Research map / Large language models / Alignment and preferences
Learning Reward for Robot Skills Using Large Language Models via Self-Alignment
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Proposes learning robot reward functions by having an LLM (GPT-4) propose reward features and parameterization, then iteratively updating parameters via ranking-based self-alignment with the LLM's trajectory rankings, plus LLM-guided active parameter adjustment.
Problem
Learning reward functions for robot skills without human demonstrations or feedback; LLM-proposed reward functions are numerically imprecise and need grounding with environment feedback, and existing LLM reward-design methods rely on human feedback or costly evolutionary mutation.
Approach
Use the LLM as a ranking oracle over executed trajectories (described by reward features) and update reward parameters via Bayesian/Metropolis-Hastings preference learning to minimize ranking inconsistency between the LLM and the learned reward (self-alignment), with LLM reflection used only to adjust parameters when no discrepancy yet yields success.
Key results
- Self-alignment with active adjustment (SA+AA) reaches 0.73±0.16 success on Pick-Cube versus 0.01±0.02 for the fixed LLM reward, and 0.99 on Cabinet and 0.84 on Chair.
- On Isaac Gym Shadow Hand Open Door, max success rate reaches 100% versus 0.00% for Eureka, and 94.54% on Scissor versus 0.24% for Eureka.
- Token consumption on Cabinet is 15,633 for the proposed method versus 64,698 for Eureka; on Door it is 17,543 versus 1,284,924 (Eureka hit the 50-iteration limit).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| apply self-alignment reward updates | LLM-proposed reward · Pick-Cube and Peg-Insertion | success rate | Helped |
| use self-alignment updates on Text2Reward zero-shot rewards | Text2Reward reward functions · Pick-Cube and Push-Chair | success rate | Helped |
| use self-alignment reward learning instead of Eureka mutation | robot reward learning · Shadow Hand Open Door Outwards | max success rate: 0.00% -> 100.00% | Helped |
| use self-alignment reward learning instead of Eureka mutation | robot reward learning · Shadow Hand Open Scissor | max success rate: 0.24% -> 94.54% | Helped |
| use self-alignment reward learning instead of Eureka mutation | robot reward learning · Franka Cabinet | GPT tokens: 64,698 -> 15,633 | Helped |
| use self-alignment reward learning instead of Eureka mutation | robot reward learning · Shadow Hand Open Door Outwards | GPT tokens: 1,284,924 -> 17,543 | Helped |
| use self-alignment reward learning instead of Eureka mutation | robot reward learning · Shadow Hand Open Scissor | GPT tokens: 1,338,778 -> 130,969 | Helped |
| add self-alignment to fixed LLM reward (ablation) | Pick-Cube · Pick-Cube (16M steps) | success rate: 0.01±0.02 -> 0.30±0.15 | Helped |
| add active parameter adjustment to fixed LLM reward (ablation) | Pick-Cube · Pick-Cube (16M steps) | success rate: 0.01±0.02 -> 0.47±0.49 | Helped |
| combine self-alignment and active adjustment (ablation) | LLM-proposed reward · Pick-Cube (16M steps) | success rate: 0.01±0.02 -> 0.73±0.16 | Helped |
| add self-alignment to fixed LLM reward (ablation) | Open-Cabinet-Door · Open-Cabinet-Door (8M steps) | success rate: 0.97±0.05 -> 0.97±0.03 | No clear effect |
| add active parameter adjustment to fixed LLM reward (ablation) | Open-Cabinet-Door · Open-Cabinet-Door (8M steps) | success rate: 0.97±0.05 -> 0.99±0.02 | No clear effect |
Surprising findings
- Fixed LLM-proposed rewards achieved nearly zero success on Pick-Cube and Peg-Insertion, showing numerical parameter imprecision is a major failure mode.
- Eureka's max success rate was 0% on Door and 0.24% on Scissor under the authors' reproduction with the newer GPT-4 model.
Limitations
- Uses only the final-step reward features for feedback, so tasks where trajectory shape matters (e.g., S-shaped walking) are not handled.
- Assumes all rankings are equally better or worse, which is suboptimal for sparse-reward tasks like peg insertion.
- LLM ranking can be wrong with subtle numerical differences and is sensitive to ambiguous task descriptions.
Experimental setup
Datasets: ManiSkill2 simulated trajectories Isaac Gym simulated trajectories
Benchmarks: ManiSkill2 Isaac Gym
Metrics: success rate tokens consumed max success rate
Baselines: Oracle reward Fixed LLM reward (CoT) Text2Reward Eureka
Builds on: Eureka Text2Reward Inverse reinforcement learning Bradley-Terry preference model APReL
Closest papers by meaning
- Efficient Language-instructed Skill Acquisition via Reward-Policy Co-Evolution (AAAI 2025 · similarity 0.91)
- Eureka: Human-Level Reward Design via Coding Large Language Models (ICLR 2024 · similarity 0.90)
- Text2Reward: Reward Shaping with Language Models for Reinforcement Learning (ICLR 2024 · similarity 0.89)
- Self-Rewarding Language Models (ICML 2024 · similarity 0.89)
- Progress Reward Model for Reinforcement Learning via Large Language Models (NeurIPS 2025 · similarity 0.89)
- SALMON: Self-Alignment with Instructable Reward Models (ICLR 2024 · similarity 0.88)
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