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Jun 3

RAT: Adversarial Attacks on Deep Reinforcement Agents for Targeted Behaviors

Evaluating deep reinforcement learning (DRL) agents against targeted behavior attacks is critical for assessing their robustness. These attacks aim to manipulate the victim into specific behaviors that align with the attacker's objectives, often bypassing traditional reward-based defenses. Prior methods have primarily focused on reducing cumulative rewards; however, rewards are typically too generic to capture complex safety requirements effectively. As a result, focusing solely on reward reduction can lead to suboptimal attack strategies, particularly in safety-critical scenarios where more precise behavior manipulation is needed. To address these challenges, we propose RAT, a method designed for universal, targeted behavior attacks. RAT trains an intention policy that is explicitly aligned with human preferences, serving as a precise behavioral target for the adversary. Concurrently, an adversary manipulates the victim's policy to follow this target behavior. To enhance the effectiveness of these attacks, RAT dynamically adjusts the state occupancy measure within the replay buffer, allowing for more controlled and effective behavior manipulation. Our empirical results on robotic simulation tasks demonstrate that RAT outperforms existing adversarial attack algorithms in inducing specific behaviors. Additionally, RAT shows promise in improving agent robustness, leading to more resilient policies. We further validate RAT by guiding Decision Transformer agents to adopt behaviors aligned with human preferences in various MuJoCo tasks, demonstrating its effectiveness across diverse tasks.

Provably Mitigating Overoptimization in RLHF: Your SFT Loss is Implicitly an Adversarial Regularizer

Aligning generative models with human preference via RLHF typically suffers from overoptimization, where an imperfectly learned reward model can misguide the generative model to output undesired responses. We investigate this problem in a principled manner by identifying the source of the misalignment as a form of distributional shift and uncertainty in learning human preferences. To mitigate overoptimization, we first propose a theoretical algorithm that chooses the best policy for an adversarially chosen reward model; one that simultaneously minimizes the maximum likelihood estimation of the loss and a reward penalty term. Here, the reward penalty term is introduced to prevent the policy from choosing actions with spurious high proxy rewards, resulting in provable sample efficiency of the algorithm under a partial coverage style condition. Moving from theory to practice, the proposed algorithm further enjoys an equivalent but surprisingly easy-to-implement reformulation. Using the equivalence between reward models and the corresponding optimal policy, the algorithm features a simple objective that combines: (i) a preference optimization loss that directly aligns the policy with human preference, and (ii) a supervised learning loss that explicitly imitates the policy with a (suitable) baseline distribution. In the context of aligning large language models (LLM), this objective fuses the direct preference optimization (DPO) loss with the supervised fune-tuning (SFT) loss to help mitigate the overoptimization towards undesired responses, for which we name the algorithm Regularized Preference Optimization (RPO). Experiments of aligning LLMs demonstrate the improved performance of RPO compared with DPO baselines. Our work sheds light on the interplay between preference optimization and SFT in tuning LLMs with both theoretical guarantees and empirical evidence.

Topic-oriented Adversarial Attacks against Black-box Neural Ranking Models

Neural ranking models (NRMs) have attracted considerable attention in information retrieval. Unfortunately, NRMs may inherit the adversarial vulnerabilities of general neural networks, which might be leveraged by black-hat search engine optimization practitioners. Recently, adversarial attacks against NRMs have been explored in the paired attack setting, generating an adversarial perturbation to a target document for a specific query. In this paper, we focus on a more general type of perturbation and introduce the topic-oriented adversarial ranking attack task against NRMs, which aims to find an imperceptible perturbation that can promote a target document in ranking for a group of queries with the same topic. We define both static and dynamic settings for the task and focus on decision-based black-box attacks. We propose a novel framework to improve topic-oriented attack performance based on a surrogate ranking model. The attack problem is formalized as a Markov decision process (MDP) and addressed using reinforcement learning. Specifically, a topic-oriented reward function guides the policy to find a successful adversarial example that can be promoted in rankings to as many queries as possible in a group. Experimental results demonstrate that the proposed framework can significantly outperform existing attack strategies, and we conclude by re-iterating that there exist potential risks for applying NRMs in the real world.

Adversarial Cheap Talk

Adversarial attacks in reinforcement learning (RL) often assume highly-privileged access to the victim's parameters, environment, or data. Instead, this paper proposes a novel adversarial setting called a Cheap Talk MDP in which an Adversary can merely append deterministic messages to the Victim's observation, resulting in a minimal range of influence. The Adversary cannot occlude ground truth, influence underlying environment dynamics or reward signals, introduce non-stationarity, add stochasticity, see the Victim's actions, or access their parameters. Additionally, we present a simple meta-learning algorithm called Adversarial Cheap Talk (ACT) to train Adversaries in this setting. We demonstrate that an Adversary trained with ACT still significantly influences the Victim's training and testing performance, despite the highly constrained setting. Affecting train-time performance reveals a new attack vector and provides insight into the success and failure modes of existing RL algorithms. More specifically, we show that an ACT Adversary is capable of harming performance by interfering with the learner's function approximation, or instead helping the Victim's performance by outputting useful features. Finally, we show that an ACT Adversary can manipulate messages during train-time to directly and arbitrarily control the Victim at test-time. Project video and code are available at https://sites.google.com/view/adversarial-cheap-talk

Lipschitzness Is All You Need To Tame Off-policy Generative Adversarial Imitation Learning

Despite the recent success of reinforcement learning in various domains, these approaches remain, for the most part, deterringly sensitive to hyper-parameters and are often riddled with essential engineering feats allowing their success. We consider the case of off-policy generative adversarial imitation learning, and perform an in-depth review, qualitative and quantitative, of the method. We show that forcing the learned reward function to be local Lipschitz-continuous is a sine qua non condition for the method to perform well. We then study the effects of this necessary condition and provide several theoretical results involving the local Lipschitzness of the state-value function. We complement these guarantees with empirical evidence attesting to the strong positive effect that the consistent satisfaction of the Lipschitzness constraint on the reward has on imitation performance. Finally, we tackle a generic pessimistic reward preconditioning add-on spawning a large class of reward shaping methods, which makes the base method it is plugged into provably more robust, as shown in several additional theoretical guarantees. We then discuss these through a fine-grained lens and share our insights. Crucially, the guarantees derived and reported in this work are valid for any reward satisfying the Lipschitzness condition, nothing is specific to imitation. As such, these may be of independent interest.

Ferret: Faster and Effective Automated Red Teaming with Reward-Based Scoring Technique

In today's era, where large language models (LLMs) are integrated into numerous real-world applications, ensuring their safety and robustness is crucial for responsible AI usage. Automated red-teaming methods play a key role in this process by generating adversarial attacks to identify and mitigate potential vulnerabilities in these models. However, existing methods often struggle with slow performance, limited categorical diversity, and high resource demands. While Rainbow Teaming, a recent approach, addresses the diversity challenge by framing adversarial prompt generation as a quality-diversity search, it remains slow and requires a large fine-tuned mutator for optimal performance. To overcome these limitations, we propose Ferret, a novel approach that builds upon Rainbow Teaming by generating multiple adversarial prompt mutations per iteration and using a scoring function to rank and select the most effective adversarial prompt. We explore various scoring functions, including reward models, Llama Guard, and LLM-as-a-judge, to rank adversarial mutations based on their potential harm to improve the efficiency of the search for harmful mutations. Our results demonstrate that Ferret, utilizing a reward model as a scoring function, improves the overall attack success rate (ASR) to 95%, which is 46% higher than Rainbow Teaming. Additionally, Ferret reduces the time needed to achieve a 90% ASR by 15.2% compared to the baseline and generates adversarial prompts that are transferable i.e. effective on other LLMs of larger size. Our codes are available at https://github.com/declare-lab/ferret.

Explore and Control with Adversarial Surprise

Unsupervised reinforcement learning (RL) studies how to leverage environment statistics to learn useful behaviors without the cost of reward engineering. However, a central challenge in unsupervised RL is to extract behaviors that meaningfully affect the world and cover the range of possible outcomes, without getting distracted by inherently unpredictable, uncontrollable, and stochastic elements in the environment. To this end, we propose an unsupervised RL method designed for high-dimensional, stochastic environments based on an adversarial game between two policies (which we call Explore and Control) controlling a single body and competing over the amount of observation entropy the agent experiences. The Explore agent seeks out states that maximally surprise the Control agent, which in turn aims to minimize surprise, and thereby manipulate the environment to return to familiar and predictable states. The competition between these two policies drives them to seek out increasingly surprising parts of the environment while learning to gain mastery over them. We show formally that the resulting algorithm maximizes coverage of the underlying state in block MDPs with stochastic observations, providing theoretical backing to our hypothesis that this procedure avoids uncontrollable and stochastic distractions. Our experiments further demonstrate that Adversarial Surprise leads to the emergence of complex and meaningful skills, and outperforms state-of-the-art unsupervised reinforcement learning methods in terms of both exploration and zero-shot transfer to downstream tasks.

SPC: Evolving Self-Play Critic via Adversarial Games for LLM Reasoning

Evaluating the step-by-step reliability of large language model (LLM) reasoning, such as Chain-of-Thought, remains challenging due to the difficulty and cost of obtaining high-quality step-level supervision. In this paper, we introduce Self-Play Critic (SPC), a novel approach where a critic model evolves its ability to assess reasoning steps through adversarial self-play games, eliminating the need for manual step-level annotation. SPC involves fine-tuning two copies of a base model to play two roles, namely a "sneaky generator" that deliberately produces erroneous steps designed to be difficult to detect, and a "critic" that analyzes the correctness of reasoning steps. These two models engage in an adversarial game in which the generator aims to fool the critic, while the critic model seeks to identify the generator's errors. Using reinforcement learning based on the game outcomes, the models iteratively improve; the winner of each confrontation receives a positive reward and the loser receives a negative reward, driving continuous self-evolution. Experiments on three reasoning process benchmarks (ProcessBench, PRM800K, DeltaBench) demonstrate that our SPC progressively enhances its error detection capabilities (e.g., accuracy increases from 70.8% to 77.7% on ProcessBench) and surpasses strong baselines, including distilled R1 model. Furthermore, applying SPC to guide the test-time search of diverse LLMs significantly improves their mathematical reasoning performance on MATH500 and AIME2024, outperforming state-of-the-art process reward models.

A Reputation Mechanism Is All You Need: Collaborative Fairness and Adversarial Robustness in Federated Learning

Federated learning (FL) is an emerging practical framework for effective and scalable machine learning among multiple participants, such as end users, organizations and companies. However, most existing FL or distributed learning frameworks have not well addressed two important issues together: collaborative fairness and adversarial robustness (e.g. free-riders and malicious participants). In conventional FL, all participants receive the global model (equal rewards), which might be unfair to the high-contributing participants. Furthermore, due to the lack of a safeguard mechanism, free-riders or malicious adversaries could game the system to access the global model for free or to sabotage it. In this paper, we propose a novel Robust and Fair Federated Learning (RFFL) framework to achieve collaborative fairness and adversarial robustness simultaneously via a reputation mechanism. RFFL maintains a reputation for each participant by examining their contributions via their uploaded gradients (using vector similarity) and thus identifies non-contributing or malicious participants to be removed. Our approach differentiates itself by not requiring any auxiliary/validation dataset. Extensive experiments on benchmark datasets show that RFFL can achieve high fairness and is very robust to different types of adversaries while achieving competitive predictive accuracy.

A Minimaximalist Approach to Reinforcement Learning from Human Feedback

We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a rater or preference model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.

To Create What You Tell: Generating Videos from Captions

We are creating multimedia contents everyday and everywhere. While automatic content generation has played a fundamental challenge to multimedia community for decades, recent advances of deep learning have made this problem feasible. For example, the Generative Adversarial Networks (GANs) is a rewarding approach to synthesize images. Nevertheless, it is not trivial when capitalizing on GANs to generate videos. The difficulty originates from the intrinsic structure where a video is a sequence of visually coherent and semantically dependent frames. This motivates us to explore semantic and temporal coherence in designing GANs to generate videos. In this paper, we present a novel Temporal GANs conditioning on Captions, namely TGANs-C, in which the input to the generator network is a concatenation of a latent noise vector and caption embedding, and then is transformed into a frame sequence with 3D spatio-temporal convolutions. Unlike the naive discriminator which only judges pairs as fake or real, our discriminator additionally notes whether the video matches the correct caption. In particular, the discriminator network consists of three discriminators: video discriminator classifying realistic videos from generated ones and optimizes video-caption matching, frame discriminator discriminating between real and fake frames and aligning frames with the conditioning caption, and motion discriminator emphasizing the philosophy that the adjacent frames in the generated videos should be smoothly connected as in real ones. We qualitatively demonstrate the capability of our TGANs-C to generate plausible videos conditioning on the given captions on two synthetic datasets (SBMG and TBMG) and one real-world dataset (MSVD). Moreover, quantitative experiments on MSVD are performed to validate our proposal via Generative Adversarial Metric and human study.

CgT-GAN: CLIP-guided Text GAN for Image Captioning

The large-scale visual-language pre-trained model, Contrastive Language-Image Pre-training (CLIP), has significantly improved image captioning for scenarios without human-annotated image-caption pairs. Recent advanced CLIP-based image captioning without human annotations follows a text-only training paradigm, i.e., reconstructing text from shared embedding space. Nevertheless, these approaches are limited by the training/inference gap or huge storage requirements for text embeddings. Given that it is trivial to obtain images in the real world, we propose CLIP-guided text GAN (CgT-GAN), which incorporates images into the training process to enable the model to "see" real visual modality. Particularly, we use adversarial training to teach CgT-GAN to mimic the phrases of an external text corpus and CLIP-based reward to provide semantic guidance. The caption generator is jointly rewarded based on the caption naturalness to human language calculated from the GAN's discriminator and the semantic guidance reward computed by the CLIP-based reward module. In addition to the cosine similarity as the semantic guidance reward (i.e., CLIP-cos), we further introduce a novel semantic guidance reward called CLIP-agg, which aligns the generated caption with a weighted text embedding by attentively aggregating the entire corpus. Experimental results on three subtasks (ZS-IC, In-UIC and Cross-UIC) show that CgT-GAN outperforms state-of-the-art methods significantly across all metrics. Code is available at https://github.com/Lihr747/CgtGAN.

Self-Improving Robust Preference Optimization

Both online and offline RLHF methods such as PPO and DPO have been extremely successful in aligning AI with human preferences. Despite their success, the existing methods suffer from a fundamental problem that their optimal solution is highly task-dependent (i.e., not robust to out-of-distribution (OOD) tasks). Here we address this challenge by proposing Self-Improving Robust Preference Optimization SRPO, a practical and mathematically principled offline RLHF framework that is completely robust to the changes in the task. The key idea of SRPO is to cast the problem of learning from human preferences as a self-improvement process, which can be mathematically expressed in terms of a min-max objective that aims at joint optimization of self-improvement policy and the generative policy in an adversarial fashion. The solution for this optimization problem is independent of the training task and thus it is robust to its changes. We then show that this objective can be re-expressed in the form of a non-adversarial offline loss which can be optimized using standard supervised optimization techniques at scale without any need for reward model and online inference. We show the effectiveness of SRPO in terms of AI Win-Rate (WR) against human (GOLD) completions. In particular, when SRPO is evaluated on the OOD XSUM dataset, it outperforms the celebrated DPO by a clear margin of 15% after 5 self-revisions, achieving WR of 90%.

Reinforcement Learning for Generative AI: A Survey

Deep Generative AI has been a long-standing essential topic in the machine learning community, which can impact a number of application areas like text generation and computer vision. The major paradigm to train a generative model is maximum likelihood estimation, which pushes the learner to capture and approximate the target data distribution by decreasing the divergence between the model distribution and the target distribution. This formulation successfully establishes the objective of generative tasks, while it is incapable of satisfying all the requirements that a user might expect from a generative model. Reinforcement learning, serving as a competitive option to inject new training signals by creating new objectives that exploit novel signals, has demonstrated its power and flexibility to incorporate human inductive bias from multiple angles, such as adversarial learning, hand-designed rules and learned reward model to build a performant model. Thereby, reinforcement learning has become a trending research field and has stretched the limits of generative AI in both model design and application. It is reasonable to summarize and conclude advances in recent years with a comprehensive review. Although there are surveys in different application areas recently, this survey aims to shed light on a high-level review that spans a range of application areas. We provide a rigorous taxonomy in this area and make sufficient coverage on various models and applications. Notably, we also surveyed the fast-developing large language model area. We conclude this survey by showing the potential directions that might tackle the limit of current models and expand the frontiers for generative AI.

Behavior Alignment via Reward Function Optimization

Designing reward functions for efficiently guiding reinforcement learning (RL) agents toward specific behaviors is a complex task. This is challenging since it requires the identification of reward structures that are not sparse and that avoid inadvertently inducing undesirable behaviors. Naively modifying the reward structure to offer denser and more frequent feedback can lead to unintended outcomes and promote behaviors that are not aligned with the designer's intended goal. Although potential-based reward shaping is often suggested as a remedy, we systematically investigate settings where deploying it often significantly impairs performance. To address these issues, we introduce a new framework that uses a bi-level objective to learn behavior alignment reward functions. These functions integrate auxiliary rewards reflecting a designer's heuristics and domain knowledge with the environment's primary rewards. Our approach automatically determines the most effective way to blend these types of feedback, thereby enhancing robustness against heuristic reward misspecification. Remarkably, it can also adapt an agent's policy optimization process to mitigate suboptimalities resulting from limitations and biases inherent in the underlying RL algorithms. We evaluate our method's efficacy on a diverse set of tasks, from small-scale experiments to high-dimensional control challenges. We investigate heuristic auxiliary rewards of varying quality -- some of which are beneficial and others detrimental to the learning process. Our results show that our framework offers a robust and principled way to integrate designer-specified heuristics. It not only addresses key shortcomings of existing approaches but also consistently leads to high-performing solutions, even when given misaligned or poorly-specified auxiliary reward functions.

Ctrl-U: Robust Conditional Image Generation via Uncertainty-aware Reward Modeling

In this paper, we focus on the task of conditional image generation, where an image is synthesized according to user instructions. The critical challenge underpinning this task is ensuring both the fidelity of the generated images and their semantic alignment with the provided conditions. To tackle this issue, previous studies have employed supervised perceptual losses derived from pre-trained models, i.e., reward models, to enforce alignment between the condition and the generated result. However, we observe one inherent shortcoming: considering the diversity of synthesized images, the reward model usually provides inaccurate feedback when encountering newly generated data, which can undermine the training process. To address this limitation, we propose an uncertainty-aware reward modeling, called Ctrl-U, including uncertainty estimation and uncertainty-aware regularization, designed to reduce the adverse effects of imprecise feedback from the reward model. Given the inherent cognitive uncertainty within reward models, even images generated under identical conditions often result in a relatively large discrepancy in reward loss. Inspired by the observation, we explicitly leverage such prediction variance as an uncertainty indicator. Based on the uncertainty estimation, we regularize the model training by adaptively rectifying the reward. In particular, rewards with lower uncertainty receive higher loss weights, while those with higher uncertainty are given reduced weights to allow for larger variability. The proposed uncertainty regularization facilitates reward fine-tuning through consistency construction. Extensive experiments validate the effectiveness of our methodology in improving the controllability and generation quality, as well as its scalability across diverse conditional scenarios. Code will soon be available at https://grenoble-zhang.github.io/Ctrl-U-Page/.

Effective Reward Specification in Deep Reinforcement Learning

In the last decade, Deep Reinforcement Learning has evolved into a powerful tool for complex sequential decision-making problems. It combines deep learning's proficiency in processing rich input signals with reinforcement learning's adaptability across diverse control tasks. At its core, an RL agent seeks to maximize its cumulative reward, enabling AI algorithms to uncover novel solutions previously unknown to experts. However, this focus on reward maximization also introduces a significant difficulty: improper reward specification can result in unexpected, misaligned agent behavior and inefficient learning. The complexity of accurately specifying the reward function is further amplified by the sequential nature of the task, the sparsity of learning signals, and the multifaceted aspects of the desired behavior. In this thesis, we survey the literature on effective reward specification strategies, identify core challenges relating to each of these approaches, and propose original contributions addressing the issue of sample efficiency and alignment in deep reinforcement learning. Reward specification represents one of the most challenging aspects of applying reinforcement learning in real-world domains. Our work underscores the absence of a universal solution to this complex and nuanced challenge; solving it requires selecting the most appropriate tools for the specific requirements of each unique application.

Correlated Proxies: A New Definition and Improved Mitigation for Reward Hacking

Because it is difficult to precisely specify complex objectives, reinforcement learning policies are often optimized using proxy reward functions that only approximate the true goal. However, optimizing proxy rewards frequently leads to reward hacking: the optimized reward function ceases to be a good proxy and the resulting policy performs poorly with respect to the unspecified true reward. Principled solutions to reward hacking have been impeded by the lack of a good definition for the problem. To address this gap, we introduce a definition of reward hacking based on the correlation between proxy and true rewards for states and actions seen by a "base policy" that breaks down under optimization. We show that this definition captures reward hacking behavior across several realistic settings, including in reinforcement learning from human feedback (RLHF). Using our formulation, we show theoretically that regularization to the base policy can effectively prevent reward hacking. While the current practice in RLHF applies a KL penalty between action distributions for this purpose, our theory suggests regularizing the chi^2 divergence between the policies' occupancy measures can be more effective. We intuitively show the benefits of this type of regularization and demonstrate that it better mitigates reward hacking in practice across four realistic settings, including RLHF. Our code is available at https://github.com/cassidylaidlaw/orpo.

Online Intrinsic Rewards for Decision Making Agents from Large Language Model Feedback

Automatically synthesizing dense rewards from natural language descriptions is a promising paradigm in reinforcement learning (RL), with applications to sparse reward problems, open-ended exploration, and hierarchical skill design. Recent works have made promising steps by exploiting the prior knowledge of large language models (LLMs). However, these approaches suffer from important limitations: they are either not scalable to problems requiring billions of environment samples, due to requiring LLM annotations for each observation, or they require a diverse offline dataset, which may not exist or be impossible to collect. In this work, we address these limitations through a combination of algorithmic and systems-level contributions. We propose \oni, a distributed architecture that simultaneously learns an RL policy and an intrinsic reward function using LLM feedback. Our approach annotates the agent's collected experience via an asynchronous LLM server, which is then distilled into an intrinsic reward model. We explore a range of algorithmic choices for reward modeling with varying complexity, including hashing, classification, and ranking models. By studying their relative tradeoffs, we shed light on questions regarding intrinsic reward design for sparse reward problems. Our approach achieves state-of-the-art performance across a range of challenging, sparse reward tasks from the NetHack Learning Environment in a simple unified process, solely using the agent's gathered experience, without requiring external datasets. We make our code available at https://github.com/facebookresearch/oni.

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement Learning from Human Feedback (RLHF) is essential for aligning large language models (LLMs) with human values. However, RLHF is susceptible to reward hacking, where the agent exploits flaws in the reward function rather than learning the intended behavior, thus degrading alignment. While reward shaping helps stabilize RLHF and partially mitigate reward hacking, a systematic investigation into shaping techniques and their underlying principles remains lacking. To bridge this gap, we present a comprehensive study of the prevalent reward shaping methods. Our analysis suggests three key design principles: (1) RL reward is ideally bounded, (2) RL benefits from rapid initial growth followed by gradual convergence, and (3) RL reward is best formulated as a function of centered reward. Guided by these insights, we propose Preference As Reward (PAR), a novel approach that leverages the latent preferences embedded within the reward model itself as the signal for reinforcement learning. We evaluated PAR on two base models, Gemma2-2B and Llama3-8B, using two datasets, Ultrafeedback-Binarized and HH-RLHF. Experimental results demonstrate PAR's superior performance over other reward shaping methods. On the AlpacaEval 2.0 benchmark, PAR achieves a win rate at least 5 percentage points higher than competing approaches. Furthermore, PAR exhibits remarkable data efficiency, requiring only a single reference reward for optimal performance, and maintains robustness against reward hacking even after two full epochs of training. Code is available at https://github.com/PorUna-byte/PAR.

Rewards Are Enough for Fast Photo-Realistic Text-to-image Generation

Aligning generated images to complicated text prompts and human preferences is a central challenge in Artificial Intelligence-Generated Content (AIGC). With reward-enhanced diffusion distillation emerging as a promising approach that boosts controllability and fidelity of text-to-image models, we identify a fundamental paradigm shift: as conditions become more specific and reward signals stronger, the rewards themselves become the dominant force in generation. In contrast, the diffusion losses serve as an overly expensive form of regularization. To thoroughly validate our hypothesis, we introduce R0, a novel conditional generation approach via regularized reward maximization. Instead of relying on tricky diffusion distillation losses, R0 proposes a new perspective that treats image generations as an optimization problem in data space which aims to search for valid images that have high compositional rewards. By innovative designs of the generator parameterization and proper regularization techniques, we train state-of-the-art few-step text-to-image generative models with R0 at scales. Our results challenge the conventional wisdom of diffusion post-training and conditional generation by demonstrating that rewards play a dominant role in scenarios with complex conditions. We hope our findings can contribute to further research into human-centric and reward-centric generation paradigms across the broader field of AIGC. Code is available at https://github.com/Luo-Yihong/R0.

Scaling Laws for Reward Model Overoptimization in Direct Alignment Algorithms

Reinforcement Learning from Human Feedback (RLHF) has been crucial to the recent success of Large Language Models (LLMs), however, it is often a complex and brittle process. In the classical RLHF framework, a reward model is first trained to represent human preferences, which is in turn used by an online reinforcement learning (RL) algorithm to optimize the LLM. A prominent issue with such methods is reward over-optimization or reward hacking, where performance as measured by the learned proxy reward model increases, but true quality plateaus or even deteriorates. Direct Alignment Algorithms (DDAs) like Direct Preference Optimization have emerged as alternatives to the classical RLHF pipeline by circumventing the reward modeling phase. However, although DAAs do not use a separate proxy reward model, they still commonly deteriorate from over-optimization. While the so-called reward hacking phenomenon is not well-defined for DAAs, we still uncover similar trends: at higher KL budgets, DAA algorithms exhibit similar degradation patterns to their classic RLHF counterparts. In particular, we find that DAA methods deteriorate not only across a wide range of KL budgets but also often before even a single epoch of the dataset is completed. Through extensive empirical experimentation, this work formulates and formalizes the reward over-optimization or hacking problem for DAAs and explores its consequences across objectives, training regimes, and model scales.

Secrets of RLHF in Large Language Models Part II: Reward Modeling

Reinforcement Learning from Human Feedback (RLHF) has become a crucial technology for aligning language models with human values and intentions, enabling models to produce more helpful and harmless responses. Reward models are trained as proxies for human preferences to drive reinforcement learning optimization. While reward models are often considered central to achieving high performance, they face the following challenges in practical applications: (1) Incorrect and ambiguous preference pairs in the dataset may hinder the reward model from accurately capturing human intent. (2) Reward models trained on data from a specific distribution often struggle to generalize to examples outside that distribution and are not suitable for iterative RLHF training. In this report, we attempt to address these two issues. (1) From a data perspective, we propose a method to measure the strength of preferences within the data, based on a voting mechanism of multiple reward models. Experimental results confirm that data with varying preference strengths have different impacts on reward model performance. We introduce a series of novel methods to mitigate the influence of incorrect and ambiguous preferences in the dataset and fully leverage high-quality preference data. (2) From an algorithmic standpoint, we introduce contrastive learning to enhance the ability of reward models to distinguish between chosen and rejected responses, thereby improving model generalization. Furthermore, we employ meta-learning to enable the reward model to maintain the ability to differentiate subtle differences in out-of-distribution samples, and this approach can be utilized for iterative RLHF optimization.

Unsupervised Perceptual Rewards for Imitation Learning

Reward function design and exploration time are arguably the biggest obstacles to the deployment of reinforcement learning (RL) agents in the real world. In many real-world tasks, designing a reward function takes considerable hand engineering and often requires additional sensors to be installed just to measure whether the task has been executed successfully. Furthermore, many interesting tasks consist of multiple implicit intermediate steps that must be executed in sequence. Even when the final outcome can be measured, it does not necessarily provide feedback on these intermediate steps. To address these issues, we propose leveraging the abstraction power of intermediate visual representations learned by deep models to quickly infer perceptual reward functions from small numbers of demonstrations. We present a method that is able to identify key intermediate steps of a task from only a handful of demonstration sequences, and automatically identify the most discriminative features for identifying these steps. This method makes use of the features in a pre-trained deep model, but does not require any explicit specification of sub-goals. The resulting reward functions can then be used by an RL agent to learn to perform the task in real-world settings. To evaluate the learned reward, we present qualitative results on two real-world tasks and a quantitative evaluation against a human-designed reward function. We also show that our method can be used to learn a real-world door opening skill using a real robot, even when the demonstration used for reward learning is provided by a human using their own hand. To our knowledge, these are the first results showing that complex robotic manipulation skills can be learned directly and without supervised labels from a video of a human performing the task. Supplementary material and data are available at https://sermanet.github.io/rewards

Policy Smoothing for Provably Robust Reinforcement Learning

The study of provable adversarial robustness for deep neural networks (DNNs) has mainly focused on static supervised learning tasks such as image classification. However, DNNs have been used extensively in real-world adaptive tasks such as reinforcement learning (RL), making such systems vulnerable to adversarial attacks as well. Prior works in provable robustness in RL seek to certify the behaviour of the victim policy at every time-step against a non-adaptive adversary using methods developed for the static setting. But in the real world, an RL adversary can infer the defense strategy used by the victim agent by observing the states, actions, etc., from previous time-steps and adapt itself to produce stronger attacks in future steps. We present an efficient procedure, designed specifically to defend against an adaptive RL adversary, that can directly certify the total reward without requiring the policy to be robust at each time-step. Our main theoretical contribution is to prove an adaptive version of the Neyman-Pearson Lemma -- a key lemma for smoothing-based certificates -- where the adversarial perturbation at a particular time can be a stochastic function of current and previous observations and states as well as previous actions. Building on this result, we propose policy smoothing where the agent adds a Gaussian noise to its observation at each time-step before passing it through the policy function. Our robustness certificates guarantee that the final total reward obtained by policy smoothing remains above a certain threshold, even though the actions at intermediate time-steps may change under the attack. Our experiments on various environments like Cartpole, Pong, Freeway and Mountain Car show that our method can yield meaningful robustness guarantees in practice.

On Designing Effective RL Reward at Training Time for LLM Reasoning

Reward models have been increasingly critical for improving the reasoning capability of LLMs. Existing research has shown that a well-trained reward model can substantially improve model performances at inference time via search. However, the potential of reward models during RL training time still remains largely under-explored. It is currently unclear whether these reward models can provide additional training signals to enhance the reasoning capabilities of LLMs in RL training that uses sparse success rewards, which verify the correctness of solutions. In this work, we evaluate popular reward models for RL training, including the Outcome-supervised Reward Model (ORM) and the Process-supervised Reward Model (PRM), and train a collection of LLMs for math problems using RL by combining these learned rewards with success rewards. Surprisingly, even though these learned reward models have strong inference-time performances, they may NOT help or even hurt RL training, producing worse performances than LLMs trained with the success reward only. Our analysis reveals that an LLM can receive high rewards from some of these reward models by repeating correct but unnecessary reasoning steps, leading to a severe reward hacking issue. Therefore, we introduce two novel reward refinement techniques, including Clipping and Delta. The key idea is to ensure the accumulative reward of any reasoning trajectory is upper-bounded to keep a learned reward model effective without being exploited. We evaluate our techniques with multiple reward models over a set of 1.5B and 7B LLMs on MATH and GSM8K benchmarks and demonstrate that with a carefully designed reward function, RL training without any additional supervised tuning can improve all the evaluated LLMs, including the state-of-the-art 7B LLM Qwen2.5-Math-7B-Instruct on MATH and GSM8K benchmarks.

Direct Nash Optimization: Teaching Language Models to Self-Improve with General Preferences

This paper studies post-training large language models (LLMs) using preference feedback from a powerful oracle to help a model iteratively improve over itself. The typical approach for post-training LLMs involves Reinforcement Learning from Human Feedback (RLHF), which traditionally separates reward learning and subsequent policy optimization. However, such a reward maximization approach is limited by the nature of "point-wise" rewards (such as Bradley-Terry model), which fails to express complex intransitive or cyclic preference relations. While advances on RLHF show reward learning and policy optimization can be merged into a single contrastive objective for stability, they yet still remain tethered to the reward maximization framework. Recently, a new wave of research sidesteps the reward maximization presumptions in favor of directly optimizing over "pair-wise" or general preferences. In this paper, we introduce Direct Nash Optimization (DNO), a provable and scalable algorithm that marries the simplicity and stability of contrastive learning with theoretical generality from optimizing general preferences. Because DNO is a batched on-policy algorithm using a regression-based objective, its implementation is straightforward and efficient. Moreover, DNO enjoys monotonic improvement across iterations that help it improve even over a strong teacher (such as GPT-4). In our experiments, a resulting 7B parameter Orca-2.5 model aligned by DNO achieves the state-of-the-art win-rate against GPT-4-Turbo of 33% on AlpacaEval 2.0 (even after controlling for response length), an absolute gain of 26% (7% to 33%) over the initializing model. It outperforms models with far more parameters, including Mistral Large, Self-Rewarding LM (70B parameters), and older versions of GPT-4.

Feature-Guided Black-Box Safety Testing of Deep Neural Networks

Despite the improved accuracy of deep neural networks, the discovery of adversarial examples has raised serious safety concerns. Most existing approaches for crafting adversarial examples necessitate some knowledge (architecture, parameters, etc.) of the network at hand. In this paper, we focus on image classifiers and propose a feature-guided black-box approach to test the safety of deep neural networks that requires no such knowledge. Our algorithm employs object detection techniques such as SIFT (Scale Invariant Feature Transform) to extract features from an image. These features are converted into a mutable saliency distribution, where high probability is assigned to pixels that affect the composition of the image with respect to the human visual system. We formulate the crafting of adversarial examples as a two-player turn-based stochastic game, where the first player's objective is to minimise the distance to an adversarial example by manipulating the features, and the second player can be cooperative, adversarial, or random. We show that, theoretically, the two-player game can con- verge to the optimal strategy, and that the optimal strategy represents a globally minimal adversarial image. For Lipschitz networks, we also identify conditions that provide safety guarantees that no adversarial examples exist. Using Monte Carlo tree search we gradually explore the game state space to search for adversarial examples. Our experiments show that, despite the black-box setting, manipulations guided by a perception-based saliency distribution are competitive with state-of-the-art methods that rely on white-box saliency matrices or sophisticated optimization procedures. Finally, we show how our method can be used to evaluate robustness of neural networks in safety-critical applications such as traffic sign recognition in self-driving cars.

ReNO: Enhancing One-step Text-to-Image Models through Reward-based Noise Optimization

Text-to-Image (T2I) models have made significant advancements in recent years, but they still struggle to accurately capture intricate details specified in complex compositional prompts. While fine-tuning T2I models with reward objectives has shown promise, it suffers from "reward hacking" and may not generalize well to unseen prompt distributions. In this work, we propose Reward-based Noise Optimization (ReNO), a novel approach that enhances T2I models at inference by optimizing the initial noise based on the signal from one or multiple human preference reward models. Remarkably, solving this optimization problem with gradient ascent for 50 iterations yields impressive results on four different one-step models across two competitive benchmarks, T2I-CompBench and GenEval. Within a computational budget of 20-50 seconds, ReNO-enhanced one-step models consistently surpass the performance of all current open-source Text-to-Image models. Extensive user studies demonstrate that our model is preferred nearly twice as often compared to the popular SDXL model and is on par with the proprietary Stable Diffusion 3 with 8B parameters. Moreover, given the same computational resources, a ReNO-optimized one-step model outperforms widely-used open-source models such as SDXL and PixArt-alpha, highlighting the efficiency and effectiveness of ReNO in enhancing T2I model performance at inference time. Code is available at https://github.com/ExplainableML/ReNO.

Stop Summation: Min-Form Credit Assignment Is All Process Reward Model Needs for Reasoning

Process reward models (PRMs) have proven effective for test-time scaling of Large Language Models (LLMs) on challenging reasoning tasks. However, reward hacking issues with PRMs limit their successful application in reinforcement fine-tuning. In this paper, we identify the main cause of PRM-induced reward hacking: the canonical summation-form credit assignment in reinforcement learning (RL), which defines the value as cumulative gamma-decayed future rewards, easily induces LLMs to hack steps with high rewards. To address this, we propose PURE: Process sUpervised Reinforcement lEarning. The key innovation of PURE is a min-form credit assignment that formulates the value function as the minimum of future rewards. This method significantly alleviates reward hacking by limiting the value function range and distributing advantages more reasonably. Through extensive experiments on 3 base models, we show that PRM-based approaches enabling min-form credit assignment achieve comparable reasoning performance to verifiable reward-based methods within only 30% steps. In contrast, the canonical sum-form credit assignment collapses training even at the beginning! Additionally, when we supplement PRM-based fine-tuning with just 10% verifiable rewards, we further alleviate reward hacking and produce the best fine-tuned model based on Qwen2.5-Math-7B in our experiments, achieving 82.5% accuracy on AMC23 and 53.3% average accuracy across 5 benchmarks. Moreover, we summarize the observed reward hacking cases and analyze the causes of training collapse. Code and models are available at https://github.com/CJReinforce/PURE.

Reward Model Ensembles Help Mitigate Overoptimization

Reinforcement learning from human feedback (RLHF) is a standard approach for fine-tuning large language models to follow instructions. As part of this process, learned reward models are used to approximately model human preferences. However, as imperfect representations of the "true" reward, these learned reward models are susceptible to overoptimization. Gao et al. (2023) studied this phenomenon in a synthetic human feedback setup with a significantly larger "gold" reward model acting as the true reward (instead of humans) and showed that overoptimization remains a persistent problem regardless of the size of the proxy reward model and training data used. Using a similar setup, we conduct a systematic study to evaluate the efficacy of using ensemble-based conservative optimization objectives, specifically worst-case optimization (WCO) and uncertainty-weighted optimization (UWO), for mitigating reward model overoptimization when using two optimization methods: (a) best-of-n sampling (BoN) (b) proximal policy optimization (PPO). We additionally extend the setup of Gao et al. (2023) to include 25% label noise to better mirror real-world conditions. Both with and without label noise, we find that conservative optimization practically eliminates overoptimization and improves performance by up to 70% for BoN sampling. For PPO, ensemble-based conservative optimization always reduces overoptimization and outperforms single reward model optimization. Moreover, combining it with a small KL penalty successfully prevents overoptimization at no performance cost. Overall, our results demonstrate that ensemble-based conservative optimization can effectively counter overoptimization.

Helping or Herding? Reward Model Ensembles Mitigate but do not Eliminate Reward Hacking

Reward models play a key role in aligning language model applications towards human preferences. However, this setup creates an incentive for the language model to exploit errors in the reward model to achieve high estimated reward, a phenomenon often termed reward hacking. A natural mitigation is to train an ensemble of reward models, aggregating over model outputs to obtain a more robust reward estimate. We explore the application of reward ensembles to alignment at both training time (through reinforcement learning) and inference time (through reranking). First, we show that reward models are underspecified: reward models that perform similarly in-distribution can yield very different rewards when used in alignment, due to distribution shift. Second, underspecification results in overoptimization, where alignment to one reward model does not improve reward as measured by another reward model trained on the same data. Third, overoptimization is mitigated by the use of reward ensembles, and ensembles that vary by their pretraining seeds lead to better generalization than ensembles that differ only by their fine-tuning seeds, with both outperforming individual reward models. However, even pretrain reward ensembles do not eliminate reward hacking: we show several qualitative reward hacking phenomena that are not mitigated by ensembling because all reward models in the ensemble exhibit similar error patterns.

Vision-R1: Evolving Human-Free Alignment in Large Vision-Language Models via Vision-Guided Reinforcement Learning

Large Vision-Language Models (LVLMs) typically follow a two-stage training paradigm-pretraining and supervised fine-tuning. Recently, preference optimization, derived from the language domain, has emerged as an effective post-training reinforcement strategy to enhance capabilities of LVLMs. However, constructing high-quality human-annotated preference data and developing robust reward models to mimic these preferences are both costly and challenging. Motivated by this observation, we propose Vision-R1, a novel vision-guided R1-like reinforcement learning algorithm for LVLMs that rewards models with definitive vision feedback. It only leverages curated instruction data, eliminating the need for specialized reward models and handcrafted preference datasets. We incorporate a criterion-driven reward function that further integrates multi-dimensional feedback to evaluate model completions comprehensively based on the vision task logic. Furthermore, we introduce a progressive rule refinement strategy that dynamically adjusts the reward criteria during training, enabling continuous model improvement and mitigating reward hacking. Extensive experiments on both in-distribution and out-of-distribution benchmarks demonstrate that fine-tuning the 7B LVLMs with Vision-R1 achieves consistent performance gains, with even up to 50% improvement and surpassing the state-of-the-art 10x size model.

Embodied Active Defense: Leveraging Recurrent Feedback to Counter Adversarial Patches

The vulnerability of deep neural networks to adversarial patches has motivated numerous defense strategies for boosting model robustness. However, the prevailing defenses depend on single observation or pre-established adversary information to counter adversarial patches, often failing to be confronted with unseen or adaptive adversarial attacks and easily exhibiting unsatisfying performance in dynamic 3D environments. Inspired by active human perception and recurrent feedback mechanisms, we develop Embodied Active Defense (EAD), a proactive defensive strategy that actively contextualizes environmental information to address misaligned adversarial patches in 3D real-world settings. To achieve this, EAD develops two central recurrent sub-modules, i.e., a perception module and a policy module, to implement two critical functions of active vision. These models recurrently process a series of beliefs and observations, facilitating progressive refinement of their comprehension of the target object and enabling the development of strategic actions to counter adversarial patches in 3D environments. To optimize learning efficiency, we incorporate a differentiable approximation of environmental dynamics and deploy patches that are agnostic to the adversary strategies. Extensive experiments demonstrate that EAD substantially enhances robustness against a variety of patches within just a few steps through its action policy in safety-critical tasks (e.g., face recognition and object detection), without compromising standard accuracy. Furthermore, due to the attack-agnostic characteristic, EAD facilitates excellent generalization to unseen attacks, diminishing the averaged attack success rate by 95 percent across a range of unseen adversarial attacks.

Intriguing Properties of Adversarial Examples

It is becoming increasingly clear that many machine learning classifiers are vulnerable to adversarial examples. In attempting to explain the origin of adversarial examples, previous studies have typically focused on the fact that neural networks operate on high dimensional data, they overfit, or they are too linear. Here we argue that the origin of adversarial examples is primarily due to an inherent uncertainty that neural networks have about their predictions. We show that the functional form of this uncertainty is independent of architecture, dataset, and training protocol; and depends only on the statistics of the logit differences of the network, which do not change significantly during training. This leads to adversarial error having a universal scaling, as a power-law, with respect to the size of the adversarial perturbation. We show that this universality holds for a broad range of datasets (MNIST, CIFAR10, ImageNet, and random data), models (including state-of-the-art deep networks, linear models, adversarially trained networks, and networks trained on randomly shuffled labels), and attacks (FGSM, step l.l., PGD). Motivated by these results, we study the effects of reducing prediction entropy on adversarial robustness. Finally, we study the effect of network architectures on adversarial sensitivity. To do this, we use neural architecture search with reinforcement learning to find adversarially robust architectures on CIFAR10. Our resulting architecture is more robust to white and black box attacks compared to previous attempts.

Process Reinforcement through Implicit Rewards

Dense process rewards have proven a more effective alternative to the sparse outcome-level rewards in the inference-time scaling of large language models (LLMs), particularly in tasks requiring complex multi-step reasoning. While dense rewards also offer an appealing choice for the reinforcement learning (RL) of LLMs since their fine-grained rewards have the potential to address some inherent issues of outcome rewards, such as training efficiency and credit assignment, this potential remains largely unrealized. This can be primarily attributed to the challenges of training process reward models (PRMs) online, where collecting high-quality process labels is prohibitively expensive, making them particularly vulnerable to reward hacking. To address these challenges, we propose PRIME (Process Reinforcement through IMplicit rEwards), which enables online PRM updates using only policy rollouts and outcome labels through implict process rewards. PRIME combines well with various advantage functions and forgoes the dedicated reward model training phrase that existing approaches require, substantially reducing the development overhead. We demonstrate PRIME's effectiveness on competitional math and coding. Starting from Qwen2.5-Math-7B-Base, PRIME achieves a 15.1% average improvement across several key reasoning benchmarks over the SFT model. Notably, our resulting model, Eurus-2-7B-PRIME, surpasses Qwen2.5-Math-7B-Instruct on seven reasoning benchmarks with 10% of its training data.

Efficient Adversarial Training in LLMs with Continuous Attacks

Large language models (LLMs) are vulnerable to adversarial attacks that can bypass their safety guardrails. In many domains, adversarial training has proven to be one of the most promising methods to reliably improve robustness against such attacks. Yet, in the context of LLMs, current methods for adversarial training are hindered by the high computational costs required to perform discrete adversarial attacks at each training iteration. We address this problem by instead calculating adversarial attacks in the continuous embedding space of the LLM, which is orders of magnitudes more efficient. We propose a fast adversarial training algorithm (C-AdvUL) composed of two losses: the first makes the model robust on continuous embedding attacks computed on an adversarial behaviour dataset; the second ensures the usefulness of the final model by fine-tuning on utility data. Moreover, we introduce C-AdvIPO, an adversarial variant of IPO that does not require utility data for adversarially robust alignment. Our empirical evaluation on four models from different families (Gemma, Phi3, Mistral, Zephyr) and at different scales (2B, 3.8B, 7B) shows that both algorithms substantially enhance LLM robustness against discrete attacks (GCG, AutoDAN, PAIR), while maintaining utility. Our results demonstrate that robustness to continuous perturbations can extrapolate to discrete threat models. Thereby, we present a path toward scalable adversarial training algorithms for robustly aligning LLMs.

Reward Generalization in RLHF: A Topological Perspective

Existing alignment methods share a common topology of information flow, where reward information is collected from humans, modeled with preference learning, and used to tune language models. However, this shared topology has not been systematically characterized, nor have its alternatives been thoroughly explored, leaving the problems of low data efficiency and unreliable generalization unaddressed. As a solution, we introduce a theoretical framework for investigating reward generalization in reinforcement learning from human feedback (RLHF), focusing on the topology of information flow at both macro and micro levels. At the macro level, we portray the RLHF information flow as an autoencoding process over behavior distributions, formalizing the RLHF objective of distributional consistency between human preference and model behavior. At the micro level, we present induced Bayesian networks as a theory of reward generalization in RLHF, introducing fine-grained dataset topologies into generalization bounds. Combining analysis on both levels, we propose reward modeling from tree-structured preference information. It is shown to reduce reward uncertainty by up to Theta(log n/loglog n) times compared to baselines, where n is the dataset size. Validation on three NLP tasks shows that our tree-based reward model achieves an average win rate of 65% against baseline methods, thus improving reward generalization for free via topology design.

SophiaVL-R1: Reinforcing MLLMs Reasoning with Thinking Reward

Recent advances have shown success in eliciting strong reasoning abilities in multimodal large language models (MLLMs) through rule-based reinforcement learning (RL) with outcome rewards. However, this paradigm typically lacks supervision over the thinking process leading to the final outcome.As a result, the model may learn sub-optimal reasoning strategies, which can hinder its generalization ability. In light of this, we propose SophiaVL-R1, as an attempt to add reward signals for the thinking process in this paradigm. To achieve this, we first train a thinking reward model that evaluates the quality of the entire thinking process. Given that the thinking reward may be unreliable for certain samples due to reward hacking, we propose the Trust-GRPO method, which assigns a trustworthiness weight to the thinking reward during training. This weight is computed based on the thinking reward comparison of responses leading to correct answers versus incorrect answers, helping to mitigate the impact of potentially unreliable thinking rewards. Moreover, we design an annealing training strategy that gradually reduces the thinking reward over time, allowing the model to rely more on the accurate rule-based outcome reward in later training stages. Experiments show that our SophiaVL-R1 surpasses a series of reasoning MLLMs on various benchmarks (e.g., MathVisita, MMMU), demonstrating strong reasoning and generalization capabilities. Notably, our SophiaVL-R1-7B even outperforms LLaVA-OneVision-72B on most benchmarks, despite the latter having 10 times more parameters. All code, models, and datasets are made publicly available at https://github.com/kxfan2002/SophiaVL-R1.

Generalizable Data-free Objective for Crafting Universal Adversarial Perturbations

Machine learning models are susceptible to adversarial perturbations: small changes to input that can cause large changes in output. It is also demonstrated that there exist input-agnostic perturbations, called universal adversarial perturbations, which can change the inference of target model on most of the data samples. However, existing methods to craft universal perturbations are (i) task specific, (ii) require samples from the training data distribution, and (iii) perform complex optimizations. Additionally, because of the data dependence, fooling ability of the crafted perturbations is proportional to the available training data. In this paper, we present a novel, generalizable and data-free approaches for crafting universal adversarial perturbations. Independent of the underlying task, our objective achieves fooling via corrupting the extracted features at multiple layers. Therefore, the proposed objective is generalizable to craft image-agnostic perturbations across multiple vision tasks such as object recognition, semantic segmentation, and depth estimation. In the practical setting of black-box attack scenario (when the attacker does not have access to the target model and it's training data), we show that our objective outperforms the data dependent objectives to fool the learned models. Further, via exploiting simple priors related to the data distribution, our objective remarkably boosts the fooling ability of the crafted perturbations. Significant fooling rates achieved by our objective emphasize that the current deep learning models are now at an increased risk, since our objective generalizes across multiple tasks without the requirement of training data for crafting the perturbations. To encourage reproducible research, we have released the codes for our proposed algorithm.

Using Human Feedback to Fine-tune Diffusion Models without Any Reward Model

Using reinforcement learning with human feedback (RLHF) has shown significant promise in fine-tuning diffusion models. Previous methods start by training a reward model that aligns with human preferences, then leverage RL techniques to fine-tune the underlying models. However, crafting an efficient reward model demands extensive datasets, optimal architecture, and manual hyperparameter tuning, making the process both time and cost-intensive. The direct preference optimization (DPO) method, effective in fine-tuning large language models, eliminates the necessity for a reward model. However, the extensive GPU memory requirement of the diffusion model's denoising process hinders the direct application of the DPO method. To address this issue, we introduce the Direct Preference for Denoising Diffusion Policy Optimization (D3PO) method to directly fine-tune diffusion models. The theoretical analysis demonstrates that although D3PO omits training a reward model, it effectively functions as the optimal reward model trained using human feedback data to guide the learning process. This approach requires no training of a reward model, proving to be more direct, cost-effective, and minimizing computational overhead. In experiments, our method uses the relative scale of objectives as a proxy for human preference, delivering comparable results to methods using ground-truth rewards. Moreover, D3PO demonstrates the ability to reduce image distortion rates and generate safer images, overcoming challenges lacking robust reward models.

DRAGON: Distributional Rewards Optimize Diffusion Generative Models

We present Distributional RewArds for Generative OptimizatioN (DRAGON), a versatile framework for fine-tuning media generation models towards a desired outcome. Compared with traditional reinforcement learning with human feedback (RLHF) or pairwise preference approaches such as direct preference optimization (DPO), DRAGON is more flexible. It can optimize reward functions that evaluate either individual examples or distributions of them, making it compatible with a broad spectrum of instance-wise, instance-to-distribution, and distribution-to-distribution rewards. Leveraging this versatility, we construct novel reward functions by selecting an encoder and a set of reference examples to create an exemplar distribution. When cross-modality encoders such as CLAP are used, the reference examples may be of a different modality (e.g., text versus audio). Then, DRAGON gathers online and on-policy generations, scores them to construct a positive demonstration set and a negative set, and leverages the contrast between the two sets to maximize the reward. For evaluation, we fine-tune an audio-domain text-to-music diffusion model with 20 different reward functions, including a custom music aesthetics model, CLAP score, Vendi diversity, and Frechet audio distance (FAD). We further compare instance-wise (per-song) and full-dataset FAD settings while ablating multiple FAD encoders and reference sets. Over all 20 target rewards, DRAGON achieves an 81.45% average win rate. Moreover, reward functions based on exemplar sets indeed enhance generations and are comparable to model-based rewards. With an appropriate exemplar set, DRAGON achieves a 60.95% human-voted music quality win rate without training on human preference annotations. As such, DRAGON exhibits a new approach to designing and optimizing reward functions for improving human-perceived quality. Sound examples at https://ml-dragon.github.io/web.

Rethinking Adversarial Policies: A Generalized Attack Formulation and Provable Defense in RL

Most existing works focus on direct perturbations to the victim's state/action or the underlying transition dynamics to demonstrate the vulnerability of reinforcement learning agents to adversarial attacks. However, such direct manipulations may not be always realizable. In this paper, we consider a multi-agent setting where a well-trained victim agent nu is exploited by an attacker controlling another agent alpha with an adversarial policy. Previous models do not account for the possibility that the attacker may only have partial control over alpha or that the attack may produce easily detectable "abnormal" behaviors. Furthermore, there is a lack of provably efficient defenses against these adversarial policies. To address these limitations, we introduce a generalized attack framework that has the flexibility to model to what extent the adversary is able to control the agent, and allows the attacker to regulate the state distribution shift and produce stealthier adversarial policies. Moreover, we offer a provably efficient defense with polynomial convergence to the most robust victim policy through adversarial training with timescale separation. This stands in sharp contrast to supervised learning, where adversarial training typically provides only empirical defenses. Using the Robosumo competition experiments, we show that our generalized attack formulation results in much stealthier adversarial policies when maintaining the same winning rate as baselines. Additionally, our adversarial training approach yields stable learning dynamics and less exploitable victim policies.

A Study of Global and Episodic Bonuses for Exploration in Contextual MDPs

Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and episodic novelty bonuses, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.

Adversarial Training for High-Stakes Reliability

In the future, powerful AI systems may be deployed in high-stakes settings, where a single failure could be catastrophic. One technique for improving AI safety in high-stakes settings is adversarial training, which uses an adversary to generate examples to train on in order to achieve better worst-case performance. In this work, we used a safe language generation task (``avoid injuries'') as a testbed for achieving high reliability through adversarial training. We created a series of adversarial training techniques -- including a tool that assists human adversaries -- to find and eliminate failures in a classifier that filters text completions suggested by a generator. In our task, we determined that we can set very conservative classifier thresholds without significantly impacting the quality of the filtered outputs. We found that adversarial training increased robustness to the adversarial attacks that we trained on -- doubling the time for our contractors to find adversarial examples both with our tool (from 13 to 26 minutes) and without (from 20 to 44 minutes) -- without affecting in-distribution performance. We hope to see further work in the high-stakes reliability setting, including more powerful tools for enhancing human adversaries and better ways to measure high levels of reliability, until we can confidently rule out the possibility of catastrophic deployment-time failures of powerful models.

Reward Design for Reinforcement Learning Agents

Reward functions are central in reinforcement learning (RL), guiding agents towards optimal decision-making. The complexity of RL tasks requires meticulously designed reward functions that effectively drive learning while avoiding unintended consequences. Effective reward design aims to provide signals that accelerate the agent's convergence to optimal behavior. Crafting rewards that align with task objectives, foster desired behaviors, and prevent undesirable actions is inherently challenging. This thesis delves into the critical role of reward signals in RL, highlighting their impact on the agent's behavior and learning dynamics and addressing challenges such as delayed, ambiguous, or intricate rewards. In this thesis work, we tackle different aspects of reward shaping. First, we address the problem of designing informative and interpretable reward signals from a teacher's/expert's perspective (teacher-driven). Here, the expert, equipped with the optimal policy and the corresponding value function, designs reward signals that expedite the agent's convergence to optimal behavior. Second, we build on this teacher-driven approach by introducing a novel method for adaptive interpretable reward design. In this scenario, the expert tailors the rewards based on the learner's current policy, ensuring alignment and optimal progression. Third, we propose a meta-learning approach, enabling the agent to self-design its reward signals online without expert input (agent-driven). This self-driven method considers the agent's learning and exploration to establish a self-improving feedback loop.

ToolRL: Reward is All Tool Learning Needs

Current Large Language Models (LLMs) often undergo supervised fine-tuning (SFT) to acquire tool use capabilities. However, SFT struggles to generalize to unfamiliar or complex tool use scenarios. Recent advancements in reinforcement learning (RL), particularly with R1-like models, have demonstrated promising reasoning and generalization abilities. Yet, reward design for tool use presents unique challenges: multiple tools may be invoked with diverse parameters, and coarse-grained reward signals, such as answer matching, fail to offer the finegrained feedback required for effective learning. In this work, we present the first comprehensive study on reward design for tool selection and application tasks within the RL paradigm. We systematically explore a wide range of reward strategies, analyzing their types, scales, granularity, and temporal dynamics. Building on these insights, we propose a principled reward design tailored for tool use tasks and apply it to train LLMs using Group Relative Policy Optimization (GRPO). Empirical evaluations across diverse benchmarks demonstrate that our approach yields robust, scalable, and stable training, achieving a 17% improvement over base models and a 15% gain over SFT models. These results highlight the critical role of thoughtful reward design in enhancing the tool use capabilities and generalization performance of LLMs. All the codes are released to facilitate future research.

Sycophancy to Subterfuge: Investigating Reward-Tampering in Large Language Models

In reinforcement learning, specification gaming occurs when AI systems learn undesired behaviors that are highly rewarded due to misspecified training goals. Specification gaming can range from simple behaviors like sycophancy to sophisticated and pernicious behaviors like reward-tampering, where a model directly modifies its own reward mechanism. However, these more pernicious behaviors may be too complex to be discovered via exploration. In this paper, we study whether Large Language Model (LLM) assistants which find easily discovered forms of specification gaming will generalize to perform rarer and more blatant forms, up to and including reward-tampering. We construct a curriculum of increasingly sophisticated gameable environments and find that training on early-curriculum environments leads to more specification gaming on remaining environments. Strikingly, a small but non-negligible proportion of the time, LLM assistants trained on the full curriculum generalize zero-shot to directly rewriting their own reward function. Retraining an LLM not to game early-curriculum environments mitigates, but does not eliminate, reward-tampering in later environments. Moreover, adding harmlessness training to our gameable environments does not prevent reward-tampering. These results demonstrate that LLMs can generalize from common forms of specification gaming to more pernicious reward tampering and that such behavior may be nontrivial to remove.

Aligning Text-to-Image Diffusion Models with Reward Backpropagation

Text-to-image diffusion models have recently emerged at the forefront of image generation, powered by very large-scale unsupervised or weakly supervised text-to-image training datasets. Due to their unsupervised training, controlling their behavior in downstream tasks, such as maximizing human-perceived image quality, image-text alignment, or ethical image generation, is difficult. Recent works finetune diffusion models to downstream reward functions using vanilla reinforcement learning, notorious for the high variance of the gradient estimators. In this paper, we propose AlignProp, a method that aligns diffusion models to downstream reward functions using end-to-end backpropagation of the reward gradient through the denoising process. While naive implementation of such backpropagation would require prohibitive memory resources for storing the partial derivatives of modern text-to-image models, AlignProp finetunes low-rank adapter weight modules and uses gradient checkpointing, to render its memory usage viable. We test AlignProp in finetuning diffusion models to various objectives, such as image-text semantic alignment, aesthetics, compressibility and controllability of the number of objects present, as well as their combinations. We show AlignProp achieves higher rewards in fewer training steps than alternatives, while being conceptually simpler, making it a straightforward choice for optimizing diffusion models for differentiable reward functions of interest. Code and Visualization results are available at https://align-prop.github.io/.

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

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

PrefPaint: Aligning Image Inpainting Diffusion Model with Human Preference

In this paper, we make the first attempt to align diffusion models for image inpainting with human aesthetic standards via a reinforcement learning framework, significantly improving the quality and visual appeal of inpainted images. Specifically, instead of directly measuring the divergence with paired images, we train a reward model with the dataset we construct, consisting of nearly 51,000 images annotated with human preferences. Then, we adopt a reinforcement learning process to fine-tune the distribution of a pre-trained diffusion model for image inpainting in the direction of higher reward. Moreover, we theoretically deduce the upper bound on the error of the reward model, which illustrates the potential confidence of reward estimation throughout the reinforcement alignment process, thereby facilitating accurate regularization. Extensive experiments on inpainting comparison and downstream tasks, such as image extension and 3D reconstruction, demonstrate the effectiveness of our approach, showing significant improvements in the alignment of inpainted images with human preference compared with state-of-the-art methods. This research not only advances the field of image inpainting but also provides a framework for incorporating human preference into the iterative refinement of generative models based on modeling reward accuracy, with broad implications for the design of visually driven AI applications. Our code and dataset are publicly available at https://prefpaint.github.io.

Writing-Zero: Bridge the Gap Between Non-verifiable Problems and Verifiable Rewards

Reinforcement learning with verifiable rewards (RLVR) has enabled large language models (LLMs) to achieve remarkable breakthroughs in reasoning tasks with objective ground-truth answers, such as mathematics and code generation. However, a significant gap remains for non-verifiable tasks, like creative writing and open-ended dialogue, where quality assessment is inherently subjective and lacks definitive references. Existing approaches for these domains often rely on scalar reward models trained with human preferences, which suffer from limited generalization and are prone to reward hacking, such as over-explanation and length bias. In this work, we propose a unified RLVR-based training paradigm that bridges the gap between non-verifiable tasks and verifiable rewards. We introduce a writing-principle-based pairwise Generative Reward Model (GenRM) and a novel Bootstrapped Relative Policy Optimization (BRPO) algorithm. The pairwise writing GenRM leverages self-principled critique to transform subjective assessments into reliable, verifiable rewards, while BRPO enables dynamic, reference-free pairwise comparison by leveraging a bootstrapped response as temporary reference from within group rollouts during RL training. Our approach empowers LLMs to develop robust writing capabilities without supervised fine-tuning, as demonstrated by Writing-Zero, which shows consistent improvement and strong resistance to reward hacking compared to scalar reward baselines. Furthermore, our method achieves competitive results on both in-house and open-source writing benchmarks. Our findings suggest the potential to unify rule-based, reference-based, and reference-free reward modeling under the RLVR framework, thus paving the way for a comprehensive and scalable RL training paradigm applicable across all language tasks.

Transforming and Combining Rewards for Aligning Large Language Models

A common approach for aligning language models to human preferences is to first learn a reward model from preference data, and then use this reward model to update the language model. We study two closely related problems that arise in this approach. First, any monotone transformation of the reward model preserves preference ranking; is there a choice that is ``better'' than others? Second, we often wish to align language models to multiple properties: how should we combine multiple reward models? Using a probabilistic interpretation of the alignment procedure, we identify a natural choice for transformation for (the common case of) rewards learned from Bradley-Terry preference models. This derived transformation has two important properties. First, it emphasizes improving poorly-performing outputs, rather than outputs that already score well. This mitigates both underfitting (where some prompts are not improved) and reward hacking (where the model learns to exploit misspecification of the reward model). Second, it enables principled aggregation of rewards by linking summation to logical conjunction: the sum of transformed rewards corresponds to the probability that the output is ``good'' in all measured properties, in a sense we make precise. Experiments aligning language models to be both helpful and harmless using RLHF show substantial improvements over the baseline (non-transformed) approach.

Improving the Shortest Plank: Vulnerability-Aware Adversarial Training for Robust Recommender System

Recommender systems play a pivotal role in mitigating information overload in various fields. Nonetheless, the inherent openness of these systems introduces vulnerabilities, allowing attackers to insert fake users into the system's training data to skew the exposure of certain items, known as poisoning attacks. Adversarial training has emerged as a notable defense mechanism against such poisoning attacks within recommender systems. Existing adversarial training methods apply perturbations of the same magnitude across all users to enhance system robustness against attacks. Yet, in reality, we find that attacks often affect only a subset of users who are vulnerable. These perturbations of indiscriminate magnitude make it difficult to balance effective protection for vulnerable users without degrading recommendation quality for those who are not affected. To address this issue, our research delves into understanding user vulnerability. Considering that poisoning attacks pollute the training data, we note that the higher degree to which a recommender system fits users' training data correlates with an increased likelihood of users incorporating attack information, indicating their vulnerability. Leveraging these insights, we introduce the Vulnerability-aware Adversarial Training (VAT), designed to defend against poisoning attacks in recommender systems. VAT employs a novel vulnerability-aware function to estimate users' vulnerability based on the degree to which the system fits them. Guided by this estimation, VAT applies perturbations of adaptive magnitude to each user, not only reducing the success ratio of attacks but also preserving, and potentially enhancing, the quality of recommendations. Comprehensive experiments confirm VAT's superior defensive capabilities across different recommendation models and against various types of attacks.

Adversarial Data Collection: Human-Collaborative Perturbations for Efficient and Robust Robotic Imitation Learning

The pursuit of data efficiency, where quality outweighs quantity, has emerged as a cornerstone in robotic manipulation, especially given the high costs associated with real-world data collection. We propose that maximizing the informational density of individual demonstrations can dramatically reduce reliance on large-scale datasets while improving task performance. To this end, we introduce Adversarial Data Collection, a Human-in-the-Loop (HiL) framework that redefines robotic data acquisition through real-time, bidirectional human-environment interactions. Unlike conventional pipelines that passively record static demonstrations, ADC adopts a collaborative perturbation paradigm: during a single episode, an adversarial operator dynamically alters object states, environmental conditions, and linguistic commands, while the tele-operator adaptively adjusts actions to overcome these evolving challenges. This process compresses diverse failure-recovery behaviors, compositional task variations, and environmental perturbations into minimal demonstrations. Our experiments demonstrate that ADC-trained models achieve superior compositional generalization to unseen task instructions, enhanced robustness to perceptual perturbations, and emergent error recovery capabilities. Strikingly, models trained with merely 20% of the demonstration volume collected through ADC significantly outperform traditional approaches using full datasets. These advances bridge the gap between data-centric learning paradigms and practical robotic deployment, demonstrating that strategic data acquisition, not merely post-hoc processing, is critical for scalable, real-world robot learning. Additionally, we are curating a large-scale ADC-Robotics dataset comprising real-world manipulation tasks with adversarial perturbations. This benchmark will be open-sourced to facilitate advancements in robotic imitation learning.

PRDP: Proximal Reward Difference Prediction for Large-Scale Reward Finetuning of Diffusion Models

Reward finetuning has emerged as a promising approach to aligning foundation models with downstream objectives. Remarkable success has been achieved in the language domain by using reinforcement learning (RL) to maximize rewards that reflect human preference. However, in the vision domain, existing RL-based reward finetuning methods are limited by their instability in large-scale training, rendering them incapable of generalizing to complex, unseen prompts. In this paper, we propose Proximal Reward Difference Prediction (PRDP), enabling stable black-box reward finetuning for diffusion models for the first time on large-scale prompt datasets with over 100K prompts. Our key innovation is the Reward Difference Prediction (RDP) objective that has the same optimal solution as the RL objective while enjoying better training stability. Specifically, the RDP objective is a supervised regression objective that tasks the diffusion model with predicting the reward difference of generated image pairs from their denoising trajectories. We theoretically prove that the diffusion model that obtains perfect reward difference prediction is exactly the maximizer of the RL objective. We further develop an online algorithm with proximal updates to stably optimize the RDP objective. In experiments, we demonstrate that PRDP can match the reward maximization ability of well-established RL-based methods in small-scale training. Furthermore, through large-scale training on text prompts from the Human Preference Dataset v2 and the Pick-a-Pic v1 dataset, PRDP achieves superior generation quality on a diverse set of complex, unseen prompts whereas RL-based methods completely fail.

Value Augmented Sampling for Language Model Alignment and Personalization

Aligning Large Language Models (LLMs) to cater to different human preferences, learning new skills, and unlearning harmful behavior is an important problem. Search-based methods, such as Best-of-N or Monte-Carlo Tree Search, are performant, but impractical for LLM adaptation due to their high inference cost. On the other hand, using Reinforcement Learning (RL) for adaptation is computationally efficient, but performs worse due to the optimization challenges in co-training the value function and the policy. We present a new framework for reward optimization, Value Augmented Sampling (VAS), that can maximize different reward functions using data sampled from only the initial, frozen LLM. VAS solves for the optimal reward-maximizing policy without co-training the policy and the value function, making the optimization stable, outperforming established baselines, such as PPO and DPO, on standard benchmarks, and achieving comparable results to Best-of-128 with lower inference cost. Unlike existing RL methods that require changing the weights of the LLM, VAS does not require access to the weights of the pre-trained LLM. Thus, it can even adapt LLMs (e.g., ChatGPT), which are available only as APIs. In addition, our algorithm unlocks the new capability of composing several rewards and controlling the extent of each one during deployment time, paving the road ahead for the future of aligned, personalized LLMs.

Confronting Reward Model Overoptimization with Constrained RLHF

Large language models are typically aligned with human preferences by optimizing reward models (RMs) fitted to human feedback. However, human preferences are multi-faceted, and it is increasingly common to derive reward from a composition of simpler reward models which each capture a different aspect of language quality. This itself presents a challenge, as it is difficult to appropriately weight these component RMs when combining them. Compounding this difficulty, because any RM is only a proxy for human evaluation, this process is vulnerable to overoptimization, wherein past a certain point, accumulating higher reward is associated with worse human ratings. In this paper, we perform, to our knowledge, the first study on overoptimization in composite RMs, showing that correlation between component RMs has a significant effect on the locations of these points. We then introduce an approach to solve this issue using constrained reinforcement learning as a means of preventing the agent from exceeding each RM's threshold of usefulness. Our method addresses the problem of weighting component RMs by learning dynamic weights, naturally expressed by Lagrange multipliers. As a result, each RM stays within the range at which it is an effective proxy, improving evaluation performance. Finally, we introduce an adaptive method using gradient-free optimization to identify and optimize towards these points during a single run.

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

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

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

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

Evaluating Robustness of Reward Models for Mathematical Reasoning

Reward models are key in reinforcement learning from human feedback (RLHF) systems, aligning the model behavior with human preferences. Particularly in the math domain, there have been plenty of studies using reward models to align policies for improving reasoning capabilities. Recently, as the importance of reward models has been emphasized, RewardBench is proposed to understand their behavior. However, we figure out that the math subset of RewardBench has different representations between chosen and rejected completions, and relies on a single comparison, which may lead to unreliable results as it only see an isolated case. Therefore, it fails to accurately present the robustness of reward models, leading to a misunderstanding of its performance and potentially resulting in reward hacking. In this work, we introduce a new design for reliable evaluation of reward models, and to validate this, we construct RewardMATH, a benchmark that effectively represents the robustness of reward models in mathematical reasoning tasks. We demonstrate that the scores on RewardMATH strongly correlate with the results of optimized policy and effectively estimate reward overoptimization, whereas the existing benchmark shows almost no correlation. The results underscore the potential of our design to enhance the reliability of evaluation, and represent the robustness of reward model. We make our code and data publicly available.

PubDef: Defending Against Transfer Attacks From Public Models

Adversarial attacks have been a looming and unaddressed threat in the industry. However, through a decade-long history of the robustness evaluation literature, we have learned that mounting a strong or optimal attack is challenging. It requires both machine learning and domain expertise. In other words, the white-box threat model, religiously assumed by a large majority of the past literature, is unrealistic. In this paper, we propose a new practical threat model where the adversary relies on transfer attacks through publicly available surrogate models. We argue that this setting will become the most prevalent for security-sensitive applications in the future. We evaluate the transfer attacks in this setting and propose a specialized defense method based on a game-theoretic perspective. The defenses are evaluated under 24 public models and 11 attack algorithms across three datasets (CIFAR-10, CIFAR-100, and ImageNet). Under this threat model, our defense, PubDef, outperforms the state-of-the-art white-box adversarial training by a large margin with almost no loss in the normal accuracy. For instance, on ImageNet, our defense achieves 62% accuracy under the strongest transfer attack vs only 36% of the best adversarially trained model. Its accuracy when not under attack is only 2% lower than that of an undefended model (78% vs 80%). We release our code at https://github.com/wagner-group/pubdef.

PAL: Pluralistic Alignment Framework for Learning from Heterogeneous Preferences

Large foundation models pretrained on raw web-scale data are not readily deployable without additional step of extensive alignment to human preferences. Such alignment is typically done by collecting large amounts of pairwise comparisons from humans ("Do you prefer output A or B?") and learning a reward model or a policy with the Bradley-Terry-Luce (BTL) model as a proxy for a human's underlying implicit preferences. These methods generally suffer from assuming a universal preference shared by all humans, which lacks the flexibility of adapting to plurality of opinions and preferences. In this work, we propose PAL, a framework to model human preference complementary to existing pretraining strategies, which incorporates plurality from the ground up. We propose using the ideal point model as a lens to view alignment using preference comparisons. Together with our novel reformulation and using mixture modeling, our framework captures the plurality of population preferences while simultaneously learning a common preference latent space across different preferences, which can few-shot generalize to new, unseen users. Our approach enables us to use the penultimate-layer representation of large foundation models and simple MLP layers to learn reward functions that are on-par with the existing large state-of-the-art reward models, thereby enhancing efficiency of reward modeling significantly. We show that PAL achieves competitive reward model accuracy compared to strong baselines on 1) Language models with Summary dataset ; 2) Image Generative models with Pick-a-Pic dataset ; 3) A new semisynthetic heterogeneous dataset generated using Anthropic Personas. Finally, our experiments also highlight the shortcoming of current preference datasets that are created using rigid rubrics which wash away heterogeneity, and call for more nuanced data collection approaches.

Utility-Probability Duality of Neural Networks

It is typically understood that the training of modern neural networks is a process of fitting the probability distribution of desired output. However, recent paradoxical observations in a number of language generation tasks let one wonder if this canonical probability-based explanation can really account for the empirical success of deep learning. To resolve this issue, we propose an alternative utility-based explanation to the standard supervised learning procedure in deep learning. The basic idea is to interpret the learned neural network not as a probability model but as an ordinal utility function that encodes the preference revealed in training data. In this perspective, training of the neural network corresponds to a utility learning process. Specifically, we show that for all neural networks with softmax outputs, the SGD learning dynamic of maximum likelihood estimation (MLE) can be seen as an iteration process that optimizes the neural network toward an optimal utility function. This utility-based interpretation can explain several otherwise-paradoxical observations about the neural networks thus trained. Moreover, our utility-based theory also entails an equation that can transform the learned utility values back to a new kind of probability estimation with which probability-compatible decision rules enjoy dramatic (double-digits) performance improvements. These evidences collectively reveal a phenomenon of utility-probability duality in terms of what modern neural networks are (truly) modeling: We thought they are one thing (probabilities), until the unexplainable showed up; changing mindset and treating them as another thing (utility values) largely reconcile the theory, despite remaining subtleties regarding its original (probabilistic) identity.

Open-Ended Learning Leads to Generally Capable Agents

In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.

Preference-free Alignment Learning with Regularized Relevance Reward

Learning from human preference has been considered key to aligning Large Language Models (LLMs) with human values. However, contrary to popular belief, our preliminary study reveals that reward models trained on human preference datasets tend to give higher scores to long off-topic responses than short on-topic ones. Motivated by this observation, we explore a preference-free approach utilizing `relevance' as a key objective for alignment. On our first attempt, we find that the relevance score obtained by a retriever alone is vulnerable to reward hacking, i.e., overoptimizing to undesired shortcuts, when we utilize the score as a reward for reinforcement learning. To mitigate it, we integrate effective inductive biases into the vanilla relevance to regularize each other, resulting in a mixture of reward functions: Regularized Relevance Reward (R^3). R^3 significantly improves performance on preference benchmarks by providing a robust reward signal. Notably, R^3 does not require any human preference datasets (i.e., preference-free), outperforming open-source reward models in improving human preference. Our analysis demonstrates that R^3 has advantages in elevating human preference while minimizing its side effects. Finally, we show the generalizability of R^3, consistently improving instruction-tuned models in various backbones and sizes without additional dataset cost. Our code is available at https://github.com/naver-ai/RRR.

The Climb Carves Wisdom Deeper Than the Summit: On the Noisy Rewards in Learning to Reason

Recent studies on post-training large language models (LLMs) for reasoning through reinforcement learning (RL) typically focus on tasks that can be accurately verified and rewarded, such as solving math problems. In contrast, our research investigates the impact of reward noise, a more practical consideration for real-world scenarios involving the post-training of LLMs using reward models. We found that LLMs demonstrate strong robustness to substantial reward noise. For example, manually flipping 40% of the reward function's outputs in math tasks still allows a Qwen-2.5-7B model to achieve rapid convergence, improving its performance on math tasks from 5% to 72%, compared to the 75% accuracy achieved by a model trained with noiseless rewards. Surprisingly, by only rewarding the appearance of key reasoning phrases (namely reasoning pattern reward, RPR), such as ``first, I need to''-without verifying the correctness of answers, the model achieved peak downstream performance (over 70% accuracy for Qwen-2.5-7B) comparable to models trained with strict correctness verification and accurate rewards. Recognizing the importance of the reasoning process over the final results, we combined RPR with noisy reward models. RPR helped calibrate the noisy reward models, mitigating potential false negatives and enhancing the LLM's performance on open-ended tasks. These findings suggest the importance of improving models' foundational abilities during the pre-training phase while providing insights for advancing post-training techniques. Our code and scripts are available at https://github.com/trestad/Noisy-Rewards-in-Learning-to-Reason.

Subject-driven Text-to-Image Generation via Preference-based Reinforcement Learning

Text-to-image generative models have recently attracted considerable interest, enabling the synthesis of high-quality images from textual prompts. However, these models often lack the capability to generate specific subjects from given reference images or to synthesize novel renditions under varying conditions. Methods like DreamBooth and Subject-driven Text-to-Image (SuTI) have made significant progress in this area. Yet, both approaches primarily focus on enhancing similarity to reference images and require expensive setups, often overlooking the need for efficient training and avoiding overfitting to the reference images. In this work, we present the lambda-Harmonic reward function, which provides a reliable reward signal and enables early stopping for faster training and effective regularization. By combining the Bradley-Terry preference model, the lambda-Harmonic reward function also provides preference labels for subject-driven generation tasks. We propose Reward Preference Optimization (RPO), which offers a simpler setup (requiring only 3% of the negative samples used by DreamBooth) and fewer gradient steps for fine-tuning. Unlike most existing methods, our approach does not require training a text encoder or optimizing text embeddings and achieves text-image alignment by fine-tuning only the U-Net component. Empirically, lambda-Harmonic proves to be a reliable approach for model selection in subject-driven generation tasks. Based on preference labels and early stopping validation from the lambda-Harmonic reward function, our algorithm achieves a state-of-the-art CLIP-I score of 0.833 and a CLIP-T score of 0.314 on DreamBench.

To Generate or Not? Safety-Driven Unlearned Diffusion Models Are Still Easy To Generate Unsafe Images ... For Now

The recent advances in diffusion models (DMs) have revolutionized the generation of realistic and complex images. However, these models also introduce potential safety hazards, such as producing harmful content and infringing data copyrights. Despite the development of safety-driven unlearning techniques to counteract these challenges, doubts about their efficacy persist. To tackle this issue, we introduce an evaluation framework that leverages adversarial prompts to discern the trustworthiness of these safety-driven DMs after they have undergone the process of unlearning harmful concepts. Specifically, we investigated the adversarial robustness of DMs, assessed by adversarial prompts, when eliminating unwanted concepts, styles, and objects. We develop an effective and efficient adversarial prompt generation approach for DMs, termed UnlearnDiffAtk. This method capitalizes on the intrinsic classification abilities of DMs to simplify the creation of adversarial prompts, thereby eliminating the need for auxiliary classification or diffusion models.Through extensive benchmarking, we evaluate the robustness of five widely-used safety-driven unlearned DMs (i.e., DMs after unlearning undesirable concepts, styles, or objects) across a variety of tasks. Our results demonstrate the effectiveness and efficiency merits of UnlearnDiffAtk over the state-of-the-art adversarial prompt generation method and reveal the lack of robustness of current safety-driven unlearning techniques when applied to DMs. Codes are available at https://github.com/OPTML-Group/Diffusion-MU-Attack. WARNING: This paper contains model outputs that may be offensive in nature.

Proto-Value Networks: Scaling Representation Learning with Auxiliary Tasks

Auxiliary tasks improve the representations learned by deep reinforcement learning agents. Analytically, their effect is reasonably well understood; in practice, however, their primary use remains in support of a main learning objective, rather than as a method for learning representations. This is perhaps surprising given that many auxiliary tasks are defined procedurally, and hence can be treated as an essentially infinite source of information about the environment. Based on this observation, we study the effectiveness of auxiliary tasks for learning rich representations, focusing on the setting where the number of tasks and the size of the agent's network are simultaneously increased. For this purpose, we derive a new family of auxiliary tasks based on the successor measure. These tasks are easy to implement and have appealing theoretical properties. Combined with a suitable off-policy learning rule, the result is a representation learning algorithm that can be understood as extending Mahadevan & Maggioni (2007)'s proto-value functions to deep reinforcement learning -- accordingly, we call the resulting object proto-value networks. Through a series of experiments on the Arcade Learning Environment, we demonstrate that proto-value networks produce rich features that may be used to obtain performance comparable to established algorithms, using only linear approximation and a small number (~4M) of interactions with the environment's reward function.

Towards Better Alignment: Training Diffusion Models with Reinforcement Learning Against Sparse Rewards

Diffusion models have achieved remarkable success in text-to-image generation. However, their practical applications are hindered by the misalignment between generated images and corresponding text prompts. To tackle this issue, reinforcement learning (RL) has been considered for diffusion model fine-tuning. Yet, RL's effectiveness is limited by the challenge of sparse reward, where feedback is only available at the end of the generation process. This makes it difficult to identify which actions during the denoising process contribute positively to the final generated image, potentially leading to ineffective or unnecessary denoising policies. To this end, this paper presents a novel RL-based framework that addresses the sparse reward problem when training diffusion models. Our framework, named B^2-DiffuRL, employs two strategies: Backward progressive training and Branch-based sampling. For one thing, backward progressive training focuses initially on the final timesteps of denoising process and gradually extends the training interval to earlier timesteps, easing the learning difficulty from sparse rewards. For another, we perform branch-based sampling for each training interval. By comparing the samples within the same branch, we can identify how much the policies of the current training interval contribute to the final image, which helps to learn effective policies instead of unnecessary ones. B^2-DiffuRL is compatible with existing optimization algorithms. Extensive experiments demonstrate the effectiveness of B^2-DiffuRL in improving prompt-image alignment and maintaining diversity in generated images. The code for this work is available.

Reward-Augmented Data Enhances Direct Preference Alignment of LLMs

Preference alignment in Large Language Models (LLMs) has significantly improved their ability to adhere to human instructions and intentions. However, existing direct alignment algorithms primarily focus on relative preferences and often overlook the qualitative aspects of responses. Striving to maximize the implicit reward gap between the chosen and the slightly inferior rejected responses can cause overfitting and unnecessary unlearning of the high-quality rejected responses. The unawareness of the reward scores also drives the LLM to indiscriminately favor the low-quality chosen responses and fail to generalize to responses with the highest rewards, which are sparse in data. To overcome these shortcomings, our study introduces reward-conditioned LLM policies that discern and learn from the entire spectrum of response quality within the dataset, helping extrapolate to more optimal regions. We propose an effective yet simple data relabeling method that conditions the preference pairs on quality scores to construct a reward-augmented dataset. This dataset is easily integrated with existing direct alignment algorithms and is applicable to any preference dataset. The experimental results across instruction-following benchmarks including AlpacaEval, MT-Bench, and Arena-Hard-Auto demonstrate that our approach consistently boosts the performance of DPO by a considerable margin across diverse models. Additionally, our method improves the average accuracy on various academic benchmarks. When applying our method to on-policy data, the resulting DPO model achieves SOTA results on AlpacaEval. Through ablation studies, we demonstrate that our method not only maximizes the utility of preference data but also mitigates the issue of unlearning, demonstrating its broad effectiveness beyond mere dataset expansion. Our code is available at https://github.com/shenao-zhang/reward-augmented-preference.

Order-Preserving GFlowNets

Generative Flow Networks (GFlowNets) have been introduced as a method to sample a diverse set of candidates with probabilities proportional to a given reward. However, GFlowNets can only be used with a predefined scalar reward, which can be either computationally expensive or not directly accessible, in the case of multi-objective optimization (MOO) tasks for example. Moreover, to prioritize identifying high-reward candidates, the conventional practice is to raise the reward to a higher exponent, the optimal choice of which may vary across different environments. To address these issues, we propose Order-Preserving GFlowNets (OP-GFNs), which sample with probabilities in proportion to a learned reward function that is consistent with a provided (partial) order on the candidates, thus eliminating the need for an explicit formulation of the reward function. We theoretically prove that the training process of OP-GFNs gradually sparsifies the learned reward landscape in single-objective maximization tasks. The sparsification concentrates on candidates of a higher hierarchy in the ordering, ensuring exploration at the beginning and exploitation towards the end of the training. We demonstrate OP-GFN's state-of-the-art performance in single-objective maximization (totally ordered) and multi-objective Pareto front approximation (partially ordered) tasks, including synthetic datasets, molecule generation, and neural architecture search.

DPO Meets PPO: Reinforced Token Optimization for RLHF

In the classical Reinforcement Learning from Human Feedback (RLHF) framework, Proximal Policy Optimization (PPO) is employed to learn from sparse, sentence-level rewards -- a challenging scenario in traditional deep reinforcement learning. Despite the great successes of PPO in the alignment of state-of-the-art closed-source large language models (LLMs), its open-source implementation is still largely sub-optimal, as widely reported by numerous research studies. To address these issues, we introduce a framework that models RLHF problems as a Markov decision process (MDP), enabling the capture of fine-grained token-wise information. Furthermore, we provide theoretical insights that demonstrate the superiority of our MDP framework over the previous sentence-level bandit formulation. Under this framework, we introduce an algorithm, dubbed as Reinforced Token Optimization (RTO), which learns the token-wise reward function from preference data and performs policy optimization based on this learned token-wise reward signal. Theoretically, RTO is proven to have the capability of finding the near-optimal policy sample-efficiently. For its practical implementation, RTO innovatively integrates Direct Preference Optimization (DPO) and PPO. DPO, originally derived from sparse sentence rewards, surprisingly provides us with a token-wise characterization of response quality, which is seamlessly incorporated into our subsequent PPO training stage. Extensive real-world alignment experiments verify the effectiveness of the proposed approach.

Aligning Language Models Using Follow-up Likelihood as Reward Signal

In natural human-to-human conversations, participants often receive feedback signals from one another based on their follow-up reactions. These reactions can include verbal responses, facial expressions, changes in emotional state, and other non-verbal cues. Similarly, in human-machine interactions, the machine can leverage the user's follow-up utterances as feedback signals to assess whether it has appropriately addressed the user's request. Therefore, we propose using the likelihood of follow-up utterances as rewards to differentiate preferred responses from less favored ones, without relying on human or commercial LLM-based preference annotations. Our proposed reward mechanism, ``Follow-up Likelihood as Reward" (FLR), matches the performance of strong reward models trained on large-scale human or GPT-4 annotated data on 8 pairwise-preference and 4 rating-based benchmarks. Building upon the FLR mechanism, we propose to automatically mine preference data from the online generations of a base policy model. The preference data are subsequently used to boost the helpfulness of the base model through direct alignment from preference (DAP) methods, such as direct preference optimization (DPO). Lastly, we demonstrate that fine-tuning the language model that provides follow-up likelihood with natural language feedback significantly enhances FLR's performance on reward modeling benchmarks and effectiveness in aligning the base policy model's helpfulness.

Learning in Sparse Rewards settings through Quality-Diversity algorithms

In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.

Pitfalls of Rule- and Model-based Verifiers -- A Case Study on Mathematical Reasoning

Trustworthy verifiers are essential for the success of reinforcement learning with verifiable reward (RLVR), which is the core methodology behind various large reasoning models such as DeepSeek-R1. In complex domains like mathematical reasoning, rule-based verifiers have been widely adopted in previous works to train strong reasoning models. However, the reliability of these verifiers and their impact on the RL training process remain poorly understood. In this work, we take mathematical reasoning as a case study and conduct a comprehensive analysis of various verifiers in both static evaluation and RL training scenarios. First, we find that current open-source rule-based verifiers often fail to recognize equivalent answers presented in different formats across multiple commonly used mathematical datasets, resulting in non-negligible false negative rates. This limitation adversely affects RL training performance and becomes more pronounced as the policy model gets stronger. Subsequently, we investigate model-based verifiers as a potential solution to address these limitations. While the static evaluation shows that model-based verifiers achieve significantly higher verification accuracy, further analysis and RL training results imply that they are highly susceptible to hacking, where they misclassify certain patterns in responses as correct (i.e., false positives). This vulnerability is exploited during policy model optimization, leading to artificially inflated rewards. Our findings underscore the unique risks inherent to both rule-based and model-based verifiers, aiming to offer valuable insights to develop more robust reward systems in reinforcement learning.

Social Reward: Evaluating and Enhancing Generative AI through Million-User Feedback from an Online Creative Community

Social reward as a form of community recognition provides a strong source of motivation for users of online platforms to engage and contribute with content. The recent progress of text-conditioned image synthesis has ushered in a collaborative era where AI empowers users to craft original visual artworks seeking community validation. Nevertheless, assessing these models in the context of collective community preference introduces distinct challenges. Existing evaluation methods predominantly center on limited size user studies guided by image quality and prompt alignment. This work pioneers a paradigm shift, unveiling Social Reward - an innovative reward modeling framework that leverages implicit feedback from social network users engaged in creative editing of generated images. We embark on an extensive journey of dataset curation and refinement, drawing from Picsart: an online visual creation and editing platform, yielding a first million-user-scale dataset of implicit human preferences for user-generated visual art named Picsart Image-Social. Our analysis exposes the shortcomings of current metrics in modeling community creative preference of text-to-image models' outputs, compelling us to introduce a novel predictive model explicitly tailored to address these limitations. Rigorous quantitative experiments and user study show that our Social Reward model aligns better with social popularity than existing metrics. Furthermore, we utilize Social Reward to fine-tune text-to-image models, yielding images that are more favored by not only Social Reward, but also other established metrics. These findings highlight the relevance and effectiveness of Social Reward in assessing community appreciation for AI-generated artworks, establishing a closer alignment with users' creative goals: creating popular visual art. Codes can be accessed at https://github.com/Picsart-AI-Research/Social-Reward

I See Dead People: Gray-Box Adversarial Attack on Image-To-Text Models

Modern image-to-text systems typically adopt the encoder-decoder framework, which comprises two main components: an image encoder, responsible for extracting image features, and a transformer-based decoder, used for generating captions. Taking inspiration from the analysis of neural networks' robustness against adversarial perturbations, we propose a novel gray-box algorithm for creating adversarial examples in image-to-text models. Unlike image classification tasks that have a finite set of class labels, finding visually similar adversarial examples in an image-to-text task poses greater challenges because the captioning system allows for a virtually infinite space of possible captions. In this paper, we present a gray-box adversarial attack on image-to-text, both untargeted and targeted. We formulate the process of discovering adversarial perturbations as an optimization problem that uses only the image-encoder component, meaning the proposed attack is language-model agnostic. Through experiments conducted on the ViT-GPT2 model, which is the most-used image-to-text model in Hugging Face, and the Flickr30k dataset, we demonstrate that our proposed attack successfully generates visually similar adversarial examples, both with untargeted and targeted captions. Notably, our attack operates in a gray-box manner, requiring no knowledge about the decoder module. We also show that our attacks fool the popular open-source platform Hugging Face.

Robust Adversarial Reinforcement Learning via Bounded Rationality Curricula

Robustness against adversarial attacks and distribution shifts is a long-standing goal of Reinforcement Learning (RL). To this end, Robust Adversarial Reinforcement Learning (RARL) trains a protagonist against destabilizing forces exercised by an adversary in a competitive zero-sum Markov game, whose optimal solution, i.e., rational strategy, corresponds to a Nash equilibrium. However, finding Nash equilibria requires facing complex saddle point optimization problems, which can be prohibitive to solve, especially for high-dimensional control. In this paper, we propose a novel approach for adversarial RL based on entropy regularization to ease the complexity of the saddle point optimization problem. We show that the solution of this entropy-regularized problem corresponds to a Quantal Response Equilibrium (QRE), a generalization of Nash equilibria that accounts for bounded rationality, i.e., agents sometimes play random actions instead of optimal ones. Crucially, the connection between the entropy-regularized objective and QRE enables free modulation of the rationality of the agents by simply tuning the temperature coefficient. We leverage this insight to propose our novel algorithm, Quantal Adversarial RL (QARL), which gradually increases the rationality of the adversary in a curriculum fashion until it is fully rational, easing the complexity of the optimization problem while retaining robustness. We provide extensive evidence of QARL outperforming RARL and recent baselines across several MuJoCo locomotion and navigation problems in overall performance and robustness.

Auto MC-Reward: Automated Dense Reward Design with Large Language Models for Minecraft

Many reinforcement learning environments (e.g., Minecraft) provide only sparse rewards that indicate task completion or failure with binary values. The challenge in exploration efficiency in such environments makes it difficult for reinforcement-learning-based agents to learn complex tasks. To address this, this paper introduces an advanced learning system, named Auto MC-Reward, that leverages Large Language Models (LLMs) to automatically design dense reward functions, thereby enhancing the learning efficiency. Auto MC-Reward consists of three important components: Reward Designer, Reward Critic, and Trajectory Analyzer. Given the environment information and task descriptions, the Reward Designer first design the reward function by coding an executable Python function with predefined observation inputs. Then, our Reward Critic will be responsible for verifying the code, checking whether the code is self-consistent and free of syntax and semantic errors. Further, the Trajectory Analyzer summarizes possible failure causes and provides refinement suggestions according to collected trajectories. In the next round, Reward Designer will further refine and iterate the dense reward function based on feedback. Experiments demonstrate a significant improvement in the success rate and learning efficiency of our agents in complex tasks in Minecraft, such as obtaining diamond with the efficient ability to avoid lava, and efficiently explore trees and animals that are sparse in the plains biome.

Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning

A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.

Pre-Training and Fine-Tuning Generative Flow Networks

Generative Flow Networks (GFlowNets) are amortized samplers that learn stochastic policies to sequentially generate compositional objects from a given unnormalized reward distribution. They can generate diverse sets of high-reward objects, which is an important consideration in scientific discovery tasks. However, as they are typically trained from a given extrinsic reward function, it remains an important open challenge about how to leverage the power of pre-training and train GFlowNets in an unsupervised fashion for efficient adaptation to downstream tasks. Inspired by recent successes of unsupervised pre-training in various domains, we introduce a novel approach for reward-free pre-training of GFlowNets. By framing the training as a self-supervised problem, we propose an outcome-conditioned GFlowNet (OC-GFN) that learns to explore the candidate space. Specifically, OC-GFN learns to reach any targeted outcomes, akin to goal-conditioned policies in reinforcement learning. We show that the pre-trained OC-GFN model can allow for a direct extraction of a policy capable of sampling from any new reward functions in downstream tasks. Nonetheless, adapting OC-GFN on a downstream task-specific reward involves an intractable marginalization over possible outcomes. We propose a novel way to approximate this marginalization by learning an amortized predictor enabling efficient fine-tuning. Extensive experimental results validate the efficacy of our approach, demonstrating the effectiveness of pre-training the OC-GFN, and its ability to swiftly adapt to downstream tasks and discover modes more efficiently. This work may serve as a foundation for further exploration of pre-training strategies in the context of GFlowNets.