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 reward function


Reward-Instruct: AReward-Centric Approach to Fast Photo-Realistic Image Generation

Neural Information Processing Systems

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.


Meta-World+: An Improved, Standardized, RL Benchmark

Neural Information Processing Systems

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.


Greedy Algorithm for Structured Bandits: ASharp Characterization of Asymptotic Success / Failure

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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.


Self-Improving Embodied Foundation Models

Neural Information Processing Systems

Foundation models trained on web-scale data have revolutionized robotics, but their application to low-level control remains largely limited to behavioral cloning. Drawing inspiration from the success of the reinforcement learning stage in finetuning large language models, we propose a two-stage post-training approach for robotics.


Sharp Analysis for KL-Regularized Contextual Bandits and RLHF

Neural Information Processing Systems

Reverse-Kullback-Leibler (KL) regularization has emerged to be a predominant technique to enhance policy optimization in reinforcement learning (RL) and reinforcement learning from human feedback (RLHF), which forces the learned policy to stay close to a reference policy. While the effectiveness of KL-regularization has been empirically demonstrated in various practical scenarios, current theoretical analyses of KL-regularized RLHF still yield the same O(1/ฯต2) sample complexity as ones without KL-regularization. To understand the fundamental distinction between objectives with KL-regularization and ones without KLregularization, we are the first to theoretically demonstrate the power of KLregularization by providing a sharp analysis for KL-regularized contextual bandits and RLHF, revealing an O(1/ฯต) sample complexity when ฯต is sufficiently small. We also prove matching lower bounds for both settings. More specifically, we study how the coverage of the reference policy affects the sample complexity of KL-regularized online contextual bandits and RLHF. We show that with sufficient coverage from the reference policy, a simple two-stage mixed sampling algorithm can achieve an O(1/ฯต) sample complexity with only an additive dependence on the coverage coefficient, thus proving the benefits of online data even without explicit exploration. Our results provide a comprehensive understanding of the roles of KL-regularization and data coverage in online decision making, shedding light on the design of more efficient algorithms.


Preference Learning with Response Time: Robust Losses and Guarantees

Neural Information Processing Systems

This paper investigates the integration of response time data into human preference learning frameworks for more effective reward model elicitation. While binary preference data has become fundamental in fine-tuning foundation models, generative AI systems, and other large-scale models, the valuable temporal information inherent in user decision-making remains largely unexploited. We propose novel methodologies to incorporate response time information alongside binary choice data, leveraging the Evidence Accumulation Drift Diffusion (EZ) model, under which response time is informative of the preference strength. We develop Neyman-orthogonal loss functions that achieve oracle convergence rates for reward model learning, matching the theoretical optimal rates that would be attained if the expected response times for each query were known a priori. Our theoretical analysis demonstrates that for linear reward functions, conventional preference learning suffers from error rates that scale exponentially with reward magnitude. In contrast, our response time-augmented approach reduces this to polynomial scaling, representing a significant improvement in sample efficiency. We extend these guarantees to non-parametric reward function spaces, establishing convergence properties for more complex, realistic reward models.


Progress Reward Model for Reinforcement Learning via Large Language Models

Neural Information Processing Systems

Traditional reinforcement learning (RL) algorithms face significant limitations in handling long-term tasks with sparse rewards. Recent advancements have leveraged large language models (LLMs) to enhance RL by utilizing their world knowledge for task planning and reward generation. However, planning-based approaches often depend on pre-defined skill libraries and fail to optimize low-level control policies, while reward-based methods require extensive human feedback or exhaustive searching due to the complexity of tasks. In this paper, we propose the Progress Reward Model for RL (PRM4RL), a novel framework that integrates task planning and dense reward to enhance RL. For high-level planning, a complex task is decomposed into a series of simple manageable subtasks, with a subtask-oriented, fine-grained progress function designed to monitor task execution progress. For low-level reward generation, inspired by potential-based reward shaping, we use the progress function to construct a Progress Reward Model (PRM), providing theoretically grounded optimality and convergence guarantees, thereby enabling effective policy optimization. Experimental results on robotics control tasks demonstrate that our approach outperforms both LLM-based planning and reward methods, achieving state-of-the-art performance.


GUI-G1: Understanding R1-Zero-Like Training for Visual Grounding in GUIAgents

Neural Information Processing Systems

Recent Graphical User Interface (GUI) agents replicate the R1-Zero paradigm, coupling online Reinforcement Learning (RL) with explicit chain-of-thought reasoning prior to object grounding and thereby achieving substantial performance gains.