Reinforcement Learning
Incoherence in goal-conditioned autoregressive models
Karwowski, Jacek, Douglas, Raymond
We investigate mathematically the notion of incoherence: a structural issue with reinforcement learning policies derived by naive goal-conditioning of autoregressive models. We focus on the process of re-training models on their own actions, that is, fine-tuning offline-learned policies with online RL. We prove that it decreases incoherence and leads to an improvement in return, and we aim to characterize the resulting trajectory of policies. By re-framing standard notions of control-as-inference and soft Q learning, we establish a three-way correspondence with two other ways of understanding the iterative re-training process: as folding the posterior into the reward and, in the deterministic case, as decreasing the temperature parameter; the correspondence has computational content via the training-inference trade-off. Through soft-conditioning generative models, we discuss the link between incoherence and the effective horizon.
BuilderBench -- A benchmark for generalist agents
Ghugare, Raj, Ji, Catherine, Wantlin, Kathryn, Schofield, Jin, Eysenbach, Benjamin
Today's AI models learn primarily through mimicry and sharpening, so it is not surprising that they struggle to solve problems beyond the limits set by existing data. To solve novel problems, agents should acquire skills for exploring and learning through experience. Finding a scalable learning mechanism for developing agents that learn through interaction remains a major open problem. In this work, we introduce BuilderBench, a benchmark to accelerate research into agent pre-training that centers open-ended exploration. BuilderBench requires agents to learn how to build any structure using blocks. BuilderBench is equipped with $(1)$ a hardware accelerated simulator of a robotic agent interacting with various physical blocks, and $(2)$ a task-suite with over 42 diverse target structures that are carefully curated to test an understanding of physics, mathematics, and long-horizon planning. During training, agents have to explore and learn general principles about the environment without any external supervision. During evaluation, agents have to build the unseen target structures from the task suite. Solving these tasks requires a sort of \emph{embodied reasoning} that is not reflected in words but rather in actions, experimenting with different strategies and piecing them together. Our experiments show that many of these tasks challenge the current iteration of algorithms. Hence, we also provide a ``training wheels'' protocol, in which agents are trained and evaluated to build a single target structure from the task suite. Finally, we provide single-file implementations of six different algorithms as a reference point for researchers.
General and Efficient Visual Goal-Conditioned Reinforcement Learning using Object-Agnostic Masks
Shahriar, Fahim, Wang, Cheryl, Azimi, Alireza, Vasan, Gautham, Elanwar, Hany Hamed, Mahmood, A. Rupam, Bellinger, Colin
Abstract-- Goal-conditioned reinforcement learning (GCRL) allows agents to learn diverse objectives using a unified policy. The success of GCRL, however, is contingent on the choice of goal representation. In this work, we propose a mask-based goal representation system that provides object-agnostic visual cues to the agent, enabling efficient learning and superior generalization. In contrast, existing goal representation methods, such as target state images, 3D coordinates, and one-hot vectors, face issues of poor generalization to unseen objects, slow convergence, and the need for special cameras. Masks can be processed to generate dense rewards without requiring error-prone distance calculations. Learning with ground truth masks in simulation, we achieved 99.9% reaching accuracy on training and unseen test objects. Our proposed method can be utilized to perform pick-up tasks with high accuracy, without using any positional information of the target. Moreover, we demonstrate learning from scratch and sim-to-real transfer applications using two different physical robots, utilizing pretrained open vocabulary object detection models for mask generation. I. INTRODUCTION Many real-world robotics tasks, such as sorting objects in e-commerce warehouses or visual navigation to a target site, involve solving a multi-goal problem. These tasks require the agent to act in a particular way among numerous options to achieve various desired outcomes.
Enhancing Generative Auto-bidding with Offline Reward Evaluation and Policy Search
Mou, Zhiyu, Lv, Yiqin, Xu, Miao, Wang, Qi, Mao, Yixiu, Ye, Qichen, Li, Chao, Bai, Rongquan, Yu, Chuan, Xu, Jian, Zheng, Bo
Auto-bidding serves as a critical tool for advertisers to improve their advertising performance. Recent progress has demonstrated that AI-Generated Bidding (AIGB), which learns a conditional generative planner from offline data, achieves superior performance compared to typical offline reinforcement learning (RL)-based auto-bidding methods. However, existing AIGB methods still face a performance bottleneck due to their inherent inability to explore beyond the static offline dataset. To address this, we propose {AIGB-Pearl} (\emph{{P}lanning with {E}valu{A}tor via RL}), a novel method that integrates generative planning and policy optimization. The core of AIGB-Pearl lies in constructing a trajectory evaluator for scoring generation quality and designing a provably sound KL-Lipschitz-constrained score maximization scheme to ensure safe and efficient exploration beyond the offline dataset. A practical algorithm incorporating the synchronous coupling technique is further devised to ensure the model regularity required by the proposed scheme. Extensive experiments on both simulated and real-world advertising systems demonstrate the state-of-the-art performance of our approach.
Sotopia-RL: Reward Design for Social Intelligence
Yu, Haofei, Qi, Zhengyang, Zhao, Yining, Nottingham, Kolby, Xuan, Keyang, Majumder, Bodhisattwa Prasad, Zhu, Hao, Liang, Paul Pu, You, Jiaxuan
Social intelligence has become a critical capability for large language models (LLMs), enabling them to engage effectively in real-world social tasks such as 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 without requiring human annotations. However, there are two unique parts about social intelligence tasks: (1) the quality of individual utterances in social interactions is not strictly related to final success; (2) social interactions require multi-dimensional rubrics for success. Therefore, we argue that it is necessary to design rewards for building utterance-level multi-dimensional reward models to facilitate RL training for social intelligence tasks. 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 attributes 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.
Learning for routing: A guided review of recent developments and future directions
Zhou, Fangting, Lischka, Attila, Kulcsar, Balazs, Wu, Jiaming, Chehreghani, Morteza Haghir, Laporte, Gilbert
This paper reviews the current progress in applying machine learning (ML) tools to solve NP-hard combinatorial optimization problems, with a focus on routing problems such as the traveling salesman problem (TSP) and the vehicle routing problem (VRP). Due to the inherent complexity of these problems, exact algorithms often require excessive computational time to find optimal solutions, while heuristics can only provide approximate solutions without guaranteeing optimality. With the recent success of machine learning models, there is a growing trend in proposing and implementing diverse ML techniques to enhance the resolution of these challenging routing problems. We propose a taxonomy categorizing ML-based routing methods into construction-based and improvement-based approaches, highlighting their applicability to various problem characteristics. This review aims to integrate traditional OR methods with state-of-the-art ML techniques, providing a structured framework to guide future research and address emerging VRP variants.