Continual Reinforcement Learning (CRL) agents struggle to adapt to new situations while retaining prior knowledge, leading to a stability-plasticity trade-off. One approach to solving this problem is by using complementary learning systems: one for slow, long-term learning and another for quick, transient adaptation. Anand & Precup (2023) instantiated this idea using permanent and transient value functions, but used the same features in both systems. Intuitively, long-term learning should rely more on parametric representations for broad generalization, while transient learning would be best served by non-parametric representations for situation-specific adaptation. In this paper, we explore this idea both theoretically and empirically. By introducing a novel non-parametric approximation for estimating the transient value function in complex tasks, we demonstrate that our method enables online learning and outperforms competitive baselines on image-based tasks and Craftax-Classic, underscoring the effectiveness of our system-level decomposition.
https://arxiv.org/abs/2611.07327
Reinforcement learning has become an effective approach for improving video generation, but its success depends heavily on reliable reward models. Existing methods either map videos directly to opaque scalar scores or generate free-form rationales that are not explicitly optimized as the basis of the final judgment. We propose ArtiVidRM, a verifiable, artifact-as-rubrics video reward model that follows an observe-then-score paradigm. It first identifies visible generation artifacts and organizes them into a structured artifact list, then uses these artifacts as explicit rubrics for quality assessment. This intermediate representation grounds each score in concrete video-level evidence, making the reward more interpretable and informative for optimization. We further introduce a multi-reward reinforcement learning strategy to jointly optimize artifact prediction and quality assessment. The reward decomposes into complementary objectives that evaluate artifact prediction quality, including semantic coverage and prediction efficiency, together with a pairwise preference objective that supervises quality ranking through score differences. By jointly optimizing the intermediate artifact representation and the downstream preference prediction, the model learns to produce informative artifact lists while improving the accuracy of video quality assessment. Experiments show that ArtiVidRM achieves state-of-the-art performance on video preference benchmarks, provides effective signals for video diffusion optimization, and enables artifact-guided refinement of closed-source video generators.
https://arxiv.org/abs/2611.07301
Pre-trained diffusion and flow policies have emerged as powerful backbones for robotics, yet adapting them to novel data via reinforcement learning (RL) remains computationally expensive, sample inefficient and lacks theoretical guarantees. Prior approaches that fine-tune the initial noise bypass costly backpropagation through time but struggle with the "noise aliasing" problem: there does not exista natural link between the noise space value and the action space value. This paper resolves these challenges by introducing the Latent Noise Linear Markov Decision Process (LNL-MDP). We derive the Bridge Equation for LNL-MDPs which eliminates the noise aliasing problem by aligning values with a shared representation between the noise and the action space. Furthermore, our LNL-MDP fine tuning framework falls under the FineTuneRL theory with near-optimal guarantee. Leveraging these insights, we propose Latent Representation Bridging for Diffusion (LARBRID), an algorithm that efficiently learns the representation to optimize the initial distribution that steers the pre-trained model to act optimally in the environment. It yields up to 2-3$\times$ performance increases on challenging control problems across a diverse suite of robotic locomotion and manipulation tasks. Code can be found at: this http URL.
https://arxiv.org/abs/2611.07275
We study whether \emph{long-horizon model-based value expansion} can serve as an effective framework in pixel-based offline reinforcement learning (RL). Long-horizon model-based value expansion from pixels is substantially harder than state-based environments, as the agent must learn both the representation and its dynamics, and errors from either can accumulate recursively over imagined trajectories. We introduce MAC-v2, which enables long-horizon model-based expansion from pixels by training a reconstruction-free latent world model with action chunking. By learning representations from prediction and control objectives, MAC-v2 does not need to encode control-irrelevant visual details that can hinder the dynamics prediction. Action chunking further mitigates the prediction error by reducing the number of recursive model predictions required for value expansion. Across diverse visual benchmarks including visual OGBench, MMBench2, Robomimic, and LIBERO-10, MAC-v2 achieves strong performance against model-free and model-based offline RL baselines. Our analyses show that long-horizon model-based value expansion is critical for the performance of MAC-v2, and that both action chunking and latent learning objectives are essential for reliable long-horizon latent imagination.
https://arxiv.org/abs/2611.07245
Reinforcement learning (RL) in Partially Observable Markov Decision Processes (POMDPs) is computationally challenging due to the curse of long-range dependence on history. Fortunately, recent studies have shown that a range of POMDPs that satisfy the filter stability assumption can be well approximated by a superstate Markov Decision Process (MDP) based on a truncated history in a finite-memory window, with a value gap that decays with the window length. However, existing finite-time convergence analyses on such superstate MDP surrogates are either limited to over-simplified linear function approximation or rely on an i.i.d. sampling oracle that is violated by POMDP trajectories, both of which severely limit the applicability of these theoretical results in practice. This motivates us to bridge the gap by investigating RL in POMDPs with nonlinear neural value function approximation. Our main contributions are threefold: i) We first establish a new finite-state MDP point-wise approximation error bound, which lays the foundation for our RL algorithm design and analysis in POMDPs; ii) By applying Temporal-Difference (TD) learning to POMDP-generated superstate transitions and targeting the Bellman fixed point of the superstate MDP, we prove a finite-time critic error bound with nonlinear neural value function approximation; and iii) By combining the neural critic function approximation error bound with the policy mirror descent framework, we obtain a finite-time sublinear regret against the optimal POMDP value. To the best of our knowledge, such a finite-time sublinear regret based on neural function approximation is the first in the literature for finite-memory POMDPs. Our numerical experiments also verify our theoretical results.
https://arxiv.org/abs/2611.07069
Discovering cooperative behavior in multi-agent reinforcement learning (MARL) is challenging due to the combinatorial complexity of joint state-action spaces, which hinders the emergence of coordinated behaviors from trial-and-error alone. Intrinsic rewards are often used to aid discovery, but naively combining them with team objectives can distort the learning signal, compromising task performance. In this paper, we propose EFXPLORER, a constrained exploration framework that maximizes exploration objectives subject to a constraint that preserves established task performance. We solve the resulting problem using an epigraph reformulation that introduces adaptive exploration budgets. This approach separates intrinsic rewards from task objectives and regulates exploration through task feasibility. To further encourage diverse and temporally extended exploration, we incorporate a successor distance-based intrinsic reward that captures long-horizon dependencies. Empirically, our method outperforms strong baselines and induces novel cooperative strategies across SMAX, VMAS, and MPE benchmark suites.
https://arxiv.org/abs/2611.07066
The introduction of generalist robot policies has enabled a single, large model to learn to perform a variety of tasks from a vast pre-training corpus. While these models often exhibit powerful zero-shot generalization capabilities, they typically require an adaptation phase to achieve sufficient performance in deployment. Iterated self-improvement via reinforcement learning (RL) has demonstrated promise in enabling this adaptation, yet such approaches have been largely explored in single-task settings - where the goal is to simply improve on a narrow deployment task - which lies in stark contrast to the multi-task capabilities of the base policy. In this work we ask whether generalist robot policies are capable of multi-task, generalist improvement in deployment - targeting many diverse tasks simultaneously - and what algorithmic recipe enables this. To answer this question, we first develop a set of structured evaluations to test generalist improvement capabilities, and systematically evaluate algorithmic and practical design choices regarding value estimation, policy extraction and resource allocation. We show that not only can generalist policies be improved online across diverse tasks, but that the right recipe can enable generalization and increase performance on tasks not considered during online training. We characterize when this generalization occurs and show that both the training task distribution and the use of value-based RL are critical. To the best of our knowledge, this is among the first evidence for online generalist improvement for robot foundation models.
https://arxiv.org/abs/2611.06905
Conventional robot arms can be extremely heavy compared with the everyday objects they manipulate, creating a significant inertia mismatch at contact. Even a small accidental bump from a heavy arm can knock a light object out of place. Modern learning methods have nevertheless demonstrated a wide range of successful manipulation behaviors on these platforms, suggesting that even extreme inertia mismatch can be overcome with sufficient data. However, it remains unclear whether high inertia imposes a hidden cost on learning, potentially worsening scaling with data or lowering the performance ceiling of modern robot learning methods. We investigate this question through controlled simulation experiments that vary robot and object masses. We find that reinforcement learning succeeds across a broad range of mass combinations, while behavior cloning learns more reliable policies when a lighter robot manipulates a heavier object. Heavier robots require more demonstrations to attain the same performance as lighter robots. Finally, because new hardware is rarely an option, we explore ways to lower an existing arm's inertia at contact with existing hardware, either by choosing a lower-inertia workspace before collecting data or by steering the demonstrator toward lower-inertia configurations during the task. In both cases, the lower-inertia demonstrations are imitated more reliably. Project website: this https URL
https://arxiv.org/abs/2611.03501
Reinforcement learning post-training improves the capabilities of large language models, but generating training responses is a major computational bottleneck. In mixture-of-experts models, workers that finish their assigned responses may remain occupied because their experts are still needed by workers processing longer responses. Consequently, approximately one-third of occupied worker time in the baseline occurs after local response generation finishes. Here we present FlexFloor, a system that enables earlier resource release during synchronous response generation while preserving the expert computation required by ongoing responses. FlexFloor jointly adapts response scheduling and the active group of workers. It uses historical response lengths and memory constraints to guide batching and prompt placement, then progressively releases workers while maintaining expert availability and correct communication. Compared with the verl baseline, FlexFloor generates approximately 65.40% more response tokens per unit of occupied computing time and increases response generation throughput by 52.74%, with little observed variation in rollout reward. By making reinforcement learning post-training more efficient, FlexFloor supports faster development and iterative improvement of large language models and AI agents.
https://arxiv.org/abs/2611.06984
Generalist robot policies are trained on static offline datasets, yet physical manipulation unfolds sequentially across stages. Because a weakness in a downstream stage remains unobservable until the policy passes earlier ones, each resolved bottleneck exposes the next hidden failure mode. This staged structure calls for Recursive Self-Improvement (RSI), in which a policy iteratively executes, diagnoses failures, and updates itself. Moreover, because task completion behaves like a product of stage-level pass rates, recursive gains can multiply across generations. In physical environments, three bottlenecks obstruct compounding: terminal execution feedback rarely localizes the stage that caused a failure, failed trajectories do not supply the corrective action, and updating shared parameters can degrade previously mastered skills. We propose Compounding Physical RSI, a self-evolving policy framework that turns execution failures into heritable capability. First, automated capability-gap assessment traces failed rollouts to the task stage where progression breaks down and formulates a structured improvement objective. Second, conditioned on this objective, our remedy stage curates validated, stage-relevant experience and refines the policy via behavior-regularized offline reinforcement learning, without requiring costly online rollouts at each optimization step. Third, to safeguard existing skills, our retention stage constructs weight-space candidates between the inherited reference policy and the refined policy, evaluates them across the task suite, and promotes the best candidate as the reference state for the next generation. Evaluated across all 42 tasks of the RoboDojo-Sim benchmark, CSU-AI-07 ranks first on the leaderboard with a three-seed mean Overall Score of 26.15 and Success Rate of 20.70%, outperforming the next-best entry by 5.92 points and 5.82 percentage points.
https://arxiv.org/abs/2611.06654
Controlling the shape profile of soft trunk robots extends their reach into complex regions of the workspace and enhances their use in practical applications. Recent advances in soft robot design have enabled soft trunk robots to achieve greater flexibility in conforming to complex shapes. Specifically, trunk robots whose geometries are designed as helicoids have been shown to enable extreme shape-changing capabilities. Their compliance makes them highly nonlinear, which in turn makes shape control difficult. On similar tendon-driven trunk robots, model-based controllers based on the theory of adiabatic spectral submanifolds (aSSMs) have achieved high accuracy in closed-loop end-effector tracking. We extend this approach by learning an aSSM model of the full body of a trimmed-helicoid soft trunk robot from data and use this in a model predictive control (MPC) scheme to demonstrate a range of shape control tasks on hardware. On closed-loop dynamic shape regulation, our method outperforms the available linear baselines by a factor of 10. In human-in-the-loop interactive demos, our method completes section-by-section shaping and balances a tennis ball for over 25 seconds, while the linear baselines fall short. A model-free reinforcement learning policy trained for 12 hours on hardware fails on the same balancing task. These results establish aSSM-based MPC as a practical route to full-body shape control on real soft hardware.
https://arxiv.org/abs/2611.06625
Humanoid soccer requires a robot to seamlessly combine agile locomotion, ball manipulation, and impact-rich contact dynamics across a continuous, dynamic behavioral spectrum. Yet existing approaches either cover only a limited set of skills, or forego motion priors entirely and produce unnatural behaviors, leaving the combination of a unified skill set and human-like motion quality unaddressed. We present soccerbot, a hierarchical reinforcement learning framework that resolves both limitations through a structured latent motion prior distilled from large-scale human soccer motion capture data. By constraining policy learning within this dynamically plausible motion manifold, a single skill-conditioned policy naturally learns to perform moving, dribbling, trapping, and kicking in a unified formulation, while inherently producing human-like motion and fluid transitions during commanded skill switching. Augmented by robustness-oriented simulation design, soccerbot transfers zero-shot to the Unitree G1 humanoid robot, demonstrating agile, natural, and robust execution of the full soccer skill repertoire under real-world conditions.
https://arxiv.org/abs/2611.06564
Resource management for distributed edge networks hosting different services has been handled efficiently using Reinforcement learning (RL). Reward generalization in complex workflows is still an open issue within the RL realm. Therefore, this work proposes RAGAM-AI, a hybrid framework that combines the capabilities of RL algorithms and Generative-AI (Gen-AI) for powering an Agentic AI workflow that optimizes resource allocation at the Multi-access Edge Computing (MEC) units. This framework further resolves the reward generalization issue by utilizing Large Language Model (LLM) for feedback. A Multi- Agent Soft-Actor Critic (MASAC) using Math{\Sigma}tral as a reward oracle is implemented for managing resource allocations at the MEC. RAGAM-AI interprets system state information and evaluates multi-objective trade-offs guiding the resource orchestration loop over distributed edge server agents. The complexity of the framework is further brought down by incorporating surrogate reward model. The overall performance is evaluated against the single agent SAC, REINFORCE and random policies for benchmarking. On using RAGAM-AI, lower allocation deviations for CPU, memory and bandwidth resources are reported while minimizing the latency and data rate costs. A scalable AI as a feedback (AIAF) solution optimizing network resources with significant performance improvement is thus presented.
https://arxiv.org/abs/2611.06554
Agent trajectories often contain both successful decisions and failed attempts, yet optimization with sparse trajectory-level rewards struggles to identify which critical decisions should be reinforced or suppressed. We observe that meaningful distinctions among on-policy trajectories can be distilled into natural-language process rubrics and used as process supervision signals. Based on this insight, we propose Online Rubric Self-Distillation (ORSD), which leverages self-derived process rubrics for dense token-level supervision, thereby augmenting outcome-centric reinforcement learning. Specifically, the current policy independently generates multiple rubric bundles at each step according to the same group of trajectories, extracting candidate process rubrics from cross-trajectory behavioral differences. A frozen verifier then evaluates all rubric items against each trajectory in the group, and selects one candidate bundle based on bundle-level alignment between rubric satisfaction and task success. ORSD treats the selected rubric bundle as privileged information during training, then compares the log-likelihoods of the original tokens with and without the rubric. The resulting likelihood gap provides token-specific process credit, which is added to the original trajectory-level GRPO advantage through additive advantage shaping. ORSD thus bridges trajectory-level outcome supervision and fine-grained process supervision, enabling token-level credit assignment using process signals. Extensive experiments on ALFWorld and WebShop show that ORSD accelerates policy improvement and boosts final task performance for both Qwen3-1.7B and Qwen3-4B under the same environment-interaction budget. Our code is available at this https URL.
https://arxiv.org/abs/2611.06543
Coordinated whole-body control of humanoid robots remains challenging due to high-dimensional coupled dynamics and substantial physical heterogeneity across joint degrees of freedom (JDoFs). Existing multi-agent reinforcement learning methods either employ coarse agent partitions or directly apply generic heterogeneous-agent algorithms, while hierarchical controllers commonly optimize high-level planning and low-level execution independently, leading to uncoordinated motion. In this paper, we propose H^2MARL, a hierarchical heterogeneous multi-agent reinforcement learning framework with two key mechanisms. We first formulate humanoid whole-body control using a JDoF-level physical-heterogeneity-aware policy factorization, where each torque-actuated JDoF is conditioned on an explicit descriptor of its actuation, kinematic, and dynamic properties. Moreover, we develop a closed-loop policy-executor co-optimization mechanism that jointly adapts the high-level pose planner and the low-level joint executor using shared interaction trajectories, thereby reducing the distribution mismatch between planning and execution. Extensive experiments in MuJoCo and Isaac Gym demonstrate that H^2MARL consistently improves locomotion stability, gait coordination, and motion quality over homogeneous, coarse-grained, and independently optimized alternatives.
https://arxiv.org/abs/2611.06523
While multi-turn agentic reinforcement learning (RL) excels on long-horizon tasks, its performance gains remain highly sensitive to interaction constraints. Evaluating across sampling breadth $K$ and interaction depth $T$ via $Pass@(K,T)$, we show that trajectory-level RL advantages depend on sufficient turn budgets, diminishing significantly when budgets tighten. Besides, agentic RL does not uniformly elevate single-step decision quality; rather, its strength concentrates in error recovery and long-horizon resilience. To mitigate the deployment risks caused by this budget dependence, we provide a preliminary discussion on the benefits and limitations of process supervision signals and introduce BudgetMix RL as an alternative that varies interaction budgets during training. Experiments demonstrate that BudgetMix RL achieves robust performance across diverse execution settings. Project Page: this https URL
https://arxiv.org/abs/2611.06483
Online reinforcement learning offers an effective approach to precise laboratory manipulation, yet costly real-world demonstrations and limited access to dense process rewards hinder its practical application. We present TwinBridge, a digital twin-driven framework that supplies policy initialization and dense visual rewards for real-world online learning. We construct digital twins by combining 3D Gaussian splatting with physics simulation. Here, simulator states provide task events and geometric progress under physical prerequisites and ordering constraints, yielding rewards for policy pretraining with simulated demonstrations and reinforcement learning. We distill this supervision into a visual reward model. During real-world interaction, its predictions are combined with execution history to compute dense rewards for human-in-the-loop policy refinement. Across five real-world laboratory tasks, TwinBridge achieves a final mean autonomous success rate of 98% with at most 25 minutes of real-world interaction per task. Experiments show that dense rewards improve interaction efficiency over sparse rewards, and simulation-based policy initialization further accelerates learning.
https://arxiv.org/abs/2611.06442
Offline reinforcement learning with verifiable rewards (RLVR) trains on a fixed pool of sampled responses and typically supervises every token of every response, although responses and tokens are not equally informative. We study which ones to supervise through the Gibbs-optimal policy of KL-regularized RLVR, which offline training targets, and measure the mismatch between a policy and this target with a bidirectional KL divergence. At the reference policy, this mismatch factorizes exactly and separates the two outcomes: correct responses contribute mainly through the forward term, concentrated on their low-probability tokens, and incorrect responses through the reverse term, concentrated on the responses the policy generates often and on their high-probability tokens. Based on this analysis, we propose GIST (Gibbs-Targeted Hierarchical Data Selection), a two-level selection method that approximates these principles with signals available before training. GIST uses the sampling temperature to select correct responses on-policy and incorrect responses near the policy's mode, and it uses the initial policy's token probabilities to supervise only the tokens where the mismatch lies. Applied to two offline training objectives, GIST raises the average accuracy over GSM8K, MATH-500, and MBPP for all three models under both objectives. In a controlled comparison on Qwen3-0.6B/GSM8K, it outperforms seven selection baselines that choose from the same candidates while supervising 66.6% fewer tokens than training on all candidates of the same prompts.
https://arxiv.org/abs/2611.06395
Reinforcement learning (RL) post-training has become an important paradigm for improving multimodal large language models (MLLMs), especially with automatically verifiable rewards. Self-supervised visual pretext tasks provide such rewards without human annotations. However, existing methods mainly exploit within-instance structure, offering limited supervision for cross-instance discrimination and fine-grained comparison. We introduce Group-and-Order Self-Supervised Reinforcement Learning (GO-SSL), a cross-instance jigsaw framework for vision-centric MLLM post-training. Given two visual instances, GO-SSL mixes their local elements and trains the model to group them by instance of origin while recovering the order within each group, coupling instance-level comparison with spatial, temporal, or geometric structure recovery. This paired formulation turns the same unlabeled data into richer verifiable supervision through diverse pairings, shuffles, and a random-to-hard curriculum. We instantiate GO-SSL mainly on cross-image jigsaw tasks and further extend it to 3D depth and video temporal ordering. Across diverse benchmarks, GO-SSL consistently improves over the base MLLM and prior self-supervised post-training baselines, with clear gains in fine-grained perception and spatial understanding. Further evaluations across model scales and families support its generality. These results suggest that cross-instance comparison provides a useful self-supervised RL signal for improving transferable visual understanding in MLLMs. Code is available at this https URL.
https://arxiv.org/abs/2611.00892
Existing traffic signal control methods typically rely on structured traffic states produced by dedicated perception pipelines. Emerging visual approaches often use idealized simulator images and convert them into intermediate representations before control, limiting their ability to directly exploit roadside visual observations. To bridge both the visual-domain and perception-to-decision gaps, we introduce SynTra-V and Traffic-VL. SynTra-V converts physics-based traffic simulations into photorealistic multi-view surveillance imagery across diverse road topologies and sensing conditions, and automatic semantic auditing checks that control-critical geometry, vehicle movements, and lane semantics match the simulator state. Traffic-VL is an eight-billion-parameter vision-language model that directly maps synchronized multi-view images and natural-language phase descriptions to signal decisions without intermediate structured states. Building on Traffic-R1's two-stage reinforced reasoning framework, Traffic-VL adapts its vision encoder via offline reinforcement learning on SynTra-V and freezes it during online visual stepwise trajectory policy optimization in closed-loop simulation. Experiments show that Traffic-VL matches structured-state Traffic-R1 while outperforming image-based controllers and general-purpose vision-language models, including Gemini 3 Pro. Evaluations on unseen topologies, degraded sensing conditions, real surveillance footage, and a three-week deployment across ten intersections further demonstrate robust visual generalization and effective constrained online control.
https://arxiv.org/abs/2611.06353