Reinforcement Learning
Also known as RL
Momentum
144 papers in the last four weeks, up 243% on the four weeks before. 1.4% of all new papers.
Latest papers 1,138
Designing reward functions that generalize beyond controlled laboratory settings remains a fundamental challenge in reinforcement learning for robotics. In open-world manipulation problems, a single task can appear in numerous variants through different object instances, positions, and camera viewpoints. Recent vision-based reward models tend to memorize specific pixel distributions and fail to generalize beyond their training conditions. To address this, we propose a framework that learns invariant symbolic reward functions from as few as five demonstrations. The insight is to shift from visual feature-fitting to the discovery of behavioral invariants: task-level properties that remain constant across diverse visual instantiations. The framework has two coupled components: a structural reward formulation that encodes task-level strategies and physical constraints while preserving optimal policy invariance, and a hybrid symbolic-numerical procedure that distills these invariants from demonstrations without online interaction. Experiments on eight Meta-World tasks and three Franka manipulation tasks demonstrate that our method achieves stronger process alignment and policy rollout ranking abilities compared to baselines, accelerating downstream policy learning. Three real-world out-of-distribution experiments further show that the same learned reward generalizes zero-shot to position, viewpoint, and object variations, enabling a single reward representation to be reused across diverse task variants in practice.
On the Sample Complexity of Discounted Reinforcement Learning with Optimized Certainty Equivalents
We study risk-sensitive reinforcement learning in finite discounted MDPs, where a generative model of the MDP is assumed to be available. We consider a family or risk measures called the optimized certainty equivalent (OCE), which includes important risk measures such as entropic risk, CVaR, and mean-variance. Our focus is on the sample complexities of learning the optimal state-action value function (value learning) and an optimal policy (policy learning) under recursive OCE. We provide an exact characterization of utility functions for which the corresponding OCE defines an objective that is PAC-learnable. We analyze a simple model-based approach and derive PAC sample complexity bounds. We establish that whenever does not have full domain , the corresponding problem is not PAC-learnable. Finally, we establish corresponding lower bounds for both value and policy learning, demonstrating tightness in the size of state-action space, and for a more restricted class of utilities, we derive lower bounds that makes the dependence on the effective horizon explicit. Specifically, for we show that the correct dependence on is , thus improving by a factor of over state-of-the-art although our bound has a suboptimal dependence on .
Value-Gradient Hypothesis of RL for LLMs
Reinforcement learning substantially improves pretrained language models, but it remains understudied why critic-free methods such as PPO and GRPO work as well as they do, and when they should provide the largest gains. We develop a value-gradient perspective of critic-free RL for LLM post-training. First, under a differentiable rollout and additive-noise parameterization, we show that the actor update is value-gradient-like in expectation: the backward pass propagates costates whose conditional expectation equals the value gradient. Second, for discrete transformer policies, we show that autodifferentiation through attention produces empirical costates that approximate this value signal, with an error controlled by the sampling gap and policy entropy. These results motivate a decomposition of RL impact into value gradient signal and reachable reward headroom, yielding a criterion for when RL should be most effective along a pretraining trajectory.
Stochastic MeanFlow Policies: One-Step Generative Control with Entropic Mirror Descent
Online off-policy reinforcement learning (RL) is shaped by two coupled choices: the policy class and the update rule. Gaussian policies are fast and have tractable entropy, but struggle with multimodal action distributions. Generative policies are more expressive, but often require iterative sampling or lack tractable entropy estimates. On the optimisation side, SAC-style soft policy improvement and mirror descent (MD) can be viewed as minimising different KL divergences: the former moves the policy towards a value-induced Boltzmann distribution, while the latter regularises each update against the previous policy. Combining entropy regularisation with an MD constraint is therefore attractive, as it supports exploration while stabilising policy improvement; however, the resulting target can be multimodal and is poorly matched by unimodal Gaussian policies. We propose Stochastic MeanFlow Policies (SMFP), a one-step generative policy class that maps Gaussian noise to actions through a MeanFlow transformation. This stochastic reparameterisation yields a tractable entropy surrogate and allows MeanFlow policies to be trained within off-policy mirror descent under a unified objective for exploratory yet stable improvement. Across seven MuJoCo benchmarks, SMFP improves over Gaussian and generative baselines while retaining single-step inference efficiency.
Behavior-Consistent Deep Reinforcement Learning
Reinforcement learning (RL) often exhibits high variance across training runs, leading to unreliable performance and posing a major challenge to deployment in real-world domains. In this work, we address the challenge of cross-run policy divergence by formalizing the problem of behavior-consistent RL, where the objective is to obtain policies that are both high-performing and distributionally similar across training runs. Our key observation is that maximum-entropy RL provides a direct mechanism for controlling behavioral divergence by anchoring runs to a common (uniform) prior. We prove that, for Boltzmann policies, choosing the temperature proportional to -function disagreement bounds the pairwise KL divergence between the induced policies. However, we also show that naïvely increasing entropy might impair policy optimization while amplifying off-policy error. Building upon these observations, we propose -value Expectile Disagreement (QED), a state-dependent temperature schedule that uses double-critic disagreement as a single-run proxy for cross-run disagreement. Empirically, we demonstrate that across 18 continuous-control tasks, QED reduces across-run divergence by two orders of magnitude without sacrificing performance, resulting in a considerable reduction in return variance at modest sample-efficiency costs.
Domain-Adaptable Reinforcement Learning for Code Generation with Dense Rewards
Large language models show strong potential for automated code generation, but lack guarantees for correctness, quality, safety, and domain-specific constraints. For instance in robotics, where code generation is increasingly being used for planning and executing actions, awareness of the environment and physical constraints is critical. To facilitate the adaption of code-generating LLMs to diverse requirements, including domain-specific ones, we present a reinforcement learning framework that fine-tunes pre-trained LLMs using proximal policy optimization. Our customizable execution-aware reward formula captures and optimizes syntax, functional correctness, code style, security, and simulator executability. A token-level reward mapping mechanism enables effective credit assignment from execution outcomes to generated tokens. The framework is evaluated on general-purpose code generation (MBPP/MBPP+) and robotic program synthesis (RoboEval). The results show substantial improvements in functional correctness and simulator executability, including an absolute pass@1 increase of 19% on MBPP and a reduction in execution failures by 51% on RoboEval. These findings demonstrate that structured reinforcement learning can effectively align language models to correct program generation and domain-specific requirements.
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.
Beyond the Bellman Recursion: A Pontryagin-Guided Framework for Non-Exponential Discounting
Most value-based and actor--critic reinforcement learning methods rely on Bellman-style recursions, yet these recursions collapse under non-exponential discounting common in human preferences and survival processes. We show the breakdown is structural: exponential discounting sits at a fragile intersection of multiplicativity and time homogeneity, and violating either property breaks standard dynamic programming. To overcome this, we propose Pontryagin-Guided Direct Policy Optimization (PG-DPO), a variational framework that abandons recursion and couples the Pontryagin Maximum Principle with Monte Carlo rollouts via an Adjoint-MC projection enforcing pointwise Hamiltonian maximization. Across multi-dimensional hyperbolic and survival-discount benchmarks, PG-DPO improves accuracy and stability where equation-driven solvers and critic-based baselines diverge.
For How Long Should We Be Punching? Learning Action Duration in Fighting Games
Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval, typically every frame or every N frames. Although this design ensures timely responses, it restricts the agent's ability to adjust its reaction timing. Acting every frame grants frame-perfect reflexes, which are unrealistic compared to human players, whereas longer fixed intervals reduce computational cost but hinder responsiveness. We consider an alternative decision-making framework in which the agent learns not only what action to take but also for how long to execute it. By jointly predicting both action and duration, the agent can dynamically adapt its responsiveness to different situations in the game. We implement this method using the open-source FightLadder environment with agents trained against scripted built-in bots, systematically testing different frame skip configurations to analyze their influence on performance, responsiveness, and learned behavior. Experiments show that learned timing can match the performance of well-chosen fixed frame skips and encourages repeatable action patterns, but does not ensure robustness on its own. In most cases, we see agents performing best with consistently high frame skip values (i.e., low responsiveness). This strategy makes it easier to learn exploitative strategies where the same action is repeated over and over, which the scripted bots appear to be susceptible to.
Compositional Transduction with Latent Analogies for Offline Goal-Conditioned Reinforcement Learning
Compositional generalization is essential for reaching unseen goals under novel contextual variations in offline goal-conditioned reinforcement learning (GCRL), where a generalist goal-reaching agent must be learned from limited data. Most prior approaches pursue this via trajectory stitching over temporally contiguous segments, which limits composing behaviors across varying contexts. To overcome this limitation, we formalize analogy transduction as synthesizing new plans by composing task-endogenous analogies with given contexts and propose a novel analogy representation tailored for it. Grounded in our theory, this analogy representation captures what changes under optimal task execution, remains invariant to contextual variations, and is sufficient for optimal goal reaching. We further contend that generalization to unseen analogy-context pairs is a practical obstacle in analogy transduction, and introduce a new approach for offline GCRL that enables analogy transduction beyond seen pairs to unseen combinations. We empirically demonstrate the effectiveness of our approach on OGBench manipulation environments, substantially outperforming prior methods that do not perform analogy transduction. Project page: https://rllab-snu.github.io/projects/CTA/
ReversedQ: Opportunities for Faster Q-Learning in Episodic Online Reinforcement Learning
We study model-free Q-learning in finite-horizon episodic Markov Decision Processes (MDPs) with stationary dynamics across episodes. We identify a central issue in nascent model-free posterior-sampling works: the reliance on delayed learning in order to prove theoretical guarantees. In particular, we identify three opportunities for faster learning - (i) value-function update order, (ii) update frequencies, and (iii) value-function initialization. Using Wang et al.'s RandomizedQ as a basis, we illustrate these changes and their individual (as well as cumulative) impact in multiple empirical studies. We find that our combined modifications, termed ReversedQ, improve scaled mean cumulative reward compared to RandomizedQ, from 9.53% to 78.78% in the Bidirectional Diabolical Combination Lock (BDCL), and from 21.76% to 61.81% in a chain MDP.
Rewarding Beliefs, Not Actions: Consistency-Guided Credit Assignment for Long-Horizon Agents
Reinforcement learning from verifiable rewards (RLVR) is a promising paradigm for improving large language model (LLM) agents on long-horizon interactive tasks. However, in partially observable environments, incomplete observations cause agent beliefs to drift over time, while delayed rewards obscure the causal impact of intermediate decisions, exacerbating temporal credit assignment challenges. To address this, we propose ReBel (Reward Belief), a process-level reinforcement learning algorithm that explicitly models structured belief states to summarize interaction history and guide subsequent policy learning. ReBel introduces belief-consistency supervision, converting discrepancies between predicted beliefs and observed feedback into dense self-supervised signals without requiring external step-wise annotations or verifiers. It also employs belief-aware grouping to compare trajectories under similar belief states, yielding more robust and lower-variance advantage estimates. We evaluate ReBel on challenging long-horizon benchmarks, including ALFWorld and WebShop. ReBel improves task success by up to percentage points over the episode-level baseline GRPO and increases sample efficiency by . These results suggest that belief-aware self-supervision is a promising direction for reliable long-horizon decision-making under partial observability. Code is available at: https://github.com/Fateyetian/Rebel.git.
A conceptual framework for learning to listen by reward: Curiosity-driven search for novel sources
Reinforcement learning is a powerful learning paradigm that has spearheaded progress in numerous domains. Its core promise lies in learning through high-level goals without the need for granular labels. However, it still remains elusive in the realm of audio, where it has received substantially less attention than in computer vision or other domains. The key question remains: how can agents learn to listen purely via reward-driven exploration? In this contribution, we present an overview of previous attempts and a new conceptual framework for learning to listen by reward. Our approach depends on the continuous search for novel sound sources. We formulate our framework, discuss open technical challenges, and present a first proof-of-concept implementation that showcases the feasibility of our approach.
Beyond Action Residuals: Real-World Robot Policy Steering via Bottleneck Latent Reinforcement Learning
Pretrained imitation policies have become a strong foundation for robot manipulation, but they often require online improvement to overcome execution errors, limited dataset coverage, and deployment mismatch. A central question is therefore how reinforcement learning (RL) should adapt policies after offline pretraining. Existing lightweight methods commonly apply residual corrections directly in action space, but this often leads to noisy and poorly structured exploration. In this work, we propose Z-Perturbation Reinforcement Learning (ZPRL), an approach that steers pretrained policies through a compact bottleneck latent rather than through policy weights or output actions. During offline training, we augment the policy with a plug-and-play variational information bottleneck (VIB) module to extract a task-relevant latent interface from observation embeddings. During online finetuning, the base policy is frozen and RL learns only a residual perturbation on this latent, whose decoded representation conditions the frozen action generator. We instantiate ZPRL on flow-matching policies and evaluate it on eight simulation tasks and four real-world tasks. Across diverse manipulation settings, ZPRL improves both sample efficiency and final performance over strong post-training baselines. In the real world, ZPRL improves the average success rate on four tasks by 33.7% over imitation base policies while producing smoother exploration behaviors than an action residual counterpart. These results suggest that a compact, task-aligned bottleneck latent provides an effective interface for online RL adaptation. More videos can be found at https://manutdmoon.github.io/ZPRL/.
Minimax Optimal Variance-Aware Regret Bounds for Multinomial Logistic MDPs
We study reinforcement learning for episodic Markov Decision Processes (MDPs) whose transitions are modelled by a multinomial logistic (MNL) model. Existing algorithms for MNL mixture MDPs yield a regret of (Li et al., 2024), where is the feature dimension, the episode length, and the number of episodes. Inspired by the logistic bandit literature (Abeille et al., 2021; Faury et al., 2022; Boudart et al., 2026), we introduce a problem-dependent constant , measuring the normalised average variance of the optimal downstream value function along the learner's trajectory. We propose an algorithm achieving a regret of , which recovers the existing bound in the worst case and improves upon it for structured MDPs. For instance, for KL-constrained robust MDPs, , reducing the horizon dependence by a factor . We further establish a matching lower bound, proving minimax optimality (up to logarithmic factors) and fully characterising the regret complexity of MNL mixture MDPs for the first time.
GoLongRL: Capability-Oriented Long Context Reinforcement Learning with Multitask Alignment
We present GoLongRL, a fully open-source, capability-oriented post-training recipe for long-context reinforcement learning with verifiable rewards (RLVR). Existing long-context RL methods often treat data construction as a matter of designing increasingly complex retrieval paths, leading to homogeneous task coverage and reward formulations that inadequately reflect practical long-context requirements. Our work offers two contributions. (1) Capability-oriented data construction with full open release. We openly release a dataset of 23K RLVR samples, the complete construction pipeline, and all training code. Guided by a taxonomy of long-context capabilities, the dataset spans 9 task types, each paired with its natural evaluation metric. It comprises curated open-source samples from established corpora and synthetic samples whose QA pairs are generated from real source documents such as books, academic papers, and multi-turn dialogues. Under the same vanilla GRPO setup, our dataset alone outperforms the closed-source QwenLong-L1.5 dataset. Moreover, our Qwen3-30B-A3B model trained on this data delivers long-context performance comparable to DeepSeek-R1-0528 and Qwen3-235B-A22B-Thinking-2507, suggesting that broader coverage and greater reward diversity substantially benefit long-context capability improvement. (2) TMN-Reweight for heterogeneous multitask optimization. To address optimization challenges from heterogeneous rewards, we propose TMN-Reweight, which combines task-level mean normalization for cross-task reward scale alignment with difficulty-adaptive weighting for more reliable advantage estimation. TMN-Reweight further improves average performance over vanilla GRPO, with general capabilities preserved or improved across reported evaluations.
What and When to Distill: Selective Hindsight Distillation for Multi-Turn Agents
Reinforcement learning can train LLM agents from sparse task rewards, but long-horizon credit assignment remains challenging: a single success-or-failure signal must be distributed across many actions. Existing methods rely on trajectory-level rewards or proxy signals, without fully leveraging per-step environmental feedback. Multi-turn agent settings are underexplored, where feedback can include error messages, page changes, observations, or reference trajectories. We systematically study five feedback sources and two insertion granularities and introduce SERL, a selective environment-reweighted learning framework. SERL uses the task reward to determine update direction, while environment feedback adjusts placement and magnitude, focusing on critical actions. On ALFWorld and WebShop, SERL achieves 90.0% and 80.1% success, outperforming strong RL and distillation baselines. Analysis shows that grounded, action-relevant feedback at meaningful points consistently outperforms indiscriminate use of longer or richer context.
Detecting and Mitigating the Correct-Answer Extinction Window in Test-Time Reinforcement Learning with Majority Voting
Test-time reinforcement learning (TTRL) reports substantial accuracy gains on mathematical reasoning benchmarks using majority vote as a pseudo-label signal. We argue these gains are systematically misinterpreted: most reflect sharpening of already-solvable problems rather than genuine learning, while problems corrupted from correct to incorrect outnumber truly learned ones, and this damage is irreversible once majority vote locks onto a wrong answer. Per-problem tracking reveals that correct-answer signals in low-ability problems are briefly active before being permanently suppressed, a phenomenon we term the \textit{Correct-Answer Extinction Window}, with Flip Rate (FR) as its leading indicator. We thus propose TTRL-Guard, a lightweight framework with three mechanisms targeting the extinction window: Flip-Rate-Aware Reward Scaling (FRS) down-weights at-risk updates as FR declines, Minority-Preserving Sampling (MPS) retains gradient signal from minority correct answers, and Risk-Conditioned Sparse Updatings (RCSU) suspends updates on polarized problems. Experiments across three models and four benchmarks show that TTRL-Guard achieves the best average pass@1 on Qwen2.5-7B-Instruct and Qwen3-4B, improves relatively over TTRL by +54% on AIME 2025.
GAE Falls Short in Imperfect-Information Self-Play Reinforcement Learning
Competitive multi-agent reinforcement learning in imperfect-information games requires agents to act under partial observability and against adversarial opponents, necessitating stochastic policies. While self-play reinforcement learning with Proximal Policy Optimization (PPO) has achieved strong empirical success, its standard advantage estimator, generalized advantage estimation, suffers from additional variance due to the sampling of stochastic future actions. This variance is amplified in equilibrium self-play because of the stochastic nature of the equilibrium policy and persists even when the critic is exact. We address this bottleneck by introducing -boosting, a variance-reduced advantage estimator based on a centralized action-value critic, and propose Variance-Reduced Policy Optimization (VRPO), incorporating this new estimator. The algorithm replaces sampled multi-step backups with a multi-step Expected SARSA trace, computing policy expectations at each step to average out action-sampling noise, while retaining PPO's clipped objective and on-policy actor updates. Empirically, VRPO consistently achieves strong performance from mid-sized to large-scale games including Dou Dizhu and Heads-Up No-Limit Texas Hold'em.
Precision Physical Activity Prescription via Reinforcement Learning for Functional Actions
Physical activity (PA) plays an important role in maintaining and improving health. Daily steps have been a key PA measure that is easily accessible with common wearable devices. However, methods are lacking to recommend a personalized optimal distribution of daily steps over a period of time for the best of certain health biomarkers. In this paper, we fill this void based on the data from the All of Us Research Program which includes months of step counts as well as repeated measurements of key health biomarkers. We develop a new offline reinforcement learning (RL) algorithm to learn personalized and optimal PA distributions associated with cardiometabolic risk, where the action is a function representing the daily step distribution over a period of time. Simulation studies demonstrate the advantage of the proposed approach over existing continuous-action RL methods. The learned optimal policy from the All of Us data generally suggests people take more daily steps and also follow a more consistent pattern of PA over time while offering tailored recommendations for subgroups in blood glucose level, body mass index, blood pressure, age, and sex.
A Heuristic Approach for Performance Tuning in RL-based Quadrotor Control via Reward Design and Termination Conditions
Reinforcement learning (RL)-based quadrotor control policies have achieved impressive performance in tasks such as fast navigation in cluttered environments and drone racing, where the focus is on speed and agility. However, in several applications, such as infrastructure inspection, it is critical to achieve precise, controlled maneuvers with tunable performance. In this article, we present a novel heuristic approach to achieve tunable performance in RL-based Quadrotor control through reward design and termination conditions. We present a novel reward structure containing dual bandwidth exponentials that achieves a baseline critically damped response in setpoint tracking, with low steady-state errors. When trained with a Proximal Policy Optimization (PPO) algorithm, in conjunction with episode truncation conditions, the desired performance is achieved in 6 million time steps in a sample-efficient manner. In order to tune the performance about the baseline behavior, we present intuitive heuristic rules to adjust the reward weights and exponential coefficients to achieve faster (acrobatic-like) and slower (inspection-like) settling time performance, while retaining the baseline critically damped response and approximately 2% steady-state error. We evaluate the three RL policies (baseline, acrobatic, and inspection) across 100 trials and show accurate and tunable performance in position and yaw tracking from random initial conditions, thereby demonstrating the effectiveness of the proposed heuristic approach.
AMARIS: A Memory-Augmented Rubric Improvement System for Rubric-Based Reinforcement Learning
Rubric-based reward shaping provides interpretable and editable reward signals for fine-tuning LLMs via reinforcement learning (RL), but existing adaptive rubric methods typically update criteria from local evidence such as the current batch or instance-level comparisons. This local view discards diagnostic information produced during training, making it difficult to track recurring failures, evaluate previous rubric edits, or raise standards once earlier criteria become saturated. We introduce AMARIS, A Memory-Augmented Rubric Improvement System that grounds rubric updates in longitudinal training evidence. AMARIS stores rollout analyses, step-level summaries, and rubric update records in a persistent evaluation memory, then retrieves recent and semantically relevant history to revise rubrics. We evaluate AMARIS across science, medicine, instruction following, and creative writing under both global and instance-specific rubric settings. AMARIS improves over static, local-adaptive, and memory-ablated baselines, such as +2.8 points on GPQA-Diamond and +2.2 points on IFBench over the strongest baselines, while analysis shows that memory reduces oscillatory rubric edits and supports a progression from early failure correction to later curriculum advancement. AMARIS runs asynchronously alongside the normal RL loop, reducing blocking latency relative to synchronous rubric updates.
DiPRL: Learning Discrete Programmatic Policies via Architecture Entropy Regularization
Programmatic reinforcement learning (PRL) offers an interpretable alternative to deep reinforcement learning by representing policies as human-readable and -editable programs. While gradient-based methods have been developed to optimize continuous relaxations of programs, they face a significant performance drop when converting the continuous relaxations back into discrete programs. Post-hoc discretization can discard optimized branches and parameters in a program, which results in a collapse of policy expressivity and lowered task performance, leading in turn to a need for additional fine-tuning. To overcome these limitations, we propose Differentiable Discrete Programmatic Reinforcement Learning (DiPRL), a method that learns programmatic policies that become nearly discrete during training, avoiding a separate post-hoc fine-tuning stage. We first analyze the inherent risks of performance drop introduced by post-hoc discretization of gradient-based methods. Then, we introduce programmatic architecture entropy regularization, which enables smooth, differentiable training that encourages convergence toward a discrete program. DiPRL maintains the efficiency of gradient-based optimization while mitigating the risks of post-hoc discretization. Our experiments across multiple discrete and continuous RL tasks demonstrate that DiPRL can achieve strong performance via interpretable programmatic policies.
Scheduling That Speaks: An Interpretable Programmatic Reinforcement Learning Framework
Deep reinforcement learning (DRL) has recently emerged as a promising approach to solve combinatorial optimization problems such as job shop scheduling. However, the policies learned by DRL are typically represented by deep neural networks (DNNs), whose opaque neural architectures and non-interpretable policy decisions can lead to critical trust and usability concerns for human decision makers. In addition, the computational requirements of DNNs can further hinder practical deployment in resource constrained environments. In this work, we propose ProRL, a novel interpretable programmatic reinforcement learning framework that achieves high-performance scheduling with human-readable and editable programmatic policies (i.e., programs). We first introduce a domain-specific language for scheduling (DSL-S) to represent scheduling strategies as structured programs. ProRL then explores the program space defined by DSL-S using local search to identify incomplete programs, which are subsequently completed by learning their parameters via Bayesian optimization. ProRL learns which scheduling heuristic rules to select, and hence, it naturally incorporates existing heuristics already used in industrial scenarios. Experiments on widely used benchmark instances demonstrate the strong performance of ProRL against existing heuristics and DRL baselines. Furthermore, ProRL performs well under strongly constrained computational resources, such as training with only 100 episodes. Our code is available at https://github.com/HcPlu/ProRL.
PH-Dreamer: A Physics-Driven World Model via Port-Hamiltonian Generative Dynamics
World models built on recurrent state space architectures enable efficient latent imagination, yet remain physically unstructured, producing dynamics that violate conservation and dissipative principles. We introduce a unified Port-Hamiltonian framework that remedies this through three synergistic mechanisms. First, we embed implicit physical priors into recurrent transitions by modeling projected latent evolution as action controlled energy routing governed by flow and dissipation, biasing the projected PH phase space toward a more compact and physically structured representation. Second, we develop a kinematics aware energy world model that estimates the Hamiltonian and power balance from proprioceptive observations, providing an explicit physical signal for thermodynamic reasoning. Third, leveraging these energy gradients, we establish an energy guided Actor-Critic that uses Lagrangian multipliers to regularize policy optimization toward lower energy and smoother control. Across visual control benchmarks, this paradigm not only attains superior asymptotic returns but also elevates internal simulator fidelity by establishing a tighter, lower variance alignment between imagined and real rewards, all while reducing latent phase space volume by 4.18-8.41%, energy consumption by up to 7.80%, and mean squared jerk by up to 9.38%.
Privacy Preserving Reinforcement Learning with One-Sided Feedback
We study reinforcement learning (RL) in multi-dimensional continuous state and action spaces with one-sided feedback, where the agent receives partial observations of the state and obtains reward information for only a subset of the state-action space at each time step. This setting introduces substantial challenges in both learning efficiency and privacy preservation. To address these challenges, we propose POOL, a novel privacy-preserving RL algorithm. We conduct a comprehensive theoretical analysis of POOL, deriving a sample complexity bound that matches the known lower bounds for non-private RL. Here, E_rho denotes the privacy parameter, H is the time horizon, and alpha is the optimality-gap parameter. Our findings show that it is possible to enforce strong privacy guarantees while maintaining high learning efficiency, marking a significant step toward practical, privacy-aware RL in multi-dimensional environments with one-sided feedback.
RL4RLA: Teaching ML to Discover Randomized Linear Algebra Algorithms Through Curriculum Design and Graph-Based Search
Randomized linear algebra (RLA) algorithms are a modern class of numerical linear algebra techniques that play an essential role in scientific computing and machine learning, with broad and growing adoption. However, their discovery remains mostly a manual process that requires deep expert knowledge and inspiration. While Reinforcement Learning (RL) offers a pathway to automation, standard approaches struggle with sparse reward landscapes and vast search spaces inherent to high-performing RLA algorithms. In this paper, we present RL4RLA, a general RL framework that automates the discovery of interpretable, symbolic RLA algorithms. Unlike black-box approaches, our method builds explicit algorithms from basic linear algebra primitives, ensuring verifiable and implementable representations. To enable efficient discovery, we introduce: (1) a numerical curriculum that progressively increments problem difficulty to encode inductive bias specific to the RLA domain; (2) Monte Carlo Graph Search, which optimizes exploration by identifying and merging equivalent partial algorithms. We demonstrate that RL4RLA rediscovers state-of-the-art methods, including sketch-and-precondition solvers, Randomized Kaczmarz, and Newton Sketch, and can be targeted to produce algorithms optimized for specific trade-offs between accuracy, speed, and stability. Code is available at https://github.com/Tim-Xiong/RL4RLA.
Enhancing the Code Reasoning Capabilities of LLMs via Consistency-based Reinforcement Learning
Code reasoning refers to the task of predicting the output of a program given its source code and specific inputs. It can measure the reasoning capability of large language models (LLMs) and also benefit downstream tasks such as code generation and mathematical reasoning. Existing work has verified the effectiveness of reinforcement learning on the task. However, these methods design rewards solely based on final outputs or coarse-grained signals, and neglect the inherent consistency of the stepwise reasoning process in the task. Therefore, these methods often result in sparse reward or reward hacking, which limits the full play of enhanced learning capabilities. To alleviate these issues, we propose CodeThinker, a consistency-driven reinforcement learning framework for code reasoning. Specifically, CodeThinker has three key components: (1) a stepwise reasoning-aware model training module, which utilizes a consistency tracing paradigm as a template to synthesize training data that captures the stepwise reasoning process; (2) a dynamic beam sampling strategy, which aims to improve the quality of sampled outputs under a fixed sampling budget; and (3) a consistency reward mechanism that can effectively alleviate reward hacking. Experiments on three popular benchmarks show that CodeThinker achieves state-of-the-art performance across multiple LLMs. For instance, it outperforms the strongest baseline by 4.3% in accuracy when deployed on Qwen2.5-Coder-7B-Instruct. We also validate the effectiveness of CodeThinker on downstream tasks. Results show that, without additional training, CodeThinker obtains average accuracy gains of 5.33 and 3.11 percentage points on mathematical reasoning and code reasoning tasks covering 17 programming languages, respectively.
GROW: Aligning GRPO with State-Action Modeling for Open-World VLM Agents
Recently, vision-language model (VLM) agents have shown promising progress in open-world tasks, where successful task completion often requires multiple turns of visual perception and action execution. However, existing methods still rely primarily on Supervised Fine-Tuning (SFT) with expert demonstrations, while the advanced reinforcement learning (RL) algorithm, specifically Group Relative Policy Optimization (GRPO), has not been effectively employed for multi-turn RL in these tasks because standard GRPO requires full trajectories as training samples which leads to excessively long context and noise. To address this issue, we propose GROW, a RL framework for open-world VLM agents that decomposes collected trajectories into state-action samples, and computes advantages between these samples rather than treating a full trajectory as a single entity. We further provide a surrogate analysis indicating that, even though the grouped samples are conditioned on different local states rather than an identical prompt context, the objective can preserve the core relative policy optimization signal of GRPO under simplifying assumptions. Experiments on more than 800 Minecraft tasks show that our method achieves state-of-the-art (SOTA) performance, demonstrating the effectiveness of our proposed RL framework for open-world VLM agents.
HydroAgent: Closing the Gap Between Frontier LLMs and Human Experts in Hydrologic Model Calibration via Simulator-Grounded RL
Calibrating distributed hydrologic models is a critical bottleneck across operational water resources management - streamflow prediction, reservoir operation, drought monitoring, infrastructure design, and flood forecasting all depend on it. Each basin demands an expert to translate hydrograph signatures into adjustments of a high-dimensional parameter vector, and the resulting workflow does not transfer between watersheds. We ask: can frontier large language model (LLM) agents replace the human hydrologic modeler, and if not, what would it take? We benchmark nine frontier LLM agents - Claude Opus 4.6/4.7, Sonnet 4.6, GPT-5/5.4/5.4-pro, and Gemini 2.5-pro/3.1-pro/3-flash - on the operational CREST distributed hydrologic model used by the U.S. National Weather Service for flash-flood forecasting. Best-of-twenty-rounds Nash-Sutcliffe Efficiency (NSE) across four held-out gauges spanning 329-40,792 km2 ranges from -0.16 (GPT-5.4) to 0.75 (Sonnet 4.6); the ceiling reproduces across all three vendors and capability tiers, with the strongest models concentrating in the 0.65-0.75 band, and no model reaches the human-expert reference except Opus-4.7 on one gauge. We argue this gap is not a parameter-count problem but a domain-grounding problem. We then propose HYDROAGENT, fine-tuning open-weight Qwen3-4B with supervised fine-tuning on 2,576 expert calibration trajectories and Group-Relative Policy Optimization using NSE as a verifiable reward from online CREST simulations - reinforcement learning with simulation feedback (RLSF). For Earth system science, a small domain-tuned policy with simulator-in-the-loop RL is a more compute-efficient and physically faithful path than scaling generic frontier models, and the multi-modal richness of Earth data - remote sensing, in-situ time series, and forecaster narrative - makes domain agents a leveraged direction for AI in physical science.