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May 28

Discovering Temporally-Aware Reinforcement Learning Algorithms

Recent advancements in meta-learning have enabled the automatic discovery of novel reinforcement learning algorithms parameterized by surrogate objective functions. To improve upon manually designed algorithms, the parameterization of this learned objective function must be expressive enough to represent novel principles of learning (instead of merely recovering already established ones) while still generalizing to a wide range of settings outside of its meta-training distribution. However, existing methods focus on discovering objective functions that, like many widely used objective functions in reinforcement learning, do not take into account the total number of steps allowed for training, or "training horizon". In contrast, humans use a plethora of different learning objectives across the course of acquiring a new ability. For instance, students may alter their studying techniques based on the proximity to exam deadlines and their self-assessed capabilities. This paper contends that ignoring the optimization time horizon significantly restricts the expressive potential of discovered learning algorithms. We propose a simple augmentation to two existing objective discovery approaches that allows the discovered algorithm to dynamically update its objective function throughout the agent's training procedure, resulting in expressive schedules and increased generalization across different training horizons. In the process, we find that commonly used meta-gradient approaches fail to discover such adaptive objective functions while evolution strategies discover highly dynamic learning rules. We demonstrate the effectiveness of our approach on a wide range of tasks and analyze the resulting learned algorithms, which we find effectively balance exploration and exploitation by modifying the structure of their learning rules throughout the agent's lifetime.

EVOLvE: Evaluating and Optimizing LLMs For Exploration

Despite their success in many domains, large language models (LLMs) remain under-studied in scenarios requiring optimal decision-making under uncertainty. This is crucial as many real-world applications, ranging from personalized recommendations to healthcare interventions, demand that LLMs not only predict but also actively learn to make optimal decisions through exploration. In this work, we measure LLMs' (in)ability to make optimal decisions in bandits, a state-less reinforcement learning setting relevant to many applications. We develop a comprehensive suite of environments, including both context-free and contextual bandits with varying task difficulties, to benchmark LLMs' performance. Motivated by the existence of optimal exploration algorithms, we propose efficient ways to integrate this algorithmic knowledge into LLMs: by providing explicit algorithm-guided support during inference; and through algorithm distillation via in-context demonstrations and fine-tuning, using synthetic data generated from these algorithms. Impressively, these techniques allow us to achieve superior exploration performance with smaller models, surpassing larger models on various tasks. We conducted an extensive ablation study to shed light on various factors, such as task difficulty and data representation, that influence the efficiency of LLM exploration. Additionally, we conduct a rigorous analysis of the LLM's exploration efficiency using the concept of regret, linking its ability to explore to the model size and underlying algorithm.

Meta-Explore: Exploratory Hierarchical Vision-and-Language Navigation Using Scene Object Spectrum Grounding

The main challenge in vision-and-language navigation (VLN) is how to understand natural-language instructions in an unseen environment. The main limitation of conventional VLN algorithms is that if an action is mistaken, the agent fails to follow the instructions or explores unnecessary regions, leading the agent to an irrecoverable path. To tackle this problem, we propose Meta-Explore, a hierarchical navigation method deploying an exploitation policy to correct misled recent actions. We show that an exploitation policy, which moves the agent toward a well-chosen local goal among unvisited but observable states, outperforms a method which moves the agent to a previously visited state. We also highlight the demand for imagining regretful explorations with semantically meaningful clues. The key to our approach is understanding the object placements around the agent in spectral-domain. Specifically, we present a novel visual representation, called scene object spectrum (SOS), which performs category-wise 2D Fourier transform of detected objects. Combining exploitation policy and SOS features, the agent can correct its path by choosing a promising local goal. We evaluate our method in three VLN benchmarks: R2R, SOON, and REVERIE. Meta-Explore outperforms other baselines and shows significant generalization performance. In addition, local goal search using the proposed spectral-domain SOS features significantly improves the success rate by 17.1% and SPL by 20.6% for the SOON benchmark.

Meta-World: A Benchmark and Evaluation for Multi-Task and Meta Reinforcement Learning

Meta-reinforcement learning algorithms can enable robots to acquire new skills much more quickly, by leveraging prior experience to learn how to learn. However, much of the current research on meta-reinforcement learning focuses on task distributions that are very narrow. For example, a commonly used meta-reinforcement learning benchmark uses different running velocities for a simulated robot as different tasks. When policies are meta-trained on such narrow task distributions, they cannot possibly generalize to more quickly acquire entirely new tasks. Therefore, if the aim of these methods is to enable faster acquisition of entirely new behaviors, we must evaluate them on task distributions that are sufficiently broad to enable generalization to new behaviors. In this paper, we propose an open-source simulated benchmark for meta-reinforcement learning and multi-task learning consisting of 50 distinct robotic manipulation tasks. Our aim is to make it possible to develop algorithms that generalize to accelerate the acquisition of entirely new, held-out tasks. We evaluate 7 state-of-the-art meta-reinforcement learning and multi-task learning algorithms on these tasks. Surprisingly, while each task and its variations (e.g., with different object positions) can be learned with reasonable success, these algorithms struggle to learn with multiple tasks at the same time, even with as few as ten distinct training tasks. Our analysis and open-source environments pave the way for future research in multi-task learning and meta-learning that can enable meaningful generalization, thereby unlocking the full potential of these methods.

Discovering and Exploiting Sparse Rewards in a Learned Behavior Space

Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.

Discovering General Reinforcement Learning Algorithms with Adversarial Environment Design

The past decade has seen vast progress in deep reinforcement learning (RL) on the back of algorithms manually designed by human researchers. Recently, it has been shown that it is possible to meta-learn update rules, with the hope of discovering algorithms that can perform well on a wide range of RL tasks. Despite impressive initial results from algorithms such as Learned Policy Gradient (LPG), there remains a generalization gap when these algorithms are applied to unseen environments. In this work, we examine how characteristics of the meta-training distribution impact the generalization performance of these algorithms. Motivated by this analysis and building on ideas from Unsupervised Environment Design (UED), we propose a novel approach for automatically generating curricula to maximize the regret of a meta-learned optimizer, in addition to a novel approximation of regret, which we name algorithmic regret (AR). The result is our method, General RL Optimizers Obtained Via Environment Design (GROOVE). In a series of experiments, we show that GROOVE achieves superior generalization to LPG, and evaluate AR against baseline metrics from UED, identifying it as a critical component of environment design in this setting. We believe this approach is a step towards the discovery of truly general RL algorithms, capable of solving a wide range of real-world environments.

General-Purpose In-Context Learning by Meta-Learning Transformers

Modern machine learning requires system designers to specify aspects of the learning pipeline, such as losses, architectures, and optimizers. Meta-learning, or learning-to-learn, instead aims to learn those aspects, and promises to unlock greater capabilities with less manual effort. One particularly ambitious goal of meta-learning is to train general-purpose in-context learning algorithms from scratch, using only black-box models with minimal inductive bias. Such a model takes in training data, and produces test-set predictions across a wide range of problems, without any explicit definition of an inference model, training loss, or optimization algorithm. In this paper we show that Transformers and other black-box models can be meta-trained to act as general-purpose in-context learners. We characterize transitions between algorithms that generalize, algorithms that memorize, and algorithms that fail to meta-train at all, induced by changes in model size, number of tasks, and meta-optimization. We further show that the capabilities of meta-trained algorithms are bottlenecked by the accessible state size (memory) determining the next prediction, unlike standard models which are thought to be bottlenecked by parameter count. Finally, we propose practical interventions such as biasing the training distribution that improve the meta-training and meta-generalization of general-purpose in-context learning algorithms.

Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models

Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.

Learning to Actively Learn: A Robust Approach

This work proposes a procedure for designing algorithms for specific adaptive data collection tasks like active learning and pure-exploration multi-armed bandits. Unlike the design of traditional adaptive algorithms that rely on concentration of measure and careful analysis to justify the correctness and sample complexity of the procedure, our adaptive algorithm is learned via adversarial training over equivalence classes of problems derived from information theoretic lower bounds. In particular, a single adaptive learning algorithm is learned that competes with the best adaptive algorithm learned for each equivalence class. Our procedure takes as input just the available queries, set of hypotheses, loss function, and total query budget. This is in contrast to existing meta-learning work that learns an adaptive algorithm relative to an explicit, user-defined subset or prior distribution over problems which can be challenging to define and be mismatched to the instance encountered at test time. This work is particularly focused on the regime when the total query budget is very small, such as a few dozen, which is much smaller than those budgets typically considered by theoretically derived algorithms. We perform synthetic experiments to justify the stability and effectiveness of the training procedure, and then evaluate the method on tasks derived from real data including a noisy 20 Questions game and a joke recommendation task.

End-to-End Meta-Bayesian Optimisation with Transformer Neural Processes

Meta-Bayesian optimisation (meta-BO) aims to improve the sample efficiency of Bayesian optimisation by leveraging data from related tasks. While previous methods successfully meta-learn either a surrogate model or an acquisition function independently, joint training of both components remains an open challenge. This paper proposes the first end-to-end differentiable meta-BO framework that generalises neural processes to learn acquisition functions via transformer architectures. We enable this end-to-end framework with reinforcement learning (RL) to tackle the lack of labelled acquisition data. Early on, we notice that training transformer-based neural processes from scratch with RL is challenging due to insufficient supervision, especially when rewards are sparse. We formalise this claim with a combinatorial analysis showing that the widely used notion of regret as a reward signal exhibits a logarithmic sparsity pattern in trajectory lengths. To tackle this problem, we augment the RL objective with an auxiliary task that guides part of the architecture to learn a valid probabilistic model as an inductive bias. We demonstrate that our method achieves state-of-the-art regret results against various baselines in experiments on standard hyperparameter optimisation tasks and also outperforms others in the real-world problems of mixed-integer programming tuning, antibody design, and logic synthesis for electronic design automation.

Toward Evaluative Thinking: Meta Policy Optimization with Evolving Reward Models

Reward-based alignment methods for large language models (LLMs) face two key limitations: vulnerability to reward hacking, where models exploit flaws in the reward signal; and reliance on brittle, labor-intensive prompt engineering when LLMs are used as reward models. We introduce Meta Policy Optimization (MPO), a framework that addresses these challenges by integrating a meta-reward model that dynamically refines the reward model's prompt throughout training. In MPO, the meta-reward model monitors the evolving training context and continuously adjusts the reward model's prompt to maintain high alignment, providing an adaptive reward signal that resists exploitation by the policy. This meta-learning approach promotes a more stable policy optimization, and greatly reduces the need for manual reward prompt design. It yields performance on par with or better than models guided by extensively hand-crafted reward prompts. Furthermore, we show that MPO maintains its effectiveness across diverse tasks, such as question answering and mathematical reasoning, without requiring specialized reward designs. Beyond standard RLAIF, MPO's meta-learning formulation is readily extensible to higher-level alignment frameworks. Overall, this method addresses theoretical and practical challenges in reward-based RL alignment for LLMs, paving the way for more robust and adaptable alignment strategies. The code and models will be publicly shared.

Learning Meta Representations for Agents in Multi-Agent Reinforcement Learning

In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number. Every single MG induced by varying the population may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent reinforcement learning algorithms. In this work, our focus is on creating agents that can generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set comprising effective strategies across a variety of games. To achieve this, we propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the game-common strategic knowledge and diverse strategic modes are discovered through an iterative optimization procedure. We prove that by approximately maximizing the resulting constrained mutual information objective, the policies can reach Nash Equilibrium in every evaluation MG when the latent space is sufficiently large. When deploying MRA in practical settings with limited latent space sizes, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments demonstrate the effectiveness of MRA in improving training performance and generalization ability in challenging evaluation games.

Learning to Navigate the Web

Learning in environments with large state and action spaces, and sparse rewards, can hinder a Reinforcement Learning (RL) agent's learning through trial-and-error. For instance, following natural language instructions on the Web (such as booking a flight ticket) leads to RL settings where input vocabulary and number of actionable elements on a page can grow very large. Even though recent approaches improve the success rate on relatively simple environments with the help of human demonstrations to guide the exploration, they still fail in environments where the set of possible instructions can reach millions. We approach the aforementioned problems from a different perspective and propose guided RL approaches that can generate unbounded amount of experience for an agent to learn from. Instead of learning from a complicated instruction with a large vocabulary, we decompose it into multiple sub-instructions and schedule a curriculum in which an agent is tasked with a gradually increasing subset of these relatively easier sub-instructions. In addition, when the expert demonstrations are not available, we propose a novel meta-learning framework that generates new instruction following tasks and trains the agent more effectively. We train DQN, deep reinforcement learning agent, with Q-value function approximated with a novel QWeb neural network architecture on these smaller, synthetic instructions. We evaluate the ability of our agent to generalize to new instructions on World of Bits benchmark, on forms with up to 100 elements, supporting 14 million possible instructions. The QWeb agent outperforms the baseline without using any human demonstration achieving 100% success rate on several difficult environments.

Tree Search for Language Model Agents

Autonomous agents powered by language models (LMs) have demonstrated promise in their ability to perform decision-making tasks such as web automation. However, a key limitation remains: LMs, primarily optimized for natural language understanding and generation, struggle with multi-step reasoning, planning, and using environmental feedback when attempting to solve realistic computer tasks. Towards addressing this, we propose an inference-time search algorithm for LM agents to explicitly perform exploration and multi-step planning in interactive web environments. Our approach is a form of best-first tree search that operates within the actual environment space, and is complementary with most existing state-of-the-art agents. It is the first tree search algorithm for LM agents that shows effectiveness on realistic web tasks. On the challenging VisualWebArena benchmark, applying our search algorithm on top of a GPT-4o agent yields a 39.7% relative increase in success rate compared to the same baseline without search, setting a state-of-the-art success rate of 26.4%. On WebArena, search also yields a 28.0% relative improvement over a baseline agent, setting a competitive success rate of 19.2%. Our experiments highlight the effectiveness of search for web agents, and we demonstrate that performance scales with increased test-time compute. We conduct a thorough analysis of our results to highlight improvements from search, limitations, and promising directions for future work. Our code and models are publicly released at https://jykoh.com/search-agents.

ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search

Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.

Optimizing Test-Time Compute via Meta Reinforcement Fine-Tuning

Training models to effectively use test-time compute is crucial for improving the reasoning performance of LLMs. Current methods mostly do so via fine-tuning on search traces or running RL with 0/1 outcome reward, but do these approaches efficiently utilize test-time compute? Would these approaches continue to scale as the budget improves? In this paper, we try to answer these questions. We formalize the problem of optimizing test-time compute as a meta-reinforcement learning (RL) problem, which provides a principled perspective on spending test-time compute. This perspective enables us to view the long output stream from the LLM as consisting of several episodes run at test time and leads us to use a notion of cumulative regret over output tokens as a way to measure the efficacy of test-time compute. Akin to how RL algorithms can best tradeoff exploration and exploitation over training, minimizing cumulative regret would also provide the best balance between exploration and exploitation in the token stream. While we show that state-of-the-art models do not minimize regret, one can do so by maximizing a dense reward bonus in conjunction with the outcome 0/1 reward RL. This bonus is the ''progress'' made by each subsequent block in the output stream, quantified by the change in the likelihood of eventual success. Using these insights, we develop Meta Reinforcement Fine-Tuning, or MRT, a new class of fine-tuning methods for optimizing test-time compute. MRT leads to a 2-3x relative gain in performance and roughly a 1.5x gain in token efficiency for math reasoning compared to outcome-reward RL.

Words as Beacons: Guiding RL Agents with High-Level Language Prompts

Sparse reward environments in reinforcement learning (RL) pose significant challenges for exploration, often leading to inefficient or incomplete learning processes. To tackle this issue, this work proposes a teacher-student RL framework that leverages Large Language Models (LLMs) as "teachers" to guide the agent's learning process by decomposing complex tasks into subgoals. Due to their inherent capability to understand RL environments based on a textual description of structure and purpose, LLMs can provide subgoals to accomplish the task defined for the environment in a similar fashion to how a human would do. In doing so, three types of subgoals are proposed: positional targets relative to the agent, object representations, and language-based instructions generated directly by the LLM. More importantly, we show that it is possible to query the LLM only during the training phase, enabling agents to operate within the environment without any LLM intervention. We assess the performance of this proposed framework by evaluating three state-of-the-art open-source LLMs (Llama, DeepSeek, Qwen) eliciting subgoals across various procedurally generated environment of the MiniGrid benchmark. Experimental results demonstrate that this curriculum-based approach accelerates learning and enhances exploration in complex tasks, achieving up to 30 to 200 times faster convergence in training steps compared to recent baselines designed for sparse reward environments.

Knowledge-Aware Iterative Retrieval for Multi-Agent Systems

We introduce a novel large language model (LLM)-driven agent framework, which iteratively refines queries and filters contextual evidence by leveraging dynamically evolving knowledge. A defining feature of the system is its decoupling of external sources from an internal knowledge cache that is progressively updated to guide both query generation and evidence selection. This design mitigates bias-reinforcement loops and enables dynamic, trackable search exploration paths, thereby optimizing the trade-off between exploring diverse information and maintaining accuracy through autonomous agent decision-making. Our approach is evaluated on a broad range of open-domain question answering benchmarks, including multi-step tasks that mirror real-world scenarios where integrating information from multiple sources is critical, especially given the vulnerabilities of LLMs that lack explicit reasoning or planning capabilities. The results show that the proposed system not only outperforms single-step baselines regardless of task difficulty but also, compared to conventional iterative retrieval methods, demonstrates pronounced advantages in complex tasks through precise evidence-based reasoning and enhanced efficiency. The proposed system supports both competitive and collaborative sharing of updated context, enabling multi-agent extension. The benefits of multi-agent configurations become especially prominent as task difficulty increases. The number of convergence steps scales with task difficulty, suggesting cost-effective scalability.

One Objective to Rule Them All: A Maximization Objective Fusing Estimation and Planning for Exploration

In online reinforcement learning (online RL), balancing exploration and exploitation is crucial for finding an optimal policy in a sample-efficient way. To achieve this, existing sample-efficient online RL algorithms typically consist of three components: estimation, planning, and exploration. However, in order to cope with general function approximators, most of them involve impractical algorithmic components to incentivize exploration, such as optimization within data-dependent level-sets or complicated sampling procedures. To address this challenge, we propose an easy-to-implement RL framework called Maximize to Explore (MEX), which only needs to optimize unconstrainedly a single objective that integrates the estimation and planning components while balancing exploration and exploitation automatically. Theoretically, we prove that MEX achieves a sublinear regret with general function approximations for Markov decision processes (MDP) and is further extendable to two-player zero-sum Markov games (MG). Meanwhile, we adapt deep RL baselines to design practical versions of MEX, in both model-free and model-based manners, which can outperform baselines by a stable margin in various MuJoCo environments with sparse rewards. Compared with existing sample-efficient online RL algorithms with general function approximations, MEX achieves similar sample efficiency while enjoying a lower computational cost and is more compatible with modern deep RL methods.

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.

The Effective Horizon Explains Deep RL Performance in Stochastic Environments

Reinforcement learning (RL) theory has largely focused on proving minimax sample complexity bounds. These require strategic exploration algorithms that use relatively limited function classes for representing the policy or value function. Our goal is to explain why deep RL algorithms often perform well in practice, despite using random exploration and much more expressive function classes like neural networks. Our work arrives at an explanation by showing that many stochastic MDPs can be solved by performing only a few steps of value iteration on the random policy's Q function and then acting greedily. When this is true, we find that it is possible to separate the exploration and learning components of RL, making it much easier to analyze. We introduce a new RL algorithm, SQIRL, that iteratively learns a near-optimal policy by exploring randomly to collect rollouts and then performing a limited number of steps of fitted-Q iteration over those rollouts. Any regression algorithm that satisfies basic in-distribution generalization properties can be used in SQIRL to efficiently solve common MDPs. This can explain why deep RL works, since it is empirically established that neural networks generalize well in-distribution. Furthermore, SQIRL explains why random exploration works well in practice. We leverage SQIRL to derive instance-dependent sample complexity bounds for RL that are exponential only in an "effective horizon" of lookahead and on the complexity of the class used for function approximation. Empirically, we also find that SQIRL performance strongly correlates with PPO and DQN performance in a variety of stochastic environments, supporting that our theoretical analysis is predictive of practical performance. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon.

Go-Explore: a New Approach for Hard-Exploration Problems

A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).

Exploratory Preference Optimization: Harnessing Implicit Q*-Approximation for Sample-Efficient RLHF

Reinforcement learning from human feedback (RLHF) has emerged as a central tool for language model alignment. We consider online exploration in RLHF, which exploits interactive access to human or AI feedback by deliberately encouraging the model to produce diverse, maximally informative responses. By allowing RLHF to confidently stray from the pre-trained model, online exploration offers the possibility of novel, potentially super-human capabilities, but its full potential as a paradigm for language model training has yet to be realized, owing to computational and statistical bottlenecks in directly adapting existing reinforcement learning techniques. We propose a new algorithm for online exploration in RLHF, Exploratory Preference Optimization (XPO), which is simple and practical -- a one-line change to (online) Direct Preference Optimization (DPO; Rafailov et al., 2023) -- yet enjoys the strongest known provable guarantees and promising empirical performance. XPO augments the DPO objective with a novel and principled exploration bonus, empowering the algorithm to explore outside the support of the initial model and human feedback data. In theory, we show that XPO is provably sample-efficient and converges to a near-optimal language model policy under natural exploration conditions, irrespective of whether the initial model has good coverage. Our analysis, which builds on the observation that DPO implicitly performs a form of Q^{star}-approximation (or, Bellman error minimization), combines previously disparate techniques from language modeling and theoretical reinforcement learning in a serendipitous fashion through the perspective of KL-regularized Markov decision processes. Empirically, we find that XPO is more sample-efficient than non-exploratory DPO variants in a preliminary evaluation.

The Benefits of Model-Based Generalization in Reinforcement Learning

Model-Based Reinforcement Learning (RL) is widely believed to have the potential to improve sample efficiency by allowing an agent to synthesize large amounts of imagined experience. Experience Replay (ER) can be considered a simple kind of model, which has proved extremely effective at improving the stability and efficiency of deep RL. In principle, a learned parametric model could improve on ER by generalizing from real experience to augment the dataset with additional plausible experience. However, owing to the many design choices involved in empirically successful algorithms, it can be very hard to establish where the benefits are actually coming from. Here, we provide theoretical and empirical insight into when, and how, we can expect data generated by a learned model to be useful. First, we provide a general theorem motivating how learning a model as an intermediate step can narrow down the set of possible value functions more than learning a value function directly from data using the Bellman equation. Second, we provide an illustrative example showing empirically how a similar effect occurs in a more concrete setting with neural network function approximation. Finally, we provide extensive experiments showing the benefit of model-based learning for online RL in environments with combinatorial complexity, but factored structure that allows a learned model to generalize. In these experiments, we take care to control for other factors in order to isolate, insofar as possible, the benefit of using experience generated by a learned model relative to ER alone.

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.

Meta-RTL: Reinforcement-Based Meta-Transfer Learning for Low-Resource Commonsense Reasoning

Meta learning has been widely used to exploit rich-resource source tasks to improve the performance of low-resource target tasks. Unfortunately, most existing meta learning approaches treat different source tasks equally, ignoring the relatedness of source tasks to the target task in knowledge transfer. To mitigate this issue, we propose a reinforcement-based multi-source meta-transfer learning framework (Meta-RTL) for low-resource commonsense reasoning. In this framework, we present a reinforcement-based approach to dynamically estimating source task weights that measure the contribution of the corresponding tasks to the target task in the meta-transfer learning. The differences between the general loss of the meta model and task-specific losses of source-specific temporal meta models on sampled target data are fed into the policy network of the reinforcement learning module as rewards. The policy network is built upon LSTMs that capture long-term dependencies on source task weight estimation across meta learning iterations. We evaluate the proposed Meta-RTL using both BERT and ALBERT as the backbone of the meta model on three commonsense reasoning benchmark datasets. Experimental results demonstrate that Meta-RTL substantially outperforms strong baselines and previous task selection strategies and achieves larger improvements on extremely low-resource settings.

A* Search Without Expansions: Learning Heuristic Functions with Deep Q-Networks

Efficiently solving problems with large action spaces using A* search has been of importance to the artificial intelligence community for decades. This is because the computation and memory requirements of A* search grow linearly with the size of the action space. This burden becomes even more apparent when A* search uses a heuristic function learned by computationally expensive function approximators, such as deep neural networks. To address this problem, we introduce Q* search, a search algorithm that uses deep Q-networks to guide search in order to take advantage of the fact that the sum of the transition costs and heuristic values of the children of a node can be computed with a single forward pass through a deep Q-network without explicitly generating those children. This significantly reduces computation time and requires only one node to be generated per iteration. We use Q* search to solve the Rubik's cube when formulated with a large action space that includes 1872 meta-actions and find that this 157-fold increase in the size of the action space incurs less than a 4-fold increase in computation time and less than a 3-fold increase in number of nodes generated when performing Q* search. Furthermore, Q* search is up to 129 times faster and generates up to 1288 times fewer nodes than A* search. Finally, although obtaining admissible heuristic functions from deep neural networks is an ongoing area of research, we prove that Q* search is guaranteed to find a shortest path given a heuristic function that neither overestimates the cost of a shortest path nor underestimates the transition cost.

ReLIC: A Recipe for 64k Steps of In-Context Reinforcement Learning for Embodied AI

Intelligent embodied agents need to quickly adapt to new scenarios by integrating long histories of experience into decision-making. For instance, a robot in an unfamiliar house initially wouldn't know the locations of objects needed for tasks and might perform inefficiently. However, as it gathers more experience, it should learn the layout of its environment and remember where objects are, allowing it to complete new tasks more efficiently. To enable such rapid adaptation to new tasks, we present ReLIC, a new approach for in-context reinforcement learning (RL) for embodied agents. With ReLIC, agents are capable of adapting to new environments using 64,000 steps of in-context experience with full attention while being trained through self-generated experience via RL. We achieve this by proposing a novel policy update scheme for on-policy RL called "partial updates'' as well as a Sink-KV mechanism that enables effective utilization of a long observation history for embodied agents. Our method outperforms a variety of meta-RL baselines in adapting to unseen houses in an embodied multi-object navigation task. In addition, we find that ReLIC is capable of few-shot imitation learning despite never being trained with expert demonstrations. We also provide a comprehensive analysis of ReLIC, highlighting that the combination of large-scale RL training, the proposed partial updates scheme, and the Sink-KV are essential for effective in-context learning. The code for ReLIC and all our experiments is at https://github.com/aielawady/relic

BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games

Large Language Models (LLMs) and Vision Language Models (VLMs) possess extensive knowledge and exhibit promising reasoning abilities; however, they still struggle to perform well in complex, dynamic environments. Real-world tasks require handling intricate interactions, advanced spatial reasoning, long-term planning, and continuous exploration of new strategies-areas in which we lack effective methodologies for comprehensively evaluating these capabilities. To address this gap, we introduce BALROG, a novel benchmark designed to assess the agentic capabilities of LLMs and VLMs through a diverse set of challenging games. Our benchmark incorporates a range of existing reinforcement learning environments with varying levels of difficulty, including tasks that are solvable by non-expert humans in seconds to extremely challenging ones that may take years to master (e.g., the NetHack Learning Environment). We devise fine-grained metrics to measure performance and conduct an extensive evaluation of several popular open-source and closed-source LLMs and VLMs. Our findings indicate that while current models achieve partial success in the easier games, they struggle significantly with more challenging tasks. Notably, we observe severe deficiencies in vision-based decision-making, as models perform worse when visual representations of the environments are provided. We release BALROG as an open and user-friendly benchmark to facilitate future research and development in the agentic community.

Meta-Learning for Speeding Up Large Model Inference in Decentralized Environments

The deployment of large-scale models, such as large language models (LLMs) and sophisticated image generation systems, incurs substantial costs due to their computational demands. To mitigate these costs and address challenges related to scalability and data security, there is a growing shift towards decentralized systems for deploying such models. In these decentralized environments, efficient inference acceleration becomes crucial to manage computational resources effectively and enhance system responsiveness. In this work, we address the challenge of selecting optimal acceleration methods in decentralized systems by introducing a meta-learning-based framework. This framework automates the selection process by learning from historical performance data of various acceleration techniques across different tasks. Unlike traditional methods that rely on random selection or expert intuition, our approach systematically identifies the best acceleration strategies based on the specific characteristics of each task. We demonstrate that our meta-learning framework not only streamlines the decision-making process but also consistently outperforms conventional methods in terms of efficiency and performance. Our results highlight the potential of meta-learning to revolutionize inference acceleration in decentralized AI systems, offering a path towards more democratic and economically feasible artificial intelligence solutions.

Reinforcement learning with combinatorial actions for coupled restless bandits

Reinforcement learning (RL) has increasingly been applied to solve real-world planning problems, with progress in handling large state spaces and time horizons. However, a key bottleneck in many domains is that RL methods cannot accommodate large, combinatorially structured action spaces. In such settings, even representing the set of feasible actions at a single step may require a complex discrete optimization formulation. We leverage recent advances in embedding trained neural networks into optimization problems to propose SEQUOIA, an RL algorithm that directly optimizes for long-term reward over the feasible action space. Our approach embeds a Q-network into a mixed-integer program to select a combinatorial action in each timestep. Here, we focus on planning over restless bandits, a class of planning problems which capture many real-world examples of sequential decision making. We introduce coRMAB, a broader class of restless bandits with combinatorial actions that cannot be decoupled across the arms of the restless bandit, requiring direct solving over the joint, exponentially large action space. We empirically validate SEQUOIA on four novel restless bandit problems with combinatorial constraints: multiple interventions, path constraints, bipartite matching, and capacity constraints. Our approach significantly outperforms existing methods -- which cannot address sequential planning and combinatorial selection simultaneously -- by an average of 24.8\% on these difficult instances.

MOOSE-Chem2: Exploring LLM Limits in Fine-Grained Scientific Hypothesis Discovery via Hierarchical Search

Large language models (LLMs) have shown promise in automating scientific hypothesis generation, yet existing approaches primarily yield coarse-grained hypotheses lacking critical methodological and experimental details. We introduce and formally define the novel task of fine-grained scientific hypothesis discovery, which entails generating detailed, experimentally actionable hypotheses from coarse initial research directions. We frame this as a combinatorial optimization problem and investigate the upper limits of LLMs' capacity to solve it when maximally leveraged. Specifically, we explore four foundational questions: (1) how to best harness an LLM's internal heuristics to formulate the fine-grained hypothesis it itself would judge as the most promising among all the possible hypotheses it might generate, based on its own internal scoring-thus defining a latent reward landscape over the hypothesis space; (2) whether such LLM-judged better hypotheses exhibit stronger alignment with ground-truth hypotheses; (3) whether shaping the reward landscape using an ensemble of diverse LLMs of similar capacity yields better outcomes than defining it with repeated instances of the strongest LLM among them; and (4) whether an ensemble of identical LLMs provides a more reliable reward landscape than a single LLM. To address these questions, we propose a hierarchical search method that incrementally proposes and integrates details into the hypothesis, progressing from general concepts to specific experimental configurations. We show that this hierarchical process smooths the reward landscape and enables more effective optimization. Empirical evaluations on a new benchmark of expert-annotated fine-grained hypotheses from recent chemistry literature show that our method consistently outperforms strong baselines.

Model-Based Transfer Learning for Contextual Reinforcement Learning

Deep reinforcement learning (RL) is a powerful approach to complex decision making. However, one issue that limits its practical application is its brittleness, sometimes failing to train in the presence of small changes in the environment. Motivated by the success of zero-shot transfer-where pre-trained models perform well on related tasks-we consider the problem of selecting a good set of training tasks to maximize generalization performance across a range of tasks. Given the high cost of training, it is critical to select training tasks strategically, but not well understood how to do so. We hence introduce Model-Based Transfer Learning (MBTL), which layers on top of existing RL methods to effectively solve contextual RL problems. MBTL models the generalization performance in two parts: 1) the performance set point, modeled using Gaussian processes, and 2) performance loss (generalization gap), modeled as a linear function of contextual similarity. MBTL combines these two pieces of information within a Bayesian optimization (BO) framework to strategically select training tasks. We show theoretically that the method exhibits sublinear regret in the number of training tasks and discuss conditions to further tighten regret bounds. We experimentally validate our methods using urban traffic and standard continuous control benchmarks. The experimental results suggest that MBTL can achieve up to 50x improved sample efficiency compared with canonical independent training and multi-task training. Further experiments demonstrate the efficacy of BO and the insensitivity to the underlying RL algorithm and hyperparameters. This work lays the foundations for investigating explicit modeling of generalization, thereby enabling principled yet effective methods for contextual RL.

METRA: Scalable Unsupervised RL with Metric-Aware Abstraction

Unsupervised pre-training strategies have proven to be highly effective in natural language processing and computer vision. Likewise, unsupervised reinforcement learning (RL) holds the promise of discovering a variety of potentially useful behaviors that can accelerate the learning of a wide array of downstream tasks. Previous unsupervised RL approaches have mainly focused on pure exploration and mutual information skill learning. However, despite the previous attempts, making unsupervised RL truly scalable still remains a major open challenge: pure exploration approaches might struggle in complex environments with large state spaces, where covering every possible transition is infeasible, and mutual information skill learning approaches might completely fail to explore the environment due to the lack of incentives. To make unsupervised RL scalable to complex, high-dimensional environments, we propose a novel unsupervised RL objective, which we call Metric-Aware Abstraction (METRA). Our main idea is, instead of directly covering the entire state space, to only cover a compact latent space Z that is metrically connected to the state space S by temporal distances. By learning to move in every direction in the latent space, METRA obtains a tractable set of diverse behaviors that approximately cover the state space, being scalable to high-dimensional environments. Through our experiments in five locomotion and manipulation environments, we demonstrate that METRA can discover a variety of useful behaviors even in complex, pixel-based environments, being the first unsupervised RL method that discovers diverse locomotion behaviors in pixel-based Quadruped and Humanoid. Our code and videos are available at https://seohong.me/projects/metra/

Life, uh, Finds a Way: Systematic Neural Search

We tackle the challenge of rapidly adapting an agent's behavior to solve spatiotemporally continuous problems in novel settings. Animals exhibit extraordinary abilities to adapt to new contexts, a capacity unmatched by artificial systems. Instead of focusing on generalization through deep reinforcement learning, we propose viewing behavior as the physical manifestation of a search procedure, where robust problem-solving emerges from an exhaustive search across all possible behaviors. Surprisingly, this can be done efficiently using online modification of a cognitive graph that guides action, challenging the predominant view that exhaustive search in continuous spaces is impractical. We describe an algorithm that implicitly enumerates behaviors by regulating the tight feedback loop between execution of behaviors and mutation of the graph, and provide a neural implementation based on Hebbian learning and a novel high-dimensional harmonic representation inspired by entorhinal cortex. By framing behavior as search, we provide a mathematically simple and biologically plausible model for real-time behavioral adaptation, successfully solving a variety of continuous state-space navigation problems. This framework not only offers a flexible neural substrate for other applications but also presents a powerful paradigm for understanding adaptive behavior. Our results suggest potential advancements in developmental learning and unsupervised skill acquisition, paving the way for autonomous robots to master complex skills in data-sparse environments demanding flexibility.

TRAD: Enhancing LLM Agents with Step-Wise Thought Retrieval and Aligned Decision

Numerous large language model (LLM) agents have been built for different tasks like web navigation and online shopping due to LLM's wide knowledge and text-understanding ability. Among these works, many of them utilize in-context examples to achieve generalization without the need for fine-tuning, while few of them have considered the problem of how to select and effectively utilize these examples. Recently, methods based on trajectory-level retrieval with task meta-data and using trajectories as in-context examples have been proposed to improve the agent's overall performance in some sequential decision making tasks. However, these methods can be problematic due to plausible examples retrieved without task-specific state transition dynamics and long input with plenty of irrelevant context. In this paper, we propose a novel framework (TRAD) to address these issues. TRAD first conducts Thought Retrieval, achieving step-level demonstration selection via thought matching, leading to more helpful demonstrations and less irrelevant input noise. Then, TRAD introduces Aligned Decision, complementing retrieved demonstration steps with their previous or subsequent steps, which enables tolerance for imperfect thought and provides a choice for balance between more context and less noise. Extensive experiments on ALFWorld and Mind2Web benchmarks show that TRAD not only outperforms state-of-the-art models but also effectively helps in reducing noise and promoting generalization. Furthermore, TRAD has been deployed in real-world scenarios of a global business insurance company and improves the success rate of robotic process automation.

Asking Before Action: Gather Information in Embodied Decision Making with Language Models

With strong capabilities of reasoning and a generic understanding of the world, Large Language Models (LLMs) have shown great potential in building versatile embodied decision making agents capable of performing diverse tasks. However, when deployed to unfamiliar environments, we show that LLM agents face challenges in efficiently gathering necessary information, leading to suboptimal performance. On the other hand, in unfamiliar scenarios, human individuals often seek additional information from their peers before taking action, leveraging external knowledge to avoid unnecessary trial and error. Building upon this intuition, we propose Asking Before Action (ABA), a method that empowers the agent to proactively query external sources for pertinent information using natural language during their interactions in the environment. In this way, the agent is able to enhance its efficiency and performance by mitigating wasteful steps and circumventing the difficulties associated with exploration in unfamiliar environments. We empirically evaluate our method on an embodied decision making benchmark, ALFWorld, and demonstrate that despite modest modifications in prompts, our method exceeds baseline LLM agents by more than 40%. Further experiments on two variants of ALFWorld illustrate that by imitation learning, ABA effectively retains and reuses queried and known information in subsequent tasks, mitigating the need for repetitive inquiries. Both qualitative and quantitative results exhibit remarkable performance on tasks that previous methods struggle to solve.

Improving Few-Shot Generalization by Exploring and Exploiting Auxiliary Data

Few-shot learning is valuable in many real-world applications, but learning a generalizable model without overfitting to the few labeled datapoints is challenging. In this work, we focus on Few-shot Learning with Auxiliary Data (FLAD), a training paradigm that assumes access to auxiliary data during few-shot learning in hopes of improving generalization. Previous works have proposed automated methods for mixing auxiliary and target data, but these methods typically scale linearly (or worse) with the number of auxiliary datasets, limiting their practicality. In this work we relate FLAD to the explore-exploit dilemma that is central to the multi-armed bandit setting and derive algorithms whose computational complexity is independent of the number of auxiliary datasets, allowing us to scale to 100x more auxiliary datasets than prior methods. We propose two algorithms -- EXP3-FLAD and UCB1-FLAD -- and compare them with prior FLAD methods that either explore or exploit, finding that the combination of exploration and exploitation is crucial. Through extensive experimentation we find that our methods outperform all pre-existing FLAD methods by 4% and lead to the first 3 billion parameter language models that outperform the 175 billion parameter GPT-3. Overall, our work suggests that the discovery of better, more efficient mixing strategies for FLAD may provide a viable path towards substantially improving generalization in few-shot learning.

Meta-training with Demonstration Retrieval for Efficient Few-shot Learning

Large language models show impressive results on few-shot NLP tasks. However, these models are memory and computation-intensive. Meta-training allows one to leverage smaller models for few-shot generalization in a domain-general and task-agnostic manner; however, these methods alone results in models that may not have sufficient parameterization or knowledge to adapt quickly to a large variety of tasks. To overcome this issue, we propose meta-training with demonstration retrieval, where we use a dense passage retriever to retrieve semantically similar labeled demonstrations to each example for more varied supervision. By separating external knowledge from model parameters, we can use meta-training to train parameter-efficient models that generalize well on a larger variety of tasks. We construct a meta-training set from UnifiedQA and CrossFit, and propose a demonstration bank based on UnifiedQA tasks. To our knowledge, our work is the first to combine retrieval with meta-training, to use DPR models to retrieve demonstrations, and to leverage demonstrations from many tasks simultaneously, rather than randomly sampling demonstrations from the training set of the target task. Our approach outperforms a variety of targeted parameter-efficient and retrieval-augmented few-shot methods on QA, NLI, and text classification tasks (including SQuAD, QNLI, and TREC). Our approach can be meta-trained and fine-tuned quickly on a single GPU.

A Survey on the Optimization of Large Language Model-based Agents

With the rapid development of Large Language Models (LLMs), LLM-based agents have been widely adopted in various fields, becoming essential for autonomous decision-making and interactive tasks. However, current work typically relies on prompt design or fine-tuning strategies applied to vanilla LLMs, which often leads to limited effectiveness or suboptimal performance in complex agent-related environments. Although LLM optimization techniques can improve model performance across many general tasks, they lack specialized optimization towards critical agent functionalities such as long-term planning, dynamic environmental interaction, and complex decision-making. Although numerous recent studies have explored various strategies to optimize LLM-based agents for complex agent tasks, a systematic review summarizing and comparing these methods from a holistic perspective is still lacking. In this survey, we provide a comprehensive review of LLM-based agent optimization approaches, categorizing them into parameter-driven and parameter-free methods. We first focus on parameter-driven optimization, covering fine-tuning-based optimization, reinforcement learning-based optimization, and hybrid strategies, analyzing key aspects such as trajectory data construction, fine-tuning techniques, reward function design, and optimization algorithms. Additionally, we briefly discuss parameter-free strategies that optimize agent behavior through prompt engineering and external knowledge retrieval. Finally, we summarize the datasets and benchmarks used for evaluation and tuning, review key applications of LLM-based agents, and discuss major challenges and promising future directions. Our repository for related references is available at https://github.com/YoungDubbyDu/LLM-Agent-Optimization.

Dynamic Slate Recommendation with Gated Recurrent Units and Thompson Sampling

We consider the problem of recommending relevant content to users of an internet platform in the form of lists of items, called slates. We introduce a variational Bayesian Recurrent Neural Net recommender system that acts on time series of interactions between the internet platform and the user, and which scales to real world industrial situations. The recommender system is tested both online on real users, and on an offline dataset collected from a Norwegian web-based marketplace, FINN.no, that is made public for research. This is one of the first publicly available datasets which includes all the slates that are presented to users as well as which items (if any) in the slates were clicked on. Such a data set allows us to move beyond the common assumption that implicitly assumes that users are considering all possible items at each interaction. Instead we build our likelihood using the items that are actually in the slate, and evaluate the strengths and weaknesses of both approaches theoretically and in experiments. We also introduce a hierarchical prior for the item parameters based on group memberships. Both item parameters and user preferences are learned probabilistically. Furthermore, we combine our model with bandit strategies to ensure learning, and introduce `in-slate Thompson Sampling' which makes use of the slates to maximise explorative opportunities. We show experimentally that explorative recommender strategies perform on par or above their greedy counterparts. Even without making use of exploration to learn more effectively, click rates increase simply because of improved diversity in the recommended slates.