Reinforcement learning (RL) is used to improve the reasoning abilities of LLMs, while training data span heterogeneous tasks. However, most RL post-training pipelines rely on fixed or manually designed task mixtures, even though task usefulness changes as training progresses. Online curriculum methods often define learnability by update magnitude, ignoring whether the update translates into reward gains, which can misallocate rollout budget toward tasks with large but ineffective updates. We propose PAC, a Progress-Augmented Advantage Curriculum for multi-task RL of LLMs that combines two task-level signals: advantage-derived learnability, which measures the magnitude of the policy update a task can induce, and recent reward gains, which show whether those updates have improved task performance. A Bayesian Thompson Sampling controller uses these signals to allocate rollouts across tasks during GRPO training. We evaluate PAC under two settings: a multi-level reasoning setting and a multi-domain reasoning setting. PAC improves sample efficiency and final performance: it reaches comparable validation scores with fewer rollout steps and achieves higher final averages than random sampling and advantage-based curriculum baselines in both settings. These results show that jointly tracking advantage signals and actual reward gains yields an effective online curriculum for LLM post-training.
Muhammad Qasim Elahi, Murat Kocaoglu, Mahsa Ghasemics.LG cs.AI
Causal bandits exploit structural relationships among variables to share information across interventions and accelerate the identification of high-reward decisions. In many applications, however, some variables cannot be directly manipulated, even though they influence the reward and provide useful information about the underlying causal system. We study contextual causal bandits with non-manipulable variables, where context variables are observed before action selection and additional variables are observed after each intervention. Assuming a known causal graph without latent confounding, we adopt a Bayesian formulation in which the conditional probability tables of the observational distribution constitute the unknown parameter. This representation allows observations collected under one intervention to update reward estimates for other interventions through their shared causal mechanisms. We develop causal variants of Thompson Sampling and Information-Directed Sampling (IDS) for this setting. For Thompson Sampling, we establish an entropy-dependent sublinear Bayesian regret bound. For IDS, we derive an entropy-dependent regret bound that explicitly quantifies the additional error introduced by Monte Carlo approximation of the expected regret and information gain; when these quantities are available exactly, the bound recovers the standard sublinear IDS rate. We further provide high-probability confidence bounds for the Monte Carlo estimates used by the algorithm. Experiments on several synthetic causal bandit tasks show that the proposed methods outperform causal and non-causal baselines by more effectively exploiting information shared across interventions.
Bayesian Optimization (BO) generally begins with an initialization phase: a batch of $n_0$ uninformed evaluations. The choice of $n_0$ remains largely heuristic, and we empirically observe that the total cost (random initial points plus BO iterations needed to find the global optimum) is U-shaped in $n_0$, i.e., a practitioner wastes resources by selecting either too low or too high a value of $n_0$. We find this tradeoff persists across MLE, Bayesian MCMC, and exact GP hyperparameters, as well as across acquisition functions. Toward the latter, Thompson Sampling appears an exception, with both total cost and simple regret essentially $n_0$-agnostic, though higher in our experiments. We attribute this U-shape to the known boundary issue of variance-driven BO: BO burns early budget on corners of the hypercube before turning inward. We demonstrate this effect using a 3D BO trajectory where the exact hyperparameters are known. We conclude with practical recommendations: use multi-step lookahead BO where possible; otherwise use Thompson Sampling when $n_0$ cannot be tuned, and a generously large $n_0$ when it can.
Zelin He, Haotian Lin, Boran Han +6cs.AI cs.LG stat.ML
Agentic reinforcement learning (RL) enables LLM agents to improve continuously from environment rewards, yet the resulting policies do not systematically accumulate reusable strategies that generalize across tasks. Modular skills can provide such reusable strategies, yet existing skill-augmented RL methods decouple skill creation from policy optimization, risking adopting skills that conflict with the evolving policy. Inspired by Anthropic's Skill Creator, we introduce ReSkill, an RL-in-the-loop skill creation framework that reconciles skill evolution with policy learning. ReSkill exploits the group-wise structure of GRPO to naturally embed three mechanisms with only marginal additional overhead: (1) an assertion-driven skill creator that diagnoses failures from past experience and proposes conditional, trigger-based skill revisions; (2) within-group rollout sampling that enables controlled comparison of skill versions, capturing which version best supports the policy's ongoing learning; and (3) Thompson Sampling with adaptive discounting to balance exploration and exploitation in skill version selection as the policy evolves. Across several domains, ReSkill consistently outperforms existing memory and skill-based RL methods, with the largest gains on unseen tasks. Analysis of the skill lifecycle shows skills being automatically created, tested, refined, and pruned as the policy improves, demonstrating reconciled skill-policy co-evolution.