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 Reinforcement Learning


Collapsing Sequence-Level Data-Policy Coverage via Poisoning Attack in Offline Reinforcement Learning

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) heavily relies on the coverage of pre-collected data over the target policy's distribution. Existing studies aim to improve data-policy coverage to mitigate distributional shifts, but overlook security risks from insufficient coverage, and the single-step analysis is not consistent with the multi-step decision-making nature of offline RL. To address this, we introduce the sequence-level concentrability coefficient to quantify coverage, and reveal its exponential amplification on the upper bound of estimation errors through theoretical analysis. Building on this, we propose the Collapsing Sequence-Level Data-Policy Coverage (CSDPC) poisoning attack. Considering the continuous nature of offline RL data, we convert state-action pairs into decision units, and extract representative decision patterns that capture multi-step behavior. We identify rare patterns likely to cause insufficient coverage, and poison them to reduce coverage and exacerbate distributional shifts. Experiments show that poisoning just 1% of the dataset can degrade agent performance by 90%. This finding provides new perspectives for analyzing and safeguarding the security of offline RL.


Task Adaptation from Skills: Information Geometry, Disentanglement, and New Objectives for Unsupervised Reinforcement Learning

arXiv.org Artificial Intelligence

Unsupervised reinforcement learning (URL) aims to learn general skills for unseen downstream tasks. Mutual Information Skill Learning (MISL) addresses URL by maximizing the mutual information between states and skills but lacks sufficient theoretical analysis, e.g., how well its learned skills can initialize a downstream task's policy. Our new theoretical analysis in this paper shows that the diversity and separability of learned skills are fundamentally critical to downstream task adaptation but MISL does not necessarily guarantee these properties. To complement MISL, we propose a novel disentanglement metric LSEPIN. Moreover, we build an information-geometric connection between LSEPIN and downstream task adaptation cost. For better geometric properties, we investigate a new strategy that replaces the KL divergence in information geometry with Wasserstein distance. We extend the geometric analysis to it, which leads to a novel skill-learning objective WSEP. It is theoretically justified to be helpful to downstream task adaptation and it is capable of discovering more initial policies for downstream tasks than MISL. We finally propose another Wasserstein distance-based algorithm PWSEP that can theoretically discover all optimal initial policies.


Magistral

arXiv.org Artificial Intelligence

We introduce Magistral, Mistral's first reasoning model and our own scalable reinforcement learning (RL) pipeline. Instead of relying on existing implementations and RL traces distilled from prior models, we follow a ground up approach, relying solely on our own models and infrastructure. Notably, we demonstrate a stack that enabled us to explore the limits of pure RL training of LLMs, present a simple method to force the reasoning language of the model, and show that RL on text data alone maintains most of the initial checkpoint's capabilities. We find that RL on text maintains or improves multimodal understanding, instruction following and function calling. We present Magistral Medium, trained for reasoning on top of Mistral Medium 3 with RL alone, and we open-source Magistral Small (Apache 2.0) which further includes cold-start data from Magistral Medium.


AssistanceZero: Scalably Solving Assistance Games

arXiv.org Artificial Intelligence

Assistance games are a promising alternative to reinforcement learning from human feedback (RLHF) for training AI assistants. Assistance games resolve key drawbacks of RLHF, such as incentives for deceptive behavior, by explicitly modeling the interaction between assistant and user as a two-player game where the assistant cannot observe their shared goal. Despite their potential, assistance games have only been explored in simple settings. Scaling them to more complex environments is difficult because it requires both solving intractable decision-making problems under uncertainty and accurately modeling human users' behavior. We present the first scalable approach to solving assistance games and apply it to a new, challenging Minecraft-based assistance game with over $10^{400}$ possible goals. Our approach, AssistanceZero, extends AlphaZero with a neural network that predicts human actions and rewards, enabling it to plan under uncertainty. We show that AssistanceZero outperforms model-free RL algorithms and imitation learning in the Minecraft-based assistance game. In a human study, our AssistanceZero-trained assistant significantly reduces the number of actions participants take to complete building tasks in Minecraft. Our results suggest that assistance games are a tractable framework for training effective AI assistants in complex environments. Our code and models are available at https://github.com/cassidylaidlaw/minecraft-building-assistance-game.


Quantum AIXI: Universal Intelligence via Quantum Information

arXiv.org Artificial Intelligence

AIXI is a widely studied model of artificial general intelligence (AGI) based upon principles of induction and reinforcement learning. However, AIXI is fundamentally classical in nature - as are the environments in which it is modelled. Given the universe is quantum mechanical in nature and the exponential overhead required to simulate quantum mechanical systems classically, the question arises as to whether there are quantum mechanical analogues of AIXI. To address this question, we extend the framework to quantum information and present Quantum AIXI (QAIXI). We introduce a model of quantum agent/environment interaction based upon quantum and classical registers and channels, showing how quantum AIXI agents may take both classical and quantum actions. We formulate the key components of AIXI in quantum information terms, extending previous research on quantum Kolmogorov complexity and a QAIXI value function. We discuss conditions and limitations upon quantum Solomonoff induction and show how contextuality fundamentally affects QAIXI models.


Provable Sim-to-Real Transfer via Offline Domain Randomization

arXiv.org Artificial Intelligence

Reinforcement-learning agents often struggle when deployed from simulation to the real-world. A dominant strategy for reducing the sim-to-real gap is domain randomization (DR) which trains the policy across many simulators produced by sampling dynamics parameters, but standard DR ignores offline data already available from the real system. We study offline domain randomization (ODR), which first fits a distribution over simulator parameters to an offline dataset. While a growing body of empirical work reports substantial gains with algorithms such as DROPO, the theoretical foundations of ODR remain largely unexplored. In this work, we (i) formalize ODR as a maximum-likelihood estimation over a parametric simulator family, (ii) prove consistency of this estimator under mild regularity and identifiability conditions, showing it converges to the true dynamics as the dataset grows, (iii) derive gap bounds demonstrating ODRs sim-to-real error is up to an O(M) factor tighter than uniform DR in the finite-simulator case (and analogous gains in the continuous setting), and (iv) introduce E-DROPO, a new version of DROPO which adds an entropy bonus to prevent variance collapse, yielding broader randomization and more robust zero-shot transfer in practice.


Token-Efficient RL for LLM Reasoning

arXiv.org Artificial Intelligence

We propose reinforcement learning (RL) strategies tailored for reasoning in large language models (LLMs) under strict memory and compute limits, with a particular focus on compatibility with LoRA fine-tuning. Building on early policy gradient methods with baseline subtraction, we design critic-free methods that operate on a small, informative subset of output tokens to reduce memory usage and stabilize training. We introduce S-GRPO, a stochastic variant of Group Relative Policy Optimization, and T-SPMO, a token-level prefix matching approach for fine-grained credit assignment. Applied to Qwen2-1.5B, our methods raise accuracy on the SVAMP benchmark from 46% to over 70% and show strong performance on multi-digit multiplication. Surprisingly, full-token GRPO under LoRA fails to improve over the base model, suggesting that selective token-level optimization may act as an implicit regularizer in low-parameter training regimes.


Tina: Tiny Reasoning Models via LoRA

arXiv.org Artificial Intelligence

How cost-effectively can strong reasoning abilities be achieved in language models? Driven by this fundamental question, we present Tina, a family of tiny reasoning models achieved with high cost-efficiency. Notably, Tina demonstrates that substantial reasoning performance can be developed using only minimal resources, by applying parameter-efficient updates during reinforcement learning (RL), using low-rank adaptation (LoRA), to an already tiny 1.5B parameter base model. This minimalist approach produces models that achieve reasoning performance which is competitive with, and sometimes surpasses, SOTA RL reasoning models built upon the same base model. Crucially, this is achieved at a tiny fraction of the computational post-training cost employed by existing SOTA models. In fact, the best Tina model achieves a >20\% reasoning performance increase and 43.33\% Pass@1 accuracy on AIME24, at only \$9 USD post-training and evaluation cost (i.e., an estimated 260x cost reduction). Our work reveals the surprising effectiveness of efficient RL reasoning via LoRA. We validate this across multiple open-source reasoning datasets and various ablation settings starting with a single, fixed set of hyperparameters. Furthermore, we hypothesize that this effectiveness and efficiency stem from LoRA rapidly adapting the model to the structural format of reasoning rewarded by RL, while largely preserving the base model's underlying knowledge. In service of accessibility and open research, we fully open-source all code, training logs, and model weights \& checkpoints.


Optimus-3: Towards Generalist Multimodal Minecraft Agents with Scalable Task Experts

arXiv.org Artificial Intelligence

Recently, agents based on multimodal large language models (MLLMs) have achieved remarkable progress across various domains. However, building a generalist agent with capabilities such as perception, planning, action, grounding, and reflection in open-world environments like Minecraft remains challenges: insufficient domain-specific data, interference among heterogeneous tasks, and visual diversity in open-world settings. In this paper, we address these challenges through three key contributions. 1) We propose a knowledge-enhanced data generation pipeline to provide scalable and high-quality training data for agent development. 2) To mitigate interference among heterogeneous tasks, we introduce a Mixture-of-Experts (MoE) architecture with task-level routing. 3) We develop a Multimodal Reasoning-Augmented Reinforcement Learning approach to enhance the agent's reasoning ability for visual diversity in Minecraft. Built upon these innovations, we present Optimus-3, a general-purpose agent for Minecraft. Extensive experimental results demonstrate that Optimus-3 surpasses both generalist multimodal large language models and existing state-of-the-art agents across a wide range of tasks in the Minecraft environment. Project page: https://cybertronagent.github.io/Optimus-3.github.io/


Provably Learning from Language Feedback

arXiv.org Artificial Intelligence

Interactively learning from observation and language feedback is an increasingly studied area driven by the emergence of large language model (LLM) agents. While impressive empirical demonstrations have been shown, so far a principled framing of these decision problems remains lacking. In this paper, we formalize the Learning from Language Feedback (LLF) problem, assert sufficient assumptions to enable learning despite latent rewards, and introduce $\textit{transfer eluder dimension}$ as a complexity measure to characterize the hardness of LLF problems. We show that transfer eluder dimension captures the intuition that information in the feedback changes the learning complexity of the LLF problem. We demonstrate cases where learning from rich language feedback can be exponentially faster than learning from reward. We develop a no-regret algorithm, called $\texttt{HELiX}$, that provably solves LLF problems through sequential interactions, with performance guarantees that scale with the transfer eluder dimension of the problem. Across several empirical domains, we show that $\texttt{HELiX}$ performs well even when repeatedly prompting LLMs does not work reliably. Our contributions mark a first step towards designing principled interactive learning algorithms from generic language feedback.