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Aug 20

Multi-SWE-bench: A Multilingual Benchmark for Issue Resolving

The task of issue resolving is to modify a codebase to generate a patch that addresses a given issue. However, existing benchmarks, such as SWE-bench, focus almost exclusively on Python, making them insufficient for evaluating Large Language Models (LLMs) across diverse software ecosystems. To address this, we introduce a multilingual issue-resolving benchmark, called Multi-SWE-bench, covering Java, TypeScript, JavaScript, Go, Rust, C, and C++. It includes a total of 1,632 high-quality instances, which were carefully annotated from 2,456 candidates by 68 expert annotators, ensuring that the benchmark can provide an accurate and reliable evaluation. Based on Multi-SWE-bench, we evaluate a series of state-of-the-art models using three representative methods (Agentless, SWE-agent, and OpenHands) and present a comprehensive analysis with key empirical insights. In addition, we launch a Multi-SWE-RL open-source community, aimed at building large-scale reinforcement learning (RL) training datasets for issue-resolving tasks. As an initial contribution, we release a set of 4,723 well-structured instances spanning seven programming languages, laying a solid foundation for RL research in this domain. More importantly, we open-source our entire data production pipeline, along with detailed tutorials, encouraging the open-source community to continuously contribute and expand the dataset. We envision our Multi-SWE-bench and the ever-growing Multi-SWE-RL community as catalysts for advancing RL toward its full potential, bringing us one step closer to the dawn of AGI.

Stabilizing Long-term Multi-turn Reinforcement Learning with Gated Rewards

Reward sparsity in long-horizon reinforcement learning (RL) tasks remains a significant challenge, while existing outcome-based reward shaping struggles to define meaningful immediate rewards without introducing bias or requiring explicit task decomposition. Alternatively, verification-based reward shaping uses stepwise critics, but misalignment between immediate rewards and long-term objectives can lead to reward hacking and suboptimal policies. In this work, we address this problem in the context of software engineering (SWE) tasks, where multi-turn reasoning and rule-based verification are critical. We introduce the SWE-oriented RL Framework, a unified system supporting multi-turn interaction, docker-based execution, and customizable reward functions. Additionally, we propose Gated Reward Accumulation (G-RA), a novel method that accumulates immediate rewards only when high-level (long-term) rewards meet a predefined threshold, ensuring stable RL optimization. Experiments on SWE-bench Verified and kBench demonstrate that G-RA leads to an increase in completion rates (47.6\% \rightarrow 93.8\% and 22.0\% \rightarrow 86.0\%) and modification rates (19.6\% \rightarrow 23.8\% and 12.0\% \rightarrow 42.0\%), while avoiding policy degradation caused by reward misalignment. Our findings highlight the importance of balanced reward accumulation in long-horizon RL and provide a practical solution.

SWE-RL: Advancing LLM Reasoning via Reinforcement Learning on Open Software Evolution

The recent DeepSeek-R1 release has demonstrated the immense potential of reinforcement learning (RL) in enhancing the general reasoning capabilities of large language models (LLMs). While DeepSeek-R1 and other follow-up work primarily focus on applying RL to competitive coding and math problems, this paper introduces SWE-RL, the first approach to scale RL-based LLM reasoning for real-world software engineering. Leveraging a lightweight rule-based reward (e.g., the similarity score between ground-truth and LLM-generated solutions), SWE-RL enables LLMs to autonomously recover a developer's reasoning processes and solutions by learning from extensive open-source software evolution data -- the record of a software's entire lifecycle, including its code snapshots, code changes, and events such as issues and pull requests. Trained on top of Llama 3, our resulting reasoning model, Llama3-SWE-RL-70B, achieves a 41.0% solve rate on SWE-bench Verified -- a human-verified collection of real-world GitHub issues. To our knowledge, this is the best performance reported for medium-sized (<100B) LLMs to date, even comparable to leading proprietary LLMs like GPT-4o. Surprisingly, despite performing RL solely on software evolution data, Llama3-SWE-RL has even emerged with generalized reasoning skills. For example, it shows improved results on five out-of-domain tasks, namely, function coding, library use, code reasoning, mathematics, and general language understanding, whereas a supervised-finetuning baseline even leads to performance degradation on average. Overall, SWE-RL opens up a new direction to improve the reasoning capabilities of LLMs through reinforcement learning on massive software engineering data.

SWE-bench Multimodal: Do AI Systems Generalize to Visual Software Domains?

Autonomous systems for software engineering are now capable of fixing bugs and developing features. These systems are commonly evaluated on SWE-bench (Jimenez et al., 2024a), which assesses their ability to solve software issues from GitHub repositories. However, SWE-bench uses only Python repositories, with problem statements presented predominantly as text and lacking visual elements such as images. This limited coverage motivates our inquiry into how existing systems might perform on unrepresented software engineering domains (e.g., front-end, game development, DevOps), which use different programming languages and paradigms. Therefore, we propose SWE-bench Multimodal (SWE-bench M), to evaluate systems on their ability to fix bugs in visual, user-facing JavaScript software. SWE-bench M features 617 task instances collected from 17 JavaScript libraries used for web interface design, diagramming, data visualization, syntax highlighting, and interactive mapping. Each SWE-bench M task instance contains at least one image in its problem statement or unit tests. Our analysis finds that top-performing SWE-bench systems struggle with SWE-bench M, revealing limitations in visual problem-solving and cross-language generalization. Lastly, we show that SWE-agent's flexible language-agnostic features enable it to substantially outperform alternatives on SWE-bench M, resolving 12% of task instances compared to 6% for the next best system.

SWE-Dev: Evaluating and Training Autonomous Feature-Driven Software Development

Large Language Models (LLMs) have shown strong capability in diverse software engineering tasks, e.g. code completion, bug fixing, and document generation. However, feature-driven development (FDD), a highly prevalent real-world task that involves developing new functionalities for large, existing codebases, remains underexplored. We therefore introduce SWE-Dev, the first large-scale dataset (with 14,000 training and 500 test samples) designed to evaluate and train autonomous coding systems on real-world feature development tasks. To ensure verifiable and diverse training, SWE-Dev uniquely provides all instances with a runnable environment and its developer-authored executable unit tests. This collection not only provides high-quality data for Supervised Fine-Tuning (SFT), but also enables Reinforcement Learning (RL) by delivering accurate reward signals from executable unit tests. Our extensive evaluations on SWE-Dev, covering 17 chatbot LLMs, 10 reasoning models, and 10 Multi-Agent Systems (MAS), reveal that FDD is a profoundly challenging frontier for current AI (e.g., Claude-3.7-Sonnet achieves only 22.45\% Pass@3 on the hard test split). Crucially, we demonstrate that SWE-Dev serves as an effective platform for model improvement: fine-tuning on training set enabled a 7B model comparable to GPT-4o on hard split, underscoring the value of its high-quality training data. Code is available here https://github.com/justLittleWhite/SWE-Dev{https://github.com/justLittleWhite/SWE-Dev}.

SWE-Bench+: Enhanced Coding Benchmark for LLMs

Large Language Models (LLMs) in Software Engineering (SE) can offer assistance for coding. To facilitate a rigorous evaluation of LLMs in practical coding contexts, Carlos et al. introduced the SWE-bench dataset, which comprises 2,294 real-world GitHub issues and their corresponding pull requests, collected from 12 widely used Python repositories. Several impressive LLM-based toolkits recently are developed and evaluated on this dataset. However, a systematic evaluation of the quality of SWE-bench remains missing. In this paper, we addressed this gap by presenting an empirical analysis of the SWE-bench dataset. We conducted a manual screening of instances where SWEAgent + GPT-4 successfully resolved issues by comparing the model-generated patches with the actual pull requests. SWE-Agent+GPT-4 was at the top of SWE-bench leaderboard during the time of our study. Our analysis reveals some critical issues with the SWE-bench dataset: 1) 32.67% of the successful patches involve cheating as the solutions were directly provided in the issue report or the comments. We refer to as solution leakage problem. 2) 31.08% of the passed patches are suspicious patches due to weak test cases, i.e., the tests were not adequate to verify the correctness of a patch. When we filtered out these problematic issues, the resolution rate of SWE-Agent+GPT-4 dropped from 12.47% to 3.97%. We also observed that the same data quality issues also exist in the two variants of SWE-bench, i.e., SWE-bench Lite and SWE-Bench Verified. In addition, over 94% of the issues were created before LLM's knowledge cutoff dates, posing potential data leakage issues.

SWE-rebench: An Automated Pipeline for Task Collection and Decontaminated Evaluation of Software Engineering Agents

LLM-based agents have shown promising capabilities in a growing range of software engineering (SWE) tasks. However, advancing this field faces two critical challenges. First, high-quality training data is scarce, especially data that reflects real-world SWE scenarios, where agents must interact with development environments, execute code and adapt behavior based on the outcomes of their actions. Existing datasets are either limited to one-shot code generation or comprise small, manually curated collections of interactive tasks, lacking both scale and diversity. Second, the lack of fresh interactive SWE tasks affects evaluation of rapidly improving models, as static benchmarks quickly become outdated due to contamination issues. To address these limitations, we introduce a novel, automated, and scalable pipeline to continuously extract real-world interactive SWE tasks from diverse GitHub repositories. Using this pipeline, we construct SWE-rebench, a public dataset comprising over 21,000 interactive Python-based SWE tasks, suitable for reinforcement learning of SWE agents at scale. Additionally, we use continuous supply of fresh tasks collected using SWE-rebench methodology to build a contamination-free benchmark for agentic software engineering. We compare results of various LLMs on this benchmark to results on SWE-bench Verified and show that performance of some language models might be inflated due to contamination issues.

MoDoMoDo: Multi-Domain Data Mixtures for Multimodal LLM Reinforcement Learning

Reinforcement Learning with Verifiable Rewards (RLVR) has recently emerged as a powerful paradigm for post-training large language models (LLMs), achieving state-of-the-art performance on tasks with structured, verifiable answers. Applying RLVR to Multimodal LLMs (MLLMs) presents significant opportunities but is complicated by the broader, heterogeneous nature of vision-language tasks that demand nuanced visual, logical, and spatial capabilities. As such, training MLLMs using RLVR on multiple datasets could be beneficial but creates challenges with conflicting objectives from interaction among diverse datasets, highlighting the need for optimal dataset mixture strategies to improve generalization and reasoning. We introduce a systematic post-training framework for Multimodal LLM RLVR, featuring a rigorous data mixture problem formulation and benchmark implementation. Specifically, (1) We developed a multimodal RLVR framework for multi-dataset post-training by curating a dataset that contains different verifiable vision-language problems and enabling multi-domain online RL learning with different verifiable rewards; (2) We proposed a data mixture strategy that learns to predict the RL fine-tuning outcome from the data mixture distribution, and consequently optimizes the best mixture. Comprehensive experiments showcase that multi-domain RLVR training, when combined with mixture prediction strategies, can significantly boost MLLM general reasoning capacities. Our best mixture improves the post-trained model's accuracy on out-of-distribution benchmarks by an average of 5.24% compared to the same model post-trained with uniform data mixture, and by a total of 20.74% compared to the pre-finetuning baseline.

SWE-Search: Enhancing Software Agents with Monte Carlo Tree Search and Iterative Refinement

Software engineers operating in complex and dynamic environments must continuously adapt to evolving requirements, learn iteratively from experience, and reconsider their approaches based on new insights. However, current large language model (LLM)-based software agents often rely on rigid processes and tend to repeat ineffective actions without the capacity to evaluate their performance or adapt their strategies over time. To address these challenges, we propose SWE-Search, a multi-agent framework that integrates Monte Carlo Tree Search (MCTS) with a self-improvement mechanism to enhance software agents' performance on repository-level software tasks. SWE-Search extends traditional MCTS by incorporating a hybrid value function that leverages LLMs for both numerical value estimation and qualitative evaluation. This enables self-feedback loops where agents iteratively refine their strategies based on both quantitative numerical evaluations and qualitative natural language assessments of pursued trajectories. The framework includes a SWE-Agent for adaptive exploration, a Value Agent for iterative feedback, and a Discriminator Agent that facilitates multi-agent debate for collaborative decision-making. Applied to the SWE-bench benchmark, our approach demonstrates a 23% relative improvement in performance across five models compared to standard open-source agents without MCTS. Our analysis reveals how performance scales with increased search depth and identifies key factors that facilitate effective self-evaluation in software agents. This work highlights the potential of self-evaluation driven search techniques to enhance agent reasoning and planning in complex, dynamic software engineering environments.

ArCHer: Training Language Model Agents via Hierarchical Multi-Turn RL

A broad use case of large language models (LLMs) is in goal-directed decision-making tasks (or "agent" tasks), where an LLM needs to not just generate completions for a given prompt, but rather make intelligent decisions over a multi-turn interaction to accomplish a task (e.g., when interacting with the web, using tools, or providing customer support). Reinforcement learning (RL) provides a general paradigm to address such agent tasks, but current RL methods for LLMs largely focus on optimizing single-turn rewards. By construction, most single-turn RL methods cannot endow LLMs with the ability to intelligently seek information over multiple turns, perform credit assignment, or reason about their past actions -- all of which are critical in agent tasks. This raises the question: how can we design effective and efficient multi-turn RL algorithms for LLMs? In this paper, we develop a framework for building multi-turn RL algorithms for fine-tuning LLMs, that preserves the flexibility of existing single-turn RL methods for LLMs (e.g., proximal policy optimization), while accommodating multiple turns, long horizons, and delayed rewards effectively. To do this, our framework adopts a hierarchical RL approach and runs two RL algorithms in parallel: a high-level off-policy value-based RL algorithm to aggregate reward over utterances, and a low-level RL algorithm that utilizes this high-level value function to train a token policy within each utterance or turn. Our hierarchical framework, Actor-Critic Framework with a Hierarchical Structure (ArCHer), can also give rise to other RL methods. Empirically, we find that ArCHer significantly improves efficiency and performance on agent tasks, attaining a sample efficiency of about 100x over existing methods, while also improving with larger model capacity (upto the 7 billion scale that we tested on).

Skywork-SWE: Unveiling Data Scaling Laws for Software Engineering in LLMs

Software engineering (SWE) has recently emerged as a crucial testbed for next-generation LLM agents, demanding inherent capabilities in two critical dimensions: sustained iterative problem-solving (e.g., >50 interaction rounds) and long-context dependency resolution (e.g., >32k tokens). However, the data curation process in SWE remains notoriously time-consuming, as it heavily relies on manual annotation for code file filtering and the setup of dedicated runtime environments to execute and validate unit tests. Consequently, most existing datasets are limited to only a few thousand GitHub-sourced instances. To this end, we propose an incremental, automated data-curation pipeline that systematically scales both the volume and diversity of SWE datasets. Our dataset comprises 10,169 real-world Python task instances from 2,531 distinct GitHub repositories, each accompanied by a task specified in natural language and a dedicated runtime-environment image for automated unit-test validation. We have carefully curated over 8,000 successfully runtime-validated training trajectories from our proposed SWE dataset. When fine-tuning the Skywork-SWE model on these trajectories, we uncover a striking data scaling phenomenon: the trained model's performance for software engineering capabilities in LLMs continues to improve as the data size increases, showing no signs of saturation. Notably, our Skywork-SWE model achieves 38.0% pass@1 accuracy on the SWE-bench Verified benchmark without using verifiers or multiple rollouts, establishing a new state-of-the-art (SOTA) among the Qwen2.5-Coder-32B-based LLMs built on the OpenHands agent framework. Furthermore, with the incorporation of test-time scaling techniques, the performance further improves to 47.0% accuracy, surpassing the previous SOTA results for sub-32B parameter models. We release the Skywork-SWE-32B model checkpoint to accelerate future research.

SeaView: Software Engineering Agent Visual Interface for Enhanced Workflow

Auto-regressive LLM-based software engineering (SWE) agents, henceforth SWE agents, have made tremendous progress (>60% on SWE-Bench Verified) on real-world coding challenges including GitHub issue resolution. SWE agents use a combination of reasoning, environment interaction and self-reflection to resolve issues thereby generating "trajectories". Analysis of SWE agent trajectories is difficult, not only as they exceed LLM sequence length (sometimes, greater than 128k) but also because it involves a relatively prolonged interaction between an LLM and the environment managed by the agent. In case of an agent error, it can be hard to decipher, locate and understand its scope. Similarly, it can be hard to track improvements or regression over multiple runs or experiments. While a lot of research has gone into making these SWE agents reach state-of-the-art, much less focus has been put into creating tools to help analyze and visualize agent output. We propose a novel tool called SeaView: Software Engineering Agent Visual Interface for Enhanced Workflow, with a vision to assist SWE-agent researchers to visualize and inspect their experiments. SeaView's novel mechanisms help compare experimental runs with varying hyper-parameters or LLMs, and quickly get an understanding of LLM or environment related problems. Based on our user study, experienced researchers spend between 10 and 30 minutes to gather the information provided by SeaView, while researchers with little experience can spend between 30 minutes to 1 hour to diagnose their experiment.

R1-Reward: Training Multimodal Reward Model Through Stable Reinforcement Learning

Multimodal Reward Models (MRMs) play a crucial role in enhancing the performance of Multimodal Large Language Models (MLLMs). While recent advancements have primarily focused on improving the model structure and training data of MRMs, there has been limited exploration into the effectiveness of long-term reasoning capabilities for reward modeling and how to activate these capabilities in MRMs. In this paper, we explore how Reinforcement Learning (RL) can be used to improve reward modeling. Specifically, we reformulate the reward modeling problem as a rule-based RL task. However, we observe that directly applying existing RL algorithms, such as Reinforce++, to reward modeling often leads to training instability or even collapse due to the inherent limitations of these algorithms. To address this issue, we propose the StableReinforce algorithm, which refines the training loss, advantage estimation strategy, and reward design of existing RL methods. These refinements result in more stable training dynamics and superior performance. To facilitate MRM training, we collect 200K preference data from diverse datasets. Our reward model, R1-Reward, trained using the StableReinforce algorithm on this dataset, significantly improves performance on multimodal reward modeling benchmarks. Compared to previous SOTA models, R1-Reward achieves a 8.4% improvement on the VL Reward-Bench and a 14.3% improvement on the Multimodal Reward Bench. Moreover, with more inference compute, R1-Reward's performance is further enhanced, highlighting the potential of RL algorithms in optimizing MRMs.

Provable Benefits of Multi-task RL under Non-Markovian Decision Making Processes

In multi-task reinforcement learning (RL) under Markov decision processes (MDPs), the presence of shared latent structures among multiple MDPs has been shown to yield significant benefits to the sample efficiency compared to single-task RL. In this paper, we investigate whether such a benefit can extend to more general sequential decision making problems, such as partially observable MDPs (POMDPs) and more general predictive state representations (PSRs). The main challenge here is that the large and complex model space makes it hard to identify what types of common latent structure of multi-task PSRs can reduce the model complexity and improve sample efficiency. To this end, we posit a joint model class for tasks and use the notion of eta-bracketing number to quantify its complexity; this number also serves as a general metric to capture the similarity of tasks and thus determines the benefit of multi-task over single-task RL. We first study upstream multi-task learning over PSRs, in which all tasks share the same observation and action spaces. We propose a provably efficient algorithm UMT-PSR for finding near-optimal policies for all PSRs, and demonstrate that the advantage of multi-task learning manifests if the joint model class of PSRs has a smaller eta-bracketing number compared to that of individual single-task learning. We also provide several example multi-task PSRs with small eta-bracketing numbers, which reap the benefits of multi-task learning. We further investigate downstream learning, in which the agent needs to learn a new target task that shares some commonalities with the upstream tasks via a similarity constraint. By exploiting the learned PSRs from the upstream, we develop a sample-efficient algorithm that provably finds a near-optimal policy.

Efficient Online Reinforcement Learning Fine-Tuning Need Not Retain Offline Data

The modern paradigm in machine learning involves pre-training on diverse data, followed by task-specific fine-tuning. In reinforcement learning (RL), this translates to learning via offline RL on a diverse historical dataset, followed by rapid online RL fine-tuning using interaction data. Most RL fine-tuning methods require continued training on offline data for stability and performance. However, this is undesirable because training on diverse offline data is slow and expensive for large datasets, and in principle, also limit the performance improvement possible because of constraints or pessimism on offline data. In this paper, we show that retaining offline data is unnecessary as long as we use a properly-designed online RL approach for fine-tuning offline RL initializations. To build this approach, we start by analyzing the role of retaining offline data in online fine-tuning. We find that continued training on offline data is mostly useful for preventing a sudden divergence in the value function at the onset of fine-tuning, caused by a distribution mismatch between the offline data and online rollouts. This divergence typically results in unlearning and forgetting the benefits of offline pre-training. Our approach, Warm-start RL (WSRL), mitigates the catastrophic forgetting of pre-trained initializations using a very simple idea. WSRL employs a warmup phase that seeds the online RL run with a very small number of rollouts from the pre-trained policy to do fast online RL. The data collected during warmup helps ``recalibrate'' the offline Q-function to the online distribution, allowing us to completely discard offline data without destabilizing the online RL fine-tuning. We show that WSRL is able to fine-tune without retaining any offline data, and is able to learn faster and attains higher performance than existing algorithms irrespective of whether they retain offline data or not.

SWE-Factory: Your Automated Factory for Issue Resolution Training Data and Evaluation Benchmarks

Constructing large-scale datasets for the GitHub issue resolution task is crucial for both training and evaluating the software engineering capabilities of Large Language Models (LLMs). However, the traditional process for creating such benchmarks is notoriously challenging and labor-intensive, particularly in the stages of setting up evaluation environments, grading test outcomes, and validating task instances. In this paper, we propose SWE-Factory, an automated pipeline designed to address these challenges. To tackle these issues, our pipeline integrates three core automated components. First, we introduce SWE-Builder, a multi-agent system that automates evaluation environment construction, which employs four specialized agents that work in a collaborative, iterative loop and leverages an environment memory pool to enhance efficiency. Second, we introduce a standardized, exit-code-based grading method that eliminates the need for manually writing custom parsers. Finally, we automate the fail2pass validation process using these reliable exit code signals. Experiments on 671 issues across four programming languages show that our pipeline can effectively construct valid task instances; for example, with GPT-4.1-mini, our SWE-Builder constructs 269 valid instances at 0.045 per instance, while with Gemini-2.5-flash, it achieves comparable performance at the lowest cost of 0.024 per instance. We also demonstrate that our exit-code-based grading achieves 100% accuracy compared to manual inspection, and our automated fail2pass validation reaches a precision of 0.92 and a recall of 1.00. We hope our automated pipeline will accelerate the collection of large-scale, high-quality GitHub issue resolution datasets for both training and evaluation. Our code and datasets are released at https://github.com/DeepSoftwareAnalytics/swe-factory.

HybridFlow: A Flexible and Efficient RLHF Framework

Reinforcement Learning from Human Feedback (RLHF) is widely used in Large Language Model (LLM) alignment. Traditional RL can be modeled as a dataflow, where each node represents computation of a neural network (NN) and each edge denotes data dependencies between the NNs. RLHF complicates the dataflow by expanding each node into a distributed LLM training or generation program, and each edge into a many-to-many multicast. Traditional RL frameworks execute the dataflow using a single controller to instruct both intra-node computation and inter-node communication, which can be inefficient in RLHF due to large control dispatch overhead for distributed intra-node computation. Existing RLHF systems adopt a multi-controller paradigm, which can be inflexible due to nesting distributed computation and data communication. We propose HybridFlow, which combines single-controller and multi-controller paradigms in a hybrid manner to enable flexible representation and efficient execution of the RLHF dataflow. We carefully design a set of hierarchical APIs that decouple and encapsulate computation and data dependencies in the complex RLHF dataflow, allowing efficient operation orchestration to implement RLHF algorithms and flexible mapping of the computation onto various devices. We further design a 3D-HybridEngine for efficient actor model resharding between training and generation phases, with zero memory redundancy and significantly reduced communication overhead. Our experimental results demonstrate 1.53times~20.57times throughput improvement when running various RLHF algorithms using HybridFlow, as compared with state-of-the-art baselines. HybridFlow source code will be available at https://github.com/volcengine/verl.

AReaL: A Large-Scale Asynchronous Reinforcement Learning System for Language Reasoning

Reinforcement learning (RL) has become a trending paradigm for training large language models (LLMs), particularly for reasoning tasks. Effective RL for LLMs requires massive parallelization and poses an urgent need for efficient training systems. Most existing large-scale RL systems for LLMs are synchronous by alternating generation and training in a batch setting, where the rollouts in each training batch are generated by the same (or latest) model. This stabilizes RL training but suffers from severe system-level inefficiency. Generation must wait until the longest output in the batch is completed before model update, resulting in GPU underutilization. We present AReaL, a fully asynchronous RL system that completely decouples generation from training. Rollout workers in AReaL continuously generate new outputs without waiting, while training workers update the model whenever a batch of data is collected. AReaL also incorporates a collection of system-level optimizations, leading to substantially higher GPU utilization. To stabilize RL training, AReaL balances the workload of rollout and training workers to control data staleness, and adopts a staleness-enhanced PPO variant to better handle outdated training samples. Extensive experiments on math and code reasoning benchmarks show that AReaL achieves up to 2.57times training speedup compared to the best synchronous systems with the same number of GPUs and matched or even improved final performance. The code of AReaL is available at https://github.com/inclusionAI/AReaL/.

SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand Cores

The ever-growing complexity of reinforcement learning (RL) tasks demands a distributed RL system to efficiently generate and process a massive amount of data to train intelligent agents. However, existing open-source libraries suffer from various limitations, which impede their practical use in challenging scenarios where large-scale training is necessary. While industrial systems from OpenAI and DeepMind have achieved successful large-scale RL training, their system architecture and implementation details remain undisclosed to the community. In this paper, we present a novel abstraction on the dataflows of RL training, which unifies practical RL training across diverse applications into a general framework and enables fine-grained optimizations. Following this abstraction, we develop a scalable, efficient, and extensible distributed RL system called ReaLly Scalable RL (SRL). The system architecture of SRL separates major RL computation components and allows massively parallelized training. Moreover, SRL offers user-friendly and extensible interfaces for customized algorithms. Our evaluation shows that SRL outperforms existing academic libraries in both a single machine and a medium-sized cluster. In a large-scale cluster, the novel architecture of SRL leads to up to 3.7x speedup compared to the design choices adopted by the existing libraries. We also conduct a direct benchmark comparison to OpenAI's industrial system, Rapid, in the challenging hide-and-seek environment. SRL reproduces the same solution as reported by OpenAI with up to 5x speedup in wall-clock time. Furthermore, we also examine the performance of SRL in a much harder variant of the hide-and-seek environment and achieve substantial learning speedup by scaling SRL to over 15k CPU cores and 32 A100 GPUs. Notably, SRL is the first in the academic community to perform RL experiments at such a large scale.

SWE-bench Goes Live!

The issue-resolving task, where a model generates patches to fix real-world bugs, has emerged as a critical benchmark for evaluating the capabilities of large language models (LLMs). While SWE-bench and its variants have become standard in this domain, they suffer from key limitations: they have not been updated since their initial releases, cover a narrow set of repositories, and depend heavily on manual effort for instance construction and environment setup. These factors hinder scalability and introduce risks of overfitting and data contamination. In this work, we present SWE-bench-Live, a live-updatable benchmark designed to overcome these challenges. Our initial release consists of 1,319 tasks derived from real GitHub issues created since 2024, spanning 93 repositories. Each task is accompanied by a dedicated Docker image to ensure reproducible execution. Central to our benchmark is \method, an automated curation pipeline that streamlines the entire process from instance creation to environment setup, removing manual bottlenecks and enabling scalability and continuous updates. We evaluate a range of state-of-the-art agent frameworks and LLMs on SWE-bench-Live, revealing a substantial performance gap compared to static benchmarks like SWE-bench, even under controlled evaluation conditions. To better understand this discrepancy, we perform detailed analyses across repository origin, issue recency, and task difficulty. By providing a fresh, diverse, and executable benchmark grounded in live repository activity, SWE-bench-Live facilitates rigorous, contamination-resistant evaluation of LLMs and agents in dynamic, real-world software development settings.

MARFT: Multi-Agent Reinforcement Fine-Tuning

LLM-based Multi-Agent Systems have demonstrated remarkable capabilities in addressing complex, agentic tasks, from generating high-quality presentation slides to even conducting sophisticated scientific research. Meanwhile, RL has been widely recognized for its effectiveness in enhancing agent intelligence, but limited research has investigated the fine-tuning of LaMAS using foundational RL techniques. Moreover, the direct application of MARL methods to LaMAS introduces significant challenges, stemming from the unique characteristics and mechanisms inherent to LaMAS. To address these challenges, this article presents a comprehensive study of LLM-based MARL and proposes a novel paradigm termed Multi-Agent Reinforcement Fine-Tuning (MARFT). We introduce a brand-new POMDP called Flex-POMDP, which aligns with the LaMAS optimization in real-world applications and a universal algorithmic framework tailored specifically for LaMAS, outlining the conceptual foundations, key distinctions, and practical implementation strategies. We review the evolution from RL to RFT, setting the stage for a parallel analysis in the multi-agent domain. In the context of LaMAS, we elucidate critical differences between MARL and MARFT. These differences motivate a transition toward a LaMAS-oriented formulation of RFT. Central to this work is a robust and scalable MARFT framework. We detail the core algorithm and provide a complete, open-source implementation to facilitate adoption and further research. The latter sections of the paper explore real-world application perspectives and opening challenges in MARFT. By bridging theoretical underpinnings with practical methodologies, this work serves as a roadmap for researchers seeking to advance MARFT toward resilient and adaptive solutions in agentic systems. Our implementation of the proposed framework is publicly available at: https://github.com/jwliao-ai/MARFT.

A Technical Survey of Reinforcement Learning Techniques for Large Language Models

Reinforcement Learning (RL) has emerged as a transformative approach for aligning and enhancing Large Language Models (LLMs), addressing critical challenges in instruction following, ethical alignment, and reasoning capabilities. This survey offers a comprehensive foundation on the integration of RL with language models, highlighting prominent algorithms such as Proximal Policy Optimization (PPO), Q-Learning, and Actor-Critic methods. Additionally, it provides an extensive technical overview of RL techniques specifically tailored for LLMs, including foundational methods like Reinforcement Learning from Human Feedback (RLHF) and AI Feedback (RLAIF), as well as advanced strategies such as Direct Preference Optimization (DPO) and Group Relative Policy Optimization (GRPO). We systematically analyze their applications across domains, i.e., from code generation to tool-augmented reasoning. We also present a comparative taxonomy based on reward modeling, feedback mechanisms, and optimization strategies. Our evaluation highlights key trends. RLHF remains dominant for alignment, and outcome-based RL such as RLVR significantly improves stepwise reasoning. However, persistent challenges such as reward hacking, computational costs, and scalable feedback collection underscore the need for continued innovation. We further discuss emerging directions, including hybrid RL algorithms, verifier-guided training, and multi-objective alignment frameworks. This survey serves as a roadmap for researchers advancing RL-driven LLM development, balancing capability enhancement with safety and scalability.

Dual RL: Unification and New Methods for Reinforcement and Imitation Learning

The goal of reinforcement learning (RL) is to find a policy that maximizes the expected cumulative return. It has been shown that this objective can be represented as an optimization problem of state-action visitation distribution under linear constraints. The dual problem of this formulation, which we refer to as dual RL, is unconstrained and easier to optimize. In this work, we first cast several state-of-the-art offline RL and offline imitation learning (IL) algorithms as instances of dual RL approaches with shared structures. Such unification allows us to identify the root cause of the shortcomings of prior methods. For offline IL, our analysis shows that prior methods are based on a restrictive coverage assumption that greatly limits their performance in practice. To fix this limitation, we propose a new discriminator-free method ReCOIL that learns to imitate from arbitrary off-policy data to obtain near-expert performance. For offline RL, our analysis frames a recent offline RL method XQL in the dual framework, and we further propose a new method f-DVL that provides alternative choices to the Gumbel regression loss that fixes the known training instability issue of XQL. The performance improvements by both of our proposed methods, ReCOIL and f-DVL, in IL and RL are validated on an extensive suite of simulated robot locomotion and manipulation tasks. Project code and details can be found at this https://hari-sikchi.github.io/dual-rl.

SWE-PolyBench: A multi-language benchmark for repository level evaluation of coding agents

Coding agents powered by large language models have shown impressive capabilities in software engineering tasks, but evaluating their performance across diverse programming languages and real-world scenarios remains challenging. We introduce SWE-PolyBench, a new multi-language benchmark for repository-level, execution-based evaluation of coding agents. SWE-PolyBench contains 2110 instances from 21 repositories and includes tasks in Java (165), JavaScript (1017), TypeScript (729) and Python (199), covering bug fixes, feature additions, and code refactoring. We provide a task and repository-stratified subsample (SWE-PolyBench500) and release an evaluation harness allowing for fully automated evaluation. To enable a more comprehensive comparison of coding agents, this work also presents a novel set of metrics rooted in syntax tree analysis. We evaluate leading open source coding agents on SWE-PolyBench, revealing their strengths and limitations across languages, task types, and complexity classes. Our experiments show that current agents exhibit uneven performances across languages and struggle with complex problems while showing higher performance on simpler tasks. SWE-PolyBench aims to drive progress in developing more versatile and robust AI coding assistants for real-world software engineering. Our datasets and code are available at: https://github.com/amazon-science/SWE-PolyBench

R2E-Gym: Procedural Environments and Hybrid Verifiers for Scaling Open-Weights SWE Agents

Improving open-source models on real-world SWE tasks (solving GITHUB issues) faces two key challenges: 1) scalable curation of execution environments to train these models, and, 2) optimal scaling of test-time compute. We introduce AgentGym, the largest procedurally-curated executable gym environment for training real-world SWE-agents, consisting of more than 8.7K tasks. AgentGym is powered by two main contributions: 1) SYNGEN: a synthetic data curation recipe that enables scalable curation of executable environments using test-generation and back-translation directly from commits, thereby reducing reliance on human-written issues or unit tests. We show that this enables more scalable training leading to pass@1 performance of 34.4% on SWE-Bench Verified benchmark with our 32B model. 2) Hybrid Test-time Scaling: we provide an in-depth analysis of two test-time scaling axes; execution-based and execution-free verifiers, demonstrating that they exhibit complementary strengths and limitations. Test-based verifiers suffer from low distinguishability, while execution-free verifiers are biased and often rely on stylistic features. Surprisingly, we find that while each approach individually saturates around 42-43%, significantly higher gains can be obtained by leveraging their complementary strengths. Overall, our approach achieves 51% on the SWE-Bench Verified benchmark, reflecting a new state-of-the-art for open-weight SWE-agents and for the first time showing competitive performance with proprietary models such as o1, o1-preview and sonnet-3.5-v2 (with tools). We will open-source our environments, models, and agent trajectories.

Training Language Models to Critique With Multi-agent Feedback

Critique ability, a meta-cognitive capability of humans, presents significant challenges for LLMs to improve. Recent works primarily rely on supervised fine-tuning (SFT) using critiques generated by a single LLM like GPT-4. However, these model-generated critiques often exhibit flaws due to the inherent complexity of the critique. Consequently, fine-tuning LLMs on such flawed critiques typically limits the model's performance and propagates these flaws into the learned model. To overcome these challenges, this paper proposes a novel data generation pipeline, named MultiCritique, that improves the critique ability of LLMs by utilizing multi-agent feedback in both the SFT and reinforcement learning (RL) stages. First, our data generation pipeline aggregates high-quality critiques from multiple agents instead of a single model, with crucial information as input for simplifying the critique. Furthermore, our pipeline improves the preference accuracy of critique quality through multi-agent feedback, facilitating the effectiveness of RL in improving the critique ability of LLMs. Based on our proposed MultiCritique data generation pipeline, we construct the MultiCritiqueDataset for the SFT and RL fine-tuning stages. Extensive experimental results on two benchmarks demonstrate: 1) the superior quality of our constructed SFT dataset compared to existing critique datasets; 2) additional improvements to the critique ability of LLMs brought by the RL stage. Notably, our fine-tuned 7B model significantly surpasses other advanced 7B-13B open-source models, approaching the performance of advanced 70B LLMs and GPT-4. Codes, datasets and model weights will be publicly available.

Rendering-Aware Reinforcement Learning for Vector Graphics Generation

Scalable Vector Graphics (SVG) offer a powerful format for representing visual designs as interpretable code. Recent advances in vision-language models (VLMs) have enabled high-quality SVG generation by framing the problem as a code generation task and leveraging large-scale pretraining. VLMs are particularly suitable for this task as they capture both global semantics and fine-grained visual patterns, while transferring knowledge across vision, natural language, and code domains. However, existing VLM approaches often struggle to produce faithful and efficient SVGs because they never observe the rendered images during training. Although differentiable rendering for autoregressive SVG code generation remains unavailable, rendered outputs can still be compared to original inputs, enabling evaluative feedback suitable for reinforcement learning (RL). We introduce RLRF(Reinforcement Learning from Rendering Feedback), an RL method that enhances SVG generation in autoregressive VLMs by leveraging feedback from rendered SVG outputs. Given an input image, the model generates SVG roll-outs that are rendered and compared to the original image to compute a reward. This visual fidelity feedback guides the model toward producing more accurate, efficient, and semantically coherent SVGs. RLRF significantly outperforms supervised fine-tuning, addressing common failure modes and enabling precise, high-quality SVG generation with strong structural understanding and generalization.

AdaStop: sequential testing for efficient and reliable comparisons of Deep RL Agents

The reproducibility of many experimental results in Deep Reinforcement Learning (RL) is under question. To solve this reproducibility crisis, we propose a theoretically sound methodology to compare multiple Deep RL algorithms. The performance of one execution of a Deep RL algorithm is random so that independent executions are needed to assess it precisely. When comparing several RL algorithms, a major question is how many executions must be made and how can we assure that the results of such a comparison is theoretically sound. Researchers in Deep RL often use less than 5 independent executions to compare algorithms: we claim that this is not enough in general. Moreover, when comparing several algorithms at once, the error of each comparison accumulates and must be taken into account with a multiple tests procedure to preserve low error guarantees. To address this problem in a statistically sound way, we introduce AdaStop, a new statistical test based on multiple group sequential tests. When comparing algorithms, AdaStop adapts the number of executions to stop as early as possible while ensuring that we have enough information to distinguish algorithms that perform better than the others in a statistical significant way. We prove both theoretically and empirically that AdaStop has a low probability of making an error (Family-Wise Error). Finally, we illustrate the effectiveness of AdaStop in multiple use-cases, including toy examples and difficult cases such as Mujoco environments.

MiniMax-M1: Scaling Test-Time Compute Efficiently with Lightning Attention

We introduce MiniMax-M1, the world's first open-weight, large-scale hybrid-attention reasoning model. MiniMax-M1 is powered by a hybrid Mixture-of-Experts (MoE) architecture combined with a lightning attention mechanism. The model is developed based on our previous MiniMax-Text-01 model, which contains a total of 456 billion parameters with 45.9 billion parameters activated per token. The M1 model natively supports a context length of 1 million tokens, 8x the context size of DeepSeek R1. Furthermore, the lightning attention mechanism in MiniMax-M1 enables efficient scaling of test-time compute. These properties make M1 particularly suitable for complex tasks that require processing long inputs and thinking extensively. MiniMax-M1 is trained using large-scale reinforcement learning (RL) on diverse problems including sandbox-based, real-world software engineering environments. In addition to M1's inherent efficiency advantage for RL training, we propose CISPO, a novel RL algorithm to further enhance RL efficiency. CISPO clips importance sampling weights rather than token updates, outperforming other competitive RL variants. Combining hybrid-attention and CISPO enables MiniMax-M1's full RL training on 512 H800 GPUs to complete in only three weeks, with a rental cost of just $534,700. We release two versions of MiniMax-M1 models with 40K and 80K thinking budgets respectively, where the 40K model represents an intermediate phase of the 80K training. Experiments on standard benchmarks show that our models are comparable or superior to strong open-weight models such as the original DeepSeek-R1 and Qwen3-235B, with particular strengths in complex software engineering, tool utilization, and long-context tasks. We publicly release MiniMax-M1 at https://github.com/MiniMax-AI/MiniMax-M1.

SWE-Fixer: Training Open-Source LLMs for Effective and Efficient GitHub Issue Resolution

Large Language Models (LLMs) have demonstrated remarkable proficiency across a variety of complex tasks. One significant application of LLMs is in tackling software engineering challenges, particularly in resolving real-world tasks on GitHub by fixing code based on the issues reported by the users. However, many current approaches rely on proprietary LLMs, which limits reproducibility, accessibility, and transparency. The critical components of LLMs for addressing software engineering issues and how their capabilities can be effectively enhanced remain unclear. To address these challenges, we introduce SWE-Fixer, a novel open-source LLM designed to effectively and efficiently resolve GitHub issues. SWE-Fixer comprises two essential modules: a code file retrieval module and a code editing module. The retrieval module employs BM25 along with a lightweight LLM model to achieve coarse-to-fine file retrieval. Subsequently, the code editing module utilizes the other LLM model to generate patches for the identified files. Then, to mitigate the lack of publicly available datasets, we compile an extensive dataset that includes 110K GitHub issues along with their corresponding patches, and train the two modules of SWE-Fixer separately. We assess our approach on the SWE-Bench Lite and Verified benchmarks, achieving state-of-the-art performance among open-source models with scores of 23.3% and 30.2%, respectively. These outcomes highlight the efficacy of our approach. We will make our model, dataset, and code publicly available at https://github.com/InternLM/SWE-Fixer.

NeoRL-2: Near Real-World Benchmarks for Offline Reinforcement Learning with Extended Realistic Scenarios

Offline reinforcement learning (RL) aims to learn from historical data without requiring (costly) access to the environment. To facilitate offline RL research, we previously introduced NeoRL, which highlighted that datasets from real-world tasks are often conservative and limited. With years of experience applying offline RL to various domains, we have identified additional real-world challenges. These include extremely conservative data distributions produced by deployed control systems, delayed action effects caused by high-latency transitions, external factors arising from the uncontrollable variance of transitions, and global safety constraints that are difficult to evaluate during the decision-making process. These challenges are underrepresented in previous benchmarks but frequently occur in real-world tasks. To address this, we constructed the extended Near Real-World Offline RL Benchmark (NeoRL-2), which consists of 7 datasets from 7 simulated tasks along with their corresponding evaluation simulators. Benchmarking results from state-of-the-art offline RL approaches demonstrate that current methods often struggle to outperform the data-collection behavior policy, highlighting the need for more effective methods. We hope NeoRL-2 will accelerate the development of reinforcement learning algorithms for real-world applications. The benchmark project page is available at https://github.com/polixir/NeoRL2.

m&m's: A Benchmark to Evaluate Tool-Use for multi-step multi-modal Tasks

Real-world multi-modal problems are rarely solved by a single machine learning model, and often require multi-step computational plans that involve stitching several models. Tool-augmented LLMs hold tremendous promise for automating the generation of such computational plans. However, the lack of standardized benchmarks for evaluating LLMs as planners for multi-step multi-modal tasks has prevented a systematic study of planner design decisions. Should LLMs generate a full plan in a single shot or step-by-step? Should they invoke tools directly with Python code or through structured data formats like JSON? Does feedback improve planning? To answer these questions and more, we introduce m&m's: a benchmark containing 4K+ multi-step multi-modal tasks involving 33 tools that include multi-modal models, (free) public APIs, and image processing modules. For each of these task queries, we provide automatically generated plans using this realistic toolset. We further provide a high-quality subset of 1,565 task plans that are human-verified and correctly executable. With m&m's, we evaluate 6 popular LLMs with 2 planning strategies (multi-step vs. step-by-step planning), 2 plan formats (JSON vs. code), and 3 types of feedback (parsing/verification/execution). Finally, we summarize takeaways from our extensive experiments. Our dataset and code are available on HuggingFace (https://huggingface.co/datasets/zixianma/mnms) and Github (https://github.com/RAIVNLab/mnms).

One RL to See Them All: Visual Triple Unified Reinforcement Learning

Reinforcement learning (RL) has significantly advanced the reasoning capabilities of vision-language models (VLMs). However, the use of RL beyond reasoning tasks remains largely unexplored, especially for perceptionintensive tasks like object detection and grounding. We propose V-Triune, a Visual Triple Unified Reinforcement Learning system that enables VLMs to jointly learn visual reasoning and perception tasks within a single training pipeline. V-Triune comprises triple complementary components: Sample-Level Data Formatting (to unify diverse task inputs), Verifier-Level Reward Computation (to deliver custom rewards via specialized verifiers) , and Source-Level Metric Monitoring (to diagnose problems at the data-source level). We further introduce a novel Dynamic IoU reward, which provides adaptive, progressive, and definite feedback for perception tasks handled by V-Triune. Our approach is instantiated within off-the-shelf RL training framework using open-source 7B and 32B backbone models. The resulting model, dubbed Orsta (One RL to See Them All), demonstrates consistent improvements across both reasoning and perception tasks. This broad capability is significantly shaped by its training on a diverse dataset, constructed around four representative visual reasoning tasks (Math, Puzzle, Chart, and Science) and four visual perception tasks (Grounding, Detection, Counting, and OCR). Subsequently, Orsta achieves substantial gains on MEGA-Bench Core, with improvements ranging from +2.1 to an impressive +14.1 across its various 7B and 32B model variants, with performance benefits extending to a wide range of downstream tasks. These results highlight the effectiveness and scalability of our unified RL approach for VLMs. The V-Triune system, along with the Orsta models, is publicly available at https://github.com/MiniMax-AI.

JaxMARL: Multi-Agent RL Environments in JAX

Benchmarks play an important role in the development of machine learning algorithms. For example, research in reinforcement learning (RL) has been heavily influenced by available environments and benchmarks. However, RL environments are traditionally run on the CPU, limiting their scalability with typical academic compute. Recent advancements in JAX have enabled the wider use of hardware acceleration to overcome these computational hurdles, enabling massively parallel RL training pipelines and environments. This is particularly useful for multi-agent reinforcement learning (MARL) research. First of all, multiple agents must be considered at each environment step, adding computational burden, and secondly, the sample complexity is increased due to non-stationarity, decentralised partial observability, or other MARL challenges. In this paper, we present JaxMARL, the first open-source code base that combines ease-of-use with GPU enabled efficiency, and supports a large number of commonly used MARL environments as well as popular baseline algorithms. When considering wall clock time, our experiments show that per-run our JAX-based training pipeline is up to 12500x faster than existing approaches. This enables efficient and thorough evaluations, with the potential to alleviate the evaluation crisis of the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. We provide code at https://github.com/flairox/jaxmarl.

Multi-Task Multi-Agent Shared Layers are Universal Cognition of Multi-Agent Coordination

Multi-agent reinforcement learning shines as the pinnacle of multi-agent systems, conquering intricate real-world challenges, fostering collaboration and coordination among agents, and unleashing the potential for intelligent decision-making across domains. However, training a multi-agent reinforcement learning network is a formidable endeavor, demanding substantial computational resources to interact with diverse environmental variables, extract state representations, and acquire decision-making knowledge. The recent breakthroughs in large-scale pre-trained models ignite our curiosity: Can we uncover shared knowledge in multi-agent reinforcement learning and leverage pre-trained models to expedite training for future tasks? Addressing this issue, we present an innovative multi-task learning approach that aims to extract and harness common decision-making knowledge, like cooperation and competition, across different tasks. Our approach involves concurrent training of multiple multi-agent tasks, with each task employing independent front-end perception layers while sharing back-end decision-making layers. This effective decoupling of state representation extraction from decision-making allows for more efficient training and better transferability. To evaluate the efficacy of our proposed approach, we conduct comprehensive experiments in two distinct environments: the StarCraft Multi-agent Challenge (SMAC) and the Google Research Football (GRF) environments. The experimental results unequivocally demonstrate the smooth transferability of the shared decision-making network to other tasks, thereby significantly reducing training costs and improving final performance. Furthermore, visualizations authenticate the presence of general multi-agent decision-making knowledge within the shared network layers, further validating the effectiveness of our approach.

Automated Benchmark Generation for Repository-Level Coding Tasks

Code Agent development is an extremely active research area, where a reliable performance metric is critical for tracking progress and guiding new developments. This demand is underscored by the meteoric rise in popularity of SWE-Bench. This benchmark challenges code agents to generate patches addressing GitHub issues given the full repository as context. The correctness of generated patches is then evaluated by executing a human-written test suite extracted from the repository after the issue's resolution. However, constructing benchmarks like SWE-Bench requires substantial manual effort to set up historically accurate execution environments for testing. Crucially, this severely limits the number of considered repositories, e.g., just 12 for SWE-Bench. Considering so few repositories, selected for their popularity runs the risk of leading to a distributional mismatch, i.e., the measured performance may not be representative of real-world scenarios potentially misguiding development efforts. In this work, we address this challenge and introduce SetUpAgent, a fully automated system capable of historically accurate dependency setup, test execution, and result parsing. Using SetUpAgent, we generate two new datasets: (i) SWEE-Bench an extended version of SWE-Bench encompassing hundreds of repositories, and (ii) SWA-Bench a benchmark focusing on applications rather than libraries. Comparing these datasets to SWE-Bench with respect to their characteristics and code agent performance, we find significant distributional differences, including lower issue description quality and detail level, higher fix complexity, and most importantly up to 40% lower agent success rates.

Thinking Longer, Not Larger: Enhancing Software Engineering Agents via Scaling Test-Time Compute

Recent advancements in software engineering agents have demonstrated promising capabilities in automating program improvements. However, their reliance on closed-source or resource-intensive models introduces significant deployment challenges in private environments, prompting a critical question: How can personally deployable open-source LLMs achieve comparable code reasoning performance? To this end, we propose a unified Test-Time Compute scaling framework that leverages increased inference-time computation instead of larger models. Our framework incorporates two complementary strategies: internal TTC and external TTC. Internally, we introduce a development-contextualized trajectory synthesis method leveraging real-world software repositories to bootstrap multi-stage reasoning processes, such as fault localization and patch generation. We further enhance trajectory quality through rejection sampling, rigorously evaluating trajectories along accuracy and complexity. Externally, we propose a novel development-process-based search strategy guided by reward models and execution verification. This approach enables targeted computational allocation at critical development decision points, overcoming limitations of existing "end-point only" verification methods. Evaluations on SWE-bench Verified demonstrate our 32B model achieves a 46\% issue resolution rate, surpassing significantly larger models such as DeepSeek R1 671B and OpenAI o1. Additionally, we provide the empirical validation of the test-time scaling phenomenon within SWE agents, revealing that models dynamically allocate more tokens to increasingly challenging problems, effectively enhancing reasoning capabilities. We publicly release all training data, models, and code to facilitate future research. https://github.com/yingweima2022/SWE-Reasoner

Snapshot Reinforcement Learning: Leveraging Prior Trajectories for Efficiency

Deep reinforcement learning (DRL) algorithms require substantial samples and computational resources to achieve higher performance, which restricts their practical application and poses challenges for further development. Given the constraint of limited resources, it is essential to leverage existing computational work (e.g., learned policies, samples) to enhance sample efficiency and reduce the computational resource consumption of DRL algorithms. Previous works to leverage existing computational work require intrusive modifications to existing algorithms and models, designed specifically for specific algorithms, lacking flexibility and universality. In this paper, we present the Snapshot Reinforcement Learning (SnapshotRL) framework, which enhances sample efficiency by simply altering environments, without making any modifications to algorithms and models. By allowing student agents to choose states in teacher trajectories as the initial state to sample, SnapshotRL can effectively utilize teacher trajectories to assist student agents in training, allowing student agents to explore a larger state space at the early training phase. We propose a simple and effective SnapshotRL baseline algorithm, S3RL, which integrates well with existing DRL algorithms. Our experiments demonstrate that integrating S3RL with TD3, SAC, and PPO algorithms on the MuJoCo benchmark significantly improves sample efficiency and average return, without extra samples and additional computational resources.

Lingma SWE-GPT: An Open Development-Process-Centric Language Model for Automated Software Improvement

Recent advancements in LLM-based agents have led to significant progress in automatic software engineering, particularly in software maintenance and evolution. Despite these encouraging advances, current research faces two major challenges. First, SOTA performance primarily depends on closed-source models, which significantly limits the technology's accessibility, and potential for customization in diverse SE tasks. Second, these models are predominantly trained on static code data, lacking a deep understanding of the dynamic interactions, iterative problem-solving processes, and evolutionary characteristics inherent in software development. To address these challenges, our study adopts a software engineering perspective. We recognize that real-world software maintenance and evolution processes encompass not only static code data but also developers' thought processes, utilization of external tools, and the interaction between different functional personnel. Consequently, we introduce the Lingma SWE-GPT series, comprising Lingma SWE-GPT 7B and 72B. By learning from and simulating real-world code submission activities, Lingma SWE-GPT systematically incorporates the dynamic interactions and iterative problem-solving inherent in software development process, thereby achieving a more comprehensive understanding of software improvement processes. We conducted experimental evaluations using SWE-bench Verified benchmark. The results demonstrate that Lingma SWE-GPT 72B successfully resolves 30.20% of the GitHub issues, marking a significant improvement in automatic issue resolution (22.76% relative improvement compared to Llama 3.1 405B), approaching the performance of closed-source models (31.80\% issues of GPT-4o resolved). Notably, Lingma SWE-GPT 7B resolves 18.20% of the issues, highlighting the potential for applying smaller models to ASE tasks.

Improving Language Models with Advantage-based Offline Policy Gradients

Abstract Language Models (LMs) achieve substantial language capabilities when finetuned using Reinforcement Learning with Human Feedback (RLHF). However, RLHF is an unstable and data-hungry process that continually requires new high-quality LM-generated data for finetuning. We introduce Advantage-Leftover Lunch RL (A-LoL), a new class of offline policy gradient algorithms that enable RL training on any pre-existing data. By assuming the entire LM output sequence as a single action, A-LoL allows incorporating sequence-level classifiers or human-designed scoring functions as rewards. Subsequently, by using LM's internal sequence-level value estimate, A-LoL filters negative advantage (low-quality) data points during training, making it resilient to noise. Overall, A-LoL is an easy-to-implement LM training recipe that is sample-efficient and stable. We demonstrate the effectiveness of A-LoL and its variants with a set of four different language generation tasks. We compare against both online RL (PPO) and recent preference-based (DPO, PRO) and reward-based (GOLD) offline RL baselines. On the commonly-used RLHF benchmark, Helpful and Harmless Assistant (HHA), LMs trained with A-LoL methods achieve the highest diversity while also being rated more safe and helpful than baselines according to humans. Additionally, in the remaining three tasks, A-LoL could optimize multiple distinct reward functions even when using noisy or suboptimal training data. We also release our experimental code. https://github.com/abaheti95/LoL-RL

Optimizing Memory Mapping Using Deep Reinforcement Learning

Resource scheduling and allocation is a critical component of many high impact systems ranging from congestion control to cloud computing. Finding more optimal solutions to these problems often has significant impact on resource and time savings, reducing device wear-and-tear, and even potentially improving carbon emissions. In this paper, we focus on a specific instance of a scheduling problem, namely the memory mapping problem that occurs during compilation of machine learning programs: That is, mapping tensors to different memory layers to optimize execution time. We introduce an approach for solving the memory mapping problem using Reinforcement Learning. RL is a solution paradigm well-suited for sequential decision making problems that are amenable to planning, and combinatorial search spaces with high-dimensional data inputs. We formulate the problem as a single-player game, which we call the mallocGame, such that high-reward trajectories of the game correspond to efficient memory mappings on the target hardware. We also introduce a Reinforcement Learning agent, mallocMuZero, and show that it is capable of playing this game to discover new and improved memory mapping solutions that lead to faster execution times on real ML workloads on ML accelerators. We compare the performance of mallocMuZero to the default solver used by the Accelerated Linear Algebra (XLA) compiler on a benchmark of realistic ML workloads. In addition, we show that mallocMuZero is capable of improving the execution time of the recently published AlphaTensor matrix multiplication model.

Safe RLHF-V: Safe Reinforcement Learning from Human Feedback in Multimodal Large Language Models

Multimodal large language models (MLLMs) are critical for developing general-purpose AI assistants, yet they face growing safety risks. How can we ensure that MLLMs are safely aligned to prevent undesired behaviors such as discrimination, misinformation, or violations of ethical standards? In a further step, we need to explore how to fine-tune MLLMs to enhance reasoning performance while ensuring they satisfy safety constraints. Fundamentally, this can be formulated as a min-max optimization problem. In this study, we propose Safe RLHF-V, the first multimodal safety alignment framework that jointly optimizes helpfulness and safety using separate multimodal reward and cost models within a Lagrangian-based constrained optimization framework. Given that there is a lack of preference datasets that separate helpfulness and safety in multimodal scenarios, we introduce BeaverTails-V, the first open-source dataset with dual preference annotations for helpfulness and safety, along with multi-level safety labels (minor, moderate, severe). Additionally, we design a Multi-level Guardrail System to proactively defend against unsafe queries and adversarial attacks. By applying the Beaver-Guard-V moderation for 5 rounds of filtering and re-generation on the precursor model, the overall safety of the upstream model is significantly improved by an average of 40.9%. Experimental results demonstrate that fine-tuning different MLLMs with Safe RLHF can effectively enhance model helpfulness while ensuring improved safety. Specifically, Safe RLHF-V improves model safety by 34.2% and helpfulness by 34.3%. All of datasets, models, and code can be found at https://github.com/SafeRLHF-V to support the safety development of MLLMs and reduce potential societal risks.

AsyncFlow: An Asynchronous Streaming RL Framework for Efficient LLM Post-Training

Reinforcement learning (RL) has become a pivotal technology in the post-training phase of large language models (LLMs). Traditional task-colocated RL frameworks suffer from significant scalability bottlenecks, while task-separated RL frameworks face challenges in complex dataflows and the corresponding resource idling and workload imbalance. Moreover, most existing frameworks are tightly coupled with LLM training or inference engines, making it difficult to support custom-designed engines. To address these challenges, we propose AsyncFlow, an asynchronous streaming RL framework for efficient post-training. Specifically, we introduce a distributed data storage and transfer module that provides a unified data management and fine-grained scheduling capability in a fully streamed manner. This architecture inherently facilitates automated pipeline overlapping among RL tasks and dynamic load balancing. Moreover, we propose a producer-consumer-based asynchronous workflow engineered to minimize computational idleness by strategically deferring parameter update process within staleness thresholds. Finally, the core capability of AsynFlow is architecturally decoupled from underlying training and inference engines and encapsulated by service-oriented user interfaces, offering a modular and customizable user experience. Extensive experiments demonstrate an average of 1.59 throughput improvement compared with state-of-the-art baseline. The presented architecture in this work provides actionable insights for next-generation RL training system designs.

Can One Domain Help Others? A Data-Centric Study on Multi-Domain Reasoning via Reinforcement Learning

Reinforcement Learning with Verifiable Rewards (RLVR) has emerged as a powerful paradigm for enhancing the reasoning capabilities of LLMs. Existing research has predominantly concentrated on isolated reasoning domains such as mathematical problem-solving, coding tasks, or logical reasoning. However, real world reasoning scenarios inherently demand an integrated application of multiple cognitive skills. Despite this, the interplay among these reasoning skills under reinforcement learning remains poorly understood. To bridge this gap, we present a systematic investigation of multi-domain reasoning within the RLVR framework, explicitly focusing on three primary domains: mathematical reasoning, code generation, and logical puzzle solving. We conduct a comprehensive study comprising four key components: (1) Leveraging the GRPO algorithm and the Qwen-2.5-7B model family, our study thoroughly evaluates the models' in-domain improvements and cross-domain generalization capabilities when trained on single-domain datasets. (2) Additionally, we examine the intricate interactions including mutual enhancements and conflicts that emerge during combined cross-domain training. (3) To further understand the influence of SFT on RL, we also analyze and compare performance differences between base and instruct models under identical RL configurations. (4) Furthermore, we delve into critical RL training details, systematically exploring the impacts of curriculum learning strategies, variations in reward design, and language-specific factors. Through extensive experiments, our results offer significant insights into the dynamics governing domain interactions, revealing key factors influencing both specialized and generalizable reasoning performance. These findings provide valuable guidance for optimizing RL methodologies to foster comprehensive, multi-domain reasoning capabilities in LLMs.

Agentless: Demystifying LLM-based Software Engineering Agents

Recent advancements in large language models (LLMs) have significantly advanced the automation of software development tasks, including code synthesis, program repair, and test generation. More recently, researchers and industry practitioners have developed various autonomous LLM agents to perform end-to-end software development tasks. These agents are equipped with the ability to use tools, run commands, observe feedback from the environment, and plan for future actions. However, the complexity of these agent-based approaches, together with the limited abilities of current LLMs, raises the following question: Do we really have to employ complex autonomous software agents? To attempt to answer this question, we build Agentless -- an agentless approach to automatically solve software development problems. Compared to the verbose and complex setup of agent-based approaches, Agentless employs a simplistic two-phase process of localization followed by repair, without letting the LLM decide future actions or operate with complex tools. Our results on the popular SWE-bench Lite benchmark show that surprisingly the simplistic Agentless is able to achieve both the highest performance (27.33%) and lowest cost (\$0.34) compared with all existing open-source software agents! Furthermore, we manually classified the problems in SWE-bench Lite and found problems with exact ground truth patch or insufficient/misleading issue descriptions. As such, we construct SWE-bench Lite-S by excluding such problematic issues to perform more rigorous evaluation and comparison. Our work highlights the current overlooked potential of a simple, interpretable technique in autonomous software development. We hope Agentless will help reset the baseline, starting point, and horizon for autonomous software agents, and inspire future work along this crucial direction.

Unleashing the Reasoning Potential of Pre-trained LLMs by Critique Fine-Tuning on One Problem

We have witnessed that strong LLMs like Qwen-Math, MiMo, and Phi-4 possess immense reasoning potential inherited from the pre-training stage. With reinforcement learning (RL), these models can improve dramatically on reasoning tasks. Recent studies have shown that even RL on a single problem can unleash these models' reasoning capabilities. However, RL is not only expensive but also unstable. Even one-shot RL requires hundreds of GPU hours. This raises a critical question: Is there a more efficient way to unleash the reasoning potential of these powerful base LLMs? In this work, we demonstrate that Critique Fine-Tuning (CFT) on only one problem can effectively unleash the reasoning potential of LLMs. Our method constructs critique data by collecting diverse model-generated solutions to a single problem and using teacher LLMs to provide detailed critiques. We fine-tune Qwen and Llama family models, ranging from 1.5B to 14B parameters, on the CFT data and observe significant performance gains across diverse reasoning tasks. For example, with just 5 GPU hours of training, Qwen-Math-7B-CFT show an average improvement of 15% on six math benchmarks and 16% on three logic reasoning benchmarks. These results are comparable to or even surpass the results from RL with 20x less compute. Ablation studies reveal the robustness of one-shot CFT across different prompt problems. These results highlight one-shot CFT as a simple, general, and compute-efficient approach to unleashing the reasoning capabilities of modern LLMs.

Integrating Reinforcement Learning with Foundation Models for Autonomous Robotics: Methods and Perspectives

Foundation models (FMs), large deep learning models pre-trained on vast, unlabeled datasets, exhibit powerful capabilities in understanding complex patterns and generating sophisticated outputs. However, they often struggle to adapt to specific tasks. Reinforcement learning (RL), which allows agents to learn through interaction and feedback, offers a compelling solution. Integrating RL with FMs enables these models to achieve desired outcomes and excel at particular tasks. Additionally, RL can be enhanced by leveraging the reasoning and generalization capabilities of FMs. This synergy is revolutionizing various fields, including robotics. FMs, rich in knowledge and generalization, provide robots with valuable information, while RL facilitates learning and adaptation through real-world interactions. This survey paper comprehensively explores this exciting intersection, examining how these paradigms can be integrated to advance robotic intelligence. We analyze the use of foundation models as action planners, the development of robotics-specific foundation models, and the mutual benefits of combining FMs with RL. Furthermore, we present a taxonomy of integration approaches, including large language models, vision-language models, diffusion models, and transformer-based RL models. We also explore how RL can utilize world representations learned from FMs to enhance robotic task execution. Our survey aims to synthesize current research and highlight key challenges in robotic reasoning and control, particularly in the context of integrating FMs and RL--two rapidly evolving technologies. By doing so, we seek to spark future research and emphasize critical areas that require further investigation to enhance robotics. We provide an updated collection of papers based on our taxonomy, accessible on our open-source project website at: https://github.com/clmoro/Robotics-RL-FMs-Integration.

IntersectionZoo: Eco-driving for Benchmarking Multi-Agent Contextual Reinforcement Learning

Despite the popularity of multi-agent reinforcement learning (RL) in simulated and two-player applications, its success in messy real-world applications has been limited. A key challenge lies in its generalizability across problem variations, a common necessity for many real-world problems. Contextual reinforcement learning (CRL) formalizes learning policies that generalize across problem variations. However, the lack of standardized benchmarks for multi-agent CRL has hindered progress in the field. Such benchmarks are desired to be based on real-world applications to naturally capture the many open challenges of real-world problems that affect generalization. To bridge this gap, we propose IntersectionZoo, a comprehensive benchmark suite for multi-agent CRL through the real-world application of cooperative eco-driving in urban road networks. The task of cooperative eco-driving is to control a fleet of vehicles to reduce fleet-level vehicular emissions. By grounding IntersectionZoo in a real-world application, we naturally capture real-world problem characteristics, such as partial observability and multiple competing objectives. IntersectionZoo is built on data-informed simulations of 16,334 signalized intersections derived from 10 major US cities, modeled in an open-source industry-grade microscopic traffic simulator. By modeling factors affecting vehicular exhaust emissions (e.g., temperature, road conditions, travel demand), IntersectionZoo provides one million data-driven traffic scenarios. Using these traffic scenarios, we benchmark popular multi-agent RL and human-like driving algorithms and demonstrate that the popular multi-agent RL algorithms struggle to generalize in CRL settings.

CodeMonkeys: Scaling Test-Time Compute for Software Engineering

Scaling test-time compute is a promising axis for improving LLM capabilities. However, test-time compute can be scaled in a variety of ways, and effectively combining different approaches remains an active area of research. Here, we explore this problem in the context of solving real-world GitHub issues from the SWE-bench dataset. Our system, named CodeMonkeys, allows models to iteratively edit a codebase by jointly generating and running a testing script alongside their draft edit. We sample many of these multi-turn trajectories for every issue to generate a collection of candidate edits. This approach lets us scale "serial" test-time compute by increasing the number of iterations per trajectory and "parallel" test-time compute by increasing the number of trajectories per problem. With parallel scaling, we can amortize up-front costs across multiple downstream samples, allowing us to identify relevant codebase context using the simple method of letting an LLM read every file. In order to select between candidate edits, we combine voting using model-generated tests with a final multi-turn trajectory dedicated to selection. Overall, CodeMonkeys resolves 57.4% of issues from SWE-bench Verified using a budget of approximately 2300 USD. Our selection method can also be used to combine candidates from different sources. Selecting over an ensemble of edits from existing top SWE-bench Verified submissions obtains a score of 66.2% and outperforms the best member of the ensemble on its own. We fully release our code and data at https://scalingintelligence.stanford.edu/pubs/codemonkeys.

STAR-R1: Spatial TrAnsformation Reasoning by Reinforcing Multimodal LLMs

Multimodal Large Language Models (MLLMs) have demonstrated remarkable capabilities across diverse tasks, yet they lag significantly behind humans in spatial reasoning. We investigate this gap through Transformation-Driven Visual Reasoning (TVR), a challenging task requiring identification of object transformations across images under varying viewpoints. While traditional Supervised Fine-Tuning (SFT) fails to generate coherent reasoning paths in cross-view settings, sparse-reward Reinforcement Learning (RL) suffers from inefficient exploration and slow convergence. To address these limitations, we propose STAR-R1, a novel framework that integrates a single-stage RL paradigm with a fine-grained reward mechanism tailored for TVR. Specifically, STAR-R1 rewards partial correctness while penalizing excessive enumeration and passive inaction, enabling efficient exploration and precise reasoning. Comprehensive evaluations demonstrate that STAR-R1 achieves state-of-the-art performance across all 11 metrics, outperforming SFT by 23% in cross-view scenarios. Further analysis reveals STAR-R1's anthropomorphic behavior and highlights its unique ability to compare all objects for improving spatial reasoning. Our work provides critical insights in advancing the research of MLLMs and reasoning models. The codes, model weights, and data will be publicly available at https://github.com/zongzhao23/STAR-R1.

Part I: Tricks or Traps? A Deep Dive into RL for LLM Reasoning

Reinforcement learning for LLM reasoning has rapidly emerged as a prominent research area, marked by a significant surge in related studies on both algorithmic innovations and practical applications. Despite this progress, several critical challenges remain, including the absence of standardized guidelines for employing RL techniques and a fragmented understanding of their underlying mechanisms. Additionally, inconsistent experimental settings, variations in training data, and differences in model initialization have led to conflicting conclusions, obscuring the key characteristics of these techniques and creating confusion among practitioners when selecting appropriate techniques. This paper systematically reviews widely adopted RL techniques through rigorous reproductions and isolated evaluations within a unified open-source framework. We analyze the internal mechanisms, applicable scenarios, and core principles of each technique through fine-grained experiments, including datasets of varying difficulty, model sizes, and architectures. Based on these insights, we present clear guidelines for selecting RL techniques tailored to specific setups, and provide a reliable roadmap for practitioners navigating the RL for the LLM domain. Finally, we reveal that a minimalist combination of two techniques can unlock the learning capability of critic-free policies using vanilla PPO loss. The results demonstrate that our simple combination consistently improves performance, surpassing strategies like GRPO and DAPO.

Router-R1: Teaching LLMs Multi-Round Routing and Aggregation via Reinforcement Learning

The rapid emergence of diverse large language models (LLMs) has spurred the development of LLM routers that assign user queries to the most suitable model. However, existing LLM routers typically perform a single-round, one-to-one mapping (i.e., assigning each query to a single model in isolation), which limits their capability to tackle complex tasks that demand the complementary strengths of multiple LLMs. In this paper, we present Router-R1, a reinforcement learning (RL)-based framework that formulates multi-LLM routing and aggregation as a sequential decision process. Router-R1 instantiates the router itself as a capable LLM, leveraging its reasoning ability to interleave "think" actions (internal deliberation) with "route" actions (dynamic model invocation), and integrates each response into its evolving context. To guide learning, we employ a lightweight rule-based reward comprising format rewards, final outcome rewards, and a novel cost reward for performance and cost trade-off optimization, opening a pathway toward optimizing performance-cost tradeoffs via RL. Router-R1 also conditions only on simple model descriptors such as pricing, latency, and example performance, enabling strong generalization to unseen model selection. Experiments on seven general and multi-hop QA benchmarks show that Router-R1 outperforms over several strong baselines, achieving superior performance while maintaining robust generalization and cost management.Code is available at https://github.com/ulab-uiuc/Router-R1.

Vision-R1: Incentivizing Reasoning Capability in Multimodal Large Language Models

DeepSeek-R1-Zero has successfully demonstrated the emergence of reasoning capabilities in LLMs purely through Reinforcement Learning (RL). Inspired by this breakthrough, we explore how RL can be utilized to enhance the reasoning capability of MLLMs. However, direct training with RL struggles to activate complex reasoning capabilities such as questioning and reflection in MLLMs, due to the absence of substantial high-quality multimodal reasoning data. To address this issue, we propose the reasoning MLLM, Vision-R1, to improve multimodal reasoning capability. Specifically, we first construct a high-quality multimodal CoT dataset without human annotations by leveraging an existing MLLM and DeepSeek-R1 through modality bridging and data filtering to obtain a 200K multimodal CoT dataset, Vision-R1-cold dataset. It serves as cold-start initialization data for Vision-R1. To mitigate the optimization challenges caused by overthinking after cold start, we propose Progressive Thinking Suppression Training (PTST) strategy and employ Group Relative Policy Optimization (GRPO) with the hard formatting result reward function to gradually refine the model's ability to learn correct and complex reasoning processes on a 10K multimodal math dataset. Comprehensive experiments show our model achieves an average improvement of sim6% across various multimodal math reasoning benchmarks. Vision-R1-7B achieves a 73.5% accuracy on the widely used MathVista benchmark, which is only 0.4% lower than the leading reasoning model, OpenAI O1. The datasets and code will be released in: https://github.com/Osilly/Vision-R1 .

GFlowVLM: Enhancing Multi-step Reasoning in Vision-Language Models with Generative Flow Networks

Vision-Language Models (VLMs) have recently shown promising advancements in sequential decision-making tasks through task-specific fine-tuning. However, common fine-tuning methods, such as Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) techniques like Proximal Policy Optimization (PPO), present notable limitations: SFT assumes Independent and Identically Distributed (IID) data, while PPO focuses on maximizing cumulative rewards. These limitations often restrict solution diversity and hinder generalization in multi-step reasoning tasks. To address these challenges, we introduce a novel framework, GFlowVLM, a framework that fine-tune VLMs using Generative Flow Networks (GFlowNets) to promote generation of diverse solutions for complex reasoning tasks. GFlowVLM models the environment as a non-Markovian decision process, allowing it to capture long-term dependencies essential for real-world applications. It takes observations and task descriptions as inputs to prompt chain-of-thought (CoT) reasoning which subsequently guides action selection. We use task based rewards to fine-tune VLM with GFlowNets. This approach enables VLMs to outperform prior fine-tuning methods, including SFT and RL. Empirical results demonstrate the effectiveness of GFlowVLM on complex tasks such as card games (NumberLine, BlackJack) and embodied planning tasks (ALFWorld), showing enhanced training efficiency, solution diversity, and stronger generalization capabilities across both in-distribution and out-of-distribution scenarios.

A Review of Safe Reinforcement Learning: Methods, Theory and Applications

Reinforcement learning (RL) has achieved tremendous success in many complex decision making tasks. When it comes to deploying RL in the real world, safety concerns are usually raised, leading to a growing demand for safe RL algorithms, such as in autonomous driving and robotics scenarios. While safety control has a long history, the study of safe RL algorithms is still in the early stages. To establish a good foundation for future research in this thread, in this paper, we provide a review for safe RL from the perspectives of methods, theory and applications. Firstly, we review the progress of safe RL from five dimensions and come up with five problems that are crucial for safe RL being deployed in real-world applications, coined as "2H3W". Secondly, we analyze the theory and algorithm progress from the perspectives of answering the "2H3W" problems. Then, the sample complexity of safe RL methods is reviewed and discussed, followed by an introduction of the applications and benchmarks of safe RL algorithms. Finally, we open the discussion of the challenging problems in safe RL, hoping to inspire more future research on this thread. To advance the study of safe RL algorithms, we release a benchmark suite, an open-sourced repository containing the implementations of major safe RL algorithms, along with tutorials at the link: https://github.com/chauncygu/Safe-Reinforcement-Learning-Baselines.git.

SERL: A Software Suite for Sample-Efficient Robotic Reinforcement Learning

In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as demonstrations and prior experience. However, despite these advances, robotic RL remains hard to use. It is acknowledged among practitioners that the particular implementation details of these algorithms are often just as important (if not more so) for performance as the choice of algorithm. We posit that a significant challenge to widespread adoption of robotic RL, as well as further development of robotic RL methods, is the comparative inaccessibility of such methods. To address this challenge, we developed a carefully implemented library containing a sample efficient off-policy deep RL method, together with methods for computing rewards and resetting the environment, a high-quality controller for a widely-adopted robot, and a number of challenging example tasks. We provide this library as a resource for the community, describe its design choices, and present experimental results. Perhaps surprisingly, we find that our implementation can achieve very efficient learning, acquiring policies for PCB board assembly, cable routing, and object relocation between 25 to 50 minutes of training per policy on average, improving over state-of-the-art results reported for similar tasks in the literature. These policies achieve perfect or near-perfect success rates, extreme robustness even under perturbations, and exhibit emergent recovery and correction behaviors. We hope that these promising results and our high-quality open-source implementation will provide a tool for the robotics community to facilitate further developments in robotic RL. Our code, documentation, and videos can be found at https://serl-robot.github.io/

Multimodal Situational Safety

Multimodal Large Language Models (MLLMs) are rapidly evolving, demonstrating impressive capabilities as multimodal assistants that interact with both humans and their environments. However, this increased sophistication introduces significant safety concerns. In this paper, we present the first evaluation and analysis of a novel safety challenge termed Multimodal Situational Safety, which explores how safety considerations vary based on the specific situation in which the user or agent is engaged. We argue that for an MLLM to respond safely, whether through language or action, it often needs to assess the safety implications of a language query within its corresponding visual context. To evaluate this capability, we develop the Multimodal Situational Safety benchmark (MSSBench) to assess the situational safety performance of current MLLMs. The dataset comprises 1,820 language query-image pairs, half of which the image context is safe, and the other half is unsafe. We also develop an evaluation framework that analyzes key safety aspects, including explicit safety reasoning, visual understanding, and, crucially, situational safety reasoning. Our findings reveal that current MLLMs struggle with this nuanced safety problem in the instruction-following setting and struggle to tackle these situational safety challenges all at once, highlighting a key area for future research. Furthermore, we develop multi-agent pipelines to coordinately solve safety challenges, which shows consistent improvement in safety over the original MLLM response. Code and data: mssbench.github.io.

Kimi k1.5: Scaling Reinforcement Learning with LLMs

Language model pretraining with next token prediction has proved effective for scaling compute but is limited to the amount of available training data. Scaling reinforcement learning (RL) unlocks a new axis for the continued improvement of artificial intelligence, with the promise that large language models (LLMs) can scale their training data by learning to explore with rewards. However, prior published work has not produced competitive results. In light of this, we report on the training practice of Kimi k1.5, our latest multi-modal LLM trained with RL, including its RL training techniques, multi-modal data recipes, and infrastructure optimization. Long context scaling and improved policy optimization methods are key ingredients of our approach, which establishes a simplistic, effective RL framework without relying on more complex techniques such as Monte Carlo tree search, value functions, and process reward models. Notably, our system achieves state-of-the-art reasoning performance across multiple benchmarks and modalities -- e.g., 77.5 on AIME, 96.2 on MATH 500, 94-th percentile on Codeforces, 74.9 on MathVista -- matching OpenAI's o1. Moreover, we present effective long2short methods that use long-CoT techniques to improve short-CoT models, yielding state-of-the-art short-CoT reasoning results -- e.g., 60.8 on AIME, 94.6 on MATH500, 47.3 on LiveCodeBench -- outperforming existing short-CoT models such as GPT-4o and Claude Sonnet 3.5 by a large margin (up to +550%).

VS-Bench: Evaluating VLMs for Strategic Reasoning and Decision-Making in Multi-Agent Environments

Recent advancements in Vision Language Models (VLMs) have expanded their capabilities to interactive agent tasks, yet existing benchmarks remain limited to single-agent or text-only environments. In contrast, real-world scenarios often involve multiple agents interacting within rich visual and linguistic contexts, posing challenges with both multimodal observations and strategic interactions. To bridge this gap, we introduce Visual Strategic Bench (VS-Bench), a multimodal benchmark that evaluates VLMs for strategic reasoning and decision-making in multi-agent environments. VS-Bench comprises eight vision-grounded environments spanning cooperative, competitive, and mixed-motive interactions, designed to assess agents' ability to predict others' future moves and optimize for long-term objectives. We consider two complementary evaluation dimensions, including offline evaluation of strategic reasoning by next-action prediction accuracy and online evaluation of decision-making by normalized episode return. Extensive experiments of fourteen leading VLMs reveal a significant gap between current models and optimal performance, with the best models attaining 47.8% prediction accuracy and 24.3% normalized return. We further conduct in-depth analyses on multimodal observations, test-time scaling, social behaviors, and failure cases of VLM agents. By standardizing the evaluation and highlighting the limitations of existing models, we envision VS-Bench as a foundation for future research on strategic multimodal agents. Code and data are available at https://vs-bench.github.io.

MMedAgent-RL: Optimizing Multi-Agent Collaboration for Multimodal Medical Reasoning

Medical Large Vision-Language Models (Med-LVLMs) have shown strong potential in multimodal diagnostic tasks. However, existing single-agent models struggle to generalize across diverse medical specialties, limiting their performance. Recent efforts introduce multi-agent collaboration frameworks inspired by clinical workflows, where general practitioners (GPs) and specialists interact in a fixed sequence. Despite improvements, these static pipelines lack flexibility and adaptability in reasoning. To address this, we propose MMedAgent-RL, a reinforcement learning (RL)-based multi-agent framework that enables dynamic, optimized collaboration among medical agents. Specifically, we train two GP agents based on Qwen2.5-VL via RL: the triage doctor learns to assign patients to appropriate specialties, while the attending physician integrates the judgments from multi-specialists and its own knowledge to make final decisions. To address the inconsistency in specialist outputs, we introduce a curriculum learning (CL)-guided RL strategy that progressively teaches the attending physician to balance between imitating specialists and correcting their mistakes. Experiments on five medical VQA benchmarks demonstrate that MMedAgent-RL not only outperforms both open-source and proprietary Med-LVLMs, but also exhibits human-like reasoning patterns. Notably, it achieves an average performance gain of 20.7% over supervised fine-tuning baselines.

Learning Robot Soccer from Egocentric Vision with Deep Reinforcement Learning

We apply multi-agent deep reinforcement learning (RL) to train end-to-end robot soccer policies with fully onboard computation and sensing via egocentric RGB vision. This setting reflects many challenges of real-world robotics, including active perception, agile full-body control, and long-horizon planning in a dynamic, partially-observable, multi-agent domain. We rely on large-scale, simulation-based data generation to obtain complex behaviors from egocentric vision which can be successfully transferred to physical robots using low-cost sensors. To achieve adequate visual realism, our simulation combines rigid-body physics with learned, realistic rendering via multiple Neural Radiance Fields (NeRFs). We combine teacher-based multi-agent RL and cross-experiment data reuse to enable the discovery of sophisticated soccer strategies. We analyze active-perception behaviors including object tracking and ball seeking that emerge when simply optimizing perception-agnostic soccer play. The agents display equivalent levels of performance and agility as policies with access to privileged, ground-truth state. To our knowledge, this paper constitutes a first demonstration of end-to-end training for multi-agent robot soccer, mapping raw pixel observations to joint-level actions, that can be deployed in the real world. Videos of the game-play and analyses can be seen on our website https://sites.google.com/view/vision-soccer .

MOMAland: A Set of Benchmarks for Multi-Objective Multi-Agent Reinforcement Learning

Many challenging tasks such as managing traffic systems, electricity grids, or supply chains involve complex decision-making processes that must balance multiple conflicting objectives and coordinate the actions of various independent decision-makers (DMs). One perspective for formalising and addressing such tasks is multi-objective multi-agent reinforcement learning (MOMARL). MOMARL broadens reinforcement learning (RL) to problems with multiple agents each needing to consider multiple objectives in their learning process. In reinforcement learning research, benchmarks are crucial in facilitating progress, evaluation, and reproducibility. The significance of benchmarks is underscored by the existence of numerous benchmark frameworks developed for various RL paradigms, including single-agent RL (e.g., Gymnasium), multi-agent RL (e.g., PettingZoo), and single-agent multi-objective RL (e.g., MO-Gymnasium). To support the advancement of the MOMARL field, we introduce MOMAland, the first collection of standardised environments for multi-objective multi-agent reinforcement learning. MOMAland addresses the need for comprehensive benchmarking in this emerging field, offering over 10 diverse environments that vary in the number of agents, state representations, reward structures, and utility considerations. To provide strong baselines for future research, MOMAland also includes algorithms capable of learning policies in such settings.

Reinforcement Learning Finetunes Small Subnetworks in Large Language Models

Reinforcement learning (RL) yields substantial improvements in large language models (LLMs) downstream task performance and alignment with human values. Surprisingly, such large gains result from updating only a small subnetwork comprising just 5 percent to 30 percent of the parameters, with the rest effectively unchanged. We refer to this phenomenon as parameter update sparsity induced by RL. It is observed across all 7 widely used RL algorithms (e.g., PPO, GRPO, DPO) and all 10 LLMs from different families in our experiments. This sparsity is intrinsic and occurs without any explicit sparsity promoting regularizations or architectural constraints. Finetuning the subnetwork alone recovers the test accuracy, and, remarkably, produces a model nearly identical to the one obtained via full finetuning. The subnetworks from different random seeds, training data, and even RL algorithms show substantially greater overlap than expected by chance. Our analysis suggests that this sparsity is not due to updating only a subset of layers, instead, nearly all parameter matrices receive similarly sparse updates. Moreover, the updates to almost all parameter matrices are nearly full-rank, suggesting RL updates a small subset of parameters that nevertheless span almost the full subspaces that the parameter matrices can represent. We conjecture that the this update sparsity can be primarily attributed to training on data that is near the policy distribution, techniques that encourage the policy to remain close to the pretrained model, such as the KL regularization and gradient clipping, have limited impact.

InternLM-XComposer2.5-Reward: A Simple Yet Effective Multi-Modal Reward Model

Despite the promising performance of Large Vision Language Models (LVLMs) in visual understanding, they occasionally generate incorrect outputs. While reward models (RMs) with reinforcement learning or test-time scaling offer the potential for improving generation quality, a critical gap remains: publicly available multi-modal RMs for LVLMs are scarce, and the implementation details of proprietary models are often unclear. We bridge this gap with InternLM-XComposer2.5-Reward (IXC-2.5-Reward), a simple yet effective multi-modal reward model that aligns LVLMs with human preferences. To ensure the robustness and versatility of IXC-2.5-Reward, we set up a high-quality multi-modal preference corpus spanning text, image, and video inputs across diverse domains, such as instruction following, general understanding, text-rich documents, mathematical reasoning, and video understanding. IXC-2.5-Reward achieves excellent results on the latest multi-modal reward model benchmark and shows competitive performance on text-only reward model benchmarks. We further demonstrate three key applications of IXC-2.5-Reward: (1) Providing a supervisory signal for RL training. We integrate IXC-2.5-Reward with Proximal Policy Optimization (PPO) yields IXC-2.5-Chat, which shows consistent improvements in instruction following and multi-modal open-ended dialogue; (2) Selecting the best response from candidate responses for test-time scaling; and (3) Filtering outlier or noisy samples from existing image and video instruction tuning training data. To ensure reproducibility and facilitate further research, we have open-sourced all model weights and training recipes at https://github.com/InternLM/InternLM-XComposer

How to Understand Whole Software Repository?

Recently, Large Language Model (LLM) based agents have advanced the significant development of Automatic Software Engineering (ASE). Although verified effectiveness, the designs of the existing methods mainly focus on the local information of codes, e.g., issues, classes, and functions, leading to limitations in capturing the global context and interdependencies within the software system. From the practical experiences of the human SE developers, we argue that an excellent understanding of the whole repository will be the critical path to ASE. However, understanding the whole repository raises various challenges, e.g., the extremely long code input, the noisy code information, the complex dependency relationships, etc. To this end, we develop a novel ASE method named RepoUnderstander by guiding agents to comprehensively understand the whole repositories. Specifically, we first condense the critical information of the whole repository into the repository knowledge graph in a top-to-down mode to decrease the complexity of repository. Subsequently, we empower the agents the ability of understanding whole repository by proposing a Monte Carlo tree search based repository exploration strategy. In addition, to better utilize the repository-level knowledge, we guide the agents to summarize, analyze, and plan. Then, they can manipulate the tools to dynamically acquire information and generate the patches to solve the real-world GitHub issues. Extensive experiments demonstrate the superiority and effectiveness of the proposed RepoUnderstander. It achieved 18.5\% relative improvement on the SWE-bench Lite benchmark compared to SWE-agent.

Learning to Fly in Seconds

Learning-based methods, particularly Reinforcement Learning (RL), hold great promise for streamlining deployment, enhancing performance, and achieving generalization in the control of autonomous multirotor aerial vehicles. Deep RL has been able to control complex systems with impressive fidelity and agility in simulation but the simulation-to-reality transfer often brings a hard-to-bridge reality gap. Moreover, RL is commonly plagued by prohibitively long training times. In this work, we propose a novel asymmetric actor-critic-based architecture coupled with a highly reliable RL-based training paradigm for end-to-end quadrotor control. We show how curriculum learning and a highly optimized simulator enhance sample complexity and lead to fast training times. To precisely discuss the challenges related to low-level/end-to-end multirotor control, we also introduce a taxonomy that classifies the existing levels of control abstractions as well as non-linearities and domain parameters. Our framework enables Simulation-to-Reality (Sim2Real) transfer for direct RPM control after only 18 seconds of training on a consumer-grade laptop as well as its deployment on microcontrollers to control a multirotor under real-time guarantees. Finally, our solution exhibits competitive performance in trajectory tracking, as demonstrated through various experimental comparisons with existing state-of-the-art control solutions using a real Crazyflie nano quadrotor. We open source the code including a very fast multirotor dynamics simulator that can simulate about 5 months of flight per second on a laptop GPU. The fast training times and deployment to a cheap, off-the-shelf quadrotor lower the barriers to entry and help democratize the research and development of these systems.

Exploring Highly Quantised Neural Networks for Intrusion Detection in Automotive CAN

Vehicles today comprise intelligent systems like connected autonomous driving and advanced driving assistance systems (ADAS) to enhance the driving experience, which is enabled through increased connectivity to infrastructure and fusion of information from different sensing modes. However, the rising connectivity coupled with the legacy network architecture within vehicles can be exploited for launching active and passive attacks on critical vehicle systems and directly affecting the safety of passengers. Machine learning-based intrusion detection models have been shown to successfully detect multiple targeted attack vectors in recent literature, whose deployments are enabled through quantised neural networks targeting low-power platforms. Multiple models are often required to simultaneously detect multiple attack vectors, increasing the area, (resource) cost, and energy consumption. In this paper, we present a case for utilising custom-quantised MLP's (CQMLP) as a multi-class classification model, capable of detecting multiple attacks from the benign flow of controller area network (CAN) messages. The specific quantisation and neural architecture are determined through a joint design space exploration, resulting in our choice of the 2-bit precision and the n-layer MLP. Our 2-bit version is trained using Brevitas and optimised as a dataflow hardware model through the FINN toolflow from AMD/Xilinx, targeting an XCZU7EV device. We show that the 2-bit CQMLP model, when integrated as the IDS, can detect malicious attack messages (DoS, fuzzing, and spoofing attack) with a very high accuracy of 99.9%, on par with the state-of-the-art methods in the literature. Furthermore, the dataflow model can perform line rate detection at a latency of 0.11 ms from message reception while consuming 0.23 mJ/inference, making it ideally suited for integration with an ECU in critical CAN networks.

CRMArena-Pro: Holistic Assessment of LLM Agents Across Diverse Business Scenarios and Interactions

While AI agents hold transformative potential in business, effective performance benchmarking is hindered by the scarcity of public, realistic business data on widely used platforms. Existing benchmarks often lack fidelity in their environments, data, and agent-user interactions, with limited coverage of diverse business scenarios and industries. To address these gaps, we introduce CRMArena-Pro, a novel benchmark for holistic, realistic assessment of LLM agents in diverse professional settings. CRMArena-Pro expands on CRMArena with nineteen expert-validated tasks across sales, service, and 'configure, price, and quote' processes, for both Business-to-Business and Business-to-Customer scenarios. It distinctively incorporates multi-turn interactions guided by diverse personas and robust confidentiality awareness assessments. Experiments reveal leading LLM agents achieve only around 58% single-turn success on CRMArena-Pro, with performance dropping significantly to approximately 35% in multi-turn settings. While Workflow Execution proves more tractable for top agents (over 83% single-turn success), other evaluated business skills present greater challenges. Furthermore, agents exhibit near-zero inherent confidentiality awareness; though targeted prompting can improve this, it often compromises task performance. These findings highlight a substantial gap between current LLM capabilities and enterprise demands, underscoring the need for advancements in multi-turn reasoning, confidentiality adherence, and versatile skill acquisition.

A Survey on Model-based Reinforcement Learning

Reinforcement learning (RL) solves sequential decision-making problems via a trial-and-error process interacting with the environment. While RL achieves outstanding success in playing complex video games that allow huge trial-and-error, making errors is always undesired in the real world. To improve the sample efficiency and thus reduce the errors, model-based reinforcement learning (MBRL) is believed to be a promising direction, which builds environment models in which the trial-and-errors can take place without real costs. In this survey, we take a review of MBRL with a focus on the recent progress in deep RL. For non-tabular environments, there is always a generalization error between the learned environment model and the real environment. As such, it is of great importance to analyze the discrepancy between policy training in the environment model and that in the real environment, which in turn guides the algorithm design for better model learning, model usage, and policy training. Besides, we also discuss the recent advances of model-based techniques in other forms of RL, including offline RL, goal-conditioned RL, multi-agent RL, and meta-RL. Moreover, we discuss the applicability and advantages of MBRL in real-world tasks. Finally, we end this survey by discussing the promising prospects for the future development of MBRL. We think that MBRL has great potential and advantages in real-world applications that were overlooked, and we hope this survey could attract more research on MBRL.

LMR: A Large-Scale Multi-Reference Dataset for Reference-based Super-Resolution

It is widely agreed that reference-based super-resolution (RefSR) achieves superior results by referring to similar high quality images, compared to single image super-resolution (SISR). Intuitively, the more references, the better performance. However, previous RefSR methods have all focused on single-reference image training, while multiple reference images are often available in testing or practical applications. The root cause of such training-testing mismatch is the absence of publicly available multi-reference SR training datasets, which greatly hinders research efforts on multi-reference super-resolution. To this end, we construct a large-scale, multi-reference super-resolution dataset, named LMR. It contains 112,142 groups of 300x300 training images, which is 10x of the existing largest RefSR dataset. The image size is also much larger. More importantly, each group is equipped with 5 reference images with different similarity levels. Furthermore, we propose a new baseline method for multi-reference super-resolution: MRefSR, including a Multi-Reference Attention Module (MAM) for feature fusion of an arbitrary number of reference images, and a Spatial Aware Filtering Module (SAFM) for the fused feature selection. The proposed MRefSR achieves significant improvements over state-of-the-art approaches on both quantitative and qualitative evaluations. Our code and data would be made available soon.

Parrot: Pareto-optimal Multi-Reward Reinforcement Learning Framework for Text-to-Image Generation

Recent works demonstrate that using reinforcement learning (RL) with quality rewards can enhance the quality of generated images in text-to-image (T2I) generation. However, a simple aggregation of multiple rewards may cause over-optimization in certain metrics and degradation in others, and it is challenging to manually find the optimal weights. An effective strategy to jointly optimize multiple rewards in RL for T2I generation is highly desirable. This paper introduces Parrot, a novel multi-reward RL framework for T2I generation. Through the use of the batch-wise Pareto optimal selection, Parrot automatically identifies the optimal trade-off among different rewards during the RL optimization of the T2I generation. Additionally, Parrot employs a joint optimization approach for the T2I model and the prompt expansion network, facilitating the generation of quality-aware text prompts, thus further enhancing the final image quality. To counteract the potential catastrophic forgetting of the original user prompt due to prompt expansion, we introduce original prompt centered guidance at inference time, ensuring that the generated image remains faithful to the user input. Extensive experiments and a user study demonstrate that Parrot outperforms several baseline methods across various quality criteria, including aesthetics, human preference, image sentiment, and text-image alignment.

Facing Off World Model Backbones: RNNs, Transformers, and S4

World models are a fundamental component in model-based reinforcement learning (MBRL). To perform temporally extended and consistent simulations of the future in partially observable environments, world models need to possess long-term memory. However, state-of-the-art MBRL agents, such as Dreamer, predominantly employ recurrent neural networks (RNNs) as their world model backbone, which have limited memory capacity. In this paper, we seek to explore alternative world model backbones for improving long-term memory. In particular, we investigate the effectiveness of Transformers and Structured State Space Sequence (S4) models, motivated by their remarkable ability to capture long-range dependencies in low-dimensional sequences and their complementary strengths. We propose S4WM, the first world model compatible with parallelizable SSMs including S4 and its variants. By incorporating latent variable modeling, S4WM can efficiently generate high-dimensional image sequences through latent imagination. Furthermore, we extensively compare RNN-, Transformer-, and S4-based world models across four sets of environments, which we have tailored to assess crucial memory capabilities of world models, including long-term imagination, context-dependent recall, reward prediction, and memory-based reasoning. Our findings demonstrate that S4WM outperforms Transformer-based world models in terms of long-term memory, while exhibiting greater efficiency during training and imagination. These results pave the way for the development of stronger MBRL agents.

100 Days After DeepSeek-R1: A Survey on Replication Studies and More Directions for Reasoning Language Models

The recent development of reasoning language models (RLMs) represents a novel evolution in large language models. In particular, the recent release of DeepSeek-R1 has generated widespread social impact and sparked enthusiasm in the research community for exploring the explicit reasoning paradigm of language models. However, the implementation details of the released models have not been fully open-sourced by DeepSeek, including DeepSeek-R1-Zero, DeepSeek-R1, and the distilled small models. As a result, many replication studies have emerged aiming to reproduce the strong performance achieved by DeepSeek-R1, reaching comparable performance through similar training procedures and fully open-source data resources. These works have investigated feasible strategies for supervised fine-tuning (SFT) and reinforcement learning from verifiable rewards (RLVR), focusing on data preparation and method design, yielding various valuable insights. In this report, we provide a summary of recent replication studies to inspire future research. We primarily focus on SFT and RLVR as two main directions, introducing the details for data construction, method design and training procedure of current replication studies. Moreover, we conclude key findings from the implementation details and experimental results reported by these studies, anticipating to inspire future research. We also discuss additional techniques of enhancing RLMs, highlighting the potential of expanding the application scope of these models, and discussing the challenges in development. By this survey, we aim to help researchers and developers of RLMs stay updated with the latest advancements, and seek to inspire new ideas to further enhance RLMs.

Satori-SWE: Evolutionary Test-Time Scaling for Sample-Efficient Software Engineering

Language models (LMs) perform well on standardized coding benchmarks but struggle with real-world software engineering tasks such as resolving GitHub issues in SWE-Bench, especially when model parameters are less than 100B. While smaller models are preferable in practice due to their lower computational cost, improving their performance remains challenging. Existing approaches primarily rely on supervised fine-tuning (SFT) with high-quality data, which is expensive to curate at scale. An alternative is test-time scaling: generating multiple outputs, scoring them using a verifier, and selecting the best one. Although effective, this strategy often requires excessive sampling and costly scoring, limiting its practical application. We propose Evolutionary Test-Time Scaling (EvoScale), a sample-efficient method that treats generation as an evolutionary process. By iteratively refining outputs via selection and mutation, EvoScale shifts the output distribution toward higher-scoring regions, reducing the number of samples needed to find correct solutions. To reduce the overhead from repeatedly sampling and selection, we train the model to self-evolve using reinforcement learning (RL). Rather than relying on external verifiers at inference time, the model learns to self-improve the scores of its own generations across iterations. Evaluated on SWE-Bench-Verified, EvoScale enables our 32B model, Satori-SWE-32B, to match or exceed the performance of models with over 100B parameters while using a few samples. Code, data, and models will be fully open-sourced.

OThink-MR1: Stimulating multimodal generalized reasoning capabilities via dynamic reinforcement learning

Multimodal Large Language Models (MLLMs) have gained significant traction for their ability to process diverse input data types and generate coherent, contextually relevant outputs across various applications. While supervised fine-tuning (SFT) has been the predominant approach to enhance MLLM capabilities in task-specific optimization, it often falls short in fostering crucial generalized reasoning abilities. Although reinforcement learning (RL) holds great promise in overcoming these limitations, it encounters two significant challenges: (1) its generalized capacities in multimodal tasks remain largely unexplored, and (2) its training constraints, including the constant Kullback-Leibler divergence or the clamp strategy, often result in suboptimal bottlenecks. To address these challenges, we propose OThink-MR1, an advanced MLLM equipped with profound comprehension and reasoning capabilities across multimodal tasks. Specifically, we introduce Group Relative Policy Optimization with a dynamic Kullback-Leibler strategy (GRPO-D), which markedly enhances reinforcement learning (RL) performance. For Qwen2-VL-2B-Instruct, GRPO-D achieves a relative improvement of more than 5.72% over SFT and more than 13.59% over GRPO in same-task evaluation on two adapted datasets. Furthermore, GRPO-D demonstrates remarkable cross-task generalization capabilities, with an average relative improvement of more than 61.63% over SFT in cross-task evaluation. These results highlight that the MLLM trained with GRPO-D on one multimodal task can be effectively transferred to another task, underscoring the superior generalized reasoning capabilities of our proposed OThink-MR1 model.

Scalable Multi-Task Reinforcement Learning for Generalizable Spatial Intelligence in Visuomotor Agents

While Reinforcement Learning (RL) has achieved remarkable success in language modeling, its triumph hasn't yet fully translated to visuomotor agents. A primary challenge in RL models is their tendency to overfit specific tasks or environments, thereby hindering the acquisition of generalizable behaviors across diverse settings. This paper provides a preliminary answer to this challenge by demonstrating that RL-finetuned visuomotor agents in Minecraft can achieve zero-shot generalization to unseen worlds. Specifically, we explore RL's potential to enhance generalizable spatial reasoning and interaction capabilities in 3D worlds. To address challenges in multi-task RL representation, we analyze and establish cross-view goal specification as a unified multi-task goal space for visuomotor policies. Furthermore, to overcome the significant bottleneck of manual task design, we propose automated task synthesis within the highly customizable Minecraft environment for large-scale multi-task RL training, and we construct an efficient distributed RL framework to support this. Experimental results show RL significantly boosts interaction success rates by 4times and enables zero-shot generalization of spatial reasoning across diverse environments, including real-world settings. Our findings underscore the immense potential of RL training in 3D simulated environments, especially those amenable to large-scale task generation, for significantly advancing visuomotor agents' spatial reasoning.

Cooperative Multi-Agent Planning with Adaptive Skill Synthesis

Despite much progress in training distributed artificial intelligence (AI), building cooperative multi-agent systems with multi-agent reinforcement learning (MARL) faces challenges in sample efficiency, interpretability, and transferability. Unlike traditional learning-based methods that require extensive interaction with the environment, large language models (LLMs) demonstrate remarkable capabilities in zero-shot planning and complex reasoning. However, existing LLM-based approaches heavily rely on text-based observations and struggle with the non-Markovian nature of multi-agent interactions under partial observability. We present COMPASS, a novel multi-agent architecture that integrates vision-language models (VLMs) with a dynamic skill library and structured communication for decentralized closed-loop decision-making. The skill library, bootstrapped from demonstrations, evolves via planner-guided tasks to enable adaptive strategies. COMPASS propagates entity information through multi-hop communication under partial observability. Evaluations on the improved StarCraft Multi-Agent Challenge (SMACv2) demonstrate COMPASS's strong performance against state-of-the-art MARL baselines across both symmetric and asymmetric scenarios. Notably, in the symmetric Protoss 5v5 task, COMPASS achieved a 57\% win rate, representing a 30 percentage point advantage over QMIX (27\%). Project page can be found at https://stellar-entremet-1720bb.netlify.app/.

SPIRAL: Self-Play on Zero-Sum Games Incentivizes Reasoning via Multi-Agent Multi-Turn Reinforcement Learning

Recent advances in reinforcement learning have shown that language models can develop sophisticated reasoning through training on tasks with verifiable rewards, but these approaches depend on human-curated problem-answer pairs and domain-specific reward engineering. We introduce SPIRAL, a self-play framework where models learn by playing multi-turn, zero-sum games against continuously improving versions of themselves, eliminating the need for human supervision. Through self-play, SPIRAL generates an infinite curriculum of progressively challenging problems as models must constantly adapt to stronger opponents. To enable this self-play training at scale, We implement a fully online, multi-turn, multi-agent reinforcement learning system for LLMs and propose role-conditioned advantage estimation (RAE) to stabilize multi-agent training. Using SPIRAL, self-play on zero-sum games produces reasoning capabilities that transfer broadly. Training Qwen3-4B-Base on Kuhn Poker alone achieves 8.6% improvement on math and 8.4% on general reasoning, outperforming SFT on 25,000 expert game trajectories. Analysis reveals that this transfer occurs through three cognitive patterns: systematic decomposition, expected value calculation, and case-by-case analysis. Multi-game training (TicTacToe, Kuhn Poker, Simple Negotiation) further enhances performance as each game develops distinct reasoning strengths. Applying SPIRAL to a strong reasoning model (DeepSeek-R1-Distill-Qwen-7B) can still lead to 2.0% average improvement. These results demonstrate that zero-sum games naturally develop transferable reasoning capabilities, highlighting a promising direction for autonomous reasoning development.

Agent-RLVR: Training Software Engineering Agents via Guidance and Environment Rewards

Reinforcement Learning from Verifiable Rewards (RLVR) has been widely adopted as the de facto method for enhancing the reasoning capabilities of large language models and has demonstrated notable success in verifiable domains like math and competitive programming tasks. However, the efficacy of RLVR diminishes significantly when applied to agentic environments. These settings, characterized by multi-step, complex problem solving, lead to high failure rates even for frontier LLMs, as the reward landscape is too sparse for effective model training via conventional RLVR. In this work, we introduce Agent-RLVR, a framework that makes RLVR effective in challenging agentic settings, with an initial focus on software engineering tasks. Inspired by human pedagogy, Agent-RLVR introduces agent guidance, a mechanism that actively steers the agent towards successful trajectories by leveraging diverse informational cues. These cues, ranging from high-level strategic plans to dynamic feedback on the agent's errors and environmental interactions, emulate a teacher's guidance, enabling the agent to navigate difficult solution spaces and promotes active self-improvement via additional environment exploration. In the Agent-RLVR training loop, agents first attempt to solve tasks to produce initial trajectories, which are then validated by unit tests and supplemented with agent guidance. Agents then reattempt with guidance, and the agent policy is updated with RLVR based on the rewards of these guided trajectories. Agent-RLVR elevates the pass@1 performance of Qwen-2.5-72B-Instruct from 9.4% to 22.4% on SWE-Bench Verified. We find that our guidance-augmented RLVR data is additionally useful for test-time reward model training, shown by further boosting pass@1 to 27.8%. Agent-RLVR lays the groundwork for training agents with RLVR in complex, real-world environments where conventional RL methods struggle.

DuoGuard: A Two-Player RL-Driven Framework for Multilingual LLM Guardrails

The rapid advancement of large language models (LLMs) has increased the need for guardrail models to ensure responsible use, particularly in detecting unsafe and illegal content. While substantial safety data exist in English, multilingual guardrail modeling remains underexplored due to the scarcity of open-source safety data in other languages. To address this gap, we propose a novel two-player Reinforcement Learning (RL) framework, where a generator and a guardrail model co-evolve adversarially to produce high-quality synthetic data for multilingual guardrail training. We theoretically formalize this interaction as a two-player game, proving convergence to a Nash equilibrium. Empirical evaluations show that our model \ours outperforms state-of-the-art models, achieving nearly 10% improvement over LlamaGuard3 (8B) on English benchmarks while being 4.5x faster at inference with a significantly smaller model (0.5B). We achieve substantial advancements in multilingual safety tasks, particularly in addressing the imbalance for lower-resource languages in a collected real dataset. Ablation studies emphasize the critical role of synthetic data generation in bridging the imbalance in open-source data between English and other languages. These findings establish a scalable and efficient approach to synthetic data generation, paving the way for improved multilingual guardrail models to enhance LLM safety. Code, model, and data will be open-sourced at https://github.com/yihedeng9/DuoGuard.

RFRL Gym: A Reinforcement Learning Testbed for Cognitive Radio Applications

Radio Frequency Reinforcement Learning (RFRL) is anticipated to be a widely applicable technology in the next generation of wireless communication systems, particularly 6G and next-gen military communications. Given this, our research is focused on developing a tool to promote the development of RFRL techniques that leverage spectrum sensing. In particular, the tool was designed to address two cognitive radio applications, specifically dynamic spectrum access and jamming. In order to train and test reinforcement learning (RL) algorithms for these applications, a simulation environment is necessary to simulate the conditions that an agent will encounter within the Radio Frequency (RF) spectrum. In this paper, such an environment has been developed, herein referred to as the RFRL Gym. Through the RFRL Gym, users can design their own scenarios to model what an RL agent may encounter within the RF spectrum as well as experiment with different spectrum sensing techniques. Additionally, the RFRL Gym is a subclass of OpenAI gym, enabling the use of third-party ML/RL Libraries. We plan to open-source this codebase to enable other researchers to utilize the RFRL Gym to test their own scenarios and RL algorithms, ultimately leading to the advancement of RL research in the wireless communications domain. This paper describes in further detail the components of the Gym, results from example scenarios, and plans for future additions. Index Terms-machine learning, reinforcement learning, wireless communications, dynamic spectrum access, OpenAI gym

LlamaRL: A Distributed Asynchronous Reinforcement Learning Framework for Efficient Large-scale LLM Training

Reinforcement Learning (RL) has become the most effective post-training approach for improving the capabilities of Large Language Models (LLMs). In practice, because of the high demands on latency and memory, it is particularly challenging to develop an efficient RL framework that reliably manages policy models with hundreds to thousands of billions of parameters. In this paper, we present LlamaRL, a fully distributed, asynchronous RL framework optimized for efficient training of large-scale LLMs with various model sizes (8B, 70B, and 405B parameters) on GPU clusters ranging from a handful to thousands of devices. LlamaRL introduces a streamlined, single-controller architecture built entirely on native PyTorch, enabling modularity, ease of use, and seamless scalability to thousands of GPUs. We also provide a theoretical analysis of LlamaRL's efficiency, including a formal proof that its asynchronous design leads to strict RL speed-up. Empirically during the Llama 3 post-training, by leveraging best practices such as colocated model offloading, asynchronous off-policy training, and distributed direct memory access for weight synchronization, LlamaRL achieves significant efficiency gains -- up to 10.7x speed-up compared to DeepSpeed-Chat-like systems on a 405B-parameter policy model. Furthermore, the efficiency advantage continues to grow with increasing model scale, demonstrating the framework's suitability for future large-scale RL training.

StarCraft II: A New Challenge for Reinforcement Learning

This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.

Mixture-of-Experts Meets In-Context Reinforcement Learning

In-context reinforcement learning (ICRL) has emerged as a promising paradigm for adapting RL agents to downstream tasks through prompt conditioning. However, two notable challenges remain in fully harnessing in-context learning within RL domains: the intrinsic multi-modality of the state-action-reward data and the diverse, heterogeneous nature of decision tasks. To tackle these challenges, we propose T2MIR (Token- and Task-wise MoE for In-context RL), an innovative framework that introduces architectural advances of mixture-of-experts (MoE) into transformer-based decision models. T2MIR substitutes the feedforward layer with two parallel layers: a token-wise MoE that captures distinct semantics of input tokens across multiple modalities, and a task-wise MoE that routes diverse tasks to specialized experts for managing a broad task distribution with alleviated gradient conflicts. To enhance task-wise routing, we introduce a contrastive learning method that maximizes the mutual information between the task and its router representation, enabling more precise capture of task-relevant information. The outputs of two MoE components are concatenated and fed into the next layer. Comprehensive experiments show that T2MIR significantly facilitates in-context learning capacity and outperforms various types of baselines. We bring the potential and promise of MoE to ICRL, offering a simple and scalable architectural enhancement to advance ICRL one step closer toward achievements in language and vision communities. Our code is available at https://github.com/NJU-RL/T2MIR.

The Alignment Ceiling: Objective Mismatch in Reinforcement Learning from Human Feedback

Reinforcement learning from human feedback (RLHF) has emerged as a powerful technique to make large language models (LLMs) more capable in complex settings. RLHF proceeds as collecting human preference data, training a reward model on said data, and optimizing a base ML model with respect to said reward for extrinsic evaluation metrics (e.g. MMLU, GSM8k). RLHF relies on many assumptions about how the various pieces fit together, such as a reward model capturing human preferences and an RL optimizer extracting the right signal from a reward model. As the RLHF process involves many distinct design decisions, it is easy to assume that multiple processes are correlated and therefore numerically linked. This apparent correlation is often not true, where reward models are easily overoptimized or RL optimizers can reduce performance on tasks not modeled in the data. Notable manifestations of models trained with imperfect RLHF systems are those that are prone to refusing basic requests for safety reasons or appearing lazy in generations. As chat model evaluation becomes increasingly nuanced, the reliance on a perceived link between reward model training, RL scores, and downstream performance drives these issues, which we describe as an objective mismatch. In this paper, we illustrate the causes of this issue, reviewing relevant literature from model-based reinforcement learning, and argue for solutions. By solving objective mismatch in RLHF, the ML models of the future will be more precisely aligned to user instructions for both safety and helpfulness.

UI-R1: Enhancing Action Prediction of GUI Agents by Reinforcement Learning

The recent DeepSeek-R1 has showcased the emergence of reasoning capabilities in LLMs through reinforcement learning (RL) with rule-based rewards. Building on this idea, we are the first to explore how rule-based RL can enhance the reasoning capabilities of multimodal large language models (MLLMs) for graphic user interface (GUI) action prediction tasks. To this end, we curate a small yet high-quality dataset of 136 challenging tasks, encompassing five common action types on mobile devices. We also introduce a unified rule-based action reward, enabling model optimization via policy-based algorithms such as Group Relative Policy Optimization (GRPO). Experimental results demonstrate that our proposed data-efficient model, UI-R1-3B, achieves substantial improvements on both in-domain (ID) and out-of-domain (OOD) tasks. Specifically, on the ID benchmark AndroidControl, the action type accuracy improves by 15%, while grounding accuracy increases by 10.3%, compared with the base model (i.e. Qwen2.5-VL-3B). On the OOD GUI grounding benchmark ScreenSpot-Pro, our model surpasses the base model by 6.0% and achieves competitive performance with larger models (e.g., OS-Atlas-7B), which are trained via supervised fine-tuning (SFT) on 76K data. These results underscore the potential of rule-based reinforcement learning to advance GUI understanding and control, paving the way for future research in this domain.

Leveraging Offline Data in Online Reinforcement Learning

Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an epsilon-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an epsilon-optimal policy? In this work, we consider this setting, which we call the FineTuneRL setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, FTPedel, which is provably optimal. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between verifiable learning, the typical setting considered in online RL, and unverifiable learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.

USB: A Comprehensive and Unified Safety Evaluation Benchmark for Multimodal Large Language Models

Despite their remarkable achievements and widespread adoption, Multimodal Large Language Models (MLLMs) have revealed significant security vulnerabilities, highlighting the urgent need for robust safety evaluation benchmarks. Existing MLLM safety benchmarks, however, fall short in terms of data quality and coverge, and modal risk combinations, resulting in inflated and contradictory evaluation results, which hinders the discovery and governance of security concerns. Besides, we argue that vulnerabilities to harmful queries and oversensitivity to harmless ones should be considered simultaneously in MLLMs safety evaluation, whereas these were previously considered separately. In this paper, to address these shortcomings, we introduce Unified Safety Benchmarks (USB), which is one of the most comprehensive evaluation benchmarks in MLLM safety. Our benchmark features high-quality queries, extensive risk categories, comprehensive modal combinations, and encompasses both vulnerability and oversensitivity evaluations. From the perspective of two key dimensions: risk categories and modality combinations, we demonstrate that the available benchmarks -- even the union of the vast majority of them -- are far from being truly comprehensive. To bridge this gap, we design a sophisticated data synthesis pipeline that generates extensive, high-quality complementary data addressing previously unexplored aspects. By combining open-source datasets with our synthetic data, our benchmark provides 4 distinct modality combinations for each of the 61 risk sub-categories, covering both English and Chinese across both vulnerability and oversensitivity dimensions.

CaRL: Learning Scalable Planning Policies with Simple Rewards

We investigate reinforcement learning (RL) for privileged planning in autonomous driving. State-of-the-art approaches for this task are rule-based, but these methods do not scale to the long tail. RL, on the other hand, is scalable and does not suffer from compounding errors like imitation learning. Contemporary RL approaches for driving use complex shaped rewards that sum multiple individual rewards, \eg~progress, position, or orientation rewards. We show that PPO fails to optimize a popular version of these rewards when the mini-batch size is increased, which limits the scalability of these approaches. Instead, we propose a new reward design based primarily on optimizing a single intuitive reward term: route completion. Infractions are penalized by terminating the episode or multiplicatively reducing route completion. We find that PPO scales well with higher mini-batch sizes when trained with our simple reward, even improving performance. Training with large mini-batch sizes enables efficient scaling via distributed data parallelism. We scale PPO to 300M samples in CARLA and 500M samples in nuPlan with a single 8-GPU node. The resulting model achieves 64 DS on the CARLA longest6 v2 benchmark, outperforming other RL methods with more complex rewards by a large margin. Requiring only minimal adaptations from its use in CARLA, the same method is the best learning-based approach on nuPlan. It scores 91.3 in non-reactive and 90.6 in reactive traffic on the Val14 benchmark while being an order of magnitude faster than prior work.

Diversity-Enhanced Reasoning for Subjective Questions

Large reasoning models (LRM) with long chain-of-thought (CoT) capabilities have shown strong performance on objective tasks, such as math reasoning and coding. However, their effectiveness on subjective questions that may have different responses from different perspectives is still limited by a tendency towards homogeneous reasoning, introduced by the reliance on a single ground truth in supervised fine-tuning and verifiable reward in reinforcement learning. Motivated by the finding that increasing role perspectives consistently improves performance, we propose MultiRole-R1, a diversity-enhanced framework with multiple role perspectives, to improve the accuracy and diversity in subjective reasoning tasks. MultiRole-R1 features an unsupervised data construction pipeline that generates reasoning chains that incorporate diverse role perspectives. We further employ reinforcement learning via Group Relative Policy Optimization (GRPO) with reward shaping, by taking diversity as a reward signal in addition to the verifiable reward. With specially designed reward functions, we successfully promote perspective diversity and lexical diversity, uncovering a positive relation between reasoning diversity and accuracy. Our experiment on six benchmarks demonstrates MultiRole-R1's effectiveness and generalizability in enhancing both subjective and objective reasoning, showcasing the potential of diversity-enhanced training in LRMs.

Drama: Mamba-Enabled Model-Based Reinforcement Learning Is Sample and Parameter Efficient

Model-based reinforcement learning (RL) offers a solution to the data inefficiency that plagues most model-free RL algorithms. However, learning a robust world model often requires complex and deep architectures, which are computationally expensive and challenging to train. Within the world model, sequence models play a critical role in accurate predictions, and various architectures have been explored, each with its own challenges. Currently, recurrent neural network (RNN)-based world models struggle with vanishing gradients and capturing long-term dependencies. Transformers, on the other hand, suffer from the quadratic memory and computational complexity of self-attention mechanisms, scaling as O(n^2), where n is the sequence length. To address these challenges, we propose a state space model (SSM)-based world model, Drama, specifically leveraging Mamba, that achieves O(n) memory and computational complexity while effectively capturing long-term dependencies and enabling efficient training with longer sequences. We also introduce a novel sampling method to mitigate the suboptimality caused by an incorrect world model in the early training stages. Combining these techniques, Drama achieves a normalised score on the Atari100k benchmark that is competitive with other state-of-the-art (SOTA) model-based RL algorithms, using only a 7 million-parameter world model. Drama is accessible and trainable on off-the-shelf hardware, such as a standard laptop. Our code is available at https://github.com/realwenlongwang/Drama.git.

System Design for an Integrated Lifelong Reinforcement Learning Agent for Real-Time Strategy Games

As Artificial and Robotic Systems are increasingly deployed and relied upon for real-world applications, it is important that they exhibit the ability to continually learn and adapt in dynamically-changing environments, becoming Lifelong Learning Machines. Continual/lifelong learning (LL) involves minimizing catastrophic forgetting of old tasks while maximizing a model's capability to learn new tasks. This paper addresses the challenging lifelong reinforcement learning (L2RL) setting. Pushing the state-of-the-art forward in L2RL and making L2RL useful for practical applications requires more than developing individual L2RL algorithms; it requires making progress at the systems-level, especially research into the non-trivial problem of how to integrate multiple L2RL algorithms into a common framework. In this paper, we introduce the Lifelong Reinforcement Learning Components Framework (L2RLCF), which standardizes L2RL systems and assimilates different continual learning components (each addressing different aspects of the lifelong learning problem) into a unified system. As an instantiation of L2RLCF, we develop a standard API allowing easy integration of novel lifelong learning components. We describe a case study that demonstrates how multiple independently-developed LL components can be integrated into a single realized system. We also introduce an evaluation environment in order to measure the effect of combining various system components. Our evaluation environment employs different LL scenarios (sequences of tasks) consisting of Starcraft-2 minigames and allows for the fair, comprehensive, and quantitative comparison of different combinations of components within a challenging common evaluation environment.

CLS-RL: Image Classification with Rule-Based Reinforcement Learning

Classification is a core task in machine learning. Recent research has shown that although Multimodal Large Language Models (MLLMs) are initially poor at image classification, fine-tuning them with an adequate amount of data can significantly enhance their performance, making them comparable to SOTA classification models. However, acquiring large-scale labeled data is expensive. In this paper, we explore few-shot MLLM classification fine-tuning. We found that SFT can cause severe overfitting issues and may even degrade performance over the zero-shot approach. To address this challenge, inspired by the recent successes in rule-based reinforcement learning, we propose CLS-RL, which uses verifiable signals as reward to fine-tune MLLMs. We discovered that CLS-RL outperforms SFT in most datasets and has a much higher average accuracy on both base-to-new and few-shot learning setting. Moreover, we observed a free-lunch phenomenon for CLS-RL; when models are fine-tuned on a particular dataset, their performance on other distinct datasets may also improve over zero-shot models, even if those datasets differ in distribution and class names. This suggests that RL-based methods effectively teach models the fundamentals of classification. Lastly, inspired by recent works in inference time thinking, we re-examine the `thinking process' during fine-tuning, a critical aspect of RL-based methods, in the context of visual classification. We question whether such tasks require extensive thinking process during fine-tuning, proposing that this may actually detract from performance. Based on this premise, we introduce the No-Thinking-CLS-RL method, which minimizes thinking processes during training by setting an equality accuracy reward. Our findings indicate that, with much less fine-tuning time, No-Thinking-CLS-RL method achieves superior in-domain performance and generalization capabilities than CLS-RL.

Vision-Language Models are Zero-Shot Reward Models for Reinforcement Learning

Reinforcement learning (RL) requires either manually specifying a reward function, which is often infeasible, or learning a reward model from a large amount of human feedback, which is often very expensive. We study a more sample-efficient alternative: using pretrained vision-language models (VLMs) as zero-shot reward models (RMs) to specify tasks via natural language. We propose a natural and general approach to using VLMs as reward models, which we call VLM-RMs. We use VLM-RMs based on CLIP to train a MuJoCo humanoid to learn complex tasks without a manually specified reward function, such as kneeling, doing the splits, and sitting in a lotus position. For each of these tasks, we only provide a single sentence text prompt describing the desired task with minimal prompt engineering. We provide videos of the trained agents at: https://sites.google.com/view/vlm-rm. We can improve performance by providing a second ``baseline'' prompt and projecting out parts of the CLIP embedding space irrelevant to distinguish between goal and baseline. Further, we find a strong scaling effect for VLM-RMs: larger VLMs trained with more compute and data are better reward models. The failure modes of VLM-RMs we encountered are all related to known capability limitations of current VLMs, such as limited spatial reasoning ability or visually unrealistic environments that are far off-distribution for the VLM. We find that VLM-RMs are remarkably robust as long as the VLM is large enough. This suggests that future VLMs will become more and more useful reward models for a wide range of RL applications.

Multiagent Multitraversal Multimodal Self-Driving: Open MARS Dataset

Large-scale datasets have fueled recent advancements in AI-based autonomous vehicle research. However, these datasets are usually collected from a single vehicle's one-time pass of a certain location, lacking multiagent interactions or repeated traversals of the same place. Such information could lead to transformative enhancements in autonomous vehicles' perception, prediction, and planning capabilities. To bridge this gap, in collaboration with the self-driving company May Mobility, we present the MARS dataset which unifies scenarios that enable MultiAgent, multitraveRSal, and multimodal autonomous vehicle research. More specifically, MARS is collected with a fleet of autonomous vehicles driving within a certain geographical area. Each vehicle has its own route and different vehicles may appear at nearby locations. Each vehicle is equipped with a LiDAR and surround-view RGB cameras. We curate two subsets in MARS: one facilitates collaborative driving with multiple vehicles simultaneously present at the same location, and the other enables memory retrospection through asynchronous traversals of the same location by multiple vehicles. We conduct experiments in place recognition and neural reconstruction. More importantly, MARS introduces new research opportunities and challenges such as multitraversal 3D reconstruction, multiagent perception, and unsupervised object discovery. Our data and codes can be found at https://ai4ce.github.io/MARS/.

Multi-Objective Decision Transformers for Offline Reinforcement Learning

Offline Reinforcement Learning (RL) is structured to derive policies from static trajectory data without requiring real-time environment interactions. Recent studies have shown the feasibility of framing offline RL as a sequence modeling task, where the sole aim is to predict actions based on prior context using the transformer architecture. However, the limitation of this single task learning approach is its potential to undermine the transformer model's attention mechanism, which should ideally allocate varying attention weights across different tokens in the input context for optimal prediction. To address this, we reformulate offline RL as a multi-objective optimization problem, where the prediction is extended to states and returns. We also highlight a potential flaw in the trajectory representation used for sequence modeling, which could generate inaccuracies when modeling the state and return distributions. This is due to the non-smoothness of the action distribution within the trajectory dictated by the behavioral policy. To mitigate this issue, we introduce action space regions to the trajectory representation. Our experiments on D4RL benchmark locomotion tasks reveal that our propositions allow for more effective utilization of the attention mechanism in the transformer model, resulting in performance that either matches or outperforms current state-of-the art methods.

LMRL Gym: Benchmarks for Multi-Turn Reinforcement Learning with Language Models

Large language models (LLMs) provide excellent text-generation capabilities, but standard prompting and generation methods generally do not lead to intentional or goal-directed agents and might necessitate considerable prompt tuning. This becomes particularly apparent in multi-turn conversations: even the best current LLMs rarely ask clarifying questions, engage in explicit information gathering, or take actions now that lead to better decisions after multiple turns. Reinforcement learning has the potential to leverage the powerful modeling capabilities of LLMs, as well as their internal representation of textual interactions, to create capable goal-directed language agents. This can enable intentional and temporally extended interactions, such as with humans, through coordinated persuasion and carefully crafted questions, or in goal-directed play through text games to bring about desired final outcomes. However, enabling this requires the community to develop stable and reliable reinforcement learning algorithms that can effectively train LLMs. Developing such algorithms requires tasks that can gauge progress on algorithm design, provide accessible and reproducible evaluations for multi-turn interactions, and cover a range of task properties and challenges in improving reinforcement learning algorithms. Our paper introduces the LMRL-Gym benchmark for evaluating multi-turn RL for LLMs, together with an open-source research framework containing a basic toolkit for getting started on multi-turn RL with offline value-based and policy-based RL methods. Our benchmark consists of 8 different language tasks, which require multiple rounds of language interaction and cover a range of tasks in open-ended dialogue and text games.

Hyperparameter Optimization for Multi-Objective Reinforcement Learning

Reinforcement learning (RL) has emerged as a powerful approach for tackling complex problems. The recent introduction of multi-objective reinforcement learning (MORL) has further expanded the scope of RL by enabling agents to make trade-offs among multiple objectives. This advancement not only has broadened the range of problems that can be tackled but also created numerous opportunities for exploration and advancement. Yet, the effectiveness of RL agents heavily relies on appropriately setting their hyperparameters. In practice, this task often proves to be challenging, leading to unsuccessful deployments of these techniques in various instances. Hence, prior research has explored hyperparameter optimization in RL to address this concern. This paper presents an initial investigation into the challenge of hyperparameter optimization specifically for MORL. We formalize the problem, highlight its distinctive challenges, and propose a systematic methodology to address it. The proposed methodology is applied to a well-known environment using a state-of-the-art MORL algorithm, and preliminary results are reported. Our findings indicate that the proposed methodology can effectively provide hyperparameter configurations that significantly enhance the performance of MORL agents. Furthermore, this study identifies various future research opportunities to further advance the field of hyperparameter optimization for MORL.