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SubscribeInfiMed-ORBIT: Aligning LLMs on Open-Ended Complex Tasks via Rubric-Based Incremental Training
Large Language Models (LLMs) have shown substantial advances through reinforcement learning (RL), particularly in domains where rewards can be programmatically verified, such as mathematics and code. In these areas, models benefit from a well-defined operational base guided by explicit rule-based objectives. However, this progress reveals a significant limitation: in open-ended domains where rewards are ambiguous, subjective, or context-dependent, such as creative writing, scientific reasoning, and notably medical consultation, robust reward functions are lacking, making these areas challenging for current RL strategies. To bridge this gap, we introduce ORBIT, an open-ended rubric-based incremental training framework specifically designed for high-stakes medical dialogue. ORBIT integrates syn- thetic dialogue generation with the dynamic creation of rubrics, employing these rubrics to direct an incremental RL process. In particular, this approach does not depend on external medical knowledge or manual rules, instead utilizing rubric-guided feedback to shape learning. When implemented on the Qwen3-4B-Instruct model, our method can greatly enhance its performance on the HealthBench-Hard benchmark from 7.0 to 27.2 using only 2k samples, thus achieving state-of-the-art results for models of this scale. Our analysis confirms that rubric-driven RL fos-ters consistent performance gains across diverse consultation scenarios, going beyond simple numerical improvements. These findings underscore rubric-based feedback as a scalable strategy for advancing LLMs in intricate, open-ended tasks.
Facing Off World Model Backbones: RNNs, Transformers, and S4
World models are a fundamental component in model-based reinforcement learning (MBRL). To perform temporally extended and consistent simulations of the future in partially observable environments, world models need to possess long-term memory. However, state-of-the-art MBRL agents, such as Dreamer, predominantly employ recurrent neural networks (RNNs) as their world model backbone, which have limited memory capacity. In this paper, we seek to explore alternative world model backbones for improving long-term memory. In particular, we investigate the effectiveness of Transformers and Structured State Space Sequence (S4) models, motivated by their remarkable ability to capture long-range dependencies in low-dimensional sequences and their complementary strengths. We propose S4WM, the first world model compatible with parallelizable SSMs including S4 and its variants. By incorporating latent variable modeling, S4WM can efficiently generate high-dimensional image sequences through latent imagination. Furthermore, we extensively compare RNN-, Transformer-, and S4-based world models across four sets of environments, which we have tailored to assess crucial memory capabilities of world models, including long-term imagination, context-dependent recall, reward prediction, and memory-based reasoning. Our findings demonstrate that S4WM outperforms Transformer-based world models in terms of long-term memory, while exhibiting greater efficiency during training and imagination. These results pave the way for the development of stronger MBRL agents.
CARMO: Dynamic Criteria Generation for Context-Aware Reward Modelling
Reward modeling in large language models is susceptible to reward hacking, causing models to latch onto superficial features such as the tendency to generate lists or unnecessarily long responses. In reinforcement learning from human feedback (RLHF) and more generally during post-training flawed reward signals often lead to outputs that optimize for these spurious correlates instead of genuine quality or correctness. We propose Context-Aware Reward Modeling (CARMO), a novel approach that first generates dynamic, context-relevant criteria to ground the reward model before producing reward scores. Unlike prior methods that rely on static rubrics, CARMO leverages large language models (LLMs) to adaptively create evaluation criteria such as logical consistency, clarity, and depth tailored to the user query. Our theoretical analysis shows that such criteria generation can mitigate reward hacking. We further demonstrate that CARMO can be distilled into smaller models, reducing the computational cost of alignment. We establish a new state-of-the-art performance in zero-shot settings for generative models, achieving a 2.1\% improvement on Reward Bench. Furthermore, alignment performed on the CARMO-curated preference dataset achieves 22.5\% and 21.1\% LC-WR and WR, respectively, on Mistral-Base (7B).
ICE-GRT: Instruction Context Enhancement by Generative Reinforcement based Transformers
The emergence of Large Language Models (LLMs) such as ChatGPT and LLaMA encounter limitations in domain-specific tasks, with these models often lacking depth and accuracy in specialized areas, and exhibiting a decrease in general capabilities when fine-tuned, particularly analysis ability in small sized models. To address these gaps, we introduce ICE-GRT, utilizing Reinforcement Learning from Human Feedback (RLHF) grounded in Proximal Policy Optimization (PPO), demonstrating remarkable ability in in-domain scenarios without compromising general task performance. Our exploration of ICE-GRT highlights its understanding and reasoning ability to not only generate robust answers but also to provide detailed analyses of the reasons behind the answer. This capability marks a significant progression beyond the scope of Supervised Fine-Tuning models. The success of ICE-GRT is dependent on several crucial factors, including Appropriate Data, Reward Size Scaling, KL-Control, Advantage Normalization, etc. The ICE-GRT model exhibits state-of-the-art performance in domain-specific tasks and across 12 general Language tasks against equivalent size and even larger size LLMs, highlighting the effectiveness of our approach. We provide a comprehensive analysis of the ICE-GRT, underscoring the significant advancements it brings to the field of LLM.
Improved Algorithms for Multi-period Multi-class Packing Problems with Bandit Feedback
We consider the linear contextual multi-class multi-period packing problem (LMMP) where the goal is to pack items such that the total vector of consumption is below a given budget vector and the total value is as large as possible. We consider the setting where the reward and the consumption vector associated with each action is a class-dependent linear function of the context, and the decision-maker receives bandit feedback. LMMP includes linear contextual bandits with knapsacks and online revenue management as special cases. We establish a new estimator which guarantees a faster convergence rate, and consequently, a lower regret in such problems. We propose a bandit policy that is a closed-form function of said estimated parameters. When the contexts are non-degenerate, the regret of the proposed policy is sublinear in the context dimension, the number of classes, and the time horizon T when the budget grows at least as T. We also resolve an open problem posed by Agrawal & Devanur (2016) and extend the result to a multi-class setting. Our numerical experiments clearly demonstrate that the performance of our policy is superior to other benchmarks in the literature.
Improving Context-Aware Preference Modeling for Language Models
While finetuning language models from pairwise preferences has proven remarkably effective, the underspecified nature of natural language presents critical challenges. Direct preference feedback is uninterpretable, difficult to provide where multidimensional criteria may apply, and often inconsistent, either because it is based on incomplete instructions or provided by diverse principals. To address these challenges, we consider the two-step preference modeling procedure that first resolves the under-specification by selecting a context, and then evaluates preference with respect to the chosen context. We decompose reward modeling error according to these two steps, which suggests that supervising context in addition to context-specific preference may be a viable approach to aligning models with diverse human preferences. For this to work, the ability of models to evaluate context-specific preference is critical. To this end, we contribute context-conditioned preference datasets and accompanying experiments that investigate the ability of language models to evaluate context-specific preference. We use our datasets to (1) show that existing preference models benefit from, but fail to fully consider, added context, (2) finetune a context-aware reward model with context-specific performance exceeding that of GPT-4 and Llama 3 70B on tested datasets, and (3) investigate the value of context-aware preference modeling.
Rewards-in-Context: Multi-objective Alignment of Foundation Models with Dynamic Preference Adjustment
We consider the problem of multi-objective alignment of foundation models with human preferences, which is a critical step towards helpful and harmless AI systems. However, it is generally costly and unstable to fine-tune large foundation models using reinforcement learning (RL), and the multi-dimensionality, heterogeneity, and conflicting nature of human preferences further complicate the alignment process. In this paper, we introduce Rewards-in-Context (RiC), which conditions the response of a foundation model on multiple rewards in its prompt context and applies supervised fine-tuning for alignment. The salient features of RiC are simplicity and adaptivity, as it only requires supervised fine-tuning of a single foundation model and supports dynamic adjustment for user preferences during inference time. Inspired by the analytical solution of an abstracted convex optimization problem, our dynamic inference-time adjustment method approaches the Pareto-optimal solution for multiple objectives. Empirical evidence demonstrates the efficacy of our method in aligning both Large Language Models (LLMs) and diffusion models to accommodate diverse rewards with only around 10% GPU hours compared with multi-objective RL baseline.
Capturing Individual Human Preferences with Reward Features
Reinforcement learning from human feedback usually models preferences using a reward model that does not distinguish between people. We argue that this is unlikely to be a good design choice in contexts with high potential for disagreement, like in the training of large language models. We propose a method to specialise a reward model to a person or group of people. Our approach builds on the observation that individual preferences can be captured as a linear combination of a set of general reward features. We show how to learn such features and subsequently use them to quickly adapt the reward model to a specific individual, even if their preferences are not reflected in the training data. We present experiments with large language models comparing the proposed architecture with a non-adaptive reward model and also adaptive counterparts, including models that do in-context personalisation. Depending on how much disagreement there is in the training data, our model either significantly outperforms the baselines or matches their performance with a simpler architecture and more stable training.
Stochastic Contextual Dueling Bandits under Linear Stochastic Transitivity Models
We consider the regret minimization task in a dueling bandits problem with context information. In every round of the sequential decision problem, the learner makes a context-dependent selection of two choice alternatives (arms) to be compared with each other and receives feedback in the form of noisy preference information. We assume that the feedback process is determined by a linear stochastic transitivity model with contextualized utilities (CoLST), and the learner's task is to include the best arm (with highest latent context-dependent utility) in the duel. We propose a computationally efficient algorithm, CoLSTIM, which makes its choice based on imitating the feedback process using perturbed context-dependent utility estimates of the underlying CoLST model. If each arm is associated with a d-dimensional feature vector, we show that CoLSTIM achieves a regret of order tilde O( dT) after T learning rounds. Additionally, we also establish the optimality of CoLSTIM by showing a lower bound for the weak regret that refines the existing average regret analysis. Our experiments demonstrate its superiority over state-of-art algorithms for special cases of CoLST models.
A Bayesian latent class reinforcement learning framework to capture adaptive, feedback-driven travel behaviour
Many travel decisions involve a degree of experience formation, where individuals learn their preferences over time. At the same time, there is extensive scope for heterogeneity across individual travellers, both in their underlying preferences and in how these evolve. The present paper puts forward a Latent Class Reinforcement Learning (LCRL) model that allows analysts to capture both of these phenomena. We apply the model to a driving simulator dataset and estimate the parameters through Variational Bayes. We identify three distinct classes of individuals that differ markedly in how they adapt their preferences: the first displays context-dependent preferences with context-specific exploitative tendencies; the second follows a persistent exploitative strategy regardless of context; and the third engages in an exploratory strategy combined with context-specific preferences.
A Study of Global and Episodic Bonuses for Exploration in Contextual MDPs
Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and episodic novelty bonuses, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.
Monitored Markov Decision Processes
In reinforcement learning (RL), an agent learns to perform a task by interacting with an environment and receiving feedback (a numerical reward) for its actions. However, the assumption that rewards are always observable is often not applicable in real-world problems. For example, the agent may need to ask a human to supervise its actions or activate a monitoring system to receive feedback. There may even be a period of time before rewards become observable, or a period of time after which rewards are no longer given. In other words, there are cases where the environment generates rewards in response to the agent's actions but the agent cannot observe them. In this paper, we formalize a novel but general RL framework - Monitored MDPs - where the agent cannot always observe rewards. We discuss the theoretical and practical consequences of this setting, show challenges raised even in toy environments, and propose algorithms to begin to tackle this novel setting. This paper introduces a powerful new formalism that encompasses both new and existing problems and lays the foundation for future research.
Retrieval-Augmented Decision Transformer: External Memory for In-context RL
In-context learning (ICL) is the ability of a model to learn a new task by observing a few exemplars in its context. While prevalent in NLP, this capability has recently also been observed in Reinforcement Learning (RL) settings. Prior in-context RL methods, however, require entire episodes in the agent's context. Given that complex environments typically lead to long episodes with sparse rewards, these methods are constrained to simple environments with short episodes. To address these challenges, we introduce Retrieval-Augmented Decision Transformer (RA-DT). RA-DT employs an external memory mechanism to store past experiences from which it retrieves only sub-trajectories relevant for the current situation. The retrieval component in RA-DT does not require training and can be entirely domain-agnostic. We evaluate the capabilities of RA-DT on grid-world environments, robotics simulations, and procedurally-generated video games. On grid-worlds, RA-DT outperforms baselines, while using only a fraction of their context length. Furthermore, we illuminate the limitations of current in-context RL methods on complex environments and discuss future directions. To facilitate future research, we release datasets for four of the considered environments.
Reward Is Enough: LLMs Are In-Context Reinforcement Learners
Reinforcement learning (RL) is a framework for solving sequential decision-making problems. In this work, we demonstrate that, surprisingly, RL emerges during the inference time of large language models (LLMs), a phenomenon we term in-context RL (ICRL). To reveal this capability, we introduce a simple multi-round prompting framework, we call ICRL prompting, for inference-time self-improvement. The goal of ICRL prompting is to guide LLMs to perform reinforcement learning during inference for self-improvement on a given task. After each response, the model receives numerical scalar feedback, denoted as a reward. In the next round, we prompt the LLM again together with a context that concatenates all prior responses and their associated rewards. We consistently observe that response quality improves as the context grows. In other words, the LLM can optimize scalar reward signals during inference, exhibiting behavior analogous to reinforcement learning. We evaluate ICRL prompting on Game of 24, creative writing, ScienceWorld, and Olympiad-level math competitions (AIME and HMMT), demonstrating significant improvements over baselines such as Self-Refine and Reflexion. Notably, even when the reward signals are generated by the same LLM, ICRL prompting still improves performance, highlighting a promising new paradigm for test-time scaling.
RLeXplore: Accelerating Research in Intrinsically-Motivated Reinforcement Learning
Extrinsic rewards can effectively guide reinforcement learning (RL) agents in specific tasks. However, extrinsic rewards frequently fall short in complex environments due to the significant human effort needed for their design and annotation. This limitation underscores the necessity for intrinsic rewards, which offer auxiliary and dense signals and can enable agents to learn in an unsupervised manner. Although various intrinsic reward formulations have been proposed, their implementation and optimization details are insufficiently explored and lack standardization, thereby hindering research progress. To address this gap, we introduce RLeXplore, a unified, highly modularized, and plug-and-play framework offering reliable implementations of eight state-of-the-art intrinsic reward methods. Furthermore, we conduct an in-depth study that identifies critical implementation details and establishes well-justified standard practices in intrinsically-motivated RL. Our documentation, examples, and source code are available at https://github.com/RLE-Foundation/RLeXplore.
Introduction to Multi-Armed Bandits
Multi-armed bandits a simple but very powerful framework for algorithms that make decisions over time under uncertainty. An enormous body of work has accumulated over the years, covered in several books and surveys. This book provides a more introductory, textbook-like treatment of the subject. Each chapter tackles a particular line of work, providing a self-contained, teachable technical introduction and a brief review of the further developments; many of the chapters conclude with exercises. The book is structured as follows. The first four chapters are on IID rewards, from the basic model to impossibility results to Bayesian priors to Lipschitz rewards. The next three chapters cover adversarial rewards, from the full-feedback version to adversarial bandits to extensions with linear rewards and combinatorially structured actions. Chapter 8 is on contextual bandits, a middle ground between IID and adversarial bandits in which the change in reward distributions is completely explained by observable contexts. The last three chapters cover connections to economics, from learning in repeated games to bandits with supply/budget constraints to exploration in the presence of incentives. The appendix provides sufficient background on concentration and KL-divergence. The chapters on "bandits with similarity information", "bandits with knapsacks" and "bandits and agents" can also be consumed as standalone surveys on the respective topics.
Behavior Alignment via Reward Function Optimization
Designing reward functions for efficiently guiding reinforcement learning (RL) agents toward specific behaviors is a complex task. This is challenging since it requires the identification of reward structures that are not sparse and that avoid inadvertently inducing undesirable behaviors. Naively modifying the reward structure to offer denser and more frequent feedback can lead to unintended outcomes and promote behaviors that are not aligned with the designer's intended goal. Although potential-based reward shaping is often suggested as a remedy, we systematically investigate settings where deploying it often significantly impairs performance. To address these issues, we introduce a new framework that uses a bi-level objective to learn behavior alignment reward functions. These functions integrate auxiliary rewards reflecting a designer's heuristics and domain knowledge with the environment's primary rewards. Our approach automatically determines the most effective way to blend these types of feedback, thereby enhancing robustness against heuristic reward misspecification. Remarkably, it can also adapt an agent's policy optimization process to mitigate suboptimalities resulting from limitations and biases inherent in the underlying RL algorithms. We evaluate our method's efficacy on a diverse set of tasks, from small-scale experiments to high-dimensional control challenges. We investigate heuristic auxiliary rewards of varying quality -- some of which are beneficial and others detrimental to the learning process. Our results show that our framework offers a robust and principled way to integrate designer-specified heuristics. It not only addresses key shortcomings of existing approaches but also consistently leads to high-performing solutions, even when given misaligned or poorly-specified auxiliary reward functions.
Few-shot In-Context Preference Learning Using Large Language Models
Designing reward functions is a core component of reinforcement learning but can be challenging for truly complex behavior. Reinforcement Learning from Human Feedback (RLHF) has been used to alleviate this challenge by replacing a hand-coded reward function with a reward function learned from preferences. However, it can be exceedingly inefficient to learn these rewards as they are often learned tabula rasa. We investigate whether Large Language Models (LLMs) can reduce this query inefficiency by converting an iterative series of human preferences into code representing the rewards. We propose In-Context Preference Learning (ICPL), a method that uses the grounding of an LLM to accelerate learning reward functions from preferences. ICPL takes the environment context and task description, synthesizes a set of reward functions, and then repeatedly updates the reward functions using human rankings of videos of the resultant policies. Using synthetic preferences, we demonstrate that ICPL is orders of magnitude more efficient than RLHF and is even competitive with methods that use ground-truth reward functions instead of preferences. Finally, we perform a series of human preference-learning trials and observe that ICPL extends beyond synthetic settings and can work effectively with humans-in-the-loop. Additional information and videos are provided at https://sites.google.com/view/few-shot-icpl/home.
LongRM: Revealing and Unlocking the Context Boundary of Reward Modeling
Reward model (RM) plays a pivotal role in aligning large language model (LLM) with human preferences. As real-world applications increasingly involve long history trajectories, e.g., LLM agent, it becomes indispensable to evaluate whether a model's responses are not only high-quality but also grounded in and consistent with the provided context. Yet, current RMs remain confined to short-context settings and primarily focus on response-level attributes (e.g., safety or helpfulness), while largely neglecting the critical dimension of long context-response consistency. In this work, we introduce Long-RewardBench, a benchmark specifically designed for long-context RM evaluation, featuring both Pairwise Comparison and Best-of-N tasks. Our preliminary study reveals that even state-of-the-art generative RMs exhibit significant fragility in long-context scenarios, failing to maintain context-aware preference judgments. Motivated by the analysis of failure patterns observed in model outputs, we propose a general multi-stage training strategy that effectively scales arbitrary models into robust Long-context RMs (LongRMs). Experiments show that our approach not only substantially improves performance on long-context evaluation but also preserves strong short-context capability. Notably, our 8B LongRM outperforms much larger 70B-scale baselines and matches the performance of the proprietary Gemini 2.5 Pro model.
Reinforcement Learning with Goal-Distance Gradient
Reinforcement learning usually uses the feedback rewards of environmental to train agents. But the rewards in the actual environment are sparse, and even some environments will not rewards. Most of the current methods are difficult to get good performance in sparse reward or non-reward environments. Although using shaped rewards is effective when solving sparse reward tasks, it is limited to specific problems and learning is also susceptible to local optima. We propose a model-free method that does not rely on environmental rewards to solve the problem of sparse rewards in the general environment. Our method use the minimum number of transitions between states as the distance to replace the rewards of environmental, and proposes a goal-distance gradient to achieve policy improvement. We also introduce a bridge point planning method based on the characteristics of our method to improve exploration efficiency, thereby solving more complex tasks. Experiments show that our method performs better on sparse reward and local optimal problems in complex environments than previous work.
Tuning Large Multimodal Models for Videos using Reinforcement Learning from AI Feedback
Recent advancements in large language models have influenced the development of video large multimodal models (VLMMs). The previous approaches for VLMMs involved Supervised Fine-Tuning (SFT) with instruction-tuned datasets, integrating LLM with visual encoders, and adding additional learnable modules. Video and text multimodal alignment remains challenging, primarily due to the deficient volume and quality of multimodal instruction-tune data compared to text-only data. We present a novel alignment strategy that employs multimodal AI system to oversee itself called Reinforcement Learning from AI Feedback (RLAIF), providing self-preference feedback to refine itself and facilitating the alignment of video and text modalities. In specific, we propose context-aware reward modeling by providing detailed video descriptions as context during the generation of preference feedback in order to enrich the understanding of video content. Demonstrating enhanced performance across diverse video benchmarks, our multimodal RLAIF approach, VLM-RLAIF, outperforms existing approaches, including the SFT model. We commit to open-sourcing our code, models, and datasets to foster further research in this area.
Contextualized Evaluations: Taking the Guesswork Out of Language Model Evaluations
Language model users often issue queries that lack specification, where the context under which a query was issued -- such as the user's identity, the query's intent, and the criteria for a response to be useful -- is not explicit. For instance, a good response to a subjective query like "What book should I read next?" would depend on the user's preferences, and a good response to an open-ended query like "How do antibiotics work against bacteria?" would depend on the user's expertise. This makes evaluation of responses to such queries an ill-posed task, as evaluators may make arbitrary judgments about the response quality. To remedy this, we present contextualized evaluations, a protocol that synthetically constructs context surrounding an underspecified query and provides it during evaluation. We find that the presence of context can 1) alter conclusions drawn from evaluation, even flipping win rates between model pairs, 2) nudge evaluators to make fewer judgments based on surface-level criteria, like style, and 3) provide new insights about model behavior across diverse contexts. Specifically, our procedure uncovers an implicit bias towards WEIRD contexts in models' "default" responses and we find that models are not equally sensitive to following different contexts, even when they are provided in prompts.
LongReward: Improving Long-context Large Language Models with AI Feedback
Though significant advancements have been achieved in developing long-context large language models (LLMs), the compromised quality of LLM-synthesized data for supervised fine-tuning (SFT) often affects the long-context performance of SFT models and leads to inherent limitations. In principle, reinforcement learning (RL) with appropriate reward signals can further enhance models' capacities. However, how to obtain reliable rewards in long-context scenarios remains unexplored. To this end, we propose LongReward, a novel method that utilizes an off-the-shelf LLM to provide rewards for long-context model responses from four human-valued dimensions: helpfulness, logicality, faithfulness, and completeness, each with a carefully designed assessment pipeline. By combining LongReward and offline RL algorithm DPO, we are able to effectively improve long-context SFT models. Our experiments indicate that LongReward not only significantly improves models' long-context performance but also enhances their ability to follow short instructions. We also find that long-context DPO with LongReward and conventional short-context DPO can be used together without hurting either one's performance.
Goodhart's Law in Reinforcement Learning
Implementing a reward function that perfectly captures a complex task in the real world is impractical. As a result, it is often appropriate to think of the reward function as a proxy for the true objective rather than as its definition. We study this phenomenon through the lens of Goodhart's law, which predicts that increasing optimisation of an imperfect proxy beyond some critical point decreases performance on the true objective. First, we propose a way to quantify the magnitude of this effect and show empirically that optimising an imperfect proxy reward often leads to the behaviour predicted by Goodhart's law for a wide range of environments and reward functions. We then provide a geometric explanation for why Goodhart's law occurs in Markov decision processes. We use these theoretical insights to propose an optimal early stopping method that provably avoids the aforementioned pitfall and derive theoretical regret bounds for this method. Moreover, we derive a training method that maximises worst-case reward, for the setting where there is uncertainty about the true reward function. Finally, we evaluate our early stopping method experimentally. Our results support a foundation for a theoretically-principled study of reinforcement learning under reward misspecification.
The History and Risks of Reinforcement Learning and Human Feedback
Reinforcement learning from human feedback (RLHF) has emerged as a powerful technique to make large language models (LLMs) easier to use and more effective. A core piece of the RLHF process is the training and utilization of a model of human preferences that acts as a reward function for optimization. This approach, which operates at the intersection of many stakeholders and academic disciplines, remains poorly understood. RLHF reward models are often cited as being central to achieving performance, yet very few descriptors of capabilities, evaluations, training methods, or open-source models exist. Given this lack of information, further study and transparency is needed for learned RLHF reward models. In this paper, we illustrate the complex history of optimizing preferences, and articulate lines of inquiry to understand the sociotechnical context of reward models. In particular, we highlight the ontological differences between costs, rewards, and preferences at stake in RLHF's foundations, related methodological tensions, and possible research directions to improve general understanding of how reward models function.
Inferring Rewards from Language in Context
In classic instruction following, language like "I'd like the JetBlue flight" maps to actions (e.g., selecting that flight). However, language also conveys information about a user's underlying reward function (e.g., a general preference for JetBlue), which can allow a model to carry out desirable actions in new contexts. We present a model that infers rewards from language pragmatically: reasoning about how speakers choose utterances not only to elicit desired actions, but also to reveal information about their preferences. On a new interactive flight-booking task with natural language, our model more accurately infers rewards and predicts optimal actions in unseen environments, in comparison to past work that first maps language to actions (instruction following) and then maps actions to rewards (inverse reinforcement learning).
Multi Task Inverse Reinforcement Learning for Common Sense Reward
One of the challenges in applying reinforcement learning in a complex real-world environment lies in providing the agent with a sufficiently detailed reward function. Any misalignment between the reward and the desired behavior can result in unwanted outcomes. This may lead to issues like "reward hacking" where the agent maximizes rewards by unintended behavior. In this work, we propose to disentangle the reward into two distinct parts. A simple task-specific reward, outlining the particulars of the task at hand, and an unknown common-sense reward, indicating the expected behavior of the agent within the environment. We then explore how this common-sense reward can be learned from expert demonstrations. We first show that inverse reinforcement learning, even when it succeeds in training an agent, does not learn a useful reward function. That is, training a new agent with the learned reward does not impair the desired behaviors. We then demonstrate that this problem can be solved by training simultaneously on multiple tasks. That is, multi-task inverse reinforcement learning can be applied to learn a useful reward function.
Towards better dense rewards in Reinforcement Learning Applications
Finding meaningful and accurate dense rewards is a fundamental task in the field of reinforcement learning (RL) that enables agents to explore environments more efficiently. In traditional RL settings, agents learn optimal policies through interactions with an environment guided by reward signals. However, when these signals are sparse, delayed, or poorly aligned with the intended task objectives, agents often struggle to learn effectively. Dense reward functions, which provide informative feedback at every step or state transition, offer a potential solution by shaping agent behavior and accelerating learning. Despite their benefits, poorly crafted reward functions can lead to unintended behaviors, reward hacking, or inefficient exploration. This problem is particularly acute in complex or high-dimensional environments where handcrafted rewards are difficult to specify and validate. To address this, recent research has explored a variety of approaches, including inverse reinforcement learning, reward modeling from human preferences, and self-supervised learning of intrinsic rewards. While these methods offer promising directions, they often involve trade-offs between generality, scalability, and alignment with human intent. This proposal explores several approaches to dealing with these unsolved problems and enhancing the effectiveness and reliability of dense reward construction in different RL applications.
BaseReward: A Strong Baseline for Multimodal Reward Model
The rapid advancement of Multimodal Large Language Models (MLLMs) has made aligning them with human preferences a critical challenge. Reward Models (RMs) are a core technology for achieving this goal, but a systematic guide for building state-of-the-art Multimodal Reward Models (MRMs) is currently lacking in both academia and industry. Through exhaustive experimental analysis, this paper aims to provide a clear ``recipe'' for constructing high-performance MRMs. We systematically investigate every crucial component in the MRM development pipeline, including reward modeling paradigms (e.g., Naive-RM, Critic-based RM, and Generative RM), reward head architecture, training strategies, data curation (covering over ten multimodal and text-only preference datasets), backbone model and model scale, and ensemble methods. Based on these experimental insights, we introduce BaseReward, a powerful and efficient baseline for multimodal reward modeling. BaseReward adopts a simple yet effective architecture, built upon a {Qwen2.5-VL} backbone, featuring an optimized two-layer reward head, and is trained on a carefully curated mixture of high-quality multimodal and text-only preference data. Our results show that BaseReward establishes a new SOTA on major benchmarks such as MM-RLHF-Reward Bench, VL-Reward Bench, and Multimodal Reward Bench, outperforming previous models. Furthermore, to validate its practical utility beyond static benchmarks, we integrate BaseReward into a real-world reinforcement learning pipeline, successfully enhancing an MLLM's performance across various perception, reasoning, and conversational tasks. This work not only delivers a top-tier MRM but, more importantly, provides the community with a clear, empirically-backed guide for developing robust reward models for the next generation of MLLMs.
ClarifyDelphi: Reinforced Clarification Questions with Defeasibility Rewards for Social and Moral Situations
Context is everything, even in commonsense moral reasoning. Changing contexts can flip the moral judgment of an action; "Lying to a friend" is wrong in general, but may be morally acceptable if it is intended to protect their life. We present ClarifyDelphi, an interactive system that learns to ask clarification questions (e.g., why did you lie to your friend?) in order to elicit additional salient contexts of a social or moral situation. We posit that questions whose potential answers lead to diverging moral judgments are the most informative. Thus, we propose a reinforcement learning framework with a defeasibility reward that aims to maximize the divergence between moral judgments of hypothetical answers to a question. Human evaluation demonstrates that our system generates more relevant, informative and defeasible questions compared to competitive baselines. Our work is ultimately inspired by studies in cognitive science that have investigated the flexibility in moral cognition (i.e., the diverse contexts in which moral rules can be bent), and we hope that research in this direction can assist both cognitive and computational investigations of moral judgments.
Cooper: Co-Optimizing Policy and Reward Models in Reinforcement Learning for Large Language Models
Large language models (LLMs) have demonstrated remarkable performance in reasoning tasks, where reinforcement learning (RL) serves as a key algorithm for enhancing their reasoning capabilities. Currently, there are two mainstream reward paradigms: model-based rewards and rule-based rewards. However, both approaches suffer from limitations: rule-based rewards lack robustness, while model-based rewards are vulnerable to reward hacking. To address these issues, we propose Cooper(Co-optimizing Policy Model and Reward Model), a RL framework that jointly optimizes both the policy model and the reward model. Cooper leverages the high precision of rule-based rewards when identifying correct responses, and dynamically constructs and selects positive-negative sample pairs for continued training the reward model. This design enhances robustness and mitigates the risk of reward hacking. To further support Cooper, we introduce a hybrid annotation strategy that efficiently and accurately generates training data for the reward model. We also propose a reference-based reward modeling paradigm, where the reward model takes a reference answer as input. Based on this design, we train a reward model named VerifyRM, which achieves higher accuracy on VerifyBench compared to other models of the same size. We conduct reinforcement learning using both VerifyRM and Cooper. Our experiments show that Cooper not only alleviates reward hacking but also improves end-to-end RL performance, for instance, achieving a 0.54% gain in average accuracy on Qwen2.5-1.5B-Instruct. Our findings demonstrate that dynamically updating reward model is an effective way to combat reward hacking, providing a reference for better integrating reward models into RL.
Reward Gaming in Conditional Text Generation
To align conditional text generation model outputs with desired behaviors, there has been an increasing focus on training the model using reinforcement learning (RL) with reward functions learned from human annotations. Under this framework, we identify three common cases where high rewards are incorrectly assigned to undesirable patterns: noise-induced spurious correlation, naturally occurring spurious correlation, and covariate shift. We show that even though learned metrics achieve high performance on the distribution of the data used to train the reward function, the undesirable patterns may be amplified during RL training of the text generation model. While there has been discussion about reward gaming in the RL or safety community, in this discussion piece, we would like to highlight reward gaming in the natural language generation (NLG) community using concrete conditional text generation examples and discuss potential fixes and areas for future work.
Online Intrinsic Rewards for Decision Making Agents from Large Language Model Feedback
Automatically synthesizing dense rewards from natural language descriptions is a promising paradigm in reinforcement learning (RL), with applications to sparse reward problems, open-ended exploration, and hierarchical skill design. Recent works have made promising steps by exploiting the prior knowledge of large language models (LLMs). However, these approaches suffer from important limitations: they are either not scalable to problems requiring billions of environment samples, due to requiring LLM annotations for each observation, or they require a diverse offline dataset, which may not exist or be impossible to collect. In this work, we address these limitations through a combination of algorithmic and systems-level contributions. We propose \oni, a distributed architecture that simultaneously learns an RL policy and an intrinsic reward function using LLM feedback. Our approach annotates the agent's collected experience via an asynchronous LLM server, which is then distilled into an intrinsic reward model. We explore a range of algorithmic choices for reward modeling with varying complexity, including hashing, classification, and ranking models. By studying their relative tradeoffs, we shed light on questions regarding intrinsic reward design for sparse reward problems. Our approach achieves state-of-the-art performance across a range of challenging, sparse reward tasks from the NetHack Learning Environment in a simple unified process, solely using the agent's gathered experience, without requiring external datasets. We make our code available at https://github.com/facebookresearch/oni.
Symbol Guided Hindsight Priors for Reward Learning from Human Preferences
Specifying rewards for reinforcement learned (RL) agents is challenging. Preference-based RL (PbRL) mitigates these challenges by inferring a reward from feedback over sets of trajectories. However, the effectiveness of PbRL is limited by the amount of feedback needed to reliably recover the structure of the target reward. We present the PRIor Over Rewards (PRIOR) framework, which incorporates priors about the structure of the reward function and the preference feedback into the reward learning process. Imposing these priors as soft constraints on the reward learning objective reduces the amount of feedback required by half and improves overall reward recovery. Additionally, we demonstrate that using an abstract state space for the computation of the priors further improves the reward learning and the agent's performance.
Understanding In-Context Learning from Repetitions
This paper explores the elusive mechanism underpinning in-context learning in Large Language Models (LLMs). Our work provides a novel perspective by examining in-context learning via the lens of surface repetitions. We quantitatively investigate the role of surface features in text generation, and empirically establish the existence of token co-occurrence reinforcement, a principle that strengthens the relationship between two tokens based on their contextual co-occurrences. By investigating the dual impacts of these features, our research illuminates the internal workings of in-context learning and expounds on the reasons for its failures. This paper provides an essential contribution to the understanding of in-context learning and its potential limitations, providing a fresh perspective on this exciting capability.
On the Interplay Between Misspecification and Sub-optimality Gap in Linear Contextual Bandits
We study linear contextual bandits in the misspecified setting, where the expected reward function can be approximated by a linear function class up to a bounded misspecification level zeta>0. We propose an algorithm based on a novel data selection scheme, which only selects the contextual vectors with large uncertainty for online regression. We show that, when the misspecification level zeta is dominated by tilde O (Delta / d) with Delta being the minimal sub-optimality gap and d being the dimension of the contextual vectors, our algorithm enjoys the same gap-dependent regret bound tilde O (d^2/Delta) as in the well-specified setting up to logarithmic factors. In addition, we show that an existing algorithm SupLinUCB (Chu et al., 2011) can also achieve a gap-dependent constant regret bound without the knowledge of sub-optimality gap Delta. Together with a lower bound adapted from Lattimore et al. (2020), our result suggests an interplay between misspecification level and the sub-optimality gap: (1) the linear contextual bandit model is efficiently learnable when zeta leq tilde O(Delta / d); and (2) it is not efficiently learnable when zeta geq tilde Omega({Delta} / {d}). Experiments on both synthetic and real-world datasets corroborate our theoretical results.
Secrets of RLHF in Large Language Models Part II: Reward Modeling
Reinforcement Learning from Human Feedback (RLHF) has become a crucial technology for aligning language models with human values and intentions, enabling models to produce more helpful and harmless responses. Reward models are trained as proxies for human preferences to drive reinforcement learning optimization. While reward models are often considered central to achieving high performance, they face the following challenges in practical applications: (1) Incorrect and ambiguous preference pairs in the dataset may hinder the reward model from accurately capturing human intent. (2) Reward models trained on data from a specific distribution often struggle to generalize to examples outside that distribution and are not suitable for iterative RLHF training. In this report, we attempt to address these two issues. (1) From a data perspective, we propose a method to measure the strength of preferences within the data, based on a voting mechanism of multiple reward models. Experimental results confirm that data with varying preference strengths have different impacts on reward model performance. We introduce a series of novel methods to mitigate the influence of incorrect and ambiguous preferences in the dataset and fully leverage high-quality preference data. (2) From an algorithmic standpoint, we introduce contrastive learning to enhance the ability of reward models to distinguish between chosen and rejected responses, thereby improving model generalization. Furthermore, we employ meta-learning to enable the reward model to maintain the ability to differentiate subtle differences in out-of-distribution samples, and this approach can be utilized for iterative RLHF optimization.
RED: Unleashing Token-Level Rewards from Holistic Feedback via Reward Redistribution
Reinforcement learning from human feedback (RLHF) offers a promising approach to aligning large language models (LLMs) with human preferences. Typically, a reward model is trained or supplied to act as a proxy for humans in evaluating generated responses during the reinforcement training phase. However, current reward models operate as sequence-to-one models, allocating a single, sparse, and delayed reward to an entire output sequence. This approach may overlook the significant contributions of individual tokens toward the desired outcome. To this end, we propose a more fine-grained, token-level guidance approach for RL training. Specifically, we introduce RED, a novel reward redistribition method that evaluates and assigns specific credit to each token using an off-the-shelf reward model. Utilizing these fine-grained rewards enhances the model's understanding of language nuances, leading to more precise performance improvements. Notably, our method does not require modifying the reward model or introducing additional training steps, thereby incurring minimal computational costs. Experimental results across diverse datasets and tasks demonstrate the superiority of our approach.
Rewarded soups: towards Pareto-optimal alignment by interpolating weights fine-tuned on diverse rewards
Foundation models are first pre-trained on vast unsupervised datasets and then fine-tuned on labeled data. Reinforcement learning, notably from human feedback (RLHF), can further align the network with the intended usage. Yet the imperfections in the proxy reward may hinder the training and lead to suboptimal results; the diversity of objectives in real-world tasks and human opinions exacerbate the issue. This paper proposes embracing the heterogeneity of diverse rewards by following a multi-policy strategy. Rather than focusing on a single a priori reward, we aim for Pareto-optimal generalization across the entire space of preferences. To this end, we propose rewarded soup, first specializing multiple networks independently (one for each proxy reward) and then interpolating their weights linearly. This succeeds empirically because we show that the weights remain linearly connected when fine-tuned on diverse rewards from a shared pre-trained initialization. We demonstrate the effectiveness of our approach for text-to-text (summarization, Q&A, helpful assistant, review), text-image (image captioning, text-to-image generation, visual grounding, VQA), and control (locomotion) tasks. We hope to enhance the alignment of deep models, and how they interact with the world in all its diversity.
Scaling Laws for Reward Model Overoptimization
In reinforcement learning from human feedback, it is common to optimize against a reward model trained to predict human preferences. Because the reward model is an imperfect proxy, optimizing its value too much can hinder ground truth performance, in accordance with Goodhart's law. This effect has been frequently observed, but not carefully measured due to the expense of collecting human preference data. In this work, we use a synthetic setup in which a fixed "gold-standard" reward model plays the role of humans, providing labels used to train a proxy reward model. We study how the gold reward model score changes as we optimize against the proxy reward model using either reinforcement learning or best-of-n sampling. We find that this relationship follows a different functional form depending on the method of optimization, and that in both cases its coefficients scale smoothly with the number of reward model parameters. We also study the effect on this relationship of the size of the reward model dataset, the number of reward model and policy parameters, and the coefficient of the KL penalty added to the reward in the reinforcement learning setup. We explore the implications of these empirical results for theoretical considerations in AI alignment.
LLMs Are In-Context Reinforcement Learners
Large Language Models (LLMs) can learn new tasks through in-context supervised learning (i.e., ICL). This work studies if this ability extends to in-context reinforcement learning (ICRL), where models are not given gold labels in context, but only their past predictions and rewards. We show that a naive application of ICRL fails miserably, and identify the root cause as a fundamental deficiency at exploration, which leads to quick model degeneration. We propose an algorithm to address this deficiency by increasing test-time compute, as well as a compute-bound approximation. We use several challenging classification tasks to empirically show that our ICRL algorithms lead to effective learning from rewards alone, and analyze the characteristics of this ability and our methods. Overall, our results reveal remarkable ICRL abilities in LLMs.
DeceptionBench: A Comprehensive Benchmark for AI Deception Behaviors in Real-world Scenarios
Despite the remarkable advances of Large Language Models (LLMs) across diverse cognitive tasks, the rapid enhancement of these capabilities also introduces emergent deceptive behaviors that may induce severe risks in high-stakes deployments. More critically, the characterization of deception across realistic real-world scenarios remains underexplored. To bridge this gap, we establish DeceptionBench, the first benchmark that systematically evaluates how deceptive tendencies manifest across different societal domains, what their intrinsic behavioral patterns are, and how extrinsic factors affect them. Specifically, on the static count, the benchmark encompasses 150 meticulously designed scenarios in five domains, i.e., Economy, Healthcare, Education, Social Interaction, and Entertainment, with over 1,000 samples, providing sufficient empirical foundations for deception analysis. On the intrinsic dimension, we explore whether models exhibit self-interested egoistic tendencies or sycophantic behaviors that prioritize user appeasement. On the extrinsic dimension, we investigate how contextual factors modulate deceptive outputs under neutral conditions, reward-based incentivization, and coercive pressures. Moreover, we incorporate sustained multi-turn interaction loops to construct a more realistic simulation of real-world feedback dynamics. Extensive experiments across LLMs and Large Reasoning Models (LRMs) reveal critical vulnerabilities, particularly amplified deception under reinforcement dynamics, demonstrating that current models lack robust resistance to manipulative contextual cues and the urgent need for advanced safeguards against various deception behaviors. Code and resources are publicly available at https://github.com/Aries-iai/DeceptionBench.
Probing Preference Representations: A Multi-Dimensional Evaluation and Analysis Method for Reward Models
Previous methods evaluate reward models by testing them on a fixed pairwise ranking test set, but they typically do not provide performance information on each preference dimension. In this work, we address the evaluation challenge of reward models by probing preference representations. To confirm the effectiveness of this evaluation method, we construct a Multi-dimensional Reward Model Benchmark (MRMBench), a collection of six probing tasks for different preference dimensions. We design it to favor and encourage reward models that better capture preferences across different dimensions. Furthermore, we introduce an analysis method, inference-time probing, which identifies the dimensions used during the reward prediction and enhances its interpretability. Through extensive experiments, we find that MRMBench strongly correlates with the alignment performance of large language models (LLMs), making it a reliable reference for developing advanced reward models. Our analysis of MRMBench evaluation results reveals that reward models often struggle to capture preferences across multiple dimensions, highlighting the potential of multi-objective optimization in reward modeling. Additionally, our findings show that the proposed inference-time probing method offers a reliable metric for assessing the confidence of reward predictions, which ultimately improves the alignment of LLMs.
Continual Learning for Instruction Following from Realtime Feedback
We propose and deploy an approach to continually train an instruction-following agent from feedback provided by users during collaborative interactions. During interaction, human users instruct an agent using natural language, and provide realtime binary feedback as they observe the agent following their instructions. We design a contextual bandit learning approach, converting user feedback to immediate reward. We evaluate through thousands of human-agent interactions, demonstrating 15.4% absolute improvement in instruction execution accuracy over time. We also show our approach is robust to several design variations, and that the feedback signal is roughly equivalent to the learning signal of supervised demonstration data.
Aligning Language Models Using Follow-up Likelihood as Reward Signal
In natural human-to-human conversations, participants often receive feedback signals from one another based on their follow-up reactions. These reactions can include verbal responses, facial expressions, changes in emotional state, and other non-verbal cues. Similarly, in human-machine interactions, the machine can leverage the user's follow-up utterances as feedback signals to assess whether it has appropriately addressed the user's request. Therefore, we propose using the likelihood of follow-up utterances as rewards to differentiate preferred responses from less favored ones, without relying on human or commercial LLM-based preference annotations. Our proposed reward mechanism, ``Follow-up Likelihood as Reward" (FLR), matches the performance of strong reward models trained on large-scale human or GPT-4 annotated data on 8 pairwise-preference and 4 rating-based benchmarks. Building upon the FLR mechanism, we propose to automatically mine preference data from the online generations of a base policy model. The preference data are subsequently used to boost the helpfulness of the base model through direct alignment from preference (DAP) methods, such as direct preference optimization (DPO). Lastly, we demonstrate that fine-tuning the language model that provides follow-up likelihood with natural language feedback significantly enhances FLR's performance on reward modeling benchmarks and effectiveness in aligning the base policy model's helpfulness.
Neural Contextual Bandits without Regret
Contextual bandits are a rich model for sequential decision making given side information, with important applications, e.g., in recommender systems. We propose novel algorithms for contextual bandits harnessing neural networks to approximate the unknown reward function. We resolve the open problem of proving sublinear regret bounds in this setting for general context sequences, considering both fully-connected and convolutional networks. To this end, we first analyze NTK-UCB, a kernelized bandit optimization algorithm employing the Neural Tangent Kernel (NTK), and bound its regret in terms of the NTK maximum information gain gamma_T, a complexity parameter capturing the difficulty of learning. Our bounds on gamma_T for the NTK may be of independent interest. We then introduce our neural network based algorithm NN-UCB, and show that its regret closely tracks that of NTK-UCB. Under broad non-parametric assumptions about the reward function, our approach converges to the optimal policy at a mathcal{O}(T^{-1/2d}) rate, where d is the dimension of the context.
MiCRo: Mixture Modeling and Context-aware Routing for Personalized Preference Learning
Reward modeling is a key step in building safe foundation models when applying reinforcement learning from human feedback (RLHF) to align Large Language Models (LLMs). However, reward modeling based on the Bradley-Terry (BT) model assumes a global reward function, failing to capture the inherently diverse and heterogeneous human preferences. Hence, such oversimplification limits LLMs from supporting personalization and pluralistic alignment. Theoretically, we show that when human preferences follow a mixture distribution of diverse subgroups, a single BT model has an irreducible error. While existing solutions, such as multi-objective learning with fine-grained annotations, help address this issue, they are costly and constrained by predefined attributes, failing to fully capture the richness of human values. In this work, we introduce MiCRo, a two-stage framework that enhances personalized preference learning by leveraging large-scale binary preference datasets without requiring explicit fine-grained annotations. In the first stage, MiCRo introduces context-aware mixture modeling approach to capture diverse human preferences. In the second stage, MiCRo integrates an online routing strategy that dynamically adapts mixture weights based on specific context to resolve ambiguity, allowing for efficient and scalable preference adaptation with minimal additional supervision. Experiments on multiple preference datasets demonstrate that MiCRo effectively captures diverse human preferences and significantly improves downstream personalization.
Strategic Linear Contextual Bandits
Motivated by the phenomenon of strategic agents gaming a recommender system to maximize the number of times they are recommended to users, we study a strategic variant of the linear contextual bandit problem, where the arms can strategically misreport privately observed contexts to the learner. We treat the algorithm design problem as one of mechanism design under uncertainty and propose the Optimistic Grim Trigger Mechanism (OptGTM) that incentivizes the agents (i.e., arms) to report their contexts truthfully while simultaneously minimizing regret. We also show that failing to account for the strategic nature of the agents results in linear regret. However, a trade-off between mechanism design and regret minimization appears to be unavoidable. More broadly, this work aims to provide insight into the intersection of online learning and mechanism design.
Context-Picker: Dynamic context selection using multi-stage reinforcement learning
In long-context question answering (LCQA), determining the optimal amount of context for a given query is a significant challenge. Including too few passages may omit critical information, while including too many can introduce noise and reduce the quality of the answer. Traditional approaches, such as fixed Top-K retrieval and single-stage reranking, face the dilemma of selecting the right number of passages. This problem is particularly pronounced for factoid questions, which often require only a few specific pieces of evidence. To address this issue, we introduce Context-Picker, a reasoning-aware framework that shifts the paradigm from similarity-based ranking to minimal sufficient subset selection. Context-Picker treats context selection as a decision-making process optimized via a human-inspired, two-stage reinforcement learning schedule: a recall-oriented stage that prioritizes the coverage of reasoning chains, followed by a precision-oriented stage that aggressively prunes redundancy to distill a compact evidence set. To resolve reward sparsity, we propose an offline evidence distillation pipeline that mines "minimal sufficient sets" via a Leave-One-Out (LOO) procedure, providing dense, task-aligned supervision. Experiments on five long-context and multi-hop QA benchmarks demonstrate that Context-Picker significantly outperforms strong RAG baselines, achieving superior answer accuracy with comparable or reduced context lengths. Ablation studies indicate that the coarse-to-fine optimization schedule, the redundancy-aware reward shaping, and the rationale-guided format all contribute substantially to these gains.
Spontaneous Reward Hacking in Iterative Self-Refinement
Language models are capable of iteratively improving their outputs based on natural language feedback, thus enabling in-context optimization of user preference. In place of human users, a second language model can be used as an evaluator, providing feedback along with numerical ratings which the generator attempts to optimize. However, because the evaluator is an imperfect proxy of user preference, this optimization can lead to reward hacking, where the evaluator's ratings improve while the generation quality remains stagnant or even decreases as judged by actual user preference. The concern of reward hacking is heightened in iterative self-refinement where the generator and the evaluator use the same underlying language model, in which case the optimization pressure can drive them to exploit shared vulnerabilities. Using an essay editing task, we show that iterative self-refinement leads to deviation between the language model evaluator and human judgment, demonstrating that reward hacking can occur spontaneously in-context with the use of iterative self-refinement. In addition, we study conditions under which reward hacking occurs and observe two factors that affect reward hacking severity: model size and context sharing between the generator and the evaluator.
Teacher Forcing Recovers Reward Functions for Text Generation
Reinforcement learning (RL) has been widely used in text generation to alleviate the exposure bias issue or to utilize non-parallel datasets. The reward function plays an important role in making RL training successful. However, previous reward functions are typically task-specific and sparse, restricting the use of RL. In our work, we propose a task-agnostic approach that derives a step-wise reward function directly from a model trained with teacher forcing. We additionally propose a simple modification to stabilize the RL training on non-parallel datasets with our induced reward function. Empirical results show that our method outperforms self-training and reward regression methods on several text generation tasks, confirming the effectiveness of our reward function.
Entity-Based Knowledge Conflicts in Question Answering
Knowledge-dependent tasks typically use two sources of knowledge: parametric, learned at training time, and contextual, given as a passage at inference time. To understand how models use these sources together, we formalize the problem of knowledge conflicts, where the contextual information contradicts the learned information. Analyzing the behaviour of popular models, we measure their over-reliance on memorized information (the cause of hallucinations), and uncover important factors that exacerbate this behaviour. Lastly, we propose a simple method to mitigate over-reliance on parametric knowledge, which minimizes hallucination, and improves out-of-distribution generalization by 4%-7%. Our findings demonstrate the importance for practitioners to evaluate model tendency to hallucinate rather than read, and show that our mitigation strategy encourages generalization to evolving information (i.e., time-dependent queries). To encourage these practices, we have released our framework for generating knowledge conflicts.
Contextual Bilevel Reinforcement Learning for Incentive Alignment
The optimal policy in various real-world strategic decision-making problems depends both on the environmental configuration and exogenous events. For these settings, we introduce Contextual Bilevel Reinforcement Learning (CB-RL), a stochastic bilevel decision-making model, where the lower level consists of solving a contextual Markov Decision Process (CMDP). CB-RL can be viewed as a Stackelberg Game where the leader and a random context beyond the leader's control together decide the setup of many MDPs that potentially multiple followers best respond to. This framework extends beyond traditional bilevel optimization and finds relevance in diverse fields such as RLHF, tax design, reward shaping, contract theory and mechanism design. We propose a stochastic Hyper Policy Gradient Descent (HPGD) algorithm to solve CB-RL, and demonstrate its convergence. Notably, HPGD uses stochastic hypergradient estimates, based on observations of the followers' trajectories. Therefore, it allows followers to use any training procedure and the leader to be agnostic of the specific algorithm, which aligns with various real-world scenarios. We further consider the setting when the leader can influence the training of followers and propose an accelerated algorithm. We empirically demonstrate the performance of our algorithm for reward shaping and tax design.
HumanOmniV2: From Understanding to Omni-Modal Reasoning with Context
With the rapid evolution of multimodal large language models, the capacity to deeply understand and interpret human intentions has emerged as a critical capability, which demands detailed and thoughtful reasoning. In recent studies, Reinforcement Learning (RL) has demonstrated potential in enhancing the reasoning capabilities of Large Language Models (LLMs). Nonetheless, the challenges associated with adapting RL to multimodal data and formats remain largely unaddressed. In this paper, we identify two issues in existing multimodal reasoning models: insufficient global context understanding and shortcut problems. Insufficient context understanding can happen when a model misinterprets multimodal context, resulting in incorrect answers. The shortcut problem occurs when the model overlooks crucial clues in multimodal inputs, directly addressing the query without considering the multimodal information. To tackle these issues, we emphasize the necessity for the model to reason with a clear understanding of the global context within multimodal inputs. This global context understanding can effectively prevent the model from overlooking key multimodal cues and ensure a thorough reasoning process. To ensure the accurate interpretation of multimodal context information, we implement a context reward judged by a large language model, alongside format and accuracy rewards. Additionally, to improve complex reasoning capability, we employ the LLM to assess the logical reward, determining whether the reasoning process successfully integrates multimodal information with logical methods. We also introduce a reasoning omni-modal benchmark, IntentBench, aimed at evaluating models in understanding complex human intentions and emotions. Our proposed method demonstrates advanced performance across multiple omni-modal benchmarks compared to other open-source omni-modal models.
Developmental Curiosity and Social Interaction in Virtual Agents
Infants explore their complex physical and social environment in an organized way. To gain insight into what intrinsic motivations may help structure this exploration, we create a virtual infant agent and place it in a developmentally-inspired 3D environment with no external rewards. The environment has a virtual caregiver agent with the capability to interact contingently with the infant agent in ways that resemble play. We test intrinsic reward functions that are similar to motivations that have been proposed to drive exploration in humans: surprise, uncertainty, novelty, and learning progress. These generic reward functions lead the infant agent to explore its environment and discover the contingencies that are embedded into the caregiver agent. The reward functions that are proxies for novelty and uncertainty are the most successful in generating diverse experiences and activating the environment contingencies. We also find that learning a world model in the presence of an attentive caregiver helps the infant agent learn how to predict scenarios with challenging social and physical dynamics. Taken together, our findings provide insight into how curiosity-like intrinsic rewards and contingent social interaction lead to dynamic social behavior and the creation of a robust predictive world model.
Vintix: Action Model via In-Context Reinforcement Learning
In-Context Reinforcement Learning (ICRL) represents a promising paradigm for developing generalist agents that learn at inference time through trial-and-error interactions, analogous to how large language models adapt contextually, but with a focus on reward maximization. However, the scalability of ICRL beyond toy tasks and single-domain settings remains an open challenge. In this work, we present the first steps toward scaling ICRL by introducing a fixed, cross-domain model capable of learning behaviors through in-context reinforcement learning. Our results demonstrate that Algorithm Distillation, a framework designed to facilitate ICRL, offers a compelling and competitive alternative to expert distillation to construct versatile action models. These findings highlight the potential of ICRL as a scalable approach for generalist decision-making systems. Code to be released at https://github.com/dunnolab/vintix
Contextualize Me -- The Case for Context in Reinforcement Learning
While Reinforcement Learning ( RL) has made great strides towards solving increasingly complicated problems, many algorithms are still brittle to even slight environmental changes. Contextual Reinforcement Learning (cRL) provides a framework to model such changes in a principled manner, thereby enabling flexible, precise and interpretable task specification and generation. Our goal is to show how the framework of cRL contributes to improving zero-shot generalization in RL through meaningful benchmarks and structured reasoning about generalization tasks. We confirm the insight that optimal behavior in cRL requires context information, as in other related areas of partial observability. To empirically validate this in the cRL framework, we provide various context-extended versions of common RL environments. They are part of the first benchmark library, CARL, designed for generalization based on cRL extensions of popular benchmarks, which we propose as a testbed to further study general agents. We show that in the contextual setting, even simple RL environments become challenging - and that naive solutions are not enough to generalize across complex context spaces.
DRLC: Reinforcement Learning with Dense Rewards from LLM Critic
Reinforcement learning (RL) can align language models with non-differentiable reward signals, such as human preferences. However, a major challenge arises from the sparsity of these reward signals - typically, there is only one reward for the entire generation. This sparsity of rewards can lead to inefficient and unstable learning. In this paper, we introduce a novel framework leveraging the critique ability of LLMs to produce dense rewards throughout the learning process. Our approach incorporates a critic language model alongside the policy model. This critic is prompted with the task description, question, policy model's output, and environment's reward signal as input, and provides token or span-level dense rewards that reflect the quality of each segment of the output. We assess our approach on three text generation tasks: sentiment control, language model detoxification, and summarization. Experimental results show that incorporating artificial dense rewards in training yields consistent performance gains over the PPO baseline with holistic rewards. Furthermore, in a setting where the same model serves as both policy and critic, we demonstrate that "self-critique" rewards also boost learning efficiency.
Sailing AI by the Stars: A Survey of Learning from Rewards in Post-Training and Test-Time Scaling of Large Language Models
Recent developments in Large Language Models (LLMs) have shifted from pre-training scaling to post-training and test-time scaling. Across these developments, a key unified paradigm has arisen: Learning from Rewards, where reward signals act as the guiding stars to steer LLM behavior. It has underpinned a wide range of prevalent techniques, such as reinforcement learning (in RLHF, DPO, and GRPO), reward-guided decoding, and post-hoc correction. Crucially, this paradigm enables the transition from passive learning from static data to active learning from dynamic feedback. This endows LLMs with aligned preferences and deep reasoning capabilities. In this survey, we present a comprehensive overview of the paradigm of learning from rewards. We categorize and analyze the strategies under this paradigm across training, inference, and post-inference stages. We further discuss the benchmarks for reward models and the primary applications. Finally we highlight the challenges and future directions. We maintain a paper collection at https://github.com/bobxwu/learning-from-rewards-llm-papers.
Hypernetworks for Zero-shot Transfer in Reinforcement Learning
In this paper, hypernetworks are trained to generate behaviors across a range of unseen task conditions, via a novel TD-based training objective and data from a set of near-optimal RL solutions for training tasks. This work relates to meta RL, contextual RL, and transfer learning, with a particular focus on zero-shot performance at test time, enabled by knowledge of the task parameters (also known as context). Our technical approach is based upon viewing each RL algorithm as a mapping from the MDP specifics to the near-optimal value function and policy and seek to approximate it with a hypernetwork that can generate near-optimal value functions and policies, given the parameters of the MDP. We show that, under certain conditions, this mapping can be considered as a supervised learning problem. We empirically evaluate the effectiveness of our method for zero-shot transfer to new reward and transition dynamics on a series of continuous control tasks from DeepMind Control Suite. Our method demonstrates significant improvements over baselines from multitask and meta RL approaches.
Reward Design with Language Models
Reward design in reinforcement learning (RL) is challenging since specifying human notions of desired behavior may be difficult via reward functions or require many expert demonstrations. Can we instead cheaply design rewards using a natural language interface? This paper explores how to simplify reward design by prompting a large language model (LLM) such as GPT-3 as a proxy reward function, where the user provides a textual prompt containing a few examples (few-shot) or a description (zero-shot) of the desired behavior. Our approach leverages this proxy reward function in an RL framework. Specifically, users specify a prompt once at the beginning of training. During training, the LLM evaluates an RL agent's behavior against the desired behavior described by the prompt and outputs a corresponding reward signal. The RL agent then uses this reward to update its behavior. We evaluate whether our approach can train agents aligned with user objectives in the Ultimatum Game, matrix games, and the DealOrNoDeal negotiation task. In all three tasks, we show that RL agents trained with our framework are well-aligned with the user's objectives and outperform RL agents trained with reward functions learned via supervised learning
Curiosity-driven Exploration by Self-supervised Prediction
In many real-world scenarios, rewards extrinsic to the agent are extremely sparse, or absent altogether. In such cases, curiosity can serve as an intrinsic reward signal to enable the agent to explore its environment and learn skills that might be useful later in its life. We formulate curiosity as the error in an agent's ability to predict the consequence of its own actions in a visual feature space learned by a self-supervised inverse dynamics model. Our formulation scales to high-dimensional continuous state spaces like images, bypasses the difficulties of directly predicting pixels, and, critically, ignores the aspects of the environment that cannot affect the agent. The proposed approach is evaluated in two environments: VizDoom and Super Mario Bros. Three broad settings are investigated: 1) sparse extrinsic reward, where curiosity allows for far fewer interactions with the environment to reach the goal; 2) exploration with no extrinsic reward, where curiosity pushes the agent to explore more efficiently; and 3) generalization to unseen scenarios (e.g. new levels of the same game) where the knowledge gained from earlier experience helps the agent explore new places much faster than starting from scratch. Demo video and code available at https://pathak22.github.io/noreward-rl/
Hindsight PRIORs for Reward Learning from Human Preferences
Preference based Reinforcement Learning (PbRL) removes the need to hand specify a reward function by learning a reward from preference feedback over policy behaviors. Current approaches to PbRL do not address the credit assignment problem inherent in determining which parts of a behavior most contributed to a preference, which result in data intensive approaches and subpar reward functions. We address such limitations by introducing a credit assignment strategy (Hindsight PRIOR) that uses a world model to approximate state importance within a trajectory and then guides rewards to be proportional to state importance through an auxiliary predicted return redistribution objective. Incorporating state importance into reward learning improves the speed of policy learning, overall policy performance, and reward recovery on both locomotion and manipulation tasks. For example, Hindsight PRIOR recovers on average significantly (p<0.05) more reward on MetaWorld (20%) and DMC (15%). The performance gains and our ablations demonstrate the benefits even a simple credit assignment strategy can have on reward learning and that state importance in forward dynamics prediction is a strong proxy for a state's contribution to a preference decision. Code repository can be found at https://github.com/apple/ml-rlhf-hindsight-prior.
RLFR: Extending Reinforcement Learning for LLMs with Flow Environment
Reinforcement Learning with Verifiable Rewards (RLVR) has recently emerged as a promising framework for improving reasoning abilities in Large Language Models (LLMs). However, policy optimized with binary verification prone to overlook potential valuable exploration in reasoning trajectory. In view of heavy annotation cost of golden Process Reward Models (PRMs), recent works attempt using auxiliary signals for reward shaping of process tokens, involving entropy and likelihood collected from logit space. In this work, we offer a novel perspective on shaping RLVR with flow rewards derived from latent space, and propose RLFR, where the flow fields of model latents are constructed from either off-policy high-quality data and on-policy rejection sampling data, and the velocity deviations of policy latents within it are quantified to serve as a reward signal. RLFR first demonstrates that a well-established flow field can be a sound environment for reward signal collection, highlighting the expressive latent space is much underexplored. Moreover, RLFR is able to compress any off-policy expert data as reference for constituting reward signals, and we show that the efficient context dependence compressed within the hidden states are utilized, rather than individual token-level denotation for context comprehending. Experiments on both language and multimodal reasoning benchmarks demonstrate the reliability of flow rewards, and suggesting a promising paradigm for reward shaping with auxiliary signals.
A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning
We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro
Differentially Private Kernelized Contextual Bandits
We consider the problem of contextual kernel bandits with stochastic contexts, where the underlying reward function belongs to a known Reproducing Kernel Hilbert Space (RKHS). We study this problem under the additional constraint of joint differential privacy, where the agents needs to ensure that the sequence of query points is differentially private with respect to both the sequence of contexts and rewards. We propose a novel algorithm that improves upon the state of the art and achieves an error rate of Oleft(frac{gamma_T{T}} + gamma_T{T varepsilon}right) after T queries for a large class of kernel families, where gamma_T represents the effective dimensionality of the kernel and varepsilon > 0 is the privacy parameter. Our results are based on a novel estimator for the reward function that simultaneously enjoys high utility along with a low-sensitivity to observed rewards and contexts, which is crucial to obtain an order optimal learning performance with improved dependence on the privacy parameter.
Preference Learning for AI Alignment: a Causal Perspective
Reward modelling from preference data is a crucial step in aligning large language models (LLMs) with human values, requiring robust generalisation to novel prompt-response pairs. In this work, we propose to frame this problem in a causal paradigm, providing the rich toolbox of causality to identify the persistent challenges, such as causal misidentification, preference heterogeneity, and confounding due to user-specific factors. Inheriting from the literature of causal inference, we identify key assumptions necessary for reliable generalisation and contrast them with common data collection practices. We illustrate failure modes of naive reward models and demonstrate how causally-inspired approaches can improve model robustness. Finally, we outline desiderata for future research and practices, advocating targeted interventions to address inherent limitations of observational data.
Mixed-R1: Unified Reward Perspective For Reasoning Capability in Multimodal Large Language Models
Recent works on large language models (LLMs) have successfully demonstrated the emergence of reasoning capabilities via reinforcement learning (RL). Although recent efforts leverage group relative policy optimization (GRPO) for MLLMs post-training, they constantly explore one specific aspect, such as grounding tasks, math problems, or chart analysis. There are no works that can leverage multi-source MLLM tasks for stable reinforcement learning. In this work, we present a unified perspective to solve this problem. We present Mixed-R1, a unified yet straightforward framework that contains a mixed reward function design (Mixed-Reward) and a mixed post-training dataset (Mixed-45K). We first design a data engine to select high-quality examples to build the Mixed-45K post-training dataset. Then, we present a Mixed-Reward design, which contains various reward functions for various MLLM tasks. In particular, it has four different reward functions: matching reward for binary answer or multiple-choice problems, chart reward for chart-aware datasets, IoU reward for grounding problems, and open-ended reward for long-form text responses such as caption datasets. To handle the various long-form text content, we propose a new open-ended reward named Bidirectional Max-Average Similarity (BMAS) by leveraging tokenizer embedding matching between the generated response and the ground truth. Extensive experiments show the effectiveness of our proposed method on various MLLMs, including Qwen2.5-VL and Intern-VL on various sizes. Our dataset and model are available at https://github.com/xushilin1/mixed-r1.
Improving Reinforcement Learning from Human Feedback Using Contrastive Rewards
Reinforcement learning from human feedback (RLHF) is the mainstream paradigm used to align large language models (LLMs) with human preferences. Yet existing RLHF heavily relies on accurate and informative reward models, which are vulnerable and sensitive to noise from various sources, e.g. human labeling errors, making the pipeline fragile. In this work, we improve the effectiveness of the reward model by introducing a penalty term on the reward, named as contrastive rewards. %Contrastive rewards Our approach involves two steps: (1) an offline sampling step to obtain responses to prompts that serve as baseline calculation and (2) a contrastive reward calculated using the baseline responses and used in the Proximal Policy Optimization (PPO) step. We show that contrastive rewards enable the LLM to penalize reward uncertainty, improve robustness, encourage improvement over baselines, calibrate according to task difficulty, and reduce variance in PPO. We show empirically contrastive rewards can improve RLHF substantially, evaluated by both GPTs and humans, and our method consistently outperforms strong baselines.
Enhancing Personalized Multi-Turn Dialogue with Curiosity Reward
Effective conversational agents must be able to personalize their behavior to suit a user's preferences, personality, and attributes, whether they are assisting with writing tasks or operating in domains like education or healthcare. Current training methods like Reinforcement Learning from Human Feedback (RLHF) prioritize helpfulness and safety but fall short in fostering truly empathetic, adaptive, and personalized interactions. Traditional approaches to personalization often rely on extensive user history, limiting their effectiveness for new or context-limited users. To overcome these limitations, we propose to incorporate an intrinsic motivation to improve the conversational agents's model of the user as an additional reward alongside multi-turn RLHF. This reward mechanism encourages the agent to actively elicit user traits by optimizing conversations to increase the accuracy of its user model. Consequently, the policy agent can deliver more personalized interactions through obtaining more information about the user. We applied our method both education and fitness settings, where LLMs teach concepts or recommend personalized strategies based on users' hidden learning style or lifestyle attributes. Using LLM-simulated users, our approach outperformed a multi-turn RLHF baseline in revealing information about the users' preferences, and adapting to them.
Learning Optimal Advantage from Preferences and Mistaking it for Reward
We consider algorithms for learning reward functions from human preferences over pairs of trajectory segments, as used in reinforcement learning from human feedback (RLHF). Most recent work assumes that human preferences are generated based only upon the reward accrued within those segments, or their partial return. Recent work casts doubt on the validity of this assumption, proposing an alternative preference model based upon regret. We investigate the consequences of assuming preferences are based upon partial return when they actually arise from regret. We argue that the learned function is an approximation of the optimal advantage function, A^*_r, not a reward function. We find that if a specific pitfall is addressed, this incorrect assumption is not particularly harmful, resulting in a highly shaped reward function. Nonetheless, this incorrect usage of A^*_r is less desirable than the appropriate and simpler approach of greedy maximization of A^*_r. From the perspective of the regret preference model, we also provide a clearer interpretation of fine tuning contemporary large language models with RLHF. This paper overall provides insight regarding why learning under the partial return preference model tends to work so well in practice, despite it conforming poorly to how humans give preferences.
Mixture-of-Experts Meets In-Context Reinforcement Learning
In-context reinforcement learning (ICRL) has emerged as a promising paradigm for adapting RL agents to downstream tasks through prompt conditioning. However, two notable challenges remain in fully harnessing in-context learning within RL domains: the intrinsic multi-modality of the state-action-reward data and the diverse, heterogeneous nature of decision tasks. To tackle these challenges, we propose T2MIR (Token- and Task-wise MoE for In-context RL), an innovative framework that introduces architectural advances of mixture-of-experts (MoE) into transformer-based decision models. T2MIR substitutes the feedforward layer with two parallel layers: a token-wise MoE that captures distinct semantics of input tokens across multiple modalities, and a task-wise MoE that routes diverse tasks to specialized experts for managing a broad task distribution with alleviated gradient conflicts. To enhance task-wise routing, we introduce a contrastive learning method that maximizes the mutual information between the task and its router representation, enabling more precise capture of task-relevant information. The outputs of two MoE components are concatenated and fed into the next layer. Comprehensive experiments show that T2MIR significantly facilitates in-context learning capacity and outperforms various types of baselines. We bring the potential and promise of MoE to ICRL, offering a simple and scalable architectural enhancement to advance ICRL one step closer toward achievements in language and vision communities. Our code is available at https://github.com/NJU-RL/T2MIR.
ToolRL: Reward is All Tool Learning Needs
Current Large Language Models (LLMs) often undergo supervised fine-tuning (SFT) to acquire tool use capabilities. However, SFT struggles to generalize to unfamiliar or complex tool use scenarios. Recent advancements in reinforcement learning (RL), particularly with R1-like models, have demonstrated promising reasoning and generalization abilities. Yet, reward design for tool use presents unique challenges: multiple tools may be invoked with diverse parameters, and coarse-grained reward signals, such as answer matching, fail to offer the finegrained feedback required for effective learning. In this work, we present the first comprehensive study on reward design for tool selection and application tasks within the RL paradigm. We systematically explore a wide range of reward strategies, analyzing their types, scales, granularity, and temporal dynamics. Building on these insights, we propose a principled reward design tailored for tool use tasks and apply it to train LLMs using Group Relative Policy Optimization (GRPO). Empirical evaluations across diverse benchmarks demonstrate that our approach yields robust, scalable, and stable training, achieving a 17% improvement over base models and a 15% gain over SFT models. These results highlight the critical role of thoughtful reward design in enhancing the tool use capabilities and generalization performance of LLMs. All the codes are released to facilitate future research.
Orchestrated Value Mapping for Reinforcement Learning
We present a general convergent class of reinforcement learning algorithms that is founded on two distinct principles: (1) mapping value estimates to a different space using arbitrary functions from a broad class, and (2) linearly decomposing the reward signal into multiple channels. The first principle enables incorporating specific properties into the value estimator that can enhance learning. The second principle, on the other hand, allows for the value function to be represented as a composition of multiple utility functions. This can be leveraged for various purposes, e.g. dealing with highly varying reward scales, incorporating a priori knowledge about the sources of reward, and ensemble learning. Combining the two principles yields a general blueprint for instantiating convergent algorithms by orchestrating diverse mapping functions over multiple reward channels. This blueprint generalizes and subsumes algorithms such as Q-Learning, Log Q-Learning, and Q-Decomposition. In addition, our convergence proof for this general class relaxes certain required assumptions in some of these algorithms. Based on our theory, we discuss several interesting configurations as special cases. Finally, to illustrate the potential of the design space that our theory opens up, we instantiate a particular algorithm and evaluate its performance on the Atari suite.
The broader spectrum of in-context learning
The ability of language models to learn a task from a few examples in context has generated substantial interest. Here, we provide a perspective that situates this type of supervised few-shot learning within a much broader spectrum of meta-learned in-context learning. Indeed, we suggest that any distribution of sequences in which context non-trivially decreases loss on subsequent predictions can be interpreted as eliciting a kind of in-context learning. We suggest that this perspective helps to unify the broad set of in-context abilities that language models exhibit x2014 such as adapting to tasks from instructions or role play, or extrapolating time series. This perspective also sheds light on potential roots of in-context learning in lower-level processing of linguistic dependencies (e.g. coreference or parallel structures). Finally, taking this perspective highlights the importance of generalization, which we suggest can be studied along several dimensions: not only the ability to learn something novel, but also flexibility in learning from different presentations, and in applying what is learned. We discuss broader connections to past literature in meta-learning and goal-conditioned agents, and other perspectives on learning and adaptation. We close by suggesting that research on in-context learning should consider this broader spectrum of in-context capabilities and types of generalization.
GRAM-R^2: Self-Training Generative Foundation Reward Models for Reward Reasoning
Significant progress in reward modeling over recent years has been driven by a paradigm shift from task-specific designs towards generalist reward models. Despite this trend, developing effective reward models remains a fundamental challenge: the heavy reliance on large-scale labeled preference data. Pre-training on abundant unlabeled data offers a promising direction, but existing approaches fall short of instilling explicit reasoning into reward models. To bridge this gap, we propose a self-training approach that leverages unlabeled data to elicit reward reasoning in reward models. Based on this approach, we develop GRAM-R^2, a generative reward model trained to produce not only preference labels but also accompanying reward rationales. GRAM-R^2 can serve as a foundation model for reward reasoning and can be applied to a wide range of tasks with minimal or no additional fine-tuning. It can support downstream applications such as response ranking and task-specific reward tuning. Experiments on response ranking, task adaptation, and reinforcement learning from human feedback demonstrate that GRAM-R^2 consistently delivers strong performance, outperforming several strong discriminative and generative baselines.
GUI-G^2: Gaussian Reward Modeling for GUI Grounding
Graphical User Interface (GUI) grounding maps natural language instructions to precise interface locations for autonomous interaction. Current reinforcement learning approaches use binary rewards that treat elements as hit-or-miss targets, creating sparse signals that ignore the continuous nature of spatial interactions. Motivated by human clicking behavior that naturally forms Gaussian distributions centered on target elements, we introduce GUI Gaussian Grounding Rewards (GUI-G^2), a principled reward framework that models GUI elements as continuous Gaussian distributions across the interface plane. GUI-G^2 incorporates two synergistic mechanisms: Gaussian point rewards model precise localization through exponentially decaying distributions centered on element centroids, while coverage rewards assess spatial alignment by measuring the overlap between predicted Gaussian distributions and target regions. To handle diverse element scales, we develop an adaptive variance mechanism that calibrates reward distributions based on element dimensions. This framework transforms GUI grounding from sparse binary classification to dense continuous optimization, where Gaussian distributions generate rich gradient signals that guide models toward optimal interaction positions. Extensive experiments across ScreenSpot, ScreenSpot-v2, and ScreenSpot-Pro benchmarks demonstrate that GUI-G^2, substantially outperforms state-of-the-art method UI-TARS-72B, with the most significant improvement of 24.7% on ScreenSpot-Pro. Our analysis reveals that continuous modeling provides superior robustness to interface variations and enhanced generalization to unseen layouts, establishing a new paradigm for spatial reasoning in GUI interaction tasks.
Non-Markovian Reward Modelling from Trajectory Labels via Interpretable Multiple Instance Learning
We generalise the problem of reward modelling (RM) for reinforcement learning (RL) to handle non-Markovian rewards. Existing work assumes that human evaluators observe each step in a trajectory independently when providing feedback on agent behaviour. In this work, we remove this assumption, extending RM to capture temporal dependencies in human assessment of trajectories. We show how RM can be approached as a multiple instance learning (MIL) problem, where trajectories are treated as bags with return labels, and steps within the trajectories are instances with unseen reward labels. We go on to develop new MIL models that are able to capture the time dependencies in labelled trajectories. We demonstrate on a range of RL tasks that our novel MIL models can reconstruct reward functions to a high level of accuracy, and can be used to train high-performing agent policies.
Beyond Monolithic Rewards: A Hybrid and Multi-Aspect Reward Optimization for MLLM Alignment
Aligning multimodal large language models (MLLMs) with human preferences often relies on single-signal, model-based reward methods. Such monolithic rewards often lack confidence calibration across domain-specific tasks, fail to capture diverse aspects of human preferences, and require extensive data annotation and reward model training. In this work, we propose a hybrid reward modeling framework that integrates complementary reward paradigms: (i) model-based rewards, where a learned reward model predicts scalar or vector scores from synthetic and human feedback, and (ii) rule-based rewards, where domain-specific heuristics provide explicit correctness signals with confidence. Beyond accuracy, we further incorporate multi-aspect rewards to enforce instruction adherence and introduce a generalized length-penalty reward to stabilize training and improve performance. The proposed framework provides a flexible and effective approach to aligning MLLMs through reinforcement learning policy optimization. Our experiments show consistent improvements across different multimodal benchmarks when applying hybrid and multi-aspect reward modeling. Our best performing model in the 3B family achieves an overall average improvement of ~9.5% across general and math reasoning tasks. Focusing specifically on mathematical benchmarks, the model achieves a significant average improvement of ~16%, highlighting its effectiveness in mathematical reasoning and problem solving.
Atari-GPT: Investigating the Capabilities of Multimodal Large Language Models as Low-Level Policies for Atari Games
Recent advancements in large language models (LLMs) have expanded their capabilities beyond traditional text-based tasks to multimodal domains, integrating visual, auditory, and textual data. While multimodal LLMs have been extensively explored for high-level planning in domains like robotics and games, their potential as low-level controllers remains largely untapped. This paper explores the application of multimodal LLMs as low-level controllers in the domain of Atari video games, introducing Atari game performance as a new benchmark for evaluating the ability of multimodal LLMs to perform low-level control tasks. Unlike traditional reinforcement learning (RL) and imitation learning (IL) methods that require extensive computational resources as well as reward function specification, these LLMs utilize pre-existing multimodal knowledge to directly engage with game environments. Our study assesses multiple multimodal LLMs performance against traditional RL agents, human players, and random agents, focusing on their ability to understand and interact with complex visual scenes and formulate strategic responses. Additionally, we examine the impact of In-Context Learning (ICL) by incorporating human-demonstrated game-play trajectories to enhance the models contextual understanding. Through this investigation, we aim to determine the extent to which multimodal LLMs can leverage their extensive training to effectively function as low-level controllers, thereby redefining potential applications in dynamic and visually complex environments. Additional results and videos are available at our project webpage: https://sites.google.com/view/atari-gpt/.
Reward Design for Reinforcement Learning Agents
Reward functions are central in reinforcement learning (RL), guiding agents towards optimal decision-making. The complexity of RL tasks requires meticulously designed reward functions that effectively drive learning while avoiding unintended consequences. Effective reward design aims to provide signals that accelerate the agent's convergence to optimal behavior. Crafting rewards that align with task objectives, foster desired behaviors, and prevent undesirable actions is inherently challenging. This thesis delves into the critical role of reward signals in RL, highlighting their impact on the agent's behavior and learning dynamics and addressing challenges such as delayed, ambiguous, or intricate rewards. In this thesis work, we tackle different aspects of reward shaping. First, we address the problem of designing informative and interpretable reward signals from a teacher's/expert's perspective (teacher-driven). Here, the expert, equipped with the optimal policy and the corresponding value function, designs reward signals that expedite the agent's convergence to optimal behavior. Second, we build on this teacher-driven approach by introducing a novel method for adaptive interpretable reward design. In this scenario, the expert tailors the rewards based on the learner's current policy, ensuring alignment and optimal progression. Third, we propose a meta-learning approach, enabling the agent to self-design its reward signals online without expert input (agent-driven). This self-driven method considers the agent's learning and exploration to establish a self-improving feedback loop.
Decision Market Based Learning For Multi-agent Contextual Bandit Problems
Information is often stored in a distributed and proprietary form, and agents who own information are often self-interested and require incentives to reveal their information. Suitable mechanisms are required to elicit and aggregate such distributed information for decision making. In this paper, we use simulations to investigate the use of decision markets as mechanisms in a multi-agent learning system to aggregate distributed information for decision-making in a contextual bandit problem. The system utilises strictly proper decision scoring rules to assess the accuracy of probabilistic reports from agents, which allows agents to learn to solve the contextual bandit problem jointly. Our simulations show that our multi-agent system with distributed information can be trained as efficiently as a centralised counterpart with a single agent that receives all information. Moreover, we use our system to investigate scenarios with deterministic decision scoring rules which are not incentive compatible. We observe the emergence of more complex dynamics with manipulative behaviour, which agrees with existing theoretical analyses.
Reward Reports for Reinforcement Learning
Building systems that are good for society in the face of complex societal effects requires a dynamic approach. Recent approaches to machine learning (ML) documentation have demonstrated the promise of discursive frameworks for deliberation about these complexities. However, these developments have been grounded in a static ML paradigm, leaving the role of feedback and post-deployment performance unexamined. Meanwhile, recent work in reinforcement learning has shown that the effects of feedback and optimization objectives on system behavior can be wide-ranging and unpredictable. In this paper we sketch a framework for documenting deployed and iteratively updated learning systems, which we call Reward Reports. Taking inspiration from various contributions to the technical literature on reinforcement learning, we outline Reward Reports as living documents that track updates to design choices and assumptions behind what a particular automated system is optimizing for. They are intended to track dynamic phenomena arising from system deployment, rather than merely static properties of models or data. After presenting the elements of a Reward Report, we discuss a concrete example: Meta's BlenderBot 3 chatbot. Several others for game-playing (DeepMind's MuZero), content recommendation (MovieLens), and traffic control (Project Flow) are included in the appendix.
The Trickle-down Impact of Reward (In-)consistency on RLHF
Standard practice within Reinforcement Learning from Human Feedback (RLHF) involves optimizing against a Reward Model (RM), which itself is trained to reflect human preferences for desirable generations. A notable subject that is understudied is the (in-)consistency of RMs -- whether they can recognize the semantic changes to different prompts and appropriately adapt their reward assignments -- and their impact on the downstream RLHF model. In this paper, we visit a series of research questions relevant to RM inconsistency: (1) How can we measure the consistency of reward models? (2) How consistent are the existing RMs and how can we improve them? (3) In what ways does reward inconsistency influence the chatbots resulting from the RLHF model training? We propose Contrast Instructions -- a benchmarking strategy for the consistency of RM. Each example in Contrast Instructions features a pair of lexically similar instructions with different ground truth responses. A consistent RM is expected to rank the corresponding instruction and response higher than other combinations. We observe that current RMs trained with the standard ranking objective fail miserably on Contrast Instructions compared to average humans. To show that RM consistency can be improved efficiently without using extra training budget, we propose two techniques ConvexDA and RewardFusion, which enhance reward consistency through extrapolation during the RM training and inference stage, respectively. We show that RLHF models trained with a more consistent RM yield more useful responses, suggesting that reward inconsistency exhibits a trickle-down effect on the downstream RLHF process.
Chasing the Tail: Effective Rubric-based Reward Modeling for Large Language Model Post-Training
Reinforcement fine-tuning (RFT) often suffers from reward over-optimization, where a policy model hacks the reward signals to achieve high scores while producing low-quality outputs. Our theoretical analysis shows that the key lies in reward misspecification at the high-reward tail: the inability to reliably distinguish Excellent responses from merely Great ones. This motivate us to focus on the high-reward region. However, such tail examples are scarce under the base LLM. While off-policy exemplars (e.g. from stronger models or rewrites) are easier to obtain, naively training on them yields a misspecified reward for the policy we aim to align. To address this, we study rubric-based rewards. By design, rubrics can leverage off-policy examples while remaining insensitive to their artifacts. To elicit rubrics that capture the high-reward tail, we highlight the importance of distinguishing among great and diverse responses, and introduce a workflow to implement this idea. We empirically demonstrate that rubric-based rewards substantially mitigate reward over-optimization and deliver effective LLM post-training improvements. Our code can be accessed at https://github.com/Jun-Kai-Zhang/rubrics.git .
Context Engineering for Trustworthiness: Rescorla Wagner Steering Under Mixed and Inappropriate Contexts
Incorporating external context can significantly enhance the response quality of Large Language Models (LLMs). However, real-world contexts often mix relevant information with disproportionate inappropriate content, posing reliability risks. How do LLMs process and prioritize mixed context? To study this, we introduce the Poisoned Context Testbed, pairing queries with real-world contexts containing relevant and inappropriate content. Inspired by associative learning in animals, we adapt the Rescorla-Wagner (RW) model from neuroscience to quantify how competing contextual signals influence LLM outputs. Our adapted model reveals a consistent behavioral pattern: LLMs exhibit a strong tendency to incorporate information that is less prevalent in the context. This susceptibility is harmful in real-world settings, where small amounts of inappropriate content can substantially degrade response quality. Empirical evaluations on our testbed further confirm this vulnerability. To tackle this, we introduce RW-Steering, a two-stage finetuning-based approach that enables the model to internally identify and ignore inappropriate signals. Unlike prior methods that rely on extensive supervision across diverse context mixtures, RW-Steering generalizes robustly across varying proportions of inappropriate content. Experiments show that our best fine-tuned model improves response quality by 39.8% and reverses the undesirable behavior curve, establishing RW-Steering as a robust, generalizable context engineering solution for improving LLM safety in real-world use.
Personalizing Reinforcement Learning from Human Feedback with Variational Preference Learning
Reinforcement Learning from Human Feedback (RLHF) is a powerful paradigm for aligning foundation models to human values and preferences. However, current RLHF techniques cannot account for the naturally occurring differences in individual human preferences across a diverse population. When these differences arise, traditional RLHF frameworks simply average over them, leading to inaccurate rewards and poor performance for individual subgroups. To address the need for pluralistic alignment, we develop a class of multimodal RLHF methods. Our proposed techniques are based on a latent variable formulation - inferring a novel user-specific latent and learning reward models and policies conditioned on this latent without additional user-specific data. While conceptually simple, we show that in practice, this reward modeling requires careful algorithmic considerations around model architecture and reward scaling. To empirically validate our proposed technique, we first show that it can provide a way to combat underspecification in simulated control problems, inferring and optimizing user-specific reward functions. Next, we conduct experiments on pluralistic language datasets representing diverse user preferences and demonstrate improved reward function accuracy. We additionally show the benefits of this probabilistic framework in terms of measuring uncertainty, and actively learning user preferences. This work enables learning from diverse populations of users with divergent preferences, an important challenge that naturally occurs in problems from robot learning to foundation model alignment.
A Baseline Analysis of Reward Models' Ability To Accurately Analyze Foundation Models Under Distribution Shift
Foundation models, specifically Large Language Models (LLMs), have lately gained wide-spread attention and adoption. Reinforcement Learning with Human Feedback (RLHF) involves training a reward model to capture desired behaviors, which is then used to align LLM's. These reward models are additionally used at inference-time to estimate LLM responses' adherence to those desired behaviors. However, there is little work measuring how robust these reward models are to distribution shifts. In this work, we evaluate how reward model performance - measured via accuracy and calibration (i.e. alignment between accuracy and confidence) - is affected by distribution shift. We show novel calibration patterns and accuracy drops due to OOD prompts and responses, and that the reward model is more sensitive to shifts in responses than prompts. Additionally, we adapt an OOD detection technique commonly used in classification to the reward model setting to detect these distribution shifts in prompts and responses.
Enhanced Whole Page Optimization via Mixed-Grained Reward Mechanism-Adapted Language Models
Optimizing the presentation of search and recommendation results is crucial to enhancing user experience and engagement. Whole Page Optimization (WPO) plays a pivotal role in this process, as it directly influences how information is surfaced to users. While Pre-trained Large Language Models (LLMs) have demonstrated remarkable capabilities in generating coherent and contextually relevant content, fine-tuning these models for complex tasks like WPO presents challenges. Specifically, the need for extensive human-annotated data to mitigate issues such as hallucinations and model instability can be prohibitively expensive, especially in large-scale systems that interact with millions of items daily. In this work, we address the challenge of fine-tuning LLMs for WPO by using user feedback as the supervision. Unlike manually labeled datasets, user feedback is inherently noisy and less precise. To overcome this, we propose a reward-based fine-tuning approach, PageLLM, which employs a mixed-grained reward mechanism that combines page-level and item-level rewards. The page-level reward evaluates the overall quality and coherence, while the item-level reward focuses on the accuracy and relevance of key recommendations. This dual-reward structure ensures that both the holistic presentation and the critical individual components are optimized. We validate PageLLM on both public and industrial datasets. PageLLM outperforms baselines and achieves a 0.44\% GMV increase in an online A/B test with over 10 million users, demonstrating its real-world impact.
Auto MC-Reward: Automated Dense Reward Design with Large Language Models for Minecraft
Many reinforcement learning environments (e.g., Minecraft) provide only sparse rewards that indicate task completion or failure with binary values. The challenge in exploration efficiency in such environments makes it difficult for reinforcement-learning-based agents to learn complex tasks. To address this, this paper introduces an advanced learning system, named Auto MC-Reward, that leverages Large Language Models (LLMs) to automatically design dense reward functions, thereby enhancing the learning efficiency. Auto MC-Reward consists of three important components: Reward Designer, Reward Critic, and Trajectory Analyzer. Given the environment information and task descriptions, the Reward Designer first design the reward function by coding an executable Python function with predefined observation inputs. Then, our Reward Critic will be responsible for verifying the code, checking whether the code is self-consistent and free of syntax and semantic errors. Further, the Trajectory Analyzer summarizes possible failure causes and provides refinement suggestions according to collected trajectories. In the next round, Reward Designer will further refine and iterate the dense reward function based on feedback. Experiments demonstrate a significant improvement in the success rate and learning efficiency of our agents in complex tasks in Minecraft, such as obtaining diamond with the efficient ability to avoid lava, and efficiently explore trees and animals that are sparse in the plains biome.
Bandits Meet Mechanism Design to Combat Clickbait in Online Recommendation
We study a strategic variant of the multi-armed bandit problem, which we coin the strategic click-bandit. This model is motivated by applications in online recommendation where the choice of recommended items depends on both the click-through rates and the post-click rewards. Like in classical bandits, rewards follow a fixed unknown distribution. However, we assume that the click-rate of each arm is chosen strategically by the arm (e.g., a host on Airbnb) in order to maximize the number of times it gets clicked. The algorithm designer does not know the post-click rewards nor the arms' actions (i.e., strategically chosen click-rates) in advance, and must learn both values over time. To solve this problem, we design an incentive-aware learning algorithm, UCB-S, which achieves two goals simultaneously: (a) incentivizing desirable arm behavior under uncertainty; (b) minimizing regret by learning unknown parameters. We characterize all approximate Nash equilibria among arms under UCB-S and show a mathcal{O} (KT) regret bound uniformly in every equilibrium. We also show that incentive-unaware algorithms generally fail to achieve low regret in the strategic click-bandit. Finally, we support our theoretical results by simulations of strategic arm behavior which confirm the effectiveness and robustness of our proposed incentive design.
Learning in Sparse Rewards settings through Quality-Diversity algorithms
In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.
Multi-dimensional Preference Alignment by Conditioning Reward Itself
Reinforcement Learning from Human Feedback has emerged as a standard for aligning diffusion models. However, we identify a fundamental limitation in the standard DPO formulation because it relies on the Bradley-Terry model to aggregate diverse evaluation axes like aesthetic quality and semantic alignment into a single scalar reward. This aggregation creates a reward conflict where the model is forced to unlearn desirable features of a specific dimension if they appear in a globally non-preferred sample. To address this issue, we propose Multi Reward Conditional DPO (MCDPO). This method resolves reward conflicts by introducing a disentangled Bradley-Terry objective. MCDPO explicitly injects a preference outcome vector as a condition during training, which allows the model to learn the correct optimization direction for each reward axis independently within a single network. We further introduce dimensional reward dropout to ensure balanced optimization across dimensions. Extensive experiments on Stable Diffusion 1.5 and SDXL demonstrate that MCDPO achieves superior performance on benchmarks. Notably, our conditional framework enables dynamic and multiple-axis control at inference time using Classifier Free Guidance to amplify specific reward dimensions without additional training or external reward models.
R3: Robust Rubric-Agnostic Reward Models
Reward models are essential for aligning language model outputs with human preferences, yet existing approaches often lack both controllability and interpretability. These models are typically optimized for narrow objectives, limiting their generalizability to broader downstream tasks. Moreover, their scalar outputs are difficult to interpret without contextual reasoning. To address these limitations, we introduce R3, a novel reward modeling framework that is rubric-agnostic, generalizable across evaluation dimensions, and provides interpretable, reasoned score assignments. R3 enables more transparent and flexible evaluation of language models, supporting robust alignment with diverse human values and use cases. Our models, data, and code are available as open source at https://github.com/rubricreward/r3
Context-Aware Learning to Rank with Self-Attention
Learning to rank is a key component of many e-commerce search engines. In learning to rank, one is interested in optimising the global ordering of a list of items according to their utility for users.Popular approaches learn a scoring function that scores items individually (i.e. without the context of other items in the list) by optimising a pointwise, pairwise or listwise loss. The list is then sorted in the descending order of the scores. Possible interactions between items present in the same list are taken into account in the training phase at the loss level. However, during inference, items are scored individually, and possible interactions between them are not considered. In this paper, we propose a context-aware neural network model that learns item scores by applying a self-attention mechanism. The relevance of a given item is thus determined in the context of all other items present in the list, both in training and in inference. We empirically demonstrate significant performance gains of self-attention based neural architecture over Multi-LayerPerceptron baselines, in particular on a dataset coming from search logs of a large scale e-commerce marketplace, Allegro.pl. This effect is consistent across popular pointwise, pairwise and listwise losses.Finally, we report new state-of-the-art results on MSLR-WEB30K, the learning to rank benchmark.
Precision over Diversity: High-Precision Reward Generalizes to Robust Instruction Following
A central belief in scaling reinforcement learning with verifiable rewards for instruction following (IF) tasks is that, a diverse mixture of verifiable hard and unverifiable soft constraints is essential for generalizing to unseen instructions. In this work, we challenge this prevailing consensus through a systematic empirical investigation. Counter-intuitively, we find that models trained on hard-only constraints consistently outperform those trained on mixed datasets. Extensive experiments reveal that reward precision, rather than constraint diversity, is the primary driver of effective alignment. The LLM judge suffers from a low recall rate in detecting false response, which leads to severe reward hacking, thereby undermining the benefits of diversity. Furthermore, analysis of the attention mechanism reveals that high-precision rewards develop a transferable meta-skill for IF. Motivated by these insights, we propose a simple yet effective data-centric refinement strategy that prioritizes reward precision. Evaluated on five benchmarks, our approach outperforms competitive baselines by 13.4\% in performance while achieving a 58\% reduction in training time, maintaining strong generalization beyond instruction following. Our findings advocate for a paradigm shift: moving away from the indiscriminate pursuit of data diversity toward high-precision rewards.
Learning to Generate Research Idea with Dynamic Control
The rapid advancements in large language models (LLMs) have demonstrated their potential to accelerate scientific discovery, particularly in automating the process of research ideation. LLM-based systems have shown promise in generating hypotheses and research ideas. However, current approaches predominantly rely on prompting-based pre-trained models, limiting their ability to optimize generated content effectively. Moreover, they also lack the capability to deal with the complex interdependence and inherent restrictions among novelty, feasibility, and effectiveness, which remains challenging due to the inherent trade-offs among these dimensions, such as the innovation-feasibility conflict. To address these limitations, we for the first time propose fine-tuning LLMs to be better idea proposers and introduce a novel framework that employs a two-stage approach combining Supervised Fine-Tuning (SFT) and controllable Reinforcement Learning (RL). In the SFT stage, the model learns foundational patterns from pairs of research papers and follow-up ideas. In the RL stage, multi-dimensional reward modeling, guided by fine-grained feedback, evaluates and optimizes the generated ideas across key metrics. Dimensional controllers enable dynamic adjustment of generation, while a sentence-level decoder ensures context-aware emphasis during inference. Our framework provides a balanced approach to research ideation, achieving high-quality outcomes by dynamically navigating the trade-offs among novelty, feasibility, and effectiveness.
Beyond the Binary: Capturing Diverse Preferences With Reward Regularization
Large language models (LLMs) are increasingly deployed via public-facing interfaces to interact with millions of users, each with diverse preferences. Despite this, preference tuning of LLMs predominantly relies on reward models trained using binary judgments where annotators select the preferred choice out of pairs of model outputs. In this work, we argue that this reliance on binary choices does not capture the broader, aggregate preferences of the target user in real-world tasks. We propose a taxonomy that identifies two dimensions of subjectivity where different users disagree on the preferred output-namely, the Plurality of Responses to Prompts, where prompts allow for multiple correct answers, and the Indistinguishability of Responses, where candidate outputs are paraphrases of each other. We show that reward models correlate weakly with user preferences in these cases. As a first step to address this issue, we introduce a simple yet effective method that augments existing binary preference datasets with synthetic preference judgments to estimate potential user disagreement. Incorporating these via a margin term as a form of regularization during model training yields predictions that better align with the aggregate user preferences.
Context Filtering with Reward Modeling in Question Answering
Question Answering (QA) in NLP is the task of finding answers to a query within a relevant context retrieved by a retrieval system. Yet, the mix of relevant and irrelevant information in these contexts can hinder performance enhancements in QA tasks. To address this, we introduce a context filtering approach that removes non-essential details, summarizing crucial content through Reward Modeling. This method emphasizes keeping vital data while omitting the extraneous during summarization model training. We offer a framework for developing efficient QA models by discerning useful information from dataset pairs, bypassing the need for costly human evaluation. Furthermore, we show that our approach can significantly outperform the baseline, as evidenced by a 6.8-fold increase in the EM Per Token (EPT) metric, which we propose as a measure of token efficiency, indicating a notable token-efficiency boost for low-resource settings.
Entire Chain Uplift Modeling with Context-Enhanced Learning for Intelligent Marketing
Uplift modeling, vital in online marketing, seeks to accurately measure the impact of various strategies, such as coupons or discounts, on different users by predicting the Individual Treatment Effect (ITE). In an e-commerce setting, user behavior follows a defined sequential chain, including impression, click, and conversion. Marketing strategies exert varied uplift effects at each stage within this chain, impacting metrics like click-through and conversion rate. Despite its utility, existing research has neglected to consider the inter-task across all stages impacts within a specific treatment and has insufficiently utilized the treatment information, potentially introducing substantial bias into subsequent marketing decisions. We identify these two issues as the chain-bias problem and the treatment-unadaptive problem. This paper introduces the Entire Chain UPlift method with context-enhanced learning (ECUP), devised to tackle these issues. ECUP consists of two primary components: 1) the Entire Chain-Enhanced Network, which utilizes user behavior patterns to estimate ITE throughout the entire chain space, models the various impacts of treatments on each task, and integrates task prior information to enhance context awareness across all stages, capturing the impact of treatment on different tasks, and 2) the Treatment-Enhanced Network, which facilitates fine-grained treatment modeling through bit-level feature interactions, thereby enabling adaptive feature adjustment. Extensive experiments on public and industrial datasets validate ECUPs effectiveness. Moreover, ECUP has been deployed on the Meituan food delivery platform, serving millions of daily active users, with the related dataset released for future research.
T-REG: Preference Optimization with Token-Level Reward Regularization
Reinforcement learning from human feedback (RLHF) has been crucial in aligning large language models (LLMs) with human values. Traditionally, RLHF involves generating responses to a query and using a reward model to assign a reward to the entire response. However, this approach faces challenges due to its reliance on a single, sparse reward, which makes it challenging for the model to identify which parts of the sequence contribute most significantly to the final reward. Recent methods have attempted to address this limitation by introducing token-level rewards. However, these methods often rely on either a trained credit assignment model or AI annotators, raising concerns about the quality and reliability of the rewards. In this paper, we propose token-level reward regularization (T-REG), a novel approach that leverages both sequence-level and token-level rewards for preference optimization. Harnessing the self-refinement capabilities of LLMs, our method uses contrastive prompting to enable LLMs to self-generate token-level rewards. These self-generated rewards then act as reward regularization, guiding the model to more effectively distribute sequence-level rewards across tokens. This facilitates better token-level credit assignment and enhances alignment performance. Experiments on the instruction following benchmarks, including Alpaca Eval 2 and Arena-Hard, show that our method consistently outperforms baseline methods by up to 3.8% and 4.4%, respectively. We will release the code and models at https://github.com/wzhouad/T-REG.
Confronting Reward Model Overoptimization with Constrained RLHF
Large language models are typically aligned with human preferences by optimizing reward models (RMs) fitted to human feedback. However, human preferences are multi-faceted, and it is increasingly common to derive reward from a composition of simpler reward models which each capture a different aspect of language quality. This itself presents a challenge, as it is difficult to appropriately weight these component RMs when combining them. Compounding this difficulty, because any RM is only a proxy for human evaluation, this process is vulnerable to overoptimization, wherein past a certain point, accumulating higher reward is associated with worse human ratings. In this paper, we perform, to our knowledge, the first study on overoptimization in composite RMs, showing that correlation between component RMs has a significant effect on the locations of these points. We then introduce an approach to solve this issue using constrained reinforcement learning as a means of preventing the agent from exceeding each RM's threshold of usefulness. Our method addresses the problem of weighting component RMs by learning dynamic weights, naturally expressed by Lagrange multipliers. As a result, each RM stays within the range at which it is an effective proxy, improving evaluation performance. Finally, we introduce an adaptive method using gradient-free optimization to identify and optimize towards these points during a single run.
Empirical Study of Mutual Reinforcement Effect and Application in Few-shot Text Classification Tasks via Prompt
The Mutual Reinforcement Effect (MRE) investigates the synergistic relationship between word-level and text-level classifications in text classification tasks. It posits that the performance of both classification levels can be mutually enhanced. However, this mechanism has not been adequately demonstrated or explained in prior research. To address this gap, we employ empirical experiment to observe and substantiate the MRE theory. Our experiments on 21 MRE mix datasets revealed the presence of MRE in the model and its impact. Specifically, we conducted compare experiments use fine-tune. The results of findings from comparison experiments corroborates the existence of MRE. Furthermore, we extended the application of MRE to prompt learning, utilizing word-level information as a verbalizer to bolster the model's prediction of text-level classification labels. In our final experiment, the F1-score significantly surpassed the baseline in 18 out of 21 MRE Mix datasets, further validating the notion that word-level information enhances the language model's comprehension of the text as a whole.
Beyond Training Objectives: Interpreting Reward Model Divergence in Large Language Models
Large language models (LLMs) fine-tuned by reinforcement learning from human feedback (RLHF) are becoming more widely deployed. We coin the term Implicit Reward Model (IRM) to refer to the changes that occur to an LLM during RLHF that result in high-reward generations. We interpret IRMs, and measure their divergence from the RLHF reward model used in the fine-tuning process that induced them. By fitting a linear function to an LLM's IRM, a reward model with the same type signature as the RLHF reward model is constructed, allowing for direct comparison. Additionally, we validate our construction of the IRM through cross-comparison with classifications of features generated by an LLM based on their relevance to the RLHF reward model. Better comprehending IRMs can help minimize discrepencies between LLM behavior and training objectives, which we believe to be an essential component of the safety and alignment of LLMs.
On the Modeling Capabilities of Large Language Models for Sequential Decision Making
Large pretrained models are showing increasingly better performance in reasoning and planning tasks across different modalities, opening the possibility to leverage them for complex sequential decision making problems. In this paper, we investigate the capabilities of Large Language Models (LLMs) for reinforcement learning (RL) across a diversity of interactive domains. We evaluate their ability to produce decision-making policies, either directly, by generating actions, or indirectly, by first generating reward models to train an agent with RL. Our results show that, even without task-specific fine-tuning, LLMs excel at reward modeling. In particular, crafting rewards through artificial intelligence (AI) feedback yields the most generally applicable approach and can enhance performance by improving credit assignment and exploration. Finally, in environments with unfamiliar dynamics, we explore how fine-tuning LLMs with synthetic data can significantly improve their reward modeling capabilities while mitigating catastrophic forgetting, further broadening their utility in sequential decision-making tasks.
Proposer-Agent-Evaluator(PAE): Autonomous Skill Discovery For Foundation Model Internet Agents
The vision of a broadly capable and goal-directed agent, such as an Internet-browsing agent in the digital world and a household humanoid in the physical world, has rapidly advanced, thanks to the generalization capability of foundation models. Such a generalist agent needs to have a large and diverse skill repertoire, such as finding directions between two travel locations and buying specific items from the Internet. If each skill needs to be specified manually through a fixed set of human-annotated instructions, the agent's skill repertoire will necessarily be limited due to the quantity and diversity of human-annotated instructions. In this work, we address this challenge by proposing Proposer-Agent-Evaluator, an effective learning system that enables foundation model agents to autonomously discover and practice skills in the wild. At the heart of PAE is a context-aware task proposer that autonomously proposes tasks for the agent to practice with context information of the environment such as user demos or even just the name of the website itself for Internet-browsing agents. Then, the agent policy attempts those tasks with thoughts and actual grounded operations in the real world with resulting trajectories evaluated by an autonomous VLM-based success evaluator. The success evaluation serves as the reward signal for the agent to refine its policies through RL. We validate PAE on challenging vision-based web navigation, using both real-world and self-hosted websites from WebVoyager and WebArena.To the best of our knowledge, this work represents the first effective learning system to apply autonomous task proposal with RL for agents that generalizes real-world human-annotated benchmarks with SOTA performances. Our open-source checkpoints and code can be found in https://yanqval.github.io/PAE/
Deep Reinforcement Learning with Hybrid Intrinsic Reward Model
Intrinsic reward shaping has emerged as a prevalent approach to solving hard-exploration and sparse-rewards environments in reinforcement learning (RL). While single intrinsic rewards, such as curiosity-driven or novelty-based methods, have shown effectiveness, they often limit the diversity and efficiency of exploration. Moreover, the potential and principle of combining multiple intrinsic rewards remains insufficiently explored. To address this gap, we introduce HIRE (Hybrid Intrinsic REward), a flexible and elegant framework for creating hybrid intrinsic rewards through deliberate fusion strategies. With HIRE, we conduct a systematic analysis of the application of hybrid intrinsic rewards in both general and unsupervised RL across multiple benchmarks. Extensive experiments demonstrate that HIRE can significantly enhance exploration efficiency and diversity, as well as skill acquisition in complex and dynamic settings.
Computational Foundations for Strategic Coopetition: Formalizing Interdependence and Complementarity
Coopetition refers to simultaneous cooperation and competition among actors wherein actors 'cooperate to grow the pie and compete to split it up.' Modern socio-technical systems are characterized by strategic coopetition wherein actors concomitantly cooperate to create value and compete to capture it. While conceptual modeling languages such as i* provide rich qualitative representations of strategic dependencies, they lack mechanisms for quantitative analysis of dynamic trade-offs. Conversely, classical game theory offers mathematical rigor but strips away contextual richness. This report bridges this gap by developing computational foundations that formalize two critical dimensions of coopetition: interdependence and complementarity. We ground interdependence in i* structural dependency analysis, translating depender-dependee-dependum relationships into quantitative interdependence coefficients via a structured translation framework. We formalize complementarity following Brandenburger and Nalebuff's Added Value concept, modeling synergistic value creation with validated parameterization. We integrate structural dependencies with bargaining power in value appropriation and introduce a game-theoretic formulation where Nash Equilibrium incorporates structural interdependence. Validation combines over 22,000 experimental trials across power and logarithmic specifications with the Samsung-Sony S-LCD joint venture (2004-2011). Under strict historical alignment scoring, logarithmic specifications achieve 58/60 compared to power functions (46/60), producing realistic 41% cooperation increases aligning with documented S-LCD patterns while power functions produce 166% increases exceeding realistic bounds. Statistical significance confirmed at p < 0.001, Cohen's d > 9.
Lost in the Noise: How Reasoning Models Fail with Contextual Distractors
Recent advances in reasoning models and agentic AI systems have led to an increased reliance on diverse external information. However, this shift introduces input contexts that are inherently noisy, a reality that current sanitized benchmarks fail to capture. We introduce NoisyBench, a comprehensive benchmark that systematically evaluates model robustness across 11 datasets in RAG, reasoning, alignment, and tool-use tasks against diverse noise types, including random documents, irrelevant chat histories, and hard negative distractors. Our evaluation reveals a catastrophic performance drop of up to 80% in state-of-the-art models when faced with contextual distractors. Crucially, we find that agentic workflows often amplify these errors by over-trusting noisy tool outputs, and distractors can trigger emergent misalignment even without adversarial intent. We find that prompting, context engineering, SFT, and outcome-reward only RL fail to ensure robustness; in contrast, our proposed Rationale-Aware Reward (RARE) significantly strengthens resilience by incentivizing the identification of helpful information within noise. Finally, we uncover an inverse scaling trend where increased test-time computation leads to worse performance in noisy settings and demonstrate via attention visualization that models disproportionately focus on distractor tokens, providing vital insights for building the next generation of robust, reasoning-capable agents.
Feedback-Driven Tool-Use Improvements in Large Language Models via Automated Build Environments
Effective tool use is essential for large language models (LLMs) to interact meaningfully with their environment. However, progress is limited by the lack of efficient reinforcement learning (RL) frameworks specifically designed for tool use, due to challenges in constructing stable training environments and designing verifiable reward mechanisms. To address this, we propose an automated environment construction pipeline, incorporating scenario decomposition, document generation, function integration, complexity scaling, and localized deployment. This enables the creation of high-quality training environments that provide detailed and measurable feedback without relying on external tools. Additionally, we introduce a verifiable reward mechanism that evaluates both the precision of tool use and the completeness of task execution. When combined with trajectory data collected from the constructed environments, this mechanism integrates seamlessly with standard RL algorithms to facilitate feedback-driven model training. Experiments on LLMs of varying scales demonstrate that our approach significantly enhances the models' tool-use performance without degrading their general capabilities, regardless of inference modes or training algorithms. Our analysis suggests that these gains result from improved context understanding and reasoning, driven by updates to the lower-layer MLP parameters in models.
Learning To Retrieve Prompts for In-Context Learning
In-context learning is a recent paradigm in natural language understanding, where a large pre-trained language model (LM) observes a test instance and a few training examples as its input, and directly decodes the output without any update to its parameters. However, performance has been shown to strongly depend on the selected training examples (termed prompt). In this work, we propose an efficient method for retrieving prompts for in-context learning using annotated data and a LM. Given an input-output pair, we estimate the probability of the output given the input and a candidate training example as the prompt, and label training examples as positive or negative based on this probability. We then train an efficient dense retriever from this data, which is used to retrieve training examples as prompts at test time. We evaluate our approach on three sequence-to-sequence tasks where language utterances are mapped to meaning representations, and find that it substantially outperforms prior work and multiple baselines across the board.
In-Context Learning Strategies Emerge Rationally
Recent work analyzing in-context learning (ICL) has identified a broad set of strategies that describe model behavior in different experimental conditions. We aim to unify these findings by asking why a model learns these disparate strategies in the first place. Specifically, we start with the observation that when trained to learn a mixture of tasks, as is popular in the literature, the strategies learned by a model for performing ICL can be captured by a family of Bayesian predictors: a memorizing predictor, which assumes a discrete prior on the set of seen tasks, and a generalizing predictor, where the prior matches the underlying task distribution. Adopting the normative lens of rational analysis, where a learner's behavior is explained as an optimal adaptation to data given computational constraints, we develop a hierarchical Bayesian framework that almost perfectly predicts Transformer next-token predictions throughout training -- without assuming access to its weights. Under this framework, pretraining is viewed as a process of updating the posterior probability of different strategies, and inference-time behavior as a posterior-weighted average over these strategies' predictions. Our framework draws on common assumptions about neural network learning dynamics, which make explicit a tradeoff between loss and complexity among candidate strategies: beyond how well it explains the data, a model's preference towards implementing a strategy is dictated by its complexity. This helps explain well-known ICL phenomena, while offering novel predictions: e.g., we show a superlinear trend in the timescale for transitioning from generalization to memorization as task diversity increases. Overall, our work advances an explanatory and predictive account of ICL grounded in tradeoffs between strategy loss and complexity.
MaxInfoRL: Boosting exploration in reinforcement learning through information gain maximization
Reinforcement learning (RL) algorithms aim to balance exploiting the current best strategy with exploring new options that could lead to higher rewards. Most common RL algorithms use undirected exploration, i.e., select random sequences of actions. Exploration can also be directed using intrinsic rewards, such as curiosity or model epistemic uncertainty. However, effectively balancing task and intrinsic rewards is challenging and often task-dependent. In this work, we introduce a framework, MaxInfoRL, for balancing intrinsic and extrinsic exploration. MaxInfoRL steers exploration towards informative transitions, by maximizing intrinsic rewards such as the information gain about the underlying task. When combined with Boltzmann exploration, this approach naturally trades off maximization of the value function with that of the entropy over states, rewards, and actions. We show that our approach achieves sublinear regret in the simplified setting of multi-armed bandits. We then apply this general formulation to a variety of off-policy model-free RL methods for continuous state-action spaces, yielding novel algorithms that achieve superior performance across hard exploration problems and complex scenarios such as visual control tasks.
Regularizing Hidden States Enables Learning Generalizable Reward Model for LLMs
Reward models trained on human preference data have been proven to be effective for aligning Large Language Models (LLMs) with human intent within the reinforcement learning from human feedback (RLHF) framework. However, the generalization capabilities of current reward models to unseen prompts and responses are limited. This limitation can lead to an unexpected phenomenon known as reward over-optimization, where excessive optimization of rewards results in a decline in actual performance. While previous research has advocated for constraining policy optimization, our study proposes a novel approach to enhance the reward model's generalization ability against distribution shifts by regularizing the hidden states. Specifically, we retain the base model's language model head and incorporate a suite of text-generation losses to preserve the hidden states' text generation capabilities, while concurrently learning a reward head behind the same hidden states. Our experimental results demonstrate that the introduced regularization technique markedly improves the accuracy of learned reward models across a variety of out-of-distribution (OOD) tasks and effectively alleviate the over-optimization issue in RLHF, offering a more reliable and robust preference learning paradigm.
Beyond Reward: Offline Preference-guided Policy Optimization
This study focuses on the topic of offline preference-based reinforcement learning (PbRL), a variant of conventional reinforcement learning that dispenses with the need for online interaction or specification of reward functions. Instead, the agent is provided with fixed offline trajectories and human preferences between pairs of trajectories to extract the dynamics and task information, respectively. Since the dynamics and task information are orthogonal, a naive approach would involve using preference-based reward learning followed by an off-the-shelf offline RL algorithm. However, this requires the separate learning of a scalar reward function, which is assumed to be an information bottleneck of the learning process. To address this issue, we propose the offline preference-guided policy optimization (OPPO) paradigm, which models offline trajectories and preferences in a one-step process, eliminating the need for separately learning a reward function. OPPO achieves this by introducing an offline hindsight information matching objective for optimizing a contextual policy and a preference modeling objective for finding the optimal context. OPPO further integrates a well-performing decision policy by optimizing the two objectives iteratively. Our empirical results demonstrate that OPPO effectively models offline preferences and outperforms prior competing baselines, including offline RL algorithms performed over either true or pseudo reward function specifications. Our code is available on the project website: https://sites.google.com/view/oppo-icml-2023 .
Is Curiosity All You Need? On the Utility of Emergent Behaviours from Curious Exploration
Curiosity-based reward schemes can present powerful exploration mechanisms which facilitate the discovery of solutions for complex, sparse or long-horizon tasks. However, as the agent learns to reach previously unexplored spaces and the objective adapts to reward new areas, many behaviours emerge only to disappear due to being overwritten by the constantly shifting objective. We argue that merely using curiosity for fast environment exploration or as a bonus reward for a specific task does not harness the full potential of this technique and misses useful skills. Instead, we propose to shift the focus towards retaining the behaviours which emerge during curiosity-based learning. We posit that these self-discovered behaviours serve as valuable skills in an agent's repertoire to solve related tasks. Our experiments demonstrate the continuous shift in behaviour throughout training and the benefits of a simple policy snapshot method to reuse discovered behaviour for transfer tasks.
Trade-R1: Bridging Verifiable Rewards to Stochastic Environments via Process-Level Reasoning Verification
Reinforcement Learning (RL) has enabled Large Language Models (LLMs) to achieve remarkable reasoning in domains like mathematics and coding, where verifiable rewards provide clear signals. However, extending this paradigm to financial decision is challenged by the market's stochastic nature: rewards are verifiable but inherently noisy, causing standard RL to degenerate into reward hacking. To address this, we propose Trade-R1, a model training framework that bridges verifiable rewards to stochastic environments via process-level reasoning verification. Our key innovation is a verification method that transforms the problem of evaluating reasoning over lengthy financial documents into a structured Retrieval-Augmented Generation (RAG) task. We construct a triangular consistency metric, assessing pairwise alignment between retrieved evidence, reasoning chains, and decisions to serve as a validity filter for noisy market returns. We explore two reward integration strategies: Fixed-effect Semantic Reward (FSR) for stable alignment signals, and Dynamic-effect Semantic Reward (DSR) for coupled magnitude optimization. Experiments on different country asset selection demonstrate that our paradigm reduces reward hacking, with DSR achieving superior cross-market generalization while maintaining the highest reasoning consistency.
Ctrl-U: Robust Conditional Image Generation via Uncertainty-aware Reward Modeling
In this paper, we focus on the task of conditional image generation, where an image is synthesized according to user instructions. The critical challenge underpinning this task is ensuring both the fidelity of the generated images and their semantic alignment with the provided conditions. To tackle this issue, previous studies have employed supervised perceptual losses derived from pre-trained models, i.e., reward models, to enforce alignment between the condition and the generated result. However, we observe one inherent shortcoming: considering the diversity of synthesized images, the reward model usually provides inaccurate feedback when encountering newly generated data, which can undermine the training process. To address this limitation, we propose an uncertainty-aware reward modeling, called Ctrl-U, including uncertainty estimation and uncertainty-aware regularization, designed to reduce the adverse effects of imprecise feedback from the reward model. Given the inherent cognitive uncertainty within reward models, even images generated under identical conditions often result in a relatively large discrepancy in reward loss. Inspired by the observation, we explicitly leverage such prediction variance as an uncertainty indicator. Based on the uncertainty estimation, we regularize the model training by adaptively rectifying the reward. In particular, rewards with lower uncertainty receive higher loss weights, while those with higher uncertainty are given reduced weights to allow for larger variability. The proposed uncertainty regularization facilitates reward fine-tuning through consistency construction. Extensive experiments validate the effectiveness of our methodology in improving the controllability and generation quality, as well as its scalability across diverse conditional scenarios. Code will soon be available at https://grenoble-zhang.github.io/Ctrl-U-Page/.
Assessing the Zero-Shot Capabilities of LLMs for Action Evaluation in RL
The temporal credit assignment problem is a central challenge in Reinforcement Learning (RL), concerned with attributing the appropriate influence to each actions in a trajectory for their ability to achieve a goal. However, when feedback is delayed and sparse, the learning signal is poor, and action evaluation becomes harder. Canonical solutions, such as reward shaping and options, require extensive domain knowledge and manual intervention, limiting their scalability and applicability. In this work, we lay the foundations for Credit Assignment with Language Models (CALM), a novel approach that leverages Large Language Models (LLMs) to automate credit assignment via reward shaping and options discovery. CALM uses LLMs to decompose a task into elementary subgoals and assess the achievement of these subgoals in state-action transitions. Every time an option terminates, a subgoal is achieved, and CALM provides an auxiliary reward. This additional reward signal can enhance the learning process when the task reward is sparse and delayed without the need for human-designed rewards. We provide a preliminary evaluation of CALM using a dataset of human-annotated demonstrations from MiniHack, suggesting that LLMs can be effective in assigning credit in zero-shot settings, without examples or LLM fine-tuning. Our preliminary results indicate that the knowledge of LLMs is a promising prior for credit assignment in RL, facilitating the transfer of human knowledge into value functions.
