Search arXivSearch

arXiv · 2608.22227

Risk-Sensitive Reinforcement Learning with Smoothed Quantile Objectives

Abstract

Reinforcement Learning (RL) has achieved tremendous success in recent years. However, the classical foundations of RL do not account for the risk sensitivity of the objective function, which is critical in various fields, including healthcare, finance, etc. A popular approach to incorporate risk sensitivity is to optimize a specific quantile of the cumulative reward distribution. However, exact quantile objectives are non-smooth and can change abruptly under small perturbations of the return distribution, making them difficult to optimize reliably when the transition model must be learned from data. Motivated by this instability, we develop UCB-BQRL, a model-based optimistic learning algorithm that maintains confidence sets for the transition kernel and plans using a lower-buffered quantile criterion. The buffered criterion smooths the exact quantile objective by averaging nearby lower quantiles, thereby improving stability under transition-estimation error. To compute the buffered-quantile policy at each episode, we introduce EVI-BQ, an exact dynamic-programming procedure. We establish a high-probability regret bound for UCB-BQRL, which up to logarithmic factors scales as $\mathcal{O}(\mathrm{e}^{τ/ρ_τ}+H^2\sqrt{SAT})$, where $ρ_τ$ is denoted as the root-level left-plateau threshold, which is a problem-dependent constant. Further, we establish an information-theoretic lower bound of $Ω(H/ρ_τ\sqrt{AT})$ for the regret of any algorithm dealing with a quantile objective function. Finally, we prove that the exact point-quantile evaluation and exact lower-buffered quantile evaluation are PP-hard under polynomial-time Turing reductions, even for a fixed policy in a two-state, one-action finite-horizon MDP.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Mohammad Alipour-Vaezi, Huaiyang Zhong, Sajad Khodadadian. 2026-08-23. Risk-Sensitive Reinforcement Learning with Smoothed Quantile Objectives. https://arxiv.org/abs/2608.22227

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Rollout Total Correlation for Deep Reinforcement Learning

Learning task-relevant representations is crucial for reinforcement learning. Recent approaches aim to learn such representations by improving the temporal consistency in the observed transitions. However, they only consider individual transitions and can fail to achieve long-term consistency. Instead, we argue that capturing aspects of the state that correlate with other states and actions of the trajectory---even more distant in the future---could further help in extracting task-relevant information. Hence, in this paper we investigate how to learn representations by maximizing the rollout total correlation, the correlation among all learned representations and actions within the trajectories produced by the agent. For improving rollout total correlation, we propose to combine two complementary lower bounds based on a generative and a discriminative model, combined with a simple and effective technique of chunk-wise mini-batching. Furthermore, we propose an intrinsic reward based on the learned representation for better exploration. Experimental evaluations on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to leading baselines.

cs.LG

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement learning from human feedback (RLHF) is widely used to align large language models (LLMs) with human preferences. However, RLHF remains vulnerable to \emph{reward hacking}, whereby a policy exploits imperfections in the reward function instead of learning the intended behavior, thereby undermining alignment. Although reward shaping can stabilize RLHF training and partially mitigate reward hacking, shaping methods and their underlying design principles have not been systematically investigated. To address this gap, we conduct a comprehensive study of prevalent reward-shaping techniques. Our analysis identifies two key design principles: (1) the reinforcement-learning reward should be bounded, and (2) it should grow rapidly at first and then gradually saturate. Motivated by these principles, we propose Preference as Reward (PAR), a novel method that uses the latent preferences encoded in the reward model as the reinforcement-learning signal. We further show that PAR possesses two variance-reduction properties that stabilize RLHF training and substantially widen the practical window for early stopping. Our evaluation consists of two parts. First, we compare PAR with several other reward-shaping strategies using Proximal Policy Optimization (PPO) as the reinforcement-learning algorithm and Gemma2-2B as the base model. Second, we compare PAR with the vanilla baseline (i.e., unshaped reward) across four base models and four reinforcement-learning algorithms. In the first set of experiments, PAR consistently outperforms other reward-shaping methods and also reflects high data efficiency and robustness. The second set of experiments shows that PAR is particularly effective for actor-critic RL algorithms when value estimates become unstable and demonstrates its effectiveness across different base models. The code is available at https://github.com/PorUna-byte/PAR.

cs.LG

Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

cs.LG