HiRE: Hindsight Reward Editing for Policy Finetuning
Organizations: University of California, Berkeley · The Chinese University of Hong Kong
Abstract
Pre-trained robot policies always require finetuning to adapt to specific environments. Reinforcement Learning (RL) offers high performance potential because it improves action optimality rather than simply mimicking data. However, such potential depends heavily on reward quality. Sparse rewards lack process feedback, human-designed rewards are costly and biased, and semantic rewards from foundation representations are often not control-centric. We propose Hindsight Reward Editing (HiRE), a training-free framework to break this reward bottleneck. HiRE bridges the broad knowledge of foundation representation models with physical control awareness, by contrasting successful and failed trajectories in hindsight. It calibrates foundation representation models by identifying "trap states" that are predicted as high-rewarding states yet eventually result in failure, and vice versa. HiRE explicitly penalizes these traps while boosting rewards for critical successful states. This approach can be flexibly compatible with any foundation representations and RL algorithms. Experiments show that HiRE consistently outperforms other reward recipes by delivering dense, control-aware feedback that prevents value function collapse and reward hacking, thereby achieving superior sample efficiency, stable policy updates, and higher performance ceilings, e.g., at least 3x performance of the base policies. Qualitative results are at https://hire-project.github.io .
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Supplementary material from the paper’s appendix.
Appendix
| Component | Value |
|---|---|
| Visual encoder | ResNet-18 + spatial-softmax, trained end-to-end |
| Keypoints / fusion | 32 keypoints/cam, 64-D/cam fused 128-D |
| Action head | 1D UNet, base 128, multipliers |
| Horizons | , , |
| Policy | P1 | P2 | P3 | P4 | P5 | P6 | Success | Rate |
|---|---|---|---|---|---|---|---|---|
| BC | 2 | 0 | 0 | 2 | 0 | 2 | 6/30 | 20.0% |
| Online ep. 30 | 1 | 2 | 1 | 0 | 1 | 1 | 6/30 | 20.0% |
| Online ep. 40 | 4 | 4 | 2 | 1 | 1 | 0 | 12/30 | 40.0% |
| Online ep. 50 | 3 | 5 | 2 | 1 | 2 | 3 | 16/30 | 53.3% |
| Online ep. 60 | 3 | 5 | 3 | 3 | 3 | 3 | 20/30 | 66.7% |
| Online ep. 70 | 4 | 3 | 3 | 4 | 3 | 3 | 20/30 | 66.7% |
| Setting | Value |
|---|---|
| Residual actor | 3-layer MLP, hidden 1 024, GELU, LayerNorm; 56-D noise |
| Action decoding | DDIM [ 33 ] , 10 steps |
| Critic | ensemble of 10; 16 candidates, max_q_min selection |
| Collection | 100 steps/iter 8 parallel envs |
| Updates per iter | 20, batch 256 |
| Actor : critic updates | 1 : 2; target soft update |
Reward Design for RL
Reward design for reinforcement learning studies how to specify, learn, and adapt signals that guide agents toward intended behavior.
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