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arXiv:2505.16022공식 코드 · Papers with Code

NOVER: Incentive Training for Language Models via Verifier-Free Reinforcement Learning

Recent advances such as DeepSeek R1-Zero highlight the effectiveness of incentive training, a reinforcement learning paradigm that computes rewards solely based on the final answer part of a language model's output, thereby encouraging the generation of intermediate reasoning steps. However, these methods fundamentally rely on external verifiers, which limits their applicability to domains like mathematics and coding where such verifiers are readily available. Although reward models can serve as verifiers, they require high-quality annotated data and are costly to train. In this work, we propose NOVER, NO-VERifier Reinforcement Learning, a general reinforcement learning framework that requires only standard supervised fine-tuning data with no need for an external verifier. NOVER enables incentive training across a wide range of text-to-text tasks and outperforms the model of the same size distilled from large reasoning models such as DeepSeek R1 671B by 7.7 percent. Moreover, the flexibility of NOVER enables new possibilities for optimizing large language models, such as inverse incentive training.

arXiv:2503.24289공식 코드 · Papers with Code

Rec-R1: Bridging Generative Large Language Models and User-Centric Recommendation Systems via Reinforcement Learning

We propose Rec-R1, a general reinforcement learning framework that bridges large language models (LLMs) with recommendation systems through closed-loop optimization. Unlike prompting and supervised fine-tuning (SFT), Rec-R1 directly optimizes LLM generation using feedback from a fixed black-box recommendation model, without relying on synthetic SFT data from proprietary models such as GPT-4o. This avoids the substantial cost and effort required for data distillation. To verify the effectiveness of Rec-R1, we evaluate it on two representative tasks: product search and sequential recommendation. Experimental results demonstrate that Rec-R1 not only consistently outperforms prompting- and SFT-based methods, but also achieves significant gains over strong discriminative baselines, even when used with simple retrievers such as BM25. Moreover, Rec-R1 preserves the general-purpose capabilities of the LLM, unlike SFT, which often impairs instruction-following and reasoning. These findings suggest Rec-R1 as a promising foundation for continual task-specific adaptation without catastrophic forgetting.

arXiv:2411.04534공식 코드 · Papers with Code

Hypercube Policy Regularization Framework for Offline Reinforcement Learning

Offline reinforcement learning has received extensive attention from scholars because it avoids the interaction between the agent and the environment by learning a policy through a static dataset. However, general reinforcement learning methods cannot get satisfactory results in offline reinforcement learning due to the out-of-distribution state actions that the dataset cannot cover during training. To solve this problem, the policy regularization method that tries to directly clone policies used in static datasets has received numerous studies due to its simplicity and effectiveness. However, policy constraint methods make the agent choose the corresponding actions in the static dataset. This type of constraint is usually over-conservative, which results in suboptimal policies, especially in low-quality static datasets. In this paper, a hypercube policy regularization framework is proposed, this method alleviates the constraints of policy constraint methods by allowing the agent to explore the actions corresponding to similar states in the static dataset, which increases the effectiveness of algorithms in low-quality datasets. It was also theoretically demonstrated that the hypercube policy regularization framework can effectively improve the performance of original algorithms. In addition, the hypercube policy regularization framework is combined with TD3-BC and Diffusion-QL for experiments on D4RL datasets which are called TD3-BC-C and Diffusion-QL-C. The experimental results of the score demonstrate that TD3-BC-C and Diffusion-QL-C perform better than state-of-the-art algorithms like IQL, CQL, TD3-BC and Diffusion-QL in most D4RL environments in approximate time.

arXiv:2410.23208공식 코드 · Papers with Code

Kinetix: Investigating the Training of General Agents through Open-Ended Physics-Based Control Tasks

While large models trained with self-supervised learning on offline datasets have shown remarkable capabilities in text and image domains, achieving the same generalisation for agents that act in sequential decision problems remains an open challenge. In this work, we take a step towards this goal by procedurally generating tens of millions of 2D physics-based tasks and using these to train a general reinforcement learning (RL) agent for physical control. To this end, we introduce Kinetix: an open-ended space of physics-based RL environments that can represent tasks ranging from robotic locomotion and grasping to video games and classic RL environments, all within a unified framework. Kinetix makes use of our novel hardware-accelerated physics engine Jax2D that allows us to cheaply simulate billions of environment steps during training. Our trained agent exhibits strong physical reasoning capabilities, being able to zero-shot solve unseen human-designed environments. Furthermore, fine-tuning this general agent on tasks of interest shows significantly stronger performance than training an RL agent *tabula rasa*. This includes solving some environments that standard RL training completely fails at. We believe this demonstrates the feasibility of large scale, mixed-quality pre-training for online RL and we hope that Kinetix will serve as a useful framework to investigate this further.

arXiv:2310.02782공식 코드 · Papers with Code

Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design

The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.

arXiv:2310.10505공식 코드 · Papers with Code

ReMax: A Simple, Effective, and Efficient Reinforcement Learning Method for Aligning Large Language Models

Reinforcement Learning from Human Feedback (RLHF) is key to aligning Large Language Models (LLMs), typically paired with the Proximal Policy Optimization (PPO) algorithm. While PPO is a powerful method designed for general reinforcement learning tasks, it is overly sophisticated for LLMs, leading to laborious hyper-parameter tuning and significant computation burdens. To make RLHF efficient, we present ReMax, which leverages 3 properties of RLHF: fast simulation, deterministic transitions, and trajectory-level rewards. These properties are not exploited in PPO, making it less suitable for RLHF. Building on the renowned REINFORCE algorithm, ReMax does not require training an additional value model as in PPO and is further enhanced with a new variance reduction technique. ReMax offers several benefits over PPO: it is simpler to implement, eliminates more than 4 hyper-parameters in PPO, reduces GPU memory usage, and shortens training time. ReMax can save about 46% GPU memory than PPO when training a 7B model and enables training on A800-80GB GPUs without the memory-saving offloading technique needed by PPO. Applying ReMax to a Mistral-7B model resulted in a 94.78% win rate on the AlpacaEval leaderboard and a 7.739 score on MT-bench, setting a new SOTA for open-source 7B models. These results show the effectiveness of ReMax while addressing the limitations of PPO in LLMs.

arXiv:2303.03320공식 코드 · Papers with Code

Learning to Backdoor Federated Learning

In a federated learning (FL) system, malicious participants can easily embed backdoors into the aggregated model while maintaining the model's performance on the main task. To this end, various defenses, including training stage aggregation-based defenses and post-training mitigation defenses, have been proposed recently. While these defenses obtain reasonable performance against existing backdoor attacks, which are mainly heuristics based, we show that they are insufficient in the face of more advanced attacks. In particular, we propose a general reinforcement learning-based backdoor attack framework where the attacker first trains a (non-myopic) attack policy using a simulator built upon its local data and common knowledge on the FL system, which is then applied during actual FL training. Our attack framework is both adaptive and flexible and achieves strong attack performance and durability even under state-of-the-art defenses.

arXiv:2210.16567공식 코드 · Papers with Code

DeFIX: Detecting and Fixing Failure Scenarios with Reinforcement Learning in Imitation Learning Based Autonomous Driving

Safely navigating through an urban environment without violating any traffic rules is a crucial performance target for reliable autonomous driving. In this paper, we present a Reinforcement Learning (RL) based methodology to DEtect and FIX (DeFIX) failures of an Imitation Learning (IL) agent by extracting infraction spots and re-constructing mini-scenarios on these infraction areas to train an RL agent for fixing the shortcomings of the IL approach. DeFIX is a continuous learning framework, where extraction of failure scenarios and training of RL agents are executed in an infinite loop. After each new policy is trained and added to the library of policies, a policy classifier method effectively decides on which policy to activate at each step during the evaluation. It is demonstrated that even with only one RL agent trained on failure scenario of an IL agent, DeFIX method is either competitive or does outperform state-of-the-art IL and RL based autonomous urban driving benchmarks. We trained and validated our approach on the most challenging map (Town05) of CARLA simulator which involves complex, realistic, and adversarial driving scenarios. The source code is publicly available at https://github.com/data-and-decision-lab/DeFIX

arXiv:2207.10148공식 코드 · Papers with Code

Learning Deformable Object Manipulation from Expert Demonstrations

We present a novel Learning from Demonstration (LfD) method, Deformable Manipulation from Demonstrations (DMfD), to solve deformable manipulation tasks using states or images as inputs, given expert demonstrations. Our method uses demonstrations in three different ways, and balances the trade-off between exploring the environment online and using guidance from experts to explore high dimensional spaces effectively. We test DMfD on a set of representative manipulation tasks for a 1-dimensional rope and a 2-dimensional cloth from the SoftGym suite of tasks, each with state and image observations. Our method exceeds baseline performance by up to 12.9% for state-based tasks and up to 33.44% on image-based tasks, with comparable or better robustness to randomness. Additionally, we create two challenging environments for folding a 2D cloth using image-based observations, and set a performance benchmark for them. We deploy DMfD on a real robot with a minimal loss in normalized performance during real-world execution compared to simulation (~6%). Source code is on github.com/uscresl/dmfd

arXiv:2203.17118공식 코드 · Papers with Code

Doubly-Robust Estimation for Correcting Position-Bias in Click Feedback for Unbiased Learning to Rank

Clicks on rankings suffer from position-bias: generally items on lower ranks are less likely to be examined - and thus clicked - by users, in spite of their actual preferences between items. The prevalent approach to unbiased click-based learning-to-rank (LTR) is based on counterfactual inverse-propensity-scoring (IPS) estimation. In contrast with general reinforcement learning, counterfactual doubly-robust (DR) estimation has not been applied to click-based LTR in previous literature. In this paper, we introduce a novel DR estimator that is the first DR approach specifically designed for position-bias. The difficulty with position-bias is that the treatment - user examination - is not directly observable in click data. As a solution, our estimator uses the expected treatment per rank, instead of the actual treatment that existing DR estimators use. Our novel DR estimator has more robust unbiasedness conditions than the existing IPS approach, and in addition, provides enormous decreases in variance: our experimental results indicate it requires several orders of magnitude fewer datapoints to converge at optimal performance. For the unbiased LTR field, our DR estimator contributes both increases in state-of-the-art performance and the most robust theoretical guarantees of all known LTR estimators.

arXiv:2112.02095공식 코드 · Papers with Code

Intelligent Trading Systems: A Sentiment-Aware Reinforcement Learning Approach

The feasibility of making profitable trades on a single asset on stock exchanges based on patterns identification has long attracted researchers. Reinforcement Learning (RL) and Natural Language Processing have gained notoriety in these single-asset trading tasks, but only a few works have explored their combination. Moreover, some issues are still not addressed, such as extracting market sentiment momentum through the explicit capture of sentiment features that reflect the market condition over time and assessing the consistency and stability of RL results in different situations. Filling this gap, we propose the Sentiment-Aware RL (SentARL) intelligent trading system that improves profit stability by leveraging market mood through an adaptive amount of past sentiment features drawn from textual news. We evaluated SentARL across twenty assets, two transaction costs, and five different periods and initializations to show its consistent effectiveness against baselines. Subsequently, this thorough assessment allowed us to identify the boundary between news coverage and market sentiment regarding the correlation of price-time series above which SentARL's effectiveness is outstanding.

arXiv:2109.00525공식 코드 · Papers with Code

Catastrophic Interference in Reinforcement Learning: A Solution Based on Context Division and Knowledge Distillation

The powerful learning ability of deep neural networks enables reinforcement learning agents to learn competent control policies directly from continuous environments. In theory, to achieve stable performance, neural networks assume i.i.d. inputs, which unfortunately does no hold in the general reinforcement learning paradigm where the training data is temporally correlated and non-stationary. This issue may lead to the phenomenon of "catastrophic interference" and the collapse in performance. In this paper, we present IQ, i.e., interference-aware deep Q-learning, to mitigate catastrophic interference in single-task deep reinforcement learning. Specifically, we resort to online clustering to achieve on-the-fly context division, together with a multi-head network and a knowledge distillation regularization term for preserving the policy of learned contexts. Built upon deep Q networks, IQ consistently boosts the stability and performance when compared to existing methods, verified with extensive experiments on classic control and Atari tasks. The code is publicly available at: https://github.com/Sweety-dm/Interference-aware-Deep-Q-learning.

arXiv:2107.01429공식 코드 · Papers with Code

QKSA: Quantum Knowledge Seeking Agent

In this article we present the motivation and the core thesis towards the implementation of a Quantum Knowledge Seeking Agent (QKSA). QKSA is a general reinforcement learning agent that can be used to model classical and quantum dynamics. It merges ideas from universal artificial general intelligence, constructor theory and genetic programming to build a robust and general framework for testing the capabilities of the agent in a variety of environments. It takes the artificial life (or, animat) path to artificial general intelligence where a population of intelligent agents are instantiated to explore valid ways of modelling the perceptions. The multiplicity and survivability of the agents are defined by the fitness, with respect to the explainability and predictability, of a resource-bounded computational model of the environment. This general learning approach is then employed to model the physics of an environment based on subjective observer states of the agents. A specific case of quantum process tomography as a general modelling principle is presented. The various background ideas and a baseline formalism are discussed in this article which sets the groundwork for the implementations of the QKSA that are currently in active development.

arXiv:2102.09407공식 코드 · Papers with Code

Adaptive Rational Activations to Boost Deep Reinforcement Learning

Latest insights from biology show that intelligence not only emerges from the connections between neurons but that individual neurons shoulder more computational responsibility than previously anticipated. This perspective should be critical in the context of constantly changing distinct reinforcement learning environments, yet current approaches still primarily employ static activation functions. In this work, we motivate why rationals are suitable for adaptable activation functions and why their inclusion into neural networks is crucial. Inspired by recurrence in residual networks, we derive a condition under which rational units are closed under residual connections and formulate a naturally regularised version: the recurrent-rational. We demonstrate that equipping popular algorithms with (recurrent-)rational activations leads to consistent improvements on Atari games, especially turning simple DQN into a solid approach, competitive to DDQN and Rainbow.

arXiv:2102.07024공식 코드 · Papers with Code

Interactive Learning from Activity Description

We present a novel interactive learning protocol that enables training request-fulfilling agents by verbally describing their activities. Unlike imitation learning (IL), our protocol allows the teaching agent to provide feedback in a language that is most appropriate for them. Compared with reward in reinforcement learning (RL), the description feedback is richer and allows for improved sample complexity. We develop a probabilistic framework and an algorithm that practically implements our protocol. Empirical results in two challenging request-fulfilling problems demonstrate the strengths of our approach: compared with RL baselines, it is more sample-efficient; compared with IL baselines, it achieves competitive success rates without requiring the teaching agent to be able to demonstrate the desired behavior using the learning agent's actions. Apart from empirical evaluation, we also provide theoretical guarantees for our algorithm under certain assumptions about the teacher and the environment.

arXiv:2102.07764공식 코드 · Papers with Code

End-to-End Egospheric Spatial Memory

Spatial memory, or the ability to remember and recall specific locations and objects, is central to autonomous agents' ability to carry out tasks in real environments. However, most existing artificial memory modules are not very adept at storing spatial information. We propose a parameter-free module, Egospheric Spatial Memory (ESM), which encodes the memory in an ego-sphere around the agent, enabling expressive 3D representations. ESM can be trained end-to-end via either imitation or reinforcement learning, and improves both training efficiency and final performance against other memory baselines on both drone and manipulator visuomotor control tasks. The explicit egocentric geometry also enables us to seamlessly combine the learned controller with other non-learned modalities, such as local obstacle avoidance. We further show applications to semantic segmentation on the ScanNet dataset, where ESM naturally combines image-level and map-level inference modalities. Through our broad set of experiments, we show that ESM provides a general computation graph for embodied spatial reasoning, and the module forms a bridge between real-time mapping systems and differentiable memory architectures. Implementation at: https://github.com/ivy-dl/memory.

arXiv:2010.14680공식 코드 · Papers with Code

Learning to Represent Action Values as a Hypergraph on the Action Vertices

Action-value estimation is a critical component of many reinforcement learning (RL) methods whereby sample complexity relies heavily on how fast a good estimator for action value can be learned. By viewing this problem through the lens of representation learning, good representations of both state and action can facilitate action-value estimation. While advances in deep learning have seamlessly driven progress in learning state representations, given the specificity of the notion of agency to RL, little attention has been paid to learning action representations. We conjecture that leveraging the combinatorial structure of multi-dimensional action spaces is a key ingredient for learning good representations of action. To test this, we set forth the action hypergraph networks framework -- a class of functions for learning action representations in multi-dimensional discrete action spaces with a structural inductive bias. Using this framework we realise an agent class based on a combination with deep Q-networks, which we dub hypergraph Q-networks. We show the effectiveness of our approach on a myriad of domains: illustrative prediction problems under minimal confounding effects, Atari 2600 games, and discretised physical control benchmarks.

arXiv:2009.14108공식 코드 · Papers with Code

Align-RUDDER: Learning From Few Demonstrations by Reward Redistribution

Reinforcement learning algorithms require many samples when solving complex hierarchical tasks with sparse and delayed rewards. For such complex tasks, the recently proposed RUDDER uses reward redistribution to leverage steps in the Q-function that are associated with accomplishing sub-tasks. However, often only few episodes with high rewards are available as demonstrations since current exploration strategies cannot discover them in reasonable time. In this work, we introduce Align-RUDDER, which utilizes a profile model for reward redistribution that is obtained from multiple sequence alignment of demonstrations. Consequently, Align-RUDDER employs reward redistribution effectively and, thereby, drastically improves learning on few demonstrations. Align-RUDDER outperforms competitors on complex artificial tasks with delayed rewards and few demonstrations. On the Minecraft ObtainDiamond task, Align-RUDDER is able to mine a diamond, though not frequently. Code is available at https://github.com/ml-jku/align-rudder. YouTube: https://youtu.be/HO-_8ZUl-UY

arXiv:2007.07793공식 코드 · Papers with Code

Developmental Reinforcement Learning of Control Policy of a Quadcopter UAV with Thrust Vectoring Rotors

In this paper, we present a novel developmental reinforcement learning-based controller for a quadcopter with thrust vectoring capabilities. This multirotor UAV design has tilt-enabled rotors. It utilizes the rotor force magnitude and direction to achieve the desired state during flight. The control policy of this robot is learned using the policy transfer from the learned controller of the quadcopter (comparatively simple UAV design without thrust vectoring). This approach allows learning a control policy for systems with multiple inputs and multiple outputs. The performance of the learned policy is evaluated by physics-based simulations for the tasks of hovering and way-point navigation. The flight simulations utilize a flight controller based on reinforcement learning without any additional PID components. The results show faster learning with the presented approach as opposed to learning the control policy from scratch for this new UAV design created by modifications in a conventional quadcopter, i.e., the addition of more degrees of freedom (4-actuators in conventional quadcopter to 8-actuators in tilt-rotor quadcopter). We demonstrate the robustness of our learned policy by showing the recovery of the tilt-rotor platform in the simulation from various non-static initial conditions in order to reach a desired state. The developmental policy for the tilt-rotor UAV also showed superior fault tolerance when compared with the policy learned from the scratch. The results show the ability of the presented approach to bootstrap the learned behavior from a simpler system (lower-dimensional action-space) to a more complex robot (comparatively higher-dimensional action-space) and reach better performance faster.

arXiv:2007.05929공식 코드 · Papers with Code

Data-Efficient Reinforcement Learning with Self-Predictive Representations

While deep reinforcement learning excels at solving tasks where large amounts of data can be collected through virtually unlimited interaction with the environment, learning from limited interaction remains a key challenge. We posit that an agent can learn more efficiently if we augment reward maximization with self-supervised objectives based on structure in its visual input and sequential interaction with the environment. Our method, Self-Predictive Representations(SPR), trains an agent to predict its own latent state representations multiple steps into the future. We compute target representations for future states using an encoder which is an exponential moving average of the agent's parameters and we make predictions using a learned transition model. On its own, this future prediction objective outperforms prior methods for sample-efficient deep RL from pixels. We further improve performance by adding data augmentation to the future prediction loss, which forces the agent's representations to be consistent across multiple views of an observation. Our full self-supervised objective, which combines future prediction and data augmentation, achieves a median human-normalized score of 0.415 on Atari in a setting limited to 100k steps of environment interaction, which represents a 55% relative improvement over the previous state-of-the-art. Notably, even in this limited data regime, SPR exceeds expert human scores on 7 out of 26 games. The code associated with this work is available at https://github.com/mila-iqia/spr