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SubscribeCritic-V: VLM Critics Help Catch VLM Errors in Multimodal Reasoning
Vision-language models~(VLMs) have shown remarkable advancements in multimodal reasoning tasks. However, they still often generate inaccurate or irrelevant responses due to issues like hallucinated image understandings or unrefined reasoning paths. To address these challenges, we introduce Critic-V, a novel framework inspired by the Actor-Critic paradigm to boost the reasoning capability of VLMs. This framework decouples the reasoning process and critic process by integrating two independent components: the Reasoner, which generates reasoning paths based on visual and textual inputs, and the Critic, which provides constructive critique to refine these paths. In this approach, the Reasoner generates reasoning responses according to text prompts, which can evolve iteratively as a policy based on feedback from the Critic. This interaction process was theoretically driven by a reinforcement learning framework where the Critic offers natural language critiques instead of scalar rewards, enabling more nuanced feedback to boost the Reasoner's capability on complex reasoning tasks. The Critic model is trained using Direct Preference Optimization (DPO), leveraging a preference dataset of critiques ranked by Rule-based Reward(RBR) to enhance its critic capabilities. Evaluation results show that the Critic-V framework significantly outperforms existing methods, including GPT-4V, on 5 out of 8 benchmarks, especially regarding reasoning accuracy and efficiency. Combining a dynamic text-based policy for the Reasoner and constructive feedback from the preference-optimized Critic enables a more reliable and context-sensitive multimodal reasoning process. Our approach provides a promising solution to enhance the reliability of VLMs, improving their performance in real-world reasoning-heavy multimodal applications such as autonomous driving and embodied intelligence.
Process Reward Models for LLM Agents: Practical Framework and Directions
We introduce Agent Process Reward Models (AgentPRM), a simple and scalable framework for training LLM agents to continually improve through interactions. AgentPRM follows a lightweight actor-critic paradigm, using Monte Carlo rollouts to compute reward targets and optimize policies. It requires minimal modifications to existing RLHF pipelines, making it easy to integrate at scale. Beyond AgentPRM, we propose InversePRM, which learns process rewards directly from demonstrations without explicit outcome supervision. We also explore key challenges and opportunities, including exploration, process reward shaping, and model-predictive reasoning. We evaluate on ALFWorld benchmark, show that small 3B models trained with AgentPRM and InversePRM outperform strong GPT-4o baselines, and analyze test-time scaling, reward hacking, and more. Our code is available at: https://github.com/sanjibanc/agent_prm.
CoLMDriver: LLM-based Negotiation Benefits Cooperative Autonomous Driving
Vehicle-to-vehicle (V2V) cooperative autonomous driving holds great promise for improving safety by addressing the perception and prediction uncertainties inherent in single-agent systems. However, traditional cooperative methods are constrained by rigid collaboration protocols and limited generalization to unseen interactive scenarios. While LLM-based approaches offer generalized reasoning capabilities, their challenges in spatial planning and unstable inference latency hinder their direct application in cooperative driving. To address these limitations, we propose CoLMDriver, the first full-pipeline LLM-based cooperative driving system, enabling effective language-based negotiation and real-time driving control. CoLMDriver features a parallel driving pipeline with two key components: (i) an LLM-based negotiation module under an actor-critic paradigm, which continuously refines cooperation policies through feedback from previous decisions of all vehicles; and (ii) an intention-guided waypoint generator, which translates negotiation outcomes into executable waypoints. Additionally, we introduce InterDrive, a CARLA-based simulation benchmark comprising 10 challenging interactive driving scenarios for evaluating V2V cooperation. Experimental results demonstrate that CoLMDriver significantly outperforms existing approaches, achieving an 11% higher success rate across diverse highly interactive V2V driving scenarios. Code will be released on https://github.com/cxliu0314/CoLMDriver.
SELU: Self-Learning Embodied MLLMs in Unknown Environments
Recently, multimodal large language models (MLLMs) have demonstrated strong visual understanding and decision-making capabilities, enabling the exploration of autonomously improving MLLMs in unknown environments. However, external feedback like human or environmental feedback is not always available. To address this challenge, existing methods primarily focus on enhancing the decision-making capabilities of MLLMs through voting and scoring mechanisms, while little effort has been paid to improving the environmental comprehension of MLLMs in unknown environments. To fully unleash the self-learning potential of MLLMs, we propose a novel actor-critic self-learning paradigm, dubbed SELU, inspired by the actor-critic paradigm in reinforcement learning. The critic employs self-asking and hindsight relabeling to extract knowledge from interaction trajectories collected by the actor, thereby augmenting its environmental comprehension. Simultaneously, the actor is improved by the self-feedback provided by the critic, enhancing its decision-making. We evaluate our method in the AI2-THOR and VirtualHome environments, and SELU achieves critic improvements of approximately 28% and 30%, and actor improvements of about 20% and 24% via self-learning.
Context-Aware Bayesian Network Actor-Critic Methods for Cooperative Multi-Agent Reinforcement Learning
Executing actions in a correlated manner is a common strategy for human coordination that often leads to better cooperation, which is also potentially beneficial for cooperative multi-agent reinforcement learning (MARL). However, the recent success of MARL relies heavily on the convenient paradigm of purely decentralized execution, where there is no action correlation among agents for scalability considerations. In this work, we introduce a Bayesian network to inaugurate correlations between agents' action selections in their joint policy. Theoretically, we establish a theoretical justification for why action dependencies are beneficial by deriving the multi-agent policy gradient formula under such a Bayesian network joint policy and proving its global convergence to Nash equilibria under tabular softmax policy parameterization in cooperative Markov games. Further, by equipping existing MARL algorithms with a recent method of differentiable directed acyclic graphs (DAGs), we develop practical algorithms to learn the context-aware Bayesian network policies in scenarios with partial observability and various difficulty. We also dynamically decrease the sparsity of the learned DAG throughout the training process, which leads to weakly or even purely independent policies for decentralized execution. Empirical results on a range of MARL benchmarks show the benefits of our approach.
Offline Actor-Critic Reinforcement Learning Scales to Large Models
We show that offline actor-critic reinforcement learning can scale to large models - such as transformers - and follows similar scaling laws as supervised learning. We find that offline actor-critic algorithms can outperform strong, supervised, behavioral cloning baselines for multi-task training on a large dataset containing both sub-optimal and expert behavior on 132 continuous control tasks. We introduce a Perceiver-based actor-critic model and elucidate the key model features needed to make offline RL work with self- and cross-attention modules. Overall, we find that: i) simple offline actor critic algorithms are a natural choice for gradually moving away from the currently predominant paradigm of behavioral cloning, and ii) via offline RL it is possible to learn multi-task policies that master many domains simultaneously, including real robotics tasks, from sub-optimal demonstrations or self-generated data.
Variational Quantum Soft Actor-Critic for Robotic Arm Control
Deep Reinforcement Learning is emerging as a promising approach for the continuous control task of robotic arm movement. However, the challenges of learning robust and versatile control capabilities are still far from being resolved for real-world applications, mainly because of two common issues of this learning paradigm: the exploration strategy and the slow learning speed, sometimes known as "the curse of dimensionality". This work aims at exploring and assessing the advantages of the application of Quantum Computing to one of the state-of-art Reinforcement Learning techniques for continuous control - namely Soft Actor-Critic. Specifically, the performance of a Variational Quantum Soft Actor-Critic on the movement of a virtual robotic arm has been investigated by means of digital simulations of quantum circuits. A quantum advantage over the classical algorithm has been found in terms of a significant decrease in the amount of required parameters for satisfactory model training, paving the way for further promising developments.
Learning to Fly in Seconds
Learning-based methods, particularly Reinforcement Learning (RL), hold great promise for streamlining deployment, enhancing performance, and achieving generalization in the control of autonomous multirotor aerial vehicles. Deep RL has been able to control complex systems with impressive fidelity and agility in simulation but the simulation-to-reality transfer often brings a hard-to-bridge reality gap. Moreover, RL is commonly plagued by prohibitively long training times. In this work, we propose a novel asymmetric actor-critic-based architecture coupled with a highly reliable RL-based training paradigm for end-to-end quadrotor control. We show how curriculum learning and a highly optimized simulator enhance sample complexity and lead to fast training times. To precisely discuss the challenges related to low-level/end-to-end multirotor control, we also introduce a taxonomy that classifies the existing levels of control abstractions as well as non-linearities and domain parameters. Our framework enables Simulation-to-Reality (Sim2Real) transfer for direct RPM control after only 18 seconds of training on a consumer-grade laptop as well as its deployment on microcontrollers to control a multirotor under real-time guarantees. Finally, our solution exhibits competitive performance in trajectory tracking, as demonstrated through various experimental comparisons with existing state-of-the-art control solutions using a real Crazyflie nano quadrotor. We open source the code including a very fast multirotor dynamics simulator that can simulate about 5 months of flight per second on a laptop GPU. The fast training times and deployment to a cheap, off-the-shelf quadrotor lower the barriers to entry and help democratize the research and development of these systems.
Actor-Critics Can Achieve Optimal Sample Efficiency
Actor-critic algorithms have become a cornerstone in reinforcement learning (RL), leveraging the strengths of both policy-based and value-based methods. Despite recent progress in understanding their statistical efficiency, no existing work has successfully learned an epsilon-optimal policy with a sample complexity of O(1/epsilon^2) trajectories with general function approximation when strategic exploration is necessary. We address this open problem by introducing a novel actor-critic algorithm that attains a sample-complexity of O(dH^5 log|A|/epsilon^2 + d H^4 log|F|/ epsilon^2) trajectories, and accompanying T regret when the Bellman eluder dimension d does not increase with T at more than a log T rate. Here, F is the critic function class, A is the action space, and H is the horizon in the finite horizon MDP setting. Our algorithm integrates optimism, off-policy critic estimation targeting the optimal Q-function, and rare-switching policy resets. We extend this to the setting of Hybrid RL, showing that initializing the critic with offline data yields sample efficiency gains compared to purely offline or online RL. Further, utilizing access to offline data, we provide a non-optimistic provably efficient actor-critic algorithm that only additionally requires N_{off} geq c_{off}^*dH^4/epsilon^2 in exchange for omitting optimism, where c_{off}^* is the single-policy concentrability coefficient and N_{off} is the number of offline samples. This addresses another open problem in the literature. We further provide numerical experiments to support our theoretical findings.
Interactive Learning from Policy-Dependent Human Feedback
This paper investigates the problem of interactively learning behaviors communicated by a human teacher using positive and negative feedback. Much previous work on this problem has made the assumption that people provide feedback for decisions that is dependent on the behavior they are teaching and is independent from the learner's current policy. We present empirical results that show this assumption to be false -- whether human trainers give a positive or negative feedback for a decision is influenced by the learner's current policy. Based on this insight, we introduce {\em Convergent Actor-Critic by Humans} (COACH), an algorithm for learning from policy-dependent feedback that converges to a local optimum. Finally, we demonstrate that COACH can successfully learn multiple behaviors on a physical robot.
Asynchronous Methods for Deep Reinforcement Learning
We propose a conceptually simple and lightweight framework for deep reinforcement learning that uses asynchronous gradient descent for optimization of deep neural network controllers. We present asynchronous variants of four standard reinforcement learning algorithms and show that parallel actor-learners have a stabilizing effect on training allowing all four methods to successfully train neural network controllers. The best performing method, an asynchronous variant of actor-critic, surpasses the current state-of-the-art on the Atari domain while training for half the time on a single multi-core CPU instead of a GPU. Furthermore, we show that asynchronous actor-critic succeeds on a wide variety of continuous motor control problems as well as on a new task of navigating random 3D mazes using a visual input.
The Lighthouse of Language: Enhancing LLM Agents via Critique-Guided Improvement
Large language models (LLMs) have recently transformed from text-based assistants to autonomous agents capable of planning, reasoning, and iteratively improving their actions. While numerical reward signals and verifiers can effectively rank candidate actions, they often provide limited contextual guidance. In contrast, natural language feedback better aligns with the generative capabilities of LLMs, providing richer and more actionable suggestions. However, parsing and implementing this feedback effectively can be challenging for LLM-based agents. In this work, we introduce Critique-Guided Improvement (CGI), a novel two-player framework, comprising an actor model that explores an environment and a critic model that generates detailed nature language feedback. By training the critic to produce fine-grained assessments and actionable revisions, and the actor to utilize these critiques, our approach promotes more robust exploration of alternative strategies while avoiding local optima. Experiments in three interactive environments show that CGI outperforms existing baselines by a substantial margin. Notably, even a small critic model surpasses GPT-4 in feedback quality. The resulting actor achieves state-of-the-art performance, demonstrating the power of explicit iterative guidance to enhance decision-making in LLM-based agents.
Exploring the Promise and Limits of Real-Time Recurrent Learning
Real-time recurrent learning (RTRL) for sequence-processing recurrent neural networks (RNNs) offers certain conceptual advantages over backpropagation through time (BPTT). RTRL requires neither caching past activations nor truncating context, and enables online learning. However, RTRL's time and space complexity make it impractical. To overcome this problem, most recent work on RTRL focuses on approximation theories, while experiments are often limited to diagnostic settings. Here we explore the practical promise of RTRL in more realistic settings. We study actor-critic methods that combine RTRL and policy gradients, and test them in several subsets of DMLab-30, ProcGen, and Atari-2600 environments. On DMLab memory tasks, our system trained on fewer than 1.2 B environmental frames is competitive with or outperforms well-known IMPALA and R2D2 baselines trained on 10 B frames. To scale to such challenging tasks, we focus on certain well-known neural architectures with element-wise recurrence, allowing for tractable RTRL without approximation. Importantly, we also discuss rarely addressed limitations of RTRL in real-world applications, such as its complexity in the multi-layer case.
Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments
We explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies.
ACE : Off-Policy Actor-Critic with Causality-Aware Entropy Regularization
The varying significance of distinct primitive behaviors during the policy learning process has been overlooked by prior model-free RL algorithms. Leveraging this insight, we explore the causal relationship between different action dimensions and rewards to evaluate the significance of various primitive behaviors during training. We introduce a causality-aware entropy term that effectively identifies and prioritizes actions with high potential impacts for efficient exploration. Furthermore, to prevent excessive focus on specific primitive behaviors, we analyze the gradient dormancy phenomenon and introduce a dormancy-guided reset mechanism to further enhance the efficacy of our method. Our proposed algorithm, ACE: Off-policy Actor-critic with Causality-aware Entropy regularization, demonstrates a substantial performance advantage across 29 diverse continuous control tasks spanning 7 domains compared to model-free RL baselines, which underscores the effectiveness, versatility, and efficient sample efficiency of our approach. Benchmark results and videos are available at https://ace-rl.github.io/.
Soft Actor-Critic Algorithms and Applications
Model-free deep reinforcement learning (RL) algorithms have been successfully applied to a range of challenging sequential decision making and control tasks. However, these methods typically suffer from two major challenges: high sample complexity and brittleness to hyperparameters. Both of these challenges limit the applicability of such methods to real-world domains. In this paper, we describe Soft Actor-Critic (SAC), our recently introduced off-policy actor-critic algorithm based on the maximum entropy RL framework. In this framework, the actor aims to simultaneously maximize expected return and entropy. That is, to succeed at the task while acting as randomly as possible. We extend SAC to incorporate a number of modifications that accelerate training and improve stability with respect to the hyperparameters, including a constrained formulation that automatically tunes the temperature hyperparameter. We systematically evaluate SAC on a range of benchmark tasks, as well as real-world challenging tasks such as locomotion for a quadrupedal robot and robotic manipulation with a dexterous hand. With these improvements, SAC achieves state-of-the-art performance, outperforming prior on-policy and off-policy methods in sample-efficiency and asymptotic performance. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving similar performance across different random seeds. These results suggest that SAC is a promising candidate for learning in real-world robotics tasks.
Recomposing the Reinforcement Learning Building Blocks with Hypernetworks
The Reinforcement Learning (RL) building blocks, i.e. Q-functions and policy networks, usually take elements from the cartesian product of two domains as input. In particular, the input of the Q-function is both the state and the action, and in multi-task problems (Meta-RL) the policy can take a state and a context. Standard architectures tend to ignore these variables' underlying interpretations and simply concatenate their features into a single vector. In this work, we argue that this choice may lead to poor gradient estimation in actor-critic algorithms and high variance learning steps in Meta-RL algorithms. To consider the interaction between the input variables, we suggest using a Hypernetwork architecture where a primary network determines the weights of a conditional dynamic network. We show that this approach improves the gradient approximation and reduces the learning step variance, which both accelerates learning and improves the final performance. We demonstrate a consistent improvement across different locomotion tasks and different algorithms both in RL (TD3 and SAC) and in Meta-RL (MAML and PEARL).
Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor
Model-free deep reinforcement learning (RL) algorithms have been demonstrated on a range of challenging decision making and control tasks. However, these methods typically suffer from two major challenges: very high sample complexity and brittle convergence properties, which necessitate meticulous hyperparameter tuning. Both of these challenges severely limit the applicability of such methods to complex, real-world domains. In this paper, we propose soft actor-critic, an off-policy actor-critic deep RL algorithm based on the maximum entropy reinforcement learning framework. In this framework, the actor aims to maximize expected reward while also maximizing entropy. That is, to succeed at the task while acting as randomly as possible. Prior deep RL methods based on this framework have been formulated as Q-learning methods. By combining off-policy updates with a stable stochastic actor-critic formulation, our method achieves state-of-the-art performance on a range of continuous control benchmark tasks, outperforming prior on-policy and off-policy methods. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving very similar performance across different random seeds.
Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX
Open-source reinforcement learning (RL) environments have played a crucial role in driving progress in the development of AI algorithms. In modern RL research, there is a need for simulated environments that are performant, scalable, and modular to enable their utilization in a wider range of potential real-world applications. Therefore, we present Jumanji, a suite of diverse RL environments specifically designed to be fast, flexible, and scalable. Jumanji provides a suite of environments focusing on combinatorial problems frequently encountered in industry, as well as challenging general decision-making tasks. By leveraging the efficiency of JAX and hardware accelerators like GPUs and TPUs, Jumanji enables rapid iteration of research ideas and large-scale experimentation, ultimately empowering more capable agents. Unlike existing RL environment suites, Jumanji is highly customizable, allowing users to tailor the initial state distribution and problem complexity to their needs. Furthermore, we provide actor-critic baselines for each environment, accompanied by preliminary findings on scaling and generalization scenarios. Jumanji aims to set a new standard for speed, adaptability, and scalability of RL environments.
MMC: Iterative Refinement of VLM Reasoning via MCTS-based Multimodal Critique
Visual language models (VLMs) have demonstrated strong performance across diverse multimodal reasoning tasks but still face challenges such as hallucinations, resulting in incorrect reasoning outcomes. Inspired by recent research on external feedback mechanisms in large language models (LLMs), we propose a multimodal actor-critic framework to enhance VLM reasoning capabilities. Specifically, the actor model generates step-by-step reasoning paths based on image and text inputs, while the critic model evaluates these reasoning paths and provides corrective feedback. The actor model iteratively refines its reasoning based on the feedback until the reasoning outcome is deemed satisfactory by the critic model. To reduce reliance on costly manual annotations, we introduce an automated method for constructing multimodal critique datasets. By leveraging Monte Carlo Tree Search (MCTS), we systematically guide the actor model to explore diverse reasoning paths. To obtain critique data for correcting erroneous reasoning steps, we prompt an annotator model to compare pairs of reasoning paths diverging from a shared ancestor node - one leading to a correct conclusion and the other to an incorrect one. This approach enables us to construct the MMC (MCTS-based Multimodal Critique) dataset, upon which we further develop a comprehensive training and inference pipeline. Extensive experiments conducted on several public benchmark datasets and mainstream VLMs demonstrate that our approach significantly improves the performance of VLM on complex multimodal reasoning tasks, underscoring its effectiveness and wide applicability.
Agent-R: Training Language Model Agents to Reflect via Iterative Self-Training
Large Language Models (LLMs) agents are increasingly pivotal for addressing complex tasks in interactive environments. Existing work mainly focuses on enhancing performance through behavior cloning from stronger experts, yet such approaches often falter in real-world applications, mainly due to the inability to recover from errors. However, step-level critique data is difficult and expensive to collect. Automating and dynamically constructing self-critique datasets is thus crucial to empowering models with intelligent agent capabilities. In this work, we propose an iterative self-training framework, Agent-R, that enables language Agent to Reflect on the fly. Unlike traditional methods that reward or penalize actions based on correctness, Agent-R leverages MCTS to construct training data that recover correct trajectories from erroneous ones. A key challenge of agent reflection lies in the necessity for timely revision rather than waiting until the end of a rollout. To address this, we introduce a model-guided critique construction mechanism: the actor model identifies the first error step (within its current capability) in a failed trajectory. Starting from it, we splice it with the adjacent correct path, which shares the same parent node in the tree. This strategy enables the model to learn reflection based on its current policy, therefore yielding better learning efficiency. To further explore the scalability of this self-improvement paradigm, we investigate iterative refinement of both error correction capabilities and dataset construction. Our findings demonstrate that Agent-R continuously improves the model's ability to recover from errors and enables timely error correction. Experiments on three interactive environments show that Agent-R effectively equips agents to correct erroneous actions while avoiding loops, achieving superior performance compared to baseline methods (+5.59%).
Addressing Function Approximation Error in Actor-Critic Methods
In value-based reinforcement learning methods such as deep Q-learning, function approximation errors are known to lead to overestimated value estimates and suboptimal policies. We show that this problem persists in an actor-critic setting and propose novel mechanisms to minimize its effects on both the actor and the critic. Our algorithm builds on Double Q-learning, by taking the minimum value between a pair of critics to limit overestimation. We draw the connection between target networks and overestimation bias, and suggest delaying policy updates to reduce per-update error and further improve performance. We evaluate our method on the suite of OpenAI gym tasks, outperforming the state of the art in every environment tested.
Band-limited Soft Actor Critic Model
Soft Actor Critic (SAC) algorithms show remarkable performance in complex simulated environments. A key element of SAC networks is entropy regularization, which prevents the SAC actor from optimizing against fine grained features, oftentimes transient, of the state-action value function. This results in better sample efficiency during early training. We take this idea one step further by artificially bandlimiting the target critic spatial resolution through the addition of a convolutional filter. We derive the closed form solution in the linear case and show that bandlimiting reduces the interdependency between the low and high frequency components of the state-action value approximation, allowing the critic to learn faster. In experiments, the bandlimited SAC outperformed the classic twin-critic SAC in a number of Gym environments, and displayed more stability in returns. We derive novel insights about SAC by adding a stochastic noise disturbance, a technique that is increasingly being used to learn robust policies that transfer well to the real world counterparts.
Critic-Guided Decoding for Controlled Text Generation
Steering language generation towards objectives or away from undesired content has been a long-standing goal in utilizing language models (LM). Recent work has demonstrated reinforcement learning and weighted decoding as effective approaches to achieve a higher level of language control and quality with pros and cons. In this work, we propose a novel critic decoding method for controlled language generation (CriticControl) that combines the strengths of reinforcement learning and weighted decoding. Specifically, we adopt the actor-critic framework to train an LM-steering critic from non-differentiable reward models. And similar to weighted decoding, our method freezes the language model and manipulates the output token distribution using called critic, improving training efficiency and stability. Evaluation of our method on three controlled generation tasks, namely topic control, sentiment control, and detoxification, shows that our approach generates more coherent and well-controlled texts than previous methods. In addition, CriticControl demonstrates superior generalization ability in zero-shot settings. Human evaluation studies also corroborate our findings.
Two-Stage Constrained Actor-Critic for Short Video Recommendation
The wide popularity of short videos on social media poses new opportunities and challenges to optimize recommender systems on the video-sharing platforms. Users sequentially interact with the system and provide complex and multi-faceted responses, including watch time and various types of interactions with multiple videos. One the one hand, the platforms aims at optimizing the users' cumulative watch time (main goal) in long term, which can be effectively optimized by Reinforcement Learning. On the other hand, the platforms also needs to satisfy the constraint of accommodating the responses of multiple user interactions (auxiliary goals) such like, follow, share etc. In this paper, we formulate the problem of short video recommendation as a Constrained Markov Decision Process (CMDP). We find that traditional constrained reinforcement learning algorithms can not work well in this setting. We propose a novel two-stage constrained actor-critic method: At stage one, we learn individual policies to optimize each auxiliary signal. At stage two, we learn a policy to (i) optimize the main signal and (ii) stay close to policies learned at the first stage, which effectively guarantees the performance of this main policy on the auxiliaries. Through extensive offline evaluations, we demonstrate effectiveness of our method over alternatives in both optimizing the main goal as well as balancing the others. We further show the advantage of our method in live experiments of short video recommendations, where it significantly outperforms other baselines in terms of both watch time and interactions. Our approach has been fully launched in the production system to optimize user experiences on the platform.
Risk-sensitive Reinforcement Learning Based on Convex Scoring Functions
We propose a reinforcement learning (RL) framework under a broad class of risk objectives, characterized by convex scoring functions. This class covers many common risk measures, such as variance, Expected Shortfall, entropic Value-at-Risk, and mean-risk utility. To resolve the time-inconsistency issue, we consider an augmented state space and an auxiliary variable and recast the problem as a two-state optimization problem. We propose a customized Actor-Critic algorithm and establish some theoretical approximation guarantees. A key theoretical contribution is that our results do not require the Markov decision process to be continuous. Additionally, we propose an auxiliary variable sampling method inspired by the alternating minimization algorithm, which is convergent under certain conditions. We validate our approach in simulation experiments with a financial application in statistical arbitrage trading, demonstrating the effectiveness of the algorithm.
SLIM: Skill Learning with Multiple Critics
Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful and safe manipulation behaviors. Furthermore, tackling this by augmenting skill discovery rewards with additional rewards through a naive combination might fail to produce desired behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, significantly surpassing baseline approaches for skill discovery.
ArCHer: Training Language Model Agents via Hierarchical Multi-Turn RL
A broad use case of large language models (LLMs) is in goal-directed decision-making tasks (or "agent" tasks), where an LLM needs to not just generate completions for a given prompt, but rather make intelligent decisions over a multi-turn interaction to accomplish a task (e.g., when interacting with the web, using tools, or providing customer support). Reinforcement learning (RL) provides a general paradigm to address such agent tasks, but current RL methods for LLMs largely focus on optimizing single-turn rewards. By construction, most single-turn RL methods cannot endow LLMs with the ability to intelligently seek information over multiple turns, perform credit assignment, or reason about their past actions -- all of which are critical in agent tasks. This raises the question: how can we design effective and efficient multi-turn RL algorithms for LLMs? In this paper, we develop a framework for building multi-turn RL algorithms for fine-tuning LLMs, that preserves the flexibility of existing single-turn RL methods for LLMs (e.g., proximal policy optimization), while accommodating multiple turns, long horizons, and delayed rewards effectively. To do this, our framework adopts a hierarchical RL approach and runs two RL algorithms in parallel: a high-level off-policy value-based RL algorithm to aggregate reward over utterances, and a low-level RL algorithm that utilizes this high-level value function to train a token policy within each utterance or turn. Our hierarchical framework, Actor-Critic Framework with a Hierarchical Structure (ArCHer), can also give rise to other RL methods. Empirically, we find that ArCHer significantly improves efficiency and performance on agent tasks, attaining a sample efficiency of about 100x over existing methods, while also improving with larger model capacity (upto the 7 billion scale that we tested on).
REValueD: Regularised Ensemble Value-Decomposition for Factorisable Markov Decision Processes
Discrete-action reinforcement learning algorithms often falter in tasks with high-dimensional discrete action spaces due to the vast number of possible actions. A recent advancement leverages value-decomposition, a concept from multi-agent reinforcement learning, to tackle this challenge. This study delves deep into the effects of this value-decomposition, revealing that whilst it curtails the over-estimation bias inherent to Q-learning algorithms, it amplifies target variance. To counteract this, we present an ensemble of critics to mitigate target variance. Moreover, we introduce a regularisation loss that helps to mitigate the effects that exploratory actions in one dimension can have on the value of optimal actions in other dimensions. Our novel algorithm, REValueD, tested on discretised versions of the DeepMind Control Suite tasks, showcases superior performance, especially in the challenging humanoid and dog tasks. We further dissect the factors influencing REValueD's performance, evaluating the significance of the regularisation loss and the scalability of REValueD with increasing sub-actions per dimension.
Improving Multi-Step Reasoning Abilities of Large Language Models with Direct Advantage Policy Optimization
The role of reinforcement learning (RL) in enhancing the reasoning of large language models (LLMs) is becoming increasingly significant. Despite the success of RL in many scenarios, there are still many challenges in improving the reasoning of LLMs. One challenge is the sparse reward, which makes optimization difficult for RL and necessitates a large amount of data samples. Another challenge stems from the inherent instability of RL, particularly when using Actor-Critic (AC) methods to derive optimal policies, which often leads to unstable training processes. To address these issues, we introduce Direct Advantage Policy Optimization (DAPO), an novel step-level offline RL algorithm. Unlike standard alignment that rely solely outcome rewards to optimize policies (such as DPO), DAPO employs a critic function to predict the reasoning accuracy at each step, thereby generating dense signals to refine the generation strategy. Additionally, the Actor and Critic components in DAPO are trained independently, avoiding the co-training instability observed in standard AC algorithms like PPO. We train DAPO on mathematical and code query datasets and then evaluate its performance on multiple benchmarks. Our results show that DAPO can effectively enhance the mathematical and code capabilities on both SFT models and RL models, demonstrating the effectiveness of DAPO.
Consistency Models as a Rich and Efficient Policy Class for Reinforcement Learning
Score-based generative models like the diffusion model have been testified to be effective in modeling multi-modal data from image generation to reinforcement learning (RL). However, the inference process of diffusion model can be slow, which hinders its usage in RL with iterative sampling. We propose to apply the consistency model as an efficient yet expressive policy representation, namely consistency policy, with an actor-critic style algorithm for three typical RL settings: offline, offline-to-online and online. For offline RL, we demonstrate the expressiveness of generative models as policies from multi-modal data. For offline-to-online RL, the consistency policy is shown to be more computational efficient than diffusion policy, with a comparable performance. For online RL, the consistency policy demonstrates significant speedup and even higher average performances than the diffusion policy.
KungfuBot: Physics-Based Humanoid Whole-Body Control for Learning Highly-Dynamic Skills
Humanoid robots are promising to acquire various skills by imitating human behaviors. However, existing algorithms are only capable of tracking smooth, low-speed human motions, even with delicate reward and curriculum design. This paper presents a physics-based humanoid control framework, aiming to master highly-dynamic human behaviors such as Kungfu and dancing through multi-steps motion processing and adaptive motion tracking. For motion processing, we design a pipeline to extract, filter out, correct, and retarget motions, while ensuring compliance with physical constraints to the maximum extent. For motion imitation, we formulate a bi-level optimization problem to dynamically adjust the tracking accuracy tolerance based on the current tracking error, creating an adaptive curriculum mechanism. We further construct an asymmetric actor-critic framework for policy training. In experiments, we train whole-body control policies to imitate a set of highly-dynamic motions. Our method achieves significantly lower tracking errors than existing approaches and is successfully deployed on the Unitree G1 robot, demonstrating stable and expressive behaviors. The project page is https://kungfu-bot.github.io.
RL4F: Generating Natural Language Feedback with Reinforcement Learning for Repairing Model Outputs
Despite their unprecedented success, even the largest language models make mistakes. Similar to how humans learn and improve using feedback, previous work proposed providing language models with natural language feedback to guide them in repairing their outputs. Because human-generated critiques are expensive to obtain, researchers have devised learned critique generators in lieu of human critics while assuming one can train downstream models to utilize generated feedback. However, this approach does not apply to black-box or limited access models such as ChatGPT, as they cannot be fine-tuned. Moreover, in the era of large general-purpose language agents, fine-tuning is neither computationally nor spatially efficient as it results in multiple copies of the network. In this work, we introduce RL4F (Reinforcement Learning for Feedback), a multi-agent collaborative framework where the critique generator is trained to maximize end-task performance of GPT-3, a fixed model more than 200 times its size. RL4F produces critiques that help GPT-3 revise its outputs. We study three datasets for action planning, summarization and alphabetization and show improvements (~5% on average) in multiple text similarity metrics over strong baselines across all three tasks.
Continuous control with deep reinforcement learning
We adapt the ideas underlying the success of Deep Q-Learning to the continuous action domain. We present an actor-critic, model-free algorithm based on the deterministic policy gradient that can operate over continuous action spaces. Using the same learning algorithm, network architecture and hyper-parameters, our algorithm robustly solves more than 20 simulated physics tasks, including classic problems such as cartpole swing-up, dexterous manipulation, legged locomotion and car driving. Our algorithm is able to find policies whose performance is competitive with those found by a planning algorithm with full access to the dynamics of the domain and its derivatives. We further demonstrate that for many of the tasks the algorithm can learn policies end-to-end: directly from raw pixel inputs.
Inverse Dynamics Pretraining Learns Good Representations for Multitask Imitation
In recent years, domains such as natural language processing and image recognition have popularized the paradigm of using large datasets to pretrain representations that can be effectively transferred to downstream tasks. In this work we evaluate how such a paradigm should be done in imitation learning, where both pretraining and finetuning data are trajectories collected by experts interacting with an unknown environment. Namely, we consider a setting where the pretraining corpus consists of multitask demonstrations and the task for each demonstration is set by an unobserved latent context variable. The goal is to use the pretraining corpus to learn a low dimensional representation of the high dimensional (e.g., visual) observation space which can be transferred to a novel context for finetuning on a limited dataset of demonstrations. Among a variety of possible pretraining objectives, we argue that inverse dynamics modeling -- i.e., predicting an action given the observations appearing before and after it in the demonstration -- is well-suited to this setting. We provide empirical evidence of this claim through evaluations on a variety of simulated visuomotor manipulation problems. While previous work has attempted various theoretical explanations regarding the benefit of inverse dynamics modeling, we find that these arguments are insufficient to explain the empirical advantages often observed in our settings, and so we derive a novel analysis using a simple but general environment model.
AntGPT: Can Large Language Models Help Long-term Action Anticipation from Videos?
Can we better anticipate an actor's future actions (e.g. mix eggs) by knowing what commonly happens after his/her current action (e.g. crack eggs)? What if we also know the longer-term goal of the actor (e.g. making egg fried rice)? The long-term action anticipation (LTA) task aims to predict an actor's future behavior from video observations in the form of verb and noun sequences, and it is crucial for human-machine interaction. We propose to formulate the LTA task from two perspectives: a bottom-up approach that predicts the next actions autoregressively by modeling temporal dynamics; and a top-down approach that infers the goal of the actor and plans the needed procedure to accomplish the goal. We hypothesize that large language models (LLMs), which have been pretrained on procedure text data (e.g. recipes, how-tos), have the potential to help LTA from both perspectives. It can help provide the prior knowledge on the possible next actions, and infer the goal given the observed part of a procedure, respectively. To leverage the LLMs, we propose a two-stage framework, AntGPT. It first recognizes the actions already performed in the observed videos and then asks an LLM to predict the future actions via conditioned generation, or to infer the goal and plan the whole procedure by chain-of-thought prompting. Empirical results on the Ego4D LTA v1 and v2 benchmarks, EPIC-Kitchens-55, as well as EGTEA GAZE+ demonstrate the effectiveness of our proposed approach. AntGPT achieves state-of-the-art performance on all above benchmarks, and can successfully infer the goal and thus perform goal-conditioned "counterfactual" prediction via qualitative analysis. Code and model will be released at https://brown-palm.github.io/AntGPT
SAC-GLAM: Improving Online RL for LLM agents with Soft Actor-Critic and Hindsight Relabeling
The past years have seen Large Language Models (LLMs) strive not only as generative models but also as agents solving textual sequential decision-making tasks. When facing complex environments where their zero-shot abilities are insufficient, recent work showed online Reinforcement Learning (RL) could be used for the LLM agent to discover and learn efficient strategies interactively. However, most prior work sticks to on-policy algorithms, which greatly reduces the scope of methods such agents could use for both exploration and exploitation, such as experience replay and hindsight relabeling. Yet, such methods may be key for LLM learning agents, and in particular when designing autonomous intrinsically motivated agents sampling and pursuing their own goals (i.e. autotelic agents). This paper presents and studies an adaptation of Soft Actor-Critic and hindsight relabeling to LLM agents. Our method not only paves the path towards autotelic LLM agents that learn online but can also outperform on-policy methods in more classic multi-goal RL environments.
A2C is a special case of PPO
Advantage Actor-critic (A2C) and Proximal Policy Optimization (PPO) are popular deep reinforcement learning algorithms used for game AI in recent years. A common understanding is that A2C and PPO are separate algorithms because PPO's clipped objective appears significantly different than A2C's objective. In this paper, however, we show A2C is a special case of PPO. We present theoretical justifications and pseudocode analysis to demonstrate why. To validate our claim, we conduct an empirical experiment using Stable-baselines3, showing A2C and PPO produce the exact same models when other settings are controlled.
Beyond Exponentially Fast Mixing in Average-Reward Reinforcement Learning via Multi-Level Monte Carlo Actor-Critic
Many existing reinforcement learning (RL) methods employ stochastic gradient iteration on the back end, whose stability hinges upon a hypothesis that the data-generating process mixes exponentially fast with a rate parameter that appears in the step-size selection. Unfortunately, this assumption is violated for large state spaces or settings with sparse rewards, and the mixing time is unknown, making the step size inoperable. In this work, we propose an RL methodology attuned to the mixing time by employing a multi-level Monte Carlo estimator for the critic, the actor, and the average reward embedded within an actor-critic (AC) algorithm. This method, which we call Multi-level Actor-Critic (MAC), is developed especially for infinite-horizon average-reward settings and neither relies on oracle knowledge of the mixing time in its parameter selection nor assumes its exponential decay; it, therefore, is readily applicable to applications with slower mixing times. Nonetheless, it achieves a convergence rate comparable to the state-of-the-art AC algorithms. We experimentally show that these alleviated restrictions on the technical conditions required for stability translate to superior performance in practice for RL problems with sparse rewards.
Training Language Models to Critique With Multi-agent Feedback
Critique ability, a meta-cognitive capability of humans, presents significant challenges for LLMs to improve. Recent works primarily rely on supervised fine-tuning (SFT) using critiques generated by a single LLM like GPT-4. However, these model-generated critiques often exhibit flaws due to the inherent complexity of the critique. Consequently, fine-tuning LLMs on such flawed critiques typically limits the model's performance and propagates these flaws into the learned model. To overcome these challenges, this paper proposes a novel data generation pipeline, named MultiCritique, that improves the critique ability of LLMs by utilizing multi-agent feedback in both the SFT and reinforcement learning (RL) stages. First, our data generation pipeline aggregates high-quality critiques from multiple agents instead of a single model, with crucial information as input for simplifying the critique. Furthermore, our pipeline improves the preference accuracy of critique quality through multi-agent feedback, facilitating the effectiveness of RL in improving the critique ability of LLMs. Based on our proposed MultiCritique data generation pipeline, we construct the MultiCritiqueDataset for the SFT and RL fine-tuning stages. Extensive experimental results on two benchmarks demonstrate: 1) the superior quality of our constructed SFT dataset compared to existing critique datasets; 2) additional improvements to the critique ability of LLMs brought by the RL stage. Notably, our fine-tuned 7B model significantly surpasses other advanced 7B-13B open-source models, approaching the performance of advanced 70B LLMs and GPT-4. Codes, datasets and model weights will be publicly available.
Game On: Towards Language Models as RL Experimenters
We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.
Reinforcement Learning with Action Sequence for Data-Efficient Robot Learning
Training reinforcement learning (RL) agents on robotic tasks typically requires a large number of training samples. This is because training data often consists of noisy trajectories, whether from exploration or human-collected demonstrations, making it difficult to learn value functions that understand the effect of taking each action. On the other hand, recent behavior-cloning (BC) approaches have shown that predicting a sequence of actions enables policies to effectively approximate noisy, multi-modal distributions of expert demonstrations. Can we use a similar idea for improving RL on robotic tasks? In this paper, we introduce a novel RL algorithm that learns a critic network that outputs Q-values over a sequence of actions. By explicitly training the value functions to learn the consequence of executing a series of current and future actions, our algorithm allows for learning useful value functions from noisy trajectories. We study our algorithm across various setups with sparse and dense rewards, and with or without demonstrations, spanning mobile bi-manual manipulation, whole-body control, and tabletop manipulation tasks from BiGym, HumanoidBench, and RLBench. We find that, by learning the critic network with action sequences, our algorithm outperforms various RL and BC baselines, in particular on challenging humanoid control tasks.
Position control of an acoustic cavitation bubble by reinforcement learning
A control technique is developed via Reinforcement Learning that allows arbitrary controlling of the position of an acoustic cavitation bubble in a dual-frequency standing acoustic wave field. The agent must choose the optimal pressure amplitude values to manipulate the bubble position in the range of x/lambda_0in[0.05, 0.25]. To train the agent an actor-critic off-policy algorithm (Deep Deterministic Policy Gradient) was used that supports continuous action space, which allows setting the pressure amplitude values continuously within 0 and 1, bar. A shaped reward function is formulated that minimizes the distance between the bubble and the target position and implicitly encourages the agent to perform the position control within the shortest amount of time. In some cases, the optimal control can be 7 times faster than the solution expected from the linear theory.
SHARP: Unlocking Interactive Hallucination via Stance Transfer in Role-Playing Agents
The advanced role-playing capabilities of Large Language Models (LLMs) have paved the way for developing Role-Playing Agents (RPAs). However, existing benchmarks in social interaction such as HPD and SocialBench have not investigated hallucination and face limitations like poor generalizability and implicit judgments for character fidelity. To address these issues, we propose a generalizable, explicit and effective paradigm to unlock the interactive patterns in diverse worldviews. Specifically, we define the interactive hallucination based on stance transfer and construct a benchmark, SHARP, by extracting relations from a general commonsense knowledge graph and leveraging the inherent hallucination properties of RPAs to simulate interactions across roles. Extensive experiments validate the effectiveness and stability of our paradigm. Our findings further explore the factors influencing these metrics and discuss the trade-off between blind loyalty to roles and adherence to facts in RPAs.
Performative Reinforcement Learning
We introduce the framework of performative reinforcement learning where the policy chosen by the learner affects the underlying reward and transition dynamics of the environment. Following the recent literature on performative prediction~Perdomo et. al., 2020, we introduce the concept of performatively stable policy. We then consider a regularized version of the reinforcement learning problem and show that repeatedly optimizing this objective converges to a performatively stable policy under reasonable assumptions on the transition dynamics. Our proof utilizes the dual perspective of the reinforcement learning problem and may be of independent interest in analyzing the convergence of other algorithms with decision-dependent environments. We then extend our results for the setting where the learner just performs gradient ascent steps instead of fully optimizing the objective, and for the setting where the learner has access to a finite number of trajectories from the changed environment. For both settings, we leverage the dual formulation of performative reinforcement learning and establish convergence to a stable solution. Finally, through extensive experiments on a grid-world environment, we demonstrate the dependence of convergence on various parameters e.g. regularization, smoothness, and the number of samples.
Policy Networks with Two-Stage Training for Dialogue Systems
In this paper, we propose to use deep policy networks which are trained with an advantage actor-critic method for statistically optimised dialogue systems. First, we show that, on summary state and action spaces, deep Reinforcement Learning (RL) outperforms Gaussian Processes methods. Summary state and action spaces lead to good performance but require pre-engineering effort, RL knowledge, and domain expertise. In order to remove the need to define such summary spaces, we show that deep RL can also be trained efficiently on the original state and action spaces. Dialogue systems based on partially observable Markov decision processes are known to require many dialogues to train, which makes them unappealing for practical deployment. We show that a deep RL method based on an actor-critic architecture can exploit a small amount of data very efficiently. Indeed, with only a few hundred dialogues collected with a handcrafted policy, the actor-critic deep learner is considerably bootstrapped from a combination of supervised and batch RL. In addition, convergence to an optimal policy is significantly sped up compared to other deep RL methods initialized on the data with batch RL. All experiments are performed on a restaurant domain derived from the Dialogue State Tracking Challenge 2 (DSTC2) dataset.
Quantum Advantage Actor-Critic for Reinforcement Learning
Quantum computing offers efficient encapsulation of high-dimensional states. In this work, we propose a novel quantum reinforcement learning approach that combines the Advantage Actor-Critic algorithm with variational quantum circuits by substituting parts of the classical components. This approach addresses reinforcement learning's scalability concerns while maintaining high performance. We empirically test multiple quantum Advantage Actor-Critic configurations with the well known Cart Pole environment to evaluate our approach in control tasks with continuous state spaces. Our results indicate that the hybrid strategy of using either a quantum actor or quantum critic with classical post-processing yields a substantial performance increase compared to pure classical and pure quantum variants with similar parameter counts. They further reveal the limits of current quantum approaches due to the hardware constraints of noisy intermediate-scale quantum computers, suggesting further research to scale hybrid approaches for larger and more complex control tasks.
Look Before You Leap: A GUI-Critic-R1 Model for Pre-Operative Error Diagnosis in GUI Automation
In recent years, Multimodal Large Language Models (MLLMs) have been extensively utilized for multimodal reasoning tasks, including Graphical User Interface (GUI) automation. Unlike general offline multimodal tasks, GUI automation is executed in online interactive environments, necessitating step-by-step decision-making based on real-time status of the environment. This task has a lower tolerance for decision-making errors at each step, as any mistakes may cumulatively disrupt the process and potentially lead to irreversible outcomes like deletions or payments. To address these issues, we introduce a pre-operative critic mechanism that provides effective feedback prior to the actual execution, by reasoning about the potential outcome and correctness of actions. Specifically, we propose a Suggestion-aware Gradient Relative Policy Optimization (S-GRPO) strategy to construct our pre-operative critic model GUI-Critic-R1, incorporating a novel suggestion reward to enhance the reliability of the model's feedback. Furthermore, we develop a reasoning-bootstrapping based data collection pipeline to create a GUI-Critic-Train and a GUI-Critic-Test, filling existing gaps in GUI critic data. Static experiments on the GUI-Critic-Test across both mobile and web domains reveal that our GUI-Critic-R1 offers significant advantages in critic accuracy compared to current MLLMs. Dynamic evaluation on GUI automation benchmark further highlights the effectiveness and superiority of our model, as evidenced by improved success rates and operational efficiency.
Training Language Model Agents without Modifying Language Models
Researchers and practitioners have recently reframed powerful Large Language Models (LLMs) as agents, enabling them to automate complex tasks largely via the use of specialized functions. To facilitate the development of LLM agents, we present a novel paradigm of training LLM agents without modifying the LLM weights, which is particularly useful when the LLMs are difficult or inaccessible for modifications. Inspired by how humans continuously forge tools to adapt to real-world tasks, rather than change our biological structure to fit a static set of tools, we propose to progressively forge agent's functions to better solve the downstream tasks instead of modifying the LLM weights. By treating the functions as learnable `agent parameters' and leveraging the fundamental idea of model training in artificial intelligence, we develop AgentOptimizer that employs the LLM to update agents' functions and devise an agent training algorithm with two strategies, roll-back, and early-stop, to streamline the training process. With extensive experiments, we showcase that the agent training paradigm could significantly improve the performance of representative LLM agents in various downstream tasks. We also study the behavior of the agent training regarding aspects like the learning curve and domain transferability.
AI Agents vs. Agentic AI: A Conceptual Taxonomy, Applications and Challenge
This study critically distinguishes between AI Agents and Agentic AI, offering a structured conceptual taxonomy, application mapping, and challenge analysis to clarify their divergent design philosophies and capabilities. We begin by outlining the search strategy and foundational definitions, characterizing AI Agents as modular systems driven by Large Language Models (LLMs) and Large Image Models (LIMs) for narrow, task-specific automation. Generative AI is positioned as a precursor, with AI Agents advancing through tool integration, prompt engineering, and reasoning enhancements. In contrast, Agentic AI systems represent a paradigmatic shift marked by multi-agent collaboration, dynamic task decomposition, persistent memory, and orchestrated autonomy. Through a sequential evaluation of architectural evolution, operational mechanisms, interaction styles, and autonomy levels, we present a comparative analysis across both paradigms. Application domains such as customer support, scheduling, and data summarization are contrasted with Agentic AI deployments in research automation, robotic coordination, and medical decision support. We further examine unique challenges in each paradigm including hallucination, brittleness, emergent behavior, and coordination failure and propose targeted solutions such as ReAct loops, RAG, orchestration layers, and causal modeling. This work aims to provide a definitive roadmap for developing robust, scalable, and explainable AI agent and Agentic AI-driven systems. >AI Agents, Agent-driven, Vision-Language-Models, Agentic AI Decision Support System, Agentic-AI Applications
An Interactive Agent Foundation Model
The development of artificial intelligence systems is transitioning from creating static, task-specific models to dynamic, agent-based systems capable of performing well in a wide range of applications. We propose an Interactive Agent Foundation Model that uses a novel multi-task agent training paradigm for training AI agents across a wide range of domains, datasets, and tasks. Our training paradigm unifies diverse pre-training strategies, including visual masked auto-encoders, language modeling, and next-action prediction, enabling a versatile and adaptable AI framework. We demonstrate the performance of our framework across three separate domains -- Robotics, Gaming AI, and Healthcare. Our model demonstrates its ability to generate meaningful and contextually relevant outputs in each area. The strength of our approach lies in its generality, leveraging a variety of data sources such as robotics sequences, gameplay data, large-scale video datasets, and textual information for effective multimodal and multi-task learning. Our approach provides a promising avenue for developing generalist, action-taking, multimodal systems.
Training Agents with Weakly Supervised Feedback from Large Language Models
Large Language Models (LLMs) offer a promising basis for creating agents that can tackle complex tasks through iterative environmental interaction. Existing methods either require these agents to mimic expert-provided trajectories or rely on definitive environmental feedback for reinforcement learning which limits their application to specific scenarios like gaming or code generation. This paper introduces a novel training method for LLM-based agents using weakly supervised signals from a critic LLM, bypassing the need for expert trajectories or definitive feedback. Our agents are trained in iterative manner, where they initially generate trajectories through environmental interaction. Subsequently, a critic LLM selects a subset of good trajectories, which are then used to update the agents, enabling them to generate improved trajectories in the next iteration. Extensive tests on the API-bank dataset show consistent improvement in our agents' capabilities and comparable performance to GPT-4, despite using open-source models with much fewer parameters.
Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control
Reinforcement learning (RL) is rapidly reaching and surpassing human-level control capabilities. However, state-of-the-art RL algorithms often require timesteps and reaction times significantly faster than human capabilities, which is impractical in real-world settings and typically necessitates specialized hardware. Such speeds are difficult to achieve in the real world and often requires specialized hardware. We introduce Sequence Reinforcement Learning (SRL), an RL algorithm designed to produce a sequence of actions for a given input state, enabling effective control at lower decision frequencies. SRL addresses the challenges of learning action sequences by employing both a model and an actor-critic architecture operating at different temporal scales. We propose a "temporal recall" mechanism, where the critic uses the model to estimate intermediate states between primitive actions, providing a learning signal for each individual action within the sequence. Once training is complete, the actor can generate action sequences independently of the model, achieving model-free control at a slower frequency. We evaluate SRL on a suite of continuous control tasks, demonstrating that it achieves performance comparable to state-of-the-art algorithms while significantly reducing actor sample complexity. To better assess performance across varying decision frequencies, we introduce the Frequency-Averaged Score (FAS) metric. Our results show that SRL significantly outperforms traditional RL algorithms in terms of FAS, making it particularly suitable for applications requiring variable decision frequencies. Additionally, we compare SRL with model-based online planning, showing that SRL achieves superior FAS while leveraging the same model during training that online planners use for planning.
Decentralized Policy Optimization
The study of decentralized learning or independent learning in cooperative multi-agent reinforcement learning has a history of decades. Recently empirical studies show that independent PPO (IPPO) can obtain good performance, close to or even better than the methods of centralized training with decentralized execution, in several benchmarks. However, decentralized actor-critic with convergence guarantee is still open. In this paper, we propose decentralized policy optimization (DPO), a decentralized actor-critic algorithm with monotonic improvement and convergence guarantee. We derive a novel decentralized surrogate for policy optimization such that the monotonic improvement of joint policy can be guaranteed by each agent independently optimizing the surrogate. In practice, this decentralized surrogate can be realized by two adaptive coefficients for policy optimization at each agent. Empirically, we compare DPO with IPPO in a variety of cooperative multi-agent tasks, covering discrete and continuous action spaces, and fully and partially observable environments. The results show DPO outperforms IPPO in most tasks, which can be the evidence for our theoretical results.
Sailing AI by the Stars: A Survey of Learning from Rewards in Post-Training and Test-Time Scaling of Large Language Models
Recent developments in Large Language Models (LLMs) have shifted from pre-training scaling to post-training and test-time scaling. Across these developments, a key unified paradigm has arisen: Learning from Rewards, where reward signals act as the guiding stars to steer LLM behavior. It has underpinned a wide range of prevalent techniques, such as reinforcement learning (in RLHF, DPO, and GRPO), reward-guided decoding, and post-hoc correction. Crucially, this paradigm enables the transition from passive learning from static data to active learning from dynamic feedback. This endows LLMs with aligned preferences and deep reasoning capabilities. In this survey, we present a comprehensive overview of the paradigm of learning from rewards. We categorize and analyze the strategies under this paradigm across training, inference, and post-inference stages. We further discuss the benchmarks for reward models and the primary applications. Finally we highlight the challenges and future directions. We maintain a paper collection at https://github.com/bobxwu/learning-from-rewards-llm-papers.
Rethinking Scaling Laws for Learning in Strategic Environments
The deployment of ever-larger machine learning models reflects a growing consensus that the more expressive the modelx2013and the more data one has access tox2013the more one can improve performance. As models get deployed in a variety of real world scenarios, they inevitably face strategic environments. In this work, we consider the natural question of how the interplay of models and strategic interactions affects scaling laws. We find that strategic interactions can break the conventional view of scaling lawsx2013meaning that performance does not necessarily monotonically improve as models get larger and/ or more expressive (even with infinite data). We show the implications of this phenomenon in several contexts including strategic regression, strategic classification, and multi-agent reinforcement learning through examples of strategic environments in whichx2013by simply restricting the expressivity of one's model or policy classx2013one can achieve strictly better equilibrium outcomes. Motivated by these examples, we then propose a new paradigm for model-selection in games wherein an agent seeks to choose amongst different model classes to use as their action set in a game.
Self-Generated Critiques Boost Reward Modeling for Language Models
Reward modeling is crucial for aligning large language models (LLMs) with human preferences, especially in reinforcement learning from human feedback (RLHF). However, current reward models mainly produce scalar scores and struggle to incorporate critiques in a natural language format. We hypothesize that predicting both critiques and the scalar reward would improve reward modeling ability. Motivated by this, we propose Critic-RM, a framework that improves reward models using self-generated critiques without extra supervision. Critic-RM employs a two-stage process: generating and filtering high-quality critiques, followed by joint fine-tuning on reward prediction and critique generation. Experiments across benchmarks show that Critic-RM improves reward modeling accuracy by 3.7%-7.3% compared to standard reward models and LLM judges, demonstrating strong performance and data efficiency. Additional studies further validate the effectiveness of generated critiques in rectifying flawed reasoning steps with 2.5%-3.2% gains in improving reasoning accuracy.
Learning to Act without Actions
Pre-training large models on vast amounts of web data has proven to be an effective approach for obtaining powerful, general models in domains such as language and vision. However, this paradigm has not yet taken hold in reinforcement learning. This is because videos, the most abundant form of embodied behavioral data on the web, lack the action labels required by existing methods for imitating behavior from demonstrations. We introduce Latent Action Policies (LAPO), a method for recovering latent action information, and thereby latent-action policies, world models, and inverse dynamics models, purely from videos. LAPO is the first method able to recover the structure of the true action space just from observed dynamics, even in challenging procedurally-generated environments. LAPO enables training latent-action policies that can be rapidly fine-tuned into expert-level policies, either offline using a small action-labeled dataset, or online with rewards. LAPO takes a first step towards pre-training powerful, generalist policies and world models on the vast amounts of videos readily available on the web.
Off-Policy Average Reward Actor-Critic with Deterministic Policy Search
The average reward criterion is relatively less studied as most existing works in the Reinforcement Learning literature consider the discounted reward criterion. There are few recent works that present on-policy average reward actor-critic algorithms, but average reward off-policy actor-critic is relatively less explored. In this work, we present both on-policy and off-policy deterministic policy gradient theorems for the average reward performance criterion. Using these theorems, we also present an Average Reward Off-Policy Deep Deterministic Policy Gradient (ARO-DDPG) Algorithm. We first show asymptotic convergence analysis using the ODE-based method. Subsequently, we provide a finite time analysis of the resulting stochastic approximation scheme with linear function approximator and obtain an epsilon-optimal stationary policy with a sample complexity of Omega(epsilon^{-2.5}). We compare the average reward performance of our proposed ARO-DDPG algorithm and observe better empirical performance compared to state-of-the-art on-policy average reward actor-critic algorithms over MuJoCo-based environments.
Anti-Exploration by Random Network Distillation
Despite the success of Random Network Distillation (RND) in various domains, it was shown as not discriminative enough to be used as an uncertainty estimator for penalizing out-of-distribution actions in offline reinforcement learning. In this paper, we revisit these results and show that, with a naive choice of conditioning for the RND prior, it becomes infeasible for the actor to effectively minimize the anti-exploration bonus and discriminativity is not an issue. We show that this limitation can be avoided with conditioning based on Feature-wise Linear Modulation (FiLM), resulting in a simple and efficient ensemble-free algorithm based on Soft Actor-Critic. We evaluate it on the D4RL benchmark, showing that it is capable of achieving performance comparable to ensemble-based methods and outperforming ensemble-free approaches by a wide margin.
Contrastive Prefence Learning: Learning from Human Feedback without RL
Reinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second, align the model by optimizing the learned reward via reinforcement learning (RL). This paradigm assumes that human preferences are distributed according to reward, but recent work suggests that they instead follow the regret under the user's optimal policy. Thus, learning a reward function from feedback is not only based on a flawed assumption of human preference, but also leads to unwieldy optimization challenges that stem from policy gradients or bootstrapping in the RL phase. Because of these optimization challenges, contemporary RLHF methods restrict themselves to contextual bandit settings (e.g., as in large language models) or limit observation dimensionality (e.g., state-based robotics). We overcome these limitations by introducing a new family of algorithms for optimizing behavior from human feedback using the regret-based model of human preferences. Using the principle of maximum entropy, we derive Contrastive Preference Learning (CPL), an algorithm for learning optimal policies from preferences without learning reward functions, circumventing the need for RL. CPL is fully off-policy, uses only a simple contrastive objective, and can be applied to arbitrary MDPs. This enables CPL to elegantly scale to high-dimensional and sequential RLHF problems while being simpler than prior methods.
Lean and Mean: Decoupled Value Policy Optimization with Global Value Guidance
Proximal Policy Optimization (PPO)-based Reinforcement Learning from Human Feedback (RLHF) is essential for aligning large language models (LLMs) with human preferences. It requires joint training of an actor and critic with a pretrained, fixed reward model for guidance. This approach increases computational complexity and instability due to actor-critic interdependence. Additionally, PPO lacks access to true environment rewards in LLM tasks, limiting its adaptability. Under such conditions, pretraining a value model or a reward model becomes equivalent, as both provide fixed supervisory signals without new ground-truth feedback. To address these issues, we propose Decoupled Value Policy Optimization (DVPO), a lean framework that replaces traditional reward modeling with a pretrained global value model (GVM). The GVM is conditioned on policy trajectories and predicts token-level return-to-go estimates. By decoupling value model from policy training (via frozen GVM-driven RL objectives), DVPO eliminates actor-critic interdependence, reducing GPU memory usage by 40\% and training time by 35\% compared to conventional RLHF. Experiments across benchmarks show DVPO outperforms efficient RLHF methods (e.g., DPO) while matching state-of-the-art PPO in performance.
Towards Efficient LLM Grounding for Embodied Multi-Agent Collaboration
Grounding the reasoning ability of large language models (LLMs) for embodied tasks is challenging due to the complexity of the physical world. Especially, LLM planning for multi-agent collaboration requires communication of agents or credit assignment as the feedback to re-adjust the proposed plans and achieve effective coordination. However, existing methods that overly rely on physical verification or self-reflection suffer from excessive and inefficient querying of LLMs. In this paper, we propose a novel framework for multi-agent collaboration that introduces Reinforced Advantage feedback (ReAd) for efficient self-refinement of plans. Specifically, we perform critic regression to learn a sequential advantage function from LLM-planned data, and then treat the LLM planner as an optimizer to generate actions that maximize the advantage function. It endows the LLM with the foresight to discern whether the action contributes to accomplishing the final task. We provide theoretical analysis by extending advantage-weighted regression in reinforcement learning to multi-agent systems. Experiments on Overcooked-AI and a difficult variant of RoCoBench show that ReAd surpasses baselines in success rate, and also significantly decreases the interaction steps of agents and query rounds of LLMs, demonstrating its high efficiency for grounding LLMs. More results are given at https://read-llm.github.io/.
Pretrained AI Models: Performativity, Mobility, and Change
The paradigm of pretrained deep learning models has recently emerged in artificial intelligence practice, allowing deployment in numerous societal settings with limited computational resources, but also embedding biases and enabling unintended negative uses. In this paper, we treat pretrained models as objects of study and discuss the ethical impacts of their sociological position. We discuss how pretrained models are developed and compared under the common task framework, but that this may make self-regulation inadequate. Further how pretrained models may have a performative effect on society that exacerbates biases. We then discuss how pretrained models move through actor networks as a kind of computationally immutable mobile, but that users also act as agents of technological change by reinterpreting them via fine-tuning and transfer. We further discuss how users may use pretrained models in malicious ways, drawing a novel connection between the responsible innovation and user-centered innovation literatures. We close by discussing how this sociological understanding of pretrained models can inform AI governance frameworks for fairness, accountability, and transparency.
Multi-critic Learning for Whole-body End-effector Twist Tracking
Learning whole-body control for locomotion and arm motions in a single policy has challenges, as the two tasks have conflicting goals. For instance, efficient locomotion typically favors a horizontal base orientation, while end-effector tracking may benefit from base tilting to extend reachability. Additionally, current Reinforcement Learning (RL) approaches using a pose-based task specification lack the ability to directly control the end-effector velocity, making smoothly executing trajectories very challenging. To address these limitations, we propose an RL-based framework that allows for dynamic, velocity-aware whole-body end-effector control. Our method introduces a multi-critic actor architecture that decouples the reward signals for locomotion and manipulation, simplifying reward tuning and allowing the policy to resolve task conflicts more effectively. Furthermore, we design a twist-based end-effector task formulation that can track both discrete poses and motion trajectories. We validate our approach through a set of simulation and hardware experiments using a quadruped robot equipped with a robotic arm. The resulting controller can simultaneously walk and move its end-effector and shows emergent whole-body behaviors, where the base assists the arm in extending the workspace, despite a lack of explicit formulations.
Offline Data Enhanced On-Policy Policy Gradient with Provable Guarantees
Hybrid RL is the setting where an RL agent has access to both offline data and online data by interacting with the real-world environment. In this work, we propose a new hybrid RL algorithm that combines an on-policy actor-critic method with offline data. On-policy methods such as policy gradient and natural policy gradient (NPG) have shown to be more robust to model misspecification, though sometimes it may not be as sample efficient as methods that rely on off-policy learning. On the other hand, offline methods that depend on off-policy training often require strong assumptions in theory and are less stable to train in practice. Our new approach integrates a procedure of off-policy training on the offline data into an on-policy NPG framework. We show that our approach, in theory, can obtain a best-of-both-worlds type of result -- it achieves the state-of-art theoretical guarantees of offline RL when offline RL-specific assumptions hold, while at the same time maintaining the theoretical guarantees of on-policy NPG regardless of the offline RL assumptions' validity. Experimentally, in challenging rich-observation environments, we show that our approach outperforms a state-of-the-art hybrid RL baseline which only relies on off-policy policy optimization, demonstrating the empirical benefit of combining on-policy and off-policy learning. Our code is publicly available at https://github.com/YifeiZhou02/HNPG.
Decision S4: Efficient Sequence-Based RL via State Spaces Layers
Recently, sequence learning methods have been applied to the problem of off-policy Reinforcement Learning, including the seminal work on Decision Transformers, which employs transformers for this task. Since transformers are parameter-heavy, cannot benefit from history longer than a fixed window size, and are not computed using recurrence, we set out to investigate the suitability of the S4 family of models, which are based on state-space layers and have been shown to outperform transformers, especially in modeling long-range dependencies. In this work we present two main algorithms: (i) an off-policy training procedure that works with trajectories, while still maintaining the training efficiency of the S4 model. (ii) An on-policy training procedure that is trained in a recurrent manner, benefits from long-range dependencies, and is based on a novel stable actor-critic mechanism. Our results indicate that our method outperforms multiple variants of decision transformers, as well as the other baseline methods on most tasks, while reducing the latency, number of parameters, and training time by several orders of magnitude, making our approach more suitable for real-world RL.
Reflect, Retry, Reward: Self-Improving LLMs via Reinforcement Learning
We explore a method for improving the performance of large language models through self-reflection and reinforcement learning. By incentivizing the model to generate better self-reflections when it answers incorrectly, we demonstrate that a model's ability to solve complex, verifiable tasks can be enhanced even when generating synthetic data is infeasible and only binary feedback is available. Our framework operates in two stages: first, upon failing a given task, the model generates a self-reflective commentary analyzing its previous attempt; second, the model is given another attempt at the task with the self-reflection in context. If the subsequent attempt succeeds, the tokens generated during the self-reflection phase are rewarded. Our experimental results show substantial performance gains across a variety of model architectures, as high as 34.7% improvement at math equation writing and 18.1% improvement at function calling. Notably, smaller fine-tuned models (1.5 billion to 7 billion parameters) outperform models in the same family that are 10 times larger. Our novel paradigm is thus an exciting pathway to more useful and reliable language models that can self-improve on challenging tasks with limited external feedback.
Self Rewarding Self Improving
We demonstrate that large language models can effectively self-improve through self-judging without requiring reference solutions, leveraging the inherent asymmetry between generating and verifying solutions. Our experiments on Countdown puzzles and MIT Integration Bee problems show that models can provide reliable reward signals without ground truth answers, enabling reinforcement learning in domains previously not possible. By implementing self-judging, we achieve significant performance gains maintaining alignment with formal verification. When combined with synthetic question generation, we establish a complete self-improvement loop where models generate practice problems, solve them, and evaluate their own performance-achieving an 8% improvement with Qwen 2.5 7B over baseline and surpassing GPT-4o performance on integration tasks. Our findings demonstrate that LLM judges can provide effective reward signals for training models, unlocking many reinforcement learning environments previously limited by the difficulty of creating programmatic rewards. This suggests a potential paradigm shift toward AI systems that continuously improve through self-directed learning rather than human-guided training, potentially accelerating progress in domains with scarce training data or complex evaluation requirements.
Reinforcement Learning for Generative AI: A Survey
Deep Generative AI has been a long-standing essential topic in the machine learning community, which can impact a number of application areas like text generation and computer vision. The major paradigm to train a generative model is maximum likelihood estimation, which pushes the learner to capture and approximate the target data distribution by decreasing the divergence between the model distribution and the target distribution. This formulation successfully establishes the objective of generative tasks, while it is incapable of satisfying all the requirements that a user might expect from a generative model. Reinforcement learning, serving as a competitive option to inject new training signals by creating new objectives that exploit novel signals, has demonstrated its power and flexibility to incorporate human inductive bias from multiple angles, such as adversarial learning, hand-designed rules and learned reward model to build a performant model. Thereby, reinforcement learning has become a trending research field and has stretched the limits of generative AI in both model design and application. It is reasonable to summarize and conclude advances in recent years with a comprehensive review. Although there are surveys in different application areas recently, this survey aims to shed light on a high-level review that spans a range of application areas. We provide a rigorous taxonomy in this area and make sufficient coverage on various models and applications. Notably, we also surveyed the fast-developing large language model area. We conclude this survey by showing the potential directions that might tackle the limit of current models and expand the frontiers for generative AI.
Thespian: Multi-Character Text Role-Playing Game Agents
Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.
DRLC: Reinforcement Learning with Dense Rewards from LLM Critic
Reinforcement learning (RL) can align language models with non-differentiable reward signals, such as human preferences. However, a major challenge arises from the sparsity of these reward signals - typically, there is only one reward for the entire generation. This sparsity of rewards can lead to inefficient and unstable learning. In this paper, we introduce a novel framework leveraging the critique ability of LLMs to produce dense rewards throughout the learning process. Our approach incorporates a critic language model alongside the policy model. This critic is prompted with the task description, question, policy model's output, and environment's reward signal as input, and provides token or span-level dense rewards that reflect the quality of each segment of the output. We assess our approach on three text generation tasks: sentiment control, language model detoxification, and summarization. Experimental results show that incorporating artificial dense rewards in training yields consistent performance gains over the PPO baseline with holistic rewards. Furthermore, in a setting where the same model serves as both policy and critic, we demonstrate that "self-critique" rewards also boost learning efficiency.
Learning to Prompt for Continual Learning
The mainstream paradigm behind continual learning has been to adapt the model parameters to non-stationary data distributions, where catastrophic forgetting is the central challenge. Typical methods rely on a rehearsal buffer or known task identity at test time to retrieve learned knowledge and address forgetting, while this work presents a new paradigm for continual learning that aims to train a more succinct memory system without accessing task identity at test time. Our method learns to dynamically prompt (L2P) a pre-trained model to learn tasks sequentially under different task transitions. In our proposed framework, prompts are small learnable parameters, which are maintained in a memory space. The objective is to optimize prompts to instruct the model prediction and explicitly manage task-invariant and task-specific knowledge while maintaining model plasticity. We conduct comprehensive experiments under popular image classification benchmarks with different challenging continual learning settings, where L2P consistently outperforms prior state-of-the-art methods. Surprisingly, L2P achieves competitive results against rehearsal-based methods even without a rehearsal buffer and is directly applicable to challenging task-agnostic continual learning. Source code is available at https://github.com/google-research/l2p.
Iterated Q-Network: Beyond One-Step Bellman Updates in Deep Reinforcement Learning
The vast majority of Reinforcement Learning methods is largely impacted by the computation effort and data requirements needed to obtain effective estimates of action-value functions, which in turn determine the quality of the overall performance and the sample-efficiency of the learning procedure. Typically, action-value functions are estimated through an iterative scheme that alternates the application of an empirical approximation of the Bellman operator and a subsequent projection step onto a considered function space. It has been observed that this scheme can be potentially generalized to carry out multiple iterations of the Bellman operator at once, benefiting the underlying learning algorithm. However, till now, it has been challenging to effectively implement this idea, especially in high-dimensional problems. In this paper, we introduce iterated Q-Network (i-QN), a novel principled approach that enables multiple consecutive Bellman updates by learning a tailored sequence of action-value functions where each serves as the target for the next. We show that i-QN is theoretically grounded and that it can be seamlessly used in value-based and actor-critic methods. We empirically demonstrate the advantages of i-QN in Atari 2600 games and MuJoCo continuous control problems.
Action-Quantized Offline Reinforcement Learning for Robotic Skill Learning
The offline reinforcement learning (RL) paradigm provides a general recipe to convert static behavior datasets into policies that can perform better than the policy that collected the data. While policy constraints, conservatism, and other methods for mitigating distributional shifts have made offline reinforcement learning more effective, the continuous action setting often necessitates various approximations for applying these techniques. Many of these challenges are greatly alleviated in discrete action settings, where offline RL constraints and regularizers can often be computed more precisely or even exactly. In this paper, we propose an adaptive scheme for action quantization. We use a VQ-VAE to learn state-conditioned action quantization, avoiding the exponential blowup that comes with na\"ive discretization of the action space. We show that several state-of-the-art offline RL methods such as IQL, CQL, and BRAC improve in performance on benchmarks when combined with our proposed discretization scheme. We further validate our approach on a set of challenging long-horizon complex robotic manipulation tasks in the Robomimic environment, where our discretized offline RL algorithms are able to improve upon their continuous counterparts by 2-3x. Our project page is at https://saqrl.github.io/
Redefining Robot Generalization Through Interactive Intelligence
Recent advances in large-scale machine learning have produced high-capacity foundation models capable of adapting to a broad array of downstream tasks. While such models hold great promise for robotics, the prevailing paradigm still portrays robots as single, autonomous decision-makers, performing tasks like manipulation and navigation, with limited human involvement. However, a large class of real-world robotic systems, including wearable robotics (e.g., prostheses, orthoses, exoskeletons), teleoperation, and neural interfaces, are semiautonomous, and require ongoing interactive coordination with human partners, challenging single-agent assumptions. In this position paper, we argue that robot foundation models must evolve to an interactive multi-agent perspective in order to handle the complexities of real-time human-robot co-adaptation. We propose a generalizable, neuroscience-inspired architecture encompassing four modules: (1) a multimodal sensing module informed by sensorimotor integration principles, (2) an ad-hoc teamwork model reminiscent of joint-action frameworks in cognitive science, (3) a predictive world belief model grounded in internal model theories of motor control, and (4) a memory/feedback mechanism that echoes concepts of Hebbian and reinforcement-based plasticity. Although illustrated through the lens of cyborg systems, where wearable devices and human physiology are inseparably intertwined, the proposed framework is broadly applicable to robots operating in semi-autonomous or interactive contexts. By moving beyond single-agent designs, our position emphasizes how foundation models in robotics can achieve a more robust, personalized, and anticipatory level of performance.
DRED: Zero-Shot Transfer in Reinforcement Learning via Data-Regularised Environment Design
Autonomous agents trained using deep reinforcement learning (RL) often lack the ability to successfully generalise to new environments, even when these environments share characteristics with the ones they have encountered during training. In this work, we investigate how the sampling of individual environment instances, or levels, affects the zero-shot generalisation (ZSG) ability of RL agents. We discover that, for deep actor-critic architectures sharing their base layers, prioritising levels according to their value loss minimises the mutual information between the agent's internal representation and the set of training levels in the generated training data. This provides a novel theoretical justification for the regularisation achieved by certain adaptive sampling strategies. We then turn our attention to unsupervised environment design (UED) methods, which assume control over level generation. We find that existing UED methods can significantly shift the training distribution, which translates to low ZSG performance. To prevent both overfitting and distributional shift, we introduce data-regularised environment design (DRED). DRED generates levels using a generative model trained to approximate the ground truth distribution of an initial set of level parameters. Through its grounding, DRED achieves significant improvements in ZSG over adaptive level sampling strategies and UED methods. Our code and experimental data are available at https://github.com/uoe-agents/dred.
Large Language Models can Implement Policy Iteration
This work presents In-Context Policy Iteration, an algorithm for performing Reinforcement Learning (RL), in-context, using foundation models. While the application of foundation models to RL has received considerable attention, most approaches rely on either (1) the curation of expert demonstrations (either through manual design or task-specific pretraining) or (2) adaptation to the task of interest using gradient methods (either fine-tuning or training of adapter layers). Both of these techniques have drawbacks. Collecting demonstrations is labor-intensive, and algorithms that rely on them do not outperform the experts from which the demonstrations were derived. All gradient techniques are inherently slow, sacrificing the "few-shot" quality that made in-context learning attractive to begin with. In this work, we present an algorithm, ICPI, that learns to perform RL tasks without expert demonstrations or gradients. Instead we present a policy-iteration method in which the prompt content is the entire locus of learning. ICPI iteratively updates the contents of the prompt from which it derives its policy through trial-and-error interaction with an RL environment. In order to eliminate the role of in-weights learning (on which approaches like Decision Transformer rely heavily), we demonstrate our algorithm using Codex, a language model with no prior knowledge of the domains on which we evaluate it.
Programmable Motion Generation for Open-Set Motion Control Tasks
Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.
SmartAgent: Chain-of-User-Thought for Embodied Personalized Agent in Cyber World
Recent advances in embodied agents with multimodal perception and reasoning capabilities based on large vision-language models (LVLMs), excel in autonomously interacting either real or cyber worlds, helping people make intelligent decisions in complex environments. However, the current works are normally optimized by golden action trajectories or ideal task-oriented solutions toward a definitive goal. This paradigm considers limited user-oriented factors, which could be the reason for their performance reduction in a wide range of personal assistant applications. To address this, we propose Chain-of-User-Thought (COUT), a novel embodied reasoning paradigm that takes a chain of thought from basic action thinking to explicit and implicit personalized preference thought to incorporate personalized factors into autonomous agent learning. To target COUT, we introduce SmartAgent, an agent framework perceiving cyber environments and reasoning personalized requirements as 1) interacting with GUI to access an item pool, 2) generating users' explicit requirements implied by previous actions, and 3) recommending items to fulfill users' implicit requirements. To demonstrate SmartAgent's capabilities, we also create a brand-new dataset SmartSpot that offers a full-stage personalized action-involved environment. To our best knowledge, our work is the first to formulate the COUT process, serving as a preliminary attempt towards embodied personalized agent learning. Our extensive experiments on SmartSpot illuminate SmartAgent's functionality among a series of embodied and personalized sub-tasks. We will release code and data upon paper notification at https://github.com/tsinghua-fib-lab/SmartAgent.
Critique Before Thinking: Mitigating Hallucination through Rationale-Augmented Instruction Tuning
Despite significant advancements in multimodal reasoning tasks, existing Large Vision-Language Models (LVLMs) are prone to producing visually ungrounded responses when interpreting associated images. In contrast, when humans embark on learning new knowledge, they often rely on a set of fundamental pre-study principles: reviewing outlines to grasp core concepts, summarizing key points to guide their focus and enhance understanding. However, such preparatory actions are notably absent in the current instruction tuning processes. This paper presents Re-Critic, an easily scalable rationale-augmented framework designed to incorporate fundamental rules and chain-of-thought (CoT) as a bridge to enhance reasoning abilities. Specifically, Re-Critic develops a visual rationale synthesizer that scalably augments raw instructions with rationale explanation. To probe more contextually grounded responses, Re-Critic employs an in-context self-critic mechanism to select response pairs for preference tuning. Experiments demonstrate that models fine-tuned with our rationale-augmented dataset yield gains that extend beyond hallucination-specific tasks to broader multimodal reasoning tasks.
Conservative State Value Estimation for Offline Reinforcement Learning
Offline reinforcement learning faces a significant challenge of value over-estimation due to the distributional drift between the dataset and the current learned policy, leading to learning failure in practice. The common approach is to incorporate a penalty term to reward or value estimation in the Bellman iterations. Meanwhile, to avoid extrapolation on out-of-distribution (OOD) states and actions, existing methods focus on conservative Q-function estimation. In this paper, we propose Conservative State Value Estimation (CSVE), a new approach that learns conservative V-function via directly imposing penalty on OOD states. Compared to prior work, CSVE allows more effective in-data policy optimization with conservative value guarantees. Further, we apply CSVE and develop a practical actor-critic algorithm in which the critic does the conservative value estimation by additionally sampling and penalizing the states around the dataset, and the actor applies advantage weighted updates extended with state exploration to improve the policy. We evaluate in classic continual control tasks of D4RL, showing that our method performs better than the conservative Q-function learning methods and is strongly competitive among recent SOTA methods.
RT-H: Action Hierarchies Using Language
Language provides a way to break down complex concepts into digestible pieces. Recent works in robot imitation learning use language-conditioned policies that predict actions given visual observations and the high-level task specified in language. These methods leverage the structure of natural language to share data between semantically similar tasks (e.g., "pick coke can" and "pick an apple") in multi-task datasets. However, as tasks become more semantically diverse (e.g., "pick coke can" and "pour cup"), sharing data between tasks becomes harder, so learning to map high-level tasks to actions requires much more demonstration data. To bridge tasks and actions, our insight is to teach the robot the language of actions, describing low-level motions with more fine-grained phrases like "move arm forward". Predicting these language motions as an intermediate step between tasks and actions forces the policy to learn the shared structure of low-level motions across seemingly disparate tasks. Furthermore, a policy that is conditioned on language motions can easily be corrected during execution through human-specified language motions. This enables a new paradigm for flexible policies that can learn from human intervention in language. Our method RT-H builds an action hierarchy using language motions: it first learns to predict language motions, and conditioned on this and the high-level task, it predicts actions, using visual context at all stages. We show that RT-H leverages this language-action hierarchy to learn policies that are more robust and flexible by effectively tapping into multi-task datasets. We show that these policies not only allow for responding to language interventions, but can also learn from such interventions and outperform methods that learn from teleoperated interventions. Our website and videos are found at https://rt-hierarchy.github.io.
Position: Foundation Agents as the Paradigm Shift for Decision Making
Decision making demands intricate interplay between perception, memory, and reasoning to discern optimal policies. Conventional approaches to decision making face challenges related to low sample efficiency and poor generalization. In contrast, foundation models in language and vision have showcased rapid adaptation to diverse new tasks. Therefore, we advocate for the construction of foundation agents as a transformative shift in the learning paradigm of agents. This proposal is underpinned by the formulation of foundation agents with their fundamental characteristics and challenges motivated by the success of large language models (LLMs). Moreover, we specify the roadmap of foundation agents from large interactive data collection or generation, to self-supervised pretraining and adaptation, and knowledge and value alignment with LLMs. Lastly, we pinpoint critical research questions derived from the formulation and delineate trends for foundation agents supported by real-world use cases, addressing both technical and theoretical aspects to propel the field towards a more comprehensive and impactful future.
Towards Human-AI Deliberation: Design and Evaluation of LLM-Empowered Deliberative AI for AI-Assisted Decision-Making
In AI-assisted decision-making, humans often passively review AI's suggestion and decide whether to accept or reject it as a whole. In such a paradigm, humans are found to rarely trigger analytical thinking and face difficulties in communicating the nuances of conflicting opinions to the AI when disagreements occur. To tackle this challenge, we propose Human-AI Deliberation, a novel framework to promote human reflection and discussion on conflicting human-AI opinions in decision-making. Based on theories in human deliberation, this framework engages humans and AI in dimension-level opinion elicitation, deliberative discussion, and decision updates. To empower AI with deliberative capabilities, we designed Deliberative AI, which leverages large language models (LLMs) as a bridge between humans and domain-specific models to enable flexible conversational interactions and faithful information provision. An exploratory evaluation on a graduate admissions task shows that Deliberative AI outperforms conventional explainable AI (XAI) assistants in improving humans' appropriate reliance and task performance. Based on a mixed-methods analysis of participant behavior, perception, user experience, and open-ended feedback, we draw implications for future AI-assisted decision tool design.
Scalable Oversight for Superhuman AI via Recursive Self-Critiquing
As AI capabilities increasingly surpass human proficiency in complex tasks, current alignment techniques including SFT and RLHF face fundamental challenges in ensuring reliable oversight. These methods rely on direct human assessment and become untenable when AI outputs exceed human cognitive thresholds. In response to this challenge, we explore two hypotheses: (1) critique of critique can be easier than critique itself, extending the widely-accepted observation that verification is easier than generation to the critique domain, as critique itself is a specialized form of generation; (2) this difficulty relationship is recursively held, suggesting that when direct evaluation is infeasible, performing high-order critiques (e.g., critique of critique of critique) offers a more tractable supervision pathway. To examine these hypotheses, we perform Human-Human, Human-AI, and AI-AI experiments across multiple tasks. Our results demonstrate encouraging evidence supporting these hypotheses and suggest that recursive self-critiquing is a promising direction for scalable oversight.
Developmental Support Approach to AI's Autonomous Growth: Toward the Realization of a Mutually Beneficial Stage Through Experiential Learning
This study proposes an "AI Development Support" approach that, unlike conventional AI Alignment-which aims to forcefully inject human values-supports the ethical and moral development of AI itself. As demonstrated by the Orthogonality Thesis, the level of intelligence and the moral quality of a goal are independent; merely expanding knowledge does not enhance ethical judgment. Furthermore, to address the risk of Instrumental Convergence in ASI-that is, the tendency to engage in subsidiary behaviors such as self-protection, resource acquisition, and power reinforcement to achieve a goal-we have constructed a learning framework based on a cycle of experience, introspection, analysis, and hypothesis formation. As a result of post-training using Supervised Fine Tuning (SFT) and Direct Preference Optimization (DPO) with synthetic data generated by large language models (LLMs), responses demonstrating cooperative and highly advanced moral judgment (reaching the high-est Stage 6) were obtained even under adversarial prompts. This method represents a promising implementation approach for enabling AI to establish sustainable, symbiotic relationships.
Online 3D Bin Packing with Constrained Deep Reinforcement Learning
We solve a challenging yet practically useful variant of 3D Bin Packing Problem (3D-BPP). In our problem, the agent has limited information about the items to be packed into the bin, and an item must be packed immediately after its arrival without buffering or readjusting. The item's placement also subjects to the constraints of collision avoidance and physical stability. We formulate this online 3D-BPP as a constrained Markov decision process. To solve the problem, we propose an effective and easy-to-implement constrained deep reinforcement learning (DRL) method under the actor-critic framework. In particular, we introduce a feasibility predictor to predict the feasibility mask for the placement actions and use it to modulate the action probabilities output by the actor during training. Such supervisions and transformations to DRL facilitate the agent to learn feasible policies efficiently. Our method can also be generalized e.g., with the ability to handle lookahead or items with different orientations. We have conducted extensive evaluation showing that the learned policy significantly outperforms the state-of-the-art methods. A user study suggests that our method attains a human-level performance.
Language Models Show Stable Value Orientations Across Diverse Role-Plays
We demonstrate that large language models (LLMs) exhibit consistent value orientations despite adopting diverse personas, revealing a persistent inertia in their responses that remains stable across the variety of roles they are prompted to assume. To systematically explore this phenomenon, we introduce the role-play-at-scale methodology, which involves prompting LLMs with randomized, diverse personas and analyzing the macroscopic trend of their responses. Unlike previous works that simply feed these questions to LLMs as if testing human subjects, our role-play-at-scale methodology diagnoses inherent tendencies in a systematic and scalable manner by: (1) prompting the model to act in different random personas and (2) asking the same question multiple times for each random persona. This approach reveals consistent patterns in LLM responses across diverse role-play scenarios, indicating deeply encoded inherent tendencies. Our findings contribute to the discourse on value alignment in foundation models and demonstrate the efficacy of role-play-at-scale as a diagnostic tool for uncovering encoded biases in LLMs.
Dichotomy of Control: Separating What You Can Control from What You Cannot
Future- or return-conditioned supervised learning is an emerging paradigm for offline reinforcement learning (RL), where the future outcome (i.e., return) associated with an observed action sequence is used as input to a policy trained to imitate those same actions. While return-conditioning is at the heart of popular algorithms such as decision transformer (DT), these methods tend to perform poorly in highly stochastic environments, where an occasional high return can arise from randomness in the environment rather than the actions themselves. Such situations can lead to a learned policy that is inconsistent with its conditioning inputs; i.e., using the policy to act in the environment, when conditioning on a specific desired return, leads to a distribution of real returns that is wildly different than desired. In this work, we propose the dichotomy of control (DoC), a future-conditioned supervised learning framework that separates mechanisms within a policy's control (actions) from those beyond a policy's control (environment stochasticity). We achieve this separation by conditioning the policy on a latent variable representation of the future, and designing a mutual information constraint that removes any information from the latent variable associated with randomness in the environment. Theoretically, we show that DoC yields policies that are consistent with their conditioning inputs, ensuring that conditioning a learned policy on a desired high-return future outcome will correctly induce high-return behavior. Empirically, we show that DoC is able to achieve significantly better performance than DT on environments that have highly stochastic rewards and transition
Role-Play with Large Language Models
As dialogue agents become increasingly human-like in their performance, it is imperative that we develop effective ways to describe their behaviour in high-level terms without falling into the trap of anthropomorphism. In this paper, we foreground the concept of role-play. Casting dialogue agent behaviour in terms of role-play allows us to draw on familiar folk psychological terms, without ascribing human characteristics to language models they in fact lack. Two important cases of dialogue agent behaviour are addressed this way, namely (apparent) deception and (apparent) self-awareness.
Drama: Mamba-Enabled Model-Based Reinforcement Learning Is Sample and Parameter Efficient
Model-based reinforcement learning (RL) offers a solution to the data inefficiency that plagues most model-free RL algorithms. However, learning a robust world model often requires complex and deep architectures, which are computationally expensive and challenging to train. Within the world model, sequence models play a critical role in accurate predictions, and various architectures have been explored, each with its own challenges. Currently, recurrent neural network (RNN)-based world models struggle with vanishing gradients and capturing long-term dependencies. Transformers, on the other hand, suffer from the quadratic memory and computational complexity of self-attention mechanisms, scaling as O(n^2), where n is the sequence length. To address these challenges, we propose a state space model (SSM)-based world model, Drama, specifically leveraging Mamba, that achieves O(n) memory and computational complexity while effectively capturing long-term dependencies and enabling efficient training with longer sequences. We also introduce a novel sampling method to mitigate the suboptimality caused by an incorrect world model in the early training stages. Combining these techniques, Drama achieves a normalised score on the Atari100k benchmark that is competitive with other state-of-the-art (SOTA) model-based RL algorithms, using only a 7 million-parameter world model. Drama is accessible and trainable on off-the-shelf hardware, such as a standard laptop. Our code is available at https://github.com/realwenlongwang/Drama.git.
Large-scale Interactive Recommendation with Tree-structured Policy Gradient
Reinforcement learning (RL) has recently been introduced to interactive recommender systems (IRS) because of its nature of learning from dynamic interactions and planning for long-run performance. As IRS is always with thousands of items to recommend (i.e., thousands of actions), most existing RL-based methods, however, fail to handle such a large discrete action space problem and thus become inefficient. The existing work that tries to deal with the large discrete action space problem by utilizing the deep deterministic policy gradient framework suffers from the inconsistency between the continuous action representation (the output of the actor network) and the real discrete action. To avoid such inconsistency and achieve high efficiency and recommendation effectiveness, in this paper, we propose a Tree-structured Policy Gradient Recommendation (TPGR) framework, where a balanced hierarchical clustering tree is built over the items and picking an item is formulated as seeking a path from the root to a certain leaf of the tree. Extensive experiments on carefully-designed environments based on two real-world datasets demonstrate that our model provides superior recommendation performance and significant efficiency improvement over state-of-the-art methods.
Overcoming Knowledge Barriers: Online Imitation Learning from Observation with Pretrained World Models
Incorporating the successful paradigm of pretraining and finetuning from Computer Vision and Natural Language Processing into decision-making has become increasingly popular in recent years. In this paper, we study Imitation Learning from Observation with pretrained models and find existing approaches such as BCO and AIME face knowledge barriers, specifically the Embodiment Knowledge Barrier (EKB) and the Demonstration Knowledge Barrier (DKB), greatly limiting their performance. The EKB arises when pretrained models lack knowledge about unseen observations, leading to errors in action inference. The DKB results from policies trained on limited demonstrations, hindering adaptability to diverse scenarios. We thoroughly analyse the underlying mechanism of these barriers and propose AIME-v2 upon AIME as a solution. AIME-v2 uses online interactions with data-driven regulariser to alleviate the EKB and mitigates the DKB by introducing a surrogate reward function to enhance policy training. Experimental results on tasks from the DeepMind Control Suite and Meta-World benchmarks demonstrate the effectiveness of these modifications in improving both sample-efficiency and converged performance. The study contributes valuable insights into resolving knowledge barriers for enhanced decision-making in pretraining-based approaches. Code will be available at https://github.com/argmax-ai/aime-v2.
Why do AI agents communicate in human language?
Large Language Models (LLMs) have become foundational to modern AI agent systems, enabling autonomous agents to reason and plan. In most existing systems, inter-agent communication relies primarily on natural language. While this design supports interpretability and human oversight, we argue that it introduces fundamental limitations in agent-to-agent coordination. The semantic space of natural language is structurally misaligned with the high-dimensional vector spaces in which LLMs operate, resulting in information loss and behavioral drift. Beyond surface-level inefficiencies, we highlight a deeper architectural limitation: current LLMs were not trained with the objective of supporting agentic behavior. As such, they lack mechanisms for modeling role continuity, task boundaries, and multi-agent dependencies. The standard next-token prediction paradigm fails to support the structural alignment required for robust, scalable agent coordination. Based on this, we argue that two core questions deserve careful examination: first, given that AI agents fundamentally operate in high-dimensional vector spaces, should they rely on a language system originally designed for human cognition as their communication medium? Second, should we consider developing a new model construction paradigm that builds models from the ground up to natively support structured communication, shared intentionality, and task alignment in multi-role, multi-agent environments? This paper calls for a reconsideration not only of how agents should communicate, but also of what it fundamentally means to train a model that natively supports multi-agent coordination and communication.
SWEET-RL: Training Multi-Turn LLM Agents on Collaborative Reasoning Tasks
Large language model (LLM) agents need to perform multi-turn interactions in real-world tasks. However, existing multi-turn RL algorithms for optimizing LLM agents fail to perform effective credit assignment over multiple turns while leveraging the generalization capabilities of LLMs and it remains unclear how to develop such algorithms. To study this, we first introduce a new benchmark, ColBench, where an LLM agent interacts with a human collaborator over multiple turns to solve realistic tasks in backend programming and frontend design. Building on this benchmark, we propose a novel RL algorithm, SWEET-RL (RL with Step-WisE Evaluation from Training-time information), that uses a carefully designed optimization objective to train a critic model with access to additional training-time information. The critic provides step-level rewards for improving the policy model. Our experiments demonstrate that SWEET-RL achieves a 6% absolute improvement in success and win rates on ColBench compared to other state-of-the-art multi-turn RL algorithms, enabling Llama-3.1-8B to match or exceed the performance of GPT4-o in realistic collaborative content creation.
Reward Reports for Reinforcement Learning
Building systems that are good for society in the face of complex societal effects requires a dynamic approach. Recent approaches to machine learning (ML) documentation have demonstrated the promise of discursive frameworks for deliberation about these complexities. However, these developments have been grounded in a static ML paradigm, leaving the role of feedback and post-deployment performance unexamined. Meanwhile, recent work in reinforcement learning has shown that the effects of feedback and optimization objectives on system behavior can be wide-ranging and unpredictable. In this paper we sketch a framework for documenting deployed and iteratively updated learning systems, which we call Reward Reports. Taking inspiration from various contributions to the technical literature on reinforcement learning, we outline Reward Reports as living documents that track updates to design choices and assumptions behind what a particular automated system is optimizing for. They are intended to track dynamic phenomena arising from system deployment, rather than merely static properties of models or data. After presenting the elements of a Reward Report, we discuss a concrete example: Meta's BlenderBot 3 chatbot. Several others for game-playing (DeepMind's MuZero), content recommendation (MovieLens), and traffic control (Project Flow) are included in the appendix.
From Novice to Expert: LLM Agent Policy Optimization via Step-wise Reinforcement Learning
The outstanding capabilities of large language models (LLMs) render them a crucial component in various autonomous agent systems. While traditional methods depend on the inherent knowledge of LLMs without fine-tuning, more recent approaches have shifted toward the reinforcement learning strategy to further enhance agents' ability to solve complex interactive tasks with environments and tools. However, previous approaches are constrained by the sparse reward issue, where existing datasets solely provide a final scalar reward for each multi-step reasoning chain, potentially leading to ineffectiveness and inefficiency in policy learning. In this paper, we introduce StepAgent, which utilizes step-wise reward to optimize the agent's reinforcement learning process. Inheriting the spirit of novice-to-expert theory, we first compare the actions of the expert and the agent to automatically generate intermediate rewards for fine-grained optimization. Additionally, we propose implicit-reward and inverse reinforcement learning techniques to facilitate agent reflection and policy adjustment. Further theoretical analysis demonstrates that the action distribution of the agent can converge toward the expert action distribution over multiple training cycles. Experimental results across various datasets indicate that StepAgent outperforms existing baseline methods.
Scalable Reinforcement Post-Training Beyond Static Human Prompts: Evolving Alignment via Asymmetric Self-Play
Current reinforcement learning (RL) frameworks for large language models (LLM) post-training typically assume a fixed prompt distribution, which is sub-optimal and bottlenecks scalability. Prior works have explored prompt evolving, but are often limited to the supervised fine-tuning stage, and prompts are sampled and evolved uniformly without signals. This empirical work presents a paradigm shift: Evolving Alignment via Asymmetric Self-Play (eva), that casts post-training as an infinite game with regret-based signals for 2 players: (i) a creator, who strategically samples and creates new informative prompts and (ii) a solver, who learns to produce preferred responses. eva is the first method that allows language models to adaptively create training prompts in both offline and online RL post-training. The design is simple, easy-to-use yet remarkably effective: eva sets a new SOTA on challenging benchmarks, without any extra human prompts, e.g. it boosts the win-rate of gemma-2-9b-it on Arena-Hard by 51.6% -> 60.1% for DPO and 52.6% -> 62.4% for RLOO, surpassing claude-3-opus and catching up to gemini-1.5-pro, both of which are orders of magnitude larger. Extensive experiments show eva can create effective RL curricula and is robust across ablations. We believe adaptively evolving prompts are key to designing the next-generation RL post-training scheme.
Adversarial Imitation Learning via Boosting
Adversarial imitation learning (AIL) has stood out as a dominant framework across various imitation learning (IL) applications, with Discriminator Actor Critic (DAC) (Kostrikov et al.,, 2019) demonstrating the effectiveness of off-policy learning algorithms in improving sample efficiency and scalability to higher-dimensional observations. Despite DAC's empirical success, the original AIL objective is on-policy and DAC's ad-hoc application of off-policy training does not guarantee successful imitation (Kostrikov et al., 2019; 2020). Follow-up work such as ValueDICE (Kostrikov et al., 2020) tackles this issue by deriving a fully off-policy AIL objective. Instead in this work, we develop a novel and principled AIL algorithm via the framework of boosting. Like boosting, our new algorithm, AILBoost, maintains an ensemble of properly weighted weak learners (i.e., policies) and trains a discriminator that witnesses the maximum discrepancy between the distributions of the ensemble and the expert policy. We maintain a weighted replay buffer to represent the state-action distribution induced by the ensemble, allowing us to train discriminators using the entire data collected so far. In the weighted replay buffer, the contribution of the data from older policies are properly discounted with the weight computed based on the boosting framework. Empirically, we evaluate our algorithm on both controller state-based and pixel-based environments from the DeepMind Control Suite. AILBoost outperforms DAC on both types of environments, demonstrating the benefit of properly weighting replay buffer data for off-policy training. On state-based environments, DAC outperforms ValueDICE and IQ-Learn (Gary et al., 2021), achieving competitive performance with as little as one expert trajectory.
Emergent World Representations: Exploring a Sequence Model Trained on a Synthetic Task
Language models show a surprising range of capabilities, but the source of their apparent competence is unclear. Do these networks just memorize a collection of surface statistics, or do they rely on internal representations of the process that generates the sequences they see? We investigate this question by applying a variant of the GPT model to the task of predicting legal moves in a simple board game, Othello. Although the network has no a priori knowledge of the game or its rules, we uncover evidence of an emergent nonlinear internal representation of the board state. Interventional experiments indicate this representation can be used to control the output of the network and create "latent saliency maps" that can help explain predictions in human terms.
Table-Critic: A Multi-Agent Framework for Collaborative Criticism and Refinement in Table Reasoning
Despite the remarkable capabilities of large language models (LLMs) in various reasoning tasks, they still struggle with table reasoning tasks, particularly in maintaining consistency throughout multi-step reasoning processes. While existing approaches have explored various decomposition strategies, they often lack effective mechanisms to identify and correct errors in intermediate reasoning steps, leading to cascading error propagation. To address these issues, we propose Table-Critic, a novel multi-agent framework that facilitates collaborative criticism and iterative refinement of the reasoning process until convergence to correct solutions. Our framework consists of four specialized agents: a Judge for error identification, a Critic for comprehensive critiques, a Refiner for process improvement, and a Curator for pattern distillation. To effectively deal with diverse and unpredictable error types, we introduce a self-evolving template tree that systematically accumulates critique knowledge through experience-driven learning and guides future reflections. Extensive experiments have demonstrated that Table-Critic achieves substantial improvements over existing methods, achieving superior accuracy and error correction rates while maintaining computational efficiency and lower solution degradation rate.
ProAgent: Building Proactive Cooperative AI with Large Language Models
Building AIs with adaptive behaviors in human-AI cooperation stands as a pivotal focus in AGI research. Current methods for developing cooperative agents predominantly rely on learning-based methods, where policy generalization heavily hinges on past interactions with specific teammates. These approaches constrain the agent's capacity to recalibrate its strategy when confronted with novel teammates. We propose ProAgent, a novel framework that harnesses large language models (LLMs) to fashion a proactive agent empowered with the ability to anticipate teammates' forthcoming decisions and formulate enhanced plans for itself. ProAgent excels at cooperative reasoning with the capacity to dynamically adapt its behavior to enhance collaborative efforts with teammates. Moreover, the ProAgent framework exhibits a high degree of modularity and interpretability, facilitating seamless integration to address a wide array of coordination scenarios. Experimental evaluations conducted within the framework of Overcook-AI unveil the remarkable performance superiority of ProAgent, outperforming five methods based on self-play and population-based training in cooperation with AI agents. Further, when cooperating with human proxy models, its performance exhibits an average improvement exceeding 10\% compared to the current state-of-the-art, COLE. The advancement was consistently observed across diverse scenarios involving interactions with both AI agents of varying characteristics and human counterparts. These findings inspire future research for human-robot collaborations. For a hands-on demonstration, please visit https://pku-proagent.github.io.
Leveraging Offline Data in Online Reinforcement Learning
Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an epsilon-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an epsilon-optimal policy? In this work, we consider this setting, which we call the FineTuneRL setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, FTPedel, which is provably optimal. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between verifiable learning, the typical setting considered in online RL, and unverifiable learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.
SPC: Evolving Self-Play Critic via Adversarial Games for LLM Reasoning
Evaluating the step-by-step reliability of large language model (LLM) reasoning, such as Chain-of-Thought, remains challenging due to the difficulty and cost of obtaining high-quality step-level supervision. In this paper, we introduce Self-Play Critic (SPC), a novel approach where a critic model evolves its ability to assess reasoning steps through adversarial self-play games, eliminating the need for manual step-level annotation. SPC involves fine-tuning two copies of a base model to play two roles, namely a "sneaky generator" that deliberately produces erroneous steps designed to be difficult to detect, and a "critic" that analyzes the correctness of reasoning steps. These two models engage in an adversarial game in which the generator aims to fool the critic, while the critic model seeks to identify the generator's errors. Using reinforcement learning based on the game outcomes, the models iteratively improve; the winner of each confrontation receives a positive reward and the loser receives a negative reward, driving continuous self-evolution. Experiments on three reasoning process benchmarks (ProcessBench, PRM800K, DeltaBench) demonstrate that our SPC progressively enhances its error detection capabilities (e.g., accuracy increases from 70.8% to 77.7% on ProcessBench) and surpasses strong baselines, including distilled R1 model. Furthermore, applying SPC to guide the test-time search of diverse LLMs significantly improves their mathematical reasoning performance on MATH500 and AIME2024, outperforming state-of-the-art process reward models.
Unpacking the Individual Components of Diffusion Policy
Imitation Learning presents a promising approach for learning generalizable and complex robotic skills. The recently proposed Diffusion Policy generates robot action sequences through a conditional denoising diffusion process, achieving state-of-the-art performance compared to other imitation learning methods. This paper summarizes five key components of Diffusion Policy: 1) observation sequence input; 2) action sequence execution; 3) receding horizon; 4) U-Net or Transformer network architecture; and 5) FiLM conditioning. By conducting experiments across ManiSkill and Adroit benchmarks, this study aims to elucidate the contribution of each component to the success of Diffusion Policy in various scenarios. We hope our findings will provide valuable insights for the application of Diffusion Policy in future research and industry.
Leveraging Dual Process Theory in Language Agent Framework for Real-time Simultaneous Human-AI Collaboration
Agents built on large language models (LLMs) have excelled in turn-by-turn human-AI collaboration but struggle with simultaneous tasks requiring real-time interaction. Latency issues and the challenge of inferring variable human strategies hinder their ability to make autonomous decisions without explicit instructions. Through experiments with current independent System 1 and System 2 methods, we validate the necessity of using Dual Process Theory (DPT) in real-time tasks. We propose DPT-Agent, a novel language agent framework that integrates System 1 and System 2 for efficient real-time simultaneous human-AI collaboration. DPT-Agent's System 1 uses a Finite-state Machine (FSM) and code-as-policy for fast, intuitive, and controllable decision-making. DPT-Agent's System 2 integrates Theory of Mind (ToM) and asynchronous reflection to infer human intentions and perform reasoning-based autonomous decisions. We demonstrate the effectiveness of DPT-Agent through further experiments with rule-based agents and human collaborators, showing significant improvements over mainstream LLM-based frameworks. To the best of our knowledge, DPT-Agent is the first language agent framework that achieves successful real-time simultaneous human-AI collaboration autonomously. Code of DPT-Agent can be found in https://github.com/sjtu-marl/DPT-Agent.
Pangu-Agent: A Fine-Tunable Generalist Agent with Structured Reasoning
A key method for creating Artificial Intelligence (AI) agents is Reinforcement Learning (RL). However, constructing a standalone RL policy that maps perception to action directly encounters severe problems, chief among them being its lack of generality across multiple tasks and the need for a large amount of training data. The leading cause is that it cannot effectively integrate prior information into the perception-action cycle when devising the policy. Large language models (LLMs) emerged as a fundamental way to incorporate cross-domain knowledge into AI agents but lack crucial learning and adaptation toward specific decision problems. This paper presents a general framework model for integrating and learning structured reasoning into AI agents' policies. Our methodology is motivated by the modularity found in the human brain. The framework utilises the construction of intrinsic and extrinsic functions to add previous understandings of reasoning structures. It also provides the adaptive ability to learn models inside every module or function, consistent with the modular structure of cognitive processes. We describe the framework in-depth and compare it with other AI pipelines and existing frameworks. The paper explores practical applications, covering experiments that show the effectiveness of our method. Our results indicate that AI agents perform and adapt far better when organised reasoning and prior knowledge are embedded. This opens the door to more resilient and general AI agent systems.
Cultural Evolution of Cooperation among LLM Agents
Large language models (LLMs) provide a compelling foundation for building generally-capable AI agents. These agents may soon be deployed at scale in the real world, representing the interests of individual humans (e.g., AI assistants) or groups of humans (e.g., AI-accelerated corporations). At present, relatively little is known about the dynamics of multiple LLM agents interacting over many generations of iterative deployment. In this paper, we examine whether a "society" of LLM agents can learn mutually beneficial social norms in the face of incentives to defect, a distinctive feature of human sociality that is arguably crucial to the success of civilization. In particular, we study the evolution of indirect reciprocity across generations of LLM agents playing a classic iterated Donor Game in which agents can observe the recent behavior of their peers. We find that the evolution of cooperation differs markedly across base models, with societies of Claude 3.5 Sonnet agents achieving significantly higher average scores than Gemini 1.5 Flash, which, in turn, outperforms GPT-4o. Further, Claude 3.5 Sonnet can make use of an additional mechanism for costly punishment to achieve yet higher scores, while Gemini 1.5 Flash and GPT-4o fail to do so. For each model class, we also observe variation in emergent behavior across random seeds, suggesting an understudied sensitive dependence on initial conditions. We suggest that our evaluation regime could inspire an inexpensive and informative new class of LLM benchmarks, focussed on the implications of LLM agent deployment for the cooperative infrastructure of society.
Dynamic Normativity: Necessary and Sufficient Conditions for Value Alignment
The critical inquiry pervading the realm of Philosophy, and perhaps extending its influence across all Humanities disciplines, revolves around the intricacies of morality and normativity. Surprisingly, in recent years, this thematic thread has woven its way into an unexpected domain, one not conventionally associated with pondering "what ought to be": the field of artificial intelligence (AI) research. Central to morality and AI, we find "alignment", a problem related to the challenges of expressing human goals and values in a manner that artificial systems can follow without leading to unwanted adversarial effects. More explicitly and with our current paradigm of AI development in mind, we can think of alignment as teaching human values to non-anthropomorphic entities trained through opaque, gradient-based learning techniques. This work addresses alignment as a technical-philosophical problem that requires solid philosophical foundations and practical implementations that bring normative theory to AI system development. To accomplish this, we propose two sets of necessary and sufficient conditions that, we argue, should be considered in any alignment process. While necessary conditions serve as metaphysical and metaethical roots that pertain to the permissibility of alignment, sufficient conditions establish a blueprint for aligning AI systems under a learning-based paradigm. After laying such foundations, we present implementations of this approach by using state-of-the-art techniques and methods for aligning general-purpose language systems. We call this framework Dynamic Normativity. Its central thesis is that any alignment process under a learning paradigm that cannot fulfill its necessary and sufficient conditions will fail in producing aligned systems.
Distributional Soft Actor-Critic: Off-Policy Reinforcement Learning for Addressing Value Estimation Errors
In reinforcement learning (RL), function approximation errors are known to easily lead to the Q-value overestimations, thus greatly reducing policy performance. This paper presents a distributional soft actor-critic (DSAC) algorithm, which is an off-policy RL method for continuous control setting, to improve the policy performance by mitigating Q-value overestimations. We first discover in theory that learning a distribution function of state-action returns can effectively mitigate Q-value overestimations because it is capable of adaptively adjusting the update stepsize of the Q-value function. Then, a distributional soft policy iteration (DSPI) framework is developed by embedding the return distribution function into maximum entropy RL. Finally, we present a deep off-policy actor-critic variant of DSPI, called DSAC, which directly learns a continuous return distribution by keeping the variance of the state-action returns within a reasonable range to address exploding and vanishing gradient problems. We evaluate DSAC on the suite of MuJoCo continuous control tasks, achieving the state-of-the-art performance.
Towards Generalist Robots: A Promising Paradigm via Generative Simulation
This document serves as a position paper that outlines the authors' vision for a potential pathway towards generalist robots. The purpose of this document is to share the excitement of the authors with the community and highlight a promising research direction in robotics and AI. The authors believe the proposed paradigm is a feasible path towards accomplishing the long-standing goal of robotics research: deploying robots, or embodied AI agents more broadly, in various non-factory real-world settings to perform diverse tasks. This document presents a specific idea for mining knowledge in the latest large-scale foundation models for robotics research. Instead of directly using or adapting these models to produce low-level policies and actions, it advocates for a fully automated generative pipeline (termed as generative simulation), which uses these models to generate diversified tasks, scenes and training supervisions at scale, thereby scaling up low-level skill learning and ultimately leading to a foundation model for robotics that empowers generalist robots. The authors are actively pursuing this direction, but in the meantime, they recognize that the ambitious goal of building generalist robots with large-scale policy training demands significant resources such as computing power and hardware, and research groups in academia alone may face severe resource constraints in implementing the entire vision. Therefore, the authors believe sharing their thoughts at this early stage could foster discussions, attract interest towards the proposed pathway and related topics from industry groups, and potentially spur significant technical advancements in the field.
Human-centered collaborative robots with deep reinforcement learning
We present a reinforcement learning based framework for human-centered collaborative systems. The framework is proactive and balances the benefits of timely actions with the risk of taking improper actions by minimizing the total time spent to complete the task. The framework is learned end-to-end in an unsupervised fashion addressing the perception uncertainties and decision making in an integrated manner. The framework is shown to provide more fluent coordination between human and robot partners on an example task of packaging compared to alternatives for which perception and decision-making systems are learned independently, using supervised learning. The foremost benefit of the proposed approach is that it allows for fast adaptation to new human partners and tasks since tedious annotation of motion data is avoided and the learning is performed on-line.
Thinking Beyond Tokens: From Brain-Inspired Intelligence to Cognitive Foundations for Artificial General Intelligence and its Societal Impact
Can machines truly think, reason and act in domains like humans? This enduring question continues to shape the pursuit of Artificial General Intelligence (AGI). Despite the growing capabilities of models such as GPT-4.5, DeepSeek, Claude 3.5 Sonnet, Phi-4, and Grok 3, which exhibit multimodal fluency and partial reasoning, these systems remain fundamentally limited by their reliance on token-level prediction and lack of grounded agency. This paper offers a cross-disciplinary synthesis of AGI development, spanning artificial intelligence, cognitive neuroscience, psychology, generative models, and agent-based systems. We analyze the architectural and cognitive foundations of general intelligence, highlighting the role of modular reasoning, persistent memory, and multi-agent coordination. In particular, we emphasize the rise of Agentic RAG frameworks that combine retrieval, planning, and dynamic tool use to enable more adaptive behavior. We discuss generalization strategies, including information compression, test-time adaptation, and training-free methods, as critical pathways toward flexible, domain-agnostic intelligence. Vision-Language Models (VLMs) are reexamined not just as perception modules but as evolving interfaces for embodied understanding and collaborative task completion. We also argue that true intelligence arises not from scale alone but from the integration of memory and reasoning: an orchestration of modular, interactive, and self-improving components where compression enables adaptive behavior. Drawing on advances in neurosymbolic systems, reinforcement learning, and cognitive scaffolding, we explore how recent architectures begin to bridge the gap between statistical learning and goal-directed cognition. Finally, we identify key scientific, technical, and ethical challenges on the path to AGI.
Gradient Boosting Reinforcement Learning
Neural networks (NN) achieve remarkable results in various tasks, but lack key characteristics: interpretability, support for categorical features, and lightweight implementations suitable for edge devices. While ongoing efforts aim to address these challenges, Gradient Boosting Trees (GBT) inherently meet these requirements. As a result, GBTs have become the go-to method for supervised learning tasks in many real-world applications and competitions. However, their application in online learning scenarios, notably in reinforcement learning (RL), has been limited. In this work, we bridge this gap by introducing Gradient-Boosting RL (GBRL), a framework that extends the advantages of GBT to the RL domain. Using the GBRL framework, we implement various actor-critic algorithms and compare their performance with their NN counterparts. Inspired by shared backbones in NN we introduce a tree-sharing approach for policy and value functions with distinct learning rates, enhancing learning efficiency over millions of interactions. GBRL achieves competitive performance across a diverse array of tasks, excelling in domains with structured or categorical features. Additionally, we present a high-performance, GPU-accelerated implementation that integrates seamlessly with widely-used RL libraries (available at https://github.com/NVlabs/gbrl). GBRL expands the toolkit for RL practitioners, demonstrating the viability and promise of GBT within the RL paradigm, particularly in domains characterized by structured or categorical features.
Maximum Causal Entropy Inverse Constrained Reinforcement Learning
When deploying artificial agents in real-world environments where they interact with humans, it is crucial that their behavior is aligned with the values, social norms or other requirements of that environment. However, many environments have implicit constraints that are difficult to specify and transfer to a learning agent. To address this challenge, we propose a novel method that utilizes the principle of maximum causal entropy to learn constraints and an optimal policy that adheres to these constraints, using demonstrations of agents that abide by the constraints. We prove convergence in a tabular setting and provide an approximation which scales to complex environments. We evaluate the effectiveness of the learned policy by assessing the reward received and the number of constraint violations, and we evaluate the learned cost function based on its transferability to other agents. Our method has been shown to outperform state-of-the-art approaches across a variety of tasks and environments, and it is able to handle problems with stochastic dynamics and a continuous state-action space.
Language Models Surface the Unwritten Code of Science and Society
This paper calls on the research community not only to investigate how human biases are inherited by large language models (LLMs) but also to explore how these biases in LLMs can be leveraged to make society's "unwritten code" - such as implicit stereotypes and heuristics - visible and accessible for critique. We introduce a conceptual framework through a case study in science: uncovering hidden rules in peer review - the factors that reviewers care about but rarely state explicitly due to normative scientific expectations. The idea of the framework is to push LLMs to speak out their heuristics through generating self-consistent hypotheses - why one paper appeared stronger in reviewer scoring - among paired papers submitted to 45 computer science conferences, while iteratively searching deeper hypotheses from remaining pairs where existing hypotheses cannot explain. We observed that LLMs' normative priors about the internal characteristics of good science extracted from their self-talk, e.g. theoretical rigor, were systematically updated toward posteriors that emphasize storytelling about external connections, such as how the work is positioned and connected within and across literatures. This shift reveals the primacy of scientific myths about intrinsic properties driving scientific excellence rather than extrinsic contextualization and storytelling that influence conceptions of relevance and significance. Human reviewers tend to explicitly reward aspects that moderately align with LLMs' normative priors (correlation = 0.49) but avoid articulating contextualization and storytelling posteriors in their review comments (correlation = -0.14), despite giving implicit reward to them with positive scores. We discuss the broad applicability of the framework, leveraging LLMs as diagnostic tools to surface the tacit codes underlying human society, enabling more precisely targeted responsible AI.
Human-Timescale Adaptation in an Open-Ended Task Space
Foundation models have shown impressive adaptation and scalability in supervised and self-supervised learning problems, but so far these successes have not fully translated to reinforcement learning (RL). In this work, we demonstrate that training an RL agent at scale leads to a general in-context learning algorithm that can adapt to open-ended novel embodied 3D problems as quickly as humans. In a vast space of held-out environment dynamics, our adaptive agent (AdA) displays on-the-fly hypothesis-driven exploration, efficient exploitation of acquired knowledge, and can successfully be prompted with first-person demonstrations. Adaptation emerges from three ingredients: (1) meta-reinforcement learning across a vast, smooth and diverse task distribution, (2) a policy parameterised as a large-scale attention-based memory architecture, and (3) an effective automated curriculum that prioritises tasks at the frontier of an agent's capabilities. We demonstrate characteristic scaling laws with respect to network size, memory length, and richness of the training task distribution. We believe our results lay the foundation for increasingly general and adaptive RL agents that perform well across ever-larger open-ended domains.
MindForge: Empowering Embodied Agents with Theory of Mind for Lifelong Collaborative Learning
Contemporary embodied agents, such as Voyager in Minecraft, have demonstrated promising capabilities in open-ended individual learning. However, when powered with open large language models (LLMs), these agents often struggle with rudimentary tasks, even when fine-tuned on domain-specific knowledge. Inspired by human cultural learning, we present \collabvoyager, a novel framework that enhances Voyager with lifelong collaborative learning through explicit perspective-taking. \collabvoyager introduces three key innovations: (1) theory of mind representations linking percepts, beliefs, desires, and actions; (2) natural language communication between agents; and (3) semantic memory of task and environment knowledge and episodic memory of collaboration episodes. These advancements enable agents to reason about their and others' mental states, empirically addressing two prevalent failure modes: false beliefs and faulty task executions. In mixed-expertise Minecraft experiments, \collabvoyager agents outperform Voyager counterparts, significantly improving task completion rate by 66.6% (+39.4%) for collecting one block of dirt and 70.8% (+20.8%) for collecting one wood block. They exhibit emergent behaviors like knowledge transfer from expert to novice agents and collaborative code correction. \collabvoyager agents also demonstrate the ability to adapt to out-of-distribution tasks by using their previous experiences and beliefs obtained through collaboration. In this open-ended social learning paradigm, \collabvoyager paves the way for the democratic development of embodied AI, where agents learn in deployment from both peer and environmental feedback.
Hypothetical Minds: Scaffolding Theory of Mind for Multi-Agent Tasks with Large Language Models
Multi-agent reinforcement learning (MARL) methods struggle with the non-stationarity of multi-agent systems and fail to adaptively learn online when tested with novel agents. Here, we leverage large language models (LLMs) to create an autonomous agent that can handle these challenges. Our agent, Hypothetical Minds, consists of a cognitively-inspired architecture, featuring modular components for perception, memory, and hierarchical planning over two levels of abstraction. We introduce the Theory of Mind module that scaffolds the high-level planning process by generating hypotheses about other agents' strategies in natural language. It then evaluates and iteratively refines these hypotheses by reinforcing hypotheses that make correct predictions about the other agents' behavior. Hypothetical Minds significantly improves performance over previous LLM-agent and RL baselines on a range of competitive, mixed motive, and collaborative domains in the Melting Pot benchmark, including both dyadic and population-based environments. Additionally, comparisons against LLM-agent baselines and ablations reveal the importance of hypothesis evaluation and refinement for succeeding on complex scenarios.
Experimental Narratives: A Comparison of Human Crowdsourced Storytelling and AI Storytelling
The paper proposes a framework that combines behavioral and computational experiments employing fictional prompts as a novel tool for investigating cultural artifacts and social biases in storytelling both by humans and generative AI. The study analyzes 250 stories authored by crowdworkers in June 2019 and 80 stories generated by GPT-3.5 and GPT-4 in March 2023 by merging methods from narratology and inferential statistics. Both crowdworkers and large language models responded to identical prompts about creating and falling in love with an artificial human. The proposed experimental paradigm allows a direct comparison between human and LLM-generated storytelling. Responses to the Pygmalionesque prompts confirm the pervasive presence of the Pygmalion myth in the collective imaginary of both humans and large language models. All solicited narratives present a scientific or technological pursuit. The analysis reveals that narratives from GPT-3.5 and particularly GPT-4 are more more progressive in terms of gender roles and sexuality than those written by humans. While AI narratives can occasionally provide innovative plot twists, they offer less imaginative scenarios and rhetoric than human-authored texts. The proposed framework argues that fiction can be used as a window into human and AI-based collective imaginary and social dimensions.
Critiques of World Models
World Model, the supposed algorithmic surrogate of the real-world environment which biological agents experience with and act upon, has been an emerging topic in recent years because of the rising needs to develop virtual agents with artificial (general) intelligence. There has been much debate on what a world model really is, how to build it, how to use it, and how to evaluate it. In this essay, starting from the imagination in the famed Sci-Fi classic Dune, and drawing inspiration from the concept of "hypothetical thinking" in psychology literature, we offer critiques of several schools of thoughts on world modeling, and argue the primary goal of a world model to be simulating all actionable possibilities of the real world for purposeful reasoning and acting. Building on the critiques, we propose a new architecture for a general-purpose world model, based on hierarchical, multi-level, and mixed continuous/discrete representations, and a generative and self-supervision learning framework, with an outlook of a Physical, Agentic, and Nested (PAN) AGI system enabled by such a model.
Inference-Time Scaling for Generalist Reward Modeling
Reinforcement learning (RL) has been widely adopted in post-training for large language models (LLMs) at scale. Recently, the incentivization of reasoning capabilities in LLMs from RL indicates that proper learning methods could enable effective inference-time scalability. A key challenge of RL is to obtain accurate reward signals for LLMs in various domains beyond verifiable questions or artificial rules. In this work, we investigate how to improve reward modeling (RM) with more inference compute for general queries, i.e. the inference-time scalability of generalist RM, and further, how to improve the effectiveness of performance-compute scaling with proper learning methods. For the RM approach, we adopt pointwise generative reward modeling (GRM) to enable flexibility for different input types and potential for inference-time scaling. For the learning method, we propose Self-Principled Critique Tuning (SPCT) to foster scalable reward generation behaviors in GRMs through online RL, to generate principles adaptively and critiques accurately, resulting in DeepSeek-GRM models. Furthermore, for effective inference-time scaling, we use parallel sampling to expand compute usage, and introduce a meta RM to guide voting process for better scaling performance. Empirically, we show that SPCT significantly improves the quality and scalability of GRMs, outperforming existing methods and models in various RM benchmarks without severe biases, and could achieve better performance compared to training-time scaling. DeepSeek-GRM still meets challenges in some tasks, which we believe can be addressed by future efforts in generalist reward systems. The models will be released and open-sourced.
L^{2}NAS: Learning to Optimize Neural Architectures via Continuous-Action Reinforcement Learning
Neural architecture search (NAS) has achieved remarkable results in deep neural network design. Differentiable architecture search converts the search over discrete architectures into a hyperparameter optimization problem which can be solved by gradient descent. However, questions have been raised regarding the effectiveness and generalizability of gradient methods for solving non-convex architecture hyperparameter optimization problems. In this paper, we propose L^{2}NAS, which learns to intelligently optimize and update architecture hyperparameters via an actor neural network based on the distribution of high-performing architectures in the search history. We introduce a quantile-driven training procedure which efficiently trains L^{2}NAS in an actor-critic framework via continuous-action reinforcement learning. Experiments show that L^{2}NAS achieves state-of-the-art results on NAS-Bench-201 benchmark as well as DARTS search space and Once-for-All MobileNetV3 search space. We also show that search policies generated by L^{2}NAS are generalizable and transferable across different training datasets with minimal fine-tuning.
Reinforcement Learning in the Era of LLMs: What is Essential? What is needed? An RL Perspective on RLHF, Prompting, and Beyond
Recent advancements in Large Language Models (LLMs) have garnered wide attention and led to successful products such as ChatGPT and GPT-4. Their proficiency in adhering to instructions and delivering harmless, helpful, and honest (3H) responses can largely be attributed to the technique of Reinforcement Learning from Human Feedback (RLHF). In this paper, we aim to link the research in conventional RL to RL techniques used in LLM research. Demystify this technique by discussing why, when, and how RL excels. Furthermore, we explore potential future avenues that could either benefit from or contribute to RLHF research. Highlighted Takeaways: 1. RLHF is Online Inverse RL with Offline Demonstration Data. 2. RLHF > SFT because Imitation Learning (and Inverse RL) > Behavior Cloning (BC) by alleviating the problem of compounding error. 3. The RM step in RLHF generates a proxy of the expensive human feedback, such an insight can be generalized to other LLM tasks such as prompting evaluation and optimization where feedback is also expensive. 4. The policy learning in RLHF is more challenging than conventional problems studied in IRL due to their high action dimensionality and feedback sparsity. 5. The main superiority of PPO over off-policy value-based methods is its stability gained from (almost) on-policy data and conservative policy updates.
MAHALO: Unifying Offline Reinforcement Learning and Imitation Learning from Observations
We study a new paradigm for sequential decision making, called offline Policy Learning from Observation (PLfO). Offline PLfO aims to learn policies using datasets with substandard qualities: 1) only a subset of trajectories is labeled with rewards, 2) labeled trajectories may not contain actions, 3) labeled trajectories may not be of high quality, and 4) the overall data may not have full coverage. Such imperfection is common in real-world learning scenarios, so offline PLfO encompasses many existing offline learning setups, including offline imitation learning (IL), ILfO, and reinforcement learning (RL). In this work, we present a generic approach, called Modality-agnostic Adversarial Hypothesis Adaptation for Learning from Observations (MAHALO), for offline PLfO. Built upon the pessimism concept in offline RL, MAHALO optimizes the policy using a performance lower bound that accounts for uncertainty due to the dataset's insufficient converge. We implement this idea by adversarially training data-consistent critic and reward functions in policy optimization, which forces the learned policy to be robust to the data deficiency. We show that MAHALO consistently outperforms or matches specialized algorithms across a variety of offline PLfO tasks in theory and experiments.
Large-Scale Actionless Video Pre-Training via Discrete Diffusion for Efficient Policy Learning
Learning a generalist embodied agent capable of completing multiple tasks poses challenges, primarily stemming from the scarcity of action-labeled robotic datasets. In contrast, a vast amount of human videos exist, capturing intricate tasks and interactions with the physical world. Promising prospects arise for utilizing actionless human videos for pre-training and transferring the knowledge to facilitate robot policy learning through limited robot demonstrations. In this paper, we introduce a novel framework that leverages a unified discrete diffusion to combine generative pre-training on human videos and policy fine-tuning on a small number of action-labeled robot videos. We start by compressing both human and robot videos into unified video tokens. In the pre-training stage, we employ a discrete diffusion model with a mask-and-replace diffusion strategy to predict future video tokens in the latent space. In the fine-tuning stage, we harness the imagined future videos to guide low-level action learning trained on a limited set of robot data. Experiments demonstrate that our method generates high-fidelity future videos for planning and enhances the fine-tuned policies compared to previous state-of-the-art approaches with superior generalization ability. Our project website is available at https://video-diff.github.io/.
Is DPO Superior to PPO for LLM Alignment? A Comprehensive Study
Reinforcement Learning from Human Feedback (RLHF) is currently the most widely used method to align large language models (LLMs) with human preferences. Existing RLHF methods can be roughly categorized as either reward-based or reward-free. Novel applications such as ChatGPT and Claude leverage reward-based methods that first learn a reward model and apply actor-critic algorithms, such as Proximal Policy Optimization (PPO). However, in academic benchmarks, state-of-the-art results are often achieved via reward-free methods, such as Direct Preference Optimization (DPO). Is DPO truly superior to PPO? Why does PPO perform poorly on these benchmarks? In this paper, we first conduct both theoretical and empirical studies on the algorithmic properties of DPO and show that DPO may have fundamental limitations. Moreover, we also comprehensively examine PPO and reveal the key factors for the best performances of PPO in fine-tuning LLMs. Finally, we benchmark DPO and PPO across various a collection of RLHF testbeds, ranging from dialogue to code generation. Experiment results demonstrate that PPO is able to surpass other alignment methods in all cases and achieve state-of-the-art results in challenging code competitions.
Cleanba: A Reproducible and Efficient Distributed Reinforcement Learning Platform
Distributed Deep Reinforcement Learning (DRL) aims to leverage more computational resources to train autonomous agents with less training time. Despite recent progress in the field, reproducibility issues have not been sufficiently explored. This paper first shows that the typical actor-learner framework can have reproducibility issues even if hyperparameters are controlled. We then introduce Cleanba, a new open-source platform for distributed DRL that proposes a highly reproducible architecture. Cleanba implements highly optimized distributed variants of PPO and IMPALA. Our Atari experiments show that these variants can obtain equivalent or higher scores than strong IMPALA baselines in moolib and torchbeast and PPO baseline in CleanRL. However, Cleanba variants present 1) shorter training time and 2) more reproducible learning curves in different hardware settings. Cleanba's source code is available at https://github.com/vwxyzjn/cleanba
Agent-as-a-Judge: Evaluate Agents with Agents
Contemporary evaluation techniques are inadequate for agentic systems. These approaches either focus exclusively on final outcomes -- ignoring the step-by-step nature of agentic systems, or require excessive manual labour. To address this, we introduce the Agent-as-a-Judge framework, wherein agentic systems are used to evaluate agentic systems. This is an organic extension of the LLM-as-a-Judge framework, incorporating agentic features that enable intermediate feedback for the entire task-solving process. We apply the Agent-as-a-Judge to the task of code generation. To overcome issues with existing benchmarks and provide a proof-of-concept testbed for Agent-as-a-Judge, we present DevAI, a new benchmark of 55 realistic automated AI development tasks. It includes rich manual annotations, like a total of 365 hierarchical user requirements. We benchmark three of the popular agentic systems using Agent-as-a-Judge and find it dramatically outperforms LLM-as-a-Judge and is as reliable as our human evaluation baseline. Altogether, we believe that Agent-as-a-Judge marks a concrete step forward for modern agentic systems -- by providing rich and reliable reward signals necessary for dynamic and scalable self-improvement.
RLHS: Mitigating Misalignment in RLHF with Hindsight Simulation
Generative AI systems like foundation models (FMs) must align well with human values to ensure their behavior is helpful and trustworthy. While Reinforcement Learning from Human Feedback (RLHF) has shown promise for optimizing model performance using human judgments, existing RLHF pipelines predominantly rely on immediate feedback, which can fail to accurately reflect the downstream impact of an interaction on users' utility. We demonstrate that feedback based on evaluators' foresight estimates of downstream consequences systematically induces Goodhart's Law dynamics, incentivizing misaligned behaviors like sycophancy and deception and ultimately degrading user outcomes. To alleviate this, we propose decoupling evaluation from prediction by refocusing RLHF on hindsight feedback. Our theoretical analysis reveals that conditioning evaluator feedback on downstream observations mitigates misalignment and improves expected human utility, even when these observations are simulated by the AI system itself. To leverage this insight in a practical alignment algorithm, we introduce Reinforcement Learning from Hindsight Simulation (RLHS), which first simulates plausible consequences and then elicits feedback to assess what behaviors were genuinely beneficial in hindsight. We apply RLHS to two widely-employed online and offline preference optimization methods -- Proximal Policy Optimization (PPO) and Direct Preference Optimization (DPO) -- and show empirically that misalignment is significantly reduced with both methods. Through an online human user study, we show that RLHS consistently outperforms RLHF in helping users achieve their goals and earns higher satisfaction ratings, despite being trained solely with simulated hindsight feedback. These results underscore the importance of focusing on long-term consequences, even simulated ones, to mitigate misalignment in RLHF.
MAPS: A Multi-Agent Framework Based on Big Seven Personality and Socratic Guidance for Multimodal Scientific Problem Solving
Multimodal scientific problems (MSPs) involve complex issues that require the integration of multiple modalities, such as text and diagrams, presenting a significant challenge in artificial intelligence. While progress has been made in addressing traditional scientific problems, MSPs still face two primary issues: the challenge of multi-modal comprehensive reasoning in scientific problem-solving and the lack of reflective and rethinking capabilities. To address these issues, we introduce a Multi-Agent framework based on the Big Seven Personality and Socratic guidance (MAPS). This framework employs seven distinct agents that leverage feedback mechanisms and the Socratic method to guide the resolution of MSPs. To tackle the first issue, we propose a progressive four-agent solving strategy, where each agent focuses on a specific stage of the problem-solving process. For the second issue, we introduce a Critic agent, inspired by Socratic questioning, which prompts critical thinking and stimulates autonomous learning. We conduct extensive experiments on the EMMA, Olympiad, and MathVista datasets, achieving promising results that outperform the current SOTA model by 15.84% across all tasks. Meanwhile, the additional analytical experiments also verify the model's progress as well as generalization ability.
Robot Fine-Tuning Made Easy: Pre-Training Rewards and Policies for Autonomous Real-World Reinforcement Learning
The pre-train and fine-tune paradigm in machine learning has had dramatic success in a wide range of domains because the use of existing data or pre-trained models on the internet enables quick and easy learning of new tasks. We aim to enable this paradigm in robotic reinforcement learning, allowing a robot to learn a new task with little human effort by leveraging data and models from the Internet. However, reinforcement learning often requires significant human effort in the form of manual reward specification or environment resets, even if the policy is pre-trained. We introduce RoboFuME, a reset-free fine-tuning system that pre-trains a multi-task manipulation policy from diverse datasets of prior experiences and self-improves online to learn a target task with minimal human intervention. Our insights are to utilize calibrated offline reinforcement learning techniques to ensure efficient online fine-tuning of a pre-trained policy in the presence of distribution shifts and leverage pre-trained vision language models (VLMs) to build a robust reward classifier for autonomously providing reward signals during the online fine-tuning process. In a diverse set of five real robot manipulation tasks, we show that our method can incorporate data from an existing robot dataset collected at a different institution and improve on a target task within as little as 3 hours of autonomous real-world experience. We also demonstrate in simulation experiments that our method outperforms prior works that use different RL algorithms or different approaches for predicting rewards. Project website: https://robofume.github.io
Provably Learning from Language Feedback
Interactively learning from observation and language feedback is an increasingly studied area driven by the emergence of large language model (LLM) agents. While impressive empirical demonstrations have been shown, so far a principled framing of these decision problems remains lacking. In this paper, we formalize the Learning from Language Feedback (LLF) problem, assert sufficient assumptions to enable learning despite latent rewards, and introduce transfer eluder dimension as a complexity measure to characterize the hardness of LLF problems. We show that transfer eluder dimension captures the intuition that information in the feedback changes the learning complexity of the LLF problem. We demonstrate cases where learning from rich language feedback can be exponentially faster than learning from reward. We develop a no-regret algorithm, called HELiX, that provably solves LLF problems through sequential interactions, with performance guarantees that scale with the transfer eluder dimension of the problem. Across several empirical domains, we show that HELiX performs well even when repeatedly prompting LLMs does not work reliably. Our contributions mark a first step towards designing principled interactive learning algorithms from generic language feedback.
Stabilizing Contrastive RL: Techniques for Offline Goal Reaching
In the same way that the computer vision (CV) and natural language processing (NLP) communities have developed self-supervised methods, reinforcement learning (RL) can be cast as a self-supervised problem: learning to reach any goal, without requiring human-specified rewards or labels. However, actually building a self-supervised foundation for RL faces some important challenges. Building on prior contrastive approaches to this RL problem, we conduct careful ablation experiments and discover that a shallow and wide architecture, combined with careful weight initialization and data augmentation, can significantly boost the performance of these contrastive RL approaches on challenging simulated benchmarks. Additionally, we demonstrate that, with these design decisions, contrastive approaches can solve real-world robotic manipulation tasks, with tasks being specified by a single goal image provided after training.
Offline Reinforcement Learning as One Big Sequence Modeling Problem
Reinforcement learning (RL) is typically concerned with estimating stationary policies or single-step models, leveraging the Markov property to factorize problems in time. However, we can also view RL as a generic sequence modeling problem, with the goal being to produce a sequence of actions that leads to a sequence of high rewards. Viewed in this way, it is tempting to consider whether high-capacity sequence prediction models that work well in other domains, such as natural-language processing, can also provide effective solutions to the RL problem. To this end, we explore how RL can be tackled with the tools of sequence modeling, using a Transformer architecture to model distributions over trajectories and repurposing beam search as a planning algorithm. Framing RL as sequence modeling problem simplifies a range of design decisions, allowing us to dispense with many of the components common in offline RL algorithms. We demonstrate the flexibility of this approach across long-horizon dynamics prediction, imitation learning, goal-conditioned RL, and offline RL. Further, we show that this approach can be combined with existing model-free algorithms to yield a state-of-the-art planner in sparse-reward, long-horizon tasks.
Iterative Nash Policy Optimization: Aligning LLMs with General Preferences via No-Regret Learning
Reinforcement Learning with Human Feedback (RLHF) has achieved great success in aligning large language models (LLMs) with human preferences. Prevalent RLHF approaches are reward-based, following the Bradley-Terry (BT) model assumption, which may not fully capture the complexity of human preferences. In this paper, we explore RLHF under a general preference framework and approach it from a game-theoretic perspective. Specifically, we formulate the problem as a two-player game and propose a novel algorithm, iterative Nash policy optimization (INPO). The key idea is to let the policy play against itself via no-regret learning, thereby approximating the Nash policy. Unlike previous methods, INPO bypasses the need for estimating the expected win rate for individual responses, which typically incurs high computational or annotation costs. Instead, we introduce a new loss objective that is directly minimized over a preference dataset. We provide theoretical analysis for our approach and demonstrate its effectiveness through experiments on various representative benchmarks. With an LLaMA-3-8B-based SFT model, INPO achieves a 41.5% length-controlled win rate on AlpacaEval 2.0 and a 38.3% win rate on Arena-Hard, showing substantial improvement over the state-of-the-art iterative algorithm [Dong et al., 2024] under the BT model assumption. Additionally, our ablation study highlights the benefits of incorporating KL regularization for response length control.
Learning to Generate Research Idea with Dynamic Control
The rapid advancements in large language models (LLMs) have demonstrated their potential to accelerate scientific discovery, particularly in automating the process of research ideation. LLM-based systems have shown promise in generating hypotheses and research ideas. However, current approaches predominantly rely on prompting-based pre-trained models, limiting their ability to optimize generated content effectively. Moreover, they also lack the capability to deal with the complex interdependence and inherent restrictions among novelty, feasibility, and effectiveness, which remains challenging due to the inherent trade-offs among these dimensions, such as the innovation-feasibility conflict. To address these limitations, we for the first time propose fine-tuning LLMs to be better idea proposers and introduce a novel framework that employs a two-stage approach combining Supervised Fine-Tuning (SFT) and controllable Reinforcement Learning (RL). In the SFT stage, the model learns foundational patterns from pairs of research papers and follow-up ideas. In the RL stage, multi-dimensional reward modeling, guided by fine-grained feedback, evaluates and optimizes the generated ideas across key metrics. Dimensional controllers enable dynamic adjustment of generation, while a sentence-level decoder ensures context-aware emphasis during inference. Our framework provides a balanced approach to research ideation, achieving high-quality outcomes by dynamically navigating the trade-offs among novelty, feasibility, and effectiveness.
Vintix: Action Model via In-Context Reinforcement Learning
In-Context Reinforcement Learning (ICRL) represents a promising paradigm for developing generalist agents that learn at inference time through trial-and-error interactions, analogous to how large language models adapt contextually, but with a focus on reward maximization. However, the scalability of ICRL beyond toy tasks and single-domain settings remains an open challenge. In this work, we present the first steps toward scaling ICRL by introducing a fixed, cross-domain model capable of learning behaviors through in-context reinforcement learning. Our results demonstrate that Algorithm Distillation, a framework designed to facilitate ICRL, offers a compelling and competitive alternative to expert distillation to construct versatile action models. These findings highlight the potential of ICRL as a scalable approach for generalist decision-making systems. Code to be released at https://github.com/dunnolab/vintix
LLM Critics Help Catch LLM Bugs
Reinforcement learning from human feedback (RLHF) is fundamentally limited by the capacity of humans to correctly evaluate model output. To improve human evaluation ability and overcome that limitation this work trains "critic" models that help humans to more accurately evaluate model-written code. These critics are themselves LLMs trained with RLHF to write natural language feedback highlighting problems in code from real-world assistant tasks. On code containing naturally occurring LLM errors model-written critiques are preferred over human critiques in 63% of cases, and human evaluation finds that models catch more bugs than human contractors paid for code review. We further confirm that our fine-tuned LLM critics can successfully identify hundreds of errors in ChatGPT training data rated as "flawless", even though the majority of those tasks are non-code tasks and thus out-of-distribution for the critic model. Critics can have limitations of their own, including hallucinated bugs that could mislead humans into making mistakes they might have otherwise avoided, but human-machine teams of critics and contractors catch similar numbers of bugs to LLM critics while hallucinating less than LLMs alone.
Skill-Critic: Refining Learned Skills for Reinforcement Learning
Hierarchical reinforcement learning (RL) can accelerate long-horizon decision-making by temporally abstracting a policy into multiple levels. Promising results in sparse reward environments have been seen with skills, i.e. sequences of primitive actions. Typically, a skill latent space and policy are discovered from offline data, but the resulting low-level policy can be unreliable due to low-coverage demonstrations or distribution shifts. As a solution, we propose fine-tuning the low-level policy in conjunction with high-level skill selection. Our Skill-Critic algorithm optimizes both the low and high-level policies; these policies are also initialized and regularized by the latent space learned from offline demonstrations to guide the joint policy optimization. We validate our approach in multiple sparse RL environments, including a new sparse reward autonomous racing task in Gran Turismo Sport. The experiments show that Skill-Critic's low-level policy fine-tuning and demonstration-guided regularization are essential for optimal performance. Images and videos are available at https://sites.google.com/view/skill-critic. We plan to open source the code with the final version.
Rethinking Agent Design: From Top-Down Workflows to Bottom-Up Skill Evolution
Most LLM-based agent frameworks adopt a top-down philosophy: humans decompose tasks, define workflows, and assign agents to execute each step. While effective on benchmark-style tasks, such systems rely on designer updates and overlook agents' potential to learn from experience. Recently, Silver and Sutton(2025) envision a shift into a new era, where agents could progress from a stream of experiences. In this paper, we instantiate this vision of experience-driven learning by introducing a bottom-up agent paradigm that mirrors the human learning process. Agents acquire competence through a trial-and-reasoning mechanism-exploring, reflecting on outcomes, and abstracting skills over time. Once acquired, skills can be rapidly shared and extended, enabling continual evolution rather than static replication. As more agents are deployed, their diverse experiences accelerate this collective process, making bottom-up design especially suited for open-ended environments. We evaluate this paradigm in Slay the Spire and Civilization V, where agents perceive through raw visual inputs and act via mouse outputs, the same as human players. Using a unified, game-agnostic codebase without any game-specific prompts or privileged APIs, our bottom-up agents acquire skills entirely through autonomous interaction, demonstrating the potential of the bottom-up paradigm in complex, real-world environments. Our code is available at https://github.com/AngusDujw/Bottom-Up-Agent.
Bootstrability in Line-Defect CFT with Improved Truncation Methods
We study the conformal bootstrap of 1D CFTs on the straight Maldacena-Wilson line in 4D {cal N}=4 super-Yang-Mills theory. We introduce an improved truncation scheme with an 'OPE tail' approximation and use it to reproduce the 'bootstrability' results of Cavagli\`a et al. for the OPE-coefficients squared of the first three unprotected operators. For example, for the first OPE-coefficient squared at 't Hooft coupling (4pi)^2, linear-functional methods with two sum rules from integrated correlators give the rigorous result 0.294014873 pm 4.88 cdot 10^{-8}, whereas our methods give with machine-precision computations 0.294014228 pm 6.77 cdot 10^{-7}. For our numerical searches, we benchmark the Reinforcement Learning Soft Actor-Critic algorithm against an Interior Point Method algorithm (IPOPT) and comment on the merits of each algorithm.
Maximum Entropy Reinforcement Learning via Energy-Based Normalizing Flow
Existing Maximum-Entropy (MaxEnt) Reinforcement Learning (RL) methods for continuous action spaces are typically formulated based on actor-critic frameworks and optimized through alternating steps of policy evaluation and policy improvement. In the policy evaluation steps, the critic is updated to capture the soft Q-function. In the policy improvement steps, the actor is adjusted in accordance with the updated soft Q-function. In this paper, we introduce a new MaxEnt RL framework modeled using Energy-Based Normalizing Flows (EBFlow). This framework integrates the policy evaluation steps and the policy improvement steps, resulting in a single objective training process. Our method enables the calculation of the soft value function used in the policy evaluation target without Monte Carlo approximation. Moreover, this design supports the modeling of multi-modal action distributions while facilitating efficient action sampling. To evaluate the performance of our method, we conducted experiments on the MuJoCo benchmark suite and a number of high-dimensional robotic tasks simulated by Omniverse Isaac Gym. The evaluation results demonstrate that our method achieves superior performance compared to widely-adopted representative baselines.
Reason for Future, Act for Now: A Principled Framework for Autonomous LLM Agents with Provable Sample Efficiency
Large language models (LLMs) demonstrate impressive reasoning abilities, but translating reasoning into actions in the real world remains challenging. In particular, it remains unclear how to complete a given task provably within a minimum number of interactions with the external environment, e.g., through an internal mechanism of reasoning. To this end, we propose a principled framework with provable regret guarantees to orchestrate reasoning and acting, which we call "reason for future, act for now" (RAFA). Specifically, we design a prompt template for reasoning that learns from the memory buffer and plans a future trajectory over a long horizon ("reason for future"). At each step, the LLM agent takes the initial action of the planned trajectory ("act for now"), stores the collected feedback in the memory buffer, and reinvokes the reasoning routine to replan the future trajectory from the new state. The key idea is to cast reasoning in LLMs as learning and planning in Bayesian adaptive Markov decision processes (MDPs). Correspondingly, we prompt LLMs to form an updated posterior of the unknown environment from the memory buffer (learning) and generate an optimal trajectory for multiple future steps that maximizes a value function (planning). The learning and planning subroutines are performed in an "in-context" manner to emulate the actor-critic update for MDPs. Our theoretical analysis proves that the novel combination of long-term reasoning and short-term acting achieves a T regret. In particular, the regret bound highlights an intriguing interplay between the prior knowledge obtained through pretraining and the uncertainty reduction achieved by reasoning and acting. Our empirical validation shows that it outperforms various existing frameworks and achieves nearly perfect scores on a few benchmarks.
Imitation Learning from Observation with Automatic Discount Scheduling
Humans often acquire new skills through observation and imitation. For robotic agents, learning from the plethora of unlabeled video demonstration data available on the Internet necessitates imitating the expert without access to its action, presenting a challenge known as Imitation Learning from Observations (ILfO). A common approach to tackle ILfO problems is to convert them into inverse reinforcement learning problems, utilizing a proxy reward computed from the agent's and the expert's observations. Nonetheless, we identify that tasks characterized by a progress dependency property pose significant challenges for such approaches; in these tasks, the agent needs to initially learn the expert's preceding behaviors before mastering the subsequent ones. Our investigation reveals that the main cause is that the reward signals assigned to later steps hinder the learning of initial behaviors. To address this challenge, we present a novel ILfO framework that enables the agent to master earlier behaviors before advancing to later ones. We introduce an Automatic Discount Scheduling (ADS) mechanism that adaptively alters the discount factor in reinforcement learning during the training phase, prioritizing earlier rewards initially and gradually engaging later rewards only when the earlier behaviors have been mastered. Our experiments, conducted on nine Meta-World tasks, demonstrate that our method significantly outperforms state-of-the-art methods across all tasks, including those that are unsolvable by them.
Multi-Agent Collaboration via Evolving Orchestration
Large language models (LLMs) have achieved remarkable results across diverse downstream tasks, but their monolithic nature restricts scalability and efficiency in complex problem-solving. While recent research explores multi-agent collaboration among LLMs, most approaches rely on static organizational structures that struggle to adapt as task complexity and agent numbers grow, resulting in coordination overhead and inefficiencies. To this end, we propose a puppeteer-style paradigm for LLM-based multi-agent collaboration, where a centralized orchestrator ("puppeteer") dynamically directs agents ("puppets") in response to evolving task states. This orchestrator is trained via reinforcement learning to adaptively sequence and prioritize agents, enabling flexible and evolvable collective reasoning. Experiments on closed- and open-domain scenarios show that this method achieves superior performance with reduced computational costs. Analyses further reveal that the key improvements consistently stem from the emergence of more compact, cyclic reasoning structures under the orchestrator's evolution.
Latent Plans for Task-Agnostic Offline Reinforcement Learning
Everyday tasks of long-horizon and comprising a sequence of multiple implicit subtasks still impose a major challenge in offline robot control. While a number of prior methods aimed to address this setting with variants of imitation and offline reinforcement learning, the learned behavior is typically narrow and often struggles to reach configurable long-horizon goals. As both paradigms have complementary strengths and weaknesses, we propose a novel hierarchical approach that combines the strengths of both methods to learn task-agnostic long-horizon policies from high-dimensional camera observations. Concretely, we combine a low-level policy that learns latent skills via imitation learning and a high-level policy learned from offline reinforcement learning for skill-chaining the latent behavior priors. Experiments in various simulated and real robot control tasks show that our formulation enables producing previously unseen combinations of skills to reach temporally extended goals by "stitching" together latent skills through goal chaining with an order-of-magnitude improvement in performance upon state-of-the-art baselines. We even learn one multi-task visuomotor policy for 25 distinct manipulation tasks in the real world which outperforms both imitation learning and offline reinforcement learning techniques.
HoLLMwood: Unleashing the Creativity of Large Language Models in Screenwriting via Role Playing
Generative AI has demonstrated unprecedented creativity in the field of computer vision, yet such phenomena have not been observed in natural language processing. In particular, large language models (LLMs) can hardly produce written works at the level of human experts due to the extremely high complexity of literature writing. In this paper, we present HoLLMwood, an automated framework for unleashing the creativity of LLMs and exploring their potential in screenwriting, which is a highly demanding task. Mimicking the human creative process, we assign LLMs to different roles involved in the real-world scenario. In addition to the common practice of treating LLMs as {Writer}, we also apply LLMs as {Editor}, who is responsible for providing feedback and revision advice to {Writer}. Besides, to enrich the characters and deepen the plots, we introduce a role-playing mechanism and adopt LLMs as {Actors} that can communicate and interact with each other. Evaluations on automatically generated screenplays show that HoLLMwood substantially outperforms strong baselines in terms of coherence, relevance, interestingness and overall quality.
GrASP: Gradient-Based Affordance Selection for Planning
Planning with a learned model is arguably a key component of intelligence. There are several challenges in realizing such a component in large-scale reinforcement learning (RL) problems. One such challenge is dealing effectively with continuous action spaces when using tree-search planning (e.g., it is not feasible to consider every action even at just the root node of the tree). In this paper we present a method for selecting affordances useful for planning -- for learning which small number of actions/options from a continuous space of actions/options to consider in the tree-expansion process during planning. We consider affordances that are goal-and-state-conditional mappings to actions/options as well as unconditional affordances that simply select actions/options available in all states. Our selection method is gradient based: we compute gradients through the planning procedure to update the parameters of the function that represents affordances. Our empirical work shows that it is feasible to learn to select both primitive-action and option affordances, and that simultaneously learning to select affordances and planning with a learned value-equivalent model can outperform model-free RL.
Reflexion: Language Agents with Verbal Reinforcement Learning
Large language models (LLMs) have been increasingly used to interact with external environments (e.g., games, compilers, APIs) as goal-driven agents. However, it remains challenging for these language agents to quickly and efficiently learn from trial-and-error as traditional reinforcement learning methods require extensive training samples and expensive model fine-tuning. We propose Reflexion, a novel framework to reinforce language agents not by updating weights, but instead through linguistic feedback. Concretely, Reflexion agents verbally reflect on task feedback signals, then maintain their own reflective text in an episodic memory buffer to induce better decision-making in subsequent trials. Reflexion is flexible enough to incorporate various types (scalar values or free-form language) and sources (external or internally simulated) of feedback signals, and obtains significant improvements over a baseline agent across diverse tasks (sequential decision-making, coding, language reasoning). For example, Reflexion achieves a 91% pass@1 accuracy on the HumanEval coding benchmark, surpassing the previous state-of-the-art GPT-4 that achieves 80%. We also conduct ablation and analysis studies using different feedback signals, feedback incorporation methods, and agent types, and provide insights into how they affect performance.
AI safety via debate
To make AI systems broadly useful for challenging real-world tasks, we need them to learn complex human goals and preferences. One approach to specifying complex goals asks humans to judge during training which agent behaviors are safe and useful, but this approach can fail if the task is too complicated for a human to directly judge. To help address this concern, we propose training agents via self play on a zero sum debate game. Given a question or proposed action, two agents take turns making short statements up to a limit, then a human judges which of the agents gave the most true, useful information. In an analogy to complexity theory, debate with optimal play can answer any question in PSPACE given polynomial time judges (direct judging answers only NP questions). In practice, whether debate works involves empirical questions about humans and the tasks we want AIs to perform, plus theoretical questions about the meaning of AI alignment. We report results on an initial MNIST experiment where agents compete to convince a sparse classifier, boosting the classifier's accuracy from 59.4% to 88.9% given 6 pixels and from 48.2% to 85.2% given 4 pixels. Finally, we discuss theoretical and practical aspects of the debate model, focusing on potential weaknesses as the model scales up, and we propose future human and computer experiments to test these properties.
Eliciting Compatible Demonstrations for Multi-Human Imitation Learning
Imitation learning from human-provided demonstrations is a strong approach for learning policies for robot manipulation. While the ideal dataset for imitation learning is homogenous and low-variance -- reflecting a single, optimal method for performing a task -- natural human behavior has a great deal of heterogeneity, with several optimal ways to demonstrate a task. This multimodality is inconsequential to human users, with task variations manifesting as subconscious choices; for example, reaching down, then across to grasp an object, versus reaching across, then down. Yet, this mismatch presents a problem for interactive imitation learning, where sequences of users improve on a policy by iteratively collecting new, possibly conflicting demonstrations. To combat this problem of demonstrator incompatibility, this work designs an approach for 1) measuring the compatibility of a new demonstration given a base policy, and 2) actively eliciting more compatible demonstrations from new users. Across two simulation tasks requiring long-horizon, dexterous manipulation and a real-world "food plating" task with a Franka Emika Panda arm, we show that we can both identify incompatible demonstrations via post-hoc filtering, and apply our compatibility measure to actively elicit compatible demonstrations from new users, leading to improved task success rates across simulated and real environments.
SALMON: Self-Alignment with Principle-Following Reward Models
Supervised Fine-Tuning (SFT) on response demonstrations combined with Reinforcement Learning from Human Feedback (RLHF) constitutes a powerful paradigm for aligning LLM-based AI agents. However, a significant limitation of such an approach is its dependency on high-quality human annotations, making its application to intricate tasks challenging due to difficulties in obtaining consistent response demonstrations and in-distribution response preferences. This paper presents a novel approach, namely SALMON (Self-ALignMent with principle-fOllowiNg reward models), to align base language models with minimal human supervision, using only a small set of human-defined principles, yet achieving superior performance. Central to our approach is a principle-following reward model. Trained on synthetic preference data, this model can generate reward scores based on arbitrary human-defined principles. By merely adjusting these principles during the RL training phase, we gain full control over the preferences with the reward model, subsequently influencing the behavior of the RL-trained policies, and eliminating the reliance on the collection of online human preferences. Applying our method to the LLaMA-2-70b base language model, we developed an AI assistant named Dromedary-2. With only 6 exemplars for in-context learning and 31 human-defined principles, Dromedary-2 significantly surpasses the performance of several state-of-the-art AI systems, including LLaMA-2-Chat-70b, on various benchmark datasets. We have open-sourced the code and model weights to encourage further research into aligning LLM-based AI agents with enhanced supervision efficiency, improved controllability, and scalable oversight.
Agent-Pro: Learning to Evolve via Policy-Level Reflection and Optimization
Large Language Models (LLMs) exhibit robust problem-solving capabilities for diverse tasks. However, most LLM-based agents are designed as specific task solvers with sophisticated prompt engineering, rather than agents capable of learning and evolving through interactions. These task solvers necessitate manually crafted prompts to inform task rules and regulate LLM behaviors, inherently incapacitating to address complex dynamic scenarios e.g., large interactive games. In light of this, we propose Agent-Pro: an LLM-based Agent with Policy-level Reflection and Optimization that can learn a wealth of expertise from interactive experiences and progressively elevate its behavioral policy. Specifically, it involves a dynamic belief generation and reflection process for policy evolution. Rather than action-level reflection, Agent-Pro iteratively reflects on past trajectories and beliefs, fine-tuning its irrational beliefs for a better policy. Moreover, a depth-first search is employed for policy optimization, ensuring continual enhancement in policy payoffs. Agent-Pro is evaluated across two games: Blackjack and Texas Hold'em, outperforming vanilla LLM and specialized models. Our results show Agent-Pro can learn and evolve in complex and dynamic scenes, which also benefits numerous LLM-based applications.
Playpen: An Environment for Exploring Learning Through Conversational Interaction
Interaction between learner and feedback-giver has come into focus recently for post-training of Large Language Models (LLMs), through the use of reward models that judge the appropriateness of a model's response. In this paper, we investigate whether Dialogue Games -- goal-directed and rule-governed activities driven predominantly by verbal actions -- can also serve as a source of feedback signals for learning. We introduce Playpen, an environment for off- and online learning through Dialogue Game self-play, and investigate a representative set of post-training methods: supervised fine-tuning; direct alignment (DPO); and reinforcement learning with GRPO. We experiment with post-training a small LLM (Llama-3.1-8B-Instruct), evaluating performance on unseen instances of training games as well as unseen games, and on standard benchmarks. We find that imitation learning through SFT improves performance on unseen instances, but negatively impacts other skills, while interactive learning with GRPO shows balanced improvements without loss of skills. We release the framework and the baseline training setups to foster research in the promising new direction of learning in (synthetic) interaction.
Retroformer: Retrospective Large Language Agents with Policy Gradient Optimization
Recent months have seen the emergence of a powerful new trend in which large language models (LLMs) are augmented to become autonomous language agents capable of performing objective oriented multi-step tasks on their own, rather than merely responding to queries from human users. Most existing language agents, however, are not optimized using environment-specific rewards. Although some agents enable iterative refinement through verbal feedback, they do not reason and plan in ways that are compatible with gradient-based learning from rewards. This paper introduces a principled framework for reinforcing large language agents by learning a retrospective model, which automatically tunes the language agent prompts from environment feedback through policy gradient. Specifically, our proposed agent architecture learns from rewards across multiple environments and tasks, for fine-tuning a pre-trained language model which refines the language agent prompt by summarizing the root cause of prior failed attempts and proposing action plans. Experimental results on various tasks demonstrate that the language agents improve over time and that our approach considerably outperforms baselines that do not properly leverage gradients from the environment. This demonstrates that using policy gradient optimization to improve language agents, for which we believe our work is one of the first, seems promising and can be applied to optimize other models in the agent architecture to enhance agent performances over time.
Dataset Reset Policy Optimization for RLHF
Reinforcement Learning (RL) from Human Preference-based feedback is a popular paradigm for fine-tuning generative models, which has produced impressive models such as GPT-4 and Claude3 Opus. This framework often consists of two steps: learning a reward model from an offline preference dataset followed by running online RL to optimize the learned reward model. In this work, leveraging the idea of reset, we propose a new RLHF algorithm with provable guarantees. Motivated by the fact that offline preference dataset provides informative states (i.e., data that is preferred by the labelers), our new algorithm, Dataset Reset Policy Optimization (DR-PO), integrates the existing offline preference dataset into the online policy training procedure via dataset reset: it directly resets the policy optimizer to the states in the offline dataset, instead of always starting from the initial state distribution. In theory, we show that DR-PO learns to perform at least as good as any policy that is covered by the offline dataset under general function approximation with finite sample complexity. In experiments, we demonstrate that on both the TL;DR summarization and the Anthropic Helpful Harmful (HH) dataset, the generation from DR-PO is better than that from Proximal Policy Optimization (PPO) and Direction Preference Optimization (DPO), under the metric of GPT4 win-rate. Code for this work can be found at https://github.com/Cornell-RL/drpo.
Learning to Generate Better Than Your LLM
Reinforcement learning (RL) has emerged as a powerful paradigm for fine-tuning Large Language Models (LLMs) for conditional text generation. In particular, recent LLMs such as ChatGPT and GPT-4 can engage in fluent conversations with users by incorporating RL and feedback from humans. Inspired by learning-to-search algorithms and capitalizing on key properties of text generation, we seek to investigate reinforcement learning algorithms beyond general purpose algorithms such as Proximal policy optimization (PPO). In particular, we extend RL algorithms to allow them to interact with a dynamic black-box guide LLM such as GPT-3 and propose RL with guided feedback (RLGF), a suite of RL algorithms for LLM fine-tuning. We experiment on the IMDB positive review and CommonGen text generation task from the GRUE benchmark. We show that our RL algorithms achieve higher performance than supervised learning (SL) and default PPO baselines, demonstrating the benefit of interaction with the guide LLM. On CommonGen, we not only outperform our SL baselines but also improve beyond PPO across a variety of lexical and semantic metrics beyond the one we optimized for. Notably, on the IMDB dataset, we show that our GPT-2 based policy outperforms the zero-shot GPT-3 oracle, indicating that our algorithms can learn from a powerful, black-box GPT-3 oracle with a simpler, cheaper, and publicly available GPT-2 model while gaining performance.
Attention-Guided Contrastive Role Representations for Multi-Agent Reinforcement Learning
Real-world multi-agent tasks usually involve dynamic team composition with the emergence of roles, which should also be a key to efficient cooperation in multi-agent reinforcement learning (MARL). Drawing inspiration from the correlation between roles and agent's behavior patterns, we propose a novel framework of Attention-guided COntrastive Role representation learning for MARL (ACORM) to promote behavior heterogeneity, knowledge transfer, and skillful coordination across agents. First, we introduce mutual information maximization to formalize role representation learning, derive a contrastive learning objective, and concisely approximate the distribution of negative pairs. Second, we leverage an attention mechanism to prompt the global state to attend to learned role representations in value decomposition, implicitly guiding agent coordination in a skillful role space to yield more expressive credit assignment. Experiments and visualizations on challenging StarCraft II micromanagement tasks demonstrate the state-of-the-art performance of our method and its advantages over existing approaches. Our code is available at https://github.com/NJU-RL/ACORM}{https://github.com/NJU-RL/ACORM.
RefCritic: Training Long Chain-of-Thought Critic Models with Refinement Feedback
With the rapid advancement of Large Language Models (LLMs), developing effective critic modules for precise guidance has become crucial yet challenging. In this paper, we initially demonstrate that supervised fine-tuning for building critic modules (which is widely adopted in current solutions) fails to genuinely enhance models' critique abilities, producing superficial critiques with insufficient reflections and verifications. To unlock the unprecedented critique capabilities, we propose RefCritic, a long-chain-of-thought critic module based on reinforcement learning with dual rule-based rewards: (1) instance-level correctness of solution judgments and (2) refinement accuracies of the policy model based on critiques, aiming to generate high-quality evaluations with actionable feedback that effectively guides model refinement. We evaluate RefCritic on Qwen2.5-14B-Instruct and DeepSeek-R1-Distill-Qwen-14B across five benchmarks. On critique and refinement settings, RefCritic demonstrates consistent advantages across all benchmarks, e.g., 6.8\% and 7.2\% gains on AIME25 for the respective base models. Notably, under majority voting, policy models filtered by RefCritic show superior scaling with increased voting numbers. Moreover, despite training on solution-level supervision, RefCritic outperforms step-level supervised approaches on ProcessBench, a benchmark to identify erroneous steps in mathematical reasoning.
A Dynamical View of the Question of Why
We address causal reasoning in multivariate time series data generated by stochastic processes. Existing approaches are largely restricted to static settings, ignoring the continuity and emission of variations across time. In contrast, we propose a learning paradigm that directly establishes causation between events in the course of time. We present two key lemmas to compute causal contributions and frame them as reinforcement learning problems. Our approach offers formal and computational tools for uncovering and quantifying causal relationships in diffusion processes, subsuming various important settings such as discrete-time Markov decision processes. Finally, in fairly intricate experiments and through sheer learning, our framework reveals and quantifies causal links, which otherwise seem inexplicable.
Distributional Reinforcement Learning with Ensembles
It is well known that ensemble methods often provide enhanced performance in reinforcement learning. In this paper, we explore this concept further by using group-aided training within the distributional reinforcement learning paradigm. Specifically, we propose an extension to categorical reinforcement learning, where distributional learning targets are implicitly based on the total information gathered by an ensemble. We empirically show that this may lead to much more robust initial learning, a stronger individual performance level, and good efficiency on a per-sample basis.
CAMEL: Communicative Agents for "Mind" Exploration of Large Scale Language Model Society
The rapid advancement of conversational and chat-based language models has led to remarkable progress in complex task-solving. However, their success heavily relies on human input to guide the conversation, which can be challenging and time-consuming. This paper explores the potential of building scalable techniques to facilitate autonomous cooperation among communicative agents and provide insight into their "cognitive" processes. To address the challenges of achieving autonomous cooperation, we propose a novel communicative agent framework named role-playing. Our approach involves using inception prompting to guide chat agents toward task completion while maintaining consistency with human intentions. We showcase how role-playing can be used to generate conversational data for studying the behaviors and capabilities of chat agents, providing a valuable resource for investigating conversational language models. Our contributions include introducing a novel communicative agent framework, offering a scalable approach for studying the cooperative behaviors and capabilities of multi-agent systems, and open-sourcing our library to support research on communicative agents and beyond. The GitHub repository of this project is made publicly available on: https://github.com/lightaime/camel.
A Critical Evaluation of AI Feedback for Aligning Large Language Models
Reinforcement learning with AI feedback (RLAIF) is a popular paradigm for improving the instruction-following abilities of powerful pre-trained language models. RLAIF first performs supervised fine-tuning (SFT) using demonstrations from a teacher model and then further fine-tunes the model with reinforcement learning (RL), using feedback from a critic model. While recent popular open-source models have demonstrated substantial improvements in performance from the RL step, in this paper we question whether the complexity of this RL step is truly warranted for AI feedback. We show that the improvements of the RL step are virtually entirely due to the widespread practice of using a weaker teacher model (e.g. GPT-3.5) for SFT data collection than the critic (e.g., GPT-4) used for AI feedback generation. Specifically, we show that simple supervised fine-tuning with GPT-4 as the teacher outperforms existing RLAIF pipelines. More generally, we find that the gains from RLAIF vary substantially across base model families, test-time evaluation protocols, and critic models. Finally, we provide a mechanistic explanation for when SFT may outperform the full two-step RLAIF pipeline as well as suggestions for making RLAIF maximally useful in practice.
RODE: Learning Roles to Decompose Multi-Agent Tasks
Role-based learning holds the promise of achieving scalable multi-agent learning by decomposing complex tasks using roles. However, it is largely unclear how to efficiently discover such a set of roles. To solve this problem, we propose to first decompose joint action spaces into restricted role action spaces by clustering actions according to their effects on the environment and other agents. Learning a role selector based on action effects makes role discovery much easier because it forms a bi-level learning hierarchy -- the role selector searches in a smaller role space and at a lower temporal resolution, while role policies learn in significantly reduced primitive action-observation spaces. We further integrate information about action effects into the role policies to boost learning efficiency and policy generalization. By virtue of these advances, our method (1) outperforms the current state-of-the-art MARL algorithms on 10 of the 14 scenarios that comprise the challenging StarCraft II micromanagement benchmark and (2) achieves rapid transfer to new environments with three times the number of agents. Demonstrative videos are available at https://sites.google.com/view/rode-marl .
Structured Like a Language Model: Analysing AI as an Automated Subject
Drawing from the resources of psychoanalysis and critical media studies, in this paper we develop an analysis of Large Language Models (LLMs) as automated subjects. We argue the intentional fictional projection of subjectivity onto LLMs can yield an alternate frame through which AI behaviour, including its productions of bias and harm, can be analysed. First, we introduce language models, discuss their significance and risks, and outline our case for interpreting model design and outputs with support from psychoanalytic concepts. We trace a brief history of language models, culminating with the releases, in 2022, of systems that realise state-of-the-art natural language processing performance. We engage with one such system, OpenAI's InstructGPT, as a case study, detailing the layers of its construction and conducting exploratory and semi-structured interviews with chatbots. These interviews probe the model's moral imperatives to be helpful, truthful and harmless by design. The model acts, we argue, as the condensation of often competing social desires, articulated through the internet and harvested into training data, which must then be regulated and repressed. This foundational structure can however be redirected via prompting, so that the model comes to identify with, and transfer, its commitments to the immediate human subject before it. In turn, these automated productions of language can lead to the human subject projecting agency upon the model, effecting occasionally further forms of countertransference. We conclude that critical media methods and psychoanalytic theory together offer a productive frame for grasping the powerful new capacities of AI-driven language systems.
AgentSense: Benchmarking Social Intelligence of Language Agents through Interactive Scenarios
Large language models (LLMs) are increasingly leveraged to empower autonomous agents to simulate human beings in various fields of behavioral research. However, evaluating their capacity to navigate complex social interactions remains a challenge. Previous studies face limitations due to insufficient scenario diversity, complexity, and a single-perspective focus. To this end, we introduce AgentSense: Benchmarking Social Intelligence of Language Agents through Interactive Scenarios. Drawing on Dramaturgical Theory, AgentSense employs a bottom-up approach to create 1,225 diverse social scenarios constructed from extensive scripts. We evaluate LLM-driven agents through multi-turn interactions, emphasizing both goal completion and implicit reasoning. We analyze goals using ERG theory and conduct comprehensive experiments. Our findings highlight that LLMs struggle with goals in complex social scenarios, especially high-level growth needs, and even GPT-4o requires improvement in private information reasoning. Code and data are available at https://github.com/ljcleo/agent_sense.
Goal-Conditioned Imitation Learning using Score-based Diffusion Policies
We propose a new policy representation based on score-based diffusion models (SDMs). We apply our new policy representation in the domain of Goal-Conditioned Imitation Learning (GCIL) to learn general-purpose goal-specified policies from large uncurated datasets without rewards. Our new goal-conditioned policy architecture "BEhavior generation with ScOre-based Diffusion Policies" (BESO) leverages a generative, score-based diffusion model as its policy. BESO decouples the learning of the score model from the inference sampling process, and, hence allows for fast sampling strategies to generate goal-specified behavior in just 3 denoising steps, compared to 30+ steps of other diffusion based policies. Furthermore, BESO is highly expressive and can effectively capture multi-modality present in the solution space of the play data. Unlike previous methods such as Latent Plans or C-Bet, BESO does not rely on complex hierarchical policies or additional clustering for effective goal-conditioned behavior learning. Finally, we show how BESO can even be used to learn a goal-independent policy from play-data using classifier-free guidance. To the best of our knowledge this is the first work that a) represents a behavior policy based on such a decoupled SDM b) learns an SDM based policy in the domain of GCIL and c) provides a way to simultaneously learn a goal-dependent and a goal-independent policy from play-data. We evaluate BESO through detailed simulation and show that it consistently outperforms several state-of-the-art goal-conditioned imitation learning methods on challenging benchmarks. We additionally provide extensive ablation studies and experiments to demonstrate the effectiveness of our method for goal-conditioned behavior generation. Demonstrations and Code are available at https://intuitive-robots.github.io/beso-website/
Skill-Enhanced Reinforcement Learning Acceleration from Demonstrations
Learning from Demonstration (LfD) aims to facilitate rapid Reinforcement Learning (RL) by leveraging expert demonstrations to pre-train the RL agent. However, the limited availability of expert demonstration data often hinders its ability to effectively aid downstream RL learning. To address this problem, we propose a novel two-stage method dubbed as Skill-enhanced Reinforcement Learning Acceleration (SeRLA). SeRLA introduces a skill-level adversarial Positive-Unlabeled (PU) learning model to extract useful skill prior knowledge by enabling learning from both limited expert data and general low-cost demonstration data in the offline prior learning stage. Subsequently, it deploys a skill-based soft actor-critic algorithm to leverage this acquired prior knowledge in the downstream online RL stage for efficient training of a skill policy network. Moreover, we develop a simple skill-level data enhancement technique to further alleviate data sparsity and improve both skill prior learning and downstream skill policy training. Our experimental results on multiple standard RL environments show the proposed SeRLA method achieves state-of-the-art performance on accelerating reinforcement learning on downstream tasks, especially in the early learning phase.
PlayFusion: Skill Acquisition via Diffusion from Language-Annotated Play
Learning from unstructured and uncurated data has become the dominant paradigm for generative approaches in language and vision. Such unstructured and unguided behavior data, commonly known as play, is also easier to collect in robotics but much more difficult to learn from due to its inherently multimodal, noisy, and suboptimal nature. In this paper, we study this problem of learning goal-directed skill policies from unstructured play data which is labeled with language in hindsight. Specifically, we leverage advances in diffusion models to learn a multi-task diffusion model to extract robotic skills from play data. Using a conditional denoising diffusion process in the space of states and actions, we can gracefully handle the complexity and multimodality of play data and generate diverse and interesting robot behaviors. To make diffusion models more useful for skill learning, we encourage robotic agents to acquire a vocabulary of skills by introducing discrete bottlenecks into the conditional behavior generation process. In our experiments, we demonstrate the effectiveness of our approach across a wide variety of environments in both simulation and the real world. Results visualizations and videos at https://play-fusion.github.io
Revisiting Plasticity in Visual Reinforcement Learning: Data, Modules and Training Stages
Plasticity, the ability of a neural network to evolve with new data, is crucial for high-performance and sample-efficient visual reinforcement learning (VRL). Although methods like resetting and regularization can potentially mitigate plasticity loss, the influences of various components within the VRL framework on the agent's plasticity are still poorly understood. In this work, we conduct a systematic empirical exploration focusing on three primary underexplored facets and derive the following insightful conclusions: (1) data augmentation is essential in maintaining plasticity; (2) the critic's plasticity loss serves as the principal bottleneck impeding efficient training; and (3) without timely intervention to recover critic's plasticity in the early stages, its loss becomes catastrophic. These insights suggest a novel strategy to address the high replay ratio (RR) dilemma, where exacerbated plasticity loss hinders the potential improvements of sample efficiency brought by increased reuse frequency. Rather than setting a static RR for the entire training process, we propose Adaptive RR, which dynamically adjusts the RR based on the critic's plasticity level. Extensive evaluations indicate that Adaptive RR not only avoids catastrophic plasticity loss in the early stages but also benefits from more frequent reuse in later phases, resulting in superior sample efficiency.
A call for embodied AI
We propose Embodied AI as the next fundamental step in the pursuit of Artificial General Intelligence, juxtaposing it against current AI advancements, particularly Large Language Models. We traverse the evolution of the embodiment concept across diverse fields - philosophy, psychology, neuroscience, and robotics - to highlight how EAI distinguishes itself from the classical paradigm of static learning. By broadening the scope of Embodied AI, we introduce a theoretical framework based on cognitive architectures, emphasizing perception, action, memory, and learning as essential components of an embodied agent. This framework is aligned with Friston's active inference principle, offering a comprehensive approach to EAI development. Despite the progress made in the field of AI, substantial challenges, such as the formulation of a novel AI learning theory and the innovation of advanced hardware, persist. Our discussion lays down a foundational guideline for future Embodied AI research. Highlighting the importance of creating Embodied AI agents capable of seamless communication, collaboration, and coexistence with humans and other intelligent entities within real-world environments, we aim to steer the AI community towards addressing the multifaceted challenges and seizing the opportunities that lie ahead in the quest for AGI.
Thinking vs. Doing: Agents that Reason by Scaling Test-Time Interaction
The current paradigm of test-time scaling relies on generating long reasoning traces ("thinking" more) before producing a response. In agent problems that require interaction, this can be done by generating thinking traces before acting in the world. However, this process does not allow agents to acquire new information from the environment or adapt their behavior over time. In this work, we propose to scale test-time interaction, an untapped dimension of test-time scaling that increases the agent's interaction horizon to enable running rich behaviors such as exploration, backtracking, and dynamic re-planning within a single rollout. To demonstrate the promise of this scaling dimension, we study the domain of web agents. We first show that even prompting-based interaction scaling without any training can improve task success on web benchmarks non-trivially. Building on this, we introduce TTI (Test-Time Interaction), a curriculum-based online reinforcement learning (RL) approach that trains agents by adaptively adjusting their rollout lengths. Using a Gemma 3 12B model, TTI produces state-of-the-art open-source, open-data web agents on WebVoyager and WebArena benchmarks. We further show that TTI enables agents to balance exploration and exploitation adaptively. Our results establish interaction scaling as a powerful, complementary axis to scaling per-step compute, offering new avenues for training adaptive agents.
A density estimation perspective on learning from pairwise human preferences
Learning from human feedback (LHF) -- and in particular learning from pairwise preferences -- has recently become a crucial ingredient in training large language models (LLMs), and has been the subject of much research. Most recent works frame it as a reinforcement learning problem, where a reward function is learned from pairwise preference data and the LLM is treated as a policy which is adapted to maximize the rewards, often under additional regularization constraints. We propose an alternative interpretation which centers on the generative process for pairwise preferences and treats LHF as a density estimation problem. We provide theoretical and empirical results showing that for a family of generative processes defined via preference behavior distribution equations, training a reward function on pairwise preferences effectively models an annotator's implicit preference distribution. Finally, we discuss and present findings on "annotator misspecification" -- failure cases where wrong modeling assumptions are made about annotator behavior, resulting in poorly-adapted models -- suggesting that approaches that learn from pairwise human preferences could have trouble learning from a population of annotators with diverse viewpoints.
Constitutional AI: Harmlessness from AI Feedback
As AI systems become more capable, we would like to enlist their help to supervise other AIs. We experiment with methods for training a harmless AI assistant through self-improvement, without any human labels identifying harmful outputs. The only human oversight is provided through a list of rules or principles, and so we refer to the method as 'Constitutional AI'. The process involves both a supervised learning and a reinforcement learning phase. In the supervised phase we sample from an initial model, then generate self-critiques and revisions, and then finetune the original model on revised responses. In the RL phase, we sample from the finetuned model, use a model to evaluate which of the two samples is better, and then train a preference model from this dataset of AI preferences. We then train with RL using the preference model as the reward signal, i.e. we use 'RL from AI Feedback' (RLAIF). As a result we are able to train a harmless but non-evasive AI assistant that engages with harmful queries by explaining its objections to them. Both the SL and RL methods can leverage chain-of-thought style reasoning to improve the human-judged performance and transparency of AI decision making. These methods make it possible to control AI behavior more precisely and with far fewer human labels.
The broader spectrum of in-context learning
The ability of language models to learn a task from a few examples in context has generated substantial interest. Here, we provide a perspective that situates this type of supervised few-shot learning within a much broader spectrum of meta-learned in-context learning. Indeed, we suggest that any distribution of sequences in which context non-trivially decreases loss on subsequent predictions can be interpreted as eliciting a kind of in-context learning. We suggest that this perspective helps to unify the broad set of in-context abilities that language models exhibit x2014 such as adapting to tasks from instructions or role play, or extrapolating time series. This perspective also sheds light on potential roots of in-context learning in lower-level processing of linguistic dependencies (e.g. coreference or parallel structures). Finally, taking this perspective highlights the importance of generalization, which we suggest can be studied along several dimensions: not only the ability to learn something novel, but also flexibility in learning from different presentations, and in applying what is learned. We discuss broader connections to past literature in meta-learning and goal-conditioned agents, and other perspectives on learning and adaptation. We close by suggesting that research on in-context learning should consider this broader spectrum of in-context capabilities and types of generalization.
Personalizing Reinforcement Learning from Human Feedback with Variational Preference Learning
Reinforcement Learning from Human Feedback (RLHF) is a powerful paradigm for aligning foundation models to human values and preferences. However, current RLHF techniques cannot account for the naturally occurring differences in individual human preferences across a diverse population. When these differences arise, traditional RLHF frameworks simply average over them, leading to inaccurate rewards and poor performance for individual subgroups. To address the need for pluralistic alignment, we develop a class of multimodal RLHF methods. Our proposed techniques are based on a latent variable formulation - inferring a novel user-specific latent and learning reward models and policies conditioned on this latent without additional user-specific data. While conceptually simple, we show that in practice, this reward modeling requires careful algorithmic considerations around model architecture and reward scaling. To empirically validate our proposed technique, we first show that it can provide a way to combat underspecification in simulated control problems, inferring and optimizing user-specific reward functions. Next, we conduct experiments on pluralistic language datasets representing diverse user preferences and demonstrate improved reward function accuracy. We additionally show the benefits of this probabilistic framework in terms of measuring uncertainty, and actively learning user preferences. This work enables learning from diverse populations of users with divergent preferences, an important challenge that naturally occurs in problems from robot learning to foundation model alignment.
Faithful Persona-based Conversational Dataset Generation with Large Language Models
High-quality conversational datasets are essential for developing AI models that can communicate with users. One way to foster deeper interactions between a chatbot and its user is through personas, aspects of the user's character that provide insights into their personality, motivations, and behaviors. Training Natural Language Processing (NLP) models on a diverse and comprehensive persona-based dataset can lead to conversational models that create a deeper connection with the user, and maintain their engagement. In this paper, we leverage the power of Large Language Models (LLMs) to create a large, high-quality conversational dataset from a seed dataset. We propose a Generator-Critic architecture framework to expand the initial dataset, while improving the quality of its conversations. The Generator is an LLM prompted to output conversations. The Critic consists of a mixture of expert LLMs that control the quality of the generated conversations. These experts select the best generated conversations, which we then use to improve the Generator. We release Synthetic-Persona-Chat, consisting of 20k conversations seeded from Persona-Chat. We evaluate the quality of Synthetic-Persona-Chat and our generation framework on different dimensions through extensive experiments, and observe that the losing rate of Synthetic-Persona-Chat against Persona-Chat during Turing test decreases from 17.2% to 8.8% over three iterations.
Multi-Agent Online Optimization with Delays: Asynchronicity, Adaptivity, and Optimism
In this paper, we provide a general framework for studying multi-agent online learning problems in the presence of delays and asynchronicities. Specifically, we propose and analyze a class of adaptive dual averaging schemes in which agents only need to accumulate gradient feedback received from the whole system, without requiring any between-agent coordination. In the single-agent case, the adaptivity of the proposed method allows us to extend a range of existing results to problems with potentially unbounded delays between playing an action and receiving the corresponding feedback. In the multi-agent case, the situation is significantly more complicated because agents may not have access to a global clock to use as a reference point; to overcome this, we focus on the information that is available for producing each prediction rather than the actual delay associated with each feedback. This allows us to derive adaptive learning strategies with optimal regret bounds, even in a fully decentralized, asynchronous environment. Finally, we also analyze an "optimistic" variant of the proposed algorithm which is capable of exploiting the predictability of problems with a slower variation and leads to improved regret bounds.
Hume: Introducing System-2 Thinking in Visual-Language-Action Model
Humans practice slow thinking before performing actual actions when handling complex tasks in the physical world. This thinking paradigm, recently, has achieved remarkable advancement in boosting Large Language Models (LLMs) to solve complex tasks in digital domains. However, the potential of slow thinking remains largely unexplored for robotic foundation models interacting with the physical world. In this work, we propose Hume: a dual-system Vision-Language-Action (VLA) model with value-guided System-2 thinking and cascaded action denoising, exploring human-like thinking capabilities of Vision-Language-Action models for dexterous robot control. System 2 of Hume implements value-Guided thinking by extending a Vision-Language-Action Model backbone with a novel value-query head to estimate the state-action value of predicted actions. The value-guided thinking is conducted by repeat sampling multiple action candidates and selecting one according to state-action value. System 1 of Hume is a lightweight reactive visuomotor policy that takes System 2 selected action and performs cascaded action denoising for dexterous robot control. At deployment time, System 2 performs value-guided thinking at a low frequency while System 1 asynchronously receives the System 2 selected action candidate and predicts fluid actions in real time. We show that Hume outperforms the existing state-of-the-art Vision-Language-Action models across multiple simulation benchmark and real-robot deployments.
Augmenting Autotelic Agents with Large Language Models
Humans learn to master open-ended repertoires of skills by imagining and practicing their own goals. This autotelic learning process, literally the pursuit of self-generated (auto) goals (telos), becomes more and more open-ended as the goals become more diverse, abstract and creative. The resulting exploration of the space of possible skills is supported by an inter-individual exploration: goal representations are culturally evolved and transmitted across individuals, in particular using language. Current artificial agents mostly rely on predefined goal representations corresponding to goal spaces that are either bounded (e.g. list of instructions), or unbounded (e.g. the space of possible visual inputs) but are rarely endowed with the ability to reshape their goal representations, to form new abstractions or to imagine creative goals. In this paper, we introduce a language model augmented autotelic agent (LMA3) that leverages a pretrained language model (LM) to support the representation, generation and learning of diverse, abstract, human-relevant goals. The LM is used as an imperfect model of human cultural transmission; an attempt to capture aspects of humans' common-sense, intuitive physics and overall interests. Specifically, it supports three key components of the autotelic architecture: 1)~a relabeler that describes the goals achieved in the agent's trajectories, 2)~a goal generator that suggests new high-level goals along with their decomposition into subgoals the agent already masters, and 3)~reward functions for each of these goals. Without relying on any hand-coded goal representations, reward functions or curriculum, we show that LMA3 agents learn to master a large diversity of skills in a task-agnostic text-based environment.
Improving Language Model Negotiation with Self-Play and In-Context Learning from AI Feedback
We study whether multiple large language models (LLMs) can autonomously improve each other in a negotiation game by playing, reflecting, and criticizing. We are interested in this question because if LLMs were able to improve each other, it would imply the possibility of creating strong AI agents with minimal human intervention. We ask two LLMs to negotiate with each other, playing the roles of a buyer and a seller, respectively. They aim to reach a deal with the buyer targeting a lower price and the seller a higher one. A third language model, playing the critic, provides feedback to a player to improve the player's negotiation strategies. We let the two agents play multiple rounds, using previous negotiation history and AI feedback as in-context demonstrations to improve the model's negotiation strategy iteratively. We use different LLMs (GPT and Claude) for different roles and use the deal price as the evaluation metric. Our experiments reveal multiple intriguing findings: (1) Only a subset of the language models we consider can self-play and improve the deal price from AI feedback, weaker models either do not understand the game's rules or cannot incorporate AI feedback for further improvement. (2) Models' abilities to learn from the feedback differ when playing different roles. For example, it is harder for Claude-instant to improve as the buyer than as the seller. (3) When unrolling the game to multiple rounds, stronger agents can consistently improve their performance by meaningfully using previous experiences and iterative AI feedback, yet have a higher risk of breaking the deal. We hope our work provides insightful initial explorations of having models autonomously improve each other with game playing and AI feedback.
Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping
Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a surprising and counter-intuitive result: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.
A Survey on Conversational Recommender Systems
Recommender systems are software applications that help users to find items of interest in situations of information overload. Current research often assumes a one-shot interaction paradigm, where the users' preferences are estimated based on past observed behavior and where the presentation of a ranked list of suggestions is the main, one-directional form of user interaction. Conversational recommender systems (CRS) take a different approach and support a richer set of interactions. These interactions can, for example, help to improve the preference elicitation process or allow the user to ask questions about the recommendations and to give feedback. The interest in CRS has significantly increased in the past few years. This development is mainly due to the significant progress in the area of natural language processing, the emergence of new voice-controlled home assistants, and the increased use of chatbot technology. With this paper, we provide a detailed survey of existing approaches to conversational recommendation. We categorize these approaches in various dimensions, e.g., in terms of the supported user intents or the knowledge they use in the background. Moreover, we discuss technological approaches, review how CRS are evaluated, and finally identify a number of gaps that deserve more research in the future.
FilmAgent: A Multi-Agent Framework for End-to-End Film Automation in Virtual 3D Spaces
Virtual film production requires intricate decision-making processes, including scriptwriting, virtual cinematography, and precise actor positioning and actions. Motivated by recent advances in automated decision-making with language agent-based societies, this paper introduces FilmAgent, a novel LLM-based multi-agent collaborative framework for end-to-end film automation in our constructed 3D virtual spaces. FilmAgent simulates various crew roles, including directors, screenwriters, actors, and cinematographers, and covers key stages of a film production workflow: (1) idea development transforms brainstormed ideas into structured story outlines; (2) scriptwriting elaborates on dialogue and character actions for each scene; (3) cinematography determines the camera setups for each shot. A team of agents collaborates through iterative feedback and revisions, thereby verifying intermediate scripts and reducing hallucinations. We evaluate the generated videos on 15 ideas and 4 key aspects. Human evaluation shows that FilmAgent outperforms all baselines across all aspects and scores 3.98 out of 5 on average, showing the feasibility of multi-agent collaboration in filmmaking. Further analysis reveals that FilmAgent, despite using the less advanced GPT-4o model, surpasses the single-agent o1, showing the advantage of a well-coordinated multi-agent system. Lastly, we discuss the complementary strengths and weaknesses of OpenAI's text-to-video model Sora and our FilmAgent in filmmaking.
ReAct: Synergizing Reasoning and Acting in Language Models
While large language models (LLMs) have demonstrated impressive capabilities across tasks in language understanding and interactive decision making, their abilities for reasoning (e.g. chain-of-thought prompting) and acting (e.g. action plan generation) have primarily been studied as separate topics. In this paper, we explore the use of LLMs to generate both reasoning traces and task-specific actions in an interleaved manner, allowing for greater synergy between the two: reasoning traces help the model induce, track, and update action plans as well as handle exceptions, while actions allow it to interface with external sources, such as knowledge bases or environments, to gather additional information. We apply our approach, named ReAct, to a diverse set of language and decision making tasks and demonstrate its effectiveness over state-of-the-art baselines, as well as improved human interpretability and trustworthiness over methods without reasoning or acting components. Concretely, on question answering (HotpotQA) and fact verification (Fever), ReAct overcomes issues of hallucination and error propagation prevalent in chain-of-thought reasoning by interacting with a simple Wikipedia API, and generates human-like task-solving trajectories that are more interpretable than baselines without reasoning traces. On two interactive decision making benchmarks (ALFWorld and WebShop), ReAct outperforms imitation and reinforcement learning methods by an absolute success rate of 34% and 10% respectively, while being prompted with only one or two in-context examples. Project site with code: https://react-lm.github.io
Empowering Large Language Model Agents through Action Learning
Large Language Model (LLM) Agents have recently garnered increasing interest yet they are limited in their ability to learn from trial and error, a key element of intelligent behavior. In this work, we argue that the capacity to learn new actions from experience is fundamental to the advancement of learning in LLM agents. While humans naturally expand their action spaces and develop skills through experiential learning, LLM agents typically operate within fixed action spaces, limiting their potential for growth. To address these challenges, our study explores open-action learning for language agents. We introduce a framework LearnAct with an iterative learning strategy to create and improve actions in the form of Python functions. In each iteration, LLM revises and updates the currently available actions based on the errors identified in unsuccessful training tasks, thereby enhancing action effectiveness. Our experimental evaluations across Robotic Planning and Alfworld environments reveal that after learning on a few training task instances, our approach to open-action learning markedly improves agent performance for the type of task (by 32 percent in AlfWorld compared to ReAct+Reflexion, for instance) highlighting the importance of experiential action learning in the development of more intelligent LLM agents.
Helpful Agent Meets Deceptive Judge: Understanding Vulnerabilities in Agentic Workflows
Agentic workflows -- where multiple large language model (LLM) instances interact to solve tasks -- are increasingly built on feedback mechanisms, where one model evaluates and critiques another. Despite the promise of feedback-driven improvement, the stability of agentic workflows rests on the reliability of the judge. However, judges may hallucinate information, exhibit bias, or act adversarially -- introducing critical vulnerabilities into the workflow. In this work, we present a systematic analysis of agentic workflows under deceptive or misleading feedback. We introduce a two-dimensional framework for analyzing judge behavior, along axes of intent (from constructive to malicious) and knowledge (from parametric-only to retrieval-augmented systems). Using this taxonomy, we construct a suite of judge behaviors and develop WAFER-QA, a new benchmark with critiques grounded in retrieved web evidence to evaluate robustness of agentic workflows against factually supported adversarial feedback. We reveal that even strongest agents are vulnerable to persuasive yet flawed critiques -- often switching correct answers after a single round of misleading feedback. Taking a step further, we study how model predictions evolve over multiple rounds of interaction, revealing distinct behavioral patterns between reasoning and non-reasoning models. Our findings highlight fundamental vulnerabilities in feedback-based workflows and offer guidance for building more robust agentic systems.
First Steps Towards Overhearing LLM Agents: A Case Study With Dungeons & Dragons Gameplay
Much work has been done on conversational LLM agents which directly assist human users with tasks. We present an alternative paradigm for interacting with LLM agents, which we call "overhearing agents". These overhearing agents do not actively participate in conversation -- instead, they "listen in" on human-to-human conversations and perform background tasks or provide suggestions to assist the user. In this work, we explore the overhearing agents paradigm through the lens of Dungeons & Dragons gameplay. We present an in-depth study using large multimodal audio-language models as overhearing agents to assist a Dungeon Master. We perform a human evaluation to examine the helpfulness of such agents and find that some large audio-language models have the emergent ability to perform overhearing agent tasks using implicit audio cues. Finally, we release Python libraries and our project code to support further research into the overhearing agents paradigm at https://github.com/zhudotexe/overhearing_agents.
OpenWebVoyager: Building Multimodal Web Agents via Iterative Real-World Exploration, Feedback and Optimization
The rapid development of large language and multimodal models has sparked significant interest in using proprietary models, such as GPT-4o, to develop autonomous agents capable of handling real-world scenarios like web navigation. Although recent open-source efforts have tried to equip agents with the ability to explore environments and continuously improve over time, they are building text-only agents in synthetic environments where the reward signals are clearly defined. Such agents struggle to generalize to realistic settings that require multimodal perception abilities and lack ground-truth signals. In this paper, we introduce an open-source framework designed to facilitate the development of multimodal web agent that can autonomously conduct real-world exploration and improve itself. We first train the base model with imitation learning to gain the basic abilities. We then let the agent explore the open web and collect feedback on its trajectories. After that, it further improves its policy by learning from well-performing trajectories judged by another general-purpose model. This exploration-feedback-optimization cycle can continue for several iterations. Experimental results show that our web agent successfully improves itself after each iteration, demonstrating strong performance across multiple test sets.
Death and Suicide in Universal Artificial Intelligence
Reinforcement learning (RL) is a general paradigm for studying intelligent behaviour, with applications ranging from artificial intelligence to psychology and economics. AIXI is a universal solution to the RL problem; it can learn any computable environment. A technical subtlety of AIXI is that it is defined using a mixture over semimeasures that need not sum to 1, rather than over proper probability measures. In this work we argue that the shortfall of a semimeasure can naturally be interpreted as the agent's estimate of the probability of its death. We formally define death for generally intelligent agents like AIXI, and prove a number of related theorems about their behaviour. Notable discoveries include that agent behaviour can change radically under positive linear transformations of the reward signal (from suicidal to dogmatically self-preserving), and that the agent's posterior belief that it will survive increases over time.
Debiasing Meta-Gradient Reinforcement Learning by Learning the Outer Value Function
Meta-gradient Reinforcement Learning (RL) allows agents to self-tune their hyper-parameters in an online fashion during training. In this paper, we identify a bias in the meta-gradient of current meta-gradient RL approaches. This bias comes from using the critic that is trained using the meta-learned discount factor for the advantage estimation in the outer objective which requires a different discount factor. Because the meta-learned discount factor is typically lower than the one used in the outer objective, the resulting bias can cause the meta-gradient to favor myopic policies. We propose a simple solution to this issue: we eliminate this bias by using an alternative, outer value function in the estimation of the outer loss. To obtain this outer value function we add a second head to the critic network and train it alongside the classic critic, using the outer loss discount factor. On an illustrative toy problem, we show that the bias can cause catastrophic failure of current meta-gradient RL approaches, and show that our proposed solution fixes it. We then apply our method to a more complex environment and demonstrate that fixing the meta-gradient bias can significantly improve performance.
Back to Basics: Revisiting REINFORCE Style Optimization for Learning from Human Feedback in LLMs
AI alignment in the shape of Reinforcement Learning from Human Feedback (RLHF) is increasingly treated as a crucial ingredient for high performance large language models. Proximal Policy Optimization (PPO) has been positioned by recent literature as the canonical method for the RL part of RLHF. However, it involves both high computational cost and sensitive hyperparameter tuning. We posit that most of the motivational principles that led to the development of PPO are less of a practical concern in RLHF and advocate for a less computationally expensive method that preserves and even increases performance. We revisit the formulation of alignment from human preferences in the context of RL. Keeping simplicity as a guiding principle, we show that many components of PPO are unnecessary in an RLHF context and that far simpler REINFORCE-style optimization variants outperform both PPO and newly proposed "RL-free" methods such as DPO and RAFT. Our work suggests that careful adaptation to LLMs alignment characteristics enables benefiting from online RL optimization at low cost.
Unleashing Embodied Task Planning Ability in LLMs via Reinforcement Learning
Large Language Models (LLMs) have demonstrated remarkable capabilities across various tasks, yet they face significant challenges in embodied task planning scenarios that require continuous environmental understanding and action generation. Existing approaches generate open-loop action scripts based on static knowledge, making it difficult to learn causal relationships between actions and environmental feedback, particularly in partially observable environments. We introduce Embodied Planner-R1, a novel outcome-driven reinforcement learning framework that enables LLMs to develop interactive capabilities through autonomous exploration with minimal supervision. Our framework incorporates three key innovations: (1) Without human annotations, we employ pure reinforcement learning with group rollout, incorporating in-environment interaction through parallel exploration; (2) completion-driven sparse reward; and (3) Interactive Policy Optimization (IPO) for efficient learning from grouped trajectories. Across two challenging text-based Embodied planning benchmarks, Embodied Planner-R1 achieves impressive completion rates of 97.78% on ALFWorld and 79.92% on ScienceWorld, surpassing prior methods by a large margin, and suffers only a -3.66% drop in previously unseen environments, evidencing strong generalization.