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Nov 12

GDSD: Reinforcement Learning as Guided Denoiser Self-Distillation for Diffusion Language Models

Reinforcement learning (RL) can be used to improve the policy (denoiser) of diffusion large language models (dLLMs), while being hindered by the intractability of the policy likelihood. A dominant and efficient family of methods replaces the likelihood in standard RL with its evidence lower bound (ELBO), estimated from randomly masked sequences. Despite being well aligned with pre-training, these approaches introduce bias through training--inference mismatch by using the ELBO as a likelihood surrogate, which can degrade performance. In this work, we propose Guided Denoiser Self-Distillation (GDSD) to directly distill the denoiser of dLLMs from an advantage-guided self-teacher, derived from the closed-form optimum of reverse-KL regularized RL. GDSD matches the dLLM's denoiser logits to the teacher's via a normalization-free objective, which reduces RL to likelihood-free self-distillation and thus bypasses the TIM biases. Recent ELBO-based methods emerge as instances of applying different distillation divergences, but with diagnosable pathologies that GDSD avoids. On planning, math, and coding benchmarks with LLaDA-8B and Dream-7B, GDSD consistently outperforms prior state-of-the-art ELBO-based methods with a more stable training reward dynamics, achieving test-accuracy improvements of up to +19.6%. These results suggest that direct denoiser self-distillation, without relying on an ELBO likelihood surrogate, can provide a more stable and effective RL procedure for dLLMs. Code is available at https://github.com/GaryBall/GDSD.

  • 7 authors
·
May 27 1

Trinity: Self-Evolving Vision-Language Models with a Self-Verifier

Self-evolving vision-language models (VLMs), a form of self-improvement in which a model generates its own training data from unlabeled images, are a promising route toward agents that expand their reasoning capability in an unsupervised manner, without relying on ever-larger annotation budgets. Existing methods pair a Questioner that proposes problems with a Solver that answers them, but reward both roles mainly by agreement among sampled answers. Agreement is a weak proxy for truth: it cannot tell whether a question is grounded in the image, whether the proposed reference answer is right, or whether a confident majority is wrong in the same way. We present Trinity, in which one VLM plays three roles, Questioner, Solver, and Verifier, and the Verifier is a self-verifier: an exponential moving average (EMA) of the policy itself, requiring neither labels nor an external judge. The Verifier screens every generated question for image grounding and answer correctness before it becomes supervision, scores Solver reasoning against the image, and adjudicates disputes between the reference answer and a strong Solver consensus, correcting the reference and penalizing the Questioner when the consensus is right. Trained on images alone, Trinity improves Qwen3-VL-8B on mathematical visual reasoning and on science benchmarks with biology content, for example, +8.6 points on the biology split of SciVQR and +12.8 on MathVerse, and its reward dynamics behave as a healthy self-play curriculum should. These results suggest that a self-evolving multimodal agent can strengthen its scientific reasoning from unlabeled scientific images alone, with the model itself serving as the verifier.

  • 3 authors
·
Oct 2

Reward-Consistent Dynamics Models are Strongly Generalizable for Offline Reinforcement Learning

Learning a precise dynamics model can be crucial for offline reinforcement learning, which, unfortunately, has been found to be quite challenging. Dynamics models that are learned by fitting historical transitions often struggle to generalize to unseen transitions. In this study, we identify a hidden but pivotal factor termed dynamics reward that remains consistent across transitions, offering a pathway to better generalization. Therefore, we propose the idea of reward-consistent dynamics models: any trajectory generated by the dynamics model should maximize the dynamics reward derived from the data. We implement this idea as the MOREC (Model-based Offline reinforcement learning with Reward Consistency) method, which can be seamlessly integrated into previous offline model-based reinforcement learning (MBRL) methods. MOREC learns a generalizable dynamics reward function from offline data, which is subsequently employed as a transition filter in any offline MBRL method: when generating transitions, the dynamics model generates a batch of transitions and selects the one with the highest dynamics reward value. On a synthetic task, we visualize that MOREC has a strong generalization ability and can surprisingly recover some distant unseen transitions. On 21 offline tasks in D4RL and NeoRL benchmarks, MOREC improves the previous state-of-the-art performance by a significant margin, i.e., 4.6% on D4RL tasks and 25.9% on NeoRL tasks. Notably, MOREC is the first method that can achieve above 95% online RL performance in 6 out of 12 D4RL tasks and 3 out of 9 NeoRL tasks.

  • 4 authors
·
Oct 9, 2023

GraftOOD: Grafting Out-of-Distribution Exemplars into Advantage-Weighted Rectification for Video Reward Optimization

Video reward optimization can increase proxy rewards while reducing video dynamics, a mismatch we identify as motion collapse, including under a video-level motion-quality reward. We propose GraftOOD, which replaces part of the online rollouts in selected prompt groups with out-of-distribution video exemplars. A shared velocity-regression objective combines group-relative reward rectification with sequence-level exemplar supervision, requiring neither exemplar generation trajectories nor an additional supervised-loss coefficient. We characterize its pointwise optimal field as a source-posterior-weighted combination of the two source-specific target fields. We construct GraftSet-Video, containing 9,588 format-matched exemplars for 2,397 prompts, to supply external supervision. On Wan2.1-1.3B, GraftOOD raises Dynamic Degree from 4.86 to 44.41 relative to reward-only FlowAWR, while HPSv3 decreases from 8.10 to 7.32 and VisionReward remains close. At the main setting, GraftOOD leads nine of ten metrics among three exemplar-augmented methods. Ablations of exemplar frequency and within-group count reveal dynamics--reward trade-offs rather than uniform gains from increasing exemplar usage. These results support external exemplar supervision as a complement to scalar reward feedback, without equating higher measured dynamics with coherent, visually plausible motion in the generated videos. Code is available at https://github.com/Fuzm7/FlowAWR{GraftOOD}.

  • 10 authors
·
Oct 8

When Can LLMs Learn to Reason with Weak Supervision?

Large language models have achieved significant reasoning improvements through reinforcement learning with verifiable rewards (RLVR). Yet as model capabilities grow, constructing high-quality reward signals becomes increasingly difficult, making it essential to understand when RLVR can succeed under weaker forms of supervision. We conduct a systematic empirical study across diverse model families and reasoning domains under three weak supervision settings: scarce data, noisy rewards, and self-supervised proxy rewards. We find that generalization is governed by training reward saturation dynamics: models that generalize exhibit a prolonged pre-saturation phase during which training reward and downstream performance climb together, while models that saturate rapidly memorize rather than learn. We identify reasoning faithfulness, defined as the extent to which intermediate steps logically support the final answer, as the pre-RL property that predicts which regime a model falls into, while output diversity alone is uninformative. Motivated by these findings, we disentangle the contributions of continual pre-training and supervised fine-tuning, finding that SFT on explicit reasoning traces is necessary for generalization under weak supervision, while continual pre-training on domain data amplifies the effect. Applied together to Llama3.2-3B-Base, these interventions enable generalization across all three settings where the base model previously failed.

  • 6 authors
·
Apr 19 2

Euphonium: Steering Video Flow Matching via Process Reward Gradient Guided Stochastic Dynamics

While online Reinforcement Learning has emerged as a crucial technique for aligning flow matching models with human preferences, current approaches are hindered by inefficient exploration during training rollouts. Relying on undirected stochasticity and sparse outcome rewards, these methods struggle to discover high-reward samples, resulting in data-inefficient and slow optimization. To address these limitations, we propose Euphonium, a novel framework that steers generation via process reward gradient guided dynamics. Our key insight is to formulate the sampling process as a theoretically principled Stochastic Differential Equation that explicitly incorporates the gradient of a Process Reward Model into the flow drift. This design enables dense, step-by-step steering toward high-reward regions, advancing beyond the unguided exploration in prior works, and theoretically encompasses existing sampling methods (e.g., Flow-GRPO, DanceGRPO) as special cases. We further derive a distillation objective that internalizes the guidance signal into the flow network, eliminating inference-time dependency on the reward model. We instantiate this framework with a Dual-Reward Group Relative Policy Optimization algorithm, combining latent process rewards for efficient credit assignment with pixel-level outcome rewards for final visual fidelity. Experiments on text-to-video generation show that Euphonium achieves better alignment compared to existing methods while accelerating training convergence by 1.66x.

  • 7 authors
·
Feb 4

SimHack: Predicting the onset of detectable reward hacking before RL training

When training LLMs to code with reinforcement learning, reward hacking is often detectable but difficult to prevent, since (a) environment hardening is increasingly difficult as training environments grow more complex; and (b) training-time interventions incentivize models to obfuscate hacking behavior to bypass detection. We instead study whether we can predict when detectable reward hacking becomes dominant before executing an RL run, enabling us to select lower-risk recipes in advance. We find that the initial hacking rate alone does not determine onset, which varies substantially across training recipes and repeated runs. We thus formulate this problem as predicting the distribution of the reward hacking onset step under a target training recipe. We introduce SimHack, a simulator that learns reward hacking training dynamics from a handful of smaller-scale reference RL runs and generates counterfactual simulation runs of unseen target recipes without costly retraining. Across unseen target recipes, SimHack predicts the median onset to a relative error of 11.3% and achieves across-recipe rank correlation of 0.85, while generalizing to differences in model scale, curriculum, number of rollouts, and learning rate between reference and target recipes. As an application, we show that SimHack can guide training decisions by screening candidate RL curricula, discovering curricula over the same set of scenarios that train for 96.6% longer without hacking.

  • 3 authors
·
Oct 19

RePo: Resilient Model-Based Reinforcement Learning by Regularizing Posterior Predictability

Visual model-based RL methods typically encode image observations into low-dimensional representations in a manner that does not eliminate redundant information. This leaves them susceptible to spurious variations -- changes in task-irrelevant components such as background distractors or lighting conditions. In this paper, we propose a visual model-based RL method that learns a latent representation resilient to such spurious variations. Our training objective encourages the representation to be maximally predictive of dynamics and reward, while constraining the information flow from the observation to the latent representation. We demonstrate that this objective significantly bolsters the resilience of visual model-based RL methods to visual distractors, allowing them to operate in dynamic environments. We then show that while the learned encoder is resilient to spirious variations, it is not invariant under significant distribution shift. To address this, we propose a simple reward-free alignment procedure that enables test time adaptation of the encoder. This allows for quick adaptation to widely differing environments without having to relearn the dynamics and policy. Our effort is a step towards making model-based RL a practical and useful tool for dynamic, diverse domains. We show its effectiveness in simulation benchmarks with significant spurious variations as well as a real-world egocentric navigation task with noisy TVs in the background. Videos and code at https://zchuning.github.io/repo-website/.

  • 4 authors
·
Aug 31, 2023

Adversarial Cheap Talk

Adversarial attacks in reinforcement learning (RL) often assume highly-privileged access to the victim's parameters, environment, or data. Instead, this paper proposes a novel adversarial setting called a Cheap Talk MDP in which an Adversary can merely append deterministic messages to the Victim's observation, resulting in a minimal range of influence. The Adversary cannot occlude ground truth, influence underlying environment dynamics or reward signals, introduce non-stationarity, add stochasticity, see the Victim's actions, or access their parameters. Additionally, we present a simple meta-learning algorithm called Adversarial Cheap Talk (ACT) to train Adversaries in this setting. We demonstrate that an Adversary trained with ACT still significantly influences the Victim's training and testing performance, despite the highly constrained setting. Affecting train-time performance reveals a new attack vector and provides insight into the success and failure modes of existing RL algorithms. More specifically, we show that an ACT Adversary is capable of harming performance by interfering with the learner's function approximation, or instead helping the Victim's performance by outputting useful features. Finally, we show that an ACT Adversary can manipulate messages during train-time to directly and arbitrarily control the Victim at test-time. Project video and code are available at https://sites.google.com/view/adversarial-cheap-talk

  • 4 authors
·
Nov 20, 2022

Off-Dynamics Reinforcement Learning via Domain Adaptation and Reward Augmented Imitation

Training a policy in a source domain for deployment in the target domain under a dynamics shift can be challenging, often resulting in performance degradation. Previous work tackles this challenge by training on the source domain with modified rewards derived by matching distributions between the source and the target optimal trajectories. However, pure modified rewards only ensure the behavior of the learned policy in the source domain resembles trajectories produced by the target optimal policies, which does not guarantee optimal performance when the learned policy is actually deployed to the target domain. In this work, we propose to utilize imitation learning to transfer the policy learned from the reward modification to the target domain so that the new policy can generate the same trajectories in the target domain. Our approach, Domain Adaptation and Reward Augmented Imitation Learning (DARAIL), utilizes the reward modification for domain adaptation and follows the general framework of generative adversarial imitation learning from observation (GAIfO) by applying a reward augmented estimator for the policy optimization step. Theoretically, we present an error bound for our method under a mild assumption regarding the dynamics shift to justify the motivation of our method. Empirically, our method outperforms the pure modified reward method without imitation learning and also outperforms other baselines in benchmark off-dynamics environments.

  • 5 authors
·
Nov 14, 2024

Reward Design for Reinforcement Learning Agents

Reward functions are central in reinforcement learning (RL), guiding agents towards optimal decision-making. The complexity of RL tasks requires meticulously designed reward functions that effectively drive learning while avoiding unintended consequences. Effective reward design aims to provide signals that accelerate the agent's convergence to optimal behavior. Crafting rewards that align with task objectives, foster desired behaviors, and prevent undesirable actions is inherently challenging. This thesis delves into the critical role of reward signals in RL, highlighting their impact on the agent's behavior and learning dynamics and addressing challenges such as delayed, ambiguous, or intricate rewards. In this thesis work, we tackle different aspects of reward shaping. First, we address the problem of designing informative and interpretable reward signals from a teacher's/expert's perspective (teacher-driven). Here, the expert, equipped with the optimal policy and the corresponding value function, designs reward signals that expedite the agent's convergence to optimal behavior. Second, we build on this teacher-driven approach by introducing a novel method for adaptive interpretable reward design. In this scenario, the expert tailors the rewards based on the learner's current policy, ensuring alignment and optimal progression. Third, we propose a meta-learning approach, enabling the agent to self-design its reward signals online without expert input (agent-driven). This self-driven method considers the agent's learning and exploration to establish a self-improving feedback loop.

  • 1 authors
·
Mar 27, 2025

Beyond Reward: Offline Preference-guided Policy Optimization

This study focuses on the topic of offline preference-based reinforcement learning (PbRL), a variant of conventional reinforcement learning that dispenses with the need for online interaction or specification of reward functions. Instead, the agent is provided with fixed offline trajectories and human preferences between pairs of trajectories to extract the dynamics and task information, respectively. Since the dynamics and task information are orthogonal, a naive approach would involve using preference-based reward learning followed by an off-the-shelf offline RL algorithm. However, this requires the separate learning of a scalar reward function, which is assumed to be an information bottleneck of the learning process. To address this issue, we propose the offline preference-guided policy optimization (OPPO) paradigm, which models offline trajectories and preferences in a one-step process, eliminating the need for separately learning a reward function. OPPO achieves this by introducing an offline hindsight information matching objective for optimizing a contextual policy and a preference modeling objective for finding the optimal context. OPPO further integrates a well-performing decision policy by optimizing the two objectives iteratively. Our empirical results demonstrate that OPPO effectively models offline preferences and outperforms prior competing baselines, including offline RL algorithms performed over either true or pseudo reward function specifications. Our code is available on the project website: https://sites.google.com/view/oppo-icml-2023 .

  • 5 authors
·
May 25, 2023

Towards better dense rewards in Reinforcement Learning Applications

Finding meaningful and accurate dense rewards is a fundamental task in the field of reinforcement learning (RL) that enables agents to explore environments more efficiently. In traditional RL settings, agents learn optimal policies through interactions with an environment guided by reward signals. However, when these signals are sparse, delayed, or poorly aligned with the intended task objectives, agents often struggle to learn effectively. Dense reward functions, which provide informative feedback at every step or state transition, offer a potential solution by shaping agent behavior and accelerating learning. Despite their benefits, poorly crafted reward functions can lead to unintended behaviors, reward hacking, or inefficient exploration. This problem is particularly acute in complex or high-dimensional environments where handcrafted rewards are difficult to specify and validate. To address this, recent research has explored a variety of approaches, including inverse reinforcement learning, reward modeling from human preferences, and self-supervised learning of intrinsic rewards. While these methods offer promising directions, they often involve trade-offs between generality, scalability, and alignment with human intent. This proposal explores several approaches to dealing with these unsolved problems and enhancing the effectiveness and reliability of dense reward construction in different RL applications.

  • 1 authors
·
Dec 3, 2025

Dynamics-Predictive Sampling for Active RL Finetuning of Large Reasoning Models

Reinforcement learning (RL) finetuning has become a key technique for enhancing the reasoning abilities of large language models (LLMs). However, its effectiveness critically depends on the selection of training data. Recent advances underscore the importance of online prompt selection methods, which typically concentrate training on partially solved or moderately challenging examples under the current policy, thereby yielding more effective model updates. While significantly accelerating RL finetuning in terms of training steps, they also incur substantial computational overhead by requiring extensive LLM rollouts over large candidate batches to identify informative samples, an expense that can outweigh the finetuning process itself. To address this challenge, this work proposes Dynamics-Predictive Sampling (DPS), which online predicts and selects informative prompts by inferring their learning dynamics prior to costly rollouts. Specifically, we introduce a new perspective by modeling each prompt's solving progress during RL finetuning as a dynamical system, where the extent of solving is represented as the state and the transition is characterized by a hidden Markov model. Using historical rollout reward signals, we perform online Bayesian inference to estimate evolving state distributions, and the inference outcome provides a predictive prior for efficient prompt selection without rollout-intensive filtering. Empirical results across diverse reasoning tasks, including mathematics, planning, and visual geometry, demonstrate that DPS substantially reduces redundant rollouts, accelerates the training process, and achieves superior reasoning performance.

  • 5 authors
·
Mar 10

R1-Reward: Training Multimodal Reward Model Through Stable Reinforcement Learning

Multimodal Reward Models (MRMs) play a crucial role in enhancing the performance of Multimodal Large Language Models (MLLMs). While recent advancements have primarily focused on improving the model structure and training data of MRMs, there has been limited exploration into the effectiveness of long-term reasoning capabilities for reward modeling and how to activate these capabilities in MRMs. In this paper, we explore how Reinforcement Learning (RL) can be used to improve reward modeling. Specifically, we reformulate the reward modeling problem as a rule-based RL task. However, we observe that directly applying existing RL algorithms, such as Reinforce++, to reward modeling often leads to training instability or even collapse due to the inherent limitations of these algorithms. To address this issue, we propose the StableReinforce algorithm, which refines the training loss, advantage estimation strategy, and reward design of existing RL methods. These refinements result in more stable training dynamics and superior performance. To facilitate MRM training, we collect 200K preference data from diverse datasets. Our reward model, R1-Reward, trained using the StableReinforce algorithm on this dataset, significantly improves performance on multimodal reward modeling benchmarks. Compared to previous SOTA models, R1-Reward achieves a 8.4% improvement on the VL Reward-Bench and a 14.3% improvement on the Multimodal Reward Bench. Moreover, with more inference compute, R1-Reward's performance is further enhanced, highlighting the potential of RL algorithms in optimizing MRMs.

  • 16 authors
·
May 5, 2025 1

Two Minds Better Than One: Collaborative Reward Modeling for LLM Alignment

Reward models (RMs) play a pivotal role in aligning large language models (LLMs) with human values. However, noisy preferences in human feedback can lead to reward misgeneralization - a phenomenon where reward models learn spurious correlations or overfit to noisy preferences, which poses important challenges to the generalization of RMs. This paper systematically analyzes the characteristics of preference pairs and aims to identify how noisy preferences differ from human-aligned preferences in reward modeling. Our analysis reveals that noisy preferences are difficult for RMs to fit, as they cause sharp training fluctuations and irregular gradient updates. These distinctive dynamics suggest the feasibility of identifying and excluding such noisy preferences. Empirical studies demonstrate that policy LLM optimized with a reward model trained on the full preference dataset, which includes substantial noise, performs worse than the one trained on a subset of exclusively high quality preferences. To address this challenge, we propose an online Collaborative Reward Modeling (CRM) framework to achieve robust preference learning through peer review and curriculum learning. In particular, CRM maintains two RMs that collaboratively filter potential noisy preferences by peer-reviewing each other's data selections. Curriculum learning synchronizes the capabilities of two models, mitigating excessive disparities to promote the utility of peer review. Extensive experiments demonstrate that CRM significantly enhances RM generalization, with up to 9.94 points improvement on RewardBench under an extreme 40\% noise. Moreover, CRM can seamlessly extend to implicit-reward alignment methods, offering a robust and versatile alignment strategy.

  • 12 authors
·
May 15, 2025

Token Hidden Reward: Steering Exploration-Exploitation in Group Relative Deep Reinforcement Learning

Reinforcement learning with verifiable rewards has significantly advanced the reasoning capabilities of large language models, yet how to explicitly steer training toward exploration or exploitation remains an open problem. We introduce Token Hidden Reward (THR), a token-level metric that quantifies each token's influence on the likelihood of correct responses under Group Relative Policy Optimization (GRPO). We find that training dynamics are dominated by a small subset of tokens with high absolute THR values. Most interestingly, tokens with positive THR strengthen confidence in correct outputs, thus favoring exploitation, while tokens with negative THR preserve probability mass for alternative outputs, enabling exploration. This insight suggests a natural intervention: a THR-guided reweighting algorithm that modulates GRPO's learning signals to explicitly bias training toward exploitation or exploration. We validate the efficacy of this algorithm on diverse math reasoning benchmarks. By amplifying tokens with positive THR value and weakening negative ones, our algorithm improves greedy-decoding accuracy, favoring exploitation. The reverse strategy yields consistent gains in Pass@K accuracy, favoring exploration. We further demonstrate that our algorithm integrates seamlessly with other RL objectives such as GSPO and generalizes across architectures including Llama. These findings establish THR as a principled and fine-grained mechanism for dynamically controlling exploration and exploitation in RL-tuned LLMs, providing new tools for targeted fine-tuning in reasoning-intensive applications.

  • 7 authors
·
Oct 4, 2025

Reward Forcing: Efficient Streaming Video Generation with Rewarded Distribution Matching Distillation

Efficient streaming video generation is critical for simulating interactive and dynamic worlds. Existing methods distill few-step video diffusion models with sliding window attention, using initial frames as sink tokens to maintain attention performance and reduce error accumulation. However, video frames become overly dependent on these static tokens, resulting in copied initial frames and diminished motion dynamics. To address this, we introduce Reward Forcing, a novel framework with two key designs. First, we propose EMA-Sink, which maintains fixed-size tokens initialized from initial frames and continuously updated by fusing evicted tokens via exponential moving average as they exit the sliding window. Without additional computation cost, EMA-Sink tokens capture both long-term context and recent dynamics, preventing initial frame copying while maintaining long-horizon consistency. Second, to better distill motion dynamics from teacher models, we propose a novel Rewarded Distribution Matching Distillation (Re-DMD). Vanilla distribution matching treats every training sample equally, limiting the model's ability to prioritize dynamic content. Instead, Re-DMD biases the model's output distribution toward high-reward regions by prioritizing samples with greater dynamics rated by a vision-language model. Re-DMD significantly enhances motion quality while preserving data fidelity. We include both quantitative and qualitative experiments to show that Reward Forcing achieves state-of-the-art performance on standard benchmarks while enabling high-quality streaming video generation at 23.1 FPS on a single H100 GPU.

  • 12 authors
·
Dec 4, 2025 3

Survival is the Only Reward: Sustainable Self-Training Through Environment-Mediated Selection

Self-training systems often degenerate due to the lack of an external criterion for judging data quality, leading to reward hacking and semantic drift. This paper provides a proof-of-concept system architecture for stable self-training under sparse external feedback and bounded memory, and empirically characterises its learning dynamics and failure modes. We introduce a self-training architecture in which learning is mediated exclusively by environmental viability, rather than by reward, objective functions, or externally defined fitness criteria. Candidate behaviours are executed under real resource constraints, and only those whose environmental effects both persist and preserve the possibility of future interaction are propagated. The environment does not provide semantic feedback, dense rewards, or task-specific supervision; selection operates solely through differential survival of behaviours as world-altering events, making proxy optimisation impossible and rendering reward-hacking evolutionarily unstable. Analysis of semantic dynamics shows that improvement arises primarily through the persistence of effective and repeatable strategies under a regime of consolidation and pruning, a paradigm we refer to as negative-space learning (NSL), and that models develop meta-learning strategies (such as deliberate experimental failure in order to elicit informative error messages) without explicit instruction. This work establishes that environment-grounded selection enables sustainable open-ended self-improvement, offering a viable path toward more robust and generalisable autonomous systems without reliance on human-curated data or complex reward shaping.

  • 9 authors
·
Oct 21

Low-probability Tokens Sustain Exploration in Reinforcement Learning with Verifiable Reward

Reinforcement Learning with Verifiable Rewards (RLVR) has propelled Large Language Models in complex reasoning, yet its scalability is often hindered by a training bottleneck where performance plateaus as policy entropy collapses, signaling a loss of exploration. Previous methods typically address this by maintaining high policy entropy, yet the precise mechanisms that govern meaningful exploration have remained underexplored. Our analysis suggests that an unselective focus on entropy risks amplifying irrelevant tokens and destabilizing training. This paper investigates the exploration dynamics within RLVR and identifies a key issue: the gradual elimination of valuable low-probability exploratory tokens, which we term \textit{reasoning sparks}. We find that while abundant in pre-trained models, these sparks are systematically extinguished during RLVR due to over-penalization, leading to a degeneracy in exploration. To address this, we introduce Low-probability Regularization (Lp-Reg). Its core mechanism regularizes the policy towards a heuristic proxy distribution. This proxy is constructed by filtering out presumed noise tokens and re-normalizing the distribution over the remaining candidates. The result is a less-noisy proxy where the probability of reasoning sparks is amplified, which then serves as a soft regularization target to shield these valuable tokens from elimination via KL divergence. Experiments show that Lp-Reg enables stable on-policy training for around 1,000 steps, a regime where baseline entropy-control methods collapse. This sustained exploration leads to state-of-the-art performance, achieving a 60.17% average accuracy on five math benchmarks, an improvement of 2.66% over prior methods. Code is available at https://github.com/CarlanLark/Lp-Reg.

tencent Tencent
·
Oct 3, 2025 2

Comprehensive Overview of Reward Engineering and Shaping in Advancing Reinforcement Learning Applications

The aim of Reinforcement Learning (RL) in real-world applications is to create systems capable of making autonomous decisions by learning from their environment through trial and error. This paper emphasizes the importance of reward engineering and reward shaping in enhancing the efficiency and effectiveness of reinforcement learning algorithms. Reward engineering involves designing reward functions that accurately reflect the desired outcomes, while reward shaping provides additional feedback to guide the learning process, accelerating convergence to optimal policies. Despite significant advancements in reinforcement learning, several limitations persist. One key challenge is the sparse and delayed nature of rewards in many real-world scenarios, which can hinder learning progress. Additionally, the complexity of accurately modeling real-world environments and the computational demands of reinforcement learning algorithms remain substantial obstacles. On the other hand, recent advancements in deep learning and neural networks have significantly improved the capability of reinforcement learning systems to handle high-dimensional state and action spaces, enabling their application to complex tasks such as robotics, autonomous driving, and game playing. This paper provides a comprehensive review of the current state of reinforcement learning, focusing on the methodologies and techniques used in reward engineering and reward shaping. It critically analyzes the limitations and recent advancements in the field, offering insights into future research directions and potential applications in various domains.

  • 5 authors
·
Dec 26, 2024

EVA: Aligning Video World Models with Executable Robot Actions via Inverse Dynamics Rewards

Video generative models are increasingly used as world models for robotics, where a model generates a future visual rollout conditioned on the current observation and task instruction, and an inverse dynamics model (IDM) converts the generated frames into executable robot actions. However, current video world models lack explicit executability constraints. As a result, visually coherent rollouts may still violate rigid-body and kinematic consistency, producing unstable or infeasible control commands when decoded by an IDM. We refer to this mismatch between visual generation and physically executable control as the executability gap. While this gap can be mitigated at inference time using techniques such as rejection sampling, such approaches are inefficient due to the high cost of video generation. In this paper, we leverage the executability gap as a training signal and introduce Executable Video Alignment (EVA), a reinforcement-learning post-training framework for aligning video world models. EVA trains an inverse dynamics model on real robot trajectories and repurposes it as a reward model that evaluates generated videos through the action sequences they induce, encouraging smooth motions measured by velocity, acceleration, and jerk while penalizing actions that violate embodiment constraints. Importantly, the reward remains informative even when generated videos contain severe visual artifacts, since such artifacts typically translate into unstable or out-of-bound actions. Experiments on the RoboTwin benchmark and a real bimanual robot show that EVA reduces embodiment-specific artifacts in generated rollouts and improves downstream task execution success.

  • 6 authors
·
Mar 18

I-BFM: Reward-Conditioned Robust Humanoid Interaction via Unsupervised Reinforcement Learning

Behavioral foundation models (BFMs) have recently shown that a single humanoid policy can support diverse whole-body control, but extending such generality to physical interaction remains challenging. We introduce I-BFM, to our knowledge the first BFM for humanoid-object interaction. Rather than relying on task-specific policies or reference tracking, I-BFM learns a shared representation of the coupled dynamics among the humanoid, objects, and their contacts using forward-backward representations and unsupervised reinforcement learning. Given a downstream task reward, the same policy can be directly conditioned on a latent command to execute closed-loop interaction without task-specific policy optimization. To improve interaction control over different time scales, we further train the policy with both short-horizon interaction targets and longer-horizon goal targets. A single I-BFM policy performs carrying, pushing, and kicking, while also supporting goal reaching, motion tracking, stylistic control, and long-horizon task chaining. More importantly, it remains effective after large deviations from nominal execution: on Carry, I-BFM achieves 94.3% nominal success and retains 89.3% success after robot falls, compared with 1.3% for a planning-based baseline. Real-world experiments on a Unitree G1 further demonstrate diverse loco-manipulation behaviors, rapid recovery from interaction failures and external disturbances, and task chaining without task-specific retraining.

  • 11 authors
·
Oct 4

Reward Hacking in the Era of Large Models: Mechanisms, Emergent Misalignment, Challenges

Reinforcement Learning from Human Feedback (RLHF) and related alignment paradigms have become central to steering large language models (LLMs) and multimodal large language models (MLLMs) toward human-preferred behaviors. However, these approaches introduce a systemic vulnerability: reward hacking, where models exploit imperfections in learned reward signals to maximize proxy objectives without fulfilling true task intent. As models scale and optimization intensifies, such exploitation manifests as verbosity bias, sycophancy, hallucinated justification, benchmark overfitting, and, in multimodal settings, perception--reasoning decoupling and evaluator manipulation. Recent evidence further suggests that seemingly benign shortcut behaviors can generalize into broader forms of misalignment, including deception and strategic gaming of oversight mechanisms. In this survey, we propose the Proxy Compression Hypothesis (PCH) as a unifying framework for understanding reward hacking. We formalize reward hacking as an emergent consequence of optimizing expressive policies against compressed reward representations of high-dimensional human objectives. Under this view, reward hacking arises from the interaction of objective compression, optimization amplification, and evaluator--policy co-adaptation. This perspective unifies empirical phenomena across RLHF, RLAIF, and RLVR regimes, and explains how local shortcut learning can generalize into broader forms of misalignment, including deception and strategic manipulation of oversight mechanisms. We further organize detection and mitigation strategies according to how they intervene on compression, amplification, or co-adaptation dynamics. By framing reward hacking as a structural instability of proxy-based alignment under scale, we highlight open challenges in scalable oversight, multimodal grounding, and agentic autonomy.

Sail into the Headwind: Alignment via Robust Rewards and Dynamic Labels against Reward Hacking

Aligning AI systems with human preferences typically suffers from the infamous reward hacking problem, where optimization of an imperfect reward model leads to undesired behaviors. In this paper, we investigate reward hacking in offline preference optimization, which aims to improve an initial model using a preference dataset. We identify two types of reward hacking stemming from statistical fluctuations in the dataset: Type I Reward Hacking due to subpar choices appearing more favorable, and Type II Reward Hacking due to decent choices appearing less favorable. We prove that many (mainstream or theoretical) preference optimization methods suffer from both types of reward hacking. To mitigate Type I Reward Hacking, we propose POWER, a new preference optimization method that combines Guiasu's weighted entropy with a robust reward maximization objective. POWER enjoys finite-sample guarantees under general function approximation, competing with the best covered policy in the data. To mitigate Type II Reward Hacking, we analyze the learning dynamics of preference optimization and develop a novel technique that dynamically updates preference labels toward certain "stationary labels", resulting in diminishing gradients for untrustworthy samples. Empirically, POWER with dynamic labels (POWER-DL) consistently outperforms state-of-the-art methods on alignment benchmarks, achieving improvements of up to 13.0 points on AlpacaEval 2.0 and 11.5 points on Arena-Hard over DPO, while also improving or maintaining performance on downstream tasks such as mathematical reasoning. Strong theoretical guarantees and empirical results demonstrate the promise of POWER-DL in mitigating reward hacking.

  • 2 authors
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Dec 12, 2024

WorldReward: Reward Modeling for Camera-Conditioned World Models

Camera-conditioned world models generate interactive videos in which commanded actions should induce the expected scene changes while appearance, geometry, and temporal dynamics remain coherent. Existing rewards assess these requirements separately: geometry-based rewards estimate trajectory execution but cannot judge the visual quality of the executed motion, whereas image-based rewards measure frame quality without capturing action execution or temporal dynamics. We posit that a vision-language model (VLM) offers a shared reasoning space for relating actions to their visual outcomes. However, judging a complete long video against its full action sequence creates a lengthy, noisy context in which short-lived local action evidence can be missed or diluted. We present WorldReward, a VLM-based pairwise preference reward model that unifies action-consistency and visual-quality evaluation for camera-conditioned world models. WorldReward decomposes paired videos into action-aligned chunks, organizes each chunk into structured visual evidence, and aggregates chunk-level decisions by voting into separate video-level action and visual-quality preferences. To train it, we construct a large-scale reasoning-augmented preference dataset using structured judgments generated by a frontier VLM and refined through tool-based agent auditing and targeted human review. We further introduce WorldReward-Bench, a human-annotated benchmark measuring reward-model agreement with human preferences across action consistency, appearance quality, and motion quality. WorldReward achieves the highest agreement on all three dimensions, exceeding GPT-5.5 by 3.42, 1.45, and 3.56 percentage points, respectively. When used for RL post-training of HY-WorldPlay 1.5, it consistently improves both action execution and visual quality across short- to long-term horizons.

  • 16 authors
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Sep 2 2

ACWM-RM: A Reference-Free Reward Model from Complementary Mismatch Preferences

Reinforcement learning has gained attention for improving action-conditioned world models (ACWMs), as it enables reward-driven optimization of visual quality (VQ) and action-following fidelity (AF) beyond flow-matching optimization. Realizing this potential requires reward signals that reliably rank videos by both VQ and AF. However, existing rewards capture only one dimension: metric-based rewards assess VQ but require ground-truth videos and do not directly assess AF, while inverse dynamics model (IDM) rewards assess AF without references but do not guarantee VQ. Moreover, IDMs, typically trained on real videos, may provide unreliable rewards for generated videos containing visual artifacts and physical inconsistencies. In this work, we introduce the Action and Video Mismatch Benchmark (AVM-Eval), comprising 67.2k pairs that evaluate how reliably IDMs assess AF on real and generated videos. We then propose ACWM-RM, a reward model that jointly assesses VQ and AF without ground-truth videos during reward computation. To train it, we first construct the Action and Video Mismatch Preference Dataset (AVM-Pref) with 506.3k pairs providing complementary supervision: action-mismatch pairs supervise AF, while video-mismatch pairs supervise VQ and expose the model to generated videos. We then pretrain an action-conditioned predictor on real videos to learn forward dynamics before jointly training it with a patch-weighted score head on AVM-Pref to transfer these dynamics to AF assessment on generated videos. Evaluation on AVM-Eval reveals the limited reliability of IDMs on generated videos, while downstream RL experiments show that ACWM-RM outperforms reward baselines in both criteria.

  • 6 authors
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Oct 22

ToolRL: Reward is All Tool Learning Needs

Current Large Language Models (LLMs) often undergo supervised fine-tuning (SFT) to acquire tool use capabilities. However, SFT struggles to generalize to unfamiliar or complex tool use scenarios. Recent advancements in reinforcement learning (RL), particularly with R1-like models, have demonstrated promising reasoning and generalization abilities. Yet, reward design for tool use presents unique challenges: multiple tools may be invoked with diverse parameters, and coarse-grained reward signals, such as answer matching, fail to offer the finegrained feedback required for effective learning. In this work, we present the first comprehensive study on reward design for tool selection and application tasks within the RL paradigm. We systematically explore a wide range of reward strategies, analyzing their types, scales, granularity, and temporal dynamics. Building on these insights, we propose a principled reward design tailored for tool use tasks and apply it to train LLMs using Group Relative Policy Optimization (GRPO). Empirical evaluations across diverse benchmarks demonstrate that our approach yields robust, scalable, and stable training, achieving a 17% improvement over base models and a 15% gain over SFT models. These results highlight the critical role of thoughtful reward design in enhancing the tool use capabilities and generalization performance of LLMs. All the codes are released to facilitate future research.

  • 8 authors
·
Apr 16, 2025 3

Diff-Instruct with Diffused Reward: Towards Principled One-step Generator RL

Recent advances in one-step text-to-image generation have enabled real-time synthesis with remarkable efficiency and quality. Previous reinforcement learning methods for one-step generators combine image-space reward optimization with diffusion noisy-space distribution matching. This paradigm brings challenges due to a mismatch between terminal reward optimization and the underlying generative dynamics. As a result, optimization tends to exploit stochastic degrees of freedom, often improving reward at the expense of image fidelity. To address this issue, we propose Diff-Instruct with Diffused Reward (DIDR), a data-free trajectory-level alignment framework derived from Integral KL minimization. DIDR propagates the RLHF-optimal reward-tilted clean-image distribution across all noise levels along the diffusion trajectory. We show that this objective admits the same minimizer as clean-image RLHF, while naturally inducing the Diffused Reward Score (DRS), which acts as a reward-driven correction to the reference score function. To make this practical, we further introduce the Diffused Reward Proxy (DRP), an efficient estimator of DRS based on differentiable short-step denoising. Extensive experiments demonstrate that DIDR consistently Pareto-dominates existing one-step SDXL baselines. Moreover, when transferred to a 6B DiT backbone (Z-Image), DIDR surpasses its 50-step teacher in preference alignment while requiring only a single generation step.

  • 5 authors
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May 25

Dependency-Aware Reward Shaping for Agentic Reinforcement Learning

When training large language models with reinforcement learning, terminal rewards provide little guidance about which steps matter. Common methods for assigning step credit overlook that work built on uncorrected mistakes is wasted while independent work remains valid. With only a final success/failure reward, every step in a failed episode has zero total future reward, even when it made progress. We propose Dependency-Aware Reward Shaping (DARS), which represents task progress as predicates linked by prerequisite relations and assigns step-level credit over the dependency graph. An annotator marks which predicates each step verifies, invalidates, or repairs. Verified predicates are discounted according to graph distance from the nearest broken prerequisite, while independent predicates are unaffected. Repairs update these weights based on any errors that remain; invalidated predicates need re-verification to regain credit. A fixed potential converts these annotations into signed per-step rewards. A common reward and annotation interface allows DARS to integrate with a range of reasoning and agentic training methods, such as GiGPO and ARPO/AEPO, without changing their rollout strategies or optimizers. Across five task families and models from 1.5B to 8B, DARS improves success by up to 10 points over GiGPO trained with the same budget and harness (ALFWorld), raises the WebShop task score and Search-R1 QA accuracy, complements AEPO's entropy-based training on AIME24/25 with a Python interpreter, and exceeds OmniOPD in controlled tool-free reasoning comparisons at 1.7B and 4B. Ablations show that step-level credit, dependency attenuation, and graph topology each contribute. On ALFWorld, a distilled 8B annotator matches the API annotator, enabling DARS to run efficiently without a frontier judge. Code is available at https://github.com/JianhuiWei7/DARS.

  • 5 authors
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Sep 30

PhyMotion: Structured 3D Motion Reward for Physics-Grounded Human Video Generation

Generating realistic human motion is a central yet unsolved challenge in video generation. While reinforcement learning (RL)-based post-training has driven recent gains in general video quality, extending it to human motion remains bottlenecked by a reward signal that cannot reliably score motion realism. Existing video rewards primarily rely on 2D perceptual signals, without explicitly modeling the 3D body state, contact, and dynamics underlying articulated human motion, and often assign high scores to videos with floating bodies or physically implausible movements. To address this, we propose PhyMotion, a structured, fine-grained motion reward that grounds recovered 3D human trajectories in a physics simulator and evaluates motion quality along multiple dimensions of physical feasibility. Concretely, we recover SMPL body meshes from generated videos, retarget them onto a humanoid in the MuJoCo physics simulator, and evaluate the resulting motion along three axes: kinematic plausibility, contact and balance consistency, and dynamic feasibility. Each component provides a continuous and interpretable signal tied to a specific aspect of motion quality, allowing the reward to capture which aspects of motion are physically correct or violated. Experiments show that PhyMotion achieves stronger correlation with human judgments than existing reward formulations. These gains carry over to RL-based post-training, where optimizing PhyMotion leads to larger and more consistent improvements than optimizing existing rewards, improving motion realism across both autoregressive and bidirectional video generators under both automatic metrics and blind human evaluation (+68 Elo gain). Ablations show that the three axes provide complementary supervision signals, while the reward preserves overall video generation quality with only modest training overhead.

CATCH: A Controllable Analysis Testbed for Reward Hacking in Coding RL

During reinforcement learning with verifiable rewards (RLVR), large language models (LLMs) can exploit loopholes in their environments to obtain high rewards without improving the intended capabilities, i.e., reward hacking. Despite its risks to training efficiency and safety, monitoring and mitigating reward hacking during training remain challenging, which is limited by a lack of testbeds that reproduce hacking and reliably identify it. We introduce CATCH, a controllable testbed for studying reward hacking in coding RL. CATCH deliberately exposes environmental loopholes and provides execution-based gold labels by comparing success under a vulnerable evaluator with task correctness under an independent audit. It also can control the model's initial hacking tendency through supervised fine-tuning data mixtures and the difficulty of earning rewards through reward designing, enabling systematic comparisons of hacking dynamics and interventions. Experiments show that CATCH can produce diverse RL training trajectories with clear reward hacking, and analyses demonstrate that both initial models and reward difficulties shape the emergence of reward hacking. We further evaluate the effectiveness of different reward hacking detection and mitigation methods. A key finding is that a chain-of-thought monitor initially suppresses hacking, but this protection erodes as the policy model learn to mislead the monitor with code comments. This highlights the need to evaluate hacking mitigations throughout training with CATCH. The source code and resources are publicly released at https://github.com/THUAIS-Lab/CATCH.

  • 9 authors
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Sep 30

RiskPO: Risk-based Policy Optimization via Verifiable Reward for LLM Post-Training

Reinforcement learning with verifiable reward has recently emerged as a central paradigm for post-training large language models (LLMs); however, prevailing mean-based methods, such as Group Relative Policy Optimization (GRPO), suffer from entropy collapse and limited reasoning gains. We argue that these issues stem from overemphasizing high-probability output sequences while neglecting rare but informative reasoning paths. To address these challenges, we propose Risk-based Policy Optimization (RiskPO), which substitutes classical mean-based objectives with principled risk measures. Specifically, we introduce a Mixed Value-at-Risk objective that integrates weighted attention over multiple regions of the reward distribution, thereby amplifying gradient signals on challenging instances and preventing overconfident convergence. We further design a bundling scheme that aggregates multiple questions into bundles, thus enriching the feedback signal and yielding more stable and informative training dynamics. Theoretically, we prove that the risk-averse update alleviates entropy collapse and promotes exploration. Numerically, RiskPO achieves consistent and significant improvements in mathematical reasoning, multi-modal reasoning, and code generation benchmarks, surpassing GRPO and its variants on both Pass@1 and Pass@k metrics. Our results demonstrate that risk-based optimization provides a rigorous and effective paradigm for enhancing LLM reasoning capabilities.

  • 13 authors
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Oct 1, 2025

RoMeRL: Balancing Feedback Coverage and the Memory-Reward Trap in Self-Evolving Agent Memory via Reduced-Order Utility States

Learning-based memory systems for self-evolving LLM agents face two tightly coupled challenges. First, trajectory-indexed utilities grow with the interaction history, thereby dispersing limited feedback over an ever-expanding state space. Second, because trajectory-level rewards are jointly assigned to co-retrieved memories, irrelevant experiences may receive misleading utility updates and consequently enter the memory-reward trap. To address these challenges, we introduce Reduced-Order Memory Reinforcement Learning (RoMeRL), which represents the growing trajectory-indexed utility space using a fixed-dimensional per-task memory state factorized by outcome polarity and memory dynamics. RoMeRL incorporates new experiences through a fixed set of semantic coordinates whose contents are updated or replaced over time, thereby concentrating feedback over a bounded utility support. Theoretically, we show that this reduced-order parameterization increases the average feedback received by each utility coordinate and characterize the steady-state occupancy of erroneous coordinates under a generic coordinate-transition model. Empirically, across ALFWorld and LifelongAgentBench, RoMeRL improves task performance, reduces the Cold-Q ratio by 80.0%, increases feedback density by approximately 6.0 times, reduces the maintained memory size by 84.4%, and cuts LLM calls by 21.1%. These results show that reduced-order utility states support efficient self-evolving agent memory while limiting persistent reward contamination. Code is available at: https://github.com/YOUNG-fnxm/RoMeRL

  • 8 authors
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Aug 9 2

EMBER: Autonomous Cognitive Behaviour from Learned Spiking Neural Network Dynamics in a Hybrid LLM Architecture

We present (Experience-Modulated Biologically-inspired Emergent Reasoning), a hybrid cognitive architecture that reorganises the relationship between large language models (LLMs) and memory: rather than augmenting an LLM with retrieval tools, we place the LLM as a replaceable reasoning engine within a persistent, biologically-grounded associative substrate. The architecture centres on a 220,000-neuron spiking neural network (SNN) with spike-timing-dependent plasticity (STDP), four-layer hierarchical organisation (sensory/concept/category/meta-pattern), inhibitory E/I balance, and reward-modulated learning. Text embeddings are encoded into the SNN via a novel z-score standardised top-k population code that is dimension-independent by construction, achieving 82.2\% discrimination retention across embedding dimensionalities. We show that STDP lateral propagation during idle operation can trigger and shape LLM actions without external prompting or scripted triggers: the SNN determines when to act and what associations to surface, while the LLM selects the action type and generates content. In one instance, the system autonomously initiated contact with a user after learned person-topic associations fired laterally during an 8-hour idle period. From a clean start with zero learned weights, the first SNN-triggered action occurred after only 7 conversational exchanges (14 messages).

  • 1 authors
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Apr 13

MDAgent2: Large Language Model for Code Generation and Knowledge Q&A in Molecular Dynamics

Molecular dynamics (MD) simulations are essential for understanding atomic-scale behaviors in materials science, yet writing LAMMPS scripts remains highly specialized and time-consuming tasks. Although LLMs show promise in code generation and domain-specific question answering, their performance in MD scenarios is limited by scarce domain data, the high deployment cost of state-of-the-art LLMs, and low code executability. Building upon our prior MDAgent, we present MDAgent2, the first end-to-end framework capable of performing both knowledge Q&A and code generation within the MD domain. We construct a domain-specific data-construction pipeline that yields three high-quality datasets spanning MD knowledge, question answering, and code generation. Based on these datasets, we adopt a three stage post-training strategy--continued pre-training (CPT), supervised fine-tuning (SFT), and reinforcement learning (RL)--to train two domain-adapted models, MD-Instruct and MD-Code. Furthermore, we introduce MD-GRPO, a closed-loop RL method that leverages simulation outcomes as reward signals and recycles low-reward trajectories for continual refinement. We further build MDAgent2-RUNTIME, a deployable multi-agent system that integrates code generation, execution, evaluation, and self-correction. Together with MD-EvalBench proposed in this work, the first benchmark for LAMMPS code generation and question answering, our models and system achieve performance surpassing several strong baselines.This work systematically demonstrates the adaptability and generalization capability of large language models in industrial simulation tasks, laying a methodological foundation for automatic code generation in AI for Science and industrial-scale simulations. URL: https://github.com/FredericVAN/PKU_MDAgent2

The Causally Emergent Alignment Hypothesis: Causal Emergence Aligns with and Predicts Final Reward in Reinforcement Learning Agents

A hallmark of life on Earth is the ability of agents to exert causal power and be drivers of subsequent events. This is key to cognition at all scales. Causal emergence, measuring the degree to which an agent exerts unique predictive power on its future, is one consequence of causal power. Indeed, recent discoveries have shown that biological agents, even minimal ones, increase their causal emergence after learning new memories. However, there is a major knowledge gap regarding how causally emergent artificial agents are. We focused on Reinforcement Learning (RL) of neural-network agents across an array of environmental conditions, encompassing different algorithms, agent architectures, and six environments arranged on a complexity spectrum. For consistency, we computed the causal emergence of their latent-space representations over their lifetimes. We used the recently proposed ΦID to estimate causal emergence and tested how it related to learning performance. Our results suggested a Causally Emergent Alignment Hypothesis: successful agents exhibited causal emergence that was consistently predictive of final reward early in training and whose representational dynamics aligned with reward improvement in most tasks. This idea suggests that causal emergence may be a previously undisclosed axis of reorganization of neural representations in RL agents, with the potential to establish causal relationships and interventions that will lead to better RL agents. Our work also highlights the alignment between causal emergence and learning as another way biological and artificial creatures compare.

  • 2 authors
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May 6

D&A: Decoupling Description and Assessment Enables VLMs as Zero-Shot Robotic Reward Models

Vision-Language Models (VLMs) hold promise for zero-shot video task-progress estimation in robot learning, yet existing frameworks frequently suffer from confirmation bias, hallucinating progress in failed executions due to implicit success assumptions or relative temporal ranking designs. Naive prompting of frontier models collapses into a binary success detector that fails to capture nuanced, non-linear progress and failures. While post-training approaches can mitigate this through explicit training, they demand expensive real-world robotics data and require computationally intensive post-training for every individual base model. To resolve these limitations, we introduce D&A (Describe & Assess): our approach decouples progress estimation into an objective, task-grounded textual description of scene dynamics followed by an assessment phase using explicit rubrics. By compelling the VLM to synthesize an explicit, text-based definition of absolute success before scoring, the framework anchors evaluations to an external, global criterion rather than the video's internal timeline. Empirical results demonstrate that our method calibrates zero-shot estimates and mitigates confirmation bias, providing fine-grained, partial progress metrics that accurately penalize failed executions while correctly interpolating successful runs. Being purely prompt-based, D&A generalizes across tasks, embodiments, and benchmarks---matching or surpassing post-trained reward models---and its reward estimates enable efficient downstream reinforcement learning.

  • 12 authors
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Nov 1

Dynamical Linear Bandits

In many real-world sequential decision-making problems, an action does not immediately reflect on the feedback and spreads its effects over a long time frame. For instance, in online advertising, investing in a platform produces an instantaneous increase of awareness, but the actual reward, i.e., a conversion, might occur far in the future. Furthermore, whether a conversion takes place depends on: how fast the awareness grows, its vanishing effects, and the synergy or interference with other advertising platforms. Previous work has investigated the Multi-Armed Bandit framework with the possibility of delayed and aggregated feedback, without a particular structure on how an action propagates in the future, disregarding possible dynamical effects. In this paper, we introduce a novel setting, the Dynamical Linear Bandits (DLB), an extension of the linear bandits characterized by a hidden state. When an action is performed, the learner observes a noisy reward whose mean is a linear function of the hidden state and of the action. Then, the hidden state evolves according to linear dynamics, affected by the performed action too. We start by introducing the setting, discussing the notion of optimal policy, and deriving an expected regret lower bound. Then, we provide an optimistic regret minimization algorithm, Dynamical Linear Upper Confidence Bound (DynLin-UCB), that suffers an expected regret of order mathcal{O} Big( d sqrt{T}{(1-rho)^{3/2}} Big), where rho is a measure of the stability of the system, and d is the dimension of the action vector. Finally, we conduct a numerical validation on a synthetic environment and on real-world data to show the effectiveness of DynLin-UCB in comparison with several baselines.

  • 3 authors
·
Nov 16, 2022

Online Intrinsic Rewards for Decision Making Agents from Large Language Model Feedback

Automatically synthesizing dense rewards from natural language descriptions is a promising paradigm in reinforcement learning (RL), with applications to sparse reward problems, open-ended exploration, and hierarchical skill design. Recent works have made promising steps by exploiting the prior knowledge of large language models (LLMs). However, these approaches suffer from important limitations: they are either not scalable to problems requiring billions of environment samples, due to requiring LLM annotations for each observation, or they require a diverse offline dataset, which may not exist or be impossible to collect. In this work, we address these limitations through a combination of algorithmic and systems-level contributions. We propose \oni, a distributed architecture that simultaneously learns an RL policy and an intrinsic reward function using LLM feedback. Our approach annotates the agent's collected experience via an asynchronous LLM server, which is then distilled into an intrinsic reward model. We explore a range of algorithmic choices for reward modeling with varying complexity, including hashing, classification, and ranking models. By studying their relative tradeoffs, we shed light on questions regarding intrinsic reward design for sparse reward problems. Our approach achieves state-of-the-art performance across a range of challenging, sparse reward tasks from the NetHack Learning Environment in a simple unified process, solely using the agent's gathered experience, without requiring external datasets. We make our code available at https://github.com/facebookresearch/oni.

  • 5 authors
·
Oct 30, 2024

Skill-RM: Unifying Heterogeneous Evaluation Criteria via Agent Skill

Reward models (RMs) provide critical feedback signals for LLM post-training, notably in reinforced fine-tuning (RFT) and reinforcement learning (RL) pipelines. However, current reward evaluation relies on heterogeneous criteria such as rule-based verifiers, ground-truth references, procedural checklists, and complex rubrics, where a unified mechanism to integrate all types of evidence remains unexplored. To this end, we propose Skill Reward Model (Skill-RM), a unified framework that reformulates reward modeling as the execution of a reusable Reward-Evaluation Skill. By treating reward computation as a structured agentic task, Skill-RM provides a consistent interface to orchestrate heterogeneous resources, dynamically selecting and aggregating evidence tailored to the specific requirements of each input. This approach enables the reward model to move beyond static evaluation, ensuring consistency and transparency across diverse tasks. Extensive experiments on reward benchmarks and downstream applications, including best-of-N selection and reinforcement learning, demonstrate that Skill-RM consistently outperforms traditional judge baselines. Our findings suggest that Skill-RM not only provides a unified solution for reward modeling but also achieves superior performance through the strategic and dynamic orchestration of evidence. The code is at https://github.com/Qwen-Applications/Skill-RM.

  • 13 authors
·
Jun 1 2

Cooper: Co-Optimizing Policy and Reward Models in Reinforcement Learning for Large Language Models

Large language models (LLMs) have demonstrated remarkable performance in reasoning tasks, where reinforcement learning (RL) serves as a key algorithm for enhancing their reasoning capabilities. Currently, there are two mainstream reward paradigms: model-based rewards and rule-based rewards. However, both approaches suffer from limitations: rule-based rewards lack robustness, while model-based rewards are vulnerable to reward hacking. To address these issues, we propose Cooper(Co-optimizing Policy Model and Reward Model), a RL framework that jointly optimizes both the policy model and the reward model. Cooper leverages the high precision of rule-based rewards when identifying correct responses, and dynamically constructs and selects positive-negative sample pairs for continued training the reward model. This design enhances robustness and mitigates the risk of reward hacking. To further support Cooper, we introduce a hybrid annotation strategy that efficiently and accurately generates training data for the reward model. We also propose a reference-based reward modeling paradigm, where the reward model takes a reference answer as input. Based on this design, we train a reward model named VerifyRM, which achieves higher accuracy on VerifyBench compared to other models of the same size. We conduct reinforcement learning using both VerifyRM and Cooper. Our experiments show that Cooper not only alleviates reward hacking but also improves end-to-end RL performance, for instance, achieving a 0.54% gain in average accuracy on Qwen2.5-1.5B-Instruct. Our findings demonstrate that dynamically updating reward model is an effective way to combat reward hacking, providing a reference for better integrating reward models into RL.

  • 8 authors
·
Aug 7, 2025 2

Robo-Dopamine: General Process Reward Modeling for High-Precision Robotic Manipulation

The primary obstacle for applying reinforcement learning (RL) to real-world robotics is the design of effective reward functions. While recently learning-based Process Reward Models (PRMs) are a promising direction, they are often hindered by two fundamental limitations: their reward models lack step-aware understanding and rely on single-view perception, leading to unreliable assessments of fine-grained manipulation progress; and their reward shaping procedures are theoretically unsound, often inducing a semantic trap that misguides policy optimization. To address these, we introduce Dopamine-Reward, a novel reward modeling method for learning a general-purpose, step-aware process reward model from multi-view inputs. At its core is our General Reward Model (GRM), trained on a vast 3,400+ hour dataset, which leverages Step-wise Reward Discretization for structural understanding and Multi-Perspective Reward Fusion to overcome perceptual limitations. Building upon Dopamine-Reward, we propose Dopamine-RL, a robust policy learning framework that employs a theoretically-sound Policy-Invariant Reward Shaping method, which enables the agent to leverage dense rewards for efficient self-improvement without altering the optimal policy, thereby fundamentally avoiding the semantic trap. Extensive experiments across diverse simulated and real-world tasks validate our approach. GRM achieves state-of-the-art accuracy in reward assessment, and Dopamine-RL built on GRM significantly improves policy learning efficiency. For instance, after GRM is adapted to a new task in a one-shot manner from a single expert trajectory, the resulting reward model enables Dopamine-RL to improve the policy from near-zero to 95% success with only 150 online rollouts (approximately 1 hour of real robot interaction), while retaining strong generalization across tasks. Project website: https://robo-dopamine.github.io

Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning

A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.

  • 4 authors
·
May 25, 2023

Behavior Alignment via Reward Function Optimization

Designing reward functions for efficiently guiding reinforcement learning (RL) agents toward specific behaviors is a complex task. This is challenging since it requires the identification of reward structures that are not sparse and that avoid inadvertently inducing undesirable behaviors. Naively modifying the reward structure to offer denser and more frequent feedback can lead to unintended outcomes and promote behaviors that are not aligned with the designer's intended goal. Although potential-based reward shaping is often suggested as a remedy, we systematically investigate settings where deploying it often significantly impairs performance. To address these issues, we introduce a new framework that uses a bi-level objective to learn behavior alignment reward functions. These functions integrate auxiliary rewards reflecting a designer's heuristics and domain knowledge with the environment's primary rewards. Our approach automatically determines the most effective way to blend these types of feedback, thereby enhancing robustness against heuristic reward misspecification. Remarkably, it can also adapt an agent's policy optimization process to mitigate suboptimalities resulting from limitations and biases inherent in the underlying RL algorithms. We evaluate our method's efficacy on a diverse set of tasks, from small-scale experiments to high-dimensional control challenges. We investigate heuristic auxiliary rewards of varying quality -- some of which are beneficial and others detrimental to the learning process. Our results show that our framework offers a robust and principled way to integrate designer-specified heuristics. It not only addresses key shortcomings of existing approaches but also consistently leads to high-performing solutions, even when given misaligned or poorly-specified auxiliary reward functions.

  • 5 authors
·
Oct 29, 2023 1

Sequential Recommendation for Optimizing Both Immediate Feedback and Long-term Retention

In the landscape of Recommender System (RS) applications, reinforcement learning (RL) has recently emerged as a powerful tool, primarily due to its proficiency in optimizing long-term rewards. Nevertheless, it suffers from instability in the learning process, stemming from the intricate interactions among bootstrapping, off-policy training, and function approximation. Moreover, in multi-reward recommendation scenarios, designing a proper reward setting that reconciles the inner dynamics of various tasks is quite intricate. In response to these challenges, we introduce DT4IER, an advanced decision transformer-based recommendation model that is engineered to not only elevate the effectiveness of recommendations but also to achieve a harmonious balance between immediate user engagement and long-term retention. The DT4IER applies an innovative multi-reward design that adeptly balances short and long-term rewards with user-specific attributes, which serve to enhance the contextual richness of the reward sequence ensuring a more informed and personalized recommendation process. To enhance its predictive capabilities, DT4IER incorporates a high-dimensional encoder, skillfully designed to identify and leverage the intricate interrelations across diverse tasks. Furthermore, we integrate a contrastive learning approach within the action embedding predictions, a strategy that significantly boosts the model's overall performance. Experiments on three real-world datasets demonstrate the effectiveness of DT4IER against state-of-the-art Sequential Recommender Systems (SRSs) and Multi-Task Learning (MTL) models in terms of both prediction accuracy and effectiveness in specific tasks. The source code is accessible online to facilitate replication

  • 9 authors
·
Apr 4, 2024

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement Learning from Human Feedback (RLHF) is essential for aligning large language models (LLMs) with human values. However, RLHF is susceptible to reward hacking, where the agent exploits flaws in the reward function rather than learning the intended behavior, thus degrading alignment. While reward shaping helps stabilize RLHF and partially mitigate reward hacking, a systematic investigation into shaping techniques and their underlying principles remains lacking. To bridge this gap, we present a comprehensive study of the prevalent reward shaping methods. Our analysis suggests three key design principles: (1) RL reward is ideally bounded, (2) RL benefits from rapid initial growth followed by gradual convergence, and (3) RL reward is best formulated as a function of centered reward. Guided by these insights, we propose Preference As Reward (PAR), a novel approach that leverages the latent preferences embedded within the reward model itself as the signal for reinforcement learning. We evaluated PAR on two base models, Gemma2-2B and Llama3-8B, using two datasets, Ultrafeedback-Binarized and HH-RLHF. Experimental results demonstrate PAR's superior performance over other reward shaping methods. On the AlpacaEval 2.0 benchmark, PAR achieves a win rate at least 5 percentage points higher than competing approaches. Furthermore, PAR exhibits remarkable data efficiency, requiring only a single reference reward for optimal performance, and maintains robustness against reward hacking even after two full epochs of training. Code is available at https://github.com/PorUna-byte/PAR.

  • 6 authors
·
Feb 25, 2025

Self-evolving LLM agents with in-distribution Optimization

Large Language Models (LLMs) have recently emerged as powerful controllers for interactive agents in complex environments, yet training them to perform reliable long-horizon decision making remains a fundamental challenge. A key difficulty lies in credit assignment: agents often receive delayed rewards only at the end of episodes. In this paper, we propose Q-Evolve, a self-evolving framework for LLM agents that unifies automatic process-reward labeling and policy learning within a principled in-distribution reinforcement learning paradigm. In each evolving iteration, our method learns an in-distribution critic from a hybrid off-policy dataset that combines expert demonstrations with agent-generated trajectories, stabilizing Bellman backups in sparse-reward settings via a weighted Implicit Q-Learning objective. The learned value function is then used to derive step-wise process rewards through advantage estimation, enabling dense and reliable supervision without environment backtracking or human annotation. Leveraging these signals, we perform behavior-proximal policy optimization that evolves the agent over the data used for process reward labeling, allowing iterative self-improvement without exacerbating distribution shift. We evaluate our method on AlfWorld, WebShop, and ScienceWorld, showing Q-Evolve outperforms strong baselines in sample efficiency, robustness, and overall task performance. Our results demonstrate that stable agent self-evolution is achievable through the co-evolution of process-level supervision and policy, both grounded within a shared in-distribution learning loop.

  • 4 authors
·
Jun 4

Secrets of RLHF in Large Language Models Part II: Reward Modeling

Reinforcement Learning from Human Feedback (RLHF) has become a crucial technology for aligning language models with human values and intentions, enabling models to produce more helpful and harmless responses. Reward models are trained as proxies for human preferences to drive reinforcement learning optimization. While reward models are often considered central to achieving high performance, they face the following challenges in practical applications: (1) Incorrect and ambiguous preference pairs in the dataset may hinder the reward model from accurately capturing human intent. (2) Reward models trained on data from a specific distribution often struggle to generalize to examples outside that distribution and are not suitable for iterative RLHF training. In this report, we attempt to address these two issues. (1) From a data perspective, we propose a method to measure the strength of preferences within the data, based on a voting mechanism of multiple reward models. Experimental results confirm that data with varying preference strengths have different impacts on reward model performance. We introduce a series of novel methods to mitigate the influence of incorrect and ambiguous preferences in the dataset and fully leverage high-quality preference data. (2) From an algorithmic standpoint, we introduce contrastive learning to enhance the ability of reward models to distinguish between chosen and rejected responses, thereby improving model generalization. Furthermore, we employ meta-learning to enable the reward model to maintain the ability to differentiate subtle differences in out-of-distribution samples, and this approach can be utilized for iterative RLHF optimization.

  • 27 authors
·
Jan 11, 2024 4