Reinforcement Learning
Provably Efficient and Agile Randomized Q-Learning
Wang, He, Xu, Xingyu, Chi, Yuejie
While Bayesian-based exploration often demonstrates superior empirical performance compared to bonus-based methods in model-based reinforcement learning (RL), its theoretical understanding remains limited for model-free settings. Existing provable algorithms either suffer from computational intractability or rely on stage-wise policy updates which reduce responsiveness and slow down the learning process. In this paper, we propose a novel variant of Q-learning algorithm, refereed to as RandomizedQ, which integrates sampling-based exploration with agile, step-wise, policy updates, for episodic tabular RL. We establish an $\widetilde{O}(\sqrt{H^5SAT})$ regret bound, where $S$ is the number of states, $A$ is the number of actions, $H$ is the episode length, and $T$ is the total number of episodes. In addition, we present a logarithmic regret bound under a mild positive sub-optimality condition on the optimal Q-function. Empirically, RandomizedQ exhibits outstanding performance compared to existing Q-learning variants with both bonus-based and Bayesian-based exploration on standard benchmarks.
TTRL: Test-Time Reinforcement Learning
Zuo, Yuxin, Zhang, Kaiyan, Sheng, Li, Qu, Shang, Cui, Ganqu, Zhu, Xuekai, Li, Haozhan, Zhang, Yuchen, Long, Xinwei, Hua, Ermo, Qi, Biqing, Sun, Youbang, Ma, Zhiyuan, Yuan, Lifan, Ding, Ning, Zhou, Bowen
This paper investigates Reinforcement Learning (RL) on data without explicit labels for reasoning tasks in Large Language Models (LLMs). The core challenge of the problem is reward estimation during inference while not having access to ground-truth information. While this setting appears elusive, we find that common practices in Test-Time Scaling (TTS), such as majority voting, yield surprisingly effective rewards suitable for driving RL training. In this work, we introduce Test-Time Reinforcement Learning (TTRL), a novel method for training LLMs using RL on unlabeled data. TTRL enables self-evolution of LLMs by utilizing the priors in the pre-trained models. Our experiments demonstrate that TTRL consistently improves performance across a variety of tasks and models. Notably, TTRL boosts the pass@1 performance of Qwen-2.5-Math-7B by approximately 211% on the AIME 2024 with only unlabeled test data. Furthermore, although TTRL is only supervised by the maj@n metric, TTRL has demonstrated performance to consistently surpass the upper limit of the initial model maj@n, and approach the performance of models trained directly on test data with ground-truth labels. Our experimental findings validate the general effectiveness of TTRL across various tasks and highlight TTRL's potential for broader tasks and domains. GitHub: https://github.com/PRIME-RL/TTRL
Motion Tracking with Muscles: Predictive Control of a Parametric Musculoskeletal Canine Model
La Barbera, Vittorio, Bohez, Steven, Hasenclever, Leonard, Tassa, Yuval, Hutchinson, John R.
We introduce a novel musculoskeletal model of a dog, procedurally generated from accurate 3D muscle meshes. Accompanying this model is a motion capture-based locomotion task compatible with a variety of control algorithms, as well as an improved muscle dynamics model designed to enhance convergence in differentiable control frameworks. We validate our approach by comparing simulated muscle activation patterns with experimentally obtained electromyography (EMG) data from previous canine locomotion studies. This work aims to bridge gaps between biomechanics, robotics, and computational neuroscience, offering a robust platform for researchers investigating muscle actuation and neuromuscular control.We plan to release the full model along with the retargeted motion capture clips to facilitate further research and development.
L0: Reinforcement Learning to Become General Agents
Zhang, Junjie, Xi, Jingyi, Song, Zhuoyang, Lu, Junyu, Ke, Yuhua, Sun, Ting, Yang, Yukun, Zhang, Jiaxing, Zhang, Songxin, Xie, Zejian
Training large language models (LLMs) to act as autonomous agents for multi-turn, long-horizon tasks remains significant challenges in scalability and training efficiency. To address this, we introduce L-Zero (L0), a scalable, end-to-end training pipeline for general-purpose agents. Featuring a low-cost, extensible, and sandboxed concurrent agent worker pool, L0 lowers the barrier for applying reinforcement learning in complex environments. We also introduce NB-Agent, the agent scaffold within L0, which operates in a "code-as-action" fashion via a Read-Eval-Print-Loop (REPL). We evaluate L0 on factuality question-answering benchmarks. Our experiments demonstrate that a base model can develop robust problem-solving skills using solely Reinforcement Learning with Verifiable Rewards (RLVR). On the Qwen2.5-7B-Instruct model, our method boosts accuracy on SimpleQA from 30 % to 80 % and on HotpotQA from 22 % to 41 %. We have open-sourced the entire L0 system, including our L0 series models, the NB-Agent, a complete training pipeline, and the corresponding training recipes on (https://github.com/cmriat/l0).
Deep neural networks can provably solve Bellman equations for Markov decision processes without the curse of dimensionality
Jentzen, Arnulf, Kleinberg, Konrad, Kruse, Thomas
Discrete time stochastic optimal control problems and Markov decision processes (MDPs) are fundamental models for sequential decision-making under uncertainty and as such provide the mathematical framework underlying reinforcement learning theory. A central tool for solving MDPs is the Bellman equation and its solution, the so-called $Q$-function. In this article, we construct deep neural network (DNN) approximations for $Q$-functions associated to MDPs with infinite time horizon and finite control set $A$. More specifically, we show that if the the payoff function and the random transition dynamics of the MDP can be suitably approximated by DNNs with leaky rectified linear unit (ReLU) activation, then the solutions $Q_d\colon \mathbb R^d\to \mathbb R^{|A|}$, $d\in \mathbb{N}$, of the associated Bellman equations can also be approximated in the $L^2$-sense by DNNs with leaky ReLU activation whose numbers of parameters grow at most polynomially in both the dimension $d\in \mathbb{N}$ of the state space and the reciprocal $1/\varepsilon$ of the prescribed error $\varepsilon\in (0,1)$. Our proof relies on the recently introduced full-history recursive multilevel fixed-point (MLFP) approximation scheme.
State Entropy Regularization for Robust Reinforcement Learning
Ashlag, Yonatan, Koren, Uri, Mutti, Mirco, Derman, Esther, Bacon, Pierre-Luc, Mannor, Shie
State entropy regularization has empirically shown better exploration and sample complexity in reinforcement learning (RL). However, its theoretical guarantees have not been studied. In this paper, we show that state entropy regularization improves robustness to structured and spatially correlated perturbations. These types of variation are common in transfer learning but often overlooked by standard robust RL methods, which typically focus on small, uncorrelated changes. We provide a comprehensive characterization of these robustness properties, including formal guarantees under reward and transition uncertainty, as well as settings where the method performs poorly. Much of our analysis contrasts state entropy with the widely used policy entropy regularization, highlighting their different benefits. Finally, from a practical standpoint, we illustrate that compared with policy entropy, the robustness advantages of state entropy are more sensitive to the number of rollouts used for policy evaluation.
Augmenting Online RL with Offline Data is All You Need: A Unified Hybrid RL Algorithm Design and Analysis
Huang, Ruiquan, Li, Donghao, Shi, Chengshuai, Shen, Cong, Yang, Jing
This paper investigates a hybrid learning framework for reinforcement learning (RL) in which the agent can leverage both an offline dataset and online interactions to learn the optimal policy. We present a unified algorithm and analysis and show that augmenting confidence-based online RL algorithms with the offline dataset outperforms any pure online or offline algorithm alone and achieves state-of-the-art results under two learning metrics, i.e., sub-optimality gap and online learning regret. Specifically, we show that our algorithm achieves a sub-optimality gap $\tilde{O}(\sqrt{1/(N_0/\mathtt{C}(π^*|ρ)+N_1}) )$, where $\mathtt{C}(π^*|ρ)$ is a new concentrability coefficient, $N_0$ and $N_1$ are the numbers of offline and online samples, respectively. For regret minimization, we show that it achieves a constant $\tilde{O}( \sqrt{N_1/(N_0/\mathtt{C}(π^{-}|ρ)+N_1)} )$ speed-up compared to pure online learning, where $\mathtt{C}(π^-|ρ)$ is the concentrability coefficient over all sub-optimal policies. Our results also reveal an interesting separation on the desired coverage properties of the offline dataset for sub-optimality gap minimization and regret minimization. We further validate our theoretical findings in several experiments in special RL models such as linear contextual bandits and Markov decision processes (MDPs).
Learning Motion Skills with Adaptive Assistive Curriculum Force in Humanoid Robots
Cao, Zhanxiang, Zhang, Yang, Nie, Buqing, Lin, Huangxuan, Li, Haoyang, Gao, Yue
A key challenge in this domain is the balance between exploration and exploitation, which often results in slow learning and suboptimal performance [10], [11]. These limitations highlight the need for more effective learning strategies that can improve both the speed and performance of skill acquisition, especially for high-dimensional humanoid control tasks. During human development, external assistance plays a crucial role in learning motion skills [12]. Infants, for example, often rely on parental support during their first steps, with walkers or direct physical assistance to help them gain the confidence and balance needed for independent locomotion [13], [14]. Similarly, in the case of highly complexmovementslikebackflips,experiencedcoachesprovide physical guidance, supporting the learner's back and applying upward forces to prevent falls and promote proper technique [15]. Studies indicate that such external aids not only expedite the learning process but also help prevent learners from adopting ineffective or unsafe strategies [16].
Ludax: A GPU-Accelerated Domain Specific Language for Board Games
Todd, Graham, Padula, Alexander G., Soemers, Dennis J. N. J., Togelius, Julian
Games have long been used as benchmarks and testing environments for research in artificial intelligence. A key step in supporting this research was the development of game description languages: frameworks that compile domain-specific code into playable and simulatable game environments, allowing researchers to generalize their algorithms and approaches across multiple games without having to manually implement each one. More recently, progress in reinforcement learning (RL) has been largely driven by advances in hardware acceleration. Libraries like JAX allow practitioners to take full advantage of cutting-edge computing hardware, often speeding up training and testing by orders of magnitude. Here, we present a synthesis of these strands of research: a domain-specific language for board games which automatically compiles into hardware-accelerated code. Our framework, Ludax, combines the generality of game description languages with the speed of modern parallel processing hardware and is designed to fit neatly into existing deep learning pipelines. We envision Ludax as a tool to help accelerate games research generally, from RL to cognitive science, by enabling rapid simulation and providing a flexible representation scheme. We present a detailed breakdown of Ludax's description language and technical notes on the compilation process, along with speed benchmarking and a demonstration of training RL agents. The Ludax framework, along with implementations of existing board games, is open-source and freely available.
Quantum computing and artificial intelligence: status and perspectives
Acampora, Giovanni, Ambainis, Andris, Ares, Natalia, Banchi, Leonardo, Bhardwaj, Pallavi, Binosi, Daniele, Briggs, G. Andrew D., Calarco, Tommaso, Dunjko, Vedran, Eisert, Jens, Ezratty, Olivier, Erker, Paul, Fedele, Federico, Gil-Fuster, Elies, Gärttner, Martin, Granath, Mats, Heyl, Markus, Kerenidis, Iordanis, Klusch, Matthias, Kockum, Anton Frisk, Kueng, Richard, Krenn, Mario, Lässig, Jörg, Macaluso, Antonio, Maniscalco, Sabrina, Marquardt, Florian, Michielsen, Kristel, Muñoz-Gil, Gorka, Müssig, Daniel, Nautrup, Hendrik Poulsen, Neubauer, Sophie A., van Nieuwenburg, Evert, Orus, Roman, Schmiedmayer, Jörg, Schmitt, Markus, Slusallek, Philipp, Vicentini, Filippo, Weitenberg, Christof, Wilhelm, Frank K.
This white paper discusses and explores the various points of intersection between quantum computing and artificial intelligence (AI). It describes how quantum computing could support the development of innovative AI solutions. It also examines use cases of classical AI that can empower research and development in quantum technologies, with a focus on quantum computing and quantum sensing. The purpose of this white paper is to provide a long-term research agenda aimed at addressing foundational questions about how AI and quantum computing interact and benefit one another. It concludes with a set of recommendations and challenges, including how to orchestrate the proposed theoretical work, align quantum AI developments with quantum hardware roadmaps, estimate both classical and quantum resources - especially with the goal of mitigating and optimizing energy consumption - advance this emerging hybrid software engineering discipline, and enhance European industrial competitiveness while considering societal implications.