Joint Reinforcement Learning

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Period ending 2026-09-21

3 new papers

A weekly snapshot of new work published in Joint Reinforcement Learning.

Period ending 2026-09-14

1 new paper

A weekly snapshot of new work published in Joint Reinforcement Learning.

28 papers

Latest in Joint Reinforcement Learning

Sep 16, 2026cs.RO

Characterizing Replay Retention Under Dynamics Shift in Model-Based Reinforcement Learning

Adapting to changes in robot dynamics requires learning from new data without discarding experience that may still be useful. In continual model-based reinforcement learning (RL), replay collected before a dynamics change can slow adaptation, while removing it unnecessarily reduces available training data and can be especially costly if earlier dynamics return. We study when recent transitions are preferable to the full replay history. Two quantities characterize this trade-off: change magnitude and age-staleness area under the curve (AUC), measuring how well transition age separates stale from fresh data. Forgetting stale data helps after large permanent shifts but hurts when dynamics recur and older data becomes useful again. Choosing a replay strategy therefore depends on predicting when older data will help or hurt. We test these effects across two locomotion morphologies, two model-based RL algorithms, and Real-World RL benchmark perturbations. Because ground-truth staleness labels are unavailable on deployed robots, we evaluate whether an estimator built from interaction data can still provide the quantities needed to choose a replay strategy after permanent changes. Our results show that replay retention depends on change magnitude and on how the dynamics evolve.
Everest Yang, Skye Thompson, George D. Konidaris
Sep 15, 2026cs.LG

REVERSAL-BENCH: A Reversibility Axis and Reset Oracle for Measuring the Reset-Free RL Cliff

A central goal of autonomous reinforcement learning is continuous policy training without external resets. However, existing paradigms largely depend on underlying environmental reversibility, a property absent in real world manipulation, where events such as pushing objects off tables or spilling granular substances cannot be undone. We introduce REVERSAL-BENCH, a benchmark that controls reversibility via a continuous parameter ρ[0,1]ρ\in [0, 1] and provides a reset oracle, a ground-truth verification mechanism to test state recoverability across eight manipulation settings in five physics engines. Evaluating a broad spectrum of policy architectures, including standard actor-critic algorithms, safe RL, and specialized reset-free frameworks, reveals a sharp reversibility cliff: reset-free agents are consistently absorbed into irrecoverable states as ρρ increases, whereas episodic agents maintain steady learning. We see this failure mode across autonomous reset-free baselines and constrained RL. Because reset-free agents lack external resets, any transition into an irrecoverable state results in permanent absorption, leaving the agent trapped where further learning halts. We show that this absorption phenomenon persists in full physics simulations under learned manipulation policies. By evaluating against geometrically identical reversible counterparts, we confirm that this breakdown is causally driven by irreversibility rather than obstacle complexity. We release the benchmark suite, a large multi-simulator dataset labeled with recoverability and a reset oracle. We also evaluate a safety shield that intervenes before irreversible failures occur, showing that while recoverability can be predicted accurately, active recovery primarily succeeds only when the agent can physically steer clear of the trap
Riyaaz Shaik, Chandru Venkataraman
Sep 14, 2026cs.AI

Evaluation Metrics for Safe Reinforcement Learning

Safe reinforcement learning (RL) is commonly formalized as a Constrained Markov Decision Process (CMDP), in which an agent maximizes expected reward while keeping its expected cumulative cost below a specified safety bound. Existing safe RL benchmarks predominantly report whether an algorithm is safe on average, following this expectation-based guarantee. We argue that this convention is insufficient to reliably characterize an algorithm's true safety: it fails to capture how often and how severely the safety bound is violated, whether this holds consistently across tasks and safety bounds, and whether training-time behavior is representative of behavior of the final converged policy. Therefore, we introduce (i) evaluation metrics for safe RL that address each of these concerns and in addition allow for aggregation across tasks and safety bounds. We furthermore define (ii) a safety tier system to systematically categorize and compare algorithms in terms of safety and reliability at both training and for a final policy. Using this framework, we provide (iii) an empirical safety evaluation across multiple safety navigation tasks. Our results show that aggregate metrics, distributional reporting, and task- and safety bound-specific results each reveal information the other metrics cannot. We therefore recommend reporting all three jointly, rather than compressing this information into a single value, as is common practice. We provide SafeRLEval, an open-source evaluation suite to support the reliable characterization of safety in future safe RL research.
Lindsay Spoor, Aske Plaat, Thomas Moerland
Jul 17, 2026cs.LG

Building2Building: A Large Scale Benchmark for Generalizable Real-World Reinforcement Learning

Reinforcement learning (RL) has achieved strong results in control, yet learned policies remain brittle to changes in dynamics, action spaces, observation spaces, or goals, a critical limitation for real-world deployment. Existing benchmarks offer limited diversity and complexity, making it difficult to rigorously study transfer, multi-task learning, and meta-learning in RL. We introduce Building2Building (B2B), a large-scale suite of realistic Heating, Ventilation, and Air Conditioning (HVAC) control environments built on EnergyPlus, a state-of-the-art building simulator. B2B is fully compatible with the Gymnasium interface and features a parametric building generator, enabling the systematic generation of diverse building configurations with heterogeneous observation and action spaces. Based on this suite, we define benchmark tasks targeting key open challenges in RL, including goal adaptation, dynamics adaptation, action-space shifts, and cross-domain transfer. By providing a large-scale, diverse, and physically grounded testbed with standardized evaluation protocols, B2B enables systematic investigation of generalization and transfer in continuous control. Beyond advancing research on generalization in RL, this new benchmark also carries significant societal implications by enabling improved HVAC control at scale, one of the most energy-intensive systems in buildings.
Vincent Taboga, Justin Veilleux, Doseok Jang +2
Jul 17, 2026cs.LG

When Does Muon Help Agentic Reinforcement Learning?

Muon is competitive with AdamW in large-scale pre-training, but its operating regime in reinforcement-learning post-training remains unclear. We map this regime on ALFWorld, a sparse-reward agentic benchmark, using three group-based objectives and Qwen2.5 models from 0.5B to 3B. Under a shared KL and clipping recipe, matched optimizer comparisons and AdamW rate controls trace the usable step-size range. AdamW responds non-monotonically to rate, whereas fan-in Muon remains stable at a more aggressive effective step: at 3×1053 \times 10^{-5} it improves late success over an AdamW 10610^{-6} baseline after correction across rate-metric tests. Its normalized-AUC effect is directionally positive but less uniform; the heuristic-matched lower-rate effect is less consistent, and tuned AdamW nearly matches high-rate Muon at 3B GraphGPO. High-rate Muon applies 3.53×3.53 \times AdamW's hidden-matrix update RMS; a full-budget RMS-matched control removes the late-success gain. Together, these results identify a recipe-level operating regime in which fan-in Muon supports a more aggressive stable effective step under shared KL and clipping: the margin is largest when optimization headroom remains and contracts near saturation, after AdamW tuning, or under magnitude matching. The scale-matched control ties this spectral effect to Muon's scale convention rather than establishing a universal optimizer ranking. Code is available at https://github.com/x66ccff/verl-muon.
Kai Ruan, Jinghao Lin, Zihe Huang +4
Jul 14, 2026cs.LG

OOD-RL-Bench: A Benchmark Framework for Out-of-Distribution Detection in Reinforcement Learning

Reliable reinforcement learning (RL) agents must maintain operational integrity amidst sensor malfunctions, dynamic disturbances, and slow environmental shifts. The detection of out-of-distribution conditions is pivotal to determining when an agent's observations, transitions, or trajectory dynamics deviate from the assumptions underpinning its policy training. Current out-of-distribution (OOD) detection benchmarks typically evaluate image classifiers or static low-dimensional datasets, failing to account for the complex, action-dependent temporal structure inherent in RL trajectories. To address this gap, we present OOD-RL-Bench, a comprehensive and extensible framework designed to evaluate OOD detectors against categories of anomalies injected into RL trajectories. Detectors and anomaly injectors are integrated through shared interfaces and configuration, which allows new scoring methods and perturbation families to be evaluated without modification of the core benchmark loop. We evaluate the utility of the framework using a Deep Q-Network policy within the LunarLander-v3 environment. We assess the performance of each detector across a suite of anomaly types using matched-time AUROC, matched-time AUPRC, matched-time false-positive rate, detection delay, and segmented-onset metrics. Our analysis reveals significant performance variance across anomaly types: observation perturbations and regime switches are identified with high accuracy by several methods, while observation delay and action-conditioned dynamics remain difficult even when post-onset anomaly scores are compared against clean scores from the same timesteps. We make the framework, trained policy checkpoint, and complete results publicly available as a reproducible artefact.
Emil Mittag, Richard Dazeley, Peter Vamplew
Jul 11, 2026cs.AI

Measure the Sim-to-Real Gap: Designing an Affordable Real-World Benchmark Platform for Reinforcement Learning in AIoT Systems

Reinforcement learning (RL) is commonly employed to enhance the performance of autonomous systems, including the Autonomous Internet of Things (AIoT). However, the trial-and-error nature of RL, when conducted in real-world environments, is costly and hazardous in some scenarios. Consequently, the majority of RL research is conducted in simulation. This reliance introduces challenges related to the Sim-to-Real transferability. Evaluating the Sim-to-Real algorithmic robustness and the Sim-to-Real gap is a critical prerequisite for research aimed at improving RL performance in the real world. Therefore, industries such as robotics have developed concurrent simulation and physical platforms to facilitate this research. However, a universal Sim-to-Real benchmark platform for AIoT does not currently exist. To address these concerns, we developed a real-world AIoT platform for studying RL in AIoT. On this platform, an agent deployed on an edge device plays video games on a separate host computer via a hardware-emulated keyboard, guided by vision input. This platform uses commercially available components costing less than USD 400, together with two computers. Because the system's objective is game score maximization, it inherently mitigates safety risks associated with real-world RL deployments. Experimental results show the simulation-trained agent suffers a 1160% performance degradation relative to the human-level performance after real-world deployment, indicating a significant Sim-to-Real gap. Direct real-world training using the deep Q-network (DQN) algorithm achieves approximately 38% of human-level performance after 10 million training steps, demonstrating the feasibility of RL under real-world conditions. These results suggest that the proposed Sim-to-Real benchmark platform provides a substantial foundation for qualitative and quantitative evaluations of RL in real-world AIoT systems.
Rongping Zhou, Omid Tavallaie, Shuaijun Chen +1
Jul 8, 2026cs.LG

Principled Analysis of Deep Reinforcement Learning Evaluation and Design Paradigms

Starting from the utilization of deep neural networks to approximate the state-action value function that led to winning one of the most challenging games, to algorithmic advancements that allowed solving problems without even explicitly stating the rules of the challenge at hand, reinforcement learning research has been the center of remarkable scientific progress for the past decade. In this paper, we focus on the key ingredients of this research progress and we analyze the canonical evaluation and design paradigms in reinforcement learning. We introduce the theoretical foundations of scaling laws in reinforcement learning and show that the asymptotic performance of reinforcement learning algorithms does not have a monotone relationship between performance rankings and data-regimes. We conduct large-scale experiments and our results demonstrate that a line of reinforcement learning research under the canonical design and evaluation paradigms resulted in incorrect conclusions. Our analysis and results provide a core analysis on scaling, capacity and complexity of deep reinforcement learning.
Ezgi Korkmaz
Jun 29, 2026cs.LG

RoAd-RL: A Unified Library and Benchmark for Robust Adversarial Reinforcement Learning

Deep Reinforcement Learning (DRL) has achieved significant success in robotics and autonomous systems, yet remains vulnerable to adversarial perturbations that can severely degrade performance. Research in adversarial reinforcement learning is often limited by fragmented implementations, inconsistent evaluation protocols, and poor reproducibility. To address these challenges, we present \textbf{RoAd-RL}, an open-source benchmarking framework that provides unified abstractions for policies, attacks, defenses, and robustness metrics, together with reproducible evaluation pipelines and seamless integration with Stable-Baselines3 and Gymnasium. We evaluate DQN, PPO, and SAC agents in LunarLander and Highway-v0 under 192 attack-defense configurations. Results reveal substantial variations in robustness across environments and show that some commonly used defenses can be more detrimental than the attacks they aim to mitigate, while temporal smoothing consistently achieves strong performance. RoAd-RL establishes a standardized benchmark for adversarial reinforcement learning research and is publicly available at https://pypi.org/project/road-rl.
Adithya Mohan, Daniel Kriegl, Torsten Schön
Jun 18, 2026cs.LG

CRAX: Fast Safe Reinforcement Learning Benchmarking

Safety is a core concern for deploying reinforcement learning (RL) agents in real-world domains such as robotics and autonomous driving. While benchmarks have been central to progress in RL, existing safety benchmarks with high-fidelity 3D physics remain computationally slow, limiting large-scale experimentation and rapid prototyping. To address this gap, we propose CRAX (Constrained RL Accelerated with JAX). Built on top of the MuJoCo XLA (MJX) physics engine with realistic 3D dynamics, CRAX leverages vectorized operations and hardware acceleration, yielding up to ~100x speedups over comparable CPU-based safety benchmarks. The benchmark features six environment suites and three agent-specific tasks, each spanning three difficulty levels. Evaluating six popular safe RL methods shows that no single approach dominates across all tasks, and reveals the trade-offs between performance and safety. We find that curriculum learning across difficulty levels and safety transfer can improve performance over direct training in harder settings.
Tristan Tomilin, Mourad Boustani, Mickey Beurskens +1
Jun 17, 2026cs.CV

Beyond the Current Observation: Evaluating Multimodal Large Language Models in Controllable Non-Markov Games

Deploying multimodal foundation models as closed-loop policies increasingly requires conditioning actions on observations that are no longer visible. However, existing benchmarks either expose the full state, conflate hidden-state reconstruction with other agent skills, or test recall only after an episode has ended. We introduce RNG-Bench (Reconstructive Non-Markov Games), a benchmark suite designed to isolate a base model's ability to reconstruct past observations and act on them during multi-step interaction. RNG-Bench includes two complementary games: Matching Pairs, where card identities briefly revealed at specific locations must later be recalled, and 3D Maze, where egocentric views must be integrated into a spatial map. Both games are evaluated under a unified harness with three controlled difficulty axes: grid size, visual pattern, and observation modality. The benchmark further introduces a head-to-head duel protocol to control for instance-level variance and a Memory Gap metric that disentangles forgetting from poor action selection. The hardest configurations require contexts of roughly 128K tokens and 350 image inputs per episode, and remain far from saturated by frontier MLLMs. Memory Gap analysis shows that most residual errors stem from forgetting earlier observations rather than from suboptimal decision making. Finally, fine-tuning Qwen3.5-9B on optimal-policy rollouts and filtered model demonstrations improves performance on RNG-Bench and transfers to existing benchmarks without degrading general multimodal capability.
Shengyuan Ding, Xilin Wei, Xinyu Fang +4
Jun 12, 2026cs.LG

DRIVE: Distributional and Retrieval-Augmented Bidding with Value Evaluation

Auto-bidding is a core component of real-time advertising systems, where decisions must optimize long-term performance under budget and cost constraints, while online exploration is prohibitively risky. Offline reinforcement learning and, more recently, Transformer-based sequence modeling have shown promise for learning bidding policies from logged data, but their unimodal and purely parametric formulations often collapse multiple effective bidding strategies into suboptimal averaged actions and perform unreliably under sparse or long-tail traffic. To mitigate these limitations, we propose DRIVE (Distributional and Retrieval-Augmented Bidding with Value Evaluation), a unified Transformer-based framework that decouples candidate action generation from decision making for offline auto-bidding. DRIVE combines distributional action modeling, retrieval-augmented candidate generation from high-quality historical decisions, and value-based evaluation to select the most promising bid at inference time. Extensive experiments on AuctionNet and additional offline reinforcement learning benchmarks demonstrate that DRIVE consistently improves bidding performance and generalizes well across multiple Transformer-based methods.
Miduo Cui, Haochen Wang, Shangqin Mao +6
Jun 11, 2026cs.LG

QPILOTS: Efficient Test-Time Q-Steering for Flow Policies

Flow-matching and diffusion policies are expressive action generators, but optimizing them with temporal-difference reinforcement learning (RL) remains difficult. Effective policy extraction requires exploiting the critic's action gradient, yet directly backpropagating this signal through a multi-step denoising process can be numerically unstable. Existing methods work around this either by discarding gradient information, distilling the policy into a simpler one-step actor, or repeatedly fine-tuning the denoising policy as the critic improves. We propose QPILOTS, a method that leaves the original policy unmodified and steers the denoising process at inference time. At each denoising step, instead of evaluating the critic on the noisy intermediate action where critic predictions are unreliable, we first project that intermediate state to an estimate of the final clean action and compute the critic gradient there. We introduce two variants: QPILOTS-U uses a fast single-point approximation, while QPILOTS-M draws differentiable posterior samples via a learned auxiliary network. On a standard offline-to-online RL benchmark, QPILOTS achieves the best aggregate performance, reaching an average success rate of 90% across 50 tasks. We also apply QPILOTS to steer a large, frozen, pretrained Vision-Language Action (VLA) foundation model, outperforming or matching prior inference-time approaches across six manipulation tasks in simulation.
Yifan Ruan, Chenyang Cao, Andreas Burger +7
Jun 8, 2026cs.LG

Preserving Plasticity in Continual Learning via Dynamical Isometry

Continual training of deep neural networks under non-stationarity often leads to a progressive loss of plasticity, eventually limiting further learning. We relate plasticity to the empirical Neural Tangent Kernel, and identify dynamical isometry (the condition that layer-wise Jacobian singular values remain close to one) as a key mechanism for preserving plasticity in continual learning. We revisit a class of networks that are almost-everywhere isometric while remaining universal Lipschitz function approximators, demonstrating that near-dynamical isometry is compatible with expressive nonlinear representations. For general architectures, we propose an efficient isometry-promoting regularization scheme and identify a novel mechanism by which it can reactivate dormant ReLU units. Building on this, we introduce AdamO, an Adam-style adaptive optimizer that decouples isometry regularization from gradient updates, analogous to AdamW. We further reinterpret prior plasticity-preserving approaches through the lens of dynamical isometry, showing that they target only a partial measure of isometry. Across supervised and reinforcement-learning continual-learning benchmarks designed to induce plasticity loss, our methods consistently match or outperform existing approaches.
Andries Rosseau, Robert Müller, Ann Nowé
Jun 4, 2026cs.LG

Performance Variation in Deep Reinforcement Learning

Deep reinforcement learning (RL) algorithms often suffer from low run-to-run robustness, manifesting as significant performance variation across independent runs of identically configured agents. Although this issue poses a spectrum of challenges across research and practice, relatively few studies develop methods to evaluate it; RL research instead often reports uncertainty in the estimated mean performance. In this paper, we outline the limitations of conventional uncertainty and variation estimates, particularly their misalignment with purpose and the risk of underreporting. We then propose an alternative percentile-based statistic and visualization method, min-max IPR and run-wise percentile highlighting, respectively. These percentile-based tools are easy to interpret and rely on standard properties of sample percentiles, providing rich information about run-to-run performance variation. We demonstrate this through three case studies. First, we show that LayerNorm and penultimate-layer normalizations narrow performance variation in PPO, whereas the variation is mostly unchanged in SAC. Second, we compare PPO, SAC, TD-MPC, and TD-MPC2, and show TD-MPC exhibits the least variation while being the most data efficient among the four. Finally, in a comparison of DQN and Rainbow on five Atari environments, we show that both algorithms exhibit similar levels of performance variation.
Haruto Tanaka, A. Rupam Mahmood
Jun 3, 2026cs.RO

MineXplore: An Open-Source Reinforcement Learning Exploration Benchmark for GNSS-Denied Underground Environment

Underground mines present extreme conditions for autonomous robot navigation: GPS is denied, lighting is degraded, and tunnel topology is loop-rich and non-convex. Simulation benchmarks grounded in real production-mine geometry and compatible with GPU-accelerated learning pipelines do not yet exist in the open-source ecosystem. We present MineXplore, an open-source MuJoCo-based navigation benchmark derived from the Leung et al. 2017 Chilean underground copper mine dataset. The environment reconstructs a 104,423 sq.m tunnel network through an six-stage contour-to-MJCF pipeline incorporating octagonal wall cross-sections, LiDAR-sourced jagged wall geometry, three terrain friction zones, a global 5 degree incline, and periodic spot lighting. Geometric fidelity is validated at an Intersection over Union (IoU) of 0.9538 against the source survey map, and surface texture similarity scores 79.4% across six structural dimensions. A single-agent PPO baseline trained via RLlib across five independent random seeds achieves a best rolling coverage of 88.89% (3 of 5 seeds reaching the 90% coverage target), confirming that MineXplore supports stable and reproducible policy learning under realistic underground sensing and topology.
Abhishek S, Badrikanath Praharaj, Sreeram MV
May 31, 2026cs.LG

A Unified Benchmark for Dynamic Medical Treatment Reinforcement Learning

Medical treatment recommendation poses several challenges to reinforcement learning (RL): patient physiology evolves in continuous time, measurements and interventions are performed at irregular intervals, and treatment effects vary substantially across individuals. Existing RL formulations and simulated environments, however, are based on discrete-time MDPs with fixed decision intervals. Thus, it remains difficult to evaluate whether RL methods can handle time-interval-dependent disease progression, personalized treatment response, and safety between consecutive measurement points. To address this gap, we introduce MedGym, a benchmark environment for dynamic treatment recommendation. MedGym models longitudinal patient evolution in a continuous-time framework and constructs a configurable medical RL benchmark from clinical data by using Physics-Informed Neural Networks. The resulting benchmark enables direct comparison between discrete-time and continuous-time methods under irregular treatment timing and patient-specific dynamics. Furthermore, MedGym supports evaluation from clinically important perspectives, such as personalization and trajectory-level safety. By providing a standardized and configurable benchmark for continuous-time dynamic treatment, MedGym enables more realistic and informative evaluation of medical RL methods.
Yuepeng Wang, Ken Kawano, Yoshihiko Fujisawa +12
May 26, 2026cs.LG

When Does Deep RL Beat Calibrated Baselines? A Benchmark Study on Adaptive Resource Control

A properly calibrated rule-based autoscaler can beat every one of six mainstream deep reinforcement learning (DRL) algorithms on cost across every workload we test - so when, if ever, does DRL actually help? We study this in RLScale-Bench, a reproducible benchmark and evaluation protocol for DRL on adaptive resource control, where an agent allocates compute to a dynamic workload under cost and service-level constraints. We evaluate PPO, DQN, A2C, SAC, TD3, and DDPG under matched architectures, training budgets, and reward functions against a calibrated rule-based baseline across six workload patterns and five seeds (240 runs), instantiate the benchmark on Kubernetes Horizontal Pod Autoscaling, and probe distribution-shift generalization. Three findings challenge common assumptions: (i) the calibrated controller achieves the lowest cost on all six workloads, though it trails the best RL agents on bursty and flash traffic; (ii) discrete-action algorithms outperform continuous-action ones by one to two orders of magnitude in constraint violations due to action-space mismatch; and (iii) no single algorithm dominates across workloads, with rankings shifting by up to four positions. The bottleneck in RL-based resource control is not algorithm selection but baseline calibration, reward engineering, and realistic evaluation protocols.
Guilin Zhang, Chuanyi Sun, Kai Zhao +3
May 20, 2026quant-ph

Enhanced Reinforcement Learning-based Process Synthesis via Quantum Computing

In this work, we present quantum reinforcement learning (RL) as a solution strategy for process synthesis problems. Building on our prior work, we develop a generalized framework that formally poses process synthesis as a Markov decision process and introduces quantum-enhanced RL algorithms to solve it with improved scalability. Earlier implementations of quantum-based RL for process synthesis were limited by qubit requirements, which scaled poorly with problem complexity. This work overcomes this challenge by introducing state encoding algorithms to decouple qubit requirements from problem size. A classical RL-based solution strategy is used as a baseline to benchmark the quantum algorithms under identical training conditions. All algorithms are evaluated across a flowsheet synthesis problem of increasing unit counts to analyze their performance and scalability. Results show that all approaches are capable of identifying the optimal flowsheet designs in small design spaces. For moderate-scale unit counts, quantum approaches demonstrate competitive performance on a per-episode basis and improved efficiency on a per-parameter basis versus the classical RL benchmark. This work provides a foundation for future quantum computing applications within process systems engineering, establishes a controlled benchmark for comparing classical and quantum algorithms, and shows that the proposed quantum variants remain competitive for the process synthesis problem examined in this work.
Austin Braniff, Fengqi You, Yuhe Tian
May 20, 2026stat.ML

Scalable Reinforcement Learning via Adaptive Batch Scaling

Conventional wisdom holds that large-batch training is fundamentally incompatible with Reinforcement Learning (RL) - beyond a modest threshold, increasing batch sizes typically yields diminishing returns or performance degradation due to the inherent non-stationarity of the data distribution. We challenge this view by observing that non-stationarity is not a fixed property of RL, but evolves throughout training: early stages exhibit rapid behavioral shifts that demand small batches for plasticity, whereas late stages approach a quasi-stationary regime where large batches enable precise convergence. Motivated by this observation, we propose Adaptive Batch Scaling (ABS), that dynamically adjusts the effective batch size according to the stability of the learning policy. Central to ABS is Behavioral Divergence, a novel metric that quantifies policy non-stationarity by measuring action-level shifts between consecutive updates, which we use to scale batch size inversely to policy volatility. Integrated with the Parallelised Q-Network (PQN) algorithm and evaluated on the ALE benchmark, ABS seamlessly reconciles early-stage plasticity with late-stage stable convergence. Strikingly, contrary to conventional wisdom, our results reveal that the combination of larger networks and larger batch sizes achieves the best performance - a scaling behavior previously thought to be unattainable in RL, now unlocked through adaptive batch control.
Jongchan Park
May 19, 2026cs.LG

JAXenstein: Accelerated Benchmarking for First-Person Environments

The progression of reinforcement learning algorithms have been driven by challenging benchmarks. The rate in which a researcher can iterate on a problem setting directly impacts the speed of algorithm development. Modern machine learning has produced tools that allow for fast and scalable algorithm development like the JAX library. With the availability of these tools, a serious bottleneck in algorithm development is the availability of large and complex domains for experimentation. Most notably, the JAX reinforcement learning ecosystem does not have any benchmarks that test visual first-person tasks; these domains are crucial for testing both exploration and an agent's ability to overcome partial observability. We introduce JAXenstein: an open-source JAX-based benchmark that implements the Wolfenstein 3D rendering engine for fast and scalable experimentation in visual first-person tasks. JAXenstein is several times faster than comparable vision-based benchmarks, and is easily extensible to more complex first-person domains.
Ruo Yu Tao, George Konidaris
May 19, 2026cs.LG

Offline Reinforcement Learning for Plasma Control in Nuclear Fusion: Codebase and Benchmark

Offline reinforcement learning (RL) offers a promising route for developing plasma controllers from historical tokamak data, since online trial-and-error on real devices is costly and risky. However, progress in this direction remains difficult to measure due to the lack of a standardized offline RL benchmark for realistic multi-actuator, long-horizon plasma control problems in nuclear fusion. We introduce RL4F, an Offline Reinforcement Learning Benchmark for Plasma Control in Nuclear Fusion, providing closed-loop evaluation environments and baseline comparisons across four full-profile tracking tasks: rotation, density, temperature, and pressure. The dynamics function underlying the evaluation environment is built from historical discharge data from DIII-D, a real-world Tokamak. We evaluate a broad set of imitation learning and offline RL baselines under a unified protocol. We find that offline model-based RL methods obtain the best average performance on most objectives, although no single method dominates all tasks, highlighting the importance of dynamics modeling in complex, long-horizon plasma control tasks. To foster further research, we open-source the codebase, datasets, and evaluation framework, providing a benchmark not only for the fusion community but also for algorithm development in offline RL.
Yang Fu, Haomin Bao, Rohit Sonker +4
May 16, 2026cs.AI

NeuroMAS: Multi-Agent Systems as Neural Networks with Joint Reinforcement Learning

Multi-agent language systems are often built as hand-designed workflows, where agents are assigned semantic roles and communication protocols are specified in advance. We propose NeuroMAS, a method that first treats a multi-agent language system as a trainable and scalable neural-network-like architecture with LLM agents as nodes and intermediate textual signals as edges. In NeuroMAS, agent nodes are role-free but structure-aware: the topology only determines how information can flow in general, while reinforcement learning training determines how nodes communicate, specialize, and coordinate. This formulation shifts multi-agent design from workflow engineering toward architecture design, where depth, width, connectivity, and growth protocol become scalable sources of capability. Further, we provide a theoretical perspective showing why such modular textual computation is more parameter-efficient when tasks admit hierarchical decompositions. Experiments show that NeuroMAS improves significantly over both inference-time and trained multi-agent baselines. We further find that organizational scaling is path-dependent: larger systems can be challenging to train from scratch, but become feasible when grown progressively from smaller trained systems. These results suggest that learned neural multi-agent systems are a promising scaling axis for LLMs.
Haoran Lu, Luyang Fang, Wenxuan Zhong +1
May 11, 2026cs.AI

RankQ: Offline-to-Online Reinforcement Learning via Self-Supervised Action Ranking

Offline-to-online reinforcement learning (RL) improves sample efficiency by leveraging pre-collected datasets prior to online interaction. A key challenge, however, is learning an accurate critic in large state--action spaces with limited dataset coverage. To mitigate harmful updates from value overestimation, prior methods impose pessimism by down-weighting out-of-distribution (OOD) actions relative to dataset actions. While effective, this essentially acts as a behavior cloning anchor and can hinder downstream online policy improvement when dataset actions are suboptimal. We propose RankQ, an offline-to-online Q-learning objective that augments temporal-difference learning with a self-supervised multi-term ranking loss to enforce structured action ordering. By learning relative action preferences rather than uniformly penalizing unseen actions, RankQ shapes the Q-function such that action gradients are directed toward higher-quality behaviors. Across sparse-reward D4RL benchmarks, RankQ achieves competitive overall performance against seven baselines. In vision-based robot learning, RankQ enables effective offline-to-online fine-tuning of a pretrained vision-language-action (VLA) model in a low-data regime, achieving an average simulation success rate 38.2 percentage points higher than the next best method. In a high-data setting, RankQ improves simulation performance by 13.7 percentage points over the next best method and demonstrates strong sim-to-real transfer, increasing real-world cube stacking success from 43.1% to 88.9% relative to the VLA's initial performance.
Andrew Choi, Wei Xu
May 11, 2026cs.LG

When Does Non-Uniform Replay Matter in Reinforcement Learning?

Modern off-policy reinforcement learning algorithms often rely on simple uniform replay sampling and it remains unclear when and why non-uniform replay improves over this strong baseline. Across diverse RL settings, we show that the effectiveness of non-uniform replay is governed by three factors: replay volume, the number of replayed transitions per environment step; expected recency, how recent sampled transitions are; and the entropy of the replay sampling distribution. Our main contribution is clarifying when non-uniform replay is beneficial and providing practical guidance for replay design in modern off-policy RL. Namely, we find that non-uniform replay is most beneficial when replay volume is low, and that high-entropy sampling is important even at comparable expected recency. Motivated by these findings, we adopt a simple Truncated Geometric replay that biases sampling toward recent experience while preserving high entropy and incurring negligible computational overhead. Across large-scale parallel simulation, single-task, and multi-task settings, including three modern algorithms evaluated on five RL benchmark suites, this replay sampling strategy improves sample efficiency in low-volume regimes while remaining competitive when replay volume is high.
Michal Korniak, Mikołaj Czarnecki, Yarden As +3
Feb 19, 2026cs.AI

Two-Bridge: Exclusive Objectives and Extended Horizon StarCraft II Benchmark

The research community lacks a middle ground between StarCraft II full game and its mini-games. The full-game's sprawling state-action space renders reward signals sparse and noisy, but in mini-games simple agents saturate performance. This complexity gap hinders steady curriculum design and prevents researchers from experimenting with modern Reinforcement Learning algorithms in RTS environments under realistic compute budgets. To fill this gap, we present the Two-Bridge Map Suite, the first entry in an open-source benchmark series we purposely engineered as an intermediate benchmark to sit between these extremes. By disabling economy mechanics such as resource collection, base building, and fog-of-war, the environment isolates two core tactical skills: long-range navigation and micro-combat. Preliminary experiments show that agents learn coherent maneuvering and engagement behaviors without imposing full-game computational costs. Two-Bridge is released as a lightweight, Gym-compatible wrapper on top of PySC2, with maps, wrappers, and reference scripts fully open-sourced to encourage broad adoption as a standard benchmark.
Sourav Panda, Tanmay Ambadkar, Shreyash Kale +2
Jan 20, 2026cs.LG

KAGE-Bench: Fast Known-Axis Visual Generalization Evaluation for Reinforcement Learning

Pixel-based reinforcement learning agents often fail under purely visual distribution shift even when latent dynamics and rewards are unchanged, but existing benchmarks entangle multiple sources of shift and hinder systematic analysis. We introduce KAGE-Env, a JAX-native 2D platformer that factorizes the observation process into independently controllable visual axes while keeping the underlying control problem fixed. By construction, varying a visual axis affects performance only through the induced state-conditional action distribution of a pixel policy, providing a clean abstraction for visual generalization. Building on this environment, we define KAGE-Bench, a benchmark of six known-axis suites comprising 34 train-evaluation configuration pairs that isolate individual visual shifts. Using a standard PPO-CNN baseline, we observe strong axis-dependent failures, with background and photometric shifts often collapsing success, while agent-appearance shifts are comparatively benign. Several shifts preserve forward motion while breaking task completion, showing that return alone can obscure generalization failures. Finally, the fully vectorized JAX implementation enables up to 33M environment steps per second on a single GPU, enabling fast and reproducible sweeps over visual factors. Code: https://avanturist322.github.io/KAGEBench/.
Egor Cherepanov, Daniil Zelezetsky, Alexey K. Kovalev +1
Date pendingcs.AI

CoSkill: Joint Reinforcement Learning of Reasoning and Meta-Skill Agents for Hierarchical Skill Evolution

Skill libraries improve the sample efficiency of agentic reinforcement learning (RL) by enabling large language model (LLM) agents to reuse procedural knowledge. Yet existing paradigms exhibit structural shortcomings: they either decouple skill evolution from policy optimization or instantiate meta-skills as fixed workflows. Both treat skills as passive objects to be managed, limiting the flexible evolution of skills and their co-adaptation with the reasoning agent. To address the limitations, we propose CoSkill, a unified multi-agent RL framework that recasts the static meta-skill workflow as a learnable Meta-Skill Agent and jointly trains it with a Reasoning Agent over a hierarchical skill library. By modeling the Reasoning and Meta-Skill Agents as a cooperative team sharing a single backbone, CoSkill enables end-to-end co-adaptation: the Reasoning Agent conditions its actions on a retrieved task skill and step skills selected from its child set, while its task performance guides the Meta-Skill Agent in refining those step skills. Experiments on ALFWorld and WebShop show that CoSkill substantially outperforms prior skill-based and RL baselines, achieving success rates of 98.4% and 90.6%, respectively (+3.5 and +6.2 pp). As shown in Figure 1, CoSkill achieves superior early-stage sample efficiency, asymptotic performance, and wall-clock efficiency. Our code is available at https://github.com/jinyuan-cookie/CoSkill.
Jinyuan Feng, Dongmin Li, Yiqun Chen +4