Sample-Efficient RL

RL: Reinforcement Learning

Overview

Sample-efficient reinforcement learning aims to reduce the experience needed to learn useful policies, especially when interaction is slow, costly, or risky. Common approaches improve exploration with optimism or uncertainty estimates, reuse data through replay and demonstrations, learn models for planning, or exploit structure such as hierarchy, symmetry, and known dynamics. These methods are studied in settings from tabular and robust decision processes to MuJoCo and Atari control, robotics, and language-model training with verifiable rewards. The field balances empirical gains and PAC or regret guarantees against challenges such as stale replay, model error, limited data coverage, and differences between sample counts and wall-clock cost.

Latest papers

253 papers30 papers in the last four weeks, up 150% on the four weeks before. 0.2% of all new papers.

Apr 5, 2026

Enhancing sample efficiency in reinforcement-learning-based flow control: replacing the critic with an adaptive reduced-order model

Model-free deep reinforcement learning (DRL) methods suffer from poor sample efficiency. To overcome this limitation, this work introduces an adaptive reduced-order-model (ROM)-based reinforcement learning framework for active flow control. In contrast to conventional actor--critic architectures, the proposed approach leverages a ROM to estimate the gradient information required for controller optimization. The design of the ROM structure incorporates physical insights. The ROM integrates a linear dynamical system and a neural ordinary differential equation (NODE) for estimating the nonlinearity in the flow. The parameters of the linear component are identified via operator inference, while the NODE is trained in a data-driven manner using gradient-based optimization. During controller--environment interactions, the ROM is continuously updated with newly collected data, enabling adaptive refinement of the model. The controller is then optimized through differentiable simulation of the ROM. The proposed ROM-based DRL framework is validated on two canonical flow control problems: Blasius boundary layer flow and flow past a square cylinder. For the Blasius boundary layer, the proposed method effectively reduces to a single-episode system identification and controller optimization process, yet it yields controllers that outperform traditional linear designs and achieve performance comparable to DRL approaches with minimal data. For the flow past a square cylinder, the proposed method achieves superior drag reduction with significantly fewer exploration data compared with DRL approaches. The work addresses a key component of model-free DRL control algorithms and lays the foundation for designing more sample-efficient DRL-based active flow controllers.
Apr 1, 2026

Model-Based Learning of Near-Optimal Finite-Window Policies in POMDPs

We study model-based learning of finite-window policies in tabular partially observable Markov decision processes (POMDPs). A common approach to learning under partial observability is to approximate unbounded history dependencies using finite action-observation windows. This induces a finite-state Markov decision process (MDP) over histories, referred to as the superstate MDP. Once a model of this superstate MDP is available, standard MDP algorithms can be used to compute optimal policies, motivating the need for sample-efficient model estimation. Estimating the superstate MDP model is challenging because trajectories are generated by interaction with the original POMDP, creating a mismatch between the sampling process and target model. We propose a model estimation procedure for tabular POMDPs and analyze its sample complexity. Our analysis exploits a connection between filter stability and concentration inequalities for weakly dependent random variables. As a result, we obtain tight sample complexity guarantees for estimating the superstate MDP model from a single trajectory. Combined with value iteration, this yields approximately optimal finite-window policies for the POMDP.
Mar 30, 2026

Optimistic Actor-Critic with Parametric Policies for Linear Markov Decision Processes

Although actor-critic methods have been successful in practice, their theoretical analyses have several limitations. Specifically, existing theoretical work either sidesteps the exploration problem by making strong assumptions or analyzes impractical methods with complicated algorithmic modifications. Moreover, the actor-critic methods analyzed for linear MDPs often employ natural policy gradient and construct "implicit" policies without explicit parameterization. Such policies are computationally expensive to sample from, making the environment interactions inefficient. To that end, we focus on the finite-horizon linear MDPs and propose an optimistic actor-critic framework that uses parametric log-linear policies. In particular, we introduce a tractable logit-matching\textit{logit-matching} regression objective for the actor. For the critic, we use approximate Thompson sampling via Langevin Monte Carlo to obtain optimistic value estimates. We prove that the resulting algorithm achieves O~(ε−4)\widetilde{\mathcal{O}}(ε^{-4}) and O~(ε−2)\widetilde{\mathcal{O}}(ε^{-2}) sample complexity in the on-policy and off-policy setting, respectively. Our results match prior theoretical work in achieving the state-of-the-art sample complexity, while our algorithm is more aligned with practice.
Mar 29, 2026

Match or Replay: Self Imitating Proximal Policy Optimization

Reinforcement Learning (RL) agents often struggle with inefficient exploration, particularly in environments with sparse rewards. Traditional exploration strategies can lead to slow learning and suboptimal performance because agents fail to systematically build on previously successful experiences, thereby reducing sample efficiency. To tackle this issue, we propose a self-imitating on-policy algorithm that enhances exploration and sample efficiency by leveraging past high-reward state-action pairs to guide policy updates. Our method incorporates self-imitation by using optimal transport distance in dense reward environments to prioritize state visitation distributions that match the most rewarding trajectory. In sparse-reward environments, we uniformly replay successful self-encountered trajectories to facilitate structured exploration. Experimental results across diverse environments demonstrate substantial improvements in learning efficiency, including MuJoCo for dense rewards and the partially observable 3D Animal-AI Olympics and multi-goal PointMaze for sparse rewards. Our approach achieves faster convergence and significantly higher success rates compared to state-of-the-art self-imitating RL baselines. These findings underscore the potential of self-imitation as a robust strategy for enhancing exploration in RL, with applicability to more complex tasks.
Mar 28, 2026

Rainbow-DemoRL: Combining Improvements in Demonstration-Augmented Reinforcement Learning

Several approaches have been proposed to improve the sample efficiency of online reinforcement learning (RL) by leveraging demonstrations collected offline. The offline data can be used directly as transitions to optimize RL objectives, or offline policy and value functions can first be learned from the data and then used for online finetuning or to provide reference actions. While each of these strategies has shown compelling results, it is unclear which method has the most impact on sample efficiency, whether these approaches can be combined, and if there are cumulative benefits. We classify existing demonstration-augmented RL approaches into three categories and perform an extensive empirical study of their strengths, weaknesses, and combinations to isolate the contribution of each strategy and determine effective hybrid combinations for sample-efficient online RL. Our analysis reveals that directly reusing offline data and initializing with behavior cloning consistently outperform more complex offline RL pretraining methods for improving online sample efficiency.
Mar 27, 2026

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 ΘΘ into a low-dimensional latent manifold Z\mathcal Z using a learned generative mapping g:Z→Θg:\mathcal Z \to Θ. 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.
Mar 26, 2026

PiCSRL: Physics-Informed Contextual Spectral Reinforcement Learning

High-dimensional low-sample-size (HDLSS) datasets constrain reliable environmental model development, where labeled data remain sparse. Reinforcement learning (RL)-based adaptive sensing methods can learn optimal sampling policies, yet their application is severely limited in HDLSS contexts. In this work, we present PiCSRL (Physics-Informed Contextual Spectral Reinforcement Learning), where embeddings are designed using domain knowledge and parsed directly into the RL state representation for improved adaptive sensing. We developed an uncertainty-aware belief model that encodes physics-informed features to improve prediction. As a representative example, we evaluated our approach for cyanobacterial gene concentration adaptive sampling task using NASA PACE hyperspectral imagery over Lake Erie. PiCSRL achieves optimal station selection (RMSE = 0.153, 98.4% bloom detection rate, outperforming random (0.296) and UCB (0.178) RMSE baselines, respectively. Our ablation experiments demonstrate that physics-informed features improve test generalization (0.52 R^2, +0.11 over raw bands) in semi-supervised learning. In addition, our scalability test shows that PiCSRL scales effectively to large networks (50 stations, >2M combinations) with significant improvements over baselines (p = 0.002). We posit PiCSRL as a sample-efficient adaptive sensing method across Earth observation domains for improved observation-to-target mapping.
Mar 26, 2026

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.
Mar 24, 2026

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 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 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 ε\varepsilon-optimal policy with sample and computational complexity polynomial in the horizon, feature dimension, and 1/ε1/\varepsilon.
Mar 24, 2026

Bitboard version of Tetris AI

The efficiency of game engines and policy optimization algorithms is crucial for training reinforcement learning (RL) agents in complex sequential decision-making tasks, such as Tetris. Existing Tetris implementations suffer from low simulation speeds, suboptimal state evaluation, and inefficient training paradigms, limiting their utility for large-scale RL research. To address these limitations, this paper proposes a high-performance Tetris AI framework based on bitboard optimization and improved RL algorithms. First, we redesign the Tetris game board and tetrominoes using bitboard representations, leveraging bitwise operations to accelerate core processes (e.g., collision detection, line clearing, and Dellacherie-Thiery Features extraction) and achieve a 53-fold speedup compared to OpenAI Gym-Tetris. Second, we introduce an afterstate-evaluating actor network that simplifies state value estimation by leveraging Tetris afterstate property, outperforming traditional action-value networks with fewer parameters. Third, we propose a buffer-optimized Proximal Policy Optimization (PPO) algorithm that balances sampling and update efficiency, achieving an average score of 3,829 on 10x10 grids within 3 minutes. Additionally, we develop a Python-Java interface compliant with the OpenAI Gym standard, enabling seamless integration with modern RL frameworks. Experimental results demonstrate that our framework enhances Tetris's utility as an RL benchmark by bridging low-level bitboard optimizations with high-level AI strategies, providing a sample-efficient and computationally lightweight solution for scalable sequential decision-making research.
Mar 20, 2026

Delightful Distributed Policy Gradient

Distributed reinforcement learning trains on data from stale, buggy, or mismatched actors, producing actions with high surprisal (negative log-probability) under the learner's policy. The core difficulty is not surprising data per se, but negative learning from surprising data. High-surprisal failures can dominate finite-batch updates through large perpendicular components, while high-surprisal successes reveal opportunities the current policy would otherwise miss. The Delightful Policy Gradient (DG) separates these cases by gating each update with delight, the product of advantage and surprisal, suppressing rare failures and preserving rare successes without behavior probabilities. In a tabular analysis, DG suppresses the perpendicular second moment of high-surprisal failures by a policy-overlap factor that vanishes as the learner improves. The advantage sign is essential for surprisal-based filtering: any learner-probability-only gate that suppresses rare failures also suppresses rare successes. On MNIST with simulated staleness, DG without off-policy correction outperforms importance-weighted PG with exact behavior probabilities. On a transformer sequence task with staleness, actor bugs, reward corruption, and rare discovery, DG often achieves nearly order-of-magnitude lower error. When all four frictions act simultaneously, its sample-efficiency advantage is order-of-magnitude and grows with task complexity.
Mar 20, 2026

Breaking the Capability Ceiling of LLM Post-Training by Reintroducing Markov States

Reinforcement learning (RL) has become a standard paradigm for post-training and aligning Large Language Models (LLMs), yet recent evidence suggests it faces a persistent "capability ceiling": unlike classical RL systems that discover novel strategies, RL for LLMs often acts as a mere refiner of patterns already latent in pre-trained weights. In this work, we identify a fundamental structural bottleneck: while classical RL relies on compact, informative Markov states, current LLM post-training formulations are tethered to an ever-expanding history of actions. We revisit a classical principle long central to RL yet absent from LLM post-training: explicit Markov states. Theoretically, we provide rigorous guarantees demonstrating that leveraging estimated Markov states can significantly reduce sample complexity. Empirically, we show that introducing Markov states consistently breaks the performance boundaries of standard RL post-training across a suite of complex logic puzzles. Our findings suggest that moving beyond "history-as-state" modeling in favor of structured Markovian representations is essential for unlocking open-ended discovery and genuinely new reasoning capabilities in Generative AI.
Mar 19, 2026

Evaluating Model-Free Policy Optimization in Masked-Action Environments via an Exact Blackjack Oracle

Infinite-shoe casino blackjack provides a rigorous, exactly verifiable benchmark for discrete stochastic control under dynamically masked actions. Under a fixed Vegas-style ruleset (S17, 3:2 payout, dealer peek, double on any two, double after split, resplit to four), an exact dynamic programming (DP) oracle was derived over 4,600 canonical decision cells. This oracle yielded ground-truth action values, optimal policy labels, and a theoretical expected value (EV) of -0.00161 per hand. To evaluate sample-efficient policy recovery, three model-free optimizers were trained via simulated interaction: masked REINFORCE with a per-cell exponential moving average baseline, simultaneous perturbation stochastic approximation (SPSA), and the cross-entropy method (CEM). REINFORCE was the most sample-efficient, achieving a 46.37% action-match rate and an EV of -0.04688 after 10^6 hands, outperforming CEM (39.46%, 7.5x10^6 evaluations) and SPSA (38.63%, 4.8x10^6 evaluations). However, all methods exhibited substantial cell-conditional regret, indicating persistent policy-level errors despite smooth reward convergence. This gap shows that tabular environments with severe state-visitation sparsity and dynamic action masking remain challenging, while aggregate reward curves can obscure critical local failures. As a negative control, it was proven and empirically confirmed that under i.i.d. draws without counting, optimal bet sizing collapses to the table minimum. In addition, larger wagers strictly increased volatility and ruin without improving expectation. These results highlight the need for exact oracles and negative controls to avoid mistaking stochastic variability for genuine algorithmic performance.
Mar 19, 2026

Discounted Beta-Bernoulli Reward Estimation for Sample-Efficient Reinforcement Learning with Verifiable Rewards

Reinforcement learning with verifiable rewards (RLVR) has emerged as an effective post-training paradigm for improving the reasoning capabilities of large language models. However, existing group-based RLVR methods often suffer from severe sample inefficiency. This inefficiency stems from reliance on point estimation of rewards from a small number of rollouts, leading to high estimation variance, variance collapse, and ineffective utilization of generated responses. In this work, we reformulate RLVR from a statistical estimation perspective by modeling rewards as samples drawn from a policy-induced distribution and casting advantage computation as the problem of estimating the reward distribution from finite data. Building on this view, we propose Discounted Beta-Bernoulli (DBB) reward estimation, which leverages historical reward statistics for the non-stationary distribution. Although biased, the resulting estimator exhibits reduced and stable variance, theoretically avoids estimated variance collapse, and achieves lower mean squared error than standard point estimation. Extensive experiments across six in-distribution and three out-of-distribution reasoning benchmarks demonstrate that GRPO with DBB consistently outperforms naive GRPO, achieving average Acc@8 improvements of 3.22/2.42 points in-distribution and 12.49/6.92 points out-of-distribution on the 1.7B and 8B models, respectively, without additional computational cost or memory usage.
Mar 18, 2026

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.
Mar 18, 2026

Efficient Soft Actor-Critic with LLM-Based Action-Level Guidance for Continuous Control

We present GuidedSAC, a novel reinforcement learning (RL) algorithm that facilitates efficient exploration in vast state-action spaces. GuidedSAC leverages large language models (LLMs) as intelligent supervisors that provide action-level guidance for the Soft Actor-Critic (SAC) algorithm. The LLM-based supervisor analyzes the most recent trajectory using state information and visual replays, offering action-level interventions that enable targeted exploration. Furthermore, we provide a theoretical analysis of GuidedSAC, proving that it preserves the convergence guarantees of SAC while improving convergence speed. Through experiments in both discrete and continuous control environments, including toy text tasks and complex MuJoCo benchmarks, we demonstrate that GuidedSAC consistently outperforms standard SAC and state-of-the-art exploration-enhanced variants (e.g., RND, ICM, and E3B) in terms of sample efficiency and final performance.
Mar 16, 2026

Game-Theory-Assisted Reinforcement Learning for Border Defense: Early Termination based on Analytical Solutions

Game theory provides the gold standard for analyzing adversarial engagements, offering strong optimality guarantees. However, these guarantees often become brittle when assumptions such as perfect information are violated. Reinforcement learning (RL), by contrast, is adaptive but can be sample-inefficient in large, complex domains. This paper introduces a hybrid approach that leverages game-theoretic insights to improve RL training efficiency. We study a border defense game with limited perceptual range, where defender performance depends on both search and pursuit strategies, making classical differential game solutions inapplicable. Our method employs the Apollonius Circle (AC) to compute equilibrium in the post-detection phase, enabling early termination of RL episodes without learning pursuit dynamics. This allows RL to concentrate on learning search strategies while guaranteeing optimal continuation after detection. Across single- and multi-defender settings, this early termination method yields 10-20% higher rewards, faster convergence, and more efficient search trajectories. Extensive experiments validate these findings and demonstrate the overall effectiveness of our approach.
Mar 16, 2026

Counteractive RL: Rethinking Core Principles for Efficient and Scalable Deep Reinforcement Learning

Following the pivotal success of learning strategies to win at tasks, solely by interacting with an environment without any supervision, agents have gained the ability to make sequential decisions in complex MDPs. Yet, reinforcement learning policies face exponentially growing state spaces in high dimensional MDPs resulting in a dichotomy between computational complexity and policy success. In our paper we focus on the agent's interaction with the environment in a high-dimensional MDP during the learning phase and we introduce a theoretically-founded novel paradigm based on experiences obtained through counteractive actions. Our analysis and method provide a theoretical basis for efficient, effective, scalable and accelerated learning, and further comes with zero additional computational complexity while leading to significant acceleration in training. We conduct extensive experiments in the Arcade Learning Environment with high-dimensional state representation MDPs. The experimental results further verify our theoretical analysis, and our method achieves significant performance increase with substantial sample-efficiency in high-dimensional environments.
Mar 16, 2026

Sample-Efficient Hypergradient Estimation for Decentralized Bi-Level Reinforcement Learning

Many strategic decision-making problems, such as environment design for warehouse robots, can be naturally formulated as bi-level reinforcement learning (RL), where a leader agent optimizes its objective while a follower solves a Markov decision process (MDP) conditioned on the leader's decisions. In many situations, a fundamental challenge arises when the leader cannot intervene in the follower's optimization process; it can only observe the optimization outcome. We address this decentralized setting by deriving the hypergradient of the leader's objective, i.e., the gradient of the leader's strategy that accounts for changes in the follower's optimal policy. Unlike prior hypergradient-based methods that require extensive data for repeated state visits or rely on gradient estimators whose complexity can increase substantially with the high-dimensional leader's decision space, we leverage the Boltzmann covariance trick to derive an alternative hypergradient formulation. This enables efficient hypergradient estimation solely from interaction samples, even when the leader's decision space is high-dimensional. Additionally, to our knowledge, this is the first method that enables hypergradient-based optimization for 2-player Markov games in decentralized settings. Experiments highlight the impact of hypergradient updates and demonstrate our method's effectiveness in both discrete and continuous state tasks.
Mar 11, 2026

Scaling Reasoning Efficiently via Relaxed On-Policy Distillation

On-policy distillation (OPD) is a promising approach for transferring reasoning capabilities to capacity-constrained models, yet sampled-token OPD often suffers from entropy collapse and negative transfer. We identify uniform credit allocation as a key bottleneck: existing objectives obtain dense teacher feedback on student-generated trajectories, but apply it uniformly across sampled tokens despite highly heterogeneous token-level signals. Most tokens carry redundant near-zero credit, while rare heavy-tailed negative credits can dominate updates and prematurely suppress plausible reasoning trajectories. We introduce REOPOLD (Relaxed On-Policy Distillation), a framework that relaxes this uniform assignment by controlling where teacher feedback is applied, how strongly it affects the update, and when the allocation rule changes during training. Across diverse reasoning tasks, REOPOLD improves sampled-token OPD over recent post-training baselines with up to 12x higher sample efficiency, and extends to cross-vocabulary distillation, self-distillation, and test-time scaling.
Mar 10, 2026

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/.
Mar 10, 2026

SPAARS: Safer RL Policy Alignment through Abstract Exploration and Refined Exploitation of Action Space

Offline-to-online reinforcement learning (RL) offers a promising paradigm for robotics by pre-training policies on safe, offline demonstrations and fine-tuning them via online interaction. However, a fundamental challenge remains: how to safely explore online without deviating from the behavioral support of the offline data? While recent methods leverage conditional variational autoencoders (CVAEs) to bound exploration within a latent space, they inherently suffer from an exploitation gap -- a performance ceiling imposed by the decoder's reconstruction loss. We introduce SPAARS, a curriculum learning framework that initially constrains exploration to the low-dimensional latent manifold for sample-efficient, safe behavioral improvement, then seamlessly transfers control to the raw action space, bypassing the decoder bottleneck. SPAARS has two instantiations: the CVAE-based variant requires only unordered (s,a) pairs and no trajectory segmentation; SPAARS-SUPE pairs SPAARS with OPAL temporal skill pretraining for stronger exploration structure at the cost of requiring trajectory chunks. We prove an upper bound on the exploitation gap using the Performance Difference Lemma, establish that latent-space policy gradients achieve provable variance reduction over raw-space exploration, and show that concurrent behavioral cloning during the latent phase directly controls curriculum transition stability. Empirically, SPAARS-SUPE achieves 0.825 normalized return on kitchen-mixed-v0 versus 0.75 for SUPE, with 5x better sample efficiency; standalone SPAARS achieves 92.7 and 102.9 normalized return on hopper-medium-v2 and walker2d-medium-v2 respectively, surpassing IQL baselines of 66.3 and 78.3 respectively, confirming the utility of the unordered-pair CVAE instantiation.
Mar 9, 2026

Breaking the Bias Barrier in Concave Multi-Objective Reinforcement Learning

While standard reinforcement learning optimizes a single reward signal, many applications require optimizing a nonlinear utility f(J1π,…,JMπ)f(J_1^π,\dots,J_M^π) over multiple objectives, where each JmπJ_m^π denotes the expected discounted return of a distinct reward function. A common approach is concave scalarization, which captures important trade-offs such as fairness and risk sensitivity. However, nonlinear scalarization introduces a fundamental challenge for policy gradient methods: the gradient depends on ∂f(Jπ)\partial f(J^π), while in practice only empirical return estimates J^\hat J are available. Because ff is nonlinear, the plug-in estimator is biased (E[∂f(J^)]≠∂f(E[J^])\mathbb{E}[\partial f(\hat J)] \neq \partial f(\mathbb{E}[\hat J])), leading to persistent gradient bias that degrades sample complexity. In this work we identify and overcome this bias barrier in concave-scalarized multi-objective reinforcement learning. We show that existing policy-gradient methods suffer an intrinsic O~(ε−4)\widetilde{\mathcal{O}}(ε^{-4}) sample complexity due to this bias. To address this issue, we develop a Natural Policy Gradient (NPG) algorithm equipped with a multi-level Monte Carlo (MLMC) estimator that controls the bias of the scalarization gradient while maintaining low sampling cost. We prove that this approach achieves the optimal O~(ε−2)\widetilde{\mathcal{O}}(ε^{-2}) sample complexity for computing an εε-optimal policy. Furthermore, we show that when the scalarization function is second-order smooth, the first-order bias cancels automatically, allowing vanilla NPG to achieve the same O~(ε−2)\widetilde{\mathcal{O}}(ε^{-2}) rate without MLMC. Our results provide the first optimal sample complexity guarantees for concave multi-objective reinforcement learning under policy-gradient methods.
Mar 9, 2026

Robust Transfer Learning with Side Information

Robust Markov Decision Processes (MDPs) address environmental shift through distributionally robust optimization (DRO) by finding an optimal worst-case policy within an uncertainty set of transition kernels. However, standard DRO approaches require enlarging the uncertainty set under large shifts, which leads to overly conservative and pessimistic policies. In this paper, we propose a framework for transfer under environment shift that derives a robust target-domain policy via estimate-centered uncertainty sets, constructed through constrained estimation that integrates limited target samples with side information about the source-target dynamics. The side information includes bounds on feature moments, distributional distances, and density ratios, yielding improved kernel estimates and tighter uncertainty sets. The side information includes bounds on feature moments, distributional distances, and density ratios, yielding improved kernel estimates and tighter uncertainty sets. Error bounds and convergence results are established for both robust and non-robust value functions. Moreover, we provide a finite-sample guarantee on the learned robust policy and analyze the robust sub-optimality gap. Under mild low-dimensional structure on the transition model, the side information reduces this gap and improves sample efficiency. We assess the performance of our approach across OpenAI Gym environments and classic control problems, consistently demonstrating superior target-domain performance over state-of-the-art robust and non-robust baselines.
Mar 6, 2026

Optimistic Policy Regularization: Elite-Statistic Reward Shaping

On-policy agents discard trajectories after each update, including rare high-return episodes. We propose Optimistic Policy Regularization (OPR), which turns those episodes into a closed-form reward bonus: we estimate an elite action prior from top-quartile episodes and add a \reviewblue{bounded transform of the log-ratio} of the prior to the policy's action distribution. OPR needs no auxiliary network, value gate, off-policy correction, or adversarial loop. It is a one-line modification of Proximal Policy Optimization (PPO)'s reward; yet, on 49 Atari games at 10M steps, 5×5\times fewer agent decisions than the 200M-frame baselines, it reaches a 148.4% median human-normalized score (HNS; 196.9% interquartile mean): higher scores than published PPO on 36/4936/49 games (p=0.0014p{=}0.0014) and a higher aggregate median than self-imitation learning, which falls well below OPR when frames and backbone are matched. We pair the method with a theory of when it works. The underlying log-ratio has an exact forward-KL interpretation; its pre-advantage placement propagates the signal through Generalized Advantage Estimation; and, under an idealized local update, its first-order effect depends on a prior-advantage alignment whose sign indicates help or harm. Since alignment varies across tasks and runs, we also study an online gating extension. On a ten-game set, it outperforms the backbone by +17.4+17.4 median HNS on average across seeds. Controlled experiments test temporal propagation and the tradeoffs of state conditioning and gating, supporting OPR as a simple regularizer with an analysis of where to shape.
Mar 4, 2026

Rethinking the Efficiency and Effectiveness of Reinforcement Learning for Radiology Report Generation

Radiologists highly desire fully automated AI for radiology report generation (R2G), yet existing approaches fall short in clinical utility. Reinforcement learning (RL) holds potential to address these shortcomings, but its adoption in this task remains underexplored. In this paper, we revisit RL in terms of data efficiency and optimization effectiveness for R2G tasks. First, we explore the impact of data quantity and quality on the performance of RL in medical contexts, revealing that data quality plays a more critical role than quantity. To this end, we propose a diagnostic diversity-based data sampling strategy that enables comparable performance with fewer samples. Second, we observe that the majority of tokens in radiology reports are template-like and diagnostically uninformative, whereas the low frequency of clinically critical tokens heightens the risk of being overlooked during optimization. To tackle this, we introduce Diagnostic Token-weighted Policy Optimization (DiTPO), which directly optimizes for clinical accuracy by using a diagnostic F1 score as the reward signal. Unlike standard RL approaches that treat all tokens equally, DiTPO explicitly models the varying importance of different tokens through rule- or gradient-based mechanisms to prioritize clinically relevant content. Extensive experiments on the MIMIC-CXR, IU-Xray, and CheXpert Plus datasets demonstrate that our framework achieves state-of-the-art (SOTA) performance while requiring substantially fewer training samples in RL. Notably, on MIMIC-CXR, our framework attains an F1 score of 0.516 using only 20% of the RL training samples.
Mar 4, 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.
Mar 3, 2026

A Covering Framework for Offline POMDPs Learning using Belief Space Metric

In off policy evaluation (OPE) for partially observable Markov decision processes (POMDPs), an agent must infer hidden states from past observations, which exacerbates both the curse of horizon and the curse of memory in existing OPE methods. This paper introduces a novel covering analysis framework that exploits the intrinsic metric structure of the belief space (distributions over latent states) to relax traditional coverage assumptions. By assuming value relevant functions are Lipschitz continuous in the belief space, we derive error bounds that mitigate exponential blow ups in horizon and memory length. Our unified analysis technique applies to a broad class of OPE algorithms, yielding concrete error bounds and coverage requirements expressed in terms of belief space metrics rather than raw history coverage. We illustrate the improved sample efficiency of this framework via case studies: the double sampling Bellman error minimization algorithm, and the memory based future dependent value functions (FDVF). In both cases, our coverage definition based on the belief space metric yields tighter bounds.
Mar 3, 2026

Learning in Markov Decision Processes with Exogenous Dynamics

Reinforcement learning algorithms are typically designed for generic Markov Decision Processes (MDPs), where any state-action pair can lead to an arbitrary transition distribution. In many practical systems, however, only a subset of the state variables is directly influenced by the agent's actions, while the remaining components evolve according to exogenous dynamics and account for most of the stochasticity. In this work, we study a structured class of MDPs characterized by exogenous state components whose transitions are independent of the agent's actions. We show that exploiting this structure yields significantly improved learning guarantees, with only the size of the exogenous state space appearing in the leading terms of the regret bounds. We further establish a matching lower bound, showing that this dependence is information-theoretically optimal. Finally, we empirically validate our approach across classical toy settings and real-world-inspired environments, demonstrating substantial gains in sample efficiency compared to standard reinforcement learning methods.
Mar 3, 2026

Generalized Per-Agent Advantage Estimation for Multi-Agent Policy Optimization

In this paper, we propose a novel framework for multi-agent reinforcement learning that enhances sample efficiency and coordination through accurate per-agent advantage estimation. The core of our approach is Generalized Per-Agent Advantage Estimator (GPAE), which employs a per-agent value iteration operator to compute precise per-agent advantages. This operator enables stable off-policy learning by indirectly estimating values via action probabilities, eliminating the need for direct Q-function estimation. To further refine estimation, we introduce a double-truncated importance sampling ratio scheme. This scheme improves credit assignment for off-policy trajectories by balancing sensitivity to the agent's own policy changes with robustness to non-stationarity from other agents. Experiments on benchmarks demonstrate that our approach outperforms existing approaches, excelling in coordination and sample efficiency for complex scenarios.