Reinforcement Learning
Efficient Multi-turn RL for GUI Agents via Decoupled Training and Adaptive Data Curation
Li, Pengxiang, Hu, Zechen, Shang, Zirui, Wu, Jingrong, Liu, Yang, Liu, Hui, Gao, Zhi, Shi, Chenrui, Zhang, Bofei, Zhang, Zihao, Shi, Xiaochuan, YU, Zedong, Wu, Yuwei, Wu, Xinxiao, Jia, Yunde, Xiang, Liuyu, He, Zhaofeng, Li, Qing
Vision-language model (VLM) based GUI agents show promise for automating complex desktop and mobile tasks, but face significant challenges in applying reinforcement learning (RL): (1) slow multi-turn interactions with GUI environments for policy rollout, and (2) insufficient high-quality agent-environment interactions for policy learning. To address these challenges, we propose DART, a Decoupled Agentic RL Training framework for GUI agents, which coordinates heterogeneous modules in a highly decoupled manner. DART separates the training system into four asynchronous modules: environment cluster, rollout service, data manager, and trainer. This design enables non-blocking communication, asynchronous training, rollout-wise trajectory sampling, and per-worker model synchronization, significantly improving the system efficiency: 1.6*GPU utilization for rollout, 1.9* training throughput, and 5.5* environment utilization. To facilitate effective learning from abundant samples, we introduce an adaptive data curation scheme: (1) pre-collecting successful trajectories for challenging tasks to supplement sparse success in online sampling; (2) dynamically adjusting rollout numbers and trajectory lengths based on task difficulty; (3) training selectively on high-entropy steps to prioritize critical decisions; (4) stabilizing learning via truncated importance sampling for policy mismatch between policy rollout and updating. On the OSWorld benchmark, DART-GUI-7B achieves a 42.13% task success rate, a 14.61% absolute gain over the base model, and 7.34% higher than open-source SOTA. We will fully open-source our training framework, data, and model checkpoints via computer-use-agents.github.io/dart-gui, which we believe is a timely contribution to the open-source community of agentic RL training.
STAIR: Addressing Stage Misalignment through Temporal-Aligned Preference Reinforcement Learning
Luan, Yao, Mu, Ni, Yang, Yiqin, Xu, Bo, Jia, Qing-Shan
Preference-based reinforcement learning (PbRL) bypasses complex reward engineering by learning rewards directly from human preferences, enabling better alignment with human intentions. However, its effectiveness in multi-stage tasks, where agents sequentially perform sub-tasks (e.g., navigation, grasping), is limited by stage misalignment: Comparing segments from mismatched stages, such as movement versus manipulation, results in uninformative feedback, thus hindering policy learning. In this paper, we validate the stage misalignment issue through theoretical analysis and empirical experiments. To address this issue, we propose STage-AlIgned Reward learning (STAIR), which first learns a stage approximation based on temporal distance, then prioritizes comparisons within the same stage. Temporal distance is learned via contrastive learning, which groups temporally close states into coherent stages, without predefined task knowledge, and adapts dynamically to policy changes. Extensive experiments demonstrate STAIR's superiority in multi-stage tasks and competitive performance in single-stage tasks. Furthermore, human studies show that stages approximated by STAIR are consistent with human cognition, confirming its effectiveness in mitigating stage misalignment.
GES-UniGrasp: A Two-Stage Dexterous Grasping Strategy With Geometry-Based Expert Selection
Xu, Fangting, Zhu, Jilin, Gu, Xiaoming, Tang, Jianzhong
Robust and human-like dexterous grasping of general objects is a critical capability for advancing intelligent robotic manipulation in real-world scenarios. However, existing reinforcement learning methods guided by grasp priors often result in unnatural behaviors. In this work, we present \textit{ContactGrasp}, a robotic dexterous pre-grasp and grasp dataset that explicitly accounts for task-relevant wrist orientation and thumb-index pinching coordination. The dataset covers 773 objects in 82 categories, providing a rich foundation for training human-like grasp strategies. Building upon this dataset, we perform geometry-based clustering to group objects by shape, enabling a two-stage Geometry-based Expert Selection (GES) framework that selects among specialized experts for grasping diverse object geometries, thereby enhancing adaptability to diverse shapes and generalization across categories. Our approach demonstrates natural grasp postures and achieves high success rates of 99.4\% and 96.3\% on the train and test sets, respectively, showcasing strong generalization and high-quality grasp execution.
Zero-shot Whole-Body Manipulation with a Large-Scale Soft Robotic Torso via Guided Reinforcement Learning
Johnson, Curtis C., Alessi, Carlo, Falotico, Egidio, Killpack, Marc D.
Whole-body manipulation is a powerful yet underexplored approach that enables robots to interact with large, heavy, or awkward objects using more than just their end-effectors. Soft robots, with their inherent passive compliance, are particularly well-suited for such contact-rich manipulation tasks, but their uncertainties in kinematics and dynamics pose significant challenges for simulation and control. In this work, we address this challenge with a simulation that can run up to 350x real time on a single thread in MuJoCo and provide a detailed analysis of the critical tradeoffs between speed and accuracy for this simulation. Using this framework, we demonstrate a successful zero-shot sim-to-real transfer of a learned whole-body manipulation policy, achieving an 88% success rate on the Baloo hardware platform. We show that guiding RL with a simple motion primitive is critical to this success where standard reward shaping methods struggled to produce a stable and successful policy for whole-body manipulation. Furthermore, our analysis reveals that the learned policy does not simply mimic the motion primitive. It exhibits beneficial reactive behavior, such as re-grasping and perturbation recovery. We analyze and contrast this learned policy against an open-loop baseline to show that the policy can also exhibit aggressive over-corrections under perturbation. To our knowledge, this is the first demonstration of forceful, six-DoF whole-body manipulation using two continuum soft arms on a large-scale platform (10 kg payloads), with zero-shot policy transfer.
Solve Smart, Not Often: Policy Learning for Costly MILP Re-solving
Ai, Rui, Barbalho, Hugo De Oliveira, Li, Sirui, Robsky, Alexei, Simchi-Levi, David, Menache, Ishai
A common challenge in real-time operations is deciding whether to re-solve an optimization problem or continue using an existing solution. While modern data platforms may collect information at high frequencies, many real-time operations require repeatedly solving computationally intensive optimization problems formulated as Mixed-Integer Linear Programs (MILPs). Determining when to re-solve is, therefore, an economically important question. This problem poses several challenges: 1) How to characterize solution optimality and solving cost; 2) How to detect environmental changes and select beneficial samples for solving the MILP; 3) Given the large time horizon and non-MDP structure, vanilla reinforcement learning (RL) methods are not directly applicable and tend to suffer from value function explosion. Existing literature largely focuses on heuristics, low-data settings, and smooth objectives, with little focus on common NP-hard MILPs. We propose a framework called Proximal Policy Optimization with Change Point Detection (POC), which systematically offers a solution for balancing performance and cost when deciding appropriate re-solving times. Theoretically, we establish the relationship between the number of re-solves and the re-solving cost. To test our framework, we assemble eight synthetic and real-world datasets, and show that POC consistently outperforms existing baselines by 2%-17%. As a side benefit, our work fills the gap in the literature by introducing real-time MILP benchmarks and evaluation criteria.
Space Robotics Bench: Robot Learning Beyond Earth
Orsula, Andrej, Geist, Matthieu, Olivares-Mendez, Miguel, Martinez, Carol
The growing ambition for space exploration demands robust autonomous systems that can operate in unstructured environments under extreme extraterrestrial conditions. The adoption of robot learning in this domain is severely hindered by the prohibitive cost of technology demonstrations and the limited availability of data. To bridge this gap, we introduce the Space Robotics Bench, an open-source simulation framework for robot learning in space. It offers a modular architecture that integrates on-demand procedural generation with massively parallel simulation environments to support the creation of vast and diverse training distributions for learning-based agents. To ground research and enable direct comparison, the framework includes a comprehensive suite of benchmark tasks that span a wide range of mission-relevant scenarios. We establish performance baselines using standard reinforcement learning algorithms and present a series of experimental case studies that investigate key challenges in generalization, end-to-end learning, adaptive control, and sim-to-real transfer. Our results reveal insights into the limitations of current methods and demonstrate the utility of the framework in producing policies capable of real-world operation. These contributions establish the Space Robotics Bench as a valuable resource for developing, benchmarking, and deploying the robust autonomous systems required for the final frontier.
Online Dynamic Goal Recognition in Gym Environments
Matan, Shamir, Osher, Elhadad, Ben, Nageris, Reuth, Mirsky
Goal Recognition (GR) is the task of inferring an agent's intended goal from partial observations of its behavior, typically in an online and one-shot setting. Despite recent advances in model-free GR, particularly in applications such as human-robot interaction, surveillance, and assistive systems, the field remains fragmented due to inconsistencies in benchmarks, domains, and evaluation protocols. To address this, we introduce gr-libs (https://github.com/MatanShamir1/gr_libs) and gr-envs (https://github.com/MatanShamir1/gr_envs), two complementary open-source frameworks that support the development, evaluation, and comparison of GR algorithms in Gym-compatible environments. gr-libs includes modular implementations of MDP-based GR baselines, diagnostic tools, and evaluation utilities. gr-envs provides a curated suite of environments adapted for dynamic and goal-directed behavior, along with wrappers that ensure compatibility with standard reinforcement learning toolkits. Together, these libraries offer a standardized, extensible, and reproducible platform for advancing GR research. Both packages are open-source and available on GitHub and PyPI.
Towards Monotonic Improvement in In-Context Reinforcement Learning
Zhang, Wenhao, Zhang, Shao, Wang, Xihuai, Li, Yang, Wen, Ying
In-Context Reinforcement Learning (ICRL) has emerged as a promising paradigm for developing agents that can rapidly adapt to new tasks by leveraging past experiences as context, without updating their parameters. Recent approaches train large sequence models on monotonic policy improvement data from online RL, aiming to a continue improved testing time performance. However, our experimental analysis reveals a critical flaw: these models cannot show a continue improvement like the training data during testing time. Theoretically, we identify this phenomenon as Contextual Ambiguity, where the model's own stochastic actions can generate an interaction history that misleadingly resembles that of a sub-optimal policy from the training data, initiating a vicious cycle of poor action selection. To resolve the Contextual Ambiguity, we introduce Context Value into training phase and propose Context Value Informed ICRL (CV-ICRL). CV-ICRL use Context Value as an explicit signal representing the ideal performance theoretically achievable by a policy given the current context. As the context expands, Context Value could include more task-relevant information, and therefore the ideal performance should be non-decreasing. We prove that the Context Value tightens the lower bound on the performance gap relative to an ideal, monotonically improving policy. We fruther propose two methods for estimating Context Value at both training and testing time. Experiments conducted on the Dark Room and Minigrid testbeds demonstrate that CV-ICRL effectively mitigates performance degradation and improves overall ICRL abilities across various tasks and environments. The source code and data of this paper are available at https://github.com/Bluixe/towards_monotonic_improvement .
ZeroSiam: An Efficient Siamese for Test-Time Entropy Optimization without Collapse
Chen, Guohao, Niu, Shuaicheng, Chen, Deyu, Yang, Jiahao, Zhang, Zitian, Tan, Mingkui, Wu, Pengcheng, Shen, Zhiqi
Test-time entropy minimization helps adapt a model to novel environments and incentivize its reasoning capability, unleashing the model's potential during inference by allowing it to evolve and improve in real-time using its own predictions, achieving promising performance. However, pure entropy minimization can favor non-generalizable shortcuts, such as inflating the logit norm and driving all predictions to a dominant class to reduce entropy, risking collapsed solutions (e.g., constant one-hot outputs) that trivially minimize the objective without meaningful learning. In this paper, we introduce ZeroSiam, an efficient asymmetric Siamese architecture tailored for test-time entropy minimization. ZeroSiam prevents collapse through asymmetric divergence alignment, which is efficiently achieved by a learnable predictor and a stop-gradient operator before the classifier. We provide empirical and theoretical evidence that ZeroSiam not only prevents collapse solutions, but also absorbs and regularizes biased learning signals, enhancing performance even when no collapse occurs. Despite its simplicity, extensive results show that ZeroSiam performs more stably over prior methods using negligible overhead, demonstrating efficacy on both vision adaptation and large language model reasoning tasks across challenging test scenarios and diverse models, including tiny models that are particularly collapse-prone.
Grouped Satisficing Paths in Pure Strategy Games: a Topological Perspective
Fu, Yanqing, Huang, Chao, Wang, Chenrun, Wang, Zhuping
In game theory and multi-agent reinforcement learning (MARL), each agent selects a strategy, interacts with the environment and other agents, and subsequently updates its strategy based on the received payoff. This process generates a sequence of joint strategies $(s^t)_{t \geq 0}$, where $s^t$ represents the strategy profile of all agents at time step $t$. A widely adopted principle in MARL algorithms is "win-stay, lose-shift", which dictates that an agent retains its current strategy if it achieves the best response. This principle exhibits a fixed-point property when the joint strategy has become an equilibrium. The sequence of joint strategies under this principle is referred to as a satisficing path, a concept first introduced in [40] and explored in the context of $N$-player games in [39]. A fundamental question arises regarding this principle: Under what conditions does every initial joint strategy $s$ admit a finite-length satisficing path $(s^t)_{0 \leq t \leq T}$ where $s^0=s$ and $s^T$ is an equilibrium? This paper establishes a sufficient condition for such a property, and demonstrates that any finite-state Markov game, as well as any $N$-player game, guarantees the existence of a finite-length satisficing path from an arbitrary initial strategy to some equilibrium. These results provide a stronger theoretical foundation for the design of MARL algorithms.