Visual RL

RL: Reinforcement Learning

Momentum

5 papers in the last four weeks, against 2 the four weeks before. 0.0% of all new papers.

Jul 13Week of Sep 28

Latest papers 43

Oct 6, 2026cs.LG

Directed Temporal Representations for Offline Visual Control

Predictive world models provide compact visual representations for control. Control requires a latent geometry aligned with temporal reachability rather than predictive similarity alone. We introduce Directed Temporal Representations for Control (DTRC), which learns such a geometry from offline visual trajectories on top of frozen LeWorldModel (LeWM) features. DTRC constructs a directed temporal quasimetric over the learned control representation. Short-range temporal offsets calibrate the distance scale. Bootstrapped targets extend temporal reachability across longer horizons. Action-conditioned consistency aligns the representation with local transition dynamics. The resulting distance estimates temporal reaching cost, and its change across a transition defines goal-relative temporal progress. We use this progress signal as a temporal critic for direct goal-conditioned policy learning. Model-assisted targets provide an additional training-time refinement under behavior-support and dynamics-agreement constraints. Across ten visual control tasks, DTRC achieves strong goal-conditioned control performance relative to planning and direct-policy baselines. Held-out diagnostics on the four LeWM tasks show consistent short-range temporal calibration, task-dependent long-range and directional structure, and positive transition-level progress. Temporal supervision improves the same flow-policy parameterization across all four LeWM tasks, while the resulting policy acts directly without iterative trajectory search at test time.
Oct 1, 2026cs.LG

Same Reward, Different Skills: When Multimodal RL Learns to Look

Reinforcement learning with verifiable rewards (RLVR) improves vision-language benchmark scores even without visual information during training. With images at test, blind-trained models recover roughly half of the real-image gain at 3B and nearly four fifths at 7B. Prolonged real-image training can erode grounding while benchmark gains persist. Both findings expose the same gap: an image in the prompt is not an image in the learning signal. Our design rule, visual resolvability, asks that visual evidence be necessary for a correct answer and that the task remain learnable. We test it on counterfactual coordinate scenes in which the question stays fixed and the target is never named, so a correct answer requires finding the target in the image. With standard GRPO and correctness-and-format rewards, a 7B model raises its accuracy at finding the target (discovery) from 0.425 to 0.875 on held-out scenes denser than any it trained on, and it improves on question types it never trained on. Two controls locate the source of the gain. Replacing test images with gray canvases drops discovery to zero; training on gray canvases instead, at matched step 30 and in each of four seeds, yields essentially none of the gain even when the model is then tested with real images. The learned skill carries over to grounding tasks built independently of the training corpus. A caption that answers the training question, added to the same images, reward and budget, cuts the gain by nearly two thirds. Changing what reward requires changes what RL learns.
Sep 29, 2026cs.LG

Disagreement-Regularized Imitation Learning for Image-Based Continuous Control with Gaussian and Beta Policies

Purpose: Behavior cloning can accumulate errors when a learned controller visits states outside the demonstrated distribution. This study evaluates whether Disagreement-Regularized Imitation Learning (DRIL), which converts disagreement among cloned policies into a reinforcement-learning reward, improves image-based continuous control. Methods: A controlled CarRacing study combines Gaussian and Beta learner policies, demonstrations from either a clipped Gaussian expert or an intrinsically bounded Beta expert, one or 20 trajectories, deterministic and stochastic evaluation, and three retained stages: behavior cloning, the highest 10-episode training-score checkpoint, and the final DRIL checkpoint. The disagreement ensemble contains five Gaussian policies in every variant. Each retained policy is evaluated over 100 procedurally generated episodes. Results: Score-selected DRIL produced its largest gains in the few-demonstration setting, improving over the strongest behavior-cloning mean by 61% with clipped-action demonstrations and by 112% with bounded-action demonstrations. With 20 trajectories, the advantage of DRIL narrowed; in the bounded-action regime, Beta behavior cloning remained about 7% above the best DRIL checkpoint. The experiments also show that the informativeness of the disagreement reward changes with the learner representation and training stage. Conclusion: DRIL can substantially improve few-demonstration visual continuous control, while bounded Beta policies provide strong behavior-cloning performance when more demonstrations are available. The results highlight the joint importance of learner support,ensemble response, and checkpoint selection.
Sep 29, 2026cs.AI

SCA: Spatial Credit Assignment for Reinforcement Learning of GUI Agents

GUI agents automate tasks on digital devices by grounding language instructions in visual interfaces. Existing group-relative reinforcement learning improves GUI action prediction by comparing the rewards of multiple responses sampled from the same GUI state. However, binary evaluation treats spatially different failed clicks as identical and provides no relative signal when all sampled clicks fail. To address these limitations, we propose Spatial Credit Assignment (SCA), which uses the screen coordinates of sampled clicks to refine group-relative credit. Specifically, SCA predicts each held-out response's reward from the other responses in groups containing both successes and failures, then uses the prediction residual to adjust credit. When all sampled clicks fail, SCA instead orders them by distance to the annotated target. These spatial references are used only to construct the training update; the deployed policy remains unchanged. We evaluate whether this correction improves the policy update itself by comparing its error and directional alignment with the exact return gradient in a controlled synthetic study. Across GUI grounding and offline action-prediction benchmarks, SCA improves grounding across professional domains and achieves the strongest results among reinforcement-fine-tuned models on most action-prediction metrics, with consistent gains across the reported GUI suites.
Sep 15, 2026cs.RO

Intrinsic Robot Rewarding: Reusing VLA Representations for Autonomous Evaluation and Policy Improvement

Vision-language-action (VLA) systems already bring together two valuable resources for robot learning: rich visual representations and demonstrations of successful task execution. Intrinsic Robot Rewarding (IRR) proposes to use these resources for a second, complementary purpose: evaluating the robot's own outcomes and providing feedback for policy improvement. Successful demonstration endpoints define task-specific references, and the policy's frozen visual encoder provides the feature space in which new outcomes are assessed. The core reward mechanism adds a reference bank and a scoring operation to the existing pipeline, without requiring a separate learned evaluator or an additional perception backbone. Our position is that this reuse offers a promising route to lower integration effort, efficient reward computation, and reduced recurring human outcome scoring. Building on established research in visual rewards and learning from experience, IRR brings these ideas into the robot's existing perception and demonstration pipeline. An operational COMAU Racer 3 demonstrator is available at technology readiness level 4 (TRL 4). This laboratory foundation supports the next research step: connecting internal outcome evaluation to physical policy improvement. We present the reward formulation, central research questions, and an evaluation methodology linking reward reliability to task success and supervision effort. The intended contribution is a reusable approach to learn and improve from the data and experience already available in industrial robot systems.
Sep 14, 2026cs.CV

LettuceVisSim: A Simulator That Generates Lettuce Image Time-series for Vision-Based Reinforcement Learning

Vision-based reinforcement learning holds strong potential for decision-making in controlled environment agriculture (CEA). However, its development is hindered by the scarcity of labelled crop images. To address this gap, LettuceVisSim, a lettuce growth simulator that generates labelled time series of crop images, was developed and validated. The simulator contains a process-based model (PBM) for shoot dry weight dynamics, a canopy layout algorithm for deriving canopy layout representations from shoot dry weight, and a Unity rendering engine for image generation. Five findings support the simulator. First, the PBM reproduced shoot dry weight under dynamic plant-density management with R2=0.84\mathrm{R}^{2}=0.84. Second, a piecewise cubic regression mapped shoot dry weight to potential projected area with R2=0.94\mathrm{R}^{2}=0.94. Third, the canopy layout representation was validated using 12 experimental datasets each having different dynamic environmental and spacing conditions. It reproduced the ground coverage ratio dynamics observed in measured images, achieving R2=0.84\mathrm{R}^{2}=0.84 when driven by measured shoot dry weight and R2=0.40\mathrm{R}^{2}=0.40 (0.76 excluding one outlier) when driven by PBM-simulated values. Fourth, the Unity rendering engine converted canopy layout representations into RGB and segmentation images at less than 10~ms. Fifth, a demonstration showed that a lighting-control policy can be learned and applied by observing only crop images that were generated with LettuceVisSim, providing a proof of concept of vision-based reinforcement learning in CEA using LettuceVisSim.
Sep 1, 2026cs.AI

Selective Agent Guidance via Entropy: Learning Autonomous Policies from Imperfect VLM Teachers

Vision-Language Models (VLMs) provide useful priors for interactive decision-making, but using them directly as policies is expensive and brittle: they must be queried at every step, do not improve from environment interaction, and can repeat systematic errors. We study how to learn a cheap autonomous policy from an online, expensive, and imperfect but informative VLM teacher. We propose SAGE (Selective Agent Guidance via Entropy), a framework that queries a VLM only when the learner is uncertain, executes the suggested action during training, and distills guidance into a lightweight Reinforcement Learning (RL) policy. Because VLM advice is not always reliable, SAGE can weight teacher-action distillation using environment-derived advantages rather than treating all suggestions as equally useful. Across sparse-reward visual reasoning and navigation tasks, SAGE learns policies that act without VLM guidance at evaluation time and improves over unguided RL in several environments, including settings where the learned policy exceeds its VLM teacher. The results show that selective guidance is most beneficial when the VLM can help the agent discover high-reward trajectories, and less useful when unguided exploration already succeeds or teacher actions do not lead to informative experience. SAGE also reduces VLM usage by prompting the teacher only on a fraction of training steps and requiring no VLM calls at deployment. Overall, our results suggest that VLMs don't need to be used as fixed policies to be useful; they can instead act as temporary, imperfect sources of guidance whose value is tested and internalized through interaction.
Aug 17, 2026cs.CV

Graph Neural Assisted Actor-Critic for Latency-Efficient Edge Vision System

UAV on-board vision systems are widely used for different activities, including monitoring in no-fly zones. In this case, the vision-equipped UAV streams a video to a ground server where an operator assists its activities. The latency of video transmission has a profound impact on the effectiveness of the operator assistance. However, most techniques available for video transmission still incur significant latency costs. In this paper, we propose a graph convolutional neural network-assisted (GCN-Assisted A2C) deep reinforcement learning (DRL) system model to find the optimal pixel-correlated area of a suspicious object. We combine the Lagrangian dual form with gradient descent to prevent lack of convergence and over- and under-penalization constraint violation during latency optimization. The proposed system model sends a sub-group pixel-correlated area of the frame from the UAV to the server rather than the transmission of the whole video frame. The proposed framework utilizes the GCN model to explore hidden representations of feature-correlated groups of pixels. Moreover, the GCN supervises the A2C model, which selects a subgroup to enhance transmission latency, thus supervising the training of UAV actions in A2C. Experimental results show that GCN-assisted A2C reduces video frame transmission latency together with false detection rate in UAV vision systems over other DRL and state-of-the-art models.
Aug 8, 2026cs.LG

V-Simba: Unleashing the Architectural Potential of RL in Visual Continuous Control

Improving sample efficiency remains a core challenge in reinforcement learning (RL), especially in real-world settings like robotics, where data collection is costly. This challenge is pronounced in visual RL, where high-dimensional inputs often obscure learning signals. While prior work in visual RL has focused on algorithmic solutions, such as better dynamics models or exploration strategies, recent advances in state-based RL show that architectural design alone can lead to significant gains in sample efficiency. This raises an important question: Can these architectural principles transfer to visual RL? In response, we introduce V-Simba, a simple yet effective visual RL architecture inspired by the Simba architecture from state-based RL. Built on top of Soft Actor-Critic (SAC) with data augmentation, V-Simba modifies the architecture by adding normalization layers to stabilize training and using pointwise convolutions to reduce computation. Despite its simplicity, V-Simba matches or outperforms the state-of-the-art methods across the DMC, Adroit, and Meta-World benchmarks, while being more computationally efficient than DrQ-v2. We make our code publicly available at https://github.com/DAVIAN-Robotics/V-Simba.
Aug 7, 2026cs.LG

Aftab: A Progressive Design Study of Visual Encoders and Value Estimation for Replay-Free Parallelized Q-Learning

Replay-free parallelized Q-learning removes the large experience replay buffers and target networks used by conventional deep Q-learning, but the role of network architecture in this training regime remains comparatively underexplored. We investigate this question through a progressive three-phase study within the Parallelized Q-Network (PQN) framework. First, we compare eight convolutional encoder topologies on Atari-57 under a common training protocol while jointly considering performance and computational complexity. Second, we integrate Hadamax-style multiplicative feature interactions and explicit pooling into the selected encoder hierarchy. Third, with the visual representation fixed, we compare complete categorical-dueling, ensemble-dueling, and categorical ensemble-dueling value-estimation configurations. The resulting architecture, Aftab, achieves an interquartile mean human-normalized score of 6.5926.592 on Atari-57, compared with 2.7152.715 for our independently rerun PQN reference, with a game-level Probability of Improvement of 0.860.86. After completing all architecture selection on Atari-57, we evaluate Aftab on Procgen Hard. Aftab achieves a terminal IQM normalized score of 0.4180.418 compared with 0.3820.382 for PQN and increases the normalized area under the learning curve from 0.2160.216 to 0.5410.541, although terminal performance remains heterogeneous across environments. These results show that visual topology, multiplicative representation, and downstream value-estimation design can substantially affect replay-free Q-learning, and that their benefits should be evaluated jointly with computational complexity. The complete Aftab framework, including model definitions, training configurations, reproducibility settings, and raw experimental logs, is open-sourced at https://github.com/tahashieenavaz/aftab
Aug 6, 2026cs.AI

TaskSense: Focusing on What Matters in World Models

World models for visual control typically learn compact latent states by reconstructing observations, implicitly encouraging representations to preserve information across the entire visual input. However, task-relevant content often occupies only a small fraction of the observation, while background clutter and distractors consume valuable representational capacity. This mismatch between visual reconstruction and control objectives biases latent representations to model task-irrelevant visual content, diluting learning signals for control-relevant features and severely degrading downstream performance under visual distractions. We introduce TaskSense, a task-centric world modeling framework that enforces task relevance before latent encoding through a differentiable stochastic spatial attention mechanism conditioned on the previous latent state. To steer attention toward control-relevant regions, we augment training with an auxiliary inverse-dynamics objective. Rather than reconstructing the full observation, the world model reconstructs only the attended regions, encouraging latent representations to preserve task-relevant information while discarding irrelevant visual content. The decoder is further conditioned on the sampled attention map, enabling consistent reconstruction despite stochastic attention. Compared with the DreamerV3 baseline, TaskSense maintains competitive performance on the DeepMind Control Suite while consistently outperforming DreamerV3 on the Distracting Control Suite, demonstrating substantially improved robustness to visual distractions. Qualitative analysis further confirms that the learned attention, guided by inverse-dynamics supervision, consistently localizes control-relevant regions while suppressing irrelevant visual content.
Aug 6, 2026cs.LG

Observation-Grounded Self-Predictive Reinforcement Learning for Visual Continuous Control

Sample-efficient policy learning from pixels is a long-standing challenge in reinforcement learning (RL). Recent dynamics-based representation learning methods have significantly improved the sample efficiency of model-free visual RL by learning dynamics-aware representations through auxiliary prediction performed either in latent space (self-prediction) or observation space (observation prediction). However, state-of-the-art methods from both categories still struggle on challenging visual control tasks when training data is limited. We posit that relying on either predictive objective alone may be insufficient. In contrast, observation prediction grounds learned representations in observation-level dynamics, but does not directly regularize the temporal predictability of latent representations over extended horizons. In this paper, we propose Observation-Grounded Self-Predictive Representations (OG-SPR), a model-free visual RL algorithm for continuous control that learns representations that are both temporally predictive in latent space and grounded in observation-level dynamics. OG-SPR incorporates two core auxiliary objectives: multi-step latent self-prediction and next-observation prediction. We empirically show that directly imposing latent self-prediction on the shared representation may over-constrain it and does not necessarily improve performance. To address this issue, OG-SPR introduces two lightweight adapters for latent self-prediction, allowing the shared representation to benefit from temporally predictive signals without being forced to directly satisfy the self-prediction objective. Experiments on 28 visual control tasks from the DeepMind Control Suite show that OG-SPR improves aggregate performance over state-of-the-art self-predictive and observation-predictive RL methods, with particularly pronounced gains in challenging domains such as dog and humanoid.
Jul 26, 2026cs.RO

Anticipatory Risk-Guided Reinforcement Learning for Safe Flight Through Dynamic Clutter

Safe quadrotor navigation in cluttered and dynamic environments depends not only on instantaneous geometric perception, but more critically on anticipating collision risks induced by relative motion. Conventional modular pipelines frequently suffer from perception latency, while end-to-end learning methods relying on implicit scalar rewards often struggle to extract reliable spatio-temporal features without physics-grounded supervision. To address this, we propose an anticipatory risk-guided reinforcement learning framework. Leveraging privileged simulator states, we construct a directionally aligned future collision risk map based on the Closest Point of Approach (CPA). Through an asymmetric actor-critic architecture, the network is trained to self-predict this structured risk, which explicitly guides the visual policy during deployment. A lightweight spatio-temporal encoder extracts motion cues directly from onboard depth sequences, bypassing explicit object tracking or optical flow estimation. Extensive simulated and real-world experiments demonstrate that our method effectively improves safety margins and flight efficiency in dense dynamic clutters compared to existing baselines. Furthermore, the learned policy achieves robust zero-shot Sim-to-Real transfer on a physical quadrotor, relying purely on abstracted spatio-temporal depth sequences and its self-predicted risk priors, validating the effectiveness of our approach and its robust generalization from simulation to reality.
Jul 20, 2026cs.AI

PAMD: Structured Adaptive Distances for Bisimulation Representations in Visual Reinforcement Learning

Many visual reinforcement learning (RL) algorithms learn representations by matching latent distances to a behavioral distance induced by reward and transition similarity. In practice, the choice of the latent distance can strongly affect performance: using a fixed, pre-specified global norms (e.g., ℓp\ell_p norms or other hand-designed metrics) may be overly restrictive to capture the behavioral distance. In contrast, unconstrained pairwise distances may admit degenerate solutions that drive the metric loss down without improving the representation. To address this gap, we introduce PAMD: Pairwise Adaptive Mahalanobis Distance, which parameterizes a positive-definite, pair-conditioned metric for measuring latent state similarity. PAMD is a simple plug-in for existing bisimulation-based methods, offering a more expressive yet structured alternative to fixed, pre-specified latent distances. We empirically validate our method on visual MuJoCo continuous-control tasks, where final performance of several recent bisimulation-based RL algorithms is substantially improved when equipped with the distance we propose.
Jul 17, 2026cs.RO

Difference-Based Relational Learning for Zero-Shot Object-Goal Visual Navigation With Direct Sim-to-Real Transfer

End-to-end deep reinforcement learning (DRL) for zero-shot object-goal visual navigation remains challenged by the sim-to-real gap, particularly variations in object appearance and restricted camera field-of-view (FoV). This letter proposes a Temporal Difference-Relational Network (T-DRN) for robust zero-shot sim-to-real transfer. T-DRN combines a Siamese difference-based feature extractor, which computes relational difference between the target and observed objects to produce domain-independent representations, with a dual-frame temporal buffer that preserves short-term object continuity under narrow FoV. Extensive experiments in AI2-THOR demonstrate that T-DRN improves zero-shot generalization in terms of success rates over strong baselines. Furthermore, T-DRN is systematically validated on a physical wheeled robot, demonstrating robust performance under real sensing and actuation constraints and supporting the feasibility of direct sim-to-real transfer.
Jul 14, 2026cs.CV

UniVR: Thinking in Visual Space for Unified Visual Reasoning

Learning broad world knowledge directly from raw visual data is a fundamental capability of intelligence. We introduce UniVR, the first investigation into simultaneously learning complex reasoning, fine-grained physical dynamics, and long-term planning from pure visual demonstrations. At its core, UniVR features VR-GRPO, a reinforcement learning paradigm with complementary global and step-level rewards. This approach enforces logical coherence and physical consistency throughout the reasoning process without requiring task-specific heuristics or image-text pairs. To train and evaluate UniVR, we construct VR-X, a large-scale benchmark curated from 16 diverse sources spanning long-horizon manipulation, spatial puzzles, and physical reasoning. It is the first comprehensive suite to assess these heterogeneous capabilities under a purely visual protocol. Remarkably, UniVR achieves up to a 25% improvement on VR-X, and its superior visual reasoning also boosts performance on various multimodal understanding benchmarks. These findings underscore the vast potential of reasoning within visual spaces, with all code, data, and models are open-sourced for further research.
Jul 5, 2026cs.LG

Mask-based Predictive Representations for Reinforcement Learning

Vision-based deep reinforcement learning involves dealing with high-dimensional inputs of image information. It is crucial to abstract effective states from high-dimensional image inputs and limited samples for sample-efficient reinforcement learning. To address this challenge, inspired by fields such as natural language processing and computer vision, we propose a self-supervised task based on mask prediction as an auxiliary task for reinforcement learning. This non-reconstruction method uses the sequence information collected by the agent from the environment and the context information in the sequence to predict the masked information, thereby strengthening the agent's understanding of the task and learning effective representations. Combined with transformers, we find that the model reconstructs the masked input sequence in the latent space. By feeding the compressed representations learned by this method into reinforcement learning models, we observe an improvement in the sample efficiency of reinforcement learning. Moreover, the model outperforms state-of-the-art sample-efficient reinforcement learning methods on multiple continuous and discrete control benchmarks.
Jul 1, 2026cs.LG

Local Motion Matters: A Deconstruct-Recompose Paradigm for Reinforcement Learning Pre-training from Videos

Pre-training on large-scale videos to improve reinforcement learning efficiency is promising yet remains challenging. Existing methods typically treat the agent as an indivisible entity, modeling motion patterns globally. Such global modeling is tightly coupled with the morphology, hindering transfer across domains. In contrast, despite the vast disparity in global motions, the local components exhibit similar motion patterns across different agents. Building on this insight, we propose a novel Deconstruct-Recompose Paradigm (DRP) for learning transferable local motion representations. Specifically, in the Deconstruct phase, we identify multiple local points and track their frame-wise motions, defining each as an Atomic Action. We introduce a Dual-Attention Encoder (DAE) to learn local motion representations from these Atomic Actions, capturing their spatiotemporal relationships. In the Recompose phase, we compose local motion representations with a learnable Motion Aggregation Token [MAT] via latent dynamics model learning. Additionally, an adapter bridges local motion and downstream action-specific dynamics to accelerate policy learning. Extensive experiments demonstrate that our method effectively transfers to diverse robotic control and manipulation tasks, significantly improving sample efficiency and performance.
Jul 1, 2026cs.LG

Task-Relevant Representation Decoupling for Visual Reinforcement Learning Generalization

Visual Reinforcement Learning (VRL) has achieved considerable success in solving control tasks. However, generalizing learned policies to new environments remains a major challenge, as agents often overfit to task-irrelevant features in the training environment. To solve this problem, we introduce the concept of decoupling observations into task-relevant and task-irrelevant representations. Building on this idea, we propose a self-supervised Task-Relevant Representation Decoupling (T2RD) algorithm for VRL. This algorithm consists of three components: task-relevant representation consistency, cross-reconstruction, and cross-dynamic prediction. The first two components achieve the decoupling of content and style features, but the resulting content representations are not necessarily task-relevant. To further refine task-relevant features from content representations, we design the third component that introduces dynamic prediction. T2RD achieves State-Of-The-Art (SOTA) generalization performance and sample efficiency in the DeepMind Control Suite and Robotic Manipulation tasks.
Jun 30, 2026cs.RO

Stage-Transition Dense Reward Modeling for Reinforcement Learning

Reinforcement learning for long-horizon robotic manipulation is often limited by sparse and delayed rewards, while manually designing dense shaping signals is costly and brittle to changes in environments and object configurations. This work proposes Stage-Transition Dense Reward (STDR), a visual reward-learning framework that converts unstructured expert videos into logically grounded dense rewards for training RL agents from scratch. STDR leverages semantic understanding to infer a task's stage structure from demonstrations, and delivers two complementary learning signals during online training: (i) stage-transition feedback that provides goal-directed reward, and (ii) within-stage progress feedback that supplies fine-grained guidance toward completing each stage. Furthermore, an out-of-distribution (OOD) detection mechanism and a grasping regulation module are integrated to enhance robustness and prevent reward hacking. Experiments on 14 manipulation tasks across MetaWorld, ManiSkill, and Franka Kitchen show that STDR consistently improves sample efficiency and success rates over multiple baselines, and matches or surpasses handcrafted dense rewards on several challenging tasks. Real-robot evaluations further indicate that STDR assigns stable, progress-aligned rewards on successful executions while producing appropriately low rewards for failures, suggesting robustness to visual noise and better-calibrated reward assignment across settings.
Jun 29, 2026quant-ph

Staged Hybridisation for Visual Quantum Reinforcement Learning via Knowledge Distillation

Visual environments are a demanding setting for quantum reinforcement learning (QRL): high-dimensional observations, unstable RL optimisation, and constrained variational quantum circuits (VQCs) are difficult to train jointly. This paper studies knowledge distillation (KD) as a staged hybridisation strategy for visual QRL. Instead of training a hybrid visual agent end-to-end from pixels, we first train a classical visual teacher, freeze its encoder as a feature interface, and distil the teacher's policy behaviour into compact downstream heads. These heads can be classical or VQC-based, enabling small quantum-compatible students to be evaluated under the same frozen representation as compact classical controls. We evaluate the pipeline on CartPole Pixels and Acrobot Pixels. The results show that staged KD enables shallow VQC heads to acquire non-trivial visual-control behaviour in settings where direct pixel-based training would be substantially more difficult. Angle-encoded VQC heads retain near-teacher performance, while amplitude-encoded heads push compactness to an extreme regime, at the cost of greater fragility, stronger budget sensitivity, and higher simulation time. Overall, staged KD reframes visual QRL as a compact-head learning problem, opening a practical route for training small quantum-compatible policies outside the standard end-to-end RL loop.
Jun 29, 2026cs.AI

Domain Adaptation with Adaptive Imagination for Visual Reinforcement Learning under Limited Target Data

Sim-to-real transfer remains a major obstacle for reinforcement learning (RL), especially for vision-based control where image observations exacerbate the state-distribution shift between simulation and the real world. Domain adaptation (DA) is a promising remedy for this challenge. Prior sim-to-real DA works have demonstrated encouraging results, yet these approaches typically assume substantially more target data, which is not available in practice. Indeed, their performance degrades significantly when the target data budget is reduced. To address this challenge, we propose AIDA (Adaptive Imagination for Domain Adaptation), a domain adaptation framework for visual reinforcement learning that addresses sim-to-real transfer under scarce target data without requiring additional interaction with the target environment. Our key idea is adaptive imagination: generating reliable and semantic imagination rollouts to augment limited target data. Specifically, AIDA employs a distribution-shift-aware discriminator that truncates rollouts when imagined transitions drift into low-confidence regions, so that only reliable transitions contribute to the augmentation. On these reliable transitions, AIDA introduces a self-consistency loss that cycles through state -> image observation -> state, penalizing discrepancies between the original and reconstructed states. This provides additional adaptation signals beyond the scarce target data. Our experiments demonstrate that adaptive imagination effectively truncates unreliable rollouts. By enforcing a self-consistency loss on the resulting reliable transitions, AIDA learns semantically meaningful state representations and outperforms baselines across five MuJoCo tasks and two Gymnasium-Robotics tasks.
Jun 19, 2026cs.CV

Motion-Aware Reinforcement Learning For Object Localization

We present MARLNet (Motion-Aware Reinforcement Learning Network), a PPO-based bounding-box refinement agent that incorporates a constant-velocity motion prior into the observation state and an action smoothness penalty into the reward function. The agent operates on 268-dimensional observations encoding the current proposal, a kinematic prediction, the previous action, and a 256-dimensional EfficientNet-B0 crop feature, and learns a five-dimensional policy controlling coordinate adjustments and a binary termination trigger. Evaluated on Pascal VOC 2012 and VisDrone 2019, MARLNet trains stably across all regularization strengths tested and achieves consistent gains in detection success rate at IoU≥0.5\text{IoU} \geq 0.5: up to +0.011+0.011 on VOC (λphys=0.10λ_\text{phys}{=}0.10), where the motion prior prevents the overshooting that causes plain PPO to regress on this metric, and +0.007+0.007 on VisDrone (λphys=0.70λ_\text{phys}{=}0.70), where unconstrained PPO achieves a larger gain (+0.025+0.025) owing to the weaker base detector. Through reward design ablations and training dynamics analysis, we identify a reward interference in which combining a constant-velocity deviation penalty with an absolute IoU term causes trigger collapse, and show that replacing it with the action smoothness penalty resolves this failure. We further characterize a representational ceiling facing crop-feature refinement agents that share a backbone with their base detector, confirmed through a global-plus-local observation ablation. Project page: https://prithviraj97.github.io/marl-net
Jun 3, 2026cs.CV

Robust Scene Transfer for PointGoal Navigation via Privileged Sensor Guided Contrastive Learning

We propose a sensor-guided adaptive contrastive learning framework for visual representation learning in PointGoal navigation. During training, privileged LiDAR sensing guides the contrastive objective through a geometry-aware similarity metric and adaptive temperature scaling, encouraging visual embeddings to capture navigation-relevant structure rather than scene-specific appearance. The resulting encoder is pretrained independently, frozen, and used as the perceptual backbone for reinforcement learning, decoupling representation learning from policy optimization. We further introduce a cross-stage domain mismatch between representation pretraining and policy learning to suppress environment-specific shortcuts and promote reliance on task-relevant features. Extensive experiments in high-fidelity simulation demonstrate that our approach significantly improves policy-level scene transfer across diverse indoor and outdoor environments. At deployment, the agent relies only on monocular RGB observations together with standard task-related inputs such as goal position and proprioceptive signals, without access to LiDAR or other privileged sensors. Our method outperforms large pretrained vision models and standard contrastive baselines under severe appearance and semantic shifts. We also release a multimodal dataset to support future research on privileged-guided visual representation learning for navigation. The code is available at:
Jun 2, 2026cs.CV

Reinforcement Learning from Cross-domain Videos with Video Prediction Model

Reinforcement learning from expert videos across visually distinct domains is challenging due to the absence of reward signals and the presence of domain gaps. We introduce XIPER (Cross-domain Video Prediction Reward), a reward model for learning from expert videos collected in a visually different domain, where the agent's appearance differs due to factors such as color, morphology, or the sim-to-real gap. More specifically, XIPER trains a cross-domain video prediction model that maps agent observations into the expert domain and uses the prediction likelihood as a reward signal. Experiments on the DMC Color Suite (8 tasks) and DMC Body Suite (3 tasks) show that XIPER consistently outperforms baselines despite domain gaps such as differences in agent color and morphology. We further analyze XIPER on a sim-to-real transfer dataset, demonstrating that it produces meaningful reward signals for real-robot observations given only simulated expert videos. Code, pretrained models, datasets and video demonstrations can be found on our project webpage: https://sites.google.com/view/xiper
Jun 2, 2026cs.LG

Learning to See via Epiretinal Implant Stimulation in silico with Model-Based Deep Reinforcement Learning

Objective: Diseases such as age-related macular degeneration and retinitis pigmentosa cause the degradation of the photoreceptor layer. One approach to restore vision is to electrically stimulate the surviving retinal ganglion cells with a microelectrode array such as epiretinal implants. Epiretinal implants are known to generate visible anisotropic shapes elongated along the axon fascicles of neighboring retinal ganglion cells. Recent work has demonstrated that to obtain isotropic pixel-like shapes, it is possible to map axon fascicles and avoid stimulating them by inactivating electrodes or lowering stimulation current levels. Avoiding axon fascicle stimulation aims to remove brushstroke-like shapes in favor of a more reduced set of pixel-like shapes. Approach: In this study, we propose the use of isotropic and anisotropic shapes to render intelligible images on the retina of a virtual patient in a reinforcement learning environment named rlretina. The environment formalizes the task as using brushstrokes in a stroke-based rendering task. Main Results: We train a deep reinforcement learning agent that learns to assemble isotropic and anisotropic shapes to form an image. We investigate which error-based or perception-based metrics is adequate to reward the agent. The agent is trained in a model-based data generation fashion using the psychophysically validated axon map model to render images as perceived by different virtual patients. We show that the agent can generate more intelligible images compared to the naive method in different virtual patients. Significance: This work shares a new way to address epiretinal stimulation that constitutes a first step towards improving visual acuity in artificially-restored vision using anisotropic phosphenes.
Jun 1, 2026cs.AI

TRON: Targeted Rule-Verifiable Online Environments for Visual Reasoning RL

Reinforcement learning (RL) for visual reasoning needs scalable, verifiable, and controllable training signals. Existing visual RL post-training trains on static curated datasets, with fixed image-question-answer samples bounded by their collection budget. In this work, we introduce TRON (Targeted, Rule-verifiable Online eNvironments), an online environment substrate: a training rollout is generated on demand by a controllable generator-verifier program that samples a fresh latent visual state, renders an image, asks a question, and exactly verifies the answer. A single run can therefore draw an unbounded stream of fresh instances at the difficulty level required by the current curriculum. The current TRON suite contains 520 environments organized into five ability buckets (spatial, mathematical, diagram, pattern/logic, and counting); the same substrate supports both a single full model trained on all buckets and per-bucket ability-specialist models, with no additional data collection. We also introduce a substrate analysis covering generation reliability, instance and level diversity, cross-environment near-duplicates, and base-model pass rate by difficulty level. RL post-training with METHOD consistently improves performance on ten external multimodal reasoning benchmarks across Qwen3-VL-4B, Qwen2.5-VL-7B, and MiMo-VL-7B-SFT.
May 26, 2026cs.RO

Efficient On-policy Visual-RL via Stochastic Decoupled Policy Gradient

We present the stochastic decoupled policy gradient (SDPG), a lightweight visual reinforcement learning (RL) method that trains diverse visuomotor control policies end-to-end within a few hours on a single NVIDIA RTX 4080 GPU. SDPG estimates policy gradients via random perturbations of trajectory rollouts, requiring orders of magnitude fewer batch-rendered environments and substantially reducing compute and memory overhead. On visual MuJoCo benchmarks, SDPG consistently outperforms baseline methods in training time, memory usage, and rewards. Finally, to support future research, we introduce a suite of realistic visual robotics benchmarks spanning dexterous manipulation, challenging locomotion, and demonstrate effective sim-to-real transfer on physical hardware.
May 25, 2026cs.CV

Does Seeing More Mean Knowing More? Mono-Anchored Advantage Normalization for Multi-Source Visual Reasoning

Visual reasoning through reinforcement learning with verifiable rewards (RLVR) has achieved remarkable progress. However, when dealing with multi-source inputs, existing approaches tend to treat them as a mere accumulation of information, lacking explicit mechanisms to distinguish whether integrating additional sources yields information gain or introduces interference. Therefore, they struggle to effectively model dynamic interaction when integrating multiple sources, particularly when they differ significantly in physical properties and semantics, e.g., infrared and depth, leading to inferior performance to mono-source reasoning when a certain source holds the dominant signal. To address this issue, we propose MARS, a novel mono-anchored multi-source reasoning framework that models each visual modality as an independent information source. Specifically, by treating mono-source rewards as dynamic anchors, our method explicitly incorporates the information gain introduced by multi-source fusion into advantage normalization and adaptively emphasizes mutual promotion between sources while suppressing potential noise or conflicts during RLVR. From theoretical analysis, our method effectively quantifies information gain introduced by multi-source integration in gradient estimation, enabling consistent modality regulation. Empirical results also show impressive 3.2% and 4.9% performance gains on GRPO and DAPO across diverse datasets, confirming effectiveness of our method.
May 19, 2026cs.LG

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.