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 Reinforcement Learning


Reinforcement Learning for Ballbot Navigation in Uneven Terrain

arXiv.org Artificial Intelligence

Ballbot (i.e. Ball balancing robot) navigation usually relies on methods rooted in control theory (CT), and works that apply Reinforcement learning (RL) to the problem remain rare while generally being limited to specific subtasks (e.g. balance recovery). Unlike CT based methods, RL does not require (simplifying) assumptions about environment dynamics (e.g. the absence of slippage between the ball and the floor). In addition to this increased accuracy in modeling, RL agents can easily be conditioned on additional observations such as depth-maps without the need for explicit formulations from first principles, leading to increased adaptivity. Despite those advantages, there has been little to no investigation into the capabilities, data-efficiency and limitations of RL based methods for ballbot control and navigation. Furthermore, there is a notable absence of an open-source, RL-friendly simulator for this task. In this paper, we present an open-source ballbot simulation based on MuJoCo, and show that with appropriate conditioning on exteroceptive observations as well as reward shaping, policies learned by classical model-free RL methods are capable of effectively navigating through randomly generated uneven terrain, using a reasonable amount of data (four to five hours on a system operating at 500hz).


Risk-Averse Reinforcement Learning with Itakura-Saito Loss

arXiv.org Artificial Intelligence

Risk-averse reinforcement learning finds application in various high-stakes fields. Unlike classical reinforcement learning, which aims to maximize expected returns, risk-averse agents choose policies that minimize risk, occasionally sacrificing expected value. These preferences can be framed through utility theory. We focus on the specific case of the exponential utility function, where one can derive the Bellman equations and employ various reinforcement learning algorithms with few modifications. To address this, we introduce to the broad machine learning community a numerically stable and mathematically sound loss function based on the Itakura-Saito divergence for learning state-value and action-value functions. We evaluate the Itakura-Saito loss function against established alternatives, both theoretically and empirically. In the experimental section, we explore multiple scenarios, some with known analytical solutions, and show that the considered loss function outperforms the alternatives.


ManipLVM-R1: Reinforcement Learning for Reasoning in Embodied Manipulation with Large Vision-Language Models

arXiv.org Artificial Intelligence

Large Vision-Language Models (LVLMs) have recently advanced robotic manipulation by leveraging vision for scene perception and language for instruction following. However, existing methods rely heavily on costly human-annotated training datasets, which limits their generalization and causes them to struggle in out-of-domain (OOD) scenarios, reducing real-world adaptability. To address these challenges, we propose ManipLVM-R1, a novel reinforcement learning framework that replaces traditional supervision with Reinforcement Learning using Verifiable Rewards (RLVR). By directly optimizing for task-aligned outcomes, our method enhances generalization and physical reasoning while removing the dependence on costly annotations. Specifically, we design two rule-based reward functions targeting key robotic manipulation subtasks: an Affordance Perception Reward to enhance localization of interaction regions, and a Trajectory Match Reward to ensure the physical plausibility of action paths. These rewards provide immediate feedback and impose spatial-logical constraints, encouraging the model to go beyond shallow pattern matching and instead learn deeper, more systematic reasoning about physical interactions.


Graph-Supported Dynamic Algorithm Configuration for Multi-Objective Combinatorial Optimization

arXiv.org Artificial Intelligence

Deep reinforcement learning (DRL) has been widely used for dynamic algorithm configuration, particularly in evolutionary computation, which benefits from the adaptive update of parameters during the algorithmic execution. However, applying DRL to algorithm configuration for multi-objective combinatorial optimization (MOCO) problems remains relatively unexplored. This paper presents a novel graph neural network (GNN) based DRL to configure multi-objective evolutionary algorithms. We model the dynamic algorithm configuration as a Markov decision process, representing the convergence of solutions in the objective space by a graph, with their embeddings learned by a GNN to enhance the state representation. Experiments on diverse MOCO challenges indicate that our method outperforms traditional and DRL-based algorithm configuration methods in terms of efficacy and adaptability. It also exhibits advantageous generalizability across objective types and problem sizes, and applicability to different evolutionary computation methods.


Imitation Learning via Focused Satisficing

arXiv.org Artificial Intelligence

Imitation learning often assumes that demonstrations are close to optimal according to some fixed, but unknown, cost function. However, according to satisficing theory, humans often choose acceptable behavior based on their personal (and potentially dynamic) levels of aspiration, rather than achieving (near-) optimality. For example, a lunar lander demonstration that successfully lands without crashing might be acceptable to a novice despite being slow or jerky. Using a margin-based objective to guide deep reinforcement learning, our focused satisficing approach to imitation learning seeks a policy that surpasses the demonstrator's aspiration levels -- defined over trajectories or portions of trajectories -- on unseen demonstrations without explicitly learning those aspirations. We show experimentally that this focuses the policy to imitate the highest quality (portions of) demonstrations better than existing imitation learning methods, providing much higher rates of guaranteed acceptability to the demonstrator, and competitive true returns on a range of environments.


SHARP: Synthesizing High-quality Aligned Reasoning Problems for Large Reasoning Models Reinforcement Learning

arXiv.org Artificial Intelligence

Training large reasoning models (LRMs) with reinforcement learning in STEM domains is hindered by the scarcity of high-quality, diverse, and verifiable problem sets. Existing synthesis methods, such as Chain-of-Thought prompting, often generate oversimplified or uncheckable data, limiting model advancement on complex tasks. To address these challenges, we introduce SHARP, a unified approach to Synthesizing High-quality Aligned Reasoning Problems for LRMs reinforcement learning with verifiable rewards (RLVR). SHARP encompasses a strategic set of self-alignment principles -- targeting graduate and Olympiad-level difficulty, rigorous logical consistency, and unambiguous, verifiable answers -- and a structured three-phase framework (Alignment, Instantiation, Inference) that ensures thematic diversity and fine-grained control over problem generation. We implement SHARP by leveraging a state-of-the-art LRM to infer and verify challenging STEM questions, then employ a reinforcement learning loop to refine the model's reasoning through verifiable reward signals. Experiments on benchmarks such as GPQA demonstrate that SHARP-augmented training substantially outperforms existing methods, markedly improving complex reasoning accuracy and pushing LRM performance closer to expert-level proficiency. Our contributions include the SHARP strategy, framework design, end-to-end implementation, and experimental evaluation of its effectiveness in elevating LRM reasoning capabilities.


Enhancing Visual Grounding for GUI Agents via Self-Evolutionary Reinforcement Learning

arXiv.org Artificial Intelligence

Graphical User Interface (GUI) agents have made substantial strides in understanding and executing user instructions across diverse platforms. Yet, grounding these instructions to precise interface elements remains challenging, especially in complex, high-resolution, professional environments. Traditional supervised finetuning (SFT) methods often require large volumes of diverse data and exhibit weak generalization. To overcome these limitations, we introduce a reinforcement learning (RL) based framework that incorporates three core strategies: (1) seed data curation to ensure high quality training samples, (2) a dense policy gradient that provides continuous feedback based on prediction accuracy, and (3) a self evolutionary reinforcement finetuning mechanism that iteratively refines the model using attention maps. With only 3k training samples, our 7B-parameter model achieves state-of-the-art results among similarly sized models on three grounding benchmarks. Notably, it attains 47.3\% accuracy on the ScreenSpot-Pro dataset, outperforming much larger models, such as UI-TARS-72B, by a margin of 24.2\%. These findings underscore the effectiveness of RL-based approaches in enhancing GUI agent performance, particularly in high-resolution, complex environments.


RAGEN: Understanding Self-Evolution in LLM Agents via Multi-Turn Reinforcement Learning

arXiv.org Artificial Intelligence

Training large language models (LLMs) as interactive agents presents unique challenges including long-horizon decision making and interacting with stochastic environment feedback. While reinforcement learning (RL) has enabled progress in static tasks, multi-turn agent RL training remains underexplored. We propose StarPO (State-Thinking-Actions-Reward Policy Optimization), a general framework for trajectory-level agent RL, and introduce RAGEN, a modular system for training and evaluating LLM agents. Our study on four stylized environments reveals three core findings. First, our agent RL training shows a recurring mode of Echo Trap where reward variance cliffs and gradient spikes; we address this with StarPO-S, a stabilized variant with trajectory filtering, critic incorporation, and gradient stabilization. Second, we find the shaping of RL rollouts would benefit from diverse initial states, medium interaction granularity and more frequent sampling. Third, we show that without fine-grained, reasoning-aware reward signals, agent reasoning hardly emerge through multi-turn RL and they may show shallow strategies or hallucinated thoughts. Code and environments are available at https://github.com/RAGEN-AI/RAGEN.


Safety in Large Reasoning Models: A Survey

arXiv.org Artificial Intelligence

Large Reasoning Models (LRMs) have exhibited extraordinary prowess in tasks like mathematics and coding, leveraging their advanced reasoning capabilities. Nevertheless, as these capabilities progress, significant concerns regarding their vulnerabilities and safety have arisen, which can pose challenges to their deployment and application in real-world settings. This paper presents a comprehensive survey of LRMs, meticulously exploring and summarizing the newly emerged safety risks, attacks, and defense strategies. By organizing these elements into a detailed taxonomy, this work aims to offer a clear and structured understanding of the current safety landscape of LRMs, facilitating future research and development to enhance the security and reliability of these powerful models.


The Cell Must Go On: Agar.io for Continual Reinforcement Learning

arXiv.org Artificial Intelligence

Continual reinforcement learning (RL) concerns agents that are expected to learn continually, rather than converge to a policy that is then fixed for evaluation. Such an approach is well suited to environments the agent perceives as changing, which renders any static policy ineffective over time. The few simulators explicitly designed for empirical research in continual RL are often limited in scope or complexity, and it is now common for researchers to modify episodic RL environments by artificially incorporating abrupt task changes during interaction. In this paper, we introduce AgarCL, a research platform for continual RL that allows for a progression of increasingly sophisticated behaviour. AgarCL is based on the game Agar.io, a non-episodic, high-dimensional problem featuring stochastic, ever-evolving dynamics, continuous actions, and partial observability. Additionally, we provide benchmark results reporting the performance of DQN, PPO, and SAC in both the primary, challenging continual RL problem, and across a suite of smaller tasks within AgarCL, each of which isolates aspects of the full environment and allow us to characterize the challenges posed by different aspects of the game.