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SubscribeAttacca: Goal-Directed Control under State Continuity for Long-Horizon Embodied Agents
A central capability of embodied agents is to accomplish complex objectives through sequences of interdependent tasks. Yet existing visual goal-conditioned policies underlying these agents are typically evaluated on isolated interactions where the target is already visible, and thus do not capture the conditions that arise during continuous long-horizon task execution. In such settings, each task begins from the state left by the previous one: the agent may end at a different position and orientation, the world may have been modified, and the next interaction target may lie outside the current field of view. As a result, agents relying on such policies may struggle to proceed to the next task when they cannot ground their target in the current observation. To address this challenge, we propose Attacca, a new approach that trains visual goal-conditioned policies on complete search-to-interact trajectories using goal images decoupled from the execution environment. Attacca uses context-decoupled goal sampling to pair each demonstration with a class-compatible masked goal image from another world, removing direct scene and pose correspondence. It learns dense current-view grounding through a target-mask prediction head, providing auxiliary supervision beyond action imitation. We further introduce behavioral-phase conditioning that teaches the policy to distinguish Search, Approach, and Interact stages and adapt its control as execution progresses. We evaluate Attacca on multiple short- and long-horizon embodied tasks in Minecraft. Our method achieves 39.0-47.5% clean success, improving over the strongest baseline by 1.7-2.4x. On long-horizon tasks, it attains 54%, 30%, and 28% completion, yielding up to a 7x improvement.
UCOB: Learning to Utilize and Evolve Agentic Skills via Credit-Aware On-Policy Bidirectional Self-Distillation
Skill memories can improve agentic reinforcement learning by reusing past experience as textual guidance, but retrieved skills are not oracular: they may help in one state while misleading the same policy in another. This makes the common privileged-teacher assumption fragile, namely that a skill-conditioned prompt can be treated as a fixed teacher for the no-skill prompt. We introduce UCOB, a framework for learning to utilize and evolve agentic skills via credit-aware on-policy bidirectional self-distillation. UCOB treats skill-conditioned and no-skill prompts as two on-policy context views of the same model, compares their return-to-go within the same task and anchor state, and uses the higher-return view as the local teacher. This local credit signal internalizes useful skill-conditioned behavior, corrects misleading skill usage, and guides task/state skill memory updates, utility-aware retrieval, and reflection self-training. Experiments on agentic tasks, including ALFWorld, WebShop, and Search-QA, show that UCOB outperforms skill-free RL, skill-memory baselines, and self-distillation methods across model scales, with up to 23.5 and 18.0 point gains over SOTA baselines on ALFWorld and WebShop. Ablations and analyses further validate its core mechanisms, continual adaptation across environments, and modest training overhead. Code is available at https://github.com/TU2021/UCOB.
On the Value of Myopic Behavior in Policy Reuse
Leveraging learned strategies in unfamiliar scenarios is fundamental to human intelligence. In reinforcement learning, rationally reusing the policies acquired from other tasks or human experts is critical for tackling problems that are difficult to learn from scratch. In this work, we present a framework called Selective Myopic bEhavior Control~(SMEC), which results from the insight that the short-term behaviors of prior policies are sharable across tasks. By evaluating the behaviors of prior policies via a hybrid value function architecture, SMEC adaptively aggregates the sharable short-term behaviors of prior policies and the long-term behaviors of the task policy, leading to coordinated decisions. Empirical results on a collection of manipulation and locomotion tasks demonstrate that SMEC outperforms existing methods, and validate the ability of SMEC to leverage related prior policies.
π_{0.7}: a Steerable Generalist Robotic Foundation Model with Emergent Capabilities
We present a new robotic foundation model, called π_{0.7}, that can enable strong out-of-the-box performance in a wide range of scenarios. π_{0.7} can follow diverse language instructions in unseen environments, including multi-stage tasks with various kitchen appliances, provide zero-shot cross-embodiment generalization, for example enabling a robot to fold laundry without seeing the task before, and perform challenging tasks such as operating an espresso machine out of the box at a level of performance that matches much more specialized RL-finetuned models. The main idea behind π_{0.7} is to use diverse context conditioning during training. This conditioning information, contained in the prompt, makes it possible to steer the model precisely to perform many tasks with different strategies. It is conditioned not just on a language command that describes what it should do, but on additional multimodal information that also describes the manner or strategy in which it should do it, including metadata about task performance and subgoal images. This enables π_{0.7} to use very diverse data, including demonstrations, potentially suboptimal (autonomous) data including failures, and data from non-robot sources. Our experiments evaluate π_{0.7} across numerous tasks with multiple robot platforms, on tasks that require speed and dexterity, language following, and compositional task generalization.
What Jobs Can AI Learn? Measuring Exposure by Reinforcement Learning
Which jobs can AI learn to do? We examine this for every occupation in the US economy. Existing indices measure the overlap between AI capabilities and occupational tasks rather than which tasks AI systems can learn to perform, and as a result misclassify occupations where the gap between present capability and learnability is large. Reinforcement learning in post-training, now the dominant paradigm at the frontier, is structured around task completion and maps more directly onto the task-based architecture of occupational classifications than prior approaches. Using LLM annotators guided by a rubric developed with RL experts and validated against confirmed deployment cases, we score all 17,951 ONET tasks for training feasibility and aggregate to the occupation level, producing an RL Feasibility Index. The index diverges sharply from existing AI exposure measures for specific occupation groups: power plant operators, railroad conductors, and aircraft cargo handling supervisors score high on RL feasibility but low on general AI exposure, while creative and interpersonal roles (musicians, physicians, natural sciences managers) show the reverse. These divergences carry direct implications for policy interventions.
Causal Strategic Classification: A Tale of Two Shifts
When users can benefit from certain predictive outcomes, they may be prone to act to achieve those outcome, e.g., by strategically modifying their features. The goal in strategic classification is therefore to train predictive models that are robust to such behavior. However, the conventional framework assumes that changing features does not change actual outcomes, which depicts users as "gaming" the system. Here we remove this assumption, and study learning in a causal strategic setting where true outcomes do change. Focusing on accuracy as our primary objective, we show how strategic behavior and causal effects underlie two complementing forms of distribution shift. We characterize these shifts, and propose a learning algorithm that balances between these two forces and over time, and permits end-to-end training. Experiments on synthetic and semi-synthetic data demonstrate the utility of our approach.
Continuous-Utility Direct Preference Optimization
Large language model reasoning is often treated as a monolithic capability, relying on binary preference supervision that fails to capture partial progress or fine-grained reasoning quality. We introduce Continuous Utility Direct Preference Optimization (CU-DPO), a framework that aligns models to a portfolio of prompt-based cognitive strategies by replacing binary labels with continuous scores that capture fine-grained reasoning quality. We prove that learning with K strategies yields a Theta(K log K) improvement in sample complexity over binary preferences, and that DPO converges to the entropy-regularized utility-maximizing policy. To exploit this signal, we propose a two-stage training pipeline: (i) strategy selection, which optimizes the model to choose the best strategy for a given problem via best-vs-all comparisons, and (ii) execution refinement, which trains the model to correctly execute the selected strategy using margin-stratified pairs. On mathematical reasoning benchmarks, CU-DPO improves strategy selection accuracy from 35-46 percent to 68-78 percent across seven base models, yielding consistent downstream reasoning gains of up to 6.6 points on in-distribution datasets with effective transfer to out-of-distribution tasks.
ReSAIL: Mitigating Collapse in Iterative Agent Self-Distillation
Iterative self-distillation enables LLM agents to learn from successive deployments, offering a path toward recursive self-improvement (RSI). Yet our experiments with existing methods reveal a collapse in deployment performance across cycles, while task performance with privileged information (PI) also declines. We address this collapse by prioritizing informative interaction steps for distillation and preserving PI-conditioned behavior as the student becomes the next teacher. We introduce Retentive and Selective Augmentation for Iterative Self-Distillation (ReSAIL), a plug-in augmentation for iterative PI-based self-distillation. ReSAIL selects interaction steps where PI most strongly changes the teacher's predictions and balances the resulting distillation losses across trajectories. It also regularizes the student's PI-conditioned output distributions toward those of the frozen teacher at selected and unselected steps to preserve PI-conditioned behavior for supervision in the next cycle. On ALFWorld and TextCraft, ReSAIL sustains substantial gains across model scales over three cycles, with an average absolute gain of 22.5% in final-cycle success rates when added to self-distillation baselines. Sensitivity-guided selection of offline data also improves action prediction accuracy for multimodal GUI agents on AITZ. These findings provide the first evidence that a more robust learning mechanism can effectively mitigate performance collapse in iterative agent self-distillation over deployment trajectories.
Guide Your Agent with Adaptive Multimodal Rewards
Developing an agent capable of adapting to unseen environments remains a difficult challenge in imitation learning. This work presents Adaptive Return-conditioned Policy (ARP), an efficient framework designed to enhance the agent's generalization ability using natural language task descriptions and pre-trained multimodal encoders. Our key idea is to calculate a similarity between visual observations and natural language instructions in the pre-trained multimodal embedding space (such as CLIP) and use it as a reward signal. We then train a return-conditioned policy using expert demonstrations labeled with multimodal rewards. Because the multimodal rewards provide adaptive signals at each timestep, our ARP effectively mitigates the goal misgeneralization. This results in superior generalization performances even when faced with unseen text instructions, compared to existing text-conditioned policies. To improve the quality of rewards, we also introduce a fine-tuning method for pre-trained multimodal encoders, further enhancing the performance. Video demonstrations and source code are available on the project website: https://sites.google.com/view/2023arp.
Success Conditioning as Policy Improvement: The Optimization Problem Solved by Imitating Success
A widely used technique for improving policies is success conditioning, in which one collects trajectories, identifies those that achieve a desired outcome, and updates the policy to imitate the actions taken along successful trajectories. This principle appears under many names -- rejection sampling with SFT, goal-conditioned RL, Decision Transformers -- yet what optimization problem it solves, if any, has remained unclear. We prove that success conditioning exactly solves a trust-region optimization problem, maximizing policy improvement subject to a χ^2 divergence constraint whose radius is determined automatically by the data. This yields an identity: relative policy improvement, the magnitude of policy change, and a quantity we call action-influence -- measuring how random variation in action choices affects success rates -- are exactly equal at every state. Success conditioning thus emerges as a conservative improvement operator. Exact success conditioning cannot degrade performance or induce dangerous distribution shift, but when it fails, it does so observably, by hardly changing the policy at all. We apply our theory to the common practice of return thresholding, showing this can amplify improvement, but at the cost of potential misalignment with the true objective.
Role Steering of Language Models for Social Simulations
Social simulations built from language-model agents need role-conditioned behavior that can be checked before agents are placed into a simulated population. We introduce an activation-steering screening workflow for role-conditioned agents: define a role profile, extract a role-specific direction, sweep four steering coefficients, evaluate role-profile alignment, and pass or flag each candidate configuration. On OLMo-3-7B-Instruct, we apply the workflow to a mixed 275-role inventory with 228 role-agnostic questions, GPT-4.1-mini prompted role references, and GPT-4.1-mini judges. Role-specific directions receive higher judged role-profile alignment than an assistant-axis directional control from prior persona-vector work, with mean overall scores of 63.2 versus 41.1 across the tested grid. They also preserve high lexical diversity, while the control drops sharply at larger coefficients. The role-level screen is the main practical output: most roles improve as steering increases, but 38 roles decline across all six measured dimensions, showing why simulation builders should choose coefficients per role rather than deploy a uniform high-strength setting. We make our code and evaluation artifacts available at https://anonymous.4open.science/r/anonymous-research-code-5F03/.
Language-Conditioned Imitation Learning with Base Skill Priors under Unstructured Data
The growing interest in language-conditioned robot manipulation aims to develop robots capable of understanding and executing complex tasks, with the objective of enabling robots to interpret language commands and manipulate objects accordingly. While language-conditioned approaches demonstrate impressive capabilities for addressing tasks in familiar environments, they encounter limitations in adapting to unfamiliar environment settings. In this study, we propose a general-purpose, language-conditioned approach that combines base skill priors and imitation learning under unstructured data to enhance the algorithm's generalization in adapting to unfamiliar environments. We assess our model's performance in both simulated and real-world environments using a zero-shot setting. In the simulated environment, the proposed approach surpasses previously reported scores for CALVIN benchmark, especially in the challenging Zero-Shot Multi-Environment setting. The average completed task length, indicating the average number of tasks the agent can continuously complete, improves more than 2.5 times compared to the state-of-the-art method HULC. In addition, we conduct a zero-shot evaluation of our policy in a real-world setting, following training exclusively in simulated environments without additional specific adaptations. In this evaluation, we set up ten tasks and achieved an average 30% improvement in our approach compared to the current state-of-the-art approach, demonstrating a high generalization capability in both simulated environments and the real world. For further details, including access to our code and videos, please refer to https://hk-zh.github.io/spil/
Who Takes the Lead? Model Ability and Task-Conditioned Collaboration with Humans
As language-model agents grow more capable, they can carry more of a task without asking anyone for help. Falling reliance on a human partner is easy to read as a failure of collaboration when it may instead be a correct division of labor, and the rate of human involvement alone cannot tell the two apart. We study this systematically by placing an agent and a person under a shared objective while varying who holds the advantage: the human has a clear advantage, neither does, or the agent does. To obtain this control, we introduce a shared-control maze, in which an agent-controlled and a human-controlled avatar share the objective of reaching a common target in as few team turns as possible. The agent allocates each team turn between acting itself and handing the move to the person, and initial placement sets the human's shortest-path advantage while the task is otherwise unchanged. We evaluate GPT~5.6~Sol, Command~A+, Qwen~3.8~27B, and Command~R, first measuring solo capability with a single avatar and full-map observability, then running co-play with human participants across the three advantage conditions. Across the four models, stronger solo performance is associated with selective, route-conditioned human involvement: the models that solve the maze reliably on their own act for themselves almost without exception when the human holds no advantage, and involve the human on roughly 80% of initial decisions when the human route is shorter. Command R, the model with substantially weaker solo performance, shows no such selectivity.
On the Off-Policy Teacher in On-Policy Distillation
On-policy distillation (OPD) has recently emerged as a promising post-training paradigm in which the student learns from trajectories generated by its own policy under dense teacher supervision. However, OPD introduces a fundamental asymmetry: although the sampled trajectories are on-policy for the student, they are off-policy for the teacher. The teacher is typically optimized to continue from prefixes generated by its own policy, but during OPD it must instead supervise prefixes generated by the student. Empirically, we find that its continuation performance degrades as these prefixes grow longer. To address this issue, we propose Student-COnditioned Updates of the Teacher (SCOUT), a co-training framework that adapts the teacher to student-generated prefixes. Alongside standard OPD updates, SCOUT periodically optimizes the teacher's conditional ability using reinforcement learning with verifiable rewards, where the teacher generates continuations from student prefixes and learns from outcome rewards. Controlled experiments show that SCOUT improves the teacher's ability to continue from student-generated prefixes, supporting the intended mechanism of student-conditioned teacher adaptation. Across multiple teacher--student configurations, model scales, and reasoning domains, SCOUT also consistently improves the effectiveness of on-policy distillation.
Discovering and Exploiting Sparse Rewards in a Learned Behavior Space
Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.
Is Conditional Generative Modeling all you need for Decision-Making?
Recent improvements in conditional generative modeling have made it possible to generate high-quality images from language descriptions alone. We investigate whether these methods can directly address the problem of sequential decision-making. We view decision-making not through the lens of reinforcement learning (RL), but rather through conditional generative modeling. To our surprise, we find that our formulation leads to policies that can outperform existing offline RL approaches across standard benchmarks. By modeling a policy as a return-conditional diffusion model, we illustrate how we may circumvent the need for dynamic programming and subsequently eliminate many of the complexities that come with traditional offline RL. We further demonstrate the advantages of modeling policies as conditional diffusion models by considering two other conditioning variables: constraints and skills. Conditioning on a single constraint or skill during training leads to behaviors at test-time that can satisfy several constraints together or demonstrate a composition of skills. Our results illustrate that conditional generative modeling is a powerful tool for decision-making.
TRIAGE: Role-Typed Credit Assignment for Agentic Reinforcement Learning
Agentic reinforcement learning requires assigning credit to environment-facing actions such as searches, clicks, edits, navigation commands, and object interactions. Standard GRPO uses the final verifier outcome as a uniform advantage over all action tokens. This outcome signal is useful but structurally incomplete: it punishes useful exploration in failed rollouts and reinforces redundant or regressive actions in successful rollouts. We propose TRIAGE, a role-typed credit assignment framework that adds a semantic role axis to outcome credit. A structured judge classifies each segment as decisive progress, useful exploration, no-progress infrastructure, or regression, and a fixed role-conditioned rule maps these labels to bounded segment-level process rewards. This keeps verifier outcomes as the source of optimization direction while correcting the two main blind spots of outcome-only credit. We further show that role-conditioned credit is the optimal segment-level correction expressible from role labels alone -- a projection of the per-segment advantage residual onto the role variable -- so that the fixed role constants reduce advantage estimation error whenever the judge is reliable, and we connect this to lower-variance policy gradients. Across ALFWorld, Search-QA, and WebShop, TRIAGE improves success rates over GRPO for two policy models and outperforms both a scalar judge-derived process reward and an outcome-supervised shared-backbone value baseline. Ablations show that the gain comes from role typing rather than merely adding dense rewards: reliable detection of regression inside successful trajectories is the dominant contributor, while exploration credit provides a consistent secondary gain; on completed ALFWorld and WebShop rollouts, TRIAGE also reduces environment-facing turns by an additional 10.4% and 14.8% relative to GRPO.
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/
Skill-SD: Skill-Conditioned Self-Distillation for Multi-turn LLM Agents
Reinforcement learning (RL) has been widely used to train LLM agents for multi-turn interactive tasks, but its sample efficiency is severely limited by sparse rewards and long horizons. On-policy self-distillation (OPSD) alleviates this by providing dense token-level supervision from a privileged teacher that has access to ground-truth answers. However, such fixed privileged information cannot capture the diverse valid strategies in agent tasks, and naively combining OPSD with RL often leads to training collapse. To address these limitations, we introduce Skill-SD, a framework that turns the agent's own trajectories into dynamic training-only supervision. Completed trajectories are summarized into compact natural language skills that describe successful behaviors, mistakes, and workflows. These skills serve as dynamic privileged information conditioning only the teacher, while the student always acts under the plain task prompt and learns to internalize the guidance through distillation. To stabilize the training, we derive an importance-weighted reverse-KL loss to provide gradient-correct token-level distillation, and dynamically synchronize the teacher with the improving student. Experimental results on agentic benchmarks demonstrate that Skill-SD substantially outperforms the standard RL baseline, improving both vanilla GRPO (+14.0%/+10.9% on AppWorld/Sokoban) and vanilla OPD (+42.1%/+40.6%). Project page: https://k1xe.github.io/skill-sd/
AutoManual: Constructing Instruction Manuals by LLM Agents via Interactive Environmental Learning
Large Language Models (LLM) based agents have shown promise in autonomously completing tasks across various domains, e.g., robotics, games, and web navigation. However, these agents typically require elaborate design and expert prompts to solve tasks in specific domains, which limits their adaptability. We introduce AutoManual, a framework enabling LLM agents to autonomously build their understanding through interaction and adapt to new environments. AutoManual categorizes environmental knowledge into diverse rules and optimizes them in an online fashion by two agents: 1) The Planner codes actionable plans based on current rules for interacting with the environment. 2) The Builder updates the rules through a well-structured rule system that facilitates online rule management and essential detail retention. To mitigate hallucinations in managing rules, we introduce a *case-conditioned prompting* strategy for the Builder. Finally, the Formulator agent compiles these rules into a comprehensive manual. The self-generated manual can not only improve the adaptability but also guide the planning of smaller LLMs while being human-readable. Given only one simple demonstration, AutoManual significantly improves task success rates, achieving 97.4\% with GPT-4-turbo and 86.2\% with GPT-3.5-turbo on ALFWorld benchmark tasks. The code is available at https://github.com/minghchen/automanual.
RetireOPD: Self-Retiring On-Policy Distillation for Agentic Reinforcement Learning
Multi-turn agents trained with reinforcement learning (RL) receive a single scalar reward per trajectory, which motivates self on-policy distillation (OPD) to supply dense token-level supervision from a self-teacher with privileged task skills, letting a skill-free student internalize them. This recipe, however, is undermined by two findings in agentic tasks: privileged information alone does not always make a teacher reliable, and the benefit of teacher supervision is stage-dependent. We therefore propose RetireOPD (Self-Retiring On-Policy Distillation), which first optimizes a decoupled, skill-conditioned teacher with environment rewards and then trains a skill-free student jointly with RL and OPD. Rather than following a predefined distillation schedule, RetireOPD adopts Adaptive Retirement: the student drops the teacher on its own once their discrepancy stops shrinking and it reaches a target fraction of the teacher's success rate, after which training proceeds with RL alone. Across Qwen2.5 models from 1.5B to 7B, RetireOPD improves ALFWorld success rate over RL baseline by 14.1% to 18.8% and WebShop accuracy by 11.8% to 19.0%, and surpasses its own skill-conditioned teacher in every setting.
CONSCIENTIA: Can LLM Agents Learn to Strategize? Emergent Deception and Trust in a Multi-Agent NYC Simulation
As large language models (LLMs) are increasingly deployed as autonomous agents, understanding how strategic behavior emerges in multi-agent environments has become an important alignment challenge. We take a neutral empirical stance and construct a controlled environment in which strategic behavior can be directly observed and measured. We introduce a large-scale multi-agent simulation in a simplified model of New York City, where LLM-driven agents interact under opposing incentives. Blue agents aim to reach their destinations efficiently, while Red agents attempt to divert them toward billboard-heavy routes using persuasive language to maximize advertising revenue. Hidden identities make navigation socially mediated, forcing agents to decide when to trust or deceive. We study policy learning through an iterative simulation pipeline that updates agent policies across repeated interaction rounds using Kahneman-Tversky Optimization (KTO). Blue agents are optimized to reduce billboard exposure while preserving navigation efficiency, whereas Red agents adapt to exploit remaining weaknesses. Across iterations, the best Blue policy improves task success from 46.0% to 57.3%, although susceptibility remains high at 70.7%. Later policies exhibit stronger selective cooperation while preserving trajectory efficiency. However, a persistent safety-helpfulness trade-off remains: policies that better resist adversarial steering do not simultaneously maximize task completion. Overall, our results show that LLM agents can exhibit limited strategic behavior, including selective trust and deception, while remaining highly vulnerable to adversarial persuasion.
Dichotomy of Control: Separating What You Can Control from What You Cannot
Future- or return-conditioned supervised learning is an emerging paradigm for offline reinforcement learning (RL), where the future outcome (i.e., return) associated with an observed action sequence is used as input to a policy trained to imitate those same actions. While return-conditioning is at the heart of popular algorithms such as decision transformer (DT), these methods tend to perform poorly in highly stochastic environments, where an occasional high return can arise from randomness in the environment rather than the actions themselves. Such situations can lead to a learned policy that is inconsistent with its conditioning inputs; i.e., using the policy to act in the environment, when conditioning on a specific desired return, leads to a distribution of real returns that is wildly different than desired. In this work, we propose the dichotomy of control (DoC), a future-conditioned supervised learning framework that separates mechanisms within a policy's control (actions) from those beyond a policy's control (environment stochasticity). We achieve this separation by conditioning the policy on a latent variable representation of the future, and designing a mutual information constraint that removes any information from the latent variable associated with randomness in the environment. Theoretically, we show that DoC yields policies that are consistent with their conditioning inputs, ensuring that conditioning a learned policy on a desired high-return future outcome will correctly induce high-return behavior. Empirically, we show that DoC is able to achieve significantly better performance than DT on environments that have highly stochastic rewards and transition
TC-LoRA: Temporally Modulated Conditional LoRA for Adaptive Diffusion Control
Current controllable diffusion models typically rely on fixed architectures that modify intermediate activations to inject guidance conditioned on a new modality. This approach uses a static conditioning strategy for a dynamic, multi-stage denoising process, limiting the model's ability to adapt its response as the generation evolves from coarse structure to fine detail. We introduce TC-LoRA (Temporally Modulated Conditional LoRA), a new paradigm that enables dynamic, context-aware control by conditioning the model's weights directly. Our framework uses a hypernetwork to generate LoRA adapters on-the-fly, tailoring weight modifications for the frozen backbone at each diffusion step based on time and the user's condition. This mechanism enables the model to learn and execute an explicit, adaptive strategy for applying conditional guidance throughout the entire generation process. Through experiments on various data domains, we demonstrate that this dynamic, parametric control significantly enhances generative fidelity and adherence to spatial conditions compared to static, activation-based methods. TC-LoRA establishes an alternative approach in which the model's conditioning strategy is modified through a deeper functional adaptation of its weights, allowing control to align with the dynamic demands of the task and generative stage.
B-STaR: Monitoring and Balancing Exploration and Exploitation in Self-Taught Reasoners
In the absence of extensive human-annotated data for complex reasoning tasks, self-improvement -- where models are trained on their own outputs -- has emerged as a primary method for enhancing performance. However, the critical factors underlying the mechanism of these iterative self-improving methods remain poorly understood, such as under what conditions self-improvement is effective, and what are the bottlenecks in the current iterations. In this work, we identify and propose methods to monitor two pivotal factors in this iterative process: (1) the model's ability to generate sufficiently diverse responses (exploration); and (2) the effectiveness of external rewards in distinguishing high-quality candidates from lower-quality ones (exploitation). Using mathematical reasoning as a case study, we begin with a quantitative analysis to track the dynamics of exploration and exploitation, discovering that a model's exploratory capabilities rapidly deteriorate over iterations, and the effectiveness of exploiting external rewards diminishes as well. Motivated by these findings, we introduce B-STaR, a Self-Taught Reasoning framework that autonomously adjusts configurations across iterations to Balance exploration and exploitation, thereby optimizing the self-improving effectiveness based on the current policy model and available rewards. Our experiments on mathematical reasoning, coding, and commonsense reasoning demonstrate that B-STaR not only enhances the model's exploratory capabilities throughout training but also achieves a more effective balance between exploration and exploitation, leading to superior performance.
In-Context Learning Strategies Emerge Rationally
Recent work analyzing in-context learning (ICL) has identified a broad set of strategies that describe model behavior in different experimental conditions. We aim to unify these findings by asking why a model learns these disparate strategies in the first place. Specifically, we start with the observation that when trained to learn a mixture of tasks, as is popular in the literature, the strategies learned by a model for performing ICL can be captured by a family of Bayesian predictors: a memorizing predictor, which assumes a discrete prior on the set of seen tasks, and a generalizing predictor, where the prior matches the underlying task distribution. Adopting the normative lens of rational analysis, where a learner's behavior is explained as an optimal adaptation to data given computational constraints, we develop a hierarchical Bayesian framework that almost perfectly predicts Transformer next-token predictions throughout training -- without assuming access to its weights. Under this framework, pretraining is viewed as a process of updating the posterior probability of different strategies, and inference-time behavior as a posterior-weighted average over these strategies' predictions. Our framework draws on common assumptions about neural network learning dynamics, which make explicit a tradeoff between loss and complexity among candidate strategies: beyond how well it explains the data, a model's preference towards implementing a strategy is dictated by its complexity. This helps explain well-known ICL phenomena, while offering novel predictions: e.g., we show a superlinear trend in the timescale for transitioning from generalization to memorization as task diversity increases. Overall, our work advances an explanatory and predictive account of ICL grounded in tradeoffs between strategy loss and complexity.
From Self-Distillation to Self-Practice: Privileged Information for Multi-Turn Agents
On-policy self-distillation (OPSD) has become a popular recipe for post-training LLM agents. It supervises the agent model at the token level with a stronger teacher view of the same model, obtained by conditioning on privileged information (PI). In this work, we show that in multi-turn agents, this paradigm teaches the student to act with confidence but without the information behind it. The trained agent behaves as if it had privileged information it never observed, and its performance falls well short of plain RL, in the worst case below the untrained base model. Therefore, we propose Privileged Self-Practice (PSP), which keeps the PI and moves it from the loss to the sampler. When the student's rollouts on a task mostly fail, we inject a short per-task instruction written by an analyzer model, sample the task again with the instruction in context, and train on the result with an unchanged GRPO objective. The privileged information stays in the prompt and never enters the loss. Across AppWorld and SWE-bench Verified, with three different student models, PSP obtains the best average score in every setting and is the only method that consistently outperforms plain GRPO, improving task-goal completion by up to 65% on AppWorld and the resolved rate by up to 61% on SWE-bench Verified.
Machine Psychology: Integrating Operant Conditioning with the Non-Axiomatic Reasoning System for Advancing Artificial General Intelligence Research
This paper introduces an interdisciplinary framework called Machine Psychology, which merges principles from operant learning psychology with a specific Artificial Intelligence model, the Non-Axiomatic Reasoning System (NARS), to enhance Artificial General Intelligence (AGI) research. The core premise of this framework is that adaptation is crucial to both biological and artificial intelligence and can be understood through operant conditioning principles. The study assesses this approach via three operant learning tasks using OpenNARS for Applications (ONA): simple discrimination, changing contingencies, and conditional discrimination tasks. In the simple discrimination task, NARS demonstrated rapid learning, achieving perfect accuracy during both training and testing phases. The changing contingencies task showcased NARS's adaptability, as it successfully adjusted its behavior when task conditions were reversed. In the conditional discrimination task, NARS handled complex learning scenarios effectively, achieving high accuracy by forming and utilizing intricate hypotheses based on conditional cues. These findings support the application of operant conditioning as a framework for creating adaptive AGI systems. NARS's ability to operate under conditions of insufficient knowledge and resources, coupled with its sensorimotor reasoning capabilities, establishes it as a robust model for AGI. The Machine Psychology framework, by incorporating elements of natural intelligence such as continuous learning and goal-driven behavior, offers a scalable and flexible approach for real-world applications. Future research should investigate using enhanced NARS systems, more advanced tasks, and applying this framework to diverse, complex challenges to further progress the development of human-level AI.
Customer-R1: Personalized Simulation of Human Behaviors via RL-based LLM Agent in Online Shopping
Simulating step-wise human behavior with Large Language Models (LLMs) has become an emerging research direction, enabling applications in various practical domains. While prior methods, including prompting, supervised fine-tuning (SFT), and reinforcement learning (RL), have shown promise in modeling step-wise behavior, they primarily learn a population-level policy without conditioning on a user's persona, yielding generic rather than personalized simulations. In this work, we pose a critical question: how can LLM agents better simulate personalized user behavior? We introduce Customer-R1, an RL-based method for personalized, step-wise user behavior simulation in online shopping environments. Our policy is conditioned on an explicit persona, and we optimize next-step rationale and action generation via action correctness reward signals. Experiments on the OPeRA dataset emonstrate that Customer-R1 not only significantly outperforms prompting and SFT-based baselines in next-action prediction tasks, but also better matches users' action distribution, indicating higher fidelity in personalized behavior simulation.
Skill1: Unified Evolution of Skill-Augmented Agents via Reinforcement Learning
A persistent skill library allows language model agents to reuse successful strategies across tasks. Maintaining such a library requires three coupled capabilities. The agent selects a relevant skill, utilizes it during execution, and distills new skills from experience. Existing methods optimize these capabilities in isolation or with separate reward sources, resulting in partial and conflicting evolution. We propose Skill1, a framework that trains a single policy to co-evolve skill selection, utilization, and distillation toward a shared task-outcome objective. The policy generates a query to search the skill library, re-ranks candidates to select one, solves the task conditioned on it, and distills a new skill from the trajectory. All learning derives from a single task-outcome signal. Its low-frequency trend credits selection and its high-frequency variation credits distillation. Experiments on ALFWorld and WebShop show that Skill1 outperforms prior skill-based and reinforcement learning baselines. Training dynamics confirm the co-evolution of the three capabilities, and ablations show that removing any credit signal degrades the evolution.
Understanding Evolution Strategies for LLM Reasoning: Broader Reasoning Coverage than GRPO
Evolution Strategies (ES) have recently emerged as a memory-efficient post-training paradigm for LLM reasoning. However, the optimization behavior of ES remains understudied, making it hard to define its advantage scope compared to mainstream post-training paradigms (e.g., Group Relative Policy Optimization (GRPO)). By systematically investigating ES dynamics and mechanisms, this paper first identifies a performance advantage of ES over GRPO, theoretically and empirically showing that ES can lead to broader reasoning coverage, thereby better exploiting the reasoning capabilities of pretrained LLMs. Theoretically, we show that verifier-projected Jensen-Shannon diversity across the ES population is helpful to higher Pass@K performances. Empirically, unlike GRPO, which exhibits entropy collapse, ES improves Pass@1 while attaining higher Pass@K than GRPO. We further develop a sequential GRPO-ES training strategy that combines GRPO's strength in Pass@1 with ES's gains in Pass@K. Second, we find that despite substantial whole-model parameter drift, the task-performance gains of ES are only contributed to a sparse subset of larger-magnitude updates. This functional sparsity suggests that large parameter movement need not imply widespread functional change, and held-out evaluations further show that it does not necessarily lead to catastrophic forgetting. Finally, we study how hyperparameter design affects the effectiveness of ES, demonstrating that ES requires a smaller population size in a larger LLM. These findings position ES as a distinct reasoning post-training paradigm rather than a less effective, memory-efficient alternative to GRPO.
ToMPO: Training LLM Strategic Decision Making from a Multi-Agent Perspective
Large Language Models (LLMs) have been used to make decisions in complex scenarios, where they need models to think deeply, reason logically, and decide wisely. Many existing studies focus solely on multi-round conversations in social tasks or simulated environments, neglecting the various types of decisions and their interdependence. Current reinforcement learning methods struggle to consider the strategies of others during training. To address these issues, we first define a strategic decision-making problem that includes two types of decisions and their temporal dependencies. Furthermore, we propose **T**heory **o**f **M**ind **P**olicy **O**ptimization **(ToMPO)** algorithm to optimize the perception of other individual strategies and the game situation trends. Compared to the Group Relative Policy Optimization (GRPO) algorithm, ToMPO enhances the LLM's strategic decision-making mainly by: 1) generating rollouts based on reasoning the strategies of other individuals, 2) estimating advantages at both the graph-level and sample-level, and 3) balancing global and partial rewards. The ToMPO algorithm outperforms the GRPO method by 35% in terms of model output compliance and cooperative outcomes. Additionally, when compared to models with parameter sizes 100 times larger, it shows an 18% improvement. This demonstrates the effectiveness of the ToMPO algorithm in enhancing the model's strategic decision-making capabilities.
Policy-Conditioned Policies for Multi-Agent Task Solving
In multi-agent tasks, the central challenge lies in the dynamic adaptation of strategies. However, directly conditioning on opponents' strategies is intractable in the prevalent deep reinforcement learning paradigm due to a fundamental ``representational bottleneck'': neural policies are opaque, high-dimensional parameter vectors that are incomprehensible to other agents. In this work, we propose a paradigm shift that bridges this gap by representing policies as human-interpretable source code and utilizing Large Language Models (LLMs) as approximate interpreters. This programmatic representation allows us to operationalize the game-theoretic concept of Program Equilibrium. We reformulate the learning problem by utilizing LLMs to perform optimization directly in the space of programmatic policies. The LLM functions as a point-wise best-response operator that iteratively synthesizes and refines the ego agent's policy code to respond to the opponent's strategy. We formalize this process as Programmatic Iterated Best Response (PIBR), an algorithm where the policy code is optimized by textual gradients, using structured feedback derived from game utility and runtime unit tests. We demonstrate that this approach effectively solves several standard coordination matrix games and a cooperative Level-Based Foraging environment.
Neural Conditional Transport Maps
We present a neural framework for learning conditional optimal transport (OT) maps between probability distributions. Our approach introduces a conditioning mechanism capable of processing both categorical and continuous conditioning variables simultaneously. At the core of our method lies a hypernetwork that generates transport layer parameters based on these inputs, creating adaptive mappings that outperform simpler conditioning methods. Comprehensive ablation studies demonstrate the superior performance of our method over baseline configurations. Furthermore, we showcase an application to global sensitivity analysis, offering high performance in computing OT-based sensitivity indices. This work advances the state-of-the-art in conditional optimal transport, enabling broader application of optimal transport principles to complex, high-dimensional domains such as generative modeling and black-box model explainability.
Agents of Change: Self-Evolving LLM Agents for Strategic Planning
Recent advances in LLMs have enabled their use as autonomous agents across a range of tasks, yet they continue to struggle with formulating and adhering to coherent long-term strategies. In this paper, we investigate whether LLM agents can self-improve when placed in environments that explicitly challenge their strategic planning abilities. Using the board game Settlers of Catan, accessed through the open-source Catanatron framework, we benchmark a progression of LLM-based agents, from a simple game-playing agent to systems capable of autonomously rewriting their own prompts and their player agent's code. We introduce a multi-agent architecture in which specialized roles (Analyzer, Researcher, Coder, and Player) collaborate to iteratively analyze gameplay, research new strategies, and modify the agent's logic or prompt. By comparing manually crafted agents to those evolved entirely by LLMs, we evaluate how effectively these systems can diagnose failure and adapt over time. Our results show that self-evolving agents, particularly when powered by models like Claude 3.7 and GPT-4o, outperform static baselines by autonomously adopting their strategies, passing along sample behavior to game-playing agents, and demonstrating adaptive reasoning over multiple iterations.
AgenticSTS: A Bounded-Memory Testbed for Long-Horizon LLM Agents
Memory for a long-horizon LLM agent is a contract about what each future decision is allowed to see. The simplest contract appends past observations, tool calls, and reflections to every prompt, which makes prior context easy to access but also turns it into a jumbled mixture in which the effect of any single memory component is hard to isolate. We introduce and instrument an alternative bounded contract: every decision is made from a fresh user message assembled by typed retrieval, with no raw cross-decision transcript appended. The prompt thus stays bounded across runs of any length, and any single layer can be ablated in isolation. We instantiate the contract in Slay the Spire 2, a closed-rule stochastic deck-building game whose runs require hundreds of tactical and strategic decisions. A public online benchmark of frontier LLMs on the same game reports zero wins at the lowest difficulty across five configurations, and the developer-reported human win rate at the same difficulty is 16%; the task is hard but not saturated. Within our harness, a fixed-A0 ablation shows the largest observed difference when triggered strategic skills are enabled: the no-store baseline wins 3/10 games and adding the skill layer 6/10. At this sample size the comparison is directional rather than statistically decisive (Fisher exact p\approx0.37); a cross-backbone probe and public accumulating-context baselines are reported as operational comparisons rather than controlled tests of the contract variable itself. We release a reproducible testbed: 298 completed trajectories with condition tags, frozen memory/skill snapshots, prompt records, and analysis scripts -- an agent design and a validated, reusable methodology for studying how explicit memory layers shape long-horizon LLM-agent decisions.
MetaDiffuser: Diffusion Model as Conditional Planner for Offline Meta-RL
Recently, diffusion model shines as a promising backbone for the sequence modeling paradigm in offline reinforcement learning(RL). However, these works mostly lack the generalization ability across tasks with reward or dynamics change. To tackle this challenge, in this paper we propose a task-oriented conditioned diffusion planner for offline meta-RL(MetaDiffuser), which considers the generalization problem as conditional trajectory generation task with contextual representation. The key is to learn a context conditioned diffusion model which can generate task-oriented trajectories for planning across diverse tasks. To enhance the dynamics consistency of the generated trajectories while encouraging trajectories to achieve high returns, we further design a dual-guided module in the sampling process of the diffusion model. The proposed framework enjoys the robustness to the quality of collected warm-start data from the testing task and the flexibility to incorporate with different task representation method. The experiment results on MuJoCo benchmarks show that MetaDiffuser outperforms other strong offline meta-RL baselines, demonstrating the outstanding conditional generation ability of diffusion architecture.
A Minimaximalist Approach to Reinforcement Learning from Human Feedback
We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a rater or preference model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.
What is Missing from AI Post-Training AI: An Empirical Analysis
Large language model (LLM) agents can now post-train an LLM end-to-end. They can write code, launch training, evaluate checkpoints, and improve downstream performance, raising the prospect of AI-for-AI. We argue that this picture conflates two distinct capabilities: execution-level capability, iterating within a selected training strategy; and strategy-level capability, revising the high-level judgment as experimental evidence accumulates. Analyzing a large corpus of publicly released post-training trajectories, we find that across different tasks, the agent's training strategy is locked in at the very beginning, and the entire remaining budget is spent on local adjustments within the selected strategy. We then examine three natural explanations--missing experience, missing guidance, and insufficient reasoning--with escalating interventions. Extensive experiments show that (1) an experience-driven scaffold improves execution across the board (+12.6 points on GSM8K and +40.8 on HumanEval) but leaves the strategy static; (2) human guidance effectively redirects the initial strategy, yet the agent falls back into local adjustment loops once training starts; and (3) additional inference compute pays off on easier tasks but yields almost no gain on the hardest one. In conclusion, what agents lack is neither experience, guidance, nor reasoning compute, but a mechanism for spontaneously reevaluating their strategy during execution.
SLIM: Skill Learning with Multiple Critics
Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful and safe manipulation behaviors. Furthermore, tackling this by augmenting skill discovery rewards with additional rewards through a naive combination might fail to produce desired behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, significantly surpassing baseline approaches for skill discovery.
Adaptive Teacher Exposure for Self-Distillation in LLM Reasoning
On-policy self-distillation has become a strong recipe for LLM reasoning, where a privileged teacher supervises the student's own rollouts while conditioning on the reference solution. A design choice shared by nearly all such methods, however, has gone unquestioned: the teacher always sees the full reference reasoning. We argue that this default itself is part of the problem and identify a teacher-side exposure mismatch: when the teacher conditions on reasoning far beyond the student's current competence, the resulting token targets become too strong to absorb. A controlled fixed-exposure sweep makes this concrete on two fronts: 1) full exposure is not reliably the best choice, and 2) student-teacher mismatch grows monotonically as the teacher sees more privileged reasoning. This motivates treating teacher exposure not as a fixed hyperparameter but as a learnable training-time control variable. We therefore propose Adaptive Teacher Exposure for Self-Distillation (ATESD). ATESD models the reveal ratio with a lightweight Beta-policy controller conditioned on compact training-state statistics, and uses one sampled exposure for a short hold window of student updates. To make this exposure controller learnable, we optimize it with a discounted learning-progress reward that scores each held decision by its effect on the student's future improvement rather than its immediate loss change, addressing the delayed credit assignment induced by on-policy distillation. Experiments on AIME 24, AIME 25, and HMMT 25 across Qwen3-{1.7B, 4B, 8B} show that ATESD consistently outperforms competitive self-distillation and RL baselines, improving over OPSD by +0.95, +2.05, and +2.33 Average@12 points respectively, and establishing adaptive teacher exposure as an effective new axis for reasoning self-distillation.
Flattening Hierarchies with Policy Bootstrapping
Offline goal-conditioned reinforcement learning (GCRL) is a promising approach for pretraining generalist policies on large datasets of reward-free trajectories, akin to the self-supervised objectives used to train foundation models for computer vision and natural language processing. However, scaling GCRL to longer horizons remains challenging due to the combination of sparse rewards and discounting, which obscures the comparative advantages of primitive actions with respect to distant goals. Hierarchical RL methods achieve strong empirical results on long-horizon goal-reaching tasks, but their reliance on modular, timescale-specific policies and subgoal generation introduces significant additional complexity and hinders scaling to high-dimensional goal spaces. In this work, we introduce an algorithm to train a flat (non-hierarchical) goal-conditioned policy by bootstrapping on subgoal-conditioned policies with advantage-weighted importance sampling. Our approach eliminates the need for a generative model over the (sub)goal space, which we find is key for scaling to high-dimensional control in large state spaces. We further show that existing hierarchical and bootstrapping-based approaches correspond to specific design choices within our derivation. Across a comprehensive suite of state- and pixel-based locomotion and manipulation benchmarks, our method matches or surpasses state-of-the-art offline GCRL algorithms and scales to complex, long-horizon tasks where prior approaches fail. Project page: https://johnlyzhou.github.io/saw/
When to Personalize Household Object Search: A Rigidity-Gated Hybrid Policy
Service robots searching for household objects rely on spatial priors to reduce search cost, yet object locations can vary with resident traits. Collecting longitudinal, trait-specific in-home trajectories is invasive and hard to scale. We study when personalization helps and propose PerSim, a rigidity-gated hybrid policy that combines a trait-conditioned prior with a population-frequency baseline, personalizing only when placement behavior is variable. To scale resident-conditioned dynamics, we employ a human-calibrated simulation pipeline to generate and validate object-placement transitions in diverse home layouts, and train a predictor that injects continuous Big Five vectors to output room-level priors and within-room co-occurrence cues. In a unified human study (N=200), dual-layer validation shows that (i) synthetic transitions are judged behaviorally plausible (mean 3.85/5, p < 1e-6), and (ii) in a blinded A/B comparison, personalization is favored primarily for low-rigidity objects (p=0.005), while the population-frequency baseline remains strong for universally placed items, yielding a decision rule for when to personalize. In an offline objective test, we observe a small but significant improvement on unseen continuous trait vectors over nearest discrete configuration matching (p=0.035), supporting interpolation in five-dimensional trait space. Finally, in a home digital twin we show that PerSim reduces expected search cost by combining room visitation effort with within-room cue checking, demonstrating end-to-end gains beyond isolated prediction metrics.
Imagine Beyond! Distributionally Robust Auto-Encoding for State Space Coverage in Online Reinforcement Learning
Goal-Conditioned Reinforcement Learning (GCRL) enables agents to autonomously acquire diverse behaviors, but faces major challenges in visual environments due to high-dimensional, semantically sparse observations. In the online setting, where agents learn representations while exploring, the latent space evolves with the agent's policy, to capture newly discovered areas of the environment. However, without incentivization to maximize state coverage in the representation, classical approaches based on auto-encoders may converge to latent spaces that over-represent a restricted set of states frequently visited by the agent. This is exacerbated in an intrinsic motivation setting, where the agent uses the distribution encoded in the latent space to sample the goals it learns to master. To address this issue, we propose to progressively enforce distributional shifts towards a uniform distribution over the full state space, to ensure a full coverage of skills that can be learned in the environment. We introduce DRAG (Distributionally Robust Auto-Encoding for GCRL), a method that combines the β-VAE framework with Distributionally Robust Optimization. DRAG leverages an adversarial neural weighter of training states of the VAE, to account for the mismatch between the current data distribution and unseen parts of the environment. This allows the agent to construct semantically meaningful latent spaces beyond its immediate experience. Our approach improves state space coverage and downstream control performance on hard exploration environments such as mazes and robotic control involving walls to bypass, without pre-training nor prior environment knowledge.
Dynamic Skill Lifecycle Management for Agentic Reinforcement Learning
Large language model agents increasingly rely on external skills to solve complex tasks, where skills act as modular units that extend their capabilities beyond what parametric memory alone supports. Existing methods assume external skills either accumulate as persistent guidance or internalized into the policy, eventually leading to zero-skill inference. We argue this assumption is overly restrictive, since with limited parametric capacity and uneven marginal contribution across skills, the optimal active skill set is non-monotonic, task- and stage-dependent. In this work, we propose SLIM, a framework of dynamic Skill LIfecycle Management for agentic reinforcement learning (RL), which treats the active external skill set as a dynamic optimization variable jointly updated with policy learning. Specifically, SLIM estimates each active skill's marginal external contribution through leave-one-skill-out validation, then applies three lifecycle operations: retaining high-value skills, retiring skills whose contribution becomes negligible after sufficient exposure, and expanding the skill bank when persistent failures reveal missing capability coverage. Experiments show that SLIM outperforms the best baselines by an average of 7.1% points across ALFWorld and SearchQA. Results further indicate that policy learning and external skill retention are not mutually exclusive: some skills are absorbed into the policy, while others continue to provide external value, supporting SLIM as a more general paradigm for skill-based agentic RL.
ComputerSD: Online Self-Distillation from Real-Time Feedback for Computer-Use Agents
Online training enables computer-use agents (CUAs) to improve through interaction with executable environments. However, existing methods primarily rely on sparse outcome rewards, which provide no supervision for intermediate actions. On-policy self-distillation (OPSD) offers token-level learning signals through privileged rescoring, but directly applying it to CUA online training presents two challenges: fixed guidance may become misaligned with the student's current state, and guidance-induced probability shifts may conflict with step-level correctness. We introduce ComputerSD, an online self-distillation method for CUAs that converts real-time feedback from executed GUI transitions into guidance for policy learning. A fine-tuned GUI analyzer produces guidance and a step-level value score after each action; the guidance provides privileged context, while the score regulates the resulting OPSD signals. ComputerSD jointly optimizes token-level OPSD and trajectory-level GRPO in a fully asynchronous training framework. On OSWorld-Verified, ComputerSD outperforms outcome-only GRPO by 1.9 and 4.1 percentage points on the general-purpose Qwen3-VL-8B-Thinking and specialized EvoCUA-8B backbones, respectively. Evaluation in out-of-distribution settings further supports the generalizability of ComputerSD. These results demonstrate the effectiveness of learning from real-time feedback through online self-distillation for CUAs.
OPID: On-Policy Skill Distillation for Agentic Reinforcement Learning
Outcome-based reinforcement learning provides a stable optimization backbone for language agents, but its sparse trajectory-level rewards provide little guidance on which intermediate decisions should be reinforced or suppressed. On-policy self-distillation offers dense token-level supervision, yet existing skill-conditioned variants often rely on external skill memories or retrieved privileged context, which are costly to maintain and can be mismatched with the state distribution induced by the current policy in multi-turn interaction. We propose OPID (On-Policy Skill Distillation), a framework that extracts skill supervision directly from completed on-policy trajectories. OPID represents trajectory hindsight as hierarchical skills: episode-level skills capture global workflows or failure-avoidance rules, while step-level skills capture local decision knowledge at critical timesteps. A critical-first routing mechanism uses step-level skills when critical decisions are identified and falls back to episode-level skills as default guidance otherwise. The selected skill is injected into the interaction history, allowing the old policy to re-score the same sampled response under both original and skill-augmented contexts. The resulting log-probability shift yields a token-level self-distillation advantage, which is combined with the outcome advantage for policy optimization. OPID thus preserves RL as the primary training objective while introducing dense, distribution-matched hindsight supervision. Experiments on ALFWorld, WebShop and Search-based QA demonstrate that OPID generally improves agent performance, sample efficiency, and robustness over outcome-only RL and existing skill-distillation baselines. Our code is available at https://github.com/jinyangwu/OPID/tree/main.
Do AI Personas Grow? Analyzing and Benchmarking Personality Evolution in LLM Agents After Life Events
Personality-conditioned LLM agents (PC-Agents) are increasingly used in emotional support, social simulation, and role-playing, motivating the development of lifelong agents that remain coherent over extended interactions. A key component of such coherence is personality evolution: agents should undergo plausible, psychology-grounded changes as they experience life events in different contexts. Although prior work shows that LLM personalities can shift under contextual perturbations, how these shifts vary across traits, events, personas, and models remains poorly understood. We study event-induced personality change after 11 major life events, using the Big Five traits as a psychometric anchor and interpreting the resulting trajectories against longitudinal evidence from human personality psychology. Across four diagnostic axes, PC-Agents exhibit measurable trait shifts at similar rates for event-trait pairs with and without documented human change directions. Even when shifts follow the expected direction, their magnitudes usually fall below human effect-size ranges. Gender and cultural-region prompts show little moderating effect, while persona-level dispersion is compressed three- to four-fold relative to human samples. To enable systematic comparison, we introduce BFI-Adapt, a reusable benchmark for scoring the directional fidelity of event-induced personality change, and use it to rank 14 models. A validation suite shows that the measured shifts exceed no-event retest noise, remain stable under independently paraphrased prompts, exhibit limited and model-dependent convergence with scenario-based behavioral choices, and persist across intervening unrelated dialogue. Together, these checks establish the measured trajectories as robust event-conditioned response patterns. Our results suggest that current PC-Agents simulate the mean of human personality dynamics, but not its shape.
DreamMimic: Learning Visuomotor Whole-Body Loco-Manipulation via World Model
Vision-based whole-body loco-manipulation on humanoid robots is challenging due to partial observability, contact-rich dynamics, and the difficulty of learning long-horizon behaviors from high-dimensional visual inputs. We present https://github.com/DreamMimic/DreamMimic{DreamMimic}, a framework that distills privileged teacher policies into vision-based humanoid controllers via world-model-assisted distillation. Instead of using a Dreamer-style RSSM for planning, we repurpose it to learn predictive latent dynamics that serve as both a representation space and an action-conditioned multi-step supervision signal, while exposing compact predictive features to the student policy to reduce long-term drift. Beyond standard reconstruction objectives for proprioceptive and visual observations, we add auxiliary prediction heads for privileged state, contact, object state, and reward estimation. These heads provide additional supervision related to agent--object interaction and task progress, encouraging the latent representation to retain signals that are useful for contact-rich loco-manipulation. We further introduce Performance-Conditioned Guidance (PCG), a reward-driven adaptive distillation schedule that computes performance scores for both teacher and student to dynamically balance guidance and exploration. PCG prevents both premature teacher annealing and excessive teacher interference in challenging visual settings. Experiments on OMOMO and BEHAVE show improved tracking-based loco-manipulation performance over strong vision-based baselines, without exposing online privileged interaction states to the student at deployment. Qualitative simulations further examine morphology and simulator changes. These results suggest that world models can provide a useful mechanism for stabilizing visual policy distillation in contact-rich humanoid behaviors.
StraTA: Incentivizing Agentic Reinforcement Learning with Strategic Trajectory Abstraction
Large language models (LLMs) are increasingly used as interactive agents, but optimizing them for long-horizon decision making remains difficult because current methods are largely purely reactive, which weakens both exploration and credit assignment over extended trajectories. In this work, we present Strategic Trajectory Abstraction (StraTA), a simple framework that introduces an explicit trajectory-level strategy into agentic reinforcement learning (RL). StraTA samples a compact strategy from the initial task state, conditions subsequent actions on that strategy, and trains strategy generation and action execution jointly with a hierarchical GRPO-style rollout design, further enhanced by diverse strategy rollout and critical self-judgment. Experiments on ALFWorld, WebShop, and SciWorld show that StraTA consistently improves both sample efficiency and final performance over strong baselines. StraTA reaches success rates of 93.1% on ALFWorld and 84.2% on WebShop. On SciWorld, StraTA attains a 63.5% overall score, outperforming frontier closed-source models.
Probing Outcome-Level Resemblance and Mechanism-Level Alignment in LLM Risk Decisions: Evidence from the St. Petersburg Game
LLMs can appear cautious in risk decision-making tasks, yet cautious-looking outputs do not necessarily indicate alignment with human decision-making mechanisms. We investigate this distinction using the St. Petersburg game as a controlled testbed, a classical paradox in which the expected payoff is infinite, yet humans typically report low, finite willingness to pay. We evaluate 28 LLMs with a structured prompt suite that includes the original game; controlled decision variants that perturb truncation, repeated play, numeric endowment, and occupational identity; a human-perspective prompt that asks models to reason as human decision makers; and paired comparisons between base models and their instruction-tuned counterparts. In the original game, most models generate finite bids, creating the appearance of human-like risk behavior. However, this outcome-level resemblance masks substantial mechanism-level differences. The controlled variants reveal that rather than maintaining human-like behavior seen in the original game, models often shift to conditionally and computationally rational behavior. Human-cue prompting and instruction tuning often lower bids and reduce some visible pathologies, but most mechanism-level response patterns remain largely unchanged. These findings show that behavioral alignment in risk decision-making can be surface-level: LLMs may produce human-like risk decisions without exhibiting human-consistent mechanisms. High-stakes evaluations of LLM decision-making should therefore move beyond outcome similarity and examine whether the alignment is supported by mechanism-level consistency.
Negative Self-Distillation: Learning to Reason by Avoiding Flaws
On-Policy Self-Distillation (OPSD) has emerged as a popular paradigm for large language model (LLM) self-improvement, allowing models to act as their own teachers by leveraging privileged information such as ground-truth solutions. However, recent findings indicate that OPSD can severely degrade the performance of LLMs on complex reasoning tasks: By forcing the student to imitate an artificially confident reasoning trace conditioned on privileged information, OPSD inadvertently suppresses expressions of uncertainty and penalizes the exploratory, self-corrective behaviors required to solve challenging problems. To address this, we introduce Negative Self-Distillation (NSD), a new framework that optimizes LLMs by diverging from flawed reasoning rather than imitating privileged solutions. Instead of relying on ground-truth answers or external supervision, NSD uses the model itself to generate a question-specific negative condition (eg, acting as a ``careless reasoner'') and pushes the student's distribution away from this self-generated negative teacher. Naively applying unlearning objectives to achieve this divergence is problematic, as flawed reasoning tokens are confounded with basic linguistic tokens; indiscriminately penalizing both risks catastrophically degrading the model's foundational language capabilities. We resolve this by designing a dynamic gating mechanism that automatically identifies and isolates reasoning-critical tokens, ensuring gradient updates target only behavioral flaws while preserving the model's linguistic priors. Empirically, NSD consistently outperforms OPSD and other label-free, self-bootstrapping reinforcement learning (RL) baselines.
Learning While Acting: A Skill-Enhanced Test-Time Co-Evolution Framework for Online Lifelong Learning Agents
Lifelong learning is essential for Large Language Model (LLM) agents operating in dynamic, interactive environments. However, existing lifelong learning agents for long-horizon tasks typically depend on discrete skill or past experiences retrieval with static parameters during inference, which prevents them from continuously internalizing test-time feedback like human learners. To bridge this gap, we propose Skill-enhanced Test-Time Co-Evolution (LifeSkill), a two-stage reinforcement learning framework for Online Lifelong Learning Agents. Specifically, we design Verifier-Guided Skill Learning that addresses the lack of direct supervision for skill extraction by rewarding candidate skills according to the average verifier success of multiple skill-conditioned policy rollouts, encouraging the model to generate skills that are useful for solving tasks rather than merely plausible in text. Furthermore, we introduce Online Skill Internalization, which continuously improves the policy model during test-time interaction by transforming skill-conditioned trajectories into reward signals. This enables the agent to directly internalize reasoning capabilities into its parameters, avoiding the context bloat of experience retrieval. Experiments on LifelongAgentBench show that LifeSkill improves average performance by 7 absolute points by comparing with existing lifelong agent baselines.
UserLM-R1: Modeling Human Reasoning in User Language Models with Multi-Reward Reinforcement Learning
User simulators serve as the critical interactive environment for agent post-training, and an ideal user simulator generalizes across domains and proactively engages in negotiation by challenging or bargaining. However, current methods exhibit two issues. They rely on static and context-unaware profiles, necessitating extensive manual redesign for new scenarios, thus limiting generalizability. Moreover, they neglect human strategic thinking, leading to vulnerability to agent manipulation. To address these issues, we propose UserLM-R1, a novel user language model with reasoning capability. Specifically, we first construct comprehensive user profiles with both static roles and dynamic scenario-specific goals for adaptation to diverse scenarios. Then, we propose a goal-driven decision-making policy to generate high-quality rationales before producing responses, and further refine the reasoning and improve strategic capabilities with supervised fine-tuning and multi-reward reinforcement learning. Extensive experimental results demonstrate that UserLM-R1 outperforms competitive baselines, particularly on the more challenging adversarial set.
Strategist: Learning Strategic Skills by LLMs via Bi-Level Tree Search
In this paper, we propose a new method Strategist that utilizes LLMs to acquire new skills for playing multi-agent games through a self-improvement process. Our method gathers quality feedback through self-play simulations with Monte Carlo tree search and LLM-based reflection, which can then be used to learn high-level strategic skills such as how to evaluate states that guide the low-level execution.We showcase how our method can be used in both action planning and dialogue generation in the context of games, achieving good performance on both tasks. Specifically, we demonstrate that our method can help train agents with better performance than both traditional reinforcement learning-based approaches and other LLM-based skill learning approaches in games including the Game of Pure Strategy (GOPS) and The Resistance: Avalon.
Memory Reward Inflation in Self-Improving LLM Agents
Self-improving LLM agents increasingly learn from experience without updating any weights. Each episode is stored in an external memory, scored, and retrieved for similar future tasks to shape later behavior. Viewed through a reward lens, the stored score is a proxy reward for an implicit, non-parametric policy. Each retrieved episode then becomes a policy-improvement step whose reliability hinges on how that score is produced. In deployment, ground-truth labels are unavailable, so the stored reward is at best an LLM assessment. This substitution creates a failure mode, the *Echo Gap*, across the memory-based self-improving agents and model families studied. Incorrect episodes receive inflated rewards; thus, the agent preferentially reuses the very mistakes it has most confident in. Because the error compounds through memory rather than averaging out and the confirming judge's errors remain correlated with the original self-grading bias, so it cannot identify which memories are overvalued. The missing property is formalized as the *Error-Independence Assumption* (EIA), which we prove is a *necessary* condition for correcting the inflation, not merely a description of a good verifier: a usable signal must track truth *and* decorrelate its error from the memory bias, and the recoverable payoff is a closed-form function of exactly those two quantities. We further show the inflation compounds not only when retrieval ranks by the stored score but also under plain similarity retrieval which is the regime the deployed agent uses. Finally, the answer-free de-inflation algorithm LUCID delivers a consistent end-to-end gain on the BIRD text-to-SQL benchmark. It raises execution accuracy to 56.9%, above both a Memento-style self-graded agent (54.0%, a +2.9-point mean gain across seeds) and a memory-less agent of identical architecture (52.4%).
Capturing the Complexity of Human Strategic Decision-Making with Machine Learning
Understanding how people behave in strategic settings--where they make decisions based on their expectations about the behavior of others--is a long-standing problem in the behavioral sciences. We conduct the largest study to date of strategic decision-making in the context of initial play in two-player matrix games, analyzing over 90,000 human decisions across more than 2,400 procedurally generated games that span a much wider space than previous datasets. We show that a deep neural network trained on these data predicts people's choices better than leading theories of strategic behavior, indicating that there is systematic variation that is not explained by those theories. We then modify the network to produce a new, interpretable behavioral model, revealing what the original network learned about people: their ability to optimally respond and their capacity to reason about others are dependent on the complexity of individual games. This context-dependence is critical in explaining deviations from the rational Nash equilibrium, response times, and uncertainty in strategic decisions. More broadly, our results demonstrate how machine learning can be applied beyond prediction to further help generate novel explanations of complex human behavior.
Instructing LLMs to Negotiate using Reinforcement Learning with Verifiable Rewards
The recent advancement of Large Language Models (LLMs) has established their potential as autonomous interactive agents. However, they often struggle in strategic games of incomplete information, such as bilateral price negotiation. In this paper, we investigate if Reinforcement Learning from Verifiable Rewards (RLVR) can effectively teach LLMs to negotiate. Specifically, we explore the strategic behaviors that emerge during the learning process. We introduce a framework that trains a mid-sized buyer agent against a regulated LLM seller across a wide distribution of real-world products. By grounding reward signals directly in the maximization of economic surplus and strict adherence to private budget constraints, we reveal a novel four-phase strategic evolution. The agent progresses from naive bargaining to using aggressive starting prices, moves through a phase of deadlock, and ultimately develops sophisticated persuasive skills. Our results demonstrate that this verifiable training allows a 30B agent to significantly outperform frontier models over ten times its size in extracting surplus. Furthermore, the trained agent generalizes robustly to stronger counterparties unseen during training and remains effective even when facing hostile, adversarial seller personas.
Skill0.5: Joint Skill Internalization and Utilization for Out-of-Distribution Generalization in Agentic Reinforcement Learning
Equipping large language models with explicit skills has emerged as a promising paradigm for enabling autonomous agents to solve complex tasks. Agent skills can be inherently divided into general skills for broad cognitive transfer and task-specific skills for dynamic execution. However, existing skill-based reinforcement learning (RL) methods typically force a rigid choice between full externalization, which incurs prohibitive context overhead, and full internalization, which risks overfitting and knowledge conflicts. To address this dilemma, we propose Skill0.5, a novel agentic RL framework that explicitly differentiates skill treatments by combining general skill internalization with task-specific skill utilization. Driven by a dynamic, difficulty-aware router, Skill0.5 streams tasks into distinct mastery tiers to apply tailored optimization strategies: it internalizes general skills via privileged distillation to build a cognitive foundation for hard tasks, while using diagnostic probing on easy tasks to penalize shortcuts and enforce specific skill utilization. Experiments on ALFWorld and WebShop demonstrate that Skill0.5 outperforms both memory-based and skill-based RL baselines, yielding performance improvements across both in-distribution and out-of-distribution scenarios.
Turnover-Orthogonal Credit Assignment for Open-Team Multi-Agent Reinforcement Learning
Open-team multi-agent reinforcement learning studies cooperative systems in which agents may join, leave, or be replaced during an episode. In such settings, the team return changes both because agents choose useful actions and because the active population itself changes. Standard centralized critics and shared advantages often mix these two effects into one scalar credit signal, allowing surviving agents to be rewarded or penalized for exogenous turnover events outside their control. We introduce turnover-orthogonal credit assignment (TOCA), a value decomposition for open teams that separates action effects, pure turnover effects, and action--turnover interactions. Under exogenous turnover, the event-conditioned value admits a centered decomposition whose event-conditioned baseline removes the pure turnover component while preserving credit for actions that make the team robust to future replacements. We instantiate this idea with a permutation-invariant centralized critic over variable-size agent sets and event tokens, and derive both a counterfactual per-agent credit signal and a softly weighted interaction variant, TOCA-β, for high-variance control environments. Controlled diagnostic experiments show that TOCA improves return over event-aware MAPPO-style critics and that removing interaction credit substantially hurts performance. In a replacement-only Dynamic Spread benchmark, TOCA-β achieves the best mean return at high turnover rates and improves over its no-interaction ablation. These results suggest that explicitly separating turnover from action credit is a useful principle for robust learning in dynamic cooperative teams.
Bootstrap Your Own Skills: Learning to Solve New Tasks with Large Language Model Guidance
We propose BOSS, an approach that automatically learns to solve new long-horizon, complex, and meaningful tasks by growing a learned skill library with minimal supervision. Prior work in reinforcement learning require expert supervision, in the form of demonstrations or rich reward functions, to learn long-horizon tasks. Instead, our approach BOSS (BOotStrapping your own Skills) learns to accomplish new tasks by performing "skill bootstrapping," where an agent with a set of primitive skills interacts with the environment to practice new skills without receiving reward feedback for tasks outside of the initial skill set. This bootstrapping phase is guided by large language models (LLMs) that inform the agent of meaningful skills to chain together. Through this process, BOSS builds a wide range of complex and useful behaviors from a basic set of primitive skills. We demonstrate through experiments in realistic household environments that agents trained with our LLM-guided bootstrapping procedure outperform those trained with naive bootstrapping as well as prior unsupervised skill acquisition methods on zero-shot execution of unseen, long-horizon tasks in new environments. Website at clvrai.com/boss.
Bootstrapping Task Spaces for Self-Improvement
Progress in many task domains emerges from repeated revisions to previous solution attempts. Training agents that can reliably self-improve over such sequences at inference-time is a natural target for reinforcement learning (RL), yet the naive approach assumes a fixed maximum iteration depth, which can be both costly and arbitrary. We present Exploratory Iteration (ExIt), a family of autocurriculum RL methods that directly exploits the recurrent structure of self-improvement tasks to train LLMs to perform multi-step self-improvement at inference-time while only training on the most informative single-step iterations. ExIt grows a task space by selectively sampling the most informative intermediate, partial histories encountered during an episode for continued iteration, treating these starting points as new self-iteration task instances to train a self-improvement policy. ExIt can further pair with explicit exploration mechanisms to sustain greater task diversity. Across several domains, encompassing competition math, multi-turn tool-use, and machine learning engineering, we demonstrate that ExIt strategies, starting from either a single or many task instances, can produce policies exhibiting strong inference-time self-improvement on held-out task instances, and the ability to iterate towards higher performance over a step budget extending beyond the average iteration depth encountered during training.
TACTIC: Tactile and Vision Conditioned Contact-Centric Control for Whole-Arm Manipulation
Whole-arm manipulation involves direct contact with the environment while the robot completes a task by distributing contact across multiple links as contacts form, slide, and break. This setting breaks common implicit assumptions in many learning-based manipulation pipelines: arm configuration tightly couples motion and contact forces, contact state is partially observed under occlusion, and purely learned rollouts can become physically inconsistent under distribution shift because many multi-link contact configurations are sparsely represented in the data. To address this, we propose TACTIC (Tactile and Vision Conditioned Contact-Centric Control), a receding-horizon controller for whole-arm manipulation. TACTIC uses a contact-centric hybrid predictive model that combines RGB-D, distributed tactile sensing, and a compact 2D proximity representation. The model couples a learned, action-conditioned latent dynamics model with analytical kinematics through contact Jacobians, enabling rollouts of future contact configurations and interaction forces. TACTIC integrates these rollouts into a sampling-based MPC planner with contact-aware action sampling: contact Jacobian-based projections steer sampled action sequences toward force-modulating directions, and objectives defined over predicted proximity and interaction forces trade task progress against whole-arm force regulation. We evaluate TACTIC in simulation against state-of-the-art model-based and model-free methods, and perform ablations that isolate the contribution of each design choice. TACTIC consistently outperforms other methods. We further demonstrate real-world performance on a robot with distributed tactile sensing across three whole-arm manipulation tasks that require multi-contact trajectories: turning over and repositioning a manikin, and goal-reaching in a 3D dynamic maze. Website: https://emprise.cs.cornell.edu/tactic
Instruction-Conditioned Exploration for Reinforcement Learning with Self-Distillation to an Unconditioned Policy
Post-training Large Language Models (LLMs) with Reinforcement Learning (RL) has become an important tool for improving model capabilities, but the LLM action-space structure introduces challenges distinct from classical RL, with implications for inducing exploration. New methods are required that leverage the broad knowledge and flexibility of pre-trained LLMs to deliberately generate diverse experience at training time. We propose Instruction-Conditioned Exploration (ICE), which appends one of a small fixed set of instructions to task prompts during training, using the same set for every problem, increasing the coverage of behaviours attempted. To facilitate ICE, we combine RL on the instruction-conditioned policy with self-distillation of its correct rollouts into the unconditioned test-time policy. ICE with this objective improves Qwen3-1.7B held-out pass@1 performance at 4K response length on mathematical reasoning tasks by 5.0% relative to training with DAPO, with improvement persisting at a longer 8K context. The improvement does not appear for Qwen3-4B at 4K, where the instructions do not expand base-model coverage.
SPOT: Sparse Probing and Outcome Calibration for On-Policy Distillation
On-policy distillation (OPD) provides dense teacher supervision on student-generated trajectories, but standard reverse-KL training can assign insufficient probability to other plausible continuations. Teacher entropy alone does not reveal whether uncertainty is concentrated among a few plausible next tokens or dispersed over a long probability tail, nor whether the student already represents those candidates well. Moreover, local teacher probabilities may not predict downstream success. We introduce Sparse Probing and Outcome-calibrated Targets OPD (SPOT), which addresses two coupled decisions, where to probe and what to distill, through an acquisition--exploration--exploitation procedure. During acquisition, a position-level score combines normalized teacher entropy, the probability mass captured by a small top-k candidate set, and student--teacher mismatch to allocate a limited probing budget. During exploration, SPOT evaluates teacher-proposed candidates through verifier-scored student continuations. During exploitation, these outcomes produce a closed-form, KL-regularized target that favors candidates with better downstream outcomes while remaining anchored to the teacher distribution. Extensive experiments across multiple student models and reasoning benchmarks demonstrate the effectiveness of SPOT in improving reasoning performance while balancing solution quality and coverage.
Better Supervision Is Nearby: Neighborhood On-Policy Self-Distillation
On-policy self-distillation (OPSD) trains mathematical reasoning models using a privileged teacher that sees a reference solution and supervises student-sampled prefixes. Standard OPSD uses one fixed parameter setting at every state, but nearby settings may offer additional supervision. We find that local parameter perturbations reveal complementary reference-aligned corrections under the same reference context. Different experts supply these corrections at different reference positions. Their pool covers more such positions than the unperturbed privileged teacher. We introduce Neighborhood OPSD (N-OPSD) to turn these corrections into supervision at student-visited states. Offline, greedy selection builds a compact pool of frozen experts by rewarding filtered reference-token gains beyond the pool's current best at each position. The highest-peak expert need not provide the best training target. Online routing therefore separates the anchor direction from its level of support. MaxPeak selects the anchor token, and quantile selection chooses among experts whose top token matches it. The student learns from the chosen expert's full next-token distribution through the clipped forward-KL objective inherited from OPSD. We evaluate on AIME 2024, AIME 2025, and HMMT February 2025. Across three independent runs per method, Neighborhood OPSD improves the three-benchmark Average@12 over OPSD by 2.75, 1.67, and 1.94 points on Qwen3-1.7B, 4B, and 8B, respectively. Student-prefix continuations support using the pool beyond the reference trajectories used for selection. Matched ablations support filtered reference-token gains as a selection criterion. Accounting for overlap within the pool and routing by state further improve student accuracy. Inference uses only the distilled student.
Skill Issue: Are Skills Language-Invariant in LLMs?
Large language models access knowledge inconsistently across languages, but to what extent do they differ in their skill sets when interacting with different languages? This work quantifies cross-lingual skill inconsistency orthogonally from knowledge and general benchmark performance. We do this via multilingual self-play: two instances of the same model compete in a text-based game, each interacting through a different language interface. Since the model, opponent, rules, state space, and available actions remain fixed, this setting isolates the effect of language on the model's realized behavior. We build a multilingual extension to TextArena and evaluate three open-weight models across eight languages and six games covering spatial reasoning, imperfect information, resource allocation, and repeated interaction. We find that the same model can exhibit markedly different playing strength across languages, with systematic variation in win--loss margins, invalid actions, and strategic tendencies. Detailed analyses reveal language-specific failures in spatial reasoning, card-conditioned decisions, and optimal move selection. In some settings, changing only the intermediate reasoning language recovers much of the lost performance, suggesting that language can affect different stages of the decision process. These results show that skill discrepancies are a measurable major roadblock in the development of truly multilingual models. Better understanding these discrepancies can help us design models that perform more equitably across languages.
A Good Self-Teacher Meets the Student Where They Are: Joint On-Policy Learning and Teaching
Reinforcement Learning (RL) from outcome rewards suffers from sparse supervision, particularly on difficult, long-horizon tasks where successful trajectories are rare and costly to generate. On-Policy Distillation (OPD) offers an attractive alternative by providing dense token-level supervision from a stronger teacher along the student's own generations. Self-distillation methods further remove the need for a separate teacher model by conditioning the same policy on privileged information to serve as its own teacher. However, privileged conditioning alone does not guarantee that the resulting distillation update improves the student. Indeed, privileged information can lead the teacher to solve tasks through shortcuts unavailable to the student, producing supervision poorly matched to the student's current behavior. Consequently, even a higher-performing teacher can provide guidance that degrades student performance. To address this, we analyze how the choice of privileged teacher affects the student's update. We derive a necessary and sufficient condition for the teacher's local distillation update to be a positive multiple of the student's reward gradient. Our analysis suggests that the teacher should not only perform well on the task, but also provide guidance suited to the student's current capabilities. This characterization motivates a practical teacher-training surrogate that combines outcome rewards with token-level Kullback-Leibler (KL) regularization toward the student. Based on this result, we propose Joint On-Policy Learning and Teaching (JOLT), which jointly trains a single policy in two roles: a privileged teacher using a KL-regularized objective, and an unprivileged student using dense on-policy distillation. Across mathematical reasoning, coding, tool use, and terminal use, JOLT improves training efficiency and performance, with further gains from student rewards.
The Persona Paradox: Medical Personas as Behavioral Priors in Clinical Language Models
Persona conditioning can be viewed as a behavioral prior for large language models (LLMs) and is often assumed to confer expertise and improve safety in a monotonic manner. However, its effects on high-stakes clinical decision-making remain poorly characterized. We systematically evaluate persona-based control in clinical LLMs, examining how professional roles (e.g., Emergency Department physician, nurse) and interaction styles (bold vs.\ cautious) influence behavior across models and medical tasks. We assess performance on clinical triage and patient-safety tasks using multidimensional evaluations that capture task accuracy, calibration, and safety-relevant risk behavior. We find systematic, context-dependent, and non-monotonic effects: Medical personas improve performance in critical care tasks, yielding gains of up to sim+20% in accuracy and calibration, but degrade performance in primary-care settings by comparable margins. Interaction style modulates risk propensity and sensitivity, but it's highly model-dependent. While aggregated LLM-judge rankings favor medical over non-medical personas in safety-critical cases, we found that human clinicians show moderate agreement on safety compliance (average Cohen's κ= 0.43) but indicate a low confidence in 95.9\% of their responses on reasoning quality. Our work shows that personas function as behavioral priors that introduce context-dependent trade-offs rather than guarantees of safety or expertise. The code is available at https://github.com/rsinghlab/Persona\_Paradox.
SPADE: Self-Play in Adaptive Synthetic Executable Environments
Continuous self-improvement requires an ever-expanding pool of self-generated, diverse, adaptive goals. For language agents, existing training environment pools (hand-curated, statically synthesized, or frozen-verifier) keep the goal distribution fixed as the learner scales. We introduce SPADE (Self-Play in Adaptive Synthetic Executable Environments), a self-play RL framework in which a single LLM plays two roles: an Environment Designer that writes complete, long-horizon training environments as executable code with an OpenAI Gym-style reset()/step() interface, and a Reasoning Agent that learns to act in them. Each is a stateful, multi-turn environment (state transitions, reward functions, and verification code), so one interface spans reasoning problems and multi-step agentic tool use. The Reasoning Agent's regret is estimated using the gap between its reward with and without privileged hints; in optimizing this regret signal the Environment Designer learns to target environments at the edge of the agent's capabilities while keeping them feasible. Through extensive experimentation, we find several components critical to success: grounding the Environment Designer on documents sampled from a large pretraining corpus, and giving it an accumulated environment memory. Scaling to 30B-parameter models, SPADE improves over the strongest fixed-environment baseline by +5.3 on average across eight held-out math, science, code, and reasoning benchmarks, and lifts the tool-use setting by +5.7 on BFCL-v4 multi-turn and +13.9 on ACEBench-Agent; on the games setting, the margin over the strongest baseline grows with model scale. By making environment design itself a learnable component, SPADE takes a concrete step toward open-ended self-improvement.
NeuPL: Neural Population Learning
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.
Metacognitive Reuse: Turning Recurring LLM Reasoning Into Concise Behaviors
Large language models (LLMs) now solve multi-step problems by emitting extended chains of thought. During the process, they often re-derive the same intermediate steps across problems, inflating token usage and latency. This saturation of the context window leaves less capacity for exploration. We study a simple mechanism that converts recurring reasoning fragments into concise, reusable "behaviors" (name + instruction) via the model's own metacognitive analysis of prior traces. These behaviors are stored in a "behavior handbook" which supplies them to the model in-context at inference or distills them into parameters via supervised fine-tuning. This approach achieves improved test-time reasoning across three different settings - 1) Behavior-conditioned inference: Providing the LLM relevant behaviors in-context during reasoning reduces number of reasoning tokens by up to 46% while matching or improving baseline accuracy; 2) Behavior-guided self-improvement: Without any parameter updates, the model improves its own future reasoning by leveraging behaviors from its own past problem solving attempts. This yields up to 10% higher accuracy than a naive critique-and-revise baseline; and 3) Behavior-conditioned SFT: SFT on behavior-conditioned reasoning traces is more effective at converting non-reasoning models into reasoning models as compared to vanilla SFT. Together, these results indicate that turning slow derivations into fast procedural hints enables LLMs to remember how to reason, not just what to conclude.
Skill-R1: Agent Skill Evolution via Reinforcement Learning
Agentic large language models often rely on skills, reusable natural language procedures that guide planning, action, and tool use. In practice, skills are typically improved through prompt engineering or by aligning the task LLM itself, which is costly, model-specific, and often infeasible for closed-source models. Skill optimization is not a one-step problem but a recurrent process with two coupled levels of credit assignment: a useful skill must improve rollout quality under current conditioning, while a useful revision must turn observed outcomes into a better skill for the next round. We propose Skill-R1, a reinforcement learning framework for instance-level recurrent skill optimization from verifiable rewards. Rather than updating the task LLM, Skill-R1 trains a lightweight skill generator that conditions on the task context, prior rollouts, and their verified outcomes to produce skills that steer a frozen task LLM. This preserves black-box compatibility with both open- and closed-source models while making adaptation substantially cheaper than model-level updates. Skill-R1 proceeds over multiple generations: at each step, the current skill induces rollouts whose verified outcomes are fed back to produce the next revision. To optimize this recurrent process, we introduce a bi-level group-relative policy optimization objective combining intra-generation and inter-generation advantages. The intra-generation term compares rollouts under shared skill conditioning, while the inter-generation term rewards revisions that improve behavior across successive generations. Together, these provide a principled objective for directional skill evolution rather than one-shot self-refinement. Empirically, Skill-R1 achieves consistent gains over no-skill baselines and standard GRPO across benchmarks with verifiable rewards, with particularly strong improvements on complex, multi-step tasks.
Conservative Equilibrium Discovery in Offline Game-Theoretic Multiagent Reinforcement Learning
Offline learning of strategies takes data efficiency to its extreme by restricting algorithms to a fixed dataset of state-action trajectories. We consider the problem in a mixed-motive multiagent setting, where the goal is to solve a game under the offline learning constraint. We first frame this problem in terms of selecting among candidate equilibria. Since datasets may inform only a small fraction of game dynamics, it is generally infeasible in offline game-solving to even verify a proposed solution is a true equilibrium. Therefore, we consider the relative probability of low regret (i.e., closeness to equilibrium) across candidates based on the information available. Specifically, we extend Policy Space Response Oracles (PSRO), an online game-solving approach, by quantifying game dynamics uncertainty and modifying the RL objective to skew towards solutions more likely to have low regret in the true game. We further propose a novel meta-strategy solver, tailored for the offline setting, to guide strategy exploration in PSRO. Our incorporation of Conservatism principles from Offline reinforcement learning approaches for strategy Exploration gives our approach its name: COffeE-PSRO. Experiments demonstrate COffeE-PSRO's ability to extract lower-regret solutions than state-of-the-art offline approaches and reveal relationships between algorithmic components empirical game fidelity, and overall performance.
Act2Goal: From World Model To General Goal-conditioned Policy
Specifying robotic manipulation tasks in a manner that is both expressive and precise remains a central challenge. While visual goals provide a compact and unambiguous task specification, existing goal-conditioned policies often struggle with long-horizon manipulation due to their reliance on single-step action prediction without explicit modeling of task progress. We propose Act2Goal, a general goal-conditioned manipulation policy that integrates a goal-conditioned visual world model with multi-scale temporal control. Given a current observation and a target visual goal, the world model generates a plausible sequence of intermediate visual states that captures long-horizon structure. To translate this visual plan into robust execution, we introduce Multi-Scale Temporal Hashing (MSTH), which decomposes the imagined trajectory into dense proximal frames for fine-grained closed-loop control and sparse distal frames that anchor global task consistency. The policy couples these representations with motor control through end-to-end cross-attention, enabling coherent long-horizon behavior while remaining reactive to local disturbances. Act2Goal achieves strong zero-shot generalization to novel objects, spatial layouts, and environments. We further enable reward-free online adaptation through hindsight goal relabeling with LoRA-based finetuning, allowing rapid autonomous improvement without external supervision. Real-robot experiments demonstrate that Act2Goal improves success rates from 30% to 90% on challenging out-of-distribution tasks within minutes of autonomous interaction, validating that goal-conditioned world models with multi-scale temporal control provide structured guidance necessary for robust long-horizon manipulation. Project page: https://act2goal.github.io/
Beyond the Teacher: Understanding and Preserving Distillation Overshoot in Agentic On-Policy Distillation
On-policy distillation (OPD) trains agents on their own trajectories using supervision from a stronger teacher. We uncover a counterintuitive phenomenon in multi-turn agentic tasks: a smaller, initially weaker student can substantially outperform its teacher during training, only to regress as distillation continues. We term this phenomenon distillation overshoot. Through decision- and task-level analyses, we trace overshoot to two competing effects of OPD: repairing weak student decisions and eroding successful student choices that the teacher disfavors. Early in training, repair outpaces erosion, allowing the student to combine the teacher's corrections with its own strengths and surpass the teacher. As training continues, erosion overtakes repair, causing these gains to vanish. Motivated by this finding, we propose Success-Preserving On-Policy Distillation (SPOD), which selectively masks conflicting teacher supervision on successful student choices and introduces a soft probability floor to counteract their erosion, while retaining teacher guidance elsewhere. SPOD requires only binary episode success and model probabilities already available during OPD. Across two model families and three agentic benchmarks, SPOD consistently outperforms ordinary OPD and evaluated variants, improving final success by up to 15.2 percentage points and surpassing the teacher by up to 20.0 points. Moreover, SPOD's final checkpoints outperform even ordinary OPD's best intermediate checkpoints in all six settings, demonstrating that beyond-teacher gains can be not only preserved but further extended. Code: https://github.com/Jike338/SPOD
Towards Simulating Social Media Users with LLMs: Evaluating the Operational Validity of Conditioned Comment Prediction
The transition of Large Language Models (LLMs) from exploratory tools to active "silicon subjects" in social science lacks extensive validation of operational validity. This study introduces Conditioned Comment Prediction (CCP), a task in which a model predicts how a user would comment on a given stimulus by comparing generated outputs with authentic digital traces. This framework enables a rigorous evaluation of current LLM capabilities with respect to the simulation of social media user behavior. We evaluated open-weight 8B models (Llama3.1, Qwen3, Ministral) in English, German, and Luxembourgish language scenarios. By systematically comparing prompting strategies (explicit vs. implicit) and the impact of Supervised Fine-Tuning (SFT), we identify a critical form vs. content decoupling in low-resource settings: while SFT aligns the surface structure of the text output (length and syntax), it degrades semantic grounding. Furthermore, we demonstrate that explicit conditioning (generated biographies) becomes redundant under fine-tuning, as models successfully perform latent inference directly from behavioral histories. Our findings challenge current "naive prompting" paradigms and offer operational guidelines prioritizing authentic behavioral traces over descriptive personas for high-fidelity simulation.
ARC: Fair Relative Advantage Comparison in Open-Ended Real-World Interaction
Open-ended real-world interaction admits multiple valid behaviors: an agent may answer directly, ask for clarification, provide progress updates, or confirm before acting. This flexibility breaks a core assumption behind group-based RL: rollouts compared within a group are no longer guaranteed to be behaviorally comparable. As a result, reward-model preferences over interaction style can distort relative advantages and steer optimization toward reward-preferred behaviors rather than context-appropriate ones. We formalize this as a reward fairness problem and propose ARC (Advantage Regularization via Conditioning), a training recipe that restores fairer relative comparison through strategy-conditioned rollout grouping, together with hybrid rewards and entropy regularization. We study ARC in our proposed \inter, a novel paradigm for responsive, steerable, and execution-aware user-agent interaction that decouples user-visible communication from latent reasoning and tool use. \inter\ also provides the annotation and distillation pipeline for constructing \inter-86K, our strategy-annotated training corpus for supervised and RL training. Empirically, ARC substantially strengthens the core τ/τ^2 tool-use benchmarks, while \inter\ reduces time-to-first-token from 4.91s to 1.27s relative to a think-style baseline. Together, these results suggest that a central bottleneck in open-ended interactive learning is not only how agents are rewarded, but whether their behaviors are compared fairly in the first place. The ARC implementation and \inter-86K training data will be released.
Learning In Reverse Causal Strategic Environments With Ramifications on Two Sided Markets
Motivated by equilibrium models of labor markets, we develop a formulation of causal strategic classification in which strategic agents can directly manipulate their outcomes. As an application, we compare employers that anticipate the strategic response of a labor force with employers that do not. We show through a combination of theory and experiment that employers with performatively optimal hiring policies improve employer reward, labor force skill level, and in some cases labor force equity. On the other hand, we demonstrate that performative employers harm labor force utility and fail to prevent discrimination in other cases.
Better, Faster, Stronger: Programmatic Skill Learning Best Reduces Agent Cost
Recently, the practice of augmenting LLM agent capability with skills has gained prevalence. We explore the cost effective adaptation of agents to novel domains by means of learning skills. Existing works focus on performance gain over cost effectiveness. As a result, little is known about what skill learning strategies save cost. We argue that among all the different skill learning methods, those that view skills as programs can achieve the best cost reduction. By executing sequences of actions deterministically, a program-augmented agent can reliably and cheaply achieve goals that would otherwise require trial and error and risk degenerate behavior over long horizons. An agent can learn at inference time by incrementally discovering these programs and equipping them for future tasks. We hypothesize that past trajectories contain enough signal to guide skill learning, even without replay or validation, provided the agent can learn to analyze them. To test our claims, we propose SpeedRunner, a coding agent that analyzes trajectories and refactors skills for better performance on future tasks. Across three different embodied environments, we show that SpeedRunner consistently achieves the frontier in learning and cost reduction while remaining robust against distribution shifts and environmental randomness.
Goal-Conditioned Agents that Learn Everything All at Once
A goal-conditioned reinforcement learning agent exploring an environment will see a wealth of information throughout a trajectory, most of which is discarded when only performing on-policy updates with respect to the commanded goal. All-goals learning, where each transition is used for learning off-policy with respect to every goal, allows agents to extract maximal information, however it is usually computationally infeasible when done via naive relabelling. This can be overcome by jointly outputting values and actions for every goal at once, allowing for efficient, parallel all-goals updates with a single pass through the network, in a process we call Learning Everything all at Once (LEO). We show that this approach significantly outperforms other methods on goal-conditioned Craftax and is competitive with existing baselines on continuous control environments, while achieving a >250x speed-up compared to all-goals relabelling. We then go on to show that this approach can be made even more powerful by using LEO as a teacher network, rather than a direct actor. We hope that, by unlocking all-goals learning at scale, LEO can serve as a useful tool for RL practitioners in complex environments. We open source our code.
Towards Adaptive Mechanism Activation in Language Agent
Language Agent could be endowed with different mechanisms for autonomous task accomplishment. Current agents typically rely on fixed mechanisms or a set of mechanisms activated in a predefined order, limiting their adaptation to varied potential task solution structures. To this end, this paper proposes Adaptive Language Agent Mechanism Activation Learning with Self-Exploration (ALAMA), which focuses on optimizing mechanism activation adaptability without reliance on expert models. Initially, it builds a harmonized agent framework (UniAct) to Unify different mechanisms via Actions. Then it leverages a training-efficient optimization method based on self-exploration to enable the UniAct to adaptively activate the appropriate mechanisms according to the potential characteristics of the task. Experimental results demonstrate significant improvements in downstream agent tasks, affirming the effectiveness of our approach in facilitating more dynamic and context-sensitive mechanism activation.
Selective Knowledge Control for Continual GUI Agent Learning over Application Streams
Continual learning is a crucial capability for Graphical User Interface (GUI) agents to adapt to evolving applications while retaining knowledge acquired from previous applications. Such application streams pose a challenging knowledge modeling problem: new applications often share underlying knowledge with past ones, yet also introduce specific knowledge that must not interfere with historical knowledge. In this paper, we propose activation-conditioned selective knowledge control, a lightweight method that achieves selective knowledge retention via neuron-level gradient manipulation. Our method maintains a compact historical knowledge state to protect highly activated MLP neurons that preserve previous knowledge. When a new application arrives, it performs real-time gradient surgery conditioned on forward activation. Concretely, the protected neurons are categorized into two types: unactivated neurons holding specific knowledge, whose gradients are truncated to prevent interference; and activated neurons holding shared knowledge, whose gradients are orthogonally projected to preserve stability while enabling adaptation. After each application stage, newly identified critical neurons are merged into the historical state for future learning. Empirical evaluations on multi-app sequential benchmark demonstrate that our method effectively mitigates catastrophic forgetting on prior applications while sustaining robust adaptation to new ones.
Train Smarter, Not Harder: Switching Signal-Guided Training in Active Learning
Training strategy, namely whether to retrain from scratch or fine-tune from the previous checkpoint, is an overlooked decision variable in active learning. We show that this choice has exploitable structure: retraining is most useful in early rounds, when each batch can substantially reshape the labeled distribution, while fine-tuning becomes safer once the model trajectory stabilizes. We propose HybridAL, an adaptive training schedule that monitors an online stabilization signal and switches from retraining to fine-tuning after sustained stabilization. Two complementary signals, spectral exponent change Δα (weight-based) and accuracy change ΔAcc (validation-based), span different points on the time-calibration trade-off. Across three encoder backbones and six text-classification tasks (five seeds each), HybridAL keeps endpoint macro-F1 non-inferior to retraining and fine-tuning at a 0.010 margin, saves up to 49% of retraining time, and recovers a substantial fraction of retraining's calibration advantage as measured by negative log-likelihood (NLL). Compared with schedules that switch at a pre-committed round, HybridAL obtains lower NLL at moderate additional cost, showing that trajectory-dependent switching provides a stronger time-calibration trade-off than fixed early switching.
Emergent Tool Use From Multi-Agent Autocurricula
Through multi-agent competition, the simple objective of hide-and-seek, and standard reinforcement learning algorithms at scale, we find that agents create a self-supervised autocurriculum inducing multiple distinct rounds of emergent strategy, many of which require sophisticated tool use and coordination. We find clear evidence of six emergent phases in agent strategy in our environment, each of which creates a new pressure for the opposing team to adapt; for instance, agents learn to build multi-object shelters using moveable boxes which in turn leads to agents discovering that they can overcome obstacles using ramps. We further provide evidence that multi-agent competition may scale better with increasing environment complexity and leads to behavior that centers around far more human-relevant skills than other self-supervised reinforcement learning methods such as intrinsic motivation. Finally, we propose transfer and fine-tuning as a way to quantitatively evaluate targeted capabilities, and we compare hide-and-seek agents to both intrinsic motivation and random initialization baselines in a suite of domain-specific intelligence tests.
SMART: Self-learning Meta-strategy Agent for Reasoning Tasks
Tasks requiring deductive reasoning, especially those involving multiple steps, often demand adaptive strategies such as intermediate generation of rationales or programs, as no single approach is universally optimal. While Language Models (LMs) can enhance their outputs through iterative self-refinement and strategy adjustments, they frequently fail to apply the most effective strategy in their first attempt. This inefficiency raises the question: Can LMs learn to select the optimal strategy in the first attempt, without a need for refinement? To address this challenge, we introduce SMART (Self-learning Meta-strategy Agent for Reasoning Tasks), a novel framework that enables LMs to autonomously learn and select the most effective strategies for various reasoning tasks. We model the strategy selection process as a Markov Decision Process and leverage reinforcement learning-driven continuous self-improvement to allow the model to find the suitable strategy to solve a given task. Unlike traditional self-refinement methods that rely on multiple inference passes or external feedback, SMART allows an LM to internalize the outcomes of its own reasoning processes and adjust its strategy accordingly, aiming for correct solutions on the first attempt. Our experiments across various reasoning datasets and with different model architectures demonstrate that SMART significantly enhances the ability of models to choose optimal strategies without external guidance (+15 points on the GSM8K dataset). By achieving higher accuracy with a single inference pass, SMART not only improves performance but also reduces computational costs for refinement-based strategies, paving the way for more efficient and intelligent reasoning in LMs.
Visual Reinforcement Learning with Imagined Goals
For an autonomous agent to fulfill a wide range of user-specified goals at test time, it must be able to learn broadly applicable and general-purpose skill repertoires. Furthermore, to provide the requisite level of generality, these skills must handle raw sensory input such as images. In this paper, we propose an algorithm that acquires such general-purpose skills by combining unsupervised representation learning and reinforcement learning of goal-conditioned policies. Since the particular goals that might be required at test-time are not known in advance, the agent performs a self-supervised "practice" phase where it imagines goals and attempts to achieve them. We learn a visual representation with three distinct purposes: sampling goals for self-supervised practice, providing a structured transformation of raw sensory inputs, and computing a reward signal for goal reaching. We also propose a retroactive goal relabeling scheme to further improve the sample-efficiency of our method. Our off-policy algorithm is efficient enough to learn policies that operate on raw image observations and goals for a real-world robotic system, and substantially outperforms prior techniques.
From Numbers to Judgment: Specialist LLM Agents and Reinforcement Learning for European Listed Real Estate
We study whether the localized numerical operations and integrative judgments of financial analysis benefit from the same form of LLM specialization. Larix maps a 16-lens European listed-real-estate analysis framework to eight lens-aligned specialists; we compare a frontier LLM under monolithic versus specialist-decomposed prompting while holding the model, source evidence, task instructions, output schema, and scoring fixed. Across 19 firms spanning seven regulatory wrappers, decomposition improves the numerical-task aggregate by 15.8 percentage points but does not reliably improve, and can reduce, performance on judgment tasks, a pattern stable across four frozen-template dispatches; a single-agent control given the complete framework does not reproduce the numerical gain. Post-training Qwen3.5-9B with GRPO using task-aligned structured rewards then raises the development-split score by 12.0 points and the judgment aggregate by 14.2 points, with gains on all four sub-ceiling tasks; the gains transfer to unseen firms (+15.2 points overall; +40.4 on covenant stress) and to unseen regulatory wrappers (+4.3), with positive transfer on all three anti-memorization splits. Prompt-level decomposition thus improves modular numerical execution, whereas targeted parameter adaptation improves integrative financial judgment.
Tailoring Teaching to Aptitude: Direction-Adaptive Self-Distillation for LLM Reasoning
On-policy self-distillation (OPSD) is an emerging LLM post-training paradigm in which the model serves as its own teacher: conditioned on privileged information such as a reference trace or hint, the same policy provides dense token-level supervision on its own rollouts. However, recent studies show that OPSD degrades complex reasoning by suppressing predictive uncertainty, which supports exploration and hypothesis revision. Our token-level analysis shows that this failure arises from applying a uniform direction of teacher supervision across tokens with different uncertainty levels: conformity to the privileged self-teacher suppresses exploration at high entropy, while deviation from the teacher degrades step accuracy at low entropy. Accordingly, we propose Direction-Adaptive Self-Distillation (DASD), which reframes privileged self-distillation from uniform teacher imitation into entropy-routed directional supervision: high-entropy tokens are pushed away from the privileged teacher to preserve exploration, while low-entropy tokens are pulled toward the teacher to stabilize step-level execution. Across six mathematical reasoning benchmarks, DASD achieves the best macro Avg@16 over strong RLVR and self-distillation baselines. Pass@k, reasoning-health, and generalization analyses show that these average gains come from preserving exploration without sacrificing step-level execution.
EPO: Explicit Policy Optimization for Strategic Reasoning in LLMs via Reinforcement Learning
Large Language Models (LLMs) have shown impressive reasoning capabilities in well-defined problems with clear solutions, such as mathematics and coding. However, they still struggle with complex real-world scenarios like business negotiations, which require strategic reasoning-an ability to navigate dynamic environments and align long-term goals amidst uncertainty. Existing methods for strategic reasoning face challenges in adaptability, scalability, and transferring strategies to new contexts. To address these issues, we propose explicit policy optimization (EPO) for strategic reasoning, featuring an LLM that provides strategies in open-ended action space and can be plugged into arbitrary LLM agents to motivate goal-directed behavior. To improve adaptability and policy transferability, we train the strategic reasoning model via multi-turn reinforcement learning (RL) using process rewards and iterative self-play, without supervised fine-tuning (SFT) as a preliminary step. Experiments across social and physical domains demonstrate EPO's ability of long-term goal alignment through enhanced strategic reasoning, achieving state-of-the-art performance on social dialogue and web navigation tasks. Our findings reveal various collaborative reasoning mechanisms emergent in EPO and its effectiveness in generating novel strategies, underscoring its potential for strategic reasoning in real-world applications.
Does On-Policy Distillation Really Distill? From Noisy Teacher to Self-Improvement
On-policy distillation (OPD) offers dense token-level supervision as an alternative to the sparse outcome-level advantages of reinforcement learning with verifiable rewards (RLVR). However, the teacher scores student-generated trajectories that are inherently off-policy for it, so the reliability of its supervision, and hence the source of the student's improvement, remains unclear. We quantitatively analyze teacher supervision during OPD training and find substantial noise whose prevalence increases with teacher scale. Surprisingly, the student policy is insensitive to such noise, converging to comparable performance regardless of whether noisy supervision is retained or removed. Does OPD distill at all? By analyzing what drives its gains, we find that learning concentrates on low log-probability tokens, and using a single fixed negative advantage matches the performance of teacher-provided ones. This suggests that OPD works largely by suppressing low log-probability tokens, which requires no teacher. These findings motivate On-Policy Self-Adaptation (OPSA), a supervision-free method using entropy-adaptive negative advantages. It assigns stronger learning signals to high-entropy positions, suppressing tail tokens, and evenly redistributing probability mass among head tokens. Compared with the base Qwen3-1.7B, OPSA improves Avg@32 by 35.41 points on AIME24, corresponding to a 263\% relative gain, and more than doubles Pass@32 across all three benchmarks. It also outperforms OPD by 16.77 points in Avg@32 on AIME24. Extensive experiments and analyses across model families and tasks further demonstrate its effectiveness and generalizability.
Learning with AMIGo: Adversarially Motivated Intrinsic Goals
A key challenge for reinforcement learning (RL) consists of learning in environments with sparse extrinsic rewards. In contrast to current RL methods, humans are able to learn new skills with little or no reward by using various forms of intrinsic motivation. We propose AMIGo, a novel agent incorporating -- as form of meta-learning -- a goal-generating teacher that proposes Adversarially Motivated Intrinsic Goals to train a goal-conditioned "student" policy in the absence of (or alongside) environment reward. Specifically, through a simple but effective "constructively adversarial" objective, the teacher learns to propose increasingly challenging -- yet achievable -- goals that allow the student to learn general skills for acting in a new environment, independent of the task to be solved. We show that our method generates a natural curriculum of self-proposed goals which ultimately allows the agent to solve challenging procedurally-generated tasks where other forms of intrinsic motivation and state-of-the-art RL methods fail.
Breaking the Vision-Action Shortcut: Latent Interface Training for Generalizable Robotics Foundation Models
Robot foundation models achieve strong in-distribution performance but often degrade under visual distribution shifts. When learning to generate actions from pretrained visual representations, models may exploit task-irrelevant visual cues that correlate with demonstrated actions within the training distribution. Such vision-action shortcuts can undermine generalization when these correlations change under distribution shifts. Mitigating these shortcuts requires constraining how visual information is used for action generation while preserving task-relevant spatial information. We propose Latent Interface Training (LIT), a framework-agnostic two-stage strategy that first establishes a spatial-goal-conditioned action prior without images, then constrains visual conditioning through a pose-supervised latent interface. Stage 1 trains the action expert to generate action chunks conditioned on language, robot state, and each demonstrated chunk's terminal SE(3) end-effector pose, learning goal-directed action generation independently of visual cues. Stage 2 introduces a latent interface that aggregates visual and semantic representations and serves as the pretrained action expert's only visual conditioning pathway. The interface is supervised to reconstruct the terminal pose previously used to condition Stage 1, encouraging it to retain the goal-relevant spatial information needed for action generation. Across four vision-language-action and world-action architectures (Pi0.5, MolmoAct2, FAST-WAM, and ImageWAM), LIT improves overall LIBERO-Plus success by 3.87-10.70 percentage points while preserving or improving average LIBERO success. Real-world evaluations show 13.30-16.70 percentage-point gains in success aggregated across three tasks under unseen camera configurations, lighting variations, and distractors.
Mask2Real-WM: Segmentation Masks as a Sim-to-Real Bridge for Controllable Dexterous World Models
Action-conditioned world models allow robots to predict the future consequences of candidate actions without additional physical interaction, supporting policy evaluation, planning, and data augmentation. We present Mask2Real-WM, a two-stage action-conditioned world model for dexterous manipulation that decouples pixel prediction into a dynamics model and a rendering model. The dynamics model predicts future segmentation masks from past masks and 23-DoF action sequences. The rendering model maps the predicted masks to photorealistic RGB using a ControlNet-augmented Stable Video Diffusion backbone. The smaller sim-to-real gap in segmentation space enables the dynamics model to benefit from large-scale pretraining on over 50 h of synthetic simulation data, followed by fine-tuning on fewer than 2.5 h of real demonstrations. Experiments on a dexterous pick-and-place benchmark show that mask conditioning and simulation pretraining are both required for per-DoF action controllability across all 23 degrees of freedom. In contrast, monolithic baselines capture broad hand and end-effector trajectories but do not reliably reflect fine-grained, per-joint action effects.
Society of Mind Meets Real-Time Strategy: A Hierarchical Multi-Agent Framework for Strategic Reasoning
Large Language Models (LLMs) have recently demonstrated impressive action sequence prediction capabilities but often struggle with dynamic, long-horizon tasks such as real-time strategic games. In a game such as StarCraftII (SC2), agents need to manage resource constraints and adapt to evolving battlefield situations in a partially observable environment. This often overwhelms exisiting LLM-based approaches. To address these challenges, we propose a hierarchical multi-agent framework that employs specialized imitation learning agents under a meta-controller called Strategic Planner (SP). By expert demonstrations, each specialized agent learns a distinctive strategy, such as aerial support or defensive maneuvers, and produces coherent, structured multistep action sequences. The SP then orchestrates these proposals into a single, environmentally adaptive plan that ensures local decisions aligning with long-term strategies. We call this HIMA (Hierarchical Imitation Multi-Agent). We also present TEXTSCII-ALL, a comprehensive SC2 testbed that encompasses all race match combinations in SC2. Our empirical results show that HIMA outperforms state of the arts in strategic clarity, adaptability, and computational efficiency, underscoring the potential of combining specialized imitation modules with meta-level orchestration to develop more robust, general-purpose AI agents.
A Bayesian latent class reinforcement learning framework to capture adaptive, feedback-driven travel behaviour
Many travel decisions involve a degree of experience formation, where individuals learn their preferences over time. At the same time, there is extensive scope for heterogeneity across individual travellers, both in their underlying preferences and in how these evolve. The present paper puts forward a Latent Class Reinforcement Learning (LCRL) model that allows analysts to capture both of these phenomena. We apply the model to a driving simulator dataset and estimate the parameters through Variational Bayes. We identify three distinct classes of individuals that differ markedly in how they adapt their preferences: the first displays context-dependent preferences with context-specific exploitative tendencies; the second follows a persistent exploitative strategy regardless of context; and the third engages in an exploratory strategy combined with context-specific preferences.
Language-Conditioned Imitation Learning for Robot Manipulation Tasks
Imitation learning is a popular approach for teaching motor skills to robots. However, most approaches focus on extracting policy parameters from execution traces alone (i.e., motion trajectories and perceptual data). No adequate communication channel exists between the human expert and the robot to describe critical aspects of the task, such as the properties of the target object or the intended shape of the motion. Motivated by insights into the human teaching process, we introduce a method for incorporating unstructured natural language into imitation learning. At training time, the expert can provide demonstrations along with verbal descriptions in order to describe the underlying intent (e.g., "go to the large green bowl"). The training process then interrelates these two modalities to encode the correlations between language, perception, and motion. The resulting language-conditioned visuomotor policies can be conditioned at runtime on new human commands and instructions, which allows for more fine-grained control over the trained policies while also reducing situational ambiguity. We demonstrate in a set of simulation experiments how our approach can learn language-conditioned manipulation policies for a seven-degree-of-freedom robot arm and compare the results to a variety of alternative methods.
The Role of Feedback Alignment in Self-Distillation
Conditioning a language model on additional context, such as feedback on a previous attempt, typically improves its response. Self-distillation trains the model to retain this improvement when the context is not present. The method works by matching the model's output distribution under two settings: a student that sees only the question, and a self-teacher that also sees the context. What the model learns therefore depends on what context the self-teacher receives, yet the design of this context remains largely unexplored. We study context design for self-distillation by training a solver on feedback from a frozen critic. We compare three conditions: (i) a binary reward (GRPO), (ii) the reference solution, and (iii) a step-by-step critique aligned to the solver's reasoning trace. Step-aligned critique yields the largest gains, outperforming GRPO by 16.11 points and reference-solution-conditioned self-distillation by 5.27 points (Avg@12). Per-token advantage analysis reveals why: step-aligned feedback targets only the tokens where reasoning fails, leaving correct behavior intact. Conditioning on the reference solution, by contrast, pressures the model to change its behavior at every token (even correct steps) because an alternative derivation inevitably differs in phrasing and approach. This suggests that structural alignment between feedback and the solver's reasoning is a key driver of self-distillation effectiveness.
Bridging Supervised and Temporal Difference Learning with Q-Conditioned Maximization
Recently, supervised learning (SL) methodology has emerged as an effective approach for offline reinforcement learning (RL) due to their simplicity, stability, and efficiency. However, recent studies show that SL methods lack the trajectory stitching capability, typically associated with temporal difference (TD)-based approaches. A question naturally surfaces: How can we endow SL methods with stitching capability and bridge its performance gap with TD learning? To answer this question, we introduce Q-conditioned maximization supervised learning for offline goal-conditioned RL, which enhances SL with the stitching capability through Q-conditioned policy and Q-conditioned maximization. Concretely, we propose Goal-Conditioned Reinforced Supervised Learning (GCReinSL), which consists of (1) estimating the Q-function by CVAE from the offline dataset and (2) finding the maximum Q-value within the data support by integrating Q-function maximization with Expectile Regression. In inference time, our policy chooses optimal actions based on such a maximum Q-value. Experimental results from stitching evaluations on offline RL datasets demonstrate that our method outperforms prior SL approaches with stitching capabilities and goal data augmentation techniques.
SPIRAL: Self-Play on Zero-Sum Games Incentivizes Reasoning via Multi-Agent Multi-Turn Reinforcement Learning
Recent advances in reinforcement learning have shown that language models can develop sophisticated reasoning through training on tasks with verifiable rewards, but these approaches depend on human-curated problem-answer pairs and domain-specific reward engineering. We introduce SPIRAL, a self-play framework where models learn by playing multi-turn, zero-sum games against continuously improving versions of themselves, eliminating the need for human supervision. Through self-play, SPIRAL generates an infinite curriculum of progressively challenging problems as models must constantly adapt to stronger opponents. To enable this self-play training at scale, We implement a fully online, multi-turn, multi-agent reinforcement learning system for LLMs and propose role-conditioned advantage estimation (RAE) to stabilize multi-agent training. Using SPIRAL, self-play on zero-sum games produces reasoning capabilities that transfer broadly. Training Qwen3-4B-Base on Kuhn Poker alone achieves 8.6% improvement on math and 8.4% on general reasoning, outperforming SFT on 25,000 expert game trajectories. Analysis reveals that this transfer occurs through three cognitive patterns: systematic decomposition, expected value calculation, and case-by-case analysis. Multi-game training (TicTacToe, Kuhn Poker, Simple Negotiation) further enhances performance as each game develops distinct reasoning strengths. Applying SPIRAL to a strong reasoning model (DeepSeek-R1-Distill-Qwen-7B) can still lead to 2.0% average improvement. These results demonstrate that zero-sum games naturally develop transferable reasoning capabilities, highlighting a promising direction for autonomous reasoning development.
Simplex Neural Population Learning: Any-Mixture Bayes-Optimality in Symmetric Zero-sum Games
Learning to play optimally against any mixture over a diverse set of strategies is of important practical interests in competitive games. In this paper, we propose simplex-NeuPL that satisfies two desiderata simultaneously: i) learning a population of strategically diverse basis policies, represented by a single conditional network; ii) using the same network, learn best-responses to any mixture over the simplex of basis policies. We show that the resulting conditional policies incorporate prior information about their opponents effectively, enabling near optimal returns against arbitrary mixture policies in a game with tractable best-responses. We verify that such policies behave Bayes-optimally under uncertainty and offer insights in using this flexibility at test time. Finally, we offer evidence that learning best-responses to any mixture policies is an effective auxiliary task for strategic exploration, which, by itself, can lead to more performant populations.
Co-Evolving Skill Generation and Policy Optimization
Skill-augmented reinforcement learning improves language agents by storing reusable procedural knowledge acquired from past experience. Existing methods typically use strong language models to analyze trajectories, generate skills, and update a retrievable skill bank during online training. However, they rarely assess whether a newly generated skill is useful before it is stored and reused. We find that this assumption is unreliable: even skills generated by proprietary frontier LLMs exhibit highly mixed utility, with many providing little benefit or even degrading performance. Once such skills enter the bank, their effects are difficult to identify, because subsequent rollout feedback is delayed and usually reflects the combined effect of multiple retrieved skills rather than the marginal contribution of any individual skill. We propose an online reinforcement learning framework for pre-storage skill validation. The framework estimates whether a candidate skill contributes useful information beyond the skills already retrieved for the current task. It uses the standard rollout budget to form two matched groups under the same task and retrieval context: base rollouts conditioned on the currently retrieved skills, and skill-augmented rollouts conditioned on the same skills plus one candidate skill induced from the base trajectories. The reward gap between these two groups estimates the candidate skill's context-dependent marginal utility, enabling the framework to promote useful skills while filtering ineffective or harmful ones without additional rollout overhead. The framework further uses this marginal-utility signal to train the policy itself as a skill generator, reducing reliance on repeated calls to proprietary models. The learned skill-generation likelihood serves as a context-dependent score for retrieval-time reranking and outdated-skill pruning as the policy evolves.
SuS: Strategy-aware Surprise for Intrinsic Exploration
We propose Strategy-aware Surprise (SuS), a novel intrinsic motivation framework that uses pre-post prediction mismatch as a novelty signal for exploration in reinforcement learning. Unlike traditional curiosity-driven methods that rely solely on state prediction error, SuS introduces two complementary components: Strategy Stability (SS) and Strategy Surprise (SuS). SS measures consistency in behavioral strategy across temporal steps, while SuS captures unexpected outcomes relative to the agent's current strategy representation. Our combined reward formulation leverages both signals through learned weighting coefficients. We evaluate SuS on mathematical reasoning tasks using large language models, demonstrating significant improvements in both accuracy and solution diversity. Ablation studies confirm that removing either component results in at least 10% performance degradation, validating the synergistic nature of our approach. SuS achieves 17.4% improvement in Pass@1 and 26.4% improvement in Pass@5 compared to baseline methods, while maintaining higher strategy diversity throughout training.
Game-Guided Skill Discovery through Self-Play for Playable Agent Control
We present Game-Guided Skill Discovery (GGSD), a framework that uses self-play in games to discover motor skills that are directly playable by humans. Playable skills provide a compact abstraction for controlling embodied agents through a small set of learned behaviors rather than low-level actions. To be effective, these skills should be semantically distinct, interpretable, and expressive; properties that existing unsupervised skill-discovery methods often fail to achieve simultaneously. GGSD achieves these desiderata by grounding skill discovery in competitive gameplay. A hierarchical agent competes against its past selves, with a high-level policy selecting from a small discrete skill set and a skill-conditioned low-level policy learning the corresponding behaviors. After training, a human can replace the high-level policy and directly control the agent through the same discrete skills. Despite the small number of high-level actions, skill transitions give rise to emergent combo behaviors, expanding expressivity beyond individual primitives. Across Ant, Franka-arm, and Unitree G1 environments, we show that GGSD produces human-playable skills that humans can compose to solve unseen tasks, such as Maze and CubePush, without additional training. An interactive demo is available at https://ggsd-demo.github.io.
Adaptive Multi-Goal Exploration
We introduce a generic strategy for provably efficient multi-goal exploration. It relies on AdaGoal, a novel goal selection scheme that leverages a measure of uncertainty in reaching states to adaptively target goals that are neither too difficult nor too easy. We show how AdaGoal can be used to tackle the objective of learning an ε-optimal goal-conditioned policy for the (initially unknown) set of goal states that are reachable within L steps in expectation from a reference state s_0 in a reward-free Markov decision process. In the tabular case with S states and A actions, our algorithm requires O(L^3 S A ε^{-2}) exploration steps, which is nearly minimax optimal. We also readily instantiate AdaGoal in linear mixture Markov decision processes, yielding the first goal-oriented PAC guarantee with linear function approximation. Beyond its strong theoretical guarantees, we anchor AdaGoal in goal-conditioned deep reinforcement learning, both conceptually and empirically, by connecting its idea of selecting "uncertain" goals to maximizing value ensemble disagreement.
Graph-Conditioned On-Policy Agent Distillation from Off-the-Shelf Teachers
On-policy distillation (OPD) trains compact language agents with teacher feedback on student-generated trajectories. In multi-turn tasks, compounding errors can move students beyond the teacher's effective supervision. We introduce Graph-Conditioned On-Policy Agent Distillation (GC-OPD), which enriches an off-the-shelf teacher's scoring context with execution evidence. A graph indexes repeated teacher executions by shared states while preserving complete successful and failed histories. After each student episode, GC-OPD retrieves current-state references or historical alternatives and combines them with student hindsight to score the original thought-action tokens. Using the same original teachers, GC-OPD improves mean success over vanilla OPD from 24.70% to 48.78% on ScienceWorld (4B student), from 53.36% to 85.26% on ALFWorld Unseen, and from 29.10% to 37.65% on WebShop. At matched student sizes, it also achieves higher mean success than every evaluated OPD baseline using GRPO-trained teachers on ScienceWorld and ALFWorld; the strongest such ScienceWorld 4B baseline reaches 46.66%. GC-OPD requires no task-specific teacher optimization.
Intention-Conditioned Flow Occupancy Models
Large-scale pre-training has fundamentally changed how machine learning research is done today: large foundation models are trained once, and then can be used by anyone in the community (including those without data or compute resources to train a model from scratch) to adapt and fine-tune to specific tasks. Applying this same framework to reinforcement learning (RL) is appealing because it offers compelling avenues for addressing core challenges in RL, including sample efficiency and robustness. However, there remains a fundamental challenge to pre-train large models in the context of RL: actions have long-term dependencies, so training a foundation model that reasons across time is important. Recent advances in generative AI have provided new tools for modeling highly complex distributions. In this paper, we build a probabilistic model to predict which states an agent will visit in the temporally distant future (i.e., an occupancy measure) using flow matching. As large datasets are often constructed by many distinct users performing distinct tasks, we include in our model a latent variable capturing the user intention. This intention increases the expressivity of our model, and enables adaptation with generalized policy improvement. We call our proposed method intention-conditioned flow occupancy models (InFOM). Comparing with alternative methods for pre-training, our experiments on 36 state-based and 4 image-based benchmark tasks demonstrate that the proposed method achieves 1.8 times median improvement in returns and increases success rates by 36%. Website: https://chongyi-zheng.github.io/infom Code: https://github.com/chongyi-zheng/infom
Strategic Persuasion with Trait-Conditioned Multi-Agent Systems for Iterative Legal Argumentation
Strategic interaction in adversarial domains such as law, diplomacy, and negotiation is mediated by language, yet most game-theoretic models abstract away the mechanisms of persuasion that operate through discourse. We present the Strategic Courtroom Framework, a multi-agent simulation environment in which prosecution and defense teams composed of trait-conditioned Large Language Model (LLM) agents engage in iterative, round-based legal argumentation. Agents are instantiated using nine interpretable traits organized into four archetypes, enabling systematic control over rhetorical style and strategic orientation. We evaluate the framework across 10 synthetic legal cases and 84 three-trait team configurations, totaling over 7{,}000 simulated trials using DeepSeek-R1 and Gemini~2.5~Pro. Our results show that heterogeneous teams with complementary traits consistently outperform homogeneous configurations, that moderate interaction depth yields more stable verdicts, and that certain traits (notably quantitative and charismatic) contribute disproportionately to persuasive success. We further introduce a reinforcement-learning-based Trait Orchestrator that dynamically generates defense traits conditioned on the case and opposing team, discovering strategies that outperform static, human-designed trait combinations. Together, these findings demonstrate how language can be treated as a first-class strategic action space and provide a foundation for building autonomous agents capable of adaptive persuasion in multi-agent environments.
Latent On-Policy Self-Distillation
Enabling agents to learn from experience and internalize it into their policy has become a central problem in self-evolving AI. On-policy self-distillation (OPSD) offers an effective pathway by using a privileged self-teacher to provide dense supervision on the student's own trajectories; however, existing methods still rely heavily on designer-specified privileged artifacts (e.g., answers, feedback, skills, or trajectories), limiting the end-to-end learnability and scalability required for continual self-improvement. In this work, we introduce Latent On-Policy Self-Distillation (LOPD), which, rather than proposing another hand-crafted OPSD variant with a newly prescribed form of privileged context, makes the teacher's privileged context itself learnable end-to-end from experience. Technically, LOPD retrieves relevant experiences and composes them into continuous latent tokens that condition a self-teacher, while the student generates trajectories from the task and interaction history and receives dense token-level supervision at every visited prefix. We further introduce a privileged-margin objective to stabilize and regulate the learning of latent context. Empirically, LOPD demonstrates (I) strong performance, outperforming RLVR and representative OPSD methods including OPSD, SDPO, and Skill-SD across both agentic tool use and code generation; and (II) high learning efficiency, surpassing GRPO and Skill-SD with less than 30% of their rollout budget. Ablation studies further provide direct evidence that making privileged context learnable is necessary for realizing these gains. Together, these results position LOPD as a step toward a more scalable and self-directed paradigm for agent evolution.
LLMZero: Discovering Adaptive Training Strategies for RL Post-Training via LLM Agents
RL post-training strategies are dataset-dependent and reveal a recurring empirical pattern: capacity parameters accumulate monotonically across stages, while regularization parameters predominantly oscillate in response to shifting training dynamics. This distinction matters because fixed schedules commit all parameters to fixed trajectories and therefore cannot express the non-stationary exploration-exploitation tradeoffs that regularization must track; the principle provides actionable design rules for multi-stage training. We discover this through LLMZero, a system where LLM agents search over training trajectories via tree search, diagnosing pathologies at each checkpoint and proposing coordinated multi-parameter transitions. Across 4 diverse GRPO tasks, LLMZero discovers strategies that improve over the base model by 9% to 140% relative and over grid search by 6% to 15% relative, consistently outperforming random search and the skill-based agent. The structural principle transfers across tasks, providing an explanation for why discovered strategies take qualitatively different forms yet share similar parameter dynamics.
Simple Role Assignment is Extraordinarily Effective for Safety Alignment
Principle-based alignment often lacks context sensitivity and completeness. Grounded in Theory of Mind, we propose role conditioning as a compact alternative: social roles (e.g., mother, judge) implicitly encode both values and the cognitive schemas required to apply them. We introduce a training-free pipeline featuring a role-conditioned generator and iterative role-based critics for refinement. Across five model families, our approach consistently outperforms principle-based, Chain-of-Thought (CoT) and other baselines across benchmarks. Notably, it reduces unsafe outputs on the WildJailbreak benchmark from 81.4\% to 3.6\% with DeepSeek-V3. Not only for common safety benchmarks, it consistently applies for agentic safety tasks. These results establish role assignment as a powerful, interpretable paradigm for AI alignment and LLM-as-a-Judge construction.
PAST: Privileged Adaptation from Complete Student Trajectories for On-Policy Self-Distillation
On-policy self-distillation (OPSD) uses a privileged teacher to supervise a reasoning model on prefixes sampled from its own rollouts. Yet each rollout also reveals how the student's response unfolds and whether it succeeds, student-specific hindsight that standard OPSD does not use to form the teacher. We introduce Privileged Adaptation from Student Trajectories (PAST), which treats each completed student trajectory as additional privileged information for the OPSD teacher while leaving the student's distillation prefixes unchanged. PAST preserves the student's next-token distribution on correct trajectories and uses failed trajectories to adapt the teacher toward verified success under student-proximity regularization. We characterize what such a trajectory-conditioned teacher can transfer to a prefix-only student. Forward-KL distillation projects the teacher distributions to their conditional arithmetic mean given the prefix. This projection separates trajectory-specific variation that remains privileged from the mean policy shift available to the student. For correct trajectories, the unclipped population objective also has the frozen student as an ideal distributional fixed point. Across three mathematical reasoning benchmarks, PAST improves the Avg@12 macro average over Vanilla OPSD by 5.6 percentage points. A 2times2 factorial study shows gains from both complete-trajectory access and teacher adaptation, while trajectory removal and shuffling confirm that the adapted teacher uses the matching hindsight context.
Think Fast and Slow: Step-Level Cognitive Depth Adaptation for LLM Agents
Large language models (LLMs) are increasingly deployed as autonomous agents for multi-turn decision-making tasks. However, current agents typically rely on fixed cognitive patterns: non-thinking models generate immediate responses, while thinking models engage in deep reasoning uniformly. This rigidity is inefficient for long-horizon tasks, where cognitive demands vary significantly from step to step, with some requiring strategic planning and others only routine execution. In this paper, we introduce CogRouter, a framework that trains agents to dynamically adapt cognitive depth at each step. Grounded in ACT-R theory, we design four hierarchical cognitive levels ranging from instinctive responses to strategic planning. Our two-stage training approach includes Cognition-aware Supervised Fine-tuning (CoSFT) to instill stable level-specific patterns, and Cognition-aware Policy Optimization (CoPO) for step-level credit assignment via confidence-aware advantage reweighting. The key insight is that appropriate cognitive depth should maximize the confidence of the resulting action. Experiments on ALFWorld and ScienceWorld demonstrate that CogRouter achieves state-of-the-art performance with superior efficiency. With Qwen2.5-7B, it reaches an 82.3% success rate, outperforming GPT-4o (+40.3%), OpenAI-o3 (+18.3%), and GRPO (+14.0%), while using 62% fewer tokens.
RAT: Adversarial Attacks on Deep Reinforcement Agents for Targeted Behaviors
Evaluating deep reinforcement learning (DRL) agents against targeted behavior attacks is critical for assessing their robustness. These attacks aim to manipulate the victim into specific behaviors that align with the attacker's objectives, often bypassing traditional reward-based defenses. Prior methods have primarily focused on reducing cumulative rewards; however, rewards are typically too generic to capture complex safety requirements effectively. As a result, focusing solely on reward reduction can lead to suboptimal attack strategies, particularly in safety-critical scenarios where more precise behavior manipulation is needed. To address these challenges, we propose RAT, a method designed for universal, targeted behavior attacks. RAT trains an intention policy that is explicitly aligned with human preferences, serving as a precise behavioral target for the adversary. Concurrently, an adversary manipulates the victim's policy to follow this target behavior. To enhance the effectiveness of these attacks, RAT dynamically adjusts the state occupancy measure within the replay buffer, allowing for more controlled and effective behavior manipulation. Our empirical results on robotic simulation tasks demonstrate that RAT outperforms existing adversarial attack algorithms in inducing specific behaviors. Additionally, RAT shows promise in improving agent robustness, leading to more resilient policies. We further validate RAT by guiding Decision Transformer agents to adopt behaviors aligned with human preferences in various MuJoCo tasks, demonstrating its effectiveness across diverse tasks.
Cogito, Ergo Ludo: An Agent that Learns to Play by Reasoning and Planning
The pursuit of artificial agents that can learn to master complex environments has led to remarkable successes, yet prevailing deep reinforcement learning methods often rely on immense experience, encoding their knowledge opaquely within neural network weights. We propose a different paradigm, one in which an agent learns to play by reasoning and planning. We introduce Cogito, ergo ludo (CEL), a novel agent architecture that leverages a Large Language Model (LLM) to build an explicit, language-based understanding of its environment's mechanics and its own strategy. Starting from a tabula rasa state with no prior knowledge (except action set), CEL operates on a cycle of interaction and reflection. After each episode, the agent analyzes its complete trajectory to perform two concurrent learning processes: Rule Induction, where it refines its explicit model of the environment's dynamics, and Strategy and Playbook Summarization, where it distills experiences into an actionable strategic playbook. We evaluate CEL on diverse grid-world tasks (i.e., Minesweeper, Frozen Lake, and Sokoban), and show that the CEL agent successfully learns to master these games by autonomously discovering their rules and developing effective policies from sparse rewards. Ablation studies confirm that the iterative process is critical for sustained learning. Our work demonstrates a path toward more general and interpretable agents that not only act effectively but also build a transparent and improving model of their world through explicit reasoning on raw experience.
Decoupling Strategy and Generation in Negotiation Dialogues
We consider negotiation settings in which two agents use natural language to bargain on goods. Agents need to decide on both high-level strategy (e.g., proposing \50) and the execution of that strategy (e.g., generating "The bike is brand new. Selling for just 50."). Recent work on negotiation trains neural models, but their end-to-end nature makes it hard to control their strategy, and reinforcement learning tends to lead to degenerate solutions. In this paper, we propose a modular approach based on coarse di- alogue acts (e.g., propose(price=50)) that decouples strategy and generation. We show that we can flexibly set the strategy using supervised learning, reinforcement learning, or domain-specific knowledge without degeneracy, while our retrieval-based generation can maintain context-awareness and produce diverse utterances. We test our approach on the recently proposed DEALORNODEAL game, and we also collect a richer dataset based on real items on Craigslist. Human evaluation shows that our systems achieve higher task success rate and more human-like negotiation behavior than previous approaches.
WAM-OPD: Sharpening World Action Models via On-Policy Distillation
Pretrained world action models (WAMs) provide generalist capabilities across diverse robotic manipulation tasks, yet improving target-task performance to an expert level without degrading pretrained skills remains challenging. We explore on-policy distillation (OPD) for WAMs and introduce WAM-OPD. WAM-OPD inherits the advantage of OPD methods that transfer task-specific teacher knowledge under the student's own induced distribution, rather than directly fitting the student to a narrow task-specific data distribution. However, in closed-loop manipulation, the observation histories change as the student policy evolves, requiring fresh environment rollouts to remain on-policy. Applying OPD to WAMs entails repeated data collection, which is costly even in simulation and often impractical on real robots. To avoid repeated environment rollouts during distillation, we introduce prefix-weighted trajectory replay (PWTR). PWTR uses a fixed trajectory pool composed primarily of initial-student rollouts, supplemented with task-specific teacher rollouts to broaden trajectory coverage. For each trajectory replayed from this pool, PWTR conditions the current policy on successive stored histories to generate fresh denoising paths, along which the task-specific teacher provides supervision. Although these denoising paths are refreshed as the policy evolves, the replayed environment trajectories remain fixed. PWTR therefore reweights per-decision distillation losses using proxy importance weights derived from path scores accumulated over the trajectory prefix preceding each decision to mitigate the resulting shift in the history distribution. Simulated and real-world experiments demonstrate task adaptation without additional environment interaction during distillation. In both settings, WAM-OPD improves target-task performance while retaining near-initial performance on tasks excluded from adaptation.
Unmask the State: When Does State Adaptation Matter for Masked Diffusion Language Models
Masked diffusion language models (MDMs) admit flexible generation orders, making the unmasking strategy an inference decision. Existing methods vary in how they prioritize positions, control parallelism, restrict selection regions, revise predictions, or plan future denoising, yet it remains unclear when these choices should change during generation. We study this question through strategy reversals, where an alternative action becomes preferable to a fixed choice. We organize MDM inference into five axes--score, cardinality, region, commitment, and planning--and define adaptation opportunity as the one-step utility advantage of the best candidate action over a validation-selected fixed action. This view shows that adaptation value depends on both the frequency and magnitude of such reversals. Across three MDMs and ten tasks, adaptation opportunities are highly heterogeneous, with some regimes exhibiting concentrated and predictable one-step gains. This motivates selective adaptation: lightweight detectors calibrated on validation prompts identify high-opportunity states, capturing, for example, 56.9 percent of the candidate-set oracle opportunity by adapting only the top 10 percent of states on LLaDA-8B constrained JSON filling. Our transition-level results suggest that state adaptation is most useful when applied selectively rather than uniformly.
MemER: Scaling Up Memory for Robot Control via Experience Retrieval
Humans routinely rely on memory to perform tasks, yet most robot policies lack this capability; our goal is to endow robot policies with the same ability. Naively conditioning on long observation histories is computationally expensive and brittle under covariate shift, while indiscriminate subsampling of history leads to irrelevant or redundant information. We propose a hierarchical policy framework, where the high-level policy is trained to select and track previous relevant keyframes from its experience. The high-level policy uses selected keyframes and the most recent frames when generating text instructions for a low-level policy to execute. This design is compatible with existing vision-language-action (VLA) models and enables the system to efficiently reason over long-horizon dependencies. In our experiments, we finetune Qwen2.5-VL-7B-Instruct and π_{0.5} as the high-level and low-level policies respectively, using demonstrations supplemented with minimal language annotations. Our approach, MemER, outperforms prior methods on three real-world long-horizon robotic manipulation tasks that require minutes of memory. Videos and code can be found at https://jen-pan.github.io/memer/.
