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.
Latest papers 43
3D open-world environments with adversarial opponents remain a core challenge for reinforcement learning due to their vast state spaces. Effective reasoning representations are essential in such settings. While existing self-supervised visual foresight reasoning approaches often suffer from multi-step error accumulation, many recent studies resort to injecting domain-specific knowledge for more stable guidance. Our key insight is that the photorealistic fidelity of visual reasoning representations is secondary; what truly matters is providing informative, task-relevant signals. To this end, we propose ResDreamer, a hierarchical world model in which each higher-level layer is trained to reconstruct the residuals of the layer below. This design enables progressive abstraction of increasingly sophisticated world dynamics and fosters the emergence of richer latent representations. Drawing inspiration from the "Bitter Lesson", ResDreamer trains its reasoning representations in a purely self-supervised manner. The higher-level residual representations are used to modulate lower-level predictions, allowing the world model to scale effectively with only linearly increasing cross-layer communication costs. Experiments show that ResDreamer achieves state-of-the-art sample efficiency and parameter efficiency. This scalable hierarchical visual foresight reasoning architecture paves the way for more capable online RL agents in open-ended, dynamic environments. The code is accessible at https://github.com/XuYuanFei01/ResDreamer.
Identifiable Token Correspondence for World Models
Token-based transformer world models have shown strong performance in visual reinforcement learning, but often suffer from temporal inconsistency in long-horizon rollouts, including object duplication, disappearance, and transmutation. A key reason is that most existing approaches treat next-frame prediction purely as a token generation problem, without considering the persistence of tokens across time. We introduce Identifiable Token Correspondence (ITC), a decoding step for token-based transformer world models that formulates next-frame prediction as a structured assignment problem with latent token correspondence variables: each next-frame token is explained either by copying a token from the previous frame or by generating a new one. ITC leaves the transformer architecture and training procedure unchanged and can be added on top of existing backbones. Our experiments show state-of-the-art performance on 4 challenging benchmarks. The proposed method achieves a return of 72.5% and a score of 35.6% on the Craftax-classic benchmark, significantly surpassing the previous best of 67.4% and 27.9%. We release our source code on https://github.com/snu-mllab/Identifiable-Token-Correspondence.
Higher Resolution, Better Generalization: Unlocking Visual Scaling in Deep Reinforcement Learning
Pixel-based deep reinforcement learning agents are typically trained on heavily downsampled visual observations, a convention inherited from early benchmarks rather than grounded in principled design. In this work, we show that observation resolution is a critical yet overlooked variable for policy learning: higher-resolution inputs can substantially improve both performance and generalization, provided the network architecture can process them effectively. We find that the widely used Impala encoder, which flattens spatial features into a vector, suffers from quadratic parameter growth as resolution increases and fails to leverage the additional visual detail. Replacing this operation with global average pooling, as in the Impoola architecture, decouples parameter count from resolution and yields consistent improvements across resolutions and network widths - at their respective best conditions, visual scaling unlocks a 28 % performance gain for Impoola over Impala. These gains are strongest in environments that require precise perception of small or distant objects, and gradient saliency analysis confirms that the underlying mechanism is a more spatially localized visual attention of the policy at higher resolutions. Our results challenge the prevailing practice of aggressive input downsampling and position resolution-independent architectures as a simple, effective path toward scalable visual deep RL. To facilitate future research on resolution scaling in deep RL, we publicly release the open-source code for the Procgen-HD benchmark: https://github.com/raphajaner/procgen-hd.
RELO: Reinforcement Learning to Localize for Visual Object Tracking
Conventional visual object trackers localize targets using handcrafted spatial priors, often in the form of heatmaps. Such priors provide only surrogate supervision and are poorly aligned with tracking optimization and evaluation metrics, such as intersection over union (IoU) and area under the success curve (AUC). Here, we introduce RELO, a REinforcement-learning-to-LOcalize method for visual object tracking that formulates target localization as a Markov decision process. Specifically, RELO replaces handcrafted spatial priors with a localization policy learned over spatial positions via reinforcement learning, with rewards combining frame-level IoU and sequence-level AUC. We additionally introduce layer-aligned temporal token propagation to improve semantic consistency across frames, with negligible computational overhead. Across multiple benchmarks, RELO achieves superior results, attaining 57.5% AUC on LaSOText without template updates. This confirms that reward-driven localization provides an effective alternative to prior-driven localization for visual object tracking.
Anatomical Landmark-Guided Deep Reinforcement Learning for Autonomous Gastric Navigation
Wireless capsule endoscopy (WCE) enables painless visualization of the gastrointestinal tract, but its diagnostic potential is limited by incomplete mucosal coverage and poor transferability of existing navigation methods across patient anatomies. We propose a transferable, anatomical landmarkguided deep reinforcement learning (AL-DRL) framework for autonomous gastric navigation. Leveraging a lightweight edgecontour-depth fusion module, our policy operates on stable, lowdimensional landmark coordinates rather than high-dimensional video streams, effectively bridging the sim-to-real gap. In simulations across eight patient-derived models, the method achieves over 97% coverage within 50 seconds, significantly outperforming vanilla PPO, SAC, and DQN agents. A two-stage sim-to-real pipeline with an adaptive dynamic programming controller actively mitigates physical disturbances. Ex-vivo experiments demonstrate a mean coverage of 87% and a 53% reduction in procedure time compared with expert manual control.
Learning Visual Feature-Based World Models via Residual Latent Action
World models predict future transitions from observations and actions. Existing works predominantly focus on image generation only. Visual feature-based world models, on the other hand, predict future visual features instead of raw video pixels, offering a promising alternative that is more efficient and less prone to hallucination. However, current feature-based approaches rely on direct regression, which leads to blurry or collapsed predictions in complex interactions, while generative modeling in high-dimensional feature spaces still remains challenging. In this work, we discover that a new type of latent action representation, which we refer to as Residual Latent Action (RLA), can be easily learned from DINO residuals. We also show that RLA is predictive, generalizable, and encodes temporal progression. Building on RLA, we propose RLA World Model (RLA-WM), which predicts RLA values via flow matching. RLA-WM outperforms both state-of-the-art feature-based and video-diffusion world models on simulation and real-world datasets, while being orders of magnitude faster than video diffusion. Furthermore, we develop two robot learning techniques that use RLA-WM to improve policy learning. The first one is a minimalist world action model with RLA that learns from actionless videos, and improves VLA on LIBERO and real robot. The second one is a visual RL framework trained entirely inside a world model learned from offline videos only, using a video-aligned reward and no online interactions. Project page: https://mlzxy.github.io/rla-wm
ELVIS: Ensemble-Calibrated Latent Imagination for Long-Horizon Visual MPC
A central challenge of visual control with model-based reinforcement learning (RL) is reliable long-horizon planning: long rollouts with learned latent dynamics exhibit branching futures and multi-modal action-value distributions. In addition, compounding model errors amplified by visual occlusions make deep imagination brittle. We present ELVIS, a latent model predictive controller (MPC) designed to make long-horizon planning practical. ELVIS plans in a Dreamer-style recurrent state space model (RSSM) and replaces standard unimodal model predictive path integral (MPPI) with a Gaussian-mixture MPPI that maintains multiple coherent hypotheses over long horizons, avoiding mode averaging under branching rollouts. In parallel, ELVIS stabilizes deep imagination with a shared uncertainty-aware lambda-return: an ensemble of latent critics defines an upper-confidence-bound (UCB) score that gates a time-varying lambda, adaptively trading off bootstrapping versus look-ahead to limit compounding error during planning. The same return is used both to train an actor-critic prior from imagined rollouts and to score candidate trajectories inside GMM-MPPI, aligning RL objectives with the planner's long-horizon optimization. On fourteen DeepMind Control Suite visual tasks, ELVIS establishes state-of-the-art performance compared with TD-MPC2 and DreamerV3. Finally, ELVIS transfers zero-shot to a real-world sand-spraying task with severe occlusions, improving surface-quality metrics and demonstrating robustness beyond simulation.
Detecting is Easy, Adapting is Hard: Local Expert Growth for Visual Model-Based Reinforcement Learning under Distribution Shift
Visual model-based reinforcement learning (MBRL) agents can perform well on the training distribution, but often break down once the test environment shifts. In visual MBRL, recognizing that a shift has occurred is often the easier part; the harder part is turning that recognition into useful action-level correction. We study several ways of responding to shift, including planning penalties, direct fine-tuning, global residual correction, and coarse gating. In our experiments, these approaches either do not improve closed-loop control or hurt in-distribution (ID) performance. Based on these negative results, we propose JEPA-Indexed Local Expert Growth. The method uses a frozen JEPA representation only for problem indexing, while cluster-specific residual experts add local action corrections on top of the original controller. The baseline controller itself is not modified. Using paired-bootstrap evaluation, we find that the original naive-preference variant is not stable under stricter testing. In contrast, the harder-pair variant produces statistically significant OOD improvements on all four evaluated shift conditions while preserving ID performance. The learned experts also remain useful when the same shift is encountered again, which supports the view of adaptation as incremental knowledge growth rather than repeated full retraining. We further show that automatic ID rejection can be achieved with simple density models, whereas fine-grained discrimination among OOD sub-families is limited by the representation. Overall, the results indicate that, for visual MBRL under distribution shift, the main challenge is not simply noticing that the environment has changed, but applying the right local action correction after the change has been recognized.
GS-Playground: A High-Throughput Photorealistic Simulator for Vision-Informed Robot Learning
Embodied AI research is undergoing a shift toward vision-centric perceptual paradigms. While massively parallel simulators have catalyzed breakthroughs in proprioception-based locomotion, their potential remains largely untapped for vision-informed tasks due to the prohibitive computational overhead of large-scale photorealistic rendering. Furthermore, the creation of simulation-ready 3D assets heavily relies on labor-intensive manual modeling, while the significant sim-to-real physical gap hinders the transfer of contact-rich manipulation policies. To address these bottlenecks, we propose GS-Playground, a multi-modal simulation framework designed to accelerate end-to-end perceptual learning. We develop a novel high-performance parallel physics engine, specifically designed to integrate with a batch 3D Gaussian Splatting (3DGS) rendering pipeline to ensure high-fidelity synchronization. Our system achieves a breakthrough throughput of 10^4 FPS at 640x480 resolution, significantly lowering the barrier for large-scale visual RL. Additionally, we introduce an automated Real2Sim workflow that reconstructs photorealistic, physically consistent, and memory-efficient environments, streamlining the generation of complex simulation-ready scenes. Extensive experiments on locomotion, navigation, and manipulation demonstrate that GS-Playground effectively bridges the perceptual and physical gaps across diverse embodied tasks. Project homepage: https://gsplayground.github.io.
Language-Conditioned World Modeling for Visual Navigation
Goal-conditioned visual navigation has been a long-standing testbed for embodied AI. We study a natural language-conditioned variant, language-conditioned visual navigation (LCVN), in which an embodied agent must follow a natural language instruction given only an initial egocentric observation. Without access to goal images, the agent must rely on language to shape its perception and continuous control. We introduce the LCVN Dataset, a benchmark of 39,016 trajectories and 117,048 human-verified instructions spanning diverse environments and instruction styles. Building on this benchmark, we study two complementary paradigms: (i) latent-imagination policy learning, in which a diffusion-based world model (LCVN-WM) imagines future observations and an actor-critic agent (LCVN-AC) learns its policy entirely within the imagined latent space; and (ii) unified autoregressive prediction, in which a single multimodal backbone (LCVN-Uni) jointly predicts actions and observations in one forward pass over a shared token sequence. Experiments show that two paradigms offer complementary strengths: latent imagination produces more temporally coherent rollouts, whereas unified prediction generalizes better to unseen environments. Targeted ablations further isolate the contributions of language guidance, conditioning signals, and instruction style, clarifying when language grounding versus dynamics modeling is the performance bottleneck. Together, these findings position LCVN as a testbed for studying how language, imagination, and decision-making interact in embodied agents.
Large Reward Models: Generalizable Online Robot Reward Generation with Vision-Language Models
Reinforcement Learning (RL) has shown strong potential for improving robotic manipulation policies, yet its practical use remains bottlenecked by the difficulty of specifying reward functions that are both semantically meaningful and reusable across tasks. In this paper, we propose Large Reward Models (LRMs), a framework that adapts foundation VLMs into frame-level reward generators for robot policy refinement. We specialize a state-of-the-art VLM on a multi-source dataset spanning real-world robot trajectories, human-object interactions, and simulated manipulation environments. Unlike prior approaches that mainly evaluate trajectories post-hoc, LRMs expose multiple reward interfaces from visual observations: progress estimation, task completion, and temporal contrastive comparison. Starting from an imitation-learned policy, we use these VLM-derived rewards to guide PPO refinement on held-out long-horizon manipulation tasks. Our experiments show that LRM progress rewards provide the strongest non-privileged online refinement signal, improving the IL baseline and narrowing the gap to privileged environment rewards. We further deploy progress rewards for progress-weighted behavioral cloning on four real-world manipulation tasks spanning two robot platforms, improving over SFT on all four tasks. These results suggest that modality-specific specialization of foundation VLMs can provide practical visual reward signals for both simulated policy refinement and physical robot self-improvement without hand-coded task rewards.
KAGE-Bench: Fast Known-Axis Visual Generalization Evaluation for Reinforcement Learning
Pixel-based reinforcement learning agents often fail under purely visual distribution shift even when latent dynamics and rewards are unchanged, but existing benchmarks entangle multiple sources of shift and hinder systematic analysis. We introduce KAGE-Env, a JAX-native 2D platformer that factorizes the observation process into independently controllable visual axes while keeping the underlying control problem fixed. By construction, varying a visual axis affects performance only through the induced state-conditional action distribution of a pixel policy, providing a clean abstraction for visual generalization. Building on this environment, we define KAGE-Bench, a benchmark of six known-axis suites comprising 34 train-evaluation configuration pairs that isolate individual visual shifts. Using a standard PPO-CNN baseline, we observe strong axis-dependent failures, with background and photometric shifts often collapsing success, while agent-appearance shifts are comparatively benign. Several shifts preserve forward motion while breaking task completion, showing that return alone can obscure generalization failures. Finally, the fully vectorized JAX implementation enables up to 33M environment steps per second on a single GPU, enabling fast and reproducible sweeps over visual factors. Code: https://avanturist322.github.io/KAGEBench/.
SEBA: Sample-Efficient Black-Box Attacks on Visual Reinforcement Learning
Visual reinforcement learning has achieved remarkable progress in visual control and robotics, but its vulnerability to adversarial perturbations remains underexplored. Most existing black-box attacks focus on vector-based or discrete-action RL, and their effectiveness on image-based continuous control is limited by the large action space and excessive environment queries. We propose SEBA, a sample-efficient framework for black-box adversarial attacks on visual RL agents. SEBA integrates a shadow Q model that estimates cumulative rewards under adversarial conditions, a generative adversarial network that produces visually imperceptible perturbations, and a world model that simulates environment dynamics to reduce real-world queries. Through a two-stage iterative training procedure that alternates between learning the shadow model and refining the generator, SEBA achieves strong attack performance while maintaining efficiency. Experiments on MuJoCo and Atari benchmarks show that SEBA significantly reduces cumulative rewards, preserves visual fidelity, and greatly decreases environment interactions compared to prior black-box and white-box methods. The code is available at https://github.com/tairanhuang/seba online.