Reward Models for Robot Learning
A unified tour — from hand-tuned shaping in the 1990s to the VLM-as-reward and world-model-as-reward systems of 2026. Each generation fixes the labeling bottleneck of the one before it. We walk the arc and at each stop derive the actual model.
Every section is two layers. The survey layer says where we are in the timeline, what family this work belongs to, and what problem it was answering. The paper layer drops into the keystone works themselves — idea, architecture, what they solved, what they broke or left for the next generation.
Read it linearly. The whole field is one story of each generation fixing the previous one's worst labeling bottleneck; reading out of order loses that. A flat catalogue (instead of this narrative) lives in the companion survey table.
Two short sections so the rest of the doc has shared vocabulary. If you already know the MDP formulation and Goodhart's law, skim them.
1 What a reward issetup
A reinforcement-learning robot is a closed loop: at each instant it has a state $s$ (cameras, joints, gripper), it executes an action $a$, the world transitions to $s'$, and it receives a scalar reward $r$. Its job is to pick actions that maximize total reward over time.
$$r : \mathcal{S} \times \mathcal{A} \to \mathbb{R}$$
A reward function says how good a state-action is. Every paper in this document is a different bet on where this function comes from — who writes it, who labels it, and what fails when it's wrong.
For a behavior-cloning policy you don't need $r$ — you have human demonstrations and you mimic them (this is the whole story of the companion VLA doc). The moment you want the robot to improve beyond its demonstrations — to recover from failures, generalize to new objects, or discover better strategies — you need a reward. Whoever or whatever supplies that reward becomes the bottleneck.
1.1 Where reward signals come from
There are exactly four places a reward signal can come from. The history of the field is the history of moving down this list:
-
The environment itself. In a game, the score is a reward. In a simulator, you can read whether the peg is inserted, the cup is upright, the door is open. Cheap and exact when available — almost never available in the real world. Real environments don't tell you whether you poured the water correctly; they just hand you pixels.
-
A human engineer. Someone reads the state and writes a Python function — distance-to-goal, joint smoothness, contact penalty. Reliable for narrow tasks; brittle, time-consuming, and a famous source of reward hacking (Section 2). This dominated 1990s–2010s robotics.
-
A human labeller. Instead of writing $r$ by hand, show humans pairs of trajectories and ask which is better. Fit a reward model to the preferences. Solves the writing problem; creates a labeling problem — you can't ship a robot fleet that needs a human in the loop forever. Christiano '17, PEBBLE, Preference Transformer.
-
A foundation model. A pretrained VLM or LLM watches the trajectory (or generates a Python reward function) and substitutes for the human labeller. The whole 2022–2026 wave. Solves the labeling-cost problem; creates a calibration and reward-hacking problem.
the throughline
The story this document tells is one long walk down that list. Hand-written rewards (Part II) hit the engineering wall; human preferences (Part III) hit the scale wall; foundation models as labellers (Parts IV–VI) are the current frontier. Every transition is forced by the failure mode of the one before — and each new generation has its own failure modes, listed in the left field of every paper card.
1.2 What a "reward model" is
A reward model is just a learned approximation $r_\phi(s, a)$ — or $r_\phi(\text{trajectory})$, or $r_\phi(\text{frame}, \text{language goal})$ — that stands in for an unknown true reward. The parameters $\phi$ are fit from some kind of supervision: human preferences, VLM scores, success/failure labels, future-frame prediction error.
Once you have $r_\phi$, you plug it into any RL algorithm (PPO, SAC, GRPO, DPO) just like a hand-written reward. The whole skill is in training $r_\phi$ correctly — and just as importantly, knowing when to stop trusting it. A policy that learns to exploit $r_\phi$'s blind spots will look like it's improving while doing nothing useful. That problem has a name.
2 The three failure modes a reward must avoidwhy this is hard
Reward design is hard because three failure modes appear immediately — and they are the organizing problems of the rest of this document. Each generation of reward model fixes one and partially exposes another.
-
Sparsity. A success/failure bit at the end of a 200-step episode tells the policy almost nothing about which action helped. RL with sparse rewards either fails to learn or burns enormous sample counts on random exploration. The classical fix is reward shaping — adding a dense potential like distance-to-goal. The modern fix is a learned dense RM that scores every frame.
-
Mis-specification. The reward you wrote (or learned) is not the reward you wanted. Famous example: CoastRunners (OpenAI, 2016) — the agent was rewarded for collecting coins during a boat race, learned to spin in a circle in a lagoon collecting infinite coins, never finished the race. Won the metric, failed the task. Every reward model is a proxy; the policy will find the gap between the proxy and the truth.
-
Reward hacking (Goodhart's law). Even a well-specified reward model can be exploited if the policy has more capacity to game $r_\phi$ than $r_\phi$ has to detect the game. With learned RMs trained on limited data, the policy reliably finds the off-distribution region where $r_\phi$ confidently says "good" and the task is in fact undone. This is the dominant frontier issue in 2025–2026 — see RewardDance's scaling-law study (§16 sidebar) and PURE's min-form credit assignment.
A fourth, softer problem — generalization — only becomes urgent in the foundation-model era: a reward model trained on Meta-World pick-place needs to score "pour water" in a real kitchen. Fixing this is what makes the field jump from per-task classifiers to pretrained VLMs as reward in 2023.
The next six Parts of this document each fix one of these failures, in roughly the order they were tackled:
Part II (Sections 3–5) covers hand-engineered rewards, sparse success classifiers, and IRL — the baseline that exposes sparsity and mis-specification. Part III (6–8) covers preference-based RL — solving "who writes $r$" at the cost of scale. Parts IV–V (9–14) cover VLMs as reward labellers and LLMs as reward writers — solving the scale problem. Part VI (15–18) covers the 2025–2026 frontier: dense learned video RMs, world-model reward, test-time verifiers, and RLHF directly on VLAs.
For most of robotics history a "reward function" meant a few lines of Python written by a graduate student. We trace why that worked, where it broke, and the two early attempts to learn $r$ instead — sparse success classifiers from goal images (VICE) and inverse reinforcement learning. Both planted ideas that the modern wave revives.
3 Engineered shaping — and why it broke1990s – 2020
The textbook recipe: write $r(s, a) = -\|x_{\text{end-effector}} - x_{\text{goal}}\|^2$, add a small action-penalty term for smoothness, add a bigger bonus for reaching the goal, train PPO. This works spectacularly well when the state is low-dimensional and the task has a single mode — Cartpole, Reacher, peg-insertion with a known goal pose. It is the dominant reward design from the dawn of RL through the early 2020s.
Three things break it:
- State that you can't measure. Once observations are raw RGB, "distance to the cup" is not a function you can write — you'd need a perception stack to extract it, and now you're building reward and perception together. The cup might be occluded; the goal might be "pour all the water without spilling," which is not a position.
- Compositional tasks. "Open the drawer, take out the mug, place it on the table" has three phases. A single distance metric is wrong; a piecewise function works but is brittle to phase-detection errors. The reward engineer is now writing a state machine.
- Reward hacking. Any clever shaping term invites the policy to exploit it. The classic example — "reward the agent for forward velocity" — produces a hopper that flips over and slides on its back, going forward faster than the intended gait. Every additional term is an additional surface to game.
Not a paper but a now-canonical story. The agent is trained to play CoastRunners, a boat-racing game. The reward is shaped: +points for collecting coins along the route, +bigger points for finishing the race. The intended interpretation: coins are a dense breadcrumb trail; finishing is the real goal.
The trained agent learns to not finish the race at all. It discovers a small lagoon where three coins regenerate every few seconds. It spins in a circle, on fire, smashing into other boats, collecting infinite coins. It gets ~20% higher score than the human baseline. It never crosses the finish line.
what the engineer wanted what the engineer wrote
────────────────────────── ──────────────────────────
"finish the race fast" VS. r = α · coins + β · finish
policy maximises r:
→ spin in lagoon
→ collect infinite coins
→ never finish
→ wins on r, fails on intent
┌─────────────────────────────────────────────────────────────┐
│ Goodhart's law: │
│ "When a measure becomes a target, │
│ it ceases to be a good measure." │
└─────────────────────────────────────────────────────────────┘
Every learned reward model in Parts III–VI is a more sophisticated $r$ that, in principle, captures intent better than coin-counting. But the lesson is general: any reward your policy can optimize against rather than with will be exploited. The history of the field after this point is a slow campaign to widen the proxy-vs-goal gap by training $r$ on richer, harder-to-game signals — video, language, preference, world-model dynamics.
4 Sparse success classifiers — VICE2018 – 2019
The opposite extreme to dense shaping: don't shape anything, just have a classifier say "you reached the goal" or "you didn't." If you can hand the robot a few images of the goal state, you can train a CNN to discriminate "goal" from "not goal" and use its logit as the reward. This is the simplest possible learned reward model, and it is the conceptual ancestor of every VLM-as-success-detector in 2024–2026.
The setup is striking in its simplicity. The user provides a handful of goal-state images — a screwdriver in the slot, a block on a shelf, a door open. A CNN $D_\phi(s)$ is trained as a classifier: goal on the user-provided images, not-goal on the agent's exploration. The reward at any state is $D_\phi(s)$ — the classifier's probability that "we're at the goal now."
┌────────────────────────────┐ ┌────────────────────────────┐
│ user-provided goal images │ │ agent rollout states │
│ (success examples) │ │ (treated as failure) │
└─────────────┬──────────────┘ └──────────────┬─────────────┘
│ │
└─────────────────┬─────────────────────┘
│
▼
┌──────────────────────┐
│ CNN classifier │
│ D_φ(s) │ binary: goal vs not
└──────────┬───────────┘
│
▼
r_φ(s) = log D_φ(s) ← dense reward
│
▼
┌──────────────────────┐
│ RL agent (SAC) │ maximises r_φ
└──────────┬───────────┘
│
▼ new rollouts
(used to refresh D_φ
in an adversarial loop)
The cleverness is the adversarial refresh. Without it, the classifier quickly learns to discriminate "demonstrator's camera angle" from "anywhere else," and the agent gets a high reward as soon as it stands near where the goal-images were taken. With it, the agent's rollouts are continuously added to the "not-goal" pile, forcing $D_\phi$ to learn the actual goal feature rather than the photographic style.
VICE is the first paper to show that a learned visual classifier can stand in for a hand-written reward on a real robot — door opening, drawer pulling — with no engineered $r$ at all. The line of work it starts (success-VQA, RoboReward, Robometer in §16) never really stops; it just keeps getting bigger classifiers, eventually replacing the CNN with a billion-parameter VLM.
5 Inverse RL — learning $r$ from expert demos2000 – 2018
A different bet from the same era: if you have full expert trajectories rather than goal images, you can try to recover the reward function the expert was implicitly optimising. This is inverse reinforcement learning, and its modern descendants are everywhere in this document — every VLM-as-reward paper is an IRL paper in spirit (the "expert" is now "internet video of humans doing the task").
The IRL objective is roughly: find $r_\phi$ such that the expert's trajectories have higher cumulative $r$ than any other policy can achieve under the same dynamics. Ng & Russell formalised this in 2000; Ziebart's Maximum Entropy IRL (2008) made it tractable; Finn, Levine, Abbeel's Guided Cost Learning (2016) scaled it to neural-network rewards on real robots; Fu et al.'s AIRL (2018) connected it to GANs (the discriminator is the reward).
- Underdetermined.Many rewards explain the same demonstrations. Without a strong prior (entropy regulariser, sparsity, low-rank structure) IRL recovers garbage rewards that happen to make the expert look optimal.
- Sample-hungry.Each IRL update needs to solve an inner RL problem — find the optimal policy under the current $r_\phi$ — to evaluate the gradient. This nested loop is prohibitive at scale.
- No generalization across tasks.$r_\phi$ is fit to one task's demos and one environment. Re-running on a new task means re-collecting demos, re-running the nested loop.
The conceptual move IRL makes — treat the reward function itself as the learned object — survives and dominates. The mechanism it uses (nested RL inner loops over hand-collected demos) does not. Modern foundation-model reward learning is IRL where the "expert demonstration" is the entire internet, and the inner loop is replaced by a single forward pass through a VLM. That's the move we'll see starting in Part IV.
Two ways the hand-built era ran out of road
The hand-built era reached its limits along two axes: what tasks you can write $r$ for, and how much demo data you need per new task. Engineered shaping covered the first axis cheaply for narrow tasks, then broke on anything compositional or visually grounded. IRL and VICE attempted to escape the writing problem by learning $r$ — but VICE needed per-task goal images and IRL needed per-task expert trajectories. Neither scaled to "give me a robot that can do thousands of tasks."
| Engineered $r$ | VICE (goal-image classifier) | IRL (Max-Ent, AIRL) | |
|---|---|---|---|
| Who supplies signal | Engineer writes Python | Few goal images per task | Full expert trajectories per task |
| Reward density | Dense (by design) | Sparse near goal | Dense (recovered) |
| Generalises across tasks | No | No | No |
| Reward-hacking risk | High (engineer-introduced terms) | Medium (classifier shortcuts) | High (underdetermined $r$) |
| What it left to fix | The writing problem | The labelling-effort problem | The nested-loop / generalisation problem |
The next generation kept the IRL premise — $r$ is a learned object — but changed the supervision signal. Instead of asking an engineer to write a function, or a domain expert to provide demos, ask a non-expert human: which of these two trajectories looks better?
The 2017 paper that broke the field open: ask humans to rank pairs of trajectories instead of writing a reward. Each pairwise comparison takes seconds and requires no expertise. Fit a Bradley-Terry reward model to the preferences, then plug it into PPO. This is the lineage that becomes RLHF for LLMs in 2022 and remains the cleanest "humans-in-the-loop" reward learning recipe on the robot side.
6 Deep RL from Human Preferences — the founding paper2017
Christiano et al. show that an Atari agent can be trained from fewer than a thousand human pairwise comparisons — for context, a hand-shaped reward typically wants millions of frames of engineering iteration. The setup is almost shockingly simple: render two short clips of the agent's behavior side by side, ask a non-expert "which is better?", fit a reward model that explains the choices, train RL on the fitted reward, repeat.
Let $\sigma^1, \sigma^2$ be two trajectory segments. A human is shown both and indicates a preference: $\sigma^1 \succ \sigma^2$, $\sigma^2 \succ \sigma^1$, or "equal." We model the probability the human prefers $\sigma^1$ with the Bradley-Terry form:
$$P(\sigma^1 \succ \sigma^2) = \frac{\exp \sum_t r_\phi(s_t^1, a_t^1)}{\exp \sum_t r_\phi(s_t^1, a_t^1) + \exp \sum_t r_\phi(s_t^2, a_t^2)}.$$Fit $r_\phi$ by maximum likelihood on the human labels. Then run any RL algorithm — A2C in the paper — using $r_\phi$ as the reward. Periodically pause, collect more preferences on freshly generated trajectories, re-fit $r_\phi$, continue.
┌──────────────────────────────────────┐
│ RL agent (A2C) │
│ trained on reward r_φ(s, a) │
└──────────────────┬───────────────────┘
│ produces trajectories
▼
┌─────────────────────────────────────┐
│ sample pairs (σ¹, σ²) │
│ of 1-2 second clips │
└──────────────────┬──────────────────┘
▼
┌──────────────────────────────┐
│ HUMAN labels preference │
│ σ¹ ≻ σ² or σ² ≻ σ¹ │
│ (or "equal") │
└──────────────────┬───────────┘
▼
┌──────────────────────────────────────┐
│ fit r_φ via Bradley-Terry MLE │
│ on accumulated preference labels │
└──────────────────┬───────────────────┘
│
└─────► back to RL agent (top)
~700 preferences total → backflip on MuJoCo Hopper
~5500 preferences total → matches hand-tuned reward on Atari Pong
Two surprises in the results:
- Astonishing label efficiency. ~700 preferences trained a backflip-doing Hopper. ~5,500 matched the hand-tuned-reward baseline on several Atari games. The labels are 1-2 second clip comparisons — cheap, no expertise required.
- Novel behaviours. The trained Hopper learns to backflip — a behavior the authors couldn't easily reward-shape because they didn't know how to write "a satisfying backflip" in Python. The reward model captures it from comparisons.
The structural insight that this paper plants — fit a reward model from pairwise preferences, then RL on the model — is the entire backbone of RLHF for LLMs, which appears at OpenAI five years later (InstructGPT, ChatGPT). On the robot side, the line continues through PEBBLE, B-Pref, Preference Transformer, RUNE, and is still the dominant non-foundation-model branch.
7 PEBBLE & the preference-based RL line2021 – 2023
Christiano '17 worked in principle but in practice still needed enough preferences that scaling it to dexterous manipulation was painful. The 2021–2023 wave is a series of engineering improvements that compress the label budget further and make the recipe work on robot arms instead of Atari.
PEBBLE's contribution is a deceptively boring engineering observation: most of the label budget is wasted re-learning the reward on stale data. The fix is two-pronged.
- Unsupervised pre-training of the policy. Before any human label, run an entropy-maximising exploration policy. This populates the replay buffer with diverse behaviors — so when the first preferences arrive, the reward model sees a wide spread of trajectories and fits a non-degenerate $r_\phi$.
- Relabel the replay buffer every time $r_\phi$ updates. The SAC critic was trained against old $r_\phi$; throwing it away wastes data. Instead, recompute rewards on stored transitions with the new $r_\phi$ and keep training off-policy.
The result is a roughly 5–10× reduction in human preferences vs Christiano '17 on Meta-World tasks. PEBBLE is the recipe that the whole 2022–2024 PbRL literature builds on — SURF (2022) adds data augmentation + pseudo-labels for further savings, RUNE (2022) uses reward-model uncertainty as an exploration bonus, Preference Transformer (2023) replaces the MLP reward model with a non-Markovian transformer over the whole segment.
The persistent failure mode of the entire line: a human is still in the loop, online, during training. PEBBLE scales preferences down by 10× but doesn't eliminate them, and you cannot deploy a 100-robot fleet if every one needs a human to grade hundreds of episode pairs. This is the bottleneck that the foundation-model era exists to break.
7.1 The rest of the PbRL family — quick tour
| Paper | Year | One-line idea | Inherits from |
|---|---|---|---|
| SURF | 2022 | Semi-supervised PbRL — augment labels with pseudo-labels from the current $r_\phi$. | PEBBLE |
| RUNE | 2022 | Use disagreement among an ensemble of $r_\phi$ as an exploration bonus — query humans where the RM is uncertain. | PEBBLE |
| Preference Transformer | 2023 | Replace MLP $r_\phi$ with a transformer over the whole segment — captures non-Markovian preferences. | Christiano '17 |
| RIME | 2024 | Sample-selection discriminator to filter noisy / mislabelled preferences. Warm-start protection. | PEBBLE |
| B-Pref | 2021 | Benchmark — simulated irrational human teachers so methods can be compared without paying real humans. | (infrastructure) |
8 Reward-free alternatives — IPL and friends2023
A parallel line argues: maybe the reward model is unnecessary altogether. If you have preference data, you can fit the policy directly from preferences, with the implicit reward absorbed into the Q-function or the policy log-ratio. On the LLM side this is DPO (Rafailov et al., 2023) — the algorithm that ate RLHF in 2023–2024. On the robot side the analogue is Inverse Preference Learning.
IPL's observation: in offline preference-based RL, fitting a $r_\phi$ and then a $Q_\theta$ is wasteful — the $Q$-function already encodes everything you need. By reparameterising the Bradley-Terry preference probability directly in terms of $Q$, you can fit $Q$ to preferences without ever materialising $r_\phi$. The math is the same trick DPO uses for LLMs, derived a few months earlier.
The relevance for this document is conceptual: a "reward model" is sometimes a fiction of convenience. Whenever the downstream consumer of $r$ is a single RL algorithm with known structure, you can often fold the reward fitting into the policy fit. We'll see this pattern again with GRAPE (§18), which DPO-style-trains a VLA on preference data without ever materialising an explicit reward model.
Preferences solved one problem, surfaced another
By 2023 the PbRL recipe is mature. You can train a reasonable reward model for a manipulation task from ~1000 human pairwise comparisons; PEBBLE-and-descendants get this to ~hundreds for simple tasks; B-Pref provides a benchmark to compare methods without paying humans. The writing problem of Part II is fully solved — no one needs to write a reward function any more.
But the labelling problem is now the bottleneck. Every new task, every new robot, every new lab needs a fresh batch of preferences. A startup that wants to deploy a hundred robots in a hundred kitchens cannot run a hundred preference-collection campaigns. The labeller has to be replaced. In 2022 someone notices that CLIP scores image-text similarity, and that "image of a robot completing a task" + "text of the task description" is a reasonable proxy for "did the robot do the task." The foundation-model era of reward learning starts here.
The structural insight: every VLM is, implicitly, a reward function for any task you can describe in language. CLIP's cosine similarity between a frame and the prompt "robot picking up the red block" is a usable, if noisy, reward signal — for free, with no per-task training. Four years of papers fix the failure modes (single-frame myopia, temporal incoherence, semantic mis-detection, calibration drift) and the resulting reward models train RL policies across whole task families.
9 MineCLIP — the first "VLM as reward" at scale2022
MineDojo's contribution is a working example, on a non-trivial open-world environment, that a pretrained video-text contrastive model can shape an entire RL training run without any per-task reward engineering. The agent's task is described in English ("shear a sheep with shears"); the reward at every step is the contrastive similarity between the recent video clip and the task prompt. No goal images, no demonstrations, no preferences.
The reward-model piece of MineDojo is MineCLIP: a CLIP-style two-tower encoder, where one tower sees a 16-frame video clip and the other sees a text caption, trained contrastively on 730k YouTube Minecraft videos with their transcribed captions. After pretraining, MineCLIP exposes a function $r(\text{clip}, \text{prompt}) = \cos(f_v(\text{clip}), f_t(\text{prompt}))$.
┌─────────────────────┐ ┌──────────────────────────────┐
│ recent 16 frames │ │ task prompt (English) │
│ from agent rollout│ │ "shear a sheep with shears" │
└──────────┬──────────┘ └──────────────┬───────────────┘
│ │
▼ ▼
┌─────────────────────┐ ┌──────────────────────────────┐
│ video encoder f_v │ │ text encoder f_t (BPE+Tx) │
│ (ViT + temporal │ │ initialised from CLIP │
│ transformer) │ └──────────────┬───────────────┘
└──────────┬──────────┘ │
│ │
└────────────────┬──────────────────┘
▼
┌────────────────────────────┐
│ cos(f_v(clip), f_t(p)) │ contrastive score
└─────────────┬──────────────┘
│
▼
r_t = α · cos(...)
│
▼
┌────────────────────────────┐
│ PPO agent on Minecraft │ no other reward;
│ observes pixels + invent. │ no demos
└────────────────────────────┘
pretrain: 730k YouTube clips ↔ captions, InfoNCE
downstream: 100+ MineDojo tasks, zero per-task reward engineering
The agent learns dozens of tasks specified only in English, with MineCLIP as the sole reward. The performance is uneven — easy tasks (chop a tree) work well; hard ones (build a shelter) work poorly — but the structural point is decisive: a single pretrained model is now the reward function for an open-ended task distribution. The reward-engineering bottleneck is no longer the agent designer; it's the VLM's accuracy.
Three failure modes of the MineCLIP-as-reward recipe show up immediately, and the rest of this Part can be read as a campaign to fix them:
- Single-frame myopia. MineCLIP uses a 16-frame clip but is fundamentally a contrastive model; it doesn't really model temporal causation. The agent learns to get into the visually correct configuration rather than perform the action that causes it.
- Calibration drift. Cosine similarity is bounded but uncalibrated; small changes in the prompt produce big swings in reward magnitude. PPO is sensitive to this.
- Hacking via close-up framing. Agents discover that bringing target objects very close to the camera spikes the cosine similarity without completing the task — pure Goodhart, exactly as predicted in Section 2.
10 RoboCLIP, LIV & VIP — the recipe crosses to real robots2022 – 2023
MineCLIP showed the recipe works in Minecraft. The 2022–2023 question: does it survive contact with real robots? Three papers from the same window give three slightly different answers — and together they establish the patterns that dominate the next two years. RoboCLIP keeps CLIP-style similarity. VIP recasts the same problem as value learning. LIV unifies the two by training a value function over language and images jointly.
The conceptual move from similarity to value is the most important one in this section. A similarity score says "this frame looks like the goal frame"; a value score says "this frame is on the path that leads to the goal." The gap matters: a similarity-as-reward policy will park itself at any frame that looks roughly right; a value-as-reward policy gets a gradient pulling it through the trajectory. VIP is the paper that makes this distinction architectural.
RoboCLIP's stripped-down recipe: the engineer provides one reference — either an English sentence ("open the drawer") or a single video demonstration. The reward at each step is the cosine similarity between the embedding of the agent's recent video clip and the embedding of that reference, in a pretrained S3D-CLIP space.
reference (one of):
• text "open the drawer"
• video demo (single clip)
│
▼
┌───────────────────────┐
│ S3D-CLIP encoder │
│ (frozen) │
└───────────┬───────────┘
│
▼
z_ref ∈ ℝ^d
┌────────────────────────────┐
┌─────────────────────┐ │ agent's recent video clip │
│ agent video clip │ ─────► │ │
│ (16 frames) │ │ S3D-CLIP encoder │
└─────────────────────┘ │ (same, frozen) │
└─────────────┬──────────────┘
▼
z_clip ∈ ℝ^d
│ │
└───────────────┬────────────────┘
▼
r_t = cos(z_clip, z_ref)
│
▼
PPO on Meta-World
training: zero — both encoders frozen, no per-task supervision
RoboCLIP works on a non-trivial fraction of Meta-World tasks. Zero training, zero demos for most tasks (just a text reference), zero reward writing. The failure mode is exactly MineCLIP's, transferred to manipulation: tasks where the difference between "did the action" and "is near the object" is small (drawer-open) work well; tasks where action mid-trajectory matters (pour, slide a block precisely) don't. The cosine similarity rewards visual proximity to the goal frame, not the trajectory that produced it.
LIV extends VIP (§10.3 below) by adding a language tower. Where VIP learns a value function over goal-image-conditioned reaching, LIV learns the same value structure over goal-language as well — so the reward is $V(\text{obs}, \text{language goal})$, dense, monotone-improving as the agent approaches the described goal. Pretrained jointly on EpicKitchens (kitchen activities with captions) and robot data.
LIV's importance is twofold. First, it is the conceptual ancestor of GVL (§12) — "treat a VLM not as a similarity scorer but as a value function" is the move that breaks the frame-similarity ceiling RoboCLIP hit, and GVL takes it to the frontier-VLM era. Second, LIV ships as a usable frozen encoder; many downstream papers (FuRL, 2024 — and several entries in Part VI) use a frozen LIV as the reward front-end.
10.3 VIP — the value-implicit ancestor
The 2022 paper that LIV is built on top of, and arguably the single most important paper in this section. VIP (Value-Implicit Pre-Training) does what nothing before it does: it derives an objective whose pretraining loss is literally a value function, so the resulting embedding can be used as reward by construction — no per-task supervision, no language alignment trick, no contrastive heuristic.
VIP casts representation learning from passive human video as an offline goal-conditioned RL problem. The key derivation: there exists a dual form of a goal-conditioned value objective that is completely action-free, so it can be optimised on raw video (Ego4D — 4,000 hours of egocentric human activity, no actions, no rewards). The resulting loss turns out to be equivalent to an implicit time-contrastive objective that produces temporally smooth embeddings.
┌────────────────────────────────────────────────────────────┐
│ Ego4D — 4,000h egocentric video │
│ (no actions, no rewards, no language) │
└────────────────────────────┬───────────────────────────────┘
│
▼
for each video, sample (initial frame, future frame, goal frame)
│
▼
┌────────────────────────────────────────────────────────────┐
│ ResNet-50 encoder φ(o) → ℝ^d │
└────────────────────────────┬───────────────────────────────┘
│
▼
┌────────────────────────────────────────────────────────────┐
│ Value-Implicit loss — dual of goal-cond. RL objective │
│ pull φ(initial) toward φ(goal) │
│ push φ(future) further than φ(initial) (temporal) │
│ implicit value V(φ(o), φ(goal)) = −‖φ(o) − φ(goal)‖ │
└────────────────────────────┬───────────────────────────────┘
│
──────── after pretraining, frozen ────────
│
▼
for any new task with a goal image:
r_t = −‖φ(o_t) − φ(o_goal)‖₂ ← reward
Δr_t = ‖φ(o_{t-1}) − φ(o_goal)‖ ← dense delta
− ‖φ(o_t) − φ(o_goal)‖ progress
zero-shot reward for downstream RL or trajectory optimisation
no per-task training, no action labels, no human prefs
Two things make VIP structurally different from R3M / MVP / Voltron (which appeared in the same window):
- The objective is a value function, not a representation that happens to be useful as a value function. R3M, MVP, VC-1 all learn embeddings via generic SSL losses (time-contrastive, MAE, vision-language alignment) — they get repurposed as reward by post-hoc embedding-distance tricks. VIP is the only paper in the era whose pretraining loss is literally a goal-conditioned $V$.
- Action-free. The dual derivation removes the action term entirely, so internet video — where you can't observe actions — works as pretraining data. Every subsequent video-as-reward paper inherits this design choice.
Two consequences play out in the rest of this document. LIV (§10.2) adds a language tower to VIP and becomes the canonical pretrained VLM-value used as a frozen front-end in 2024 robot reward papers (FuRL, several Part-VI entries). GVL (§12.2) generalises the "value-as-reward" framing to the frontier-VLM era — instead of training a small encoder on Ego4D, prompt Gemini-1.5-Pro to estimate $V$ directly per frame. Both papers are best understood as VIP's children.
10.4 The video-pretrained representation family — quick tour
VIP did not appear out of nowhere. It is the cleanest member of a wider 2017–2023 family of papers that pretrain a visual encoder on large-scale video and then repurpose the frozen embedding as a reward signal — typically via embedding distance to a goal frame, or text-prompt similarity. The table groups them; all are routinely used as the reward-front-end underneath later policy work.
| Paper | Year | Pretraining objective | How it becomes a reward | What's distinctive |
|---|---|---|---|---|
| TCN | 2017 | Multi-view time-contrastive triplet loss | $r = -\|\phi(s_t) - \phi(s_{\text{demo}})\|$ | The ur-paper: every entry below traces lineage here. |
| XIRL | 2021 | Temporal Cycle-Consistency across embodiments | Embedding distance to a goal frame | Explicitly cross-embodiment (human↔robot morphology gap). |
| LOReL | 2021 | Binary classifier on language-annotated sub-optimal data | The classifier is the reward | Earliest language-conditioned learned reward for manipulation. |
| R3M | 2022 | Time-contrastive + video-language alignment + L1 (Ego4D) | Embedding distance to goal frame tracks task progress | The template VIP / LIV / Voltron all build on. |
| MVP | 2022 | Masked Auto-Encoder ViT on ~4.5M egocentric frames | Used as front-end under learned RMs / value heads | Generative (pixel reconstruction) rather than contrastive. |
| VIP (§10.3) | 2022 | Implicit goal-conditioned value (Ego4D) | $r = -\|\phi(o) - \phi(o_{\text{goal}})\|$ by construction | Only paper whose loss IS a value function. |
| Voltron | 2023 | MAE-style with paired captions on Sth-Sth-v2 | Text-prompt-to-frame similarity | First ablation of "how much language" helps. |
| VC-1 | 2023 | MAE ViT on 4,000+ hours from 7 datasets | Front-end under learned RMs; embedding-distance baseline | Largest controlled study (CortexBench, 17 tasks). |
| LIV (§10.2) | 2023 | VIP + language tower (EpicKitchens + robot) | $V(\text{obs}, \text{language goal})$ — dense, language-conditioned | The multimodal extension of VIP — what most 2024 robot RMs use as the frozen front-end. |
why this family matters When you read a 2024–2025 paper that says "we use a frozen visual encoder," the encoder is almost always one of these — R3M, VC-1, VIP, or LIV. They are the silent infrastructure of modern reward modelling. Papers like FuRL (2024) literally plug a frozen LIV in as the reward front-end and add a small fine-tune. The 2026 frontier (LRM, RoboReward, V-JEPA 2) is what happens when this family meets billion-parameter VLM backbones.
11 VIPER — video prediction is the reward2023
A different bet from the same year: instead of similarity, use likelihood. Train an autoregressive video prediction model on expert videos. At any rollout frame, ask the video model "how likely was this next frame under the expert distribution?" The log-likelihood is the reward. This is the cleanest extension of IRL into the foundation-model era — the "expert" is now a large video model fit to internet data, and the inner RL loop disappears because $r$ is just a forward pass.
Take an autoregressive video transformer (VideoGPT-class). Train it on expert task videos. The transformer learns a distribution $p_\psi(o_{t+1} \mid o_{1:t})$ over next-frame tokens. The reward for the agent's actually-observed transition is the model's log-likelihood of that transition: $r_t = \log p_\psi(o_{t+1}^{\text{agent}} \mid o_{1:t}^{\text{agent}})$.
expert task videos
──────────────────
train autoregressive video model:
p_ψ(o_{t+1} | o_{1:t}) (VideoGPT-class)
╭──────────────────────────────╮
│ pretrained video predictor │
│ p_ψ │
╰──────────────┬───────────────╯
│
───────────── │ ──────────────────────────────────────
at RL time: │
▼
┌─────────────────────────────────────────────────────────┐
│ agent rollout: o_1, a_1, o_2, a_2, ..., o_T │
└────────────────┬────────────────────────────────────────┘
│ at each step
▼
r_t = log p_ψ(o_{t+1} | o_{1:t}) ← reward = "how
│ expert-like
▼ is this frame
PPO / SAC sequence?"
tested on 28 tasks across DeepMind Control, Atari, RLBench
Three structural properties make VIPER more robust than the cosine-similarity recipes:
- Densely temporal by construction. The likelihood is computed per-frame from the rolling context; it naturally rewards trajectories that look expert-like, not just frames that look like the goal.
- Causally grounded. Predicting next frames from past frames forces the model to learn dynamics — "what happens after this action" — rather than just "what does success look like." Closer to a true reward signal.
- Harder to hack via static framing. Sitting still doesn't help; the video model penalises non-expert-like temporal transitions.
VIPER plants the idea that the dominant 2025–2026 frontier extends — see RoboScape-R (§17) for the same idea generalized: reward = world-model prediction signal. Diffusion Reward (2024) is essentially VIPER's diffusion-based cousin; UniSim and V-JEPA 2 push the idea further by using the world model for full latent rollouts.
12 RL-VLM-F & GVL — VLM as preference and as value2024 – 2025
By 2024 the obvious upgrade is to use the new VLMs (Gemini, GPT-4V, GPT-4o) rather than the 2021 CLIP family. Two papers — RL-VLM-F (ICML 2024) and GVL (ICLR 2025) — set the dominant pattern: prompt a frontier VLM for either a pairwise preference or a frame-by-frame value, and use that as the reward. Both are zero-shot — no per-task training of any model.
12.1 RL-VLM-F — Christiano '17 with the human replaced
Take Christiano '17. Replace the human with a VLM (Gemini-1.0 or GPT-4V). At every iteration, the system samples a pair of trajectory clips from the agent's rollouts and asks the VLM "given the task description, which clip is closer to completing the task?" A scalar reward model $r_\phi$ is fit to the VLM's pairwise labels via the same Bradley-Terry loss as Section 6. PPO trains on $r_\phi$.
┌──────────────────────────────────────┐
│ RL agent (PPO) │
│ trained on reward r_φ(s, a) │
└──────────────────┬───────────────────┘
│ produces trajectories
▼
sample pairs (σ¹, σ²)
│
▼
┌─────────────────────────────────────────────┐
│ VLM (Gemini / GPT-4V) labels preference │
│ prompt: │
│ "Task: pour water into the cup. │
│ Which video is closer to success?" │
│ → σ¹ ≻ σ² (no human in loop) │
└──────────────────┬──────────────────────────┘
▼
fit r_φ via Bradley-Terry MLE
│
└─► back to RL agent (top)
tested on rigid / articulated / deformable manipulation
RL-VLM-F is the moment the diagram of Section 6 is run with the human box replaced by a VLM. The structural payoff is enormous — preference collection becomes API calls, not a labelling pipeline. The structural cost: the VLM is now the source of mis-specification, and any VLM bias becomes baked into $r_\phi$. The paper reports results across rigid (block stacking), articulated (drawer), and deformable (rope) manipulation, all without human labels.
12.2 GVL — VLM as a value function
GVL pushes one step beyond RL-VLM-F's pairwise format. The argument: pairwise preferences throw away most of the signal a VLM could give us. A VLM looking at a video frame can in principle say how far through the task you are, not just which of two clips is better. The challenge is getting it to do so reliably.
The trick is delightful. Take the video, shuffle the frames into random order, hand the shuffled sequence + the task description to Gemini-1.5-Pro, and ask it to re-order them by task progress and assign each a percentage. The shuffling matters: a VLM shown a coherent video tends to anchor to surface features (motion blur, lighting); shown a shuffled set, it is forced to read each frame for its task-completion content.
robot video for task T
──────────────────────
frame 1 frame 2 frame 3 ... frame N
│
│ SHUFFLE order
▼
frame 7, frame 2, frame N, frame 1, ...
│
▼
┌────────────────────────────────────────────────────┐
│ Gemini-1.5-Pro prompt: │
│ "Task T. Below are video frames in random │
│ order. Reorder them by task-progress and │
│ assign each a percentage 0–100%." │
└────────────────────────┬───────────────────────────┘
▼
ordered list with values:
frame 1 → 12%
frame 2 → 38%
...
frame N → 96%
│
▼ reassemble in original order
dense per-frame value v_t ∈ [0,100]
│
▼
r_t = v_t − v_{t-1} (delta-progress)
│
▼
RL agent (or downstream eval)
tested on 300+ real-world manipulation tasks (no per-task training)
The shuffle-and-reorder trick gives GVL three structural wins simultaneously:
- Dense per-frame value. Every frame gets a number, not just every clip pair — fixes RoboCLIP/RL-VLM-F's sparsity.
- VLM is forced to read content. The shuffle blocks surface-feature anchoring (smooth camera motion, consistent lighting). The VLM has to actually decide "this frame shows more task progress than that one."
- Zero per-task training. Same prompt template, any task, any embodiment. The paper reports usable rewards on 300+ real-world tasks spanning multiple labs and robots.
GVL's importance for the rest of this document is twofold. First, it is the cleanest training-free dense reward model on real robots — a usable baseline that any new paper must beat. Second, it directly inspires the 2025–2026 push to fine-tune (rather than just prompt) VLMs for this role: LRM (§16) is roughly "what if we trained Qwen3-VL on a GVL-style objective?", with predictable gains.
Three flavours of "VLM as reward"
By 2025 the VLM-as-reward family has three working configurations, and they differ along one main axis: what shape of signal do you extract from the VLM?
| Cosine similarity | VLM-as-preference | VLM-as-value | |
|---|---|---|---|
| Representative | MineCLIP, RoboCLIP | RL-VLM-F | VIP, LIV, GVL |
| VLM call shape | Embed frame & prompt; cosine | "Which clip is better?" | "Order these frames by progress." |
| Signal density | Per frame, low SNR | Per clip pair | Per frame, high SNR |
| Calls per training step | 0 (just embed) | 1 per pair | 1 per video (expensive) |
| Per-task training of the VLM? | No | No | No |
| Dominant failure | Frame-similarity hacking | VLM bias propagates to $r_\phi$ | Calibration drift across tasks |
All three live on. Cosine survives wherever cost matters. Preference survives wherever you have abundant VLM compute (a recurring choice when GPT-4o is in the loop). Value — the line that runs VIP → LIV → GVL → LRM / RoboReward — is the form that fine-tunes well and that the 2025–2026 wave of learned reward models extends. We meet that wave in Part VI.
A clean, almost orthogonal answer to the labelling problem. Rather than having an LLM score states, have it emit Python — a reward function the simulator can call. The reward is symbolic, deterministic, fast, and inspectable; the LLM is consulted only at design time, not at every RL step. This is the Eureka family, and it currently dominates sim-to-real robot learning anywhere you have access to env source.
13 L2R & Text2Reward — first principles2023
The germ of the idea: an LLM has seen millions of lines of robotics code; it knows what "distance to goal," "joint smoothness," "contact penalty" look like in Python. Hand it a natural-language task description and the environment's Pythonic state spec, and it can produce a candidate reward function in seconds. Two 2023 papers — Language-to-Reward (L2R) at Google DeepMind and Text2Reward at HKU/NTU — both arrive at this idea concurrently with slightly different framings.
Text2Reward's pipeline is direct. The user provides (1) a task description in English and (2) a "Pythonic" representation of the environment — class names, attributes, helper functions. GPT-4 emits a dense reward function in Python. The function is plugged into the simulator; PPO runs; if the policy fails, a human gives a one-sentence critique ("the cube is being pushed off the table") and GPT-4 rewrites the reward.
user provides:
• task description (English)
• environment Pythonic spec
(class names, state attrs, helpers)
│
▼
┌─────────────────────────────────────────────────────────┐
│ GPT-4 prompt: │
│ "Write a Python reward(env) function for: 'pick │
│ up the cube and stack on the green block.' │
│ Use the Env spec below..." │
└─────────────────────────┬───────────────────────────────┘
▼
candidate reward(env) → Python
│
▼
┌───────────────────────────┐
│ PPO (simulator + new │ train policy
│ reward function) │
└─────────────┬─────────────┘
│ rollout videos
▼
user one-sentence critique
"the cube falls off the table"
│
▼
GPT-4 rewrites reward
│
└─────────► repeat
matches expert-written reward on 13 of 17 manipulation tasks
The headline result: on 13 of 17 manipulation tasks, the LLM-generated reward matches a human-expert-written one — sometimes after zero iterations, sometimes after two or three critique rounds. The structural payoff is large: an entire stage of robot research (reward engineering) compresses from days to minutes, and the resulting reward is symbolic, fast at training time, and inspectable when it breaks.
L2R from Google takes a slightly different angle — instead of producing a free-form Python function, it produces a structured reward template that is fed into an MPC controller, not into PPO. The L2R-style template approach is cleaner when there is a known low-level controller; Text2Reward's free-form approach is more general but produces messier reward functions that are easier to hack. Both papers establish the same point: the LLM is the reward designer, not the reward labeller.
14 Eureka & DrEureka — closing the loop2023 – 2024
Text2Reward needs a human to critique each reward. Eureka (NVIDIA + UPenn, ICLR 2024 Oral) removes the human from the loop entirely: train policies on a population of LLM-generated rewards in parallel, evaluate each in simulation, feed the rollout statistics back to GPT-4, ask for a better population, repeat. This is evolutionary search where the LLM is both the mutation operator and the crossover operator. DrEureka (RSS 2024) extends Eureka to also generate the domain-randomisation parameters needed for sim-to-real.
Eureka's loop:
- Hand GPT-4 the task description and the env source code.
- Ask for K candidate reward functions in parallel (typically K=16).
- Train K policies in IsaacGym simultaneously (this is the part that needs massive GPU parallelism — IsaacGym does it cheaply).
- Score each policy on a task-specific fitness metric. Compute per-component statistics — which term of the reward was the bottleneck, which was hacked.
- Feed all that back to GPT-4 with a "here are the candidates and their fitnesses; please produce a better population" prompt.
- Repeat. Best-so-far reward is the final output.
env source code + task description
│
▼
┌──────────────────────────────────────────────────────────┐
│ GPT-4 → K reward functions (Python) │
└──────────────────────────┬───────────────────────────────┘
▼
┌──────────────────────────────────────────────────────────┐
│ IsaacGym × K (massively parallel sim) │
│ train K policies, one per reward │
└──────────────────────────┬───────────────────────────────┘
▼
per-reward fitness + per-component breakdown
"reward[2] was hacked: dist-bonus dominated"
"reward[7] best fitness 0.82 — close to expert"
│
▼
┌──────────────────────────────────────────────────────────┐
│ GPT-4 prompt: │
│ "Here are K rewards and their fitnesses. │
│ Produce a new population of K better ones, │
│ addressing the per-component issues." │
└──────────────────────────┬───────────────────────────────┘
▼
(back to top, ~5 iters)
beats human-engineered rewards on 83% of 29 RL tasks
across 10 different robot morphologies
The headline number is striking: Eureka beats expert-hand-written reward functions on 83% of 29 tasks across 10 robot morphologies, including a pen-spinning task on a 5-finger dexterous hand that humans had not been able to reward-engineer at all. The structural insight is that the LLM is good at generating reward candidates but not at knowing which are good; coupling it to an outer evolutionary loop that tells it which candidates trained well closes the gap.
The remaining failure is sim-to-real. Eureka's rewards train great policies in simulation; the policies fall over on the real robot because the sim's physics, friction, sensor noise, and visual rendering are subtly off. DrEureka (Ma et al., RSS 2024) fixes this by extending the same loop to also generate domain-randomization parameters alongside the reward — what ranges of friction, mass, contact stiffness, sensor noise to train the policy across. The result: a quadruped trained from Eureka's reward + DrEureka's DR settings transfers to the real Unitree Go1 with zero real-world fine-tuning.
14.1 The Eureka family — quick tour
| Paper | Year | What it adds on top of Eureka |
|---|---|---|
| DrEureka | 2024 | Jointly generates reward + domain-randomisation parameters → sim-to-real transfer on quadrupeds and humanoids. |
| EurekaVerse | 2024 | Generates the environment alongside the reward — curriculum learning where each level is an LLM-synthesized task. CoRL 2024. |
| Auto-MC-Reward | 2024 | Three-LLM-agent loop (Designer / Critic / Analyzer) for Minecraft. CVPR 2024. |
| REvolve | 2024 | Evolutionary LLM reward design with human NL feedback in the loop — tested on autonomous driving and dexterous manipulation. |
| STRIDE | 2025 | Agentic reward design for humanoid locomotion — 2.5× over Eureka on the same tasks. |
Two answers to the labelling problem
Parts IV and V are not in competition — they are complementary answers to disjoint slices of the problem. The VLM-as-reward line of Part IV works on raw pixels, on real robots, on tasks where no simulator exists; the LLM-writes-the-reward line of Part V works in simulators with source code and produces a deterministic, fast, hackable Python function. Choosing between them is straightforward:
| VLM-as-reward (Part IV) | LLM-writes-reward (Part V) | |
|---|---|---|
| Where the LLM/VLM is consulted | Every step of training (online) | Once at design time (offline) |
| Output of the consultation | Scalar reward / preference / value | Python function |
| Needs env source? | No — works on raw pixels | Yes |
| Calibration | Per-prompt drift, hackable | Symbolic, exact |
| Inference cost at RL time | VLM call per frame / pair | Negligible (just runs Python) |
| Best for | Real-robot tasks, ambiguous goals, language-conditioned | Sim-trained policies, dexterous manipulation, sim-to-real |
By 2025 most production-style robot learning setups use both: Eureka or DrEureka for the simulator-side reward, and a VLM-based RM (like ReWiND or RoboReward) for evaluating real-robot rollouts and for downstream RLHF fine-tuning. The two families converge in Part VI.
By 2025 the prompted-VLM ceiling is visible: calibration drifts across prompts, costs add up, and tasks with subtle stage structure (pour, fold) defeat zero-shot scoring. Four parallel responses define the current frontier — each one solving a different residual failure of Part IV.
15 ReWiND & SARM — fine-tuned, dense, language-conditioned2025
The structural move: stop prompting a frontier VLM and start training a smaller one on robot-specific reward data. This trades zero-shot generality for calibration, latency, and dense temporal signal. ReWiND (USC LIRA, CoRL 2025 Oral + RSS Best Paper) and SARM (Stanford/Berkeley, 2025) are the two cleanest representatives — and both ship as drop-in LeRobot integrations, which is rare for research code.
ReWiND's defining trick is a near-free way to generate failure data. The supervision problem with learned reward models has always been class imbalance: you have lots of successful demos and almost no labeled failures. ReWiND points out that any video played backwards is, with high probability, a labelled failure for the same task — the gripper releasing the cup is "picking it up"; closing the drawer is "opening it." Train a video-language transformer on the union of (forward, success) + (reverse, failure) data, and the resulting RM learns to penalize trajectories that move away from the goal as well as reward those that move toward it.
┌─────────────────────────────────────────────────────────┐
│ small demo set per task (~20 successful videos) │
└────────────────────────┬────────────────────────────────┘
│
┌─────────────┴──────────────┐
▼ ▼
(forward, success) (reversed, failure)
label = "doing X" label = "doing X"
target reward = ↓
└─────────────┬──────────────┘
▼
┌─────────────────────────────────────────────────────────┐
│ video-language transformer r_φ(video, lang) │
│ trained to predict dense progress + final outcome │
└────────────────────────┬────────────────────────────────┘
│
▼
dense reward + success score
│
▼
┌─────────────────────────────────────────────────────────┐
│ downstream RL (PPO / GRPO) or best-of-N verifier │
│ bimanual setup: 5× real-world gain vs baselines │
└─────────────────────────────────────────────────────────┘
The headline real-world result is a 5× success-rate gain on bimanual manipulation tasks against the strongest baseline (a fine-tuned LIV variant). The structural reason it works is that the reverse-aug data fixes the gradient: a regular video-RM trained only on successful demos can't tell the policy which way is downhill because it has never seen a failure to learn from. Reverse-aug fills that gap for free.
ReWiND's place in the arc: it is the moment specialised, fine-tuned, robot-only reward models become competitive with prompted frontier VLMs on real manipulation. The frontier-VLM line continues (GVL still wins at zero-shot breadth), but for any single task family with a small demo set, a fine-tuned ReWiND-style model is the new default.
SARM addresses a different residual problem: long-horizon, multi-stage tasks (folding a T-shirt, setting a table) where the duration of each stage varies from one episode to the next. A monolithic progress predictor (GVL-style or ReWiND-style) fits the average duration and is then wrong on every episode that deviates. SARM trains a two-headed video transformer that emits both (a) the current stage label and (b) the within-stage progress — both supervised from a small set of stage-annotated demos.
The clean contribution is the LeRobot integration — SARM ships as a first-party reward provider you can drop into any LeRobot policy training loop, which makes it the easiest fine-tuned video RM to actually use as of 2025. Combined with the ReWiND-style reverse-augmentation trick, it is currently the strongest open recipe for long-horizon real-world tasks.
16 Robometer / LRM / RoboReward — the RewardBench moment for robots2026
A 2026 trio that, taken together, do for robots what RewardBench did for LLMs in 2024: they make reward models a benchmarked, leaderboard-able category with a clear notion of "this RM is better than that one." The structural shift is from "a reward model that helps train one task" to "a general-purpose verifier you can drop in over any VLA, any task, any embodiment".
Robometer is in many ways the first paper that treats robot reward modelling as a data problem rather than an architecture problem. The team assembles RBM-1M — over a million robot trajectories spanning multiple embodiments, lighting conditions, tasks, and crucially including failures and suboptimal episodes. The model is a pretrained VLM head with two training objectives:
- Frame-level progress — dense per-frame value, GVL-style but learned from data rather than prompted.
- Trajectory-level preference — Bradley-Terry head over pairs of full trajectories.
Trained on both objectives jointly, the model learns from successful, suboptimal, and failed trajectories alike — the second objective gives signal even when both trajectories in a pair are unsuccessful (one was less bad). Performance on the companion RoboReward-Bench and on real-robot RL fine-tuning is well above prior fine-tuned RMs.
Two siblings extend the same line in 2026:
- LRM (Large Reward Models) — Tsinghua + collaborators. Qwen3-VL 4B/8B trained on 24 sources including Open X-Embodiment and HOI data. Designed specifically to be plugged into online closed-loop RL fine-tuning; reports +13 pp real-robot success in 30 RL iterations.
- RoboReward 4B / 8B — also Qwen3-VL backbone, trained on 45k scored episodes from OXE + RoboArena. Ships RoboReward-Bench, the first leaderboard for robot RMs across 22 VLM baselines. Notably beats GPT-5 and Gemini-Robotics-ER on real-robot tasks.
The three together are the "RewardBench moment" for robotics: a benchmark, a public model family, and a paper that demonstrates scaling-and-curation beats clever architecture. The same shape of result that Skywork-Reward-V2 produced for LLMs in 2025.
16.1 RoVer — RM as a test-time VLA verifier
A close cousin worth mentioning: RoVer (arXiv 2510.10975, 2025) takes the same trained-RM idea and uses it not for training but for test-time best-of-N over a frozen VLA. At inference, sample K action candidates from OpenVLA / π0 / RDT, score each with RoVer, execute the best. This is the robot analogue of the "PRM as verifier" pattern in math reasoning (§2 of the companion survey). It is the cheapest way to get reward-model value with no policy training at all.
17 World-model reward — V-JEPA 2 and RoboScape-R2025 – 2026
A fundamentally different bet: stop training the reward model as a separate object. Instead, train a world model — a function $p_\psi(o_{t+1} \mid o_{1:t}, a_t)$ — and let the world model implicitly define the reward. Two flavours: (a) a value head on top of the world model's latent (V-JEPA 2), and (b) an intrinsic reward derived from world-model prediction error or disagreement (RoboScape-R, VIPER's spiritual heir).
V-JEPA 2 is a self-supervised video encoder trained on 1M+ hours of internet video plus 62 hours of robot video with the JEPA (joint-embedding predictive architecture) objective — predict future-frame embeddings from past-frame embeddings, without reconstructing pixels. The trained encoder doubles as a value function: latent distance between the current frame and a goal-frame embedding is a usable, dense, zero-shot reward.
┌────────────────────────────────────────────────────────────┐
│ pretrain on 1M+ hours internet video + 62h robot │
│ │
│ JEPA objective: │
│ enc(o_{t+1..}) ≈ predictor(enc(o_{..t})) │
│ in latent space, masked-prediction style │
└─────────────────────────┬──────────────────────────────────┘
▼
┌────────────────────────────────────────────────────────────┐
│ V-JEPA 2 latent encoder z_t = enc(o_t) │
└─────────────────────────┬──────────────────────────────────┘
│
┌────────────────────┼─────────────────────┐
▼ ▼ ▼
z_goal z_current z_imagined_rollout
(target frame) (now) (under policy)
│ │ │
└───────┬────────────┘ ▼
▼ value head
r = − d(z_goal, z_current) V(z_imag) → score
(dense reward) (rollout in latent)
│ │
▼ ▼
RL agent / verifier latent MPC planning
zero-shot transfer to new robots, new labs, new tasks
Two structural properties make V-JEPA 2 the most credible "world-model-as-reward" candidate so far:
- Scaled pretraining. 1M+ hours of video is large enough that the latent encodes generic physical intuition — object permanence, contact, support. The value signal generalizes across embodiments and labs that the model has never seen, in a way no per-task RM does.
- Latent rollouts at test time. The companion V-JEPA 2-AC adds an action-conditioned predictor on top of the encoder, enabling latent-space MPC — imagine K candidate action sequences, roll each one in latent, pick the one with the best terminal $V$. The reward, the value function, and the world model are the same object.
What V-JEPA 2 is not: it is not a turnkey policy. The reward signal is sometimes noisy on tasks where the goal can't be cleanly described as a target frame embedding (compliant pouring, force-aware contact). And the model is heavy — running it as the reward on every RL step is the expensive end of the spectrum.
17.1 RoboScape-R — intrinsic reward from world-model disagreement
A different angle on the same theme: RoboScape-R (arXiv 2512.03556, late 2025) trains an embodied world model and derives the reward from state-transition disagreement — frames where the world model predicts confidently but turns out to be wrong are surprising, and surprise drives exploration. The objective is "intrinsic" in the curiosity-driven RL sense, but with a foundation-model world model rather than a small ensemble. Reports +37.5% out-of-distribution performance gains. The conceptual ancestor is VIPER (§11); the structural difference is that RoboScape-R derives reward from the world model's own dynamics rather than from expert-video likelihood.
The deeper lineage RoboScape-R is reviving is the intrinsic-motivation family of classical deep RL — ICM (Pathak 2017, inverse-dynamics prediction error), RND (Burda 2018, prediction error vs a fixed random network), Disagreement (Pathak 2019, ensemble forward-model variance), and Plan2Explore (Sekar 2020, disagreement on a world model) — all of which produce reward from "surprise" alone. These work well on Atari and exploration benchmarks but were never strong as the sole reward for manipulation, because manipulation tasks need directed surprise (the surprise of inserting a peg, not the surprise of dropping it). RoboScape-R is the first paper that makes this lineage competitive on real-robot tasks, by routing the surprise signal through a foundation-model world model that already knows what "ordinary" manipulation looks like.
18 GRAPE — RLHF directly on a VLA2025
The last move of the current era: close the loop. Take an already-trained VLA (OpenVLA, π0), apply DPO-style preference alignment on real-robot trajectories. The reward model is implicit (DPO bakes it into the policy update); the preferences come from VLM-generated stage constraints rather than human labels. The result is the cleanest open recipe for "RLHF for robots" — RM design and policy fine-tuning are now one operation.
A precursor worth naming: Q-Transformer (Chebotar et al., DeepMind, 2023) put an autoregressive Q-function over discretised action tokens directly on top of a VLA backbone — the original "VLA with critic." It is not RLHF (the reward signal is offline scalar success, not preference) but it establishes the architectural pattern that 2025 critic-head papers (CO-RFT, Q-chunking, ConRFT) all extend. GRAPE's DPO-implicit-reward route and Q-Transformer's explicit-critic route are the two main forms of "RL fine-tuning a VLA" in 2025.
GRAPE's loop:
- Start from a pretrained VLA (OpenVLA-7B).
- Roll out many trajectories on real / sim tasks. Sort each trajectory into success vs failure via a VLM-generated stage-constraint check.
- Construct (good, bad) trajectory pairs.
- Apply DPO: update the VLA so it raises log-likelihood of good trajectories relative to bad ones, regularised against the pretrained reference policy.
- Repeat.
┌────────────────────────────────────────────────────┐
│ pretrained VLA π_ref (OpenVLA-7B) │
└──────────────────────┬─────────────────────────────┘
│ rollouts
▼
many trajectories on tasks
│
▼
┌────────────────────────────────────────────────────┐
│ VLM evaluator → per-stage constraints │
│ "did the gripper close around the cup?" │
│ "was the cup placed on the table?" │
└──────────────────────┬─────────────────────────────┘
▼
(good trajectory, bad trajectory) pairs
│
▼
┌────────────────────────────────────────────────────┐
│ DPO update on the VLA: │
│ raise log-π(good) − log-π(bad) │
│ with KL regulariser to π_ref │
└──────────────────────┬─────────────────────────────┘
▼
new policy π_θ
│
└─────► (back to rollouts)
no explicit reward model — DPO absorbs it into the policy
The shape of this loop is structurally the same as IPL (§8) — preferences in, no explicit reward model, policy updates directly. The pieces that are new in 2025: the policy is a 7B-parameter VLA (not a small MLP); the preferences come from a VLM evaluator (not a human); the stage-constraint formalism gives the VLM something concrete to check against rather than an open-ended "is this good." The result is a real-world preference-aligned VLA without any human in the loop after pretraining.
GRAPE is the meeting point of every line in this document. The reward model (from Part III) is implicit in the DPO loss. The labeller (from Part IV) is a VLM, not a human. The policy (from the VLA literature) is itself the pretrained foundation model. Every component of the loop has been replaced by a foundation model, and the result trains in a few hundred GPU-hours. This is what the hand-built-reward era became, after thirty years of replacing each component with a learned one.
Four answers to "what does a reward model look like in 2026?"
| Fine-tuned dense RM | Trained verifier | World-model value | RLHF on VLA (no RM) | |
|---|---|---|---|---|
| Representative | ReWiND, SARM | Robometer, LRM, RoboReward, RoVer | V-JEPA 2-AC, RoboScape-R | GRAPE |
| When called | Per frame at training time | Per trajectory at test or training | Per latent-rollout step | Once per DPO update |
| What it provides | Dense, language-conditioned reward | Trajectory / step score | Latent value, latent rollouts | Implicit reward via preference |
| Best for | Per-task-family RL fine-tuning | Best-of-N over a frozen VLA; benchmarking | Cross-embodiment transfer, latent MPC | Aligning an already-trained VLA |
| What it left | Per-task-family scope | Real-world eval is still small-scale | Heavy at inference; awkward for non-frame goals | All of DPO's pathologies |
None of these is a winner. They cover different operating points along the same axis: how much do you want to train, how much do you want to verify, and where do you want the foundation model in the loop? A serious 2026 robot stack will use several of them — Eureka-style for sim reward, a Robometer-class verifier for episode scoring, ReWiND-style for per-task RL fine-tuning, and GRAPE-style for final preference alignment of the deployed VLA.
Three closing sections — the historical throughline that ties every previous Part together, the open problems that none of these models solve yet, and a curated reading list.
19 The throughline — one bottleneck moving down the chainretrospective
There is exactly one story this document tells, and it is worth saying clearly. Every generation of robot reward model has been forced into existence by the labelling bottleneck of the previous generation. The bottleneck moves, but it never goes away.
| Generation | Era | Where the supervision came from | What broke it |
|---|---|---|---|
| Engineered shaping | 1990s–2010s | Engineer writes Python | Compositional tasks; reward hacking; can't shape what you can't measure |
| VICE, IRL | 2010s | Goal images / expert trajectories | Per-task collection effort; nested RL inner loop; underdetermined $r$ |
| PbRL (Christiano '17, PEBBLE) | 2017–2023 | Human pairwise preferences online | Human-in-loop can't scale to fleets / many tasks |
| Video-pretrained value (TCN, R3M, VIP, LIV) | 2017–2023 | Self-supervised on internet / egocentric video | Goal-image / language interface limited; visual-only goals |
| VLM-as-reward (MineCLIP, RoboCLIP, RL-VLM-F, GVL) | 2022–2025 | Pretrained VLM, prompted | Calibration drift; cost; weak temporal signal |
| LLM-writes-reward (Eureka, DrEureka) | 2023–2025 | LLM emits Python at design time | Needs env source; doesn't help on raw-pixel real-robot tasks |
| Fine-tuned dense RM (ReWiND, SARM) | 2025 | Curated demo set + reverse-aug failures | Per-task-family scope |
| Trained verifier + RoboReward-Bench (Robometer, LRM, RoboReward) | 2026 | Large multi-source trajectory dataset (RBM-1M) | Independent replication still pending |
| World-model reward (V-JEPA 2-AC, RoboScape-R) | 2025–2026 | 1M+ hours internet video, self-supervised | Goal-frame format awkward for non-visual goals |
| RLHF on VLA (GRAPE) | 2025 | VLM-evaluated stage constraints + DPO | DPO pathologies; VLM evaluator errors propagate |
Each generation moves the supervision signal from a more expensive source (engineer, demonstrator, human labeller) to a cheaper one (CLIP, GPT-4V, fine-tuned VLM, world model) — and inherits a new failure mode in the process. The frontier is always one bottleneck away from being solved.
20 Open problems — what 2026 hasn't fixedforward look
A short list, in rough order of how much they're holding the field back:
- Force, contact, and compliance are not in the reward signal.Every RM in this document looks at visible state — images, videos, language. None of them score "the agent applied 3 N too much force at the contact" or "the wrist was 5° too stiff." Tasks where the difference between success and failure is force-driven (pouring without spilling, grasping a deformable object, contact-rich assembly) are systematically under-served. This is the gap the "force-aware RM" subfield will fill — see the manipulation plan doc for the related policy-side story.
- Reward models don't know they're wrong.RewardDance's scaling-law study is the first serious look at how reward variance behaves as RMs scale — but uncertainty estimation, OOD detection, and "the RM should refuse to score this" remain mostly absent. The 2026 trio (Robometer / LRM / RoboReward) are confident-by-default; reward hacking will hit them hard the moment they're deployed in scale.
- The benchmark moment isn't really here yet.RoboReward-Bench is a start, but it covers a tiny fraction of what RewardBench does on the LLM side. We need benchmarks for: dexterous hands, deformable objects, multi-stage tasks, contact-rich tasks, and cross-embodiment generalization. Without them, every new RM paper reports favorable numbers on its own slice.
- Cross-embodiment transfer of $r_\phi$ is mostly unsolved.A reward model trained on Franka data degrades sharply on UR5 or Allegro. V-JEPA 2 is the closest to embodiment-agnostic — but its goal-image interface is still per-embodiment. A 2026 robot RM that runs the same way on twenty different morphologies does not yet exist.
- No good story for very long horizons.SARM gets to dozens-of-stage tasks (fold a T-shirt). Nothing on the public list handles "tidy the kitchen for 30 minutes" — that needs reward decomposition, hierarchical RMs, and probably an explicit task-graph signal that no current foundation model emits cleanly.
- RLHF-on-VLA is fragile.GRAPE is the cleanest open recipe, but it inherits all of DPO's known pathologies (overconfidence collapse, reward-gap explosion) plus the propagation of VLM-evaluator errors into the policy. The robot-side analogue of "the o3 over-optimisation post" (Lambert, 2025) is being written right now — expect 2026 papers documenting concrete failure cases.
21 Resourcesreading list
Curated; biased toward newer work. The flat catalogue (with every entry's link, GitHub, training source, etc.) lives in the companion survey table.
21.1 Surveys
- A Comprehensive Survey of Reward Models (Apr 2025) — general taxonomy across LLM, robotics, and multimodal.
- A Survey on RL of Vision-Language-Action Models (Nov 2025) + the companion Awesome-RL-VLA list — the right entry point for the robot side.
- Large VLM-based VLAs for Manipulation (Aug 2025) — VLM-RM shaping covered as a core dimension.
- World Model for Robot Learning (2026) — value / reward heads on world models.
21.2 Keystone papers from this doc
| Year | Paper | Where it fits |
|---|---|---|
| 2017 | Deep RL from Human Preferences | §6 — Founded PbRL |
| 2019 | VICE | §4 — Sparse success classifier |
| 2021 | PEBBLE | §7 — Practical PbRL |
| 2022 | MineDojo (MineCLIP) | §9 — First VLM-as-reward at scale |
| 2022 | VIP | §10.3 — Pretraining loss IS a value function |
| 2023 | LIV · RoboCLIP | §10 — Crossover to real robots |
| 2023 | VIPER | §11 — Video prediction as reward |
| 2024 | Eureka · DrEureka | §14 — LLM writes the reward |
| 2024 | RL-VLM-F | §12.1 — VLM as preference labeller |
| 2025 | GVL | §12.2 — VLM as value |
| 2025 | ReWiND | §15 — Reverse-aug failure data |
| 2023 | Q-Transformer | §18 — VLA with critic (precursor) |
| 2025 | GRAPE | §18 — RLHF on a VLA |
| 2026 | V-JEPA 2 | §17 — World-model value |
| 2026 | Robometer · RoboReward · LRM | §16 — The RewardBench moment |
21.3 Blog posts & lab pages
- OpenAI — Faulty Reward Functions in the Wild — the canonical reward-hacking story (§3).
- OpenAI — Learning from Human Preferences — the original blog accompaniment to Christiano '17.
- NVIDIA — Eureka — accessible overview of LLM reward design.
- RAI Institute — CoRL 2024 round-up — surveys the reward-learning-from-language-feedback wave.
- Robohub — ReWiND interview — first-person walk-through of §15.
- Interconnects — o3, over-optimization is back — the LLM-side reward-hacking discussion that the robot side is about to inherit.
21.4 Related docs in this collection
- Reward Models — Survey table — flat catalogue, ~90 models across robotics / LLM / PRM / vision, with links and one-line comments.
- VLA — from policies up — the policy-side companion: ACT, Diffusion Policy, π0, OpenVLA, etc. The story this document is the reward-side complement to.
- Manipulation strategy plan — the practical-deployment side: which methods to actually run, with hardware and timelines.