cs.AIOct 11, 2026

FARL: A Fully Automated Pipeline of RL Interface and Solver Design

Authors: Tianyu Jin, Liuyu Xiang, Chaowen Yang, Xingyang Chang, Pei Pei Li, Zhaofeng He

Organizations: Beijing University of Posts and Telecommunications, Beijing, China

Abstract

Existing reinforcement learning (RL) largely focuses on optimizing learning algorithms within a pre-defined task formulation, while applying RL to new tasks still relies heavily on human expertise to design the learning pipeline: what an agent observes, how it is rewarded, which algorithm it uses, and how training is configured. Automating these choices is challenging because they are tightly coupled. We introduce FARL (Fully Automated Reinforcement Learning), a framework that automates RL design by jointly searching observation and reward programs, learning algorithms, and training settings. FARL uses training statistics and observed behavior to diagnose failures, propose changes, and test whether they improve learning. Its search preserves diverse candidates and the controls needed for these tests, using a staged budget to screen designs before investing in longer training. Experimental memory records each finding together with its conditions, so an unsuccessful component can be reconsidered in a different combination. Across expert-withheld and expert-available settings, FARL outperforms the evaluated automated baselines on challenging navigation, locomotion, and manipulation tasks. On Adroit Hand Relocate, FARL achieves 97.1% success at 5M training steps per policy, compared with 0% for Eureka and LiMEN and 1.0% for native Proximal Policy Optimization (PPO) under the same policy training budget.

Figures & tables

Appendix figures & tables39 assets

Supplementary material from the paper’s appendix.

Appendix

Explore similar work

May 5, 2026

Discovering Reinforcement Learning Interfaces with Large Language Models

Reinforcement learning systems rely on environment interfaces that specify observations and reward functions, yet constructing these interfaces for new tasks often requires substantial manual effort. While recent work has automated reward design using large language models (LLMs), these approaches assume fixed observations and do not address the broader challenge of synthesizing complete task interfaces. We study RL task interface discovery from raw simulator state, where both observation mappings and reward functions must be generated. We propose LIMEN (Code available at https://github.com/Lossfunk/LIMEN), a LLM guided evolutionary framework that produces candidate interfaces as executable programs and iteratively refines them using policy training feedback. Across novel discrete gridworld tasks and continuous control domains spanning locomotion and manipulation, joint evolution of observations and rewards discovers effective interfaces given only a trajectory-level success metric, while optimizing either component alone fails on at least one domain. These results demonstrate that automatic construction of RL interfaces from raw state can substantially reduce manual engineering and that observation and reward components often benefit from co-design, as single-component optimization fails catastrophically on at least one domain in our evaluation suite.
Sep 14, 2026

Specifying Reward Functions for RL Without Environment Sampling

Enabling human stakeholders to specify reward functions that lead to their desired outcomes is a key challenge in deploying reinforcement learning agents. Preference-based methods such as online RLHF can reduce the burden of manual reward design, but they require repeatedly training policies, sampling trajectories from the real world, and eliciting feedback, making them impractical in settings where environment interaction is computationally expensive or unsafe. We introduce Experience-Free Autonomous Reward Specification (EARS), a method for learning reward functions from preferences without environment interaction. Our approach uses a structured LLM-mediated process to construct a small set of expressive reward features from a task description and the environment observation space, then strategically samples imagined trajectories in this feature space and learns feature weights from preferences over the imagined trajectory pairs. We evaluate on three long-horizon domains: pandemic lockdown regulation design, insulin administration for diabetes patients, and autonomous vehicle control on a highway. We compare EARS to baselines that also enable reward specification without environment interaction--namely, methods that directly prompt an LLM to generate a reward function. When learning from either ground-truth preference labels or preferences labeled by a LLM, EARS designs reward functions that are more aligned with the ground truth reward function that produced the preferences or LLM context than these baselines. These results suggest that preference-based reward specification remains effective without environment sampling, enabling practical reward design in settings where collecting real trajectories is costly or infeasible.
Jun 1, 2026

RDA: Reward Design Agent for Reinforcement Learning

Reinforcement learning has enabled the acquisition of impressive robotic skills, but typically requires hand-crafted reward functions that are slow to design and difficult to align with human intentions. Recent work, such as Eureka, automates reward design by using an LLM to iteratively generate and refine reward code from task descriptions. However, they rely on coarse feedback signals such as success rate, which provide little semantic insight into the learned behavior. As a result, their trained policies achieve the final goal but are frequently poorly aligned with task instructions. We introduce the Reward Design Agent (RDA), a VLM-based agentic framework that injects semantic understanding into reward design. RDA decomposes tasks, visually evaluates trajectories, summarizes failure modes, and iteratively revises reward code to better align with task instructions. Across 12 tabletop manipulation tasks from ManiSkill and 4 whole-body manipulation tasks from HumanoidBench, RDA produces policies substantially more instruction-aligned than those of other baselines, while achieving comparable task success rates. Videos and the generated reward code are available on https://nitinkamra1992.github.io/reward-design-agent.