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Dec 9

RL-Struct: A Lightweight Reinforcement Learning Framework for Reliable Structured Output in LLMs

Large Language Models (LLMs) have demonstrated remarkable capabilities in natural language generation and reasoning. However, their integration into automated software ecosystems is often hindered by the "Structure Gap" - the inherent tension between the probabilistic nature of token generation and the deterministic requirements of structured data formats (e.g., JSON, XML). Traditional Supervised Fine-Tuning (SFT) often fails to enforce strict syntactic constraints, leading to "hallucinated" keys or malformed structures, while constrained decoding methods impose significant inference latency. In this paper, we propose a lightweight, efficient Reinforcement Learning (RL) framework to bridge this gap. We introduce a novel Multi-dimensional Reward Function that decomposes the structured output task into a hierarchy of constraints: structural integrity, format correctness, content accuracy, and validity. Leveraging Gradient Regularized Policy Optimization (GRPO), we enable the model to internalize these constraints without the need for a separate critic network, reducing peak VRAM usage by 40% compared to PPO. We validate our approach on multiple tasks, including complex recipe generation and structured math reasoning (GSM8K-JSON). Experimental results demonstrate that our method achieves 89.7% structural accuracy and 92.1% JSON validity, significantly outperforming both zero-shot baselines (e.g., GPT-3.5) and SFT on larger models like LLaMA-3-8B. Furthermore, we provide a detailed analysis of training dynamics, revealing a distinct self-paced curriculum where the model sequentially acquires syntactic proficiency before semantic accuracy. Our model is publicly available at https://huggingface.co/Freakz3z/Qwen-JSON.

  • 2 authors
·
Nov 28

Thinking With Bounding Boxes: Enhancing Spatio-Temporal Video Grounding via Reinforcement Fine-Tuning

Spatio-temporal video grounding (STVG) requires localizing a target object in untrimmed videos both temporally and spatially from natural language descriptions. Despite their strong language understanding, multimodal large language models (MLLMs) underperform on STVG due to misaligned training objectives and weak fine-grained region-word alignment in standard visual encoders. To address this, we propose STVG-o1, the first framework that enables off-the-shelf MLLMs to achieve state-of-the-art STVG performance without any architectural modifications. Our method introduces a bounding-box chain-of-thought mechanism that explicitly reasons about spatio-temporal locations in an intermediate step before producing the final prediction. We further design a multi-dimensional reinforcement reward function consisting of format, consistency, temporal, spatial, and think rewards, which provides geometry-aware supervision through reinforcement fine-tuning. Evaluated on HCSTVG-v1/v2 and VidSTG, STVG-o1 sets new state-of-the-art results on HCSTVG, outperforming the best task-specific method by 7.3\% m\_tIoU on HCSTVG-v1, matching specialized models on VidSTG, and surpassing all existing MLLM-based approaches by large margins. It also demonstrates strong open-vocabulary generalization across datasets, establishing MLLMs as viable and powerful backbones for precise spatio-temporal grounding. Our code and models will be released.

  • 10 authors
·
Nov 26

Vision-R1: Evolving Human-Free Alignment in Large Vision-Language Models via Vision-Guided Reinforcement Learning

Large Vision-Language Models (LVLMs) typically follow a two-stage training paradigm-pretraining and supervised fine-tuning. Recently, preference optimization, derived from the language domain, has emerged as an effective post-training reinforcement strategy to enhance capabilities of LVLMs. However, constructing high-quality human-annotated preference data and developing robust reward models to mimic these preferences are both costly and challenging. Motivated by this observation, we propose Vision-R1, a novel vision-guided R1-like reinforcement learning algorithm for LVLMs that rewards models with definitive vision feedback. It only leverages curated instruction data, eliminating the need for specialized reward models and handcrafted preference datasets. We incorporate a criterion-driven reward function that further integrates multi-dimensional feedback to evaluate model completions comprehensively based on the vision task logic. Furthermore, we introduce a progressive rule refinement strategy that dynamically adjusts the reward criteria during training, enabling continuous model improvement and mitigating reward hacking. Extensive experiments on both in-distribution and out-of-distribution benchmarks demonstrate that fine-tuning the 7B LVLMs with Vision-R1 achieves consistent performance gains, with even up to 50% improvement and surpassing the state-of-the-art 10x size model.

  • 7 authors
·
Mar 23 2

A Deep Reinforcement Learning Framework for Dynamic Portfolio Optimization: Evidence from China's Stock Market

Artificial intelligence is transforming financial investment decision-making frameworks, with deep reinforcement learning demonstrating substantial potential in robo-advisory applications. This paper addresses the limitations of traditional portfolio optimization methods in dynamic asset weight adjustment through the development of a deep reinforcement learning-based dynamic optimization model grounded in practical trading processes. The research advances two key innovations: first, the introduction of a novel Sharpe ratio reward function engineered for Actor-Critic deep reinforcement learning algorithms, which ensures stable convergence during training while consistently achieving positive average Sharpe ratios; second, the development of an innovative comprehensive approach to portfolio optimization utilizing deep reinforcement learning, which significantly enhances model optimization capability through the integration of random sampling strategies during training with image-based deep neural network architectures for multi-dimensional financial time series data processing, average Sharpe ratio reward functions, and deep reinforcement learning algorithms. The empirical analysis validates the model using randomly selected constituent stocks from the CSI 300 Index, benchmarking against established financial econometric optimization models. Backtesting results demonstrate the model's efficacy in optimizing portfolio allocation and mitigating investment risk, yielding superior comprehensive performance metrics.

  • 3 authors
·
Dec 24, 2024

FantasyTalking2: Timestep-Layer Adaptive Preference Optimization for Audio-Driven Portrait Animation

Recent advances in audio-driven portrait animation have demonstrated impressive capabilities. However, existing methods struggle to align with fine-grained human preferences across multiple dimensions, such as motion naturalness, lip-sync accuracy, and visual quality. This is due to the difficulty of optimizing among competing preference objectives, which often conflict with one another, and the scarcity of large-scale, high-quality datasets with multidimensional preference annotations. To address these, we first introduce Talking-Critic, a multimodal reward model that learns human-aligned reward functions to quantify how well generated videos satisfy multidimensional expectations. Leveraging this model, we curate Talking-NSQ, a large-scale multidimensional human preference dataset containing 410K preference pairs. Finally, we propose Timestep-Layer adaptive multi-expert Preference Optimization (TLPO), a novel framework for aligning diffusion-based portrait animation models with fine-grained, multidimensional preferences. TLPO decouples preferences into specialized expert modules, which are then fused across timesteps and network layers, enabling comprehensive, fine-grained enhancement across all dimensions without mutual interference. Experiments demonstrate that Talking-Critic significantly outperforms existing methods in aligning with human preference ratings. Meanwhile, TLPO achieves substantial improvements over baseline models in lip-sync accuracy, motion naturalness, and visual quality, exhibiting superior performance in both qualitative and quantitative evaluations. Ours project page: https://fantasy-amap.github.io/fantasy-talking2/

  • 4 authors
·
Aug 15 2

Behavior Alignment via Reward Function Optimization

Designing reward functions for efficiently guiding reinforcement learning (RL) agents toward specific behaviors is a complex task. This is challenging since it requires the identification of reward structures that are not sparse and that avoid inadvertently inducing undesirable behaviors. Naively modifying the reward structure to offer denser and more frequent feedback can lead to unintended outcomes and promote behaviors that are not aligned with the designer's intended goal. Although potential-based reward shaping is often suggested as a remedy, we systematically investigate settings where deploying it often significantly impairs performance. To address these issues, we introduce a new framework that uses a bi-level objective to learn behavior alignment reward functions. These functions integrate auxiliary rewards reflecting a designer's heuristics and domain knowledge with the environment's primary rewards. Our approach automatically determines the most effective way to blend these types of feedback, thereby enhancing robustness against heuristic reward misspecification. Remarkably, it can also adapt an agent's policy optimization process to mitigate suboptimalities resulting from limitations and biases inherent in the underlying RL algorithms. We evaluate our method's efficacy on a diverse set of tasks, from small-scale experiments to high-dimensional control challenges. We investigate heuristic auxiliary rewards of varying quality -- some of which are beneficial and others detrimental to the learning process. Our results show that our framework offers a robust and principled way to integrate designer-specified heuristics. It not only addresses key shortcomings of existing approaches but also consistently leads to high-performing solutions, even when given misaligned or poorly-specified auxiliary reward functions.

  • 5 authors
·
Oct 29, 2023 1

Unsupervised Perceptual Rewards for Imitation Learning

Reward function design and exploration time are arguably the biggest obstacles to the deployment of reinforcement learning (RL) agents in the real world. In many real-world tasks, designing a reward function takes considerable hand engineering and often requires additional sensors to be installed just to measure whether the task has been executed successfully. Furthermore, many interesting tasks consist of multiple implicit intermediate steps that must be executed in sequence. Even when the final outcome can be measured, it does not necessarily provide feedback on these intermediate steps. To address these issues, we propose leveraging the abstraction power of intermediate visual representations learned by deep models to quickly infer perceptual reward functions from small numbers of demonstrations. We present a method that is able to identify key intermediate steps of a task from only a handful of demonstration sequences, and automatically identify the most discriminative features for identifying these steps. This method makes use of the features in a pre-trained deep model, but does not require any explicit specification of sub-goals. The resulting reward functions can then be used by an RL agent to learn to perform the task in real-world settings. To evaluate the learned reward, we present qualitative results on two real-world tasks and a quantitative evaluation against a human-designed reward function. We also show that our method can be used to learn a real-world door opening skill using a real robot, even when the demonstration used for reward learning is provided by a human using their own hand. To our knowledge, these are the first results showing that complex robotic manipulation skills can be learned directly and without supervised labels from a video of a human performing the task. Supplementary material and data are available at https://sermanet.github.io/rewards

  • 3 authors
·
Dec 20, 2016

Effective Reward Specification in Deep Reinforcement Learning

In the last decade, Deep Reinforcement Learning has evolved into a powerful tool for complex sequential decision-making problems. It combines deep learning's proficiency in processing rich input signals with reinforcement learning's adaptability across diverse control tasks. At its core, an RL agent seeks to maximize its cumulative reward, enabling AI algorithms to uncover novel solutions previously unknown to experts. However, this focus on reward maximization also introduces a significant difficulty: improper reward specification can result in unexpected, misaligned agent behavior and inefficient learning. The complexity of accurately specifying the reward function is further amplified by the sequential nature of the task, the sparsity of learning signals, and the multifaceted aspects of the desired behavior. In this thesis, we survey the literature on effective reward specification strategies, identify core challenges relating to each of these approaches, and propose original contributions addressing the issue of sample efficiency and alignment in deep reinforcement learning. Reward specification represents one of the most challenging aspects of applying reinforcement learning in real-world domains. Our work underscores the absence of a universal solution to this complex and nuanced challenge; solving it requires selecting the most appropriate tools for the specific requirements of each unique application.

  • 1 authors
·
Dec 9, 2024

Reward Design for Reinforcement Learning Agents

Reward functions are central in reinforcement learning (RL), guiding agents towards optimal decision-making. The complexity of RL tasks requires meticulously designed reward functions that effectively drive learning while avoiding unintended consequences. Effective reward design aims to provide signals that accelerate the agent's convergence to optimal behavior. Crafting rewards that align with task objectives, foster desired behaviors, and prevent undesirable actions is inherently challenging. This thesis delves into the critical role of reward signals in RL, highlighting their impact on the agent's behavior and learning dynamics and addressing challenges such as delayed, ambiguous, or intricate rewards. In this thesis work, we tackle different aspects of reward shaping. First, we address the problem of designing informative and interpretable reward signals from a teacher's/expert's perspective (teacher-driven). Here, the expert, equipped with the optimal policy and the corresponding value function, designs reward signals that expedite the agent's convergence to optimal behavior. Second, we build on this teacher-driven approach by introducing a novel method for adaptive interpretable reward design. In this scenario, the expert tailors the rewards based on the learner's current policy, ensuring alignment and optimal progression. Third, we propose a meta-learning approach, enabling the agent to self-design its reward signals online without expert input (agent-driven). This self-driven method considers the agent's learning and exploration to establish a self-improving feedback loop.

  • 1 authors
·
Mar 27

STARC: A General Framework For Quantifying Differences Between Reward Functions

In order to solve a task using reinforcement learning, it is necessary to first formalise the goal of that task as a reward function. However, for many real-world tasks, it is very difficult to manually specify a reward function that never incentivises undesirable behaviour. As a result, it is increasingly popular to use reward learning algorithms, which attempt to learn a reward function from data. However, the theoretical foundations of reward learning are not yet well-developed. In particular, it is typically not known when a given reward learning algorithm with high probability will learn a reward function that is safe to optimise. This means that reward learning algorithms generally must be evaluated empirically, which is expensive, and that their failure modes are difficult to anticipate in advance. One of the roadblocks to deriving better theoretical guarantees is the lack of good methods for quantifying the difference between reward functions. In this paper we provide a solution to this problem, in the form of a class of pseudometrics on the space of all reward functions that we call STARC (STAndardised Reward Comparison) metrics. We show that STARC metrics induce both an upper and a lower bound on worst-case regret, which implies that our metrics are tight, and that any metric with the same properties must be bilipschitz equivalent to ours. Moreover, we also identify a number of issues with reward metrics proposed by earlier works. Finally, we evaluate our metrics empirically, to demonstrate their practical efficacy. STARC metrics can be used to make both theoretical and empirical analysis of reward learning algorithms both easier and more principled.

  • 6 authors
·
Sep 26, 2023

Text2Reward: Automated Dense Reward Function Generation for Reinforcement Learning

Designing reward functions is a longstanding challenge in reinforcement learning (RL); it requires specialized knowledge or domain data, leading to high costs for development. To address this, we introduce Text2Reward, a data-free framework that automates the generation of dense reward functions based on large language models (LLMs). Given a goal described in natural language, Text2Reward generates dense reward functions as an executable program grounded in a compact representation of the environment. Unlike inverse RL and recent work that uses LLMs to write sparse reward codes, Text2Reward produces interpretable, free-form dense reward codes that cover a wide range of tasks, utilize existing packages, and allow iterative refinement with human feedback. We evaluate Text2Reward on two robotic manipulation benchmarks (ManiSkill2, MetaWorld) and two locomotion environments of MuJoCo. On 13 of the 17 manipulation tasks, policies trained with generated reward codes achieve similar or better task success rates and convergence speed than expert-written reward codes. For locomotion tasks, our method learns six novel locomotion behaviors with a success rate exceeding 94%. Furthermore, we show that the policies trained in the simulator with our method can be deployed in the real world. Finally, Text2Reward further improves the policies by refining their reward functions with human feedback. Video results are available at https://text-to-reward.github.io

  • 8 authors
·
Sep 20, 2023

Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning

A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.

  • 4 authors
·
May 25, 2023

Learning in Sparse Rewards settings through Quality-Diversity algorithms

In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.

  • 1 authors
·
Mar 2, 2022

Deep Reinforcement Learning from Hierarchical Weak Preference Feedback

Reward design is a fundamental, yet challenging aspect of practical reinforcement learning (RL). For simple tasks, researchers typically handcraft the reward function, e.g., using a linear combination of several reward factors. However, such reward engineering is subject to approximation bias, incurs large tuning cost, and often cannot provide the granularity required for complex tasks. To avoid these difficulties, researchers have turned to reinforcement learning from human feedback (RLHF), which learns a reward function from human preferences between pairs of trajectory sequences. By leveraging preference-based reward modeling, RLHF learns complex rewards that are well aligned with human preferences, allowing RL to tackle increasingly difficult problems. Unfortunately, the applicability of RLHF is limited due to the high cost and difficulty of obtaining human preference data. In light of this cost, we investigate learning reward functions for complex tasks with less human effort; simply by ranking the importance of the reward factors. More specifically, we propose a new RL framework -- HERON, which compares trajectories using a hierarchical decision tree induced by the given ranking. These comparisons are used to train a preference-based reward model, which is then used for policy learning. We find that our framework can not only train high performing agents on a variety of difficult tasks, but also provide additional benefits such as improved sample efficiency and robustness. Our code is available at https://github.com/abukharin3/HERON.

  • 5 authors
·
Sep 5, 2023

Probing Preference Representations: A Multi-Dimensional Evaluation and Analysis Method for Reward Models

Previous methods evaluate reward models by testing them on a fixed pairwise ranking test set, but they typically do not provide performance information on each preference dimension. In this work, we address the evaluation challenge of reward models by probing preference representations. To confirm the effectiveness of this evaluation method, we construct a Multi-dimensional Reward Model Benchmark (MRMBench), a collection of six probing tasks for different preference dimensions. We design it to favor and encourage reward models that better capture preferences across different dimensions. Furthermore, we introduce an analysis method, inference-time probing, which identifies the dimensions used during the reward prediction and enhances its interpretability. Through extensive experiments, we find that MRMBench strongly correlates with the alignment performance of large language models (LLMs), making it a reliable reference for developing advanced reward models. Our analysis of MRMBench evaluation results reveals that reward models often struggle to capture preferences across multiple dimensions, highlighting the potential of multi-objective optimization in reward modeling. Additionally, our findings show that the proposed inference-time probing method offers a reliable metric for assessing the confidence of reward predictions, which ultimately improves the alignment of LLMs.

  • 13 authors
·
Nov 16

DRAGON: Distributional Rewards Optimize Diffusion Generative Models

We present Distributional RewArds for Generative OptimizatioN (DRAGON), a versatile framework for fine-tuning media generation models towards a desired outcome. Compared with traditional reinforcement learning with human feedback (RLHF) or pairwise preference approaches such as direct preference optimization (DPO), DRAGON is more flexible. It can optimize reward functions that evaluate either individual examples or distributions of them, making it compatible with a broad spectrum of instance-wise, instance-to-distribution, and distribution-to-distribution rewards. Leveraging this versatility, we construct novel reward functions by selecting an encoder and a set of reference examples to create an exemplar distribution. When cross-modality encoders such as CLAP are used, the reference examples may be of a different modality (e.g., text versus audio). Then, DRAGON gathers online and on-policy generations, scores them to construct a positive demonstration set and a negative set, and leverages the contrast between the two sets to maximize the reward. For evaluation, we fine-tune an audio-domain text-to-music diffusion model with 20 different reward functions, including a custom music aesthetics model, CLAP score, Vendi diversity, and Frechet audio distance (FAD). We further compare instance-wise (per-song) and full-dataset FAD settings while ablating multiple FAD encoders and reference sets. Over all 20 target rewards, DRAGON achieves an 81.45% average win rate. Moreover, reward functions based on exemplar sets indeed enhance generations and are comparable to model-based rewards. With an appropriate exemplar set, DRAGON achieves a 60.95% human-voted music quality win rate without training on human preference annotations. As such, DRAGON exhibits a new approach to designing and optimizing reward functions for improving human-perceived quality. Sound examples at https://ml-dragon.github.io/web.

  • 4 authors
·
Apr 21 2

Online Intrinsic Rewards for Decision Making Agents from Large Language Model Feedback

Automatically synthesizing dense rewards from natural language descriptions is a promising paradigm in reinforcement learning (RL), with applications to sparse reward problems, open-ended exploration, and hierarchical skill design. Recent works have made promising steps by exploiting the prior knowledge of large language models (LLMs). However, these approaches suffer from important limitations: they are either not scalable to problems requiring billions of environment samples, due to requiring LLM annotations for each observation, or they require a diverse offline dataset, which may not exist or be impossible to collect. In this work, we address these limitations through a combination of algorithmic and systems-level contributions. We propose \oni, a distributed architecture that simultaneously learns an RL policy and an intrinsic reward function using LLM feedback. Our approach annotates the agent's collected experience via an asynchronous LLM server, which is then distilled into an intrinsic reward model. We explore a range of algorithmic choices for reward modeling with varying complexity, including hashing, classification, and ranking models. By studying their relative tradeoffs, we shed light on questions regarding intrinsic reward design for sparse reward problems. Our approach achieves state-of-the-art performance across a range of challenging, sparse reward tasks from the NetHack Learning Environment in a simple unified process, solely using the agent's gathered experience, without requiring external datasets. We make our code available at https://github.com/facebookresearch/oni.

  • 5 authors
·
Oct 30, 2024

Few-shot In-Context Preference Learning Using Large Language Models

Designing reward functions is a core component of reinforcement learning but can be challenging for truly complex behavior. Reinforcement Learning from Human Feedback (RLHF) has been used to alleviate this challenge by replacing a hand-coded reward function with a reward function learned from preferences. However, it can be exceedingly inefficient to learn these rewards as they are often learned tabula rasa. We investigate whether Large Language Models (LLMs) can reduce this query inefficiency by converting an iterative series of human preferences into code representing the rewards. We propose In-Context Preference Learning (ICPL), a method that uses the grounding of an LLM to accelerate learning reward functions from preferences. ICPL takes the environment context and task description, synthesizes a set of reward functions, and then repeatedly updates the reward functions using human rankings of videos of the resultant policies. Using synthetic preferences, we demonstrate that ICPL is orders of magnitude more efficient than RLHF and is even competitive with methods that use ground-truth reward functions instead of preferences. Finally, we perform a series of human preference-learning trials and observe that ICPL extends beyond synthetic settings and can work effectively with humans-in-the-loop. Additional information and videos are provided at https://sites.google.com/view/few-shot-icpl/home.

  • 8 authors
·
Oct 22, 2024

Discovering and Exploiting Sparse Rewards in a Learned Behavior Space

Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.

  • 4 authors
·
Nov 2, 2021

Auto MC-Reward: Automated Dense Reward Design with Large Language Models for Minecraft

Many reinforcement learning environments (e.g., Minecraft) provide only sparse rewards that indicate task completion or failure with binary values. The challenge in exploration efficiency in such environments makes it difficult for reinforcement-learning-based agents to learn complex tasks. To address this, this paper introduces an advanced learning system, named Auto MC-Reward, that leverages Large Language Models (LLMs) to automatically design dense reward functions, thereby enhancing the learning efficiency. Auto MC-Reward consists of three important components: Reward Designer, Reward Critic, and Trajectory Analyzer. Given the environment information and task descriptions, the Reward Designer first design the reward function by coding an executable Python function with predefined observation inputs. Then, our Reward Critic will be responsible for verifying the code, checking whether the code is self-consistent and free of syntax and semantic errors. Further, the Trajectory Analyzer summarizes possible failure causes and provides refinement suggestions according to collected trajectories. In the next round, Reward Designer will further refine and iterate the dense reward function based on feedback. Experiments demonstrate a significant improvement in the success rate and learning efficiency of our agents in complex tasks in Minecraft, such as obtaining diamond with the efficient ability to avoid lava, and efficiently explore trees and animals that are sparse in the plains biome.

  • 10 authors
·
Dec 14, 2023

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.

  • 5 authors
·
Aug 19, 2024

Reward-Consistent Dynamics Models are Strongly Generalizable for Offline Reinforcement Learning

Learning a precise dynamics model can be crucial for offline reinforcement learning, which, unfortunately, has been found to be quite challenging. Dynamics models that are learned by fitting historical transitions often struggle to generalize to unseen transitions. In this study, we identify a hidden but pivotal factor termed dynamics reward that remains consistent across transitions, offering a pathway to better generalization. Therefore, we propose the idea of reward-consistent dynamics models: any trajectory generated by the dynamics model should maximize the dynamics reward derived from the data. We implement this idea as the MOREC (Model-based Offline reinforcement learning with Reward Consistency) method, which can be seamlessly integrated into previous offline model-based reinforcement learning (MBRL) methods. MOREC learns a generalizable dynamics reward function from offline data, which is subsequently employed as a transition filter in any offline MBRL method: when generating transitions, the dynamics model generates a batch of transitions and selects the one with the highest dynamics reward value. On a synthetic task, we visualize that MOREC has a strong generalization ability and can surprisingly recover some distant unseen transitions. On 21 offline tasks in D4RL and NeoRL benchmarks, MOREC improves the previous state-of-the-art performance by a significant margin, i.e., 4.6% on D4RL tasks and 25.9% on NeoRL tasks. Notably, MOREC is the first method that can achieve above 95% online RL performance in 6 out of 12 D4RL tasks and 3 out of 9 NeoRL tasks.

  • 4 authors
·
Oct 9, 2023

A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning

We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro

PEARLS-Lab PEARLS Lab
·
Oct 1 2

On The Expressivity of Objective-Specification Formalisms in Reinforcement Learning

Most algorithms in reinforcement learning (RL) require that the objective is formalised with a Markovian reward function. However, it is well-known that certain tasks cannot be expressed by means of an objective in the Markov rewards formalism, motivating the study of alternative objective-specification formalisms in RL such as Linear Temporal Logic and Multi-Objective Reinforcement Learning. To date, there has not yet been any thorough analysis of how these formalisms relate to each other in terms of their expressivity. We fill this gap in the existing literature by providing a comprehensive comparison of 17 salient objective-specification formalisms. We place these formalisms in a preorder based on their expressive power, and present this preorder as a Hasse diagram. We find a variety of limitations for the different formalisms, and argue that no formalism is both dominantly expressive and straightforward to optimise with current techniques. For example, we prove that each of Regularised RL, (Outer) Nonlinear Markov Rewards, Reward Machines, Linear Temporal Logic, and Limit Average Rewards can express a task that the others cannot. The significance of our results is twofold. First, we identify important expressivity limitations to consider when specifying objectives for policy optimization. Second, our results highlight the need for future research which adapts reward learning to work with a greater variety of formalisms, since many existing reward learning methods assume that the desired objective takes a Markovian form. Our work contributes towards a more cohesive understanding of the costs and benefits of different RL objective-specification formalisms.

  • 6 authors
·
Oct 18, 2023

Reward Generalization in RLHF: A Topological Perspective

Existing alignment methods share a common topology of information flow, where reward information is collected from humans, modeled with preference learning, and used to tune language models. However, this shared topology has not been systematically characterized, nor have its alternatives been thoroughly explored, leaving the problems of low data efficiency and unreliable generalization unaddressed. As a solution, we introduce a theoretical framework for investigating reward generalization in reinforcement learning from human feedback (RLHF), focusing on the topology of information flow at both macro and micro levels. At the macro level, we portray the RLHF information flow as an autoencoding process over behavior distributions, formalizing the RLHF objective of distributional consistency between human preference and model behavior. At the micro level, we present induced Bayesian networks as a theory of reward generalization in RLHF, introducing fine-grained dataset topologies into generalization bounds. Combining analysis on both levels, we propose reward modeling from tree-structured preference information. It is shown to reduce reward uncertainty by up to Theta(log n/loglog n) times compared to baselines, where n is the dataset size. Validation on three NLP tasks shows that our tree-based reward model achieves an average win rate of 65% against baseline methods, thus improving reward generalization for free via topology design.

  • 10 authors
·
Feb 15, 2024

Sotopia-RL: Reward Design for Social Intelligence

Social intelligence has become a critical capability for large language models (LLMs), enabling them to engage effectively in real-world social tasks such as accommodation, persuasion, collaboration, and negotiation. Reinforcement learning (RL) is a natural fit for training socially intelligent agents because it allows models to learn sophisticated strategies directly through social interactions. However, social interactions have two key characteristics that set barriers for RL training: (1) partial observability, where utterances have indirect and delayed effects that complicate credit assignment, and (2) multi-dimensionality, where behaviors such as rapport-building or knowledge-seeking contribute indirectly to goal achievement. These characteristics make Markov decision process (MDP)-based RL with single-dimensional episode-level rewards inefficient and unstable. To address these challenges, we propose Sotopia-RL, a novel framework that refines coarse episode-level feedback into utterance-level, multi-dimensional rewards. Utterance-level credit assignment mitigates partial observability by attributing outcomes to individual utterances, while multi-dimensional rewards capture the full richness of social interactions and reduce reward hacking. Experiments in Sotopia, an open-ended social learning environment, demonstrate that Sotopia-RL achieves state-of-the-art social goal completion scores (7.17 on Sotopia-hard and 8.31 on Sotopia-full), significantly outperforming existing approaches. Ablation studies confirm the necessity of both utterance-level credit assignment and multi-dimensional reward design for RL training. Our implementation is publicly available at: https://github.com/sotopia-lab/sotopia-rl.

Models of human preference for learning reward functions

The utility of reinforcement learning is limited by the alignment of reward functions with the interests of human stakeholders. One promising method for alignment is to learn the reward function from human-generated preferences between pairs of trajectory segments, a type of reinforcement learning from human feedback (RLHF). These human preferences are typically assumed to be informed solely by partial return, the sum of rewards along each segment. We find this assumption to be flawed and propose modeling human preferences instead as informed by each segment's regret, a measure of a segment's deviation from optimal decision-making. Given infinitely many preferences generated according to regret, we prove that we can identify a reward function equivalent to the reward function that generated those preferences, and we prove that the previous partial return model lacks this identifiability property in multiple contexts. We empirically show that our proposed regret preference model outperforms the partial return preference model with finite training data in otherwise the same setting. Additionally, we find that our proposed regret preference model better predicts real human preferences and also learns reward functions from these preferences that lead to policies that are better human-aligned. Overall, this work establishes that the choice of preference model is impactful, and our proposed regret preference model provides an improvement upon a core assumption of recent research. We have open sourced our experimental code, the human preferences dataset we gathered, and our training and preference elicitation interfaces for gathering a such a dataset.

  • 6 authors
·
Jun 5, 2022

Pre-Trained Policy Discriminators are General Reward Models

We offer a novel perspective on reward modeling by formulating it as a policy discriminator, which quantifies the difference between two policies to generate a reward signal, guiding the training policy towards a target policy with desired behaviors. Based on this conceptual insight, we propose a scalable pre-training method named Policy Discriminative Learning (POLAR), which trains a reward model (RM) to discern identical policies and discriminate different ones. Unlike traditional reward modeling methods relying on absolute preferences, POLAR captures the relative difference between one policy and an arbitrary target policy, which is a scalable, high-level optimization objective suitable for modeling generic ranking relationships. Leveraging the POLAR pre-training paradigm, we present a series of RMs with parameter scales from 1.8B to 7B. Empirical results show that POLAR substantially outperforms traditional non-pre-trained methods, significantly enhancing RM performance. For instance, POLAR-7B could improve preference accuracy from 54.8% to 81.0% on STEM tasks and from 57.9% to 85.5% on creative writing tasks compared to SOTA baselines. POLAR also shows robust generalization capabilities in RLHF using Reinforcement Fine-tuning (RFT), providing reliable reward signals and markedly enhancing policy performance--improving LLaMa3.1-8B from an average of 47.36% to 56.33% and Qwen2.5-32B from 64.49% to 70.47% on 20 benchmarks. Moreover, scaling experiments reveal a clear power-law relationship between computation and performance, supported by linear correlation coefficients approaching 0.99. The impressive performance, strong generalization, and scaling properties suggest that POLAR is a promising direction for developing general and strong reward models.

Improving Video Generation with Human Feedback

Video generation has achieved significant advances through rectified flow techniques, but issues like unsmooth motion and misalignment between videos and prompts persist. In this work, we develop a systematic pipeline that harnesses human feedback to mitigate these problems and refine the video generation model. Specifically, we begin by constructing a large-scale human preference dataset focused on modern video generation models, incorporating pairwise annotations across multi-dimensions. We then introduce VideoReward, a multi-dimensional video reward model, and examine how annotations and various design choices impact its rewarding efficacy. From a unified reinforcement learning perspective aimed at maximizing reward with KL regularization, we introduce three alignment algorithms for flow-based models by extending those from diffusion models. These include two training-time strategies: direct preference optimization for flow (Flow-DPO) and reward weighted regression for flow (Flow-RWR), and an inference-time technique, Flow-NRG, which applies reward guidance directly to noisy videos. Experimental results indicate that VideoReward significantly outperforms existing reward models, and Flow-DPO demonstrates superior performance compared to both Flow-RWR and standard supervised fine-tuning methods. Additionally, Flow-NRG lets users assign custom weights to multiple objectives during inference, meeting personalized video quality needs. Project page: https://gongyeliu.github.io/videoalign.

  • 18 authors
·
Jan 23 5

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement Learning from Human Feedback (RLHF) is essential for aligning large language models (LLMs) with human values. However, RLHF is susceptible to reward hacking, where the agent exploits flaws in the reward function rather than learning the intended behavior, thus degrading alignment. While reward shaping helps stabilize RLHF and partially mitigate reward hacking, a systematic investigation into shaping techniques and their underlying principles remains lacking. To bridge this gap, we present a comprehensive study of the prevalent reward shaping methods. Our analysis suggests three key design principles: (1) RL reward is ideally bounded, (2) RL benefits from rapid initial growth followed by gradual convergence, and (3) RL reward is best formulated as a function of centered reward. Guided by these insights, we propose Preference As Reward (PAR), a novel approach that leverages the latent preferences embedded within the reward model itself as the signal for reinforcement learning. We evaluated PAR on two base models, Gemma2-2B and Llama3-8B, using two datasets, Ultrafeedback-Binarized and HH-RLHF. Experimental results demonstrate PAR's superior performance over other reward shaping methods. On the AlpacaEval 2.0 benchmark, PAR achieves a win rate at least 5 percentage points higher than competing approaches. Furthermore, PAR exhibits remarkable data efficiency, requiring only a single reference reward for optimal performance, and maintains robustness against reward hacking even after two full epochs of training. Code is available at https://github.com/PorUna-byte/PAR.

  • 6 authors
·
Feb 25

Optimal Horizon-Free Reward-Free Exploration for Linear Mixture MDPs

We study reward-free reinforcement learning (RL) with linear function approximation, where the agent works in two phases: (1) in the exploration phase, the agent interacts with the environment but cannot access the reward; and (2) in the planning phase, the agent is given a reward function and is expected to find a near-optimal policy based on samples collected in the exploration phase. The sample complexities of existing reward-free algorithms have a polynomial dependence on the planning horizon, which makes them intractable for long planning horizon RL problems. In this paper, we propose a new reward-free algorithm for learning linear mixture Markov decision processes (MDPs), where the transition probability can be parameterized as a linear combination of known feature mappings. At the core of our algorithm is uncertainty-weighted value-targeted regression with exploration-driven pseudo-reward and a high-order moment estimator for the aleatoric and epistemic uncertainties. When the total reward is bounded by 1, we show that our algorithm only needs to explore tilde O( d^2varepsilon^{-2}) episodes to find an varepsilon-optimal policy, where d is the dimension of the feature mapping. The sample complexity of our algorithm only has a polylogarithmic dependence on the planning horizon and therefore is ``horizon-free''. In addition, we provide an Omega(d^2varepsilon^{-2}) sample complexity lower bound, which matches the sample complexity of our algorithm up to logarithmic factors, suggesting that our algorithm is optimal.

  • 3 authors
·
Mar 17, 2023

Beyond Monolithic Rewards: A Hybrid and Multi-Aspect Reward Optimization for MLLM Alignment

Aligning multimodal large language models (MLLMs) with human preferences often relies on single-signal, model-based reward methods. Such monolithic rewards often lack confidence calibration across domain-specific tasks, fail to capture diverse aspects of human preferences, and require extensive data annotation and reward model training. In this work, we propose a hybrid reward modeling framework that integrates complementary reward paradigms: (i) model-based rewards, where a learned reward model predicts scalar or vector scores from synthetic and human feedback, and (ii) rule-based rewards, where domain-specific heuristics provide explicit correctness signals with confidence. Beyond accuracy, we further incorporate multi-aspect rewards to enforce instruction adherence and introduce a generalized length-penalty reward to stabilize training and improve performance. The proposed framework provides a flexible and effective approach to aligning MLLMs through reinforcement learning policy optimization. Our experiments show consistent improvements across different multimodal benchmarks when applying hybrid and multi-aspect reward modeling. Our best performing model in the 3B family achieves an overall average improvement of ~9.5% across general and math reasoning tasks. Focusing specifically on mathematical benchmarks, the model achieves a significant average improvement of ~16%, highlighting its effectiveness in mathematical reasoning and problem solving.

  • 2 authors
·
Oct 6

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.

  • 3 authors
·
Jun 22, 2023

R1-Reward: Training Multimodal Reward Model Through Stable Reinforcement Learning

Multimodal Reward Models (MRMs) play a crucial role in enhancing the performance of Multimodal Large Language Models (MLLMs). While recent advancements have primarily focused on improving the model structure and training data of MRMs, there has been limited exploration into the effectiveness of long-term reasoning capabilities for reward modeling and how to activate these capabilities in MRMs. In this paper, we explore how Reinforcement Learning (RL) can be used to improve reward modeling. Specifically, we reformulate the reward modeling problem as a rule-based RL task. However, we observe that directly applying existing RL algorithms, such as Reinforce++, to reward modeling often leads to training instability or even collapse due to the inherent limitations of these algorithms. To address this issue, we propose the StableReinforce algorithm, which refines the training loss, advantage estimation strategy, and reward design of existing RL methods. These refinements result in more stable training dynamics and superior performance. To facilitate MRM training, we collect 200K preference data from diverse datasets. Our reward model, R1-Reward, trained using the StableReinforce algorithm on this dataset, significantly improves performance on multimodal reward modeling benchmarks. Compared to previous SOTA models, R1-Reward achieves a 8.4% improvement on the VL Reward-Bench and a 14.3% improvement on the Multimodal Reward Bench. Moreover, with more inference compute, R1-Reward's performance is further enhanced, highlighting the potential of RL algorithms in optimizing MRMs.

Sequential Recommendation for Optimizing Both Immediate Feedback and Long-term Retention

In the landscape of Recommender System (RS) applications, reinforcement learning (RL) has recently emerged as a powerful tool, primarily due to its proficiency in optimizing long-term rewards. Nevertheless, it suffers from instability in the learning process, stemming from the intricate interactions among bootstrapping, off-policy training, and function approximation. Moreover, in multi-reward recommendation scenarios, designing a proper reward setting that reconciles the inner dynamics of various tasks is quite intricate. In response to these challenges, we introduce DT4IER, an advanced decision transformer-based recommendation model that is engineered to not only elevate the effectiveness of recommendations but also to achieve a harmonious balance between immediate user engagement and long-term retention. The DT4IER applies an innovative multi-reward design that adeptly balances short and long-term rewards with user-specific attributes, which serve to enhance the contextual richness of the reward sequence ensuring a more informed and personalized recommendation process. To enhance its predictive capabilities, DT4IER incorporates a high-dimensional encoder, skillfully designed to identify and leverage the intricate interrelations across diverse tasks. Furthermore, we integrate a contrastive learning approach within the action embedding predictions, a strategy that significantly boosts the model's overall performance. Experiments on three real-world datasets demonstrate the effectiveness of DT4IER against state-of-the-art Sequential Recommender Systems (SRSs) and Multi-Task Learning (MTL) models in terms of both prediction accuracy and effectiveness in specific tasks. The source code is accessible online to facilitate replication

  • 9 authors
·
Apr 4, 2024

Provable General Function Class Representation Learning in Multitask Bandits and MDPs

While multitask representation learning has become a popular approach in reinforcement learning (RL) to boost the sample efficiency, the theoretical understanding of why and how it works is still limited. Most previous analytical works could only assume that the representation function is already known to the agent or from linear function class, since analyzing general function class representation encounters non-trivial technical obstacles such as generalization guarantee, formulation of confidence bound in abstract function space, etc. However, linear-case analysis heavily relies on the particularity of linear function class, while real-world practice usually adopts general non-linear representation functions like neural networks. This significantly reduces its applicability. In this work, we extend the analysis to general function class representations. Specifically, we consider an agent playing M contextual bandits (or MDPs) concurrently and extracting a shared representation function phi from a specific function class Phi using our proposed Generalized Functional Upper Confidence Bound algorithm (GFUCB). We theoretically validate the benefit of multitask representation learning within general function class for bandits and linear MDP for the first time. Lastly, we conduct experiments to demonstrate the effectiveness of our algorithm with neural net representation.

  • 4 authors
·
May 31, 2022

Mixed-R1: Unified Reward Perspective For Reasoning Capability in Multimodal Large Language Models

Recent works on large language models (LLMs) have successfully demonstrated the emergence of reasoning capabilities via reinforcement learning (RL). Although recent efforts leverage group relative policy optimization (GRPO) for MLLMs post-training, they constantly explore one specific aspect, such as grounding tasks, math problems, or chart analysis. There are no works that can leverage multi-source MLLM tasks for stable reinforcement learning. In this work, we present a unified perspective to solve this problem. We present Mixed-R1, a unified yet straightforward framework that contains a mixed reward function design (Mixed-Reward) and a mixed post-training dataset (Mixed-45K). We first design a data engine to select high-quality examples to build the Mixed-45K post-training dataset. Then, we present a Mixed-Reward design, which contains various reward functions for various MLLM tasks. In particular, it has four different reward functions: matching reward for binary answer or multiple-choice problems, chart reward for chart-aware datasets, IoU reward for grounding problems, and open-ended reward for long-form text responses such as caption datasets. To handle the various long-form text content, we propose a new open-ended reward named Bidirectional Max-Average Similarity (BMAS) by leveraging tokenizer embedding matching between the generated response and the ground truth. Extensive experiments show the effectiveness of our proposed method on various MLLMs, including Qwen2.5-VL and Intern-VL on various sizes. Our dataset and model are available at https://github.com/xushilin1/mixed-r1.

ByteDance ByteDance
·
May 29

Multi-Agent Inverse Q-Learning from Demonstrations

When reward functions are hand-designed, deep reinforcement learning algorithms often suffer from reward misspecification, causing them to learn suboptimal policies in terms of the intended task objectives. In the single-agent case, inverse reinforcement learning (IRL) techniques attempt to address this issue by inferring the reward function from expert demonstrations. However, in multi-agent problems, misalignment between the learned and true objectives is exacerbated due to increased environment non-stationarity and variance that scales with multiple agents. As such, in multi-agent general-sum games, multi-agent IRL algorithms have difficulty balancing cooperative and competitive objectives. To address these issues, we propose Multi-Agent Marginal Q-Learning from Demonstrations (MAMQL), a novel sample-efficient framework for multi-agent IRL. For each agent, MAMQL learns a critic marginalized over the other agents' policies, allowing for a well-motivated use of Boltzmann policies in the multi-agent context. We identify a connection between optimal marginalized critics and single-agent soft-Q IRL, allowing us to apply a direct, simple optimization criterion from the single-agent domain. Across our experiments on three different simulated domains, MAMQL significantly outperforms previous multi-agent methods in average reward, sample efficiency, and reward recovery by often more than 2-5x. We make our code available at https://sites.google.com/view/mamql .

  • 5 authors
·
Mar 6

BaseReward: A Strong Baseline for Multimodal Reward Model

The rapid advancement of Multimodal Large Language Models (MLLMs) has made aligning them with human preferences a critical challenge. Reward Models (RMs) are a core technology for achieving this goal, but a systematic guide for building state-of-the-art Multimodal Reward Models (MRMs) is currently lacking in both academia and industry. Through exhaustive experimental analysis, this paper aims to provide a clear ``recipe'' for constructing high-performance MRMs. We systematically investigate every crucial component in the MRM development pipeline, including reward modeling paradigms (e.g., Naive-RM, Critic-based RM, and Generative RM), reward head architecture, training strategies, data curation (covering over ten multimodal and text-only preference datasets), backbone model and model scale, and ensemble methods. Based on these experimental insights, we introduce BaseReward, a powerful and efficient baseline for multimodal reward modeling. BaseReward adopts a simple yet effective architecture, built upon a {Qwen2.5-VL} backbone, featuring an optimized two-layer reward head, and is trained on a carefully curated mixture of high-quality multimodal and text-only preference data. Our results show that BaseReward establishes a new SOTA on major benchmarks such as MM-RLHF-Reward Bench, VL-Reward Bench, and Multimodal Reward Bench, outperforming previous models. Furthermore, to validate its practical utility beyond static benchmarks, we integrate BaseReward into a real-world reinforcement learning pipeline, successfully enhancing an MLLM's performance across various perception, reasoning, and conversational tasks. This work not only delivers a top-tier MRM but, more importantly, provides the community with a clear, empirically-backed guide for developing robust reward models for the next generation of MLLMs.

  • 15 authors
·
Sep 19 2

Open-Ended Learning Leads to Generally Capable Agents

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.

  • 18 authors
·
Jul 27, 2021

Beyond Reward: Offline Preference-guided Policy Optimization

This study focuses on the topic of offline preference-based reinforcement learning (PbRL), a variant of conventional reinforcement learning that dispenses with the need for online interaction or specification of reward functions. Instead, the agent is provided with fixed offline trajectories and human preferences between pairs of trajectories to extract the dynamics and task information, respectively. Since the dynamics and task information are orthogonal, a naive approach would involve using preference-based reward learning followed by an off-the-shelf offline RL algorithm. However, this requires the separate learning of a scalar reward function, which is assumed to be an information bottleneck of the learning process. To address this issue, we propose the offline preference-guided policy optimization (OPPO) paradigm, which models offline trajectories and preferences in a one-step process, eliminating the need for separately learning a reward function. OPPO achieves this by introducing an offline hindsight information matching objective for optimizing a contextual policy and a preference modeling objective for finding the optimal context. OPPO further integrates a well-performing decision policy by optimizing the two objectives iteratively. Our empirical results demonstrate that OPPO effectively models offline preferences and outperforms prior competing baselines, including offline RL algorithms performed over either true or pseudo reward function specifications. Our code is available on the project website: https://sites.google.com/view/oppo-icml-2023 .

  • 5 authors
·
May 25, 2023

Stabilizing Long-term Multi-turn Reinforcement Learning with Gated Rewards

Reward sparsity in long-horizon reinforcement learning (RL) tasks remains a significant challenge, while existing outcome-based reward shaping struggles to define meaningful immediate rewards without introducing bias or requiring explicit task decomposition. Alternatively, verification-based reward shaping uses stepwise critics, but misalignment between immediate rewards and long-term objectives can lead to reward hacking and suboptimal policies. In this work, we address this problem in the context of software engineering (SWE) tasks, where multi-turn reasoning and rule-based verification are critical. We introduce the SWE-oriented RL Framework, a unified system supporting multi-turn interaction, docker-based execution, and customizable reward functions. Additionally, we propose Gated Reward Accumulation (G-RA), a novel method that accumulates immediate rewards only when high-level (long-term) rewards meet a predefined threshold, ensuring stable RL optimization. Experiments on SWE-bench Verified and kBench demonstrate that G-RA leads to an increase in completion rates (47.6\% \rightarrow 93.8\% and 22.0\% \rightarrow 86.0\%) and modification rates (19.6\% \rightarrow 23.8\% and 12.0\% \rightarrow 42.0\%), while avoiding policy degradation caused by reward misalignment. Our findings highlight the importance of balanced reward accumulation in long-horizon RL and provide a practical solution.

  • 5 authors
·
Aug 14

SIRL: Similarity-based Implicit Representation Learning

When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.

  • 5 authors
·
Jan 2, 2023

CaRL: Learning Scalable Planning Policies with Simple Rewards

We investigate reinforcement learning (RL) for privileged planning in autonomous driving. State-of-the-art approaches for this task are rule-based, but these methods do not scale to the long tail. RL, on the other hand, is scalable and does not suffer from compounding errors like imitation learning. Contemporary RL approaches for driving use complex shaped rewards that sum multiple individual rewards, \eg~progress, position, or orientation rewards. We show that PPO fails to optimize a popular version of these rewards when the mini-batch size is increased, which limits the scalability of these approaches. Instead, we propose a new reward design based primarily on optimizing a single intuitive reward term: route completion. Infractions are penalized by terminating the episode or multiplicatively reducing route completion. We find that PPO scales well with higher mini-batch sizes when trained with our simple reward, even improving performance. Training with large mini-batch sizes enables efficient scaling via distributed data parallelism. We scale PPO to 300M samples in CARLA and 500M samples in nuPlan with a single 8-GPU node. The resulting model achieves 64 DS on the CARLA longest6 v2 benchmark, outperforming other RL methods with more complex rewards by a large margin. Requiring only minimal adaptations from its use in CARLA, the same method is the best learning-based approach on nuPlan. It scores 91.3 in non-reactive and 90.6 in reactive traffic on the Val14 benchmark while being an order of magnitude faster than prior work.

  • 6 authors
·
Apr 24 2

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.

  • 5 authors
·
Dec 19, 2024

Learning Diverse Bimanual Dexterous Manipulation Skills from Human Demonstrations

Bimanual dexterous manipulation is a critical yet underexplored area in robotics. Its high-dimensional action space and inherent task complexity present significant challenges for policy learning, and the limited task diversity in existing benchmarks hinders general-purpose skill development. Existing approaches largely depend on reinforcement learning, often constrained by intricately designed reward functions tailored to a narrow set of tasks. In this work, we present a novel approach for efficiently learning diverse bimanual dexterous skills from abundant human demonstrations. Specifically, we introduce BiDexHD, a framework that unifies task construction from existing bimanual datasets and employs teacher-student policy learning to address all tasks. The teacher learns state-based policies using a general two-stage reward function across tasks with shared behaviors, while the student distills the learned multi-task policies into a vision-based policy. With BiDexHD, scalable learning of numerous bimanual dexterous skills from auto-constructed tasks becomes feasible, offering promising advances toward universal bimanual dexterous manipulation. Our empirical evaluation on the TACO dataset, spanning 141 tasks across six categories, demonstrates a task fulfillment rate of 74.59% on trained tasks and 51.07% on unseen tasks, showcasing the effectiveness and competitive zero-shot generalization capabilities of BiDexHD. For videos and more information, visit our project page https://sites.google.com/view/bidexhd.

  • 4 authors
·
Oct 3, 2024

Lipschitzness Is All You Need To Tame Off-policy Generative Adversarial Imitation Learning

Despite the recent success of reinforcement learning in various domains, these approaches remain, for the most part, deterringly sensitive to hyper-parameters and are often riddled with essential engineering feats allowing their success. We consider the case of off-policy generative adversarial imitation learning, and perform an in-depth review, qualitative and quantitative, of the method. We show that forcing the learned reward function to be local Lipschitz-continuous is a sine qua non condition for the method to perform well. We then study the effects of this necessary condition and provide several theoretical results involving the local Lipschitzness of the state-value function. We complement these guarantees with empirical evidence attesting to the strong positive effect that the consistent satisfaction of the Lipschitzness constraint on the reward has on imitation performance. Finally, we tackle a generic pessimistic reward preconditioning add-on spawning a large class of reward shaping methods, which makes the base method it is plugged into provably more robust, as shown in several additional theoretical guarantees. We then discuss these through a fine-grained lens and share our insights. Crucially, the guarantees derived and reported in this work are valid for any reward satisfying the Lipschitzness condition, nothing is specific to imitation. As such, these may be of independent interest.

  • 3 authors
·
Jun 28, 2020

Diversity-Enhanced Reasoning for Subjective Questions

Large reasoning models (LRM) with long chain-of-thought (CoT) capabilities have shown strong performance on objective tasks, such as math reasoning and coding. However, their effectiveness on subjective questions that may have different responses from different perspectives is still limited by a tendency towards homogeneous reasoning, introduced by the reliance on a single ground truth in supervised fine-tuning and verifiable reward in reinforcement learning. Motivated by the finding that increasing role perspectives consistently improves performance, we propose MultiRole-R1, a diversity-enhanced framework with multiple role perspectives, to improve the accuracy and diversity in subjective reasoning tasks. MultiRole-R1 features an unsupervised data construction pipeline that generates reasoning chains that incorporate diverse role perspectives. We further employ reinforcement learning via Group Relative Policy Optimization (GRPO) with reward shaping, by taking diversity as a reward signal in addition to the verifiable reward. With specially designed reward functions, we successfully promote perspective diversity and lexical diversity, uncovering a positive relation between reasoning diversity and accuracy. Our experiment on six benchmarks demonstrates MultiRole-R1's effectiveness and generalizability in enhancing both subjective and objective reasoning, showcasing the potential of diversity-enhanced training in LRMs.

  • 4 authors
·
Jul 27 2

Simultaneous Multi-objective Alignment Across Verifiable and Non-verifiable Rewards

Aligning large language models to human preferences is inherently multidimensional, yet most pipelines collapse heterogeneous signals into a single optimizeable objective. We seek to answer what it would take to simultaneously align a model across various domains spanning those with: verifiable rewards (mathematical accuracy), non-verifiable subjective preferences (human values), and complex interactive scenarios (multi-turn AI tutoring dialogues). Such multi-objective reinforcement learning setups are often plagued by the individual objectives being at odds with each other, resulting in inefficient training and little user control during inference. We propose a unified framework that: (i) standardizes {process reward model} (PRM) training across both verifiable and non-verifiable settings to better supervise models' chain-of-thought reasoning; (ii) performs {multi-objective alignment} by training the LLM with our Multi-Action-Head DPO (MAH-DPO) and a vectorized reward where the dimensions of the vector correspond to the various objectives instead of a single scalar; and (iii) demonstrates how such a system provides fine-grained inference-time user control. Experiments across math reasoning, value alignment, and multi-turn dialogue show that our framework improves performance across multiple objectives simultaneously, while minimizing cross-objective trade-offs and enabling flexible inference time user control. The code can be found at https://github.com/pearls-lab/multiobj-align.

  • 4 authors
·
Oct 1

PAL: Pluralistic Alignment Framework for Learning from Heterogeneous Preferences

Large foundation models pretrained on raw web-scale data are not readily deployable without additional step of extensive alignment to human preferences. Such alignment is typically done by collecting large amounts of pairwise comparisons from humans ("Do you prefer output A or B?") and learning a reward model or a policy with the Bradley-Terry-Luce (BTL) model as a proxy for a human's underlying implicit preferences. These methods generally suffer from assuming a universal preference shared by all humans, which lacks the flexibility of adapting to plurality of opinions and preferences. In this work, we propose PAL, a framework to model human preference complementary to existing pretraining strategies, which incorporates plurality from the ground up. We propose using the ideal point model as a lens to view alignment using preference comparisons. Together with our novel reformulation and using mixture modeling, our framework captures the plurality of population preferences while simultaneously learning a common preference latent space across different preferences, which can few-shot generalize to new, unseen users. Our approach enables us to use the penultimate-layer representation of large foundation models and simple MLP layers to learn reward functions that are on-par with the existing large state-of-the-art reward models, thereby enhancing efficiency of reward modeling significantly. We show that PAL achieves competitive reward model accuracy compared to strong baselines on 1) Language models with Summary dataset ; 2) Image Generative models with Pick-a-Pic dataset ; 3) A new semisynthetic heterogeneous dataset generated using Anthropic Personas. Finally, our experiments also highlight the shortcoming of current preference datasets that are created using rigid rubrics which wash away heterogeneity, and call for more nuanced data collection approaches.

  • 4 authors
·
Jun 12, 2024

Unified Multimodal Chain-of-Thought Reward Model through Reinforcement Fine-Tuning

Recent advances in multimodal Reward Models (RMs) have shown significant promise in delivering reward signals to align vision models with human preferences. However, current RMs are generally restricted to providing direct responses or engaging in shallow reasoning processes with limited depth, often leading to inaccurate reward signals. We posit that incorporating explicit long chains of thought (CoT) into the reward reasoning process can significantly strengthen their reliability and robustness. Furthermore, we believe that once RMs internalize CoT reasoning, their direct response accuracy can also be improved through implicit reasoning capabilities. To this end, this paper proposes UnifiedReward-Think, the first unified multimodal CoT-based reward model, capable of multi-dimensional, step-by-step long-chain reasoning for both visual understanding and generation reward tasks. Specifically, we adopt an exploration-driven reinforcement fine-tuning approach to elicit and incentivize the model's latent complex reasoning ability: (1) We first use a small amount of image generation preference data to distill the reasoning process of GPT-4o, which is then used for the model's cold start to learn the format and structure of CoT reasoning. (2) Subsequently, by leveraging the model's prior knowledge and generalization capabilities, we prepare large-scale unified multimodal preference data to elicit the model's reasoning process across various vision tasks. During this phase, correct reasoning outputs are retained for rejection sampling to refine the model (3) while incorrect predicted samples are finally used for Group Relative Policy Optimization (GRPO) based reinforcement fine-tuning, enabling the model to explore diverse reasoning paths and optimize for correct and robust solutions. Extensive experiments across various vision reward tasks demonstrate the superiority of our model.

  • 7 authors
·
May 6 3

Subject-driven Text-to-Image Generation via Preference-based Reinforcement Learning

Text-to-image generative models have recently attracted considerable interest, enabling the synthesis of high-quality images from textual prompts. However, these models often lack the capability to generate specific subjects from given reference images or to synthesize novel renditions under varying conditions. Methods like DreamBooth and Subject-driven Text-to-Image (SuTI) have made significant progress in this area. Yet, both approaches primarily focus on enhancing similarity to reference images and require expensive setups, often overlooking the need for efficient training and avoiding overfitting to the reference images. In this work, we present the lambda-Harmonic reward function, which provides a reliable reward signal and enables early stopping for faster training and effective regularization. By combining the Bradley-Terry preference model, the lambda-Harmonic reward function also provides preference labels for subject-driven generation tasks. We propose Reward Preference Optimization (RPO), which offers a simpler setup (requiring only 3% of the negative samples used by DreamBooth) and fewer gradient steps for fine-tuning. Unlike most existing methods, our approach does not require training a text encoder or optimizing text embeddings and achieves text-image alignment by fine-tuning only the U-Net component. Empirically, lambda-Harmonic proves to be a reliable approach for model selection in subject-driven generation tasks. Based on preference labels and early stopping validation from the lambda-Harmonic reward function, our algorithm achieves a state-of-the-art CLIP-I score of 0.833 and a CLIP-T score of 0.314 on DreamBench.

  • 6 authors
·
Jul 16, 2024

Better Training of GFlowNets with Local Credit and Incomplete Trajectories

Generative Flow Networks or GFlowNets are related to Monte-Carlo Markov chain methods (as they sample from a distribution specified by an energy function), reinforcement learning (as they learn a policy to sample composed objects through a sequence of steps), generative models (as they learn to represent and sample from a distribution) and amortized variational methods (as they can be used to learn to approximate and sample from an otherwise intractable posterior, given a prior and a likelihood). They are trained to generate an object x through a sequence of steps with probability proportional to some reward function R(x) (or exp(-E(x)) with E(x) denoting the energy function), given at the end of the generative trajectory. Like for other RL settings where the reward is only given at the end, the efficiency of training and credit assignment may suffer when those trajectories are longer. With previous GFlowNet work, no learning was possible from incomplete trajectories (lacking a terminal state and the computation of the associated reward). In this paper, we consider the case where the energy function can be applied not just to terminal states but also to intermediate states. This is for example achieved when the energy function is additive, with terms available along the trajectory. We show how to reparameterize the GFlowNet state flow function to take advantage of the partial reward already accrued at each state. This enables a training objective that can be applied to update parameters even with incomplete trajectories. Even when complete trajectories are available, being able to obtain more localized credit and gradients is found to speed up training convergence, as demonstrated across many simulations.

  • 4 authors
·
Feb 3, 2023

SRUM: Fine-Grained Self-Rewarding for Unified Multimodal Models

Recently, remarkable progress has been made in Unified Multimodal Models (UMMs), which integrate vision-language generation and understanding capabilities within a single framework. However, a significant gap exists where a model's strong visual understanding often fails to transfer to its visual generation. A model might correctly understand an image based on user instructions, yet be unable to generate a faithful image from text prompts. This phenomenon directly raises a compelling question: Can a model achieve self-improvement by using its understanding module to reward its generation module? To bridge this gap and achieve self-improvement, we introduce SRUM, a self-rewarding post-training framework that can be directly applied to existing UMMs of various designs. SRUM creates a feedback loop where the model's own understanding module acts as an internal ``evaluator'', providing corrective signals to improve its generation module, without requiring additional human-labeled data. To ensure this feedback is comprehensive, we designed a global-local dual reward system. To tackle the inherent structural complexity of images, this system offers multi-scale guidance: a global reward ensures the correctness of the overall visual semantics and layout, while a local reward refines fine-grained, object-level fidelity. SRUM leads to powerful capabilities and shows strong generalization, boosting performance on T2I-CompBench from 82.18 to 88.37 and on T2I-ReasonBench from 43.82 to 46.75. Overall, our work establishes a powerful new paradigm for enabling a UMMs' understanding module to guide and enhance its own generation via self-rewarding.