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 Reinforcement Learning


GenPO Generative Diffusion Models Meet On Policy Reinforcement Learning

Neural Information Processing Systems

Recent advances in reinforcement learning (RL) have demonstrated the powerful exploration capabilities and multimodality of generative diffusion-based policies. While substantial progress has been made in offline RL and off-policy RL settings, integrating diffusion policies into on-policy frameworks like PPO remains underexplored. This gap is particularly significant given the widespread use of large-scale parallel GPU-accelerated simulators, such as IsaacLab, which are optimized for on-policy RL algorithms and enable rapid training of complex robotic tasks. A key challenge lies in computing state-action log-likelihoods under diffusion policies, which is straightforward for Gaussian policies but intractable for flow-based models due to irreversible forward-reverse processes and discretization errors (e.g., EulerMaruyama approximations). To bridge this gap, we propose GenPO, a generative policy optimization framework that leverages exact diffusion inversion to construct invertible action mappings.


Novel Exploration via Orthogonality

Neural Information Processing Systems

Efficient exploration remains one of the most important open problems in reinforcement learning. Discovering novel states or transitions requires policies that efficiently direct the agent away from the regions of the state space that are already well explored. We introduce Novel Exploration via Orthogonality (NEO), an approach that automatically uncovers not only which regions of the environment are novel but also how to reach them by leveraging Laplacian representations. NEO uses the eigenvectors of a modified graph Laplacian to induce gradient flows from states that are frequently visited (less novel) to states that are seldom visited (more novel). We show that NEO's modified Laplacian yields eigenvectors whose extreme values align with the most novel regions of the state space. We provide bounds for the eigenvalues of the modified Laplacian; and we show that the smoothest eigenvectors with real eigenvalues below certain thresholds provide guaranteed gradients to novel states for both undirected and directed graphs. In an empirical evaluation in online, incremental settings, NEO outperformed related state-of-theart approaches, including eigen-options and cover options, in a large collection of undirected and directed environments with varying connectivity structures.


Regret-Optimal Q-Learning with Low Cost for Single-Agent and Federated Reinforcement Learning

Neural Information Processing Systems

Motivated by real-world settings where data collection and policy deployment-- whether for a single agent or across multiple agents--are costly, we study the problem of on-policy single-agent reinforcement learning (RL) and federated RL (FRL) with a focus on minimizing burn-in costs (the sample sizes needed to reach near-optimal regret) and policy switching or communication costs. In parallel finite-horizon episodic Markov Decision Processes (MDPs) with S states and A actions, existing methods either require superlinear burn-in costs in S and A or fail to achieve logarithmic switching or communication costs.


RLGF: Reinforcement Learning with Geometric Feedback for Autonomous Driving Video Generation

Neural Information Processing Systems

Synthetic data is crucial for advancing autonomous driving (AD) systems, yet current state-of-the-art video generation models, despite their visual realism, suffer from subtle geometric distortions that limit their utility for downstream perception tasks. We identify and quantify this critical issue, demonstrating a significant performance gap in 3D object detection when using synthetic versus real data. To address this, we introduce Reinforcement Learning with Geometric Feedback (RLGF), RLGF uniquely refines video diffusion models by incorporating rewards from specialized latent-space AD perception models. Its core components include an efficient Latent-Space Windowing Optimization technique for targeted feedback during diffusion, and a Hierarchical Geometric Reward (HGR) system providing multi-level rewards for point-line-plane alignment, and scene occupancy coherence. To quantify these distortions, we propose GeoScores. Applied to models like DiVE on nuScenes, RLGF substantially reduces geometric errors (e.g., VP error by 21%, Depth error by 57%) and dramatically improves 3D object detection mAP by 12.7%, narrowing the gap to real-data performance. RLGF offers a plug-and-play solution for generating geometrically sound and reliable synthetic videos for AD development.


Blindfolded Experts Generalize Better: Insights from Robotic Manipulation and Videogames

Neural Information Processing Systems

Behavioral cloning is a simple yet effective technique for learning sequential decision-making from demonstrations. Recently, it has gained prominence as the core of foundation models for the physical world, where achieving generalization requires countless demonstrations of a multitude of tasks. Typically, a human expert with full information on the task demonstrates a (nearly) optimal behavior. In this paper, we propose to hide some of the task's information from the demonstrator. This "blindfolded" expert is compelled to employ nontrivial exploration to solve the task. We show that cloning the blindfolded expert generalizes better to unseen tasks than its fully-informed counterpart. We conduct experiments of real-world robot peg insertion tasks with (limited) human demonstrations, alongside videogames from the Procgen benchmark. Additionally, we support our findings with theoretical analysis, which confirms that the generalization error scales with p I/m, where I measures the amount of task information available to the demonstrator, and mis the number of demonstrated tasks. Both theory and practice indicate that cloning blindfolded experts generalizes better with fewer demonstrated tasks.


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

Neural Information Processing Systems

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 fine-tuning (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.


ReMA: Learning to Meta-think for LLMs with Multi-agent Reinforcement Learning

Neural Information Processing Systems

Recent research on Reasoning of Large Language Models (LLMs) has sought to further enhance their performance by integrating meta-thinking--enabling models to monitor, evaluate, and control their reasoning processes for more adaptive and effective problem-solving. However, current single-agent work lacks a specialized design for acquiring meta-thinking, resulting in low efficacy. To address this challenge, we introduce Reinforced Meta-thinking Agents (ReMA), a novel framework that leverages Multi-Agent Reinforcement Learning (MARL) to elicit metathinking behaviors, encouraging LLMs to think about thinking.


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

Neural Information Processing Systems

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.


Bi-Level Knowledge Transfer for Multi-Task Multi-Agent Reinforcement Learning

Neural Information Processing Systems

Multi-Agent Reinforcement Learning (MARL) has achieved remarkable success in various real-world scenarios, but its high cost of online training makes it impractical to learn each task from scratch. To enable effective policy reuse, we consider the problem of zero-shot generalization from offline data across multiple tasks. While prior work focuses on transferring individual skills of agents, we argue that the effective policy transfer across tasks should also capture the team-level coordination knowledge. In this paper, we propose Bi-Level Knowledge Transfer (BiKT) for Multi-Task MARL, which performs knowledge transfer at both the individual and team levels. At the individual level, we extract transferable individual skill embeddings from offline MARL trajectories.