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# Reward Design

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  1. arXiv

    Reward design for clinical multi-turn agents: outcome-only training shortens the work-up, dense question credit keeps high-risk cases

    Clinical multi-turn agents must decide what to ask, when to stop, and what to do from incomplete information. Across three controlled simulated settings, medication refill triage, acute diagnostic work-up and dosing titration, the study compares reward designs: outcome-only GRPO often raises average value by asking fewer questions while producing premature commitment and weaker high-risk performance, whereas extra credit for questions that reduce uncertainty about the hidden state raises held-out value and moderate-case support across three training seeds in diagnostics without the high-risk seed collapse seen under outcome-only training.

  2. arXiv

    Agents iterate their own data recipes: math and code selection strategies gain up to 13.34% under fixed training

    Agents use experimental feedback to revise data-engineering strategies, and across four tasks—math and code data selection, math reward design, and math curriculum learning—the selected strategies gain up to 13.34% absolute over generic baselines on AIME25 Pass@32 under fixed training conditions.

  3. arXiv

    Robot rewards stop chasing lighting and camera angle: task-relevant dynamics lift MetaWorld success to 94.3%

    DiTaR builds video rewards on task-relevant latent dynamics, reaching 94.3% final success on MetaWorld-v3 versus 65.2% for the strongest video-reward baseline ReWiND, and raising real-robot offline RL success from 43.3% to 83.3%.

  4. arXiv

    One RNA design policy now serves many backbones: pairing MCC climbs from 0.61 to 0.73

    Structure-conditioned RNA inverse design previously either trained a separate policy per target backbone or relied on offline preference optimization, leaving online post-training of a reusable backbone-conditioned model largely unexplored. MORAD maps six design measurements to bounded desirability scores, combines them with a weighted geometric mean, and uses group-relative normalization to drive a forward-process diffusion update. On 153 evaluation targets it raises GDT-TS from 0.3300 to 0.3827 and pairing MCC from 0.6110 to 0.7295, while cutting normalized ensemble defect from 0.3906 to 0.2830.

  5. arXiv

    How Retrieval Credit Is Assigned Decides Search-Agent Training Gains: Local Credit Lifts Qwen3-4B Average F1 from 51.25 to 54.34

    The study builds corpus-grounded QA data with intermediate evidence annotations and compares three retrieval signals (evidence coverage Cov, coverage with dependencies Cov-Dep, answer match AM) under scalar reward bonuses versus action-aligned local credit, training Qwen3-4B on seven QA benchmarks and finding local credit outperforms scalar, with Cov-local reaching 54.34 average F1 versus 51.25 for outcome-only training.

  6. arXiv

    BIRD Unifies Iterative Reward Design Evaluation: Simple Design Choices Are Most Robust, and ERA-U/ERA-S Rank First and Second Under Matched Budgets

    The authors introduce BIRD, which expresses 14 published iterative reward design (IRD) methods as configurations of one loop, compares 6 published methods and ablates 30 design choices across MuJoCo, Meta-World, Assistax and HumanoidBench under matched feedback conditions and policy-training budgets, finding that most choices (including the authors' own proposals) have small or inconclusive effects while a few simple choices (such as greedily retaining checkpoints and summarizing feedback) help consistently; a small hill-climb from RDA yields ERA-U and ERA-S, which take first and second place in the pooled Bradley–Terry ranking, though a small human study shows high benchmark scores do not imply natural behavior.

  7. arXiv

    X-Tree mines reusable skills from trajectories into a tree, lifting success by up to 4.5%, 5.8% and 4.1% on WebArena, ScienceWorld and WebShop at matched data and budget

    The work introduces X-Tree: raw actions are first canonicalized into typed tokens such as type⟨date⟩ or click⟨button⟩, then adjacent pairs are recursively merged under an X-Score that weighs recurrence, span length and the fraction of occurrences in successful episodes, yielding a deterministic reusable experience tree mined from a trajectory pool with zero LLM calls; X-Tree is then integrated into three training settings — offline RL with each node as a training instance under a step-matching reward plus a depth-scaled completion bonus, online RLVR with an adaptive skill bonus that supplies signal while the verifier is silent and anneals as it becomes informative, and on-policy self-distillation where a rendered X-Tree replaces the LLM-written skill bank as the self-teacher's privileged c

  8. arXiv

    InterEvolve evolves reward programs at test time for a fixed humanoid controller, lifting simulated success from 34.6% to 86.5% and running autonomously on a Unitree G1

    InterEvolve introduces a test-time evolution framework in which an object-aware forward-backward (FB) behavioral foundation model executes reward programs, an LLM agent revises program structure in context while CMA-ES tunes its constants, and every candidate is verified across parallel simulation scenarios, letting a fixed humanoid controller solve untrained loco-manipulation tasks without retraining and raising macro-average success across eight task families from 34.6% for the best calibrated fixed program to 86.5%, with evolved skills deployed on a physical Unitree G1.

  9. arXiv

    RULER uses per-instruction six-item rubrics as RL rewards, lifting Qwen3-8B SVG generation from 0.432 to 0.693 and matching the much larger DeepSeek-V3

    The work first shows, on 900 human-rated SVG samples generated by Claude-Opus-4.6, Qwen3-32B, and Qwen3-8B, that prompting a vision-language judge with a multi-axis rubric correlates with human judgment far better than scalar metrics such as CLIP and aesthetic scores (Spearman 0.7929, Goodman-Kruskal Gamma 0.7574), then introduces RULER: it derives a six-item instance-aware rubric from the text instruction alone, has a judge VLM score each rendered rollout item-by-item, and optimizes the weighted reward with GRPO, raising the rubric score on MMSVG-Illustration and MMSVG-Icon from the Qwen3-8B backbone's 0.432 and 0.395 to 0.693 and 0.683, surpassing dedicated SVG specialists and matching the substantially larger DeepSeek-V3 without paired SVG ground truth or human preference labels.

  10. Google Deploys a Dual-Loop LLM Agent System on YouTube That Autonomously Found RMSprop, Gated Path, and a Multi-Objective Reward, Lifting Multiple A/B Metrics

    The work proposes and deploys a self-evolving recommendation system in which Gemini-family LLM agents act as machine learning engineers: an Offline Agent (Fast Loop, waking every 5 minutes and running daily) generates and offline-scores candidate configurations, while an Online Agent (Slow Loop, running daily) ranks candidates and drives A/B experiments; across several YouTube recommendation surfaces the agents autonomously discovered optimizer switches (Adagrad to RMSprop, FTRL), a Gated Path (GLU) architecture, activation refinement, multi-objective reward synthesis, and reward hyperparameter tuning, with multiple online metrics improving at the 95% confidence level and experiment throughput rising from Θ(1)-Θ(10) per week to Θ(100) per week.