reward function
Reward-Instruct: AReward-Centric Approach to Fast Photo-Realistic Image Generation
This paper addresses the challenge of achieving high-quality and fast image generation that aligns with complex human preferences. While recent advancements in diffusion models and distillation have enabled rapid generation, the effective integration of reward feedback for improved abilities like controllability and preference alignment remains a key open problem. Existing reward-guided post-training approaches targeting accelerated few-step generation often deem diffusion distillation losses indispensable. However, in this paper, we identify an interesting yet fundamental paradigm shift: as conditions become more specific, well-designed reward functions emerge as the primary driving force in training strong, few-step image generative models. Motivated by this insight, we introduce Reward-Instruct, a novel and surprisingly simple reward-centric approach for converting pre-trained base diffusion models into reward-enhanced few-step generators. Unlike existing methods, Reward-Instruct does not rely on expensive yet tricky diffusion distillation losses.
Ground-Compose-Reinforce: Grounding Language in Agentic Behaviours using Limited Data
Grounding language in perception and action is a key challenge when building situated agents that can interact with humans, or other agents, via language. In the past, addressing this challenge has required manually designing the language grounding or curating massive datasets that associate language with the environment. We propose Ground-Compose-Reinforce, an end-to-end, neurosymbolic framework for training RL agents directly from high-level task specifications-- without manually designed reward functions or other domain-specific oracles, and without massive datasets. These task specifications take the form of Reward Machines, automata-based representations that capture high-level task structure and are in some cases autoformalizable from natural language. Critically, we show that Reward Machines can be grounded using limited data by exploiting compositionality. Experiments in a custom Meta-World domain with only 350 labelled pretraining trajectories show that our framework faithfully elicits complex behaviours from high-level specifications--including behaviours that never appear in pretraining--while non-compositional approaches fail.
Vinci: Deep Thinking in Text-to-Image Generation using Unified Model with Reinforcement Learning
With the continuous development of large language models and reasoning chain technologies, the potential of deep reasoning based on reinforcement learning has shown remarkable promise in multi-task scenarios. However, existing unified models have yet to achieve end-to-end integration in image generation and understanding tasks, limiting the model's self-reflection ability and the realization of cross-modal reasoning chains. To address this, we propose Vinci, a novel framework designed to enable interleaved image generation and understanding through deep reasoning capabilities. We leverage a small amount of multimodal chain-of-thought (MCoT) data for cold-start and employ reinforcement learning to guide the integration of image generation and understanding tasks. Additionally, we introduce a momentum-based reward function, which dynamically adjusts the reward distribution by considering historical improvements, ensuring the stability of the model across multiple generations. Experimental results demonstrate that integrating MCoT can achieve a +22% improvement over the base model on Geneval, effectively enhancing both image generation quality and instruction alignment capabilities.
ORIGEN: Zero-Shot 3DOrientation Grounding in Text-to-Image Generation
We introduce ORIGEN, the first zero-shot method for 3D orientation grounding in text-to-image generation across multiple objects and diverse categories. While previous work on spatial grounding in image generation has mainly focused on 2D positioning, it lacks control over 3D orientation. To address this, we propose a reward-guided sampling approach using a pretrained discriminative model for 3D orientation estimation and a one-step text-to-image generative flow model. While gradient-ascent-based optimization is a natural choice for reward-based guidance, it struggles to maintain image realism. Instead, we adopt a sampling-based approach using Langevin dynamics, which extends gradient ascent by simply injecting random noise--requiring just a single additional line of code. Additionally, we introduce adaptive time rescaling based on the reward function to accelerate convergence. Our experiments show that ORIGEN outperforms both training-based and test-time guidance methods across quantitative metrics and user studies.
Meta-World+: An Improved, Standardized, RL Benchmark
Meta-World is widely used for evaluating multi-task and meta-reinforcement learning agents, which are challenged to master diverse skills simultaneously. Since its introduction however, there have been numerous undocumented changes which inhibit a fair comparison of algorithms. This work strives to disambiguate these results from the literature, while also leveraging the past versions of Meta-World to provide insights into multi-task and meta-reinforcement learning benchmark design. Through this process we release a new open-source version of Meta-World1 that has full reproducibility of past results, is more technically ergonomic, and gives users more control over the tasks that are included in a task set.
Improving planning and MBRL with temporally-extended actions
Continuous time systems are often modeled using discrete time dynamics but this requires a small simulation step to maintain accuracy. In turn, this requires a large planning horizon which leads to computationally demanding planning problems and reduced performance. Previous work in model-free reinforcement learning has partially addressed this issue using action repeats where a policy is learned to determine a discrete action duration. Instead we propose to control the continuous decision timescale directly by using temporally-extended actions and letting the planner treat the duration of the action as an additional optimization variable along with the standard action variables. This additional structure has multiple advantages. It speeds up simulation time of trajectories and, importantly, it allows for deep horizon search in terms of primitive actions while using a shallow search depth in the planner. In addition, in the model-based reinforcement learning (MBRL) setting, it reduces compounding errors from model learning and improves training time for models. We show that this idea is effective and that the range for action durations can be automatically selected using a multi-armed bandit formulation and integrated into the MBRL framework. An extensive experimental evaluation both in planning and in MBRL, shows that our approach yields faster planning, better solutions, and that it enables solutions to problems that are not solved in the standard formulation.
Greedy Algorithm for Structured Bandits: ASharp Characterization of Asymptotic Success / Failure
We study the greedy (exploitation-only) algorithm in bandit problems with a known reward structure. We allow arbitrary finite reward structures, while prior work focused on a few specific ones. We fully characterize when the greedy algorithm asymptotically succeeds or fails, in the sense of sublinear vs. linear regret as a function of time. Our characterization identifies a partial identifiability property of the problem instance as the necessary and sufficient condition for the asymptotic success. Notably, once this property holds, the problem becomes easy--any algorithm will succeed (in the same sense as above), provided it satisfies a mild non-degeneracy condition. Our characterization extends to contextual bandits and interactive decision-making with arbitrary feedback. Examples demonstrating broad applicability and extensions to infinite reward structures are provided.
GoalLadder: Incremental Goal Discovery with Vision-Language Models
Natural language can offer a concise and human-interpretable means of specifying reinforcement learning (RL) tasks. The ability to extract rewards from a language instruction can enable the development of robotic systems that can learn from human guidance; however, it remains a challenging problem, especially in visual environments. Existing approaches that employ large, pretrained language models either rely on non-visual environment representations, require prohibitively large amounts of feedback, or generate noisy, ill-shaped reward functions. In this paper, we propose a novel method, GoalLadder, that leverages vision-language models (VLMs) to train RL agents from a single language instruction in visual environments. GoalLadder works by incrementally discovering states that bring the agent closer to completing a task specified in natural language.
On Feasible Rewards in Multi-agent Inverse Reinforcement Learning
Multi-agent Inverse Reinforcement Learning (MAIRL) aims to recover agent reward functions from expert demonstrations. We characterize the feasible reward set in Markov games, identifying all reward functions that rationalize a given equilibrium. However, equilibrium-based observations are often ambiguous: a single Nash equilibrium can correspond to many reward structures, potentially changing the game's nature in multi-agent systems. We address this by introducing entropyregularized Markov games, which yield a unique equilibrium while preserving strategic incentives. For this setting, we provide a sample complexity analysis detailing how errors affect learned policy performance. Our work establishes theoretical foundations and practical insights for MAIRL.