ROOT: Discovering Rewards for User-Specified Embodied Behaviors
Organizations: Robotics and Autonomous Systems, Arizona State University, Tempe, Arizona, USA · School of Computing and Augmented Intelligence, Arizona State University, Tempe, Arizona, USA
Abstract
Reinforcement learning for embodied control remains constrained by the difficulty of reward specification. Although recent large language model (LLM)-based methods can synthesize reward functions from natural-language descriptions, they often fail to capture subtle behavioral properties that humans care about, such as natural gait, posture, and movement style. This limitation arises because many desired behaviors are easier to recognize visually than to encode in a reward function. We introduce Reward Optimization via Observable Trees (ROOT), a framework for discovering reward functions that align learned policies with user-specified embodied behaviors. Rather than relying solely on scalar training statistics, ROOT casts reward design as an observation-guided search over a persistent experiment tree that stores reward programs, trained policies, and rollout observations, together with behavioral insights distilled by a video-language model, to diagnose behavioral failures and guide subsequent reward refinements. We evaluate ROOT on seven tasks across four embodiments: simulated Hopper, HalfCheetah, Ant, Unitree Go2, and as well as the real-world Unitree Go2. ROOT produces behaviors that better align with user intent than those generated by existing LLM-based reward-generation methods, achieving up to 86.8% locomotion-completeness accuracy and improving Vid-LLM behavioral alignment from 3.56/5 to 4.14/5, a 16.5% improvement over baselines. Human evaluations further support these results, with ROOT preferred in 51-63% of pairwise comparisons.
Figures & tables
| Robot | Task | Metric | Eureka | Text2 | Language | CARD | LAPP | ROOT |
| Reward | 2Reward | (Ours) | ||||||
| Align. Score | 4.67 | 4.50 | 4.61 | 4.67 | 3.94 | 4.67 | ||
| Walk forward with a trot gait. | Acc. (%) | |||||||
| Align. Score | 4.56 | 4.39 | 4.39 | 4.50 | 4.17 | 4.50 | ||
| Walk forward with a pace gait. | Acc. (%) | |||||||
| Align. Score | 2.78 | 2.72 | 2.22 | 3.50 | 3.22 | 3.61 |
| Configuration | Metric | Ant | Unitree Go2 | |
| Crab | Spider | Canter | ||
| ROOT (Full) | Acc. (%) | |||
| Align. Score | 4.44 | 3.89 | 3.61 | |
| No History (No Tree) | Acc. (%) | |||
| Align. Score | 2.83 | 2.67 | 2.89 | |
| No Vid-LLM and History | Acc. (%) | |||
Appendix figures & tables2 assets
Supplementary material from the paper’s appendix.
Appendix
| Environment | Task | Behavior specification |
| Hopper (MJX) | Forward hopping | Hop forward as fast as possible. |
| HalfCheetah (MJX) | Forward running | Run forward as fast as possible. |
| Ant (MJX) | Spider-creep | Make the ant creep forward like a spider, using all four legs in a coordinated crawling gait while keeping its body close to the surface. |
| Ant (MJX) | Crab-crawl | Make the ant crawl sideways like a crab, moving laterally using coordinated leg movements while keeping its body low and stable. |
| Go2 (Isaac Lab) | Pace | Train the Go2 to pace forward—legs on the same side (FL+RL, then FR+RR) move together in a lateral two-beat gait with steady forward velocity. |
| Go2 (Isaac Lab) | Trot | Train the Go2 to perform a trot gait—a two-beat diagonal pattern where diagonally opposite legs (FL+RR, then FR+RL) move together in alternation with steady forward velocity. |
| Parameter | Ant / Hopper (MJX) | HalfCheetah (MJX) | Go2 canter (MJX) | Go2 pace/trot (Isaac Lab) |
| Parallel environments | ||||
| Episode limit (control steps) | ||||
| Transitions per candidate | ||||
| Training iterations (RSL-RL) | — | — | — | |
| Learning rate | ||||
| Learning-rate schedule | Constant | Constant | Constant | Adaptive |
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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