RL Benchmarks
RL: Reinforcement Learning
Momentum
10 papers in the last four weeks, up 233% on the four weeks before. 0.1% of all new papers.
Latest papers 62
We built a robot called the Robotroller that actuates an Atari CX40+ controller and a device called the Atari Devbox that renders the game frame and the reward signal from the Arcade Learning Environment on a screen. The Robotroller and the Atari Devbox, together with an off-the-shelf camera and a desktop computer, constitute a system that can be used to study reinforcement learning algorithms in the physical world. We call the full system Physical Atari. In this paper, we detail the key decisions that make Physical Atari a robust and accessible platform. To make the system robust, we designed the Robotroller so that all movement is done through bearings, which reduces wear. Additionally, we wrote software that monitors the state of the servos at a high frequency and intervenes to limit stress. To make the system accessible, we used affordable off-the-shelf components and parts that can be manufactured using consumer 3D printers. Physical Atari can be built for under $1,000 and has been used for weeks of non-stop reinforcement learning experiments without any mechanical failures. We used it to validate that reinforcement learning algorithms can learn directly on robots and show that even small distribution shifts between learning and deployment can significantly degrade the performance of policies. Our results underscore the importance of on-device adaptation for strong performance on robots.
When Does Deep RL Beat Calibrated Baselines? A Benchmark Study on Adaptive Resource Control
A properly calibrated rule-based autoscaler can beat every one of six mainstream deep reinforcement learning (DRL) algorithms on cost across every workload we test - so when, if ever, does DRL actually help? We study this in RLScale-Bench, a reproducible benchmark and evaluation protocol for DRL on adaptive resource control, where an agent allocates compute to a dynamic workload under cost and service-level constraints. We evaluate PPO, DQN, A2C, SAC, TD3, and DDPG under matched architectures, training budgets, and reward functions against a calibrated rule-based baseline across six workload patterns and five seeds (240 runs), instantiate the benchmark on Kubernetes Horizontal Pod Autoscaling, and probe distribution-shift generalization. Three findings challenge common assumptions: (i) the calibrated controller achieves the lowest cost on all six workloads, though it trails the best RL agents on bursty and flash traffic; (ii) discrete-action algorithms outperform continuous-action ones by one to two orders of magnitude in constraint violations due to action-space mismatch; and (iii) no single algorithm dominates across workloads, with rankings shifting by up to four positions. The bottleneck in RL-based resource control is not algorithm selection but baseline calibration, reward engineering, and realistic evaluation protocols.
Benchmarking the Limits of In-Context Reinforcement Learning for Ad-Hoc Teamwork
In-Context Reinforcement Learning (ICRL) has enabled foundation agents to adapt instantaneously to novel tasks, yet its efficacy in Ad-Hoc Teamwork (AHT)-where coordination with unknown partners is required-remains unexplored. To rigorously evaluate this, we introduce a large-scale benchmark ICRL4AHT, built upon a high-throughput JAX implementation of Overcooked-V2. Our benchmark includes a large, diverse teammate suite spanning both RL and heuristic policies, enabling controlled train-test shifts, and provides a reproducible end-to-end pipeline for teammate generation, learning-history collection, dataset construction, and online multi-episode evaluation. We evaluate representative history-conditioned ICRL algorithms, including Algorithm Distillation (AD) and Decision-Pretrained Transformer (DPT), across millions of transitions. Results reveal notable limitations: contrary to their success in single-agent domains, these baselines fail to exhibit robust test-time adaptation in multi-agent settings. Specifically, these methods frequently underperform random baselines across both unseen teammate and unseen layout tracks, with no clear in-context improvement over long horizons. These findings highlight the challenges of strategic inference under partial observability within the OvercookedV2 AHT protocol, establishing our benchmark as a critical testbed for next-generation coordination algorithms.
Mahjax: A GPU-Accelerated Mahjong Simulator for Reinforcement Learning in JAX
Riichi Mahjong is a multi-player, imperfect-information game characterized by stochasticity and high-dimensional state spaces. These attributes present a unique combination of challenges that mirror complex real-world decision-making problems in reinforcement learning. While prior research has heavily relied on supervised learning from human play logs to pre-train the policy, algorithms capable of learning \textit{tabula rasa} (from scratch) offer greater potential for general applicability, as evidenced by the AlphaZero lineage. To facilitate such research, we introduce \textbf{Mahjax}, a fully vectorized Riichi Mahjong environment implemented in JAX to enable large-scale rollout parallelization on Graphics Processing Units (GPUs). We also provide a high-quality visualization tool to streamline debugging and interaction with trained agents. Experimental results demonstrate that Mahjax achieves throughputs of up to \textbf{2 million} and \textbf{1 million steps per second} on eight NVIDIA A100 GPUs under the no-red and red rules, respectively. Furthermore, we validate the environment's utility for reinforcement learning by showing that agents can be trained effectively to improve their rank against baseline policies.
JAXenstein: Accelerated Benchmarking for First-Person Environments
The progression of reinforcement learning algorithms have been driven by challenging benchmarks. The rate in which a researcher can iterate on a problem setting directly impacts the speed of algorithm development. Modern machine learning has produced tools that allow for fast and scalable algorithm development like the JAX library. With the availability of these tools, a serious bottleneck in algorithm development is the availability of large and complex domains for experimentation. Most notably, the JAX reinforcement learning ecosystem does not have any benchmarks that test visual first-person tasks; these domains are crucial for testing both exploration and an agent's ability to overcome partial observability. We introduce JAXenstein: an open-source JAX-based benchmark that implements the Wolfenstein 3D rendering engine for fast and scalable experimentation in visual first-person tasks. JAXenstein is several times faster than comparable vision-based benchmarks, and is easily extensible to more complex first-person domains.
Offline Reinforcement Learning for Plasma Control in Nuclear Fusion: Codebase and Benchmark
Offline reinforcement learning (RL) offers a promising route for developing plasma controllers from historical tokamak data, since online trial-and-error on real devices is costly and risky. However, progress in this direction remains difficult to measure due to the lack of a standardized offline RL benchmark for realistic multi-actuator, long-horizon plasma control problems in nuclear fusion. We introduce RL4F, an Offline Reinforcement Learning Benchmark for Plasma Control in Nuclear Fusion, providing closed-loop evaluation environments and baseline comparisons across four full-profile tracking tasks: rotation, density, temperature, and pressure. The dynamics function underlying the evaluation environment is built from historical discharge data from DIII-D, a real-world Tokamak. We evaluate a broad set of imitation learning and offline RL baselines under a unified protocol. We find that offline model-based RL methods obtain the best average performance on most objectives, although no single method dominates all tasks, highlighting the importance of dynamics modeling in complex, long-horizon plasma control tasks. To foster further research, we open-source the codebase, datasets, and evaluation framework, providing a benchmark not only for the fusion community but also for algorithm development in offline RL.
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.
Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games
Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In this paper, we propose a multi-agent starting-state sampling strategy designed to substantially accelerate online exploration in regularized policy-gradient game methods for two-player zero-sum (2p0s) games. Motivated by an assumption that offline demonstrations from skilled humans can provide good coverage of high-level strategies relevant to equilibrium play, we propose the initialization of reinforcement learning data collection at intermediate states sampled from offline data to facilitate exploration of strategically relevant subgames. Referring to this method as Data-Augmented Game Starts (DAGS), we perform experiments using synthetic datasets and analytically tractable, long-horizon control variants of two-player Kuhn Poker, Goofspiel, and a counterexample game designed to penalize biased beliefs over hidden information. Under fixed computational budgets, DAGS enables regularized policy gradient methods to achieve lower exploitability in games with significantly more challenging exploration. We show that augmenting starting state distributions when solving imperfect information games can lead to biased equilibria, and we provide a straightforward mitigation to this in the form of multi-task observation flags. Finally, we release a new set of benchmark environments that drastically increase exploration challenges and state counts in existing OpenSpiel games while keeping exploitability measurements analytically tractable.
Towards Affordable Energy: A Gymnasium Environment for Electric Utility Demand-Response Programs
Extreme weather and volatile wholesale electricity markets expose residential consumers to catastrophic financial risks, yet demand response at the distribution level remains an underutilized tool for grid flexibility and energy affordability. While a demand-response program can shield consumers by issuing financial credits during high-price periods, optimizing this sequential decision-making process presents a unique challenge for reinforcement learning despite the plentiful offline historical smart meter and wholesale pricing data available publicly. Offline historical data fails to capture the dynamic, interactive feedback loop between an electric utility's pricing signals and customer acceptance and adaptation to a demand-response program. To address this, we introduce DR-Gym, an open-source, online Gymnasium-compatible environment designed to train and evaluate demand-response from the electric utility's perspective. Unlike existing device-level energy simulators, our environment focuses on the market-level electric utility setting and provides a rich observational space relevant to the electric utility. The simulator additionally features a regime-switching wholesale price model calibrated to real-world extreme events, alongside physics-based building demand profiles. For our learning signal, we use a configurable, multi-objective reward function for specifying diverse learning objectives. We demonstrate through baseline strategies and data snapshots the capability of our simulator to create realistic and learnable environments.
Block-R1: Rethinking the Role of Block Size in Multi-domain Reinforcement Learning for Diffusion Large Language Models
Recently, reinforcement learning (RL) has been widely applied during post-training for diffusion large language models (dLLMs) to enhance reasoning with block-wise semi-autoregressive generation. Block size has therefore become a vital factor in dLLMs, since it determines the parallel decoding granularity and affects the rollout trajectories during RL optimisation, e.g., GRPO. Instead of investigating the effect of block size during inference on individual domains, this paper studies block size from a domain conflict perspective for dLLM RL post-training in multi-domain scenarios. The main contributions are: (1) a formulation of domain block size conflict in multi-domain RL for dLLMs, which will largely affect the post-training effectiveness for rollout-based RL methods; (2) a novel dataset, Block-R1-41K is constructed with a best-improved training block size for each sample, which also induces a Block Size Conflict Score to quantitatively measure the domain conflict; (3) a new benchmark, Block-R1, for flexible RL post-training for dLLMs in both single and cross domain; and (4) a simple yet powerful cross-domain post-training method with sample-level best-improved training block sizes. Extensive experiments on 13 distinct datasets, 7 latest RL algorithms and diverse dLLM backbones are comprehensively covered in Block-R1. The benchmark is open-sourced at https://github.com/YanJiangJerry/Block-R1 with the dataset released at https://huggingface.co/datasets/YanJiangJerry/Block-R1-41K.
gym-invmgmt: An Open Benchmarking Framework for Inventory Management Methods
Inventory-policy comparisons are often difficult to interpret because performance depends on the evaluation contract as much as on the policy itself. Differences in topology, demand regime, information access, feasibility constraints, shortage treatment, and Key Performance Indicator (KPI) definitions can change method rankings. We present gym-invmgmt, a Gymnasium-compatible extension of the OR-Gym inventory-management lineage for auditable cross-paradigm evaluation. The benchmark evaluates optimization, heuristic, and learned controllers under a shared CoreEnv transition, reward, action-bound, and KPI contract, while varying stress conditions through a 22-scenario core grid plus four supplemental MARL-mode rows. Within these released scenarios, informed stochastic programming provides the strongest non-oracle reference, reflecting the value of scenario hedging under forecast access, but at substantially higher online computational cost. Among learned controllers, the Proximal Policy Optimization Transformer variant (PPO-Transformer) achieves the strongest learned-policy quality at fast inference, while Residual Reinforcement Learning (Residual RL) provides competitive hybrid performance. The graph neural network variant (PPO-GNN) is highly competitive on the default divergent topology but less robust on the serial topology. Imitation learning performs well in stationary regimes but degrades under demand shift, and the bounded Large Language Model (LLM) policy-parameter baseline is best interpreted as a diagnostic controller rather than an autonomous inventory optimizer. Overall, the benchmark identifies scenario-conditioned leaders while showing that performance depends jointly on information access, demand shift, topology, and policy representation.
Higher Resolution, Better Generalization: Unlocking Visual Scaling in Deep Reinforcement Learning
Pixel-based deep reinforcement learning agents are typically trained on heavily downsampled visual observations, a convention inherited from early benchmarks rather than grounded in principled design. In this work, we show that observation resolution is a critical yet overlooked variable for policy learning: higher-resolution inputs can substantially improve both performance and generalization, provided the network architecture can process them effectively. We find that the widely used Impala encoder, which flattens spatial features into a vector, suffers from quadratic parameter growth as resolution increases and fails to leverage the additional visual detail. Replacing this operation with global average pooling, as in the Impoola architecture, decouples parameter count from resolution and yields consistent improvements across resolutions and network widths - at their respective best conditions, visual scaling unlocks a 28 % performance gain for Impoola over Impala. These gains are strongest in environments that require precise perception of small or distant objects, and gradient saliency analysis confirms that the underlying mechanism is a more spatially localized visual attention of the policy at higher resolutions. Our results challenge the prevailing practice of aggressive input downsampling and position resolution-independent architectures as a simple, effective path toward scalable visual deep RL. To facilitate future research on resolution scaling in deep RL, we publicly release the open-source code for the Procgen-HD benchmark: https://github.com/raphajaner/procgen-hd.
When (and How) to Trust the Expert: Diagnosing Query-Time Expert-Guided Reinforcement Learning
Many continuous-control problems ship with a competent but suboptimal controller (a tuned PID, a hand-designed gait). A growing family of methods uses such controllers as queryable experts during RL, but each method has been proposed in isolation, on a different benchmark, without imperfect-expert testing. We harmonize the comparison on a shared SAC backbone, common HPO and evaluation protocols, 100/50 seeds per (env, method), and a degradation sweep over expert undertuning, action bias, and observation noise. The comparison surfaces three failure modes single-paper evaluations miss: (F1) a critic blind spot under argmax-plus-bootstrap that drags IBRL below no-expert SAC on experts close to the no-expert-RL ceiling (RL-near-ceiling, distinct from the absolute physical ceiling); (F2) residual saturation on far-from-optimal experts; and (F3) warm-start buffer poisoning that collapses training-time-handoff methods under deployment-time expert undertuning. No single method dominates: each wins on one task-structure regime and fails predictably elsewhere; on RL-near-ceiling experts (FourTank, GlassFurnace) no query-time method clears the expert within our 1M-step budget, leaving open whether this is a fundamental wall or a budget effect. We convert the spread into a testable decision rule keyed on three pre-training observables (expert quality, task termination, perturbation type). The benchmark, taxonomy, and decision rule are the primary contribution; we additionally describe EDGE, a softmax-over-ensemble-LCB design point used to demonstrate that both axes the taxonomy points to (gate form, scoring rule) are individually exploitable.
Forge: Quality-Aware Reinforcement Learning for NP-Hard Optimization in LLMs
Large Language Models (LLMs) have achieved remarkable success on reasoning benchmarks through Reinforcement Learning with Verifiable Rewards (RLVR), excelling at tasks such as math, coding, logic, and puzzles. However, existing benchmarks evaluate only correctness, while overlooking optimality, namely the ability to find the best solutions under constraints. We propose OPT-BENCH, the first comprehensive framework for training and evaluating LLMs on NP-hard optimization problems through quality-aware RLVR. OPT-BENCH provides three key components: a scalable training infrastructure with instance generators, quality verifiers, and optimal baselines across 10 tasks; a rigorous benchmark with 1,000 instances evaluating both feasibility, measured by Success Rate, and quality, measured by Quality Ratio; and quality-aware rewards that enable continuous improvement beyond binary correctness. Training on Qwen2.5-7B-Instruct-1M with 15K examples achieves 93.1% SR and 46.6% QR, significantly outperforming GPT-4o, which achieves 29.6% SR and 14.6% QR. Beyond optimization, training on OPT-BENCH transfers to diverse tasks, including mathematics (+2.2%), logic (+1.2%), knowledge (+4.1%), and instruction following (+6.1%). Our analysis reveals that quality-aware rewards improve solutions by 28.8% over binary rewards, and that task diversity drives generalization more than data quantity, offering insights into RLVR scaling for complex reasoning.
Causal Reinforcement Learning for Complex Card Games: A Magic The Gathering Benchmark
Causal reinforcement learning (RL) lacks benchmarks for complex systems that combine sequential decision making, hidden information, large masked action spaces, and explicit causal structure. We introduce MTG-Causal-RL, a Gymnasium benchmark built on Magic: The Gathering with a 3,077-dimensional partial observation, a 478-action masked discrete action space, five competitive Standard archetypes, three reward schemes, and a hand-specified Structural Causal Model (SCM) over strategic variables. Every episode exposes causal variables, SCM-predicted intervention effects, and per-factor credit traces, making causal credit assignment, leave-one-out cross-archetype transfer, and policy auditability first-class metrics. We adapt a panel of reference baselines: random, heuristic, masked PPO, a causal-world-model PPO variant, and an architecture-matched scalar control. We propose Causal Graph-Factored Advantage PPO (CGFA-PPO) as a reference causal agent that uses SCM parents of win probability as factor-aligned critic targets with an intervention-calibration loss. All comparisons use paired seeds, paired-bootstrap confidence intervals, and Holm-Bonferroni correction within pre-registered families. Masked PPO and CGFA-PPO reach competitive in-distribution win rates and exceed the random baseline; per-factor calibration trajectories and leave-one-out transfer gaps expose diagnostic structure that scalar win rate alone cannot. We release the benchmark, reference-baseline results, and full evaluation protocol openly. By coupling a strategically rich, partially observed domain with an explicit causal interface and statistical protocol, MTG-Causal-RL gives causal-RL, world-model, and LLM-agent research a shared testbed for questions current benchmarks cannot pose together: causal credit assignment under masked action spaces, structural transfer across archetypes, and SCM-grounded policy auditability.
Coopetition-Gym v1: A Formally Grounded Platform for Mixed-Motive Multi-Agent Reinforcement Learning under Strategic Coopetition
We present Coopetition-Gym v1, a benchmark platform for mixed-motive multi-agent reinforcement learning under strategic coopetition. The platform comprises twenty environments organized into four mechanism classes that correspond to four foundational technical reports: interdependence and complementarity (arXiv:2510.18802), trust and reputation dynamics (arXiv:2510.24909), collective action and loyalty (arXiv:2601.16237), and sequential interaction and reciprocity (arXiv:2604.01240). Each environment carries a closed-form payoff structure and a calibrated interdependence matrix derived from the corresponding report. Every environment exposes a parameterized reward layer configurable across three structurally distinct modes (private, integrated, cooperative). This separation of payoff from reward enables reward-type ablation, the platform's principal methodological apparatus. Four of the twenty environments are calibrated against historically documented coopetitive relationships and reproduce their outcomes at 98.3, 81.7, 86.7, and 87.3 percent on the validation rubric (Samsung-Sony LCD, Renault-Nissan Alliance, Apache HTTP Server, Apple iOS App Store). The platform exposes Gymnasium, PettingZoo Parallel, and PettingZoo AEC interfaces and ships 126 reference algorithms: 16 learning algorithms, 7 game-theoretic oracles, 2 heuristic baselines, and 101 constant-action policies. A reference experimental study trained the 16 learning algorithms on every environment under every reward configuration with seven random seeds, producing a 25,708-run training corpus and a 1,116-run behavioral audit corpus, both released under CC-BY-4.0 with Croissant 1.0 metadata. Coopetition-Gym v1 is the first platform to combine continuous-action mixed-motive environments, parameterized reward mutuality, calibrated interdependence coefficients, game-theoretic oracle baselines, and validated case studies.
Forager: a lightweight testbed for continual learning with partial observability in RL
In continual reinforcement learning (CRL), good performance requires never-ending learning, acting, and exploration in a big, partially observable world. Most CRL experiments have focused on loss of plasticity -- the inability to keep learning -- in one-off experiments where some unobservable non-stationarity is added to classic fully observable MDPs. Further, these experiments rarely consider the role of partial observability and the importance of CRL agents that use memory or recurrence. One potential reason for this focus on mitigating loss of plasticity without considering partial observability is that many partially-observable CRL environments are prohibitively expensive. In this paper, we introduce Forager, a light-weight partially-observable CRL environment with a constant memory footprint. We provide a set of experiments and sample tasks demonstrating that Forager is challenging for current CRL agents and yet also allows for in-depth study of those agents. We demonstrate that agents exhibit loss of plasticity, proposed mitigations can help, but that most useful is to leverage state construction. We conclude with a variant of Forager that generates an unending stream of new tasks to learn that clearly highlights the limitations of current CRL agents.
Multi-action Tangled Program Graphs for Multi-task Reinforcement Learning with Continuous Control
Over the past few decades, machine learning has been widely used to learn complex tasks. Reinforcement Learning (RL), inspired by human behavior, is a great example, as it involves developing specific behaviours for specific tasks. To further challenge algorithms, Multi-Task RL (MTRL) environments have been introduced, requiring a single model to learn multiple behaviors. The Tangled Program Graph (TPG) algorithm is a Genetic Programming (GP) algorithm designed for discrete MTRL environments. Recently, the MAPLE algorithm has been proposed, as another GP algorithm that achieves high results in single task continuous RL environments. A variation of the TPG is proposed alongside MAPLE, named Multi-Action TPG (MATPG) that aggregates MAPLE agents, and creates a control flow to activate them. Initially tested on single task RL environments only, MATPG achieved similar results to MAPLE. In this work, we present a new benchmark based on the MuJoCo Half Cheetah from Gymnasium. This benchmark features five distinct obstacles that are randomly positioned in front of the agent, each of which demands a unique behavior. This benchmark serves as a use case for MATPG, to prove its ability as a GP solution for continuous MTRL environments. Our experiments demonstrate its superiority in this multi-task use case when combined with lexicase selection. Furthermore, we examine the interpretability of the evolved graph, revealing that the decision flow of the model is fully interpretable.
SpecRLBench: A Benchmark for Generalization in Specification-Guided Reinforcement Learning
Specification-guided reinforcement learning (RL) provides a principled framework for encoding complex, temporally extended tasks using formal specifications such as linear temporal logic (LTL). While recent methods have shown promising results, their ability to generalize across unseen specifications and diverse environments remains insufficiently understood. In this work, we introduce SpecRLBench, a benchmark designed to evaluate the generalization capabilities of LTL-based specification-guided RL methods. The benchmark spans multiple difficulty levels across navigation and manipulation domains, incorporating both static and dynamic environments, diverse robot dynamics, and varied observation modalities. Through extensive empirical evaluation, we characterize the strengths and limitations of existing approaches and reveal the challenges that emerge as specification and environment complexity increase. SpecRLBench provides a structured platform for systematic comparison and supports the development of more generalizable specification-guided RL methods. Code is available at https://github.com/BU-DEPEND-Lab/SpecRLBench.
NASimJax: A GPU-Accelerated Policy Learning Framework for Penetration Testing
Penetration testing - the practice of simulating cyberattacks to identify vulnerabilities - is a complex sequential decision-making task that is inherently partially observable and features large action spaces. Existing RL simulators for this domain are CPU-bound and fixed to narrow scenarios, making it infeasible to train policies that generalize across networks. We present NASimJax, a JAX-native framework that formulates penetration testing as a Contextual POMDP and introduces a network generation pipeline producing structurally diverse, guaranteed-solvable scenarios. The framework reaches up to 80 higher environment throughput than previous simulators, enabling experiments on larger networks and tractable hyperparameter searches. We provide PPO and PQN baselines and conduct the first systematic evaluation of unsupervised environment design for penetration testing. We find that Prioritized Level Replay and ACCEL handle dense training distributions better than Domain Randomization, and that training on sparser topologies yields an implicit curriculum that improves generalization - even to topologies denser than those seen during training. A recurrent PPO variant confirms that these distributional findings are not an artifact of feed-forward policies. The code is available at: https://github.com/raphsimon/NASimJax.
Two-Bridge: Exclusive Objectives and Extended Horizon StarCraft II Benchmark
The research community lacks a middle ground between StarCraft II full game and its mini-games. The full-game's sprawling state-action space renders reward signals sparse and noisy, but in mini-games simple agents saturate performance. This complexity gap hinders steady curriculum design and prevents researchers from experimenting with modern Reinforcement Learning algorithms in RTS environments under realistic compute budgets. To fill this gap, we present the Two-Bridge Map Suite, the first entry in an open-source benchmark series we purposely engineered as an intermediate benchmark to sit between these extremes. By disabling economy mechanics such as resource collection, base building, and fog-of-war, the environment isolates two core tactical skills: long-range navigation and micro-combat. Preliminary experiments show that agents learn coherent maneuvering and engagement behaviors without imposing full-game computational costs. Two-Bridge is released as a lightweight, Gym-compatible wrapper on top of PySC2, with maps, wrappers, and reference scripts fully open-sourced to encourage broad adoption as a standard benchmark.
Multi-Agent Reinforcement Learning for V2X Resource Allocation: Disentangling MARL Challenges Through Benchmarking
Radio resource allocation (RRA) is a critical function in cellular vehicle-to-everything (C-V2X) networks, where vehicles must share limited wireless resources to support safety-critical communications. Multi-agent reinforcement learning (MARL) has emerged as a promising approach for this problem. However, key MARL challenges, including non-stationarity, coordination difficulty, large action space, partial observability, and limited robustness and generalization, are often intertwined, making it difficult to assess their individual impact on performance in vehicular environments. Moreover, existing studies primarily focus on developing new algorithms, while systematic benchmarking and comparative analyses remain limited. To address this gap, we formulate C-V2X RRA as a hierarchy of multi-agent interference games that progressively introduce key MARL challenges. Based on this framework, we develop a suite of benchmark learning tasks and construct training and testing datasets from SUMO-generated highway traces with diverse vehicular topologies and interference conditions. Using the proposed benchmark, we evaluate representative MARL algorithms spanning value-based, actor-critic, Independent Learning (IL), and Centralized Training with Decentralized Execution (CTDE) paradigms. The results identify robustness and generalization across diverse vehicular topologies as the dominant challenge among those considered in this work, reducing average normalized return by up to 59 percentage points, and show that, on the most challenging task, the best actor-critic method outperforms the best value-based method by 42%. By revealing the relative strengths and limitations of different MARL paradigms and open-sourcing the code, datasets, and benchmark suite, this work provides a systematic and reproducible foundation for evaluating and advancing MARL algorithms in vehicular networks.
Beyond Success Rates: Trainability and Extractability for Offline GCRL
Offline goal-conditioned reinforcement learning (GCRL) is typically benchmarked by the best tuned success rate of each method. This score measures attainable performance, but it does not reveal how reliably a learned goal-conditioned signal can be extracted into a policy: a method could succeed across many value-learning and extraction settings, or only at a narrow, hard-to-find configuration. We study this gap across four methods, GCIQL, GCIVL, QRL, and CRL, under a shared advantage-weighted regression (AWR) extractor. For each method, we construct trainability landscapes over the optimizer learning rate, which affects value learning and actor optimization, and AWR temperature, which controls how selectively the actor imitates high-advantage transitions. Across AntMaze, Cube, and Scene, we observe distinct regimes: high-scoring methods may be broadly accessible or brittle, while broad relative basins may still sit below low absolute ceilings. To interpret these differences, we pair landscapes with post-hoc diagnostics of future-vs-random goal discrimination and AWR weight concentration. Their relationship to downstream success is task-dependent. On AntMaze, where future goals align with path-like progress, these diagnostics explain landscape regimes. On Cube and Scene, goal ranking and manipulation control decouple: methods can rank goals well while failing downstream, or succeed through action-conditioned advantages despite weak future-vs-random separation. These results show that peak tuned success alone does not establish broadly extractable goal-conditioned behavior. Trainability landscapes expose this gap, while extraction diagnostics offer a lower-cost lens on how learned signals become policies.
GraphAllocBench: A Flexible Benchmark for Preference-Conditioned Multi-Objective Policy Learning
Preference-Conditioned Policy Learning (PCPL) in Multi-Objective Reinforcement Learning (MORL) approximates diverse Pareto-optimal solutions by conditioning a single policy on user-specified preferences, enabling run-time adaptation to arbitrary trade-offs without retraining. However, existing PCPL benchmarks are largely restricted to toy tasks and fixed environments, limiting their realism and scalability. To address this gap, we introduce GraphAllocBench, a flexible benchmark built on CityPlannerEnv, a novel graph-based resource allocation sandbox inspired by city management. GraphAllocBench provides a rich suite of problems with customizable objective functions, varying preference conditions, complex Pareto Fronts, and high-dimensional scalability. We further propose two supplementary metrics -- Proportion of Non-Dominated Solutions (PNDS) and Ordering Score (OS) -- that capture prediction reliability and preference consistency while complementing the widely used hypervolume metric. Through experiments with several state-of-the-art PCPL algorithms and our own MLP and graph-aware PCPL-PPO baseline, we show that GraphAllocBench exposes distinct failure modes that hypervolume alone does not capture but our supplementary metrics reveal, while motivating graph-based approaches such as Graph Neural Networks (GNNs) for scaling to complex, high-dimensional allocation tasks. By letting users freely vary objectives, preferences, and allocation rules, GraphAllocBench serves as a versatile and extensible testbed for advancing PCPL.
KAGE-Bench: Fast Known-Axis Visual Generalization Evaluation for Reinforcement Learning
Pixel-based reinforcement learning agents often fail under purely visual distribution shift even when latent dynamics and rewards are unchanged, but existing benchmarks entangle multiple sources of shift and hinder systematic analysis. We introduce KAGE-Env, a JAX-native 2D platformer that factorizes the observation process into independently controllable visual axes while keeping the underlying control problem fixed. By construction, varying a visual axis affects performance only through the induced state-conditional action distribution of a pixel policy, providing a clean abstraction for visual generalization. Building on this environment, we define KAGE-Bench, a benchmark of six known-axis suites comprising 34 train-evaluation configuration pairs that isolate individual visual shifts. Using a standard PPO-CNN baseline, we observe strong axis-dependent failures, with background and photometric shifts often collapsing success, while agent-appearance shifts are comparatively benign. Several shifts preserve forward motion while breaking task completion, showing that return alone can obscure generalization failures. Finally, the fully vectorized JAX implementation enables up to 33M environment steps per second on a single GPU, enabling fast and reproducible sweeps over visual factors. Code: https://avanturist322.github.io/KAGEBench/.
The HydroGym Reinforcement Learning Platform for Fluid Dynamics
Modeling and controlling fluids is critical across science and engineering. Effective flow control can increase lift, reduce drag, enhance mixing, and attenuate noise, potentially unlocking new technologies. Yet controlling fluids is hard: the dynamics are high-dimensional, nonlinear, and multiscale. While reinforcement learning (RL) has recently succeeded in robotics and protein folding through shared benchmarks, fluid dynamics has resisted such progress: each controller is typically tuned to a single geometry and operating point, making results hard to accumulate, transfer, and compare. We introduce HydroGym, a solver-independent RL platform for flow control, and show that standardized infrastructure unlocks transferable control intelligence across flow regimes. HydroGym provides 61+ validated environments spanning laminar to turbulent flows, with systematic Reynolds number progressions up to Re=400,000 and Mach number variations in 2D and 3D. It supports diverse backends, including finite-volume, spectral-element, finite-element, lattice-Boltzmann, and fully differentiable solvers for gradient-enhanced optimization. Across environments, RL agents consistently discover robust control principles, such as boundary-layer manipulation, acoustic-feedback disruption, and wake reorganization, yielding drag reductions exceeding 90% in canonical configurations. Critically, we demonstrate zero-shot transfer: agents trained only on a simplified channel flow achieve 38% friction-drag reduction on an unseen 3D wing section at chord Reynolds number Re=200,000 reducing exploration costs by four orders of magnitude versus direct on-wing optimization. This suggests RL agents uncover essential physics rather than configuration-specific patterns, pointing toward generalizable control. HydroGym offers extensible, scalable community infrastructure for fluid dynamics, machine learning, and control research.
Octax: Accelerated CHIP-8 Arcade Environments for Reinforcement Learning in JAX
Reinforcement learning (RL) research requires diverse, challenging environments that are both tractable and scalable. While modern video games may offer rich dynamics, they are computationally expensive and poorly suited for large-scale experimentation due to their CPU-bound execution. We introduce Octax, a high-performance suite of classic arcade game environments implemented in JAX, based on CHIP-8 emulation, a predecessor to Atari, which is widely adopted as a benchmark in RL research. Octax provides the JAX community with a long-awaited end-to-end GPU alternative to Atari games, offering image-based environments, spanning puzzle, action, and strategy genres, all executable at massive scale on modern GPUs. Our JAX-based implementation achieves orders-of-magnitude speedups over traditional CPU emulators. We demonstrate Octax's capabilities by training RL agents across multiple games, showing significant improvements in training speed and scalability compared to existing solutions. The environment's modular design enables researchers to easily extend the suite with new games or generate novel environments using large language models, making it an ideal platform for large-scale RL experimentation. Our open-source framework is available at https://github.com/riiswa/octax/.
HARL-A: An Extensible Benchmark Framework for Heterogeneous Multi-Agent Adversarial Reinforcement Learning in IsaacLab
Progress in adversarial multi-agent reinforcement learning (MARL) for robotics has been hampered by a lack of shared, extensible infrastructure that supports heterogeneous agent morphologies in high-fidelity physics simulation. Existing frameworks either focus on cooperative tasks, rely on simplified physics engines, or provide isolated implementations that are difficult to extend. We present HARL-A, an open-source, actively maintained framework built on IsaacLab that enables scalable training and benchmarking of adversarial policies across morphologically diverse robot teams with any number of teams and any mix of robot morphologies per team. HARL-A extends the HARL algorithm library and IsaacLab with adversarial multi-agent support and contributes three components: (1) a modular software architecture that reduces the engineering overhead of defining new heterogeneous adversarial environments, (2) a suite of three benchmark environments---Sumo, Soccer, and 3D Galaga---spanning contact-rich pushing, ball-skill competition, and pursuit/evasion, (3) over ten pretrained policies spanning homogeneous and heterogeneous team configurations, released publicly on Hugging Face to enable immediate exploration of adversarial learning dynamics without retraining from scratch. We demonstrate the framework across multiple competitive scenarios, showing that it reliably produces learned adversarial policies and emergent role specialization. All code environments, trained policies, and documentation are openly available at https://github.com/DIRECTLab/IsaacLab-HARL.
PuzzleJAX: A Benchmark for Reasoning and Learning
We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoning abilities. Unlike existing GPU-accelerated learning environments that provide hard-coded implementations of fixed sets of games, PuzzleJAX allows dynamic compilation of any game expressible in its domain-specific language (DSL). This DSL follows PuzzleScript, which is a popular and accessible online game engine for designing puzzle games. In this paper, we validate in PuzzleJAX several hundred of the thousands of games designed in PuzzleScript by both professional designers and casual creators since its release in 2013, thereby demonstrating PuzzleJAX's coverage of an expansive, expressive, and human-relevant space of tasks. By analyzing the performance of search, learning, and language models on these games, we show that PuzzleJAX can naturally express tasks that are both simple and intuitive to understand, yet often deeply challenging to master, requiring a combination of control, planning, and high-level insight.
SafeOR-Gym: A Benchmark Suite for Safe Reinforcement Learning Algorithms on Practical Operations Research Problems
Most existing safe reinforcement learning (RL) benchmarks focus on robotics and control tasks, offering limited relevance to high-stakes domains that involve structured constraints, mixed-integer decisions, and industrial complexity. This gap hinders the advancement and deployment of safe RL in critical areas such as energy systems, manufacturing, and supply chains. To address this limitation, we present SafeOR-Gym, a benchmark suite of nine operations research (OR) environments tailored for safe RL under complex constraints. Each environment captures a realistic planning, scheduling, or control problems characterized by cost-based constraint violations, planning horizons, and hybrid discrete-continuous action spaces. The suite integrates seamlessly with the Constrained Markov Decision Process (CMDP) interface provided by OmniSafe. We evaluate several state-of-the-art safe RL algorithms across these environments, revealing a wide range of performance: while some tasks are tractable, others expose fundamental limitations in current approaches. SafeORGym provides a challenging and practical testbed that aims to catalyze future research in safe RL for real-world decision-making problems.