Recent studies have proposed reinforcement learning with verifiable rewards (RLVR) methods that enable LLMs to generate high-quality RTL circuits from natural-language specifications. Existing approaches optimize circuit PPA (Power, Performance, Area) by aggregating multiple objectives into a single scalar reward, making it difficult to simultaneously generate diverse Pareto-optimal solutions across different trade-offs such as low power, low latency, and small area. However, in practical design, the relative importance of each objective varies depending on product requirements and design constraints; thus, obtaining a diverse and high-quality candidate set is beneficial in that designers can choose a preferred trade-off a posteriori. In this work, we are the first to propose a learning method for LLM-based circuit generation that optimizes, not the quality of a single circuit, but the quality and diversity of the entire circuit set obtained through multiple generations in the PPA objective space. The proposed method consists of (1) a generation-based training pipeline that reformulates coverage improvement of the entire Pareto solution set into a sequential circuit generation problem, and (2) a reward function based on Hypervolume Contribution (HVC) that measures how much a generated circuit contributes to the Pareto front. Evaluation on the RTLLM v2 benchmark shows that the proposed method achieves +13.3 percentage points in relative Hypervolume over a baseline without PPA optimization and +14.4 percentage points over a single-objective reinforcement learning method, while also demonstrating superiority in circuit diversity.
https://arxiv.org/abs/2610.26904
Due to the rapid growth of the global population, traditional construction methods are gradually unable to meet the current housing demand. The advancement of machine learning algorithms has encouraged researchers to explore their applications in the construction industry, leading to more intelligent and efficient building processes. In particular, the rise of large language models in recent years has provided more possibilities for the transformation from traditional construction to smart construction. In this study, a large language model and reinforcement learning based autonomous construction method is proposed. An enhanced soft actor-critic reinforcement learning algorithm is developed to plan actions for a mobile crane according to construction tasks. Robot kinematics and control algorithms are used to ensure that the actions generated by the reinforcement learning algorithm can be executed by the crane. In addition, a customized embedding model is developed to extract information from the construction environment according to user interests. Then, a large language model, ChatGPT 5, is used to update construction progress, provide safety information to control system, and generate construction progress reports. The feasibility of proposed method is verified through several full-scall retaining wall construction experiments.
https://arxiv.org/abs/2610.26899
Every robot already carries high-resolution contact sensors: its own joints. Legged robots and humanoids exploit them to walk, run, and track whole-body motions without vision, but there the contacts are large and forceful. Is joint sensing also enough for precise, contact-rich assembly, where the robot must find a millimeter-scale opening, mesh gear teeth, or catch a thread through light contact? We study this question by training blind assembly policies that observe only a short history of joint positions, velocities, and their own actions, without visual, force, torque, or tactile sensing. The poses of both the fixture and the part are unknown to the policy, and the grasp is randomized substantially. The policy must therefore assemble the parts through contact, sensed exclusively through its own proprioception. Trained with reinforcement learning entirely in simulation over randomized parts, grasps, and contacts, such policies learn peg insertion, gear meshing, and nut threading. The peg insertion policy transfers zero-shot to the real world and inserts pegs of different shapes and sizes in 73% of trials. Controlled comparisons with matched visual policies in simulation show that blind policies generalize far better to unseen part shapes and sizes, though they can be slower. Training such policies needs thousands of different assemblies, each simulated with its clearance intact, so we also release an open-source generator that builds them procedurally from exact convex pieces for MuJoCo; it is more accurate and faster than convex decomposition or MuJoCo's signed-distance collision. Videos and interactive simulations are at this https URL.
https://arxiv.org/abs/2610.23849
Progress estimators play an essential role in providing dense reward signals for reinforcement learning in robotic manipulation, but accurately assessing task progress can be much challenging. Existing methods heavily rely on expert data and naively assume that all actions within a demonstration contribute to task success. This assumption often breaks down in real-world scenarios, especially in high-precision manipulation, where subtle geometric errors can lead to task failure. Therefore, these methods can erroneously interpret human mistakes as meaningful progress, further corrupting progress learning. We argue that a key limitation is the lack of a global prior regarding task evaluation criteria, which is crucial for distinguishing meaningful progress from human mistakes. To this end, we propose PRIME, a novel progress estimator capable of learning precise progress estimation from imprecise demonstrations by aggregating experience across trajectories. PRIME constructs a weighted graph over observed states, connecting states across trajectories based on spatial proximity and visual consistency. Edge weights encode spatial distances as transition costs, and shortest-path search approximates the geodesic distance to success. Changes in this distance naturally distinguish advancement, stagnation, and setbacks without assuming monotonic progress over time. Extensive experiments in both simulation and real world on precise manipulation tasks show that PRIME is consistently effective across diverse tasks, and robust to data with varying degrees of suboptimality. Notably, the advantage of PRIME gets more pronounced in higher-precision scenarios, yielding up to a \(5\times\) improvement in policy success rate over the SFT baselines on charger insertion.
https://arxiv.org/abs/2610.23769
Time-aware retrieval is crucial for long-horizon LLM agents to effectively leverage ever-growing long-term memory. Existing methods focus on lexical or semantic similarity, leading to target memories being crowded out by temporally mismatched yet semantically similar candidates. Even time-aware approaches inject temporal cues only during memory organization or answer generation, overlooking temporal constraints at the retrieval stage, where candidate selection occurs - the root cause of the displacement. Inspired by the temporal contiguity effect in human episodic memory, we propose TIDER (Temporal Interval-driven Dual-channel Evidence Retrieval), a time-aware agentic retrieval framework. Central to TIDER is a reinforcement learning (RL)-trained temporal interval locator that infers the temporal windows in which the evidence lies. RL optimizes window localization as a discrete, non-differentiable retrieval decision, using composite rewards to convert sparse answer supervision into fine-grained retrieval feedback. These temporal windows first define the temporal retrieval channel; the retrieved candidates are then merged with results from the semantic channel and reranked by proximity to the windows. This temporal grounding enables TIDER to retrieve temporally aligned evidence that would otherwise be drowned out by the volume of semantically similar yet temporally mismatched memories. With a lightweight 1.7B locator, TIDER achieves state-of-the-art accuracy on both long-horizon memory benchmarks - 61.52% on LifeBench (+8.82%) and 78.96% on LoCoMo (+3.66%) - which indicates that temporal cues are crucial for pinpointing target evidence amid a vast pool of semantically similar historical events in long-term daily-life memory.
https://arxiv.org/abs/2610.23598
Reinforcement learning (RL) policies optimized for task rewards may produce behaviors that are efficient but misaligned with human expectations, safety preferences, or intent. This paper presents a reason-guided preference-based reinforcement learning (PbRL) framework that learns a human reward model from trajectory-level feedback. In addition to preference labels, the framework incorporates reason tags explaining why a behavior is preferred, enabling the learned reward to capture both human choices and their underlying rationale. Compared with preference-only reward learning, the reason-guided formulation provides additional supervision for learning human-aligned rewards and improves the interpretability of the resulting policy. The learned human reward is combined with the environment reward during policy optimization, allowing the agent to improve task performance while producing more interpretable, human- aligned, and preference-sensitive behavior
https://arxiv.org/abs/2610.23550
Legged robots equipped with manipulators offer promising capabilities for loco-manipulation tasks in unstructured environments. However, achieving task-consistent end-effector behavior during locomotion remains challenging due to terrain-induced disturbances and the strong coupling between locomotion and manipulation, particularly for small-scale quadruped platforms. A reinforcement-learning based whole-body control framework is proposed for quadruped loco-manipulation on complex terrain. The proposed framework combines a hybrid task representation with task-prioritized whole-body learning to coordinate locomotion and manipulation while preserving task-consistent end-effector behavior. A lightweight quadruped manipulator platform is further developed to validate the proposed framework on a small-scale quadruped system. Real-world experiments demonstrate successful deployment on complex terrains such as slopes up to 30 degrees, stairs, and deformable terrain. These results demonstrate the feasibility of deploying learned whole-body control policy for quadruped loco-manipulation in real-world environments and highlight the importance of task-consistent whole-body coordination for terrain-adaptive loco-manipulation.
https://arxiv.org/abs/2610.23548
In many real-world scenarios we need to consider formal requirements, such as safety and constraint compliance, to deploy Reinforcement Learning (RL) agents. In this paper we introduce RecReg, a safe RL framework capable of enforcing non-Markovian regular safety properties via recovery-based shielding. RecReg is a unified approach that supports different levels of a priori knowledge and safety guarantees. The paper primarily focuses on building the theoretical foundations for RecReg in the tabular setting, providing rigorous safety and convergence guarantees that are not present in related work. We provide an extensive set of empirical results using the MASA-Safe-RL library, and we outline an extension of RecReg to deep RL domains using SOTA model-based RL. Our empirical results demonstrate that RecReg achieves efficient learning and matches the theory in this paper.
https://arxiv.org/abs/2610.23445
Humans manipulate objects within their hands through touch alone with remarkable ease, but for robots, achieving sustained real-world manipulation without vision remains an open challenge. Although reinforcement learning (RL) can generate sophisticated blind manipulation policies in simulation, transferring them to a real dexterous hand remains hindered by continuously changing contacts, motion-induced tactile information drift, and the gap between simulated and physical dynamics. We study this problem through Baoding ball rotation on the Shadow Dexterous Hand Lite, using only proprioception and binary tactile feedback as observations. We achieve successful zero-shot transfer through a combination of a sensor-aligned, coupling-aware embodiment in simulation, tactile calibration, and two novel episodic domain randomisations: slew-rate action limits and STuck-AT Taxels. On the physical hand, the policy achieves sustained blind Baoding rotation, completing 225 consecutive $\mathbf{180^\circ}$ rotations (112.5 full rotations) at $\sim0.36 \;\text{rot/s}$ in a single continuous trial without any vision or object-state information. Furthermore, we evaluate the contribution of tactile sensing relative to proprioception alone and identify the hand regions where tactile information is most important. This is the strongest reported hardware result for Baoding ball manipulation in both rotation count and speed, irrespective of the sensing modality used. By effectively bridging the sim-to-real gap, our framework sets a new benchmark for sustained tactile-driven dexterous manipulation on physical hardware.
https://arxiv.org/abs/2610.23438
Large language models (LLMs) are increasingly used to automate AI research, including language-model (LM) development, offering a potential path toward recursive self-improvement. However, turning experimental feedback into a learned ability to propose effective improvements across models faces two challenges. First, training such an ability with real feedback is expensive: reinforcement learning (RL) requires evaluating tens of thousands of proposals, each potentially requiring a full model-training run. Even at ten GPU-hours per run, reward collection alone would consume hundreds of thousands of GPU-hours, motivating a cheaper surrogate. Second, surrogate feedback can become unreliable as policy optimization favors overestimated proposals when the proposal distribution shifts. To address these challenges, we propose LM2LM, which trains LLMs with RL to generate effective LM improvement proposals. To provide scalable feedback, we use a research world model (RWM), a frozen LLM that predicts proposal gains from real experimental records provided in context, as the reward model for RL. To maintain feedback reliability, we periodically execute current-policy proposals ranked highly by the RWM and add their measured outcomes to its context. Across eight autoregressive and diffusion LM development environments, real-execution evaluations on held-out tasks show that LM2LM enables Qwen3.8-27B to outperform GPT-6-sol, even when GPT-6-sol is given 300 real experimental records in context, while requiring 33% lower data-generation cost. LM2LM also generalizes to a model family unseen during training.
https://arxiv.org/abs/2610.23344
Multimodal preference alignment often follows a score-based RLHF pipeline: a reward model is first trained to learn human preferences, then used to score on-policy responses and optimize the response model's generation. This turns preference supervision into a scalar signal for generation: a model may learn to produce answers with higher preference scores, but is rarely trained explicitly to learn the reasons underlying human preferences. We therefore ask whether making preference understanding an internal capability of the response model can improve its generation. To investigate this question, we propose \textbf{PrefMind}, an online dual-agent reinforcement learning framework with two trainable agents: a response Generator and a preference Critic. Given a pair of candidate responses, the agents analyze and discuss which response better aligns with human preference. Human labels supervise their judgments and corrections. For pairs on which both the Generator and revised Critic correctly identify the human-preferred response, the Generator produces an improved answer, and the Critic compares it against the original preferred response to provide a generation reward. Both agents are jointly updated from interactions sampled with their current policies. Through this process, \textbf{PrefMind} trains the Generator to understand human preferences via explicit judgment and correction, and to translate this understanding into better responses. Experiments across three model scales show improvements in both standalone preference judgment and downstream response generation.
https://arxiv.org/abs/2610.23256
In a hierarchical multi-agent system, a Leader assigns tasks and subagents carry them out. Jointly training the Leader and the subagents is difficult because a final answer gives only indirect feedback to the subagents. An LLM judge can score the performance of the subagents, but these scores depend on the judge's own assessment of the quality of subagents' responses. We present MultiAgent-OPD, which combines on-policy distillation with reinforcement learning to jointly train a shared-parameter Leader-Searcher-Answerer team end to end. We first train a Teacher in a Searcher-Answerer workflow using answer correctness. During team training, the frozen Teacher scores student-generated search and summary tokens to provide local process supervision for the Searchers, while the Leader learns from team success and the Answerer from candidate correctness. Across seven datasets, the trained system reaches 38.68% macro avg@4, exceeding Prompted Critic by 4.06 percentage points and C-MAS + RL, the trained cascaded multiagent system, by 2.61 percentage points. The team also solves more questions within four attempts.
https://arxiv.org/abs/2610.23234
Vision-and-Language Navigation (VLN) requires embodied agents to ground language in visual observations and make long-horizon decisions. Existing methods often address these demands through task-specific architectures. As multimodal large language models (MLLMs) become increasingly capable, an important question remains: Have we truly unlocked the potential of native MLLMs for VLN before introducing task-specific architecture? We present SimpleVLN, an architecture-preserving framework developed through studies of navigation formulation, data construction, and optimization. At the formulation level, SimpleVLN combines single-turn decision inputs with fixed-budget global-local memory to efficiently use navigation history without unbounded context growth, while action chunks enable efficient output of multiple primitive actions per model invocation. For data construction, we combine expert demonstrations with policy-dependent DAgger experience and develop a scalable synthesis pipeline that generates large-scale tasks for reinforcement learning. At the optimization level, a progressive IL-DAgger-RL pipeline advances from action imitation to task-level outcome optimization. Comprehensive experiments validate the effectiveness of these three aspects. We instantiate SimpleVLN across multiple MLLM backbones and model sizes, demonstrating its generality. SimpleVLN achieves 76.7% and 80.1% success rates on the R2R-CE and RxR-CE splits, respectively, substantially outperforming existing methods. These results show that the navigation capabilities of native MLLMs can be effectively unlocked without task-specific architectural designs.
https://arxiv.org/abs/2610.23203
Reinforcement Learning with Verifiable Rewards (RLVR) has substantially improved Mixture-of-Experts (MoE) LLMs, but its outcome-level rewards provide only sparse supervision. On-Policy Distillation offers dense token-level feedback, yet requires a stronger compatible teacher, while on-policy self-distillation relies on hand-designed privileged information. We observe that the MoE architecture itself offers a way to resolve this dilemma, as increasing the activation budget per token exposes latent expert capacity and yields a potentially stronger teacher within the model. However, naive expansion degrades performance because newly co-activated experts are not optimized to work together. We therefore propose MoEvolve, a bidirectional distillation framework following a recovery-then-improvement strategy: we first restore the activation-expanded high-$k$ model and further strengthen it by exploiting its additional active capacity, then reverse the direction of distillation to transfer the enhanced capabilities back into the original low-$k$ configuration, retaining its inference-time activation budget. Across diverse MoE models and benchmarks, MoEvolve improves the initial models by up to $22.2$ domain-average points and outperforms same-budget RLVR baselines by up to $6.5$ points. Notably, the final low-$k$ models often surpass their activation-expanded teachers.
https://arxiv.org/abs/2610.23185
Reinforcement learning with verifiable rewards has become a scalable post-training paradigm for large language models. However, training agents over long-horizon interactions presents two challenges: using only terminal rewards makes turn-level credit assignment sparse and high-variance, while sequential mini-batch updates on a fixed rollout batch introduce policy staleness as the current policy drifts from the behavior policy. Existing approaches obtain denser credit via learned critics, process reward models, or on-policy distillation, but they rely on a value network, step-level annotations, or a stronger external teacher that increase training complexity. Meanwhile, importance sampling and clipping mitigate policy drift, but they do not specify a finite target that stops sequential updates from overshooting. In this work, we introduce TreeOPSD, a critic-free, tree-aware posterior self-distillation framework for long-horizon agentic reinforcement learning. Treating each interaction turn as a tree node, TreeOPSD branches alternative continuations from shared prefixes and recursively backs up terminal rewards into implicit turn-level credit. It then maps each credit to a closed-form, bounded teacher distribution parameterized by the likelihood ratio relative to the frozen behavior policy. Minimizing the divergence between this teacher and the student policy recovers the policy-gradient direction as the tangent at the behavior policy while bounding updates toward a finite target across sequential mini-batches. Empirically, TreeOPSD improves agentic capabilities across several competitive benchmarks and model scales, especially for long-horizon tasks, e.g., raising the average accuracy of Qwen3-30B-A3B-Thinking-2507 by 4.97 points over GRPO on the Deep Research setting.
https://arxiv.org/abs/2610.23181
Humanoid control requires coordinating whole-body posture with position and heading in the world frame. Mainstream controllers imitate trajectories in the root frame, but struggle to regain the target world pose after displacement. We introduce BeJEPA, a goal-conditioned Behavior World Model learned through unsupervised reinforcement learning from human motion priors and robot interaction. BeJEPA learns a shared representation of body configuration and world placement through a joint-embedding predictive architecture (JEPA). A Dynamic Predictor predicts the next state embedding under an action, while a Successor Predictor summarizes a goal-conditioned policy's expected discounted future state embeddings in a single vector. During joint training, Dynamic grounds the initial representation in observed physical transitions, while Successor increasingly organizes it around long-term behavior. Their composition guides policy improvement through one physical prediction and one behavioral summary, without long imagined rollouts. In 20-second motion-tracking experiments, BeJEPA with online action refinement using Dynamic outperforms all evaluated baselines in global body-position error, reducing it on AMASS by 61.7% relative to BFM-Zero with world-pose inputs and 58.7% relative to SONIC. Physical deployment on a Unitree G1 demonstrates joint attainment of posture, world position, and heading goals, recovery from the ground, and closed-loop return after disturbances and goal changes. Project page: this https URL.
https://arxiv.org/abs/2610.23127
Diffusion large language models (dLLMs) have emerged as a promising alternative to autoregressive language models, enabling non-autoregressive text generation through parallel decoding. Existing dLLMs can be broadly categorized into two families: masked diffusion models (MDMs) and uniform diffusion models (UDMs) In this work, we theoretically show that MDMs are easier to optimize due to their mask-based transition schedule but have lower computational expressivity, whereas UDMs enable iterative state revision and greater expressivity but are substantially harder to train. This trade-off raises a natural question: can we obtain the expressivity of iterative revision without giving up the simple, easy-to-optimize transition schedule of MDMs? Motivated by this analysis, we propose Lookahead Editing (\ours{}), which augments masked diffusion decoding with a rewritable proposal state. At each decoding step, the model performs several lookahead updates to iteratively refine future predictions in this proposal state before committing tokens to the masked sequence. This design introduces a rewritable proposal that uses additional compute to improve expressivity while keeping the simple mask-based transition schedule of MDMs. We fine-tune Qwen2.5-7B and Qwen3-8B to obtain LED-\texttt{7B} and LED-\texttt{8B}, respectively. Across eight benchmarks, LED SFT yields average gains of $+11.4$ and $+7.7$ points over standard MDM SFT. Moreover, using SFT alone, LED-\texttt{8B} outperforms LLaDA2.1-16B Q-mode, which is trained with continued pre-training, supervised fine-tuning, and reinforcement learning.
https://arxiv.org/abs/2610.23122
Real-world frontend development requires agents to compose reproduction, generation, modification, and repair over an evolving application state. Learning a general policy for this process requires translating heterogeneous execution feedback into task-aligned rewards and effective credit assignment across long sequences of interdependent actions. We introduce WebCoder, a general frontend development agent trained with artifact-grounded agentic reinforcement learning. Our key idea is to assess diverse development activities through their effects on a shared executable artifact and its satisfaction of task requirements. We build Webdev-World, an executable environment that integrates code editing, application execution, browser inspection, and on-demand skills while preserving project state across interactions. An independent verifier evaluates the final application against task requirements to provide terminal rewards, while changes in intermediate artifact progress redistribute the resulting rollout advantage across development segments. Context compaction and message-tree sample construction support training on trajectories beyond a single context window while avoiding repeated loss computation on shared generated history. We further introduce Webdev-Bench to evaluate composed development requirements within a single project. On Webdev-Bench, WebCoder-27B raises requirement satisfaction from 64.8 for its Qwen3.8-27B base model to 72.8, exceeding Claude-Opus-4.8 (65.1) and GPT-5.4 (59.6); on Vision2Web, it improves the average visual and functional score from 41.1 to 62.4, on par with Claude-Opus-4.8. Ablation studies confirm the contributions of artifact-grounded credit assignment and long-horizon training.
https://arxiv.org/abs/2610.23104
The learning algorithm view of in-context learning (ICL) studies how fixed-parameter Transformers learn from supplied examples. Language model agents extend this setting through interaction: their actions determine what evidence enters context next. We call this regime Agentic In-Context Learning (Agentic ICL). Existing studies largely depend on externally supplied contexts or reward-bearing interaction histories, while work on general tool-using agents lacks a learning algorithm view. We represent an interactive learner by its state, update, and decision rule, covering active learning, bandits, and online reinforcement learning (RL). For expressivity, we construct causal Transformers that approximate these algorithms over a finite horizon, and bound the resulting loss in return. For training, we characterize when optimizing process rewards preserves behavior that maximizes the final outcome. Distillation experiments show that Transformers can learn to execute three representative recursions. We then train models from outcome or process rewards without oracle action or state targets, as in RL post-training. Different rewards yield distinct decision policies. Improving the alignment of process supervision with outcome-optimal action preferences shifts learned decisions accordingly. Such behavioral differences persist in a pretrained language model across textual paraphrases.
https://arxiv.org/abs/2610.23051
Automated research ideation has advanced rapidly, with multi-agent workflows that generate whole research ideas end to end. These frameworks leave largely unexamined the step that seeds a good idea: identifying an actionable limitation from literature. In this paper, we focus on this first step in the research ideation pipeline. Starting from a pilot study, we find that as large language models (LLMs) scale from 0.6B to 32B parameters, they become far better at recognizing which limitation later work addressed, but no better at generating one, suggesting that the bottleneck lies in the supervision signal rather than model capacity. We therefore construct ActLim-Bench from forward citations, yielding 18,279 evidence-linked supervision triples with human verification. On this signal, we propose a three-stage post-training pipeline: supervised fine-tuning, verifier-filtered rejection-sampling fine-tuning, and reinforcement learning with the verifier as an online dense reward. Experimental results show that our method achieves the highest recall score compared to existing methods among all frontier models. We further show that our generated limitations are preferred in 64.9% of non-tied human comparisons and improve downstream ideation systems. We will release our data and code upon publication.
https://arxiv.org/abs/2610.23038