cs.LGSep 30, 2026

Reward as Observation: Learning Reward-Based Policies for Rapid Adaptation

Authors: Morgan Byrd, Maks Sorokin, Robert Wright, Sehoon Ha

Organizations: Georgia Institute of Technology, Atlanta, GA, 30308, USA · Georgia Tech Research Institute, Atlanta, GA, 30308, USA

Abstract

This paper explores a reward-based policy to achieve zero-shot transfer between source and target environments with completely different observation spaces. While humans can demonstrate impressive adaptation capabilities, deep neural network policies often struggle to adapt to a new environment and require a considerable amount of samples for successful transfer. Instead, we propose a novel reward-based policy only conditioned on rewards and actions, enabling zero-shot adaptation to new environments with completely different observations. We discuss the challenges and feasibility of a reward-based policy and then propose a practical algorithm for training. We demonstrate that a reward policy can be trained within three different environments, Pointmass, Cartpole, and 2D Car Racing, and transferred to completely different observations, such as different color palettes or 3D rendering, or Stretch robot navigation in Habitat-Sim, in a zero-shot manner. We also demonstrate that a reward-based policy can further guide the training of an observation-based policy in the target environment.

Figures & tables

Explore similar work

Jun 29, 2026cs.AI

Exploration and Online Transfer with Behavioral Foundation Models

Zero-shot Transfer in Reinforcement Learning (RL) aims to train an agent that can generate optimal policies for any reward function, without additional learning at transfer time, while training only on reward-free trajectories. For their generality over tasks, such models are sometimes called ``Behavioral Foundation Models'' (BFMs). While they have shown strong performances and improvements in recent years, the current framework and algorithms still assume that, during the transfer phase, the agent is informed offline about the reward (the task to solve) through a dataset of state-reward pairs, which it uses to pick the best policy to deploy. However, in practice if the reward is a black-box (e.g. direct user feedback), it is not possible to generate such a dataset: it is necessary to observe the reward through interactions with the environment. In other words, the current framework of offline transfer is not aligned with the traditional RL setting of online learning through trial-and-error, which requires exploration in order to find rewards. This paper proposes to tackle this new online transfer in zero-shot RL, with the key insight that the BFM itself can be used to generate exploration policies. We show that it is possible to frame this online learning problem in terms of a bandit-like exploration-exploitation problem. More precisely, at each step the bandit algorithm recommends a policy, the BFM executes it in the environment, which yields a reward and a new state; we repeat the process until we converge to the optimal policy. In the popular context of linear reward approximation, we derive a formulation inspired by Upper Confidence Bound and show that exploration can be achieved through the minimization of the eigenvalues of an uncertainty matrix. We evaluate qualitatively and quantitatively our framework on a simple environment to validate the concept of our method.
Apr 28, 2026cs.AI

Improving Zero-Shot Offline RL via Behavioral Task Sampling

Offline zero-shot reinforcement learning (RL) aims to learn agents that optimize unseen reward functions without additional environment interaction. The standard approach to this problem trains task-conditioned policies by sampling task vectors that define linear reward functions over learned state representations. In most existing algorithms, these task vectors are randomly sampled, implicitly assuming this adequately captures the structure of the task space. We argue that doing so leads to suboptimal zero-shot generalization. To address this limitation, we propose extracting task vectors directly from the offline dataset and using them to define the task distribution used for policy training. We introduce a simple and general reward function extraction procedure that integrates into existing offline zero-shot RL algorithms. Across multiple benchmark environments and baselines, our approach improves zero-shot performance by an average of 20%, highlighting the importance of principled task sampling in offline zero-shot RL.
May 8, 2026cs.LG

Zero-shot Imitation Learning by Latent Topology Mapping

Imitation learning is effective for training agents when expert demonstrations are available, but collecting demonstrations for every complex task in an environment is costly. We study the long-horizon, goal-conditioned setting where a fixed demonstration dataset contains useful behavior, but not complete examples for every task the agent must solve. Existing imitation learning methods can learn strong policies from demonstrations, but when solving long-horizon tasks, small errors accumulate over long primitive-action trajectories and make zero-shot adaptation to new tasks unreliable. We introduce Zero-shot Agents from Latent Topologies (ZALT), an imitation-learning method that solves unseen start-goal tasks beyond those demonstrated during training. ZALT identifies latent hub states where trajectories converge or diverge, learns policies and a dynamics model over hub-to-hub transitions, and plans over the hub topology to complete new tasks. This topology makes demonstrated behaviors explicitly composable while compressing long tasks into shorter sequences of abstract transitions -- combined, these enable ZALT to perform zero-shot adaptation. In a complex 3D maze environment, ZALT achieves 55% zero-shot success on unseen tasks, compared to 6% for the strongest baseline.