Recent advances in Reinforcement Learning with Verifiable Rewards (RLVR) for multimodal large language models (MLLMs) have mainly focused on improving final answer correctness and strengthening visual grounding. However, a critical bottleneck remains: although models can attend to relevant visual regions, they often fail to effectively incorporate visual evidence into subsequent reasoning, leading to reasoning chains that are weakly grounded in visual facts. To address this issue, we propose Trajectory-Guided Reinforcement Learning (TGRL), which guides the policy model to integrate visual evidence into fine-grained reasoning processes using expert reasoning trajectories from stronger models. We further introduce token-level reweighting and trajectory filtering to ensure stable and effective policy optimization. Extensive experiments on multiple multimodal reasoning benchmarks demonstrate that TGRL consistently improves reasoning performance and effectively bridges the gap between visual perception and logical reasoning.
Multimodal Large Language Models have demonstrated remarkable capabilities in video understanding, yet face prohibitive computational costs and performance degradation from ''context rot'' due to massive visual token redundancy. Existing compression strategies typically rely on heuristics or fixed transformations that are often decoupled from the downstream task objectives, limiting their adaptability and effectiveness. To address this, we propose SCORE (Surprise-augmented token COmpression via REinforcement learning), a unified framework that learns an adaptive token compression policy. SCORE introduces a lightweight policy network conditioned on a surprise-augmented state representation that incorporates inter-frame residuals to explicitly capture temporal dynamics and motion saliency. We optimize this policy using a group-wise reinforcement learning scheme with a split-advantage estimator, stabilized by a two-stage curriculum transferring from static pseudo-videos to real dynamic videos. Extensive experiments on diverse video understanding benchmarks demonstrate that SCORE significantly outperforms state-of-the-art baselines. Notably, SCORE achieves a 16x prefill speedup while preserving 99.5% of original performance at a 10% retention ratio, offering a scalable solution for efficient long-form video understanding.
Drones equipped with overhead manipulators offer unique capabilities for inspection, maintenance, and contact-based interaction. However, the motion of the drone and its manipulator is tightly linked, and even small attitude changes caused by wind or control imperfections shift the end-effector away from its intended path. This coupling makes reliable tracking difficult and also limits the direct use of learning-based arm controllers that were originally designed for fixed-base robots. These effects appear consistently in our tests whenever the UAV body experiences drift or rapid attitude corrections. To address this behavior, we develop a reinforcement-learning (RL) framework with a transformer-based double deep Q learning (DDQN), with the core idea of using an adaptive beam-search planner that applies a short-horizon beam search over candidate control sequences using the learned critic as the forward estimator. This allows the controller to anticipate the end-effector's motion through simulated rollouts rather than executing those actions directly on the actual model, realizing a software-in-the-loop (SITL) approach. The lookahead relies on value estimates from a Transformer critic that processes short sequences of states, while a DDQN backbone provides the one-step targets needed to keep the learning process stable. Evaluated on a 3-DoF aerial manipulator under identical training conditions, the proposed meta-adaptive planner shows the strongest overall performance with a 10.2% reward increase, a substantial reduction in mean tracking error (from about 6% to 3%), and a 29.6% improvement in the combined reward-error metric relative to the DDQN baseline. Our method exhibits elevated stability in tracking target tip trajectory (by maintaining 5 cm tracking error) when the drone base exhibits drifts due to external disturbances, as opposed to the fixed-beam and Transformer-only variants.
Prolonged mid-air interaction in virtual reality (VR) causes arm fatigue and discomfort, negatively affecting user experience. Incorporating ergonomic considerations into VR user interface (UI) design typically requires extensive human-in-the-loop evaluation. Although biomechanical models have been used to simulate human behavior in HCI tasks, their application as surrogate users for ergonomic VR UI design remains underexplored. We propose a hierarchical reinforcement learning framework that leverages biomechanical user models to evaluate and optimize VR interfaces for mid-air interaction. A motion agent is trained to perform button-press tasks in VR under sequential conditions, using realistic movement strategies and estimating muscle-level effort via a validated three-compartment control with recovery (3CC-r) fatigue model. The simulated fatigue output serves as feedback for a UI agent that optimizes UI element layout via reinforcement learning (RL) to minimize fatigue. We compare the RL-optimized layout against a manually-designed centered baseline and a Bayesian optimized baseline. Results show that fatigue trends from the biomechanical model align with human user data. Moreover, the RL-optimized layout using simulated fatigue feedback produced significantly lower perceived fatigue in a follow-up human study. We further demonstrate the framework's extensibility via a simulated case study on longer sequential tasks with non-uniform interaction frequencies. To our knowledge, this is the first work using simulated biomechanical muscle fatigue as a direct optimization signal for VR UI layout design. Our findings highlight the potential of biomechanical user models as effective surrogate tools for ergonomic VR interface design, enabling efficient early-stage iteration with less reliance on extensive human participation.
The prevailing paradigm for image-goal visual navigation often assumes access to large-scale datasets, substantial pretraining, and significant computational resources. In this work, we challenge this assumption. We show that we can collect a dataset, train an in-domain policy, and deploy it to the real world (1) in less than 120 minutes, (2) on a consumer laptop, (3) without any human intervention. Our method, MINav, formulates image-goal navigation as an offline goal-conditioned reinforcement learning problem, combining unsupervised data collection with hindsight goal relabeling and offline policy learning. Experiments in simulation and the real world show that MINav improves exploration efficiency, outperforms zero-shot navigation baselines in target environments, and scales favorably with dataset size. These results suggest that effective real-world robotic learning can be achieved with high computational efficiency, lowering the barrier to rapid policy prototyping and deployment.
In this paper, we present a Koopman autoencoder-based least-squares policy iteration (KAE-LSPI) algorithm in reinforcement learning (RL). The KAE-LSPI algorithm is based on reformulating the so-called least-squares fixed-point approximation method in terms of extended dynamic mode decomposition (EDMD), thereby enabling automatic feature learning via the Koopman autoencoder (KAE) framework. The approach is motivated by the lack of a systematic choice of features or kernels in linear RL techniques. We compare the KAE-LSPI algorithm with two previous works, the classical least-squares policy iteration (LSPI) and the kernel-based least-squares policy iteration (KLSPI), using stochastic chain walk and inverted pendulum control problems as examples. Unlike previous works, no features or kernels need to be fixed a priori in our approach. Empirical results show the number of features learned by the KAE technique remains reasonable compared to those fixed in the classical LSPI algorithm. The convergence to an optimal or a near-optimal policy is also comparable to the other two methods.
Large-scale industrial recommenders typically use a fixed multi-stage pipeline (recall, ranking, re-ranking) and have progressed from collaborative filtering to deep and large pre-trained models. However, both multi-stage and so-called One Model designs remain essentially static: models are black boxes, and system improvement relies on manual hypotheses and engineering, which is hard to scale under heterogeneous data and multi-objective business constraints. We propose an Agentic Recommender System (AgenticRS) that reorganizes key modules as agents. Modules are promoted to agents only when they form a functionally closed loop, can be independently evaluated, and possess an evolvable decision space. For model agents, we outline two self-evolution mechanisms: reinforcement learning style optimization in well-defined action spaces, and large language model based generation and selection of new architectures and training schemes in open-ended design spaces. We further distinguish individual evolution of single agents from compositional evolution over how multiple agents are selected and connected, and use a layered inner and outer reward design to couple local optimization with global objectives. This provides a concise blueprint for turning static pipelines into self-evolving agentic recommender systems.
The growing availability of building operational data motivates the use of reinforcement learning (RL), which can learn control policies directly from data and cope with the complexity and uncertainty of large-scale building clusters. However, most existing simulation environments prioritize building-side performance metrics and lack systematic evaluation of grid-level impacts, while their experimental workflows still rely heavily on manual configuration and substantial programming expertise. Therefore, this paper proposes AutoB2G, an automated building-grid co-simulation framework that completes the entire simulation workflow solely based on natural-language task descriptions. The framework extends CityLearn V2 to support Building-to-Grid (B2G) interaction and adopts the large language model (LLM)-based SOCIA (Simulation Orchestration for Computational Intelligence with Agents) framework to automatically generate, execute, and iteratively refine the simulator. As LLMs lack prior knowledge of the implementation context of simulation functions, a codebase covering simulation configurations and functional modules is constructed and organized as a directed acyclic graph (DAG) to explicitly represent module dependencies and execution order, guiding the LLM to retrieve a complete executable path. Experimental results demonstrate that AutoB2G can effectively enable automated simulator implementations, coordinating B2G interactions to improve grid-side performance metrics.
Efficiently aggregating spatial or temporal horizons to acquire compact representations has become a unifying principle in modern deep learning models, yet learning data-adaptive representations for long-horizon sequence data, especially continuous sequences like time series, remains an open challenge. While fixed-size patching has improved scalability and performance, discovering variable-sized, data-driven patches end-to-end often forces models to rely on soft discretization, specific backbones, or heuristic rules. In this work, we propose Reinforcement Patching (ReinPatch), the first framework to jointly optimize a sequence patching policy and its downstream sequence backbone model using reinforcement learning. By formulating patch boundary placement as a discrete decision process optimized via Group Relative Policy Gradient (GRPG), ReinPatch bypasses the need for continuous relaxations and performs dynamic patching policy optimization in a natural manner. Moreover, our method allows strict enforcement of a desired compression rate, freeing the downstream backbone to scale efficiently, and naturally supports multi-level hierarchical modeling. We evaluate ReinPatch on time-series forecasting datasets, where it demonstrates compelling performance compared to state-of-the-art data-driven patching strategies. Furthermore, our detached design allows the patching module to be extracted as a standalone foundation patcher, providing the community with visual and empirical insights into the segmentation behaviors preferred by a purely performance-driven neural patching strategy.
Although pre-trained Vision-Language-Action (VLA) models exhibit impressive generalization in robotic manipulation, post-training remains crucial to ensure reliable performance during deployment. However, standard offline Supervised Fine-Tuning (SFT) suffers from distribution shifts and catastrophic forgetting of pre-trained capabilities, while online Reinforcement Learning (RL) struggles with sparse rewards and poor sample efficiency. In this paper, we propose On-Policy VLA Distillation (VLA-OPD), a framework bridging the efficiency of SFT with the robustness of RL. Instead of relying on sparse environmental rewards, VLA-OPD leverages an expert teacher to provide dense, token-level supervision on the student's self-generated trajectories. This enables active error correction on policy-induced states while preserving pre-trained general capabilities through gentle alignment. Crucially, we formulate VLA-OPD via a Reverse-KL objective. Unlike standard Forward-KL that induces mode-covering entropy explosion, or Hard-CE that causes premature entropy collapse, our bounded mode-seeking objective ensures stable policy learning by filtering out the teacher's epistemic uncertainty while maintaining action diversity. Experiments on LIBERO and RoboTwin2.0 benchmarks demonstrate that VLA-OPD significantly improves sample efficiency over RL and robustness over SFT, while effectively mitigating catastrophic forgetting during post-training.