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 online reinforcement learning


Online Reinforcement Learning for Mixed Policy Scopes

Neural Information Processing Systems

Combination therapy refers to the use of multiple treatments -- such as surgery, medication, and behavioral therapy - to cure a single disease, and has become a cornerstone for treating various conditions including cancer, HIV, and depression. All possible combinations of treatments lead to a collection of treatment regimens (i.e., policies) with mixed scopes, or what physicians could observe and which actions they should take depending on the context. In this paper, we investigate the online reinforcement learning setting for optimizing the policy space with mixed scopes. In particular, we develop novel online algorithms that achieve sublinear regret compared to an optimal agent deployed in the environment. The regret bound has a dependency on the maximal cardinality of the induced state-action space associated with mixed scopes. We further introduce a canonical representation for an arbitrary subset of interventional distributions given a causal diagram, which leads to a non-trivial, minimal representation of the model parameters.


GoRL: An Algorithm-Agnostic Framework for Online Reinforcement Learning with Generative Policies

Zhang, Chubin, Wan, Zhenglin, Chen, Feng, Yu, Xingrui, Tsang, Ivor, An, Bo

arXiv.org Artificial Intelligence

Reinforcement learning (RL) faces a persistent tension: policies that are stable to optimize are often too simple to represent the multimodal action distributions needed for complex control. Gaussian policies provide tractable likelihoods and smooth gradients, but their unimodal form limits expressiveness. Conversely, generative policies based on diffusion or flow matching can model rich multimodal behaviors; however, in online RL, they are frequently unstable due to intractable likelihoods and noisy gradients propagating through deep sampling chains. We address this tension with a key structural principle: decoupling optimization from generation. Building on this insight, we introduce GoRL (Generative Online Reinforcement Learning), a framework that optimizes a tractable latent policy while utilizing a conditional generative decoder to synthesize actions. A two-timescale update schedule enables the latent policy to learn stably while the decoder steadily increases expressiveness, without requiring tractable action likelihoods. Across a range of continuous-control tasks, GoRL consistently outperforms both Gaussian policies and recent generative-policy baselines. Notably, on the HopperStand task, it reaches a normalized return above 870, more than 3 times that of the strongest baseline. These results demonstrate that separating optimization from generation provides a practical path to policies that are both stable and highly expressive.


Online Reinforcement Learning in Stochastic Games

Neural Information Processing Systems

We study online reinforcement learning in average-reward stochastic games (SGs). An SG models a two-player zero-sum game in a Markov environment, where state transitions and one-step payoffs are determined simultaneously by a learner and an adversary. We propose the \textsc{UCSG} algorithm that achieves a sublinear regret compared to the game value when competing with an arbitrary opponent. This result improves previous ones under the same setting. The regret bound has a dependency on the \textit{diameter}, which is an intrinsic value related to the mixing property of SGs.


A New Perspective on Transformers in Online Reinforcement Learning for Continuous Control

Kachaev, Nikita, Zelezetsky, Daniil, Cherepanov, Egor, Kovelev, Alexey K., Panov, Aleksandr I.

arXiv.org Artificial Intelligence

Despite their effectiveness and popularity in offline or model-based reinforcement learning (RL), transformers remain underexplored in online model-free RL due to their sensitivity to training setups and model design decisions such as how to structure the policy and value networks, share components, or handle temporal information. In this paper, we show that transformers can be strong baselines for continuous control in online model-free RL. We investigate key design questions: how to condition inputs, share components between actor and critic, and slice sequential data for training. Our experiments reveal stable architectural and training strategies enabling competitive performance across fully and partially observable tasks, and in both vector- and image-based settings. These findings offer practical guidance for applying transformers in online RL.


Response-Level Rewards Are All You Need for Online Reinforcement Learning in LLMs: A Mathematical Perspective

He, Shenghua, Xia, Tian, Zhou, Xuan, Wei, Hui

arXiv.org Artificial Intelligence

We study a common challenge in reinforcement learning for large language models (LLMs): the Zero-Reward Assumption, where non-terminal actions (i.e., intermediate token generations) receive zero task-specific immediate reward, while only the final token receives a reward for the entire response. This assumption arises frequently in practice, as precise token-level rewards are often difficult or infeasible to obtain in LLM applications. In this work, we provide a unifying theoretical perspective. We introduce the Trajectory Policy Gradient Theorem, which shows that the policy gradient based on true, unknown token-level rewards can be unbiasedly estimated using only a response-level reward model, regardless of whether the Zero-Reward Assumption holds or not, for algorithms in the REINFORCE and Actor-Critic families. This result reveals that widely used methods such as PPO, GRPO, ReMax, and RLOO inherently possess the capacity to model token-level reward signals, offering a theoretical justification for response-level reward approaches. Our findings pave the way for more practical, efficient LLM fine-tuning, allowing developers to treat training algorithms as black boxes and focus on improving the response-level reward model with auxiliary sub-models. We also offer a detailed analysis of popular RL and non-RL methods, comparing their theoretical foundations and practical advantages across common LLM tasks. Finally, we propose a new algorithm: Token-Reinforced Policy Optimization (TRePO), a theoretically grounded method that is simpler than PPO, matches GRPO in memory efficiency, and holds promise for broad applicability.


The Power of Resets in Online Reinforcement Learning

Neural Information Processing Systems

Simulators are a pervasive tool in reinforcement learning, but most existing algorithms cannot efficiently exploit simulator access -- particularly in high-dimensional domains that require general function approximation. We explore the power of simulators through online reinforcement learning with local simulator access (or, local planning), an RL protocol where the agent is allowed to reset to previously observed states and follow their dynamics during training. We use local simulator access to unlock new statistical guarantees that were previously out of reach:- We show that MDPs with low coverability (Xie et al. 2023) -- a general structural condition that subsumes Block MDPs and Low-Rank MDPs -- can be learned in a sample-efficient fashion with only Q -realizability (realizability of the optimal state-value function); existing online RL algorithms require significantly stronger representation conditions.- As a consequence, we show that the notorious Exogenous Block MDP problem (Efroni et al. 2022) is tractable under local simulator access.The results above are achieved through a computationally inefficient algorithm. We complement them with a more computationally efficient algorithm, RVFS (Recursive Value Function Search), which achieves provable sample complexity guarantees under a strengthened statistical assumption known as pushforward coverability.


Dexterous Hand Manipulation via Efficient Imitation-Bootstrapped Online Reinforcement Learning

Huang, Dongchi, Zhang, Tianle, Li, Yihang, Zhao, Ling, Li, Jiayi, Fang, Zhirui, Xia, Chunhe, Li, Lusong, He, Xiaodong

arXiv.org Artificial Intelligence

Dexterous hand manipulation in real-world scenarios presents considerable challenges due to its demands for both dexterity and precision. While imitation learning approaches have thoroughly examined these challenges, they still require a significant number of expert demonstrations and are limited by a constrained performance upper bound. In this paper, we propose a novel and efficient Imitation-Bootstrapped Online Reinforcement Learning (IBORL) method tailored for robotic dexterous hand manipulation in real-world environments. Specifically, we pretrain the policy using a limited set of expert demonstrations and subsequently finetune this policy through direct reinforcement learning in the real world. To address the catastrophic forgetting issues that arise from the distribution shift between expert demonstrations and real-world environments, we design a regularization term that balances the exploration of novel behaviors with the preservation of the pretrained policy. Our experiments with real-world tasks demonstrate that our method significantly outperforms existing approaches, achieving an almost 100% success rate and a 23% improvement in cycle time. Furthermore, by finetuning with online reinforcement learning, our method surpasses expert demonstrations and uncovers superior policies. Our code and empirical results are available in https://hggforget.github.io/iborl.github.io/.


The Sample Complexity of Online Reinforcement Learning: A Multi-model Perspective

Muehlebach, Michael, He, Zhiyu, Jordan, Michael I.

arXiv.org Machine Learning

We study the sample complexity of online reinforcement learning for nonlinear dynamical systems with continuous state and action spaces. Our analysis accommodates a large class of dynamical systems ranging from a finite set of nonlinear candidate models to models with bounded and Lipschitz continuous dynamics, to systems that are parametrized by a compact and real-valued set of parameters. In the most general setting, our algorithm achieves a policy regret of $\mathcal{O}(N \epsilon^2 + \mathrm{ln}(m(\epsilon))/\epsilon^2)$, where $N$ is the time horizon, $\epsilon$ is a user-specified discretization width, and $m(\epsilon)$ measures the complexity of the function class under consideration via its packing number. In the special case where the dynamics are parametrized by a compact and real-valued set of parameters (such as neural networks, transformers, etc.), we prove a policy regret of $\mathcal{O}(\sqrt{N p})$, where $p$ denotes the number of parameters, recovering earlier sample-complexity results that were derived for linear time-invariant dynamical systems. While this article focuses on characterizing sample complexity, the proposed algorithms are likely to be useful in practice, due to their simplicity, the ability to incorporate prior knowledge, and their benign transient behavior.


Online Reinforcement Learning for Mixed Policy Scopes

Neural Information Processing Systems

Combination therapy refers to the use of multiple treatments -- such as surgery, medication, and behavioral therapy - to cure a single disease, and has become a cornerstone for treating various conditions including cancer, HIV, and depression. All possible combinations of treatments lead to a collection of treatment regimens (i.e., policies) with mixed scopes, or what physicians could observe and which actions they should take depending on the context. In this paper, we investigate the online reinforcement learning setting for optimizing the policy space with mixed scopes. In particular, we develop novel online algorithms that achieve sublinear regret compared to an optimal agent deployed in the environment. The regret bound has a dependency on the maximal cardinality of the induced state-action space associated with mixed scopes.


Reviews: Online Reinforcement Learning in Stochastic Games

Neural Information Processing Systems

The paper considers the problem of online learning in two-player zero-sum stochastic games. The main result is constructing a strategy for player 1 that guarantees that the cumulative rewards will never go below the maximin value of the game by more than a certain bound, no matter what strategy the other player follows. The bound is shown to grow sublinearly in the number of rounds T of the game, and polynomially on other problem parameters such as the diameter, the size of the state and action spaces. The results imply that the proposed algorithm can be used in self-play to compute near-maximin strategies for both players. The algorithm and the analysis are largely based on the UCRL algorithm of Auer and Ortner (2007) and the analysis thereof.