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SubscribeUnlocking the Potential of Difficulty Prior in RL-based Multimodal Reasoning
In this work, we investigate how explicitly modeling problem's difficulty prior information shapes the effectiveness of reinforcement learning based fine-tuning for multimodal reasoning. Our exploration mainly comprises of following three perspective: First, through offline data curation, we analyze the U-shaped difficulty distribution of two given datasets using the base model by multi-round sampling, and then filter out prompts that are either too simple or extremely difficult to provide meaningful gradients and perform subsequent two-stage training. Second, we implement an online advantage differentiation, computing group-wise empirical accuracy as a difficulty proxy to adaptively reweight advantages estimation, providing stronger learning signals for more challenging problems. Finally, we introduce difficulty hints as explicit prompts for more complex samples in the second training stage, encouraging the model to calibrate its reasoning depth and perform reflective validation checks. Our comprehensive approach demonstrates significant performances across various multi-modal mathematical reasoning benchmarks with only 2K+0.6K two-stage training data.
MarsExplorer: Exploration of Unknown Terrains via Deep Reinforcement Learning and Procedurally Generated Environments
This paper is an initial endeavor to bridge the gap between powerful Deep Reinforcement Learning methodologies and the problem of exploration/coverage of unknown terrains. Within this scope, MarsExplorer, an openai-gym compatible environment tailored to exploration/coverage of unknown areas, is presented. MarsExplorer translates the original robotics problem into a Reinforcement Learning setup that various off-the-shelf algorithms can tackle. Any learned policy can be straightforwardly applied to a robotic platform without an elaborate simulation model of the robot's dynamics to apply a different learning/adaptation phase. One of its core features is the controllable multi-dimensional procedural generation of terrains, which is the key for producing policies with strong generalization capabilities. Four different state-of-the-art RL algorithms (A3C, PPO, Rainbow, and SAC) are trained on the MarsExplorer environment, and a proper evaluation of their results compared to the average human-level performance is reported. In the follow-up experimental analysis, the effect of the multi-dimensional difficulty setting on the learning capabilities of the best-performing algorithm (PPO) is analyzed. A milestone result is the generation of an exploration policy that follows the Hilbert curve without providing this information to the environment or rewarding directly or indirectly Hilbert-curve-like trajectories. The experimental analysis is concluded by evaluating PPO learned policy algorithm side-by-side with frontier-based exploration strategies. A study on the performance curves revealed that PPO-based policy was capable of performing adaptive-to-the-unknown-terrain sweeping without leaving expensive-to-revisit areas uncovered, underlying the capability of RL-based methodologies to tackle exploration tasks efficiently. The source code can be found at: https://github.com/dimikout3/MarsExplorer.
BUSTLE: Bottom-Up Program Synthesis Through Learning-Guided Exploration
Program synthesis is challenging largely because of the difficulty of search in a large space of programs. Human programmers routinely tackle the task of writing complex programs by writing sub-programs and then analyzing their intermediate results to compose them in appropriate ways. Motivated by this intuition, we present a new synthesis approach that leverages learning to guide a bottom-up search over programs. In particular, we train a model to prioritize compositions of intermediate values during search conditioned on a given set of input-output examples. This is a powerful combination because of several emergent properties. First, in bottom-up search, intermediate programs can be executed, providing semantic information to the neural network. Second, given the concrete values from those executions, we can exploit rich features based on recent work on property signatures. Finally, bottom-up search allows the system substantial flexibility in what order to generate the solution, allowing the synthesizer to build up a program from multiple smaller sub-programs. Overall, our empirical evaluation finds that the combination of learning and bottom-up search is remarkably effective, even with simple supervised learning approaches. We demonstrate the effectiveness of our technique on two datasets, one from the SyGuS competition and one of our own creation.
ARES: Multimodal Adaptive Reasoning via Difficulty-Aware Token-Level Entropy Shaping
Recent advances in multimodal large reasoning models (MLRMs) have substantially improved their ability to solve complex textual and visual tasks. However, these models tend to overthink on simple problems, producing unnecessarily lengthy reasoning traces, while under-exploring on challenging ones, leading to missed solutions. To address this imbalance, we propose ARES, a unified open-source framework for adaptive reasoning that dynamically allocates exploration effort based on task difficulty. Our approach is motivated by two key empirical findings: (i) while single-token entropy is noisy, high window-entropy (HWE) tokens (token-level entropies averaged under a sliding window) can reliably capture reasoning-critical moments; and (ii) reducing HWE usage benefits easy problems, while increasing it is essential for solving hard ones. Building on these insights, ARES introduces a two-stage training pipeline. In the Adaptive Cold-Start stage, we curate multimodal and textual data paired with reasoning traces of length proportional to problem difficulty, equipping the model with initial difficulty awareness. In the second stage, we develop Adaptive Entropy Policy Optimization (AEPO), which uses HWE tokens as exploration triggers to decide when to explore, and a hierarchical entropy reward with dynamic KL control to decide how much to explore. Extensive experiments demonstrate that ARES achieves superior performance and reasoning efficiency across diverse mathematical, logical, and multimodal benchmarks, while closing the gap to leading commercial systems under significantly lower inference costs.
Language Guided Exploration for RL Agents in Text Environments
Real-world sequential decision making is characterized by sparse rewards and large decision spaces, posing significant difficulty for experiential learning systems like tabula rasa reinforcement learning (RL) agents. Large Language Models (LLMs), with a wealth of world knowledge, can help RL agents learn quickly and adapt to distribution shifts. In this work, we introduce Language Guided Exploration (LGE) framework, which uses a pre-trained language model (called GUIDE ) to provide decision-level guidance to an RL agent (called EXPLORER). We observe that on ScienceWorld (Wang et al.,2022), a challenging text environment, LGE outperforms vanilla RL agents significantly and also outperforms other sophisticated methods like Behaviour Cloning and Text Decision Transformer.
Enhancing Efficiency and Exploration in Reinforcement Learning for LLMs
Reasoning large language models (LLMs) excel in complex tasks, which has drawn significant attention to reinforcement learning (RL) for LLMs. However, existing approaches allocate an equal number of rollouts to all questions during the RL process, which is inefficient. This inefficiency stems from the fact that training on simple questions yields limited gains, whereas more rollouts are needed for challenging questions to sample correct answers. Furthermore, while RL improves response precision, it limits the model's exploration ability, potentially resulting in a performance cap below that of the base model prior to RL. To address these issues, we propose a mechanism for dynamically allocating rollout budgets based on the difficulty of the problems, enabling more efficient RL training. Additionally, we introduce an adaptive dynamic temperature adjustment strategy to maintain the entropy at a stable level, thereby encouraging sufficient exploration. This enables LLMs to improve response precision while preserving their exploratory ability to uncover potential correct pathways. The code and data is available on: https://github.com/LiaoMengqi/E3-RL4LLMs
Stein Variational Goal Generation for adaptive Exploration in Multi-Goal Reinforcement Learning
In multi-goal Reinforcement Learning, an agent can share experience between related training tasks, resulting in better generalization for new tasks at test time. However, when the goal space has discontinuities and the reward is sparse, a majority of goals are difficult to reach. In this context, a curriculum over goals helps agents learn by adapting training tasks to their current capabilities. In this work we propose Stein Variational Goal Generation (SVGG), which samples goals of intermediate difficulty for the agent, by leveraging a learned predictive model of its goal reaching capabilities. The distribution of goals is modeled with particles that are attracted in areas of appropriate difficulty using Stein Variational Gradient Descent. We show that SVGG outperforms state-of-the-art multi-goal Reinforcement Learning methods in terms of success coverage in hard exploration problems, and demonstrate that it is endowed with a useful recovery property when the environment changes.
Attention as a Compass: Efficient Exploration for Process-Supervised RL in Reasoning Models
Reinforcement Learning (RL) has shown remarkable success in enhancing the reasoning capabilities of Large Language Models (LLMs). Process-Supervised RL (PSRL) has emerged as a more effective paradigm compared to outcome-based RL. However, existing PSRL approaches suffer from limited exploration efficiency, both in terms of branching positions and sampling. In this paper, we introduce a novel PSRL framework (AttnRL), which enables efficient exploration for reasoning models. Motivated by preliminary observations that steps exhibiting high attention scores correlate with reasoning behaviors, we propose to branch from positions with high values. Furthermore, we develop an adaptive sampling strategy that accounts for problem difficulty and historical batch size, ensuring that the whole training batch maintains non-zero advantage values. To further improve sampling efficiency, we design a one-step off-policy training pipeline for PSRL. Extensive experiments on multiple challenging mathematical reasoning benchmarks demonstrate that our method consistently outperforms prior approaches in terms of performance and sampling and training efficiency.
Depth-Breadth Synergy in RLVR: Unlocking LLM Reasoning Gains with Adaptive Exploration
Reinforcement Learning with Verifiable Reward (RLVR) has emerged as a powerful paradigm for unlocking reasoning capabilities in large language models, yet its full potential is hindered by two under-explored dimensions: Depth-the hardest problem a model can sample; Breadth-the number of instances consumed in a single iteration. We dissect the popular GRPO algorithm and reveal a systematic bias: the cumulative-advantage disproportionately weights samples with medium accuracy, while down-weighting the low-accuracy instances that are crucial for pushing reasoning boundaries. To rectify the depth neglect, we introduce Difficulty Adaptive Rollout Sampling (DARS), which re-weights hard problems through targeted multi-stage rollouts, thereby increasing the number of positive rollouts for hard problems. Empirically, naively enlarging rollout size only accelerates convergence and even hurts Pass@K. Our DARS, in contrast, delivers consistent Pass@K gains without extra inference cost at convergence. Just as we adaptively expanded the depth of exploration, we now ask whether aggressively scaling the breadth of training data can further amplify reasoning gains. To this end, we intensely scale batch size and replace PPO's mini-batch iterations with full-batch updates over multiple epochs. Increasing breadth significantly enhances Pass@1 performance. Large-breadth training sustains high token-level entropy, indicating continued exploration and reduced gradient noise. We further present DARS-B, which augments DARS with large breadth, and demonstrate simultaneous gains in Pass@K and Pass@1. The results confirm that breadth and adaptive exploration across depth operate as orthogonal dimensions in RLVR, which are key to unleashing the reasoning power of RLVR.
EVOLvE: Evaluating and Optimizing LLMs For Exploration
Despite their success in many domains, large language models (LLMs) remain under-studied in scenarios requiring optimal decision-making under uncertainty. This is crucial as many real-world applications, ranging from personalized recommendations to healthcare interventions, demand that LLMs not only predict but also actively learn to make optimal decisions through exploration. In this work, we measure LLMs' (in)ability to make optimal decisions in bandits, a state-less reinforcement learning setting relevant to many applications. We develop a comprehensive suite of environments, including both context-free and contextual bandits with varying task difficulties, to benchmark LLMs' performance. Motivated by the existence of optimal exploration algorithms, we propose efficient ways to integrate this algorithmic knowledge into LLMs: by providing explicit algorithm-guided support during inference; and through algorithm distillation via in-context demonstrations and fine-tuning, using synthetic data generated from these algorithms. Impressively, these techniques allow us to achieve superior exploration performance with smaller models, surpassing larger models on various tasks. We conducted an extensive ablation study to shed light on various factors, such as task difficulty and data representation, that influence the efficiency of LLM exploration. Additionally, we conduct a rigorous analysis of the LLM's exploration efficiency using the concept of regret, linking its ability to explore to the model size and underlying algorithm.
ADHint: Adaptive Hints with Difficulty Priors for Reinforcement Learning
To combine the advantages of Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL), recent methods have integrated ''hints'' into post-training, which are prefix segments of complete reasoning trajectories, aiming for powerful knowledge expansion and reasoning generalization. However, existing hint-based RL methods typically ignore difficulty when scheduling hint ratios and estimating relative advantages, leading to unstable learning and excessive imitation of off-policy hints. In this work, we propose ADHint, which treats difficulty as a key factor in both hint-ratio schedule and relative-advantage estimation to achieve a better trade-off between exploration and imitation. Specifically, we propose Adaptive Hint with Sample Difficulty Prior, which evaluates each sample's difficulty under the policy model and accordingly schedules an appropriate hint ratio to guide its rollouts. We also introduce Consistency-based Gradient Modulation and Selective Masking for Hint Preservation to modulate token-level gradients within hints, preventing biased and destructive updates. Additionally, we propose Advantage Estimation with Rollout Difficulty Posterior, which leverages the relative difficulty of rollouts with and without hints to estimate their respective advantages, thereby achieving more balanced updates. Extensive experiments across diverse modalities, model scales, and domains demonstrate that ADHint delivers superior reasoning ability and out-of-distribution generalization, consistently surpassing existing methods in both pass@1 and avg@8. Our code and dataset will be made publicly available upon paper acceptance.
From Supervision to Exploration: What Does Protein Language Model Learn During Reinforcement Learning?
Protein language models (PLMs) have advanced computational protein science through large-scale pretraining and scalable architectures. In parallel, reinforcement learning (RL) has broadened exploration and enabled precise multi-objective optimization in protein design. Yet whether RL can push PLMs beyond their pretraining priors to uncover latent sequence-structure-function rules remains unclear. We address this by pairing RL with PLMs across four domains: antimicrobial peptide design, kinase variant optimization, antibody engineering, and inverse folding. Using diverse RL algorithms and model classes, we ask if RL improves sampling efficiency and, more importantly, if it reveals capabilities not captured by supervised learning. Across benchmarks, RL consistently boosts success rates and sample efficiency. Performance follows a three-factor interaction: task headroom, reward fidelity, and policy capacity jointly determine gains. When rewards are accurate and informative, policies have sufficient capacity, and tasks leave room beyond supervised baselines, improvements scale; when rewards are noisy or capacity is constrained, gains saturate despite exploration. This view yields practical guidance for RL in protein design: prioritize reward modeling and calibration before scaling policy size, match algorithm and regularization strength to task difficulty, and allocate capacity where marginal gains are largest. Implementation is available at https://github.com/chq1155/RL-PLM.
EarthSE: A Benchmark for Evaluating Earth Scientific Exploration Capability of LLMs
Advancements in Large Language Models (LLMs) drive interest in scientific applications, necessitating specialized benchmarks such as Earth science. Existing benchmarks either present a general science focus devoid of Earth science specificity or cover isolated subdomains, lacking holistic evaluation. Furthermore, current benchmarks typically neglect the assessment of LLMs' capabilities in open-ended scientific exploration. In this paper, we present a comprehensive and professional benchmark for the Earth sciences, designed to evaluate the capabilities of LLMs in scientific exploration within this domain, spanning from fundamental to advanced levels. Leveraging a corpus of 100,000 research papers, we first construct two Question Answering (QA) datasets: Earth-Iron, which offers extensive question coverage for broad assessment, and Earth-Silver, which features a higher level of difficulty to evaluate professional depth. These datasets encompass five Earth spheres, 114 disciplines, and 11 task categories, assessing foundational knowledge crucial for scientific exploration. Most notably, we introduce Earth-Gold with new metrics, a dataset comprising open-ended multi-turn dialogues specifically designed to evaluate the advanced capabilities of LLMs in scientific exploration, including methodology induction, limitation analysis, and concept proposal. Extensive experiments reveal limitations in 11 leading LLMs across different domains and tasks, highlighting considerable room for improvement in their scientific exploration capabilities. The benchmark is available on https://huggingface.co/ai-earth .
Through the Lens of Split Vote: Exploring Disagreement, Difficulty and Calibration in Legal Case Outcome Classification
In legal decisions, split votes (SV) occur when judges cannot reach a unanimous decision, posing a difficulty for lawyers who must navigate diverse legal arguments and opinions. In high-stakes domains, understanding the alignment of perceived difficulty between humans and AI systems is crucial to build trust. However, existing NLP calibration methods focus on a classifier's awareness of predictive performance, measured against the human majority class, overlooking inherent human label variation (HLV). This paper explores split votes as naturally observable human disagreement and value pluralism. We collect judges' vote distributions from the European Court of Human Rights (ECHR), and present SV-ECHR, a case outcome classification (COC) dataset with SV information. We build a taxonomy of disagreement with SV-specific subcategories. We further assess the alignment of perceived difficulty between models and humans, as well as confidence- and human-calibration of COC models. We observe limited alignment with the judge vote distribution. To our knowledge, this is the first systematic exploration of calibration to human judgements in legal NLP. Our study underscores the necessity for further research on measuring and enhancing model calibration considering HLV in legal decision tasks.
Learning Like Humans: Advancing LLM Reasoning Capabilities via Adaptive Difficulty Curriculum Learning and Expert-Guided Self-Reformulation
Despite impressive progress in areas like mathematical reasoning, large language models still face significant challenges in consistently solving complex problems. Drawing inspiration from key human learning strategies, we propose two novel strategies to enhance the capability of large language models to solve these complex problems. First, Adaptive Difficulty Curriculum Learning (ADCL) is a novel curriculum learning strategy that tackles the Difficulty Shift phenomenon (i.e., a model's perception of problem difficulty dynamically changes during training) by periodically re-estimating difficulty within upcoming data batches to maintain alignment with the model's evolving capabilities. Second, Expert-Guided Self-Reformulation (EGSR) is a novel reinforcement learning strategy that bridges the gap between imitation learning and pure exploration by guiding models to reformulate expert solutions within their own conceptual framework, rather than relying on direct imitation, fostering deeper understanding and knowledge assimilation. Extensive experiments on challenging mathematical reasoning benchmarks, using Qwen2.5-7B as the base model, demonstrate that these human-inspired strategies synergistically and significantly enhance performance. Notably, their combined application improves performance over the standard Zero-RL baseline by 10% on the AIME24 benchmark and 16.6% on AIME25.
Less Noise, More Voice: Reinforcement Learning for Reasoning via Instruction Purification
Reinforcement Learning with Verifiable Rewards (RLVR) has advanced LLM reasoning, but remains constrained by inefficient exploration under limited rollout budgets, leading to low sampling success and unstable training in complex tasks. We find that many exploration failures arise not from problem difficulty, but from a small number of prompt tokens that introduce interference. Building on this insight, we propose the Less Noise Sampling Framework (LENS), which first prompts by identifying and removing interference tokens. then transfers successful rollouts from the purification process to supervise policy optimization on the original noisy prompts, enabling the model to learn to ignore interference in the real-world, noisy prompting settings. Experimental results show that LENS significantly outperforms GRPO, delivering higher performance and faster convergence, with a 3.88% average gain and over 1.6times speedup. Our work highlights the critical role of pruning interference tokens in improving rollout efficiency, offering a new perspective for RLVR research.
Rediscovering Entropy Regularization: Adaptive Coefficient Unlocks Its Potential for LLM Reinforcement Learning
Reasoning ability has become a defining capability of Large Language Models (LLMs), with Reinforcement Learning with Verifiable Rewards (RLVR) emerging as a key paradigm to enhance it. However, RLVR training often suffers from policy entropy collapse, where the policy becomes overly deterministic, hindering exploration and limiting reasoning performance. While entropy regularization is a common remedy, its effectiveness is highly sensitive to the fixed coefficient, making it unstable across tasks and models. In this work, we revisit entropy regularization in RLVR and argue that its potential has been largely underestimated. Our analysis shows that (i) tasks of varying difficulty demand distinct exploration intensities, and (ii) balanced exploration may require the policy entropy to be maintained within a moderate range below its initial level. Therefore, we propose Adaptive Entropy Regularization (AER)--a framework that dynamically balances exploration and exploitation via three components: difficulty-aware coefficient allocation, initial-anchored target entropy, and dynamic global coefficient adjustment. Experiments on multiple mathematical reasoning benchmarks show that AER consistently outperforms baselines, improving both reasoning accuracy and exploration capability.
Investigating Advanced Reasoning of Large Language Models via Black-Box Interaction
Existing tasks fall short in evaluating reasoning ability of Large Language Models (LLMs) in an interactive, unknown environment. This deficiency leads to the isolated assessment of deductive, inductive, and abductive reasoning, neglecting the integrated reasoning process that is indispensable for humans discovery of real world. We introduce a novel evaluation paradigm, black-box interaction, to tackle this challenge. A black-box is defined by a hidden function that maps a specific set of inputs to outputs. LLMs are required to unravel the hidden function behind the black-box by interacting with it in given exploration turns, and reasoning over observed input-output pairs. Leveraging this idea, we build the Oracle benchmark which comprises 6 types of black-box task and 96 black-boxes. 19 modern LLMs are benchmarked. o3 ranks first in 5 of the 6 tasks, achieving over 70\% accuracy on most easy black-boxes. But it still struggles with some hard black-box tasks, where its average performance drops below 40\%. Further analysis indicates a universal difficulty among LLMs: They lack the high-level planning capability to develop efficient and adaptive exploration strategies for hypothesis refinement.
FlySearch: Exploring how vision-language models explore
The real world is messy and unstructured. Uncovering critical information often requires active, goal-driven exploration. It remains to be seen whether Vision-Language Models (VLMs), which recently emerged as a popular zero-shot tool in many difficult tasks, can operate effectively in such conditions. In this paper, we answer this question by introducing FlySearch, a 3D, outdoor, photorealistic environment for searching and navigating to objects in complex scenes. We define three sets of scenarios with varying difficulty and observe that state-of-the-art VLMs cannot reliably solve even the simplest exploration tasks, with the gap to human performance increasing as the tasks get harder. We identify a set of central causes, ranging from vision hallucination, through context misunderstanding, to task planning failures, and we show that some of them can be addressed by finetuning. We publicly release the benchmark, scenarios, and the underlying codebase.
Staying in the Sweet Spot: Responsive Reasoning Evolution via Capability-Adaptive Hint Scaffolding
Reinforcement learning with verifiable rewards (RLVR) has achieved remarkable success in enhancing the reasoning capabilities of large language models (LLMs). However, existing RLVR methods often suffer from exploration inefficiency due to mismatches between the training data's difficulty and the model's capability. LLMs fail to discover viable reasoning paths when problems are overly difficult, while learning little new capability when problems are too simple. In this work, we formalize the impact of problem difficulty by quantifying the relationship between loss descent speed and rollout accuracy. Building on this analysis, we propose SEELE, a novel supervision-aided RLVR framework that dynamically adjusts problem difficulty to stay within the high-efficiency region. SEELE augments each training sample by appending a hint (part of a full solution) after the original problem. Unlike previous hint-based approaches, SEELE deliberately and adaptively adjusts the hint length for each problem to achieve an optimal difficulty. To determine the optimal hint length, SEELE employs a multi-round rollout sampling strategy. In each round, it fits an item response theory model to the accuracy-hint pairs collected in preceding rounds to predict the required hint length for the next round. This instance-level, real-time difficulty adjustment aligns problem difficulty with the evolving model capability, thereby improving exploration efficiency. Experimental results show that SEELE outperforms Group Relative Policy Optimization (GRPO) and Supervised Fine-tuning (SFT) by +11.8 and +10.5 points, respectively, and surpasses the best previous supervision-aided approach by +3.6 points on average across six math reasoning benchmarks.
Efficient Paths and Dense Rewards: Probabilistic Flow Reasoning for Large Language Models
High-quality chain-of-thought has demonstrated strong potential for unlocking the reasoning capabilities of large language models. However, current paradigms typically treat the reasoning process as an indivisible sequence, lacking an intrinsic mechanism to quantify step-wise information gain. This granularity gap manifests in two limitations: inference inefficiency from redundant exploration without explicit guidance, and optimization difficulty due to sparse outcome supervision or costly external verifiers. In this work, we propose CoT-Flow, a framework that reconceptualizes discrete reasoning steps as a continuous probabilistic flow, quantifying the contribution of each step toward the ground-truth answer. Built on this formulation, CoT-Flow enables two complementary methodologies: flow-guided decoding, which employs a greedy flow-based decoding strategy to extract information-efficient reasoning paths, and flow-based reinforcement learning, which constructs a verifier-free dense reward function. Experiments on challenging benchmarks demonstrate that CoT-Flow achieves a superior balance between inference efficiency and reasoning performance.
OpenSIR: Open-Ended Self-Improving Reasoner
Recent advances in large language model (LLM) reasoning through reinforcement learning rely on annotated datasets for verifiable rewards, which may limit models' ability to surpass human-level performance. While self-play offers a promising alternative, existing approaches depend on external verifiers or cannot learn open-endedly. We present Open-Ended Self-Improving Reasoner (OpenSIR), a self-play framework where an LLM learns to generate and solve novel problems by alternating teacher and student roles without external supervision. To generate novel problems, OpenSIR optimises for both difficulty and diversity, rewarding problems that challenge appropriately while exploring distinct concepts, enabling open-ended mathematical discovery. Starting from a single trivial seed problem, OpenSIR substantially improves instruction models: Llama-3.2-3B-Instruct advances from 73.9 to 78.3 on GSM8K, and from 28.8 to 34.4 on College Math, while Gemma-2-2B-Instruct rises from 38.5 to 58.7 on GSM8K. Our analyses reveal that OpenSIR achieves open-ended learning through co-evolving teacher-student roles that adaptively calibrate difficulty and drive diverse exploration, progressing autonomously from basic to advanced mathematics.
GHPO: Adaptive Guidance for Stable and Efficient LLM Reinforcement Learning
Reinforcement Learning with Verifiable Rewards (RLVR) has recently emerged as a powerful paradigm for facilitating the self-improvement of large language models (LLMs), particularly in the domain of complex reasoning tasks. However, prevailing on-policy RL methods often contend with significant training instability and inefficiency. This is primarily due to a capacity-difficulty mismatch, where the complexity of training data frequently outpaces the model's current capabilities, leading to critically sparse reward signals and stalled learning progress. This challenge is particularly acute for smaller, more resource-efficient LLMs. To overcome this, we introduce the Guided Hybrid Policy Optimization (GHPO), a novel difficulty-aware reinforcement learning framework. GHPO dynamically calibrates task difficulty by employing adaptive prompt refinement to provide targeted guidance. This unique approach adaptively balances direct imitation learning for problems currently beyond the model's reach with exploration-based reinforcement learning for more manageable tasks, effectively creating a smooth and optimized learning curriculum. Extensive experiments demonstrate that GHPO achieves an average performance gain of approximately 5% across six challenging mathematics benchmarks, consistently outperforming strong on-policy reinforcement learning and curriculum learning baselines. Further analysis confirms that our framework significantly enhances both training stability and final reasoning performance, thus offering a scalable and efficient solution for developing powerful and robust reasoning models.
Prism: Dynamic and Flexible Benchmarking of LLMs Code Generation with Monte Carlo Tree Search
The rapid advancement of Large Language Models (LLMs) has outpaced traditional evaluation methods. Static benchmarks fail to capture the depth and breadth of LLM capabilities and eventually become obsolete, while most dynamic approaches either rely too heavily on LLM-based evaluation or remain constrained by predefined test sets. We introduce Prism, a flexible, dynamic benchmarking framework designed for comprehensive LLM assessment. Prism builds on three key components: (1) a tree-based state representation that models evaluation as a Markov Decision Process, (2) a Monte Carlo Tree Search algorithm adapted to uncover challenging evaluation scenarios, and (3) a multi-agent evaluation pipeline that enables simultaneous assessment of diverse capabilities. To ensure robust evaluation, Prism integrates structural measurements of tree exploration patterns with performance metrics across difficulty levels, providing detailed diagnostics of error patterns, test coverage, and solution approaches. Through extensive experiments on five state-of-the-art LLMs, we analyze how model architecture and scale influence code generation performance across varying task difficulties. Our results demonstrate Prism's effectiveness as a dynamic benchmark that evolves with model advancements while offering deeper insights into their limitations.
Thyme: Think Beyond Images
Following OpenAI's introduction of the ``thinking with images'' concept, recent efforts have explored stimulating the use of visual information in the reasoning process to enhance model performance in perception and reasoning tasks. However, to the best of our knowledge, no open-source work currently offers a feature set as rich as proprietary models (O3), which can perform diverse image manipulations and simultaneously enhance logical reasoning capabilities through code. In this paper, we make a preliminary attempt in this direction by introducing Thyme (Think Beyond Images), a novel paradigm for enabling MLLMs to transcend existing ``think with images'' approaches by autonomously generating and executing diverse image processing and computational operations via executable code. This approach not only facilitates a rich, on-the-fly set of image manipulations (e.g., cropping, rotation, contrast enhancement) but also allows for mathematical computations, all while maintaining high autonomy in deciding when and how to apply these operations. We activate this capability through a two-stage training strategy: an initial SFT on a curated dataset of 500K samples to teach code generation, followed by a RL phase to refine decision-making. For the RL stage, we manually collect and design high-resolution question-answer pairs to increase the learning difficulty, and we propose GRPO-ATS (Group Relative Policy Optimization with Adaptive Temperature Sampling), an algorithm that applies distinct temperatures to text and code generation to balance reasoning exploration with code execution precision. We conduct extensive experimental analysis and ablation studies. Comprehensive evaluations on nearly 20 benchmarks show that Thyme yields significant and consistent performance gains, particularly in challenging high-resolution perception and complex reasoning tasks.
TourPlanner: A Competitive Consensus Framework with Constraint-Gated Reinforcement Learning for Travel Planning
Travel planning is a sophisticated decision-making process that requires synthesizing multifaceted information to construct itineraries. However, existing travel planning approaches face several challenges: (1) Pruning candidate points of interest (POIs) while maintaining a high recall rate; (2) A single reasoning path restricts the exploration capability within the feasible solution space for travel planning; (3) Simultaneously optimizing hard constraints and soft constraints remains a significant difficulty. To address these challenges, we propose TourPlanner, a comprehensive framework featuring multi-path reasoning and constraint-gated reinforcement learning. Specifically, we first introduce a Personalized Recall and Spatial Optimization (PReSO) workflow to construct spatially-aware candidate POIs' set. Subsequently, we propose Competitive consensus Chain-of-Thought (CCoT), a multi-path reasoning paradigm that improves the ability of exploring the feasible solution space. To further refine the plan, we integrate a sigmoid-based gating mechanism into the reinforcement learning stage, which dynamically prioritizes soft-constraint satisfaction only after hard constraints are met. Experimental results on travel planning benchmarks demonstrate that TourPlanner achieves state-of-the-art performance, significantly surpassing existing methods in both feasibility and user-preference alignment.
Fast active learning for pure exploration in reinforcement learning
Realistic environments often provide agents with very limited feedback. When the environment is initially unknown, the feedback, in the beginning, can be completely absent, and the agents may first choose to devote all their effort on exploring efficiently. The exploration remains a challenge while it has been addressed with many hand-tuned heuristics with different levels of generality on one side, and a few theoretically-backed exploration strategies on the other. Many of them are incarnated by intrinsic motivation and in particular explorations bonuses. A common rule of thumb for exploration bonuses is to use 1/n bonus that is added to the empirical estimates of the reward, where n is a number of times this particular state (or a state-action pair) was visited. We show that, surprisingly, for a pure-exploration objective of reward-free exploration, bonuses that scale with 1/n bring faster learning rates, improving the known upper bounds with respect to the dependence on the horizon H. Furthermore, we show that with an improved analysis of the stopping time, we can improve by a factor H the sample complexity in the best-policy identification setting, which is another pure-exploration objective, where the environment provides rewards but the agent is not penalized for its behavior during the exploration phase.
Go-Explore: a New Approach for Hard-Exploration Problems
A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).
Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models
Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.
Etat de l'art sur l'application des bandits multi-bras
The Multi-armed bandit offer the advantage to learn and exploit the already learnt knowledge at the same time. This capability allows this approach to be applied in different domains, going from clinical trials where the goal is investigating the effects of different experimental treatments while minimizing patient losses, to adaptive routing where the goal is to minimize the delays in a network. This article provides a review of the recent results on applying bandit to real-life scenario and summarize the state of the art for each of these fields. Different techniques has been proposed to solve this problem setting, like epsilon-greedy, Upper confident bound (UCB) and Thompson Sampling (TS). We are showing here how this algorithms were adapted to solve the different problems of exploration exploitation.
LLMs Encode How Difficult Problems Are
Large language models exhibit a puzzling inconsistency: they solve complex problems yet frequently fail on seemingly simpler ones. We investigate whether LLMs internally encode problem difficulty in a way that aligns with human judgment, and whether this representation tracks generalization during reinforcement learning post-training. We train linear probes across layers and token positions on 60 models, evaluating on mathematical and coding subsets of Easy2HardBench. We find that human-labeled difficulty is strongly linearly decodable (AMC: rho approx 0.88) and exhibits clear model-size scaling, whereas LLM-derived difficulty is substantially weaker and scales poorly. Steering along the difficulty direction reveals that pushing models toward "easier" representations reduces hallucination and improves accuracy. During GRPO training on Qwen2.5-Math-1.5B, the human-difficulty probe strengthens and positively correlates with test accuracy across training steps, while the LLM-difficulty probe degrades and negatively correlates with performance. These results suggest that human annotations provide a stable difficulty signal that RL amplifies, while automated difficulty estimates derived from model performance become misaligned precisely as models improve. We release probe code and evaluation scripts to facilitate replication.
SciFive: a text-to-text transformer model for biomedical literature
In this report, we introduce SciFive, a domain-specific T5 model that has been pre-trained on large biomedical corpora. Our model outperforms the current SOTA methods (i.e. BERT, BioBERT, Base T5) on tasks in named entity relation, relation extraction, natural language inference, and question-answering. We show that text-generation methods have significant potential in a broad array of biomedical NLP tasks, particularly those requiring longer, more complex outputs. Our results support the exploration of more difficult text generation tasks and the development of new methods in this area
Navigation with Large Language Models: Semantic Guesswork as a Heuristic for Planning
Navigation in unfamiliar environments presents a major challenge for robots: while mapping and planning techniques can be used to build up a representation of the world, quickly discovering a path to a desired goal in unfamiliar settings with such methods often requires lengthy mapping and exploration. Humans can rapidly navigate new environments, particularly indoor environments that are laid out logically, by leveraging semantics -- e.g., a kitchen often adjoins a living room, an exit sign indicates the way out, and so forth. Language models can provide robots with such knowledge, but directly using language models to instruct a robot how to reach some destination can also be impractical: while language models might produce a narrative about how to reach some goal, because they are not grounded in real-world observations, this narrative might be arbitrarily wrong. Therefore, in this paper we study how the ``semantic guesswork'' produced by language models can be utilized as a guiding heuristic for planning algorithms. Our method, Language Frontier Guide (LFG), uses the language model to bias exploration of novel real-world environments by incorporating the semantic knowledge stored in language models as a search heuristic for planning with either topological or metric maps. We evaluate LFG in challenging real-world environments and simulated benchmarks, outperforming uninformed exploration and other ways of using language models.
Fast Rates for Maximum Entropy Exploration
We address the challenge of exploration in reinforcement learning (RL) when the agent operates in an unknown environment with sparse or no rewards. In this work, we study the maximum entropy exploration problem of two different types. The first type is visitation entropy maximization previously considered by Hazan et al.(2019) in the discounted setting. For this type of exploration, we propose a game-theoretic algorithm that has mathcal{O}(H^3S^2A/varepsilon^2) sample complexity thus improving the varepsilon-dependence upon existing results, where S is a number of states, A is a number of actions, H is an episode length, and varepsilon is a desired accuracy. The second type of entropy we study is the trajectory entropy. This objective function is closely related to the entropy-regularized MDPs, and we propose a simple algorithm that has a sample complexity of order mathcal{O}(poly(S,A,H)/varepsilon). Interestingly, it is the first theoretical result in RL literature that establishes the potential statistical advantage of regularized MDPs for exploration. Finally, we apply developed regularization techniques to reduce sample complexity of visitation entropy maximization to mathcal{O}(H^2SA/varepsilon^2), yielding a statistical separation between maximum entropy exploration and reward-free exploration.
A Provably Efficient Sample Collection Strategy for Reinforcement Learning
One of the challenges in online reinforcement learning (RL) is that the agent needs to trade off the exploration of the environment and the exploitation of the samples to optimize its behavior. Whether we optimize for regret, sample complexity, state-space coverage or model estimation, we need to strike a different exploration-exploitation trade-off. In this paper, we propose to tackle the exploration-exploitation problem following a decoupled approach composed of: 1) An "objective-specific" algorithm that (adaptively) prescribes how many samples to collect at which states, as if it has access to a generative model (i.e., a simulator of the environment); 2) An "objective-agnostic" sample collection exploration strategy responsible for generating the prescribed samples as fast as possible. Building on recent methods for exploration in the stochastic shortest path problem, we first provide an algorithm that, given as input the number of samples b(s,a) needed in each state-action pair, requires O(B D + D^{3/2} S^2 A) time steps to collect the B=sum_{s,a} b(s,a) desired samples, in any unknown communicating MDP with S states, A actions and diameter D. Then we show how this general-purpose exploration algorithm can be paired with "objective-specific" strategies that prescribe the sample requirements to tackle a variety of settings -- e.g., model estimation, sparse reward discovery, goal-free cost-free exploration in communicating MDPs -- for which we obtain improved or novel sample complexity guarantees.
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
Is Exploration All You Need? Effective Exploration Characteristics for Transfer in Reinforcement Learning
In deep reinforcement learning (RL) research, there has been a concerted effort to design more efficient and productive exploration methods while solving sparse-reward problems. These exploration methods often share common principles (e.g., improving diversity) and implementation details (e.g., intrinsic reward). Prior work found that non-stationary Markov decision processes (MDPs) require exploration to efficiently adapt to changes in the environment with online transfer learning. However, the relationship between specific exploration characteristics and effective transfer learning in deep RL has not been characterized. In this work, we seek to understand the relationships between salient exploration characteristics and improved performance and efficiency in transfer learning. We test eleven popular exploration algorithms on a variety of transfer types -- or ``novelties'' -- to identify the characteristics that positively affect online transfer learning. Our analysis shows that some characteristics correlate with improved performance and efficiency across a wide range of transfer tasks, while others only improve transfer performance with respect to specific environment changes. From our analysis, make recommendations about which exploration algorithm characteristics are best suited to specific transfer situations.
A Single Goal is All You Need: Skills and Exploration Emerge from Contrastive RL without Rewards, Demonstrations, or Subgoals
In this paper, we present empirical evidence of skills and directed exploration emerging from a simple RL algorithm long before any successful trials are observed. For example, in a manipulation task, the agent is given a single observation of the goal state and learns skills, first for moving its end-effector, then for pushing the block, and finally for picking up and placing the block. These skills emerge before the agent has ever successfully placed the block at the goal location and without the aid of any reward functions, demonstrations, or manually-specified distance metrics. Once the agent has learned to reach the goal state reliably, exploration is reduced. Implementing our method involves a simple modification of prior work and does not require density estimates, ensembles, or any additional hyperparameters. Intuitively, the proposed method seems like it should be terrible at exploration, and we lack a clear theoretical understanding of why it works so effectively, though our experiments provide some hints.
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.
Large Language Models Think Too Fast To Explore Effectively
Large Language Models have emerged many intellectual capacities. While numerous benchmarks assess their intelligence, limited attention has been given to their ability to explore, an essential capacity for discovering new information and adapting to novel environments in both natural and artificial systems. The extent to which LLMs can effectively explore, particularly in open-ended tasks, remains unclear. This study investigates whether LLMs can surpass humans in exploration during an open-ended task, using Little Alchemy 2 as a paradigm, where agents combine elements to discover new ones. Results show most LLMs underperform compared to humans, except for the o1 model, with those traditional LLMs relying primarily on uncertainty driven strategies, unlike humans who balance uncertainty and empowerment. Representational analysis of the models with Sparse Autoencoders revealed that uncertainty and choices are represented at earlier transformer blocks, while empowerment values are processed later, causing LLMs to think too fast and make premature decisions, hindering effective exploration. These findings shed light on the limitations of LLM exploration and suggest directions for improving their adaptability.
No-Regret Exploration in Goal-Oriented Reinforcement Learning
Many popular reinforcement learning problems (e.g., navigation in a maze, some Atari games, mountain car) are instances of the episodic setting under its stochastic shortest path (SSP) formulation, where an agent has to achieve a goal state while minimizing the cumulative cost. Despite the popularity of this setting, the exploration-exploitation dilemma has been sparsely studied in general SSP problems, with most of the theoretical literature focusing on different problems (i.e., fixed-horizon and infinite-horizon) or making the restrictive loop-free SSP assumption (i.e., no state can be visited twice during an episode). In this paper, we study the general SSP problem with no assumption on its dynamics (some policies may actually never reach the goal). We introduce UC-SSP, the first no-regret algorithm in this setting, and prove a regret bound scaling as displaystyle mathcal{O}( D S A D K) after K episodes for any unknown SSP with S states, A actions, positive costs and SSP-diameter D, defined as the smallest expected hitting time from any starting state to the goal. We achieve this result by crafting a novel stopping rule, such that UC-SSP may interrupt the current policy if it is taking too long to achieve the goal and switch to alternative policies that are designed to rapidly terminate the episode.
R^3L: Reflect-then-Retry Reinforcement Learning with Language-Guided Exploration, Pivotal Credit, and Positive Amplification
Reinforcement learning drives recent advances in LLM reasoning and agentic capabilities, yet current approaches struggle with both exploration and exploitation. Exploration suffers from low success rates on difficult tasks and high costs of repeated rollouts from scratch. Exploitation suffers from coarse credit assignment and training instability: Trajectory-level rewards penalize valid prefixes for later errors, and failure-dominated groups overwhelm the few positive signals, leaving optimization without constructive direction. To this end, we propose R^3L, Reflect-then-Retry Reinforcement Learning with Language-Guided Exploration, Pivotal Credit, and Positive Amplification. To synthesize high-quality trajectories, R^3L shifts from stochastic sampling to active synthesis via reflect-then-retry, leveraging language feedback to diagnose errors, transform failed attempts into successful ones, and reduce rollout costs by restarting from identified failure points. With errors diagnosed and localized, Pivotal Credit Assignment updates only the diverging suffix where contrastive signals exist, excluding the shared prefix from gradient update. Since failures dominate on difficult tasks and reflect-then-retry produces off-policy data, risking training instability, Positive Amplification upweights successful trajectories to ensure positive signals guide the optimization process. Experiments on agentic and reasoning tasks demonstrate 5\% to 52\% relative improvements over baselines while maintaining training stability. Our code is released at https://github.com/shiweijiezero/R3L.
Revisiting Generalization Across Difficulty Levels: It's Not So Easy
We investigate how well large language models (LLMs) generalize across different task difficulties, a key question for effective data curation and evaluation. Existing research is mixed regarding whether training on easier or harder data leads to better results, and whether those gains come on easier or harder test data. We address this question by conducting a systematic evaluation of LLMs' generalization across models, datasets, and fine-grained groups of example difficulty. We rank examples in six datasets using the outputs of thousands of different LLMs and Item Response Theory (IRT), a well-established difficulty metric in educational testing. Unlike prior work, our difficulty ratings are therefore determined solely by the abilities of many different LLMs, excluding human opinions of difficulty. With a more objective, larger-scale, and finer-grained analysis, we show that cross-difficulty generalization is often limited; training on either easy or hard data cannot achieve consistent improvements across the full range of difficulties. These results show the importance of having a range of difficulties in both training and evaluation data for LLMs, and that taking shortcuts with respect to difficulty is risky.
Exploitation Is All You Need... for Exploration
Ensuring sufficient exploration is a central challenge when training meta-reinforcement learning (meta-RL) agents to solve novel environments. Conventional solutions to the exploration-exploitation dilemma inject explicit incentives such as randomization, uncertainty bonuses, or intrinsic rewards to encourage exploration. In this work, we hypothesize that an agent trained solely to maximize a greedy (exploitation-only) objective can nonetheless exhibit emergent exploratory behavior, provided three conditions are met: (1) Recurring Environmental Structure, where the environment features repeatable regularities that allow past experience to inform future choices; (2) Agent Memory, enabling the agent to retain and utilize historical interaction data; and (3) Long-Horizon Credit Assignment, where learning propagates returns over a time frame sufficient for the delayed benefits of exploration to inform current decisions. Through experiments in stochastic multi-armed bandits and temporally extended gridworlds, we observe that, when both structure and memory are present, a policy trained on a strictly greedy objective exhibits information-seeking exploratory behavior. We further demonstrate, through controlled ablations, that emergent exploration vanishes if either environmental structure or agent memory is absent (Conditions 1 & 2). Surprisingly, removing long-horizon credit assignment (Condition 3) does not always prevent emergent exploration-a result we attribute to the pseudo-Thompson Sampling effect. These findings suggest that, under the right prerequisites, exploration and exploitation need not be treated as orthogonal objectives but can emerge from a unified reward-maximization process.
BYOL-Explore: Exploration by Bootstrapped Prediction
We present BYOL-Explore, a conceptually simple yet general approach for curiosity-driven exploration in visually-complex environments. BYOL-Explore learns a world representation, the world dynamics, and an exploration policy all-together by optimizing a single prediction loss in the latent space with no additional auxiliary objective. We show that BYOL-Explore is effective in DM-HARD-8, a challenging partially-observable continuous-action hard-exploration benchmark with visually-rich 3-D environments. On this benchmark, we solve the majority of the tasks purely through augmenting the extrinsic reward with BYOL-Explore s intrinsic reward, whereas prior work could only get off the ground with human demonstrations. As further evidence of the generality of BYOL-Explore, we show that it achieves superhuman performance on the ten hardest exploration games in Atari while having a much simpler design than other competitive agents.
Touch-based Curiosity for Sparse-Reward Tasks
Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase is followed by an on-task learning phase, in which the original interactions are relabeled with on-task rewards. We test our approach on a range of touch-intensive robot arm tasks (e.g. pushing objects, opening doors), which we also release as part of this work. Across multiple experiments in a simulated setting, we demonstrate that our method is able to learn these difficult tasks through sparse reward and curiosity alone. We compare our cross-modal approach to single-modality (touch- or vision-only) approaches as well as other curiosity-based methods and find that our method performs better and is more sample-efficient.
Ignore the KL Penalty! Boosting Exploration on Critical Tokens to Enhance RL Fine-Tuning
The ability to achieve long-term goals is a key challenge in the current development of large language models (LLMs). To address this, pre-trained LLMs can be fine-tuned with reinforcement learning (RL) to explore solutions that optimize a given goal. However, exploration with LLMs is difficult, as a balance has to be struck between discovering new solutions and staying close enough to the pre-trained model, so as not to degrade basic capabilities. This is typically controlled with a Kullback-Leibler (KL) penalty. In this paper, we investigate the exploration dynamics of a small language model on a simple arithmetic task. We show how varying degrees of pre-training influence exploration and demonstrate the importance of "critical tokens" which have a dramatic impact on the final outcome. Consequently, we introduce a simple modification to the KL penalty that favors exploration on critical tokens, increasing the efficiency of the RL fine-tuning stage.
CARINOX: Inference-time Scaling with Category-Aware Reward-based Initial Noise Optimization and Exploration
Text-to-image diffusion models, such as Stable Diffusion, can produce high-quality and diverse images but often fail to achieve compositional alignment, particularly when prompts describe complex object relationships, attributes, or spatial arrangements. Recent inference-time approaches address this by optimizing or exploring the initial noise under the guidance of reward functions that score text-image alignment without requiring model fine-tuning. While promising, each strategy has intrinsic limitations when used alone: optimization can stall due to poor initialization or unfavorable search trajectories, whereas exploration may require a prohibitively large number of samples to locate a satisfactory output. Our analysis further shows that neither single reward metrics nor ad-hoc combinations reliably capture all aspects of compositionality, leading to weak or inconsistent guidance. To overcome these challenges, we present Category-Aware Reward-based Initial Noise Optimization and Exploration (CARINOX), a unified framework that combines noise optimization and exploration with a principled reward selection procedure grounded in correlation with human judgments. Evaluations on two complementary benchmarks covering diverse compositional challenges show that CARINOX raises average alignment scores by +16% on T2I-CompBench++ and +11% on the HRS benchmark, consistently outperforming state-of-the-art optimization and exploration-based methods across all major categories, while preserving image quality and diversity. The project page is available at https://amirkasaei.com/carinox/{this URL}.
GeoExplorer: Active Geo-localization with Curiosity-Driven Exploration
Active Geo-localization (AGL) is the task of localizing a goal, represented in various modalities (e.g., aerial images, ground-level images, or text), within a predefined search area. Current methods approach AGL as a goal-reaching reinforcement learning (RL) problem with a distance-based reward. They localize the goal by implicitly learning to minimize the relative distance from it. However, when distance estimation becomes challenging or when encountering unseen targets and environments, the agent exhibits reduced robustness and generalization ability due to the less reliable exploration strategy learned during training. In this paper, we propose GeoExplorer, an AGL agent that incorporates curiosity-driven exploration through intrinsic rewards. Unlike distance-based rewards, our curiosity-driven reward is goal-agnostic, enabling robust, diverse, and contextually relevant exploration based on effective environment modeling. These capabilities have been proven through extensive experiments across four AGL benchmarks, demonstrating the effectiveness and generalization ability of GeoExplorer in diverse settings, particularly in localizing unfamiliar targets and environments.
Intrinsically-Motivated Humans and Agents in Open-World Exploration
What drives exploration? Understanding intrinsic motivation is a long-standing challenge in both cognitive science and artificial intelligence; numerous objectives have been proposed and used to train agents, yet there remains a gap between human and agent exploration. We directly compare adults, children, and AI agents in a complex open-ended environment, Crafter, and study how common intrinsic objectives: Entropy, Information Gain, and Empowerment, relate to their behavior. We find that only Entropy and Empowerment are consistently positively correlated with human exploration progress, indicating that these objectives may better inform intrinsic reward design for agents. Furthermore, across agents and humans we observe that Entropy initially increases rapidly, then plateaus, while Empowerment increases continuously, suggesting that state diversity may provide more signal in early exploration, while advanced exploration should prioritize control. Finally, we find preliminary evidence that private speech utterances, and particularly goal verbalizations, may aid exploration in children. Our data is available at https://github.com/alyd/humans_in_crafter_data.
Safe-To-Explore State Spaces: Ensuring Safe Exploration in Policy Search with Hierarchical Task Optimization
Policy search reinforcement learning allows robots to acquire skills by themselves. However, the learning procedure is inherently unsafe as the robot has no a-priori way to predict the consequences of the exploratory actions it takes. Therefore, exploration can lead to collisions with the potential to harm the robot and/or the environment. In this work we address the safety aspect by constraining the exploration to happen in safe-to-explore state spaces. These are formed by decomposing target skills (e.g., grasping) into higher ranked sub-tasks (e.g., collision avoidance, joint limit avoidance) and lower ranked movement tasks (e.g., reaching). Sub-tasks are defined as concurrent controllers (policies) in different operational spaces together with associated Jacobians representing their joint-space mapping. Safety is ensured by only learning policies corresponding to lower ranked sub-tasks in the redundant null space of higher ranked ones. As a side benefit, learning in sub-manifolds of the state-space also facilitates sample efficiency. Reaching skills performed in simulation and grasping skills performed on a real robot validate the usefulness of the proposed approach.
A Search Engine for Discovery of Scientific Challenges and Directions
Keeping track of scientific challenges, advances and emerging directions is a fundamental part of research. However, researchers face a flood of papers that hinders discovery of important knowledge. In biomedicine, this directly impacts human lives. To address this problem, we present a novel task of extraction and search of scientific challenges and directions, to facilitate rapid knowledge discovery. We construct and release an expert-annotated corpus of texts sampled from full-length papers, labeled with novel semantic categories that generalize across many types of challenges and directions. We focus on a large corpus of interdisciplinary work relating to the COVID-19 pandemic, ranging from biomedicine to areas such as AI and economics. We apply a model trained on our data to identify challenges and directions across the corpus and build a dedicated search engine. In experiments with 19 researchers and clinicians using our system, we outperform a popular scientific search engine in assisting knowledge discovery. Finally, we show that models trained on our resource generalize to the wider biomedical domain and to AI papers, highlighting its broad utility. We make our data, model and search engine publicly available. https://challenges.apps.allenai.org/
Trial and Error: Exploration-Based Trajectory Optimization for LLM Agents
Large Language Models (LLMs) have become integral components in various autonomous agent systems. In this study, we present an exploration-based trajectory optimization approach, referred to as ETO. This learning method is designed to enhance the performance of open LLM agents. Contrary to previous studies that exclusively train on successful expert trajectories, our method allows agents to learn from their exploration failures. This leads to improved performance through an iterative optimization framework. During the exploration phase, the agent interacts with the environment while completing given tasks, gathering failure trajectories to create contrastive trajectory pairs. In the subsequent training phase, the agent utilizes these trajectory preference pairs to update its policy using contrastive learning methods like DPO. This iterative cycle of exploration and training fosters continued improvement in the agents. Our experiments on three complex tasks demonstrate that ETO consistently surpasses baseline performance by a large margin. Furthermore, an examination of task-solving efficiency and potential in scenarios lacking expert trajectory underscores the effectiveness of our approach.
Representation-Based Exploration for Language Models: From Test-Time to Post-Training
Reinforcement learning (RL) promises to expand the capabilities of language models, but it is unclear if current RL techniques promote the discovery of novel behaviors, or simply sharpen those already present in the base model. In this paper, we investigate the value of deliberate exploration -- explicitly incentivizing the model to discover novel and diverse behaviors -- and aim to understand how the knowledge in pre-trained models can guide this search. Our main finding is that exploration with a simple, principled, representation-based bonus derived from the pre-trained language model's hidden states significantly improves diversity and pass@k rates -- both for post-training, and in a novel inference-time scaling setting we introduce. For inference-time, exploration with representation-based diversity improves efficiency, consistently improving pass@k rates across a variety of models and reasoning tasks. For example, for Qwen-2.5-14b-Instruct we obtain over 50% improvement in verifier efficiency on almost all tasks. For post-training, we show that integrating this exploration strategy into an RL pipeline improves reasoning performance over that of the initial model and over standard RL post-training. For example, on AIME 2024, our post-trained Qwen-2.5-7b-Instruct's pass@80 matches the pass@256 of GRPO on the same model, demonstrating a 3x improvement in test-time sample efficiency. Overall, our findings suggest that deliberate exploration -- with the right notion of diversity -- is a practical path toward discovery of new behaviors beyond sharpening.
Knapsack RL: Unlocking Exploration of LLMs via Optimizing Budget Allocation
Large Language Models (LLMs) can self-improve through reinforcement learning, where they generate trajectories to explore and discover better solutions. However, this exploration process is computationally expensive, often forcing current methods to assign limited exploration budgets to each task. This uniform allocation creates problematic edge cases: easy tasks consistently succeed while difficult tasks consistently fail, both producing zero gradients during training updates for the widely used Group Relative Policy Optimization (GRPO). We address this problem from the lens of exploration budget allocation. Viewing each task's exploration as an "item" with a distinct "value" and "cost", we establish a connection to the classical knapsack problem. This formulation allows us to derive an optimal assignment rule that adaptively distributes resources based on the model's current learning status. When applied to GRPO, our method increases the effective ratio of non-zero policy gradients by 20-40% during training. Acting as a computational "free lunch", our approach could reallocate exploration budgets from tasks where learning is saturated to those where it is most impactful. This enables significantly larger budgets (e.g., 93 rollouts) for especially challenging problems, which would be computationally prohibitive under a uniform allocation. These improvements translate to meaningful gains on mathematical reasoning benchmarks, with average improvements of 2-4 points and peak gains of 9 points on specific tasks. Notably, achieving comparable performance with traditional homogeneous allocation would require about 2x the computational resources.
Cell-Free Latent Go-Explore
In this paper, we introduce Latent Go-Explore (LGE), a simple and general approach based on the Go-Explore paradigm for exploration in reinforcement learning (RL). Go-Explore was initially introduced with a strong domain knowledge constraint for partitioning the state space into cells. However, in most real-world scenarios, drawing domain knowledge from raw observations is complex and tedious. If the cell partitioning is not informative enough, Go-Explore can completely fail to explore the environment. We argue that the Go-Explore approach can be generalized to any environment without domain knowledge and without cells by exploiting a learned latent representation. Thus, we show that LGE can be flexibly combined with any strategy for learning a latent representation. Our results indicate that LGE, although simpler than Go-Explore, is more robust and outperforms state-of-the-art algorithms in terms of pure exploration on multiple hard-exploration environments including Montezuma's Revenge. The LGE implementation is available as open-source at https://github.com/qgallouedec/lge.
REVERIE: Remote Embodied Visual Referring Expression in Real Indoor Environments
One of the long-term challenges of robotics is to enable robots to interact with humans in the visual world via natural language, as humans are visual animals that communicate through language. Overcoming this challenge requires the ability to perform a wide variety of complex tasks in response to multifarious instructions from humans. In the hope that it might drive progress towards more flexible and powerful human interactions with robots, we propose a dataset of varied and complex robot tasks, described in natural language, in terms of objects visible in a large set of real images. Given an instruction, success requires navigating through a previously-unseen environment to identify an object. This represents a practical challenge, but one that closely reflects one of the core visual problems in robotics. Several state-of-the-art vision-and-language navigation, and referring-expression models are tested to verify the difficulty of this new task, but none of them show promising results because there are many fundamental differences between our task and previous ones. A novel Interactive Navigator-Pointer model is also proposed that provides a strong baseline on the task. The proposed model especially achieves the best performance on the unseen test split, but still leaves substantial room for improvement compared to the human performance.
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/
Situated Dialogue Learning through Procedural Environment Generation
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language. Goals in this environment take the form of character-based quests, consisting of personas and motivations. We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals. In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution -- an easier environment is one that is more likely to have been found in the unaugmented dataset. An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zero-shot performance on never-before-seen quests.
Sparse Reward Exploration via Novelty Search and Emitters
Reward-based optimization algorithms require both exploration, to find rewards, and exploitation, to maximize performance. The need for efficient exploration is even more significant in sparse reward settings, in which performance feedback is given sparingly, thus rendering it unsuitable for guiding the search process. In this work, we introduce the SparsE Reward Exploration via Novelty and Emitters (SERENE) algorithm, capable of efficiently exploring a search space, as well as optimizing rewards found in potentially disparate areas. Contrary to existing emitters-based approaches, SERENE separates the search space exploration and reward exploitation into two alternating processes. The first process performs exploration through Novelty Search, a divergent search algorithm. The second one exploits discovered reward areas through emitters, i.e. local instances of population-based optimization algorithms. A meta-scheduler allocates a global computational budget by alternating between the two processes, ensuring the discovery and efficient exploitation of disjoint reward areas. SERENE returns both a collection of diverse solutions covering the search space and a collection of high-performing solutions for each distinct reward area. We evaluate SERENE on various sparse reward environments and show it compares favorably to existing baselines.
Can LLMs Estimate Student Struggles? Human-AI Difficulty Alignment with Proficiency Simulation for Item Difficulty Prediction
Accurate estimation of item (question or task) difficulty is critical for educational assessment but suffers from the cold start problem. While Large Language Models demonstrate superhuman problem-solving capabilities, it remains an open question whether they can perceive the cognitive struggles of human learners. In this work, we present a large-scale empirical analysis of Human-AI Difficulty Alignment for over 20 models across diverse domains such as medical knowledge and mathematical reasoning. Our findings reveal a systematic misalignment where scaling up model size is not reliably helpful; instead of aligning with humans, models converge toward a shared machine consensus. We observe that high performance often impedes accurate difficulty estimation, as models struggle to simulate the capability limitations of students even when being explicitly prompted to adopt specific proficiency levels. Furthermore, we identify a critical lack of introspection, as models fail to predict their own limitations. These results suggest that general problem-solving capability does not imply an understanding of human cognitive struggles, highlighting the challenge of using current models for automated difficulty prediction.
Discovering and Exploiting Sparse Rewards in a Learned Behavior Space
Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.
UltraHorizon: Benchmarking Agent Capabilities in Ultra Long-Horizon Scenarios
Autonomous agents have recently achieved remarkable progress across diverse domains, yet most evaluations focus on short-horizon, fully observable tasks. In contrast, many critical real-world tasks, such as large-scale software development, commercial investment, and scientific discovery, unfold in long-horizon and partially observable scenarios where success hinges on sustained reasoning, planning, memory management, and tool use. Existing benchmarks rarely capture these long-horizon challenges, leaving a gap in systematic evaluation. To bridge this gap, we introduce UltraHorizon a novel benchmark that measures the foundational capabilities essential for complex real-world challenges. We use exploration as a unifying task across three distinct environments to validate these core competencies. Agents are designed in long-horizon discovery tasks where they must iteratively uncover hidden rules through sustained reasoning, planning, memory and tools management, and interaction with environments. Under the heaviest scale setting, trajectories average 200k+ tokens and 400+ tool calls, whereas in standard configurations they still exceed 35k tokens and involve more than 60 tool calls on average. Our extensive experiments reveal that LLM-agents consistently underperform in these settings, whereas human participants achieve higher scores, underscoring a persistent gap in agents' long-horizon abilities. We also observe that simple scaling fails in our task. To better illustrate the failure of agents, we conduct an in-depth analysis of collected trajectories. We identify eight types of errors and attribute them to two primary causes: in-context locking and functional fundamental capability gaps. https://github.com/StarDewXXX/UltraHorizon{Our code will be available here.}
Horizon-free Reinforcement Learning in Adversarial Linear Mixture MDPs
Recent studies have shown that episodic reinforcement learning (RL) is no harder than bandits when the total reward is bounded by 1, and proved regret bounds that have a polylogarithmic dependence on the planning horizon H. However, it remains an open question that if such results can be carried over to adversarial RL, where the reward is adversarially chosen at each episode. In this paper, we answer this question affirmatively by proposing the first horizon-free policy search algorithm. To tackle the challenges caused by exploration and adversarially chosen reward, our algorithm employs (1) a variance-uncertainty-aware weighted least square estimator for the transition kernel; and (2) an occupancy measure-based technique for the online search of a stochastic policy. We show that our algorithm achieves an Obig((d+log (|S|^2 |A|))Kbig) regret with full-information feedback, where d is the dimension of a known feature mapping linearly parametrizing the unknown transition kernel of the MDP, K is the number of episodes, |S| and |A| are the cardinalities of the state and action spaces. We also provide hardness results and regret lower bounds to justify the near optimality of our algorithm and the unavoidability of log|S| and log|A| in the regret bound.
Reactive Exploration to Cope with Non-Stationarity in Lifelong Reinforcement Learning
In lifelong learning, an agent learns throughout its entire life without resets, in a constantly changing environment, as we humans do. Consequently, lifelong learning comes with a plethora of research problems such as continual domain shifts, which result in non-stationary rewards and environment dynamics. These non-stationarities are difficult to detect and cope with due to their continuous nature. Therefore, exploration strategies and learning methods are required that are capable of tracking the steady domain shifts, and adapting to them. We propose Reactive Exploration to track and react to continual domain shifts in lifelong reinforcement learning, and to update the policy correspondingly. To this end, we conduct experiments in order to investigate different exploration strategies. We empirically show that representatives of the policy-gradient family are better suited for lifelong learning, as they adapt more quickly to distribution shifts than Q-learning. Thereby, policy-gradient methods profit the most from Reactive Exploration and show good results in lifelong learning with continual domain shifts. Our code is available at: https://github.com/ml-jku/reactive-exploration.
MAXS: Meta-Adaptive Exploration with LLM Agents
Large Language Model (LLM) Agents exhibit inherent reasoning abilities through the collaboration of multiple tools. However, during agent inference, existing methods often suffer from (i) locally myopic generation, due to the absence of lookahead, and (ii) trajectory instability, where minor early errors can escalate into divergent reasoning paths. These issues make it difficult to balance global effectiveness and computational efficiency. To address these two issues, we propose meta-adaptive exploration with LLM agents https://github.com/exoskeletonzj/MAXS, a meta-adaptive reasoning framework based on LLM Agents that flexibly integrates tool execution and reasoning planning. MAXS employs a lookahead strategy to extend reasoning paths a few steps ahead, estimating the advantage value of tool usage, and combines step consistency variance and inter-step trend slopes to jointly select stable, consistent, and high-value reasoning steps. Additionally, we introduce a trajectory convergence mechanism that controls computational cost by halting further rollouts once path consistency is achieved, enabling a balance between resource efficiency and global effectiveness in multi-tool reasoning. We conduct extensive empirical studies across three base models (MiMo-VL-7B, Qwen2.5-VL-7B, Qwen2.5-VL-32B) and five datasets, demonstrating that MAXS consistently outperforms existing methods in both performance and inference efficiency. Further analysis confirms the effectiveness of our lookahead strategy and tool usage.
Exploration of LLM Multi-Agent Application Implementation Based on LangGraph+CrewAI
With the rapid development of large model technology, the application of agent technology in various fields is becoming increasingly widespread, profoundly changing people's work and lifestyles. In complex and dynamic systems, multi-agents achieve complex tasks that are difficult for a single agent to complete through division of labor and collaboration among agents. This paper discusses the integrated application of LangGraph and CrewAI. LangGraph improves the efficiency of information transmission through graph architecture, while CrewAI enhances team collaboration capabilities and system performance through intelligent task allocation and resource management. The main research contents of this paper are: (1) designing the architecture of agents based on LangGraph for precise control; (2) enhancing the capabilities of agents based on CrewAI to complete a variety of tasks. This study aims to delve into the application of LangGraph and CrewAI in multi-agent systems, providing new perspectives for the future development of agent technology, and promoting technological progress and application innovation in the field of large model intelligent agents.
Exploration by Random Network Distillation
We introduce an exploration bonus for deep reinforcement learning methods that is easy to implement and adds minimal overhead to the computation performed. The bonus is the error of a neural network predicting features of the observations given by a fixed randomly initialized neural network. We also introduce a method to flexibly combine intrinsic and extrinsic rewards. We find that the random network distillation (RND) bonus combined with this increased flexibility enables significant progress on several hard exploration Atari games. In particular we establish state of the art performance on Montezuma's Revenge, a game famously difficult for deep reinforcement learning methods. To the best of our knowledge, this is the first method that achieves better than average human performance on this game without using demonstrations or having access to the underlying state of the game, and occasionally completes the first level.
EvoCoT: Overcoming the Exploration Bottleneck in Reinforcement Learning
Reinforcement learning with verifiable reward (RLVR) has become a promising paradigm for post-training large language models (LLMs) to improve their reasoning capability. However, when the rollout accuracy is low on hard problems, the reward becomes sparse, limiting learning efficiency and causing exploration bottlenecks. Existing approaches either rely on teacher models for distillation or filter out difficult problems, which limits scalability or restricts reasoning improvement through exploration. We propose EvoCoT, a self-evolving curriculum learning framework based on two-stage chain-of-thought (CoT) reasoning optimization. EvoCoT constrains the exploration space by self-generating and verifying CoT trajectories, then gradually shortens CoT steps to expand the space in a controlled way. The framework enables LLMs to stably learn from initially unsolved hard problems under sparse rewards. We apply EvoCoT to multiple LLM families, including Qwen, DeepSeek, and Llama. Experiments show that EvoCoT enables LLMs to solve previously unsolved problems, improves reasoning capability without external CoT supervision, and is compatible with various RL fine-tuning methods. We release the source code to support future research.
Semantic Exploration with Adaptive Gating for Efficient Problem Solving with Language Models
Recent advancements in large language models (LLMs) have shown remarkable potential in various complex tasks requiring multi-step reasoning methods like tree search to explore diverse reasoning paths. However, existing methods often suffer from computational inefficiency and redundancy. First, they overlook the diversity of task difficulties, leading to unnecessarily extensive searches even for easy tasks. Second, they neglect the semantics of reasoning paths, resulting in redundant exploration of semantically identical paths. To address these limitations, we propose Semantic Exploration with Adaptive Gating (SEAG), a computationally efficient method. SEAG employs an adaptive gating mechanism that dynamically decides whether to conduct a tree search, based on the confidence level of answers from a preceding simple reasoning method. Furthermore, its tree-based exploration consolidates semantically identical reasoning steps, reducing redundant explorations while maintaining or even improving accuracy. Our extensive experiments demonstrate that SEAG significantly improves accuracy by 4.3% on average while requiring only 31% of computational costs compared to existing tree search-based methods on complex reasoning benchmarks including GSM8K and ARC with diverse language models such as Llama2, Llama3, and Mistral.
Difficult Task Yes but Simple Task No: Unveiling the Laziness in Multimodal LLMs
Multimodal Large Language Models (MLLMs) demonstrate a strong understanding of the real world and can even handle complex tasks. However, they still fail on some straightforward visual question-answering (VQA) problems. This paper dives deeper into this issue, revealing that models tend to err when answering easy questions (e.g. Yes/No questions) about an image, even though they can correctly describe it. We refer to this model behavior discrepancy between difficult and simple questions as model laziness. To systematically investigate model laziness, we manually construct LazyBench, a benchmark that includes Yes/No, multiple choice, short answer questions, and image description tasks that are related to the same subjects in the images. Based on LazyBench, we observe that laziness widely exists in current advanced MLLMs (e.g. GPT-4o, Gemini-1.5-pro, Claude 3 and LLaVA-v1.5-13B), and it is more pronounced on stronger models. We also analyze the VQA v2 (LLaVA-v1.5-13B) benchmark and find that about half of its failure cases are caused by model laziness, which further highlights the importance of ensuring that the model fully utilizes its capability. To this end, we conduct preliminary exploration on how to mitigate laziness and find that chain of thought (CoT) can effectively address this issue.
ScreenExplorer: Training a Vision-Language Model for Diverse Exploration in Open GUI World
The rapid progress of large language models (LLMs) has sparked growing interest in building Artificial General Intelligence (AGI) within Graphical User Interface (GUI) environments. However, existing GUI agents based on LLMs or vision-language models (VLMs) often fail to generalize to novel environments and rely heavily on manually curated, diverse datasets. To overcome these limitations, we introduce ScreenExplorer, a VLM trained via Group Relative Policy Optimization(GRPO) in real, dynamic, and open-ended GUI environments. Innovatively, we introduced a world-model-based curiosity reward function to help the agent overcome the cold-start phase of exploration. Additionally, distilling experience streams further enhances the model's exploration capabilities. Our training framework enhances model exploration in open GUI environments, with trained models showing better environmental adaptation and sustained exploration compared to static deployment models. Our findings offer a scalable pathway toward AGI systems with self-improving capabilities in complex interactive settings.
AniFaceDrawing: Anime Portrait Exploration during Your Sketching
In this paper, we focus on how artificial intelligence (AI) can be used to assist users in the creation of anime portraits, that is, converting rough sketches into anime portraits during their sketching process. The input is a sequence of incomplete freehand sketches that are gradually refined stroke by stroke, while the output is a sequence of high-quality anime portraits that correspond to the input sketches as guidance. Although recent GANs can generate high quality images, it is a challenging problem to maintain the high quality of generated images from sketches with a low degree of completion due to ill-posed problems in conditional image generation. Even with the latest sketch-to-image (S2I) technology, it is still difficult to create high-quality images from incomplete rough sketches for anime portraits since anime style tend to be more abstract than in realistic style. To address this issue, we adopt a latent space exploration of StyleGAN with a two-stage training strategy. We consider the input strokes of a freehand sketch to correspond to edge information-related attributes in the latent structural code of StyleGAN, and term the matching between strokes and these attributes stroke-level disentanglement. In the first stage, we trained an image encoder with the pre-trained StyleGAN model as a teacher encoder. In the second stage, we simulated the drawing process of the generated images without any additional data (labels) and trained the sketch encoder for incomplete progressive sketches to generate high-quality portrait images with feature alignment to the disentangled representations in the teacher encoder. We verified the proposed progressive S2I system with both qualitative and quantitative evaluations and achieved high-quality anime portraits from incomplete progressive sketches. Our user study proved its effectiveness in art creation assistance for the anime style.
GUI Exploration Lab: Enhancing Screen Navigation in Agents via Multi-Turn Reinforcement Learning
With the rapid development of Large Vision Language Models, the focus of Graphical User Interface (GUI) agent tasks shifts from single-screen tasks to complex screen navigation challenges. However, real-world GUI environments, such as PC software and mobile Apps, are often complex and proprietary, making it difficult to obtain the comprehensive environment information needed for agent training and evaluation. This limitation hinders systematic investigation and benchmarking of agent navigation capabilities. To address this limitation, we introduce GUI Exploration Lab, a simulation environment engine for GUI agent navigation research that enables flexible definition and composition of screens, icons, and navigation graphs, while providing full access to environment information for comprehensive agent training and evaluation. Through extensive experiments, we find that supervised fine-tuning enables effective memorization of fundamental knowledge, serving as a crucial foundation for subsequent training. Building on this, single-turn reinforcement learning further enhances generalization to unseen scenarios. Finally, multi-turn reinforcement learning encourages the development of exploration strategies through interactive trial and error, leading to further improvements in screen navigation performance. We validate our methods on both static and interactive benchmarks, demonstrating that our findings generalize effectively to real-world scenarios. These findings demonstrate the advantages of reinforcement learning approaches in GUI navigation and offer practical guidance for building more capable and generalizable GUI agents.
Improving Intrinsic Exploration by Creating Stationary Objectives
Exploration bonuses in reinforcement learning guide long-horizon exploration by defining custom intrinsic objectives. Several exploration objectives like count-based bonuses, pseudo-counts, and state-entropy maximization are non-stationary and hence are difficult to optimize for the agent. While this issue is generally known, it is usually omitted and solutions remain under-explored. The key contribution of our work lies in transforming the original non-stationary rewards into stationary rewards through an augmented state representation. For this purpose, we introduce the Stationary Objectives For Exploration (SOFE) framework. SOFE requires identifying sufficient statistics for different exploration bonuses and finding an efficient encoding of these statistics to use as input to a deep network. SOFE is based on proposing state augmentations that expand the state space but hold the promise of simplifying the optimization of the agent's objective. We show that SOFE improves the performance of several exploration objectives, including count-based bonuses, pseudo-counts, and state-entropy maximization. Moreover, SOFE outperforms prior methods that attempt to stabilize the optimization of intrinsic objectives. We demonstrate the efficacy of SOFE in hard-exploration problems, including sparse-reward tasks, pixel-based observations, 3D navigation, and procedurally generated environments.
Investigating the role of model-based learning in exploration and transfer
State of the art reinforcement learning has enabled training agents on tasks of ever increasing complexity. However, the current paradigm tends to favor training agents from scratch on every new task or on collections of tasks with a view towards generalizing to novel task configurations. The former suffers from poor data efficiency while the latter is difficult when test tasks are out-of-distribution. Agents that can effectively transfer their knowledge about the world pose a potential solution to these issues. In this paper, we investigate transfer learning in the context of model-based agents. Specifically, we aim to understand when exactly environment models have an advantage and why. We find that a model-based approach outperforms controlled model-free baselines for transfer learning. Through ablations, we show that both the policy and dynamics model learnt through exploration matter for successful transfer. We demonstrate our results across three domains which vary in their requirements for transfer: in-distribution procedural (Crafter), in-distribution identical (RoboDesk), and out-of-distribution (Meta-World). Our results show that intrinsic exploration combined with environment models present a viable direction towards agents that are self-supervised and able to generalize to novel reward functions.
Gamification of Pure Exploration for Linear Bandits
We investigate an active pure-exploration setting, that includes best-arm identification, in the context of linear stochastic bandits. While asymptotically optimal algorithms exist for standard multi-arm bandits, the existence of such algorithms for the best-arm identification in linear bandits has been elusive despite several attempts to address it. First, we provide a thorough comparison and new insight over different notions of optimality in the linear case, including G-optimality, transductive optimality from optimal experimental design and asymptotic optimality. Second, we design the first asymptotically optimal algorithm for fixed-confidence pure exploration in linear bandits. As a consequence, our algorithm naturally bypasses the pitfall caused by a simple but difficult instance, that most prior algorithms had to be engineered to deal with explicitly. Finally, we avoid the need to fully solve an optimal design problem by providing an approach that entails an efficient implementation.
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.
Distribution-Centric Policy Optimization Dominates Exploration-Exploitation Trade-off
The exploration-exploitation (EE) trade-off is a central challenge in reinforcement learning (RL) for large language models (LLMs). With Group Relative Policy Optimization (GRPO), training tends to be exploitation driven: entropy decreases monotonically, samples convergence, and exploration fades. Most existing fixes are sample-centric: they seek or bonus rare samples, assuming exploration comes from novel trajectories and tokens. These heuristics depend on the "luck" of informative samples, lack principled control of the policy, and often yield limited or inconsistent gains. In this work, we are the first to introduce a distribution-centric perspective for RL, in which exploration is always guided by a "better" target distribution, and reveal that a policy's ability to resist entropy collapse is governed by the distribution itself rather than individual samples. Building on this insight, we propose Distribution-Centric Policy Optimization (DCPO), which reformulates entropy regulation as distribution-level regularization. DCPO achieves controllable entropy fully on-policy without sampling from external distributions, enabling efficient exploration while maintaining training stability. Across multiple models and seven benchmarks, DCPO improves over GRPO by about 20\% on average. Overall, DCPO replaces sample-level heuristics with distribution-level principles, offering a theoretically grounded and flexible framework for controllable exploration and a stronger EE trade-off. The code is available in https://github.com/597358816/DCPO.
Graph Counselor: Adaptive Graph Exploration via Multi-Agent Synergy to Enhance LLM Reasoning
Graph Retrieval Augmented Generation (GraphRAG) effectively enhances external knowledge integration capabilities by explicitly modeling knowledge relationships, thereby improving the factual accuracy and generation quality of Large Language Models (LLMs) in specialized domains. However, existing methods suffer from two inherent limitations: 1) Inefficient Information Aggregation: They rely on a single agent and fixed iterative patterns, making it difficult to adaptively capture multi-level textual, structural, and degree information within graph data. 2) Rigid Reasoning Mechanism: They employ preset reasoning schemes, which cannot dynamically adjust reasoning depth nor achieve precise semantic correction. To overcome these limitations, we propose Graph Counselor, an GraphRAG method based on multi-agent collaboration. This method uses the Adaptive Graph Information Extraction Module (AGIEM), where Planning, Thought, and Execution Agents work together to precisely model complex graph structures and dynamically adjust information extraction strategies, addressing the challenges of multi-level dependency modeling and adaptive reasoning depth. Additionally, the Self-Reflection with Multiple Perspectives (SR) module improves the accuracy and semantic consistency of reasoning results through self-reflection and backward reasoning mechanisms. Experiments demonstrate that Graph Counselor outperforms existing methods in multiple graph reasoning tasks, exhibiting higher reasoning accuracy and generalization ability. Our code is available at https://github.com/gjq100/Graph-Counselor.git.
Adaptive Multi-Goal Exploration
We introduce a generic strategy for provably efficient multi-goal exploration. It relies on AdaGoal, a novel goal selection scheme that leverages a measure of uncertainty in reaching states to adaptively target goals that are neither too difficult nor too easy. We show how AdaGoal can be used to tackle the objective of learning an ε-optimal goal-conditioned policy for the (initially unknown) set of goal states that are reachable within L steps in expectation from a reference state s_0 in a reward-free Markov decision process. In the tabular case with S states and A actions, our algorithm requires O(L^3 S A ε^{-2}) exploration steps, which is nearly minimax optimal. We also readily instantiate AdaGoal in linear mixture Markov decision processes, yielding the first goal-oriented PAC guarantee with linear function approximation. Beyond its strong theoretical guarantees, we anchor AdaGoal in goal-conditioned deep reinforcement learning, both conceptually and empirically, by connecting its idea of selecting "uncertain" goals to maximizing value ensemble disagreement.
Cambrian-1: A Fully Open, Vision-Centric Exploration of Multimodal LLMs
We introduce Cambrian-1, a family of multimodal LLMs (MLLMs) designed with a vision-centric approach. While stronger language models can enhance multimodal capabilities, the design choices for vision components are often insufficiently explored and disconnected from visual representation learning research. This gap hinders accurate sensory grounding in real-world scenarios. Our study uses LLMs and visual instruction tuning as an interface to evaluate various visual representations, offering new insights into different models and architectures -- self-supervised, strongly supervised, or combinations thereof -- based on experiments with over 20 vision encoders. We critically examine existing MLLM benchmarks, addressing the difficulties involved in consolidating and interpreting results from various tasks, and introduce a new vision-centric benchmark, CV-Bench. To further improve visual grounding, we propose the Spatial Vision Aggregator (SVA), a dynamic and spatially-aware connector that integrates high-resolution vision features with LLMs while reducing the number of tokens. Additionally, we discuss the curation of high-quality visual instruction-tuning data from publicly available sources, emphasizing the importance of data source balancing and distribution ratio. Collectively, Cambrian-1 not only achieves state-of-the-art performance but also serves as a comprehensive, open cookbook for instruction-tuned MLLMs. We provide model weights, code, supporting tools, datasets, and detailed instruction-tuning and evaluation recipes. We hope our release will inspire and accelerate advancements in multimodal systems and visual representation learning.
Steering Vision-Language-Action Models as Anti-Exploration: A Test-Time Scaling Approach
Vision-Language-Action (VLA) models, trained via flow-matching or diffusion objectives, excel at learning complex behaviors from large-scale, multi-modal datasets (e.g., human teleoperation, scripted policies). However, since VLAs incorporate diverse data modes in the pre-training stage, and the finetuning dataset often contains demonstration data collected in a kinematically suboptimal or undesirable way, it exists redundant action modes that are irrelevant to the success action modes of the downstream task. Specifically, we observe a critical inference-time fragility among various sampled noises after supervised finetuning of pre-trained VLAs. In this paper, we attribute this instability to the distribution shift between the VLA policy and the policy induced by stable success modes of the downstream task dataset. Thus, we propose TACO, a test-time-scaling (TTS) framework that applies a lightweight pseudo-count estimator as a high-fidelity verifier of action chunks. The VLA models integrated with TACO can execute the actions with maximum pseudo-count from all sampled action chunks, thereby preventing distribution shifts while preserving the generalization ability of VLAs since the constraint is applied only during inference. Our method resembles the classical anti-exploration principle in offline reinforcement learning (RL), and being gradient-free, it incurs significant computational benefits compared to RL update, especially for flow or diffusion-based VLAs which are difficult to perform RL update due to denoising process. Extensive experiments across four simulation benchmarks (RoboTwin2.0, Robotwin, LIBERO, SimplerEnv) and a dual-arm platform demonstrate that our method significantly improves the inference stability and success rates in downstream-task adaptations.
InfiGUI-G1: Advancing GUI Grounding with Adaptive Exploration Policy Optimization
The emergence of Multimodal Large Language Models (MLLMs) has propelled the development of autonomous agents that operate on Graphical User Interfaces (GUIs) using pure visual input. A fundamental challenge is robustly grounding natural language instructions. This requires a precise spatial alignment, which accurately locates the coordinates of each element, and, more critically, a correct semantic alignment, which matches the instructions to the functionally appropriate UI element. Although Reinforcement Learning with Verifiable Rewards (RLVR) has proven to be effective at improving spatial alignment for these MLLMs, we find that inefficient exploration bottlenecks semantic alignment, which prevent models from learning difficult semantic associations. To address this exploration problem, we present Adaptive Exploration Policy Optimization (AEPO), a new policy optimization framework. AEPO employs a multi-answer generation strategy to enforce broader exploration, which is then guided by a theoretically grounded Adaptive Exploration Reward (AER) function derived from first principles of efficiency eta=U/C. Our AEPO-trained models, InfiGUI-G1-3B and InfiGUI-G1-7B, establish new state-of-the-art results across multiple challenging GUI grounding benchmarks, achieving significant relative improvements of up to 9.0% against the naive RLVR baseline on benchmarks designed to test generalization and semantic understanding. Resources are available at https://github.com/InfiXAI/InfiGUI-G1.
Synthesizing Agentic Data for Web Agents with Progressive Difficulty Enhancement Mechanisms
Web-based 'deep research' agents aim to solve complex question - answering tasks through long-horizon interactions with online tools. These tasks remain challenging, as the underlying language models are often not optimized for long-horizon reasoning and exploration. Prior work has proposed workflows for constructing instruction-tuning datasets, often leveraging knowledge graphs. However, such methods typically lack fine-grained control over difficulty and quality, yielding synthetic data that falls short of capturing the complexity required for long-horizon reasoning. Furthermore, many studies conflate data and training effects by comparing models trained under different optimization recipes, making it difficult to isolate and evaluate the effectiveness of the data itself. We introduce a two-pronged data synthesis pipeline that generates question - answer pairs by progressively increasing task complexity until a frontier baseline web agent fails. The baseline agent plays multiple roles in this process: attempting the questions, validating factuality, checking for alternative answers, and enforcing filtering. To evaluate the effectiveness of our synthesis methods, we adopt a controlled training setup based on distillation from strong web agents. Experiments across multiple web-based benchmarks show that our dataset - despite being smaller - enables the training of more effective web agents than existing datasets. In particular, our data exhibits twice the diversity in tool-use actions, allowing models trained on it to achieve stronger performance while avoiding repetitive tool-calling behaviors.
3D-Mem: 3D Scene Memory for Embodied Exploration and Reasoning
Constructing compact and informative 3D scene representations is essential for effective embodied exploration and reasoning, especially in complex environments over extended periods. Existing representations, such as object-centric 3D scene graphs, oversimplify spatial relationships by modeling scenes as isolated objects with restrictive textual relationships, making it difficult to address queries requiring nuanced spatial understanding. Moreover, these representations lack natural mechanisms for active exploration and memory management, hindering their application to lifelong autonomy. In this work, we propose 3D-Mem, a novel 3D scene memory framework for embodied agents. 3D-Mem employs informative multi-view images, termed Memory Snapshots, to represent the scene and capture rich visual information of explored regions. It further integrates frontier-based exploration by introducing Frontier Snapshots-glimpses of unexplored areas-enabling agents to make informed decisions by considering both known and potential new information. To support lifelong memory in active exploration settings, we present an incremental construction pipeline for 3D-Mem, as well as a memory retrieval technique for memory management. Experimental results on three benchmarks demonstrate that 3D-Mem significantly enhances agents' exploration and reasoning capabilities in 3D environments, highlighting its potential for advancing applications in embodied AI.
XRPO: Pushing the limits of GRPO with Targeted Exploration and Exploitation
Reinforcement learning algorithms such as GRPO have driven recent advances in large language model (LLM) reasoning. While scaling the number of rollouts stabilizes training, existing approaches suffer from limited exploration on challenging prompts and leave informative feedback signals underexploited, due to context-independent rollout allocation across prompts (e.g., generating 16 rollouts per prompt) and relying heavily on sparse rewards. This paper presents XRPO(eXplore - eXploit GRPO), a unified framework that recasts policy optimization through the principled lens of rollout exploration-exploitation. To enhance exploration, XRPO introduces a mathematically grounded rollout allocator that adaptively prioritizes prompts with higher potential for uncertainty reduction. It further addresses stagnation on zero-reward prompts through an in-context seeding strategy that injects curated exemplars, steering the model into more difficult reasoning trajectories. To strengthen exploitation, XRPO develops a group-relative, novelty-aware advantage sharpening mechanism that leverages sequence likelihoods to amplify low-probability yet correct responses, thereby extending the policy's reach beyond sparse rewards. Experiments across diverse math and coding benchmarks on both reasoning and non-reasoning models demonstrate that XRPO outperforms existing advances (e.g., GRPO and GSPO) up to 4% pass@1 and 6% cons@32, while accelerating training convergence by up to 2.7X.
Is More Data All You Need? A Causal Exploration
Curating a large scale medical imaging dataset for machine learning applications is both time consuming and expensive. Balancing the workload between model development, data collection and annotations is difficult for machine learning practitioners, especially under time constraints. Causal analysis is often used in medicine and economics to gain insights about the effects of actions and policies. In this paper we explore the effect of dataset interventions on the output of image classification models. Through a causal approach we investigate the effects of the quantity and type of data we need to incorporate in a dataset to achieve better performance for specific subtasks. The main goal of this paper is to highlight the potential of causal analysis as a tool for resource optimization for developing medical imaging ML applications. We explore this concept with a synthetic dataset and an exemplary use-case for Diabetic Retinopathy image analysis.
Learning to Discover at Test Time
How can we use AI to discover a new state of the art for a scientific problem? Prior work in test-time scaling, such as AlphaEvolve, performs search by prompting a frozen LLM. We perform reinforcement learning at test time, so the LLM can continue to train, but now with experience specific to the test problem. This form of continual learning is quite special, because its goal is to produce one great solution rather than many good ones on average, and to solve this very problem rather than generalize to other problems. Therefore, our learning objective and search subroutine are designed to prioritize the most promising solutions. We call this method Test-Time Training to Discover (TTT-Discover). Following prior work, we focus on problems with continuous rewards. We report results for every problem we attempted, across mathematics, GPU kernel engineering, algorithm design, and biology. TTT-Discover sets the new state of the art in almost all of them: (i) Erdős' minimum overlap problem and an autocorrelation inequality; (ii) a GPUMode kernel competition (up to 2times faster than prior art); (iii) past AtCoder algorithm competitions; and (iv) denoising problem in single-cell analysis. Our solutions are reviewed by experts or the organizers. All our results are achieved with an open model, OpenAI gpt-oss-120b, and can be reproduced with our publicly available code, in contrast to previous best results that required closed frontier models. Our test-time training runs are performed using Tinker, an API by Thinking Machines, with a cost of only a few hundred dollars per problem.
Can large language models explore in-context?
We investigate the extent to which contemporary Large Language Models (LLMs) can engage in exploration, a core capability in reinforcement learning and decision making. We focus on native performance of existing LLMs, without training interventions. We deploy LLMs as agents in simple multi-armed bandit environments, specifying the environment description and interaction history entirely in-context, i.e., within the LLM prompt. We experiment with GPT-3.5, GPT-4, and Llama2, using a variety of prompt designs, and find that the models do not robustly engage in exploration without substantial interventions: i) Across all of our experiments, only one configuration resulted in satisfactory exploratory behavior: GPT-4 with chain-of-thought reasoning and an externally summarized interaction history, presented as sufficient statistics; ii) All other configurations did not result in robust exploratory behavior, including those with chain-of-thought reasoning but unsummarized history. Although these findings can be interpreted positively, they suggest that external summarization -- which may not be possible in more complex settings -- is important for obtaining desirable behavior from LLM agents. We conclude that non-trivial algorithmic interventions, such as fine-tuning or dataset curation, may be required to empower LLM-based decision making agents in complex settings.
Efficient Exploration for LLMs
We present evidence of substantial benefit from efficient exploration in gathering human feedback to improve large language models. In our experiments, an agent sequentially generates queries while fitting a reward model to the feedback received. Our best-performing agent generates queries using double Thompson sampling, with uncertainty represented by an epistemic neural network. Our results demonstrate that efficient exploration enables high levels of performance with far fewer queries. Further, both uncertainty estimation and the choice of exploration scheme play critical roles.
Rapid Exploration for Open-World Navigation with Latent Goal Models
We describe a robotic learning system for autonomous exploration and navigation in diverse, open-world environments. At the core of our method is a learned latent variable model of distances and actions, along with a non-parametric topological memory of images. We use an information bottleneck to regularize the learned policy, giving us (i) a compact visual representation of goals, (ii) improved generalization capabilities, and (iii) a mechanism for sampling feasible goals for exploration. Trained on a large offline dataset of prior experience, the model acquires a representation of visual goals that is robust to task-irrelevant distractors. We demonstrate our method on a mobile ground robot in open-world exploration scenarios. Given an image of a goal that is up to 80 meters away, our method leverages its representation to explore and discover the goal in under 20 minutes, even amidst previously-unseen obstacles and weather conditions. Please check out the project website for videos of our experiments and information about the real-world dataset used at https://sites.google.com/view/recon-robot.
Auto-RT: Automatic Jailbreak Strategy Exploration for Red-Teaming Large Language Models
Automated red-teaming has become a crucial approach for uncovering vulnerabilities in large language models (LLMs). However, most existing methods focus on isolated safety flaws, limiting their ability to adapt to dynamic defenses and uncover complex vulnerabilities efficiently. To address this challenge, we propose Auto-RT, a reinforcement learning framework that automatically explores and optimizes complex attack strategies to effectively uncover security vulnerabilities through malicious queries. Specifically, we introduce two key mechanisms to reduce exploration complexity and improve strategy optimization: 1) Early-terminated Exploration, which accelerate exploration by focusing on high-potential attack strategies; and 2) Progressive Reward Tracking algorithm with intermediate downgrade models, which dynamically refine the search trajectory toward successful vulnerability exploitation. Extensive experiments across diverse LLMs demonstrate that, by significantly improving exploration efficiency and automatically optimizing attack strategies, Auto-RT detects a boarder range of vulnerabilities, achieving a faster detection speed and 16.63\% higher success rates compared to existing methods.
EvoStruggle: A Dataset Capturing the Evolution of Struggle across Activities and Skill Levels
The ability to determine when a person struggles during skill acquisition is crucial for both optimizing human learning and enabling the development of effective assistive systems. As skills develop, the type and frequency of struggles tend to change, and understanding this evolution is key to determining the user's current stage of learning. However, existing manipulation datasets have not focused on how struggle evolves over time. In this work, we collect a dataset for struggle determination, featuring 61.68 hours of video recordings, 2,793 videos, and 5,385 annotated temporal struggle segments collected from 76 participants. The dataset includes 18 tasks grouped into four diverse activities -- tying knots, origami, tangram puzzles, and shuffling cards, representing different task variations. In addition, participants repeated the same task five times to capture their evolution of skill. We define the struggle determination problem as a temporal action localization task, focusing on identifying and precisely localizing struggle segments with start and end times. Experimental results show that Temporal Action Localization models can successfully learn to detect struggle cues, even when evaluated on unseen tasks or activities. The models attain an overall average mAP of 34.56% when generalizing across tasks and 19.24% across activities, indicating that struggle is a transferable concept across various skill-based tasks while still posing challenges for further improvement in struggle detection. Our dataset is available at https://github.com/FELIXFENG2019/EvoStruggle.
When Greedy Wins: Emergent Exploitation Bias in Meta-Bandit LLM Training
While Large Language Models (LLMs) hold promise to become autonomous agents, they often explore suboptimally in sequential decision-making. Recent work has sought to enhance this capability via supervised fine-tuning (SFT) or reinforcement learning (RL), improving regret on the classic multi-armed bandit task. However, it remains unclear how these learning methods shape exploration strategies and how well they generalize. We investigate both paradigms by training LLMs with SFT on expert trajectories and RL with a range of tailored reward signals including a strategic, regret-shaped reward to reduce variance, and an algorithmic reward that enables oracle imitation. The resulting agents outperform pre-trained models and achieve performance comparable to Upper Confidence Bound (UCB) and Thompson Sampling, with robust generalization to 6x longer horizons and across bandit families. Behavioral analysis reveals that gains often stem from more sophisticated but greedier exploitation: RL/SFT agents are more prone to early catastrophic failure than pre-trained models, prematurely abandoning exploration. Furthermore, agents trained to imitate UCB learn to outperform their teacher by adopting more exploitative variants. Our findings clarify when each training paradigm is preferable and advocate tailored reward design and evaluation beyond average regret to promote robust exploratory behavior.
Effective Diversity in Population Based Reinforcement Learning
Exploration is a key problem in reinforcement learning, since agents can only learn from data they acquire in the environment. With that in mind, maintaining a population of agents is an attractive method, as it allows data be collected with a diverse set of behaviors. This behavioral diversity is often boosted via multi-objective loss functions. However, those approaches typically leverage mean field updates based on pairwise distances, which makes them susceptible to cycling behaviors and increased redundancy. In addition, explicitly boosting diversity often has a detrimental impact on optimizing already fruitful behaviors for rewards. As such, the reward-diversity trade off typically relies on heuristics. Finally, such methods require behavioral representations, often handcrafted and domain specific. In this paper, we introduce an approach to optimize all members of a population simultaneously. Rather than using pairwise distance, we measure the volume of the entire population in a behavioral manifold, defined by task-agnostic behavioral embeddings. In addition, our algorithm Diversity via Determinants (DvD), adapts the degree of diversity during training using online learning techniques. We introduce both evolutionary and gradient-based instantiations of DvD and show they effectively improve exploration without reducing performance when better exploration is not required.
Exploration by Random Distribution Distillation
Exploration remains a critical challenge in online reinforcement learning, as an agent must effectively explore unknown environments to achieve high returns. Currently, the main exploration algorithms are primarily count-based methods and curiosity-based methods, with prediction-error methods being a prominent example. In this paper, we propose a novel method called Random Distribution Distillation (RDD), which samples the output of a target network from a normal distribution. RDD facilitates a more extensive exploration by explicitly treating the difference between the prediction network and the target network as an intrinsic reward. Furthermore, by introducing randomness into the output of the target network for a given state and modeling it as a sample from a normal distribution, intrinsic rewards are bounded by two key components: a pseudo-count term ensuring proper exploration decay and a discrepancy term accounting for predictor convergence. We demonstrate that RDD effectively unifies both count-based and prediction-error approaches. It retains the advantages of prediction-error methods in high-dimensional spaces, while also implementing an intrinsic reward decay mode akin to the pseudo-count method. In the experimental section, RDD is compared with more advanced methods in a series of environments. Both theoretical analysis and experimental results confirm the effectiveness of our approach in improving online exploration for reinforcement learning tasks.
Jump-Start Reinforcement Learning
Reinforcement learning (RL) provides a theoretical framework for continuously improving an agent's behavior via trial and error. However, efficiently learning policies from scratch can be very difficult, particularly for tasks with exploration challenges. In such settings, it might be desirable to initialize RL with an existing policy, offline data, or demonstrations. However, naively performing such initialization in RL often works poorly, especially for value-based methods. In this paper, we present a meta algorithm that can use offline data, demonstrations, or a pre-existing policy to initialize an RL policy, and is compatible with any RL approach. In particular, we propose Jump-Start Reinforcement Learning (JSRL), an algorithm that employs two policies to solve tasks: a guide-policy, and an exploration-policy. By using the guide-policy to form a curriculum of starting states for the exploration-policy, we are able to efficiently improve performance on a set of simulated robotic tasks. We show via experiments that JSRL is able to significantly outperform existing imitation and reinforcement learning algorithms, particularly in the small-data regime. In addition, we provide an upper bound on the sample complexity of JSRL and show that with the help of a guide-policy, one can improve the sample complexity for non-optimism exploration methods from exponential in horizon to polynomial.
MultiZebraLogic: A Multilingual Logical Reasoning Benchmark
Measuring the full abilities of large language models (LLMs) requires benchmarks representing multiple tasks. We aim to create large, high-quality datasets for comparison of logical reasoning skills across several languages and of suitable difficulty for LLMs of various reasoning ability. We explore multiple ways of increasing difficulty. We generate zebra puzzles in multiple languages, themes, sizes and including 14 different clue types and 8 red herring types (uninformative clues). We find puzzle sizes 2x3 and 4x5 are sufficiently challenging for GPT-4o mini (a non-reasoning model) and o3-mini (a reasoning model), respectively. Including 5 red herrings decreases o3-mini puzzle-level accuracy on 4x5 puzzles by 15pm7 %. Scores of o3-mini on 4x5 puzzles are not significantly affected by use of English vs. Danish or the common houses theme vs. the country-specific smoerrebroed theme. We find no correlation between difficulty and the selected clue types. Datasets of 128+1024 puzzles are published as MultiZebraLogic in each of nine Germanic languages for sizes 2x3 and 4x5. We publish code for puzzle generation, designed for adaptablity into more languages and themes.
Understanding the Complexity Gains of Single-Task RL with a Curriculum
Reinforcement learning (RL) problems can be challenging without well-shaped rewards. Prior work on provably efficient RL methods generally proposes to address this issue with dedicated exploration strategies. However, another way to tackle this challenge is to reformulate it as a multi-task RL problem, where the task space contains not only the challenging task of interest but also easier tasks that implicitly function as a curriculum. Such a reformulation opens up the possibility of running existing multi-task RL methods as a more efficient alternative to solving a single challenging task from scratch. In this work, we provide a theoretical framework that reformulates a single-task RL problem as a multi-task RL problem defined by a curriculum. Under mild regularity conditions on the curriculum, we show that sequentially solving each task in the multi-task RL problem is more computationally efficient than solving the original single-task problem, without any explicit exploration bonuses or other exploration strategies. We also show that our theoretical insights can be translated into an effective practical learning algorithm that can accelerate curriculum learning on simulated robotic tasks.
Foundations of Reinforcement Learning and Interactive Decision Making
These lecture notes give a statistical perspective on the foundations of reinforcement learning and interactive decision making. We present a unifying framework for addressing the exploration-exploitation dilemma using frequentist and Bayesian approaches, with connections and parallels between supervised learning/estimation and decision making as an overarching theme. Special attention is paid to function approximation and flexible model classes such as neural networks. Topics covered include multi-armed and contextual bandits, structured bandits, and reinforcement learning with high-dimensional feedback.
Improved Sample Complexity for Incremental Autonomous Exploration in MDPs
We investigate the exploration of an unknown environment when no reward function is provided. Building on the incremental exploration setting introduced by Lim and Auer [1], we define the objective of learning the set of ε-optimal goal-conditioned policies attaining all states that are incrementally reachable within L steps (in expectation) from a reference state s_0. In this paper, we introduce a novel model-based approach that interleaves discovering new states from s_0 and improving the accuracy of a model estimate that is used to compute goal-conditioned policies to reach newly discovered states. The resulting algorithm, DisCo, achieves a sample complexity scaling as O(L^5 S_{L+ε} Γ_{L+ε} A ε^{-2}), where A is the number of actions, S_{L+ε} is the number of states that are incrementally reachable from s_0 in L+ε steps, and Γ_{L+ε} is the branching factor of the dynamics over such states. This improves over the algorithm proposed in [1] in both ε and L at the cost of an extra Γ_{L+ε} factor, which is small in most environments of interest. Furthermore, DisCo is the first algorithm that can return an ε/c_{min}-optimal policy for any cost-sensitive shortest-path problem defined on the L-reachable states with minimum cost c_{min}. Finally, we report preliminary empirical results confirming our theoretical findings.
Measuring Retrieval Complexity in Question Answering Systems
In this paper, we investigate which questions are challenging for retrieval-based Question Answering (QA). We (i) propose retrieval complexity (RC), a novel metric conditioned on the completeness of retrieved documents, which measures the difficulty of answering questions, and (ii) propose an unsupervised pipeline to measure RC given an arbitrary retrieval system. Our proposed pipeline measures RC more accurately than alternative estimators, including LLMs, on six challenging QA benchmarks. Further investigation reveals that RC scores strongly correlate with both QA performance and expert judgment across five of the six studied benchmarks, indicating that RC is an effective measure of question difficulty. Subsequent categorization of high-RC questions shows that they span a broad set of question shapes, including multi-hop, compositional, and temporal QA, indicating that RC scores can categorize a new subset of complex questions. Our system can also have a major impact on retrieval-based systems by helping to identify more challenging questions on existing datasets.
The Automation Advantage in AI Red Teaming
This paper analyzes Large Language Model (LLM) security vulnerabilities based on data from Crucible, encompassing 214,271 attack attempts by 1,674 users across 30 LLM challenges. Our findings reveal automated approaches significantly outperform manual techniques (69.5% vs 47.6% success rate), despite only 5.2% of users employing automation. We demonstrate that automated approaches excel in systematic exploration and pattern matching challenges, while manual approaches retain speed advantages in certain creative reasoning scenarios, often solving problems 5x faster when successful. Challenge categories requiring systematic exploration are most effectively targeted through automation, while intuitive challenges sometimes favor manual techniques for time-to-solve metrics. These results illuminate how algorithmic testing is transforming AI red-teaming practices, with implications for both offensive security research and defensive measures. Our analysis suggests optimal security testing combines human creativity for strategy development with programmatic execution for thorough exploration.
VisEscape: A Benchmark for Evaluating Exploration-driven Decision-making in Virtual Escape Rooms
Escape rooms present a unique cognitive challenge that demands exploration-driven planning: players should actively search their environment, continuously update their knowledge based on new discoveries, and connect disparate clues to determine which elements are relevant to their objectives. Motivated by this, we introduce VisEscape, a benchmark of 20 virtual escape rooms specifically designed to evaluate AI models under these challenging conditions, where success depends not only on solving isolated puzzles but also on iteratively constructing and refining spatial-temporal knowledge of a dynamically changing environment. On VisEscape, we observed that even state-of-the-art multimodal models generally fail to escape the rooms, showing considerable variation in their levels of progress and trajectories. To address this issue, we propose VisEscaper, which effectively integrates Memory, Feedback, and ReAct modules, demonstrating significant improvements by performing 3.7 times more effectively and 5.0 times more efficiently on average.
Let it Calm: Exploratory Annealed Decoding for Verifiable Reinforcement Learning
Reinforcement learning with verifiable rewards (RLVR) is a powerful paradigm for enhancing the reasoning capabilities of large language models (LLMs), yet its success hinges on effective exploration. An ideal exploration strategy must navigate two fundamental challenges: it must preserve sample quality while also ensuring training stability. While standard fixed-temperature sampling is simple, it struggles to balance these competing demands, as high temperatures degrade sample quality and low temperatures limit discovery. In this work, we propose a simpler and more effective strategy, Exploratory Annealed Decoding (EAD), grounded in the insight that exploration is most impactful on early tokens which define a sequence's semantic direction. EAD implements an intuitive **explore-at-the-beginning, exploit-at-the-end** strategy by annealing the sampling temperature from high to low during generation. This dynamic schedule encourages meaningful, high-level diversity at the start, then gradually lowers the temperature to preserve sample quality and keep the sampling distribution close to the target policy, which is essential for stable training. We demonstrate that EAD is a lightweight, plug-and-play method that significantly improves sample efficiency, consistently outperforming fixed-temperature sampling across various RLVR algorithms and model sizes. Our work suggests that aligning exploration with the natural dynamics of sequential generation offers a robust path to improving LLM reasoning.
The Effective Horizon Explains Deep RL Performance in Stochastic Environments
Reinforcement learning (RL) theory has largely focused on proving minimax sample complexity bounds. These require strategic exploration algorithms that use relatively limited function classes for representing the policy or value function. Our goal is to explain why deep RL algorithms often perform well in practice, despite using random exploration and much more expressive function classes like neural networks. Our work arrives at an explanation by showing that many stochastic MDPs can be solved by performing only a few steps of value iteration on the random policy's Q function and then acting greedily. When this is true, we find that it is possible to separate the exploration and learning components of RL, making it much easier to analyze. We introduce a new RL algorithm, SQIRL, that iteratively learns a near-optimal policy by exploring randomly to collect rollouts and then performing a limited number of steps of fitted-Q iteration over those rollouts. Any regression algorithm that satisfies basic in-distribution generalization properties can be used in SQIRL to efficiently solve common MDPs. This can explain why deep RL works, since it is empirically established that neural networks generalize well in-distribution. Furthermore, SQIRL explains why random exploration works well in practice. We leverage SQIRL to derive instance-dependent sample complexity bounds for RL that are exponential only in an "effective horizon" of lookahead and on the complexity of the class used for function approximation. Empirically, we also find that SQIRL performance strongly correlates with PPO and DQN performance in a variety of stochastic environments, supporting that our theoretical analysis is predictive of practical performance. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon.
Planning in Markov Decision Processes with Gap-Dependent Sample Complexity
We propose MDP-GapE, a new trajectory-based Monte-Carlo Tree Search algorithm for planning in a Markov Decision Process in which transitions have a finite support. We prove an upper bound on the number of calls to the generative models needed for MDP-GapE to identify a near-optimal action with high probability. This problem-dependent sample complexity result is expressed in terms of the sub-optimality gaps of the state-action pairs that are visited during exploration. Our experiments reveal that MDP-GapE is also effective in practice, in contrast with other algorithms with sample complexity guarantees in the fixed-confidence setting, that are mostly theoretical.
Adaptive Reward-Free Exploration
Reward-free exploration is a reinforcement learning setting studied by Jin et al. (2020), who address it by running several algorithms with regret guarantees in parallel. In our work, we instead give a more natural adaptive approach for reward-free exploration which directly reduces upper bounds on the maximum MDP estimation error. We show that, interestingly, our reward-free UCRL algorithm can be seen as a variant of an algorithm of Fiechter from 1994, originally proposed for a different objective that we call best-policy identification. We prove that RF-UCRL needs of order ({SAH^4}/{varepsilon^2})(log(1/δ) + S) episodes to output, with probability 1-δ, an varepsilon-approximation of the optimal policy for any reward function. This bound improves over existing sample-complexity bounds in both the small varepsilon and the small δ regimes. We further investigate the relative complexities of reward-free exploration and best-policy identification.
SealQA: Raising the Bar for Reasoning in Search-Augmented Language Models
We introduce SealQA, a new challenge benchmark for evaluating SEarch-Augmented Language models on fact-seeking questions where web search yields conflicting, noisy, or unhelpful results. SealQA comes in three flavors: (1) Seal-0 (main) and (2) Seal-Hard, which assess factual accuracy and reasoning capabilities, with Seal-0 focusing on the most challenging questions where chat models (e.g., GPT-4.1) typically achieve near-zero accuracy; and (3) LongSeal, which extends SealQA to test long-context, multi-document reasoning in "needle-in-a-haystack" settings. Our evaluation reveals critical limitations in current models: Even frontier LLMs perform poorly across all SealQA flavors. On Seal-0, frontier agentic models equipped with tools like o3 and o4-mini achieve only 17.1% and 6.3% accuracy, respectively, at their best reasoning efforts. We find that advanced reasoning models such as DeepSeek-R1-671B and o3-mini are highly vulnerable to noisy search results. Notably, increasing test-time compute does not yield reliable gains across o3-mini, o4-mini, and o3, with performance often plateauing or even declining early. Additionally, while recent models are less affected by the "lost-in-the-middle" issue, they still fail to reliably identify relevant documents in LongSeal when faced with numerous distractors. To facilitate future work, we release SealQA at huggingface.co/datasets/vtllms/sealqa.
Accelerating Exploration with Unlabeled Prior Data
Learning to solve tasks from a sparse reward signal is a major challenge for standard reinforcement learning (RL) algorithms. However, in the real world, agents rarely need to solve sparse reward tasks entirely from scratch. More often, we might possess prior experience to draw on that provides considerable guidance about which actions and outcomes are possible in the world, which we can use to explore more effectively for new tasks. In this work, we study how prior data without reward labels may be used to guide and accelerate exploration for an agent solving a new sparse reward task. We propose a simple approach that learns a reward model from online experience, labels the unlabeled prior data with optimistic rewards, and then uses it concurrently alongside the online data for downstream policy and critic optimization. This general formula leads to rapid exploration in several challenging sparse-reward domains where tabula rasa exploration is insufficient, including the AntMaze domain, Adroit hand manipulation domain, and a visual simulated robotic manipulation domain. Our results highlight the ease of incorporating unlabeled prior data into existing online RL algorithms, and the (perhaps surprising) effectiveness of doing so.
Transforming Location Retrieval at Airbnb: A Journey from Heuristics to Reinforcement Learning
The Airbnb search system grapples with many unique challenges as it continues to evolve. We oversee a marketplace that is nuanced by geography, diversity of homes, and guests with a variety of preferences. Crafting an efficient search system that can accommodate diverse guest needs, while showcasing relevant homes lies at the heart of Airbnb's success. Airbnb search has many challenges that parallel other recommendation and search systems but it has a unique information retrieval problem, upstream of ranking, called location retrieval. It requires defining a topological map area that is relevant to the searched query for homes listing retrieval. The purpose of this paper is to demonstrate the methodology, challenges, and impact of building a machine learning based location retrieval product from the ground up. Despite the lack of suitable, prevalent machine learning based approaches, we tackle cold start, generalization, differentiation and algorithmic bias. We detail the efficacy of heuristics, statistics, machine learning, and reinforcement learning approaches to solve these challenges, particularly for systems that are often unexplored by current literature.
Knowledge is reward: Learning optimal exploration by predictive reward cashing
There is a strong link between the general concept of intelligence and the ability to collect and use information. The theory of Bayes-adaptive exploration offers an attractive optimality framework for training machines to perform complex information gathering tasks. However, the computational complexity of the resulting optimal control problem has limited the diffusion of the theory to mainstream deep AI research. In this paper we exploit the inherent mathematical structure of Bayes-adaptive problems in order to dramatically simplify the problem by making the reward structure denser while simultaneously decoupling the learning of exploitation and exploration policies. The key to this simplification comes from the novel concept of cross-value (i.e. the value of being in an environment while acting optimally according to another), which we use to quantify the value of currently available information. This results in a new denser reward structure that "cashes in" all future rewards that can be predicted from the current information state. In a set of experiments we show that the approach makes it possible to learn challenging information gathering tasks without the use of shaping and heuristic bonuses in situations where the standard RL algorithms fail.
Does Sparsity Help in Learning Misspecified Linear Bandits?
Recently, the study of linear misspecified bandits has generated intriguing implications of the hardness of learning in bandits and reinforcement learning (RL). In particular, Du et al. (2020) show that even if a learner is given linear features in R^d that approximate the rewards in a bandit or RL with a uniform error of varepsilon, searching for an O(varepsilon)-optimal action requires pulling at least Omega(exp(d)) queries. Furthermore, Lattimore et al. (2020) show that a degraded O(varepsilond)-optimal solution can be learned within poly(d/varepsilon) queries. Yet it is unknown whether a structural assumption on the ground-truth parameter, such as sparsity, could break the varepsilond barrier. In this paper, we address this question by showing that algorithms can obtain O(varepsilon)-optimal actions by querying O(varepsilon^{-s}d^s) actions, where s is the sparsity parameter, removing the exp(d)-dependence. We then establish information-theoretical lower bounds, i.e., Omega(exp(s)), to show that our upper bound on sample complexity is nearly tight if one demands an error O(s^{delta}varepsilon) for 0<delta<1. For deltageq 1, we further show that poly(s/varepsilon) queries are possible when the linear features are "good" and even in general settings. These results provide a nearly complete picture of how sparsity can help in misspecified bandit learning and provide a deeper understanding of when linear features are "useful" for bandit and reinforcement learning with misspecification.
LuSeg: Efficient Negative and Positive Obstacles Segmentation via Contrast-Driven Multi-Modal Feature Fusion on the Lunar
As lunar exploration missions grow increasingly complex, ensuring safe and autonomous rover-based surface exploration has become one of the key challenges in lunar exploration tasks. In this work, we have developed a lunar surface simulation system called the Lunar Exploration Simulator System (LESS) and the LunarSeg dataset, which provides RGB-D data for lunar obstacle segmentation that includes both positive and negative obstacles. Additionally, we propose a novel two-stage segmentation network called LuSeg. Through contrastive learning, it enforces semantic consistency between the RGB encoder from Stage I and the depth encoder from Stage II. Experimental results on our proposed LunarSeg dataset and additional public real-world NPO road obstacle dataset demonstrate that LuSeg achieves state-of-the-art segmentation performance for both positive and negative obstacles while maintaining a high inference speed of approximately 57\,Hz. We have released the implementation of our LESS system, LunarSeg dataset, and the code of LuSeg at:https://github.com/nubot-nudt/LuSeg.
Online Learning with Feedback Graphs: The True Shape of Regret
Sequential learning with feedback graphs is a natural extension of the multi-armed bandit problem where the problem is equipped with an underlying graph structure that provides additional information - playing an action reveals the losses of all the neighbors of the action. This problem was introduced by mannor2011 and received considerable attention in recent years. It is generally stated in the literature that the minimax regret rate for this problem is of order alpha T, where alpha is the independence number of the graph, and T is the time horizon. However, this is proven only when the number of rounds T is larger than alpha^3, which poses a significant restriction for the usability of this result in large graphs. In this paper, we define a new quantity R^*, called the problem complexity, and prove that the minimax regret is proportional to R^* for any graph and time horizon T. Introducing an intricate exploration strategy, we define the \mainAlgorithm algorithm that achieves the minimax optimal regret bound and becomes the first provably optimal algorithm for this setting, even if T is smaller than alpha^3.
ConvAI3: Generating Clarifying Questions for Open-Domain Dialogue Systems (ClariQ)
This document presents a detailed description of the challenge on clarifying questions for dialogue systems (ClariQ). The challenge is organized as part of the Conversational AI challenge series (ConvAI3) at Search Oriented Conversational AI (SCAI) EMNLP workshop in 2020. The main aim of the conversational systems is to return an appropriate answer in response to the user requests. However, some user requests might be ambiguous. In IR settings such a situation is handled mainly thought the diversification of the search result page. It is however much more challenging in dialogue settings with limited bandwidth. Therefore, in this challenge, we provide a common evaluation framework to evaluate mixed-initiative conversations. Participants are asked to rank clarifying questions in an information-seeking conversations. The challenge is organized in two stages where in Stage 1 we evaluate the submissions in an offline setting and single-turn conversations. Top participants of Stage 1 get the chance to have their model tested by human annotators.
LESSON: Learning to Integrate Exploration Strategies for Reinforcement Learning via an Option Framework
In this paper, a unified framework for exploration in reinforcement learning (RL) is proposed based on an option-critic model. The proposed framework learns to integrate a set of diverse exploration strategies so that the agent can adaptively select the most effective exploration strategy over time to realize a relevant exploration-exploitation trade-off for each given task. The effectiveness of the proposed exploration framework is demonstrated by various experiments in the MiniGrid and Atari environments.
Towards Theoretical Understanding of Inverse Reinforcement Learning
Inverse reinforcement learning (IRL) denotes a powerful family of algorithms for recovering a reward function justifying the behavior demonstrated by an expert agent. A well-known limitation of IRL is the ambiguity in the choice of the reward function, due to the existence of multiple rewards that explain the observed behavior. This limitation has been recently circumvented by formulating IRL as the problem of estimating the feasible reward set, i.e., the region of the rewards compatible with the expert's behavior. In this paper, we make a step towards closing the theory gap of IRL in the case of finite-horizon problems with a generative model. We start by formally introducing the problem of estimating the feasible reward set, the corresponding PAC requirement, and discussing the properties of particular classes of rewards. Then, we provide the first minimax lower bound on the sample complexity for the problem of estimating the feasible reward set of order {Omega}Bigl( H^3SA{epsilon^2} bigl( log bigl(1{delta}bigl) + S bigl)Bigl), being S and A the number of states and actions respectively, H the horizon, epsilon the desired accuracy, and delta the confidence. We analyze the sample complexity of a uniform sampling strategy (US-IRL), proving a matching upper bound up to logarithmic factors. Finally, we outline several open questions in IRL and propose future research directions.
