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Jan 6

Learning Latent Plans from Play

Acquiring a diverse repertoire of general-purpose skills remains an open challenge for robotics. In this work, we propose self-supervising control on top of human teleoperated play data as a way to scale up skill learning. Play has two properties that make it attractive compared to conventional task demonstrations. Play is cheap, as it can be collected in large quantities quickly without task segmenting, labeling, or resetting to an initial state. Play is naturally rich, covering ~4x more interaction space than task demonstrations for the same amount of collection time. To learn control from play, we introduce Play-LMP, a self-supervised method that learns to organize play behaviors in a latent space, then reuse them at test time to achieve specific goals. Combining self-supervised control with a diverse play dataset shifts the focus of skill learning from a narrow and discrete set of tasks to the full continuum of behaviors available in an environment. We find that this combination generalizes well empirically---after self-supervising on unlabeled play, our method substantially outperforms individual expert-trained policies on 18 difficult user-specified visual manipulation tasks in a simulated robotic tabletop environment. We additionally find that play-supervised models, unlike their expert-trained counterparts, are more robust to perturbations and exhibit retrying-till-success behaviors. Finally, we find that our agent organizes its latent plan space around functional tasks, despite never being trained with task labels. Videos, code and data are available at learning-from-play.github.io

  • 7 authors
·
Mar 5, 2019

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

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

  • 8 authors
·
Apr 27, 2025 2

SLIM: Skill Learning with Multiple Critics

Self-supervised skill learning aims to acquire useful behaviors that leverage the underlying dynamics of the environment. Latent variable models, based on mutual information maximization, have been successful in this task but still struggle in the context of robotic manipulation. As it requires impacting a possibly large set of degrees of freedom composing the environment, mutual information maximization fails alone in producing useful and safe manipulation behaviors. Furthermore, tackling this by augmenting skill discovery rewards with additional rewards through a naive combination might fail to produce desired behaviors. To address this limitation, we introduce SLIM, a multi-critic learning approach for skill discovery with a particular focus on robotic manipulation. Our main insight is that utilizing multiple critics in an actor-critic framework to gracefully combine multiple reward functions leads to a significant improvement in latent-variable skill discovery for robotic manipulation while overcoming possible interference occurring among rewards which hinders convergence to useful skills. Furthermore, in the context of tabletop manipulation, we demonstrate the applicability of our novel skill discovery approach to acquire safe and efficient motor primitives in a hierarchical reinforcement learning fashion and leverage them through planning, significantly surpassing baseline approaches for skill discovery.

  • 4 authors
·
Feb 1, 2024

Better LLM Reasoning via Dual-Play

Large Language Models (LLMs) have achieved remarkable progress through Reinforcement Learning with Verifiable Rewards (RLVR), yet still rely heavily on external supervision (e.g., curated labels). Adversarial learning, particularly through self-play, offers a promising alternative that enables models to iteratively learn from themselves - thus reducing reliance on external supervision. Dual-play extends adversarial learning by assigning specialized roles to two models and training them against each other, fostering sustained competition and mutual evolution. Despite its promise, adapting dual-play training to LLMs remains limited, largely due to their susceptibility to reward hacking and training instability. In this paper, we introduce PasoDoble, a novel LLM dual-play framework. PasoDoble adversarially trains two models initialized from the same base model: a Proposer, which generates challenging questions with ground-truth answers, and a Solver, which attempts to solve them. We enrich the Proposer with knowledge from a pre-training dataset to ensure the questions' quality and diversity. To avoid reward hacking, the Proposer is rewarded for producing only valid questions that push the Solver's limit, while the Solver is rewarded for solving them correctly, and both are updated jointly. To further enhance training stability, we introduce an optional offline paradigm that decouples Proposer and Solver updates, alternately updating each for several steps while holding the other fixed. Notably, PasoDoble operates without supervision during training. Experimental results show that PasoDoble can improve the reasoning performance of LLMs. Our project page is available at https://hcy123902.github.io/PasoDoble.

  • 4 authors
·
Nov 14, 2025

Preference-conditioned Pixel-based AI Agent For Game Testing

The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and game testing do not scale effectively in terms of time and cost. Game-testing AI agents that learn by interaction with the environment have the potential to mitigate these challenges with good scalability properties on time and costs. However, most recent work in this direction depends on game state information for the agent's state representation, which limits generalization across different game scenarios. Moreover, game test engineers usually prefer exploring a game in a specific style, such as exploring the golden path. However, current game testing AI agents do not provide an explicit way to satisfy such a preference. This paper addresses these limitations by proposing an agent design that mainly depends on pixel-based state observations while exploring the environment conditioned on a user's preference specified by demonstration trajectories. In addition, we propose an imitation learning method that couples self-supervised and supervised learning objectives to enhance the quality of imitation behaviors. Our agent significantly outperforms state-of-the-art pixel-based game testing agents over exploration coverage and test execution quality when evaluated on a complex open-world environment resembling many aspects of real AAA games.

  • 3 authors
·
Aug 18, 2023

STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models

Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.

  • 3 authors
·
Jun 9, 2024

Jumpstarting Surgical Computer Vision

Purpose: General consensus amongst researchers and industry points to a lack of large, representative annotated datasets as the biggest obstacle to progress in the field of surgical data science. Self-supervised learning represents a solution to part of this problem, removing the reliance on annotations. However, the robustness of current self-supervised learning methods to domain shifts remains unclear, limiting our understanding of its utility for leveraging diverse sources of surgical data. Methods: In this work, we employ self-supervised learning to flexibly leverage diverse surgical datasets, thereby learning taskagnostic representations that can be used for various surgical downstream tasks. Based on this approach, to elucidate the impact of pre-training on downstream task performance, we explore 22 different pre-training dataset combinations by modulating three variables: source hospital, type of surgical procedure, and pre-training scale (number of videos). We then finetune the resulting model initializations on three diverse downstream tasks: namely, phase recognition and critical view of safety in laparoscopic cholecystectomy and phase recognition in laparoscopic hysterectomy. Results: Controlled experimentation highlights sizable boosts in performance across various tasks, datasets, and labeling budgets. However, this performance is intricately linked to the composition of the pre-training dataset, robustly proven through several study stages. Conclusion: The composition of pre-training datasets can severely affect the effectiveness of SSL methods for various downstream tasks and should critically inform future data collection efforts to scale the application of SSL methodologies. Keywords: Self-Supervised Learning, Transfer Learning, Surgical Computer Vision, Endoscopic Videos, Critical View of Safety, Phase Recognition

  • 6 authors
·
Dec 10, 2023

Open-World Skill Discovery from Unsegmented Demonstrations

Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.

  • 5 authors
·
Mar 11, 2025 3

Self-supervised learning of video representations from a child's perspective

Children learn powerful internal models of the world around them from a few years of egocentric visual experience. Can such internal models be learned from a child's visual experience with highly generic learning algorithms or do they require strong inductive biases? Recent advances in collecting large-scale, longitudinal, developmentally realistic video datasets and generic self-supervised learning (SSL) algorithms are allowing us to begin to tackle this nature vs. nurture question. However, existing work typically focuses on image-based SSL algorithms and visual capabilities that can be learned from static images (e.g. object recognition), thus ignoring temporal aspects of the world. To close this gap, here we train self-supervised video models on longitudinal, egocentric headcam recordings collected from a child over a two year period in their early development (6-31 months). The resulting models are highly effective at facilitating the learning of action concepts from a small number of labeled examples; they have favorable data size scaling properties; and they display emergent video interpolation capabilities. Video models also learn more robust object representations than image-based models trained with the exact same data. These results suggest that important temporal aspects of a child's internal model of the world may be learnable from their visual experience using highly generic learning algorithms and without strong inductive biases.

  • 5 authors
·
Jan 31, 2024

Foundation Policies with Hilbert Representations

Unsupervised and self-supervised objectives, such as next token prediction, have enabled pre-training generalist models from large amounts of unlabeled data. In reinforcement learning (RL), however, finding a truly general and scalable unsupervised pre-training objective for generalist policies from offline data remains a major open question. While a number of methods have been proposed to enable generic self-supervised RL, based on principles such as goal-conditioned RL, behavioral cloning, and unsupervised skill learning, such methods remain limited in terms of either the diversity of the discovered behaviors, the need for high-quality demonstration data, or the lack of a clear prompting or adaptation mechanism for downstream tasks. In this work, we propose a novel unsupervised framework to pre-train generalist policies that capture diverse, optimal, long-horizon behaviors from unlabeled offline data such that they can be quickly adapted to any arbitrary new tasks in a zero-shot manner. Our key insight is to learn a structured representation that preserves the temporal structure of the underlying environment, and then to span this learned latent space with directional movements, which enables various zero-shot policy "prompting" schemes for downstream tasks. Through our experiments on simulated robotic locomotion and manipulation benchmarks, we show that our unsupervised policies can solve goal-conditioned and general RL tasks in a zero-shot fashion, even often outperforming prior methods designed specifically for each setting. Our code and videos are available at https://seohong.me/projects/hilp/

  • 3 authors
·
Feb 23, 2024

Leveraging Self-Supervised Learning for Scene Classification in Child Sexual Abuse Imagery

Crime in the 21st century is split into a virtual and real world. However, the former has become a global menace to people's well-being and security in the latter. The challenges it presents must be faced with unified global cooperation, and we must rely more than ever on automated yet trustworthy tools to combat the ever-growing nature of online offenses. Over 10 million child sexual abuse reports are submitted to the US National Center for Missing \& Exploited Children every year, and over 80% originate from online sources. Therefore, investigation centers cannot manually process and correctly investigate all imagery. In light of that, reliable automated tools that can securely and efficiently deal with this data are paramount. In this sense, the scene classification task looks for contextual cues in the environment, being able to group and classify child sexual abuse data without requiring to be trained on sensitive material. The scarcity and limitations of working with child sexual abuse images lead to self-supervised learning, a machine-learning methodology that leverages unlabeled data to produce powerful representations that can be more easily transferred to downstream tasks. This work shows that self-supervised deep learning models pre-trained on scene-centric data can reach 71.6% balanced accuracy on our indoor scene classification task and, on average, 2.2 percentage points better performance than a fully supervised version. We cooperate with Brazilian Federal Police experts to evaluate our indoor classification model on actual child abuse material. The results demonstrate a notable discrepancy between the features observed in widely used scene datasets and those depicted on sensitive materials.

  • 5 authors
·
Mar 2, 2024

Self-Prompt Tuning: Enable Autonomous Role-Playing in LLMs

Recent advancements in LLMs have showcased their remarkable role-playing capabilities, able to accurately simulate the dialogue styles and cognitive processes of various roles based on different instructions and contexts. Studies indicate that assigning LLMs the roles of experts, a strategy known as role-play prompting, can enhance their performance in the corresponding domains. However, the prompt needs to be manually designed for the given problem, requiring certain expertise and iterative modifications. To this end, we propose self-prompt tuning, making LLMs themselves generate role-play prompts through fine-tuning. Leveraging the LIMA dataset as our foundational corpus, we employ GPT-4 to annotate role-play prompts for each data points, resulting in the creation of the LIMA-Role dataset. We then fine-tune LLMs like Llama-2-7B and Mistral-7B on LIMA-Role. Consequently, the self-prompt tuned LLMs can automatically generate expert role prompts for any given question. We extensively evaluate self-prompt tuned LLMs on widely used NLP benchmarks and open-ended question test. Our empirical results illustrate that self-prompt tuned LLMs outperform standard instruction tuned baselines across most datasets. This highlights the great potential of utilizing fine-tuning to enable LLMs to self-prompt, thereby automating complex prompting strategies. We release the dataset, models, and code at this https://anonymous.4open.science/r/Self-Prompt-Tuning-739E/{url}.

  • 9 authors
·
Jul 12, 2024

Mine Your Own vieW: Self-Supervised Learning Through Across-Sample Prediction

State-of-the-art methods for self-supervised learning (SSL) build representations by maximizing the similarity between different transformed "views" of a sample. Without sufficient diversity in the transformations used to create views, however, it can be difficult to overcome nuisance variables in the data and build rich representations. This motivates the use of the dataset itself to find similar, yet distinct, samples to serve as views for one another. In this paper, we introduce Mine Your Own vieW (MYOW), a new approach for self-supervised learning that looks within the dataset to define diverse targets for prediction. The idea behind our approach is to actively mine views, finding samples that are neighbors in the representation space of the network, and then predict, from one sample's latent representation, the representation of a nearby sample. After showing the promise of MYOW on benchmarks used in computer vision, we highlight the power of this idea in a novel application in neuroscience where SSL has yet to be applied. When tested on multi-unit neural recordings, we find that MYOW outperforms other self-supervised approaches in all examples (in some cases by more than 10%), and often surpasses the supervised baseline. With MYOW, we show that it is possible to harness the diversity of the data to build rich views and leverage self-supervision in new domains where augmentations are limited or unknown.

  • 13 authors
·
Feb 19, 2021

ACT-JEPA: Joint-Embedding Predictive Architecture Improves Policy Representation Learning

Learning efficient representations for decision-making policies is a challenge in imitation learning (IL). Current IL methods require expert demonstrations, which are expensive to collect. Consequently, they often have underdeveloped world models. Self-supervised learning (SSL) offers an alternative by allowing models to learn from diverse, unlabeled data, including failures. However, SSL methods often operate in raw input space, making them inefficient. In this work, we propose ACT-JEPA, a novel architecture that integrates IL and SSL to enhance policy representations. We train a policy to predict (1) action sequences and (2) abstract observation sequences. The first objective uses action chunking to improve action prediction and reduce compounding errors. The second objective extends this idea of chunking by predicting abstract observation sequences. We utilize Joint-Embedding Predictive Architecture to predict in abstract representation space, allowing the model to filter out irrelevant details, improve efficiency, and develop a robust world model. Our experiments show that ACT-JEPA improves the quality of representations by learning temporal environment dynamics. Additionally, the model's ability to predict abstract observation sequences results in representations that effectively generalize to action sequence prediction. ACT-JEPA performs on par with established baselines across a range of decision-making tasks.

  • 2 authors
·
Jan 24, 2025

Large Language Models are Superpositions of All Characters: Attaining Arbitrary Role-play via Self-Alignment

Considerable efforts have been invested in augmenting the role-playing proficiency of open-source large language models (LLMs) by emulating proprietary counterparts. Nevertheless, we posit that LLMs inherently harbor role-play capabilities, owing to the extensive knowledge of characters and potential dialogues ingrained in their vast training corpora. Thus, in this study, we introduce Ditto, a self-alignment method for role-play. Ditto capitalizes on character knowledge, encouraging an instruction-following LLM to simulate role-play dialogues as a variant of reading comprehension. This method creates a role-play training set comprising 4,000 characters, surpassing the scale of currently available datasets by tenfold regarding the number of roles. Subsequently, we fine-tune the LLM using this self-generated dataset to augment its role-playing capabilities. Upon evaluating our meticulously constructed and reproducible role-play benchmark and the roleplay subset of MT-Bench, Ditto, in various parameter scales, consistently maintains a consistent role identity and provides accurate role-specific knowledge in multi-turn role-play conversations. Notably, it outperforms all open-source role-play baselines, showcasing performance levels comparable to advanced proprietary chatbots. Furthermore, we present the first comprehensive cross-supervision alignment experiment in the role-play domain, revealing that the intrinsic capabilities of LLMs confine the knowledge within role-play. Meanwhile, the role-play styles can be easily acquired with the guidance of smaller models. We open-source related resources at https://github.com/OFA-Sys/Ditto.

  • 4 authors
·
Jan 22, 2024 1

Self-Play Fine-Tuning Converts Weak Language Models to Strong Language Models

Harnessing the power of human-annotated data through Supervised Fine-Tuning (SFT) is pivotal for advancing Large Language Models (LLMs). In this paper, we delve into the prospect of growing a strong LLM out of a weak one without the need for acquiring additional human-annotated data. We propose a new fine-tuning method called Self-Play fIne-tuNing (SPIN), which starts from a supervised fine-tuned model. At the heart of SPIN lies a self-play mechanism, where the LLM refines its capability by playing against instances of itself. More specifically, the LLM generates its own training data from its previous iterations, refining its policy by discerning these self-generated responses from those obtained from human-annotated data. Our method progressively elevates the LLM from a nascent model to a formidable one, unlocking the full potential of human-annotated demonstration data for SFT. Theoretically, we prove that the global optimum to the training objective function of our method is achieved only when the LLM policy aligns with the target data distribution. Empirically, we evaluate our method on several benchmark datasets including the HuggingFace Open LLM Leaderboard, MT-Bench, and datasets from Big-Bench. Our results show that SPIN can significantly improve the LLM's performance across a variety of benchmarks and even outperform models trained through direct preference optimization (DPO) supplemented with extra GPT-4 preference data. This sheds light on the promise of self-play, enabling the achievement of human-level performance in LLMs without the need for expert opponents.

  • 5 authors
·
Jan 2, 2024 2

Self-supervised Learning of Echocardiographic Video Representations via Online Cluster Distillation

Self-supervised learning (SSL) has achieved major advances in natural images and video understanding, but challenges remain in domains like echocardiography (heart ultrasound) due to subtle anatomical structures, complex temporal dynamics, and the current lack of domain-specific pre-trained models. Existing SSL approaches such as contrastive, masked modeling, and clustering-based methods struggle with high intersample similarity, sensitivity to low PSNR inputs common in ultrasound, or aggressive augmentations that distort clinically relevant features. We present DISCOVR (Distilled Image Supervision for Cross Modal Video Representation), a self-supervised dual branch framework for cardiac ultrasound video representation learning. DISCOVR combines a clustering-based video encoder that models temporal dynamics with an online image encoder that extracts fine-grained spatial semantics. These branches are connected through a semantic cluster distillation loss that transfers anatomical knowledge from the evolving image encoder to the video encoder, enabling temporally coherent representations enriched with fine-grained semantic understanding. Evaluated on six echocardiography datasets spanning fetal, pediatric, and adult populations, DISCOVR outperforms both specialized video anomaly detection methods and state-of-the-art video-SSL baselines in zero-shot and linear probing setups, and achieves superior segmentation transfer.

  • 7 authors
·
Jun 13, 2025

Self-Evaluation Unlocks Any-Step Text-to-Image Generation

We introduce the Self-Evaluating Model (Self-E), a novel, from-scratch training approach for text-to-image generation that supports any-step inference. Self-E learns from data similarly to a Flow Matching model, while simultaneously employing a novel self-evaluation mechanism: it evaluates its own generated samples using its current score estimates, effectively serving as a dynamic self-teacher. Unlike traditional diffusion or flow models, it does not rely solely on local supervision, which typically necessitates many inference steps. Unlike distillation-based approaches, it does not require a pretrained teacher. This combination of instantaneous local learning and self-driven global matching bridges the gap between the two paradigms, enabling the training of a high-quality text-to-image model from scratch that excels even at very low step counts. Extensive experiments on large-scale text-to-image benchmarks show that Self-E not only excels in few-step generation, but is also competitive with state-of-the-art Flow Matching models at 50 steps. We further find that its performance improves monotonically as inference steps increase, enabling both ultra-fast few-step generation and high-quality long-trajectory sampling within a single unified model. To our knowledge, Self-E is the first from-scratch, any-step text-to-image model, offering a unified framework for efficient and scalable generation.

adobe-research Adobe Research
·
Dec 26, 2025 3

Masked Scene Modeling: Narrowing the Gap Between Supervised and Self-Supervised Learning in 3D Scene Understanding

Self-supervised learning has transformed 2D computer vision by enabling models trained on large, unannotated datasets to provide versatile off-the-shelf features that perform similarly to models trained with labels. However, in 3D scene understanding, self-supervised methods are typically only used as a weight initialization step for task-specific fine-tuning, limiting their utility for general-purpose feature extraction. This paper addresses this shortcoming by proposing a robust evaluation protocol specifically designed to assess the quality of self-supervised features for 3D scene understanding. Our protocol uses multi-resolution feature sampling of hierarchical models to create rich point-level representations that capture the semantic capabilities of the model and, hence, are suitable for evaluation with linear probing and nearest-neighbor methods. Furthermore, we introduce the first self-supervised model that performs similarly to supervised models when only off-the-shelf features are used in a linear probing setup. In particular, our model is trained natively in 3D with a novel self-supervised approach based on a Masked Scene Modeling objective, which reconstructs deep features of masked patches in a bottom-up manner and is specifically tailored to hierarchical 3D models. Our experiments not only demonstrate that our method achieves competitive performance to supervised models, but also surpasses existing self-supervised approaches by a large margin. The model and training code can be found at our Github repository (https://github.com/phermosilla/msm).

  • 3 authors
·
Apr 9, 2025 2

Training Language Models to Self-Correct via Reinforcement Learning

Self-correction is a highly desirable capability of large language models (LLMs), yet it has consistently been found to be largely ineffective in modern LLMs. Existing approaches for training self-correction either require multiple models or rely on a more capable model or other forms of supervision. To this end, we develop a multi-turn online reinforcement learning (RL) approach, SCoRe, that significantly improves an LLM's self-correction ability using entirely self-generated data. To build SCoRe, we first show that variants of supervised fine-tuning (SFT) on offline model-generated correction traces are insufficient for instilling self-correction behavior. In particular, we observe that training via SFT either suffers from a distribution mismatch between the training data and the model's own responses or implicitly prefers only a certain mode of correction behavior that is often not effective at test time. SCoRe addresses these challenges by training under the model's own distribution of self-generated correction traces and using appropriate regularization to steer the learning process into learning a self-correction strategy that is effective at test time as opposed to simply fitting high-reward responses for a given prompt. This regularization prescribes running a first phase of RL on a base model to generate a policy initialization that is less susceptible to collapse and then using a reward bonus to amplify self-correction during training. When applied to Gemini 1.0 Pro and 1.5 Flash models, we find that SCoRe achieves state-of-the-art self-correction performance, improving the base models' self-correction by 15.6% and 9.1% respectively on the MATH and HumanEval benchmarks.

  • 18 authors
·
Sep 19, 2024 9

A Minimaximalist Approach to Reinforcement Learning from Human Feedback

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

  • 5 authors
·
Jan 8, 2024

Mastering Multi-Drone Volleyball through Hierarchical Co-Self-Play Reinforcement Learning

In this paper, we tackle the problem of learning to play 3v3 multi-drone volleyball, a new embodied competitive task that requires both high-level strategic coordination and low-level agile control. The task is turn-based, multi-agent, and physically grounded, posing significant challenges due to its long-horizon dependencies, tight inter-agent coupling, and the underactuated dynamics of quadrotors. To address this, we propose Hierarchical Co-Self-Play (HCSP), a hierarchical reinforcement learning framework that separates centralized high-level strategic decision-making from decentralized low-level motion control. We design a three-stage population-based training pipeline to enable both strategy and skill to emerge from scratch without expert demonstrations: (I) training diverse low-level skills, (II) learning high-level strategy via self-play with fixed low-level skills, and (III) joint fine-tuning through co-self-play. Experiments show that HCSP achieves superior performance, outperforming non-hierarchical self-play and rule-based hierarchical baselines with an average 82.9% win rate and a 71.5% win rate against the two-stage variant. Moreover, co-self-play leads to emergent team behaviors such as role switching and coordinated formations, demonstrating the effectiveness of our hierarchical design and training scheme. The project page is at https://sites.google.com/view/hi-co-self-play.

  • 9 authors
·
May 7, 2025

Multi-Modal Self-Supervised Learning for Surgical Feedback Effectiveness Assessment

During surgical training, real-time feedback from trainers to trainees is important for preventing errors and enhancing long-term skill acquisition. Accurately predicting the effectiveness of this feedback, specifically whether it leads to a change in trainee behavior, is crucial for developing methods for improving surgical training and education. However, relying on human annotations to assess feedback effectiveness is laborious and prone to biases, underscoring the need for an automated, scalable, and objective method. Creating such an automated system poses challenges, as it requires an understanding of both the verbal feedback delivered by the trainer and the visual context of the real-time surgical scene. To address this, we propose a method that integrates information from transcribed verbal feedback and corresponding surgical video to predict feedback effectiveness. Our findings show that both transcribed feedback and surgical video are individually predictive of trainee behavior changes, and their combination achieves an AUROC of 0.70+/-0.02, improving prediction accuracy by up to 6.6%. Additionally, we introduce self-supervised fine-tuning as a strategy for enhancing surgical video representation learning, which is scalable and further enhances prediction performance. Our results demonstrate the potential of multi-modal learning to advance the automated assessment of surgical feedback.

  • 8 authors
·
Nov 16, 2024

SPIRAL: Self-Play on Zero-Sum Games Incentivizes Reasoning via Multi-Agent Multi-Turn Reinforcement Learning

Recent advances in reinforcement learning have shown that language models can develop sophisticated reasoning through training on tasks with verifiable rewards, but these approaches depend on human-curated problem-answer pairs and domain-specific reward engineering. We introduce SPIRAL, a self-play framework where models learn by playing multi-turn, zero-sum games against continuously improving versions of themselves, eliminating the need for human supervision. Through self-play, SPIRAL generates an infinite curriculum of progressively challenging problems as models must constantly adapt to stronger opponents. To enable this self-play training at scale, We implement a fully online, multi-turn, multi-agent reinforcement learning system for LLMs and propose role-conditioned advantage estimation (RAE) to stabilize multi-agent training. Using SPIRAL, self-play on zero-sum games produces reasoning capabilities that transfer broadly. Training Qwen3-4B-Base on Kuhn Poker alone achieves 8.6% improvement on math and 8.4% on general reasoning, outperforming SFT on 25,000 expert game trajectories. Analysis reveals that this transfer occurs through three cognitive patterns: systematic decomposition, expected value calculation, and case-by-case analysis. Multi-game training (TicTacToe, Kuhn Poker, Simple Negotiation) further enhances performance as each game develops distinct reasoning strengths. Applying SPIRAL to a strong reasoning model (DeepSeek-R1-Distill-Qwen-7B) can still lead to 2.0% average improvement. These results demonstrate that zero-sum games naturally develop transferable reasoning capabilities, highlighting a promising direction for autonomous reasoning development.

  • 12 authors
·
Jun 30, 2025 5

Toward Training Superintelligent Software Agents through Self-Play SWE-RL

While current software agents powered by large language models (LLMs) and agentic reinforcement learning (RL) can boost programmer productivity, their training data (e.g., GitHub issues and pull requests) and environments (e.g., pass-to-pass and fail-to-pass tests) heavily depend on human knowledge or curation, posing a fundamental barrier to superintelligence. In this paper, we present Self-play SWE-RL (SSR), a first step toward training paradigms for superintelligent software agents. Our approach takes minimal data assumptions, only requiring access to sandboxed repositories with source code and installed dependencies, with no need for human-labeled issues or tests. Grounded in these real-world codebases, a single LLM agent is trained via reinforcement learning in a self-play setting to iteratively inject and repair software bugs of increasing complexity, with each bug formally specified by a test patch rather than a natural language issue description. On the SWE-bench Verified and SWE-Bench Pro benchmarks, SSR achieves notable self-improvement (+10.4 and +7.8 points, respectively) and consistently outperforms the human-data baseline over the entire training trajectory, despite being evaluated on natural language issues absent from self-play. Our results, albeit early, suggest a path where agents autonomously gather extensive learning experiences from real-world software repositories, ultimately enabling superintelligent systems that exceed human capabilities in understanding how systems are constructed, solving novel challenges, and autonomously creating new software from scratch.

  • 9 authors
·
Dec 20, 2025 2

Evaluating Self-Supervised Learning in Medical Imaging: A Benchmark for Robustness, Generalizability, and Multi-Domain Impact

Self-supervised learning (SSL) has emerged as a promising paradigm in medical imaging, addressing the chronic challenge of limited labeled data in healthcare settings. While SSL has shown impressive results, existing studies in the medical domain are often limited in scope, focusing on specific datasets or modalities, or evaluating only isolated aspects of model performance. This fragmented evaluation approach poses a significant challenge, as models deployed in critical medical settings must not only achieve high accuracy but also demonstrate robust performance and generalizability across diverse datasets and varying conditions. To address this gap, we present a comprehensive evaluation of SSL methods within the medical domain, with a particular focus on robustness and generalizability. Using the MedMNIST dataset collection as a standardized benchmark, we evaluate 8 major SSL methods across 11 different medical datasets. Our study provides an in-depth analysis of model performance in both in-domain scenarios and the detection of out-of-distribution (OOD) samples, while exploring the effect of various initialization strategies, model architectures, and multi-domain pre-training. We further assess the generalizability of SSL methods through cross-dataset evaluations and the in-domain performance with varying label proportions (1%, 10%, and 100%) to simulate real-world scenarios with limited supervision. We hope this comprehensive benchmark helps practitioners and researchers make more informed decisions when applying SSL methods to medical applications.

  • 7 authors
·
Dec 26, 2024

Weak Supervision for Label Efficient Visual Bug Detection

As video games evolve into expansive, detailed worlds, visual quality becomes essential, yet increasingly challenging. Traditional testing methods, limited by resources, face difficulties in addressing the plethora of potential bugs. Machine learning offers scalable solutions; however, heavy reliance on large labeled datasets remains a constraint. Addressing this challenge, we propose a novel method, utilizing unlabeled gameplay and domain-specific augmentations to generate datasets & self-supervised objectives used during pre-training or multi-task settings for downstream visual bug detection. Our methodology uses weak-supervision to scale datasets for the crafted objectives and facilitates both autonomous and interactive weak-supervision, incorporating unsupervised clustering and/or an interactive approach based on text and geometric prompts. We demonstrate on first-person player clipping/collision bugs (FPPC) within the expansive Giantmap game world, that our approach is very effective, improving over a strong supervised baseline in a practical, very low-prevalence, low data regime (0.336 rightarrow 0.550 F1 score). With just 5 labeled "good" exemplars (i.e., 0 bugs), our self-supervised objective alone captures enough signal to outperform the low-labeled supervised settings. Building on large-pretrained vision models, our approach is adaptable across various visual bugs. Our results suggest applicability in curating datasets for broader image and video tasks within video games beyond visual bugs.

  • 1 authors
·
Sep 20, 2023

Self-Judge: Selective Instruction Following with Alignment Self-Evaluation

Pre-trained large language models (LLMs) can be tailored to adhere to human instructions through instruction tuning. However, due to shifts in the distribution of test-time data, they may not always execute instructions accurately, potentially generating factual errors or misaligned content when acting as chat assistants. To enhance the reliability of LLMs in following instructions, we propose the study of selective instruction following, whereby the system declines to execute instructions if the anticipated response quality is low. We train judge models that can predict numerical quality scores for model responses. To address data scarcity, we introduce Self-J, a novel self-training framework for developing judge models without needing human-annotated quality scores. Our method leverages the model's inherent self-evaluation capability to extract information about response quality from labeled instruction-tuning data. It incorporates a gold reference answer to facilitate self-evaluation and recalibrates by assessing the semantic similarity between the response sample and the gold reference. During the training phase, we implement self-distillation as a regularization technique to enhance the capability of reference-free estimation. To validate alignment evaluation on general instruction-following tasks, we collect large-scale high-quality instructions from Hugging Face for model training and evaluation. Extensive experiments on five open-source models show that our method correlates much more with GPT-4 than strong baselines, e.g., supervised models distilled from GPT-4 and GPT-3.5-turbo. Our analysis shows our model's strong generalization across domains. Additionally, our judge models serve as good reward models, e.g., boosting WizardLM-13B-V1.2 from 89.17 to 92.48 and from 12.03 to 15.90 in version v1 and v2 of AlpacaEval respectively using best-of-32 sampling with our judge models.

  • 2 authors
·
Sep 2, 2024

SSR-Zero: Simple Self-Rewarding Reinforcement Learning for Machine Translation

Large language models (LLMs) have recently demonstrated remarkable capabilities in machine translation (MT). However, most advanced MT-specific LLMs heavily rely on external supervision signals during training, such as human-annotated reference data or trained reward models (RMs), which are often expensive to obtain and challenging to scale. To overcome this limitation, we propose a Simple Self-Rewarding (SSR) Reinforcement Learning (RL) framework for MT that is reference-free, fully online, and relies solely on self-judging rewards. Training with SSR using 13K monolingual examples and Qwen-2.5-7B as the backbone, our model SSR-Zero-7B outperforms existing MT-specific LLMs, e.g., TowerInstruct-13B and GemmaX-28-9B, as well as larger general LLMs like Qwen2.5-32B-Instruct in English leftrightarrow Chinese translation tasks from WMT23, WMT24, and Flores200 benchmarks. Furthermore, by augmenting SSR with external supervision from COMET, our strongest model, SSR-X-Zero-7B, achieves state-of-the-art performance in English leftrightarrow Chinese translation, surpassing all existing open-source models under 72B parameters and even outperforming closed-source models, e.g., GPT-4o and Gemini 1.5 Pro. Our analysis highlights the effectiveness of the self-rewarding mechanism compared to the external LLM-as-a-judge approach in MT and demonstrates its complementary benefits when combined with trained RMs. Our findings provide valuable insight into the potential of self-improving RL methods. We have publicly released our code, data and models.

  • 4 authors
·
May 22, 2025

JARVIS-VLA: Post-Training Large-Scale Vision Language Models to Play Visual Games with Keyboards and Mouse

Recently, action-based decision-making in open-world environments has gained significant attention. Visual Language Action (VLA) models, pretrained on large-scale web datasets, have shown promise in decision-making tasks. However, previous work has primarily focused on action post-training, often neglecting enhancements to the foundational model itself. In response, we introduce a novel approach, Act from Visual Language Post-Training, which refines Visual Language Models (VLMs) through visual and linguistic guidance in a self-supervised manner. This enhancement improves the models' capabilities in world knowledge, visual recognition, and spatial grounding in open-world environments. Following the above post-training paradigms, we obtain the first VLA models in Minecraft that can follow human instructions on over 1k different atomic tasks, including crafting, smelting, cooking, mining, and killing. Our experiments demonstrate that post-training on non-trajectory tasks leads to a significant 40% improvement over the best agent baseline on a diverse set of atomic tasks. Furthermore, we demonstrate that our approach surpasses traditional imitation learning-based policies in Minecraft, achieving state-of-the-art performance. We have open-sourced the code, models, and datasets to foster further research. The project page can be found in https://craftjarvis.github.io/JarvisVLA.

  • 5 authors
·
Mar 20, 2025 2

Bridging Supervised Learning and Reinforcement Learning in Math Reasoning

Reinforcement Learning (RL) has played a central role in the recent surge of LLMs' math abilities by enabling self-improvement through binary verifier signals. In contrast, Supervised Learning (SL) is rarely considered for such verification-driven training, largely due to its heavy reliance on reference answers and inability to reflect on mistakes. In this work, we challenge the prevailing notion that self-improvement is exclusive to RL and propose Negative-aware Fine-Tuning (NFT) -- a supervised approach that enables LLMs to reflect on their failures and improve autonomously with no external teachers. In online training, instead of throwing away self-generated negative answers, NFT constructs an implicit negative policy to model them. This implicit policy is parameterized with the same positive LLM we target to optimize on positive data, enabling direct policy optimization on all LLMs' generations. We conduct experiments on 7B and 32B models in math reasoning tasks. Results consistently show that through the additional leverage of negative feedback, NFT significantly improves over SL baselines like Rejection sampling Fine-Tuning, matching or even surpassing leading RL algorithms like GRPO and DAPO. Furthermore, we demonstrate that NFT and GRPO are actually equivalent in strict-on-policy training, even though they originate from entirely different theoretical foundations. Our experiments and theoretical findings bridge the gap between SL and RL methods in binary-feedback learning systems.

  • 10 authors
·
May 23, 2025 2

Learning from Future: A Novel Self-Training Framework for Semantic Segmentation

Self-training has shown great potential in semi-supervised learning. Its core idea is to use the model learned on labeled data to generate pseudo-labels for unlabeled samples, and in turn teach itself. To obtain valid supervision, active attempts typically employ a momentum teacher for pseudo-label prediction yet observe the confirmation bias issue, where the incorrect predictions may provide wrong supervision signals and get accumulated in the training process. The primary cause of such a drawback is that the prevailing self-training framework acts as guiding the current state with previous knowledge, because the teacher is updated with the past student only. To alleviate this problem, we propose a novel self-training strategy, which allows the model to learn from the future. Concretely, at each training step, we first virtually optimize the student (i.e., caching the gradients without applying them to the model weights), then update the teacher with the virtual future student, and finally ask the teacher to produce pseudo-labels for the current student as the guidance. In this way, we manage to improve the quality of pseudo-labels and thus boost the performance. We also develop two variants of our future-self-training (FST) framework through peeping at the future both deeply (FST-D) and widely (FST-W). Taking the tasks of unsupervised domain adaptive semantic segmentation and semi-supervised semantic segmentation as the instances, we experimentally demonstrate the effectiveness and superiority of our approach under a wide range of settings. Code will be made publicly available.

  • 9 authors
·
Sep 14, 2022

VideoSSR: Video Self-Supervised Reinforcement Learning

Reinforcement Learning with Verifiable Rewards (RLVR) has substantially advanced the video understanding capabilities of Multimodal Large Language Models (MLLMs). However, the rapid progress of MLLMs is outpacing the complexity of existing video datasets, while the manual annotation of new, high-quality data remains prohibitively expensive. This work investigates a pivotal question: Can the rich, intrinsic information within videos be harnessed to self-generate high-quality, verifiable training data? To investigate this, we introduce three self-supervised pretext tasks: Anomaly Grounding, Object Counting, and Temporal Jigsaw. We construct the Video Intrinsic Understanding Benchmark (VIUBench) to validate their difficulty, revealing that current state-of-the-art MLLMs struggle significantly on these tasks. Building upon these pretext tasks, we develop the VideoSSR-30K dataset and propose VideoSSR, a novel video self-supervised reinforcement learning framework for RLVR. Extensive experiments across 17 benchmarks, spanning four major video domains (General Video QA, Long Video QA, Temporal Grounding, and Complex Reasoning), demonstrate that VideoSSR consistently enhances model performance, yielding an average improvement of over 5\%. These results establish VideoSSR as a potent foundational framework for developing more advanced video understanding in MLLMs. The code is available at https://github.com/lcqysl/VideoSSR.

shanghai ailab
·
Nov 9, 2025 2

PASTA: Pretrained Action-State Transformer Agents

Self-supervised learning has brought about a revolutionary paradigm shift in various computing domains, including NLP, vision, and biology. Recent approaches involve pre-training transformer models on vast amounts of unlabeled data, serving as a starting point for efficiently solving downstream tasks. In the realm of reinforcement learning, researchers have recently adapted these approaches by developing models pre-trained on expert trajectories, enabling them to address a wide range of tasks, from robotics to recommendation systems. However, existing methods mostly rely on intricate pre-training objectives tailored to specific downstream applications. This paper presents a comprehensive investigation of models we refer to as Pretrained Action-State Transformer Agents (PASTA). Our study uses a unified methodology and covers an extensive set of general downstream tasks including behavioral cloning, offline RL, sensor failure robustness, and dynamics change adaptation. Our goal is to systematically compare various design choices and provide valuable insights to practitioners for building robust models. Key highlights of our study include tokenization at the action and state component level, using fundamental pre-training objectives like next token prediction, training models across diverse domains simultaneously, and using parameter efficient fine-tuning (PEFT). The developed models in our study contain fewer than 10 million parameters and the application of PEFT enables fine-tuning of fewer than 10,000 parameters during downstream adaptation, allowing a broad community to use these models and reproduce our experiments. We hope that this study will encourage further research into the use of transformers with first-principles design choices to represent RL trajectories and contribute to robust policy learning.

  • 5 authors
·
Jul 20, 2023

A Large-Scale Analysis on Contextual Self-Supervised Video Representation Learning

Self-supervised learning has emerged as a powerful paradigm for label-free model pretraining, particularly in the video domain, where manual annotation is costly and time-intensive. However, existing self-supervised approaches employ diverse experimental setups, making direct comparisons challenging due to the absence of a standardized benchmark. In this work, we establish a unified benchmark that enables fair comparisons across different methods. Additionally, we systematically investigate five critical aspects of self-supervised learning in videos: (1) dataset size, (2) model complexity, (3) data distribution, (4) data noise, and (5) feature representations. To facilitate this study, we evaluate six self-supervised learning methods across six network architectures, conducting extensive experiments on five benchmark datasets and assessing performance on two distinct downstream tasks. Our analysis reveals key insights into the interplay between pretraining strategies, dataset characteristics, pretext tasks, and model architectures. Furthermore, we extend these findings to Video Foundation Models (ViFMs), demonstrating their relevance in large-scale video representation learning. Finally, leveraging these insights, we propose a novel approach that significantly reduces training data requirements while surpassing state-of-the-art methods that rely on 10% more pretraining data. We believe this work will guide future research toward a deeper understanding of self-supervised video representation learning and its broader implications.

  • 4 authors
·
Apr 8, 2025

Vision-Zero: Scalable VLM Self-Improvement via Strategic Gamified Self-Play

Although reinforcement learning (RL) can effectively enhance the reasoning capabilities of vision-language models (VLMs), current methods remain heavily dependent on labor-intensive datasets that require extensive manual construction and verification, leading to extremely high training costs and consequently constraining the practical deployment of VLMs. To address this challenge, we propose Vision-Zero, a domain-agnostic framework enabling VLM self-improvement through competitive visual games generated from arbitrary image pairs. Specifically, Vision-Zero encompasses three main attributes: (1) Strategic Self-Play Framework: Vision-Zero trains VLMs in "Who Is the Spy"-style games, where the models engage in strategic reasoning and actions across multiple roles. Through interactive gameplay, models autonomously generate their training data without human annotation. (2) Gameplay from Arbitrary Images: Unlike existing gamified frameworks, Vision-Zero can generate games from arbitrary images, thereby enhancing the model's reasoning ability across diverse domains and showing strong generalization to different tasks. We demonstrate this versatility using three distinct types of image datasets: CLEVR-based synthetic scenes, charts, and real-world images. (3) Sustainable Performance Gain: We introduce Iterative Self-Play Policy Optimization (Iterative-SPO), a novel training algorithm that alternates between Self-Play and reinforcement learning with verifiable rewards (RLVR), mitigating the performance plateau often seen in self-play-only training and achieving sustained long-term improvements. Despite using label-free data, Vision-Zero achieves state-of-the-art performance on reasoning, chart question answering, and vision-centric understanding tasks, surpassing other annotation-based methods. Models and code has been released at https://github.com/wangqinsi1/Vision-Zero.

  • 9 authors
·
Sep 29, 2025 2

Self-supervised Learning of Motion Capture

Current state-of-the-art solutions for motion capture from a single camera are optimization driven: they optimize the parameters of a 3D human model so that its re-projection matches measurements in the video (e.g. person segmentation, optical flow, keypoint detections etc.). Optimization models are susceptible to local minima. This has been the bottleneck that forced using clean green-screen like backgrounds at capture time, manual initialization, or switching to multiple cameras as input resource. In this work, we propose a learning based motion capture model for single camera input. Instead of optimizing mesh and skeleton parameters directly, our model optimizes neural network weights that predict 3D shape and skeleton configurations given a monocular RGB video. Our model is trained using a combination of strong supervision from synthetic data, and self-supervision from differentiable rendering of (a) skeletal keypoints, (b) dense 3D mesh motion, and (c) human-background segmentation, in an end-to-end framework. Empirically we show our model combines the best of both worlds of supervised learning and test-time optimization: supervised learning initializes the model parameters in the right regime, ensuring good pose and surface initialization at test time, without manual effort. Self-supervision by back-propagating through differentiable rendering allows (unsupervised) adaptation of the model to the test data, and offers much tighter fit than a pretrained fixed model. We show that the proposed model improves with experience and converges to low-error solutions where previous optimization methods fail.

  • 4 authors
·
Dec 4, 2017

Embodied Image Captioning: Self-supervised Learning Agents for Spatially Coherent Image Descriptions

We present a self-supervised method to improve an agent's abilities in describing arbitrary objects while actively exploring a generic environment. This is a challenging problem, as current models struggle to obtain coherent image captions due to different camera viewpoints and clutter. We propose a three-phase framework to fine-tune existing captioning models that enhances caption accuracy and consistency across views via a consensus mechanism. First, an agent explores the environment, collecting noisy image-caption pairs. Then, a consistent pseudo-caption for each object instance is distilled via consensus using a large language model. Finally, these pseudo-captions are used to fine-tune an off-the-shelf captioning model, with the addition of contrastive learning. We analyse the performance of the combination of captioning models, exploration policies, pseudo-labeling methods, and fine-tuning strategies, on our manually labeled test set. Results show that a policy can be trained to mine samples with higher disagreement compared to classical baselines. Our pseudo-captioning method, in combination with all policies, has a higher semantic similarity compared to other existing methods, and fine-tuning improves caption accuracy and consistency by a significant margin. Code and test set annotations available at https://hsp-iit.github.io/embodied-captioning/