RLAnything: Forge Environment, Policy, and Reward Model in Completely Dynamic RL System
Key Summary
- ā¢RLAnything is a new reinforcement learning (RL) framework that trains three things together at once: the policy (the agent), the reward model (the judge), and the environment (the tasks).
- ā¢It mixes two kinds of feedback for the policy: small step-by-step hints and a final win/lose result, so the agent learns even during long, tricky missions.
- ā¢The reward model is also trained using consistency feedback, so it becomes a better judge of both current-step quality and how a step affects the final outcome.
- ā¢The environment automatically changes task difficulty using critic feedback, so tasks are neither too easy nor too hard, which helps both the policy and the reward model learn faster.
- ā¢On OSWorld (computer use), RLAnything boosts Qwen3-VL-8B-Thinking by 9.1%, and on AlfWorld (text games) and LiveBench (coding), it improves Qwen2.5-7B-Instruct by 18.7% and 11.9%, respectively.
- ā¢Each dynamic piece (reward model and environment) adds measurable gains; putting them all together gives the strongest results and better generalization to new tasks.
- ā¢Optimized step-wise reward signals can even beat training with human-labeled outcomes, which means less reliance on expensive human scripting.
- ā¢A simple theory insight explains why balancing task difficulty avoids biased judging and improves reward precision as more evaluations are used.
- ā¢The system scales environments by steadily accepting new, well-checked tasks, enabling active learning from experience.
- ā¢This closed-loop design works across GUI agents, text games, and coding, showing broad, practical usefulness.
Why This Research Matters
Real computer assistants, game agents, and coding helpers must make many small decisions in a row, not just answer single questions. RLAnything gives them steady guidance at each step and adapts the practice tasks so they keep learning efficiently. Because the reward model improves itself, we can rely less on hard-to-build human evaluators, saving time and effort. Balanced task difficulty also reduces bias, helping models generalize better to new, unfamiliar challenges. This makes AI agents more capable and trustworthy in everyday tools, from spreadsheets to IDEs. Over time, the system can scale by safely adding new, well-checked tasks, creating a self-growing learning ecosystem.
Detailed Explanation
Tap terms for definitions01Background & Problem Definition
š Hook: Imagine youāre learning to ride a bike. If your coach only says āYou passed!ā or āYou failed!ā at the very end, itās hard to know which wobbly turns to fix. Now imagine getting small tips during the ride: āLean left a bit,ā āPedal now,ā āBrake gently.ā That would help a lot, right?
š„¬ The Concept: Reinforcement Learning (RL) is like learning from practice and feedback. You try steps, get signals, and improve your policy (your way of acting) over time. How it works:
- The agent (policy) tries actions in an environment (tasks).
- It gets rewards (feedback) and updates how it acts next time.
- Over many tries (trajectories), it gets better. Why it matters: Without good, frequent feedback, the agent stumbles around, especially in long, multi-step tasks. š Anchor: A GUI agent using a computer to create a spreadsheet needs many small nudges (click here, type there), not just a final āsuccessā after 50 steps.
š Hook: You know how a thermostat reads the room temperature and then turns the heater on or off? Thatās feedback in action. š„¬ The Concept: A feedback system checks progress and adjusts behavior based on whatās happening now. How it works:
- Measure: see what just happened.
- Compare: is it good or bad for the goal?
- Adjust: do more of what works, less of what doesnāt. Why it matters: Without feedback loops, the learner canāt correct mistakes quickly. š Anchor: When a text-game agent tries a direction and gets āYou hit a wall,ā that message helps it choose a better path next turn.
š Hook: Think of a report card with only pass/fail at the end of the year. Helpful? Not much. š„¬ The Concept: Outcome rewards are final signals (win/lose) given after a whole task. How it works:
- The agent finishes the task.
- Gets one big signal: success (+1) or failure (ā1).
- Uses that to update earlier choices (but the hint is very sparse). Why it matters: In long tasks, outcome-only rewards are too sparse, making it hard to learn where things went wrong. š Anchor: Solving a 60-step text mission with only an end message like āMission failedā doesnāt tell the agent which step caused the failure.
š Hook: Imagine getting a sticker for every chapter you read, not just a medal at the end of the whole book. š„¬ The Concept: Step-wise reward signals give small, per-step hints about progress. How it works:
- For each action, a reward model judges the step.
- It says +1 if the step helps, ā1 if it hurts or is irrelevant.
- The agent learns which micro-moves are good. Why it matters: Without step-wise hints, learning in long tasks is slow and frustrating. š Anchor: In coding, unit tests act like tiny judges: each test tells you which part of your code is right or wrong.
š Hook: Think of a fair referee who explains calls during the game, not just the final score. š„¬ The Concept: A reward model is an AI judge that scores each step and explains why. How it works:
- Reads the current state and action.
- Reasons about whether the step helps the goal.
- Outputs a step score (±1) and rationale. Why it matters: A weak judge gives noisy signals that can mislead the learner. š Anchor: The reward model might say, āYou clicked AutoSum instead of Function Wizard; that didnāt help,ā guiding the GUI agent.
š Hook: If every math worksheet is either way too easy or impossibly hard, you wonāt learn efficiently. š„¬ The Concept: The environment is the set of tasks; its difficulty should match the learnerās skill. How it works:
- Measure how well the agent is doing on tasks.
- If accuracy is too high, make tasks harder; if too low, make them easier.
- Keep difficulty in a sweet spot for steady learning. Why it matters: Too-easy or too-hard tasks give biased or useless signals. š Anchor: In AlfWorld, if the agent always succeeds, switch targets to rarer objects to keep it challenged.
The world before: RL for LLMs worked well when tasks were short and could be scored with a single, verifiable outcome (right/wrong) at the end. But real-life agent tasks (using a computer, playing multi-step games, writing and testing code) require long sequences of decisions. Final-only rewards were too sparse, so agents didnāt know which steps to fix. People tried adding step-wise signals using reward models (LLMs-as-judges), but training these judges usually required lots of hand-made labels and task-specific effort.
The problem: We need a way to train the policy, the reward model, and the environment together so that each one helps the others, especially for long trajectories where āpass/failā is not enough.
Failed attempts: Outcome-only RL struggled with sparse signals; fixed environments didnāt adapt; reward models trained offline didnāt improve as the agent changed, and could get biased by too-easy or too-hard data.
The gap: No single system tightly connected all three piecesāpolicy, reward model, and environmentāso that each could actively strengthen the others while training.
Real stakes: This matters for everyday toolsācomputer assistants that click the right buttons, code helpers that write correct programs, and game agents that reason over many steps. Better learning signals mean faster improvements, fewer human labels, and broader, safer generalization to new tasks.
02Core Idea
š Hook: You know how the best classrooms feel aliveāstudents ask questions, the teacher adjusts the lesson, and practice sheets change difficulty on the fly? Everyone improves together.
š„¬ The Concept: Closed-loop optimization ties the policy (student), reward model (teacher-judge), and environment (practice sheets) into one circle of feedback that keeps improving all parts together. How it works:
- The policy acts and gets two signals: step-wise hints and a final outcome.
- The reward model is trained to be self-consistent with outcomes and its own reasoning, becoming a sharper judge.
- The environment adapts difficulty based on critic feedback, keeping tasks in the sweet spot for learning. Why it matters: Without this loop, each part can lag or mislead the others; the loop keeps signals strong and balanced. š Anchor: A GUI agent misclicks a button; the reward model spots the exact error; the environment adds a hint next round; the policy fixes that habitāeveryone levels up.
Three analogies for the main idea:
- Coach and drills: The player (policy) practices moves (steps), the coach (reward model) scores each move and explains why, and the drills (environment) become harder or easier depending on recent performance.
- Video game with dynamic difficulty: The avatar (policy) gets coin-by-coin feedback (step-wise) plus level-clear status (outcome), while the game engine (environment) tunes enemy strength using a game referee (reward model) who critiques mistakes.
- Cooking with a taste-tester: The cook (policy) adjusts seasoning (actions) after each small taste (step-wise score) and the final plate (outcome). The taste-tester (reward model) learns to judge more fairly. The recipe book (environment) tweaks recipe difficulty when dishes are too easy or impossible.
Before vs. After:
- Before: Outcome-only signals or fixed environments make long-horizon learning slow and brittle; reward judges donāt improve with the agent.
- After: Integrated signals guide every step; the judge sharpens through consistency; the environment adapts to sustain high-quality practice. Learning is faster, stabler, and generalizes better.
Why it works (intuition, no equations):
- When you average multiple step judgements, random noise cancels out and the signal becomes clearer.
- If tasks are always too easy or too hard, most data comes from only one side (mostly wins or mostly losses), making the judge biased. Keeping difficulty balanced feeds the judge a healthy mix, improving its precision.
- Critic feedback pinpoints exactly where the policy stumbles, so environment tweaks are targeted, not random.
Building blocks (introduced with Sandwich mini-explanations):
š Hook: Picture a backpack with two pockets: quick hints and final grades. š„¬ The Concept: Integrated feedback mixes step-wise and outcome rewards into one training signal for the policy. How it works: For each step, combine the final outcome (+1/-1) with several judge votes on that step, then standardize across trajectories at that step index. Why it matters: Without the mix, the signal is either too sparse (only outcome) or possibly unfaithful (only steps). Together, itās rich and grounded. š Anchor: The agent keeps moving forward because each step gets nudged by both the destination and local guideposts.
š Hook: Think of a judge who checks that their call fits the final game result and their own earlier notes. š„¬ The Concept: Consistency feedback trains the reward model to align step labels with final outcomes and with self-consistent reasoning. How it works: Each step label gets a positive/negative score depending on whether it agrees with the integrated step quality; agreement gets rewarded, disagreement gets penalized. Why it matters: Without this, the judge can be noisy or biased. š Anchor: If the final result is āwinā, step judgements that supported progress are reinforced; if ālossā, the judge is nudged to mark missteps more clearly next time.
š Hook: If a puzzle is too easy, you learn little; too hard, you feel lost. š„¬ The Concept: Dynamic environment adaptation keeps tasks in a just-right zone using critic feedback (summaries of common mistakes). How it works: Measure accuracy; if too high, rewrite tasks to be trickier; if too low, add hints. Only accept new tasks if they actually adjust difficulty into the target range. Why it matters: Balanced difficulty feeds the judge diverse, informative examples and lets the policy learn steadily. š Anchor: In AlfWorld, switching the goal to a rarer object made the agent search smarter, not just wander.
Together, these pieces form one closed loop: the policy improves from richer signals; the reward model becomes a sharper judge; and the environment reshapes itself to keep learning efficient and unbiased.
03Methodology
At a high level: Task input ā Policy explores (trajectories) ā Reward model scores each step and final outcome ā Integrated feedback trains the policy ā Consistency feedback trains the reward model ā Critic feedback rewrites tasks (environment adapts) ā Output: stronger policy, sharper judge, better tasks.
Step A: Collect trajectories and compute integrated policy rewards
- What happens: For each task, the policy produces multiple trajectories. Each step gets two signals: (1) the final outcome (win/loss) of the trajectory, and (2) several step-wise votes from the reward model. We combine them into a single step reward and then standardize across same-index steps to get clean advantages.
- Why this exists: Outcome-only is too sparse; step-only can drift. Combining them anchors step hints to ground truth while giving dense guidance.
- Example (GUI): The agent needs to compute ages in a spreadsheet. Outcome = fail (ā1). For a step like āclicked AutoSum instead of Function Wizardā, three judge votes say ā1. The combined step reward is lower than average, teaching the policy to avoid that misclick.
Step B: Train the reward model with consistency feedback
- What happens: For each stepās label (+1/ā1) predicted by the reward model, we score it by multiplying with the integrated step quality (agreement is positive, disagreement is negative), then standardize over the modelās multiple evaluations.
- Why this exists: The judge should learn to agree with what truly helps or hurts, not just be opinionated. This aligns the judge with outcomes and self-consistency.
- Example (Text game): If a move leads to getting closer to the goal, step labels that mark it as helpful get reinforced; labels that wrongly call it harmful get pushed down.
Step C: Summarize critic feedback and adapt the environment
- What happens: We summarize where the policy most often fails, using the reward modelās reasoning traces (only from steps that got at least one negative vote). Then a language model rewrites the task to be a bit easier or harder. We accept the new task only if it actually moves accuracy toward target thresholds (not too high, not too low) and preserves the original taskās intent.
- Why this exists: Keeping difficulty balanced prevents biased judging (for example, seeing only wins or only losses), which theory shows is key for precise reward signals. It also gives the policy meaningful practice.
- Example (Coding): If all codes pass simple tests, we add a new rule like āthe last character must not already appear in Sā, making unit tests more discriminative.
Step D: Repeat in a closed loop
- What happens: Updated policy produces better trajectories; the judge improves; the environment continues adjusting. Over time, the trio co-evolves.
- Why this exists: Static parts cause bottlenecks. Co-evolution keeps signals strong.
- Example (GUI): After adding hints about using the Function Wizard, the policy starts succeeding sometimes; those successes produce clearer training signals, speeding learning.
Concrete mini-walkthroughs:
- GUI agent (OSWorld):
- Input: A task like āCompute each employeeās age in Sheet2.ā
- Policy: Tries actions across several rollouts (max steps capped in training and evaluation).
- Reward model: For each step, produces three evaluations with short reasoning and a ±1 score.
- Integrated reward: Each stepās reward = final outcome (+1/ā1) plus the average of the three step votes.
- Update: Use standardized step rewards to train the policy (PPO-style with KL regularization).
- Critic feedback: Summarize misclicks and wrong formulas; rewrite task prompt to add hints or remove them to adjust difficulty.
- Output: A more reliable GUI agent and a sharper reward model.
- Text games (AlfWorld):
- Input: A goal like āPut the cloth in drawer 2.ā
- Policy: Chooses actions from candidates; environment returns next observation.
- Reward model: Judges each step on appropriateness, reasoning quality, and consistency with the next observation.
- Adaptation: If the agent spends too long searching, replace the target with a rarer item to raise challenge.
- Output: The agent learns to search and plan more efficiently.
- Coding:
- Input: Problems plus unit tests.
- Reward model: Generates new, discriminative unit tests (like targeted quizzes).
- Integrated reward: Policyās code gets scored by pass/fail over tests; tests themselves get rewarded when theyāre both correct and good at catching wrong code.
- Adaptation: If tasks are trivial, add constraints so tests separate correct from almost-correct solutions.
- Output: Better code and better unit tests over time.
The secret sauce:
- Two-way strengthening: Better judge ā clearer step hints ā better policy ā richer data for the judge.
- Balanced diet of tasks: Difficulty stays in the sweet spot so the judge sees both positives and negatives; this reduces bias and increases precision as more evaluations are sampled.
- Targeted edits, not random: Critic feedback pinpoints exact failure modes, so environment changes hit the right spots.
- Simple, robust signals: Using multiple independent judge votes per step reduces noise; standardizing rewards stabilizes training.
Quality and safety checks:
- Accept a new task only if it measurably adjusts accuracy toward the target band (not too high, not too low).
- Preserve the original intention of the task when rewriting.
- Use multiple rollouts and multiple judge votes to avoid overfitting to lucky (or unlucky) single runs.
04Experiments & Results
The test: The authors evaluated RLAnything on three representative settings:
- OSWorld (computer-use GUI agent): long, visual, tool-based sequences.
- AlfWorld (text-based interactive games): multi-step planning with observations.
- Coding (LiveBench, LiveCodeBench-V2, CodeContests): generating and testing code. They measured policy accuracy on in-domain and out-of-distribution (OOD) tasks, and two reward-model metrics: process accuracy (correct step judgements) and outcome accuracy (can step scores predict final success?).
The competition: Baselines included outcome-only RL (like GRPO-style), fixed environments, and no joint reward-model training. They also compared against strong open-source GUI agents.
The scoreboard (with context):
- OSWorld (GUI): The optimized model improved by 9.1% overall, and also gained 5.2% on OOD categories. Think of it like moving from a solid B to an A-, while other students stayed at B.
- AlfWorld (text games): Policy accuracy rose by 18.7% on OOD; reward model process and outcome accuracies both climbed. Thatās like going from guessing often to consistently finding the right path.
- Coding (LiveBench): Policy gains of 11.9% with big boosts in unit-test correctness and detection abilityālike writing tougher quizzes that still stay correct and catch cheaters.
- Trend: Each dynamic component added helps: Policy-only < Policy+Reward < Policy+Reward+Env (full RLAnything). Gains stack.
Surprising findings:
- Optimized step-wise supervision can outperform training with human-labeled outcomes in GUI tasks. That means a good automated judge can sometimes teach better than handcrafted scripts.
- Environment scaling: The number of accepted new tasks grows roughly linearly over time, showing the system can self-expand responsibly.
- Behavior change: In AlfWorld, the agentās responses grew longer at first (more thinking), then stabilized to efficient, steady reasoning.
- Long-trajectory benefit: Integrated rewards clearly beat outcome-only signals when tasks need many steps; step-wise hints kept learning on track during exploration.
Why the theory shows up in practice:
- Balanced difficulty keeps data from being all wins or all losses; this gives the judge a fair sample to learn from, improving the precision of step scoring.
- Multiple, independent step evaluations smooth out noise, so the policy sees cleaner training signals.
Bottom line: Jointly training the policy, reward model, and environment leads to better accuracy on both familiar and new tasks, stronger judges, and more useful tasksāacross very different domains.
05Discussion & Limitations
Limitations:
- Quality depends on the reward modelās judging skill. If the judge is weak or biased at the start, early signals can be noisy until consistency feedback improves it.
- Task rewriting needs a capable language model and careful prompts; bad rewrites are filtered by acceptance rules, but some manual seeding (like GUI verifier templates) may still be needed.
- Compute and data: Multiple rollouts per task and multiple judge votes per step require resources; scaling must be managed.
Required resources:
- An LLM policy, an LLM reward model (often larger), and an LLM for environment rewriting.
- RL infrastructure (e.g., PPO-style training with KL control), verifiers when available, and GPUs for parallel rollouts.
- Simple thresholds (like accuracy bands) and logging to track acceptance of new tasks.
When NOT to use:
- Ultra-short, single-step tasks where outcome-only rewards are already dense and sufficient.
- Domains where the environment cannot be verified or meaningfully adapted at all, and no proxy step-wise judging is possible.
- Settings with extremely limited compute, where multiple votes and rollouts are infeasible.
Open questions:
- How best to initialize the reward model to minimize early bias? Can small curated seeds or self-distillation speed stabilization?
- How far can environment self-synthesis go for complex GUI tasks without human verifier effort?
- Whatās the optimal trade-off between outcome weight and step-wise weight across domains and model sizes?
- Can we extend this loop to multi-agent collaboration, tool retrieval, or robotic control with safety constraints baked in?
- How to detect and correct subtle judge failures (e.g., persuasive but wrong rationales) automatically?
06Conclusion & Future Work
Three-sentence summary: RLAnything closes the loop between the policy (actor), reward model (judge), and environment (tasks), so each part improves the others. It mixes step-wise and final-outcome feedback for the policy, trains the judge with consistency signals, and adapts task difficulty using critic feedback. This design yields stronger learning signals, better generalization, and significant gains across GUI agents, text games, and coding.
Main achievement: Showing that jointly forging environment, policy, and reward modelārather than optimizing them in isolationāamplifies signals and consistently improves both in-domain and out-of-distribution performance.
Future directions: Push larger-scale, fully automated environment generation; refine judge training for even better future-impact prediction; explore safer, real-world deployments (e.g., robotics, secure coding); and study adaptive weights between outcome and step-wise signals.
Why remember this: RLAnything turns RL for agents into a living systemāone where the student, the teacher, and the classroom all learn and adapt togetherāunlocking faster progress with fewer human labels and better transfer to new challenges.
Practical Applications
- ā¢Train GUI agents to complete multi-step office tasks (e.g., data cleaning, chart creation) with fewer human-written evaluators.
- ā¢Improve text-based game agents that must explore, plan, and adapt strategies over long missions.
- ā¢Boost coding assistants by co-training code generators and unit-test creators to find and fix edge cases.
- ā¢Auto-adjust task difficulty in e-learning apps so exercises match student skill and keep progressing.
- ā¢Enhance customer-support bots that follow multi-step troubleshooting flows with clear, step-wise feedback.
- ā¢Refine tool-using agents (web, APIs, spreadsheets) where partial progress signals guide complex workflows.
- ā¢Scale synthetic training tasks responsibly using critic feedback and acceptance checks to ensure quality.
- ā¢Prototype robotics curricula by tuning task complexity as the robotās skills improve (simulation-first).
- ā¢Audit reward models by tracking their process and outcome accuracies to detect bias or drift early.
- ā¢Accelerate RL for long-horizon tasks where outcome-only signals are too sparse to be useful.