SearcharxivSearch

arXiv subjects

Utsav Singh

Publications and source records attributed to Utsav Singh.

10 recordsLinked to original sources

RL with Learnable Textual Feedback: A Bilevel Approach

Reinforcement learning with verifiable rewards can improve LLM reasoning, but learning remains sample-inefficient when terminal rewards are sparse. This has motivated a growing line of work on RL with textual feedback, where a critic model generates natural language feedback to guide a reasoning model (the actor), augmenting scalar rewards with richer learning signals. However, existing methods typically treat feedback as fixed or auxiliary, which misses a key property: feedback should not merely be correct, but should improve the policy (actor model) when provided in context. This motivates a paradigm of learnable textual feedback for RL. Yet the learnability and usefulness of feedback depend on the policy's ability to learn from it, making RL with learnable feedback an inherently bilevel problem. We formalize this coupling as a Stackelberg bilevel program and derive Bilevel Natural Language Actor-Critic (Bi-NAC), which jointly trains a critic to generate reward-improving feedback and an actor to exploit it. Across MATH-500, MBPP, and GPQA, Bi-NAC improves sample and parameter efficiency over RL and fixed-critic baselines: our 2B model outperforms the 3B GRPO baseline, achieving 46.6% versus 41.4% on MATH-500, while our 6B model surpasses the 7B GRPO baseline, achieving 49.3% versus 43.6% on GPQA.

cs.LG

Direct Preference Optimization for Primitive-Enabled Hierarchical RL: A Bilevel Approach

Hierarchical reinforcement learning (HRL) enables agents to solve complex, long-horizon tasks by decomposing them into manageable sub-tasks. However, HRL methods face two fundamental challenges: (i) non-stationarity caused by the evolving lower-level policy during training, which destabilizes higher-level learning, and (ii) the generation of infeasible subgoals that lower-level policies cannot achieve. To address these challenges, we introduce DIPPER, a novel HRL framework that formulates goal-conditioned HRL as a bi-level optimization problem and leverages direct preference optimization (DPO) to train the higher-level policy. By learning from stationary preference comparisons over subgoal sequences rather than rewards that depend on the evolving lower-level policy, DIPPER mitigates the impact of non-stationarity on hierarchical learning. To address infeasible subgoals, DIPPER incorporates lower-level value function regularization that encourages the higher-level policy to propose achievable subgoals. We also introduce two novel metrics to quantitatively verify that DIPPER mitigates non-stationarity and infeasible subgoal generation issues in HRL. We perform empirical evaluations on challenging robotic navigation and manipulation benchmarks and show that DIPPER achieves upto 40% improvements over state-of-the-art baselines, demonstrating that preference-based methods can effectively alleviate persistent challenges in hierarchical

cs.LG

On The Sample Complexity Bounds In Bilevel Reinforcement Learning

Bilevel reinforcement learning (BRL) has emerged as a powerful framework for aligning generative models, yet its theoretical foundations, especially sample complexity bounds, remain underexplored. In this work, we present the first sample complexity bound for BRL, establishing a rate of $\mathcal{O}(ε^{-3})$ in continuous state-action spaces. Traditional MDP analysis techniques do not extend to BRL due to its nested structure and non-convex lower-level problems. We overcome these challenges by leveraging the Polyak-Łojasiewicz (PL) condition and the MDP structure to obtain closed-form gradients, enabling tight sample complexity analysis. Our analysis also extends to general bi-level optimization settings with non-convex lower levels, where we achieve state-of-the-art sample complexity results of $\mathcal{O}(ε^{-3})$ improving upon existing bounds of $\mathcal{O}(ε^{-6})$. Additionally, we address the computational bottleneck of hypergradient estimation by proposing a fully first-order, Hessian-free algorithm suitable for large-scale problems.

cs.LG

MIRA: Towards Mitigating Reward Hacking in Inference-Time Alignment of T2I Diffusion Models

Diffusion models excel at generating images conditioned on text prompts, but the resulting images often do not satisfy user-specific criteria measured by scalar rewards such as Aesthetic Scores. This alignment typically requires fine-tuning, which is computationally demanding. Recently, inference-time alignment via noise optimization has emerged as an efficient alternative, modifying initial input noise to steer the diffusion denoising process towards generating high-reward images. However, this approach suffers from reward hacking, where the model produces images that score highly, yet deviate significantly from the original prompt. We show that noise-space regularization is insufficient and that preventing reward hacking requires an explicit image-space constraint. To this end, we propose MIRA (MItigating Reward hAcking), a training-free, inference-time alignment method. MIRA introduces an image-space, score-based KL surrogate that regularizes the sampling trajectory with a frozen backbone, constraining the output distribution so reward can increase without off-distribution drift (reward hacking). We derive a tractable approximation to KL using diffusion scores. Across SDv1.5 and SDXL, multiple rewards (Aesthetic, HPSv2, PickScore), and public datasets (e.g., Animal-Animal, HPDv2), MIRA achieves >60\% win rate vs. strong baselines while preserving prompt adherence; mechanism plots show reward gains with near-zero drift, whereas DNO drifts as compute increases. We further introduce MIRA-DPO, mapping preference optimization to inference time with a frozen backbone, extending MIRA to non-differentiable rewards without fine-tuning.

cs.LG

CRISP: Curriculum Inducing Primitive Informed Subgoal Prediction for Hierarchical Reinforcement Learning

Hierarchical reinforcement learning (HRL) leverages temporal abstraction to efficiently tackle complex long-horizon tasks. However, HRL often collapses because the continual updates of the low-level primitive make earlier sub-goals issued by the high-level policy obsolete, introducing non-stationarity that destabilizes training. We propose CRISP, a curriculum-driven framework that tackles this instability with three key ingredients: (1) primitive-informed parsing (PIP), which adaptively re-labels a handful of expert demonstrations to always generate reachable subgoals by the current low-level primitive, (2) an inverse-reinforcement-learning regularizer that steers the high-level policy toward the expert-induced subgoal distribution and stabilizes learning, and (3) a unified training loop that leverages these components to boost sample efficiency. Across six sparse-reward robotic navigation and manipulation benchmarks, CRISP improves success rates by more than 40% over strong hierarchical and flat baselines and successfully transfers to real-world tasks, demonstrating the promise of curriculum-based HRL for practical scenarios.

cs.LG

PEAR: Primitive Enabled Adaptive Relabeling for Boosting Hierarchical Reinforcement Learning

Hierarchical reinforcement learning (HRL) has the potential to solve complex long horizon tasks using temporal abstraction and increased exploration. However, hierarchical agents are difficult to train due to inherent non-stationarity. We present primitive enabled adaptive relabeling (PEAR), a two-phase approach where we first perform adaptive relabeling on a few expert demonstrations to generate efficient subgoal supervision, and then jointly optimize HRL agents by employing reinforcement learning (RL) and imitation learning (IL). We perform theoretical analysis to bound the sub-optimality of our approach and derive a joint optimization framework using RL and IL. Since PEAR utilizes only a few expert demonstrations and considers minimal limiting assumptions on the task structure, it can be easily integrated with typical off-policy RL algorithms to produce a practical HRL approach. We perform extensive experiments on challenging environments and show that PEAR is able to outperform various hierarchical and non-hierarchical baselines and achieve upto $80\%$ success rates in complex sparse robotic control tasks where other baselines typically fail to show significant progress. We also perform ablations to thoroughly analyse the importance of our various design choices. Finally, we perform real world robotic experiments on complex tasks and demonstrate that PEAR consistently outperforms the baselines.

cs.LG

DIPPER: Direct Preference Optimization to Accelerate Primitive-Enabled Hierarchical Reinforcement Learning

Learning control policies to perform complex robotics tasks from human preference data presents significant challenges. On the one hand, the complexity of such tasks typically requires learning policies to perform a variety of subtasks, then combining them to achieve the overall goal. At the same time, comprehensive, well-engineered reward functions are typically unavailable in such problems, while limited human preference data often is; making efficient use of such data to guide learning is therefore essential. Methods for learning to perform complex robotics tasks from human preference data must overcome both these challenges simultaneously. In this work, we introduce DIPPER: Direct Preference Optimization to Accelerate Primitive-Enabled Hierarchical Reinforcement Learning, an efficient hierarchical approach that leverages direct preference optimization to learn a higher-level policy and reinforcement learning to learn a lower-level policy. DIPPER enjoys improved computational efficiency due to its use of direct preference optimization instead of standard preference-based approaches such as reinforcement learning from human feedback, while it also mitigates the well-known hierarchical reinforcement learning issues of non-stationarity and infeasible subgoal generation due to our use of primitive-informed regularization inspired by a novel bi-level optimization formulation of the hierarchical reinforcement learning problem. To validate our approach, we perform extensive experimental analysis on a variety of challenging robotics tasks, demonstrating that DIPPER outperforms hierarchical and non-hierarchical baselines, while ameliorating the non-stationarity and infeasible subgoal generation issues of hierarchical reinforcement learning.

cs.LG

PIPER: Primitive-Informed Preference-based Hierarchical Reinforcement Learning via Hindsight Relabeling

In this work, we introduce PIPER: Primitive-Informed Preference-based Hierarchical reinforcement learning via Hindsight Relabeling, a novel approach that leverages preference-based learning to learn a reward model, and subsequently uses this reward model to relabel higher-level replay buffers. Since this reward is unaffected by lower primitive behavior, our relabeling-based approach is able to mitigate non-stationarity, which is common in existing hierarchical approaches, and demonstrates impressive performance across a range of challenging sparse-reward tasks. Since obtaining human feedback is typically impractical, we propose to replace the human-in-the-loop approach with our primitive-in-the-loop approach, which generates feedback using sparse rewards provided by the environment. Moreover, in order to prevent infeasible subgoal prediction and avoid degenerate solutions, we propose primitive-informed regularization that conditions higher-level policies to generate feasible subgoals for lower-level policies. We perform extensive experiments to show that PIPER mitigates non-stationarity in hierarchical reinforcement learning and achieves greater than 50$\%$ success rates in challenging, sparse-reward robotic environments, where most other baselines fail to achieve any significant progress.

cs.LG

Training Fast Robot Policies with Slow Foundation Models

Continuous robotic control requires policies that execute with low latency and modest computational cost during deployment. Foundation models provide strong semantic and visual reasoning, but repeatedly querying a large model throughout deployment incurs substantial inference latency and compute requirements. Language-to-Reward (L2R) methods avoid this deployment-time cost by using large language models (LLMs) to synthesize rewards for training lightweight policies, but these rewards are generated without visually analyzing how the learned policy physically fails, and thus often lack physical grounding. We propose Visually-Grounded Reward Synthesis (VGRS), which uses slow foundation models during training to produce fast robotic control policies. An LLM first synthesizes executable reward code from a natural-language instruction to train a lightweight hierarchical policy. When learning stalls, a frozen vision-language model (VLM) analyzes failed trajectories to provide failure mode diagnosis, which the LLM uses to rewrite and densify the reward. Since foundation models are used only during training, deployment requires only the learned policy. We perform experiments on simulated and real-world navigation and manipulation tasks, and show that VGRS achieves success rates above 55% on challenging long-horizon tasks while deploying successfully to real robots.

cs.LG

InfoRL: Interpretable Reinforcement Learning using Information Maximization

Recent advances in reinforcement learning have proved that given an environment we can learn to perform a task in that environment if we have access to some form of a reward function (dense, sparse or derived from IRL). But most of the algorithms focus on learning a single best policy to perform a given set of tasks. In this paper, we focus on an algorithm that learns to not just perform a task but different ways to perform the same task. As we know when the environment is complex enough there always exists multiple ways to perform a task. We show that using the concept of information maximization it is possible to learn latent codes for discovering multiple ways to perform any given task in an environment.

cs.LG