VLRS-Bench is the first benchmark dedicated to complex vision-language reasoning in remote sensing, with 2000 QA pairs across 14 tasks in cognition, decision, and prediction dimensions.
hub Canonical reference
Dota 2 with Large Scale Deep Reinforcement Learning
Canonical reference. 92% of citing Pith papers cite this work as background.
abstract
On April 13th, 2019, OpenAI Five became the first AI system to defeat the world champions at an esports game. The game of Dota 2 presents novel challenges for AI systems such as long time horizons, imperfect information, and complex, continuous state-action spaces, all challenges which will become increasingly central to more capable AI systems. OpenAI Five leveraged existing reinforcement learning techniques, scaled to learn from batches of approximately 2 million frames every 2 seconds. We developed a distributed training system and tools for continual training which allowed us to train OpenAI Five for 10 months. By defeating the Dota 2 world champion (Team OG), OpenAI Five demonstrates that self-play reinforcement learning can achieve superhuman performance on a difficult task.
hub tools
citation-role summary
citation-polarity summary
representative citing papers
Generative agents with memory streams, reflection, and planning using LLMs exhibit believable individual and emergent social behaviors in a simulated town.
ARC-RL provides four new MuJoCo continuous-control environments with hexapod and quadruped morphologies inspired by ARC Raiders, a unified multi-component reward without motion capture, CPG expert demonstrators, and empirical comparisons of online and offline-to-online RL algorithms.
DRATS derives a minimax objective from a feasibility formulation of MTRL to adaptively sample tasks with the largest return gaps, leading to better worst-task performance on MetaWorld benchmarks.
ASH reaches 11.2/12 milestones in Pokemon Emerald and 9.9/12 in Zelda by self-improving via an IDM trained on its own trajectories to label internet video, while baselines plateau at roughly 6/12.
Standard MORL metrics do not measure whether preference inputs reliably control agent behavior, so a new controllability metric is introduced to restore the link between user intent and agent output.
LC-MAPF uses multi-round local communication between neighboring agents in a pre-trained model to outperform prior learning-based MAPF solvers on diverse unseen scenarios while preserving scalability.
Synthetic data augmentation helps channel-mixing time series models but degrades channel-independent ones, with reliable gains only from seasonal-trend generators and gradual schedules in low-resource settings.
SOPE uses an actor-aligned OPE signal on a held-out validation split to dynamically stop offline stabilization phases in online RL, improving performance up to 45.6% and cutting TFLOPs up to 22x on 25 Minari tasks.
COSPLAY co-evolves an LLM decision agent with a skill bank agent to improve long-horizon game performance, reporting over 25.1% average reward gains versus frontier LLM baselines on single-player benchmarks.
InfoChess proposes a symmetric adversarial game focused purely on information control and probabilistic king-location inference, with RL agents outperforming heuristic baselines and gameplay dissected via belief entropy, cross-entropy, and predictive scores.
PPO in a new competitive game fails due to five implementation bugs and then competitive overfitting where self-play stays near 50% but generalization drops to 21.6%; mixing 20% random opponents restores generalization to 77.1%.
NePPO learns a player-independent potential function via a novel objective whose minimization yields an approximate Nash equilibrium for general-sum multi-agent games.
Voyager achieves superior lifelong learning in Minecraft by combining an automatic exploration curriculum, a library of executable skills, and iterative LLM prompting with environment feedback, yielding 3.3x more unique items and 15.3x faster milestone unlocks than prior methods while generalizing技能
QHyer replaces return-to-go with a state-conditioned Q-estimator and adds a gated hybrid attention-mamba backbone to achieve state-of-the-art performance in offline goal-conditioned RL on both Markovian and non-Markovian datasets.
Odysseus adapts PPO with a turn-level critic and leverages pretrained VLM action priors to train agents achieving at least 3x average game progress over frontier models in long-horizon Super Mario Land.
Certain errors in proxy rewards for policy gradient methods can be benign or beneficial by preventing policies from stalling on outputs with mediocre ground truth rewards, enabling improved RLHF metrics and reward design insights.
Latent transitions in models like Dreamer are biased toward dense regions, creating attractors that hide true dynamics discrepancies and cause epistemic uncertainty to be unreliable while overestimating rewards.
CivBench trains models on turn-level states in Civilization V to predict victory probabilities, providing a progress-based evaluation of LLM strategic capabilities across 307 games with 7 models.
Vocabulary dropout prevents diversity collapse in LLM co-evolution by masking proposer logits, yielding average +4.4 point solver gains on mathematical reasoning benchmarks at 8B scale.
PHASE uses heterogeneous self-play and context-conditioned policies to achieve realistic, zero-shot highway traffic simulation that outperforms traditional rule-based and self-play models on real-world datasets.
A 2084-parameter recurrent policy trained by distilling 1000 RL teacher policies enables zero-shot control across 10 real quadrotors differing in mass, motors, frames, propellers, and flight controllers.
VS-Bench is a new benchmark of ten visual multi-agent environments that measures VLMs on element recognition, next-action prediction, and normalized episode return, showing strong perception but large gaps in reasoning and decision-making with the best model at 46.6% prediction accuracy and 31.4% of
AReaL decouples generation and training in LLM reinforcement learning to achieve up to 2.77x speedup with matched or better performance on math and code benchmarks.
citing papers explorer
-
VLRS-Bench: A Vision-Language Reasoning Benchmark for Remote Sensing
VLRS-Bench is the first benchmark dedicated to complex vision-language reasoning in remote sensing, with 2000 QA pairs across 14 tasks in cognition, decision, and prediction dimensions.
-
Generative Agents: Interactive Simulacra of Human Behavior
Generative agents with memory streams, reflection, and planning using LLMs exhibit believable individual and emergent social behaviors in a simulated town.
-
ARC-RL: A Reinforcement Learning Playground Inspired by ARC Raiders
ARC-RL provides four new MuJoCo continuous-control environments with hexapod and quadruped morphologies inspired by ARC Raiders, a unified multi-component reward without motion capture, CPG expert demonstrators, and empirical comparisons of online and offline-to-online RL algorithms.
-
Distributionally Robust Multi-Task Reinforcement Learning via Adaptive Task Sampling
DRATS derives a minimax objective from a feasibility formulation of MTRL to adaptively sample tasks with the largest return gaps, leading to better worst-task performance on MetaWorld benchmarks.
-
ASH: Agents that Self-Hone via Embodied Learning
ASH reaches 11.2/12 milestones in Pokemon Emerald and 9.9/12 in Zelda by self-improving via an IDM trained on its own trajectories to label internet video, while baselines plateau at roughly 6/12.
-
Controllability in preference-conditioned multi-objective reinforcement learning
Standard MORL metrics do not measure whether preference inputs reliably control agent behavior, so a new controllability metric is introduced to restore the link between user intent and agent output.
-
Learning to Communicate Locally for Large-Scale Multi-Agent Pathfinding
LC-MAPF uses multi-round local communication between neighboring agents in a pre-trained model to outperform prior learning-based MAPF solvers on diverse unseen scenarios while preserving scalability.
-
Does Synthetic Data Help? Empirical Evidence from Deep Learning Time Series Forecasters
Synthetic data augmentation helps channel-mixing time series models but degrades channel-independent ones, with reliable gains only from seasonal-trend generators and gradual schedules in low-resource settings.
-
SOPE: Stabilizing Off-Policy Evaluation for Online RL with Prior Data
SOPE uses an actor-aligned OPE signal on a held-out validation split to dynamically stop offline stabilization phases in online RL, improving performance up to 45.6% and cutting TFLOPs up to 22x on 25 Minari tasks.
-
Co-Evolving LLM Decision and Skill Bank Agents for Long-Horizon Tasks
COSPLAY co-evolves an LLM decision agent with a skill bank agent to improve long-horizon game performance, reporting over 25.1% average reward gains versus frontier LLM baselines on single-player benchmarks.
-
InfoChess: A Game of Adversarial Inference and a Laboratory for Quantifiable Information Control
InfoChess proposes a symmetric adversarial game focused purely on information control and probabilistic king-location inference, with RL agents outperforming heuristic baselines and gameplay dissected via belief entropy, cross-entropy, and predictive scores.
-
Territory Paint Wars: Diagnosing and Mitigating Failure Modes in Competitive Multi-Agent PPO
PPO in a new competitive game fails due to five implementation bugs and then competitive overfitting where self-play stays near 50% but generalization drops to 21.6%; mixing 20% random opponents restores generalization to 77.1%.
-
NePPO: Near-Potential Policy Optimization for General-Sum Multi-Agent Reinforcement Learning
NePPO learns a player-independent potential function via a novel objective whose minimization yields an approximate Nash equilibrium for general-sum multi-agent games.
-
Voyager: An Open-Ended Embodied Agent with Large Language Models
Voyager achieves superior lifelong learning in Minecraft by combining an automatic exploration curriculum, a library of executable skills, and iterative LLM prompting with environment feedback, yielding 3.3x more unique items and 15.3x faster milestone unlocks than prior methods while generalizing技能
-
QHyer: Q-conditioned Hybrid Attention-mamba Transformer for Offline Goal-conditioned RL
QHyer replaces return-to-go with a state-conditioned Q-estimator and adds a gated hybrid attention-mamba backbone to achieve state-of-the-art performance in offline goal-conditioned RL on both Markovian and non-Markovian datasets.
-
Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning
Odysseus adapts PPO with a turn-level critic and leverages pretrained VLM action priors to train agents achieving at least 3x average game progress over frontier models in long-horizon Super Mario Land.
-
When Errors Can Be Beneficial: A Categorization of Imperfect Rewards for Policy Gradient
Certain errors in proxy rewards for policy gradient methods can be benign or beneficial by preventing policies from stalling on outputs with mediocre ground truth rewards, enabling improved RLHF metrics and reward design insights.
-
Biased Dreams: Limitations to Epistemic Uncertainty Quantification in Latent Space Models
Latent transitions in models like Dreamer are biased toward dense regions, creating attractors that hide true dynamics discrepancies and cause epistemic uncertainty to be unreliable while overestimating rewards.
-
CivBench: Progress-Based Evaluation for LLMs' Strategic Decision-Making in Civilization V
CivBench trains models on turn-level states in Civilization V to predict victory probabilities, providing a progress-based evaluation of LLM strategic capabilities across 307 games with 7 models.
-
Vocabulary Dropout for Curriculum Diversity in LLM Co-Evolution
Vocabulary dropout prevents diversity collapse in LLM co-evolution by masking proposer logits, yielding average +4.4 point solver gains on mathematical reasoning benchmarks at 8B scale.
-
Heterogeneous Self-Play for Realistic Highway Traffic Simulation
PHASE uses heterogeneous self-play and context-conditioned policies to achieve realistic, zero-shot highway traffic simulation that outperforms traditional rule-based and self-play models on real-world datasets.
-
RAPTOR: A Foundation Policy for Quadrotor Control
A 2084-parameter recurrent policy trained by distilling 1000 RL teacher policies enables zero-shot control across 10 real quadrotors differing in mass, motors, frames, propellers, and flight controllers.
-
VS-Bench: Evaluating VLMs for Strategic Abilities in Multi-Agent Environments
VS-Bench is a new benchmark of ten visual multi-agent environments that measures VLMs on element recognition, next-action prediction, and normalized episode return, showing strong perception but large gaps in reasoning and decision-making with the best model at 46.6% prediction accuracy and 31.4% of
-
AReaL: A Large-Scale Asynchronous Reinforcement Learning System for Language Reasoning
AReaL decouples generation and training in LLM reinforcement learning to achieve up to 2.77x speedup with matched or better performance on math and code benchmarks.
-
Muon is Scalable for LLM Training
Muon optimizer with weight decay and update scaling achieves ~2x efficiency over AdamW for large LLMs, shown via the Moonlight 3B/16B MoE model trained on 5.7T tokens.
-
Inference Scaling Laws: An Empirical Analysis of Compute-Optimal Inference for Problem-Solving with Language Models
Empirical analysis shows scaling inference compute via strategies like tree search can be more efficient than scaling model parameters, with 7B models plus novel search outperforming 34B models.
-
TD-MPC2: Scalable, Robust World Models for Continuous Control
TD-MPC2 scales an implicit world-model RL method to a 317M-parameter agent that masters 80 tasks across four domains with a single hyperparameter configuration.
-
Language Models (Mostly) Know What They Know
Language models show good calibration when asked to estimate the probability that their own answers are correct, with performance improving as models get larger.
-
A General Language Assistant as a Laboratory for Alignment
Ranked preference modeling outperforms imitation learning for language model alignment and scales more favorably with model size.
-
Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning
Isaac Gym achieves 2-3 orders of magnitude faster robot policy training by keeping physics simulation and PyTorch-based RL entirely on GPU with direct buffer sharing.
-
Scaling Laws for Transfer
Effective data transferred from pre-training to fine-tuning is described by a power law in model parameter count and fine-tuning dataset size, acting like a multiplier on the fine-tuning data.
-
Data-Augmented Game Starts for Accelerating Self-Play Exploration in Imperfect Information Games
DAGS initializes policy-gradient self-play from human-derived intermediate states to reduce exploitability in challenging imperfect-information games, with a multi-task flag fix for resulting bias and new benchmark environments.
-
Towards Generalist Game Players: An Investigation of Foundation Models in the Game Multiverse
The paper organizes research on generalist game AI into Dataset, Model, Harness, and Benchmark pillars and charts a five-level progression from single-game mastery to agents that create and live inside game multiverses.
-
On Training Large Language Models for Long-Horizon Tasks: An Empirical Study of Horizon Length
Longer action horizons bottleneck LLM agent training through instability, but training with reduced horizons stabilizes learning and enables better generalization to longer horizons.
-
A High-Throughput Compute-Efficient POMDP Hide-And-Seek-Engine (HASE) for Multi-Agent Operations
A C++ Dec-POMDP simulator using data-oriented design and zero-copy PyTorch integration achieves up to 33 million steps per second on a 16-core CPU, enabling multi-agent policy training in minutes with PPO, DQN, and SAC.
-
RAMP: Hybrid DRL for Online Learning of Numeric Action Models
RAMP learns numeric action models online via a DRL-planning feedback loop and outperforms PPO on IPC numeric domains in solvability and plan quality.
-
Gymnasium: A Standard Interface for Reinforcement Learning Environments
Gymnasium establishes a standardized API for RL environments to improve interoperability, reproducibility, and ease of development in reinforcement learning.
-
Benefits of Low-Cost Bio-Inspiration in the Age of Overparametrization
Shallow MLPs and dense CPGs outperform deeper MLPs and Actor-Critic RL in bounded robot control tasks with limited proprioception, with a Parameter Impact metric indicating extra RL parameters yield no performance gain over evolutionary strategies.
-
Meta-Learning and Meta-Reinforcement Learning -- Tracing the Path towards DeepMind's Adaptive Agent
A survey provides a task-based formalization of meta-learning and meta-RL while chronicling algorithms that lead to DeepMind's Adaptive Agent.