Reinforcement Learning
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.
LAGEA: Language Guided Embodied Agents for Robotic Manipulation
Chowdhury, Abdul Monaf, Mazumder, Akm Moshiur Rahman, Akter, Rabeya, Arib, Safaeid Hossain
Robotic manipulation benefits from foundation models that describe goals, but today's agents still lack a principled way to learn from their own mistakes. We ask whether natural language can serve as feedback, an error reasoning signal that helps embodied agents diagnose what went wrong and correct course. We introduce LAGEA (Language Guided Embodied Agents), a framework that turns episodic, schema-constrained reflections from a vision language model (VLM) into temporally grounded guidance for reinforcement learning. LAGEA summarizes each attempt in concise language, localizes the decisive moments in the trajectory, aligns feedback with visual state in a shared representation, and converts goal progress and feedback agreement into bounded, step-wise shaping rewardswhose influence is modulated by an adaptive, failure-aware coefficient. This design yields dense signals early when exploration needs direction and gracefully recedes as competence grows. On the Meta-World MT10 embodied manipulation benchmark, LAGEA improves average success over the state-of-the-art (SOTA) methods by 9.0% on random goals and 5.3% on fixed goals, while converging faster. These results support our hypothesis: language, when structured and grounded in time, is an effective mechanism for teaching robots to self-reflect on mistakes and make better choices. Code will be released soon.
AI-Enhanced Distributed Channel Access for Collision Avoidance in Future Wi-Fi 8
Pan, Jinzhe, Wang, Jingqing, Ouyang, Yuehui, Cheng, Wenchi, Zhang, Wei
The exponential growth of wireless devices and stringent reliability requirements of emerging applications demand fundamental improvements in distributed channel access mechanisms for unlicensed bands. Current Wi-Fi systems, which rely on binary exponential backoff (BEB), suffer from suboptimal collision resolution in dense deployments and persistent fairness challenges due to inherent randomness. This paper introduces a multi-agent reinforcement learning framework that integrates artificial intelligence (AI) optimization with legacy device coexistence. We first develop a dynamic backoff selection mechanism that adapts to real-time channel conditions through access deferral events while maintaining full compatibility with conventional CSMA/CA operations. Second, we introduce a fairness quantification metric aligned with enhanced distributed channel access (EDCA) principles to ensure equitable medium access opportunities. Finally, we propose a centralized training decentralized execution (CTDE) architecture incorporating neighborhood activity patterns as observational inputs, optimized via constrained multi-agent proximal policy optimization (MAPPO) to jointly minimize collisions and guarantee fairness. Experimental results demonstrate that our solution significantly reduces collision probability compared to conventional BEB while preserving backward compatibility with commercial Wi-Fi devices. The proposed fairness metric effectively eliminates starvation risks in heterogeneous scenarios.
Unleashing Flow Policies with Distributional Critics
Chen, Deshu, Liu, Yuchen, Zhou, Zhijian, Qu, Chao, Qi, Yuan
Flow-based policies have recently emerged as a powerful tool in offline and offline-to-online reinforcement learning, capable of modeling the complex, mul-timodal behaviors found in pre-collected datasets. However, the full potential of these expressive actors is often bottlenecked by their critics, which typically learn a single, scalar estimate of the expected return. To address this limitation, we introduce the Distributional Flow Critic (DFC), a novel critic architecture that learns the complete state-action return distribution. Instead of regressing to a single value, DFC employs flow matching to model the distribution of return as a continuous, flexible transformation from a simple base distribution to the complex target distribution of returns. By doing so, DFC provides the expressive flow-based policy with a rich, distributional Bellman target, which offers a more stable and informative learning signal. Extensive experiments across D4RL and OG-Bench benchmarks demonstrate that our approach achieves strong performance, especially on tasks requiring multimodal action distributions, and excels in both offline and offline-to-online fine-tuning compared to existing methods. In modern reinforcement learning, particularly in offline and offline-to-online settings, a central challenge is learning effective policies from complex, pre-collected datasets (Fujimoto & Gu, 2021; Tarasov et al., 2023b; Park et al., 2025b). To this end, flow-based policies, trained with generative techniques like flow matching, represent a significant advance (Lipman et al., 2023; Zhang et al., 2025).
Critique-Coder: Enhancing Coder Models by Critique Reinforcement Learning
Ruan, Chi, Jiang, Dongfu, Wang, Yubo, Chen, Wenhu
Reinforcement Learning (RL) has emerged as a popular training paradigm, particularly when paired with reasoning models. While effective, it primarily focuses on generating responses and lacks mechanisms to explicitly foster critique or reflection. Several recent studies, like Critique-Fine-Tuning (CFT) and Critique-Guided-Distillation (CGD) have shown the benefits of explicitly teaching LLMs how to critique. Motivated by them, we propose Critique Reinforcement Learning (CRL), where the model is tasked with generating a critique for a given (question, solution) pair. The reward is determined solely by whether the final judgment label $c \in \{\texttt{True}, \texttt{False}\}$ of the generated critique aligns with the ground-truth judgment $c^*$. Building on this point, we introduce \textsc{Critique-Coder}, which is trained on a hybrid of RL and CRL by substituting 20\% of the standard RL data with CRL data. We fine-tune multiple models (\textsc{Critique-Coder}) and evaluate them on different benchmarks to show their advantages over RL-only models. We show that \textsc{Critique-Coder} consistently outperforms RL-only baselines on all the evaluated benchmarks. Notably, our \textsc{Critique-Coder-8B} can reach over 60\% on LiveCodeBench (v5), outperforming other reasoning models like DeepCoder-14B and GPT-o1. Beyond code generation, \textsc{Critique-Coder} also demonstrates enhanced general reasoning abilities, as evidenced by its better performance on logic reasoning tasks from the BBEH dataset. This indicates that the application of CRL on coding datasets enhances general reasoning and critique abilities, which are transferable across a broad range of tasks. Hence, we believe that CRL works as a great complement to standard RL for LLM reasoning.
MARG: MAstering Risky Gap Terrains for Legged Robots with Elevation Mapping
Dong, Yinzhao, Ma, Ji, Zhao, Liu, Li, Wanyue, Lu, Peng
Deep Reinforcement Learning (DRL) controllers for quadrupedal locomotion have demonstrated impressive performance on challenging terrains, allowing robots to execute complex skills such as climbing, running, and jumping. However, existing blind locomotion controllers often struggle to ensure safety and efficient traversal through risky gap terrains, which are typically highly complex, requiring robots to perceive terrain information and select appropriate footholds during locomotion accurately. Meanwhile, existing perception-based controllers still present several practical limitations, including a complex multi-sensor deployment system and expensive computing resource requirements. This paper proposes a DRL controller named MAstering Risky Gap Terrains (MARG), which integrates terrain maps and proprioception to dynamically adjust the action and enhance the robot's stability in these tasks. During the training phase, our controller accelerates policy optimization by selectively incorporating privileged information (e.g., center of mass, friction coefficients) that are available in simulation but unmeasurable directly in real-world deployments due to sensor limitations. We also designed three foot-related rewards to encourage the robot to explore safe footholds. More importantly, a terrain map generation (TMG) model is proposed to reduce the drift existing in mapping and provide accurate terrain maps using only one LiDAR, providing a foundation for zero-shot transfer of the learned policy. The experimental results indicate that MARG maintains stability in various risky terrain tasks.
APRIL: Active Partial Rollouts in Reinforcement Learning to Tame Long-tail Generation
Zhou, Yuzhen, Li, Jiajun, Su, Yusheng, Ramesh, Gowtham, Zhu, Zilin, Long, Xiang, Zhao, Chenyang, Pan, Jin, Yu, Xiaodong, Wang, Ze, Du, Kangrui, Wu, Jialian, Sun, Ximeng, Liu, Jiang, Yu, Qiaolin, Chen, Hao, Liu, Zicheng, Barsoum, Emad
Reinforcement learning (RL) has become a cornerstone in advancing large-scale pre-trained language models (LLMs). Successive generations, including GPT-o series, DeepSeek-R1, Kimi-K1.5, Grok 4, and GLM-4.5, have relied on large-scale RL training to enhance reasoning and coding capabilities. To meet the community's growing RL needs, numerous RL frameworks have been proposed. However, RL training remains computationally expensive, with rollout generation accounting for more than 90% of total runtime. In addition, its efficiency is often constrained by the long-tail distribution of rollout response lengths, where a few lengthy responses stall entire batches, leaving GPUs idle and underutilized. As model and rollout sizes continue to grow, this bottleneck increasingly limits scalability. To address this challenge, we propose Active Partial Rollouts in Reinforcement Learning (APRIL), which mitigates long-tail inefficiency. In the rollout phase, APRIL over-provisions rollout requests, terminates once the target number of responses is reached, and recycles incomplete responses for continuation in future steps. This strategy ensures that no rollouts are discarded while substantially reducing GPU idle time. Experiments show that APRIL improves rollout throughput by 22.5% on average (at most 44%) across commonly used RL algorithms (GRPO, DAPO, GSPO), accelerates convergence, and achieves 2.1% on average(at most 8%) higher final accuracy across tasks. Moreover, APRIL is both framework and hardware agnostic, already integrated into the slime RL framework, and deployable on NVIDIA and AMD GPUs alike. Taken together, this work unifies system-level and algorithmic considerations in proposing APRIL, with the aim of advancing RL training efficiency and inspiring further optimizations in RL systems. Our codebase is available at https://github.com/RLsys-Foundation/APRIL
Imagined Autocurricula
Güzel, Ahmet H., Jackson, Matthew Thomas, Liesen, Jarek Luca, Rocktäschel, Tim, Foerster, Jakob Nicolaus, Bogunovic, Ilija, Parker-Holder, Jack
Training agents to act in embodied environments typically requires vast training data or access to accurate simulation, neither of which exists for many cases in the real world. Instead, world models are emerging as an alternative leveraging offline, passively collected data, they make it possible to generate diverse worlds for training agents in simulation. In this work, we harness world models to generate imagined environments to train robust agents capable of generalizing to novel task variations. One of the challenges in doing this is ensuring the agent trains on useful generated data. We thus propose a novel approach, IMAC (Imagined Autocurricula), leveraging Unsupervised Environment Design (UED), which induces an automatic curriculum over generated worlds. In a series of challenging, procedurally generated environments, we show it is possible to achieve strong transfer performance on held-out environments, having trained only inside a world model learned from a narrower dataset. We believe this opens the path to utilizing larger-scale, foundation world models for generally capable agents.