Offline RL

RL: Reinforcement Learning

Overview

Offline reinforcement learning studies how to learn policies from previously collected transitions or demonstrations, which is useful when online trial and error is costly, unsafe, or unavailable. Value-based methods such as Conservative Q-Learning and Implicit Q-Learning, behavior-regularized policy optimization, learned world models, and trajectory or sequence models are common approaches; goal-conditioned and generative methods address long-horizon tasks and complex action distributions. Methods are often compared on benchmarks such as D4RL and OGBench, alongside applications in robotics, healthcare, and control. The central tension is improving beyond the logged behavior while avoiding unreliable value estimates and unsupported actions, so data coverage, uncertainty, and trustworthy evaluation remain key challenges.

Latest papers

304 papers48 papers in the last four weeks, up 66% on the four weeks before. 0.3% of all new papers.

Apr 30, 2026

GUI Agents with Reinforcement Learning: Toward Digital Inhabitants

Graphical User Interface (GUI) agents have emerged as a promising paradigm for intelligent systems that perceive and interact with graphical interfaces visually. Yet supervised fine-tuning alone cannot handle long-horizon credit assignment, distribution shifts, and safe exploration in irreversible environments, making Reinforcement Learning (RL) a central methodology for advancing automation. In this work, we present the first comprehensive overview of the intersection between RL and GUI agents, and examine how this research direction may evolve toward digital inhabitants. We propose a principled taxonomy that organizes existing methods into Offline RL, Online RL, and Hybrid Strategies, and complement it with analyses of reward engineering, data efficiency, and key technical innovations. Our analysis reveals several emerging trends: the tension between reliability and scalability is motivating the adoption of composite, multi-tier reward architectures; GUI I/O latency bottlenecks are accelerating the shift toward world-model-based training, which can yield substantial performance gains; and the spontaneous emergence of System-2-style deliberation suggests that explicit reasoning supervision may not be necessary when sufficiently rich reward signals are available. We distill these findings into a roadmap covering process rewards, continual RL, cognitive architectures, and safe deployment, aiming to guide the next generation of robust GUI automation and its agent-native infrastructure.
Apr 29, 2026

Lyapunov-Guided Self-Alignment: Test-Time Adaptation for Offline Safe Reinforcement Learning

Offline reinforcement learning (RL) agents often fail when deployed, as the gap between training datasets and real environments leads to unsafe behavior. To address this, we present SAS (Self-Alignment for Safety), a transformer-based framework that enables test-time adaptation in offline safe RL without retraining. In SAS, the main mechanism is self-alignment: at test time, the pretrained agent generates several imagined trajectories and selects those satisfying the Lyapunov condition. These feasible segments are then recycled as in-context prompts, allowing the agent to realign its behavior toward safety while avoiding parameter updates. In effect, SAS turns Lyapunov-guided imagination into control-invariant prompts, and its transformer architecture admits a hierarchical RL interpretation where prompting functions as Bayesian inference over latent skills. Across Safety Gymnasium and MuJoCo benchmarks, SAS consistently reduces cost and failure while maintaining or improving return.
Apr 28, 2026

TSN-Affinity: Similarity-Driven Parameter Reuse for Continual Offline Reinforcement Learning

Continual offline reinforcement learning (CORL) aims to learn a sequence of tasks from datasets collected over time while preserving performance on previously learned tasks. This setting corresponds to domains where new tasks arise over time, but adapting the model in live environment interactions is expensive, risky, or impossible. However, CORL inherits the dual difficulty of offline reinforcement learning and adapting while preventing catastrophic forgetting. Replay-based continual learning approaches remain a strong baseline but incur memory overhead and suffer from a distribution mismatch between replayed samples and newly learned policies. At the same time, architectural continual learning methods have shown strong potential in supervised learning but remain underexplored in CORL. In this work, we propose TSN-Affinity, a novel CORL method based on TinySubNetworks and Decision Transformer. The method enables task-specific parameterization and controlled knowledge sharing through a RL-aware reuse strategy that routes tasks according to action compatibility and latent similarity. We evaluate the approach on benchmarks based on Atari games and simulations of manipulation tasks with the Franka Emika Panda robotic arm, covering both discrete and continuous control. Results show strong retention from sparse SubNetworks, with routing further improving multi-task performance. Our findings suggest that similarity-guided architectural reuse is a strong and viable alternative to replay-based strategies in a CORL setting. Our code is available at: https://github.com/anonymized-for-submission123/tsn-affinity.
Apr 28, 2026

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.
Apr 26, 2026

DLM: Unified Decision Language Models for Offline Multi-Agent Sequential Decision Making

Building scalable and reusable multi-agent decision policies from offline datasets remains a challenge in offline multi-agent reinforcement learning (MARL), as existing methods often rely on fixed observation formats and action spaces that limit generalization. In contrast, large language models (LLMs) offer a flexible modeling interface that can naturally accommodate heterogeneous observations and actions. Motivated by this, we propose the Decision Language Model (DLM), which formulates multi-agent decision making as a dialogue-style sequence prediction problem under the centralized training with decentralized execution paradigm. DLM is trained in two stages: a supervised fine-tuning phase, which leverages dialogue-style datasets for centralized training with inter-agent context and generates executable actions from offline trajectories, followed by a group relative policy optimization phase to enhance robustness to out-of-distribution actions through lightweight reward functions. Experiments on multiple benchmarks show that a unified DLM outperforms strong offline MARL baselines and LLM-based conversational decision-making methods, while demonstrating strong zero-shot generalization to unseen scenarios across tasks.
Apr 25, 2026

Learning from Demonstration with Failure Awareness for Safe Robot Navigation

Learning from demonstration is widely used for robot navigation, yet it suffers from a fundamental limitation: demonstrations consist predominantly of successful behaviors and provide limited coverage of unsafe states. This limitation leads to poor safety when the robot encounters scenarios beyond the demonstration distribution. Failure experiences, such as collisions, contain essential information about unsafe regions, but remain underutilized. The key difficulty lies in the fact that failure data do not provide valid guidance for action imitation, and their naive incorporation into policy learning often degrades performance. We address this challenge by proposing a failure-aware learning framework that explicitly decouples the roles of success and failure data. In this framework, failure experiences are used to shape value estimation in hazardous regions, while policy learning is restricted to successful demonstrations. This separation enables the effective use of failure data without corrupting policy behavior. We implement this design within an offline reinforcement learning (RL) setting and evaluate it in both simulation and real-world environments. The results show that our framework consistently reduces collision rates while preserving the task success rate, and demonstrate strong generalization across different environments and robot platforms.
Apr 25, 2026

CODA: Coordination via On-Policy Diffusion for Multi-Agent Offline Reinforcement Learning

Offline multi-agent reinforcement learning (MARL) enables policy learning from fixed datasets, but is prone to coordination failure: agents trained on static, off-policy data converge to suboptimal joint behaviours because they cannot co-adapt as their policies change. We introduce CODA (Coordination via On-Policy Diffusion for Multi-Agent Reinforcement Learning), a diffusion-based multi-agent trajectory generator for data augmentation that samples conditioned on the current joint policy, producing synthetic experience which reflects the evolving behaviours of the agents, thereby providing a mechanism for co-adaptation. We find that previous diffusion-based augmentation approaches are insufficient for fostering multi-agent coordination because they produce static augmented datasets that do not evolve as the current joint policy changes during training; CODA resolves this by more closely simulating on-policy learning and is a meaningful step toward coordinated behaviours in the offline setting. CODA is algorithm-agnostic and can be layered onto both model-free and model-based offline reinforcement learning pipelines as an augmentation module. Empirically, CODA not only resolves canonical coordination pathologies in continuous polynomial games but also delivers strong results on the more complex MaMuJoCo continuous-control benchmarks.
Apr 24, 2026

SOLAR-RL: Semi-Online Long-horizon Assignment Reinforcement Learning

As Multimodal Large Language Models (MLLMs) mature, GUI agents are evolving from static interactions to complex navigation. While Reinforcement Learning (RL) has emerged as a promising paradigm for training MLLM agents on dynamic GUI tasks, its effective application faces a dilemma. Standard Offline RL often relies on static step-level data, neglecting global trajectory semantics such as task completion and execution quality. Conversely, Online RL captures the long-term dynamics but suffers from high interaction costs and potential environmental instability. To bridge this gap, we propose SOLAR-RL (Semi-Online Long-horizon Assignment Reinforcement Learning). Instead of relying solely on expensive online interactions, our framework integrates global trajectory insights directly into the offline learning process. Specifically, we reconstruct diverse rollout candidates from static data, detect the first failure point using per-step validity signals, and retroactively assign dense step-level rewards with target-aligned shaping to reflect trajectory-level execution quality, effectively simulating online feedback without interaction costs. Extensive experiments demonstrate that SOLAR-RL significantly improves long-horizon task completion rates and robustness compared to strong baselines, offering a sample-efficient solution for autonomous GUI navigation.
Apr 24, 2026

Preserve Support, Not Correspondence: Dynamic Routing for Offline Reinforcement Learning

One-step offline RL actors are attractive because they avoid backpropagating through long iterative samplers and keep inference cheap, but they still have to improve under a critic without drifting away from actions that the dataset can support. In recent one-step extraction pipelines, a strong iterative teacher provides one target action for each latent draw, and the same student output is asked to do both jobs: move toward higher Q and stay near that paired endpoint. If those two directions disagree, the loss resolves them as a compromise on that same sample, even when a nearby better action remains locally supported by the data. We propose DROL, a latent-conditioned one-step actor trained with top-1 dynamic routing. For each state, the actor samples KK candidate actions from a bounded latent prior, assigns each dataset action to its nearest candidate, and updates only that winner with Behavior Cloning and critic guidance. Because the routing is recomputed from the current candidate geometry, ownership of a supported region can shift across candidates over the course of learning. This gives a one-step actor room to make local improvements that pointwise extraction struggles to capture, while retaining single-pass inference at test time. On OGBench and D4RL, DROL is competitive with the one-step FQL baseline, improving many OGBench task groups while remaining strong on both AntMaze and Adroit. Project page: https://muzhancun.github.io/preprints/DROL.
Apr 23, 2026

When Policies Cannot Be Retrained: A Unified Closed-Form View of Post-Training Steering in Offline Reinforcement Learning

Offline reinforcement learning (RL) can learn effective policies from fixed datasets, but deployment objectives may change after training, and in many applications the trained actor cannot be retrained because of data, cost, or governance constraints. We study deployment-time adaptation for frozen offline actors using Product-of-Experts (PoE) composition with a goal-conditioned prior. Our main practical finding is graceful degradation rather than universal performance gain: under degraded or random priors, precision-weighted composition remains anchored to the frozen actor, while additive and prior-only adaptation collapse, and a KL-budget selector often recovers a near-oracle operating point. We also make explicit a closed-form identity in the frozen-actor setting: for diagonal-Gaussian actors and priors, PoE with coefficient alpha yields the same deterministic policy as KL-regularized adaptation with beta = alpha / (1 - alpha), with posterior covariances differing only by a global scalar factor. Empirically, across four D4RL environments (3,900 MuJoCo episodes), we observe a 4/5/3 HELP/FROZEN/HURT split. Extending the analysis to six harder cells and two AntMaze diagnostics reveals an actor-competence ceiling: medium-expert remains HURT in all 9 cells at every tested alpha, while AntMaze with a behavior-cloned frozen actor yields zero success for all composition rules. Overall, PoE and KL-regularized adaptation are best viewed as a single actor-anchored safety mechanism for deployment-time steering.
Apr 23, 2026

Learning Dynamic Representations and Policies from Multimodal Clinical Time-Series with Informative Missingness

Multimodal clinical records contain structured measurements and clinical notes recorded over time, offering rich temporal information about the evolution of patient health. Yet these observations are sparse, and whether they are recorded depends on the patient's latent condition. Observation patterns also differ across modalities, as structured measurements and clinical notes arise under distinct recording processes. While prior work has developed methods that accommodate missingness in clinical time series, how to extract and use the information carried by the observation process itself remains underexplored. We therefore propose a patient representation learning framework for multimodal clinical time series that explicitly leverages informative missingness. The framework combines (1) a multimodal encoder that captures signals from structured and textual data together with their observation patterns, (2) a Bayesian filtering module that updates a latent patient state over time from observed multimodal signals, and (3) downstream modules for offline treatment policy learning and patient outcome prediction based on the learned patient state. We evaluate the framework on ICU sepsis cohorts from MIMIC-III, MIMIC-IV, and eICU. It improves both offline treatment policy learning and adverse outcome prediction, achieving FQE 0.679 versus 0.528 for clinician behavior and AUROC 0.886 for post-72-hour mortality prediction on MIMIC-III.
Apr 22, 2026

Occupancy Reward Shaping: Improving Credit Assignment for Offline Goal-Conditioned Reinforcement Learning

The temporal lag between actions and their long-term consequences makes credit assignment a challenge when learning goal-directed behaviors from data. Generative world models capture the distribution of future states an agent may visit, indicating that they have captured temporal information. How can that temporal information be extracted to perform credit assignment? In this paper, we formalize how the temporal information stored in world models encodes the underlying geometry of the world. Leveraging optimal transport, we extract this geometry from a learned model of the occupancy measure into a reward function that captures goal-reaching information. Our resulting method, Occupancy Reward Shaping, largely mitigates the problem of credit assignment in sparse reward settings. ORS provably does not alter the optimal policy, yet empirically improves performance by 2.2x across 13 diverse long-horizon locomotion and manipulation tasks. Moreover, we demonstrate the effectiveness of ORS in the real world for controlling nuclear fusion on 3 Tokamak control tasks. Code: https://github.com/aravindvenu7/occupancy_reward_shaping; Website: https://aravindvenu7.github.io/website/ors/
Apr 22, 2026

Lever: Inference-Time Policy Reuse under Support Constraints

Reinforcement learning (RL) policies are typically trained for fixed objectives, making reuse difficult when task requirements change. We study inference-time policy reuse: given a library of pre-trained policies and a new composite objective, can a high-quality policy be constructed entirely offline, without additional environment interaction? We introduce lever (Leveraging Efficient Vector Embeddings for Reusable policies), an end-to-end framework that retrieves relevant policies, evaluates them using behavioral embeddings, and composes new policies via offline Q-value composition. We focus on the support-limited regime, where no value propagation is possible, and show that the effectiveness of reuse depends critically on the coverage of available transitions. To balance performance and computational cost, lever proposes composition strategies that control the exploration of candidate policies. Experiments in deterministic GridWorld environments show that inference-time composition can match, and in some cases exceed, training-from-scratch performance while providing substantial speedups. At the same time, performance degrades when long-horizon dependencies require value propagation, highlighting a fundamental limitation of offline reuse.
Apr 20, 2026

Fisher Decorator: Refining Flow Policy via a Local Transport Map

Recent advances in flow-based offline reinforcement learning (RL) have achieved strong performance by parameterizing policies via flow matching. However, they still face critical trade-offs among expressiveness, optimality, and efficiency. In particular, existing flow policies interpret the L2L_2 regularization as an upper bound of the 2-Wasserstein distance (W2W_2), which can be problematic in offline settings. This issue stems from a fundamental geometric mismatch: the behavioral policy manifold is inherently anisotropic, whereas the L2L_2 (or upper bound of W2W_2) regularization is isotropic and density-insensitive, leading to systematically misaligned optimization directions. To address this, we revisit offline RL from a geometric perspective and show that policy refinement can be formulated as a local transport map: an initial flow policy augmented by a residual displacement. By analyzing the induced density transformation, we derive a local quadratic approximation of the KL-constrained objective governed by the Fisher information matrix, enabling a tractable anisotropic optimization formulation. By leveraging the score function embedded in the flow velocity, we obtain a corresponding quadratic constraint for efficient optimization. Our results reveal that the optimality gap in prior methods arises from their isotropic approximation. In contrast, our framework achieves a controllable approximation error within a provable neighborhood of the optimal solution. Extensive experiments demonstrate state-of-the-art performance across diverse offline RL benchmarks. See project page: https://github.com/ARC0127/Fisher-Decorator.
Apr 15, 2026

Reinforcement Learning via Value Gradient Flow

We study behavior-regularized reinforcement learning (RL), where regularization toward a reference distribution (the dataset in offline RL or the base model in LLM RL finetuning) is essential to prevent value over-optimization caused by erroneous out-of-distribution extrapolation. Existing methods either rely on reparameterized policy gradient, which are difficult to scale to large generative models, or on reject sampling, which can be overly conservative when attempting to move beyond the behavior support. In this paper, we propose Value Gradient Flow (VGF), a scalable new paradigm for behavior-regularized RL. VGF casts behavior-regularized RL as an optimal transport problem that maps the reference distribution to the value-induced optimal policy distribution. We solve this transport problem via discrete gradient flow, where value gradients guide particles initialized from the reference distribution. Our analysis shows that VGF imposes regularization implicitly by controlling the transport budget. VGF eliminates explicit policy parameterization while remaining expressive and flexible, this enables adaptive test-time scaling by adjusting the transport budget. Extensive experiments demonstrate that VGF significantly outperforms prior methods, achieving state-of-the-art results on offline RL benchmarks (D4RL, OGBench) and LLM RL tasks. Code and runs can be found at https://ryanxhr.github.io/vgf.
Apr 14, 2026

Pareto-Optimal Offline Reinforcement Learning via Smooth Tchebycheff Scalarization

Large language models can be aligned with human preferences through offline reinforcement learning (RL) on small labeled datasets. While single-objective alignment is well-studied, many real-world applications demand the simultaneous optimization of multiple conflicting rewards, e.g. activity and specificity for proteins, or helpfulness and harmlessness for chatbots. Prior work has largely relied on linear reward scalarization, which provably fails to recover non-convex regions of the Pareto front. In this paper, instead of scalarizing the rewards directly, we frame multi-objective RL itself as an optimization problem to be scalarized via smooth Tchebycheff scalarization, a recent technique that overcomes the drawbacks of linear scalarization. We use this formulation to derive Smooth Tchebycheff Optimization of Multi-Objective Preferences (STOMP), a novel offline RL algorithm that extends direct preference optimization to the multi-objective setting in a principled way by standardizing the individual rewards based on their observed distributions. We empirically validate STOMP using multiple base models on 3 protein engineering and 3 chatbot alignment datasets. Compared to state-of-the-art baselines, STOMP achieves or ties for the highest hypervolumes on 16/18 protein tasks and 5/6 natural language tasks. We thus demonstrate that STOMP is a powerful, robust multi-objective alignment algorithm that can meaningfully improve post-training in multiple domains.
Apr 14, 2026

Whole-Body Mobile Manipulation using Offline Reinforcement Learning on Sub-optimal Controllers

Mobile Manipulation (MoMa) of articulated objects, such as opening doors, drawers, and cupboards, demands simultaneous, whole-body coordination between a robot's base and arms. Classical whole-body controllers (WBCs) can solve such problems via hierarchical optimization, but require extensive hand-tuned optimization and remain brittle. Learning-based methods, on the other hand, show strong generalization capabilities but typically rely on expensive whole-body teleoperation data or heavy reward engineering. We observe that even a sub-optimal WBC is a powerful structural prior: it can be used to collect data in a constrained, task-relevant region of the state-action space, and its behavior can still be improved upon using offline reinforcement learning. Building on this, we propose WHOLE-MoMa, a two-stage pipeline that first generates diverse demonstrations by randomizing a lightweight WBC, and then applies offline RL to identify and stitch together improved behaviors via a reward signal. To support the expressive action-chunked diffusion policies needed for complex coordination tasks, we extend offline implicit Q-learning with Q-chunking for chunk-level critic evaluation and advantage-weighted policy extraction. On three tasks of increasing difficulty using a TIAGo++ mobile manipulator in simulation, WHOLE-MoMa significantly outperforms WBC, behavior cloning, and several offline RL baselines. Policies transfer directly to the real robot without finetuning, achieving 80% success in bimanual drawer manipulation and 68% in simultaneous cupboard opening and object placement, all without any teleoperated or real-world training data.
Apr 10, 2026

Efficient Hierarchical Implicit Flow Q-learning for Offline Goal-conditioned Reinforcement Learning

Offline goal-conditioned reinforcement learning (GCRL) is a practical reinforcement learning paradigm that aims to learn goal-conditioned policies from reward-free offline data. Despite recent advances in hierarchical architectures such as HIQL, long-horizon control in offline GCRL remains challenging due to the limited expressiveness of Gaussian policies and the inability of high-level policies to generate effective subgoals. To address these limitations, we propose the goal-conditioned mean flow policy, which introduces an average velocity field into hierarchical policy modeling for offline GCRL. Specifically, the mean flow policy captures complex target distributions for both high-level and low-level policies through a learned average velocity field, enabling efficient action generation via one-step sampling. Furthermore, considering the insufficiency of goal representation, we introduce a LeJEPA loss that repels goal representation embeddings during training, thereby encouraging more discriminative representations and improving generalization. Experimental results show that our method achieves strong performance across both state-based and pixel-based tasks in the OGBench benchmark.
Apr 8, 2026

Epistemic Robust Offline Reinforcement Learning

Offline reinforcement learning learns policies from fixed datasets without further environment interaction. A key challenge in this setting is epistemic uncertainty, arising from limited or biased data coverage, particularly when the behavior policy systematically avoids certain actions. This can lead to inaccurate value estimates and unreliable generalization. Ensemble-based methods like SAC-N mitigate this by conservatively estimating Q-values using the ensemble minimum, but they require large ensembles and often conflate epistemic with aleatoric uncertainty. To address these limitations, we propose a unified and generalizable framework that replaces discrete ensembles with compact uncertainty sets over Q-values. %We further introduce an Epinet based model that directly shapes the uncertainty sets to optimize the cumulative reward under the robust Bellman objective without relying on ensembles. We also introduce a benchmark for evaluating offline RL algorithms under risk-sensitive behavior policies, and demonstrate that our method achieves improved robustness and generalization over ensemble-based baselines across both tabular and continuous state domains.
Apr 8, 2026

Beyond Pessimism: Offline Learning in KL-regularized Games

We study offline learning in KL-regularized two-player zero-sum games, where policies are optimized with respect to a fixed reference policy through KL regularization. Prior work relies on pessimistic value estimation to handle distribution shift, yielding only O~(1/n)\widetilde{\mathcal{O}}(1/\sqrt n) statistical rates. We develop a new pessimism-free algorithm and analytical framework for KL-regularized games, built on the smoothness of KL-regularized best responses and a stability property of the Nash equilibrium induced by skew symmetry. This yields, to our knowledge, the first pessimism-free offline learning guarantee for KL-regularized games, with a fast O~(1/n)\widetilde{\mathcal{O}}(1/n) sample complexity bound. We further propose an efficient self-play policy optimization algorithm that replaces exact equilibrium computation with iterative KL-regularized policy updates, and prove that its last iterate preserves the same pessimism-free statistical guarantee up to a controlled optimization error.
Apr 6, 2026

Cross-fitted Proximal Learning for Model-Based Reinforcement Learning

Model-based reinforcement learning is attractive for sequential decision-making because it explicitly estimates reward and transition models and then supports planning through simulated rollouts. In offline settings with hidden confounding, however, models learned directly from observational data may be biased. This challenge is especially pronounced in partially observable systems, where latent factors may jointly affect actions, rewards, and future observations. Recent work has shown that policy evaluation in such confounded partially observable Markov decision processes (POMDPs) can be reduced to estimating reward-emission and observation-transition bridge functions satisfying conditional moment restrictions (CMRs). In this paper, we study the statistical estimation of these bridge functions. We formulate bridge learning as a CMR problem with nuisance objects given by a conditional mean embedding and a conditional density. We then develop a KK-fold cross-fitted extension of the existing two-stage bridge estimator. The proposed procedure preserves the original bridge-based identification strategy while using the available data more efficiently than a single sample split. We also derive an oracle-comparator bound for the cross-fitted estimator and decompose the resulting error into a Stage I term induced by nuisance estimation and a Stage II term induced by empirical averaging.
Apr 6, 2026

Offline RL for Adaptive Policy Retrieval in Prior Authorization

Prior authorization (PA) requires interpretation of complex and fragmented coverage policies, yet existing retrieval-augmented systems rely on static top-KK strategies with fixed numbers of retrieved sections. Such fixed retrieval can be inefficient and gather irrelevant or insufficient information. We model policy retrieval for PA as a sequential decision-making problem, formulating adaptive retrieval as a Markov Decision Process (MDP). In our system, an agent iteratively selects policy chunks from a top-KK candidate set or chooses to stop and issue a decision. The reward balances decision correctness against retrieval cost, capturing the trade-off between accuracy and efficiency. We train policies using Conservative Q-Learning (CQL), Implicit Q-Learning (IQL), and Direct Preference Optimization (DPO) in an offline RL setting on logged trajectories generated from baseline retrieval strategies over synthetic PA requests derived from publicly available CMS coverage data. On a corpus of 186 policy chunks spanning 10 CMS procedures, CQL achieves 92% decision accuracy (+30 percentage points over the best fixed-KK baseline) via exhaustive retrieval, while IQL matches the best baseline accuracy using 44% fewer retrieval steps and achieves the only positive episodic return among all policies. Transition-level DPO matches CQL's 92% accuracy while using 47% fewer retrieval steps (10.6 vs. 20.0), occupying a "selective-accurate" region on the Pareto frontier that dominates both CQL and BC. A behavioral cloning baseline matches CQL, confirming that advantage-weighted or preference-based policy extraction is needed to learn selective retrieval. Lambda ablation over step costs λ∈{0.05,0.1,0.2}λ\in \{0.05, 0.1, 0.2\} reveals a clear accuracy-efficiency inflection: only at λ=0.2λ= 0.2 does CQL transition from exhaustive to selective retrieval.
Apr 6, 2026

ReinVBC: A Model-based Reinforcement Learning Approach to Vehicle Braking Controller

Braking system, the key module to ensure the safety and steer-ability of current vehicles, relies on extensive manual calibration during production. Reducing labor and time consumption while maintaining the Vehicle Braking Controller (VBC) performance greatly benefits the vehicle industry. Model-based methods in offline reinforcement learning, which facilitate policy exploration within a data-driven dynamics model, offer a promising solution for addressing real-world control tasks. This work proposes ReinVBC, which applies an offline model-based reinforcement learning approach to deal with the vehicle braking control problem. We introduce useful engineering designs into the paradigm of model learning and utilization to obtain a reliable vehicle dynamics model and a capable braking policy. Several results demonstrate the capability of our method in real-world vehicle braking and its potential to replace the production-grade anti-lock braking system.
Apr 2, 2026

Mitigating Data Scarcity in Spaceflight Applications for Offline Reinforcement Learning Using Physics-Informed Deep Generative Models

The deployment of reinforcement learning (RL)-based controllers on physical systems is often limited by poor generalization to real-world scenarios, known as the simulation-to-reality (sim-to-real) gap. This gap is particularly challenging in spaceflight, where real-world training data are scarce due to high cost and limited planetary exploration data. Traditional approaches, such as system identification and synthetic data generation, depend on sufficient data and often fail due to modeling assumptions or lack of physics-based constraints. We propose addressing this data scarcity by introducing physics-based learning bias in a generative model. Specifically, we develop the Mutual Information-based Split Variational Autoencoder (MI-VAE), a physics-informed VAE that learns differences between observed system trajectories and those predicted by physics-based models. The latent space of the MI-VAE enables generation of synthetic datasets that respect physical constraints. We evaluate MI-VAE on a planetary lander problem, focusing on limited real-world data and offline RL training. Results show that augmenting datasets with MI-VAE samples significantly improves downstream RL performance, outperforming standard VAEs in statistical fidelity, sample diversity, and policy success rate. This work demonstrates a scalable strategy for enhancing autonomous controller robustness in complex, data-constrained environments.
Apr 1, 2026

Residuals-based Offline Reinforcement Learning

Offline reinforcement learning (RL) has received increasing attention for learning policies from previously collected data without interaction with the real environment, which is particularly important in high-stakes applications. While a growing body of work has developed offline RL algorithms, these methods often rely on restrictive assumptions about data coverage and suffer from distribution shift. In this paper, we propose a residuals-based offline RL framework for general state and action spaces. Specifically, we define a residuals-based Bellman optimality operator that explicitly incorporates estimation error in learning transition dynamics into policy optimization by leveraging empirical residuals. We show that this Bellman operator is a contraction mapping and identify conditions under which its fixed point is asymptotically optimal and possesses finite-sample guarantees. We further develop a residuals-based offline deep Q-learning (DQN) algorithm. Using a stochastic CartPole environment, we demonstrate the effectiveness of our residuals-based offline DQN algorithm.
Apr 1, 2026

GUIDE: Reinforcement Learning for Behavioral Action Support in Type 1 Diabetes

Type 1 diabetes (T1D) management requires continuous adjustment of insulin and lifestyle behaviors to maintain blood glucose within a safe target range. Although automated insulin delivery (AID) systems have improved glycemic outcomes, many patients still fail to achieve recommended clinical targets. Current reinforcement learning (RL)-based methods focus primarily on insulin-only treatment and do not provide behavioral recommendations for glucose control. To address this gap, we propose GUIDE, an RL-based decision-support framework designed to complement AID technologies by providing structured behavioral recommendations defined by intervention type, magnitude, and timing, including bolus insulin administration and carbohydrate intake events. GUIDE integrates a patient-specific glucose predictor trained on real-world continuous glucose monitoring data and supports offline and online RL algorithms within a unified environment. The algorithms are evaluated across 25 individuals from the AZT1D dataset and 12 individuals from the OhioT1DM dataset. Among the evaluated algorithms, CQL-BC achieved the best performance on both datasets, with mean time-in-range values of 84.18 ±\pm 19.89% on AZT1D and 77.64 ±\pm 8.81% on OhioT1DM. It also maintained time-below-range values of 0.43 ±\pm 1.27% and 2.81 ±\pm 3.56%, respectively. Behavioral analysis yielded mean cosine similarities of 0.767 ±\pm 0.128 on AZT1D and 0.774 ±\pm 0.162 on OhioT1DM, indicating that the learned policy preserves key structural characteristics of patient action patterns. These findings demonstrate the potential of conservative offline RL with a structured behavioral action space to provide personalized and behaviorally plausible decision support for diabetes management.
Mar 31, 2026

Offline Constrained RLHF with Multiple Preference Oracles

We study offline constrained reinforcement learning from human feedback with multiple preference oracles. Motivated by applications that trade off performance with safety or fairness, we aim to maximize target population utility subject to a minimum protected group welfare constraint. From pairwise comparisons collected under a reference policy, we estimate oracle-specific rewards via maximum likelihood and analyze how statistical uncertainty propagates through the dual program. We cast the constrained objective as a KL-regularized Lagrangian whose primal optimizer is a Gibbs policy, reducing learning to a convex dual problem. We propose a dual-only algorithm that ensures high-probability constraint satisfaction and provide the first finite-sample performance guarantees for offline constrained preference learning. Finally, we extend our theoretical analysis to accommodate multiple constraints and general f-divergence regularization.
Mar 31, 2026

GraSP-STL: A Graph-Based Framework for Zero-Shot Signal Temporal Logic Planning via Offline Goal-Conditioned Reinforcement Learning

This paper studies offline, zero-shot planning under Signal Temporal Logic (STL) specifications. We assume access only to an offline dataset of state-action-state transitions collected by a task-agnostic behavior policy, with no analytical dynamics model, no further environment interaction, and no task-specific retraining. The objective is to synthesize a control strategy whose resulting trajectory satisfies an arbitrary unseen STL specification. To this end, we propose GraSP-STL, a graph-search-based framework for zero-shot STL planning from offline trajectories. The method learns a goal-conditioned value function from offline data and uses it to induce a finite-horizon reachability metric over the state space. Based on this metric, it constructs a directed graph abstraction whose nodes represent representative states and whose edges encode feasible short-horizon transitions. Planning is then formulated as a graph search over waypoint sequences, evaluated using arithmetic-geometric mean robustness and its interval semantics, and executed by a learned goal-conditioned policy. The proposed framework separates reusable reachability learning from task-conditioned planning, enabling zero-shot generalization to unseen STL tasks and long-horizon planning through the composition of short-horizon behaviors from offline data. Experimental results demonstrate its effectiveness on a range of offline STL planning tasks.
Mar 30, 2026

A Pontryagin Method of Model-based Reinforcement Learning via Hamiltonian Actor-Critic

Model-based reinforcement learning (MBRL) improves sample efficiency by leveraging learned dynamics models for policy optimization. However, the effectiveness of methods such as actor-critic is often limited by compounding model errors, which degrade long-horizon value estimation. Existing approaches, such as Model-Based Value Expansion (MVE), partially mitigate this issue through multi-step rollouts, but remain sensitive to rollout horizon selection and residual model bias. Motivated by the Pontryagin Maximum Principle (PMP), we propose Hamiltonian Actor-Critic (HAC), a model-based approach that eliminates explicit value function learning by directly optimizing a Hamiltonian defined over the learned dynamics and reward for deterministic systems. By avoiding value approximation, HAC reduces sensitivity to model errors while admitting convergence guarantees. Extensive experiments on continuous control benchmarks, in both online and offline RL settings, demonstrate that HAC outperforms model-free and MVE-based baselines in control performance, convergence speed, and robustness to distributional shift, including out-of-distribution (OOD) scenarios. In offline settings with limited data, HAC matches or exceeds state-of-the-art methods, highlighting its strong sample efficiency.
Mar 30, 2026

Functional Natural Policy Gradients

We propose a cross-fitted debiasing device for policy learning from offline data. A key consequence of the resulting learning principle is N\sqrt N regret even for policy classes with complexity greater than Donsker, provided a product-of-errors nuisance remainder is O(N−1/2)O(N^{-1/2}). The regret bound factors into a plug-in policy error factor governed by policy-class complexity and an environment nuisance factor governed by the complexity of the environment dynamics, making explicit how one may be traded against the other.