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 Reinforcement Learning


DiffusionNFT: Online Diffusion Reinforcement with Forward Process

arXiv.org Artificial Intelligence

Online reinforcement learning (RL) has been central to post-training language models, but its extension to diffusion models remains challenging due to intractable likelihoods. Recent works discretize the reverse sampling process to enable GRPO-style training, yet they inherit fundamental drawbacks, including solver restrictions, forward-reverse inconsistency, and complicated integration with classifier-free guidance (CFG). We introduce Diffusion Negative-aware FineTuning (DiffusionNFT), a new online RL paradigm that optimizes diffusion models directly on the forward process via flow matching. DiffusionNFT contrasts positive and negative generations to define an implicit policy improvement direction, naturally incorporating reinforcement signals into the supervised learning objective. This formulation enables training with arbitrary black-box solvers, eliminates the need for likelihood estimation, and requires only clean images rather than sampling trajectories for policy optimization. DiffusionNFT is up to $25\times$ more efficient than FlowGRPO in head-to-head comparisons, while being CFG-free. For instance, DiffusionNFT improves the GenEval score from 0.24 to 0.98 within 1k steps, while FlowGRPO achieves 0.95 with over 5k steps and additional CFG employment. By leveraging multiple reward models, DiffusionNFT significantly boosts the performance of SD3.5-Medium in every benchmark tested.


Revealing Human Internal Attention Patterns from Gameplay Analysis for Reinforcement Learning

arXiv.org Artificial Intelligence

This study introduces a novel method for revealing human internal attention patterns from gameplay data alone, leveraging offline attention techniques from reinforcement learning (RL). We propose contextualized, task-relevant (CTR) attention networks, which generate attention maps from both human and RL agent gameplay in Atari environments. To evaluate whether the human CTR maps reveal internal attention, we validate our model by quantitative and qualitative comparison to the agent maps as well as to a temporally integrated overt attention (TIOA) model based on human eye-tracking data. Our results show that human CTR maps are more sparse than the agent ones and align better with the TIOA maps. Following a qualitative visual comparison we conclude that they likely capture patterns of internal attention. As a further application, we use these maps to guide RL agents, finding that human internal attention-guided agents achieve slightly improved and more stable learning compared to baselines. This work advances the understanding of human-agent attention differences and provides a new approach for extracting and validating internal attention from behavioral data.


Accelerating Atomic Fine Structure Determination with Graph Reinforcement Learning

arXiv.org Artificial Intelligence

Atomic data determined by analysis of observed atomic spectra are essential for plasma diagnostics. For each low-ionisation open d- and f-subshell atomic species, around $10^3$ fine structure level energies can be determined through years of analysis of $10^4$ observable spectral lines. We propose the automation of this task by casting the analysis procedure as a Markov decision process and solving it by graph reinforcement learning using reward functions learned on historical human decisions. In our evaluations on existing spectral line lists and theoretical calculations for Co II and Nd II-III, hundreds of level energies were computed within hours, agreeing with published values in 95% of cases for Co II and 54-87% for Nd II-III. As the current efficiency in atomic fine structure determination struggles to meet growing atomic data demands from astronomy and fusion science, our new artificial intelligence approach sets the stage for closing this gap.


Automated Cyber Defense with Generalizable Graph-based Reinforcement Learning Agents

arXiv.org Artificial Intelligence

Deep reinforcement learning (RL) is emerging as a viable strategy for automated cyber defense (ACD). The traditional RL approach represents networks as a list of computers in various states of safety or threat. Unfortunately, these models are forced to overfit to specific network topologies, rendering them ineffective when faced with even small environmental perturbations. In this work, we frame ACD as a two-player context-based partially observable Markov decision problem with observations represented as attributed graphs. This approach allows our agents to reason through the lens of relational inductive bias. Agents learn how to reason about hosts interacting with other system entities in a more general manner, and their actions are understood as edits to the graph representing the environment. By introducing this bias, we will show that our agents can better reason about the states of networks and zero-shot adapt to new ones. We show that this approach outperforms the state-of-the-art by a wide margin, and makes our agents capable of defending never-before-seen networks against a wide range of adversaries in a variety of complex, and multi-agent environments.


Reward Evolution with Graph-of-Thoughts: A Bi-Level Language Model Framework for Reinforcement Learning

arXiv.org Artificial Intelligence

Designing effective reward functions remains a major challenge in reinforcement learning (RL), often requiring considerable human expertise and iterative refinement. Recent advances leverage Large Language Models (LLMs) for automated reward design, but these approaches are limited by hallucinations, reliance on human feedback, and challenges with handling complex, multi-step tasks. In this work, we introduce Reward Evolution with Graph-of-Thoughts (RE-GoT), a novel bi-level framework that enhances LLMs with structured graph-based reasoning and integrates Visual Language Models (VLMs) for automated rollout evaluation. RE-GoT first decomposes tasks into text-attributed graphs, enabling comprehensive analysis and reward function generation, and then iteratively refines rewards using visual feedback from VLMs without human intervention. Extensive experiments on 10 RoboGen and 4 ManiSkill2 tasks demonstrate that RE-GoT consistently outperforms existing LLM-based baselines. On RoboGen, our method improves average task success rates by 32.25%, with notable gains on complex multi-step tasks. On ManiSkill2, RE-GoT achieves an average success rate of 93.73% across four diverse manipulation tasks, significantly surpassing prior LLM-based approaches and even exceeding expert-designed rewards. Our results indicate that combining LLMs and VLMs with graph-of-thoughts reasoning provides a scalable and effective solution for autonomous reward evolution in RL.


Latent Conditioned Loco-Manipulation Using Motion Priors

arXiv.org Artificial Intelligence

Figure 1: Our Solo12 loco-manipulation policy is able to execute and smoothly transition between locomotion and manipulation to reach a specified target. Abstract-- Although humanoid and quadruped robots provide a wide range of capabilities, current control methods, such as Deep Reinforcement Learning, focus mainly on single skills. This approach is inefficient for solving more complicated tasks where high-level goals, physical robot limitations and desired motion style might all need to be taken into account. A more effective approach is to first train a multipurpose motion policy that acquires low-level skills through imitation, while providing latent space control over skill execution. Then, this policy can be used to efficiently solve downstream tasks. This method has already been successful for controlling characters in computer graphics. In this work, we apply the approach to humanoid and quadrupedal loco-manipulation by imitating either simple synthetic motions or kinematically retargeted dog motions. We extend the original formulation to handle constraints, ensuring deployment safety, and use a diffusion discriminator for better imitation quality.


AI Methods for Permutation Circuit Synthesis Across Generic Topologies

arXiv.org Artificial Intelligence

This paper investigates artificial intelligence (AI) methodologies for the synthesis and transpilation of permutation circuits across generic topologies. Our approach uses Reinforcement Learning (RL) techniques to achieve near-optimal synthesis of permutation circuits up to 25 qubits. Rather than developing specialized models for individual topologies, we train a foundational model on a generic rectangular lattice, and employ masking mechanisms to dynamically select subsets of topologies during the synthesis. This enables the synthesis of permutation circuits on any topology that can be embedded within the rectangular lattice, without the need to re-train the model. In this paper we show results for 5x5 lattice and compare them to previous AI topology-oriented models and classical methods, showing that they outperform classical heuristics, and match previous specialized AI models, and performs synthesis even for topologies that were not seen during training. We further show that the model can be fine tuned to strengthen the performance for selected topologies of interest. This methodology allows a single trained model to efficiently synthesize circuits across diverse topologies, allowing its practical integration into transpilation workflows.


Quantum Reinforcement Learning with Dynamic-Circuit Qubit Reuse and Grover-Based Trajectory Optimization

arXiv.org Artificial Intelligence

A fully quantum reinforcement learning framework is developed that integrates a quantum Markov decision process, dynamic circuit-based qubit reuse, and Grover's algorithm for trajectory optimization. The framework encodes states, actions, rewards, and transitions entirely within the quantum domain, enabling parallel exploration of state-action sequences through superposition and eliminating classical subroutines. Dynamic circuit operations, including mid-circuit measurement and reset, allow reuse of the same physical qubits across multiple agent-environment interactions, reducing qubit requirements from 7*T to 7 for T time steps while preserving logical continuity. Quantum arithmetic computes trajectory returns, and Grover's search is applied to the superposition of these evaluated trajectories to amplify the probability of measuring those with the highest return, thereby accelerating the identification of the optimal policy. Simulations demonstrate that the dynamic-circuit-based implementation preserves trajectory fidelity while reducing qubit usage by 66 percent relative to the static design. Experimental deployment on IBM Heron-class quantum hardware confirms that the framework operates within the constraints of current quantum processors and validates the feasibility of fully quantum multi-step reinforcement learning under noisy intermediate-scale quantum conditions. This framework advances the scalability and practical application of quantum reinforcement learning for large-scale sequential decision-making tasks.


Inverse Optimization Latent Variable Models for Learning Costs Applied to Route Problems

arXiv.org Artificial Intelligence

Learning representations for solutions of constrained optimization problems (COPs) with unknown cost functions is challenging, as models like (Variational) Autoencoders struggle to enforce constraints when decoding structured outputs. We propose an Inverse Optimization Latent Variable Model (IO-LVM) that learns a latent space of COP cost functions from observed solutions and reconstructs feasible outputs by solving a COP with a solver in the loop. Our approach leverages estimated gradients of a Fenchel-Young loss through a non-differentiable deterministic solver to shape the latent space. Unlike standard Inverse Optimization or Inverse Reinforcement Learning methods, which typically recover a single or context-specific cost function, IO-LVM captures a distribution over cost functions, enabling the identification of diverse solution behaviors arising from different agents or conditions not available during the training process. We validate our method on real-world datasets of ship and taxi routes, as well as paths in synthetic graphs, demonstrating its ability to reconstruct paths and cycles, predict their distributions, and yield interpretable latent representations.


A Vision-Language-Action-Critic Model for Robotic Real-World Reinforcement Learning

arXiv.org Artificial Intelligence

Robotic real-world reinforcement learning (RL) with vision-language-action (VLA) models is bottlenecked by sparse, handcrafted rewards and inefficient exploration. We introduce VLAC, a general process reward model built upon InternVL and trained on large scale heterogeneous datasets. Given pairwise observations and a language goal, it outputs dense progress delta and done signal, eliminating task-specific reward engineering, and supports one-shot in-context transfer to unseen tasks and environments. VLAC is trained on vision-language datasets to strengthen perception, dialogic and reasoning capabilities, together with robot and human trajectories data that ground action generation and progress estimation, and additionally strengthened to reject irrelevant prompts as well as detect regression or stagnation by constructing large numbers of negative and semantically mismatched samples. With prompt control, a single VLAC model alternately generating reward and action tokens, unifying critic and policy. Deployed inside an asynchronous real-world RL loop, we layer a graded human-in-the-loop protocol (offline demonstration replay, return and explore, human guided explore) that accelerates exploration and stabilizes early learning. Across four distinct real-world manipulation tasks, VLAC lifts success rates from about 30\% to about 90\% within 200 real-world interaction episodes; incorporating human-in-the-loop interventions yields a further 50% improvement in sample efficiency and achieves up to 100% final success.