Chao Yu

AI
h-index54
98papers
6,507citations
Novelty54%
AI Score62

98 Papers

81.3ROJun 4
Beyond Imitation: Reinforcement Learning-Based Sim-Real Co-Training for VLA Models

Liangzhi Shi, Shuaihang Chen, Feng Gao et al.

Simulation offers a scalable and low-cost way to enrich vision-language-action (VLA) training, reducing reliance on expensive real-robot demonstrations. However, most sim-real co-training methods rely on supervised fine-tuning (SFT), which treats simulation as a static source of demonstrations and does not exploit large-scale closed-loop interaction. Consequently, real-world gains and generalization are often limited. In this paper, we propose an RL-based sim-real Co-training (RL-Co) framework that leverages interactive simulation while preserving real-world capabilities. Our method follows a generic two-stage design: we first warm-start the policy with SFT on a mixture of real and simulated demonstrations, then fine-tune it with reinforcement learning in simulation while adding an auxiliary supervised loss on real-world data to anchor the policy and mitigate catastrophic forgetting. We evaluate our framework on four real-world tabletop manipulation tasks using two representative VLA architectures, OpenVLA and $π_{0.5}$, and observe consistent improvements over real-only fine-tuning and SFT-based co-training, including +24% real-world success on OpenVLA and +20% on $π_{0.5}$. Beyond higher success rates, RL co-training yields stronger generalization to unseen task variations and substantially improved real-world data efficiency, providing a practical and scalable pathway for leveraging simulation to enhance real-robot deployment.

LGFeb 17Code
GLM-5: from Vibe Coding to Agentic Engineering

GLM-5 Team, Aohan Zeng, Xin Lv et al. · tsinghua

We present GLM-5, a next-generation foundation model designed to transition the paradigm of vibe coding to agentic engineering. Building upon the agentic, reasoning, and coding (ARC) capabilities of its predecessor, GLM-5 adopts DSA to significantly reduce training and inference costs while maintaining long-context fidelity. To advance model alignment and autonomy, we implement a new asynchronous reinforcement learning infrastructure that drastically improves post-training efficiency by decoupling generation from training. Furthermore, we propose novel asynchronous agent RL algorithms that further improve RL quality, enabling the model to learn from complex, long-horizon interactions more effectively. Through these innovations, GLM-5 achieves state-of-the-art performance on major open benchmarks. Most critically, GLM-5 demonstrates unprecedented capability in real-world coding tasks, surpassing previous baselines in handling end-to-end software engineering challenges. Code, models, and more information are available at https://github.com/zai-org/GLM-5.

ROSep 22, 2023Code
OmniDrones: An Efficient and Flexible Platform for Reinforcement Learning in Drone Control

Botian Xu, Feng Gao, Chao Yu et al. · tsinghua

In this work, we introduce OmniDrones, an efficient and flexible platform tailored for reinforcement learning in drone control, built on Nvidia's Omniverse Isaac Sim. It employs a bottom-up design approach that allows users to easily design and experiment with various application scenarios on top of GPU-parallelized simulations. It also offers a range of benchmark tasks, presenting challenges ranging from single-drone hovering to over-actuated system tracking. In summary, we propose an open-sourced drone simulation platform, equipped with an extensive suite of tools for drone learning. It includes 4 drone models, 5 sensor modalities, 4 control modes, over 10 benchmark tasks, and a selection of widely used RL baselines. To showcase the capabilities of OmniDrones and to support future research, we also provide preliminary results on these benchmark tasks. We hope this platform will encourage further studies on applying RL to practical drone systems.

AIJun 27, 2023
Automatic Truss Design with Reinforcement Learning

Weihua Du, Jinglun Zhao, Chao Yu et al. · cmu, tsinghua

Truss layout design, namely finding a lightweight truss layout satisfying all the physical constraints, is a fundamental problem in the building industry. Generating the optimal layout is a challenging combinatorial optimization problem, which can be extremely expensive to solve by exhaustive search. Directly applying end-to-end reinforcement learning (RL) methods to truss layout design is infeasible either, since only a tiny portion of the entire layout space is valid under the physical constraints, leading to particularly sparse rewards for RL training. In this paper, we develop AutoTruss, a two-stage framework to efficiently generate both lightweight and valid truss layouts. AutoTruss first adopts Monte Carlo tree search to discover a diverse collection of valid layouts. Then RL is applied to iteratively refine the valid solutions. We conduct experiments and ablation studies in popular truss layout design test cases in both 2D and 3D settings. AutoTruss outperforms the best-reported layouts by 25.1% in the most challenging 3D test cases, resulting in the first effective deep-RL-based approach in the truss layout design literature.

ROSep 24, 2024Code
Online Planning for Multi-UAV Pursuit-Evasion in Unknown Environments Using Deep Reinforcement Learning

Jiayu Chen, Chao Yu, Guosheng Li et al. · tsinghua

Multi-UAV pursuit-evasion, where pursuers aim to capture evaders, poses a key challenge for UAV swarm intelligence. Multi-agent reinforcement learning (MARL) has demonstrated potential in modeling cooperative behaviors, but most RL-based approaches remain constrained to simplified simulations with limited dynamics or fixed scenarios. Previous attempts to deploy RL policy to real-world pursuit-evasion are largely restricted to two-dimensional scenarios, such as ground vehicles or UAVs at fixed altitudes. In this paper, we address multi-UAV pursuit-evasion by considering UAV dynamics and physical constraints. We introduce an evader prediction-enhanced network to tackle partial observability in cooperative strategy learning. Additionally, we propose an adaptive environment generator within MARL training, enabling higher exploration efficiency and better policy generalization across diverse scenarios. Simulations show our method significantly outperforms all baselines in challenging scenarios, generalizing to unseen scenarios with a 100% capture rate. Finally, we derive a feasible policy via a two-stage reward refinement and deploy the policy on real quadrotors in a zero-shot manner. To our knowledge, this is the first work to derive and deploy an RL-based policy using collective thrust and body rates control commands for multi-UAV pursuit-evasion in unknown environments. The open-source code and videos are available at https://sites.google.com/view/pursuit-evasion-rl.

LGSep 21, 2022Code
Revisiting Discrete Soft Actor-Critic

Haibin Zhou, Tong Wei, Zichuan Lin et al.

We study the adaption of Soft Actor-Critic (SAC), which is considered as a state-of-the-art reinforcement learning (RL) algorithm, from continuous action space to discrete action space. We revisit vanilla discrete SAC and provide an in-depth understanding of its Q value underestimation and performance instability issues when applied to discrete settings. We thereby propose Stable Discrete SAC (SDSAC), an algorithm that leverages entropy-penalty and double average Q-learning with Q-clip to address these issues. Extensive experiments on typical benchmarks with discrete action space, including Atari games and a large-scale MOBA game, show the efficacy of our proposed method. Our code is at: https://github.com/coldsummerday/SD-SAC.git.

81.5ROJun 3
VISTA: Vision-Grounded and Physics-Validated Adaptation of UMI data for VLA Training

Siyuan Yang, Linzheng Guo, Ouyang Lu et al.

Universal Manipulation Interface (UMI) enables scalable real-world robot data collection without hardware-specific teleoperation, yet leveraging UMI data to train large-scale Vision-Language-Action (VLA) models remains fundamentally challenging. We identify two critical mismatches: wrist-mounted fisheye views, with severe radial distortion and local gripper-centric perspectives, are out-of-distribution for pretrained VLMs; and human-collected trajectories frequently violate kinematic limits, incur collisions, or exceed controller bandwidth, teaching VLA policies physically infeasible actions. To address the challenges, we present VISTA, a framework that bridges this dual gap through three synergistic components. (i)~UMI-VQA, the first large-scale VQA dataset tailored to wrist-mounted fisheye observations, aligns VLM representations to the distorted visual regime via auxiliary vision-language supervision. (ii)~A systematic physical-validation pipeline performs a data-completeness pre-check and scores each valid trajectory for trajectory continuity, self-collision risk, and execution fidelity before it enters training. (iii)~A two-stage co-training recipe jointly learns vision-language grounding on UMI-VQA and action prediction on validated trajectories. Our experiments empirically show that incorporating UMI-VQA consistently improves downstream policy performance, and that physical-validation scores are strongly predictive of deployment success. On diverse simulation and real-world manipulation tasks, VISTA significantly outperforms strong baselines including $π_{0.5}$, LingBot-VLA, and Wall-X. We release the physical-validation pipeline, UMI-VQA, validated trajectory data, and the pre-trained model for the community.

AIApr 3, 2022
ESCM$^2$: Entire Space Counterfactual Multi-Task Model for Post-Click Conversion Rate Estimation

Hao Wang, Tai-Wei Chang, Tianqiao Liu et al.

Accurate estimation of post-click conversion rate is critical for building recommender systems, which has long been confronted with sample selection bias and data sparsity issues. Methods in the Entire Space Multi-task Model (ESMM) family leverage the sequential pattern of user actions, i.e. $impression\rightarrow click \rightarrow conversion$ to address data sparsity issue. However, they still fail to ensure the unbiasedness of CVR estimates. In this paper, we theoretically demonstrate that ESMM suffers from the following two problems: (1) Inherent Estimation Bias (IEB), where the estimated CVR of ESMM is inherently higher than the ground truth; (2) Potential Independence Priority (PIP) for CTCVR estimation, where there is a risk that the ESMM overlooks the causality from click to conversion. To this end, we devise a principled approach named Entire Space Counterfactual Multi-task Modelling (ESCM$^2$), which employs a counterfactual risk miminizer as a regularizer in ESMM to address both IEB and PIP issues simultaneously. Extensive experiments on offline datasets and online environments demonstrate that our proposed ESCM$^2$ can largely mitigate the inherent IEB and PIP issues and achieve better performance than baseline models.

ROJan 9, 2023
Asynchronous Multi-Agent Reinforcement Learning for Efficient Real-Time Multi-Robot Cooperative Exploration

Chao Yu, Xinyi Yang, Jiaxuan Gao et al. · bytedance

We consider the problem of cooperative exploration where multiple robots need to cooperatively explore an unknown region as fast as possible. Multi-agent reinforcement learning (MARL) has recently become a trending paradigm for solving this challenge. However, existing MARL-based methods adopt action-making steps as the metric for exploration efficiency by assuming all the agents are acting in a fully synchronous manner: i.e., every single agent produces an action simultaneously and every single action is executed instantaneously at each time step. Despite its mathematical simplicity, such a synchronous MARL formulation can be problematic for real-world robotic applications. It can be typical that different robots may take slightly different wall-clock times to accomplish an atomic action or even periodically get lost due to hardware issues. Simply waiting for every robot being ready for the next action can be particularly time-inefficient. Therefore, we propose an asynchronous MARL solution, Asynchronous Coordination Explorer (ACE), to tackle this real-world challenge. We first extend a classical MARL algorithm, multi-agent PPO (MAPPO), to the asynchronous setting and additionally apply action-delay randomization to enforce the learned policy to generalize better to varying action delays in the real world. Moreover, each navigation agent is represented as a team-size-invariant CNN-based policy, which greatly benefits real-robot deployment by handling possible robot lost and allows bandwidth-efficient intra-agent communication through low-dimensional CNN features. We first validate our approach in a grid-based scenario. Both simulation and real-robot results show that ACE reduces over 10% actual exploration time compared with classical approaches. We also apply our framework to a high-fidelity visual-based environment, Habitat, achieving 28% improvement in exploration efficiency.

AIAug 2, 2024
A Survey on Self-play Methods in Reinforcement Learning

Ruize Zhang, Zelai Xu, Chengdong Ma et al. · tsinghua

Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative multi-agent tasks. Despite its growing prominence in multi-agent reinforcement learning (MARL), such as Go, poker, and video games, a comprehensive and structured understanding of self-play remains lacking. This survey fills this gap by offering a comprehensive roadmap to the diverse landscape of self-play methods. We begin by introducing the necessary preliminaries, including the MARL framework and basic game theory concepts. Then, it provides a unified framework and classifies existing self-play algorithms within this framework. Moreover, the paper bridges the gap between the algorithms and their practical implications by illustrating the role of self-play in different non-cooperative scenarios. Finally, the survey highlights open challenges and future research directions in self-play.

70.4NIJun 1
mmAlert: A Simultaneous Device Localization and Target Tracking System via Cooperative Passive Sensing

Chao Yu, Bojie Lv, Chunxi Chen et al.

In this paper, a cooperative passive sensing system in millimeter-wave (mmWave) band for simultaneous device localization and target tracking, namely mmAlert, is proposed. Specifically, in uplink communication with at least two transmitters, the receiver receives the line-of-sight (LoS) signals and the scattered signals off a moving target, respectively. Based on the received signals of the sensing time intervals, when a passive target moves along one or multiple unknown trajectories, mmAlert could measure the angles-of-arrival (AoAs) and bistatic Doppler frequencies of the echoes from the sensing target, and then jointly estimate the locations of the transmitters and the trajectories of the target. Specifically, the transmitters' locations and the moving target's trajectories can be searched by minimizing the weighted mean squared error of the AoA and Doppler measurements. The optimal solution of the minimization problem is prohibitive due to the large number of variables. Hence, a low-complexity algorithm based on the alternating optimization is proposed, where the extended Kalman filter (EKF) is introduced to quickly shape the trajectories. The mmAlert is implemented in a 60GHz communication testbed. The experiment shows with the received signal spanning a single trajectory, the average localization error of the transmitters and average trajectory reconstruction error are 0.76 m and 0.29 m, respectively. The average errors are suppressed to 0.07 m and 0.2 m respectively, if the received signal spanning 50 trajectories is used. This justifies the benefit of trajectory diversity in localization and tracking.

AIFeb 3, 2023
Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased

Chao Yu, Jiaxuan Gao, Weilin Liu et al. · tsinghua

There is a recent trend of applying multi-agent reinforcement learning (MARL) to train an agent that can cooperate with humans in a zero-shot fashion without using any human data. The typical workflow is to first repeatedly run self-play (SP) to build a policy pool and then train the final adaptive policy against this pool. A crucial limitation of this framework is that every policy in the pool is optimized w.r.t. the environment reward function, which implicitly assumes that the testing partners of the adaptive policy will be precisely optimizing the same reward function as well. However, human objectives are often substantially biased according to their own preferences, which can differ greatly from the environment reward. We propose a more general framework, Hidden-Utility Self-Play (HSP), which explicitly models human biases as hidden reward functions in the self-play objective. By approximating the reward space as linear functions, HSP adopts an effective technique to generate an augmented policy pool with biased policies. We evaluate HSP on the Overcooked benchmark. Empirical results show that our HSP method produces higher rewards than baselines when cooperating with learned human models, manually scripted policies, and real humans. The HSP policy is also rated as the most assistive policy based on human feedback.

AIJun 15, 2022
Revisiting Some Common Practices in Cooperative Multi-Agent Reinforcement Learning

Wei Fu, Chao Yu, Zelai Xu et al. · tsinghua

Many advances in cooperative multi-agent reinforcement learning (MARL) are based on two common design principles: value decomposition and parameter sharing. A typical MARL algorithm of this fashion decomposes a centralized Q-function into local Q-networks with parameters shared across agents. Such an algorithmic paradigm enables centralized training and decentralized execution (CTDE) and leads to efficient learning in practice. Despite all the advantages, we revisit these two principles and show that in certain scenarios, e.g., environments with a highly multi-modal reward landscape, value decomposition, and parameter sharing can be problematic and lead to undesired outcomes. In contrast, policy gradient (PG) methods with individual policies provably converge to an optimal solution in these cases, which partially supports some recent empirical observations that PG can be effective in many MARL testbeds. Inspired by our theoretical analysis, we present practical suggestions on implementing multi-agent PG algorithms for either high rewards or diverse emergent behaviors and empirically validate our findings on a variety of domains, ranging from the simplified matrix and grid-world games to complex benchmarks such as StarCraft Multi-Agent Challenge and Google Research Football. We hope our insights could benefit the community towards developing more general and more powerful MARL algorithms. Check our project website at https://sites.google.com/view/revisiting-marl.

LGJan 20, 2023
Plan To Predict: Learning an Uncertainty-Foreseeing Model for Model-Based Reinforcement Learning

Zifan Wu, Chao Yu, Chen Chen et al.

In Model-based Reinforcement Learning (MBRL), model learning is critical since an inaccurate model can bias policy learning via generating misleading samples. However, learning an accurate model can be difficult since the policy is continually updated and the induced distribution over visited states used for model learning shifts accordingly. Prior methods alleviate this issue by quantifying the uncertainty of model-generated samples. However, these methods only quantify the uncertainty passively after the samples were generated, rather than foreseeing the uncertainty before model trajectories fall into those highly uncertain regions. The resulting low-quality samples can induce unstable learning targets and hinder the optimization of the policy. Moreover, while being learned to minimize one-step prediction errors, the model is generally used to predict for multiple steps, leading to a mismatch between the objectives of model learning and model usage. To this end, we propose \emph{Plan To Predict} (P2P), an MBRL framework that treats the model rollout process as a sequential decision making problem by reversely considering the model as a decision maker and the current policy as the dynamics. In this way, the model can quickly adapt to the current policy and foresee the multi-step future uncertainty when generating trajectories. Theoretically, we show that the performance of P2P can be guaranteed by approximately optimizing a lower bound of the true environment return. Empirical results demonstrate that P2P achieves state-of-the-art performance on several challenging benchmark tasks.

LGOct 7, 2023
Accelerate Multi-Agent Reinforcement Learning in Zero-Sum Games with Subgame Curriculum Learning

Jiayu Chen, Zelai Xu, Yunfei Li et al. · bytedance

Learning Nash equilibrium (NE) in complex zero-sum games with multi-agent reinforcement learning (MARL) can be extremely computationally expensive. Curriculum learning is an effective way to accelerate learning, but an under-explored dimension for generating a curriculum is the difficulty-to-learn of the subgames -- games induced by starting from a specific state. In this work, we present a novel subgame curriculum learning framework for zero-sum games. It adopts an adaptive initial state distribution by resetting agents to some previously visited states where they can quickly learn to improve performance. Building upon this framework, we derive a subgame selection metric that approximates the squared distance to NE values and further adopt a particle-based state sampler for subgame generation. Integrating these techniques leads to our new algorithm, Subgame Automatic Curriculum Learning (SACL), which is a realization of the subgame curriculum learning framework. SACL can be combined with any MARL algorithm such as MAPPO. Experiments in the particle-world environment and Google Research Football environment show SACL produces much stronger policies than baselines. In the challenging hide-and-seek quadrant environment, SACL produces all four emergent stages and uses only half the samples of MAPPO with self-play. The project website is at https://sites.google.com/view/sacl-rl.

LGNov 28, 2022
Causal Deep Reinforcement Learning Using Observational Data

Wenxuan Zhu, Chao Yu, Qiang Zhang

Deep reinforcement learning (DRL) requires the collection of interventional data, which is sometimes expensive and even unethical in the real world, such as in the autonomous driving and the medical field. Offline reinforcement learning promises to alleviate this issue by exploiting the vast amount of observational data available in the real world. However, observational data may mislead the learning agent to undesirable outcomes if the behavior policy that generates the data depends on unobserved random variables (i.e., confounders). In this paper, we propose two deconfounding methods in DRL to address this problem. The methods first calculate the importance degree of different samples based on the causal inference technique, and then adjust the impact of different samples on the loss function by reweighting or resampling the offline dataset to ensure its unbiasedness. These deconfounding methods can be flexibly combined with existing model-free DRL algorithms such as soft actor-critic and deep Q-learning, provided that a weak condition can be satisfied by the loss functions of these algorithms. We prove the effectiveness of our deconfounding methods and validate them experimentally.

85.7CRApr 14Code
Red Teaming Large Reasoning Models

Jiawei Chen, Yang Yang, Chao Yu et al.

Large Reasoning Models (LRMs) have emerged as a powerful advancement in multi-step reasoning tasks, offering enhanced transparency and logical consistency through explicit chains of thought (CoT). However, these models introduce novel safety and reliability risks, such as CoT-hijacking and prompt-induced inefficiencies, which are not fully captured by existing evaluation methods. To address this gap, we propose RT-LRM, a unified benchmark designed to assess the trustworthiness of LRMs. RT-LRM evaluates three core dimensions: truthfulness, safety and efficiency. Beyond metric-based evaluation, we further introduce the training paradigm as a key analytical perspective to investigate the systematic impact of different training strategies on model trustworthiness. We achieve this by designing a curated suite of 30 reasoning tasks from an observational standpoint. We conduct extensive experiments on 26 models and identify several valuable insights into the trustworthiness of LRMs. For example, LRMs generally face trustworthiness challenges and tend to be more fragile than Large Language Models (LLMs) when encountering reasoning-induced risks. These findings uncover previously underexplored vulnerabilities and highlight the need for more targeted evaluations. In addition, we release a scalable toolbox for standardized trustworthiness research to support future advancements in this important field. Our code and datasets will be open-sourced.

AIOct 29, 2023
Language Agents with Reinforcement Learning for Strategic Play in the Werewolf Game

Zelai Xu, Chao Yu, Fei Fang et al.

Agents built with large language models (LLMs) have shown great potential across a wide range of domains. However, in complex decision-making tasks, pure LLM-based agents tend to exhibit intrinsic bias in their choice of actions, which is inherited from the model's training data and results in suboptimal performance. To develop strategic language agents, i.e., agents that generate flexible language actions and possess strong decision-making abilities, we propose a novel framework that powers LLM-based agents with reinforcement learning (RL). We consider Werewolf, a popular social deduction game, as a challenging testbed that emphasizes versatile communication and strategic gameplay. To mitigate the intrinsic bias in language actions, our agents use an LLM to perform deductive reasoning and generate a diverse set of action candidates. Then an RL policy trained to optimize the decision-making ability chooses an action from the candidates to play in the game. Extensive experiments show that our agents overcome the intrinsic bias and outperform existing LLM-based agents in the Werewolf game. We also conduct human-agent experiments and find that our agents achieve human-level performance and demonstrate strong strategic play.

AIJun 14, 2023
Hierarchical Task Network Planning for Facilitating Cooperative Multi-Agent Reinforcement Learning

Xuechen Mu, Hankz Hankui Zhuo, Chen Chen et al.

Exploring sparse reward multi-agent reinforcement learning (MARL) environments with traps in a collaborative manner is a complex task. Agents typically fail to reach the goal state and fall into traps, which affects the overall performance of the system. To overcome this issue, we present SOMARL, a framework that uses prior knowledge to reduce the exploration space and assist learning. In SOMARL, agents are treated as part of the MARL environment, and symbolic knowledge is embedded using a tree structure to build a knowledge hierarchy. The framework has a two-layer hierarchical structure, comprising a hybrid module with a Hierarchical Task Network (HTN) planning and meta-controller at the higher level, and a MARL-based interactive module at the lower level. The HTN module and meta-controller use Hierarchical Domain Definition Language (HDDL) and the option framework to formalize symbolic knowledge and obtain domain knowledge and a symbolic option set, respectively. Moreover, the HTN module leverages domain knowledge to guide low-level agent exploration by assisting the meta-controller in selecting symbolic options. The meta-controller further computes intrinsic rewards of symbolic options to limit exploration behavior and adjust HTN planning solutions as needed. We evaluate SOMARL on two benchmarks, FindTreasure and MoveBox, and report superior performance over state-of-the-art MARL and subgoal-based baselines for MARL environments significantly.

56.3LGMay 27
Adaptive Coarse-to-Fine Subgoal Refinement for Long-Horizon Offline Goal-Conditioned Reinforcement Learning

Kaiqiang Ke, Shenghong He, Chengdong Xu et al.

Offline goal-conditioned reinforcement learning (GCRL) is challenging in long-horizon tasks, where distant state--goal pairs provide weak supervision and value estimates become vulnerable to accumulated bootstrapping errors. Hierarchical methods mitigate this difficulty by introducing intermediate subgoals, but fixed temporal abstractions or fixed hierarchy depths can be mismatched to state--goal pairs with different reachability horizons. We propose Coarse-to-Fine Hierarchical Goal Reinforcement Learning (CFHRL), a fully offline GCRL framework that adaptively refines distant goals before execution. Starting from the final goal, CFHRL recursively proposes intermediate targets, trained from replay-supported candidates, and stops refinement once the current target is estimated to be locally executable by a learned reachability cost. The key idea is that a subgoal need not be an exact midpoint or globally optimal waypoint; it only needs to provide reliable progress and reduce the remaining reaching difficulty, enabling subsequent refinement over shorter horizons. A stylized analysis further supports the robustness of approximate recursive contraction. Experiments on OGBench show substantial gains on several long-horizon tasks, with ablations validating the proposed refinement and stopping mechanisms

96.0ROMar 30
StreamingVLA: Streaming Vision-Language-Action Model with Action Flow Matching and Adaptive Early Observation

Yiran Shi, Dongqi Guo, Tianchen Zhao et al. · tsinghua

Vision-language-action (VLA) models have demonstrated exceptional performance in natural language-driven perception and control. However, the high computational cost of VLA models poses significant efficiency challenges, particularly for resource-constrained edge platforms in real-world deployments. However, since different stages of VLA (observation, action generation and execution) must proceed sequentially, and wait for the completion of the preceding stage, the system suffers from frequent halting and high latency. To address this, We conduct a systematic analysis to identify the challenges for fast and fluent generation, and propose enabling VLAs with the ability to asynchronously parallelize across VLA stages in a "streaming" manner. First, we eliminate the reliance on action chunking and adopt action flow matching, which learns the trajectory of action flows rather than denoising chunk-wise actions. It overlaps the latency of action generation and execution. Second, we design an action saliency-aware adaptive observation mechanism, thereby overlapping the latency of execution and observation. Without sacrificing performance, StreamingVLA achieves substantial speedup and improves the fluency of execution. It achieves a 2.4 $\times$ latency speedup and reduces execution halting by 6.5 $\times$.

CLApr 16, 2024Code
Is DPO Superior to PPO for LLM Alignment? A Comprehensive Study

Shusheng Xu, Wei Fu, Jiaxuan Gao et al. · tsinghua

Reinforcement Learning from Human Feedback (RLHF) is currently the most widely used method to align large language models (LLMs) with human preferences. Existing RLHF methods can be roughly categorized as either reward-based or reward-free. Novel applications such as ChatGPT and Claude leverage reward-based methods that first learn a reward model and apply actor-critic algorithms, such as Proximal Policy Optimization (PPO). However, in academic benchmarks, state-of-the-art results are often achieved via reward-free methods, such as Direct Preference Optimization (DPO). Is DPO truly superior to PPO? Why does PPO perform poorly on these benchmarks? In this paper, we first conduct both theoretical and empirical studies on the algorithmic properties of DPO and show that DPO may have fundamental limitations. Moreover, we also comprehensively examine PPO and reveal the key factors for the best performances of PPO in fine-tuning LLMs. Finally, we benchmark DPO and PPO across a collection of RLHF testbeds, ranging from dialogue to code generation. Experiment results demonstrate that PPO is able to surpass other alignment methods in all cases and achieve state-of-the-art results in challenging code competitions. Our code is publicly available at https://github.com/openpsi-project/ReaLHF.

ROFeb 8, 2023
Learning Graph-Enhanced Commander-Executor for Multi-Agent Navigation

Xinyi Yang, Shiyu Huang, Yiwen Sun et al.

This paper investigates the multi-agent navigation problem, which requires multiple agents to reach the target goals in a limited time. Multi-agent reinforcement learning (MARL) has shown promising results for solving this issue. However, it is inefficient for MARL to directly explore the (nearly) optimal policy in the large search space, which is exacerbated as the agent number increases (e.g., 10+ agents) or the environment is more complex (e.g., 3D simulator). Goal-conditioned hierarchical reinforcement learning (HRL) provides a promising direction to tackle this challenge by introducing a hierarchical structure to decompose the search space, where the low-level policy predicts primitive actions in the guidance of the goals derived from the high-level policy. In this paper, we propose Multi-Agent Graph-Enhanced Commander-Executor (MAGE-X), a graph-based goal-conditioned hierarchical method for multi-agent navigation tasks. MAGE-X comprises a high-level Goal Commander and a low-level Action Executor. The Goal Commander predicts the probability distribution of goals and leverages them to assign each agent the most appropriate final target. The Action Executor utilizes graph neural networks (GNN) to construct a subgraph for each agent that only contains crucial partners to improve cooperation. Additionally, the Goal Encoder in the Action Executor captures the relationship between the agent and the designated goal to encourage the agent to reach the final target. The results show that MAGE-X outperforms the state-of-the-art MARL baselines with a 100% success rate with only 3 million training steps in multi-agent particle environments (MPE) with 50 agents, and at least a 12% higher success rate and 2x higher data efficiency in a more complicated quadrotor 3D navigation task.

LGJun 1, 2023
Safe Offline Reinforcement Learning with Real-Time Budget Constraints

Qian Lin, Bo Tang, Zifan Wu et al.

Aiming at promoting the safe real-world deployment of Reinforcement Learning (RL), research on safe RL has made significant progress in recent years. However, most existing works in the literature still focus on the online setting where risky violations of the safety budget are likely to be incurred during training. Besides, in many real-world applications, the learned policy is required to respond to dynamically determined safety budgets (i.e., constraint threshold) in real time. In this paper, we target at the above real-time budget constraint problem under the offline setting, and propose Trajectory-based REal-time Budget Inference (TREBI) as a novel solution that models this problem from the perspective of trajectory distribution and solves it through diffusion model planning. Theoretically, we prove an error bound of the estimation on the episodic reward and cost under the offline setting and thus provide a performance guarantee for TREBI. Empirical results on a wide range of simulation tasks and a real-world large-scale advertising application demonstrate the capability of TREBI in solving real-time budget constraint problems under offline settings.

RONov 1, 2023
Active Neural Topological Mapping for Multi-Agent Exploration

Xinyi Yang, Yuxiang Yang, Chao Yu et al.

This paper investigates the multi-agent cooperative exploration problem, which requires multiple agents to explore an unseen environment via sensory signals in a limited time. A popular approach to exploration tasks is to combine active mapping with planning. Metric maps capture the details of the spatial representation, but are with high communication traffic and may vary significantly between scenarios, resulting in inferior generalization. Topological maps are a promising alternative as they consist only of nodes and edges with abstract but essential information and are less influenced by the scene structures. However, most existing topology-based exploration tasks utilize classical methods for planning, which are time-consuming and sub-optimal due to their handcrafted design. Deep reinforcement learning (DRL) has shown great potential for learning (near) optimal policies through fast end-to-end inference. In this paper, we propose Multi-Agent Neural Topological Mapping (MANTM) to improve exploration efficiency and generalization for multi-agent exploration tasks. MANTM mainly comprises a Topological Mapper and a novel RL-based Hierarchical Topological Planner (HTP). The Topological Mapper employs a visual encoder and distance-based heuristics to construct a graph containing main nodes and their corresponding ghost nodes. The HTP leverages graph neural networks to capture correlations between agents and graph nodes in a coarse-to-fine manner for effective global goal selection. Extensive experiments conducted in a physically-realistic simulator, Habitat, demonstrate that MANTM reduces the steps by at least 26.40% over planning-based baselines and by at least 7.63% over RL-based competitors in unseen scenarios.

CLAug 8, 2025Code
GLM-4.5: Agentic, Reasoning, and Coding (ARC) Foundation Models

GLM-4. 5 Team, Aohan Zeng, Xin Lv et al.

We present GLM-4.5, an open-source Mixture-of-Experts (MoE) large language model with 355B total parameters and 32B activated parameters, featuring a hybrid reasoning method that supports both thinking and direct response modes. Through multi-stage training on 23T tokens and comprehensive post-training with expert model iteration and reinforcement learning, GLM-4.5 achieves strong performance across agentic, reasoning, and coding (ARC) tasks, scoring 70.1% on TAU-Bench, 91.0% on AIME 24, and 64.2% on SWE-bench Verified. With much fewer parameters than several competitors, GLM-4.5 ranks 3rd overall among all evaluated models and 2nd on agentic benchmarks. We release both GLM-4.5 (355B parameters) and a compact version, GLM-4.5-Air (106B parameters), to advance research in reasoning and agentic AI systems. Code, models, and more information are available at https://github.com/zai-org/GLM-4.5.

AIOct 5, 2023
Fictitious Cross-Play: Learning Global Nash Equilibrium in Mixed Cooperative-Competitive Games

Zelai Xu, Yancheng Liang, Chao Yu et al.

Self-play (SP) is a popular multi-agent reinforcement learning (MARL) framework for solving competitive games, where each agent optimizes policy by treating others as part of the environment. Despite the empirical successes, the theoretical properties of SP-based methods are limited to two-player zero-sum games. However, for mixed cooperative-competitive games where agents on the same team need to cooperate with each other, we can show a simple counter-example where SP-based methods cannot converge to a global Nash equilibrium (NE) with high probability. Alternatively, Policy-Space Response Oracles (PSRO) is an iterative framework for learning NE, where the best responses w.r.t. previous policies are learned in each iteration. PSRO can be directly extended to mixed cooperative-competitive settings by jointly learning team best responses with all convergence properties unchanged. However, PSRO requires repeatedly training joint policies from scratch till convergence, which makes it hard to scale to complex games. In this work, we develop a novel algorithm, Fictitious Cross-Play (FXP), which inherits the benefits from both frameworks. FXP simultaneously trains an SP-based main policy and a counter population of best response policies. The main policy is trained by fictitious self-play and cross-play against the counter population, while the counter policies are trained as the best responses to the main policy's past versions. We validate our method in matrix games and show that FXP converges to global NEs while SP methods fail. We also conduct experiments in a gridworld domain, where FXP achieves higher Elo ratings and lower exploitabilities than baselines, and a more challenging football game, where FXP defeats SOTA models with over 94% win rate.

CLNov 4, 2024Code
Hunyuan-Large: An Open-Source MoE Model with 52 Billion Activated Parameters by Tencent

Xingwu Sun, Yanfeng Chen, Yiqing Huang et al. · tencent-ai

In this paper, we introduce Hunyuan-Large, which is currently the largest open-source Transformer-based mixture of experts model, with a total of 389 billion parameters and 52 billion activation parameters, capable of handling up to 256K tokens. We conduct a thorough evaluation of Hunyuan-Large's superior performance across various benchmarks including language understanding and generation, logical reasoning, mathematical problem-solving, coding, long-context, and aggregated tasks, where it outperforms LLama3.1-70B and exhibits comparable performance when compared to the significantly larger LLama3.1-405B model. Key practice of Hunyuan-Large include large-scale synthetic data that is orders larger than in previous literature, a mixed expert routing strategy, a key-value cache compression technique, and an expert-specific learning rate strategy. Additionally, we also investigate the scaling laws and learning rate schedule of mixture of experts models, providing valuable insights and guidances for future model development and optimization. The code and checkpoints of Hunyuan-Large are released to facilitate future innovations and applications. Codes: https://github.com/Tencent/Hunyuan-Large Models: https://huggingface.co/tencent/Tencent-Hunyuan-Large

CLApr 2, 2022
Constrained Sequence-to-Tree Generation for Hierarchical Text Classification

Chao Yu, Yi Shen, Yue Mao et al.

Hierarchical Text Classification (HTC) is a challenging task where a document can be assigned to multiple hierarchically structured categories within a taxonomy. The majority of prior studies consider HTC as a flat multi-label classification problem, which inevitably leads to "label inconsistency" problem. In this paper, we formulate HTC as a sequence generation task and introduce a sequence-to-tree framework (Seq2Tree) for modeling the hierarchical label structure. Moreover, we design a constrained decoding strategy with dynamic vocabulary to secure the label consistency of the results. Compared with previous works, the proposed approach achieves significant and consistent improvements on three benchmark datasets.

AIApr 24, 2023
Reinforcement Learning with Knowledge Representation and Reasoning: A Brief Survey

Chao Yu, Shicheng Ye, Hankz Hankui Zhuo

Reinforcement Learning (RL) has achieved tremendous development in recent years, but still faces significant obstacles in addressing complex real-life problems due to the issues of poor system generalization, low sample efficiency as well as safety and interpretability concerns. The core reason underlying such dilemmas can be attributed to the fact that most of the work has focused on the computational aspect of value functions or policies using a representational model to describe atomic components of rewards, states and actions etc, thus neglecting the rich high-level declarative domain knowledge of facts, relations and rules that can be either provided a priori or acquired through reasoning over time. Recently, there has been a rapidly growing interest in the use of Knowledge Representation and Reasoning (KRR) methods, usually using logical languages, to enable more abstract representation and efficient learning in RL. In this survey, we provide a preliminary overview on these endeavors that leverage the strengths of KRR to help solving various problems in RL, and discuss the challenging open problems and possible directions for future work in this area.

LGSep 18, 2024
Reward-Robust RLHF in LLMs

Yuzi Yan, Xingzhou Lou, Jialian Li et al.

As Large Language Models (LLMs) continue to progress toward more advanced forms of intelligence, Reinforcement Learning from Human Feedback (RLHF) is increasingly seen as a key pathway toward achieving Artificial General Intelligence (AGI). However, the reliance on reward-model-based (RM-based) alignment methods introduces significant challenges due to the inherent instability and imperfections of Reward Models (RMs), which can lead to critical issues such as reward hacking and misalignment with human intentions. In this paper, we introduce a reward-robust RLHF framework aimed at addressing these fundamental challenges, paving the way for more reliable and resilient learning in LLMs. Our approach introduces a novel optimization objective that carefully balances performance and robustness by incorporating Bayesian Reward Model Ensembles (BRME) to model the uncertainty set of reward functions. This allows the framework to integrate both nominal performance and minimum reward signals, ensuring more stable learning even with imperfect RMs. Empirical results demonstrate that our framework consistently outperforms baselines across diverse benchmarks, showing improved accuracy and long-term stability. We also provide a theoretical analysis, demonstrating that reward-robust RLHF approaches the stability of constant reward settings, which proves to be acceptable even in a stochastic-case analysis. Together, these contributions highlight the framework potential to enhance both the performance and stability of LLM alignment.

CLJun 21, 2023
SIFTER: A Task-specific Alignment Strategy for Enhancing Sentence Embeddings

Chao Yu, Wenhao Zhu, Chaoming Liu et al.

The paradigm of pre-training followed by fine-tuning on downstream tasks has become the mainstream method in natural language processing tasks. Although pre-trained models have the advantage of generalization, their performance may still vary significantly across different domain tasks. This is because the data distribution in different domains varies. For example, the different parts of the sentence 'He married Smt. Dipali Ghosh in 1947 and led a very happy married life' may have different impact for downstream tasks. For similarity calculations, words such as 'led' and 'life' are more important. On the other hand, for sentiment analysis, the word 'happy' is crucial. This indicates that different downstream tasks have different levels of sensitivity to sentence components. Our starting point is to scale information of the model and data according to the specifics of downstream tasks, enhancing domain information of relevant parts for these tasks and reducing irrelevant elements for different domain tasks, called SIFTER. In the experimental part, we use the SIFTER to improve SimCSE by constructing positive sample pairs based on enhancing the sentence stem and reducing the unimportant components in the sentence, and maximize the similarity between three sentences. Similarly, SIFTER can improve the gate mechanism of the LSTM model by short-circuiting the input gate of important words so that the LSTM model remembers the important parts of the sentence. Our experiments demonstrate that SIFTER outperforms the SimCSE and LSTM baselines.

RODec 16, 2024Code
What Matters in Learning A Zero-Shot Sim-to-Real RL Policy for Quadrotor Control? A Comprehensive Study

Jiayu Chen, Chao Yu, Yuqing Xie et al. · tsinghua

Executing precise and agile flight maneuvers is critical for quadrotors in various applications. Traditional quadrotor control approaches are limited by their reliance on flat trajectories or time-consuming optimization, which restricts their flexibility. Recently, RL-based policy has emerged as a promising alternative due to its ability to directly map observations to actions, reducing the need for detailed system knowledge and actuation constraints. However, a significant challenge remains in bridging the sim-to-real gap, where RL-based policies often experience instability when deployed in real world. In this paper, we investigate key factors for learning robust RL-based control policies that are capable of zero-shot deployment in real-world quadrotors. We identify five critical factors and we develop a PPO-based training framework named SimpleFlight, which integrates these five techniques. We validate the efficacy of SimpleFlight on Crazyflie quadrotor, demonstrating that it achieves more than a 50% reduction in trajectory tracking error compared to state-of-the-art RL baselines. The policy derived by SimpleFlight consistently excels across both smooth polynominal trajectories and challenging infeasible zigzag trajectories on small thrust-to-weight quadrotors. In contrast, baseline methods struggle with high-speed or infeasible trajectories. To support further research and reproducibility, we integrate SimpleFlight into a GPU-based simulator Omnidrones and provide open-source access to the code and model checkpoints. We hope SimpleFlight will offer valuable insights for advancing RL-based quadrotor control. For more details, visit our project website at https://sites.google.com/view/simpleflight/.

59.9ROMar 16
HALO:Closing Sim-to-Real Gap for Heavy-loaded Humanoid Agile Motion Skills via Differentiable Simulation

Xingyi Wang, Chenyun Zhang, Weiji Xie et al.

Humanoid robots deployed in real-world scenarios often need to carry unknown payloads, which introduce significant mismatch and degrade the effectiveness of simulation-to-reality reinforcement learning methods. To address this challenge, we propose a two-stage gradient-based system identification framework built on the differentiable simulator MuJoCo XLA. The first stage calibrates the nominal robot model using real-world data to reduce intrinsic sim-to-real discrepancies, while the second stage further identifies the mass distribution of the unknown payload. By explicitly reducing structured model bias prior to policy training, our approach enables zero-shot transfer of reinforcement learning policies to hardware under heavy-load conditions. Extensive simulation and real-world experiments demonstrate more precise parameter identification, improved motion tracking accuracy, and substantially enhanced agility and robustness compared to existing baselines. Project Page: https://mwondering.github.io/halo-humanoid/

LGMay 18, 2025Code
CPGD: Toward Stable Rule-based Reinforcement Learning for Language Models

Zongkai Liu, Fanqing Meng, Lingxiao Du et al.

Recent advances in rule-based reinforcement learning (RL) have significantly improved the reasoning capability of language models (LMs) with rule-based rewards. However, existing RL methods -- such as GRPO, REINFORCE++, and RLOO -- often suffer from training instability, where large policy updates and improper clipping can lead to training collapse. To address this issue, we propose Clipped Policy Gradient Optimization with Policy Drift (CPGD), a novel algorithm designed to stabilize policy learning in LMs. CPGD introduces a policy drift constraint based on KL divergence to dynamically regularize policy updates, and leverages a clip mechanism on the logarithm of the ratio to prevent excessive policy updates. We provide theoretical justification for CPGD and demonstrate through empirical analysis that it mitigates the instability observed in prior approaches. Furthermore, we show that CPGD significantly improves performance while maintaining training stability. Our implementation balances theoretical rigor with practical usability, offering a robust alternative for RL in the post-training of LMs. We release our code at https://github.com/ModalMinds/MM-EUREKA.

RONov 20, 2024Code
Neural Internal Model Control: Learning a Robust Control Policy via Predictive Error Feedback

Feng Gao, Chao Yu, Yu Wang et al.

Accurate motion control in the face of disturbances within complex environments remains a major challenge in robotics. Classical model-based approaches often struggle with nonlinearities and unstructured disturbances, while RL-based methods can be fragile when encountering unseen scenarios. In this paper, we propose a novel framework, Neural Internal Model Control, which integrates model-based control with RL-based control to enhance robustness. Our framework streamlines the predictive model by applying Newton-Euler equations for rigid-body dynamics, eliminating the need to capture complex high-dimensional nonlinearities. This internal model combines model-free RL algorithms with predictive error feedback. Such a design enables a closed-loop control structure to enhance the robustness and generalizability of the control system. We demonstrate the effectiveness of our framework on both quadrotors and quadrupedal robots, achieving superior performance compared to state-of-the-art methods. Furthermore, real-world deployment on a quadrotor with rope-suspended payloads highlights the framework's robustness in sim-to-real transfer. Our code is released at https://github.com/thu-uav/NeuralIMC.

LGSep 16, 2024
An Offline Adaptation Framework for Constrained Multi-Objective Reinforcement Learning

Qian Lin, Zongkai Liu, Danying Mo et al.

In recent years, significant progress has been made in multi-objective reinforcement learning (RL) research, which aims to balance multiple objectives by incorporating preferences for each objective. In most existing studies, specific preferences must be provided during deployment to indicate the desired policies explicitly. However, designing these preferences depends heavily on human prior knowledge, which is typically obtained through extensive observation of high-performing demonstrations with expected behaviors. In this work, we propose a simple yet effective offline adaptation framework for multi-objective RL problems without assuming handcrafted target preferences, but only given several demonstrations to implicitly indicate the preferences of expected policies. Additionally, we demonstrate that our framework can naturally be extended to meet constraints on safety-critical objectives by utilizing safe demonstrations, even when the safety thresholds are unknown. Empirical results on offline multi-objective and safe tasks demonstrate the capability of our framework to infer policies that align with real preferences while meeting the constraints implied by the provided demonstrations.

AIFeb 4
WideSeek-R1: Exploring Width Scaling for Broad Information Seeking via Multi-Agent Reinforcement Learning

Zelai Xu, Zhexuan Xu, Ruize Zhang et al.

Recent advancements in Large Language Models (LLMs) have largely focused on depth scaling, where a single agent solves long-horizon problems with multi-turn reasoning and tool use. However, as tasks grow broader, the key bottleneck shifts from individual competence to organizational capability. In this work, we explore a complementary dimension of width scaling with multi-agent systems to address broad information seeking. Existing multi-agent systems often rely on hand-crafted workflows and turn-taking interactions that fail to parallelize work effectively. To bridge this gap, we propose WideSeek-R1, a lead-agent-subagent framework trained via multi-agent reinforcement learning (MARL) to synergize scalable orchestration and parallel execution. By utilizing a shared LLM with isolated contexts and specialized tools, WideSeek-R1 jointly optimizes the lead agent and parallel subagents on a curated dataset of 20k broad information-seeking tasks. Extensive experiments show that WideSeek-R1-4B achieves an item F1 score of 40.0% on the WideSearch benchmark, which is comparable to the performance of single-agent DeepSeek-R1-671B. Furthermore, WideSeek-R1-4B exhibits consistent performance gains as the number of parallel subagents increases, highlighting the effectiveness of width scaling.

LGDec 17, 2025
Automatic Reward Shaping from Multi-Objective Human Heuristics

Yuqing Xie, Jiayu Chen, Wenhao Tang et al.

Designing effective reward functions remains a central challenge in reinforcement learning, especially in multi-objective environments. In this work, we propose Multi-Objective Reward Shaping with Exploration (MORSE), a general framework that automatically combines multiple human-designed heuristic rewards into a unified reward function. MORSE formulates the shaping process as a bi-level optimization problem: the inner loop trains a policy to maximize the current shaped reward, while the outer loop updates the reward function to optimize task performance. To encourage exploration in the reward space and avoid suboptimal local minima, MORSE introduces stochasticity into the shaping process, injecting noise guided by task performance and the prediction error of a fixed, randomly initialized neural network. Experimental results in MuJoCo and Isaac Sim environments show that MORSE effectively balances multiple objectives across various robotic tasks, achieving task performance comparable to those obtained with manually tuned reward functions.

49.3CLMay 13
GAGPO: Generalized Advantage Grouped Policy Optimization

Siyuan Zhu, Chao Yu, Rongxin Yang et al.

Reinforcement learning has become a powerful paradigm for post-training large language model agents, yet credit assignment in multi-turn environments remains a challenge. Agents often receive sparse, trajectory-level rewards only at the end of an episode, making it difficult to determine which intermediate actions contributed to success or failure. As a result, propagating delayed outcomes back to individual decision steps without relying on costly auxiliary value models remains an open problem. We propose Generalized Advantage Grouped Policy Optimization (GAGPO), a critic-free reinforcement learning method for precise, step-aligned temporal credit assignment. GAGPO constructs a non-parametric grouped value proxy from sampled rollouts and uses it to compute TD/GAE-style temporal advantages, recursively propagating outcome supervision backward through time. Combined with group-wise advantage normalization and an action-level importance ratio, GAGPO extracts stable, localized optimization signals directly from multi-turn trajectories. Experiments on ALFWorld and WebShop show that GAGPO outperforms strong reinforcement learning baselines. Further analyses demonstrate faster early-stage learning, improved interaction efficiency, and smoother optimization dynamics, suggesting that GAGPO offers a simple yet effective framework for multi-turn agentic reinforcement learning.

RODec 3, 2025
RoboScape-R: Unified Reward-Observation World Models for Generalizable Robotics Training via RL

Yinzhou Tang, Yu Shang, Yinuo Chen et al.

Achieving generalizable embodied policies remains a key challenge. Traditional policy learning paradigms, including both Imitation Learning (IL) and Reinforcement Learning (RL), struggle to cultivate generalizability across diverse scenarios. While IL policies often overfit to specific expert trajectories, RL suffers from the inherent lack of a unified and general reward signal necessary for effective multi-scene generalization. We posit that the world model is uniquely capable of serving as a universal environment proxy to address this limitation. However, current world models primarily focus on their ability to predict observations and still rely on task-specific, handcrafted reward functions, thereby failing to provide a truly general training environment. Toward this problem, we propose RoboScape-R, a framework leveraging the world model to serve as a versatile, general-purpose proxy for the embodied environment within the RL paradigm. We introduce a novel world model-based general reward mechanism that generates ''endogenous'' rewards derived from the model's intrinsic understanding of real-world state transition dynamics. Extensive experiments demonstrate that RoboScape-R effectively addresses the limitations of traditional RL methods by providing an efficient and general training environment that substantially enhances the generalization capability of embodied policies. Our approach offers critical insights into utilizing the world model as an online training strategy and achieves an average 37.5% performance improvement over baselines under out-of-domain scenarios.

73.0AIMay 11
Verifiable Process Rewards for Agentic Reasoning

Huining Yuan, Zelai Xu, Huaijie Wang et al.

Reinforcement learning from verifiable rewards (RLVR) has improved the reasoning abilities of large language models (LLMs), but most existing approaches rely on sparse outcome-level feedback. This sparsity creates a credit assignment challenge in long-horizon agentic reasoning: a trajectory may fail despite containing many correct intermediate decisions, or succeed despite containing flawed ones. In this work, we study a class of densely-verifiable agentic reasoning problems, where intermediate actions can be objectively checked by symbolic or algorithmic oracles. We propose Verifiable Process Rewards (VPR), a framework that converts such oracles into dense turn-level supervision for reinforcement learning, and instantiate it in three representative settings: search-based verification for dynamic deduction, constraint-based verification for logical reasoning, and posterior-based verification for probabilistic inference. We further provide a theoretical analysis showing that dense verifier-grounded rewards can improve long-horizon credit assignment by providing more localized learning signals, with the benefit depending on the reliability of the verifier. Empirically, VPR outperforms outcome-level reward and rollout-based process reward baselines across controlled environments, and more importantly, transfers to both general and agentic reasoning benchmarks, suggesting that verifiable process supervision can foster general reasoning skills applicable beyond the training environments. Our results indicate that VPR is a promising approach for enhancing LLM agents whenever reliable intermediate verification is available, while also highlighting its dependence on oracle quality and the open challenge of extending VPR to less structured, open-ended environments.

LGOct 29, 2025Code
$π_\texttt{RL}$: Online RL Fine-tuning for Flow-based Vision-Language-Action Models

Kang Chen, Zhihao Liu, Tonghe Zhang et al.

Vision-Language-Action (VLA) models enable robots to understand and perform complex tasks from multimodal input. Although recent work explores using reinforcement learning (RL) to automate the laborious data collection process in scaling supervised fine-tuning (SFT), applying large-scale RL to flow-based VLAs (e.g., $π_0$, $π_{0.5}$) remains challenging due to intractable action log-likelihoods from iterative denoising. We address this challenge with $π_{\text{RL}}$, an open-source framework for training flow-based VLAs in parallel simulation. $π_{\text{RL}}$ implements two RL algorithms: (1) {Flow-Noise} models the denoising process as a discrete-time MDP with a learnable noise network for exact log-likelihood computation. (2) {Flow-SDE} integrates denoising with agent-environment interaction, formulating a two-layer MDP that employs ODE-to-SDE conversion for efficient RL exploration. We evaluate $π_{\text{RL}}$ on LIBERO and ManiSkill benchmarks. On LIBERO, $π_{\text{RL}}$ boosts few-shot SFT models $π_0$ and $π_{0.5}$ from 57.6% to 97.6% and from 77.1% to 98.3%, respectively. In ManiSkill, we train $π_{\text{RL}}$ in 320 parallel environments, improving $π_0$ from 41.6% to 85.7% and $π_{0.5}$ from 40.0% to 84.8% across 4352 pick-and-place tasks, demonstrating scalable multitask RL under heterogeneous simulation. Overall, $π_{\text{RL}}$ achieves significant performance gains and stronger generalization over SFT-models, validating the effectiveness of online RL for flow-based VLAs.

AIOct 17, 2025Code
MARS: Reinforcing Multi-Agent Reasoning of LLMs through Self-Play in Strategic Games

Huining Yuan, Zelai Xu, Zheyue Tan et al.

Developing Large Language Models (LLMs) to cooperate and compete effectively within multi-agent systems is a critical step towards more advanced intelligence. While reinforcement learning (RL) has proven effective for enhancing reasoning in single-agent tasks, its extension to multi-turn, multi-agent scenarios remains underexplored due to the challenges of long-horizon credit assignment and agent-specific advantage estimation. To address these challenges, we introduce MARS, an end-to-end RL framework that incentivizes Multi-Agent Reasoning of LLMs through Self-play in both cooperative and competitive games. MARS features a turn-level advantage estimator that aligns learning signals with each interaction for credit assignment, and an agent-specific advantage normalization to stabilize multi-agent training. By learning with self-play across cooperative and competitive games, the MARS agent trained from Qwen3-4B develops strong strategic abilities that generalize to held-out games with up to 28.7% performance improvements. More importantly, the capability acquired through self-play generalizes beyond games, yielding consistent performance gains of multi-agent systems in reasoning benchmarks. When integrated into leading multi-agent systems, our MARS agent achieves significant performance gains of 10.0% on AIME and 12.5% on GPQA-Diamond. These results establish end-to-end RL training with self-play in strategic games as a powerful approach for developing generalizable multi-agent reasoning capabilities in LLMs. Our code and models are publicly available at https://github.com/thu-nics/MARS.

LGJan 26, 2024Code
Off-Policy Primal-Dual Safe Reinforcement Learning

Zifan Wu, Bo Tang, Qian Lin et al.

Primal-dual safe RL methods commonly perform iterations between the primal update of the policy and the dual update of the Lagrange Multiplier. Such a training paradigm is highly susceptible to the error in cumulative cost estimation since this estimation serves as the key bond connecting the primal and dual update processes. We show that this problem causes significant underestimation of cost when using off-policy methods, leading to the failure to satisfy the safety constraint. To address this issue, we propose conservative policy optimization, which learns a policy in a constraint-satisfying area by considering the uncertainty in cost estimation. This improves constraint satisfaction but also potentially hinders reward maximization. We then introduce local policy convexification to help eliminate such suboptimality by gradually reducing the estimation uncertainty. We provide theoretical interpretations of the joint coupling effect of these two ingredients and further verify them by extensive experiments. Results on benchmark tasks show that our method not only achieves an asymptotic performance comparable to state-of-the-art on-policy methods while using much fewer samples, but also significantly reduces constraint violation during training. Our code is available at https://github.com/ZifanWu/CAL.

LGMar 2, 2021Code
The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games

Chao Yu, Akash Velu, Eugene Vinitsky et al.

Proximal Policy Optimization (PPO) is a ubiquitous on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings. This is often due to the belief that PPO is significantly less sample efficient than off-policy methods in multi-agent systems. In this work, we carefully study the performance of PPO in cooperative multi-agent settings. We show that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popular multi-agent testbeds: the particle-world environments, the StarCraft multi-agent challenge, Google Research Football, and the Hanabi challenge, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. Importantly, compared to competitive off-policy methods, PPO often achieves competitive or superior results in both final returns and sample efficiency. Finally, through ablation studies, we analyze implementation and hyperparameter factors that are critical to PPO's empirical performance, and give concrete practical suggestions regarding these factors. Our results show that when using these practices, simple PPO-based methods can be a strong baseline in cooperative multi-agent reinforcement learning. Source code is released at \url{https://github.com/marlbenchmark/on-policy}.

ROSep 22, 2018Code
DS-SLAM: A Semantic Visual SLAM towards Dynamic Environments

Chao Yu, Zuxin Liu, Xinjun Liu et al.

Simultaneous Localization and Mapping (SLAM) is considered to be a fundamental capability for intelligent mobile robots. Over the past decades, many impressed SLAM systems have been developed and achieved good performance under certain circumstances. However, some problems are still not well solved, for example, how to tackle the moving objects in the dynamic environments, how to make the robots truly understand the surroundings and accomplish advanced tasks. In this paper, a robust semantic visual SLAM towards dynamic environments named DS-SLAM is proposed. Five threads run in parallel in DS-SLAM: tracking, semantic segmentation, local mapping, loop closing, and dense semantic map creation. DS-SLAM combines semantic segmentation network with moving consistency check method to reduce the impact of dynamic objects, and thus the localization accuracy is highly improved in dynamic environments. Meanwhile, a dense semantic octo-tree map is produced, which could be employed for high-level tasks. We conduct experiments both on TUM RGB-D dataset and in the real-world environment. The results demonstrate the absolute trajectory accuracy in DS-SLAM can be improved by one order of magnitude compared with ORB-SLAM2. It is one of the state-of-the-art SLAM systems in high-dynamic environments. Now the code is available at our github: https://github.com/ivipsourcecode/DS-SLAM

78.1AIMay 9
EvoMAS: Learning Execution-Time Workflows for Multi-Agent Systems

Chengdong Xu, Kaiqiang Ke, Ziheng Liu et al.

Large language model (LLM)-based multi-agent systems have shown strong potential on complex tasks through agent specialization, tool use, and collaborative reasoning. However, most automated multi-agent system design methods still follow a one-shot paradigm: a workflow is optimized or selected before execution and then reused unchanged throughout the task. This static coordination strategy is ill-suited for long-horizon tasks whose subgoals, intermediate evidence, and information needs evolve over multiple execution stages. We propose EvoMAS, a framework for execution-time multi-agent workflow construction. EvoMAS formulates workflow construction as a meta-level sequential decision problem along a single task trajectory. At each stage, it constructs an explicit task state through a Planner-Evaluator-Updater pipeline and uses a learned Workflow Adapter to instantiate a stage-specific layered workflow from a fixed pool of candidate agents. The adapter is trained with policy gradients using sparse, verifiable terminal task success as the main supervision signal, while evaluator-based process reward is analyzed separately under very-hard sparse-reward settings. Experiments on GAIA, HLE, and DeepResearcher show that EvoMAS outperforms single-agent baselines and recent automated multi-agent workflow design methods. Our analyses further show that explicit task-state construction and learned workflow adaptation provide complementary benefits. Additional results indicate that process reward is most useful when terminal success is extremely sparse, and qualitative case studies illustrate that EvoMAS adapts agent coordination as the task state evolves.

74.1CVApr 2
Tex3D: Objects as Attack Surfaces via Adversarial 3D Textures for Vision-Language-Action Models

Jiawei Chen, Simin Huang, Jiawei Du et al.

Vision-language-action (VLA) models have shown strong performance in robotic manipulation, yet their robustness to physically realizable adversarial attacks remains underexplored. Existing studies reveal vulnerabilities through language perturbations and 2D visual attacks, but these attack surfaces are either less representative of real deployment or limited in physical realism. In contrast, adversarial 3D textures pose a more physically plausible and damaging threat, as they are naturally attached to manipulated objects and are easier to deploy in physical environments. Bringing adversarial 3D textures to VLA systems is nevertheless nontrivial. A central obstacle is that standard 3D simulators do not provide a differentiable optimization path from the VLA objective function back to object appearance, making it difficult to optimize through an end-to-end manner. To address this, we introduce Foreground-Background Decoupling (FBD), which enables differentiable texture optimization through dual-renderer alignment while preserving the original simulation environment. To further ensure that the attack remains effective across long-horizon and diverse viewpoints in the physical world, we propose Trajectory-Aware Adversarial Optimization (TAAO), which prioritizes behaviorally critical frames and stabilizes optimization with a vertex-based parameterization. Built on these designs, we present Tex3D, the first framework for end-to-end optimization of 3D adversarial textures directly within the VLA simulation environment. Experiments in both simulation and real-robot settings show that Tex3D significantly degrades VLA performance across multiple manipulation tasks, achieving task failure rates of up to 96.7\%. Our empirical results expose critical vulnerabilities of VLA systems to physically grounded 3D adversarial attacks and highlight the need for robustness-aware training.

LGJan 4, 2024
Policy-regularized Offline Multi-objective Reinforcement Learning

Qian Lin, Chao Yu, Zongkai Liu et al.

In this paper, we aim to utilize only offline trajectory data to train a policy for multi-objective RL. We extend the offline policy-regularized method, a widely-adopted approach for single-objective offline RL problems, into the multi-objective setting in order to achieve the above goal. However, such methods face a new challenge in offline MORL settings, namely the preference-inconsistent demonstration problem. We propose two solutions to this problem: 1) filtering out preference-inconsistent demonstrations via approximating behavior preferences, and 2) adopting regularization techniques with high policy expressiveness. Moreover, we integrate the preference-conditioned scalarized update method into policy-regularized offline RL, in order to simultaneously learn a set of policies using a single policy network, thus reducing the computational cost induced by the training of a large number of individual policies for various preferences. Finally, we introduce Regularization Weight Adaptation to dynamically determine appropriate regularization weights for arbitrary target preferences during deployment. Empirical results on various multi-objective datasets demonstrate the capability of our approach in solving offline MORL problems.