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Jul 30

ALOE: Action-Level Off-Policy Evaluation for Vision-Language-Action Model Post-Training

We study how to improve large foundation vision-language-action (VLA) systems through online reinforcement learning (RL) in real-world settings. Central to this process is the value function, which provides learning signals to guide VLA learning from experience. In practice, the value function is estimated from trajectory fragments collected from different data sources, including historical policies and intermittent human interventions. Estimating the value function of current behavior quality from the mixture data is inherently an off-policy evaluation problem. However, prior work often adopts conservative on-policy estimation for stability, which avoids direct evaluation of the current high-capacity policy and limits learning effectiveness. In this paper, we propose ALOE, an action-level off-policy evaluation framework for VLA post-training. ALOE applies chunking-based temporal-difference bootstrapping to evaluate individual action sequences instead of predicting final task outcomes. This design improves effective credit assignment to critical action chunks under sparse rewards and supports stable policy improvement. We evaluate our method on three real-world manipulation tasks, including smartphone packing as a high-precision task, laundry folding as a long-horizon deformable-object task, and bimanual pick-and-place involving multi-object perception. Across all tasks, ALOE improves learning efficiency without compromising execution speed, showing that off-policy RL can be reintroduced in a reliable manner for real-world VLA post-training. Videos and additional materials are available at our project website.

  • 13 authors
·
Feb 13

Learning from Suboptimal Data in Continuous Control via Auto-Regressive Soft Q-Network

Reinforcement learning (RL) for continuous control often requires large amounts of online interaction data. Value-based RL methods can mitigate this burden by offering relatively high sample efficiency. Some studies further enhance sample efficiency by incorporating offline demonstration data to "kick-start" training, achieving promising results in continuous control. However, they typically compute the Q-function independently for each action dimension, neglecting interdependencies and making it harder to identify optimal actions when learning from suboptimal data, such as non-expert demonstration and online-collected data during the training process. To address these issues, we propose Auto-Regressive Soft Q-learning (ARSQ), a value-based RL algorithm that models Q-values in a coarse-to-fine, auto-regressive manner. First, ARSQ decomposes the continuous action space into discrete spaces in a coarse-to-fine hierarchy, enhancing sample efficiency for fine-grained continuous control tasks. Next, it auto-regressively predicts dimensional action advantages within each decision step, enabling more effective decision-making in continuous control tasks. We evaluate ARSQ on two continuous control benchmarks, RLBench and D4RL, integrating demonstration data into online training. On D4RL, which includes non-expert demonstrations, ARSQ achieves an average 1.62times performance improvement over SOTA value-based baseline. On RLBench, which incorporates expert demonstrations, ARSQ surpasses various baselines, demonstrating its effectiveness in learning from suboptimal online-collected data. Project page is at https://sites.google.com/view/ar-soft-q

  • 5 authors
·
Jan 31, 2025

Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping

Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a surprising and counter-intuitive result: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.

  • 3 authors
·
Jun 22, 2023

Rethinking Reinforcement Fine-Tuning in LVLM: Convergence, Reward Decomposition, and Generalization

Reinforcement fine-tuning with verifiable rewards (RLVR) has emerged as a powerful paradigm for equipping large vision-language models (LVLMs) with agentic capabilities such as tool use and multi-step reasoning. Despite striking empirical successes, most notably Visual Agentic Reinforcement Fine-Tuning (Visual-ARFT), the theoretical underpinnings of this paradigm remain poorly understood. In particular, two critical questions lack rigorous answers: (i)~how does the composite structure of verifiable rewards (format compliance, answer accuracy, tool executability) affect the convergence of Group Relative Policy Optimization (GRPO), and (ii)~why does training on a small set of tool-augmented tasks transfer to out-of-distribution domains? We address these gaps by introducing the Tool-Augmented Markov Decision Process (TA-MDP), a formal framework that models multimodal agentic decision-making with bounded-depth tool calls. Within this framework, we establish three main results. First, we prove that GRPO under composite verifiable rewards converges to a first-order stationary point at rate O(1/T) with explicit dependence on the number of reward components and group size (Theorem~1). Second, we derive a Reward Decomposition Theorem that bounds the sub-optimality gap between decomposed per-component optimization and joint optimization, providing a precise characterization of when reward decomposition is beneficial (Theorem~2). Third, we establish a PAC-Bayes generalization bound for tool-augmented policies that explains the strong out-of-distribution transfer observed in Visual-ARFT (Theorem~3).

  • 4 authors
·
Apr 20

Reinforcing Language Agents via Policy Optimization with Action Decomposition

Language models as intelligent agents push the boundaries of sequential decision-making agents but struggle with limited knowledge of environmental dynamics and exponentially huge action space. Recent efforts like GLAM and TWOSOME manually constrain the action space to a restricted subset and employ reinforcement learning to align agents' knowledge with specific environments. However, they overlook fine-grained credit assignments for intra-action tokens, which is essential for efficient language agent optimization, and rely on human's prior knowledge to restrict action space. This paper proposes decomposing language agent optimization from the action level to the token level, offering finer supervision for each intra-action token and manageable optimization complexity in environments with unrestricted action spaces. Beginning with the simplification of flattening all actions, we theoretically explore the discrepancies between action-level optimization and this naive token-level optimization. We then derive the Bellman backup with Action Decomposition (BAD) to integrate credit assignments for both intra-action and inter-action tokens, effectively eliminating the discrepancies. Implementing BAD within the PPO algorithm, we introduce Policy Optimization with Action Decomposition (POAD). POAD benefits from a finer-grained credit assignment process and lower optimization complexity, leading to enhanced learning efficiency and generalization abilities in aligning language agents with interactive environments. We validate POAD across diverse testbeds, with results affirming the advantages of our approach and the correctness of our theoretical analysis.

  • 5 authors
·
May 23, 2024

Bridging MARL to SARL: An Order-Independent Multi-Agent Transformer via Latent Consensus

Cooperative multi-agent reinforcement learning (MARL) is widely used to address large joint observation and action spaces by decomposing a centralized control problem into multiple interacting agents. However, such decomposition often introduces additional challenges, including non-stationarity, unstable training, weak coordination, and limited theoretical guarantees. In this paper, we propose the Consensus Multi-Agent Transformer (CMAT), a centralized framework that bridges cooperative MARL to a hierarchical single-agent reinforcement learning (SARL) formulation. CMAT treats all agents as a unified entity and employs a Transformer encoder to process the large joint observation space. To handle the extensive joint action space, we introduce a hierarchical decision-making mechanism in which a Transformer decoder autoregressively generates a high-level consensus vector, simulating the process by which agents reach agreement on their strategies in latent space. Conditioned on this consensus, all agents generate their actions simultaneously, enabling order-independent joint decision making and avoiding the sensitivity to action-generation order in conventional Multi-Agent Transformers (MAT). This factorization allows the joint policy to be optimized using single-agent PPO while preserving expressive coordination through the latent consensus. To evaluate the proposed method, we conduct experiments on benchmark tasks from StarCraft II, Multi-Agent MuJoCo, and Google Research Football. The results show that CMAT achieves superior performance over recent centralized solutions, sequential MARL methods, and conventional MARL baselines. The code for this paper is available at:https://github.com/RS2002/CMAT .

  • 3 authors
·
Apr 14

Robo-ValueRL: Reliable Value Estimation for Offline-to-Online Reinforcement Learning

Offline-to-online reinforcement learning is promising for generalizable robotic manipulation, yet its full-stack complexity obscures reproduction and diagnosis. Within such systems, value estimation plays a central role in prioritizing heterogeneous data for policy improvement. Despite its importance, the central question remains underexplored: how value-function reliability shapes policy optimization in offline-to-online reinforcement learning. To answer this question, we propose Robo-ValueRL, a unified framework that enables reliable value estimation and systematically traces its downstream effects on policy pretraining and online improvement. Concretely, Robo-ValueRL learns a history-conditioned value estimator and evaluates its reliability through global-progress and local-preference metrics. These resulting value estimates are propagated into quality-conditioned consistency-policy pretraining and a residual adaptation module on online rollouts, providing a unified testbed for analyzing how value reliability shapes downstream policy performance. Across 240 hours of offline demonstrations and over 3,000 online rollout trajectories, our extensive experiments show that downstream performance is strongly associated with value reliability. Reliable value functions provide better action-quality estimates, allowing value-guided offline RL to scale more effectively than quality-agnostic behavior cloning, and stabilize online improvement by prioritizing high-quality rollout data. Integrating reliable value guidance through offline pretraining with online improvement, our system achieves 86% success on millimeter-level precise chip insertion and 84% on generalizable block disassembly. We hope these findings highlight the importance of value-guided data utilization for effective policy improvement from heterogeneous robotic experience.

  • 13 authors
·
Jul 9

MO-MIX: Multi-Objective Multi-Agent Cooperative Decision-Making With Deep Reinforcement Learning

Deep reinforcement learning (RL) has been applied extensively to solve complex decision-making problems. In many real-world scenarios, tasks often have several conflicting objectives and may require multiple agents to cooperate, which are the multi-objective multi-agent decision-making problems. However, only few works have been conducted on this intersection. Existing approaches are limited to separate fields and can only handle multi-agent decision-making with a single objective, or multi-objective decision-making with a single agent. In this paper, we propose MO-MIX to solve the multi-objective multi-agent reinforcement learning (MOMARL) problem. Our approach is based on the centralized training with decentralized execution (CTDE) framework. A weight vector representing preference over the objectives is fed into the decentralized agent network as a condition for local action-value function estimation, while a mixing network with parallel architecture is used to estimate the joint action-value function. In addition, an exploration guide approach is applied to improve the uniformity of the final non-dominated solutions. Experiments demonstrate that the proposed method can effectively solve the multi-objective multi-agent cooperative decision-making problem and generate an approximation of the Pareto set. Our approach not only significantly outperforms the baseline method in all four kinds of evaluation metrics, but also requires less computational cost.

  • 4 authors
·
Feb 28

Video2Act: A Dual-System Video Diffusion Policy with Robotic Spatio-Motional Modeling

Robust perception and dynamics modeling are fundamental to real-world robotic policy learning. Recent methods employ video diffusion models (VDMs) to enhance robotic policies, improving their understanding and modeling of the physical world. However, existing approaches overlook the coherent and physically consistent motion representations inherently encoded across frames in VDMs. To this end, we propose Video2Act, a framework that efficiently guides robotic action learning by explicitly integrating spatial and motion-aware representations. Building on the inherent representations of VDMs, we extract foreground boundaries and inter-frame motion variations while filtering out background noise and task-irrelevant biases. These refined representations are then used as additional conditioning inputs to a diffusion transformer (DiT) action head, enabling it to reason about what to manipulate and how to move. To mitigate inference inefficiency, we propose an asynchronous dual-system design, where the VDM functions as the slow System 2 and the DiT head as the fast System 1, working collaboratively to generate adaptive actions. By providing motion-aware conditions to System 1, Video2Act maintains stable manipulation even with low-frequency updates from the VDM. For evaluation, Video2Act surpasses previous state-of-the-art VLA methods by 7.7% in simulation and 21.7% in real-world tasks in terms of average success rate, further exhibiting strong generalization capabilities.

  • 10 authors
·
Dec 2, 2025

ABot-M0: VLA Foundation Model for Robotic Manipulation with Action Manifold Learning

Building general-purpose embodied agents across diverse hardware remains a central challenge in robotics, often framed as the ''one-brain, many-forms'' paradigm. Progress is hindered by fragmented data, inconsistent representations, and misaligned training objectives. We present ABot-M0, a framework that builds a systematic data curation pipeline while jointly optimizing model architecture and training strategies, enabling end-to-end transformation of heterogeneous raw data into unified, efficient representations. From six public datasets, we clean, standardize, and balance samples to construct UniACT-dataset, a large-scale dataset with over 6 million trajectories and 9,500 hours of data, covering diverse robot morphologies and task scenarios. Unified pre-training improves knowledge transfer and generalization across platforms and tasks, supporting general-purpose embodied intelligence. To improve action prediction efficiency and stability, we propose the Action Manifold Hypothesis: effective robot actions lie not in the full high-dimensional space but on a low-dimensional, smooth manifold governed by physical laws and task constraints. Based on this, we introduce Action Manifold Learning (AML), which uses a DiT backbone to predict clean, continuous action sequences directly. This shifts learning from denoising to projection onto feasible manifolds, improving decoding speed and policy stability. ABot-M0 supports modular perception via a dual-stream mechanism that integrates VLM semantics with geometric priors and multi-view inputs from plug-and-play 3D modules such as VGGT and Qwen-Image-Edit, enhancing spatial understanding without modifying the backbone and mitigating standard VLM limitations in 3D reasoning. Experiments show components operate independently with additive benefits. We will release all code and pipelines for reproducibility and future research.

Diffusion Models as Optimizers for Efficient Planning in Offline RL

Diffusion models have shown strong competitiveness in offline reinforcement learning tasks by formulating decision-making as sequential generation. However, the practicality of these methods is limited due to the lengthy inference processes they require. In this paper, we address this problem by decomposing the sampling process of diffusion models into two decoupled subprocesses: 1) generating a feasible trajectory, which is a time-consuming process, and 2) optimizing the trajectory. With this decomposition approach, we are able to partially separate efficiency and quality factors, enabling us to simultaneously gain efficiency advantages and ensure quality assurance. We propose the Trajectory Diffuser, which utilizes a faster autoregressive model to handle the generation of feasible trajectories while retaining the trajectory optimization process of diffusion models. This allows us to achieve more efficient planning without sacrificing capability. To evaluate the effectiveness and efficiency of the Trajectory Diffuser, we conduct experiments on the D4RL benchmarks. The results demonstrate that our method achieves it 3-it 10 times faster inference speed compared to previous sequence modeling methods, while also outperforming them in terms of overall performance. https://github.com/RenMing-Huang/TrajectoryDiffuser Keywords: Reinforcement Learning and Efficient Planning and Diffusion Model

  • 7 authors
·
Jul 22, 2024

AIM: Intent-Aware Unified world action Modeling with Spatial Value Maps

Pretrained video generation models provide strong priors for robot control, but existing unified world action models still struggle to decode reliable actions without substantial robot-specific training. We attribute this limitation to a structural mismatch: while video models capture how scenes evolve, action generation requires explicit reasoning about where to interact and the underlying manipulation intent. We introduce AIM, an intent-aware unified world action model that bridges this gap via an explicit spatial interface. Instead of decoding actions directly from future visual representations, AIM predicts an aligned spatial value map that encodes task-relevant interaction structure, enabling a control-oriented abstraction of future dynamics. Built on a pretrained video generation model, AIM jointly models future observations and value maps within a shared mixture-of-transformers architecture. It employs intent-causal attention to route future information to the action branch exclusively through the value representation. We further propose a self-distillation reinforcement learning stage that freezes the video and value branches and optimizes only the action head using dense rewards derived from projected value-map responses together with sparse task-level signals. To support training and evaluation, we construct a simulation dataset of 30K manipulation trajectories with synchronized multi-view observations, actions, and value-map annotations. Experiments on RoboTwin 2.0 benchmark show that AIM achieves a 94.0% average success rate, significantly outperforming prior unified world action baselines. Notably, the improvement is more pronounced in long-horizon and contact-sensitive manipulation tasks, demonstrating the effectiveness of explicit spatial-intent modeling as a bridge between visual world modeling and robot control.

  • 6 authors
·
Apr 12

Temporal Spatial Decomposition and Fusion Network for Time Series Forecasting

Feature engineering is required to obtain better results for time series forecasting, and decomposition is a crucial one. One decomposition approach often cannot be used for numerous forecasting tasks since the standard time series decomposition lacks flexibility and robustness. Traditional feature selection relies heavily on preexisting domain knowledge, has no generic methodology, and requires a lot of labor. However, most time series prediction models based on deep learning typically suffer from interpretability issue, so the "black box" results lead to a lack of confidence. To deal with the above issues forms the motivation of the thesis. In the paper we propose TSDFNet as a neural network with self-decomposition mechanism and an attentive feature fusion mechanism, It abandons feature engineering as a preprocessing convention and creatively integrates it as an internal module with the deep model. The self-decomposition mechanism empowers TSDFNet with extensible and adaptive decomposition capabilities for any time series, users can choose their own basis functions to decompose the sequence into temporal and generalized spatial dimensions. Attentive feature fusion mechanism has the ability to capture the importance of external variables and the causality with target variables. It can automatically suppress the unimportant features while enhancing the effective ones, so that users do not have to struggle with feature selection. Moreover, TSDFNet is easy to look into the "black box" of the deep neural network by feature visualization and analyze the prediction results. We demonstrate performance improvements over existing widely accepted models on more than a dozen datasets, and three experiments showcase the interpretability of TSDFNet.

  • 2 authors
·
Oct 5, 2022

ActQuant: Sub-4-bit Action-Guided Quantization for Vision-Language-Action Models

Vision-Language-Action (VLA) models exhibit remarkable action generation for embodied intelligence, but their heavy compute make deployment on edge platforms impractical. Aggressive, sub-4-bit weight quantization is the natural solution, yet existing post-training quantization (PTQ) methods suffer severe performance degradation in this regime. To address this, we introduce ActQuant, an action-guided mixed-precision PTQ framework that operates in two stages: (1) an inter-tensor bit allocator that assigns each weight matrix a single bit-width based on how much it contributes to predicting the agent's actions; (2) an intra-tensor scale optimizer tunes per-block quantization scales using action-aware curvature, so that dynamic range is concentrated on the weights most influential for control. To deliver the on-device benefits of our aggressive quantization, we further introduce OmniModel.cpp, an agentic conversion pipeline that ports architectures into a native C/C++ runtime with efficient low-bit kernels. We evaluate ActQuant both in simulation and on a real-world 6-DoF UR3 arm, with all models deployed through OmniModel.cpp. On the LIBERO benchmark, ActQuant is the only method that operates at or below 3 bits-per-weight, retaining 95.0% on OpenVLA-OFT and 94.8% on π_{0.5}. Pushed further, ActQuant reaches 2.5 bpw at 90.1% on OpenVLA-OFT, compressing the backbone from 14.3 GB to 2.7 GB (5.3times). On the physical UR3 arm, π_{0.5} quantized with ActQuant retains the baseline's success rate while reducing the memory footprint by 2.5times.

  • 14 authors
·
May 18

World Action Models: A Survey

World Action Models (WAMs) are embodied predictive-action models that make a forecast of the future available to action. Recent WAMs repurpose large video generation models, and a parallel line relies on language or vision-language backbones without a video-generation core. This rapid expansion has blurred the boundary among broad world models, video generation models, action-grounded video world models, Vision-Language-Action policies, and WAMs. This survey gives the field a common account. It first clarifies these boundaries, then organizes existing works through two complementary views. The first view asks what each method is required to generate, spanning rendered futures, latent futures, and video-generation-free action reasoning. The second view decomposes each method by predictive substrate, backbone, action coupling, and deployment regime. This anatomy supports a unified discussion of interactability, causality, persistence, physical plausibility, and generalization, followed by data, evaluation, and open challenges. Across these axes, a consistent design pattern emerges: WAMs are not simply video generators with action heads, but predictive-action methods whose design choices trade representational richness against compute, memory, latency, and action-label cost. The field is moving toward methods that generate less of the future while preserving what control requires. The survey homepage is available at https://world-action-models.github.io/.

Functional Bayesian Tucker Decomposition for Continuous-indexed Tensor Data

Tucker decomposition is a powerful tensor model to handle multi-aspect data. It demonstrates the low-rank property by decomposing the grid-structured data as interactions between a core tensor and a set of object representations (factors). A fundamental assumption of such decomposition is that there are finite objects in each aspect or mode, corresponding to discrete indexes of data entries. However, real-world data is often not naturally posed in this setting. For example, geographic data is represented as continuous indexes of latitude and longitude coordinates, and cannot fit tensor models directly. To generalize Tucker decomposition to such scenarios, we propose Functional Bayesian Tucker Decomposition (FunBaT). We treat the continuous-indexed data as the interaction between the Tucker core and a group of latent functions. We use Gaussian processes (GP) as functional priors to model the latent functions. Then, we convert each GP into a state-space prior by constructing an equivalent stochastic differential equation (SDE) to reduce computational cost. An efficient inference algorithm is developed for scalable posterior approximation based on advanced message-passing techniques. The advantage of our method is shown in both synthetic data and several real-world applications. We release the code of FunBaT at https://github.com/xuangu-fang/Functional-Bayesian-Tucker-Decomposition.

  • 6 authors
·
Nov 8, 2023

Offline Reinforcement Learning with Implicit Q-Learning

Offline reinforcement learning requires reconciling two conflicting aims: learning a policy that improves over the behavior policy that collected the dataset, while at the same time minimizing the deviation from the behavior policy so as to avoid errors due to distributional shift. This trade-off is critical, because most current offline reinforcement learning methods need to query the value of unseen actions during training to improve the policy, and therefore need to either constrain these actions to be in-distribution, or else regularize their values. We propose an offline RL method that never needs to evaluate actions outside of the dataset, but still enables the learned policy to improve substantially over the best behavior in the data through generalization. The main insight in our work is that, instead of evaluating unseen actions from the latest policy, we can approximate the policy improvement step implicitly by treating the state value function as a random variable, with randomness determined by the action (while still integrating over the dynamics to avoid excessive optimism), and then taking a state conditional upper expectile of this random variable to estimate the value of the best actions in that state. This leverages the generalization capacity of the function approximator to estimate the value of the best available action at a given state without ever directly querying a Q-function with this unseen action. Our algorithm alternates between fitting this upper expectile value function and backing it up into a Q-function. Then, we extract the policy via advantage-weighted behavioral cloning. We dub our method implicit Q-learning (IQL). IQL demonstrates the state-of-the-art performance on D4RL, a standard benchmark for offline reinforcement learning. We also demonstrate that IQL achieves strong performance fine-tuning using online interaction after offline initialization.

  • 3 authors
·
Oct 12, 2021

KARMA: A Multilevel Decomposition Hybrid Mamba Framework for Multivariate Long-Term Time Series Forecasting

Multivariate long-term and efficient time series forecasting is a key requirement for a variety of practical applications, and there are complex interleaving time dynamics in time series data that require decomposition modeling. Traditional time series decomposition methods are single and rely on fixed rules, which are insufficient for mining the potential information of the series and adapting to the dynamic characteristics of complex series. On the other hand, the Transformer-based models for time series forecasting struggle to effectively model long sequences and intricate dynamic relationships due to their high computational complexity. To overcome these limitations, we introduce KARMA, with an Adaptive Time Channel Decomposition module (ATCD) to dynamically extract trend and seasonal components. It further integrates a Hybrid Frequency-Time Decomposition module (HFTD) to further decompose Series into frequency-domain and time-domain. These components are coupled with multi-scale Mamba-based KarmaBlock to efficiently process global and local information in a coordinated manner. Experiments on eight real-world datasets from diverse domains well demonstrated that KARMA significantly outperforms mainstream baseline methods in both predictive accuracy and computational efficiency. Code and full results are available at this repository: https://github.com/yedadasd/KARMA

  • 7 authors
·
Jun 10, 2025

Stop Regressing: Training Value Functions via Classification for Scalable Deep RL

Value functions are a central component of deep reinforcement learning (RL). These functions, parameterized by neural networks, are trained using a mean squared error regression objective to match bootstrapped target values. However, scaling value-based RL methods that use regression to large networks, such as high-capacity Transformers, has proven challenging. This difficulty is in stark contrast to supervised learning: by leveraging a cross-entropy classification loss, supervised methods have scaled reliably to massive networks. Observing this discrepancy, in this paper, we investigate whether the scalability of deep RL can also be improved simply by using classification in place of regression for training value functions. We demonstrate that value functions trained with categorical cross-entropy significantly improves performance and scalability in a variety of domains. These include: single-task RL on Atari 2600 games with SoftMoEs, multi-task RL on Atari with large-scale ResNets, robotic manipulation with Q-transformers, playing Chess without search, and a language-agent Wordle task with high-capacity Transformers, achieving state-of-the-art results on these domains. Through careful analysis, we show that the benefits of categorical cross-entropy primarily stem from its ability to mitigate issues inherent to value-based RL, such as noisy targets and non-stationarity. Overall, we argue that a simple shift to training value functions with categorical cross-entropy can yield substantial improvements in the scalability of deep RL at little-to-no cost.

  • 12 authors
·
Mar 6, 2024 1

UnityMAS-O: A General RL Optimization Framework for LLM-Based Multi-Agent Systems

LLM-based multi-agent systems decompose complex tasks into interacting roles, but most remain manually orchestrated by prompts, tools, and control rules, while agents are rarely optimized through a unified reinforcement learning interface. Existing RL post-training frameworks mainly target single-policy optimization and lack abstractions for user-defined multi-agent workflows, structured interaction, role-specific credit assignment, and configurable parameter sharing. We present UnityMAS-O, a general RL optimization framework for LLM-based multi-agent systems. UnityMAS-O treats the complete workflow as the optimization unit, rather than a single response or policy trajectory. It represents workflows through four first-class objects: logical agent roles, graph trajectories, user-defined rewards, and agent--model mappings. This decouples logical agents from physical model parameters, supporting full sharing, full separation, and partial sharing, with rewards assigned at role, turn, and trajectory levels. UnityMAS-O extends verl with a Ray-based star-topology runtime. A central controller executes workflows, invokes tools, records structured trajectories, and assembles rewards; model-local worker groups handle rollout, buffering, advantage computation, and distributed PPO-style updates. Users can define agents, workflows, model mappings, and rewards without rewriting the optimization infrastructure. We instantiate UnityMAS-O on retrieval-augmented QA, iterative agentic search, and reflective code generation. Across Natural Questions, HotpotQA, and held-out code tasks, multi-agent RL improves manually specified workflows after optimization, with especially large gains for smaller models and strict code all-passed metrics. These results show that UnityMAS-O can serve as a reusable substrate for converting diverse LLM-based multi-agent workflows into trainable multi-agent RL systems.

  • 17 authors
·
May 25

Enhancing Vision-Language Model Training with Reinforcement Learning in Synthetic Worlds for Real-World Success

Interactive multimodal agents must convert raw visual observations into coherent sequences of language-conditioned actions -- a capability that current vision-language models (VLMs) still lack. Earlier reinforcement-learning (RL) efforts could, in principle, endow VLMs with such skills, but they have seldom tested whether the learned behaviours generalize beyond their training simulators, and they depend either on brittle hyperparameter tuning or on dense-reward environments with low state variability. We introduce Vision-Language Decoupled Actor-Critic (VL-DAC), a lightweight, hyperparameter-free RL algorithm. VL-DAC applies PPO updates to action tokens while learning value only at the environment-step level: an arrangement, to our knowledge, not previously explored for large VLMs or LLMs. This simple decoupling removes unstable weighting terms and yields faster, more reliable convergence. Training a single VLM with VL-DAC in one inexpensive simulator at a time (MiniWorld, Gym-Cards, ALFWorld, or WebShop) already produces policies that generalize widely: +50\% relative on BALROG (game-centric agentic control), +5\% relative on the hardest part of VSI-Bench (spatial planning), and +2\% on VisualWebBench (web navigation), all without degrading general image understanding accuracy. These results provide the first evidence that a simple RL algorithm can train VLMs entirely in cheap synthetic worlds while delivering measurable gains on real-image agentic, spatial-reasoning, and web-navigation benchmarks.

t-tech T-Tech
·
Aug 6, 2025 2

Mixture of Frames Policy: Multi-Frame Action Denoising for Bimanual Mobile Manipulation

Robotic manipulation is inherently multi-frame: local actions may be simple in an end-effector frame, while transport, upright-object handling, and whole-body coordination are better represented in a base-aligned frame. However, modern diffusion-based visuomotor policies typically commit to a single predefined action frame, forcing one denoiser to model action distributions that are often unnecessarily complex in that frame. We propose Mixture of Frames Policy (MoF), a diffusion policy that performs synchronized action denoising across multiple coordinate frames. MoF maintains a single canonical diffusion state, re-expresses it in several task-relevant frames, applies frame-specialized denoisers, and fuses their noise predictions back in the canonical frame. To make this possible for intermediate noisy diffusion states, we introduce a column-based 6D rotation representation within an SE(3) action parameterization that supports exact, differentiable frame transformations without requiring noisy rotations to lie on the SO(3) manifold. Across nine simulated bimanual manipulation tasks, we show that the best action frame is task-dependent and that MoF improves over oracle frame selection and standard Mixture-of-Experts (MoE) baselines. We further evaluate MoF on two real-world bimanual mobile manipulation tasks, demonstrating that it outperforms all constituent single-frame baselines. Project homepage: https://mofpo.github.io

  • 6 authors
·
Jul 12

Is Model Ensemble Necessary? Model-based RL via a Single Model with Lipschitz Regularized Value Function

Probabilistic dynamics model ensemble is widely used in existing model-based reinforcement learning methods as it outperforms a single dynamics model in both asymptotic performance and sample efficiency. In this paper, we provide both practical and theoretical insights on the empirical success of the probabilistic dynamics model ensemble through the lens of Lipschitz continuity. We find that, for a value function, the stronger the Lipschitz condition is, the smaller the gap between the true dynamics- and learned dynamics-induced Bellman operators is, thus enabling the converged value function to be closer to the optimal value function. Hence, we hypothesize that the key functionality of the probabilistic dynamics model ensemble is to regularize the Lipschitz condition of the value function using generated samples. To test this hypothesis, we devise two practical robust training mechanisms through computing the adversarial noise and regularizing the value network's spectral norm to directly regularize the Lipschitz condition of the value functions. Empirical results show that combined with our mechanisms, model-based RL algorithms with a single dynamics model outperform those with an ensemble of probabilistic dynamics models. These findings not only support the theoretical insight, but also provide a practical solution for developing computationally efficient model-based RL algorithms.

  • 4 authors
·
Feb 2, 2023

NoiseGate: Learning Per-Latent Timestep Schedules as Information Gating in World Action Models

World Action Models (WAMs) are an emerging family of policies that tie robot action generation to future-observation modeling. In this work, we focus on the joint video--action modeling paradigm, where actions and imagined future observations are co-generated along a shared denoising or flow trajectory, so that perception, prediction, and control are coupled within one generative process. Existing WAMs typically realize this paradigm with a Mixture-of-Transformers (MoT), where video and action tokens interact through shared self-attention. This architecture can in principle assign a separate timestep t_f to each predicted latent frame, yet current systems collapse this degree of freedom onto a single shared scalar t. Under the noise-as-masking view of Diffusion Forcing, this shared schedule imposes the unjustified prior that every predicted latent is equally reliable for action generation. We instead view the per-latent schedule as a learnable information-gating policy: by changing a latent frame's noise level, the policy modulates the reliability of its Key/Value contribution to the action tokens. We propose NoiseGate, which combines independent per-latent timestep sampling during backbone training, a lightweight Gating Policy Network that emits per-latent time increments during denoising, and task-reward optimization that trains the schedule policy without hand-crafted shape priors. Built on a joint video--action MoT backbone, NoiseGate delivers consistent gains on diverse RoboTwin random-scene manipulation tasks.

  • 11 authors
·
May 7

Turning Video Models into Generalist Robot Policies

Video generative models have emerged as a promising robotics backbone, capable of generating videos that depict the completion of complex tasks across embodiments and environments. Recent work proposes robot foundation models that jointly predict future observations and actions by finetuning video models with action-labeled data. In this paper, we test the limits of an alternative approach: leave the video planner as-is while training an embodiment-specific inverse dynamics model (IDM). This decoupling offers several natural benefits: the video planner remains embodiment-agnostic, different video models can be interchanged easily without re-training the IDM, and the IDM can be independently trained with readily available self-play data. We present a closed-loop, video-to-action policy that combines an action-free video world model with a carefully-designed IDM based on the robot embodiment Jacobian. We demonstrate that our IDM design is both data-efficient and scalable to high-dimensional action spaces. Our policy, which we coin the Video-to-Embodied Robot Action Model (VERA), achieves strong performance across simulated and real-world benchmarks, including zero-shot Panda arm manipulation and 16-DoF Allegro-hand dexterous cube re-orientation. The same video planner can be used across multiple embodiments by pairing it with different embodiment-specific IDMs. Our results show that decoupled video planning plus faithful video-to-action translation is a viable alternative route towards zero-shot, cross-embodiment, and generalizable robot control. More results are available on our project website: https://vera.csail.mit.edu.

  • 7 authors
·
May 26

Astra: General Interactive World Model with Autoregressive Denoising

Recent advances in diffusion transformers have empowered video generation models to generate high-quality video clips from texts or images. However, world models with the ability to predict long-horizon futures from past observations and actions remain underexplored, especially for general-purpose scenarios and various forms of actions. To bridge this gap, we introduce Astra, an interactive general world model that generates real-world futures for diverse scenarios (e.g., autonomous driving, robot grasping) with precise action interactions (e.g., camera motion, robot action). We propose an autoregressive denoising architecture and use temporal causal attention to aggregate past observations and support streaming outputs. We use a noise-augmented history memory to avoid over-reliance on past frames to balance responsiveness with temporal coherence. For precise action control, we introduce an action-aware adapter that directly injects action signals into the denoising process. We further develop a mixture of action experts that dynamically route heterogeneous action modalities, enhancing versatility across diverse real-world tasks such as exploration, manipulation, and camera control. Astra achieves interactive, consistent, and general long-term video prediction and supports various forms of interactions. Experiments across multiple datasets demonstrate the improvements of Astra in fidelity, long-range prediction, and action alignment over existing state-of-the-art world models.

THU1911 Tsinghua University
·
Dec 9, 2025

Divide-and-Conquer Meets Consensus: Unleashing the Power of Functions in Code Generation

Despite recent progress made by large language models in code generation, they still struggle with programs that meet complex requirements. Recent work utilizes plan-and-solve decomposition to decrease the complexity and leverage self-tests to refine the generated program. Yet, planning deep-inside requirements in advance can be challenging, and the tests need to be accurate to accomplish self-improvement. To this end, we propose FunCoder, a code generation framework incorporating the divide-and-conquer strategy with functional consensus. Specifically, FunCoder recursively branches off sub-functions as smaller goals during code generation, represented by a tree hierarchy. These sub-functions are then composited to attain more complex objectives. Additionally, we designate functions via a consensus formed by identifying similarities in program behavior, mitigating error propagation. FunCoder outperforms state-of-the-art methods by +9.8% on average in HumanEval, MBPP, xCodeEval and MATH with GPT-3.5 and GPT-4. Moreover, our method demonstrates superiority on smaller models: With FunCoder, StableCode-3b surpasses GPT-3.5 by +18.6% and achieves 97.7% of GPT-4's performance on HumanEval. Further analysis reveals that our proposed dynamic function decomposition is capable of handling complex requirements, and the functional consensus prevails over self-testing in correctness evaluation.

  • 7 authors
·
May 30, 2024

Provable General Function Class Representation Learning in Multitask Bandits and MDPs

While multitask representation learning has become a popular approach in reinforcement learning (RL) to boost the sample efficiency, the theoretical understanding of why and how it works is still limited. Most previous analytical works could only assume that the representation function is already known to the agent or from linear function class, since analyzing general function class representation encounters non-trivial technical obstacles such as generalization guarantee, formulation of confidence bound in abstract function space, etc. However, linear-case analysis heavily relies on the particularity of linear function class, while real-world practice usually adopts general non-linear representation functions like neural networks. This significantly reduces its applicability. In this work, we extend the analysis to general function class representations. Specifically, we consider an agent playing M contextual bandits (or MDPs) concurrently and extracting a shared representation function phi from a specific function class Phi using our proposed Generalized Functional Upper Confidence Bound algorithm (GFUCB). We theoretically validate the benefit of multitask representation learning within general function class for bandits and linear MDP for the first time. Lastly, we conduct experiments to demonstrate the effectiveness of our algorithm with neural net representation.

  • 4 authors
·
May 31, 2022

DeformPAM: Data-Efficient Learning for Long-horizon Deformable Object Manipulation via Preference-based Action Alignment

In recent years, imitation learning has made progress in the field of robotic manipulation. However, it still faces challenges when dealing with complex long-horizon deformable object tasks, such as high-dimensional state spaces, complex dynamics, and multimodal action distributions. Traditional imitation learning methods often require a large amount of data and encounter distributional shifts and accumulative errors in these tasks. To address these issues, we propose a data-efficient general learning framework (DeformPAM) based on preference learning and reward-guided action selection. DeformPAM decomposes long-horizon tasks into multiple action primitives, utilizes 3D point cloud inputs and diffusion models to model action distributions, and trains an implicit reward model using human preference data. During the inference phase, the reward model scores multiple candidate actions, selecting the optimal action for execution, thereby reducing the occurrence of anomalous actions and improving task completion quality. Experiments conducted on three challenging real-world long-horizon deformable object manipulation tasks demonstrate the effectiveness of this method. Results show that DeformPAM improves both task completion quality and efficiency compared to baseline methods even with limited data. Code and data will be available at https://deform-pam.robotflow.ai.

  • 5 authors
·
Oct 15, 2024

RotVLA: Rotational Latent Action for Vision-Language-Action Model

Latent Action Models (LAMs) have emerged as an effective paradigm for handling heterogeneous datasets during Vision-Language-Action (VLA) model pretraining, offering a unified action space across embodiments. However, existing LAMs often rely on discrete quantization encode and decode pipelines, which can lead to trivial frame reconstruction behavior, limited representational capacity, and a lack of physically meaningful structure. We introduce RotVLA, a VLA framework built on a continuous rotational latent action representation. Latent actions are modeled as elements of SO(n), providing continuity, compositionality, and structured geometry aligned with real-world action dynamics. A triplet frame learning framework further enforces meaningful temporal dynamics while avoiding degeneration. RotVLA consists of a VLM backbone and a flow-matching action head, pretrained on large-scale cross-embodiment robotic datasets and human videos with latent-action supervision. For downstream robot control, the flow-matching head is extended into a unified action expert that jointly denoises latent and robot actions. Here, latent actions serve as a latent planner, providing high-level guidance that conditions action generation. With only 1.7B parameters and 1700+ hours of pretraining data, RotVLA achieves 98.2% on LIBERO and 89.6% / 88.5% on RoboTwin2.0 under clean and randomized settings, respectively. It also demonstrates strong real-world performance on manipulation tasks, consistently outperforming existing VLA models.

  • 8 authors
·
May 12

ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search

Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.

  • 8 authors
·
Oct 19, 2023 1

Universal Visual Decomposer: Long-Horizon Manipulation Made Easy

Real-world robotic tasks stretch over extended horizons and encompass multiple stages. Learning long-horizon manipulation tasks, however, is a long-standing challenge, and demands decomposing the overarching task into several manageable subtasks to facilitate policy learning and generalization to unseen tasks. Prior task decomposition methods require task-specific knowledge, are computationally intensive, and cannot readily be applied to new tasks. To address these shortcomings, we propose Universal Visual Decomposer (UVD), an off-the-shelf task decomposition method for visual long horizon manipulation using pre-trained visual representations designed for robotic control. At a high level, UVD discovers subgoals by detecting phase shifts in the embedding space of the pre-trained representation. Operating purely on visual demonstrations without auxiliary information, UVD can effectively extract visual subgoals embedded in the videos, while incurring zero additional training cost on top of standard visuomotor policy training. Goal-conditioned policies learned with UVD-discovered subgoals exhibit significantly improved compositional generalization at test time to unseen tasks. Furthermore, UVD-discovered subgoals can be used to construct goal-based reward shaping that jump-starts temporally extended exploration for reinforcement learning. We extensively evaluate UVD on both simulation and real-world tasks, and in all cases, UVD substantially outperforms baselines across imitation and reinforcement learning settings on in-domain and out-of-domain task sequences alike, validating the clear advantage of automated visual task decomposition within the simple, compact UVD framework.

  • 7 authors
·
Oct 12, 2023

ACWM-Phys: Investigating Generalized Physical Interaction in Action-Conditioned Video World Models

Action-conditioned world models (ACWMs) have shown strong promise for video prediction and decision-making. However, existing benchmarks are largely restricted to egocentric navigation or narrow, task-specific robotics datasets, offering only limited coverage of the rich physical interactions required for generalized world understanding. We introduce ACWM-Phys, a new benchmark for evaluating action-conditioned prediction under diverse physical dynamics in a clean, controllable simulation environment with a carefully designed action space. ACWM-Phys contains training and evaluation data spanning rigid-body dynamics, kinematics, deformable-object interactions, and particle dynamics. To evaluate both interpolation and generalization, we design in-distribution and out-of-distribution protocols with controlled shifts in interaction patterns or scene configurations. By building the benchmark in a fully controllable simulator, ACWM-Phys enables precise data collection, reproducible evaluation, and systematic analysis of model capabilities for physically grounded world modeling. Through systematic experiments on ACWM-DiT, we find that OoD generalization depends not only on the physical regime but also on effective task complexity: models generalize well on visually simple, low-dimensional interactions with clear geometric structure, but suffer larger drops on deformable contacts, high-dimensional control, and complex articulated motion. This suggests that the model still relies heavily on visual appearance patterns instead of fully learning the underlying physics. Ablations show that cross-attention improves high-dimensional action conditioning, causal VAEs outperform frame-wise encoders, and larger action spaces are harder to model but can improve generalization by providing richer control signals. These findings guide the design of physically grounded world models.

  • 7 authors
·
May 8

Unified Video Action Model

A unified video and action model holds significant promise for robotics, where videos provide rich scene information for action prediction, and actions provide dynamics information for video prediction. However, effectively combining video generation and action prediction remains challenging, and current video generation-based methods struggle to match the performance of direct policy learning in action accuracy and inference speed. To bridge this gap, we introduce the Unified Video Action model (UVA), which jointly optimizes video and action predictions to achieve both high accuracy and efficient action inference. The key lies in learning a joint video-action latent representation and decoupling video-action decoding. The joint latent representation bridges the visual and action domains, effectively modeling the relationship between video and action sequences. Meanwhile, the decoupled decoding, powered by two lightweight diffusion heads, enables high-speed action inference by bypassing video generation during inference. Such a unified framework further enables versatile functionality through masked input training. By selectively masking actions or videos, a single model can tackle diverse tasks beyond policy learning, such as forward and inverse dynamics modeling and video generation. Via an extensive set of experiments, we demonstrate that UVA can serve as a general-purpose solution for a wide range of robotics tasks, such as policy learning, forward/inverse dynamics and video observation prediction, without compromising performance compared to methods tailored for specific applications. Results are best viewed on https://unified-video-action-model.github.io/.

  • 4 authors
·
Feb 28, 2025 2

Sample Efficient Reinforcement Learning via Low-Rank Matrix Estimation

We consider the question of learning Q-function in a sample efficient manner for reinforcement learning with continuous state and action spaces under a generative model. If Q-function is Lipschitz continuous, then the minimal sample complexity for estimating ε-optimal Q-function is known to scale as Ω(1{ε^{d_1+d_2 +2}}) per classical non-parametric learning theory, where d_1 and d_2 denote the dimensions of the state and action spaces respectively. The Q-function, when viewed as a kernel, induces a Hilbert-Schmidt operator and hence possesses square-summable spectrum. This motivates us to consider a parametric class of Q-functions parameterized by its "rank" r, which contains all Lipschitz Q-functions as r to infty. As our key contribution, we develop a simple, iterative learning algorithm that finds ε-optimal Q-function with sample complexity of O(1{ε^{max(d_1, d_2)+2}}) when the optimal Q-function has low rank r and the discounting factor γ is below a certain threshold. Thus, this provides an exponential improvement in sample complexity. To enable our result, we develop a novel Matrix Estimation algorithm that faithfully estimates an unknown low-rank matrix in the ell_infty sense even in the presence of arbitrary bounded noise, which might be of interest in its own right. Empirical results on several stochastic control tasks confirm the efficacy of our "low-rank" algorithms.

  • 4 authors
·
Jun 10, 2020

Digi-Q: Learning Q-Value Functions for Training Device-Control Agents

While a number of existing approaches for building foundation model agents rely on prompting or fine-tuning with human demonstrations, it is not sufficient in dynamic environments (e.g., mobile device control). On-policy reinforcement learning (RL) should address these limitations, but collecting actual rollouts in an environment is often undesirable in truly open-ended agentic problems such as mobile device control or interacting with humans, where each unit of interaction is associated with a cost. In such scenarios, a method for policy learning that can utilize off-policy experience by learning a trained action-value function is much more effective. In this paper, we develop an approach, called Digi-Q, to train VLM-based action-value Q-functions which are then used to extract the agent policy. We study our approach in the mobile device control setting. Digi-Q trains the Q-function using offline temporal-difference (TD) learning, on top of frozen, intermediate-layer features of a VLM. Compared to fine-tuning the whole VLM, this approach saves us compute and enhances scalability. To make the VLM features amenable for representing the Q-function, we need to employ an initial phase of fine-tuning to amplify coverage over actionable information needed for value function. Once trained, we use this Q-function via a Best-of-N policy extraction operator that imitates the best action out of multiple candidate actions from the current policy as ranked by the value function, enabling policy improvement without environment interaction. Digi-Q outperforms several prior methods on user-scale device control tasks in Android-in-the-Wild, attaining 21.2% improvement over prior best-performing method. In some cases, our Digi-Q approach already matches state-of-the-art RL methods that require interaction. The project is open-sourced at https://github.com/DigiRL-agent/digiq

  • 5 authors
·
Feb 13, 2025

SABER: Small Actions, Big Errors -- Safeguarding Mutating Steps in LLM Agents

Despite rapid progress in LLM agents, performance on long-horizon, tool-using tasks remains fragile. To better understand this fragility, we ask a simple question: do all actions contribute equally to failure? Analyzing execution traces on τ-Bench (Airline/Retail) and SWE-Bench Verified, we decompose trajectories into mutating (environment-changing) vs.\ non-mutating steps and formalize decisive deviations, earliest action, level divergences that flip success to failure. A logistic regression reveals that each additional deviation in a mutating action reduces the odds of success by upto 92% on Airline and upto 96% on Retail for SoTA models. In contrast, deviations in non-mutating actions have little to no effect. Errors also grow with context length as agents drift from role and act on stale constraints. Motivated by these observations, we introduce , a model-agnostic, gradient-free, test-time safeguard that (i) adds mutation-gated verification, (ii) injects Targeted Reflection before mutating steps, and (iii) performs block-based context cleaning. delivers consistent gains, e.g., Qwen3-Thinking: +28\% relative on Airline, +11\% on Retail, and +7\% on SWE-Bench Verified; Claude: +9\%/+7\%. We further identify ceiling effects in τ-Bench, where annotation errors and underspecified tasks artificially cap model performance. To address this, we release τ-Bench Verified, which restores benchmark headroom through targeted revisions. Our results argue for action-level analysis, targeted safeguards, and reliable evaluations as prerequisites for robust multi-turn agents.

  • 4 authors
·
Nov 25, 2025

Reinforcement Learning with Inverse Rewards for World Model Post-training

World models simulate dynamic environments, enabling agents to interact with diverse input modalities. Although recent advances have improved the visual quality and temporal consistency of video world models, their ability of accurately modeling human-specified actions remains under-explored. Reinforcement learning presents a promising approach for directly improving the suboptimal action-following capability of pre-trained models, assuming that an appropriate reward function can be defined. However, transferring reinforcement learning post-training methods to world model is impractical due to the prohibitive cost of large-scale preference annotations and the infeasibility of constructing rule-based video verifiers. To address this gap, we propose Reinforcement Learning with Inverse Rewards (RLIR), a post-training framework that derives verifiable reward signals by recovering input actions from generated videos using an Inverse Dynamics Model. By mapping high-dimensional video modality to a low-dimensional action space, RLIR provides an objective and verifiable reward for optimization via Group Relative Policy Optimization. Experiments across autoregressive and diffusion paradigms demonstrate 5-10% gains in action-following, up to 10% improvements in visual quality, and higher human preference scores, establishing RLIR as the first post-training method specifically designed to enhance action-following in video world models.

  • 4 authors
·
Sep 28, 2025

TopoCurate:Modeling Interaction Topology for Tool-Use Agent Training

Training tool-use agents typically relies on outcome-based filtering: Supervised Fine-Tuning (SFT) on successful trajectories and Reinforcement Learning (RL) on pass-rate-selected tasks. However, this paradigm ignores interaction dynamics: successful trajectories may lack error recovery or exhibit redundancy, while pass rates fail to distinguish structurally informative tasks from trivial ones. We propose TopoCurate, an interaction-aware framework that projects multi-trial rollouts from the same task into a unified semantic quotient topology. By merging equivalent action-observation states, this projection transforms scattered linear trajectories into a structured manifold that explicitly captures how tool invocations and environmental responses drive the divergence between effective strategies and failure modes. Leveraging this representation, we introduce a dual-selection mechanism: for SFT, we prioritize trajectories demonstrating reflective recovery, semantic efficiency, and strategic diversity to mitigate covariate shift and mode collapse; for RL, we select tasks with high error branch ratios and strategic heterogeneity, maximizing gradient Signal-to-Noise Ratio to address vanishing signals in sparse-reward settings. Evaluations on BFCLv3 and Tau2 Bench show that TopoCurate achieves consistent gains of 4.2\% (SFT) and 6.9\% (RL) over state-of-the-art baselines. We will release the code and data soon for further investigations.

  • 10 authors
·
Mar 2

CARP: Visuomotor Policy Learning via Coarse-to-Fine Autoregressive Prediction

In robotic visuomotor policy learning, diffusion-based models have achieved significant success in improving the accuracy of action trajectory generation compared to traditional autoregressive models. However, they suffer from inefficiency due to multiple denoising steps and limited flexibility from complex constraints. In this paper, we introduce Coarse-to-Fine AutoRegressive Policy (CARP), a novel paradigm for visuomotor policy learning that redefines the autoregressive action generation process as a coarse-to-fine, next-scale approach. CARP decouples action generation into two stages: first, an action autoencoder learns multi-scale representations of the entire action sequence; then, a GPT-style transformer refines the sequence prediction through a coarse-to-fine autoregressive process. This straightforward and intuitive approach produces highly accurate and smooth actions, matching or even surpassing the performance of diffusion-based policies while maintaining efficiency on par with autoregressive policies. We conduct extensive evaluations across diverse settings, including single-task and multi-task scenarios on state-based and image-based simulation benchmarks, as well as real-world tasks. CARP achieves competitive success rates, with up to a 10% improvement, and delivers 10x faster inference compared to state-of-the-art policies, establishing a high-performance, efficient, and flexible paradigm for action generation in robotic tasks.

  • 8 authors
·
Dec 9, 2024 2

Decoupled Q-Chunking

Temporal-difference (TD) methods learn state and action values efficiently by bootstrapping from their own future value predictions, but such a self-bootstrapping mechanism is prone to bootstrapping bias, where the errors in the value targets accumulate across steps and result in biased value estimates. Recent work has proposed to use chunked critics, which estimate the value of short action sequences ("chunks") rather than individual actions, speeding up value backup. However, extracting policies from chunked critics is challenging: policies must output the entire action chunk open-loop, which can be sub-optimal for environments that require policy reactivity and also challenging to model especially when the chunk length grows. Our key insight is to decouple the chunk length of the critic from that of the policy, allowing the policy to operate over shorter action chunks. We propose a novel algorithm that achieves this by optimizing the policy against a distilled critic for partial action chunks, constructed by optimistically backing up from the original chunked critic to approximate the maximum value achievable when a partial action chunk is extended to a complete one. This design retains the benefits of multi-step value propagation while sidestepping both the open-loop sub-optimality and the difficulty of learning action chunking policies for long action chunks. We evaluate our method on challenging, long-horizon offline goal-conditioned tasks and show that it reliably outperforms prior methods. Code: github.com/ColinQiyangLi/dqc.

  • 3 authors
·
Dec 11, 2025

Admissible Velocity Propagation : Beyond Quasi-Static Path Planning for High-Dimensional Robots

Path-velocity decomposition is an intuitive yet powerful approach to address the complexity of kinodynamic motion planning. The difficult trajectory planning problem is solved in two separate, simpler, steps: first, find a path in the configuration space that satisfies the geometric constraints (path planning), and second, find a time-parameterization of that path satisfying the kinodynamic constraints. A fundamental requirement is that the path found in the first step should be time-parameterizable. Most existing works fulfill this requirement by enforcing quasi-static constraints in the path planning step, resulting in an important loss in completeness. We propose a method that enables path-velocity decomposition to discover truly dynamic motions, i.e. motions that are not quasi-statically executable. At the heart of the proposed method is a new algorithm -- Admissible Velocity Propagation -- which, given a path and an interval of reachable velocities at the beginning of that path, computes exactly and efficiently the interval of all the velocities the system can reach after traversing the path while respecting the system kinodynamic constraints. Combining this algorithm with usual sampling-based planners then gives rise to a family of new trajectory planners that can appropriately handle kinodynamic constraints while retaining the advantages associated with path-velocity decomposition. We demonstrate the efficiency of the proposed method on some difficult kinodynamic planning problems, where, in particular, quasi-static methods are guaranteed to fail.

  • 4 authors
·
Sep 29, 2016

Adaptive Regularization of Representation Rank as an Implicit Constraint of Bellman Equation

Representation rank is an important concept for understanding the role of Neural Networks (NNs) in Deep Reinforcement learning (DRL), which measures the expressive capacity of value networks. Existing studies focus on unboundedly maximizing this rank; nevertheless, that approach would introduce overly complex models in the learning, thus undermining performance. Hence, fine-tuning representation rank presents a challenging and crucial optimization problem. To address this issue, we find a guiding principle for adaptive control of the representation rank. We employ the Bellman equation as a theoretical foundation and derive an upper bound on the cosine similarity of consecutive state-action pairs representations of value networks. We then leverage this upper bound to propose a novel regularizer, namely BEllman Equation-based automatic rank Regularizer (BEER). This regularizer adaptively regularizes the representation rank, thus improving the DRL agent's performance. We first validate the effectiveness of automatic control of rank on illustrative experiments. Then, we scale up BEER to complex continuous control tasks by combining it with the deterministic policy gradient method. Among 12 challenging DeepMind control tasks, BEER outperforms the baselines by a large margin. Besides, BEER demonstrates significant advantages in Q-value approximation. Our code is available at https://github.com/sweetice/BEER-ICLR2024.

  • 4 authors
·
Apr 19, 2024

TACO: Temporal Latent Action-Driven Contrastive Loss for Visual Reinforcement Learning

Despite recent progress in reinforcement learning (RL) from raw pixel data, sample inefficiency continues to present a substantial obstacle. Prior works have attempted to address this challenge by creating self-supervised auxiliary tasks, aiming to enrich the agent's learned representations with control-relevant information for future state prediction. However, these objectives are often insufficient to learn representations that can represent the optimal policy or value function, and they often consider tasks with small, abstract discrete action spaces and thus overlook the importance of action representation learning in continuous control. In this paper, we introduce TACO: Temporal Action-driven Contrastive Learning, a simple yet powerful temporal contrastive learning approach that facilitates the concurrent acquisition of latent state and action representations for agents. TACO simultaneously learns a state and an action representation by optimizing the mutual information between representations of current states paired with action sequences and representations of the corresponding future states. Theoretically, TACO can be shown to learn state and action representations that encompass sufficient information for control, thereby improving sample efficiency. For online RL, TACO achieves 40% performance boost after one million environment interaction steps on average across nine challenging visual continuous control tasks from Deepmind Control Suite. In addition, we show that TACO can also serve as a plug-and-play module adding to existing offline visual RL methods to establish the new state-of-the-art performance for offline visual RL across offline datasets with varying quality.

  • 8 authors
·
Jun 22, 2023

Bayesian policy gradient and actor-critic algorithms

Policy gradient methods are reinforcement learning algorithms that adapt a parameterized policy by following a performance gradient estimate. Conventional policy gradient methods use Monte-Carlo techniques to estimate the gradient, which tend to have high variance, requiring many samples and resulting in slow convergence. We first propose a Bayesian framework for policy gradient, based on modeling the policy gradient as a Gaussian process. This reduces the number of samples needed to obtain accurate gradient estimates. Moreover, estimates of the natural gradient and a measure of the uncertainty in the gradient estimates, namely, the gradient covariance, are provided at little extra cost. Since the proposed framework considers system trajectories as its basic observable unit, it does not require the dynamics within trajectories to be of any particular form, and can be extended to partially observable problems. On the downside, it cannot exploit the Markov property when the system is Markovian. To address this, we supplement our Bayesian policy gradient framework with a new actor-critic learning model in which a Bayesian class of non-parametric critics, based on Gaussian process temporal difference learning, is used. Such critics model the action-value function as a Gaussian process, allowing Bayes rule to be used to compute the posterior distribution over action-value functions, conditioned on the observed data. Appropriate choices of the policy parameterization and of the prior covariance (kernel) between action-values yield closed-form expressions for the posterior of the gradient of the expected return with respect to the policy parameters. We perform detailed experimental comparisons of the proposed Bayesian policy gradient and actor-critic algorithms with classic Monte-Carlo based policy gradient methods, on a number of reinforcement learning problems.

  • 3 authors
·
Apr 29

Gen2Sim: Scaling up Robot Learning in Simulation with Generative Models

Generalist robot manipulators need to learn a wide variety of manipulation skills across diverse environments. Current robot training pipelines rely on humans to provide kinesthetic demonstrations or to program simulation environments and to code up reward functions for reinforcement learning. Such human involvement is an important bottleneck towards scaling up robot learning across diverse tasks and environments. We propose Generation to Simulation (Gen2Sim), a method for scaling up robot skill learning in simulation by automating generation of 3D assets, task descriptions, task decompositions and reward functions using large pre-trained generative models of language and vision. We generate 3D assets for simulation by lifting open-world 2D object-centric images to 3D using image diffusion models and querying LLMs to determine plausible physics parameters. Given URDF files of generated and human-developed assets, we chain-of-thought prompt LLMs to map these to relevant task descriptions, temporal decompositions, and corresponding python reward functions for reinforcement learning. We show Gen2Sim succeeds in learning policies for diverse long horizon tasks, where reinforcement learning with non temporally decomposed reward functions fails. Gen2Sim provides a viable path for scaling up reinforcement learning for robot manipulators in simulation, both by diversifying and expanding task and environment development, and by facilitating the discovery of reinforcement-learned behaviors through temporal task decomposition in RL. Our work contributes hundreds of simulated assets, tasks and demonstrations, taking a step towards fully autonomous robotic manipulation skill acquisition in simulation.

  • 3 authors
·
Oct 27, 2023

Physically Viable World Models: A Case for Query-Conditioned Embodied AI

World models for embodied AI must be physically viable: constructed to answer intervention queries by representing the physical structure governing action outcomes, rather than merely predicting future observations. Existing observation-predictive world models can produce visually plausible but physically wrong rollouts. This failure is structural; distinct physical systems can look identical yet diverge under intervention. We expose this problem with controlled benchmarks that fix the visible scene while varying latent physics. We show that such models may recommend infeasible actions, mispredict interaction outcomes, or certify unsafe behavior. We argue that embodied AI requires world models that identify the simplest physical abstraction sufficient to answer an intervention query. Such a model comprises modular components, including environment representation, latent state and parameter estimation, action specification, interventional dynamics, and query-level response. An autonomous orchestrator should identify the relevant abstraction and compose compatible learned and structured components per query. When closed-form physics is unavailable, uncertain, or costly, the transition model may be analytic, simulated, learned, or hybrid, but it must preserve the structure that determines interventional outcomes. This decomposition makes the model interpretable, its components verifiable, and its outputs auditable against the query. It also provides a design principle for new world models and a feasibility test for existing ones: the right abstraction is not the most detailed model of the world, but the simplest model that preserves the distinctions relevant to the query. We demonstrate this approach on queries that existing systems fail to answer correctly, and outline how an orchestrator can dynamically assemble and adapt physically viable models for planning, control, and verification.

  • 9 authors
·
May 27

Discrete Diffusion VLA: Bringing Discrete Diffusion to Action Decoding in Vision-Language-Action Policies

Vision-Language-Action (VLA) models adapt large vision-language backbones to map images and instructions to robot actions. However, prevailing VLA decoders either generate actions autoregressively in a fixed left-to-right order or attach continuous diffusion or flow matching heads outside the backbone, demanding specialized training and iterative sampling that hinder a unified, scalable architecture. We present Discrete Diffusion VLA, a single-transformer policy that models discretized action chunks with discrete diffusion and is trained with the same cross-entropy objective as the VLM backbone. The design retains diffusion's progressive refinement paradigm while remaining natively compatible with the discrete token interface of VLMs. Our method achieves an adaptive decoding order that resolves easy action elements before harder ones and uses secondary remasking to revisit uncertain predictions across refinement rounds, which improves consistency and enables robust error correction. This unified decoder preserves pretrained vision language priors, supports parallel decoding, breaks the autoregressive bottleneck, and reduces the number of function evaluations. Discrete Diffusion VLA achieves 96.3% avg. SR on LIBERO, 71.2% visual matching on SimplerEnv Fractal and 49.3% overall on SimplerEnv Bridge, improving over both autoregressive and continuous diffusion baselines. These findings indicate that discrete-diffusion action decoder supports precise action modeling and consistent training, laying groundwork for scaling VLA to larger models and datasets.

TheHKU Hong Kong University
·
Aug 27, 2025 9

Streaming Diffusion Policy: Fast Policy Synthesis with Variable Noise Diffusion Models

Diffusion models have seen rapid adoption in robotic imitation learning, enabling autonomous execution of complex dexterous tasks. However, action synthesis is often slow, requiring many steps of iterative denoising, limiting the extent to which models can be used in tasks that require fast reactive policies. To sidestep this, recent works have explored how the distillation of the diffusion process can be used to accelerate policy synthesis. However, distillation is computationally expensive and can hurt both the accuracy and diversity of synthesized actions. We propose SDP (Streaming Diffusion Policy), an alternative method to accelerate policy synthesis, leveraging the insight that generating a partially denoised action trajectory is substantially faster than a full output action trajectory. At each observation, our approach outputs a partially denoised action trajectory with variable levels of noise corruption, where the immediate action to execute is noise-free, with subsequent actions having increasing levels of noise and uncertainty. The partially denoised action trajectory for a new observation can then be quickly generated by applying a few steps of denoising to the previously predicted noisy action trajectory (rolled over by one timestep). We illustrate the efficacy of this approach, dramatically speeding up policy synthesis while preserving performance across both simulated and real-world settings.

  • 3 authors
·
Jun 7, 2024 1

HiPER: Hierarchical Reinforcement Learning with Explicit Credit Assignment for Large Language Model Agents

Training LLMs as interactive agents for multi-turn decision-making remains challenging, particularly in long-horizon tasks with sparse and delayed rewards, where agents must execute extended sequences of actions before receiving meaningful feedback. Most existing reinforcement learning (RL) approaches model LLM agents as flat policies operating at a single time scale, selecting one action at each turn. In sparse-reward settings, such flat policies must propagate credit across the entire trajectory without explicit temporal abstraction, which often leads to unstable optimization and inefficient credit assignment. We propose HiPER, a novel Hierarchical Plan-Execute RL framework that explicitly separates high-level planning from low-level execution. HiPER factorizes the policy into a high-level planner that proposes subgoals and a low-level executor that carries them out over multiple action steps. To align optimization with this structure, we introduce a key technique called hierarchical advantage estimation (HAE), which carefully assigns credit at both the planning and execution levels. By aggregating returns over the execution of each subgoal and coordinating updates across the two levels, HAE provides an unbiased gradient estimator and provably reduces variance compared to flat generalized advantage estimation. Empirically, HiPER achieves state-of-the-art performance on challenging interactive benchmarks, reaching 97.4\% success on ALFWorld and 83.3\% on WebShop with Qwen2.5-7B-Instruct (+6.6\% and +8.3\% over the best prior method), with especially large gains on long-horizon tasks requiring multiple dependent subtasks. These results highlight the importance of explicit hierarchical decomposition for scalable RL training of multi-turn LLM agents.

  • 7 authors
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Feb 17

LatBot: Distilling Universal Latent Actions for Vision-Language-Action Models

Learning transferable latent actions from large-scale object manipulation videos can significantly enhance generalization in downstream robotics tasks, as such representations are agnostic to different robot embodiments. Existing approaches primarily rely on visual reconstruction objectives while neglecting physical priors, leading to sub-optimal performance in learning universal representations. To address these challenges, we propose a Universal Latent Action Learning framework that takes task instructions and multiple frames as inputs, and optimizes both future frame reconstruction and action sequence prediction. Unlike prior works, incorporating action predictions (e.g., gripper or hand trajectories and orientations) allows the model to capture richer physical priors such as real-world distances and orientations, thereby enabling seamless transferability to downstream tasks. We further decompose the latent actions into learnable motion and scene tokens to distinguish the robot's active movements from environmental changes, thus filtering out irrelevant dynamics. By distilling the learned latent actions into the latest VLA models, we achieve strong performance across both simulated (SIMPLER and LIBERO) and real-world robot settings. Notably, with only 10 real-world trajectories per task collected on a Franka robot, our approach successfully completes all five challenging tasks, demonstrating strong few-shot transferability in robotic manipulation.

  • 4 authors
·
Nov 28, 2025

Goal-Conditioned Imitation Learning using Score-based Diffusion Policies

We propose a new policy representation based on score-based diffusion models (SDMs). We apply our new policy representation in the domain of Goal-Conditioned Imitation Learning (GCIL) to learn general-purpose goal-specified policies from large uncurated datasets without rewards. Our new goal-conditioned policy architecture "BEhavior generation with ScOre-based Diffusion Policies" (BESO) leverages a generative, score-based diffusion model as its policy. BESO decouples the learning of the score model from the inference sampling process, and, hence allows for fast sampling strategies to generate goal-specified behavior in just 3 denoising steps, compared to 30+ steps of other diffusion based policies. Furthermore, BESO is highly expressive and can effectively capture multi-modality present in the solution space of the play data. Unlike previous methods such as Latent Plans or C-Bet, BESO does not rely on complex hierarchical policies or additional clustering for effective goal-conditioned behavior learning. Finally, we show how BESO can even be used to learn a goal-independent policy from play-data using classifier-free guidance. To the best of our knowledge this is the first work that a) represents a behavior policy based on such a decoupled SDM b) learns an SDM based policy in the domain of GCIL and c) provides a way to simultaneously learn a goal-dependent and a goal-independent policy from play-data. We evaluate BESO through detailed simulation and show that it consistently outperforms several state-of-the-art goal-conditioned imitation learning methods on challenging benchmarks. We additionally provide extensive ablation studies and experiments to demonstrate the effectiveness of our method for goal-conditioned behavior generation. Demonstrations and Code are available at https://intuitive-robots.github.io/beso-website/

  • 4 authors
·
Apr 5, 2023

Reshaping Action Error Distributions for Reliable Vision-Language-Action Models

In robotic manipulation, vision-language-action (VLA) models have emerged as a promising paradigm for learning generalizable and scalable robot policies. Most existing VLA frameworks rely on standard supervised objectives, typically cross-entropy for discrete actions and mean squared error (MSE) for continuous action regression, which impose strong pointwise constraints on individual predictions. In this work, we focus on continuous-action VLA models and move beyond conventional MSE-based regression by reshaping action error distributions during training. Drawing on information-theoretic principles, we introduce Minimum Error Entropy (MEE) into modern VLA architectures and propose a trajectory-level MEE objective, together with two weighted variants, combined with MSE for continuous-action VLA training. We evaluate our approaches across standard, few-shot, and noisy settings on multiple representative VLA architectures, using simulation benchmarks such as LIBERO and SimplerEnv as well as real-world robotic manipulation tasks. Experimental results demonstrate consistent improvements in success rates and robustness across these settings. Under imbalanced data regimes, the gains persist within a well-characterized operating range, while incurring negligible additional training cost and no impact on inference efficiency. We further provide theoretical analyses that explain why MEE-based supervision is effective and characterize its practical range. Project Page: https://cognition2actionlab.github.io/VLA-TMEE.github.io/

  • 11 authors
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Feb 3

Self-Supervised Learning of Structured Dynamics from Videos

Understanding motion in video is a fundamental challenge for visual learning, as frame-to-frame change entangles two sources of dynamics: camera motion and object motion. This decomposition has remained underexplored in representation learning, partly because these factors are tightly coupled in natural videos and difficult to supervise separately. Yet recovering it is important for learning robust motion representations that separate meaningful object dynamics from camera-induced variation. We study whether such structured motion representations can be recovered from frozen features of a pretrained image vision transformer. We propose the Structured Dynamics Model (SDM), which explicitly separates the dominant source of temporal change from residual dynamics through future-feature prediction, rather than representing video change with a single entangled latent or with unstructured, spatially dense transition tokens. Training combines self-supervised learning on real video with weak supervision of scene dynamics on synthetic Kubric data. We evaluate SDM on ProbeMotion, a new evaluation suite spanning synthetic and real videos with camera motion, object motion, and combined dynamics. SDM outperforms backbone baselines using global CLS or average-pooled features, and compares favorably to strongly supervised representations such as VGGT on several probes, despite using substantially weaker supervision. These results suggest that pretrained image models can be readily repurposed into structured video-dynamics representations, providing a useful inductive bias for learning and analyzing latent video dynamics.