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RL-GPT: Integrating Reinforcement Learning and Code-as-policy
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RL-GPT uses a slow GPT-4 agent to decide which Minecraft sub-actions to code and a fast GPT-4 agent to write code and RL configurations, with a critic agent driving two-loop iteration, so that coded actions can be inserted into the RL action space.
Problem
LLM agents are strong at coding high-level plans but weak at precise low-level control in embodied open-world tasks such as Minecraft, while RL learns low-level control but is sample-inefficient on long-horizon tasks.
Approach
Treat the RL training pipeline as a tool: a slow LLM agent decides which sub-actions are codeable versus to be learned with RL, a fast LLM agent writes code and RL configs (including inserting coded high-level actions into the RL action space), and a critic agent drives iterative refinement of both agents.
Key results
- On selected MineDojo tasks RL-GPT reaches 0.65 success on crafting a table and 0.67 on a furnace, beating Plan4MC (0.30 and 0.37) and MineAgent (near 0).
- On ObtainDiamond RL-GPT achieves about 8% success with roughly 3M samples, versus 20% for VPT (16.8B samples) and 2% for DreamerV3 (100M samples).
- Ablation shows a single agent gets 0.34 on crafting a table, slow+fast 0.52, and slow+fast+critic 0.65.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add the critic agent to the slow and fast agents (ablation) | RL-GPT · MineDojo: crafting table | success rate: 0.52 -> 0.65 | Helped |
| add the critic agent to the slow and fast agents (ablation) | RL-GPT · MineDojo: stone pickaxe | success rate: 0.56 -> 0.67 | Helped |
| split tasks between slow, fast, and critic agents instead of one agent (ablation) | RL-GPT · MineDojo: crafting table | success rate: 0.34 -> 0.65 | Helped |
| split tasks between slow, fast, and critic agents instead of one agent (ablation) | RL-GPT · MineDojo: stone pickaxe | success rate: 0.42 -> 0.67 | Helped |
| iterate the two-loop optimization to Iter-2 instead of zero-shot (ablation) | RL-GPT · MineDojo: crafting table | success rate: 0.26 -> 0.56 | Helped |
| iterate the two-loop optimization to Iter-2 instead of zero-shot (ablation) | RL-GPT · MineDojo: milk bucket | success rate: 0.79 -> 0.88 | Helped |
| iterate the two-loop optimization to Iter-2 instead of zero-shot (ablation) | RL-GPT · MineDojo: stone pickaxe | success rate: 0.53 -> 0.67 | Helped |
| iterate the two-loop optimization to Iter-2 instead of zero-shot (ablation) | RL-GPT · MineDojo: bed | success rate: 0.32 -> 0.30 | Hurt |
| use Iter-3 instead of Iter-2 (ablation) | RL-GPT · MineDojo: crafting table | success rate: 0.56 -> 0.65 | Helped |
| use Iter-3 instead of Iter-2 (ablation) | RL-GPT · MineDojo: milk bucket | success rate: 0.88 -> 0.93 | Helped |
| use Iter-3 instead of Iter-2 (ablation) | RL-GPT · MineDojo: stone pickaxe | success rate: 0.67 -> 0.67 | No clear effect |
| use Iter-3 instead of Iter-2 (ablation) | RL-GPT · MineDojo: bed | success rate: 0.30 -> 0.32 | Helped |
Surprising findings
- Naive PPO with sparse rewards achieves about 0% on all selected MineDojo tasks, and DEPS-BC reaches only 0.6% on ObtainDiamond.
- Inserting coded high-level actions into the RL action space outperformed using LLM-designed reward functions (0.585 vs 0.418 success rate).
Limitations
- ObtainDiamond success (about 8%) is far below DEPS-Oracle (about 60%) and relies on human-written code examples and a GPT-4 task planner.
- Evaluated only on a selected subset of MineDojo tasks in a single game environment.
- Dependence on proprietary GPT-4 API for slow, fast, and critic agents.
Experimental setup
Datasets: MineDojo
Benchmarks: MineDojo ObtainDiamond
Metrics: success rate samples dead loop ratio
Baselines: MineAgent MineAgent (AutoCraft) Plan4MC DreamerV3 VPT DEPS-BC DEPS-Oracle Pure RL Pure Code
Builds on: Code-as-Policies Plan4MC DEPS MineAgent MineCLIP PPO
Closest papers by meaning
- Generalizable End-to-End Tool-Use RL with Synthetic CodeGym (ICLR 2026 · similarity 0.89)
- AstraFlow: Dataflow-Oriented Reinforcement Learning for Agentic LLMs (NeurIPS 2026 · similarity 0.88)
- AREAL: A Large-Scale Asynchronous Reinforcement Learning System for Language Reasoning (NeurIPS 2025 · similarity 0.87)
- Synthesizing Multimodal Verifiable Game Data to Boost VLMs' General Reasoning (ICLR 2026 · similarity 0.87)
- JaxMARL: Multi-Agent RL Environments and Algorithms in JAX (NeurIPS 2024 · similarity 0.87)
- Stronger-MAS: Multi-Agent Reinforcement Learning for Collaborative LLMs (ICLR 2026 · similarity 0.87)
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