Reward Design for RL
RL: Reinforcement Learning
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23 papers in the last four weeks, up 64% on the four weeks before. 0.2% of all new papers.
Latest papers 167
Reinforcement Learning with Verifiable Rewards (RLVR) for language-model reasoning can fail at both extremes of task difficulty: easy prompts often produce all-correct, low-diversity rollout groups with little gradient signal, while hard prompts can produce all-incorrect groups with no positive reward. We introduce ExTra (Exploratory Trajectory Optimization), a GRPO-compatible framework that extracts exploration signals from the model's own rollouts. ExTra combines two mechanisms: (i) a novelty reward that adds embedding-based diversity bonuses after GRPO normalization, rewarding diverse correct solutions; and (ii) entropy-guided prefix regeneration, which scores partial trajectories using entropy signals and continues exploration from promising intermediate steps. Across six mathematical reasoning benchmarks, ExTra improves Qwen3-1.7B over GRPO by about +5 points on pass@1 and +7 points on pass@16, showing that trajectory-level exploration signals can improve both single-sample accuracy and inference-time coverage.
Learning Process Rewards via Success Visitation Matching for Efficient RL
In many modern applications of reinforcement learning (RL), the natural reward for a task of interest is inherently sparse: a reward of 0 is given everywhere except when the task is completed, when a reward of +1 is given. Training a policy to maximize such a sparse reward requires solving a challenging credit assignment problem, leading to slow or ineffective RL improvement. We propose a simple approach to transform a sparse outcome reward into a dense process reward. Our approach relies on training a discriminator to distinguish between previous successful and unsuccessful episodes, and using this discriminator to incentivize the RL-learned policy to match the state-action visitations of successful episodes, while avoiding those of unsuccessful episodes. By incentivizing the policy to match the visitations over all states, not just those that correspond to task success, this reward provides dense feedback on whether progress is being made towards task completion, and, we show, provably achieves this without changing the optimal policy. Focusing on finetuning of robotic control policies, we demonstrate that our approach leads to significantly faster RL finetuning performance on both simulated and real-world manipulation tasks, as compared to simply maximizing the sparse outcome reward.
Causal Reward World Models: Zero-shot Reward Design for Automated Skill Generation
Automated Reward Design (ARD) aims to replace manual reward engineering in reinforcement learning with language-driven reward function synthesis. However, existing approaches based on large language models (LLMs) remain inherently correlation-driven, relying on iterative environmental feedback to refine reward hypotheses for each specific task. This paradigm not only results in inefficient reasoning but also makes LLMs susceptible to semantically plausible yet causally spurious reward components, leading to ineffective optimization. To address these limitations, we propose the Causal Reward World Model (CRWM), which explicitly models the causal topological relationships between candidate reward components and task-targeted physical variables through offline pre-training on multi-task interaction data. Based on a coarse-to-fine pre-training strategy, we introduce a joint optimization module that integrates Explicit Mechanism Decoupling with Confidence-Aware Soft Fusion to refine coarse structural priors using micro-level trajectories, thereby constructing a robust and interpretable causal skeleton. During inference, LLMs leverage CRWM as a task-irrelevant causal prior to constrain the reward generation, enabling zero-shot reward function design. Our work opens up a new white-box paradigm for the ARD problem. Extensive experiments on complex continuous control benchmarks demonstrate that CRWM generates executable reward functions without feedback-driven reward refinement, significantly reducing the design latency for acquiring new robotic skills while matching or surpassing state-of-the-art performance, and further exhibits strong generalization capabilities across unseen tasks and diverse robotic embodiments.
EvoRubrics: Dynamic Rubrics as Rewards via Adversarial Co-Evolution for LLM Reinforcement Learning
Rubric-based rewards offer interpretable and fine-grained optimization signals for reinforcement learning in open-ended tasks where verifiable answers are unavailable. However, pre-constructed rubrics remain static throughout training, creating a fundamental mismatch with the evolving policy: fixed criteria gradually lose discriminative power as the model improves, leading to reward saturation and potential hacking. Recent dynamic rubric methods partially address this but rely on external frontier models or ground-truth answers, and update rubrics only at coarse granularity. We propose EvoRubrics, a co-evolutionary RL framework where a Policy LLM and a Rubric Generator jointly improve through adversarial interaction within each training step. As the policy improves under the rubric generator's guidance, the rubric generator adapts its criteria to remain discriminative and informative, enabling evaluation to track the policy in real time and naturally inducing an automatic curriculum. Experiments show that EvoRubrics consistently outperforms static and dynamic rubric baselines across benchmarks. The learned Rubric Generator further generalizes as a transferable reward model. Notably, even a fully self-supervised variant without any external supervision achieves meaningful gains, suggesting that co-evolution between generation and evaluation alone can provide sufficiently rich learning signals. Our code is publicly available at https://anonymous.4open.science/r/EvoRubrics-2155/.
RARM: Confidence-Gated Progress Reward Modeling for RL in Manipulation
Reinforcement learning for robot manipulation is often bottlenecked by reward design, especially in long-horizon tasks: sparse success rewards provide weak supervision, while hand-crafted dense rewards are tedious to design and generalize poorly across tasks. Progress-based reward models offer a promising alternative by estimating how far an observation has advanced toward task completion, but existing approaches often require task-specific demonstrations or progress labels, and can assign high rewards to visually plausible but physically incorrect states. We introduce the Reference-Anchored Reward Model (RARM), a lightweight visual comparator that converts a single successful demonstration into a dense, progress-aware reward. RARM is trained once on general-purpose videos with a contrastive temporal objective, requiring no robot-specific data, task-specific reward labels, or per-task reward engineering. At deployment, RARM matches rollout clips to reference clips and rewards only confident forward progress, suppressing uncertain matches that may otherwise produce false-positive rewards. Across 9 simulated manipulation tasks from LIBERO and MetaWorld and 4 real-world tasks, RARM achieves the best overall success rates in subsequent RL training, with particularly large gains on long-horizon tasks such as cloth folding, where unreliable progress estimates are especially harmful.
A Reward-Petri-Net Interpretation of Temporal Behavior Trees
This paper introduces an interpretation of Temporal Behavior Trees (TBTs) as Reward-Petri-Nets (RPNs) for reinforcement learning (RL). Designing reward functions for complex, long-horizon robotic tasks is notoriously difficult, especially when tasks have hierarchical structure and temporal constraints. TBTs extend conventional behavior trees (BTs) used in robotic applications by incorporating temporal properties into their leaf nodes. This allows TBTs to represents not only the behavioral task structure defined by BT operators such as Sequence, Fallback, and Parallel, but also the task's temporal constraints. In this work, the constraints are specified in the leaf nodes using Linear Temporal Logic. In order to inform RL rewards using TBTs, we provide a translation from TBT into a Petri Net (PN) and show how rewards can be automatically assigned based on the TBT's structure, resulting in a RPN. In a series of increasingly challenging environments, we demonstrate how TBT-based rewards enable learning where vanilla RL fails, improve sample efficiency, and offer flexible, intuitive control over the learning progress. We showcase the learning impact by using different reward distribution schemes and TBT structures.
ARCO: Adaptive Rubric with Co-Evolution for Multi-Step LLM-Based Agents
Reinforcement learning for multi-step LLM agents often relies on scalar rewards that indicate success but cannot explain why a trajectory is good or bad. Rubric-based rewards improve interpretability through natural-language criteria, but existing methods score at the trajectory level and freeze the scorer behind a closed-source judge, leaving step-level credit assignment unresolved and the judge itself static. We propose ARCO (Adaptive Rubric CO-evolution), a rubric framework in which a same-scale model shares a backbone with two heads: a generation head that produces per-step criteria, and a score head that predicts rubric-conditioned step-level rewards. A trajectory decomposition constraint ties the sum of step rewards to the terminal outcome, enabling credit assignment without step-level labels, while and the policy are jointly updated on on-policy data so that the rubric content and the scoring function co-evolve at the parameter level. Across HotpotQA, 2WikiMultiHopQA, and MuSiQue with two open-source backbones, ARCO improves the best EM in every setting over strong outcome-, rubric-, and process-reward baselines, and analyses show that its rubrics are step-specific, robust to design choices, and useful for diagnosing agent behavior. Codes and data are available at https://github.com/zihangtian/ARCO.
Evolutionary Discovery of Developmental Reward Schedules in Deep Reinforcement Learning
The temporal structure of reward composition in reinforcement learning (RL) is typically hand-designed and held fixed throughout training, leaving the progression of motivational priorities largely unexplored. In this work, we propose an evolutionary framework for discovering developmental reward schedules, in which three distinct biologically inspired motivational components -- agency, novelty, and reactivity -- are combined through time-varying weights that dynamically shift over the course of training. Evaluated on two sparse-reward MiniGrid tasks: DoorKey-6x6 and KeyCorridorS3R1, our framework compares the generalizability of four evolutionary algorithms: CMA-ES, xNES, DE, and L-SHADE against an extrinsically motivated baseline (our main comparison point), and three additional hand-designed methods. On DoorKey-6x6, all evolved methods outperform the non-evolved baselines, with L-SHADE achieving the best performance -- an approximate relative mean improvement of 11.4% over the extrinsic only baseline. On KeyCorridorS3R1, CMA-ES achieves the best overall performance, with the remaining evolved methods showing weaker and less reliable generalization capability compared to the extrinsic only baseline. Interestingly, the discovered schedules diverge from our defined developmental ordering, with novelty consistently emerging as the dominant early signal during training, across both tasks. Collectively, our results position evolutionary optimization as a promising approach for developmental reward schedule discovery in deep reinforcement learning, and suggest that what evolution finds to be optimal in computational settings may differ from what it finds to be optimal in biology. The code for this project can be found at: https://github.com/alannadels/Evolutionary_RL.git.
ExpRL: Exploratory RL for LLM Mid-Training
Sparse reward reinforcement learning (RL) has become a standard tool for improving LLM reasoning, but its success depends critically on the coverage present in the base model. In practice, models are often primed for RL through \emph{mid-training} on curated reasoning traces that teach useful primitive skills such as decomposition, verification, or self-correction. Although effective, this strategy requires manually specifying what the model should learn, and it remains unclear whether such primitive coverage is enough for much harder problems, which require combining these skills into broader solution strategies. We study a more automated approach: \emph{RL-based mid-training} using large corpora of human-written question-answer data. Rather than treating reference solutions as targets to imitate, our method, ExpRL, uses them as \emph{reward scaffolds}: references are hidden from the policy and used only to construct problem-specific grading rubrics for judging on-policy reasoning traces. The policy samples from the original problem prompt, while an LLM judge compares the sampled reasoning trace against the reference solution and assigns outcome-level or process-level dense rewards. This lets ExpRL reinforce partial progress, useful intermediate reductions, and productive reasoning behaviors that sparse final-answer rewards often fail to upweight. On challenging math reasoning tasks, ExpRL yields stronger RL priming than SFT, sparse-reward GRPO, and self-distillation, and provides a better initialization for subsequent sparse-reward RL. Additional mixed-domain experiments further suggest that ExpRL can extend beyond the original math-only setting.
Evolutionary Bilevel Reward Shaping for Generalization in Reinforcement Learning
Reinforcement learning (RL) often suffers from performance degradation when deployed in environments that differ from those encountered during training. Existing techniques such as domain randomization (DR) mitigate this, but require access to diverse training environments and full trajectory observability, assumptions that fail in privacy-preserving or restricted scenarios where only scalar performance metrics are available. We propose Generalization via Evolutionary Reward Shaping (GERS), a bilevel optimization approach to improve generalization on unseen test environments using only scalar feedback from validation environments. At the lower level, an RL agent guided via a reward function shaped by the upper level learns a policy on a limited set of training environments with accessible trajectory data; at the upper level, CMA-ES optimizes the reward shaping parameters to maximize the cumulative unshaped reward on separate validation environments for which trajectory access is unavailable. Results on continuous control tasks indicate that GERS outperforms the standard RL baseline on unseen test environments. GERS performance is comparable to DR, despite DR treating the combined set of training and validation environments of GERS as a single training set that requires trajectory access, whereas GERS cannot access validation trajectories. These results confirm that GERS effectively enhances generalization under restricted data access constraints.
ReCal: Reward Calibration for RL-based LLM Routing
Large language model (LLM) routing has emerged as an effective paradigm for leveraging the complementary strengths of multiple LLMs through dynamic model and reasoning-strategy selection. Recent reinforcement learning (RL)-based routing methods further improve routing quality by optimizing routing policies from interaction feedback. However, they still struggle to provide informative and comparable learning signals under heterogeneous tasks with varying difficulty. In practice, multiple objectives (e.g., correctness, format behavior) are aggregated into a single scalar reward, leading to ambiguous credit assignment and conflicting optimization signals. Moreover, reward signals exhibit significant variability across instances, where some instances produce higher or more variable rewards, introducing optimization bias that favors trivial samples over informative ones. To address these issues, we propose \textbf{ReCal}, a \textbf{\underline{Re}}ward \textbf{\underline{Cal}}ibration framework for RL-based LLM routing. We first introduce a hierarchical reward decomposition mechanism with component-wise advantage estimation. We further propose a distribution-aware optimization strategy that calibrates optimization variability through variance-aware reweighting and per-dataset normalization. Experiments on seven datasets demonstrate that ReCal consistently improves routing performance, and training stability over baselines. Code is available at https://anonymous.4open.science/r/ReCal.
SARM2: Multi-Task Stage Aware Reward Modeling for Self Improving Robotic Manipulation
Fine-tuning vision-language-action (VLA) policies for long-horizon manipulation still relies heavily on behavior cloning, which requires costly high-quality demonstrations and keeps policies near the demonstration distribution. Reward models can reduce this dependence by reweighting demonstrations and providing dense supervision for on-robot reinforcement learning (RL), but they must be dense, accurate, and general. Existing methods fall short: task-specific stage-aware models are accurate but require per-task annotations, while general vision-language-model (VLM) reward models are broadly applicable but too coarse for fine-grained long-horizon progress. We introduce RM, a multi-task stage-aware reward model that combines an action-primitive-based stage estimator with a multi-gate Mixture-of-Experts (MMoE) value head to produce dense per-step rewards across manipulation tasks. Building on RM, we further propose SPIRAL (Self-Policy Improvement via Reward-Aligned Learning), an on-policy reward-guided framework that improves VLA policies from cheap autonomous rollouts. On a 10-task benchmark, RM reduces value-estimation MSE by 80% over the strongest baselines; when used in SPIRAL, it improves task success from around 50% to near-perfect performance on Folding Shorts (58% to 100%) and Cleaning Whiteboard (50% to 90%), showing that high-quality dense rewards are key to a stable robot data flywheel. Project website: https://qianzhong-chen.github.io/sarm2.github.io/.
Reasoning Arena: Trace Tournaments When Verifiable Rewards Fall Short
Reinforcement learning with verifiable rewards (RLVR) has become a leading paradigm for improving the reasoning ability of large language models through outcome-based supervision. However, verifiable rewards frequently become uninformative at the group level: when all sampled traces of a given prompt receive identical rewards, group-relative advantage estimation provides no gradient signal, even though the traces may differ substantially in reasoning quality. We propose Reasoning Arena, an adaptive training framework that routes such non-diverse reward groups to a judge system instead of discarding them. Beyond examining the final answer, Reasoning Arena constructs trace tournaments, where reasoning traces are compared head-to-head to expose finer-grained preferences within the group, converting reasoning quality into rich relative reward signals. To make reward estimation efficient, rather than exhaustively comparing every pair, each new trace is evaluated against a small, dynamically updated pool of previously generated traces as anchors to efficiently establish a relative ranking. We then fit a Bradley-Terry model on the incomplete comparison graph, enabling scalable RL integration without quadratic pairwise comparisons. Empirical results demonstrate that Reasoning Arena consistently outperforms the RLVR baseline by 7.6% on average in competition mathematics and coding benchmarks. By converting otherwise wasted zero-advantage samples into useful gradient updates, our method accelerates training by 27% to 41%, saving nearly 50% of generation compute, and substantially improves overall reasoning performance.
ComplexConstraints and Beyond: Expert Rubrics for RLVR
Evaluation protocols can lag behind LLM capabilities. Programmatically verified benchmarks cover narrow surface constraints, whereas real-world instruction following and agentic workflows require judging semantic, contextual, and policy-dependent behavior. We study expert-curated rubric-based evaluation as a unified mechanism for measurement and reinforcement-learning rewards across two settings: complex instruction following and enterprise agentic tasks. We identify rubric-design choices that affect reward quality, including maximum viable atomicity, intent-aware criterion design, and LLM-judge calibration. We introduce ComplexConstraints, an expert-curated instruction-following suite comprising a public 75-prompt benchmark with 1,559 rubric criteria and a disjoint 1,000-prompt training set, with 10-40 atomic criteria per prompt. Empirically, rubric rewards improve training in both fixed task datasets, such as ComplexConstraints, and stateful RL environments, such as CoreCraft. Training a 4B model on ComplexConstraints improves mean criterion pass rate by +15.5 pp on a held-out split, bringing it within 0.5 pp of the untrained baseline of a roughly 60x larger Qwen3 model, and the gains transfer to external benchmarks the model never saw during training: +8.4 pp on AdvancedIF and +10.1 pp on MultiChallenge. In CoreCraft, rubric-reward RL likewise transfers to out-of-distribution benchmarks (+4.5 pp BFCL, +7.4 pp tau^2-Bench, +6.8 pp Toolathlon). These results show that expert-authored rubrics provide effective evaluation targets and scalable reward signals for improving LLM instruction following and agentic behavior.
Z-Reward: Beyond Scalar Rewards by Internalizing Reasoning into Score Distributions
Reward models are central to text-to-image post-training, but visual preference is subjective and better represented as a distribution over rubric scores than as a deterministic scalar. Existing scalar, score-token, and pairwise reward models over-compress uncertainty and fine-grained score differences, while reasoning-based generative rewards provide stronger judgments but are costly to deploy and difficult to use as direct optimization signals. We propose Z-Reward, a teacher-student reward modeling framework that decouples reasoning-heavy judgment from efficient reward deployment. The teacher is a large VLM that uses reasoning to infer rubric-aligned score distributions, and is trained with Group-wise Direct Score Optimization (GDSO), which combines policy-gradient rewards from distribution expectations with direct pointwise and pairwise supervision on score distributions and score gaps. The student is trained with Reasoning-Internalized Score Distillation (RISD), which transfers the teacher's reasoning-conditioned score distribution into a compact VLM without requiring explicit reasoning chains at inference time. On our internally annotated evaluation set, the 27B GDSO teacher reaches 89.6% human preference accuracy, outperforming SFT, RewardDance, and GRPO, while the 9B RISD student reaches 88.6%, outperforming the OPD baseline and closely matching the larger teacher. We further show that Z-Reward can serve as a differentiable reward signal for text-to-image optimization, yielding a 41.3% net human-preference improvement over the SFT baseline.
Momentum for Reasoning: Dense Intrinsic Signals in Policy Optimization
Reinforcement learning with verifiable rewards (RLVR) has emerged as a powerful paradigm for eliciting long-chain reasoning in large language models. However, existing methods based on Group Relative Policy Optimization (GRPO) rely on a binary outcome reward, which induces two structural failure modes: Zero-Advantage Collapse, in which all rollouts in a group share the same outcome and the gradient vanishes, and Hallucinated Certainty, in which the model becomes increasingly confident on incorrect rollouts late in training. We address both modes by densifying the reward with intrinsic signals computed entirely from the policy's own conditional probabilities, and propose ISPO (Intrinsic Signal Policy Optimization, which combines a sequence-level signal measuring how informative the thinking trajectory is for the final answer, with a token-level directional reward whose hallucinated-certainty hinge penalizes confidently-wrong predictions at critical decision tokens. Across three base models and five mathematical reasoning benchmarks, ISPO consistently outperforms competitive baselines, with the largest gains on the hardest benchmarks where zero-advantage collapse is most frequent, and training-dynamics diagnostics confirm that both failure modes are decreased.
Back on Track: Aligning Rewards and States for Reasoning in Diffusion Large Language Models
Reinforcement learning (RL) holds immense promise for enhancing the reasoning capabilities of diffusion large language models (dLLMs). However, progress is fundamentally constrained by a dual misalignment between authentic generation trajectory and the gradient update process: (i) Process-reward misalignment. Sparse, terminal rewards are indiscriminately assigned to all intermediate steps of the generation process, failing to provide discriminative credit assignment. (ii) State-trajectory misalignment. Policy updates are often diverted toward artificial, out-of-trajectory states, squandering gradients on less informative samples. To address these limitations, we introduce Process Aligned Policy Optimization (PAPO), a novel framework that holistically aligns the RL update with the dLLM's generative trajectory via Step-Aware Process Rewards (SPR) that transform sparse terminal rewards into dense, step-wise credit, and Entropy-Guided Historical Re-enactment (EHR) that replays authentic trajectories at high-uncertainty steps. Extensive experiments on four benchmarks demonstrate that PAPO significantly outperforms baselines, achieving gains of up to 4.5% on GSM8K, 4.8% on MATH500, 42.2% on Countdown and 16.1% on Sudoku.
RREDCoT: Segment-Level Reward Redistribution for Reasoning Models
Recent advancements in reasoning language models have been driven by Reinforcement Learning (RL) fine-tuning. Most often, these rely on the Group Relative Policy Optimization (GRPO) algorithm or modifications thereof to steer the models to produce Chain-of-Thought (CoT) traces. The final answer can only be verified, and the reward assigned, after the CoT trace is complete, making it a delayed reward problem. GRPO and its modifications correspond to Monte Carlo methods in standard RL, which are known to suffer from high variance. A possible solution to this problem is the redistribution of rewards through credit assignment, where segments of the CoT trace that are important for arriving at the desirable solution are emphasized by assigning a higher reward. While Monte Carlo sampling can be used to provide an unbiased estimate of intermediate state values, its computational overhead makes it unsuitable for train-time credit assignment in long contexts at high granularity. We introduce RREDCoT (Reward REDistribution for Chain of Thoughts), which utilizes the model itself to approximate the optimal reward redistribution without additional generation. We investigate the advantages of our method compared to MC sampling and several attribution methods. We further analyze several aspects relevant to the construction of the redistribution such as segmentation of CoT traces and state value estimation.
Reward hacking in physical reinforcement learning revealed by turbulent drag reduction
A reinforcement-learning agent maximises its reward, which can diverge from the outcome its designer intended. In physical control the reward rarely closes that gap, and drag reduction in wall turbulence makes it concrete. A mass-conservation projection couples agents' outputs and erases the per-agent credit the policy gradient needs; a memoryless policy cannot resolve the slow near-wall cycle it acts on; and a pressure-gradient reward pays for nominal drag reduction by pumping power through the wall. Two degenerate controllers achieve large drag reductions while total dissipation rises, so the reported figure can mask a more wasteful flow. We trace each fault to its cause and fix it: a differentiable projection that restores credit, a recurrent policy with a widened sensing stencil, and a reward scored on the true wall power. The corrected controller acts on the flow within a closed energy budget, earning a conservative under honest accounting.
A Pre-Registered Causal Partition of Self-Consistency Elicitation and Reward Design in RLVR
Reinforcement learning from verifiable rewards (RLVR) improves reasoning even when the reward signal is spurious -- assigning credit to the group-plurality answer rather than a ground-truth verifier. Practitioners commonly interpret naive = acc(TRUE) - acc(RANDOM) as the reward-design effect. We prove this estimand is systematically biased: it conflates self-consistency elicitation (sharpening the policy toward its modal answer via majority pseudo-reward) with genuine reward-design signal. Using a controlled tabular-GRPO simulator we derive an exact telescoping decomposition total = null + elicit + rd and measure each term across five prior-strength levels. The reward-design fraction of the naive estimator ranges from 0.139 at weak prior (ps=0.20) to 0.05 at strong prior (ps=0.80), with the elicitation term flipping sign at the self-consistency crossover. A pre-registered 2x2x2 factorial confirms non-additivity (interaction ratio 0.385; AxC effect -0.089). A points-vs-bounds pilot gate shows strong-prior regimes are point-identified while near-crossover regimes are only bounded. Re-audits of two named published results yield ELICITATION DOMINATED (elicitation share 0.98) and REWARD DESIGN DOMINATED (rd share 1.18) verdicts respectively, demonstrating the diagnostic value of the partition. We pre-commit to submit regardless of flip outcome; a non-flip is a finding of equal standing. We release a reusable one-command harness for any alignment paper to run the same audit.
QUBRIC: Co-Designing Queries and Rubrics for RL Beyond Verifiable Rewards
Rubric-based RL is a promising route for extending reinforcement learning beyond verifiable rewards, yet existing methods optimize rubrics while treating the query distribution as fixed. We identify a structural bottleneck: rubric quality is constrained by query structure. Open-ended queries yield vague rubrics; naively narrowing them introduces fabricated references that no model can verify, so all responses fail and training receives no reward signal. We present QUBRIC, a framework that co-designs queries and rubrics. Teacher-derived key points ground the rewriting of open-ended queries into scenario-based, evaluable questions. Contrastive rubric generation then turns teacher-policy gaps into query-level criteria, and learnability filtering retains only informative query-rubric pairs for GRPO training. QUBRIC achieves a +5.5 point gain on ArenaHard over the SFT baseline. Trained only on instruction-following data, it further transfers to three held-out benchmarks spanning legal, moral, and narrative reasoning (+6.3 points on average), with improvements concentrated in reasoning-related dimensions. These results provide evidence that co-designing queries and rubrics can make rubric-based RL a practical complement to RLVR beyond strictly verifiable tasks.
Mitigating False Credit Propagation: Probabilistic Graphical Reward Aggregation for Rubric-Based Reinforcement Learning
Rubric-based rewards are increasingly used for open-ended language model post-training, but criterion-level scores are often aggregated as independent utilities. This flat scalarization ignores rubric-specified prerequisite and activation relations among criteria, allowing reward or penalty to be counted even when the condition that licenses it is absent. We call this structural reward-aggregation failure \textbf{False Credit Propagation} (FCP). To address this limitation, we propose \ourname (\textbf{G}raphical \textbf{E}vent \textbf{A}ggregation for \textbf{R}ubric rewards), a probabilistic graphical framework for dependency-aware rubric aggregation. \ourname models each criterion outcome as a latent Bernoulli event in a typed rubric graph, propagates soft suppression from unsupported parent events to their children, and aggregates the resulting event probabilities into a normalized expected signed utility. This yields a linear-time reward computation that can be plugged into standard rubric-based RL pipelines without changing the outer optimization algorithm. Experiments on HealthBench, WritingBench, and PLawBench with two policy backbones show that \ourname consistently improves over flat aggregation and deterministic gating, achieving relative gains of up to 15.5% over flat aggregation. FCP diagnostics further show that \ourname reduces leakage by 96.5% relative to flat aggregation while preserving more licensed downstream utility than deterministic gating. Our code is publicly available at https://github.com/LvCan926/GEAR.
Reinforcement Learning from Cross-domain Videos with Video Prediction Model
Reinforcement learning from expert videos across visually distinct domains is challenging due to the absence of reward signals and the presence of domain gaps. We introduce XIPER (Cross-domain Video Prediction Reward), a reward model for learning from expert videos collected in a visually different domain, where the agent's appearance differs due to factors such as color, morphology, or the sim-to-real gap. More specifically, XIPER trains a cross-domain video prediction model that maps agent observations into the expert domain and uses the prediction likelihood as a reward signal. Experiments on the DMC Color Suite (8 tasks) and DMC Body Suite (3 tasks) show that XIPER consistently outperforms baselines despite domain gaps such as differences in agent color and morphology. We further analyze XIPER on a sim-to-real transfer dataset, demonstrating that it produces meaningful reward signals for real-robot observations given only simulated expert videos. Code, pretrained models, datasets and video demonstrations can be found on our project webpage: https://sites.google.com/view/xiper
RDA: Reward Design Agent for Reinforcement Learning
Reinforcement learning has enabled the acquisition of impressive robotic skills, but typically requires hand-crafted reward functions that are slow to design and difficult to align with human intentions. Recent work, such as Eureka, automates reward design by using an LLM to iteratively generate and refine reward code from task descriptions. However, they rely on coarse feedback signals such as success rate, which provide little semantic insight into the learned behavior. As a result, their trained policies achieve the final goal but are frequently poorly aligned with task instructions. We introduce the Reward Design Agent (RDA), a VLM-based agentic framework that injects semantic understanding into reward design. RDA decomposes tasks, visually evaluates trajectories, summarizes failure modes, and iteratively revises reward code to better align with task instructions. Across 12 tabletop manipulation tasks from ManiSkill and 4 whole-body manipulation tasks from HumanoidBench, RDA produces policies substantially more instruction-aligned than those of other baselines, while achieving comparable task success rates. Videos and the generated reward code are available on https://nitinkamra1992.github.io/reward-design-agent.
Deep Research as Rubric for Reinforcement Learning
Open-ended reasoning and long-form generation tasks lack reliable automatic verification signals for reward-based policy optimization. Rubrics offer a promising alternative, but existing approaches treat them as given artifacts -- either hand-crafted or prompt-generated -- and often miss the task-specific, knowledge-intensive dimensions that matter most, distorting the reward signal. Our key observation is that rubric construction is itself a research problem: identifying what makes a response correct or insightful requires discovering and synthesizing external knowledge. We propose Deep Research as Rubric (DR-rubric), a two-stage framework for constructing such rubrics. Stage I elicits domain facts, structural constraints, and failure modes through iterative multi-turn agentic search; Stage II distills this evidence into atomic, independently verifiable constraints for GRPO-based policy optimization. Because the model under training can serve as its own rubric generator, DR-rubric-8B supports bootstrap rubric generation without frontier-model assistance. We evaluate on 6 benchmarks spanning agentic research and expert reasoning. Experiments show that DR-Rubric achieves strong competitive performance with only 1K -- 3K training instances, where GPT-5-generated rubrics particularly benefit breadth coverage on agentic tasks, Gemini-generated rubrics yield the most balanced performance across agentic and expert reasoning tasks, and bootstrap rubrics exhibit a specialization-to-rebalancing evolution achieving the best overall performance at the third iteration. Results demonstrate that reframing rubric construction from static evaluation templates into an evidence-driven research process yields more scalable, fine-grained reward signals for open-ended tasks.
Safe Equilibrium Policy Optimization for Strategic Agent Policies
Language models fine-tuned with reinforcement learning typically optimize for task reward, ignoring multi-agent strategic structure. Because these agents condition on natural language game-state descriptions and emit actions through free-form generation, strategic failure modes -- exploiting weaker opponents, coordinating on harmful equilibria, and externalizing costs are inseparable from the language interface itself. We propose Safe Equilibrium Policy Optimization (\sepo{}), a training objective that augments expected payoff with explicit penalties for exploitability, collusion risk, and externality cost. We implement \sepo{} as a reward signal for Group Relative Policy Optimization (GRPO), applied to Gemma4 E4B-it and Qwen3.5-4B after supervised fine-tuning (SFT). Evaluated across five strategic domains: Iterated Prisoner's Dilemma, repeated auctions, two negotiation variants, and Kuhn Poker. \sepo{} achieves zero exploit-pool advantage in Kuhn Poker for both models, outperforms the base model on safety in four domains, and corrects the over-cooperative behavior introduced by SFT. In negotiation, \sepo{} achieves a positive-safety outcome and only the positive normalized relative advantage of any negotiation configuration. Ablation experiments confirm that per-rollout exploit computation is necessary: a shared constant penalty cancels in GRPO advantage normalization (constant control-variate property), producing zero gradient. To support further research in strategic safety for agents, we release our code and SFT datasets.
LLM-ALSO: LLM-Driven Adaptive Learning-Signal Optimization for Multi-Agent Reinforcement Learning
Effective training-time guidance is central to multi-agent reinforcement learning (MARL), yet remains difficult in sparse-reward settings where weak supervision limits coordination and policy improvement, and existing methods often require substantial domain expertise or manual design effort. Large language models (LLMs) provide a promising alternative for flexible learning-signal design, yet existing LLM-based methods remain largely single-agent-oriented, one-shot, or weakly validated for the evolving training dynamics of cooperative MARL. To address these limitations, we propose LLM-ALSO, an iterative LLM-driven adaptive learning-signal optimization framework for MARL. Rather than directly deploying LLM-generated rewards, LLM-ALSO decomposes adaptation into iterative diagnosis, proposal, and validation: a Critic LLM diagnoses stage-specific learning and coordination failures from sparse-return metrics and compact behavior evidence, a Generator LLM proposes candidate reward-shaping configurations conditioned on the diagnosis, and branch-validation feedback refines candidates before they affect the main training trajectory. Through short-horizon validation and stage-aware adaptation, LLM-ALSO promotes only validated updates into training, reducing the risk of unreliable LLM-generated modifications. Experiments on sparse-reward cooperative MARL tasks show that LLM-ALSO improves sparse-evaluation performance and learning efficiency.
Prompt-Level Reward Specifications for Open-Ended Post-Training
Open-ended post-training benefits from rewards that make prompt-specific success conditions explicit, rather than relying only on post-hoc scalar scores. In instruction following, writing, and decision-support tasks, response quality depends on local requirements, holistic preferences, and explicit constraints, but existing reward methods often leave these criteria implicit or cover only narrowly verifiable cases. We propose a prompt-level reward specification framework that separates reward specification from reward computation. Given only prompts, our framework constructs reusable task-adaptive rubrics and executable hard-constraint checkers offline, making reward criteria explicit before training and reusable across rollouts. At scoring time, artifact-anchored rubric and code scores are combined with an independent global score for residual holistic quality, yielding a normalized hybrid reward over requirement satisfaction, holistic quality, and deterministic constraints. The framework requires no human preference annotations, reference answers, or a separately trained reward model. Experiments show that the resulting reward improves offline RM-style response ranking and supports online reinforcement learning across multiple open-ended benchmarks. Ablations further show that rubrics, global scoring, and executable verification provide complementary supervision.
Label-Free Reinforcement Learning via Cross-Model Entropy
Post-training large language models with reinforcement learning is bottlenecked by the reward signal. Existing approaches require either ground-truth verifiable rewards, restricting training to domains with automatic correctness checks (e.g., mathematics, code execution), or human preference labels, which are expensive to collect and prone to reward hacking. Recent label-free methods replace ground-truth verifiers with self-referential signals like majority voting or token entropy over a model's own outputs, but risk reinforcing a model's own errors. In this work we propose Cross-Model Entropy (CME), the mean log-likelihood of a generator's response under a separate verifier model, as a label-free reward signal for RL post-training. CME is continuous, training-free, and grounded in the principle that responses a verifier finds unsurprising are likely correct or high quality. Because the verifier is independent of the generator, the signal cannot be gamed through self-consistency. We integrate CME into GRPO with no other changes to the training loop, extending label-free RL to open-ended instruction following -- a regime where self-referential signals are inapplicable or poorly suited. On open-ended instruction following (UltraFeedback prompts, evaluated on AlpacaEval 2.0), CME rewards beat the untrained base in head-to-head LLM-as-Judge comparisons across four model families (Qwen, Llama, Gemma, OLMo) and three training regimes (pretrained, SFT, and instruction-tuned), with tie-adjusted win rates ranging from 52.5% to 71.4%. Code will be released upon publication.
When LLM Reward Design Fails: Diagnostic-Driven Refinement for Sparse Structured RL
For sparse, structured reinforcement-learning tasks with semantic reward-function interfaces, LLM-generated reward shaping is better framed as debugging than one-shot generation. We study PPO-trained agents using MiniGrid as core evaluation and MuJoCo as boundary stress test. Our audit finds two dominant one-shot failure modes -- reward flooding and semantic/API misunderstanding -- plus a rarer weak-shaping case. We propose diagnostic-driven iterative refinement, where training diagnostics and a failure-mode taxonomy guide targeted reward-function revision. Refinement improves DoorKey-8x8 from 2.3% to 97.6% and KeyCorridor from 31.2% to 86.7% with high seed-to-seed variance. Controls show these gains are not from retrying or extra training: metrics-only re-prompting yields large drops, while a static-vocabulary control recovers much of the gap (87.6%; 70.7%), showing the taxonomy prompt is a major mechanism and dynamic labels provide only partially isolated incremental evidence. Budget-matched and Best-of-3 comparisons separate refinement from selection and training-time effects. Component-removal tests, sensitivity analyses, and an audit against author labels provide converging evidence for the debugging interpretation while revealing calibration limits. Continuous-control results show the boundary: success-based diagnostics can misfire in dense-reward locomotion, and return-trend feedback removes one false-positive mechanism without robust gains. The low-call protocol is a cost contrast with population-based reward search, not a benchmark comparison. In four crossed-variance-design environments, point estimates suggest larger gains when LLM reward-function variance dominates but bootstrap intervals are wide. The method is bounded to sparse structured tasks with reliable interfaces under PPO; fields like event_text may help, hurt, or be neutral.