GARDEN: Generalist Autonomous Reward Design Through Evidence Navigation for Cooperative Multi-Agent Reinforcement Learning
Organizations: Department of Electrical and Electronics Engineering, Karabuk University, 78050 Karabuk, Türkiye
Abstract
Cooperative multi-agent reinforcement learning (MARL) enables teams of agents, such as robots and autonomous vehicles, to learn coordinated behavior, but what such teams learn is largely determined by their reward function. Because task success alone provides too little guidance for learning, intermediate rewards are usually designed by hand, and this effort must often be repeated whenever the environment or the team changes. Large language models (LLMs) can automate the effort by writing reward functions as code, yet the resulting rewards are typically designed and tested in a single setting. To enable their reuse across settings, GARDEN (Generalist Autonomous Reward Design through Evidence Navigation) is proposed, in which one reward program is developed for a family of related scenarios and transferred, unchanged, to scenarios that were not available during its design. During development, environment code, training records, and agent behavior are investigated by an LLM reward engineer, and draft rewards are tested in trial training runs, while the learning algorithm and the rule for selecting the final reward are held fixed. On unseen scenarios of the Overcooked and SMAX benchmarks, task returns were increased by 58.2% and 52.5% over the default rewards on two kitchen layouts, and the mean win rate in two combat scenarios was raised from 51.0% to 89.9%. Under matched candidate and probe budgets, this exceeded the 84.2% and 79.2% obtained with fixed diagnostic feedback and Eureka-inspired reward reflection. These results show that a single autonomously engineered reward can be reused effectively across related cooperative scenarios.
Figures & tables
| Approach | Agents | Main source of reward-design evidence |
|---|---|---|
| Text2Reward [ 7 ] | Single | Environment abstractions and human feedback |
| Eureka [ 8 ] | Single | Environment code and reward-component statistics from training |
| Self-alignment [ 10 ] | Single | Comparisons of behavior under candidate rewards |
| RF-Agent [ 11 ] | Single | Earlier designs and training feedback organized by tree search |
| Reward Design Agent [ 12 ] | Single | Trajectory assessment by a vision-language model |
| ARBO [ 9 ] | Single, multi | Source inspection and tool-based access to optimization history |
| Overcooked | SMAX | ||||
|---|---|---|---|---|---|
| Scenario | Role | Agents | Scenario | Role | Allied vs. enemy units |
| Cramped Room | Development | 2 | 3s5z vs 3s6z | Development | 8 vs. 9 |
| Bottleneck (adapted layout) | Development | 2 | SMACv2 5 units | Development | 5 vs. 5 |
| Coordination Ring | Development | 2 | 5m vs 6m | Development | 5 vs. 6 |
| Forced Coordination | Held-out | 2 | 10m vs 11m | Held-out | 10 vs. 11 |
| Counter Circuit | Held-out | 2 | SMACv2 10 units | Held-out | 10 vs. 10 |
| Setting | Overcooked | SMAX | Setting | Overcooked | SMAX |
|---|---|---|---|---|---|
| Hidden width | 64 | 128 | PPO minibatches | 16 | 4 |
| Environment steps per training | 4 997 120 | 4 997 120 | Initial learning rate | ||
| Parallel environments | 64 | 128 | Entropy coefficient | 0.01 | 0 |
| Rollout length | 256 | 128 | Gradient norm bound | 0.50 | 0.25 |
| Episode limit | 400 | 100 | Evaluation episodes | 64 | 256 |
| Overcooked, task return (% of native) | SMAX, win rate (%) | |||
|---|---|---|---|---|
| Training reward | Forced Coordination | Counter Circuit | 10m vs 11m | SMACv2 10 units |
| Native shaping | ||||
| GARDEN | ||||
| Gain over native | % | % | pp | pp |
| Method | 10m vs 11m | SMACv2 10 units | Mean | Model calls | Input tokens (M) |
|---|---|---|---|---|---|
| Native shaping | 51.0 | – | – | ||
| Fixed diagnostics | 84.2 | 18 | 3.5 | ||
| Eureka-inspired reflection | 79.2 | 18 | 3.3 | ||
| GARDEN | 155 | 15.0 |
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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