Jianqi Zhang, Xingyu Zhang, Zeen Song +3cs.LG cs.AI
Time series forecasting (TSF) plays an important role in a wide range of real-world applications. Recently, time series foundation models (TSFMs), pretrained on large-scale datasets, have demonstrated strong generalization capabilities and emerged as an important paradigm for TSF. Reinforcement learning (RL) post-training has consequently attracted growing attention as a means of further improving their performance on downstream tasks. However, we find that, in certain forecast regions, RL post-training may gradually shift the output distributions of TSFMs away from the ground truth, thereby limiting their performance. We refer to this phenomenon as \textbf{suboptimal collapse}. Our analysis suggests that difficulty in initially sampling high-quality trajectories near the ground truth is an important contributing factor to suboptimal collapse. To address this issue, we propose Ground-Truth Neighborhood Regularization (GTN-R) for RL post-training of TSFMs. GTN-R uses the ground truth as a reference for locating high-quality regions and guides the model's probability mass toward the ground-truth neighborhood. This increases the probability of sampling high-quality trajectories, mitigates suboptimal collapse, and improves performance. Moreover, GTN-R can be flexibly integrated into various RL methods for TSFMs. Extensive experiments show its effectiveness.
Reinforcement learning (RL) provides a framework for sequential decision making under explicit objectives. In its classical form, RL studies how an agent should act to maximise long-term reward in a dynamic environment. In richer settings, the problem extends beyond a single agent and fixed environment: intelligent behavior may require strategic interaction, adaptation to uncertainty, and reasoning over high-dimensional worlds. This thesis studies RL from two perspectives: algorithms in games and RL in the era of foundation models. The first part focuses on multi-agent RL in games. It examines how incentives, policies, and equilibrium concepts interact in competitive and general-sum environments, spanning two-player zero-sum games, large-scale video games, and multi-player settings with general structure. These works investigate learning in multi-agent systems and the behavior of RL methods in interactive environments. The second part studies RL with generative and foundation models, motivated by the idea that prior knowledge can enrich sequential decision making. Pretrained generative models and learned world models serve as representation tools and structured priors for planning, control, and policy optimization. The thesis develops diffusion-based world models, investigates RL for efficient video generation, explores generative models as policy classes, and studies interactive video world models in which actions shape future observations. It also addresses long-horizon modeling through architectures with memory. Together, these contributions present a unified view of RL as objective-driven adaptation in complex sequential domains. From strategic games to generative world models, the thesis highlights how RL connects decision making, environment modeling, and emerging foundation-model capabilities, offering a broader perspective on the principles underlying intelligent behavior.
Foundation models for language and vision are powered by internet-scale data, while structured domains (tabular prediction, time-series forecasting, graph learning, reinforcement learning) are not. The substitute is synthetic data, which shifts the burden from collection to prior design. Such priors already exist for many structured tasks: TabPFN and its successors solve tabular classification with a transformer pretrained on a synthetic Bayesian prior. We make two points. \textbf{First}, reinforcement learning is the conspicuous gap: sampling a synthetic MDP is as feasible as sampling a synthetic tabular dataset, yet no in-context RL work treats prior design as a primary objective. \textbf{Second}, MDPs admit a fixed-size sufficient statistic, independent of the episodes observed and tabular in shape, which makes them directly amenable to the attention-based architectures used for tabular foundation models, with a policy head replacing the supervised target. Together these define the agenda for an RL foundation model. As a proof of concept, we train one model entirely on synthetic MDPs and show that, with no task-specific tuning, it solves held-out tabular benchmarks in context, both online and offline: online, in far fewer episodes than UCB-VI and tabular Q-learning, and offline, competitively with VI-LCB.