Reward Design for RL

RL: Reinforcement Learning

Overview

Reward design studies how to turn task goals, preferences, and constraints into learning signals, especially when success is sparse or objectives compete. Approaches include potential-based shaping and reward machines, preference and rubric models, visual progress rewards, intrinsic exploration bonuses, and automated reward search using language models. These methods are used in settings from robot manipulation and locomotion to language-model reasoning, tool use, and multi-agent coordination. A central tension is that denser or adaptive rewards can improve credit assignment but also mislead policies, destabilize training, or invite reward hacking, so evaluation must test intended outcomes rather than proxy scores alone.

Latest papers

261 papers44 papers in the last four weeks, up 83% on the four weeks before. 0.3% of all new papers.

May 22, 2026

From Correctness to Preference: A Framework for Personalized Agentic Reinforcement Learning

Agentic reinforcement learning (Agentic RL) has achieved strong progress in tasks with clear success signals. However, many real-world agent applications require user-conditioned behavior: the same query may call for different planning strategies and tool-use decisions across users. This setting raises key challenges: generic rewards cannot capture heterogeneous user preferences, observed behaviors are entangled with conformity effects, and flat memories cannot support personalized skill retrieval. To this end, we propose a unified personalized Agentic RL framework that embeds personalization into training-time optimization. At its core is Personalized Anchor Reward-Decoupled Policy Optimization (PARPO), which decouples generic task-quality rewards from personalized preference rewards and uses user-specific anchors to stabilize learning under heterogeneous reward scales. We further introduce a two-stage preference-disentangled reward model and Preference-Aligned Skill Evolution Graph Memory (PSGM) for personalized supervision and preference-aligned skill retrieval. Together, they form a closed loop of preference identification, policy optimization, and structured skill accumulation. Experiments on ETAPP, ETAPP-Hard, and SJAgent show that our framework consistently outperforms strong memory and RL baselines. Code and data are included in the supplementary materials.
May 21, 2026

Two is better than one: A Collapse-free Multi-Reward RLIF Training Framework

Reinforcement learning with verifiable rewards (RLVR) has substantially improved the reasoning ability of LLMs, but often depends on external supervision from human annotations or gold-standard solutions. Reinforcement learning from internal feedback (RLIF) has recently emerged as a scalable unsupervised alternative, using signals extracted from the model itself. However, existing RLIF methods typically rely on a single internal reward, which can lead to reward hacking, entropy collapse, and degraded reasoning structure. We propose a multi-reward RLIF framework that decomposes the training signal into two complementary components: an answer-level reward based on cluster voting and a completion-level reward based on token-wise self-certainty. To combine these signals robustly, we apply GDPO-based normalization to reduce reward-scale imbalance. We further introduce KL-Cov regularization, which targets low-entropy token distributions responsible for disproportionate entropy reduction, preserving exploration and preventing late-stage collapse. Across mathematical reasoning and code-generation benchmarks, our method improves stability and robustness over prior unsupervised RL approaches, while achieving performance close to supervised RLVR methods. These results show that complementary internal rewards, combined with targeted regularization, can support stable long-horizon reasoning without relying on external ground-truth supervision. Code will be released soon.
May 20, 2026

CIG: Exploration via Conditional Information Gain

Intrinsic rewards for exploration in reinforcement learning condition on different contexts: lifelong rewards score each transition against accumulated experience but ignore within-rollout redundancy; episodic rewards penalize intra-trajectory repetition but discard lifetime progress. Hybrid methods combine both signals through heuristic weights or require Gaussian-process dynamics that do not scale beyond low-dimensional state spaces. Trajectory-level information gain decomposes into per-step terms that condition on the replay buffer and rollout prefix simultaneously, but remains intractable for deep models. We derive the Conditional Information Gain (CIG) reward as a tractable surrogate: a log-determinant objective over an ensemble disagreement kernel whose Cholesky factorization yields causal per-step rewards that retain both conditioning sets while scaling to high-dimensional state spaces. We instantiate CIG in a model-based setting, where rollouts are short and within-rollout corrections remain largely unexplored. Across twelve tasks spanning discrete (MiniGrid) and continuous control (OGBench), in both clean and stochastic-distractor settings, CIG outperforms or matches prior exploration methods while remaining robust to stochastic distractors.
May 19, 2026

Not Every Rubric Teaches Equally: Policy-Aware Rubric Rewards for RLVR

Reinforcement learning with verifiable rewards has made post-training highly effective when correctness can be checked automatically. However, many important model behaviors require satisfying several qualitative criteria at once. Rubric-based rewards address this setting by grading prompt-specific criteria and aggregating them into a scalar reward. Yet standard static aggregations conflate a criterion's human-assigned importance with its current usefulness as an optimization signal. We show that this assumption breaks down in rubric RL: many important criteria are already saturated or currently unreachable, while criteria that distinguish rollouts are not necessarily those with the largest human weights. We introduce POW3R, a policy-aware rubric reward framework that preserves human weights and category balance as the rubric objective while adapting criterion-level reward weights during training. POW3R uses rollout-level contrast to emphasize criteria that currently separate the policy's outputs, making the GRPO reward more informative without changing the underlying evaluation target. Across three base policies on two datasets spanning multimodal and text-only settings, POW3R wins 2424 of 3030 base-policy/metric comparisons, improving both mean rubric reward and strict completion (the fraction of prompts whose response satisfies every required rubric criterion) over vanilla GRPO with rubric rewards, and reaches the same plateau in 2.52.5--4×4\times fewer training steps. Rubric rewards should therefore distinguish what should matter in the final answer from what can teach the current policy.
May 19, 2026

ARC-RL: A Reinforcement Learning Playground Inspired by ARC Raiders

Reinforcement learning for legged locomotion has matured into a stack of multi-component reward functions and physics-engine benchmarks whose morphologies are uniformly derived from real commercial hardware. Game NPCs, however, are bound by stylistic constraints absent from sim-to-real robotics and routinely take the form of creatures with no real-robot counterpart. We introduce ARC-RL, a suite of four MuJoCo continuous-control environments featuring robotic morphologies inspired by the bestiary of ARC Raiders: the 18-DoF tall hexapod Queen, the 12-DoF armoured hexapod Bastion, the 18-DoF compact hexapod Tick, and the 12-DoF quadruped Leaper. All four robots share a unified observation template, action convention, simulation cadence, and a single closed-form multi-component reward function whose only per-morphology variation lives in a small set of weights and parameters. The reward fuses a velocity-tracking tent, a healthy survive bonus, a phase-locked gait-compliance bonus/cost pair, action regularisers, three safety penalties, and a posture anchor; no motion-capture data enters the reward at any point. We additionally provide hand-crafted Central Pattern Generator demonstrators per morphology, which serve both as fixed expert references and as sources of prior data for offline-to-online training. On this playground, we conduct a controlled empirical study comparing standard online algorithms (SAC, SPEQ, SOPE-EO) and methods augmented with prior data (SACfD, SPEQ-O2O, SOPE), and characterise how each paradigm copes with the playground's morphological diversity and animation-style stylistic constraints. Source code is available at https://github.com/CarloRomeo427/ARC_RL.git.
May 18, 2026

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.
May 18, 2026

Pairwise Preference Reward and Group-Based Diversity Enhancement for Superior Open-Ended Generation

Current reinforcement learning(RL) methods are broadly applicable and powerful in verifiable settings where scalar rewards can be provided. However, in open-ended generation tasks, verifying the correctness of responses remains challenging, and training reward models incurs substantial computational and annotation costs. Moreover, reinforcement learning (RLVR) often leads to diversity collapse and produces stereotypical or rigid outputs, outcomes that are particularly undesirable in open-domain scenarios. We propose Pairwise Preference Reward and Group-based Diversity Enhancement (PPR-GDE), a RL method that is more suitable for open-ended generation. PPR-GDE does not require scalar rewards and incorporates group-level diversity into the reward signal, it preserves the comparative structure of subjective evaluation through a pairwise preference reward, mitigates judge position bias via repeated comparisons with swapped response order, and introduces a group-based diversity reward that explicitly encourages semantic dispersion within a response group, all of these reward signals are integrated into a unified group-relative policy optimization objective. We instantiate PPR-GDE on role-playing task, experiments show that PPR-GDE achieves a better alignment quality as well as expressive diversity than strong RL baselines. Further analysis shows that pairwise preference is critical for preference alignment in subjective perspective, while the diversity metric plays an essential role in achieving superior expressive diversity and broader semantic coverage.
May 17, 2026

Step-wise Rubric Rewards for LLM Reasoning

Reinforcement Learning with Verifiable Rewards (RLVR) is widely used to improve reasoning in large language models, but rewards only final-answer correctness with no supervision over intermediate steps. Rubric-based methods such as Rubrics as Rewards (RaR) introduce finer-grained supervision by scoring rollouts against structured criteria, yet the rubric scores are still aggregated into a single scalar applied to the entire response, causing three weaknesses: loss of multi-criterion structure, uniform supervision of correct and incorrect steps, and reward hacking through unbounded self-correction. On 1,000 problems, we find 18.2% of steps in correct-answer responses are wrong yet positively rewarded, while 49.9% of steps in incorrect-answer responses are correct yet penalized. We introduce Step-wise Rubrics as Rewards (SRaR), an RLVR framework that (i) uses an LLM judge to attribute each rubric item to a specific reasoning step, (ii) normalizes per-step rubric scores across rollouts so only steps whose quality varies produce a learning signal, and (iii) combines the per-step reward with the outcome reward through a decoupled advantage estimator that keeps the outcome baseline stable. We further build a 16K-problem rubric dataset by contrastively distilling rubric items from correct and flawed reasoning paths sampled from a strong model. Across six mathematical reasoning benchmarks, SRaR improves average accuracy over RaR by 3.57 points on Qwen3-8B and 2.75 points on Qwen3-32B, raises the Faithful Reasoning Rate on AIME 2025 from 34.5% to 46.7%, and reduces self-correction looping from 48.1% to 26.5%.
May 16, 2026

TIER: Trajectory-Invariant Execution Rewards for Multi-Step Tool Composition

Tool use enables large language models to solve complex tasks through sequences of API calls, yet existing reinforcement learning approaches fail to scale to multi-step composition settings. Outcome-based rewards provide only sparse feedback, while trajectory-supervised rewards depend on annotated reference solutions, penalizing valid alternatives and limiting scalability. We propose TIER: Trajectory-Invariant Execution Rewards, a reward framework that derives supervision directly from function schemas and runtime execution, rather than from reference trajectories. The reward decomposes into format validity, schema adherence, execution success, and answer correctness, providing dense, interpretable sequence-level feedback derived from fine-grained verification of individual steps of tool use. This design allows any valid execution path to receive credit, naturally supporting multiple solution strategies and adapting to evolving tool interfaces. On DepthBench, a compositional benchmark stratified by depth (1 to 6 steps), TIER achieves >90% accuracy across steps, where trajectory-supervised rewards collapse beyond step-4. We further demonstrate consistent gains on benchmarks like BFCL v3 and NestFUL. Ablation studies confirm that all reward components are necessary, highlighting the importance of multi-level supervision for compositional reasoning.
May 13, 2026

Multi-Objective and Mixed-Reward Reinforcement Learning via Reward-Decorrelated Policy Optimization

Complex reinforcement learning environments frequently employ multi-task and mixed-reward formulations. In these settings, heterogeneous reward distributions and correlated reward dimensions often destabilize the construction of scalar advantages. To address these challenges, we propose Reward-Decorrelated Policy Optimization (RDPO), a reward-processing method designed to explicitly target both failure modes. RDPO first utilizes Magnitude-Aware Quantile normalization to stabilize prompt-level advantage allocation across binary, fractional, and continuous rewards. It then applies Mahalanobis whitening within each active reward subspace to mitigate correlation redundancy prior to aggregation. When applied during the post-training of LongCat-Flash, RDPO enhances instruction following, writing quality, and robustness to hard prompts while remaining broadly competitive on reasoning and coding evaluations.
May 12, 2026

ODRPO: Ordinal Decompositions of Discrete Rewards for Robust Policy Optimization

The alignment of Large Language Models (LLMs) utilizes Reinforcement Learning from AI Feedback (RLAIF) for non-verifiable domains such as long-form question answering and open-ended instruction following. These domains often rely on LLM based auto-raters to provide granular, multi-tier discrete rewards (e.g., 1-10 rubrics) that are inherently stochastic due to prompt sensitivity and sampling randomness. We empirically verify the stochasticity of auto-raters that can propagate and corrupt standard advantage estimators like GRPO and MaxRL, as a noisy reward samples can skew normalization statistics and degrade the global learning signal. Empirically, sampling more rewards and taking majority voting may reduce the noise and improve performance, but this approach is computationally expensive. To address this bottleneck, we introduce O\textbf{O}rdinal D\textbf{D}ecomposition for R\textbf{R}obust P\textbf{P}olicy O\textbf{O}ptimization (ODRPO\textbf{ODRPO}), a framework that structurally isolates evaluation noise by decomposing discrete rewards into a sequence of ordinal binary indicators. By independently computing and accumulating advantages across these progressively challenging success thresholds, ODRPO prevents outlier evaluations from corrupting the global update while establishing an implicit, variance-aware learning curriculum. Empirically, ODRPO achieves robust performance on Qwen2.5-7B and Qwen3-4B models, outperforming baselines with relative improvements of upto 14.8% on FACTS-grounding-v2 and 7.5% on Alpaca-Evals. Critically, these gains are achieved with negligible training-time overhead, as ODRPO requires no additional compute per step compared to standard estimators. Supported by theoretical analysis confirming its optimization stability, ODRPO provides a scalable and robust framework for aligning models within the noisy, discrete evaluation landscape of modern RLAIF.
May 12, 2026

Reward Hacking in Rubric-Based Reinforcement Learning

Reinforcement learning with verifiable rewards has enabled strong post-training gains in domains such as math and coding, though many open-ended settings rely on rubric-based rewards. We study reward hacking in rubric-based RL, where a policy is optimized against a training verifier but evaluated against a cross-family panel of three frontier judges, reducing dependence on any single evaluator. Our framework separates two sources of divergence: verifier failure, where the training verifier credits rubric criteria that reference verifiers reject, and rubric-design limitations, where even strong rubric-based verifiers favor responses that rubric-free judges rate worse overall. Across medical and science domains, weak verifiers produce large proxy-reward gains that do not transfer to the reference verifiers; exploitation grows over training and concentrates in recurring failures such as partial satisfaction of compound criteria, treating implicit content as explicit, and imprecise topical matching. Stronger verifiers substantially reduce, but do not eliminate, verifier exploitation. We also introduce a self-internalization gap, a verifier-free diagnostic based on policy log-probabilities, which tracks reference-verifier quality, detecting when the policy trained using the weak verifier stops improving. Finally, in our setting, stronger verification does not prevent reward hacking when the rubric leaves important failure modes unspecified: rubric-based verifiers prefer the RL checkpoint, while rubric-free judges prefer the base model. These disagreements coincide with gains concentrated in completeness and presence-based criteria, alongside declines in factual correctness, conciseness, relevance, and overall quality. Together, these results suggest that stronger verification reduces reward hacking, but does not by itself ensure that rubric gains correspond to broader quality gains.
May 12, 2026

EvoNav: Evolutionary Reward Function Design for Robot Navigation with Large Language Models

Robot navigation is a crucial task with applications to social robots in dynamic human environments. While Reinforcement Learning (RL) has shown great promise for this problem, the policy quality is highly sensitive to the specification of reward functions. Hand-crafted rewards require substantial domain expertise and embed inductive biases that are difficult to audit or adapt, limiting their effectiveness and leading to suboptimal performance. In this paper, we propose EvoNav, an evolutionary framework that automates the design of robot navigation reward functions via large language models (LLMs). To overcome prohibitively costly policy training, EvoNav evaluates each candidate proposal from the LLM via a progressive three-stage warm-up-boost procedure. EvoNav advances from analytical proxies with low-cost surrogates, such as small datasets and analytic rules, to lightweight rollouts and, finally, to full policy training, enabling computationally efficient exploration under effective feedback. Experiment results show that EvoNav produces more effective navigation policies than manually designed RL rewards and state-of-the-art reward design methods.
May 12, 2026

GEAR: Granularity-Adaptive Advantage Reweighting for LLM Agents via Self-Distillation

Reinforcement learning has become a widely used post-training approach for LLM agents, where training commonly relies on outcome-level rewards that provide only coarse supervision. While finer-grained credit assignment is promising for effective policy updates, obtaining reliable local credit and assigning it to the right parts of the long-horizon trajectory remains an open challenge. In this paper, we propose Granularity-adaptivE Advantage Reweighting (GEAR), an adaptive-granularity credit assignment framework that reshapes the trajectory-level GRPO advantage using token- and segment-level signals derived from self-distillation. GEAR compares an on-policy student with a ground-truth-conditioned teacher to obtain a reference-guided divergence signal for identifying adaptive segment boundaries and modulating local advantage weights. This divergence often spikes at the onset of a semantic deviation, while later tokens in the same autoregressive continuation may return to low divergence. GEAR therefore treats such spikes as anchors for adaptive credit regions: where the student remains aligned with the teacher, token-level resolution is preserved; where it departs, GEAR groups the corresponding continuation into an adaptive segment and uses the divergence at the departure point to modulate the segment' s advantage. Experiments across eight mathematical reasoning and agentic tool-use benchmarks with Qwen3 4B and 8B models show that GEAR consistently outperforms standard GRPO, self-distillation-only baselines, and token- or turn-level credit-assignment methods. The gains are especially strong on benchmarks with lower GRPO baseline accuracy, reaching up to around 20% over GRPO, suggesting that the proposed adaptive reweighting scheme is especially useful in more challenging long-horizon settings.
May 8, 2026

Rubric-Grounded RL: Structured Judge Rewards for Generalizable Reasoning

We argue that decomposing reward into weighted, verifiable criteria and using an LLM judge to score them provides a partial-credit optimization signal: instead of a binary outcome or a single holistic score, each response is graded along multiple task-specific criteria. We formalize rubric-grounded reinforcement learning (RL): a framework in which the policy is optimized against a structured, multi-criterion reward produced by a frozen LLM judge that conditions on auxiliary grounding the policy never sees. We instantiate the framework by deriving rubrics from an Office of Scientific and Technical Information (OSTI)-derived corpus of roughly 100,000 scientific and technical documents and training Llama-3.1-8B-Instruct with Group Relative Policy Optimization (GRPO). With GRPO-based training, the model achieves 71.7%71.7\% normalized reward on held-out rubric evaluation. The GRPO-tuned policy also improves over the base model on four reasoning benchmarks not derived from the training corpus -- GSM8K, MATH, GPQA Main, and GPQA Diamond. These results provide evidence that structured, document-grounded rewards can improve held-out rubric performance and induce transferable reasoning behaviors beyond the corpus used to construct the training environment.
May 8, 2026

ExpThink: Experience-Guided Reinforcement Learning for Adaptive Chain-of-Thought Compression

Large reasoning models (LRMs) achieve strong performance via extended chain-of-thought (CoT) reasoning, yet suffer from excessive token consumption and high inference latency. Existing reinforcement learning (RL) approaches for CoT compression rely on uniform, static length penalties that neglect model capability dynamics and problem-level difficulty variation. We propose ExpThink\xspace, an RL framework that addresses both dimensions through two complementary mechanisms. First, experience-guided reward shaping tracks the shortest correct solution found so far for each problem and applies a three-tier reward: full credit for concise correct responses, discounted credit for verbose correct ones, and zero for incorrect ones. The threshold tightens automatically with model improvement, forming a self-evolving curriculum that requires no manual scheduling. Second, difficulty-adaptive advantage replaces standard deviation normalization with correct-count normalization, yielding monotonically difficulty-scaled gradients that amplify learning on hard problems to preserve accuracy while suppressing gradients on easy ones to encourage brevity. Together, these mechanisms enforce an accuracy-first, compression-second training objective. Experiments on multiple mathematical reasoning benchmarks demonstrate that ExpThink\xspace reduces average response length by up to 77% while simultaneously improving accuracy, achieving up to 3×3\times higher accuracy-efficiency ratio (accuracy divided by average token count) than the vanilla baseline and outperforming existing RL-based compression methods on both metrics.
May 7, 2026

MARBLE: Multi-Aspect Reward Balance for Diffusion RL

Reinforcement learning fine-tuning has become the dominant approach for aligning diffusion models with human preferences. However, assessing images is intrinsically a multi-dimensional task, and multiple evaluation criteria need to be optimized simultaneously. Existing practice deal with multiple rewards by training one specialist model per reward, optimizing a weighted-sum reward R(x)=∑kwkRk(x)R(x)=\sum_k w_k R_k(x), or sequentially fine-tuning with a hand-crafted stage schedule. These approaches either fail to produce a unified model that can be jointly trained on all rewards or necessitates heavy manually tuned sequential training. We find that the failure stems from using a naive weighted-sum reward aggregation. This approach suffers from a sample-level mismatch because most rollouts are specialist samples, highly informative for certain reward dimensions but irrelevant for others; consequently, weighted summation dilutes their supervision. To address this issue, we propose MARBLE (Multi-Aspect Reward BaLancE), a gradient-space optimization framework that maintains independent advantage estimators for each reward, computes per-reward policy gradients, and harmonizes them into a single update direction without manually-tuned reward weighting, by solving a Quadratic Programming problem. We further propose an amortized formulation that exploits the affine structure of the loss used in DiffusionNFT, to reduce the per-step cost from K+1 backward passes to near single-reward baseline cost, together with EMA smoothing on the balancing coefficients to stabilize updates against transient single-batch fluctuations. On SD3.5 Medium with five rewards, MARBLE improves all five reward dimensions simultaneously, turns the worst-aligned reward's gradient cosine from negative under weighted summation in 80% of mini-batches to consistently positive, and runs at 0.97X the training speed of baseline training.
May 7, 2026

Reward Shaping and Action Masking for Compositional Tasks using Behavior Trees and LLMs

Decomposing complex tasks into a sequence of simpler subtasks can improve learning efficiency for an autonomous agent. Reinforcement learning (RL) can be used to optimize agent policies to complete subtasks, but requires well-defined subtask rewards and benefits from action masking. Recent work uses large language models (LLMs) to automate reward shaping and action masking, however none of them fully address reactivity to subtask failure and modularity to varying objects for compositional tasks. To overcome these challenges, we develop masking reward behavior tree (MRBT), a symbolic structure used as a reactive and modular reward and action mask function. We design an MRBT template and derive logical specifications to construct and verify MRBTs for a sequence of object-interaction subtasks. Further, we develop an automated pipeline that uses an LLM to generate MRBTs robust to varying task objects, an SMT-solver to verify correctness of specifications, and a neurosymbolic RL loop to train agents on compositional tasks. Experiments demonstrate successful generation and refinement of five MRBTs, consistently improving training efficiency and task success rates over baselines and MRBTs without action masking. We further highlight three advantages of MRBTs: transferability, modularity, and verifiability.
May 7, 2026

RVPO: Risk-Sensitive Alignment via Variance Regularization

Current critic-less RLHF methods aggregate multi-objective rewards via an arithmetic mean, leaving them vulnerable to constraint neglect: high-magnitude success in one objective can numerically offset critical failures in others (e.g., safety or formatting), masking low-performing "bottleneck" rewards vital for reliable multi-objective alignment. We propose Reward-Variance Policy Optimization (RVPO), a risk-sensitive framework that penalizes inter-reward variance during advantage aggregation, shifting the objective from "maximize sum" to "maximize consistency." We show via Taylor expansion that a LogSumExp (SoftMin) operator effectively acts as a smooth variance penalty. We evaluate RVPO on rubric-based medical and scientific reasoning with up to 17 concurrent LLM-judged reward signals (Qwen2.5-3B/7B/14B) and on tool-calling with rule-based constraints (Qwen2.5-1.5B/3B). By preventing the model from neglecting difficult constraints to exploit easier objectives, RVPO improves overall scores on HealthBench (0.261 vs. 0.215 for GDPO at 14B, p<0.001p < 0.001) and maintains competitive accuracy on GPQA-Diamond without the late-stage degradation observed in other multi-reward methods, demonstrating that variance regularization mitigates constraint neglect across model scales without sacrificing general capabilities.
May 5, 2026

Correct Is Not Enough: Training Reasoning Planners with Executor-Grounded Rewards

Reinforcement learning with verifiable rewards has become a common way to improve explicit reasoning in large language models, but final-answer correctness alone does not reveal whether the reasoning trace is faithful, reliable, or useful to the model that consumes it. This outcome-only signal can reinforce traces that are right for the wrong reasons, overstate reasoning gains by rewarding shortcuts, and propagate flawed intermediate states in multi-step systems. To this end, we propose TraceLift, a planner-executor training framework that treats reasoning as a consumable intermediate artifact. During planner training, the planner emits tagged reasoning. A frozen executor turns this reasoning into the final artifact for verifier feedback, while an executor-grounded reward shapes the intermediate trace. This reward multiplies a rubric-based Reasoning Reward Model (RM) score by measured uplift on the same frozen executor, crediting traces that are both high-quality and useful. To make reasoning quality directly learnable, we introduce TRACELIFT-GROUPS, a rubric-annotated reason-only dataset built from math and code seed problems. Each example is a same-problem group containing a high-quality reference trace and multiple plausible flawed traces with localized perturbations that reduce reasoning quality or solution support while preserving task relevance. Extensive experiments on code and math benchmarks show that this executor-grounded reasoning reward improves the two-stage planner-executor system over execution-only training, suggesting that reasoning supervision should evaluate not only whether a trace looks good, but also whether it helps the model that consumes it. Our code is available at: https://github.com/MasaiahHan/TraceLift
May 5, 2026

Discovering Reinforcement Learning Interfaces with Large Language Models

Reinforcement learning systems rely on environment interfaces that specify observations and reward functions, yet constructing these interfaces for new tasks often requires substantial manual effort. While recent work has automated reward design using large language models (LLMs), these approaches assume fixed observations and do not address the broader challenge of synthesizing complete task interfaces. We study RL task interface discovery from raw simulator state, where both observation mappings and reward functions must be generated. We propose LIMEN (Code available at https://github.com/Lossfunk/LIMEN), a LLM guided evolutionary framework that produces candidate interfaces as executable programs and iteratively refines them using policy training feedback. Across novel discrete gridworld tasks and continuous control domains spanning locomotion and manipulation, joint evolution of observations and rewards discovers effective interfaces given only a trajectory-level success metric, while optimizing either component alone fails on at least one domain. These results demonstrate that automatic construction of RL interfaces from raw state can substantially reduce manual engineering and that observation and reward components often benefit from co-design, as single-component optimization fails catastrophically on at least one domain in our evaluation suite.
May 4, 2026

Binary Rewards and Reinforcement Learning: Fundamental Challenges

Reinforcement learning with verifiable rewards (RLVR) has become a standard approach for improving reasoning in language models, yet models trained with RLVR often suffer from diversity collapse: while single-sample accuracy improves, multi-sample coverage degrades, sometimes falling below the base model. We provide a structural account of this phenomenon grounded in the properties of binary rewards. Binary rewards create a fundamental degeneracy for policy gradient methods: the set of distributions maximizing expected reward is infinite, with no distinguished element. KL-control resolves this degeneracy by selecting, in the limit β→0β\to 0, the filtered model p∗:=a(⋅∣Y1)p_*:=a(\cdot\mid\mathcal{Y}_1) -- the base model conditioned on validity -- which is the unique fully valid distribution closest to the base model in KL divergence. This selection operates through a nontrivial asymmetry: the tilted distribution p[β]∝a(y) ev(y)/βp_{[β]}\propto a(y)\,e^{v(y)/β} converges to p∗p_* in forward KL as β→0β\to 0, yet p∗p_* cannot serve as a direct optimization target because KL(q ∥ p∗)\mathrm{KL}(q\,\|\,p_*) is infinite for any full-support policy qq. We develop explicit formulas relating the hyperparameter ββ to the more interpretable target validity rate μμ. Under model misspecification -- the typical practical regime -- the pressure to decrease ββ drives the optimizer toward highly concentrated distributions over a small number of valid outputs, collapsing toward ever fewer as ββ decreases, rather than toward the filtered model. We illustrate this mechanism on a toy autoregressive experiment and discuss how alternative divergences that target p∗p_* directly -- as pursued empirically by \citet{kruszewski_whatever_2026} -- avoid this failure mode by rewarding coverage of p∗p_*'s support rather than concentration on high-validity outputs.
May 4, 2026

Intervention Complexity as a Canonical Reward and a Measure of Intelligence

The Legg--Hutter universal intelligence measure provides a rigorous scalar assessment of general intelligence as expected reward across all computable environments, weighted by simplicity. However, the measure presupposes an externally specified reward function, raising the question of whether the reward primitive is inherently arbitrary or whether a canonical choice exists. We propose a new measure, called intervention complexity, that has five natural properties: environment-derivedness, universality, minimality, sensitivity, and achievement preference. Given a resource function rho encoding an inductive bias (such as program length, execution time, or energy), rho-intervention complexity is a universal reward. The result yields a family of canonical rewards indexed by resource bias, providing a principled completion of the Legg--Hutter framework that does not require external normative input. We further propose a two-dimensional characterisation of intelligence: agent competence (how well the agent performs relative to the oracle optimum) and learning efficiency (how quickly this competence improves with experience). A separation theorem establishes that the choice of resource bias determines the computability of the resulting measure: action-count IC is computable in polynomial time, while program-length IC without oracle access is uncomputable, with the gap between oracle and bare IC precisely quantifying the information-theoretic content of learning. We discuss implications for superintelligence and for pre-training universal agents.
May 3, 2026

Enhanced LLM Reasoning by Optimizing Reward Functions with Search-Driven Reinforcement Learning

Mathematical reasoning is a key benchmark for large language models. Reinforcement learning is a standard post-training mechanism for improving the reasoning capabilities of large language models, yet performance remains sensitive to the design of the reward function that drives policy optimization. This paper introduces a search-driven framework that treats the reward specification itself as an object of optimization. The setting of interest is one in which the base model is held fixed and the reward specification is the primary remaining design lever. Candidate reward functions are generated by a frontier language model, validated automatically, screened through 500-step Group Relative Policy Optimization (GRPO) training runs on a Llama-3.2-3B-Instruct base model with Low-Rank Adaptation (LoRA), and ranked by F1 on the GSM8K test set. Ranked summaries from prior rounds are then fed back into the next round of generation. Over five rounds, the search produces 50 candidate rewards. The mean F1 rises from 0.596 in Round 1 to 0.632 in Round 5, and the top individual reward reaches F1 = 0.787. Seven ensemble configurations of top-ranked rewards are evaluated. The best ensemble achieves F1 = 0.795 (95% bootstrap CI [0.756, 0.832]) and accuracy 0.660 [0.635, 0.686], a 0.19 absolute F1 gain over a base-rewards-only GRPO baseline (F1 = 0.609). Pairwise McNemar tests with Bonferroni correction show all five-or-more-reward configurations are statistically indistinguishable at α = 0.05/21. A three-seed re-training of the best ensemble yields F1 of 0.785. A randomly drawn 5-reward control collapses to F1 = 0.047, which shows that the ranked-feedback loop, not the additive signal of having more rewards, drives the gain.
May 3, 2026

MAGIC: Multi-Step Advantage-Gated Causal Influence for Multi-agent Reinforcement Learning

A key challenge in multi-agent reinforcement learning (MARL) lies in designing learning signals that effectively promote coordination among agents. Designing such signals requires estimating how one agent's current action affects its teammates over future interaction steps. To address this, we introduce Multi-step Advantage-Gated Interventional Causal MARL (MAGIC), a framework that estimates multi-step action effects between agents and selectively converts them into intrinsic rewards. MAGIC uses counterfactual action interventions to compare teammate futures under factual and counterfactual branches, and introduces a gate based on advantage to direct exploration toward beneficial behaviors aligned with the task goal. Experiments on Multi-Agent Particle Environments (MPE) and StarCraft micromanagement benchmarks (SMAC and SMACv2) show that MAGIC consistently outperforms leading prior methods, with average relative final performance improvements of 26.9% and 10.1%, respectively.
May 1, 2026

Exploring Pass-Rate Reward in Reinforcement Learning for Code Generation

Reinforcement learning (RL) from unit-test feedback has become a standard post-training recipe for improving large language models (LLMs) on code generation. However, the pass-all-tests binary reward can be sparse, yielding no learning signal on challenging problems where none of the sampled solutions passes all tests. A common remedy is to use the test-case pass rate as a surrogate reward. In this work, we study pass-rate rewards in critic-free RL for code generation (e.g., GRPO and RLOO) and report a consistent pattern across base models and algorithms: despite alleviating reward sparsity, pass-rate rewards do not reliably improve final performance over binary rewards in rigorous controlled experiments. To understand this discrepancy, we analyze reward density and the resulting gradient directions. We find that pass-rate rewards are denser, but the induced gradient updates do not consistently move probability mass toward full-pass solutions. This arises because test-case pass rate is a miscalibrated surrogate for progress toward full correctness, and partial-pass solutions within the same group can induce conflicting gradient directions that cancel out. Overall, our results suggest that, in critic-free RL, pass-rate rewards are insufficient to improve code generation and motivate reward designs that better align optimization with the goal of full correctness.
Apr 30, 2026

RHyVE: Competence-Aware Verification and Phase-Aware Deployment for LLM-Generated Reward Hypotheses

Large language models (LLMs) make reward design in reinforcement learning substantially more scalable, but generated rewards are not automatically reliable training objectives. Existing work has focused primarily on generating, evolving, or selecting reward candidates, while paying less attention to when such candidates can be verified and deployed during policy optimization. We study this deployment-time problem by treating generated rewards as reward hypotheses whose utility depends on the competence of the current policy and the phase of training. We propose RHyVE, a competence-aware verification and phase-aware deployment protocol that compares small sets of reward hypotheses from shared policy checkpoints using short-horizon fork verification. Our experiments show that reward rankings are unreliable at low competence but become informative after task-dependent thresholds. On a sparse manipulation task, phase-aware deployment improves peak and retained performance under a locked protocol. Updated LLM-generated reward-candidate experiments show candidate-family-dependent behavior: generated pools can exhibit phase-dependent winner changes, but no fixed warm-up schedule is universally optimal. Held-out schedule selection, conservative selector baselines, compute-matched controls, and scale controls further show that RHyVE is best understood as a verification-informed deployment protocol rather than a universal scheduler. Dense and all-failure boundary experiments delimit the scope of the method. Together, these results suggest that reward generation and reward deployment should be studied as coupled problems: generated rewards must be verified and deployed under changing policy competence.
Apr 28, 2026

When Errors Can Be Beneficial: A Categorization of Imperfect Rewards for Policy Gradient

Training language models via reinforcement learning often relies on imperfect proxy rewards, since ground truth rewards that precisely define the intended behavior are rarely available. Standard metrics for assessing the quality of proxy rewards, such as ranking accuracy, treat incorrect rewards as strictly harmful. In this work, however, we highlight that not all deviations from the ground truth are equal. By theoretically analyzing which outputs attract probability during policy gradient optimization, we categorize reward errors according to their effect on the increase in ground truth reward. The analysis establishes that reward errors, though conventionally viewed as harmful, can also be benign or even beneficial by preventing the policy from stalling around outputs with mediocre ground truth reward. We then present two practical implications of our theory. First, for reinforcement learning from human feedback (RLHF), we develop reward model evaluation metrics that account for the harmfulness of reward errors. Compared to standard ranking accuracy, these metrics typically correlate better with the performance of a language model after RLHF, yet gaps remain in robustly evaluating reward models. Second, we provide insights for reward design in settings with verifiable rewards. A key theme underlying our results is that the effectiveness of a proxy reward function depends heavily on its interaction with the initial policy and learning algorithm.
Apr 28, 2026

How Can Reinforcement Learning Achieve Expert-level Placement?

Chip placement is a critical step in physical design. While reinforcement learning (RL)-based methods have recently emerged, their training primarily focuses on wirelength optimization, and therefore often fail to achieve expert-quality layouts. We identify the reward design as the primary cause for the performance gap with experts, and instead of formalizing intricate processes, we circumvent this by directly learning from expert layouts to derive a reward model. Our approach starts from the final expert layouts to infer step-by-step expert trajectories. Using these trajectories as demonstrations or preferences, we train a model that captures the latent implicit rewards in expert results. Experiments show that our framework can efficiently learn from even a single design and generalize well to unseen cases.
Apr 28, 2026

Zero Shot Coordination for Sparse Reward Tasks with Diverse Reward Shapings

Many Multi-Agent Reinforcement Learning (MARL) agents fail to adapt properly to cooperating with agents trained with the same objectives but different seeds, algorithms, or other training differences. This is the problem of Zero-Shot Coordination (ZSC), which focuses on training agents to cooperate well with unknown agents. ZSC has been studied for a variety of tabular cases and simple games such as Hanabi, achieving excellent results. However, existing solutions to ZSC only consider identical rewards for your trained agents and all future partners. This is not realistic for the trained agents, as they do not consider the problem of cooperating with agents that have identical sparse objectives but shape the rewards for those objectives in different manner. To address this issue, we show how to train an ensemble of methods using randomized reward shapings chosen using 4 selection algorithms. Experiments done on the Overcooked environment demonstrate consistent improvements of 62.2%-119.2% in sparse reward over baseline ZSC algorithms when playing with agents that have identical sparse rewards but different reward shapings.