. Implementation is available at https://github.com/chq1155/RL-PLM.
A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning
We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro
Rendering-Aware Reinforcement Learning for Vector Graphics Generation
Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-language models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce RLRF(Reinforcement Learning from Rendering Feedback), an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. RLRF significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.
SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand Cores
The ever-growing complexity of reinforcement learning (RL) tasks demands a distributed RL system to efficiently generate and process a massive amount of data to train intelligent agents. However, existing open-source libraries suffer from various limitations, which impede their practical use in challenging scenarios where large-scale training is necessary. While industrial systems from OpenAI and DeepMind have achieved successful large-scale RL training, their system architecture and implementation details remain undisclosed to the community. In this paper, we present a novel abstraction on the dataflows of RL training, which unifies practical RL training across diverse applications into a general framework and enables fine-grained optimizations. Following this abstraction, we develop a scalable, efficient, and extensible distributed RL system called ReaLly Scalable RL (SRL). The system architecture of SRL separates major RL computation components and allows massively parallelized training. Moreover, SRL offers user-friendly and extensible interfaces for customized algorithms. Our evaluation shows that SRL outperforms existing academic libraries in both a single machine and a medium-sized cluster. In a large-scale cluster, the novel architecture of SRL leads to up to 3.7x speedup compared to the design choices adopted by the existing libraries. We also conduct a direct benchmark comparison to OpenAI's industrial system, Rapid, in the challenging hide-and-seek environment. SRL reproduces the same solution as reported by OpenAI with up to 5x speedup in wall-clock time. Furthermore, we also examine the performance of SRL in a much harder variant of the hide-and-seek environment and achieve substantial learning speedup by scaling SRL to over 15k CPU cores and 32 A100 GPUs. Notably, SRL is the first in the academic community to perform RL experiments at such a large scale.
A Deep Q-Network Based on Radial Basis Functions for Multi-Echelon Inventory Management
This paper addresses a multi-echelon inventory management problem with a complex network topology where deriving optimal ordering decisions is difficult. Deep reinforcement learning (DRL) has recently shown potential in solving such problems, while designing the neural networks in DRL remains a challenge. In order to address this, a DRL model is developed whose Q-network is based on radial basis functions. The approach can be more easily constructed compared to classic DRL models based on neural networks, thus alleviating the computational burden of hyperparameter tuning. Through a series of simulation experiments, the superior performance of this approach is demonstrated compared to the simple base-stock policy, producing a better policy in the multi-echelon system and competitive performance in the serial system where the base-stock policy is optimal. In addition, the approach outperforms current DRL approaches.
RRLS : Robust Reinforcement Learning Suite
Robust reinforcement learning is the problem of learning control policies that provide optimal worst-case performance against a span of adversarial environments. It is a crucial ingredient for deploying algorithms in real-world scenarios with prevalent environmental uncertainties and has been a long-standing object of attention in the community, without a standardized set of benchmarks. This contribution endeavors to fill this gap. We introduce the Robust Reinforcement Learning Suite (RRLS), a benchmark suite based on Mujoco environments. RRLS provides six continuous control tasks with two types of uncertainty sets for training and evaluation. Our benchmark aims to standardize robust reinforcement learning tasks, facilitating reproducible and comparable experiments, in particular those from recent state-of-the-art contributions, for which we demonstrate the use of RRLS. It is also designed to be easily expandable to new environments. The source code is available at https://github.com/SuReLI/RRLS{https://github.com/SuReLI/RRLS}.
Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games
Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a procedural loot generation system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry.
DRIVE: Data Curation Best Practices for Reinforcement Learning with Verifiable Reward in Competitive Code Generation
Recent reasoning-first models (e.g., OpenAI o1, DeepSeek R1) have spurred a resurgence of interest in RLVR. Nevertheless, advances are dominated by mathematics (e.g., AIME), with competitive-programming code generation underexplored and data curation receiving less attention than RL algorithm design. We investigate how to construct RLVR datasets (i.e., RL prompts) and present practical training techniques that yield strong performance on competitive-programming code generation. Our pipeline begins with supervised fine-tuning (SFT) distilled from strong open-source models, augmented with general-purpose and reasoning-intensive data. RL then follows a two-stage process with executable, testcase-driven rewards: first, training on a large, uniformly distributed set of competitive-programming problems using Group Relative Policy Optimization (GRPO) with 8 rollouts per prompt and a relatively short response-generation window (e.g., 32k during SFT and 24k in this stage) to expand entropy and mitigate repetition and truncation; second, we perform Pre-GRPO: updating on a small, high-quality set of challenging problems with a large rollout budget (64 rollouts per prompt) under a hard-focus curriculum that continuously retains the most difficult instances throughout training. We implement our method on Qwen2.5-32B and evaluate on LeetCode and Codeforces weekly contests to avoid data leakage. The resulting model achieves state-of-the-art performance among models of similar scale and is comparable to leading systems such as DeepSeek v3.1 and Doubao-1.5-Thinking. We also examine scaling trends and observe strong RL scaling on an internal large-scale MoE model. Our study distills concise best practices for data curation, entropy expansion, and curriculum design in RLVR for competitive-programming code generation.
Reinforced Preference Optimization for Recommendation
Recent breakthroughs in large language models (LLMs) have fundamentally shifted recommender systems from discriminative to generative paradigms, where user behavior modeling is achieved by generating target items conditioned on historical interactions. Yet current generative recommenders still suffer from two core limitations: the lack of high-quality negative modeling and the reliance on implicit rewards. Reinforcement learning with verifiable rewards (RLVR) offers a natural solution by enabling on-policy sampling of harder negatives and grounding optimization in explicit reward signals. However, applying RLVR to generative recommenders remains non-trivial. Its unique generation space often leads to invalid or repetitive items that undermine sampling efficiency, and ranking supervision is sparse since most items receive identical zero rewards. To address these challenges, we propose Reinforced Preference Optimization for Recommendation (ReRe), a reinforcement-based paradigm tailored to LLM-based recommenders, an important direction in generative recommendation. ReRe incorporates constrained beam search to improve sampling efficiency and diversify hard negatives, while augmenting rule-based accuracy rewards with auxiliary ranking rewards for finer-grained supervision. Extensive experiments on three real-world datasets demonstrate that ReRe consistently outperforms both traditional and LLM-based recommenders in ranking performance. Further analysis shows that ReRe not only enhances performance across both base and SFT-initialized models but also generalizes robustly across different backbone families and scales. Beyond empirical gains, we systematically investigate the design space of RLVR in recommendation across generation, sampling strategy, reward modeling, and optimization algorithm, offering insights for future research.
Part I: Tricks or Traps? A Deep Dive into RL for LLM Reasoning
Reinforcement learning for LLM reasoning has rapidly emerged as a prominent research area, marked by a significant surge in related studies on both algorithmic innovations and practical applications. Despite this progress, several critical challenges remain, including the absence of standardized guidelines for employing RL techniques and a fragmented understanding of their underlying mechanisms. Additionally, inconsistent experimental settings, variations in training data, and differences in model initialization have led to conflicting conclusions, obscuring the key characteristics of these techniques and creating confusion among practitioners when selecting appropriate techniques. This paper systematically reviews widely adopted RL techniques through rigorous reproductions and isolated evaluations within a unified open-source framework. We analyze the internal mechanisms, applicable scenarios, and core principles of each technique through fine-grained experiments, including datasets of varying difficulty, model sizes, and architectures. Based on these insights, we present clear guidelines for selecting RL techniques tailored to specific setups, and provide a reliable roadmap for practitioners navigating the RL for the LLM domain. Finally, we reveal that a minimalist combination of two techniques can unlock the learning capability of critic-free policies using vanilla PPO loss. The results demonstrate that our simple combination consistently improves performance, surpassing strategies like GRPO and DAPO.
Enhancing Code LLMs with Reinforcement Learning in Code Generation: A Survey
With the rapid evolution of large language models (LLM), reinforcement learning (RL) has emerged as a pivotal technique for code generation and optimization in various domains. This paper presents a systematic survey of the application of RL in code optimization and generation, highlighting its role in enhancing compiler optimization, resource allocation, and the development of frameworks and tools. Subsequent sections first delve into the intricate processes of compiler optimization, where RL algorithms are leveraged to improve efficiency and resource utilization. The discussion then progresses to the function of RL in resource allocation, emphasizing register allocation and system optimization. We also explore the burgeoning role of frameworks and tools in code generation, examining how RL can be integrated to bolster their capabilities. This survey aims to serve as a comprehensive resource for researchers and practitioners interested in harnessing the power of RL to advance code generation and optimization techniques.
The Alignment Ceiling: Objective Mismatch in Reinforcement Learning from Human Feedback
Reinforcement learning from human feedback (RLHF) has emerged as a powerful technique to make large language models (LLMs) more capable in complex settings. RLHF proceeds as collecting human preference data, training a reward model on said data, and optimizing a base ML model with respect to said reward for extrinsic evaluation metrics (e.g. MMLU, GSM8k). RLHF relies on many assumptions about how the various pieces fit together, such as a reward model capturing human preferences and an RL optimizer extracting the right signal from a reward model. As the RLHF process involves many distinct design decisions, it is easy to assume that multiple processes are correlated and therefore numerically linked. This apparent correlation is often not true, where reward models are easily overoptimized or RL optimizers can reduce performance on tasks not modeled in the data. Notable manifestations of models trained with imperfect RLHF systems are those that are prone to refusing basic requests for safety reasons or appearing lazy in generations. As chat model evaluation becomes increasingly nuanced, the reliance on a perceived link between reward model training, RL scores, and downstream performance drives these issues, which we describe as an objective mismatch. In this paper, we illustrate the causes of this issue, reviewing relevant literature from model-based reinforcement learning, and argue for solutions. By solving objective mismatch in RLHF, the ML models of the future will be more precisely aligned to user instructions for both safety and helpfulness.
Does Reinforcement Learning Really Incentivize Reasoning Capacity in LLMs Beyond the Base Model?
Reinforcement Learning with Verifiable Rewards (RLVR) has recently demonstrated notable success in enhancing the reasoning capabilities of LLMs, particularly in mathematics and programming tasks. It is widely believed that RLVR enables LLMs to continuously self-improve, thus acquiring novel reasoning abilities that exceed corresponding base models' capacity. In this study, however, we critically re-examines this assumption by measuring the pass@k metric with large values of k to explore the reasoning capability boundary of the models across a wide range of model families and benchmarks. Surprisingly, the RL does not, in fact, elicit fundamentally new reasoning patterns. While RL-trained models outperform their base models at smaller values of k (\eg, k=1), base models can achieve a comparable or even higher pass@k score compared to their RL counterparts at large k values. The reasoning paths generated by RL-trained models are already included in the base models' sampling distribution, suggesting that most reasoning abilities manifested in RL-trained models are already obtained by base models. Further analysis shows that RL training boosts the performance by biasing the model's output distribution toward paths that are more likely to yield rewards, therefore sampling correct responses more efficiently. But this also results in a narrower reasoning capability boundary compared to base models. Similar results are observed in visual reasoning tasks trained with RLVR. Moreover, we find that distillation can genuinely introduce new knowledge into the model, different from RLVR. These findings underscore a critical limitation of RLVR in advancing LLM reasoning abilities which requires us to fundamentally rethink the impact of RL training in reasoning LLMs and the need of a better paradigm. Project Page: https://limit-of-RLVR.github.io
Hyperparameters in Reinforcement Learning and How To Tune Them
In order to improve reproducibility, deep reinforcement learning (RL) has been adopting better scientific practices such as standardized evaluation metrics and reporting. However, the process of hyperparameter optimization still varies widely across papers, which makes it challenging to compare RL algorithms fairly. In this paper, we show that hyperparameter choices in RL can significantly affect the agent's final performance and sample efficiency, and that the hyperparameter landscape can strongly depend on the tuning seed which may lead to overfitting. We therefore propose adopting established best practices from AutoML, such as the separation of tuning and testing seeds, as well as principled hyperparameter optimization (HPO) across a broad search space. We support this by comparing multiple state-of-the-art HPO tools on a range of RL algorithms and environments to their hand-tuned counterparts, demonstrating that HPO approaches often have higher performance and lower compute overhead. As a result of our findings, we recommend a set of best practices for the RL community, which should result in stronger empirical results with fewer computational costs, better reproducibility, and thus faster progress. In order to encourage the adoption of these practices, we provide plug-and-play implementations of the tuning algorithms used in this paper at https://github.com/facebookresearch/how-to-autorl.
A Review of Safe Reinforcement Learning: Methods, Theory and Applications
Reinforcement learning (RL) has achieved tremendous success in many complex decision making tasks. When it comes to deploying RL in the real world, safety concerns are usually raised, leading to a growing demand for safe RL algorithms, such as in autonomous driving and robotics scenarios. While safety control has a long history, the study of safe RL algorithms is still in the early stages. To establish a good foundation for future research in this thread, in this paper, we provide a review for safe RL from the perspectives of methods, theory and applications. Firstly, we review the progress of safe RL from five dimensions and come up with five problems that are crucial for safe RL being deployed in real-world applications, coined as "2H3W". Secondly, we analyze the theory and algorithm progress from the perspectives of answering the "2H3W" problems. Then, the sample complexity of safe RL methods is reviewed and discussed, followed by an introduction of the applications and benchmarks of safe RL algorithms. Finally, we open the discussion of the challenging problems in safe RL, hoping to inspire more future research on this thread. To advance the study of safe RL algorithms, we release a benchmark suite, an open-sourced repository containing the implementations of major safe RL algorithms, along with tutorials at the link: https://github.com/chauncygu/Safe-Reinforcement-Learning-Baselines.git.
Reward Design with Language Models
Reward design in reinforcement learning (RL) is challenging since specifying human notions of desired behavior may be difficult via reward functions or require many expert demonstrations. Can we instead cheaply design rewards using a natural language interface? This paper explores how to simplify reward design by prompting a large language model (LLM) such as GPT-3 as a proxy reward function, where the user provides a textual prompt containing a few examples (few-shot) or a description (zero-shot) of the desired behavior. Our approach leverages this proxy reward function in an RL framework. Specifically, users specify a prompt once at the beginning of training. During training, the LLM evaluates an RL agent's behavior against the desired behavior described by the prompt and outputs a corresponding reward signal. The RL agent then uses this reward to update its behavior. We evaluate whether our approach can train agents aligned with user objectives in the Ultimatum Game, matrix games, and the DealOrNoDeal negotiation task. In all three tasks, we show that RL agents trained with our framework are well-aligned with the user's objectives and outperform RL agents trained with reward functions learned via supervised learning
Demystifying Reinforcement Learning in Agentic Reasoning
Recently, the emergence of agentic RL has showcased that RL could also effectively improve the agentic reasoning ability of LLMs, yet the key design principles and optimal practices remain unclear. In this work, we conduct a comprehensive and systematic investigation to demystify reinforcement learning in agentic reasoning from three key perspectives: data, algorithm, and reasoning mode. We highlight our key insights: (i) Replacing stitched synthetic trajectories with real end-to-end tool-use trajectories yields a far stronger SFT initialization; high-diversity, model-aware datasets sustain exploration and markedly improve RL performance. (ii) Exploration-friendly techniques are crucial for agentic RL, such as clip higher, overlong reward shaping, and maintaining adequate policy entropy could improve the training efficiency. (iii) A deliberative strategy with fewer tool calls outperforms frequent tool calls or verbose self-reasoning, improving tool efficiency and final accuracy. Together, these simple practices consistently enhance agentic reasoning and training efficiency, achieving strong results on challenging benchmarks with smaller models, and establishing a practical baseline for future agentic RL research. Beyond these empirical insights, we further contribute a high-quality, real end-to-end agentic SFT dataset along with a high-quality RL dataset, and demonstrate the effectiveness of our insights in boosting the agentic reasoning ability of LLMs across four challenging benchmarks, including AIME2024/AIME2025, GPQA-Diamond, and LiveCodeBench-v6. With our recipes, 4B-sized models could also achieve superior agentic reasoning performance compared to 32B-sized models. Code and models: https://github.com/Gen-Verse/Open-AgentRL
RLinf: Flexible and Efficient Large-scale Reinforcement Learning via Macro-to-Micro Flow Transformation
Reinforcement learning (RL) has demonstrated immense potential in advancing artificial general intelligence, agentic intelligence, and embodied intelligence. However, the inherent heterogeneity and dynamicity of RL workflows often lead to low hardware utilization and slow training on existing systems. In this paper, we present RLinf, a high-performance RL training system based on our key observation that the major roadblock to efficient RL training lies in system flexibility. To maximize flexibility and efficiency, RLinf is built atop a novel RL system design paradigm called macro-to-micro flow transformation (M2Flow), which automatically breaks down high-level, easy-to-compose RL workflows at both the temporal and spatial dimensions, and recomposes them into optimized execution flows. Supported by RLinf worker's adaptive communication capability, we devise context switching and elastic pipelining to realize M2Flow transformation, and a profiling-guided scheduling policy to generate optimal execution plans. Extensive evaluations on both reasoning RL and embodied RL tasks demonstrate that RLinf consistently outperforms state-of-the-art systems, achieving 1.1x-2.13x speedup in end-to-end training throughput.
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).
From Intent to Execution: Multimodal Chain-of-Thought Reinforcement Learning for Precise CAD Code Generation
Computer-Aided Design (CAD) plays a vital role in engineering and manufacturing, yet current CAD workflows require extensive domain expertise and manual modeling effort. Recent advances in large language models (LLMs) have made it possible to generate code from natural language, opening new opportunities for automating parametric 3D modeling. However, directly translating human design intent into executable CAD code remains highly challenging, due to the need for logical reasoning, syntactic correctness, and numerical precision. In this work, we propose CAD-RL, a multimodal Chain-of-Thought (CoT) guided reinforcement learning post training framework for CAD modeling code generation. Our method combines CoT-based Cold Start with goal-driven reinforcement learning post training using three task-specific rewards: executability reward, geometric accuracy reward, and external evaluation reward. To ensure stable policy learning under sparse and high-variance reward conditions, we introduce three targeted optimization strategies: Trust Region Stretch for improved exploration, Precision Token Loss for enhanced dimensions parameter accuracy, and Overlong Filtering to reduce noisy supervision. To support training and benchmarking, we release ExeCAD, a noval dataset comprising 16,540 real-world CAD examples with paired natural language and structured design language descriptions, executable CADQuery scripts, and rendered 3D models. Experiments demonstrate that CAD-RL achieves significant improvements in reasoning quality, output precision, and code executability over existing VLMs.
Bridging Evolutionary Algorithms and Reinforcement Learning: A Comprehensive Survey on Hybrid Algorithms
Evolutionary Reinforcement Learning (ERL), which integrates Evolutionary Algorithms (EAs) and Reinforcement Learning (RL) for optimization, has demonstrated remarkable performance advancements. By fusing both approaches, ERL has emerged as a promising research direction. This survey offers a comprehensive overview of the diverse research branches in ERL. Specifically, we systematically summarize recent advancements in related algorithms and identify three primary research directions: EA-assisted Optimization of RL, RL-assisted Optimization of EA, and synergistic optimization of EA and RL. Following that, we conduct an in-depth analysis of each research direction, organizing multiple research branches. We elucidate the problems that each branch aims to tackle and how the integration of EAs and RL addresses these challenges. In conclusion, we discuss potential challenges and prospective future research directions across various research directions. To facilitate researchers in delving into ERL, we organize the algorithms and codes involved on https://github.com/yeshenpy/Awesome-Evolutionary-Reinforcement-Learning.
Pass@k Training for Adaptively Balancing Exploration and Exploitation of Large Reasoning Models
Reinforcement learning with verifiable rewards (RLVR), which typically adopts Pass@1 as the reward, has faced the issues in balancing exploration and exploitation, causing policies to prefer conservative actions, converging to a local optimum. Identifying an appropriate reward metric is therefore crucial. Regarding the prior work, although Pass@k has been used in evaluation, its connection to LLM exploration ability in RLVR remains largely overlooked. To investigate this, we first use Pass@k as the reward to train the policy model (i.e., Pass@k Training), and observe the improvement on its exploration ability. Next, we derive an analytical solution for the advantage of Pass@k Training, leading to an efficient and effective process. Building on this, our analysis reveals that exploration and exploitation are not inherently conflicting objectives, while they can mutually enhance each other. Moreover, Pass@k Training with analytical derivation essentially involves directly designing the advantage function. Inspired by this, we preliminarily explore the advantage design for RLVR, showing promising results and highlighting a potential future direction.
A Survey of Reinforcement Learning for Large Reasoning Models
In this paper, we survey recent advances in Reinforcement Learning (RL) for reasoning with Large Language Models (LLMs). RL has achieved remarkable success in advancing the frontier of LLM capabilities, particularly in addressing complex logical tasks such as mathematics and coding. As a result, RL has emerged as a foundational methodology for transforming LLMs into LRMs. With the rapid progress of the field, further scaling of RL for LRMs now faces foundational challenges not only in computational resources but also in algorithm design, training data, and infrastructure. To this end, it is timely to revisit the development of this domain, reassess its trajectory, and explore strategies to enhance the scalability of RL toward Artificial SuperIntelligence (ASI). In particular, we examine research applying RL to LLMs and LRMs for reasoning abilities, especially since the release of DeepSeek-R1, including foundational components, core problems, training resources, and downstream applications, to identify future opportunities and directions for this rapidly evolving area. We hope this review will promote future research on RL for broader reasoning models. Github: https://github.com/TsinghuaC3I/Awesome-RL-for-LRMs
SCOPE-RL: A Python Library for Offline Reinforcement Learning and Off-Policy Evaluation
This paper introduces SCOPE-RL, a comprehensive open-source Python software designed for offline reinforcement learning (offline RL), off-policy evaluation (OPE), and selection (OPS). Unlike most existing libraries that focus solely on either policy learning or evaluation, SCOPE-RL seamlessly integrates these two key aspects, facilitating flexible and complete implementations of both offline RL and OPE processes. SCOPE-RL put particular emphasis on its OPE modules, offering a range of OPE estimators and robust evaluation-of-OPE protocols. This approach enables more in-depth and reliable OPE compared to other packages. For instance, SCOPE-RL enhances OPE by estimating the entire reward distribution under a policy rather than its mere point-wise expected value. Additionally, SCOPE-RL provides a more thorough evaluation-of-OPE by presenting the risk-return tradeoff in OPE results, extending beyond mere accuracy evaluations in existing OPE literature. SCOPE-RL is designed with user accessibility in mind. Its user-friendly APIs, comprehensive documentation, and a variety of easy-to-follow examples assist researchers and practitioners in efficiently implementing and experimenting with various offline RL methods and OPE estimators, tailored to their specific problem contexts. The documentation of SCOPE-RL is available at https://scope-rl.readthedocs.io/en/latest/.
Reinforcement Learning Applications
We start with a brief introduction to reinforcement learning (RL), about its successful stories, basics, an example, issues, the ICML 2019 Workshop on RL for Real Life, how to use it, study material and an outlook. Then we discuss a selection of RL applications, including recommender systems, computer systems, energy, finance, healthcare, robotics, and transportation.
Dueling RL: Reinforcement Learning with Trajectory Preferences
We consider the problem of preference based reinforcement learning (PbRL), where, unlike traditional reinforcement learning, an agent receives feedback only in terms of a 1 bit (0/1) preference over a trajectory pair instead of absolute rewards for them. The success of the traditional RL framework crucially relies on the underlying agent-reward model, which, however, depends on how accurately a system designer can express an appropriate reward function and often a non-trivial task. The main novelty of our framework is the ability to learn from preference-based trajectory feedback that eliminates the need to hand-craft numeric reward models. This paper sets up a formal framework for the PbRL problem with non-markovian rewards, where the trajectory preferences are encoded by a generalized linear model of dimension d. Assuming the transition model is known, we then propose an algorithm with almost optimal regret guarantee of mathcal{O}left( SH d log (T / delta) T right). We further, extend the above algorithm to the case of unknown transition dynamics, and provide an algorithm with near optimal regret guarantee mathcal{O}((d + H^2 + |S|)dT +|mathcal{S||A|TH} ). To the best of our knowledge, our work is one of the first to give tight regret guarantees for preference based RL problems with trajectory preferences.
Efficient Online Reinforcement Learning with Offline Data
Sample efficiency and exploration remain major challenges in online reinforcement learning (RL). A powerful approach that can be applied to address these issues is the inclusion of offline data, such as prior trajectories from a human expert or a sub-optimal exploration policy. Previous methods have relied on extensive modifications and additional complexity to ensure the effective use of this data. Instead, we ask: can we simply apply existing off-policy methods to leverage offline data when learning online? In this work, we demonstrate that the answer is yes; however, a set of minimal but important changes to existing off-policy RL algorithms are required to achieve reliable performance. We extensively ablate these design choices, demonstrating the key factors that most affect performance, and arrive at a set of recommendations that practitioners can readily apply, whether their data comprise a small number of expert demonstrations or large volumes of sub-optimal trajectories. We see that correct application of these simple recommendations can provide a 2.5times improvement over existing approaches across a diverse set of competitive benchmarks, with no additional computational overhead. We have released our code at https://github.com/ikostrikov/rlpd.
Reward-aware Preference Optimization: A Unified Mathematical Framework for Model Alignment
The rapid development of large language model (LLM) alignment algorithms has resulted in a complex and fragmented landscape, with limited clarity on the effectiveness of different methods and their inter-connections. This paper introduces Reward-Aware Preference Optimization (RPO), a mathematical framework that unifies popular preference optimization techniques in LLM alignment, including DPO, IPO, SimPO, and REINFORCE (LOO), among others. RPO provides a structured approach to disentangle and systematically study the impact of various design choices, such as the optimization objective, the number of responses per prompt, and the use of implicit versus explicit reward models, on LLM preference optimization. We additionally propose a new experimental setup that enables the clean and direct ablation of such design choices. Through an extensive series of ablation studies within the RPO framework, we gain insights into the critical factors shaping model alignment, offering practical guidance on the most effective strategies for improving LLM alignment.
Can One Domain Help Others? A Data-Centric Study on Multi-Domain Reasoning via Reinforcement Learning
Reinforcement Learning with Verifiable Rewards (RLVR) has emerged as a powerful paradigm for enhancing the reasoning capabilities of LLMs. Existing research has predominantly concentrated on isolated reasoning domains such as mathematical problem-solving, coding tasks, or logical reasoning. However, real world reasoning scenarios inherently demand an integrated application of multiple cognitive skills. Despite this, the interplay among these reasoning skills under reinforcement learning remains poorly understood. To bridge this gap, we present a systematic investigation of multi-domain reasoning within the RLVR framework, explicitly focusing on three primary domains: mathematical reasoning, code generation, and logical puzzle solving. We conduct a comprehensive study comprising four key components: (1) Leveraging the GRPO algorithm and the Qwen-2.5-7B model family, our study thoroughly evaluates the models' in-domain improvements and cross-domain generalization capabilities when trained on single-domain datasets. (2) Additionally, we examine the intricate interactions including mutual enhancements and conflicts that emerge during combined cross-domain training. (3) To further understand the influence of SFT on RL, we also analyze and compare performance differences between base and instruct models under identical RL configurations. (4) Furthermore, we delve into critical RL training details, systematically exploring the impacts of curriculum learning strategies, variations in reward design, and language-specific factors. Through extensive experiments, our results offer significant insights into the dynamics governing domain interactions, revealing key factors influencing both specialized and generalizable reasoning performance. These findings provide valuable guidance for optimizing RL methodologies to foster comprehensive, multi-domain reasoning capabilities in LLMs.
Improving and Benchmarking Offline Reinforcement Learning Algorithms
Recently, Offline Reinforcement Learning (RL) has achieved remarkable progress with the emergence of various algorithms and datasets. However, these methods usually focus on algorithmic advancements, ignoring that many low-level implementation choices considerably influence or even drive the final performance. As a result, it becomes hard to attribute the progress in Offline RL as these choices are not sufficiently discussed and aligned in the literature. In addition, papers focusing on a dataset (e.g., D4RL) often ignore algorithms proposed on another dataset (e.g., RL Unplugged), causing isolation among the algorithms, which might slow down the overall progress. Therefore, this work aims to bridge the gaps caused by low-level choices and datasets. To this end, we empirically investigate 20 implementation choices using three representative algorithms (i.e., CQL, CRR, and IQL) and present a guidebook for choosing implementations. Following the guidebook, we find two variants CRR+ and CQL+ , achieving new state-of-the-art on D4RL. Moreover, we benchmark eight popular offline RL algorithms across datasets under unified training and evaluation framework. The findings are inspiring: the success of a learning paradigm severely depends on the data distribution, and some previous conclusions are biased by the dataset used. Our code is available at https://github.com/sail-sg/offbench.
Curiosity-driven Red-teaming for Large Language Models
Large language models (LLMs) hold great potential for many natural language applications but risk generating incorrect or toxic content. To probe when an LLM generates unwanted content, the current paradigm is to recruit a red team of human testers to design input prompts (i.e., test cases) that elicit undesirable responses from LLMs. However, relying solely on human testers is expensive and time-consuming. Recent works automate red teaming by training a separate red team LLM with reinforcement learning (RL) to generate test cases that maximize the chance of eliciting undesirable responses from the target LLM. However, current RL methods are only able to generate a small number of effective test cases resulting in a low coverage of the span of prompts that elicit undesirable responses from the target LLM. To overcome this limitation, we draw a connection between the problem of increasing the coverage of generated test cases and the well-studied approach of curiosity-driven exploration that optimizes for novelty. Our method of curiosity-driven red teaming (CRT) achieves greater coverage of test cases while mantaining or increasing their effectiveness compared to existing methods. Our method, CRT successfully provokes toxic responses from LLaMA2 model that has been heavily fine-tuned using human preferences to avoid toxic outputs. Code is available at https://github.com/Improbable-AI/curiosity_redteam
Pretraining in Deep Reinforcement Learning: A Survey
The past few years have seen rapid progress in combining reinforcement learning (RL) with deep learning. Various breakthroughs ranging from games to robotics have spurred the interest in designing sophisticated RL algorithms and systems. However, the prevailing workflow in RL is to learn tabula rasa, which may incur computational inefficiency. This precludes continuous deployment of RL algorithms and potentially excludes researchers without large-scale computing resources. In many other areas of machine learning, the pretraining paradigm has shown to be effective in acquiring transferable knowledge, which can be utilized for a variety of downstream tasks. Recently, we saw a surge of interest in Pretraining for Deep RL with promising results. However, much of the research has been based on different experimental settings. Due to the nature of RL, pretraining in this field is faced with unique challenges and hence requires new design principles. In this survey, we seek to systematically review existing works in pretraining for deep reinforcement learning, provide a taxonomy of these methods, discuss each sub-field, and bring attention to open problems and future directions.
Constitutional AI: Harmlessness from AI Feedback
As AI systems become more capable, we would like to enlist their help to supervise other AIs. We experiment with methods for training a harmless AI assistant through self-improvement, without any human labels identifying harmful outputs. The only human oversight is provided through a list of rules or principles, and so we refer to the method as 'Constitutional AI'. The process involves both a supervised learning and a reinforcement learning phase. In the supervised phase we sample from an initial model, then generate self-critiques and revisions, and then finetune the original model on revised responses. In the RL phase, we sample from the finetuned model, use a model to evaluate which of the two samples is better, and then train a preference model from this dataset of AI preferences. We then train with RL using the preference model as the reward signal, i.e. we use 'RL from AI Feedback' (RLAIF). As a result we are able to train a harmless but non-evasive AI assistant that engages with harmful queries by explaining its objections to them. Both the SL and RL methods can leverage chain-of-thought style reasoning to improve the human-judged performance and transparency of AI decision making. These methods make it possible to control AI behavior more precisely and with far fewer human labels.
Deep Reinforcement Learning: An Overview
We give an overview of recent exciting achievements of deep reinforcement learning (RL). We discuss six core elements, six important mechanisms, and twelve applications. We start with background of machine learning, deep learning and reinforcement learning. Next we discuss core RL elements, including value function, in particular, Deep Q-Network (DQN), policy, reward, model, planning, and exploration. After that, we discuss important mechanisms for RL, including attention and memory, unsupervised learning, transfer learning, multi-agent RL, hierarchical RL, and learning to learn. Then we discuss various applications of RL, including games, in particular, AlphaGo, robotics, natural language processing, including dialogue systems, machine translation, and text generation, computer vision, neural architecture design, business management, finance, healthcare, Industry 4.0, smart grid, intelligent transportation systems, and computer systems. We mention topics not reviewed yet, and list a collection of RL resources. After presenting a brief summary, we close with discussions. Please see Deep Reinforcement Learning, arXiv:1810.06339, for a significant update.
On Zero-Shot Reinforcement Learning
Modern reinforcement learning (RL) systems capture deep truths about general, human problem-solving. In domains where new data can be simulated cheaply, these systems uncover sequential decision-making policies that far exceed the ability of any human. Society faces many problems whose solutions require this skill, but they are often in domains where new data cannot be cheaply simulated. In such scenarios, we can learn simulators from existing data, but these will only ever be approximately correct, and can be pathologically incorrect when queried outside of their training distribution. As a result, a misalignment between the environments in which we train our agents and the real-world in which we wish to deploy our agents is inevitable. Dealing with this misalignment is the primary concern of zero-shot reinforcement learning, a problem setting where the agent must generalise to a new task or domain with zero practice shots. Whilst impressive progress has been made on methods that perform zero-shot RL in idealised settings, new work is needed if these results are to be replicated in real-world settings. In this thesis, we argue that doing so requires us to navigate (at least) three constraints. First, the data quality constraint: real-world datasets are small and homogeneous. Second, the observability constraint: states, dynamics and rewards in the real-world are often only partially observed. And third, the data availability constraint: a priori access to data cannot always be assumed. This work proposes a suite of methods that perform zero-shot RL subject to these constraints. In a series of empirical studies we expose the failings of existing methods, and justify our techniques for remedying them. We believe these designs take us a step closer to RL methods that can be deployed to solve real-world problems.
RFRL Gym: A Reinforcement Learning Testbed for Cognitive Radio Applications
Radio Frequency Reinforcement Learning (RFRL) is anticipated to be a widely applicable technology in the next generation of wireless communication systems, particularly 6G and next-gen military communications. Given this, our research is focused on developing a tool to promote the development of RFRL techniques that leverage spectrum sensing. In particular, the tool was designed to address two cognitive radio applications, specifically dynamic spectrum access and jamming. In order to train and test reinforcement learning (RL) algorithms for these applications, a simulation environment is necessary to simulate the conditions that an agent will encounter within the Radio Frequency (RF) spectrum. In this paper, such an environment has been developed, herein referred to as the RFRL Gym. Through the RFRL Gym, users can design their own scenarios to model what an RL agent may encounter within the RF spectrum as well as experiment with different spectrum sensing techniques. Additionally, the RFRL Gym is a subclass of OpenAI gym, enabling the use of third-party ML/RL Libraries. We plan to open-source this codebase to enable other researchers to utilize the RFRL Gym to test their own scenarios and RL algorithms, ultimately leading to the advancement of RL research in the wireless communications domain. This paper describes in further detail the components of the Gym, results from example scenarios, and plans for future additions. Index Terms-machine learning, reinforcement learning, wireless communications, dynamic spectrum access, OpenAI gym
Jump-Start Reinforcement Learning
Reinforcement learning (RL) provides a theoretical framework for continuously improving an agent's behavior via trial and error. However, efficiently learning policies from scratch can be very difficult, particularly for tasks with exploration challenges. In such settings, it might be desirable to initialize RL with an existing policy, offline data, or demonstrations. However, naively performing such initialization in RL often works poorly, especially for value-based methods. In this paper, we present a meta algorithm that can use offline data, demonstrations, or a pre-existing policy to initialize an RL policy, and is compatible with any RL approach. In particular, we propose Jump-Start Reinforcement Learning (JSRL), an algorithm that employs two policies to solve tasks: a guide-policy, and an exploration-policy. By using the guide-policy to form a curriculum of starting states for the exploration-policy, we are able to efficiently improve performance on a set of simulated robotic tasks. We show via experiments that JSRL is able to significantly outperform existing imitation and reinforcement learning algorithms, particularly in the small-data regime. In addition, we provide an upper bound on the sample complexity of JSRL and show that with the help of a guide-policy, one can improve the sample complexity for non-optimism exploration methods from exponential in horizon to polynomial.
When should we prefer Decision Transformers for Offline Reinforcement Learning?
Offline reinforcement learning (RL) allows agents to learn effective, return-maximizing policies from a static dataset. Three popular algorithms for offline RL are Conservative Q-Learning (CQL), Behavior Cloning (BC), and Decision Transformer (DT), from the class of Q-Learning, Imitation Learning, and Sequence Modeling respectively. A key open question is: which algorithm is preferred under what conditions? We study this question empirically by exploring the performance of these algorithms across the commonly used D4RL and Robomimic benchmarks. We design targeted experiments to understand their behavior concerning data suboptimality, task complexity, and stochasticity. Our key findings are: (1) DT requires more data than CQL to learn competitive policies but is more robust; (2) DT is a substantially better choice than both CQL and BC in sparse-reward and low-quality data settings; (3) DT and BC are preferable as task horizon increases, or when data is obtained from human demonstrators; and (4) CQL excels in situations characterized by the combination of high stochasticity and low data quality. We also investigate architectural choices and scaling trends for DT on Atari and D4RL and make design/scaling recommendations. We find that scaling the amount of data for DT by 5x gives a 2.5x average score improvement on Atari.
NeoRL-2: Near Real-World Benchmarks for Offline Reinforcement Learning with Extended Realistic Scenarios
Offline reinforcement learning (RL) aims to learn from historical data without requiring (costly) access to the environment. To facilitate offline RL research, we previously introduced NeoRL, which highlighted that datasets from real-world tasks are often conservative and limited. With years of experience applying offline RL to various domains, we have identified additional real-world challenges. These include extremely conservative data distributions produced by deployed control systems, delayed action effects caused by high-latency transitions, external factors arising from the uncontrollable variance of transitions, and global safety constraints that are difficult to evaluate during the decision-making process. These challenges are underrepresented in previous benchmarks but frequently occur in real-world tasks. To address this, we constructed the extended Near Real-World Offline RL Benchmark (NeoRL-2), which consists of 7 datasets from 7 simulated tasks along with their corresponding evaluation simulators. Benchmarking results from state-of-the-art offline RL approaches demonstrate that current methods often struggle to outperform the data-collection behavior policy, highlighting the need for more effective methods. We hope NeoRL-2 will accelerate the development of reinforcement learning algorithms for real-world applications. The benchmark project page is available at https://github.com/polixir/NeoRL2.
RLinf-VLA: A Unified and Efficient Framework for VLA+RL Training
Recent progress in vision and language foundation models has significantly advanced multimodal understanding, reasoning, and generation, inspiring a surge of interest in extending such capabilities to embodied settings through vision-language-action (VLA) models. Yet, most VLA models are still trained with supervised fine-tuning (SFT), which struggles to generalize under distribution shifts due to error accumulation. Reinforcement learning (RL) offers a promising alternative by directly optimizing task performance through interaction, but existing attempts remain fragmented and lack a unified platform for fair and systematic comparison across model architectures and algorithmic designs. To address this gap, we introduce RLinf-VLA, a unified and efficient framework for scalable RL training of VLA models. The system adopts a highly flexible resource allocation design that addresses the challenge of integrating rendering, training, and inference in RL+VLA training. In particular, for GPU-parallelized simulators, RLinf-VLA implements a novel hybrid fine-grained pipeline allocation mode, achieving a 1.61x-1.88x speedup in training. Through a unified interface, RLinf-VLA seamlessly supports diverse VLA architectures (e.g., OpenVLA, OpenVLA-OFT), multiple RL algorithms (e.g., PPO, GRPO), and various simulators (e.g., ManiSkill, LIBERO). In simulation, a unified model achieves 98.11\% across 130 LIBERO tasks and 97.66\% across 25 ManiSkill tasks. Beyond empirical performance, our study distills a set of best practices for applying RL to VLA training and sheds light on emerging patterns in this integration. Furthermore, we present preliminary deployment on a real-world Franka robot, where RL-trained policies exhibit stronger generalization than those trained with SFT. We envision RLinf-VLA as a foundation to accelerate and standardize research on embodied intelligence.
RLang: A Declarative Language for Describing Partial World Knowledge to Reinforcement Learning Agents
We introduce RLang, a domain-specific language (DSL) for communicating domain knowledge to an RL agent. Unlike existing RL DSLs that ground to single elements of a decision-making formalism (e.g., the reward function or policy), RLang can specify information about every element of a Markov decision process. We define precise syntax and grounding semantics for RLang, and provide a parser that grounds RLang programs to an algorithm-agnostic partial world model and policy that can be exploited by an RL agent. We provide a series of example RLang programs demonstrating how different RL methods can exploit the resulting knowledge, encompassing model-free and model-based tabular algorithms, policy gradient and value-based methods, hierarchical approaches, and deep methods.
Bigger, Better, Faster: Human-level Atari with human-level efficiency
We introduce a value-based RL agent, which we call BBF, that achieves super-human performance in the Atari 100K benchmark. BBF relies on scaling the neural networks used for value estimation, as well as a number of other design choices that enable this scaling in a sample-efficient manner. We conduct extensive analyses of these design choices and provide insights for future work. We end with a discussion about updating the goalposts for sample-efficient RL research on the ALE. We make our code and data publicly available at https://github.com/google-research/google-research/tree/master/bigger_better_faster.
D5RL: Diverse Datasets for Data-Driven Deep Reinforcement Learning
Offline reinforcement learning algorithms hold the promise of enabling data-driven RL methods that do not require costly or dangerous real-world exploration and benefit from large pre-collected datasets. This in turn can facilitate real-world applications, as well as a more standardized approach to RL research. Furthermore, offline RL methods can provide effective initializations for online finetuning to overcome challenges with exploration. However, evaluating progress on offline RL algorithms requires effective and challenging benchmarks that capture properties of real-world tasks, provide a range of task difficulties, and cover a range of challenges both in terms of the parameters of the domain (e.g., length of the horizon, sparsity of rewards) and the parameters of the data (e.g., narrow demonstration data or broad exploratory data). While considerable progress in offline RL in recent years has been enabled by simpler benchmark tasks, the most widely used datasets are increasingly saturating in performance and may fail to reflect properties of realistic tasks. We propose a new benchmark for offline RL that focuses on realistic simulations of robotic manipulation and locomotion environments, based on models of real-world robotic systems, and comprising a variety of data sources, including scripted data, play-style data collected by human teleoperators, and other data sources. Our proposed benchmark covers state-based and image-based domains, and supports both offline RL and online fine-tuning evaluation, with some of the tasks specifically designed to require both pre-training and fine-tuning. We hope that our proposed benchmark will facilitate further progress on both offline RL and fine-tuning algorithms. Website with code, examples, tasks, and data is available at https://sites.google.com/view/d5rl/
SimpleRL-Zoo: Investigating and Taming Zero Reinforcement Learning for Open Base Models in the Wild
DeepSeek-R1 has shown that long chain-of-thought (CoT) reasoning can naturally emerge through a simple reinforcement learning (RL) framework with rule-based rewards, where the training may directly start from the base models-a paradigm referred to as zero RL training. Most recent efforts to reproduce zero RL training have primarily focused on the Qwen2.5 model series, which may not be representative as we find the base models already exhibit strong instruction-following and self-reflection abilities. In this work, we investigate zero RL training across 10 diverse base models, spanning different families and sizes including LLama3-8B, Mistral-7B/24B, DeepSeek-Math-7B, Qwen2.5-math-7B, and all Qwen2.5 models from 0.5B to 32B. Leveraging several key design strategies-such as adjusting format reward and controlling query difficulty-we achieve substantial improvements in both reasoning accuracy and response length across most settings. However, by carefully monitoring the training dynamics, we observe that different base models exhibit distinct patterns during training. For instance, the increased response length does not always correlate with the emergence of certain cognitive behaviors such as verification (i.e., the "aha moment"). Notably, we observe the "aha moment" for the first time in small models not from the Qwen family. We share the key designs that enable successful zero RL training, along with our findings and practices. To facilitate further research, we open-source the code, models, and analysis tools.
Dual RL: Unification and New Methods for Reinforcement and Imitation Learning
The goal of reinforcement learning (RL) is to find a policy that maximizes the expected cumulative return. It has been shown that this objective can be represented as an optimization problem of state-action visitation distribution under linear constraints. The dual problem of this formulation, which we refer to as dual RL, is unconstrained and easier to optimize. In this work, we first cast several state-of-the-art offline RL and offline imitation learning (IL) algorithms as instances of dual RL approaches with shared structures. Such unification allows us to identify the root cause of the shortcomings of prior methods. For offline IL, our analysis shows that prior methods are based on a restrictive coverage assumption that greatly limits their performance in practice. To fix this limitation, we propose a new discriminator-free method ReCOIL that learns to imitate from arbitrary off-policy data to obtain near-expert performance. For offline RL, our analysis frames a recent offline RL method XQL in the dual framework, and we further propose a new method f-DVL that provides alternative choices to the Gumbel regression loss that fixes the known training instability issue of XQL. The performance improvements by both of our proposed methods, ReCOIL and f-DVL, in IL and RL are validated on an extensive suite of simulated robot locomotion and manipulation tasks. Project code and details can be found at this https://hari-sikchi.github.io/dual-rl.
A Survey of Reinforcement Learning from Human Feedback
Reinforcement learning from human feedback (RLHF) is a variant of reinforcement learning (RL) that learns from human feedback instead of relying on an engineered reward function. Building on prior work on the related setting of preference-based reinforcement learning (PbRL), it stands at the intersection of artificial intelligence and human-computer interaction. This positioning offers a promising avenue to enhance the performance and adaptability of intelligent systems while also improving the alignment of their objectives with human values. The training of Large Language Models (LLMs) has impressively demonstrated this potential in recent years, where RLHF played a decisive role in targeting the model's capabilities toward human objectives. This article provides a comprehensive overview of the fundamentals of RLHF, exploring the intricate dynamics between machine agents and human input. While recent focus has been on RLHF for LLMs, our survey adopts a broader perspective, examining the diverse applications and wide-ranging impact of the technique. We delve into the core principles that underpin RLHF, shedding light on the symbiotic relationship between algorithms and human feedback, and discuss the main research trends in the field. By synthesizing the current landscape of RLHF research, this article aims to provide researchers as well as practitioners with a comprehensive understanding of this rapidly growing field of research.
Combinatorial Optimization with Policy Adaptation using Latent Space Search
Combinatorial Optimization underpins many real-world applications and yet, designing performant algorithms to solve these complex, typically NP-hard, problems remains a significant research challenge. Reinforcement Learning (RL) provides a versatile framework for designing heuristics across a broad spectrum of problem domains. However, despite notable progress, RL has not yet supplanted industrial solvers as the go-to solution. Current approaches emphasize pre-training heuristics that construct solutions but often rely on search procedures with limited variance, such as stochastically sampling numerous solutions from a single policy or employing computationally expensive fine-tuning of the policy on individual problem instances. Building on the intuition that performant search at inference time should be anticipated during pre-training, we propose COMPASS, a novel RL approach that parameterizes a distribution of diverse and specialized policies conditioned on a continuous latent space. We evaluate COMPASS across three canonical problems - Travelling Salesman, Capacitated Vehicle Routing, and Job-Shop Scheduling - and demonstrate that our search strategy (i) outperforms state-of-the-art approaches on 11 standard benchmarking tasks and (ii) generalizes better, surpassing all other approaches on a set of 18 procedurally transformed instance distributions.
Is Reinforcement Learning (Not) for Natural Language Processing: Benchmarks, Baselines, and Building Blocks for Natural Language Policy Optimization
We tackle the problem of aligning pre-trained large language models (LMs) with human preferences. If we view text generation as a sequential decision-making problem, reinforcement learning (RL) appears to be a natural conceptual framework. However, using RL for LM-based generation faces empirical challenges, including training instability due to the combinatorial action space, as well as a lack of open-source libraries and benchmarks customized for LM alignment. Thus, a question rises in the research community: is RL a practical paradigm for NLP? To help answer this, we first introduce an open-source modular library, RL4LMs (Reinforcement Learning for Language Models), for optimizing language generators with RL. The library consists of on-policy RL algorithms that can be used to train any encoder or encoder-decoder LM in the HuggingFace library (Wolf et al. 2020) with an arbitrary reward function. Next, we present the GRUE (General Reinforced-language Understanding Evaluation) benchmark, a set of 6 language generation tasks which are supervised not by target strings, but by reward functions which capture automated measures of human preference.GRUE is the first leaderboard-style evaluation of RL algorithms for NLP tasks. Finally, we introduce an easy-to-use, performant RL algorithm, NLPO (Natural Language Policy Optimization)} that learns to effectively reduce the combinatorial action space in language generation. We show 1) that RL techniques are generally better than supervised methods at aligning LMs to human preferences; and 2) that NLPO exhibits greater stability and performance than previous policy gradient methods (e.g., PPO (Schulman et al. 2017)), based on both automatic and human evaluations.
Towards a Reinforcement Learning Environment Toolbox for Intelligent Electric Motor Control
Electric motors are used in many applications and their efficiency is strongly dependent on their control. Among others, PI approaches or model predictive control methods are well-known in the scientific literature and industrial practice. A novel approach is to use reinforcement learning (RL) to have an agent learn electric drive control from scratch merely by interacting with a suitable control environment. RL achieved remarkable results with super-human performance in many games (e.g. Atari classics or Go) and also becomes more popular in control tasks like cartpole or swinging pendulum benchmarks. In this work, the open-source Python package gym-electric-motor (GEM) is developed for ease of training of RL-agents for electric motor control. Furthermore, this package can be used to compare the trained agents with other state-of-the-art control approaches. It is based on the OpenAI Gym framework that provides a widely used interface for the evaluation of RL-agents. The initial package version covers different DC motor variants and the prevalent permanent magnet synchronous motor as well as different power electronic converters and a mechanical load model. Due to the modular setup of the proposed toolbox, additional motor, load, and power electronic devices can be easily extended in the future. Furthermore, different secondary effects like controller interlocking time or noise are considered. An intelligent controller example based on the deep deterministic policy gradient algorithm which controls a series DC motor is presented and compared to a cascaded PI-controller as a baseline for future research. Fellow researchers are encouraged to use the framework in their RL investigations or to contribute to the functional scope (e.g. further motor types) of the package.
Pearl: A Production-ready Reinforcement Learning Agent
Reinforcement Learning (RL) offers a versatile framework for achieving long-term goals. Its generality allows us to formalize a wide range of problems that real-world intelligent systems encounter, such as dealing with delayed rewards, handling partial observability, addressing the exploration and exploitation dilemma, utilizing offline data to improve online performance, and ensuring safety constraints are met. Despite considerable progress made by the RL research community in addressing these issues, existing open-source RL libraries tend to focus on a narrow portion of the RL solution pipeline, leaving other aspects largely unattended. This paper introduces Pearl, a Production-ready RL agent software package explicitly designed to embrace these challenges in a modular fashion. In addition to presenting preliminary benchmark results, this paper highlights Pearl's industry adoptions to demonstrate its readiness for production usage. Pearl is open sourced on Github at github.com/facebookresearch/pearl and its official website is located at pearlagent.github.io.
VerlTool: Towards Holistic Agentic Reinforcement Learning with Tool Use
Reinforcement Learning with Verifiable Rewards (RLVR) has demonstrated success in enhancing LLM reasoning capabilities, but remains limited to single-turn interactions without tool integration. While recent Agentic Reinforcement Learning with Tool use (ARLT) approaches have emerged to address multi-turn tool interactions, existing works develop task-specific codebases that suffer from fragmentation, synchronous execution bottlenecks, and limited extensibility across domains. These inefficiencies hinder broader community adoption and algorithmic innovation. We introduce VerlTool, a unified and modular framework that addresses these limitations through systematic design principles. VerlTool provides four key contributions: (1) upstream alignment with VeRL ensuring compatibility and simplified maintenance, (2) unified tool management via standardized APIs supporting diverse modalities including code execution, search, SQL databases, and vision processing, (3) asynchronous rollout execution achieving near 2times speedup by eliminating synchronization bottlenecks, and (4) comprehensive evaluation demonstrating competitive performance across 6 ARLT domains. Our framework formalizes ARLT as multi-turn trajectories with multi-modal observation tokens (text/image/video), extending beyond single-turn RLVR paradigms. We train and evaluate models on mathematical reasoning, knowledge QA, SQL generation, visual reasoning, web search, and software engineering tasks, achieving results comparable to specialized systems while providing unified training infrastructure. The modular plugin architecture enables rapid tool integration requiring only lightweight Python definitions, significantly reducing development overhead and providing a scalable foundation for tool-augmented RL research. Our code is open-sourced at https://github.com/TIGER-AI-Lab/verl-tool.
A Survey on Model-based Reinforcement Learning
Reinforcement learning (RL) solves sequential decision-making problems via a trial-and-error process interacting with the environment. While RL achieves outstanding success in playing complex video games that allow huge trial-and-error, making errors is always undesired in the real world. To improve the sample efficiency and thus reduce the errors, model-based reinforcement learning (MBRL) is believed to be a promising direction, which builds environment models in which the trial-and-errors can take place without real costs. In this survey, we take a review of MBRL with a focus on the recent progress in deep RL. For non-tabular environments, there is always a generalization error between the learned environment model and the real environment. As such, it is of great importance to analyze the discrepancy between policy training in the environment model and that in the real environment, which in turn guides the algorithm design for better model learning, model usage, and policy training. Besides, we also discuss the recent advances of model-based techniques in other forms of RL, including offline RL, goal-conditioned RL, multi-agent RL, and meta-RL. Moreover, we discuss the applicability and advantages of MBRL in real-world tasks. Finally, we end this survey by discussing the promising prospects for the future development of MBRL. We think that MBRL has great potential and advantages in real-world applications that were overlooked, and we hope this survey could attract more research on MBRL.
TeaMs-RL: Teaching LLMs to Generate Better Instruction Datasets via Reinforcement Learning
The development of Large Language Models (LLMs) often confronts challenges stemming from the heavy reliance on human annotators in the reinforcement learning with human feedback (RLHF) framework, or the frequent and costly external queries tied to the self-instruct paradigm. In this work, we pivot to Reinforcement Learning (RL) -- but with a twist. Diverging from the typical RLHF, which refines LLMs following instruction data training, we use RL to directly generate the foundational instruction dataset that alone suffices for fine-tuning. Our method, TeaMs-RL, uses a suite of textual operations and rules, prioritizing the diversification of training datasets. It facilitates the generation of high-quality data without excessive reliance on external advanced models, paving the way for a single fine-tuning step and negating the need for subsequent RLHF stages. Our findings highlight key advantages of our approach: reduced need for human involvement and fewer model queries (only 5.73% of the strong baseline's total), along with enhanced capabilities of LLMs in crafting and comprehending complex instructions compared to strong baselines, and substantially improved model privacy protection. Code is available at the link: https://github.com/SafeRL-Lab/TeaMs-RL
Towards General-Purpose Model-Free Reinforcement Learning
Reinforcement learning (RL) promises a framework for near-universal problem-solving. In practice however, RL algorithms are often tailored to specific benchmarks, relying on carefully tuned hyperparameters and algorithmic choices. Recently, powerful model-based RL methods have shown impressive general results across benchmarks but come at the cost of increased complexity and slow run times, limiting their broader applicability. In this paper, we attempt to find a unifying model-free deep RL algorithm that can address a diverse class of domains and problem settings. To achieve this, we leverage model-based representations that approximately linearize the value function, taking advantage of the denser task objectives used by model-based RL while avoiding the costs associated with planning or simulated trajectories. We evaluate our algorithm, MR.Q, on a variety of common RL benchmarks with a single set of hyperparameters and show a competitive performance against domain-specific and general baselines, providing a concrete step towards building general-purpose model-free deep RL algorithms.
Open RL Benchmark: Comprehensive Tracked Experiments for Reinforcement Learning
In many Reinforcement Learning (RL) papers, learning curves are useful indicators to measure the effectiveness of RL algorithms. However, the complete raw data of the learning curves are rarely available. As a result, it is usually necessary to reproduce the experiments from scratch, which can be time-consuming and error-prone. We present Open RL Benchmark, a set of fully tracked RL experiments, including not only the usual data such as episodic return, but also all algorithm-specific and system metrics. Open RL Benchmark is community-driven: anyone can download, use, and contribute to the data. At the time of writing, more than 25,000 runs have been tracked, for a cumulative duration of more than 8 years. Open RL Benchmark covers a wide range of RL libraries and reference implementations. Special care is taken to ensure that each experiment is precisely reproducible by providing not only the full parameters, but also the versions of the dependencies used to generate it. In addition, Open RL Benchmark comes with a command-line interface (CLI) for easy fetching and generating figures to present the results. In this document, we include two case studies to demonstrate the usefulness of Open RL Benchmark in practice. To the best of our knowledge, Open RL Benchmark is the first RL benchmark of its kind, and the authors hope that it will improve and facilitate the work of researchers in the field.
Breaking the Exploration Bottleneck: Rubric-Scaffolded Reinforcement Learning for General LLM Reasoning
Recent advances in Large Language Models (LLMs) have underscored the potential of Reinforcement Learning (RL) to facilitate the emergence of reasoning capabilities. Despite the encouraging results, a fundamental dilemma persists as RL improvement relies on learning from high-quality samples, yet the exploration for such samples remains bounded by the inherent limitations of LLMs. This, in effect, creates an undesirable cycle in which what cannot be explored cannot be learned. In this work, we propose Rubric-Scaffolded Reinforcement Learning (RuscaRL), a novel instructional scaffolding framework designed to break the exploration bottleneck for general LLM reasoning. Specifically, RuscaRL introduces checklist-style rubrics as (1) explicit scaffolding for exploration during rollout generation, where different rubrics are provided as external guidance within task instructions to steer diverse high-quality responses. This guidance is gradually decayed over time, encouraging the model to internalize the underlying reasoning patterns; (2) verifiable rewards for exploitation during model training, where we can obtain robust LLM-as-a-Judge scores using rubrics as references, enabling effective RL on general reasoning tasks. Extensive experiments demonstrate the superiority of the proposed RuscaRL across various benchmarks, effectively expanding reasoning boundaries under the best-of-N evaluation. Notably, RuscaRL significantly boosts Qwen-2.5-7B-Instruct from 23.6 to 50.3 on HealthBench-500, surpassing GPT-4.1. Furthermore, our fine-tuned variant on Qwen3-30B-A3B-Instruct achieves 61.1 on HealthBench-500, outperforming leading LLMs including OpenAI-o3.
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.
The Impact of Task Underspecification in Evaluating Deep Reinforcement Learning
Evaluations of Deep Reinforcement Learning (DRL) methods are an integral part of scientific progress of the field. Beyond designing DRL methods for general intelligence, designing task-specific methods is becoming increasingly prominent for real-world applications. In these settings, the standard evaluation practice involves using a few instances of Markov Decision Processes (MDPs) to represent the task. However, many tasks induce a large family of MDPs owing to variations in the underlying environment, particularly in real-world contexts. For example, in traffic signal control, variations may stem from intersection geometries and traffic flow levels. The select MDP instances may thus inadvertently cause overfitting, lacking the statistical power to draw conclusions about the method's true performance across the family. In this article, we augment DRL evaluations to consider parameterized families of MDPs. We show that in comparison to evaluating DRL methods on select MDP instances, evaluating the MDP family often yields a substantially different relative ranking of methods, casting doubt on what methods should be considered state-of-the-art. We validate this phenomenon in standard control benchmarks and the real-world application of traffic signal control. At the same time, we show that accurately evaluating on an MDP family is nontrivial. Overall, this work identifies new challenges for empirical rigor in reinforcement learning, especially as the outcomes of DRL trickle into downstream decision-making.
Single-agent Reinforcement Learning Model for Regional Adaptive Traffic Signal Control
Several studies have employed reinforcement learning (RL) to address the challenges of regional adaptive traffic signal control (ATSC) and achieved promising results. In this field, existing research predominantly adopts multi-agent frameworks. However, the adoption of multi-agent frameworks presents challenges for scalability. Instead, the Traffic signal control (TSC) problem necessitates a single-agent framework. TSC inherently relies on centralized management by a single control center, which can monitor traffic conditions across all roads in the study area and coordinate the control of all intersections. This work proposes a single-agent RL-based regional ATSC model compatible with probe vehicle technology. Key components of the RL design include state, action, and reward function definitions. To facilitate learning and manage congestion, both state and reward functions are defined based on queue length, with action designed to regulate queue dynamics. The queue length definition used in this study differs slightly from conventional definitions but is closely correlated with congestion states. More importantly, it allows for reliable estimation using link travel time data from probe vehicles. With probe vehicle data already covering most urban roads, this feature enhances the proposed method's potential for widespread deployment. The method was comprehensively evaluated using the SUMO simulation platform. Experimental results demonstrate that the proposed model effectively mitigates large-scale regional congestion levels via coordinated multi-intersection control.
Reward Shaping to Mitigate Reward Hacking in RLHF
Reinforcement Learning from Human Feedback (RLHF) is essential for aligning large language models (LLMs) with human values. However, RLHF is susceptible to reward hacking, where the agent exploits flaws in the reward function rather than learning the intended behavior, thus degrading alignment. While reward shaping helps stabilize RLHF and partially mitigate reward hacking, a systematic investigation into shaping techniques and their underlying principles remains lacking. To bridge this gap, we present a comprehensive study of the prevalent reward shaping methods. Our analysis suggests three key design principles: (1) RL reward is ideally bounded, (2) RL benefits from rapid initial growth followed by gradual convergence, and (3) RL reward is best formulated as a function of centered reward. Guided by these insights, we propose Preference As Reward (PAR), a novel approach that leverages the latent preferences embedded within the reward model itself as the signal for reinforcement learning. We evaluated PAR on two base models, Gemma2-2B and Llama3-8B, using two datasets, Ultrafeedback-Binarized and HH-RLHF. Experimental results demonstrate PAR's superior performance over other reward shaping methods. On the AlpacaEval 2.0 benchmark, PAR achieves a win rate at least 5 percentage points higher than competing approaches. Furthermore, PAR exhibits remarkable data efficiency, requiring only a single reference reward for optimal performance, and maintains robustness against reward hacking even after two full epochs of training. Code is available at https://github.com/PorUna-byte/PAR.
DeepSearch: Overcome the Bottleneck of Reinforcement Learning with Verifiable Rewards via Monte Carlo Tree Search
Although RLVR has become an essential component for developing advanced reasoning skills in LLMs, contemporary studies have documented training plateaus that emerge following thousands of optimization steps, demonstrating notable decreases in performance gains despite increased computational investment. This limitation stems from the sparse exploration patterns inherent in current RLVR practices, where models rely on limited rollouts that often miss critical reasoning paths and fail to provide systematic coverage of the solution space. We present DeepSearch, a framework that integrates Monte Carlo Tree Search directly into RLVR training. In contrast to existing methods that rely on tree search only at inference, DeepSearch embeds structured search into the training loop, enabling systematic exploration and fine-grained credit assignment across reasoning steps. Through training-time exploration, DeepSearch addresses the fundamental bottleneck of insufficient exploration, which leads to diminishing performance improvements over prolonged training steps. Our contributions include: (1) a global frontier selection strategy that prioritizes promising nodes across the search tree, (2) selection with entropy-based guidance that identifies confident paths for supervision, and (3) adaptive replay buffer training with solution caching for efficiency. Experiments on mathematical reasoning benchmarks show that DeepSearch achieves 62.95% average accuracy and establishes a new state-of-the-art for 1.5B reasoning models - using 5.7x fewer GPU hours than extended training approaches. These results highlight the importance of strategic exploration over brute-force scaling and demonstrate the promise of algorithmic innovation for advancing RLVR methodologies. DeepSearch establishes a new direction for scaling reasoning capabilities through systematic search rather than prolonged computation.
RoRecomp: Enhancing Reasoning Efficiency via Rollout Response Recomposition in Reinforcement Learning
Reinforcement learning with verifiable rewards (RLVR) has proven effective in eliciting complex reasoning in large language models (LLMs). However, standard RLVR training often leads to excessively verbose processes (in reasoning tasks) and inefficient exploration trajectories (in agentic settings), as outcome-only rewards provide no incentive for efficiency and the high variance in response length within relatively small rollout groups results in noisy optimization signals. To address this, we propose Rollout Response Recomposition (RoRecomp), a plug-and-play method that guides models toward concise reasoning by strategically recomposing the training data. RoRecomp separates responses into two distinct batch types: 1) priority batches, which combine short-correct and long-incorrect responses selected from online batches to provide a clear gradient signal for brevity, and 2) compensation batches, which utilize remaining responses from a replay buffer to maintain stability and prevent model collapse. To comprehensively evaluate effectiveness, we test RoRecomp across three settings where results demonstrate substantial efficiency gains: reducing reasoning length by 27.7% in zero RL training, reducing unnecessary tool calls by 46.8% while improving accuracy in agentic RL, and achieving up to 52.5% length reduction in thinking compression, all with minimal performance impact.
Efficient Reinforcement Learning for Jumping Monopods
In this work, we consider the complex control problem of making a monopod reach a target with a jump. The monopod can jump in any direction and the terrain underneath its foot can be uneven. This is a template of a much larger class of problems, which are extremely challenging and computationally expensive to solve using standard optimisation-based techniques. Reinforcement Learning (RL) could be an interesting alternative, but the application of an end-to-end approach in which the controller must learn everything from scratch, is impractical. The solution advocated in this paper is to guide the learning process within an RL framework by injecting physical knowledge. This expedient brings to widespread benefits, such as a drastic reduction of the learning time, and the ability to learn and compensate for possible errors in the low-level controller executing the motion. We demonstrate the advantage of our approach with respect to both optimization-based and end-to-end RL approaches.
Hyperbolic Deep Reinforcement Learning
We propose a new class of deep reinforcement learning (RL) algorithms that model latent representations in hyperbolic space. Sequential decision-making requires reasoning about the possible future consequences of current behavior. Consequently, capturing the relationship between key evolving features for a given task is conducive to recovering effective policies. To this end, hyperbolic geometry provides deep RL models with a natural basis to precisely encode this inherently hierarchical information. However, applying existing methodologies from the hyperbolic deep learning literature leads to fatal optimization instabilities due to the non-stationarity and variance characterizing RL gradient estimators. Hence, we design a new general method that counteracts such optimization challenges and enables stable end-to-end learning with deep hyperbolic representations. We empirically validate our framework by applying it to popular on-policy and off-policy RL algorithms on the Procgen and Atari 100K benchmarks, attaining near universal performance and generalization benefits. Given its natural fit, we hope future RL research will consider hyperbolic representations as a standard tool.
Natural Language Reinforcement Learning
Reinforcement Learning (RL) mathematically formulates decision-making with Markov Decision Process (MDP). With MDPs, researchers have achieved remarkable breakthroughs across various domains, including games, robotics, and language models. This paper seeks a new possibility, Natural Language Reinforcement Learning (NLRL), by extending traditional MDP to natural language-based representation space. Specifically, NLRL innovatively redefines RL principles, including task objectives, policy, value function, Bellman equation, and policy iteration, into their language counterparts. With recent advancements in large language models (LLMs), NLRL can be practically implemented to achieve RL-like policy and value improvement by either pure prompting or gradient-based training. Experiments over Maze, Breakthrough, and Tic-Tac-Toe games demonstrate the effectiveness, efficiency, and interpretability of the NLRL framework among diverse use cases. Our code will be released at https://github.com/waterhorse1/Natural-language-RL.
The Evolving Landscape of LLM- and VLM-Integrated Reinforcement Learning
Reinforcement learning (RL) has shown impressive results in sequential decision-making tasks. Meanwhile, Large Language Models (LLMs) and Vision-Language Models (VLMs) have emerged, exhibiting impressive capabilities in multimodal understanding and reasoning. These advances have led to a surge of research integrating LLMs and VLMs into RL. In this survey, we review representative works in which LLMs and VLMs are used to overcome key challenges in RL, such as lack of prior knowledge, long-horizon planning, and reward design. We present a taxonomy that categorizes these LLM/VLM-assisted RL approaches into three roles: agent, planner, and reward. We conclude by exploring open problems, including grounding, bias mitigation, improved representations, and action advice. By consolidating existing research and identifying future directions, this survey establishes a framework for integrating LLMs and VLMs into RL, advancing approaches that unify natural language and visual understanding with sequential decision-making.
Enhancing the Outcome Reward-based RL Training of MLLMs with Self-Consistency Sampling
Outcome-reward reinforcement learning (RL) is a common and increasingly significant way to refine the step-by-step reasoning of multimodal large language models (MLLMs). In the multiple-choice setting - a dominant format for multimodal reasoning benchmarks - the paradigm faces a significant yet often overlooked obstacle: unfaithful trajectories that guess the correct option after a faulty chain of thought receive the same reward as genuine reasoning, which is a flaw that cannot be ignored. We propose Self-Consistency Sampling (SCS) to correct this issue. For each question, SCS (i) introduces small visual perturbations and (ii) performs repeated truncation and resampling of an initial trajectory; agreement among the resulting trajectories yields a differentiable consistency score that down-weights unreliable traces during policy updates. Based on Qwen2.5-VL-7B-Instruct, plugging SCS into RLOO, GRPO, and REINFORCE++ series improves accuracy by up to 7.7 percentage points on six multimodal benchmarks with negligible extra computation. SCS also yields notable gains on both Qwen2.5-VL-3B-Instruct and InternVL3-8B, offering a simple, general remedy for outcome-reward RL in MLLMs.
Hyperparameter Optimization for Multi-Objective Reinforcement Learning
Reinforcement learning (RL) has emerged as a powerful approach for tackling complex problems. The recent introduction of multi-objective reinforcement learning (MORL) has further expanded the scope of RL by enabling agents to make trade-offs among multiple objectives. This advancement not only has broadened the range of problems that can be tackled but also created numerous opportunities for exploration and advancement. Yet, the effectiveness of RL agents heavily relies on appropriately setting their hyperparameters. In practice, this task often proves to be challenging, leading to unsuccessful deployments of these techniques in various instances. Hence, prior research has explored hyperparameter optimization in RL to address this concern. This paper presents an initial investigation into the challenge of hyperparameter optimization specifically for MORL. We formalize the problem, highlight its distinctive challenges, and propose a systematic methodology to address it. The proposed methodology is applied to a well-known environment using a state-of-the-art MORL algorithm, and preliminary results are reported. Our findings indicate that the proposed methodology can effectively provide hyperparameter configurations that significantly enhance the performance of MORL agents. Furthermore, this study identifies various future research opportunities to further advance the field of hyperparameter optimization for MORL.
Learning What Reinforcement Learning Can't: Interleaved Online Fine-Tuning for Hardest Questions
Recent advances in large language model (LLM) reasoning have shown that sophisticated behaviors such as planning and self-reflection can emerge through reinforcement learning (RL). However, despite these successes, RL in its current form remains insufficient to induce capabilities that exceed the limitations of the base model, as it is primarily optimized based on existing knowledge of the model rather than facilitating the acquisition of new information. To address this limitation, we employ supervised fine-tuning (SFT) to learn what RL cannot, which enables the incorporation of new knowledge and reasoning patterns by leveraging high-quality demonstration data. We analyze the training dynamics of RL and SFT for LLM reasoning and find that RL excels at maintaining and improving performance on questions within the model's original capabilities, while SFT is more effective at enabling progress on questions beyond the current scope of the model. Motivated by the complementary strengths of RL and SFT, we introduce a novel training approach, ReLIFT (Reinforcement Learning Interleaved with Online Fine-Tuning). In ReLIFT, the model is primarily trained using RL, but when it encounters challenging questions, high-quality solutions are collected for fine-tuning, and the training process alternates between RL and fine-tuning to enhance the model's reasoning abilities. ReLIFT achieves an average improvement of over +5.2 points across five competition-level benchmarks and one out-of-distribution benchmark compared to other zero-RL models. Furthermore, we demonstrate that ReLIFT outperforms both RL and SFT while using only 13\% of the detailed demonstration data, highlighting its scalability. These results provide compelling evidence that ReLIFT overcomes the fundamental limitations of RL and underscores the significant potential.
Random Policy Valuation is Enough for LLM Reasoning with Verifiable Rewards
RL with Verifiable Rewards (RLVR) has emerged as a promising paradigm for improving the reasoning abilities of large language models (LLMs). Current methods rely primarily on policy optimization frameworks like PPO and GRPO, which follow generalized policy iteration that alternates between evaluating the current policy's value and improving the policy based on evaluation. While effective, they often suffer from training instability and diversity collapse, requiring complex heuristic tricks and careful tuning. We observe that standard RLVR in math reasoning can be formalized as a specialized finite-horizon Markov Decision Process with deterministic state transitions, tree-structured dynamics, and binary terminal rewards. Though large in scale, the underlying structure is simpler than general-purpose control settings for which popular RL algorithms (e.g., PPO) were developed, suggesting that several sophisticated techniques in existing methods may be reduced or even omitted. Based on this insight, we prove a surprising result: the optimal action can be recovered from the Q-function of a fixed uniformly random policy, thereby bypassing the generalized policy iteration loop and its associated heuristics. We introduce Random Policy Valuation for Diverse Reasoning (ROVER) to translate this principle into a practical and scalable algorithm for LLM math reasoning, a minimalist yet highly effective RL method that samples actions from a softmax over these uniform-policy Q-values. ROVER preserves diversity throughout training, allowing sustained exploration of multiple valid pathways. Across multiple base models and standard math reasoning benchmarks, ROVER demonstrates superior performance in both quality (+8.2 on pass@1, +16.8 on pass@256) and diversity (+17.6\%), despite its radical simplification compared to strong, complicated existing methods.
Limits of Generalization in RLVR: Two Case Studies in Mathematical Reasoning
Mathematical reasoning is a central challenge for large language models (LLMs), requiring not only correct answers but also faithful reasoning processes. Reinforcement Learning with Verifiable Rewards (RLVR) has emerged as a promising approach for enhancing such capabilities; however, its ability to foster genuine reasoning remains unclear. We investigate RLVR on two combinatorial problems with fully verifiable solutions: Activity Scheduling and the Longest Increasing Subsequence, using carefully curated datasets with unique optima. Across multiple reward designs, we find that RLVR improves evaluation metrics but often by reinforcing superficial heuristics rather than acquiring new reasoning strategies. These findings highlight the limits of RLVR generalization, emphasizing the importance of benchmarks that disentangle genuine mathematical reasoning from shortcut exploitation and provide faithful measures of progress. Code available at https://github.com/xashru/rlvr-seq-generalization.
Reinforcement Learning in the Era of LLMs: What is Essential? What is needed? An RL Perspective on RLHF, Prompting, and Beyond
Recent advancements in Large Language Models (LLMs) have garnered wide attention and led to successful products such as ChatGPT and GPT-4. Their proficiency in adhering to instructions and delivering harmless, helpful, and honest (3H) responses can largely be attributed to the technique of Reinforcement Learning from Human Feedback (RLHF). In this paper, we aim to link the research in conventional RL to RL techniques used in LLM research. Demystify this technique by discussing why, when, and how RL excels. Furthermore, we explore potential future avenues that could either benefit from or contribute to RLHF research. Highlighted Takeaways: 1. RLHF is Online Inverse RL with Offline Demonstration Data. 2. RLHF > SFT because Imitation Learning (and Inverse RL) > Behavior Cloning (BC) by alleviating the problem of compounding error. 3. The RM step in RLHF generates a proxy of the expensive human feedback, such an insight can be generalized to other LLM tasks such as prompting evaluation and optimization where feedback is also expensive. 4. The policy learning in RLHF is more challenging than conventional problems studied in IRL due to their high action dimensionality and feedback sparsity. 5. The main superiority of PPO over off-policy value-based methods is its stability gained from (almost) on-policy data and conservative policy updates.
TreeRL: LLM Reinforcement Learning with On-Policy Tree Search
Reinforcement learning (RL) with tree search has demonstrated superior performance in traditional reasoning tasks. Compared to conventional independent chain sampling strategies with outcome supervision, tree search enables better exploration of the reasoning space and provides dense, on-policy process rewards during RL training but remains under-explored in On-Policy LLM RL. We propose TreeRL, a reinforcement learning framework that directly incorporates on-policy tree search for RL training. Our approach includes intermediate supervision and eliminates the need for a separate reward model training. Existing approaches typically train a separate process reward model, which can suffer from distribution mismatch and reward hacking. We also introduce a cost-effective tree search approach that achieves higher search efficiency under the same generation token budget by strategically branching from high-uncertainty intermediate steps rather than using random branching. Experiments on challenging math and code reasoning benchmarks demonstrate that TreeRL achieves superior performance compared to traditional ChainRL, highlighting the potential of tree search for LLM. TreeRL is open-sourced at https://github.com/THUDM/TreeRL.
ThinkTuning: Instilling Cognitive Reflections without Distillation
Recent advances in test-time scaling have led to the emergence of thinking LLMs that exhibit self-reflective behaviors and multi-step reasoning. While RL drives this self-improvement paradigm, a recent study (Gandhi et al., 2025) shows that RL alone does not truly instill these new reasoning abilities - it merely draws out behaviors already present in the base models. This raises a question: How can we train the models that don't exhibit such thinking behavior to develop it in the first place? To this end, we propose ThinkTuning, a GRPO-based interactive training approach where we augment the rollouts of a student model with the guidance from a teacher model. A simple idea from classroom practice inspires our method: a teacher poses a problem, lets the student try an answer, then gives corrective feedback -- enough to point the mind in the right direction and then show the solution. Each piece of feedback reshapes the student's thoughts, leading them to arrive at the correct solution. Similarly, we find that this type of implicit supervision through feedback from a teacher model of the same size improves the reasoning capabilities of the student model. In particular, on average, our method shows a 3.85% improvement over zero-shot baselines across benchmarks, and on MATH-500, AIME and GPQA-Diamond it shows 2.08%, 2.23% and 3.99% improvements over the vanilla-GRPO baseline. Source code is available at https://github.com/3rdAT/ThinkTuning.
Understanding the Complexity Gains of Single-Task RL with a Curriculum
Reinforcement learning (RL) problems can be challenging without well-shaped rewards. Prior work on provably efficient RL methods generally proposes to address this issue with dedicated exploration strategies. However, another way to tackle this challenge is to reformulate it as a multi-task RL problem, where the task space contains not only the challenging task of interest but also easier tasks that implicitly function as a curriculum. Such a reformulation opens up the possibility of running existing multi-task RL methods as a more efficient alternative to solving a single challenging task from scratch. In this work, we provide a theoretical framework that reformulates a single-task RL problem as a multi-task RL problem defined by a curriculum. Under mild regularity conditions on the curriculum, we show that sequentially solving each task in the multi-task RL problem is more computationally efficient than solving the original single-task problem, without any explicit exploration bonuses or other exploration strategies. We also show that our theoretical insights can be translated into an effective practical learning algorithm that can accelerate curriculum learning on simulated robotic tasks.
EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine
There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others, aim to improve the system's overall throughput. In this paper, we aim to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop and a modest workstation, to a high-end machine such as NVIDIA DGX-A100. On a high-end machine, EnvPool achieves one million frames per second for the environment execution on Atari environments and three million frames per second on MuJoCo environments. When running EnvPool on a laptop, the speed is 2.8x that of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has great potential to become the de facto RL environment execution engine. Example runs show that it only takes five minutes to train agents to play Atari Pong and MuJoCo Ant on a laptop. EnvPool is open-sourced at https://github.com/sail-sg/envpool.
Semi-Offline Reinforcement Learning for Optimized Text Generation
In reinforcement learning (RL), there are two major settings for interacting with the environment: online and offline. Online methods explore the environment at significant time cost, and offline methods efficiently obtain reward signals by sacrificing exploration capability. We propose semi-offline RL, a novel paradigm that smoothly transits from offline to online settings, balances exploration capability and training cost, and provides a theoretical foundation for comparing different RL settings. Based on the semi-offline formulation, we present the RL setting that is optimal in terms of optimization cost, asymptotic error, and overfitting error bound. Extensive experiments show that our semi-offline approach is efficient and yields comparable or often better performance compared with state-of-the-art methods.
SWE-RL: Advancing LLM Reasoning via Reinforcement Learning on Open Software Evolution
The recent DeepSeek-R1 release has demonstrated the immense potential of reinforcement learning (RL) in enhancing the general reasoning capabilities of large language models (LLMs). While DeepSeek-R1 and other follow-up work primarily focus on applying RL to competitive coding and math problems, this paper introduces SWE-RL, the first approach to scale RL-based LLM reasoning for real-world software engineering. Leveraging a lightweight rule-based reward (e.g., the similarity score between ground-truth and LLM-generated solutions), SWE-RL enables LLMs to autonomously recover a developer's reasoning processes and solutions by learning from extensive open-source software evolution data -- the record of a software's entire lifecycle, including its code snapshots, code changes, and events such as issues and pull requests. Trained on top of Llama 3, our resulting reasoning model, Llama3-SWE-RL-70B, achieves a 41.0% solve rate on SWE-bench Verified -- a human-verified collection of real-world GitHub issues. To our knowledge, this is the best performance reported for medium-sized (<100B) LLMs to date, even comparable to leading proprietary LLMs like GPT-4o. Surprisingly, despite performing RL solely on software evolution data, Llama3-SWE-RL has even emerged with generalized reasoning skills. For example, it shows improved results on five out-of-domain tasks, namely, function coding, library use, code reasoning, mathematics, and general language understanding, whereas a supervised-finetuning baseline even leads to performance degradation on average. Overall, SWE-RL opens up a new direction to improve the reasoning capabilities of LLMs through reinforcement learning on massive software engineering data.
Mastering the Unsupervised Reinforcement Learning Benchmark from Pixels
Controlling artificial agents from visual sensory data is an arduous task. Reinforcement learning (RL) algorithms can succeed but require large amounts of interactions between the agent and the environment. To alleviate the issue, unsupervised RL proposes to employ self-supervised interaction and learning, for adapting faster to future tasks. Yet, as shown in the Unsupervised RL Benchmark (URLB; Laskin et al. 2021), whether current unsupervised strategies can improve generalization capabilities is still unclear, especially in visual control settings. In this work, we study the URLB and propose a new method to solve it, using unsupervised model-based RL, for pre-training the agent, and a task-aware fine-tuning strategy combined with a new proposed hybrid planner, Dyna-MPC, to adapt the agent for downstream tasks. On URLB, our method obtains 93.59% overall normalized performance, surpassing previous baselines by a staggering margin. The approach is empirically evaluated through a large-scale empirical study, which we use to validate our design choices and analyze our models. We also show robust performance on the Real-Word RL benchmark, hinting at resiliency to environment perturbations during adaptation. Project website: https://masteringurlb.github.io/
Electric Vehicle Routing Problem for Emergency Power Supply: Towards Telecom Base Station Relief
As a telecom provider, our company has a critical mission to maintain telecom services even during power outages. To accomplish the mission, it is essential to maintain the power of the telecom base stations. Here we consider a solution where electric vehicles (EVs) directly supply power to base stations by traveling to their locations. The goal is to find EV routes that minimize both the total travel distance of all EVs and the number of downed base stations. In this paper, we formulate this routing problem as a new variant of the Electric Vehicle Routing Problem (EVRP) and propose a solver that combines a rule-based vehicle selector and a reinforcement learning (RL)-based node selector. The rule of the vehicle selector ensures the exact environmental states when the selected EV starts to move. In addition, the node selection by the RL model enables fast route generation, which is critical in emergencies. We evaluate our solver on both synthetic datasets and real datasets. The results show that our solver outperforms baselines in terms of the objective value and computation time. Moreover, we analyze the generalization and scalability of our solver, demonstrating the capability toward unseen settings and large-scale problems. Check also our project page: https://ntt-dkiku.github.io/rl-evrpeps.
Symbol Guided Hindsight Priors for Reward Learning from Human Preferences
Specifying rewards for reinforcement learned (RL) agents is challenging. Preference-based RL (PbRL) mitigates these challenges by inferring a reward from feedback over sets of trajectories. However, the effectiveness of PbRL is limited by the amount of feedback needed to reliably recover the structure of the target reward. We present the PRIor Over Rewards (PRIOR) framework, which incorporates priors about the structure of the reward function and the preference feedback into the reward learning process. Imposing these priors as soft constraints on the reward learning objective reduces the amount of feedback required by half and improves overall reward recovery. Additionally, we demonstrate that using an abstract state space for the computation of the priors further improves the reward learning and the agent's performance.
LaViPlan : Language-Guided Visual Path Planning with RLVR
Out-of-distribution (OOD) scenarios in autonomous driving pose critical challenges, as planners often fail to generalize beyond their training experience, leading to unsafe or unexpected behavior. Vision-Language Models (VLMs) have shown promise in handling such scenarios by providing high-level scene understanding and user-aligned decisions. However, existing VLMs often exhibit a misalignment between their language-based reasoning and the low-level trajectories required for action-level planning. In this paper, we propose LaViPlan, a framework that leverages Reinforcement Learning with Verifiable Rewards (RLVR) to fine-tune VLMs using planning-oriented metrics. Experimental results show that LaViPlan improves planning performance across both in-domain and out-of-domain datasets. While linguistic fidelity slightly decreases after RLVR-based fine-tuning, qualitative evaluation indicates that the outputs remain coherent. We also conduct ablation studies to analyze the effects of sampling ratio and reasoning guidance, highlighting how these design choices influence performance. These findings demonstrate the potential of RLVR as a post-training paradigm for aligning language-guided reasoning with action-level planning in autonomous driving.
Deep Reinforcement Learning at the Edge of the Statistical Precipice
Deep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. Most published results on deep RL benchmarks compare point estimates of aggregate performance such as mean and median scores across tasks, ignoring the statistical uncertainty implied by the use of a finite number of training runs. Beginning with the Arcade Learning Environment (ALE), the shift towards computationally-demanding benchmarks has led to the practice of evaluating only a small number of runs per task, exacerbating the statistical uncertainty in point estimates. In this paper, we argue that reliable evaluation in the few run deep RL regime cannot ignore the uncertainty in results without running the risk of slowing down progress in the field. We illustrate this point using a case study on the Atari 100k benchmark, where we find substantial discrepancies between conclusions drawn from point estimates alone versus a more thorough statistical analysis. With the aim of increasing the field's confidence in reported results with a handful of runs, we advocate for reporting interval estimates of aggregate performance and propose performance profiles to account for the variability in results, as well as present more robust and efficient aggregate metrics, such as interquartile mean scores, to achieve small uncertainty in results. Using such statistical tools, we scrutinize performance evaluations of existing algorithms on other widely used RL benchmarks including the ALE, Procgen, and the DeepMind Control Suite, again revealing discrepancies in prior comparisons. Our findings call for a change in how we evaluate performance in deep RL, for which we present a more rigorous evaluation methodology, accompanied with an open-source library rliable, to prevent unreliable results from stagnating the field.
Evolving Rewards to Automate Reinforcement Learning
Many continuous control tasks have easily formulated objectives, yet using them directly as a reward in reinforcement learning (RL) leads to suboptimal policies. Therefore, many classical control tasks guide RL training using complex rewards, which require tedious hand-tuning. We automate the reward search with AutoRL, an evolutionary layer over standard RL that treats reward tuning as hyperparameter optimization and trains a population of RL agents to find a reward that maximizes the task objective. AutoRL, evaluated on four Mujoco continuous control tasks over two RL algorithms, shows improvements over baselines, with the the biggest uplift for more complex tasks. The video can be found at: https://youtu.be/svdaOFfQyC8.
Rethinking RL Scaling for Vision Language Models: A Transparent, From-Scratch Framework and Comprehensive Evaluation Scheme
Reinforcement learning (RL) has recently shown strong potential in improving the reasoning capabilities of large language models and is now being actively extended to vision-language models (VLMs). However, existing RL applications in VLMs often rely on heavily engineered frameworks that hinder reproducibility and accessibility, while lacking standardized evaluation protocols, making it difficult to compare results or interpret training dynamics. This work introduces a transparent, from-scratch framework for RL in VLMs, offering a minimal yet functional four-step pipeline validated across multiple models and datasets. In addition, a standardized evaluation scheme is proposed to assess training dynamics and reflective behaviors. Extensive experiments on visual reasoning tasks uncover key empirical findings: response length is sensitive to random seeds, reflection correlates with output length, and RL consistently outperforms supervised fine-tuning (SFT) in generalization, even with high-quality data. These findings, together with the proposed framework, aim to establish a reproducible baseline and support broader engagement in RL-based VLM research.
RAST: Reasoning Activation in LLMs via Small-model Transfer
Reinforcement learning (RL) has become a powerful approach for improving the reasoning capabilities of large language models (LLMs), as evidenced by recent successes such as OpenAI's o1 and Deepseek-R1. However, applying RL at scale remains intimidatingly resource-intensive, requiring multiple model copies and extensive GPU workloads. On the other hand, while being powerful, recent studies suggest that RL does not fundamentally endow models with new knowledge; rather, it primarily reshapes the model's output distribution to activate reasoning capabilities latent in the base model. Building on this insight, we hypothesize that the changes in output probabilities induced by RL are largely model-size invariant, opening the door to a more efficient paradigm: training a small model with RL and transferring its induced probability shifts to larger base models. To verify our hypothesis, we conduct a token-level analysis of decoding trajectories and find high alignment in RL-induced output distributions across model scales, validating our hypothesis. Motivated by this, we propose RAST, a simple yet effective method that transfers reasoning behaviors by injecting RL-induced probability adjustments from a small RL-trained model into larger models. Experiments across multiple mathematical reasoning benchmarks show that RAST substantially and consistently enhances the reasoning capabilities of base models while requiring significantly lower GPU memory than direct RL training, sometimes even yielding better performance than the RL-trained counterparts. Our findings offer new insights into the nature of RL-driven reasoning and practical strategies for scaling its benefits without incurring its full computational cost. The project page of RAST is available at https://ozyyshr.github.io/RAST/.
Beyond Accuracy: Dissecting Mathematical Reasoning for LLMs Under Reinforcement Learning
Reinforcement learning (RL) has become the dominant paradigm for endowing language models with advanced reasoning capabilities. Despite the substantial empirical gains demonstrated by RL-based training methods like GRPO, a granular understanding of their advantages is still lacking. To address this gap, we introduce a fine-grained analytic framework to dissect the impact of RL on reasoning. Our framework specifically investigates key elements that have been hypothesized to benefit from RL training: (1) plan-following and execution, (2) problem decomposition, and (3) improved reasoning and knowledge utilization. Using this framework, we gain insights beyond mere accuracy. For instance, providing models with explicit step-by-step plans surprisingly degrades performance on the most challenging benchmarks, yet RL-tuned models exhibit greater robustness, experiencing markedly smaller performance drops than their base counterparts. This suggests that RL may not primarily enhance the execution of external plans but rather empower models to formulate and follow internal strategies better suited to their reasoning processes. Conversely, we observe that RL enhances the model's capacity to integrate provided knowledge into its reasoning process, leading to performance improvements across diverse tasks. We also study difficulty, showing improved training by developing new ways to exploit hard problems. Our findings lay a foundation for more principled training and evaluation of reasoning models.
CaRL: Learning Scalable Planning Policies with Simple Rewards
We investigate reinforcement learning (RL) for privileged planning in autonomous driving. State-of-the-art approaches for this task are rule-based, but these methods do not scale to the long tail. RL, on the other hand, is scalable and does not suffer from compounding errors like imitation learning. Contemporary RL approaches for driving use complex shaped rewards that sum multiple individual rewards, \eg~progress, position, or orientation rewards. We show that PPO fails to optimize a popular version of these rewards when the mini-batch size is increased, which limits the scalability of these approaches. Instead, we propose a new reward design based primarily on optimizing a single intuitive reward term: route completion. Infractions are penalized by terminating the episode or multiplicatively reducing route completion. We find that PPO scales well with higher mini-batch sizes when trained with our simple reward, even improving performance. Training with large mini-batch sizes enables efficient scaling via distributed data parallelism. We scale PPO to 300M samples in CARLA and 500M samples in nuPlan with a single 8-GPU node. The resulting model achieves 64 DS on the CARLA longest6 v2 benchmark, outperforming other RL methods with more complex rewards by a large margin. Requiring only minimal adaptations from its use in CARLA, the same method is the best learning-based approach on nuPlan. It scores 91.3 in non-reactive and 90.6 in reactive traffic on the Val14 benchmark while being an order of magnitude faster than prior work.
Utilizing Explainability Techniques for Reinforcement Learning Model Assurance
Explainable Reinforcement Learning (XRL) can provide transparency into the decision-making process of a Deep Reinforcement Learning (DRL) model and increase user trust and adoption in real-world use cases. By utilizing XRL techniques, researchers can identify potential vulnerabilities within a trained DRL model prior to deployment, therefore limiting the potential for mission failure or mistakes by the system. This paper introduces the ARLIN (Assured RL Model Interrogation) Toolkit, an open-source Python library that identifies potential vulnerabilities and critical points within trained DRL models through detailed, human-interpretable explainability outputs. To illustrate ARLIN's effectiveness, we provide explainability visualizations and vulnerability analysis for a publicly available DRL model. The open-source code repository is available for download at https://github.com/mitre/arlin.
Quantitative Trading using Deep Q Learning
Reinforcement learning (RL) is a subfield of machine learning that has been used in many fields, such as robotics, gaming, and autonomous systems. There has been growing interest in using RL for quantitative trading, where the goal is to make trades that generate profits in financial markets. This paper presents the use of RL for quantitative trading and reports a case study based on an RL-based trading algorithm. The results show that RL can be a useful tool for quantitative trading and can perform better than traditional trading algorithms. The use of reinforcement learning for quantitative trading is a promising area of research that can help develop more sophisticated and efficient trading systems. Future research can explore the use of other reinforcement learning techniques, the use of other data sources, and the testing of the system on a range of asset classes. Together, our work shows the potential in the use of reinforcement learning for quantitative trading and the need for further research and development in this area. By developing the sophistication and efficiency of trading systems, it may be possible to make financial markets more efficient and generate higher returns for investors.
RAGEN: Understanding Self-Evolution in LLM Agents via Multi-Turn Reinforcement Learning
Training large language models (LLMs) as interactive agents presents unique challenges including long-horizon decision making and interacting with stochastic environment feedback. While reinforcement learning (RL) has enabled progress in static tasks, multi-turn agent RL training remains underexplored. We propose StarPO (State-Thinking-Actions-Reward Policy Optimization), a general framework for trajectory-level agent RL, and introduce RAGEN, a modular system for training and evaluating LLM agents. Our study on three stylized environments reveals three core findings. First, our agent RL training shows a recurring mode of Echo Trap where reward variance cliffs and gradient spikes; we address this with StarPO-S, a stabilized variant with trajectory filtering, critic incorporation, and decoupled clipping. Second, we find the shaping of RL rollouts would benefit from diverse initial states, medium interaction granularity and more frequent sampling. Third, we show that without fine-grained, reasoning-aware reward signals, agent reasoning hardly emerge through multi-turn RL and they may show shallow strategies or hallucinated thoughts. Code and environments are available at https://github.com/RAGEN-AI/RAGEN.
RL-PLUS: Countering Capability Boundary Collapse of LLMs in Reinforcement Learning with Hybrid-policy Optimization
Reinforcement Learning with Verifiable Reward (RLVR) has significantly advanced the complex reasoning abilities of Large Language Models (LLMs). However, it struggles to break through the inherent capability boundaries of the base LLM, due to its essentially on-policy strategy coupled with LLM's immense action space and sparse reward. Critically, RLVR can lead to the capability boundary collapse, narrowing the LLM's problem-solving scope. To address this problem, we propose RL-PLUS, a novel hybrid-policy optimization approach for LLMs that synergizes internal exploitation with external data to achieve stronger reasoning capabilities and surpass the boundaries of base models. RL-PLUS integrates two core components, i.e., Multiple Importance Sampling to address distributional mismatch from external data, and Exploration-Based Advantage Function to guide the model towards high-value, unexplored reasoning paths. We provide both theoretical analysis and extensive experiments to demonstrate the superiority and generalizability of our approach. Compared with existing RLVR methods, RL-PLUS achieves 1) state-of-the-art performance on six math reasoning benchmarks; 2) superior performance on six out-of-distribution reasoning tasks; 3) consistent and significant gains across diverse model families, with average relative improvements up to 69.2\%. Moreover, the analysis of Pass@k curves indicates that RL-PLUS effectively resolves the capability boundary collapse problem.
Teaching Large Language Models to Reason with Reinforcement Learning
Reinforcement Learning from Human Feedback (RLHF) has emerged as a dominant approach for aligning LLM outputs with human preferences. Inspired by the success of RLHF, we study the performance of multiple algorithms that learn from feedback (Expert Iteration, Proximal Policy Optimization (PPO), Return-Conditioned RL) on improving LLM reasoning capabilities. We investigate both sparse and dense rewards provided to the LLM both heuristically and via a learned reward model. We additionally start from multiple model sizes and initializations both with and without supervised fine-tuning (SFT) data. Overall, we find all algorithms perform comparably, with Expert Iteration performing best in most cases. Surprisingly, we find the sample complexity of Expert Iteration is similar to that of PPO, requiring at most on the order of 10^6 samples to converge from a pretrained checkpoint. We investigate why this is the case, concluding that during RL training models fail to explore significantly beyond solutions already produced by SFT models. Additionally, we discuss a trade off between maj@1 and pass@96 metric performance during SFT training and how conversely RL training improves both simultaneously. We then conclude by discussing the implications of our findings for RLHF and the future role of RL in LLM fine-tuning.
Convergence Results For Q-Learning With Experience Replay
A commonly used heuristic in RL is experience replay (e.g.~lin1993reinforcement, mnih2015human), in which a learner stores and re-uses past trajectories as if they were sampled online. In this work, we initiate a rigorous study of this heuristic in the setting of tabular Q-learning. We provide a convergence rate guarantee, and discuss how it compares to the convergence of Q-learning depending on important parameters such as the frequency and number of replay iterations. We also provide theoretical evidence showing when we might expect this heuristic to strictly improve performance, by introducing and analyzing a simple class of MDPs. Finally, we provide some experiments to support our theoretical findings.
VLM-RL: A Unified Vision Language Models and Reinforcement Learning Framework for Safe Autonomous Driving
In recent years, reinforcement learning (RL)-based methods for learning driving policies have gained increasing attention in the autonomous driving community and have achieved remarkable progress in various driving scenarios. However, traditional RL approaches rely on manually engineered rewards, which require extensive human effort and often lack generalizability. To address these limitations, we propose VLM-RL, a unified framework that integrates pre-trained Vision-Language Models (VLMs) with RL to generate reward signals using image observation and natural language goals. The core of VLM-RL is the contrasting language goal (CLG)-as-reward paradigm, which uses positive and negative language goals to generate semantic rewards. We further introduce a hierarchical reward synthesis approach that combines CLG-based semantic rewards with vehicle state information, improving reward stability and offering a more comprehensive reward signal. Additionally, a batch-processing technique is employed to optimize computational efficiency during training. Extensive experiments in the CARLA simulator demonstrate that VLM-RL outperforms state-of-the-art baselines, achieving a 10.5\% reduction in collision rate, a 104.6\% increase in route completion rate, and robust generalization to unseen driving scenarios. Furthermore, VLM-RL can seamlessly integrate almost any standard RL algorithms, potentially revolutionizing the existing RL paradigm that relies on manual reward engineering and enabling continuous performance improvements. The demo video and code can be accessed at: https://zilin-huang.github.io/VLM-RL-website.
Understanding Reinforcement Learning for Model Training, and future directions with GRAPE
This paper provides a self-contained, from-scratch, exposition of key algorithms for instruction tuning of models: SFT, Rejection Sampling, REINFORCE, Trust Region Policy Optimization (TRPO), Proximal Policy Optimization (PPO), Group Relative Policy Optimization (GRPO), and Direct Preference Optimization (DPO). Explanations of these algorithms often assume prior knowledge, lack critical details, and/or are overly generalized and complex. Here, each method is discussed and developed step by step using simplified and explicit notation focused on LLMs, aiming to eliminate ambiguity and provide a clear and intuitive understanding of the concepts. By minimizing detours into the broader RL literature and connecting concepts to LLMs, we eliminate superfluous abstractions and reduce cognitive overhead. Following this exposition, we provide a literature review of new techniques and approaches beyond those detailed. Finally, new ideas for research and exploration in the form of GRAPE (Generalized Relative Advantage Policy Evolution) are presented.
RLCard: A Toolkit for Reinforcement Learning in Card Games
RLCard is an open-source toolkit for reinforcement learning research in card games. It supports various card environments with easy-to-use interfaces, including Blackjack, Leduc Hold'em, Texas Hold'em, UNO, Dou Dizhu and Mahjong. The goal of RLCard is to bridge reinforcement learning and imperfect information games, and push forward the research of reinforcement learning in domains with multiple agents, large state and action space, and sparse reward. In this paper, we provide an overview of the key components in RLCard, a discussion of the design principles, a brief introduction of the interfaces, and comprehensive evaluations of the environments. The codes and documents are available at https://github.com/datamllab/rlcard
Unleashing the Reasoning Potential of Pre-trained LLMs by Critique Fine-Tuning on One Problem
We have witnessed that strong LLMs like Qwen-Math, MiMo, and Phi-4 possess immense reasoning potential inherited from the pre-training stage. With reinforcement learning (RL), these models can improve dramatically on reasoning tasks. Recent studies have shown that even RL on a single problem can unleash these models' reasoning capabilities. However, RL is not only expensive but also unstable. Even one-shot RL requires hundreds of GPU hours. This raises a critical question: Is there a more efficient way to unleash the reasoning potential of these powerful base LLMs? In this work, we demonstrate that Critique Fine-Tuning (CFT) on only one problem can effectively unleash the reasoning potential of LLMs. Our method constructs critique data by collecting diverse model-generated solutions to a single problem and using teacher LLMs to provide detailed critiques. We fine-tune Qwen and Llama family models, ranging from 1.5B to 14B parameters, on the CFT data and observe significant performance gains across diverse reasoning tasks. For example, with just 5 GPU hours of training, Qwen-Math-7B-CFT show an average improvement of 15% on six math benchmarks and 16% on three logic reasoning benchmarks. These results are comparable to or even surpass the results from RL with 20x less compute. Ablation studies reveal the robustness of one-shot CFT across different prompt problems. These results highlight one-shot CFT as a simple, general, and compute-efficient approach to unleashing the reasoning capabilities of modern LLMs.
Why Distillation can Outperform Zero-RL: The Role of Flexible Reasoning
Reinforcement learning (RL) has played an important role in improving the reasoning ability of large language models (LLMs). Some studies apply RL directly to smaller base models (known as zero-RL) and also achieve notable progress. However, in this paper, we show that using only 920 examples, a simple distillation method based on the base model can clearly outperform zero-RL, which typically requires much more data and computational cost. By analyzing the token frequency in model outputs, we find that the distilled model shows more flexible reasoning. It uses anthropomorphic tokens and logical connectors much more often than the zero-RL model. Further analysis reveals that distillation enhances the presence of two advanced cognitive behaviors: Multi-Perspective Thinking or Attempting and Metacognitive Awareness. Frequent occurrences of these two advanced cognitive behaviors give rise to flexible reasoning, which is essential for solving complex reasoning problems, while zero-RL fails to significantly boost the frequency of these behaviors.
Sim2Rec: A Simulator-based Decision-making Approach to Optimize Real-World Long-term User Engagement in Sequential Recommender Systems
Long-term user engagement (LTE) optimization in sequential recommender systems (SRS) is shown to be suited by reinforcement learning (RL) which finds a policy to maximize long-term rewards. Meanwhile, RL has its shortcomings, particularly requiring a large number of online samples for exploration, which is risky in real-world applications. One of the appealing ways to avoid the risk is to build a simulator and learn the optimal recommendation policy in the simulator. In LTE optimization, the simulator is to simulate multiple users' daily feedback for given recommendations. However, building a user simulator with no reality-gap, i.e., can predict user's feedback exactly, is unrealistic because the users' reaction patterns are complex and historical logs for each user are limited, which might mislead the simulator-based recommendation policy. In this paper, we present a practical simulator-based recommender policy training approach, Simulation-to-Recommendation (Sim2Rec) to handle the reality-gap problem for LTE optimization. Specifically, Sim2Rec introduces a simulator set to generate various possibilities of user behavior patterns, then trains an environment-parameter extractor to recognize users' behavior patterns in the simulators. Finally, a context-aware policy is trained to make the optimal decisions on all of the variants of the users based on the inferred environment-parameters. The policy is transferable to unseen environments (e.g., the real world) directly as it has learned to recognize all various user behavior patterns and to make the correct decisions based on the inferred environment-parameters. Experiments are conducted in synthetic environments and a real-world large-scale ride-hailing platform, DidiChuxing. The results show that Sim2Rec achieves significant performance improvement, and produces robust recommendations in unseen environments.
Safer-Instruct: Aligning Language Models with Automated Preference Data
Reinforcement Learning from Human Feedback (RLHF) is a vital strategy for enhancing model safety in language models. However, annotating preference data for RLHF is a resource-intensive and creativity-demanding process, while automatic generation methods face limitations in data diversity and quality. In response, we present Safer-Instruct, a novel pipeline for semi-automatically constructing large-scale preference datasets. Our approach leverages reversed instruction tuning, instruction induction, and expert model evaluation to efficiently generate high-quality preference data without human annotators. We evaluate Safer-Instruct using LLaMA for instruction induction and GPT-4 as an expert model, generating approximately 10K preference samples. Finetuning an Alpaca model on this dataset demonstrates improved harmlessness while maintaining competitive performance on conversation and downstream tasks. Safer-Instruct addresses the challenges in preference data acquisition, advancing the development of safer and more responsible AI systems. Our code and data are available at https://github.com/uscnlp-lime/safer-instruct
On Designing Effective RL Reward at Training Time for LLM Reasoning
Reward models have been increasingly critical for improving the reasoning capability of LLMs. Existing research has shown that a well-trained reward model can substantially improve model performances at inference time via search. However, the potential of reward models during RL training time still remains largely under-explored. It is currently unclear whether these reward models can provide additional training signals to enhance the reasoning capabilities of LLMs in RL training that uses sparse success rewards, which verify the correctness of solutions. In this work, we evaluate popular reward models for RL training, including the Outcome-supervised Reward Model (ORM) and the Process-supervised Reward Model (PRM), and train a collection of LLMs for math problems using RL by combining these learned rewards with success rewards. Surprisingly, even though these learned reward models have strong inference-time performances, they may NOT help or even hurt RL training, producing worse performances than LLMs trained with the success reward only. Our analysis reveals that an LLM can receive high rewards from some of these reward models by repeating correct but unnecessary reasoning steps, leading to a severe reward hacking issue. Therefore, we introduce two novel reward refinement techniques, including Clipping and Delta. The key idea is to ensure the accumulative reward of any reasoning trajectory is upper-bounded to keep a learned reward model effective without being exploited. We evaluate our techniques with multiple reward models over a set of 1.5B and 7B LLMs on MATH and GSM8K benchmarks and demonstrate that with a carefully designed reward function, RL training without any additional supervised tuning can improve all the evaluated LLMs, including the state-of-the-art 7B LLM Qwen2.5-Math-7B-Instruct on MATH and GSM8K benchmarks.
Inverse Preference Learning: Preference-based RL without a Reward Function
Reward functions are difficult to design and often hard to align with human intent. Preference-based Reinforcement Learning (RL) algorithms address these problems by learning reward functions from human feedback. However, the majority of preference-based RL methods na\"ively combine supervised reward models with off-the-shelf RL algorithms. Contemporary approaches have sought to improve performance and query complexity by using larger and more complex reward architectures such as transformers. Instead of using highly complex architectures, we develop a new and parameter-efficient algorithm, Inverse Preference Learning (IPL), specifically designed for learning from offline preference data. Our key insight is that for a fixed policy, the Q-function encodes all information about the reward function, effectively making them interchangeable. Using this insight, we completely eliminate the need for a learned reward function. Our resulting algorithm is simpler and more parameter-efficient. Across a suite of continuous control and robotics benchmarks, IPL attains competitive performance compared to more complex approaches that leverage transformer-based and non-Markovian reward functions while having fewer algorithmic hyperparameters and learned network parameters. Our code is publicly released.
Agentic Design of Compositional Machines
The design of complex machines stands as both a marker of human intelligence and a foundation of engineering practice. Given recent advances in large language models (LLMs), we ask whether they, too, can learn to create. We approach this question through the lens of compositional machine design: a task in which machines are assembled from standardized components to meet functional demands like locomotion or manipulation in a simulated physical environment. To support this investigation, we introduce BesiegeField, a testbed built on the machine-building game Besiege, which enables part-based construction, physical simulation and reward-driven evaluation. Using BesiegeField, we benchmark state-of-the-art LLMs with agentic workflows and identify key capabilities required for success, including spatial reasoning, strategic assembly, and instruction-following. As current open-source models fall short, we explore reinforcement learning (RL) as a path to improvement: we curate a cold-start dataset, conduct RL finetuning experiments, and highlight open challenges at the intersection of language, machine design, and physical reasoning.
From Trial-and-Error to Improvement: A Systematic Analysis of LLM Exploration Mechanisms in RLVR
Reinforcement learning with verifiable rewards (RLVR) has emerged as a powerful paradigm for enhancing the reasoning capabilities of large language models (LLMs). Unlike traditional RL approaches, RLVR leverages rule-based feedback to guide LLMs in generating and refining complex reasoning chains -- a process critically dependent on effective exploration strategies. While prior work has demonstrated RLVR's empirical success, the fundamental mechanisms governing LLMs' exploration behaviors remain underexplored. This technical report presents a systematic investigation of exploration capacities in RLVR, covering four main aspects: (1) exploration space shaping, where we develop quantitative metrics to characterize LLMs' capability boundaries; (2) entropy-performance exchange, analyzed across training stages, individual instances, and token-level patterns; and (3) RL performance optimization, examining methods to effectively translate exploration gains into measurable improvements. By unifying previously identified insights with new empirical evidence, this work aims to provide a foundational framework for advancing RLVR systems.
Search Self-play: Pushing the Frontier of Agent Capability without Supervision
Reinforcement learning with verifiable rewards (RLVR) has become the mainstream technique for training LLM agents. However, RLVR highly depends on well-crafted task queries and corresponding ground-truth answers to provide accurate rewards, which requires massive human efforts and hinders the RL scaling processes, especially under agentic scenarios. Although a few recent works explore task synthesis methods, the difficulty of generated agentic tasks can hardly be controlled to provide effective RL training advantages. To achieve agentic RLVR with higher scalability, we explore self-play training for deep search agents, in which the learning LLM utilizes multi-turn search engine calling and acts simultaneously as both a task proposer and a problem solver. The task proposer aims to generate deep search queries with well-defined ground-truth answers and increasing task difficulty. The problem solver tries to handle the generated search queries and output the correct answer predictions. To ensure that each generated search query has accurate ground truth, we collect all the searching results from the proposer's trajectory as external knowledge, then conduct retrieval-augmentation generation (RAG) to test whether the proposed query can be correctly answered with all necessary search documents provided. In this search self-play (SSP) game, the proposer and the solver co-evolve their agent capabilities through both competition and cooperation. With substantial experimental results, we find that SSP can significantly improve search agents' performance uniformly on various benchmarks without any supervision under both from-scratch and continuous RL training setups. The code is at https://github.com/Alibaba-Quark/SSP.
Staying in the Sweet Spot: Responsive Reasoning Evolution via Capability-Adaptive Hint Scaffolding
Reinforcement learning with verifiable rewards (RLVR) has achieved remarkable success in enhancing the reasoning capabilities of large language models (LLMs). However, existing RLVR methods often suffer from exploration inefficiency due to mismatches between the training data's difficulty and the model's capability. LLMs fail to discover viable reasoning paths when problems are overly difficult, while learning little new capability when problems are too simple. In this work, we formalize the impact of problem difficulty by quantifying the relationship between loss descent speed and rollout accuracy. Building on this analysis, we propose SEELE, a novel supervision-aided RLVR framework that dynamically adjusts problem difficulty to stay within the high-efficiency region. SEELE augments each training sample by appending a hint (part of a full solution) after the original problem. Unlike previous hint-based approaches, SEELE deliberately and adaptively adjusts the hint length for each problem to achieve an optimal difficulty. To determine the optimal hint length, SEELE employs a multi-round rollout sampling strategy. In each round, it fits an item response theory model to the accuracy-hint pairs collected in preceding rounds to predict the required hint length for the next round. This instance-level, real-time difficulty adjustment aligns problem difficulty with the evolving model capability, thereby improving exploration efficiency. Experimental results show that SEELE outperforms Group Relative Policy Optimization (GRPO) and Supervised Fine-tuning (SFT) by +11.8 and +10.5 points, respectively, and surpasses the best previous supervision-aided approach by +3.6 points on average across six math reasoning benchmarks.
The Off-Switch Game
It is clear that one of the primary tools we can use to mitigate the potential risk from a misbehaving AI system is the ability to turn the system off. As the capabilities of AI systems improve, it is important to ensure that such systems do not adopt subgoals that prevent a human from switching them off. This is a challenge because many formulations of rational agents create strong incentives for self-preservation. This is not caused by a built-in instinct, but because a rational agent will maximize expected utility and cannot achieve whatever objective it has been given if it is dead. Our goal is to study the incentives an agent has to allow itself to be switched off. We analyze a simple game between a human H and a robot R, where H can press R's off switch but R can disable the off switch. A traditional agent takes its reward function for granted: we show that such agents have an incentive to disable the off switch, except in the special case where H is perfectly rational. Our key insight is that for R to want to preserve its off switch, it needs to be uncertain about the utility associated with the outcome, and to treat H's actions as important observations about that utility. (R also has no incentive to switch itself off in this setting.) We conclude that giving machines an appropriate level of uncertainty about their objectives leads to safer designs, and we argue that this setting is a useful generalization of the classical AI paradigm of rational agents.
ReLOAD: Reinforcement Learning with Optimistic Ascent-Descent for Last-Iterate Convergence in Constrained MDPs
In recent years, Reinforcement Learning (RL) has been applied to real-world problems with increasing success. Such applications often require to put constraints on the agent's behavior. Existing algorithms for constrained RL (CRL) rely on gradient descent-ascent, but this approach comes with a caveat. While these algorithms are guaranteed to converge on average, they do not guarantee last-iterate convergence, i.e., the current policy of the agent may never converge to the optimal solution. In practice, it is often observed that the policy alternates between satisfying the constraints and maximizing the reward, rarely accomplishing both objectives simultaneously. Here, we address this problem by introducing Reinforcement Learning with Optimistic Ascent-Descent (ReLOAD), a principled CRL method with guaranteed last-iterate convergence. We demonstrate its empirical effectiveness on a wide variety of CRL problems including discrete MDPs and continuous control. In the process we establish a benchmark of challenging CRL problems.
Deep reinforcement learning from human preferences
For sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human preferences between pairs of trajectory segments. We show that this approach can effectively solve complex RL tasks without access to the reward function, including Atari games and simulated robot locomotion, while providing feedback on less than one percent of our agent's interactions with the environment. This reduces the cost of human oversight far enough that it can be practically applied to state-of-the-art RL systems. To demonstrate the flexibility of our approach, we show that we can successfully train complex novel behaviors with about an hour of human time. These behaviors and environments are considerably more complex than any that have been previously learned from human feedback.
Reward Design for Reinforcement Learning Agents
Reward functions are central in reinforcement learning (RL), guiding agents towards optimal decision-making. The complexity of RL tasks requires meticulously designed reward functions that effectively drive learning while avoiding unintended consequences. Effective reward design aims to provide signals that accelerate the agent's convergence to optimal behavior. Crafting rewards that align with task objectives, foster desired behaviors, and prevent undesirable actions is inherently challenging. This thesis delves into the critical role of reward signals in RL, highlighting their impact on the agent's behavior and learning dynamics and addressing challenges such as delayed, ambiguous, or intricate rewards. In this thesis work, we tackle different aspects of reward shaping. First, we address the problem of designing informative and interpretable reward signals from a teacher's/expert's perspective (teacher-driven). Here, the expert, equipped with the optimal policy and the corresponding value function, designs reward signals that expedite the agent's convergence to optimal behavior. Second, we build on this teacher-driven approach by introducing a novel method for adaptive interpretable reward design. In this scenario, the expert tailors the rewards based on the learner's current policy, ensuring alignment and optimal progression. Third, we propose a meta-learning approach, enabling the agent to self-design its reward signals online without expert input (agent-driven). This self-driven method considers the agent's learning and exploration to establish a self-improving feedback loop.
An Empirical Study on Eliciting and Improving R1-like Reasoning Models
In this report, we present the third technical report on the development of slow-thinking models as part of the STILL project. As the technical pathway becomes clearer, scaling RL training has become a central technique for implementing such reasoning models. We systematically experiment with and document the effects of various factors influencing RL training, conducting experiments on both base models and fine-tuned models. Specifically, we demonstrate that our RL training approach consistently improves the Qwen2.5-32B base models, enhancing both response length and test accuracy. Furthermore, we show that even when a model like DeepSeek-R1-Distill-Qwen-1.5B has already achieved a high performance level, it can be further refined through RL training, reaching an accuracy of 39.33% on AIME 2024. Beyond RL training, we also explore the use of tool manipulation, finding that it significantly boosts the reasoning performance of large reasoning models. This approach achieves a remarkable accuracy of 86.67% with greedy search on AIME 2024, underscoring its effectiveness in enhancing model capabilities. We release our resources at the STILL project website: https://github.com/RUCAIBox/Slow_Thinking_with_LLMs.
Leveraging Offline Data in Online Reinforcement Learning
Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an epsilon-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an epsilon-optimal policy? In this work, we consider this setting, which we call the FineTuneRL setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, FTPedel, which is provably optimal. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between verifiable learning, the typical setting considered in online RL, and unverifiable learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.
Direct Preference-based Policy Optimization without Reward Modeling
Preference-based reinforcement learning (PbRL) is an approach that enables RL agents to learn from preference, which is particularly useful when formulating a reward function is challenging. Existing PbRL methods generally involve a two-step procedure: they first learn a reward model based on given preference data and then employ off-the-shelf reinforcement learning algorithms using the learned reward model. However, obtaining an accurate reward model solely from preference information, especially when the preference is from human teachers, can be difficult. Instead, we propose a PbRL algorithm that directly learns from preference without requiring any reward modeling. To achieve this, we adopt a contrastive learning framework to design a novel policy scoring metric that assigns a high score to policies that align with the given preferences. We apply our algorithm to offline RL tasks with actual human preference labels and show that our algorithm outperforms or is on par with the existing PbRL methods. Notably, on high-dimensional control tasks, our algorithm surpasses offline RL methods that learn with ground-truth reward information. Finally, we show that our algorithm can be successfully applied to fine-tune large language models.
A Benchmark Environment for Offline Reinforcement Learning in Racing Games
Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.
NeoRL: A Near Real-World Benchmark for Offline Reinforcement Learning
Offline reinforcement learning (RL) aims at learning a good policy from a batch of collected data, without extra interactions with the environment during training. However, current offline RL benchmarks commonly have a large reality gap, because they involve large datasets collected by highly exploratory policies, and the trained policy is directly evaluated in the environment. In real-world situations, running a highly exploratory policy is prohibited to ensure system safety, the data is commonly very limited, and a trained policy should be well validated before deployment. In this paper, we present a near real-world offline RL benchmark, named NeoRL, which contains datasets from various domains with controlled sizes, and extra test datasets for policy validation. We evaluate existing offline RL algorithms on NeoRL and argue that the performance of a policy should also be compared with the deterministic version of the behavior policy, instead of the dataset reward. The empirical results demonstrate that the tested offline RL algorithms become less competitive to the deterministic policy on many datasets, and the offline policy evaluation hardly helps. The NeoRL suit can be found at http://polixir.ai/research/neorl. We hope this work will shed some light on future research and draw more attention when deploying RL in real-world systems.
WARM: On the Benefits of Weight Averaged Reward Models
Aligning large language models (LLMs) with human preferences through reinforcement learning (RLHF) can lead to reward hacking, where LLMs exploit failures in the reward model (RM) to achieve seemingly high rewards without meeting the underlying objectives. We identify two primary challenges when designing RMs to mitigate reward hacking: distribution shifts during the RL process and inconsistencies in human preferences. As a solution, we propose Weight Averaged Reward Models (WARM), first fine-tuning multiple RMs, then averaging them in the weight space. This strategy follows the observation that fine-tuned weights remain linearly mode connected when sharing the same pre-training. By averaging weights, WARM improves efficiency compared to the traditional ensembling of predictions, while improving reliability under distribution shifts and robustness to preference inconsistencies. Our experiments on summarization tasks, using best-of-N and RL methods, shows that WARM improves the overall quality and alignment of LLM predictions; for example, a policy RL fine-tuned with WARM has a 79.4% win rate against a policy RL fine-tuned with a single RM.
RLBFF: Binary Flexible Feedback to bridge between Human Feedback & Verifiable Rewards
Reinforcement Learning with Human Feedback (RLHF) and Reinforcement Learning with Verifiable Rewards (RLVR) are the main RL paradigms used in LLM post-training, each offering distinct advantages. However, RLHF struggles with interpretability and reward hacking because it relies on human judgments that usually lack explicit criteria, whereas RLVR is limited in scope by its focus on correctness-based verifiers. We propose Reinforcement Learning with Binary Flexible Feedback (RLBFF), which combines the versatility of human-driven preferences with the precision of rule-based verification, enabling reward models to capture nuanced aspects of response quality beyond mere correctness. RLBFF extracts principles that can be answered in a binary fashion (e.g. accuracy of information: yes, or code readability: no) from natural language feedback. Such principles can then be used to ground Reward Model training as an entailment task (response satisfies or does not satisfy an arbitrary principle). We show that Reward Models trained in this manner can outperform Bradley-Terry models when matched for data and achieve top performance on RM-Bench (86.2%) and JudgeBench (81.4%, #1 on leaderboard as of September 24, 2025). Additionally, users can specify principles of interest at inference time to customize the focus of our reward models, in contrast to Bradley-Terry models. Finally, we present a fully open source recipe (including data) to align Qwen3-32B using RLBFF and our Reward Model, to match or exceed the performance of o3-mini and DeepSeek R1 on general alignment benchmarks of MT-Bench, WildBench, and Arena Hard v2 (at <5% of the inference cost).
UserRL: Training Interactive User-Centric Agent via Reinforcement Learning
Reinforcement learning (RL) has shown promise in training agentic models that move beyond static benchmarks to engage in dynamic, multi-turn interactions. Yet, the ultimate value of such agents lies in their ability to assist users, a setting where diversity and dynamics of user interaction pose challenges. In this work, we propose UserRL, a unified framework for training and evaluating user-centric abilities through standardized gym environments paired with simulated users. We systematically vary turn-level reward assignment and trajectory-level score calculation to analyze how different formulations affect learning under the GRPO algorithm. Our experiments across Qwen3 models reveal three key findings: (i) SFT cold start is critical for unlocking initial interaction ability and enabling sustained RL improvements; (ii) deliberate trajectory scoring yields more efficient and effective multi-turn interactions; and (iii) while stronger simulated users (e.g., GPT-4o) facilitates training, open-source simulators (e.g., Qwen3-32B) remain a cost-effective and transferable option. Together, these results highlight that careful design of reward shaping and user simulation choice is as crucial as model scale, and establish UserRL as a practical pathway for developing robust user-centric agentic models. All codes and data are public for future research.
A Near-Optimal Algorithm for Safe Reinforcement Learning Under Instantaneous Hard Constraints
In many applications of Reinforcement Learning (RL), it is critically important that the algorithm performs safely, such that instantaneous hard constraints are satisfied at each step, and unsafe states and actions are avoided. However, existing algorithms for ''safe'' RL are often designed under constraints that either require expected cumulative costs to be bounded or assume all states are safe. Thus, such algorithms could violate instantaneous hard constraints and traverse unsafe states (and actions) in practice. Therefore, in this paper, we develop the first near-optimal safe RL algorithm for episodic Markov Decision Processes with unsafe states and actions under instantaneous hard constraints and the linear mixture model. It not only achieves a regret O(d H^3 sqrt{dK}{Delta_c}) that tightly matches the state-of-the-art regret in the setting with only unsafe actions and nearly matches that in the unconstrained setting, but is also safe at each step, where d is the feature-mapping dimension, K is the number of episodes, H is the number of steps in each episode, and Delta_c is a safety-related parameter. We also provide a lower bound Omega(max{dH K, H{Delta_c^2}}), which indicates that the dependency on Delta_c is necessary. Further, both our algorithm design and regret analysis involve several novel ideas, which may be of independent interest.
SynthRL: Scaling Visual Reasoning with Verifiable Data Synthesis
Vision-language models (VLMs) trained via reinforcement learning with verifiable reward (RLVR) have shown notable progress in scaling test-time compute effectively. In this work, we investigate how synthesized RL data can further improve RLVR. To this end, we propose SynthRL-a scalable and guaranteed pipeline for automatic data scaling in reasoning-oriented RL training. SynthRL comprises three key stages: (1) selecting seed questions with appropriate distribution, (2) augmenting them into more challenging variants while preserving the original answers, and (3) a guaranteed verification stage that ensures near-perfect correctness and difficulty enhancement. Our empirical experiments demonstrate SynthRL's scalability and effectiveness. When applied to the MMK12 dataset, SynthRL synthesizes over 3.3K additional verifiable, challenging questions from approximately 8K seed samples. Models trained with our synthesized data achieve consistent gains across five out-of-domain visual math reasoning benchmarks, with a significant improvement over baseline models trained on seed data alone. Notably, detailed analysis reveals that the gains are more pronounced on the most challenging evaluation samples, highlighting SynthRL's effectiveness in eliciting deeper and more complex reasoning patterns.
Discovered Policy Optimisation
Tremendous progress has been made in reinforcement learning (RL) over the past decade. Most of these advancements came through the continual development of new algorithms, which were designed using a combination of mathematical derivations, intuitions, and experimentation. Such an approach of creating algorithms manually is limited by human understanding and ingenuity. In contrast, meta-learning provides a toolkit for automatic machine learning method optimisation, potentially addressing this flaw. However, black-box approaches which attempt to discover RL algorithms with minimal prior structure have thus far not outperformed existing hand-crafted algorithms. Mirror Learning, which includes RL algorithms, such as PPO, offers a potential middle-ground starting point: while every method in this framework comes with theoretical guarantees, components that differentiate them are subject to design. In this paper we explore the Mirror Learning space by meta-learning a "drift" function. We refer to the immediate result as Learnt Policy Optimisation (LPO). By analysing LPO we gain original insights into policy optimisation which we use to formulate a novel, closed-form RL algorithm, Discovered Policy Optimisation (DPO). Our experiments in Brax environments confirm state-of-the-art performance of LPO and DPO, as well as their transfer to unseen settings.
ODIN: Disentangled Reward Mitigates Hacking in RLHF
In this work, we study the issue of reward hacking on the response length, a challenge emerging in Reinforcement Learning from Human Feedback (RLHF) on LLMs. A well-formatted, verbose but less helpful response from the LLMs can often deceive LLMs or even human evaluators to achieve high scores. The same issue also holds for some reward models in RL. To address the challenges in both training and evaluation, we establish a more reliable evaluation protocol for comparing different training configurations, which inspects the trade-off between LLM evaluation score and response length obtained by varying training hyperparameters. Based on this evaluation, we conduct large-scale studies, where the results shed insights into the efficacy of hyperparameters and tricks used in RL on mitigating length bias. We further propose to improve the reward model by jointly training two linear heads on shared feature representations to predict the rewards, one trained to correlate with length, and the other trained to decorrelate with length and therefore focus more on the actual content. We then discard the length head in RL to prevent reward hacking on length. Experiments demonstrate that our approach almost eliminates the reward correlation with length, and improves the obtained policy by a significant margin.
FastRLAP: A System for Learning High-Speed Driving via Deep RL and Autonomous Practicing
We present a system that enables an autonomous small-scale RC car to drive aggressively from visual observations using reinforcement learning (RL). Our system, FastRLAP (faster lap), trains autonomously in the real world, without human interventions, and without requiring any simulation or expert demonstrations. Our system integrates a number of important components to make this possible: we initialize the representations for the RL policy and value function from a large prior dataset of other robots navigating in other environments (at low speed), which provides a navigation-relevant representation. From here, a sample-efficient online RL method uses a single low-speed user-provided demonstration to determine the desired driving course, extracts a set of navigational checkpoints, and autonomously practices driving through these checkpoints, resetting automatically on collision or failure. Perhaps surprisingly, we find that with appropriate initialization and choice of algorithm, our system can learn to drive over a variety of racing courses with less than 20 minutes of online training. The resulting policies exhibit emergent aggressive driving skills, such as timing braking and acceleration around turns and avoiding areas which impede the robot's motion, approaching the performance of a human driver using a similar first-person interface over the course of training.
DIP-RL: Demonstration-Inferred Preference Learning in Minecraft
In machine learning for sequential decision-making, an algorithmic agent learns to interact with an environment while receiving feedback in the form of a reward signal. However, in many unstructured real-world settings, such a reward signal is unknown and humans cannot reliably craft a reward signal that correctly captures desired behavior. To solve tasks in such unstructured and open-ended environments, we present Demonstration-Inferred Preference Reinforcement Learning (DIP-RL), an algorithm that leverages human demonstrations in three distinct ways, including training an autoencoder, seeding reinforcement learning (RL) training batches with demonstration data, and inferring preferences over behaviors to learn a reward function to guide RL. We evaluate DIP-RL in a tree-chopping task in Minecraft. Results suggest that the method can guide an RL agent to learn a reward function that reflects human preferences and that DIP-RL performs competitively relative to baselines. DIP-RL is inspired by our previous work on combining demonstrations and pairwise preferences in Minecraft, which was awarded a research prize at the 2022 NeurIPS MineRL BASALT competition, Learning from Human Feedback in Minecraft. Example trajectory rollouts of DIP-RL and baselines are located at https://sites.google.com/view/dip-rl.
Reasoning Language Models: A Blueprint
Reasoning language models (RLMs), also known as Large Reasoning Models (LRMs), such as OpenAI's o1 and o3, DeepSeek-V3, and Alibaba's QwQ, have redefined AI's problem-solving capabilities by extending large language models (LLMs) with advanced reasoning mechanisms. Yet, their high costs, proprietary nature, and complex architectures - uniquely combining Reinforcement Learning (RL), search heuristics, and LLMs - present accessibility and scalability challenges. To address these, we propose a comprehensive blueprint that organizes RLM components into a modular framework, based on a survey and analysis of all RLM works. This blueprint incorporates diverse reasoning structures (chains, trees, graphs, and nested forms), reasoning strategies (e.g., Monte Carlo Tree Search, Beam Search), RL concepts (policy, value models and others), and supervision schemes (Output-Based and Process-Based Supervision). We also provide detailed mathematical formulations and algorithmic specifications to simplify RLM implementation. By showing how schemes like LLaMA-Berry, QwQ, Journey Learning, and Graph of Thoughts fit as special cases, we demonstrate the blueprint's versatility and unifying potential. To illustrate its utility, we introduce x1, a modular implementation for rapid RLM prototyping and experimentation. Using x1 and a literature review, we provide key insights, such as multi-phase training for policy and value models, and the importance of familiar training distributions. Finally, we outline how RLMs can integrate with a broader LLM ecosystem, including tools and databases. Our work demystifies RLM construction, democratizes advanced reasoning capabilities, and fosters innovation, aiming to mitigate the gap between "rich AI" and "poor AI" by lowering barriers to RLM development and experimentation.
A State-of-the-Art SQL Reasoning Model using RLVR
Developing custom reasoning models via Reinforcement Learning (RL) that can incorporate organization-specific knowledge has great potential to address problems faced by enterprise customers. In many of these problems, the reward function is verifiable, a setting termed RL with Verifiable Rewards (RLVR). We apply RLVR to a popular data science benchmark called BIRD that measures the ability of an AI agent to convert a natural language query for a database to SQL executions. We apply a simple and general-purpose training recipe involving careful prompt and model selection, a warm-up stage using our offline RL approach called TAO, followed by rigorous online RLVR training. With no additional training data beyond the BIRD training set and no use of proprietary models, our very first submission to the BIRD leaderboard reached state-of-the-art accuracy on the private test set: 73.56% without self-consistency and 75.68% with self-consistency. In the latter case, our model also required fewer generations than the second-best approach. While BIRD is only a proxy task, the simplicity of our framework makes it broadly applicable to enterprise domains such as business intelligence, data science, and coding.
Model-based Reinforcement Learning: A Survey
Sequential decision making, commonly formalized as Markov Decision Process (MDP) optimization, is a important challenge in artificial intelligence. Two key approaches to this problem are reinforcement learning (RL) and planning. This paper presents a survey of the integration of both fields, better known as model-based reinforcement learning. Model-based RL has two main steps. First, we systematically cover approaches to dynamics model learning, including challenges like dealing with stochasticity, uncertainty, partial observability, and temporal abstraction. Second, we present a systematic categorization of planning-learning integration, including aspects like: where to start planning, what budgets to allocate to planning and real data collection, how to plan, and how to integrate planning in the learning and acting loop. After these two sections, we also discuss implicit model-based RL as an end-to-end alternative for model learning and planning, and we cover the potential benefits of model-based RL. Along the way, the survey also draws connections to several related RL fields, like hierarchical RL and transfer learning. Altogether, the survey presents a broad conceptual overview of the combination of planning and learning for MDP optimization.
Integrating Reinforcement Learning with Foundation Models for Autonomous Robotics: Methods and Perspectives
Foundation models (FMs), large deep learning models pre-trained on vast, unlabeled datasets, exhibit powerful capabilities in understanding complex patterns and generating sophisticated outputs. However, they often struggle to adapt to specific tasks. Reinforcement learning (RL), which allows agents to learn through interaction and feedback, offers a compelling solution. Integrating RL with FMs enables these models to achieve desired outcomes and excel at particular tasks. Additionally, RL can be enhanced by leveraging the reasoning and generalization capabilities of FMs. This synergy is revolutionizing various fields, including robotics. FMs, rich in knowledge and generalization, provide robots with valuable information, while RL facilitates learning and adaptation through real-world interactions. This survey paper comprehensively explores this exciting intersection, examining how these paradigms can be integrated to advance robotic intelligence. We analyze the use of foundation models as action planners, the development of robotics-specific foundation models, and the mutual benefits of combining FMs with RL. Furthermore, we present a taxonomy of integration approaches, including large language models, vision-language models, diffusion models, and transformer-based RL models. We also explore how RL can utilize world representations learned from FMs to enhance robotic task execution. Our survey aims to synthesize current research and highlight key challenges in robotic reasoning and control, particularly in the context of integrating FMs and RL--two rapidly evolving technologies. By doing so, we seek to spark future research and emphasize critical areas that require further investigation to enhance robotics. We provide an updated collection of papers based on our taxonomy, accessible on our open-source project website at: https://github.com/clmoro/Robotics-RL-FMs-Integration.
JaxMARL: Multi-Agent RL Environments in JAX
Benchmarks play an important role in the development of machine learning algorithms. For example, research in reinforcement learning (RL) has been heavily influenced by available environments and benchmarks. However, RL environments are traditionally run on the CPU, limiting their scalability with typical academic compute. Recent advancements in JAX have enabled the wider use of hardware acceleration to overcome these computational hurdles, enabling massively parallel RL training pipelines and environments. This is particularly useful for multi-agent reinforcement learning (MARL) research. First of all, multiple agents must be considered at each environment step, adding computational burden, and secondly, the sample complexity is increased due to non-stationarity, decentralised partial observability, or other MARL challenges. In this paper, we present JaxMARL, the first open-source code base that combines ease-of-use with GPU enabled efficiency, and supports a large number of commonly used MARL environments as well as popular baseline algorithms. When considering wall clock time, our experiments show that per-run our JAX-based training pipeline is up to 12500x faster than existing approaches. This enables efficient and thorough evaluations, with the potential to alleviate the evaluation crisis of the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. We provide code at https://github.com/flairox/jaxmarl.
CodeV-R1: Reasoning-Enhanced Verilog Generation
Large language models (LLMs) trained via reinforcement learning with verifiable reward (RLVR) have achieved breakthroughs on tasks with explicit, automatable verification, such as software programming and mathematical problems. Extending RLVR to electronic design automation (EDA), especially automatically generating hardware description languages (HDLs) like Verilog from natural-language (NL) specifications, however, poses three key challenges: the lack of automated and accurate verification environments, the scarcity of high-quality NL-code pairs, and the prohibitive computation cost of RLVR. To this end, we introduce CodeV-R1, an RLVR framework for training Verilog generation LLMs. First, we develop a rule-based testbench generator that performs robust equivalence checking against golden references. Second, we propose a round-trip data synthesis method that pairs open-source Verilog snippets with LLM-generated NL descriptions, verifies code-NL-code consistency via the generated testbench, and filters out inequivalent examples to yield a high-quality dataset. Third, we employ a two-stage "distill-then-RL" training pipeline: distillation for the cold start of reasoning abilities, followed by adaptive DAPO, our novel RLVR algorithm that can reduce training cost by adaptively adjusting sampling rate. The resulting model, CodeV-R1-7B, achieves 68.6% and 72.9% pass@1 on VerilogEval v2 and RTLLM v1.1, respectively, surpassing prior state-of-the-art by 12~20%, while matching or even exceeding the performance of 671B DeepSeek-R1. We will release our model, training pipeline, and dataset to facilitate research in EDA and LLM communities.
An Open-Loop Baseline for Reinforcement Learning Locomotion Tasks
In search of a simple baseline for Deep Reinforcement Learning in locomotion tasks, we propose a model-free open-loop strategy. By leveraging prior knowledge and the elegance of simple oscillators to generate periodic joint motions, it achieves respectable performance in five different locomotion environments, with a number of tunable parameters that is a tiny fraction of the thousands typically required by DRL algorithms. We conduct two additional experiments using open-loop oscillators to identify current shortcomings of these algorithms. Our results show that, compared to the baseline, DRL is more prone to performance degradation when exposed to sensor noise or failure. Furthermore, we demonstrate a successful transfer from simulation to reality using an elastic quadruped, where RL fails without randomization or reward engineering. Overall, the proposed baseline and associated experiments highlight the existing limitations of DRL for robotic applications, provide insights on how to address them, and encourage reflection on the costs of complexity and generality.
Getting the Ball Rolling: Learning a Dexterous Policy for a Biomimetic Tendon-Driven Hand with Rolling Contact Joints
Biomimetic, dexterous robotic hands have the potential to replicate much of the tasks that a human can do, and to achieve status as a general manipulation platform. Recent advances in reinforcement learning (RL) frameworks have achieved remarkable performance in quadrupedal locomotion and dexterous manipulation tasks. Combined with GPU-based highly parallelized simulations capable of simulating thousands of robots in parallel, RL-based controllers have become more scalable and approachable. However, in order to bring RL-trained policies to the real world, we require training frameworks that output policies that can work with physical actuators and sensors as well as a hardware platform that can be manufactured with accessible materials yet is robust enough to run interactive policies. This work introduces the biomimetic tendon-driven Faive Hand and its system architecture, which uses tendon-driven rolling contact joints to achieve a 3D printable, robust high-DoF hand design. We model each element of the hand and integrate it into a GPU simulation environment to train a policy with RL, and achieve zero-shot transfer of a dexterous in-hand sphere rotation skill to the physical robot hand.
Preference-Guided Reflective Sampling for Aligning Language Models
Large language models (LLMs) are aligned with human preferences by reinforcement learning from human feedback (RLHF). Effective data sampling is crucial for RLHF, as it determines the efficiency of model training, ensuring that models learn from the informative samples. To achieve better data generation, we propose a new sampling method called Preference-Guided Reflective Sampling (PRS). PRS frames the response generation as an optimization process to the explicitly specified user preference described in natural language. It employs a tree-based generation framework to enable an efficient sampling process, which guides the direction of generation through preference and better explores the sampling space with adaptive self-refinement. Notably, PRS can align LLMs to diverse preferences. We study preference-controlled text generation for instruction following and keyword-focused document summarization. Our findings indicate that PRS, across different LLM policies, generates training data with much higher rewards than strong baselines. PRS also excels in post-RL training.
Language Models that Think, Chat Better
Reinforcement learning with verifiable rewards (RLVR) improves language model reasoning by using rule-based rewards in verifiable domains such as mathematics and code. However, RLVR leads to limited generalization for open-ended tasks -- such as writing outline essays or making meal plans -- where humans reason routinely. This paper shows that the RLVR paradigm is effective beyond verifiable domains, and introduces **RL** with **M**odel-rewarded **T**hinking (**RLMT**) for general-purpose chat capabilities. Using diverse real-world prompts, RLMT requires LMs to generate long CoT reasoning before response, and optimizes them with online RL against a preference-based reward model used in RLHF. Across 40 training runs on Llama-3.1-8B and Qwen-2.5-7B (both base and instruct) and multiple optimization algorithms (DPO, PPO, and GRPO), RLMT consistently outperforms standard RLHF pipelines. This includes substantial gains of 3-7 points on three chat benchmarks (AlpacaEval2, WildBench, and ArenaHardV2), along with 1-3 point improvements on other tasks like creative writing and general knowledge. Our best 8B model surpasses GPT-4o in chat and creative writing and rivals Claude-3.7-Sonnet (Thinking). RLMT can also be applied directly to base models without an SFT stage, akin to R1-Zero training. Remarkably, with only 7K prompts, Llama-3.1-8B base trained with our RLMT recipe outperforms Llama-3.1-8B-Instruct post-trained with a complex multi-staged pipeline with 25M+ examples. We close with qualitative and quantitative analyses of how trained models plan their responses. Our results rethink the post-training pipeline and call upon future work to understand and employ thinking more broadly.
Robustness and risk management via distributional dynamic programming
In dynamic programming (DP) and reinforcement learning (RL), an agent learns to act optimally in terms of expected long-term return by sequentially interacting with its environment modeled by a Markov decision process (MDP). More generally in distributional reinforcement learning (DRL), the focus is on the whole distribution of the return, not just its expectation. Although DRL-based methods produced state-of-the-art performance in RL with function approximation, they involve additional quantities (compared to the non-distributional setting) that are still not well understood. As a first contribution, we introduce a new class of distributional operators, together with a practical DP algorithm for policy evaluation, that come with a robust MDP interpretation. Indeed, our approach reformulates through an augmented state space where each state is split into a worst-case substate and a best-case substate, whose values are maximized by safe and risky policies respectively. Finally, we derive distributional operators and DP algorithms solving a new control task: How to distinguish safe from risky optimal actions in order to break ties in the space of optimal policies?
ReasonRank: Empowering Passage Ranking with Strong Reasoning Ability
Large Language Model (LLM) based listwise ranking has shown superior performance in many passage ranking tasks. With the development of Large Reasoning Models, many studies have demonstrated that step-by-step reasoning during test-time helps improve listwise ranking performance. However, due to the scarcity of reasoning-intensive training data, existing rerankers perform poorly in many complex ranking scenarios and the ranking ability of reasoning-intensive rerankers remains largely underdeveloped. In this paper, we first propose an automated reasoning-intensive training data synthesis framework, which sources training queries and passages from diverse domains and applies DeepSeek-R1 to generate high-quality training labels. A self-consistency data filtering mechanism is designed to ensure the data quality. To empower the listwise reranker with strong reasoning ability, we further propose a two-stage post-training approach, which includes a cold-start supervised fine-tuning (SFT) stage for reasoning pattern learning and a reinforcement learning (RL) stage for further ranking ability enhancement. During the RL stage, based on the nature of listwise ranking, we design a multi-view ranking reward, which is more effective than a ranking metric-based reward. Extensive experiments demonstrate that our trained reasoning-intensive reranker ReasonRank outperforms existing baselines significantly and also achieves much lower latency than pointwise reranker Rank1. Through further experiments, our ReasonRank has achieved state-of-the-art (SOTA) performance 40.6 on the BRIGHT leaderboard\footnote{https://brightbenchmark.github.io/.} Our codes are available at https://github.com/8421BCD/ReasonRank.
Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning
A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.
Robot Control Stack: A Lean Ecosystem for Robot Learning at Scale
Vision-Language-Action models (VLAs) mark a major shift in robot learning. They replace specialized architectures and task-tailored components of expert policies with large-scale data collection and setup-specific fine-tuning. In this machine learning-focused workflow that is centered around models and scalable training, traditional robotics software frameworks become a bottleneck, while robot simulations offer only limited support for transitioning from and to real-world experiments. In this work, we close this gap by introducing Robot Control Stack (RCS), a lean ecosystem designed from the ground up to support research in robot learning with large-scale generalist policies. At its core, RCS features a modular and easily extensible layered architecture with a unified interface for simulated and physical robots, facilitating sim-to-real transfer. Despite its minimal footprint and dependencies, it offers a complete feature set, enabling both real-world experiments and large-scale training in simulation. Our contribution is twofold: First, we introduce the architecture of RCS and explain its design principles. Second, we evaluate its usability and performance along the development cycle of VLA and RL policies. Our experiments also provide an extensive evaluation of Octo, OpenVLA, and Pi Zero on multiple robots and shed light on how simulation data can improve real-world policy performance. Our code, datasets, weights, and videos are available at: https://robotcontrolstack.github.io/
Enhancing LLMs for Physics Problem-Solving using Reinforcement Learning with Human-AI Feedback
Large Language Models (LLMs) have demonstrated strong capabilities in text-based tasks but struggle with the complex reasoning required for physics problems, particularly in advanced arithmetic and conceptual understanding. While some research has explored ways to enhance LLMs in physics education using techniques such as prompt engineering and Retrieval Augmentation Generation (RAG), not enough effort has been made in addressing their limitations in physics reasoning. This paper presents a novel approach to improving LLM performance on physics questions using Reinforcement Learning with Human and Artificial Intelligence Feedback (RLHAIF). We evaluate several reinforcement learning methods, including Proximal Policy Optimization (PPO), Direct Preference Optimization (DPO), and Remax optimization. These methods are chosen to investigate RL policy performance with different settings on the PhyQA dataset, which includes challenging physics problems from high school textbooks. Our RLHAIF model, tested on leading LLMs like LLaMA2 and Mistral, achieved superior results, notably with the MISTRAL-PPO model, demonstrating marked improvements in reasoning and accuracy. It achieved high scores, with a 58.67 METEOR score and a 0.74 Reasoning score, making it a strong example for future physics reasoning research in this area.
Towards Revealing the Effectiveness of Small-Scale Fine-tuning in R1-style Reinforcement Learning
R1-style Reinforcement Learning (RL) significantly enhances Large Language Models' reasoning capabilities, yet the mechanism behind rule-based RL remains unclear. We found that small-scale SFT has significant influence on RL but shows poor efficiency. To explain our observations, we propose an analytical framework and compare the efficiency of SFT and RL by measuring sample effect. Hypothetical analysis show that SFT efficiency is limited by training data. Guided by our analysis, we propose Re-distillation, a technique that fine-tunes pretrain model through small-scale distillation from the RL-trained policy. Experiments on Knight & Knave and MATH datasets demonstrate re-distillation's surprising efficiency: re-distilled models match RL performance with far fewer samples and less computation. Empirical verification shows that sample effect is a good indicator of performance improvements. As a result, on K&K dataset, our re-distilled Qwen2.5-1.5B model surpasses DeepSeek-V3-0324 with only 1K SFT samples. On MATH, Qwen2.5-1.5B fine-tuned with re-distilled 500 samples matches its instruct-tuned variant without RL. Our work explains several interesting phenomena in R1-style RL, shedding light on the mechanisms behind its empirical success. Code is available at: https://github.com/on1262/deep-reasoning
Provably Efficient CVaR RL in Low-rank MDPs
We study risk-sensitive Reinforcement Learning (RL), where we aim to maximize the Conditional Value at Risk (CVaR) with a fixed risk tolerance tau. Prior theoretical work studying risk-sensitive RL focuses on the tabular Markov Decision Processes (MDPs) setting. To extend CVaR RL to settings where state space is large, function approximation must be deployed. We study CVaR RL in low-rank MDPs with nonlinear function approximation. Low-rank MDPs assume the underlying transition kernel admits a low-rank decomposition, but unlike prior linear models, low-rank MDPs do not assume the feature or state-action representation is known. We propose a novel Upper Confidence Bound (UCB) bonus-driven algorithm to carefully balance the interplay between exploration, exploitation, and representation learning in CVaR RL. We prove that our algorithm achieves a sample complexity of Oleft(H^7 A^2 d^4{tau^2 epsilon^2}right) to yield an epsilon-optimal CVaR, where H is the length of each episode, A is the capacity of action space, and d is the dimension of representations. Computational-wise, we design a novel discretized Least-Squares Value Iteration (LSVI) algorithm for the CVaR objective as the planning oracle and show that we can find the near-optimal policy in a polynomial running time with a Maximum Likelihood Estimation oracle. To our knowledge, this is the first provably efficient CVaR RL algorithm in low-rank MDPs.
Hindsight PRIORs for Reward Learning from Human Preferences
Preference based Reinforcement Learning (PbRL) removes the need to hand specify a reward function by learning a reward from preference feedback over policy behaviors. Current approaches to PbRL do not address the credit assignment problem inherent in determining which parts of a behavior most contributed to a preference, which result in data intensive approaches and subpar reward functions. We address such limitations by introducing a credit assignment strategy (Hindsight PRIOR) that uses a world model to approximate state importance within a trajectory and then guides rewards to be proportional to state importance through an auxiliary predicted return redistribution objective. Incorporating state importance into reward learning improves the speed of policy learning, overall policy performance, and reward recovery on both locomotion and manipulation tasks. For example, Hindsight PRIOR recovers on average significantly (p<0.05) more reward on MetaWorld (20%) and DMC (15%). The performance gains and our ablations demonstrate the benefits even a simple credit assignment strategy can have on reward learning and that state importance in forward dynamics prediction is a strong proxy for a state's contribution to a preference decision. Code repository can be found at https://github.com/apple/ml-rlhf-hindsight-prior.
APRIL: Active Partial Rollouts in Reinforcement Learning to Tame Long-tail Generation
Reinforcement learning (RL) has become a cornerstone in advancing large-scale pre-trained language models (LLMs). Successive generations, including GPT-o series, DeepSeek-R1, Kimi-K1.5, Grok 4, and GLM-4.5, have relied on large-scale RL training to enhance reasoning and coding capabilities. To meet the community's growing RL needs, numerous RL frameworks have been proposed. However, RL training remains computationally expensive, with rollout generation accounting for more than 90% of total runtime. In addition, its efficiency is often constrained by the long-tail distribution of rollout response lengths, where a few lengthy responses stall entire batches, leaving GPUs idle and underutilized. As model and rollout sizes continue to grow, this bottleneck increasingly limits scalability. To address this challenge, we propose Active Partial Rollouts in Reinforcement Learning (APRIL), which mitigates long-tail inefficiency. In the rollout phase, APRIL over-provisions rollout requests, terminates once the target number of responses is reached, and recycles incomplete responses for continuation in future steps. This strategy ensures that no rollouts are discarded while substantially reducing GPU idle time. Experiments show that APRIL improves rollout throughput by 22.5% on average (at most 44%) across commonly used RL algorithms (GRPO, DAPO, GSPO), accelerates convergence, and achieves 2.1% on average(at most 8%) higher final accuracy across tasks. Moreover, APRIL is both framework and hardware agnostic, already integrated into the slime RL framework, and deployable on NVIDIA and AMD GPUs alike. Taken together, this work unifies system-level and algorithmic considerations in proposing APRIL, with the aim of advancing RL training efficiency and inspiring further optimizations in RL systems. Our codebase is available at https://github.com/RLsys-Foundation/APRIL
ToolRL: Reward is All Tool Learning Needs
Current Large Language Models (LLMs) often undergo supervised fine-tuning (SFT) to acquire tool use capabilities. However, SFT struggles to generalize to unfamiliar or complex tool use scenarios. Recent advancements in reinforcement learning (RL), particularly with R1-like models, have demonstrated promising reasoning and generalization abilities. Yet, reward design for tool use presents unique challenges: multiple tools may be invoked with diverse parameters, and coarse-grained reward signals, such as answer matching, fail to offer the finegrained feedback required for effective learning. In this work, we present the first comprehensive study on reward design for tool selection and application tasks within the RL paradigm. We systematically explore a wide range of reward strategies, analyzing their types, scales, granularity, and temporal dynamics. Building on these insights, we propose a principled reward design tailored for tool use tasks and apply it to train LLMs using Group Relative Policy Optimization (GRPO). Empirical evaluations across diverse benchmarks demonstrate that our approach yields robust, scalable, and stable training, achieving a 17% improvement over base models and a 15% gain over SFT models. These results highlight the critical role of thoughtful reward design in enhancing the tool use capabilities and generalization performance of LLMs. All the codes are released to facilitate future research.
Natural Language Reinforcement Learning
Reinforcement Learning (RL) has shown remarkable abilities in learning policies for decision-making tasks. However, RL is often hindered by issues such as low sample efficiency, lack of interpretability, and sparse supervision signals. To tackle these limitations, we take inspiration from the human learning process and introduce Natural Language Reinforcement Learning (NLRL), which innovatively combines RL principles with natural language representation. Specifically, NLRL redefines RL concepts like task objectives, policy, value function, Bellman equation, and policy iteration in natural language space. We present how NLRL can be practically implemented with the latest advancements in large language models (LLMs) like GPT-4. Initial experiments over tabular MDPs demonstrate the effectiveness, efficiency, and also interpretability of the NLRL framework.
The Effective Horizon Explains Deep RL Performance in Stochastic Environments
Reinforcement learning (RL) theory has largely focused on proving minimax sample complexity bounds. These require strategic exploration algorithms that use relatively limited function classes for representing the policy or value function. Our goal is to explain why deep RL algorithms often perform well in practice, despite using random exploration and much more expressive function classes like neural networks. Our work arrives at an explanation by showing that many stochastic MDPs can be solved by performing only a few steps of value iteration on the random policy's Q function and then acting greedily. When this is true, we find that it is possible to separate the exploration and learning components of RL, making it much easier to analyze. We introduce a new RL algorithm, SQIRL, that iteratively learns a near-optimal policy by exploring randomly to collect rollouts and then performing a limited number of steps of fitted-Q iteration over those rollouts. Any regression algorithm that satisfies basic in-distribution generalization properties can be used in SQIRL to efficiently solve common MDPs. This can explain why deep RL works, since it is empirically established that neural networks generalize well in-distribution. Furthermore, SQIRL explains why random exploration works well in practice. We leverage SQIRL to derive instance-dependent sample complexity bounds for RL that are exponential only in an "effective horizon" of lookahead and on the complexity of the class used for function approximation. Empirically, we also find that SQIRL performance strongly correlates with PPO and DQN performance in a variety of stochastic environments, supporting that our theoretical analysis is predictive of practical performance. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon.
Agentic Reinforcement Learning for Search is Unsafe
Agentic reinforcement learning (RL) trains large language models to autonomously call tools during reasoning, with search as the most common application. These models excel at multi-step reasoning tasks, but their safety properties are not well understood. In this study, we show that RL-trained search models inherit refusal from instruction tuning and often deflect harmful requests by turning them into safe queries. However, this safety is fragile. Two simple attacks, one that forces the model to begin response with search (Search attack), another that encourages models to repeatedly search (Multi-search attack), trigger cascades of harmful searches and answers. Across two model families (Qwen, Llama) with both local and web search, these attacks lower refusal rates by up to 60.0%, answer safety by 82.5%, and search-query safety by 82.4%. The attacks succeed by triggering models to generate harmful, request-mirroring search queries before they can generate the inherited refusal tokens. This exposes a core weakness of current RL training: it rewards continued generation of effective queries without accounting for their harmfulness. As a result, RL search models have vulnerabilities that users can easily exploit, making it urgent to develop safety-aware agentic RL pipelines optimising for safe search.
Deep Reinforcement Learning for Autonomous Driving: A Survey
With the development of deep representation learning, the domain of reinforcement learning (RL) has become a powerful learning framework now capable of learning complex policies in high dimensional environments. This review summarises deep reinforcement learning (DRL) algorithms and provides a taxonomy of automated driving tasks where (D)RL methods have been employed, while addressing key computational challenges in real world deployment of autonomous driving agents. It also delineates adjacent domains such as behavior cloning, imitation learning, inverse reinforcement learning that are related but are not classical RL algorithms. The role of simulators in training agents, methods to validate, test and robustify existing solutions in RL are discussed.
Snapshot Reinforcement Learning: Leveraging Prior Trajectories for Efficiency
Deep reinforcement learning (DRL) algorithms require substantial samples and computational resources to achieve higher performance, which restricts their practical application and poses challenges for further development. Given the constraint of limited resources, it is essential to leverage existing computational work (e.g., learned policies, samples) to enhance sample efficiency and reduce the computational resource consumption of DRL algorithms. Previous works to leverage existing computational work require intrusive modifications to existing algorithms and models, designed specifically for specific algorithms, lacking flexibility and universality. In this paper, we present the Snapshot Reinforcement Learning (SnapshotRL) framework, which enhances sample efficiency by simply altering environments, without making any modifications to algorithms and models. By allowing student agents to choose states in teacher trajectories as the initial state to sample, SnapshotRL can effectively utilize teacher trajectories to assist student agents in training, allowing student agents to explore a larger state space at the early training phase. We propose a simple and effective SnapshotRL baseline algorithm, S3RL, which integrates well with existing DRL algorithms. Our experiments demonstrate that integrating S3RL with TD3, SAC, and PPO algorithms on the MuJoCo benchmark significantly improves sample efficiency and average return, without extra samples and additional computational resources.
MATH-Beyond: A Benchmark for RL to Expand Beyond the Base Model
With the advent of DeepSeek-R1, a new wave of reinforcement learning (RL) methods has emerged that seem to unlock stronger mathematical reasoning. However, a closer look at the open-source ecosystem reveals a critical limitation: with sufficiently many draws (e.g., pass@1024), many existing base models already solve nearly all questions on widely used math benchmarks such as MATH-500 and AIME 2024. This suggests that the RL fine-tuning methods prevalent in the LLM reasoning literature largely sharpen existing solution modes rather than discovering entirely new ones. Such sharpening stands in contrast to the broader promise of RL: to foster exploration and to acquire new skills. To move beyond this plateau, we introduce MATH-Beyond (MATH-B), a benchmark deliberately constructed to defeat common open-source models of up to 8B parameters even under large sampling budgets. Improving performance on our benchmark via RL requires methods that learn to reason in ways that go beyond base model capabilities in repeated sampling. Since the problems are drawn from subsets of DAPO-Math-17K and DeepScaleR datasets, they remain topically equivalent to standard high-school math. Validating our premise, RL fine-tuned models such as Nemotron-Research-Reasoning-Qwen-1.5B and DeepScaleR-1.5B-Preview perform poorly on MATH-B at pass@1024, showing how existing approaches fall short on tackling harder instances. We hope MATH-B will catalyze exploration-driven RL approaches that elicit deeper reasoning capabilities. We release MATH-B at https://huggingface.co/datasets/brendel-group/MATH-Beyond.
Reinforcement Learning in Credit Scoring and Underwriting
This paper proposes a novel reinforcement learning (RL) framework for credit underwriting that tackles ungeneralizable contextual challenges. We adapt RL principles for credit scoring, incorporating action space renewal and multi-choice actions. Our work demonstrates that the traditional underwriting approach aligns with the RL greedy strategy. We introduce two new RL-based credit underwriting algorithms to enable more informed decision-making. Simulations show these new approaches outperform the traditional method in scenarios where the data aligns with the model. However, complex situations highlight model limitations, emphasizing the importance of powerful machine learning models for optimal performance. Future research directions include exploring more sophisticated models alongside efficient exploration mechanisms.
Hierarchical Reinforcement Learning with AI Planning Models
Two common approaches to sequential decision-making are AI planning (AIP) and reinforcement learning (RL). Each has strengths and weaknesses. AIP is interpretable, easy to integrate with symbolic knowledge, and often efficient, but requires an up-front logical domain specification and is sensitive to noise; RL only requires specification of rewards and is robust to noise but is sample inefficient and not easily supplied with external knowledge. We propose an integrative approach that combines high-level planning with RL, retaining interpretability, transfer, and efficiency, while allowing for robust learning of the lower-level plan actions. Our approach defines options in hierarchical reinforcement learning (HRL) from AIP operators by establishing a correspondence between the state transition model of AI planning problem and the abstract state transition system of a Markov Decision Process (MDP). Options are learned by adding intrinsic rewards to encourage consistency between the MDP and AIP transition models. We demonstrate the benefit of our integrated approach by comparing the performance of RL and HRL algorithms in both MiniGrid and N-rooms environments, showing the advantage of our method over the existing ones.
Putting the Value Back in RL: Better Test-Time Scaling by Unifying LLM Reasoners With Verifiers
Prevalent reinforcement learning~(RL) methods for fine-tuning LLM reasoners, such as GRPO or Leave-one-out PPO, abandon the learned value function in favor of empirically estimated returns. This hinders test-time compute scaling that relies on using the value-function for verification. In this work, we propose RL^V that augments any ``value-free'' RL method by jointly training the LLM as both a reasoner and a generative verifier using RL-generated data, adding verification capabilities without significant overhead. Empirically, RL^V boosts MATH accuracy by over 20\% with parallel sampling and enables 8-32times efficient test-time compute scaling compared to the base RL method. RL^V also exhibits strong generalization capabilities for both easy-to-hard and out-of-domain tasks. Furthermore, RL^V achieves 1.2-1.6times higher performance when jointly scaling parallel and sequential test-time compute with a long reasoning R1 model.
Safe Reinforcement Learning in a Simulated Robotic Arm
Reinforcement learning (RL) agents need to explore their environments in order to learn optimal policies. In many environments and tasks, safety is of critical importance. The widespread use of simulators offers a number of advantages, including safe exploration which will be inevitable in cases when RL systems need to be trained directly in the physical environment (e.g. in human-robot interaction). The popular Safety Gym library offers three mobile agent types that can learn goal-directed tasks while considering various safety constraints. In this paper, we extend the applicability of safe RL algorithms by creating a customized environment with Panda robotic arm where Safety Gym algorithms can be tested. We performed pilot experiments with the popular PPO algorithm comparing the baseline with the constrained version and show that the constrained version is able to learn the equally good policy while better complying with safety constraints and taking longer training time as expected.
Think2SQL: Reinforce LLM Reasoning Capabilities for Text2SQL
Large Language Models (LLMs) have shown impressive capabilities in transforming natural language questions about relational databases into SQL queries. Despite recent improvements, small LLMs struggle to handle questions involving multiple tables and complex SQL patterns under a Zero-Shot Learning (ZSL) setting. Supervised Fine-Tuning (SFT) partially compensate the knowledge deficits in pretrained models but falls short while dealing with queries involving multi-hop reasoning. To bridge this gap, different LLM training strategies to reinforce reasoning capabilities have been proposed, ranging from leveraging a thinking process within ZSL, including reasoning traces in SFT, or adopt Reinforcement Learning (RL) strategies. However, the influence of reasoning on Text2SQL performance is still largely unexplored. This paper investigates to what extent LLM reasoning capabilities influence their Text2SQL performance on four benchmark datasets. To this end, it considers the following LLM settings: (1) ZSL, including general-purpose reasoning or not; (2) SFT, with and without task-specific reasoning traces; (3) RL, leveraging execution accuracy as primary reward function; (4) SFT+RL, i.e, a two-stage approach that combines SFT and RL. The results show that general-purpose reasoning under ZSL proves to be ineffective in tackling complex Text2SQL cases. Small LLMs benefit from SFT with reasoning much more than larger ones, bridging the gap of their (weaker) model pretraining. RL is generally beneficial across all tested models and datasets, particularly when SQL queries involve multi-hop reasoning and multiple tables. Small LLMs with SFT+RL excel on most complex datasets thanks to a strategic balance between generality of the reasoning process and optimization of the execution accuracy. Thanks to RL, the7B Qwen-Coder-2.5 model performs on par with 100+ Billion ones on the Bird dataset.
G^2RPO-A: Guided Group Relative Policy Optimization with Adaptive Guidance
Reinforcement Learning with Verifiable Rewards (RLVR) has markedly enhanced the reasoning abilities of large language models (LLMs). Its success, however, largely depends on strong base models with rich world knowledge, yielding only modest improvements for small-size language models (SLMs). To address this limitation, we investigate Guided GRPO, which injects ground-truth reasoning steps into roll-out trajectories to compensate for SLMs' inherent weaknesses. Through a comprehensive study of various guidance configurations, we find that naively adding guidance delivers limited gains. These insights motivate G^2RPO-A, an adaptive algorithm that automatically adjusts guidance strength in response to the model's evolving training dynamics. Experiments on mathematical reasoning and code-generation benchmarks confirm that G^2RPO-A substantially outperforms vanilla GRPO. Our code and models are available at https://github.com/T-Lab-CUHKSZ/G2RPO-A.
ProRL: Prolonged Reinforcement Learning Expands Reasoning Boundaries in Large Language Models
Recent advances in reasoning-centric language models have highlighted reinforcement learning (RL) as a promising method for aligning models with verifiable rewards. However, it remains contentious whether RL truly expands a model's reasoning capabilities or merely amplifies high-reward outputs already latent in the base model's distribution, and whether continually scaling up RL compute reliably leads to improved reasoning performance. In this work, we challenge prevailing assumptions by demonstrating that prolonged RL (ProRL) training can uncover novel reasoning strategies that are inaccessible to base models, even under extensive sampling. We introduce ProRL, a novel training methodology that incorporates KL divergence control, reference policy resetting, and a diverse suite of tasks. Our empirical analysis reveals that RL-trained models consistently outperform base models across a wide range of pass@k evaluations, including scenarios where base models fail entirely regardless of the number of attempts. We further show that reasoning boundary improvements correlates strongly with task competence of base model and training duration, suggesting that RL can explore and populate new regions of solution space over time. These findings offer new insights into the conditions under which RL meaningfully expands reasoning boundaries in language models and establish a foundation for future work on long-horizon RL for reasoning. We release model weights to support further research: https://huggingface.co/nvidia/Nemotron-Research-Reasoning-Qwen-1.5B
RAPID: An Efficient Reinforcement Learning Algorithm for Small Language Models
Reinforcement learning (RL) has emerged as a promising strategy for finetuning small language models (SLMs) to solve targeted tasks such as math and coding. However, RL algorithms tend to be resource-intensive, taking a significant amount of time to train. We propose RAPID, a novel RL algorithm that can substantially reduce the running time of RL. Our key insight is that RL tends to be costly due to the need to perform both inference and backpropagation during training. To maximize use of computational resources, our algorithm performs inference in large batches, and then performs off-policy policy gradient updates in mini-batches. For off-policy updates, we incorporate group advantage estimation into the policy gradient algorithm, and derive an importance weighted estimator to correct for the bias arising from off-policy learning. Our experiments demonstrate that our algorithm can reduce running time by 11%-34% on three benchmarks compared to state-of-the-art RL algorithms while maintaining similar or better accuracy.
HybridFlow: A Flexible and Efficient RLHF Framework
Reinforcement Learning from Human Feedback (RLHF) is widely used in Large Language Model (LLM) alignment. Traditional RL can be modeled as a dataflow, where each node represents computation of a neural network (NN) and each edge denotes data dependencies between the NNs. RLHF complicates the dataflow by expanding each node into a distributed LLM training or generation program, and each edge into a many-to-many multicast. Traditional RL frameworks execute the dataflow using a single controller to instruct both intra-node computation and inter-node communication, which can be inefficient in RLHF due to large control dispatch overhead for distributed intra-node computation. Existing RLHF systems adopt a multi-controller paradigm, which can be inflexible due to nesting distributed computation and data communication. We propose HybridFlow, which combines single-controller and multi-controller paradigms in a hybrid manner to enable flexible representation and efficient execution of the RLHF dataflow. We carefully design a set of hierarchical APIs that decouple and encapsulate computation and data dependencies in the complex RLHF dataflow, allowing efficient operation orchestration to implement RLHF algorithms and flexible mapping of the computation onto various devices. We further design a 3D-HybridEngine for efficient actor model resharding between training and generation phases, with zero memory redundancy and significantly reduced communication overhead. Our experimental results demonstrate 1.53times~20.57times throughput improvement when running various RLHF algorithms using HybridFlow, as compared with state-of-the-art baselines. HybridFlow source code will be available at https://github.com/volcengine/verl.
Provable Reward-Agnostic Preference-Based Reinforcement Learning
Preference-based Reinforcement Learning (PbRL) is a paradigm in which an RL agent learns to optimize a task using pair-wise preference-based feedback over trajectories, rather than explicit reward signals. While PbRL has demonstrated practical success in fine-tuning language models, existing theoretical work focuses on regret minimization and fails to capture most of the practical frameworks. In this study, we fill in such a gap between theoretical PbRL and practical algorithms by proposing a theoretical reward-agnostic PbRL framework where exploratory trajectories that enable accurate learning of hidden reward functions are acquired before collecting any human feedback. Theoretical analysis demonstrates that our algorithm requires less human feedback for learning the optimal policy under preference-based models with linear parameterization and unknown transitions, compared to the existing theoretical literature. Specifically, our framework can incorporate linear and low-rank MDPs with efficient sample complexity. Additionally, we investigate reward-agnostic RL with action-based comparison feedback and introduce an efficient querying algorithm tailored to this scenario.
Time-Constrained Robust MDPs
Robust reinforcement learning is essential for deploying reinforcement learning algorithms in real-world scenarios where environmental uncertainty predominates. Traditional robust reinforcement learning often depends on rectangularity assumptions, where adverse probability measures of outcome states are assumed to be independent across different states and actions. This assumption, rarely fulfilled in practice, leads to overly conservative policies. To address this problem, we introduce a new time-constrained robust MDP (TC-RMDP) formulation that considers multifactorial, correlated, and time-dependent disturbances, thus more accurately reflecting real-world dynamics. This formulation goes beyond the conventional rectangularity paradigm, offering new perspectives and expanding the analytical framework for robust RL. We propose three distinct algorithms, each using varying levels of environmental information, and evaluate them extensively on continuous control benchmarks. Our results demonstrate that these algorithms yield an efficient tradeoff between performance and robustness, outperforming traditional deep robust RL methods in time-constrained environments while preserving robustness in classical benchmarks. This study revisits the prevailing assumptions in robust RL and opens new avenues for developing more practical and realistic RL applications.
Enhancing Efficiency and Exploration in Reinforcement Learning for LLMs
Reasoning large language models (LLMs) excel in complex tasks, which has drawn significant attention to reinforcement learning (RL) for LLMs. However, existing approaches allocate an equal number of rollouts to all questions during the RL process, which is inefficient. This inefficiency stems from the fact that training on simple questions yields limited gains, whereas more rollouts are needed for challenging questions to sample correct answers. Furthermore, while RL improves response precision, it limits the model's exploration ability, potentially resulting in a performance cap below that of the base model prior to RL. To address these issues, we propose a mechanism for dynamically allocating rollout budgets based on the difficulty of the problems, enabling more efficient RL training. Additionally, we introduce an adaptive dynamic temperature adjustment strategy to maintain the entropy at a stable level, thereby encouraging sufficient exploration. This enables LLMs to improve response precision while preserving their exploratory ability to uncover potential correct pathways. The code and data is available on: https://github.com/LiaoMengqi/E3-RL4LLMs
Magistral
We introduce Magistral, Mistral's first reasoning model and our own scalable reinforcement learning (RL) pipeline. Instead of relying on existing implementations and RL traces distilled from prior models, we follow a ground up approach, relying solely on our own models and infrastructure. Notably, we demonstrate a stack that enabled us to explore the limits of pure RL training of LLMs, present a simple method to force the reasoning language of the model, and show that RL on text data alone maintains most of the initial checkpoint's capabilities. We find that RL on text maintains or improves multimodal understanding, instruction following and function calling. We present Magistral Medium, trained for reasoning on top of Mistral Medium 3 with RL alone, and we open-source Magistral Small (Apache 2.0) which further includes cold-start data from Magistral Medium.
