Sample-Efficient RL
RL: Reinforcement Learning
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12 papers in the last four weeks, up 140% on the four weeks before. 0.1% of all new papers.
Latest papers 168
Model-based reinforcement learning (MBRL) offers a promising approach for data-efficient energy management in buildings, combining the strengths of predictive modeling and reinforcement learning. While previous MBRL methods applied to HVAC control have reduced training data requirements, they still require several months of interaction with the building to learn a satisfactory control policy. A key reason is that existing surrogate models attempt to predict the entire state-space, including weather and electricity prices that are unaffected by control actions, or completely ignore these variables. Addressing these issues, we propose Counter-Dyna, a method that enhances the data-efficiency of Dyna, an MBRL method. We create data-efficient counterfactual surrogate models (CSM) by leveraging invariances in the state-space. Using a CSM in Dyna speeds up RL training measured in environment interaction data compared to previous results. In comparison with previous state-of-the-art that used 6-12 months of environment interactions, our method needs only 5 weeks. We evaluate our method in a large simulation study using the literature standard BOPTEST framework and proximal policy algorithm (PPO) as the RL algorithm. Our results show cost-saving potentials of 5.3% to 17.0% in a hypothetical deployment scenario. Our work is a significant step towards making real-world deployment of RL algorithms in HVAC control practically viable.
Data-dependent Exploration for Online Reinforcement Learning from Human Feedback
Online reinforcement learning from human feedback (RLHF) has emerged as a promising paradigm for aligning large language models (LLMs) by continuously collecting new preference feedback during training. A foundational challenge in this setting is exploration, which requires algorithms that enable the LLMs to generate informative comparisons that improve sample-efficiency in online RLHF. Existing exploration strategies often derive bonuses via on-policy expectations, which are difficult to estimate reliably from the limited historical preference data available during training; as a result, the policy can prematurely down-weight under-explored regions that may contain high-value behaviors. In this paper, we propose data-dependent exploration for preference optimization (DEPO), a simple and scalable method that leverages historical data to construct an extra uncertainty bonus for high-uncertainty regions, encouraging exploration toward potentially high-value data. Theoretically, we provide a data-dependent regret bound for the proposed algorithm, showing that it adapts to the hardness of the learning task itself and can be tighter than worst-case bounds in practice. Empirically, the proposed method consistently outperforms strong baselines across benchmarks, demonstrating improved sample efficiency.
Optimal Posterior Sampling for Policy Identification in Tabular Markov Decision Processes
We study the -PAC policy identification problem in finite-horizon episodic Markov Decision Processes. Existing approaches provide finite-time guarantees for approximate settings () but suffer from high computational cost, rendering them hard to implement, and also suffer from suboptimal dependence on . We propose a randomized and computationally efficient algorithm for best policy identification that combines posterior sampling with an online learning algorithm to guide exploration in the MDP. Our method achieves asymptotic optimality in sample complexity, also in terms of posterior contraction rate, and runs in per episode, matching standard model-based approaches. Unlike prior algorithms such as MOCA and PEDEL, our guarantees remain meaningful in the asymptotic regime and avoid sub-optimal polynomial dependence on . Our results provide both theoretical insights and practical tools for efficient policy identification in tabular MDPs.
Taming the Curses of Multiagency in Robust Markov Games with Large State Space through Linear Function Approximation
Multi-agent reinforcement learning (MARL) holds great potential but faces robustness challenges due to environmental uncertainty. To address this, distributionally robust Markov games (RMGs) optimize worst-case performance when the environment deviates from the nominal model within a uncertainty set. Beyond robustness, an equally urgent goal for MARL is data efficiency -- sampling from vast state and action spaces that grow exponentially with the number of agents potentially leads to the curse of multiagency. However, current provably data-efficient algorithms for RMGs are limited to tabular settings with finite state and action spaces, which are only computationally manageable for small-scale problems, leaving RMGs with large-scale (or infinite) state spaces largely unexplored. The only existing work beyond tabular settings focuses on linear function approximation (LFA) for a restrictive class of RMGs using vanish minimal value assumption and still suffers from sample complexity with the curse of multiagency. In this work, we focuses on general RMGs with LFA. For uncertainty sets defined by total variation distance, we develop provably data-efficient algorithms that break the curse of multiagency in both the generative model setting and a newly proposed online interactive setting. To our knowledge, our results are the first to break the curse of multiagency of sample complexity for RMGs with large (possibly infinite) state spaces, regardless of the uncertainty set construction.
Do We Really Need Immediate Resets? Rethinking Collision Handling for Efficient Robot Navigation
Should a single collision necessarily terminate an entire navigation episode? In most deep reinforcement learning (DRL) frameworks for robot navigation, this remains the standard practice: every collision immediately triggers a global environment reset and is penalized as a complete task failure. While a collision during deployment naturally indicates task failure, applying the same treatment during training prevents the agent from exploring challenging obstacle configurations, which slows learning progress in the early training phase. In this work, we challenge this convention and propose a Multi-Collision reset Budget (MCB) framework that decouples local collision termination from global environment resets, allowing the agent to retry difficult configurations within the same episode. Simulation experiments show that MCB improves early-stage learning efficiency by reaching target success-rate levels with fewer interactions, with small collision budgets producing the most consistent gains. Real-world experiments on heterogeneous robot platforms further validate the deployability of the learned policies in cluttered environments.
Dynamics Distillation for Efficient and Transferable Control Learning
Robust control policy learning for autonomous driving requires training environments to be both physically realistic and computationally scalable, properties that existing simulators provide only in isolation. We introduce Sim2Sim2Sim, a framework that bridges high-fidelity vehicle simulation and scalable reinforcement learning by distilling simulator dynamics into a highly parallelizable learned dynamics model. By training control policies purely within this distilled environment and deploying them back into the high-fidelity source simulator, we demonstrate more efficient policy optimization and reliable transfer under challenging dynamics. We further show that predictive accuracy alone does not fully characterize a learned dynamics model's suitability as a reinforcement learning training environment, which should also be assessed by the quality of the policies it enables.
Breaking the Computational Barrier: Provably Efficient Actor-Critic for Low-Rank MDPs
Reinforcement learning (RL) is a fundamental framework for sequential decision-making, in which an agent learns an optimal policy through interactions with an unknown environment. In settings with function approximation, many existing RL algorithms achieve favorable sample complexity, but often rely on computationally intractable oracles. In this paper, we use supervised learning as a computational proxy to establish a clear hierarchy of commonly adopted RL oracles under low-rank Markov Decision Processes (MDPs). This hierarchy shows that policy evaluation is the most computationally efficient oracle, provided that supervised learning can be efficiently solved. Motivated by this observation, we propose a novel optimistic actor-critic algorithm that relies solely on the policy evaluation oracle. We prove that our algorithm outperforms the existing sample complexity guarantees for low-rank MDPs while avoiding computationally expensive planning or optimization oracles commonly assumed in prior works. We further extend our theoretical results to approximately low-rank MDPs and demonstrate that this setting captures a broad class of real-world environments. Finally, we validate our theoretical results with experiments on several standard Gym environments.
EDT: Efficient and Effective Decision Transformer with Experience-Aware Sampling for Robotic Manipulation
In reinforcement learning (RL) for robotic manipulation, the Decision Transformer (DT) has emerged as an effective framework for addressing long-horizon tasks. However, DT's performance depends heavily on the coverage of collected experiences. Without an active exploration mechanism, standard DT relies on uniform replay, which leads to poor sample efficiency, limited exploration, and reduced overall effectiveness. At the same time, while excessive exploration can help avoid local optima, it often delays policy convergence and leads to degraded efficiency. To address these limitations, we propose EDT, a DT-guided k-Determinantal Point Process sampling framework that enables the model to actively shape its own experience selection. Our framework is experience-aware, allowing EDT to be both efficient, by prioritizing sampling quality, such as high-return, high-uncertainty, and underrepresented trajectories, and effective, by ensuring diversity across trajectory windows to preserve policy optimality. Specifically, DT's internal latent embeddings measure diversity across trajectory windows, while quality is quantified through a composite metric that integrates return-to-go (RTG) quantiles, predictive uncertainty, and stage coverage based on inverse frequency. These two dimensions are integrated into a novel quality-diversity joint kernel that prioritizes the most informative experiences, thereby enabling learning that is both efficient and effective. We evaluate EDT on challenging robotic manipulation benchmarks in both simulation and real-robot settings. Results show that it consistently outperforms prior methods. These findings demonstrate that coupling policy learning with experience-aware sampling provides a principled path toward robust long-horizon robotic learning.
Kernelized Advantage Estimation: From Nonparametric Statistics to LLM Reasoning
Recent advances in large language models (LLMs) have increasingly relied on reinforcement learning (RL) to improve their reasoning capabilities. Three types of approaches have been widely adopted: The first relies on a deep neural network to estimate the value function of the learning policy in order to reduce the variance of the policy gradient. However, estimating and maintaining such a value network incurs substantial computational and memory overhead. The second avoids training a value network by approximating the value function using sample averages. However, it samples a large number of reasoning traces per prompt for accurate value function approximation, making it computationally expensive. The third samples only a single reasoning trajectory per prompt, which reduces computational cost but suffers from poor sample efficiency. This paper focuses on a practical, resource-constrained setting in which only a small number of reasoning traces can be sampled per prompt, while low-variance gradient estimation remains essential for high-quality policy learning. To address this challenge, we bring classical nonparametric statistical methods, which are both computationally and statistically efficient, to LLM reasoning. We employ kernel smoothing as a concrete example for value function estimation and the subsequent policy optimization. Numerical and theoretical results demonstrate that our proposal achieves accurate value and gradient estimation, leading to improved policy optimization.
Rule-based High-Level Coaching for Goal-Conditioned Reinforcement Learning in Search-and-Rescue UAV Missions Under Limited-Simulation Training
This paper presents a hierarchical decision-making framework for unmanned aerial vehicle (UAV) missions motivated by search-and-rescue (SAR) scenarios under limited simulation training. The framework combines a fixed rule-based high-level advisor with an online goal-conditioned low-level reinforcement learning (RL) controller. To stress-test early adaptation, we also consider a strict no-pretraining deployment regime. The high-level advisor is defined offline from a structured task specification and compiled into deterministic rules. It provides interpretable mission- and safety-aware guidance through recommended actions, avoided actions, and regime-dependent arbitration weights. The low-level controller learns online from task-defined dense rewards and reuses experience through a mode-aware prioritized replay mechanism augmented with rule-derived metadata. We evaluate the framework on two tasks: battery-aware multi-goal delivery and moving-target delivery in obstacle-rich environments. Across both tasks, the proposed method improves early safety and sample efficiency primarily by reducing collision terminations, while preserving the ability to adapt online to scenario-specific dynamics.
Sample-efficient Neuro-symbolic Proximal Policy Optimization
Deep Reinforcement Learning (DRL) algorithms often require a large amount of data and struggle in sparse-reward domains with long planning horizons and multiple sub-goals. In this paper, we propose a neuro-symbolic extension of Proximal Policy Optimization (PPO) that transfers partial logical policy specifications learned in easier instances to guide learning in more challenging settings. We introduce two integrations of symbolic guidance: (i) H-PPO-Product, which biases the action distribution at sampling time, and (ii) H-PPO-SymLoss, which augments the PPO loss with a symbolic regularization term. We evaluate our methods on three benchmarks (OfficeWorld, WaterWorld, and DoorKey), showing consistently faster learning and higher return at convergence than PPO and a Reward Machine baseline, also under imperfect symbolic knowledge.
ReCast: Recasting Learning Signals for Reinforcement Learning in Generative Recommendation
Generic group-based RL assumes that sampled rollout groups are already usable learning signals. We show that this assumption breaks down in sparse-hit generative recommendation, where many sampled groups never become learnable at all. We propose ReCast, a repair-then-contrast learning-signal framework that first restores minimal learnability for all-zero groups and then replaces full-group reward normalization with a boundary-focused contrastive update on the strongest positive and the hardest negative. ReCast leaves the outer RL framework unchanged, modifies only within-group signal construction, and partially decouples rollout search width from actor-side update width. Across multiple generative recommendation tasks, ReCast consistently outperforms OpenOneRec-RL, achieving up to 36.6% relative improvement in Pass@1. Its matched-budget advantage is substantially larger: ReCast reaches the baseline's target performance with only 4.1% of the rollout budget, and this advantage widens with model scale. The same design also yields direct system-level gains, reducing actor-side update time by 16.60x, lowering peak allocated memory by 16.5%, and improving actor MFU by 14.2%. Mechanism analysis shows that ReCast mitigates the persistent all-zero / single-hit regime, restores learnability when natural positives are scarce, and converts otherwise wasted rollout budget into more stable policy updates. These results suggest that, for generative recommendation, the decisive RL problem is not only how to assign rewards, but how to construct learnable optimization events from sparse, structured supervision.
Replay-buffer engineering for noise-aware quantum circuit optimization
Deep reinforcement learning for quantum circuit optimization faces three bottlenecks: replay buffers that overlook temporal difference (TD) target reliability, curriculum-based architecture search requiring a full quantum-classical evaluation after every edit, and the discard of noiseless trajectories when retraining under hardware noise. We address these limitations by treating replay as a central algorithmic lever. We introduce ReaPER+, an annealed replay rule that transitions from TD-error prioritization to reliability-aware sampling as value estimates mature. ReaPER+ achieves up to 4x higher sample efficiency than fixed PER, ReaPER, and uniform replay, while matching prior on-policy solution quality with up to 32x fewer interactions At 12 qubits, fixed ReaPER reaches the lowest energy error in the fewest steps, while PER and uniform replay find more compact circuits at higher error. On tasks scaling to 20 qubits, ReaPER+ retains its advantage, demonstrating that reliability-aware annealing extends beyond small-system benchmarks. LunarLander-v3 confirms that the ReaPER+ is domain-agnostic, it improves success rates by up to 26.8% over PER and 21.8% over fixed ReaPER, with a 3% AUC gain over both. We further introduce OptCRLQAS, which amortizes quantum-classical evaluations across multiple architectural edits, reducing training wall-clock time by up to 67.5% on 12-qubit without degrading solution quality. Finally, lightweight replay-buffer transfer warm-starts noisy optimization from noiseless trajectories, without weight transfer or -greedy pretraining, reducing steps to chemical accuracy by 85-90% and final energy error by up to 90% relative to from-scratch learning. Transfer gains increase with system size. Together, these results establish experience storage, sampling, and transfer as decisive levers for sample efficient, noise-aware quantum circuit optimization.
Distributional Value Estimation Without Target Networks for Robust Quality-Diversity
Quality-Diversity (QD) algorithms excel at discovering diverse repertoires of skills, but are hindered by poor sample efficiency and often require tens of millions of environment steps to solve complex locomotion tasks. Recent advances in Reinforcement Learning (RL) have shown that high Update-to-Data (UTD) ratios accelerate Actor-Critic learning. While effective, standard high-UTD algorithms typically utilise target networks to stabilise training. This requirement introduces a significant computational bottleneck, rendering them impractical for resource-intensive Quality-Diversity (QD) tasks where sample efficiency and rapid population adaptation are critical. In this paper, we introduce QDHUAC, a sample-efficient, target-free and distributional QD-RL algorithm that provides dense and low-variance gradient signals, which enables high-UTD training for Dominated Novelty Search whilst requiring an order of magnitude fewer environment steps. We demonstrate that our method enables stable training at high UTD ratios, achieving competitive coverage and fitness on high-dimensional Brax environments with an order of magnitude fewer samples than baselines. Our results suggest that combining target-free distributional critics with dominance-based selection is a key enabler for the next generation of sample-efficient evolutionary RL algorithms.
Planning in entropy-regularized Markov decision processes and games
We propose SmoothCruiser, a new planning algorithm for estimating the value function in entropy-regularized Markov decision processes and two-player games, given a generative model of the environment. SmoothCruiser makes use of the smoothness of the Bellman operator promoted by the regularization to achieve problem-independent sample complexity of order O~(1/epsilon^4) for a desired accuracy epsilon, whereas for non-regularized settings there are no known algorithms with guaranteed polynomial sample complexity in the worst case.
Learning from Less: Measuring the Effectiveness of RLVR in Low Data and Compute Regimes
Fine-tuning Large Language Models (LLMs) typically relies on large quantities of high-quality annotated data, or questions with well-defined ground truth answers in the case of Reinforcement Learning with Verifiable Rewards (RLVR). While previous work has explored the benefits to model reasoning capabilities by scaling both data and compute used for RLVR, these results lack applicability in many real-world settings where annotated data and accessible compute may be scarce. In this work, we present a comprehensive empirical study of open-source Small Language Model (SLM) performance after RLVR in low data regimes. Across three novel datasets covering number counting problems, graph reasoning, and spatial reasoning, we characterize how model performance scales with dataset size, diversity, and complexity. We demonstrate that (1) procedural datasets allow for fine-grained evaluation and training dataset development with controllable properties (size, diversity, and complexity), (2) under RLVR, models trained on lower complexity tasks can generalize to higher complexity tasks, and (3) training on mixed complexity datasets is associated with the greatest benefits in low data regimes, providing up to 5x sample efficiency versus training on easy tasks. These findings inspire future work on the development of data scaling laws for RLVR and the use of procedural data generators to further understand effective data development for efficient LLM fine-tuning.
Scale-free adaptive planning for deterministic dynamics & discounted rewards
We address the problem of planning in an environment with deterministic dynamics and stochastic rewards with discounted returns. The optimal value function is not known, nor are the rewards bounded. We propose Platypoos, a simple scale-free planning algorithm that adapts to the unknown scale and smoothness of the reward function. We provide a sample complexity analysis for Platypoos that improves upon prior work and holds simultaneously over a broad range of discount factors and reward scales, without the algorithm knowing them. We also establish a matching lower bound showing our analysis is optimal up to constants.
Freshness-Aware Prioritized Experience Replay for LLM/VLM Reinforcement Learning
Reinforcement Learning (RL) has achieved impressive success in post-training Large Language Models (LLMs) and Vision-Language Models (VLMs), with on-policy algorithms such as PPO, GRPO, and REINFORCE++ serving as the dominant paradigm. However, these methods discard all collected trajectories after a single gradient update, resulting in poor sample efficiency, particularly wasteful for agentic tasks where multi-turn environment interactions are expensive. While Experience Replay drives sample efficiency in classic RL by allowing agents to reuse past trajectories and prioritize informative ones, directly applying Prioritized Experience Replay (PER) to LLMs fails. The rapid policy evolution of billion-parameter models renders stored priorities stale, causing old high-priority trajectories to dominate sampling long after they have become uninformative. We propose Freshness-Aware PER, which addresses this priority staleness problem by augmenting any PER-based priority with a multiplicative exponential age decay grounded in effective sample size analysis. To the best of our knowledge, Freshness-Aware PER is the first work to successfully apply PER to LLM/VLM reinforcement learning. We evaluate on eight multi-step agentic, reasoning, and math competition tasks with 0.5B, 3B, and 7B models. Freshness-Aware PER significantly outperforms on-policy baselines, achieving +46% on NQ Search, +367% on Sokoban, and +133% on VLM FrozenLake, while standard PER without age decay consistently degrades performance. Our code is publicly available at https://github.com/Vision-CAIR/Freshness-Aware-PER.
Sample Complexity Bounds for Stochastic Shortest Path with a Generative Model
We study the sample complexity of learning an -optimal policy in the Stochastic Shortest Path (SSP) problem. We first derive sample complexity bounds when the learner has access to a generative model. We show that there exists a worst-case SSP instance with states, actions, minimum cost , and maximum expected cost of the optimal policy over all states , where any algorithm requires at least samples to return an -optimal policy with high probability. Surprisingly, this implies that whenever an SSP problem may not be learnable, thus revealing that learning in SSPs is strictly harder than in the finite-horizon and discounted settings. We complement this lower bound with an algorithm that matches it, up to logarithmic factors, in the general case, and an algorithm that matches it up to logarithmic factors even when , but only under the condition that the optimal policy has a bounded hitting time to the goal state.
Blazing the trails before beating the path: Sample-efficient Monte-Carlo planning
You are a robot and you live in a Markov decision process (MDP) with a finite or an infinite number of transitions from state-action to next states. You got brains and so you plan before you act. Luckily, your roboparents equipped you with a generative model to do some Monte-Carlo planning. The world is waiting for you and you have no time to waste. You want your planning to be efficient. Sample-efficient. Indeed, you want to exploit the possible structure of the MDP by exploring only a subset of states reachable by following near-optimal policies. You want guarantees on sample complexity that depend on a measure of the quantity of near-optimal states. You want something, that is an extension of Monte-Carlo sampling (for estimating an expectation) to problems that alternate maximization (over actions) and expectation (over next states). But you do not want to StOP with exponential running time, you want something simple to implement and computationally efficient. You want it all and you want it now. You want TrailBlazer.
Provably Efficient Offline-to-Online Value Adaptation with General Function Approximation
We study value adaptation in offline-to-online reinforcement learning under general function approximation. Starting from an imperfect offline pretrained -function, the learner aims to adapt it to the target environment using only a limited amount of online interaction. We first characterize the difficulty of this setting by establishing a minimax lower bound, showing that even when the pretrained -function is close to optimal , online adaptation can be no more efficient than pure online RL on certain hard instances. On the positive side, under a novel structural condition on the offline-pretrained value functions, we propose O2O-LSVI, an adaptation algorithm with problem-dependent sample complexity that provably improves over pure online RL. Finally, we complement our theory with neural-network experiments that demonstrate the practical effectiveness of the proposed method.
Value Mirror Descent for Reinforcement Learning
Value iteration-type methods have been extensively studied for computing a nearly optimal value function in reinforcement learning (RL). Under a generative sampling model, these methods can achieve sharper sample complexity than policy optimization approaches, particularly in their dependence on the discount factor. In practice, they are often employed for offline training. In this paper, we consider discounted Markov decision processes with state space S, action space A, discount factor and costs in . We introduce a novel value optimization method, termed value mirror descent (VMD), which integrates mirror descent from convex optimization into the classical value iteration framework. In the deterministic setting with known transition kernels, we show that VMD converges linearly. For the stochastic setting with a generative model, we develop a stochastic variant, SVMD, which incorporates variance reduction commonly used in stochastic value iteration-type methods. For RL problems with general convex regularizers, SVMD attains a near-optimal sample complexity of . Moreover, we establish that the Bregman divergence between the generated and optimal policies remains bounded throughout the iterations, even under the presence of model misspecification. This property is absent in existing stochastic value iteration-type methods but is important for enabling effective online (continual) learning following offline training. Under a strongly convex regularizer, SVMD achieves sample complexity of , improving performance in the high-accuracy regime. Furthermore, we prove convergence of the generated policy to the optimal policy. Overall, the proposed method, its analysis, and the resulting guarantees, constitute new contributions to the RL and optimization literature.
TRACE: Capability-Targeted Agentic Training
Models often fail to complete agentic tasks because they lack core capabilities required by the target environment. However, mainstream approaches for addressing these failures typically either fine-tune directly on target environments or generate synthetic data that is not targeted to the model's actual capability deficits, resulting in low sample efficiency and limited generalization. We introduce TRACE (Turning Recurrent Agent failures into Capability-targeted training Environments), an end-to-end system for environment-specific agent self-improvement. TRACE contrasts successful and failed trajectories to automatically identify missing capabilities, synthesizes a targeted training environment for each capability that rewards whether the capability is exercised, trains a LoRA adapter via reinforcement learning on each synthetic environment, and then trains a mixture-of-experts model over the capability adapters. TRACE can be effectively applied across different environments, improving over the base agent by +15.3 points on -Bench, a customer-service agent benchmark, and by +15.0 points Pass@1 on SWE-Bench Verified, a software-engineering benchmark. TRACE outperforms the strongest external baselines, GEPA and SWE-RL, by +8.6 points and +8.4 points, respectively. In addition, TRACE is more sample-efficient than strong fine-tuning baselines: using fewer than one-fourth the number of rollouts, TRACE outperforms the best-performing baselines, GRPO and GEPA, and achieves higher final accuracy by +10.4 and +8.6 points on -Bench.
Unsupervised Behavioral Compression: Learning Low-Dimensional Policy Manifolds through State-Occupancy Matching
Deep Reinforcement Learning (DRL) is widely recognized as sample-inefficient, a limitation attributable in part to the high dimensionality and substantial functional redundancy inherent to the policy parameter space. A recent framework, which we refer to as Action-based Policy Compression (APC), mitigates this issue by compressing the parameter space into a low-dimensional latent manifold using a learned generative mapping . However, its performance is severely constrained by relying on immediate action-matching as a reconstruction loss, a myopic proxy for behavioral similarity that suffers from compounding errors across sequential decisions. To overcome this bottleneck, we introduce Occupancy-based Policy Compression (OPC), which enhances APC by shifting behavior representation from immediate action-matching to long-horizon state-space coverage. Specifically, we propose two principal improvements: (1) we curate the dataset generation with an information-theoretic uniqueness metric that delivers a diverse population of policies; and (2) we propose a fully differentiable compression objective that directly minimizes the divergence between the true and reconstructed mixture occupancy distributions. These modifications force the generative model to organize the latent space around true functional similarity, promoting a latent representation that generalizes over a broad spectrum of behaviors while retaining most of the original parameter space's expressivity. Finally, we empirically validate the advantages of our contributions across multiple continuous control benchmarks.
Train at Moving Edge: Online-Verified Prompt Selection for Efficient RL Training of Large Reasoning Model
Reinforcement learning (RL) has become essential for post-training large language models (LLMs) in reasoning tasks. While scaling rollouts can stabilize training and enhance performance, the computational overhead is a critical issue. In algorithms like GRPO, multiple rollouts per prompt incur prohibitive costs, as a large portion of prompts provide negligible gradients and are thus of low utility. To address this problem, we investigate how to select high-utility prompts before the rollout phase. Our experimental analysis reveals that sample utility is non-uniform and evolving: the strongest learning signals concentrate at the ``learning edge", the intersection of intermediate difficulty and high uncertainty, which shifts as training proceeds. Motivated by this, we propose HIVE (History-Informed and online-VErified prompt selection), a dual-stage framework for data-efficient RL. HIVE utilizes historical reward trajectories for coarse selection and employs prompt entropy as a real-time proxy to prune instances with stale utility. By evaluating HIVE across multiple math reasoning benchmarks and models, we show that HIVE yields significant rollout efficiency without compromising performance.
End-to-End Efficient RL for Linear Bellman Complete MDPs with Deterministic Transitions
We study reinforcement learning (RL) with linear function approximation in Markov Decision Processes (MDPs) satisfying \emph{linear Bellman completeness} -- a fundamental setting where the Bellman backup of any linear value function remains linear. While statistically tractable, prior computationally efficient algorithms are either limited to small action spaces or require strong oracle assumptions over the feature space. We provide a computationally efficient algorithm for linear Bellman complete MDPs with \emph{deterministic transitions}, stochastic initial states, and stochastic rewards. For finite action spaces, our algorithm is end-to-end efficient; for large or infinite action spaces, we require only a standard argmax oracle over actions. Our algorithm learns an -optimal policy with sample and computational complexity polynomial in the horizon, feature dimension, and .
Complementary RL: Towards Efficient Experience-Driven Agent Learning
Reinforcement Learning (RL) has emerged as a powerful paradigm for training LLM-based agents, yet remains limited by low sample efficiency, stemming not only from sparse outcome feedback but also from the agent's inability to leverage prior experience across episodes. While augmenting agents with historical experience offers a promising remedy, existing approaches suffer from a critical weakness: the experience distilled from history is either stored statically or fail to coevolve with the improving actor, causing a progressive misalignment between the experience and the actor's evolving capability that diminishes its utility over the course of training. Inspired by complementary learning systems in neuroscience, we present Complementary RL to achieve seamless co-evolution of an experience extractor and a policy actor within the RL optimization loop. Specifically, the actor is optimized via sparse outcome-based rewards, while the experience extractor is optimized according to whether its distilled experiences demonstrably contribute to the actor's success, thereby evolving its experience management strategy in lockstep with the actor's growing capabilities. Empirically, Complementary RL outperforms outcome-based agentic RL baselines that do not learn from experience, achieving 10% performance improvement in single-task scenarios and exhibits robust scalability in multi-task settings. These results establish Complementary RL as a paradigm for efficient experience-driven agent learning.
From Prior to Pro: Efficient Skill Mastery via Distribution Contractive RL Finetuning
We introduce Distribution Contractive Reinforcement Learning (DICE-RL), a framework that uses reinforcement learning (RL) as a "distribution contraction" operator to refine pretrained generative robot policies. DICE-RL turns a pretrained behavior prior into a high-performing "pro" policy by amplifying high-success behaviors from online feedback. We pretrain a diffusion- or flow-based policy for broad behavioral coverage, then finetune it with a stable, sample-efficient residual off-policy RL framework that combines selective behavior regularization with value-guided action selection. Extensive experiments and analyses show that DICE-RL reliably improves performance with strong stability and sample efficiency. It enables mastery of complex long-horizon manipulation skills directly from high-dimensional pixel inputs, both in simulation and on a real robot. Project website: https://zhanyisun.github.io/dice.rl.2026/.
GIPO: Gaussian Importance Sampling Policy Optimization
Post-training with reinforcement learning (RL) has recently shown strong promise for advancing multimodal agents beyond supervised imitation. However, RL remains limited by poor data efficiency, particularly in settings where interaction data are scarce and quickly become outdated. To address this challenge, GIPO (Gaussian Importance sampling Policy Optimization) is proposed as a policy optimization objective based on truncated importance sampling, replacing hard clipping with a log-ratio-based Gaussian trust weight to softly damp extreme importance ratios while maintaining non-zero gradients. Theoretical analysis shows that GIPO introduces an implicit, tunable constraint on the update magnitude, while concentration bounds guarantee robustness and stability under finite-sample estimation. Experimental results show that GIPO achieves state-of-the-art performance among clipping-based baselines across a wide range of replay buffer sizes, from near on-policy to highly stale data, while exhibiting superior bias--variance trade-off, high training stability and improved sample efficiency. Code is available at https://github.com/distanceLu/GIPO.
VLM-Guided Experience Replay
Recent advances in Large Language Models (LLMs) and Vision-Language Models (VLMs) have enabled powerful semantic and multimodal reasoning capabilities, creating new opportunities to enhance sample efficiency, high-level planning, and interpretability in reinforcement learning (RL). While prior work has integrated LLMs and VLMs into various components of RL, the replay buffer, a core component for storing and reusing experiences, remains unexplored. We propose addressing this gap by leveraging VLMs to guide the prioritization of experiences in the replay buffer. Our key idea is to use a frozen, pre-trained VLM as an automated evaluator to identify and prioritize promising sub-trajectories from the agent's experiences. Across scenarios, including game-playing and robotics, spanning both discrete and continuous domains, agents trained with our proposed prioritization method achieve 15-57% higher average success rates and improve sample efficiency by 35-55% compared to previous approaches. Project page: https://esharony.me/projects/vlm-rb/