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Nov 6

Reinforcement Learning: From Algorithms To Foundation Models

Reinforcement learning (RL) provides a framework for sequential decision making under explicit objectives. In its classical form, RL studies how an agent should act to maximise long-term reward in a dynamic environment. In richer settings, the problem extends beyond a single agent and fixed environment: intelligent behavior may require strategic interaction, adaptation to uncertainty, and reasoning over high-dimensional worlds. This thesis studies RL from two perspectives: algorithms in games and RL in the era of foundation models. The first part focuses on multi-agent RL in games. It examines how incentives, policies, and equilibrium concepts interact in competitive and general-sum environments, spanning two-player zero-sum games, large-scale video games, and multi-player settings with general structure. These works investigate learning in multi-agent systems and the behavior of RL methods in interactive environments. The second part studies RL with generative and foundation models, motivated by the idea that prior knowledge can enrich sequential decision making. Pretrained generative models and learned world models serve as representation tools and structured priors for planning, control, and policy optimization. The thesis develops diffusion-based world models, investigates RL for efficient video generation, explores generative models as policy classes, and studies interactive video world models in which actions shape future observations. It also addresses long-horizon modeling through architectures with memory. Together, these contributions present a unified view of RL as objective-driven adaptation in complex sequential domains. From strategic games to generative world models, the thesis highlights how RL connects decision making, environment modeling, and emerging foundation-model capabilities, offering a broader perspective on the principles underlying intelligent behavior.

  • 1 authors
·
Jul 19

Variance Reduced Halpern Iteration for Finite-Sum Monotone Inclusions

Machine learning approaches relying on such criteria as adversarial robustness or multi-agent settings have raised the need for solving game-theoretic equilibrium problems. Of particular relevance to these applications are methods targeting finite-sum structure, which generically arises in empirical variants of learning problems in these contexts. Further, methods with computable approximation errors are highly desirable, as they provide verifiable exit criteria. Motivated by these applications, we study finite-sum monotone inclusion problems, which model broad classes of equilibrium problems. Our main contributions are variants of the classical Halpern iteration that employ variance reduction to obtain improved complexity guarantees in which n component operators in the finite sum are ``on average'' either cocoercive or Lipschitz continuous and monotone, with parameter L. The resulting oracle complexity of our methods, which provide guarantees for the last iterate and for a (computable) operator norm residual, is mathcal{O}( n + nLvarepsilon^{-1}), which improves upon existing methods by a factor up to n. This constitutes the first variance reduction-type result for general finite-sum monotone inclusions and for more specific problems such as convex-concave optimization when operator norm residual is the optimality measure. We further argue that, up to poly-logarithmic factors, this complexity is unimprovable in the monotone Lipschitz setting; i.e., the provided result is near-optimal.

  • 3 authors
·
Oct 4, 2023

Learnable Commutative Monoids for Graph Neural Networks

Graph neural networks (GNNs) have been shown to be highly sensitive to the choice of aggregation function. While summing over a node's neighbours can approximate any permutation-invariant function over discrete inputs, Cohen-Karlik et al. [2020] proved there are set-aggregation problems for which summing cannot generalise to unbounded inputs, proposing recurrent neural networks regularised towards permutation-invariance as a more expressive aggregator. We show that these results carry over to the graph domain: GNNs equipped with recurrent aggregators are competitive with state-of-the-art permutation-invariant aggregators, on both synthetic benchmarks and real-world problems. However, despite the benefits of recurrent aggregators, their O(V) depth makes them both difficult to parallelise and harder to train on large graphs. Inspired by the observation that a well-behaved aggregator for a GNN is a commutative monoid over its latent space, we propose a framework for constructing learnable, commutative, associative binary operators. And with this, we construct an aggregator of O(log V) depth, yielding exponential improvements for both parallelism and dependency length while achieving performance competitive with recurrent aggregators. Based on our empirical observations, our proposed learnable commutative monoid (LCM) aggregator represents a favourable tradeoff between efficient and expressive aggregators.

  • 2 authors
·
Dec 16, 2022

Open-Ended Learning Leads to Generally Capable Agents

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.

  • 18 authors
·
Jul 27, 2021

Implicit Evaluation Under Minimal Information: Hierarchical Component Selection from One-Bit Feedback

A selector that allocates work across opaque components must evaluate them without being told how they performed. We study the least communication that suffices. Each parent maintains an allocation vector over its children and updates it from outcomes by proportional redistribution. Each child reads the sign of its own allocation change, one bit per round it is selected, so no evaluation message crosses the parent-child boundary. (1) The update preserves the simplex with strict positivity. (2) Conditional on being selected, a child's sign is exactly the root outcome at every depth, a sufficient statistic. The conditioning is necessary. (3) Under interiority a single selector has a unique interior equilibrium, exact and closed-form for N=2, with almost sure convergence under decreasing steps. For general N an equi-ratio condition gives an explicit affine equilibrium. (4) The linearised mean flow has real, strictly negative tangent eigenvalues with explicit bounds for all N >= 2. (5) The mean flow converges globally. An explicit potential, up to normalisation the KL divergence between the failure and slack distributions, decreases at a rate equal to the variance of the equi-ratio statistic. Without interiority the rule drops exactly the children below the surviving support's threshold. (6) The update law composes along a single active path, since ancestors select a node's active rounds but do not alter a realised signal. No joint convergence theorem for a hierarchy whose levels adapt simultaneously is claimed. (7) The one-bit interface admits exactly four deterministic memoryless distortions, and at a single selector passing the bit on unchanged delivers strictly higher mean quality upward than negation or constant transmission. Illustrations on synthetic hierarchies up to 16,384 leaves and three real datasets (3.4 billion comparisons, no mismatches) are consistent with the theory.

  • 1 authors
·
Aug 25

Verifiable Environments Are LEGO Bricks: Recursive Composition for Reasoning Generalization

Reinforcement Learning (RL) with verifiable environments has emerged as a powerful approach for enhancing the reasoning capabilities of Large Language Models (LLMs). While prior research demonstrates that scaling environment quantity improves RL performance, existing manual or individual construction methods suffer from linear scaling limits, thereby hindering scalable reasoning generalization. This paper introduces RACES (Recursive Automated Composition for Environment Scaling), a framework that conceptualizes verifiable environments as composable building blocks that can be recursively assembled. The key insight is that when the codomain (output type) of one environment matches the domain (input type) of another, they can be automatically fused into a new verifiable environment, enabling recursive composition. RACES is implemented with 300 individual environments and defines a set of composition operators (SEQUENTIAL, PARALLEL, SORT, and SELECT) that induce diverse reasoning patterns. Extensive experiments show that RL training on these composite environments consistently enhances reasoning generalization. Specifically, RACES improves DeepSeek-R1-Distill-Qwen-14B by an average of 3.1 points (from 48.2 to 51.3) and boosts Qwen3-14B performance from 58.8 to 61.1 on six benchmarks, which are unseen during the construction of training environments. Moreover, RACES achieves performance comparable to training on 300 individual environments using only 50 base environments, demonstrating significant efficiency in environment utilization.

Qwen Qwen
·
Jun 9 2

Sampling and Identity-Testing Without Approximate Tensorization of Entropy

Certain tasks in high-dimensional statistics become easier when the underlying distribution satisfies a local-to-global property called approximate tensorization of entropy (ATE). For example, the Glauber dynamics Markov chain of an ATE distribution mixes fast and can produce approximate samples in a small amount of time, since such a distribution satisfies a modified log-Sobolev inequality. Moreover, identity-testing for an ATE distribution requires few samples if the tester is given coordinate conditional access to the unknown distribution, as shown by Blanca, Chen, Štefankovič, and Vigoda (COLT 2023). A natural class of distributions that do not satisfy ATE consists of mixtures of (few) distributions that do satisfy ATE. We study the complexity of identity-testing and sampling for these distributions. Our main results are the following: 1. We show fast mixing of Glauber dynamics from a data-based initialization, with optimal sample complexity, for mixtures of distributions satisfying modified log-Sobolev inequalities. This extends work of Huang, Koehler, Lee, Mohanty, Rajaraman, Vuong, and Wu (STOC 2025, COLT 2025) for mixtures of distributions satisfying Poincaré inequalities. 2. Answering an open question posed by Blanca et al., we give efficient identity-testers for mixtures of ATE distributions in the coordinate-conditional sampling access model. We also give some simplifications and improvements to the original algorithm of Blanca et al.

  • 4 authors
·
Jun 29, 2025

An analytical framework for the Levine hats problem: new strategies, bounds and generalizations

We study the Levine hat problem, a classic combinatorial puzzle introduced by Lionel Levine in 2010. This problem involves a game in which n geq 2 players, each seeing an infinite stack of hats on each of their teammates' heads but not on their own, must simultaneously guess the index of a black hat on their own stack. If one of the players fails to do so, the team loses collectively. The players must therefore come up with a good strategy before the game starts. While the optimal winning probability V_{n} remains unknown even for n=2, we make three key advances. First, we develop a novel geometric framework for representing strategies through measurable functions, providing a new expression of V_{n} and a unified treatment of the game for finite and for infinite stacks via integral formulations. Secondly, we construct a new strategy K_{5} that reaches the conjectured optimal probability of victory : 0.35. We also show that K_{5} is part of a larger class of strategies that allow us to improve current bounds and resolve conjectured inequalities. Finally, we introduce and entirely solve a continuous generalization of the problem, demonstrating that extending to uncountable hat stacks increases the optimal winning probability to exactly 1/2. This generalization naturally leads to a broader and smoother strategic framework, within which we also describe how to compute optimal responses to a range of strategies.

  • 5 authors
·
Aug 3, 2025

Towards Generalist Game Players: An Investigation of Foundation Models in the Game Multiverse

The real world unfolds along a single set of physics laws, yet human intelligence demonstrates a remarkable capacity to generalize experiences from this singular physical existence into a multiverse of games, each governed by entirely different rules, aesthetics, physics, and objectives. This omni-reality adaptability is a hallmark of general intelligence. As Artificial Intelligence progresses towards Artificial General Intelligence, the multiverse of games has evolved from mere entertainment into the ultimate ground for training and evaluating AGI. The pursuit of this generality has unfolded across four eras: from environment-specific symbolic and reinforcement learning agents, to current large foundation models acting as generalist players, and toward a future creator stage where agent both creates new game worlds and continually evolves within them. We trace the full lifecycle of a generalist game player along four interdependent pillars: Dataset, Model, Harness, and Benchmark. Every advance across these pillars can be read as an attempt to break one of five fundamental trade-offs that currently bound the whole system. Building on this end-to-end view, we chart a five-level roadmap, progressing from single-game mastery to the ultimate creator stage in which the agent simultaneously creates and evolves within theoretical game multiverse. Taken together, our work offers a unified lens onto a rapidly shifting field,and a principled path toward the omnipotent generalist agent capable of seamlessly mastering any challenge within the multiverse of games, thereby paving the way for AGI.

  • 15 authors
·
May 11

PAC Generalization via Invariant Representations

One method for obtaining generalizable solutions to machine learning tasks when presented with diverse training environments is to find invariant representations of the data. These are representations of the covariates such that the best model on top of the representation is invariant across training environments. In the context of linear Structural Equation Models (SEMs), invariant representations might allow us to learn models with out-of-distribution guarantees, i.e., models that are robust to interventions in the SEM. To address the invariant representation problem in a {\em finite sample} setting, we consider the notion of epsilon-approximate invariance. We study the following question: If a representation is approximately invariant with respect to a given number of training interventions, will it continue to be approximately invariant on a larger collection of unseen SEMs? This larger collection of SEMs is generated through a parameterized family of interventions. Inspired by PAC learning, we obtain finite-sample out-of-distribution generalization guarantees for approximate invariance that holds probabilistically over a family of linear SEMs without faithfulness assumptions. Our results show bounds that do not scale in ambient dimension when intervention sites are restricted to lie in a constant size subset of in-degree bounded nodes. We also show how to extend our results to a linear indirect observation model that incorporates latent variables.

  • 3 authors
·
May 30, 2022

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

Learning to Reason in Structured In-context Environments with Reinforcement Learning

Large language models (LLMs) have achieved significant advancements in reasoning capabilities through reinforcement learning (RL) via environmental exploration. As the intrinsic properties of the environment determine the abilities that LLMs can learn, the environment plays a important role in the RL finetuning process. An ideal LLM reasoning environment should possess three core characteristics: scalability, generalizable reasoning, and verifiability. However, existing mathematical and coding environments are difficult to scale due to heavy reliance on expert annotation, while the skills learned in game-based environments are too specialized to generalize. To bridge this gap, we introduce the Structured In-context Environment (SIE) framework. SIE achieves scalability by automatically constructing reasoning environments from large-scale structured data, where the rich compositional patterns naturally support generalizable reasoning. Moreover, the explicit schemas and reasoning chains in structured data provide a foundation for rule-based verifiability. Experimental results show that SIE framework not only achieves substantial improvements in in-domain structured reasoning, but also enables the learned compositional reasoning skills to generalize effectively to out-of-domain mathematical and logical reasoning tasks. We further explored learning in information-limited partial SIEs and found that LLMs can infer the missing information through exploring the environment, leading to robust reasoning improvements and generalization performance.

  • 6 authors
·
Sep 27, 2025

Properties of tensorial free cumulants

In the past two years, several points of view have been proposed to address the question of the generalization of the theory of free probability to random tensors with different invariances, and it is unclear at this point whether they lead to the same notions of tensorial free cumulants and freeness. One way to approach this problem, developed by Collins, Gurau and the second named author for local unitary invariant random tensors, relies on finite size quantities involving averages over the invariance group, and whose asymptotics naturally possess the properties expected for tensorial generalizations of free cumulants of arbitrary orders. At this point, this approach has only been carried out for certain distributions, and for a subset of the moments that define such theories, and a more systematic and exhaustive study is lacking. This is the program initiated in this paper: we link this approach to the one proposed by Nechita and Park; extend a number of their results as well as those of the aforementioned paper to arbitrary orders of fluctuations, thereby generalizing higher order free cumulants; push further the study of distributions with larger invariance groups; detail the link with the asymptotics of the free-energies of the tensor HCIZ and BGW integrals; and provide formulae for tensorial free cumulants of products of tensors. Another important question is that of the definition of concrete distributions whose tensorial free-cumulants take non-trivial values. We compute the tensorial free cumulants for Gaussian random tensors with non-trivial covariances, and show that they provide such examples.

  • 2 authors
·
May 2

A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning

We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro

PEARLS-Lab PEARLS Lab
·
Oct 1, 2025 2

The Price of Differential Privacy under Continual Observation

We study the accuracy of differentially private mechanisms in the continual release model. A continual release mechanism receives a sensitive dataset as a stream of T inputs and produces, after receiving each input, an accurate output on the obtained inputs. In contrast, a batch algorithm receives the data as one batch and produces a single output. We provide the first strong lower bounds on the error of continual release mechanisms. In particular, for two fundamental problems that are widely studied and used in the batch model, we show that the worst case error of every continual release algorithm is tilde Omega(T^{1/3}) times larger than that of the best batch algorithm. Previous work shows only a polylogarithimic (in T) gap between the worst case error achievable in these two models; further, for many problems, including the summation of binary attributes, the polylogarithmic gap is tight (Dwork et al., 2010; Chan et al., 2010). Our results show that problems closely related to summation -- specifically, those that require selecting the largest of a set of sums -- are fundamentally harder in the continual release model than in the batch model. Our lower bounds assume only that privacy holds for streams fixed in advance (the "nonadaptive" setting). However, we provide matching upper bounds that hold in a model where privacy is required even for adaptively selected streams. This model may be of independent interest.

  • 4 authors
·
Dec 1, 2021

An Efficient Tester-Learner for Halfspaces

We give the first efficient algorithm for learning halfspaces in the testable learning model recently defined by Rubinfeld and Vasilyan (2023). In this model, a learner certifies that the accuracy of its output hypothesis is near optimal whenever the training set passes an associated test, and training sets drawn from some target distribution -- e.g., the Gaussian -- must pass the test. This model is more challenging than distribution-specific agnostic or Massart noise models where the learner is allowed to fail arbitrarily if the distributional assumption does not hold. We consider the setting where the target distribution is Gaussian (or more generally any strongly log-concave distribution) in d dimensions and the noise model is either Massart or adversarial (agnostic). For Massart noise, our tester-learner runs in polynomial time and outputs a hypothesis with (information-theoretically optimal) error opt + epsilon for any strongly log-concave target distribution. For adversarial noise, our tester-learner obtains error O(opt) + epsilon in polynomial time when the target distribution is Gaussian; for strongly log-concave distributions, we obtain O(opt) + epsilon in quasipolynomial time. Prior work on testable learning ignores the labels in the training set and checks that the empirical moments of the covariates are close to the moments of the base distribution. Here we develop new tests of independent interest that make critical use of the labels and combine them with the moment-matching approach of Gollakota et al. (2023). This enables us to simulate a variant of the algorithm of Diakonikolas et al. (2020) for learning noisy halfspaces using nonconvex SGD but in the testable learning setting.

  • 4 authors
·
Feb 28, 2023

The Best of Many Worlds: Dual Mirror Descent for Online Allocation Problems

Online allocation problems with resource constraints are central problems in revenue management and online advertising. In these problems, requests arrive sequentially during a finite horizon and, for each request, a decision maker needs to choose an action that consumes a certain amount of resources and generates reward. The objective is to maximize cumulative rewards subject to a constraint on the total consumption of resources. In this paper, we consider a data-driven setting in which the reward and resource consumption of each request are generated using an input model that is unknown to the decision maker. We design a general class of algorithms that attain good performance in various input models without knowing which type of input they are facing. In particular, our algorithms are asymptotically optimal under independent and identically distributed inputs as well as various non-stationary stochastic input models, and they attain an asymptotically optimal fixed competitive ratio when the input is adversarial. Our algorithms operate in the Lagrangian dual space: they maintain a dual multiplier for each resource that is updated using online mirror descent. By choosing the reference function accordingly, we recover the dual sub-gradient descent and dual multiplicative weights update algorithm. The resulting algorithms are simple, fast, and do not require convexity in the revenue function, consumption function and action space, in contrast to existing methods for online allocation problems. We discuss applications to network revenue management, online bidding in repeated auctions with budget constraints, online proportional matching with high entropy, and personalized assortment optimization with limited inventory.

  • 3 authors
·
Nov 4, 2021

How to Capture Higher-order Correlations? Generalizing Matrix Softmax Attention to Kronecker Computation

In the classical transformer attention scheme, we are given three n times d size matrices Q, K, V (the query, key, and value tokens), and the goal is to compute a new n times d size matrix D^{-1} exp(QK^top) V where D = diag( exp(QK^top) {bf 1}_n ). In this work, we study a generalization of attention which captures triple-wise correlations. This generalization is able to solve problems about detecting triple-wise connections that were shown to be impossible for transformers. The potential downside of this generalization is that it appears as though computations are even more difficult, since the straightforward algorithm requires cubic time in n. However, we show that in the bounded-entry setting (which arises in practice, and which is well-studied in both theory and practice), there is actually a near-linear time algorithm. More precisely, we show that bounded entries are both necessary and sufficient for quickly performing generalized computations: bullet On the positive side, if all entries of the input matrices are bounded above by o(sqrt[3]{log n}) then we show how to approximate the ``tensor-type'' attention matrix in n^{1+o(1)} time. bullet On the negative side, we show that if the entries of the input matrices may be as large as Omega(sqrt[3]{log n}), then there is no algorithm that runs faster than n^{3-o(1)} (assuming the Strong Exponential Time Hypothesis from fine-grained complexity theory). We also show that our construction, algorithms, and lower bounds naturally generalize to higher-order tensors and correlations. Interestingly, the higher the order of the tensors, the lower the bound on the entries needs to be for an efficient algorithm. Our results thus yield a natural tradeoff between the boundedness of the entries, and order of the tensor one may use for more expressive, efficient attention computation.

  • 2 authors
·
Oct 6, 2023

Learning to Build the Environment: Self-Evolving Reasoning RL via Verifiable Environment Synthesis

We pursue a vision for self-improving language models in which the model does not merely generate problems or traces to imitate, but constructs the environments that train it. In zero-data reasoning RL, this reframes self-improvement from a data-generation loop into an environment-construction loop, where each artifact is a reusable executable object that samples instances, computes references, and scores responses. Whether this vision sustains improvement hinges on a single property: the environments must exhibit stable solve--verify asymmetry, the model must be able to write an oracle once that it cannot reliably execute in natural language on fresh instances. This asymmetry takes two complementary forms. Some tasks are algorithmically hard to reason through but trivial as code: a dynamic program or graph traversal, compiled once, yields unboundedly many calibrated instances. Others are intrinsically hard to solve but easy to verify, like planted subset-sum or constraint satisfaction. Both create a durable gap between proposing and solving that the policy cannot close by gaming the verifier, and it is this gap that keeps reward informative as the learner improves. We instantiate this view in EvoEnv, a single-policy generator, solver method that synthesizes Python environments from ten seeds and admits them only after staged validation, semantic self-review, solver-relative difficulty calibration, and novelty checks. The strongest evidence comes from the already-strong regime: on Qwen3-4B-Thinking, fixed public-data RLVR and fixed hand-crafted environment RLVR reduce the average, while EvoEnv improves it from 72.4 to 74.8, a relative gain of 3.3%. Stable self-improvement, we suggest, depends not on producing more synthetic data, but on models learning to construct worlds whose difficulty stays structurally beyond their own reach.

  • 6 authors
·
May 13 1

General365: Benchmarking General Reasoning in Large Language Models Across Diverse and Challenging Tasks

Contemporary large language models (LLMs) have demonstrated remarkable reasoning capabilities, particularly in specialized domains like mathematics and physics. However, their ability to generalize these reasoning skills to more general and broader contexts--often termed general reasoning--remains under-explored. Unlike domain-specific reasoning, general reasoning relies less on expert knowledge but still presents formidable reasoning challenges, such as complex constraints, nested logical branches, and semantic interference. To address this gap, we introduce General365, a benchmark specifically designed to assess general reasoning in LLMs. By restricting background knowledge to a K-12 level, General365 explicitly decouples reasoning from specialized expertise. The benchmark comprises 365 seed problems and 1,095 variant problems across eight categories, ensuring both high difficulty and diversity. Evaluations across 26 leading LLMs reveal that even the top-performing model achieves only 62.8% accuracy, in stark contrast to the near-perfect performances of LLMs in math and physics benchmarks. These results suggest that the reasoning abilities of current LLMs are heavily domain-dependent, leaving significant room for improvement in broader applications. We envision General365 as a catalyst for advancing LLM reasoning beyond domain-specific tasks toward robust, general-purpose real-world scenarios. Code, Dataset, and Leaderboard: https://general365.github.io

meituan-longcat LongCat
·
Apr 12 2

Efficient Prompting via Dynamic In-Context Learning

The primary way of building AI applications is shifting from training specialist models to prompting generalist models. A common practice for prompting generalist models, often referred to as in-context learning, is to append a few examples (demonstrations) to the prompt to help the model better understand the task. While effective, in-context learning can be inefficient because it makes the input prompt much longer, consuming valuable space in the context window and leading to larger computational costs. In this paper, we propose DynaICL, a recipe for efficient prompting with black-box generalist models that dynamically allocate in-context examples according to the input complexity and the computational budget. To achieve this, we train a meta controller that predicts the number of in-context examples suitable for the generalist model to make a good prediction based on the performance-efficiency trade-off for a specific input. We then dynamically allocate the number of demonstrations for an input according to predictions from the meta controller and the given computation budget. Experimental results show that dynamic example allocation helps achieve a better performance-efficiency trade-off in two practical settings where computational resources or the required performance is constrained. Specifically, DynaICL saves up to 46% token budget compared to the common practice that allocates the same number of in-context examples to each input. We also find that a meta controller trained on a certain backbone model and tasks can successfully generalize to unseen models and tasks.

  • 4 authors
·
May 18, 2023

Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design

A wide range of reinforcement learning (RL) problems - including robustness, transfer learning, unsupervised RL, and emergent complexity - require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments.

  • 7 authors
·
Dec 3, 2020

AutoEnv: Automated Environments for Measuring Cross-Environment Agent Learning

Humans naturally adapt to diverse environments by learning underlying rules across worlds with different dynamics, observations, and reward structures. In contrast, existing agents typically demonstrate improvements via self-evolving within a single domain, implicitly assuming a fixed environment distribution. Cross-environment learning has remained largely unmeasured: there is no standard collection of controllable, heterogeneous environments, nor a unified way to represent how agents learn. We address these gaps in two steps. First, we propose AutoEnv, an automated framework that treats environments as factorizable distributions over transitions, observations, and rewards, enabling low-cost (4.12 USD on average) generation of heterogeneous worlds. Using AutoEnv, we construct AutoEnv-36, a dataset of 36 environments with 358 validated levels, on which seven language models achieve 12-49% normalized reward, demonstrating the challenge of AutoEnv-36. Second, we formalize agent learning as a component-centric process driven by three stages of Selection, Optimization, and Evaluation applied to an improvable agent component. Using this formulation, we design eight learning methods and evaluate them on AutoEnv-36. Empirically, the gain of any single learning method quickly decrease as the number of environments increases, revealing that fixed learning methods do not scale across heterogeneous environments. Environment-adaptive selection of learning methods substantially improves performance but exhibits diminishing returns as the method space expands. These results highlight both the necessity and the current limitations of agent learning for scalable cross-environment generalization, and position AutoEnv and AutoEnv-36 as a testbed for studying cross-environment agent learning. The code is avaiable at https://github.com/FoundationAgents/AutoEnv.

  • 15 authors
·
Nov 24, 2025 3

AgentGym: Evolving Large Language Model-based Agents across Diverse Environments

Building generalist agents that can handle diverse tasks and evolve themselves across different environments is a long-term goal in the AI community. Large language models (LLMs) are considered a promising foundation to build such agents due to their generalized capabilities. Current approaches either have LLM-based agents imitate expert-provided trajectories step-by-step, requiring human supervision, which is hard to scale and limits environmental exploration; or they let agents explore and learn in isolated environments, resulting in specialist agents with limited generalization. In this paper, we take the first step towards building generally-capable LLM-based agents with self-evolution ability. We identify a trinity of ingredients: 1) diverse environments for agent exploration and learning, 2) a trajectory set to equip agents with basic capabilities and prior knowledge, and 3) an effective and scalable evolution method. We propose AgentGym, a new framework featuring a variety of environments and tasks for broad, real-time, uni-format, and concurrent agent exploration. AgentGym also includes a database with expanded instructions, a benchmark suite, and high-quality trajectories across environments. Next, we propose a novel method, AgentEvol, to investigate the potential of agent self-evolution beyond previously seen data across tasks and environments. Experimental results show that the evolved agents can achieve results comparable to SOTA models. We release the AgentGym suite, including the platform, dataset, benchmark, checkpoints, and algorithm implementations. The AgentGym suite is available on https://github.com/WooooDyy/AgentGym.

  • 20 authors
·
Jun 6, 2024 1

Gaussian optimizers and the additivity problem in quantum information theory

We give a survey of the two remarkable analytical problems of quantum information theory. The main part is a detailed report of the recent (partial) solution of the quantum Gaussian optimizers problem which establishes an optimal property of Glauber's coherent states -- a particular instance of pure quantum Gaussian states. We elaborate on the notion of quantum Gaussian channel as a noncommutative generalization of Gaussian kernel to show that the coherent states, and under certain conditions only they, minimize a broad class of the concave functionals of the output of a Gaussian channel. Thus, the output states corresponding to the Gaussian input are "the least chaotic", majorizing all the other outputs. The solution, however, is essentially restricted to the gauge-invariant case where a distinguished complex structure plays a special role. We also comment on the related famous additivity conjecture, which was solved in principle in the negative some five years ago. This refers to the additivity or multiplicativity (with respect to tensor products of channels) of information quantities related to the classical capacity of quantum channel, such as (1rightarrow p)-norms or the minimal von Neumann or Rényi output entropies. A remarkable corollary of the present solution of the quantum Gaussian optimizers problem is that these additivity properties, while not valid in general, do hold in the important and interesting class of the gauge-covariant Gaussian channels.

  • 1 authors
·
Mar 12, 2015 3

Multiagent Evaluation under Incomplete Information

This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called α-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or α-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.

  • 7 authors
·
Sep 21, 2019

V_{0.5}: Generalist Value Model as a Prior for Sparse RL Rollouts

In Reinforcement Learning with Verifiable Rewards (RLVR), constructing a robust advantage baseline is critical for policy gradients, effectively guiding the policy model to reinforce desired behaviors. Recent research has introduced Generalist Value Models (such as V_0), which achieve pre-trained value estimation by explicitly encoding model capabilities in-context, eliminating the need to synchronously update the value model alongside the policy model. In this paper, we propose V_{0.5}, which adaptively fuses the baseline predicted by such value model (acting as a prior) with the empirical mean derived from sparse rollouts. This constructs a robust baseline that balances computational efficiency with extremely low variance. Specifically, we introduce a real-time statistical testing and dynamic budget allocation. This balances the high variance caused by sparse sampling against the systematic bias (or hallucinations) inherent in the value model's prior. By constructing a hypothesis test to evaluate the prior's reliability in real-time, the system dynamically allocates additional rollout budget on demand. This mechanism minimizes the baseline estimator's Mean Squared Error (MSE), guaranteeing stable policy gradients, even under extreme sparsity with a group size of 4. Extensive evaluations across six mathematical reasoning benchmarks demonstrate that V_{0.5} significantly outperforms GRPO and DAPO, achieving faster convergence and over some 10% performance improvement.

meituan-longcat LongCat
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Mar 11 1

Paying Less Generalization Tax: A Cross-Domain Generalization Study of RL Training for LLM Agents

Generalist LLM agents are often post-trained on a narrow set of environments but deployed across far broader, unseen domains. In this work, we investigate the challenge of agentic post-training when the eventual test domains are unknown. Specifically, we analyze which properties of reinforcement learning (RL) environments and modeling choices have the greatest influence on out-of-domain performance. First, we identify two environment axes that strongly correlate with cross-domain generalization: (i) state information richness, i.e., the amount of information for the agent to process from the state, and (ii) planning complexity, estimated via goal reachability and trajectory length under a base policy. Notably, domain realism and text-level similarity are not the primary factors; for instance, the simple grid-world domain Sokoban leads to even stronger generalization in SciWorld than the more realistic ALFWorld. Motivated by these findings, we further show that increasing state information richness alone can already effectively improve cross-domain robustness. We propose a randomization technique, which is low-overhead and broadly applicable: add small amounts of distractive goal-irrelevant features to the state to make it richer without altering the task. Beyond environment-side properties, we also examine several modeling choices: (a) SFT warmup or mid-training helps prevent catastrophic forgetting during RL but undermines generalization to domains that are not included in the mid-training datamix; and (b) turning on step-by-step thinking during RL, while not always improving in-domain performance, plays a crucial role in preserving generalization.

metaresearch Meta Research
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Jan 26 3

A Study of Global and Episodic Bonuses for Exploration in Contextual MDPs

Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and episodic novelty bonuses, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.

  • 3 authors
·
Jun 5, 2023

When Does Trajectory-Level Supervision Permit Efficient Offline Reinforcement Learning?

Offline reinforcement learning is typically analyzed under process-level reward supervision, yet many sequential decision datasets record only trajectory-level outcomes. We develop a statistical theory for offline policy optimization from such outcome-level supervision. We first study the canonical setting where the target remains the expected cumulative reward, but each offline trajectory provides only a scalar label whose conditional mean is the cumulative return. We propose OPAC, a pessimistic actor-critic algorithm that learns a latent reward model and optimizes a policy from trajectory-level labels. We prove a high-probability guarantee of order widetilde O(H^2C_{sa(π^star)/n}) and a matching lower bound, characterizing the sharp statistical cost of replacing process-level rewards with one trajectory-level label. We then extend the principle to preference-based feedback, preserving the leading horizon and concentrability dependence up to preference-model constants. Finally, we study generalized outcome-based offline RL, where both the supervision and the objective are trajectory-level quantities induced by a nonlinear aggregation of latent per-step rewards. This problem is not learnable in general: for all-success objectives, any offline learner may require Ω(2^H) trajectories even with deterministic transitions and constant concentrability. We then identify a tractable regime through two structural coefficients, κ_μ(σ) and χ_μ(σ), capturing information loss in outcome aggregation and generalized Bellman updates, under which generalized OPAC achieves polynomial sample complexity. Together, our results delineate when outcome-level supervision enables sample-efficient offline control and when missing process-level rewards create fundamental statistical barriers.