We demonstrate that training LLMs with RL does not improve performance equally across a dataset. RL shows large improvements on easy problems that an LLM is already good at solving, but small improvements on hard problems. We call this the Matthew Effect in RL for LLMs, after the phenomenon of cumulative advantage from economics and network science summarized as "the rich get richer". The naive explanation is that hard problems require more compute to find a solution. We argue that modern RL methods are exacerbating the issue by wasting too much compute on easy problems and instead should dynamically reallocate how they use compute. We introduce Never Give Up (NGU), a simple adaptive sampling method that keeps generating samples for a problem until one is correct. By leveraging asynchronous RL, this naturally uses fewer samples to filter out easy problems and allocates more compute to solving harder problems. We investigate the design choices that affect NGU, such as off-policy robustness, and develop a set of best practices. On the math benchmark Deepscaler, NGU improves performance per compute, especially on harder problems. On a recent coding task, Manufactoria, standard GRPO with a per-test reward fails to fully solve problems that have a range of easy and difficult tests. NGU iteratively improves, solving harder and harder tests, until it learns to fully solve coding problems.
Figures & tables
Figure 1: The Matthew Effect in RL for LLMs. We evaluate how RL improves performance using three different open-source RL-trained models from three domains: Olmo 3.1 RL-Zero Math on AIME, DeepCoder on LCBv5, and DeepSWE on SWEBenchVerified. We compare the RL-trained models to their initial models (Olmo 3 7B Base, Deepseek-Qwen-14B, Qwen3-32B), separating problems by difficulty. RL improves performance in proportion to the initial model’s performance: easy problems improve the most and hard problems improve the least.
Figure 2: More Completions-per-prompt K doesn’t necessarily solve harder problems. Under a fixed total batch size, using more completions per prompt (higher K , lighter lines) underperforms using 4 completions per prompt ( K=4 ), even for harder problems.
Figure 3: Fewer Completions-per-prompt K can shift training batches towards harder prompts. Using fewer completions per prompt (darker lines) results in more of the training batch comprising of hard training examples. This is due to more aggressive filtering of easy samples which enables focusing compute towards solving harder problems.
Figure 4: Never Give Up improves on the hardest problems. Using NGU improves overall pass@1 (blue line on left), especially improving performance on the hardest subset of samples (red line on right). Baseline GRPO results from Figure 2 are shaded in grey.
Figure 5: Never Give Up achieves near pareto-optimality for training on hard prompts. Using NGU results in the highest proportion of difficult samples and lowest proportion of easy samples across all training steps, suggesting it gets the benefits of both small and large K through its dynamic allocation. Baseline GRPO results shaded in grey (see Figure 3 ).
Figure 6: Never Give Up requires filtering of stale/off-policy completions, but can use them for an improved GRPO baseline. We measure performance across training and across samples of different difficulties. Using older completions ( T>4 steps off-policy) results in deteriorating performance (left), but these completions can be used for baselining. Using them for anchoring the positives outperforms other baselining approaches, especially downsampling (right).
Figure 7: NGU can improve the performance trade-off between hard/easy samples. We train on Deepscaler with different values of K and eval on AIME and BRUMO 2025. NGU outperforms all options, especially on the hardest problems. Varying NGU p demonstrates a trade-off between improving on hard and easy evals, much like varying K . We show mean ± std dev across three seeds.
Figure 8: The Harness-Aware Matthew Effect . Performance on easy, medium, and hard problems over training. We can determine problem difficulty based on the model’s own pass rate either at the start of training (left) or after 100 steps when the model has adapted to the novel prompt/harness (right). Using the adapted difficulty ratings leads to a clear demonstration of the Matthew effect.
Figure 9: Never Give Up enables solving the hardest tests on coding problems. NGU enables continuously improving on all tests even as GRPO plateaus (left). The difference between the two methods is on hard tests (center). NGU improves on the hardest tests and learns to pass all of a problem’s tests, while GRPO remains unable to pass all tests on even a single example (right).
Figure 10: Never Give Up can recover from a suboptimal model overfit to per-test reward . NGU with per-test rewards performs similarly to standard RL with all-test pass reward.
Appendix figures & tables12 assets
Supplementary material from the paper’s appendix.
Appendix
easy
medium
hard
extra
Baseline GRPO
100.0 ± 0.0
99.9 ± 0.1
99.6 ± 0.2
47.1 ± 6.4
+ NGU p=1.0
83.9 ± 0.7
61.2 ± 2.3
36.3 ± 3.3
2.7 ± 1.0
+ NGU p=0.75 + sync RL
99.0 ± 0.5
97.3 ± 0.5
93.8 ± 2.3
14.8 ± 5.2
+ NGU p=0.75 + async RL + downsampling
99.5 ± 0.3
96.7 ± 0.7
95.4 ± 0.9
63.9 ± 5.5
+ NGU p=0.75 + async RL + Anchor Pos
100.0 ± 0.0
99.2 ± 0.4
98.6 ± 0.3
87.9 ± 2.2
Appendix
Table 1: Ablating the differences between NGU vs Reinforce-Ada-Seq-Pos on GSM8k. Each design decision behind Never Give Up is shown to be crucial to performance: giving up with probability p , asynchronous RL, anchoring positives for rescaling reward baseline.
Figure 11: Never Give Up must filter previous completions if they are too stale/off-policy. Both overall (left) and per-difficulty (right), using more stale completions (lighter lines) lowers performance when using NGU.
Figure 12: Never Give Up can leverage filtered completions for an improved GRPO baseline. We compare using stale completions with Anchor Pos rescaling to not using filtered completions for the GRPO baseline and find previous, filtered completions can be beneficial.
Figure 13: Never Give Up can best leverage filtered completions for an improved GRPO baseline by rescaling rewards. We ablate three methods for using stale completions. Downsampling underperforms both other approaches, and anchoring the positive completions performs best at the end of training.
Figure 14: GSM8k with No Resampling of Easy Prompts. Following An et al. (2025) , we don’t resample any prompts that achieve a perfect 16/16 correct completions during training. This fundamentally shifts the data distribution and we quickly see degradation on easy problems as our model shifts to answering exclusively harder prompts.
AIME 25
BRUMO 25
Average
Qwen 3 4B Base
7.63
16.3
12.6
N=2, K=64
20.3 ± 0.9
28.8 ± 0.7
24.5 ± 0.5
N=4, K=32
21.4 ± 1.3
29.2 ± 0.7
25.3 ± 0.5
N=8, K=16
20.0 ± 1.5
29.6 ± 1.4
24.8 ± 1.0
+ NGU p=0.875
21.8 ± 0.2
31.2 ± 1.3
26.5 ± 0.6
+ NGU p=0.75
21.3 ± 2.1
31.6 ± 1.5
26.4 ± 0.7
Appendix
Table 2: Deepscaler final pass@1 by dataset. We show the pass@1 over three seeds for each setting of our GRPO baselines K and our NGU settings pNGU . Results are mean ± std dev over three seeds. *Darling results are taken from the original paper which trained on a different 10k random subset.
Easy
Medium
Hard
Total
N=2, K=64
23.3 ± 1.9
15.3 ± 1.5
2.5 ± 0.2
11.5 ± 0.5
N=4, K=32
26.0 ± 2.5
15.4 ± 1.8
2.5 ± 1.1
12.2 ± 0.5
N=8, K=16
26.8 ± 2.6
14.5 ± 3.6
1.6 ± 0.3
11.7 ± 1.0
+ NGU p=0.875
26.8 ± 1.7
16.3 ± 0.9
4.3 ± 1.2
13.5 ± 0.6
+ NGU p=0.75
28.1 ± 0.2
16.8 ± 3.3
3.0 ± 1.2
13.4 ± 0.7
+ NGU p=0.5
25.1 ± 2.3
17.9 ± 2.2
3.3 ± 1.9
13.0 ± 0.6
Appendix
Table 3: Deepscaler improvement in pass@1 by difficulty subset. We plot the improvement in pass@1 over the initial Qwen 3 4B-base model after RL training, by difficulty splits. Results are mean ± std dev over three seeds.
Figure 15: NGU reallocates compute to more difficult prompts in Deepscaler. As in GSM8k, Figure 3 , we plot the ratios of the easiest and hardest prompts in our update batch over training. NGU increases the proportion of hard prompts and decreases the proportion of easy prompts. As before, NGU achieves the best of large K early in training and small K late in training.
Hyperparameter
Value
KL beta
0.0
Learning rate
1×10−6
Total Steps
2000
Temperature
1.0
Completions Per Prompt K
16
Prompts per Batch N
32
Appendix
Table 4: Hyperparameters for the Qwen2.5-0.5B-Instruct on GSM8K
Figure 16: Difficulty of Deepscaler 10k dataset for Qwen 3 4B base. We take 32 samples on each prompt in the dataset and calculate the overall difficulty of the dataset. We find that a significant amount of data has pass@32 = 0 for the initial model. Dashed lines indicate borders between difficulty levels.
Hyperparameter
Value
KL beta
0.0
Learning rate
1×10−6
Total Steps
1000
Temperature
1.0
Completions Per Prompt
16
Prompts per Batch
8
Appendix
Table 5: Hyperparameters for Qwen3-4B-Base on Deepscaler Math
Hyperparameter
Value
KL beta
0.01
Learning rate
5×10−7
Total Steps
1500
Temperature
1.0
Completions Per Prompt
16
Prompts per Batch
32
Appendix
Table 6: Hyperparameters for Qwen3-4B-Instruct-2507 on Manufactoria
Reinforcement learning studies how agents learn sequential decisions from rewards and interaction, balancing exploration, performance, safety, and adaptation.