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Jul 20, 2026math.ST

Unveiling Invariant and Transferable Latent Factors Across Heterogeneous Environments via ATLAS

This paper considers a multi-environment factor model in which high-dimensional covariates are collected from heterogeneous environments, with auxiliary labels available in a subset of these environments. The joint distribution of the covariates may vary across environments, whereas the latent structure is decomposed into invariant factors with shared loadings and heterogeneous factors with environment-specific loadings. Such a model is motivated by transfer learning and latent factor regression, where one seeks stable low-dimensional representations for both interpretation and robust out-of-sample prediction of the response YY. Leveraging the invariance principle, we show that the invariant and heterogeneous factors are disentangled under a minimal structural condition. Based on this, we propose ATLAS, an Auxiliary-label and invariance-guided Transfer via Latent Alignment across heterogeneous environmentS. ATLAS is a unified procedure that leverages the invariance principle to separate aligned invariant and unaligned heterogeneous factors, and further exploits supervision from auxiliary labels to extract prediction-invariant and transferable factors from those unaligned heterogeneous factors. ATLAS yields near-oracle performance for downstream latent factor regression, enables transferable prediction in new environments through the full latent signal when auxiliary labels are available, and reduces to robust invariant-factor-only prediction otherwise. We establish sharp non-asymptotic error bounds for recovering invariant and heterogeneous factors, identifying all the response-invariant factors, and estimating the invariant signal in YY.
Yihong Gu, Katherine Liao, Tianxi Cai
Aug 6, 2026cs.AI

EnvACE: Internalizing Environment Dynamics via World Rehearsal for Agentic Reinforcement Learning

Training large language model agents for long-horizon tool use typically relies on interactions with real or synthesized executable environments, whose construction and verification are costly, or on external simulators that are difficult to ground. We introduce EnvACE, an agentic reinforcement learning method that replaces external environment interaction during training with world rehearsal. The policy alternates between acting and rehearsal: it first generates a tool call, then plays the role of the environment to produce the response induced by that action, and conditions subsequent decisions on the rehearsed response. Both roles are jointly optimized end-to-end using task-success rewards. Through world rehearsal, the policy internalizes the relationship between actions and their environment responses in its parameters, yielding an agent world model that directly supports decision making. Across BFCL-v4, tau^2-Bench, VitaBench, and FinMCP-Bench, EnvACE achieves strong and transferable performance, outperforming environment-scaling baselines in the overall evaluation. Controlled studies further show that world rehearsal consistently improves policy learning across model scales. At test time, the internalized world model enables private rehearsal before committed execution, yielding further gains under a moderate rehearsal budget without additional external interaction. Our findings establish world rehearsal as a new path toward scaling LLM agent training beyond the constraints of external environments. Our code is publicly available at https://github.com/Within-yao/EnvACE.
Zishan Xu, Zhiyuan Yao, Yuxin Chen +9
Jun 13, 2026cs.RO

Task-Aware Environment Augmentation for Reliable Navigation via Shielded Conditional Diffusion

Reliable trajectory planning under partial observability depends not only on computing a feasible geometric path, but also on whether the robot receives informative observations while executing that trajectory. Existing approaches usually keep the environment fixed and adapt the robot through belief-space planning, active localization, or added sensing, often incurring costly uncertainty propagation and brittle behavior in observation-poor regions. We flip this perspective and address the largely open problem of \emph{task-aware environment augmentation}: given a mapped environment, a planned task trajectory, and a small budget of visual fiducial markers, where should the environment be augmented so that the planned trajectory can be executed reliably under uncertainty? Our key observation is that useful marker layouts are defined by the localization support they provide along the task trajectory: a small number of well-timed observations can be sufficient to prevent uncertainty from accumulating in regions where state-estimation error would otherwise compromise control. Building on this observation, we present \tbp{SCoDA}, S\textbf{S}hielded Co\textbf{Co}nditional D\textbf{D}iffusion for Environment A\textbf{A}ugmentation. \tbp{SCoDA} learns a conditional distribution over high-performing fiducial layouts from data, using the environment, planned trajectory, disturbance context, and desired execution profile as conditioning. Its shielded sampler reasons over where along the planned execution pose corrections should occur, and steers this distribution toward task-relevant, finite-budget augmentations. Across simulated benchmarks and hardware deployments, we show that \tbp{SCoDA} improves trajectory execution reliability and completion time over strong baselines. Code, models and dataset available at: \hyperlink{scoda-diffusion.github.io}{https://scoda-diffusion.github.io/}
Bharawee Phoompho, Gokul Puthumanaillam, Yan Miao +4
Jun 3, 2026stat.ML

Environment-Robust Representation Learning with Empirical Bayes

We consider multi-environment prediction problems. We assume the environments change the distribution of a latent variable, while the mechanisms generating observed covariates and targets remain stable conditional on that variable. For example, hospitals or clinical cohorts may differ in the prevalence of latent patient states, even though the relationships between those states, physiological measurements, and outcomes remain unchanged. Given a dataset from multiple environments, we formulate a Bayesian model for such problems and derive the corresponding variational objective. We show that this objective decomposes into per-environment terms and an additional cross-environment balancing term induced by the model's structure. We use an empirical Bayes method to set the prior and incorporate it into the objective. Based on this objective, we develop an amortized variational algorithm for posterior approximation, and use the resulting learned latent variables to form predictions in new environments.We study our approach through simulations and real-world studies of astronomical source identification, microbiome-based disease detection, and ICU sepsis prediction. Across these settings, our method outperforms previous approaches for prediction in new environments.
Yuli Slavutsky, Matthew Shen, Bohan Wu +1
May 28, 2026cs.CL

PhoneWorld: Scaling Phone-Use Agent Environments

A central bottleneck for phone-use agents is that controllable, reproducible environments covering real mobile behavior are hard to build at scale. Existing mobile-agent benchmarks have made important progress on evaluation, but they do not by themselves provide a scalable way to construct many new phone-use environments. We present PhoneWorld, a reusable pipeline that converts real GUI trajectories and screenshots into controllable phone-use environments, executable tasks, automatic verifiers, and training rollouts. Rather than hand-building one mobile benchmark at a time, PhoneWorld uses real trajectories to recover which screens matter, how screens connect, which interactions must change environment state, and which user goals admit automatic verification. From these signals, it builds runnable mock Android apps backed by read-only app content and mutable state, then derives executable tasks, rule-based verifiers, and training rollouts from the same environments. In its current instantiation, PhoneWorld covers 34 apps across 16 domains, spanning common consumer mobile behaviors such as search, browsing, shopping, booking, media, and social interaction. Under a fixed training budget, replacing 10K steps from an auxiliary AndroidWorld corpus in an AndroidWorld-based baseline with broad PhoneWorld supervision improves all four evaluation benchmarks at once, raising HYMobileBench by 17.7 points, AndroidControl by 6.0 points, AndroidWorld by 14.7 points, and PhoneWorld by 52.5 points. We then study two additional scaling questions: increasing the amount of PhoneWorld supervision strongly improves PhoneWorld performance, and under a fixed PhoneWorld budget, expanding app coverage yields even larger gains. Overall, PhoneWorld shifts the focus from building one mobile benchmark at a time to scaling the supply of phone-use environments themselves.
Zhengyang Tang, Yuxuan Liu, Xin Lai +21
May 20, 2026cs.RO

SubTGraph: Large-Scale Subterranean Environment Synthesis with Controllable Topological Variability for Robotic Autonomy Validation

Subterranean (SubT) environments have been a frontier for autonomous robotics, driven by the push for automation of mining operations and the interest in planetary exploration (Martian Lava Tubes). Due to the challenges involved in accessing real SubT environments, rigorous hardening of autonomy stacks in realistic simulation environments is critical. This article fills a well-known gap, which relates to the unavailability of a large-scale simulation-based benchmarking infrastructure for rigorous statistical evaluation of robotic autonomy, due to which it is common for SubT research articles to present validation results in a few environments at best. This article presents SubTGraph, a novel framework for rapid synthesis of multi-level SubT environments with high variability, incorporating user specifications related to topology, dimensionality, textures, etc., to generate distinct environments such as operational mines, natural caves and lava tubes. SubTGraph builds a cost matrix from user-specified structural constraints to guide the classical Dijkstra algorithm to procedurally generate SubT worlds utilizing topometric tiles from the DARPA World Generator. Three robotics case-studies are investigated to demonstrate the utility of SubTGraph for rigorous validation of different layers in the robotic autonomy stack. Structural semantic segmentation is validated against topometric ground truths, multi-agent path planning is widely tested for identification of patterns and trends in the algorithm behavior and LIO SLAM is stress-tested in challenging subterranean sections to identify failure cases. The SubTGraph world creation codebase is open-sourced (https://github.com/LTU-RAI/SubTGraph.git) along with a database consisting of 150 highly variable underground worlds.
F. Labra Caso, A. Saradagi, S. Fredriksson +3
Apr 10, 2026cs.LG

NetForge RL: A Multi-Agent Simulation Environment for Cyber Defense with Durative Actions

Training reinforcement-learning agents for cyber defense requires an environment that reflects the operational setting: noisy, partial observations, several defenders coordinating across a network, and an adaptive adversary realized through self-play. We present NetForge RL, a multi-agent environment for this setting on procedurally generated enterprise and operational-technology (OT) networks. A red agent compromises hosts with partial observability; three zone-split blue agents defend from synthetic SIEM telemetry, Windows/Sysmon event logs encoded into dense embeddings rather than a ground-truth state vector. The environment follows the PettingZoo parallel API with fixed-shape observations and MITRE ATT&CK-mapped actions, ships five scenarios with named difficulty presets and a held-out evaluation split, and replays deterministically under a seed. A JAX backend vectorizes a reduced transition core, reaching 2.5 x 10^5 environment-steps/s at batch 4096 on CPU, as a fast surrogate for training-loop iteration. Alongside the environment we provide reference baselines (scripted, a JAX IPPO trainer, and a self-play tournament), six diagnostic probes that each measure one defensive skill, and an evaluation runner reporting 95% confidence intervals. We describe the reproducibility engineering behind the environment and include a responsible-use statement.
Igor Jankowski
Feb 12, 2026cs.RO

ReaDy-Go: Real-to-Sim Dynamic 3D Gaussian Splatting Simulation for Environment-Specific Visual Navigation with Moving Obstacles

Visual navigation models often struggle in real-world dynamic environments due to limited robustness to the sim-to-real gap and the difficulty of training policies tailored to target deployment environments (e.g., households, restaurants, and factories). Although real-to-sim navigation simulation using 3D Gaussian Splatting (GS) can mitigate these challenges, prior GS-based works have considered only static scenes or non-photorealistic human obstacles built from simulator assets, despite the importance of safe navigation in dynamic environments. To address these issues, we propose ReaDy-Go, a novel real-to-sim simulation pipeline that synthesizes photorealistic dynamic scenarios in target environments by augmenting a reconstructed static GS scene with dynamic human GS obstacles, and trains navigation policies using the generated datasets. The pipeline provides three key contributions: (1) a dynamic GS simulator that integrates static scene GS with a human animation module, enabling the insertion of animatable human GS avatars and the synthesis of plausible human motions from 2D trajectories, (2) a navigation dataset generation framework that leverages the simulator along with a robot expert planner designed for dynamic GS representations and a human planner, and (3) robust navigation policies to both the sim-to-real gap and moving obstacles. The proposed simulator generates thousands of photorealistic navigation scenarios with animatable human GS avatars from arbitrary viewpoints. ReaDy-Go outperforms baselines across target environments in both simulation and real-world experiments, demonstrating improved navigation performance even after sim-to-real transfer and in the presence of moving obstacles. Moreover, zero-shot sim-to-real deployment in an unseen environment indicates its generalization potential. Project page: https://syeon-yoo.github.io/ready-go-site/.
Seungyeon Yoo, Youngseok Jang, Dabin Kim +3
Aug 9, 2026cs.RO

Curriculum Generation under Structured Parametric Environments for Robust Navigation Policies

Robust navigation policies for autonomous agents must generalize across continuously varying environmental conditions such as turn rates, obstacles, friction, pits, and slopes. Curriculum generation provides a principled mechanism for improving generalization by progressively adapting training environments, but designing such curricula in a sample-efficient and automated manner remains challenging. This paper proposes a reparameterized curriculum generation framework for structured continuous environment parameters using unidirectional gradient-based optimization. To improve robustness in multimodal observation spaces consisting of image-based and scalar inputs, a distribution-shift regularization objective is incorporated to encourage the learning of finer-grained latent representations. The proposed method is evaluated across two continuous-control OpenAI Gym environments: a 2D obstacle-based Car Racing variant and Bipedal Walker variant, where coupled environment parameters jointly influence policy performance. Across five random seeds, our method consistently outperforms vanilla policy training, random parameter sampling, manual curricula, frontier-based methods, Self-Paced Reinforcement Learning (SPRL), Absolute Learning Progress with Gaussian Mixture Models (ALP-GMM), and reverse curriculum learning baselines. Ablation studies further demonstrate the effectiveness of the reparameterized curriculum mechanism across both environments, while highlighting environment-dependent benefits of the auxiliary regularization objective.
Prishita Ray
Jul 31, 2026cs.AI

Scaling Scientific Discovery Environments for Turn-Level Agentic RL

Large language model agents have shown promising capabilities in data-driven scientific discovery tasks, where an agent interacts with an execution environment and produces a statistical claim. Long-horizon scientific analysis remains constrained by the lack of process supervised environments over real-world scientific data. This paper introduces SciDisco, a scalable framework for training Scientific Discovery agents in process-verifiable environments. SciThèque compiles hypotheses, datasets, hidden evidence graphs, and verifiers into task environments where analytical progress can be checked during interaction. DAG-grounded trajectory synthesis uses these environments to construct verifier-filtered multi-turn demonstrations. DiscoPO then uses the environment as the source of training signal, assigning turn-level credit to actions that produce verifiable analytical evidence. Experiments show that SciDisco-14B reaches state-of-the-art on hypothesis-driven scientific data analysis benchmarks.
Yucheng Xu, Keyi Zhang, Yuyang Yu +4
Jul 12, 2026cs.AI

SETA: Scaling Environments for Terminal Agents

Large language models (LLMs) are rapidly shifting toward agents that solve tasks through diverse interfaces, including web and graphical user interfaces (GUIs). Among these, the terminal command line provides a text-based, general-purpose interface, covering tasks from system operations to data science and machine learning. However, scaling terminal-agent training remains challenging, as it requires diverse and coherent task instructions, executable environments, and reliable verification, while lacking naturally grounded supervision data. In this work, we propose SETA, a scalable framework for generating verifiable terminal environments for reinforcement learning (RL). The framework consists of two pipelines sharing a unified verification mechanism: SETA-Synth converts diverse sources into standardized RL environments, and SETA-Evol further expands from existing environments with adaptive control of difficulty and diversity. Together, we construct and release SETA-Env, the largest open-source verifiable terminal RL dataset to date, containing over 4,500 environments. We evaluate our dataset by training Qwen3-8B with GRPO on SETA-Env, achieving 12% pass rate on Terminal-Bench 2.0, the best reported result for an RL-trained model at the 8B scale. We further observe gains on DeepSeek-V4-Flash under the same terminal agent harness, with pass@1 on Terminal-Bench 2.0 improving from 40% to 43% and pass@5 improving from 54% to 58%. These results demonstrate that SETA- Env provides high-quality training environments for terminal agents and serves as a valuable resource for advancing research on terminal-based agent learning.
Qijia Shen, Zhiqi Huang, Vamsidhar Kamanuru +19
Jun 28, 2026cs.RO

CORE Planner: Contextual-memory Oriented Reinforcement-learning in Unknown Environments for Robot Navigation

Autonomous navigation in unknown environments requires a robot to efficiently reach a predefined goal while exploring without prior maps. Although progress has been made in this area, most existing works still rely on traditional planning methods with hand-crafted rules, while learning-based methods often suffer from limited environmental memory and challenges in simulation-to-real (sim-to-real) transfer. To overcome these limitations, we propose a Contextual-memory Oriented Reinforcement-learning (CORE) planner for robot navigation in unknown environments. The proposed CORE planner effectively combines the core advantages of traditional and learning-based methods. Specifically, our method uses a sparse visibility graph for structured environment representation, reducing the computational overhead of dense grid maps, and employs a Transformer network to achieve a holistic environmental understanding, thereby significantly improving navigation efficiency. Moreover, we introduce a visibility graph-based graph sparsification method and a contextual memory mechanism, which alleviates local optima and enhances computational performance in large-scale scenes. Finally, our approach achieves zero-shot sim-to-real transfer after training solely on image-based environments, requiring no fine-tuning. Experimental results show that CORE Planner consistently outperforms state-of-the-art methods, including the traditional FAR Planner and all learning-based baselines, across representative environments, reducing travel distance by 13% over traditional FAR Planner and by up to 48% relative to learning-based baselines, with larger gains observed in more complex environments. In real-world scenarios, CORE successfully navigates without human intervention, showcasing zero-shot sim-to-real transfer. Code is available at https://github.com/BBD00/core_planner.
Jintao Kong, Zhihao Zhang, Weihuang Chen +4
May 28, 2026cs.CL

LiteCoder-Terminal: Scaling Long-Horizon Terminal Environments for Learning Language Agents

Mastering terminal environments requires language agents capable of multi-step planning, feedback-grounded execution, and dynamic state adaptation. However, training such agents is currently bottlenecked by a reliance on scraped external repositories, which limits domain diversity, environment controllability, and the targeting of specific capability deficits. We introduce LiteCoder-Terminal-Gen, a zero-dependency synthesis pipeline that autonomously generates executable and verifiable terminal training environments directly from domain specifications. Using this framework, we construct two large-scale resources: LiteCoder-Terminal-SFT, comprising 11,255 expert trajectories across 10 domains, and LiteCoder-Terminal-RL, featuring 602 verifiable environments for trajectory-level preference optimization. Supervised fine-tuning of Qwen-family models on our SFT dataset yields agents that significantly outperform their base counterparts. Notably, our 32B variant achieves 29.06%, 18.54%, and 34.00% pass@1 on Terminal Bench 1.0, 2.0, and Pro, respectively. Furthermore, applying Direct Multi-turn Preference Optimization (DMPO) on our RL environments yields additional performance gains. These results systematically demonstrate that fully synthetic, executable environments offer a scalable and verifiable supervision signal for mastering complex, real-world command-line workflows.
Xiaoxuan Peng, Kaiqi Zhang, Xinyu Lu +5
May 24, 2026cs.LG

A perspective on fluid mechanical environments for challenges in reinforcement learning

We consider the challenge of developing agents that efficiently interact with high-dimensional, evolving environments, towards a view of practical reinforcement learning (RL) agents interacting with open worlds, of which they witness and affect only a small part. We argue that canonical fluid mechanics problems, and their simulations, present a compelling testbed for the development of such methods. These problems arise in nonlinear instabilities, where small disturbances can grow to transform the dynamics of a system. Nonlinear instabilities represent several open scientific challenges with industrial applications -- the droplet breakup of a liquid jet, mixing at an interface between two fluids, and the appearance of unusually tall rogue waves in the ocean. In these settings, agents may leverage preserved representations across the changing dynamics to learn efficiently. We present two problem descriptions of agents interacting with a fluid mechanical environment, and describe the state and action spaces, and reward functions, for these agents. For these examples, we specify the aspects of the environment which are nonstationary and the preserved invariances. We note Dedalus and JAX-CFD as open-source simulators that can be used for the development of reinforcement learning methods (Burns et al., 2016; Kochkov et al., 2021)) We demonstrate the use of Dedalus for environment generation by creating RL agents that learn to navigate in a stationary environment that is simulated using Dedalus. This sets the stage for future development of RL agents that learn to meaningfully interact with simulated environments that represent scientific challenges in natural and industrial flows.
Shruti Mishra, Michael Chang, Vamsi Spandan +1
May 18, 2026cs.CL

EnvFactory: Scaling Tool-Use Agents via Executable Environments Synthesis and Robust RL

Equipping LLMs with tool-use capabilities via Agentic Reinforcement Learning (Agentic RL) is bottlenecked by two challenges: the lack of scalable, robust execution environments and the scarcity of realistic training data that captures implicit human reasoning. Existing approaches depend on costly real-world APIs, hallucination-prone LLM simulators, or synthetic environments that are often single-turn or depend on pre-collected documents. Moreover, synthetic trajectories are frequently over-specified, resembling instruction sequences rather than natural human intents, reducing their effectiveness for RL training. We introduce EnvFactory, a fully automated framework that addresses both challenges. EnvFactory autonomously explores and verifies stateful, executable tool environments from authentic resources, and synthesizes natural multi-turn trajectories through topology-aware sampling and calibrated refinement, producing grounded queries with implicit intents. Using only 85 verified environments across 7 domains, EnvFactory generates 2,575 SFT and RL trajectories. Despite using significantly fewer environments than prior work, which are often 5 times more, EnvFactory achieves superior training efficiency and downstream performance, improving Qwen3-series models by up to +15% on BFCLv3, +8.6% on MCP-Atlas, and +6% on conversational benchmarks including τ2τ^2-Bench and VitaBench. By fully automating both environment construction and trajectory synthesis, EnvFactory provides a scalable, extensible, and robust foundation for Agentic RL.
Minrui Xu, Zilin Wang, Mengyi DENG +12
Apr 28, 2026cs.HC

Emotive Architectures: The Role of LLMs in Adjusting Work Environments

In remote and hybrid work contexts, the integration of physical and digital environments is revolutionizing spatial experiences, collaboration, and interpersonal interactions. This study examines three fundamental spatial conditions: the physical environment, characterized by material and sensory attributes; the virtual environment, influenced by immersive technologies; and their fusion into hybrid environments where digital and physical components interact dynamically. The increasing number of AI tools in contemporary society, extensively utilized in both professional and personal spheres, has led to a varied landscape of developing technologies. For instance, ChatGPT has emerged as one of the most downloaded applications, a statistically substantiated fact that demonstrates the swift incorporation of language-based AI into daily life. It also underscores the function of large language models (LLMs) as meaningful bridges between concepts at reading emotional and behavioral signals via natural language. These models provide real-time modifications such as altering illumination, acoustics, or interface configurations, converting static settings into dynamic, emotionally receptive environments. We investigate the integration of language models into professional settings and their potential to enhance user experience by promoting focus, well-being, and engagement. The study investigates ethical concerns, including privacy, emotional tracking, and user agency, emphasizing the importance of inclusive and transparent design. This research formulates a framework for creating co-adaptive environments that merge technological innovation with human-centered experiences, offering a fresh viewpoint on responsive and supportive hybrid workspaces.
Lara Vartziotis, Tina Vartziotis, Frank Beutenmueller +4
Jun 23, 2026cs.CL

Qwen-AgentWorld: Language World Models for General Agents

A world model predicts environment dynamics based on current observations and actions, serving as a core cognitive mechanism for reasoning and planning. In this work, we investigate how world modeling based on language models can further push the boundaries of general agents. (i) We first focus on building foundation models for agentic environment simulation. We introduce Qwen-AgentWorld-35B-A3B and Qwen-AgentWorld-397B-A17B, the first language world models capable of simulating agentic environments covering 7 domains via long chain-of-thought reasoning. Leveraging more than 10M environment interaction trajectories of 7 domains in real-world environments, we develop Qwen-AgentWorld through a three-stage training pipeline: CPT injects general-purpose world modeling capabilities from the state transition dynamics and augmented professional corpora, SFT activates next-state-prediction reasoning, and RL sharpens simulation fidelity through a tailored framework with hybrid rubric-and-rule rewards. To evaluate language world models, we present AgentWorldBench, a comprehensive benchmark constructed from real-world interactions of 5 frontier models on 9 established benchmarks. Empirical results demonstrate that Qwen-AgentWorld significantly outperforms existing frontier models. (ii) Beyond foundation models, we further investigate two complementary paradigms through which world modeling enhances general agents. First, as a decoupled environment simulator, Qwen-AgentWorld supports scalable and controllable simulation of thousands of real-world environments for agentic RL, yielding gains that surpass real-environment training alone. Second, as a unified agent foundation model, world-model training acts as a highly effective warm-up that improves downstream performance across 7 agentic benchmarks. Code: https://github.com/QwenLM/Qwen-AgentWorld
Yuxin Zuo, Zikai Xiao, Li Sheng +30
Jun 15, 2026cs.LG

Evolutionary Bilevel Reward Shaping for Generalization in Reinforcement Learning

Reinforcement learning (RL) often suffers from performance degradation when deployed in environments that differ from those encountered during training. Existing techniques such as domain randomization (DR) mitigate this, but require access to diverse training environments and full trajectory observability, assumptions that fail in privacy-preserving or restricted scenarios where only scalar performance metrics are available. We propose Generalization via Evolutionary Reward Shaping (GERS), a bilevel optimization approach to improve generalization on unseen test environments using only scalar feedback from validation environments. At the lower level, an RL agent guided via a reward function shaped by the upper level learns a policy on a limited set of training environments with accessible trajectory data; at the upper level, CMA-ES optimizes the reward shaping parameters to maximize the cumulative unshaped reward on separate validation environments for which trajectory access is unavailable. Results on continuous control tasks indicate that GERS outperforms the standard RL baseline on unseen test environments. GERS performance is comparable to DR, despite DR treating the combined set of training and validation environments of GERS as a single training set that requires trajectory access, whereas GERS cannot access validation trajectories. These results confirm that GERS effectively enhances generalization under restricted data access constraints.
Ekasit Usaratniwart, Xilin Gao, Marc Ong +1
May 23, 2026cs.LG

ECHO: Terminal Agents Learn World Models for Free

CLI agents are the closest thing language models have to an embodied setting: the model emits commands, the terminal executes them, and the returned stream -- stdout, errors, files, logs, and traces -- records the consequences. We argue that this stream is a supervision signal, but standard agent RL discards it: GRPO-style training updates action tokens with sparse outcome-level rewards while ignoring environment responses already in the rollout. Failed rollouts provide little policy-gradient signal despite containing rich evidence about how the environment responds. We introduce ECHO (Environment Cross-entropy Hybrid Objective), a hybrid objective that combines the standard policy-gradient loss on action tokens with an auxiliary loss that trains the policy to predict environment observation tokens resulting from its own actions. ECHO reuses the same forward pass as GRPO, requires no additional rollouts, and turns terminal feedback into dense supervision for all rollouts. ECHO doubles GRPO pass@1 on TerminalBench-2.0: Qwen3-8B improves from 2.70% to 5.17%, and Qwen3-14B from 5.17% to 10.79%. ECHO also produces policies that better predict terminal dynamics, even on trajectories they did not generate: across held-out rollouts, it sharply reduces environment-token cross-entropy while GRPO alone barely changes it. From base Qwen3-8B, ECHO matches expert-SFT-then-GRPO performance on held-out terminal tasks without expert demonstrations, and recovers roughly half of the expert-SFT initialization benefit on TerminalBench-2.0. In some settings, the environment prediction loss alone enables verifier-free self-improvement, allowing policies to improve on unseen OOD tasks by learning only from environment interactions. Together, these results suggest that environment observations are not merely context for future actions, but a dense, on-policy supervision signal already present in every rollout.
Vaishnavi Shrivastava, Piero Kauffmann, Ahmed Awadallah +1
Sep 17, 2026cs.LG

DeliveryGym: An RL Environment for Long-Horizon Embodied Agent Planning with Adaptive Curriculum

Executable environments enable LLM agents to learn from the consequences of their actions. For embodied agents, those consequences extend beyond whether the current task succeeds: completing a delivery can consume the time, energy, or money needed for later work. Learning to plan therefore requires environments that preserve these dependencies and turn them into feedback across a complete trajectory. We introduce DeliveryGym, a 3D environment for evaluating and training agents on continuous courier shifts. It couples multimodal tool interaction with persistent world dynamics and computes trajectory rewards from simulator events, making the costs of an agent's decisions available for reinforcement learning (RL). The environment also adapts future training shifts to the policy's observed weaknesses while keeping evaluation fixed. Across six models and 13 city maps, evaluation exposes a gap between reliably executing assigned deliveries and choosing and sequencing work over a shift. On the unseen-city test set, RL improves Qwen3-VL-4B's net income by 54.3%, showing that learning from complete shifts improves performance under these coupled constraints. Adapting the training environment improves evaluation income by 18% over uniform sampling at 100 updates, indicating that which situations an agent practices also matters. DeliveryGym provides an executable setting for studying how agents learn to coordinate deliveries and preserve resources for later orders within an episode.
Haoqiang Kang, Yiming Zhang, Yiyang Guo +5
Sep 14, 2026cs.LG

Evaluating Open-Weight E-Commerce Agents with Environment-Grounded Verification

A shopping conversation has many routes to the same cart, and a task-success rate reduces all of them to one score. We build a deterministic and reproducible e-commerce environment that precommits each trial's customer and trajectory parameters, including the persona, difficulty, target cart, and an item reveal schedule. A simulated consumer attempts to buy a target cart from the environment with assistance from the evaluated model. The environment guides the simulator's actions and records every assistant action alongside the environment state at that point. After the trial, these records allow the evaluator to assess individual parts of the conversation against the retained evidence. For example, the evaluator penalizes a search for failing to surface a target product only when the customer has already mentioned that product. We further use this evidence to apply different penalties to tool calls depending on how the assistant's actions compare with an expected tool-call set. Our environment also interacts with the simulator bidirectionally, reading its output to stop the trial when the simulator determines that the customer has become too frustrated and injecting directives in real time that specify when to explore, defer buying an item, or recall a previous exchange. This interaction creates an open-ended and verifiable simulation. Across eight open-weight agents from 20B to 35B parameters, with 160 trials per agent and 44 metrics, the resulting capability profiles distinguish under-action, over-purchase, unsupported product attributes, and poor search, all of which terminal success obscures.
Nimit Shah, Haitz Sáez de Ocáriz Borde
Sep 14, 2026cs.LG

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.
Stephane Hatgis-Kessell, W. Bradley Knox, Emma Brunskill
Sep 12, 2026cs.AI

Studying Without a Syllabus: Task-Agnostic Environment Preprocessing

Before an LLM agent tackles tasks in a new environment, it can inspect available corpora and tools and construct reusable resources such as indices, scripts, or procedural guidance. Most automated adaptation methods, however, rely on task examples, trajectories, or evaluation feedback to decide what to build. Existing task-agnostic approaches avoid this supervision but commit in advance to a preparation strategy for a particular type of environment. We study a more open-ended setting: can an agent study an unfamiliar environment without a syllabus, i.e. before test time and without knowledge of the downstream task distribution, and choose how to prepare it? We formalize task-agnostic environment preprocessing, in which a studying system explores an environment under a budget and produces artifacts for a frozen solver. We compare unaided and archive-equipped meta-agents with fixed synthetic-practice and corpus-processing methods across six heterogeneous benchmarks. A meta-agent variant achieves the highest Avg@3 reward on five benchmarks, while fixed corpus processing remains best on the largest corpus benchmark. Larger study budgets do not reliably improve downstream reward. Nevertheless, studied artifacts reduce the test-time sampling needed to reach a given score, demonstrating how reusable preparation can shift computation from repeated test-time attempts to a pre-task study phase.
Vinay Samuel, Varun Ursekar, Vijay S. Kalmath +3
Sep 9, 2026cs.RO

Coastal Environment Generation with HoloOcean

Marine robotic simulation provides a safe and inexpensive method of developing and testing algorithms for unmanned underwater vehicle (UUV) and unmanned surface vessel (USV) autonomy and perception before full field deployment. However, these simulations are often limited by the availability of simulated environments. Current marine robotics simulation suites offer manual ways to edit or create environments, but they require existing data or specialized knowledge of the environment system. To address these issues, we introduce a novel Unreal Engine 5 level generation pipeline that enables automatic creation of coastal environments for HoloOcean. Our pipeline relies on a user-provided overhead image of a coastal scene. The pipeline then uses the image to generate height map data, as well as automatically select assets and place them in the environment.
Abigail Austin, Brady Moon, Joshua G. Mangelson
Jul 28, 2026cs.CV

PanoLess: Environment Reconstruction from Partial Reflective Views

Reflections from shiny objects and glass facades naturally extend the field of view of a camera, capturing the surrounding environment without the need to pan the camera or acquire a full panorama. We propose PanoLess, a Gaussian-splat-based framework that reconstructs the surrounding environment as a distant illumination map from images captured on only one side of a reflective surface. PanoLess leverages surface-aligned 2D Gaussian splats with deferred shading to recover accurate per-pixel normals and reflection cues, which are fused into a neural cubemap representation of the environment. In addition, PanoLess produces a visibility map that explicitly denotes which regions of the environment are supported by the partial reflective observations. Unlike existing inverse-rendering and reflection-aware Gaussian-splatting approaches, which typically require full 360-degree coverage and struggle under incomplete views, PanoLess enables consistent, physically grounded illumination estimation from partial-view input. We show that PanoLess achieves high-fidelity and geometrically consistent environment reconstruction, outperforming reflection-aware baselines on a new custom synthetic benchmark and publicly available datasets, and demonstrating generalization to real-world reflective captures.
Ahitagni Das, Ashok Veeraraghavan, Vivek Boominathan
Jul 13, 2026cs.RO

EDAR: Learning Environment-Dependent Action Representations for Robotic Manipulation

Learning effective action representations is critical for robotic manipulation, where raw control trajectories are often noisy, redundant, and difficult to model directly. Existing methods mainly encode the structure of the action stream itself, treating the role of actions in the environment as implicit. Yet manipulation is about changing the world: the same action segment can induce different outcomes under different scene contexts, making action semantics inherently environment-dependent. We propose EDAR, an Environment-Dependent Action Representation that grounds action tokens in both executable control structure and expected visual consequences. By coupling motor commands with their environment-conditioned effects, EDAR encourages the learned action space to capture interaction semantics rather than merely command-level patterns. Experiments on simulated and real-robot manipulation benchmarks demonstrate that EDAR improves downstream policy learning, especially in long-horizon manipulation. These results highlight the importance of grounding action representations in executable control structure and environment-conditioned visual change.
Yuecheng Xu, Tong Yang, Jingkai Jia +3
Jun 26, 2026cs.SE

Dockerless: Environment-Free Program Verifier for Coding Agents

Program verifiers play a central role in training coding agents, including selecting trajectories for supervised fine-tuning (SFT) and providing rewards for reinforcement learning (RL). Standard execution-based verification requires running unit tests inside per-repository environments such as Docker images, incurring substantial environment setup costs. We propose Dockerless, an environment-free agentic patch verifier that evaluates generated code patches without executing them. Rather than simply matching candidate patches to references, Dockerless judges patch correctness using evidence gathered through agentic repository exploration. On a verifier evaluation benchmark, Dockerless outperforms the strongest open-source verifier by 14.3 AUC points. Using Dockerless as both the SFT trajectory filter and the RL reward enables a fully environment-free post-training pipeline. The resulting model reaches 62.0%, 50.0%, and 35.2% resolve rate on SWE-bench Verified, Multilingual, and Pro, respectively. It surpasses the Qwen3.5-9B baseline by 2.4, 8.7, and 2.9 points, matching environment-based post-training.
Wenhao Zeng, Yuling Shi, Xiaodong Gu +10
Jun 24, 2026cs.CL

Beyond Function Calling: Benchmarking Tool-Using Agents under Tool-Environment Unreliability

Large language models are increasingly deployed as agents that solve tasks by interacting with external tool environments. Although recent tool-use benchmarks increasingly cover complex task settings, they still largely assume clean, stable, and trustworthy tool environments, leaving tool-environment unreliability insufficiently examined. We introduce ToolBench-X, a benchmark for evaluating agents under recoverable reliability hazards. ToolBench-X contains executable multi-step tasks across diverse domains and sequential, parallel, and mixed workflows, each paired with deterministic tools and a canonical final answer for automatic evaluation. Starting from clean tool environments, ToolBench-X injects five structured hazard types: Specification Drift, Invocation Error, Execution Failure, Output Drift, and Cross-source Conflict. Crucially, each injected instance remains solvable through at least one valid recovery path, such as retrying, fallback, verification, or cross-checking. Experiments reveal a substantial reliability gap: agents that perform well with reliable tools often fail under recoverable hazards. Further analysis shows that failures are driven less by tool-use volume or inference budget than by limited hazard diagnosis and ineffective recovery. Targeted recovery hints recover many failed tasks, while test-time scaling yields more limited gains. These results suggest that tool-use evaluation should move beyond function-call accuracy toward task completion under unreliable tool environments. The code and data is available at https://github.com/Foreverskyou/ToolBench-X.
Yang Tian, Zhengpeng Shi, Yu Zhou +1
Jun 17, 2026cs.CV

Cinematic Compositing Using Character-Environment-Harmonized Video Generation Models

Cinematic compositing aims to integrate green-screen characters into novel environments while maintaining physical and photometric realism. Previous methods often fail to capture the complex bidirectional interactions between characters and their surroundings, which we characterize as Character-to-Environment (C2E) physical interaction and Environment-to-Character (E2C) lighting harmonization. To address this, we propose an end-to-end video diffusion framework that jointly models C2E and E2C interactions, specifically handling the challenges of interactive props. Our approach introduces a tri-mask-guided architecture with RGB-D joint denoising to ensure physically consistent interactions among the character, props, and environment. We further develop an efficient prior-driven data curation pipeline to construct high-quality relighting pairs without expensive rendering. Finally, a reference-conditioned mechanism enables controllable environment synthesis and precise prop replacement. Extensive experiments demonstrate that our framework significantly outperforms existing methods in cinematic-quality dynamic video compositing.
Tianyi Xiang, Mingming He, Li Ma +1
Jun 16, 2026cs.LG

EnvRL: Learn from Environment Dynamics in Agentic Reinforcement Learning

Reinforcement learning (RL) has emerged as a powerful paradigm for training Large Language Models (LLMs) as agents. However, conventional RL methods for long-horizon agentic tasks often struggle with sparse outcome rewards. Intuitively, this overlooks the rich environment dynamics information contained in rollout interaction trajectories. We argue that the interaction experience inherently serves as an implicit supervision signal, reveals the underlying transition mechanisms of the environment, and enables the agent to construct a more accurate internal model of the environment.. Therefore, in this work, we investigate how to leverage this additional signal to improve policy learning. Specifically, we propose EnvRL, a framework that incorporates environment dynamics learning into agentic RL via two auxiliary objectives: state prediction and inverse dynamics. By jointly optimizing with the primary RL objective, we encourage the agent to internalize environment dynamics from its own interaction experience. Extensive experiments on two long-horizon agentic benchmarks demonstrate that EnvRL achieves significant improvements on success-rates over RL-only baselines, e.g., when trained with GRPO, lifting Qwen-2.5-1.5B-Instruct from 72.8% to 77.4% on ALFWorld, and from 56.8% to 67.0% on WebShop.
Zhitong Wang, Songze Li, Hao Peng +4