Reinforcement Learning
STORI: A Benchmark and Taxonomy for Stochastic Environments
Barsainyan, Aryan Amit, Lim, Jing Yu, Liu, Dianbo
Reinforcement learning (RL) techniques have achieved impressive performance on simulated benchmarks such as Atari100k, yet recent advances remain largely confined to simulation and show limited transfer to real-world domains. A central obstacle is environmental stochasticity, as real systems involve noisy observations, unpredictable dynamics, and non-stationary conditions that undermine the stability of current methods. Existing benchmarks rarely capture these uncertainties and favor simplified settings where algorithms can be tuned to succeed. The absence of a well-defined taxonomy of stochasticity further complicates evaluation, as robustness to one type of stochastic perturbation, such as sticky actions, does not guarantee robustness to other forms of uncertainty. To address this critical gap, we introduce STORI (STOchastic-ataRI), a benchmark that systematically incorporates diverse stochastic effects and enables rigorous evaluation of RL techniques under different forms of uncertainty. We propose a comprehensive five-type taxonomy of environmental stochasticity and demonstrate systematic vulnerabilities in state-of-the-art model-based RL algorithms through targeted evaluation of DreamerV3 and STORM. Our findings reveal that world models dramatically underestimate environmental variance, struggle with action corruption, and exhibit unreliable dynamics under partial observability. We release the code and benchmark publicly at https://github.com/ARY2260/stori, providing a unified framework for developing more robust RL systems.
Graph-Reward-SQL: Execution-Free Reinforcement Learning for Text-to-SQL via Graph Matching and Stepwise Reward
Weng, Han, Wu, Puzhen, Cui, Longjie, Zhan, Yi, Liu, Boyi, Song, Yuanfeng, Zeng, Dun, Yang, Yingxiang, Zhang, Qianru, Huang, Dong, Yin, Xiaoming, Sun, Yang, Chen, Xing
Reinforcement learning (RL) has been widely adopted to enhance the performance of large language models (LLMs) on Text-to-SQL tasks. However, existing methods often rely on execution-based or LLM-based Bradley-Terry reward models. The former suffers from high execution latency caused by repeated database calls, whereas the latter imposes substantial GPU memory overhead, both of which significantly hinder the efficiency and scalability of RL pipelines. To this end, we propose a novel reward model framework for RL-based Text-to-SQL named Graph-Reward-SQL, which employs the GMNScore outcome reward model. We leverage SQL graph representations to provide accurate reward signals while significantly reducing time cost and GPU memory usage. Building on this foundation, we further introduce StepRTM, a stepwise reward model that provides intermediate supervision over Common Table Expression (CTE) subqueries. This encourages both functional correctness and readability of SQL. Extensive comparative and ablation experiments on standard benchmarks, including Spider and BIRD, demonstrate that our method consistently outperforms existing reward models.
Use the Online Network If You Can: Towards Fast and Stable Reinforcement Learning
Hendawy, Ahmed, Metternich, Henrik, Vincent, Thรฉo, Kallel, Mahdi, Peters, Jan, D'Eramo, Carlo
The use of target networks is a popular approach for estimating value functions in deep Reinforcement Learning (RL). While effective, the target network remains a compromise solution that preserves stability at the cost of slowly moving targets, thus delaying learning. Conversely, using the online network as a bootstrapped target is intuitively appealing, albeit well-known to lead to unstable learning. In this work, we aim to obtain the best out of both worlds by introducing a novel update rule that computes the target using the MINimum estimate between the Target and Online network, giving rise to our method, MINTO. Through this simple, yet effective modification, we show that MINTO enables faster and stable value function learning, by mitigating the potential overestimation bias of using the online network for bootstrapping. Notably, MINTO can be seamlessly integrated into a wide range of value-based and actor-critic algorithms with a negligible cost. We evaluate MINTO extensively across diverse benchmarks, spanning online and of-fline RL, as well as discrete and continuous action spaces. Across all benchmarks, MINTO consistently improves performance, demonstrating its broad applicability and effectiveness. Reinforcement Learning (RL) has demonstrated exceptional performance and achieved major breakthroughs across a diverse spectrum of decision-making challenges. Noteworthy applications include learning complex locomotion skills (Haarnoja et al., 2018b; Rudin et al., 2022) and enabling sophisticated, real-world capabilities such as robotic manipulation (Andrychowicz et al., 2020; Lu et al., 2025). The foundation of this success lies primarily in Deep RL, initiated by the introduction of the Deep Q-Network (DQN) (Mnih et al., 2013), which marked the first successful application of deep neural networks in RL. To make that happen, Mnih et al. (2013) introduce various techniques to mitigate mainly the deadly triad issue (V an Hasselt et al., 2018) due to the usage of function approximators, off-policy data, and target bootstrapping.
A Benchmark Study of Deep Reinforcement Learning Algorithms for the Container Stowage Planning Problem
Huang, Yunqi, Chennakeshava, Nishith, Carras, Alexis, Neverov, Vladislav, Liu, Wei, Plaat, Aske, Fan, Yingjie
Container stowage planning (CSPP) is a critical component of maritime transportation and terminal operations, directly affecting supply chain efficiency. Owing to its complexity, CSPP has traditionally relied on human expertise. While reinforcement learning (RL) has recently been applied to CSPP, systematic benchmark comparisons across different algorithms remain limited. To address this gap, we develop a Gym environment that captures the fundamental features of CSPP and extend it to include crane scheduling in both multi-agent and single-agent formulations. Within this framework, we evaluate five RL algorithms: DQN, QR-DQN, A2C, PPO, and TRPO under multiple scenarios of varying complexity. The results reveal distinct performance gaps with increasing complexity, underscoring the importance of algorithm choice and problem formulation for CSPP.
A Recipe for Efficient Sim-to-Real Transfer in Manipulation with Online Imitation-Pretrained World Models
Wang, Yilin, Li, Shangzhe, Niu, Haoyi, Huang, Zhiao, Zhang, Weitong, Su, Hao
We are interested in solving the problem of imitation learning with a limited amount of real-world expert data. Existing offline imitation methods often struggle with poor data coverage and severe performance degradation. We propose a solution that leverages robot simulators to achieve online imitation learning. Our sim-to-real framework is based on world models and combines online imitation pretraining with offline finetuning. By leveraging online interactions, our approach alleviates the data coverage limitations of offline methods, leading to improved robustness and reduced performance degradation during finetuning. It also enhances generalization during domain transfer. Our empirical results demonstrate its effectiveness, improving success rates by at least 31.7% in sim-to-sim transfer and 23.3% in sim-to-real transfer over existing offline imitation learning baselines.
Beyond Imitation: Recovering Dense Rewards from Demonstrations
Li, Jiangnan, Vu, Thuy-Trang, Abbasnejad, Ehsan, Haffari, Gholamreza
Conventionally, supervised fine-tuning (SFT) is treated as a simple imitation learning process that only trains a policy to imitate expert behavior on demonstration datasets. In this work, we challenge this view by establishing a fundamental equivalence between SFT and Inverse Reinforcement Learning. We prove that the SFT objective is a special case of Inverse Q-Learning, which implies that the SFT process does not just learn a policy, but also an implicit, dense, token-level reward model that explains the expert demonstrations. We then show how to recover this dense reward signal directly from the SFT model by formulating a baseline-relative reward function. The availability of such a dense reward model offers numerous benefits, providing granular credit assignment for each token generated. We demonstrate one key application by using these recovered rewards to further improve the policy with reinforcement learning. Our method, Dense-Path REINFORCE, consistently outperforms the original SFT models on instruction-following benchmarks. This work reframes SFT not merely as policy imitation but as a powerful reward learning mechanism, opening new possibilities for leveraging expert demonstrations.
Improved Robustness of Deep Reinforcement Learning for Control of Time-Varying Systems by Bounded Extremum Seeking
Saxena, Shaifalee, Williams, Alan, Fierro, Rafael, Scheinker, Alexander
In this paper, we study the use of robust model independent bounded extremum seeking (ES) feedback control to improve the robustness of deep reinforcement learning (DRL) controllers for a class of nonlinear time-varying systems. DRL has the potential to learn from large datasets to quickly control or optimize the outputs of many-parameter systems, but its performance degrades catastrophically when the system model changes rapidly over time. Bounded ES can handle time-varying systems with unknown control directions, but its convergence speed slows down as the number of tuned parameters increases and, like all local adaptive methods, it can get stuck in local minima. We demonstrate that together, DRL and bounded ES result in a hybrid controller whose performance exceeds the sum of its parts with DRL taking advantage of historical data to learn how to quickly control a many-parameter system to a desired setpoint while bounded ES ensures its robustness to time variations. We present a numerical study of a general time-varying system and a combined ES-DRL controller for automatic tuning of the Low Energy Beam Transport section at the Los Alamos Neutron Science Center linear particle accelerator.
From Pixels to Factors: Learning Independently Controllable State Variables for Reinforcement Learning
Rodriguez-Sanchez, Rafael, Allen, Cameron, Konidaris, George
Algorithms that exploit factored Markov decision processes are far more sample-efficient than factor-agnostic methods, yet they assume a factored representation is known a priori -- a requirement that breaks down when the agent sees only high-dimensional observations. Conversely, deep reinforcement learning handles such inputs but cannot benefit from factored structure. We address this representation problem with Action-Controllable Factorization (ACF), a contrastive learning approach that uncovers independently controllable latent variables -- state components each action can influence separately. ACF leverages sparsity: actions typically affect only a subset of variables, while the rest evolve under the environment's dynamics, yielding informative data for contrastive training. ACF recovers the ground truth controllable factors directly from pixel observations on three benchmarks with known factored structure -- Taxi, FourRooms, and MiniGrid-DoorKey -- consistently outperforming baseline disentanglement algorithms.
Calibration of Shared Equilibria in General Sum Partially Observable Markov Games
This paper aims at i) formally understanding equilibria reached by such agents, and ii) matching emergent phenomena of such equilibria to real-world targets. Parameter sharing with decentralized execution has been introduced as an efficient way to train multiple agents using a single policy network.