VLM-AR3L: Vision-Language Models for Absolute and Relative Rewards in Reinforcement Learning
Proceedings of the Thirty-Fifth International Joint Conference on Artificial Intelligence. Main Track. Pages 980-988.
https://doi.org/10.24963/ijcai.2026/110
Keywords
- Machine Learning: Learning preferences or rankings
- Computer Vision: Embodied vision: Active agents, simulation
- Machine Learning: Partially observable reinforcement learning and POMDPs
- Machine Learning: Reinforcement learning
- Machine Learning: Foundation models
Abstract
Designing effective reward functions remains a major challenge in reinforcement learning (RL), particularly in open-ended environments where task goals are abstract and difficult to quantify. In this work, we present VLM-AR3L, a framework that leverages Vision-Language Models (VLMs) to provide both absolute and relative rewards for RL. VLM-AR3L interprets an agent’s visual observations in the context of a natural language task goal, and learns both absolute and relative rewards from VLM-generated preference labels. The absolute reward model predicts scalar evaluations for individual states, while the relative reward model compares consecutive observations to infer progress or regression toward the task goal. Their integration combines the stability of state-based evaluation with the robustness of comparative supervision. We evaluate VLM-AR3L across benchmarks spanning classic control, manipulation, and open-world embodied tasks, with a particular focus on Minecraft given its visual complexity and long-horizon decision-making requirements. Experimental results show that VLM-AR3L consistently outperforms prior VLM-based reward learning methods. Videos and code are available on the project website: https://vlm-ar3l.github.io/.
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1 Introduction
Designing effective reward functions remains a major challenge in reinforcement learning (RL) [Laud, 2004; Leike et al., 2018; OpenAI, 2019; Gupta et al., 2022]. This challenge is especially pronounced in open-ended or visually complex environments, where task goals are often abstract and difficult to specify precisely. For example, in open-world environments such as Minecraft, agents are often assigned high-level goals (e.g., "build a shelter") that require long-horizon planning and semantic understanding, while intermediate states provide little explicit reward signal. As a result, hand-crafting reward functions in such settings is typically impractical, due to ambiguous objectives, sparse feedback, and the absence of privileged state information. To address this bottleneck, recent approaches have explored leveraging large pre-trained models as sources of reward, enabling agents to learn from high-level task descriptions or multimodal alignment signals.
Large language models (LLMs) have been shown to provide structured code or textual feedback for RL agents in text-based or programmatic settings. However, these methods often rely on privileged state access or handcrafted programmatic interfaces, limiting their applicability in real-world visual domains. When working with visual observations, contrastive vision-language models (cVLMs) such as CLIP are widely used to compute similarity scores between observations and goals for reward shaping. While simple and scalable, these methods typically require task-specific fine-tuning or retraining to be effective across different domains.
To move beyond direct similarity-based alignment, preference-based reward modeling has emerged as a promising alternative. These methods learn reward functions by comparing observation pairs and inferring preferences that are typically obtained from human feedback or large pretrained models. This formulation enables finer-grained feedback and greater robustness in visually diverse or ambiguous environments. For instance, RL-VLM-F [Wang et al., 2024] leverages generative vision-language models (VLMs) to generate pairwise preferences, which are then used to train a reward model that assigns scalar values to individual states. We call this approach absolute reward. However, we observe that absolute reward signals can be inconsistent across training steps (Fig. 1), due to the continual exposure to newly encountered states as training progresses. These inconsistencies, in turn, make long-horizon tasks difficult to optimize. In particular, absolute reward formulations fundamentally collapse in cyclic task structures or under ambiguous state orderings. In these scenarios, progress cannot be uniquely defined by a global state ordering, a limitation illustrated in Fig. 2. To address these limitations, we propose VLM-AR3L (Fig. 3), a framework that leverages VLMs to provide both absolute and relative rewards in reinforcement learning, without requiring fine-tuning or access to privileged internal environment information. Our contributions are as follows:
- Dual-reward Design: We introduce a dual-reward framework that jointly learns absolute and relative reward from VLM-generated preferences, with the relative reward providing robustness to reward inconsistency during training (Fig. 1) and resolving tasks with ill-defined global state ordering (Fig. 2).


- Relative reward modeling: We train a Siamese network with VLM-generated preference supervision to model relative reward, avoiding repeated VLM inference during policy optimization, which substantially reduces computational overhead and improves performance.
- Comprehensive evaluation: We evaluate VLM-AR3L across diverse domains, including structured robotic control and open-ended tasks. VLM-AR3L consistently outperforms prior VLM-based methods and even surpasses carefully human-designed reward functions. We further conduct detailed ablation studies and VLM accuracy analyses to assess the reliability and scalability of our approach.
2 RelatedWork
LLM-based Reward Learning. Recent research has explored the use of large pre-trained models, particularly large language models (LLMs), as reward functions for reinforcement learning agents. LLM-based approaches have demonstrated the ability to generate structured code for downstream training [Ma et al., 2024; Xie et al., 2024; Wang et al., 2023a; Yu et al., 2023; Wang et al., 2023b], or to provide scalar reward signals from textual task descriptions in languageconditioned or text-based environments [Kwon et al., 2023; Du et al., 2023; Chu et al., 2023]. However, many of these methods assume structured environments or require privileged state access, making them difficult to apply in highdimensional, real-world visual domains. Additionally, for many open-ended or complex tasks, it is inherently challenging to specify reward logic in code, particularly when taskspecific abstractions are involved or when full observability is lacking.
CLIP-based Reward Learning. When working with visual observations, a common strategy is to use CLIP-based vision-language models (cVLMs) to compute similaritybased scores between agent observations and language goals, typically via cosine similarity in the shared embedding space [Cui et al., 2022; Rocamonde et al., 2024; Sontakke et al., 2023; Mahmoudieh et al., 2022; Palo et al., 2023; Nam et al., 2023]. While conceptually simple, these scores are often noisy and fragile, exhibiting high sensitivity to the phrasing of goals. To mitigate this, methods such as MineDojo [Fan et al., 2022] and CLIP4MC [Jiang et al., 2024] fine-tune CLIP on domain-specific datasets (e.g., Minecraft videos) to generate denser and more accurate reward signals. Other approaches like LIV [Ma et al., 2023] and FuRL [Fu et al., 2024] propose tailored fine-tuning procedures to enhance reward quality. While these methods reduce dependence on explicit ground-truth reward annotations, they typically require task-specific fine-tuning to capture subtle variations in visual input. Without fine-tuning, CLIP-based methods often fail to provide nuanced or reliable reward signals, limiting their generalization to new tasks or environments.
Preference-based Reward Learning. Beyond similaritybased rewards, recent works explore preference-based reward learning, which uses generative VLMs with multimodal reasoning capabilities, such as Gemini or GPT. A notable direction involves generating preference-based supervision without human labels. For instance, Motif [Klissarov et al., 2023] use LLMs to produce preference labels or intrinsic rewards by comparing model outputs under high-level alignment principles. Extending this paradigm to the visual domain, RLVLM-F [Wang et al., 2024] proposes learning reward functions by querying vision-language models to compare agent observation pairs and generate preference labels, which are then used to supervise reward learning. Several follow-up works further explore the use of VLMs for visual preference modeling and feedback generation in various embodied environments [Venkataraman et al., 2024; Ghosh et al., 2025; Liu et al., 2025]. However, these methods largely adopt absolute reward formulations, which are fundamentally limited in cyclic task structures or under ambiguous state orderings, where a consistent global ordering of states is difficult to define. Motivated by this limitation, we explore a dual-reward formulation that augments absolute rewards with relative rewards, aiming to improve robustness and scalability in complex, open-ended environments.

3 Background
We consider a standard reinforcement learning (RL) setting modeled as a partially observable Markov decision process (POMDP) [Kaelbling et al., 1998], defined by the tuple (S,A, T ,O,R, γ). Here, S denotes the set of environment states, A denotes the set of possible actions, T denotes the (unknown) state transition dynamics, O denotes the observation space, R denotes the reward function, and γ ∈ [0, 1) denotes the discount factor that prioritizes immediate rewards over long-term ones. At each time step t, the agent receives an observation st ∈ O (e.g., an RGB image) and selects an action at ∈ A, which causes the environment state in S to evolve according to T . The objective is to learn a policy π that maximizes the expected cumulative discounted reward over time.
Preference-Based Reinforcement Learning. Our work builds on the framework of preference-based reinforcement learning (pbRL), where agents learn reward functions from pairwise comparisons over trajectory segments or behavior snippets [Christiano et al., 2017; Ibarz et al., 2018; Lee et al., 2021a; Lee et al., 2021b]. In pbRL, a trajectory segment σ typically consists of a sequence of states {s1, . . . , sH}, where H denotes the sequence length of the segment. In this paper, we consider the special case that H = 1, as multi-image or video-based VLM reasoning remains less reliable in complex visual environments. Given a pair of segments (σi, σj), an annotator provides a preference label y ∈ {0, 1,-1}, where y = 0 indicates that σi is preferred, y = 1 that σj is preferred, and y = -1 that the two are equally preferable or incomparable. Given a reward function r over the states, we follow the standard Bradley-Terry model [Bradley and Terry, 1952] to compute the preference probability of a pair of segments:
The reward model is then trained by minimizing a crossentropy loss over a dataset of annotated preferences:
where θ denotes the learnable parameters of the reward model.
In typical pbRL, the reward model and policy are trained iteratively: the reward model is updated using newly collected preference annotations, and the policy is optimized with standard RL algorithms using the learned reward model.
4 Method
Fig. 3 illustrates the overall architecture of the proposed VLM-AR3L framework. The training process consists of two intertwined pipelines: (1) reward model training and (2) policy learning. In the reward model training phase, observation pairs (σi, σj) are sampled from the agent's replay buffer, along with a high-level language goal g. Each triplet (σi, σj, g) is passed to a frozen VLM, which outputs a preference label y indicating which observation better reflects progress toward the goal. These preference labels are used to supervise the training of both an absolute reward model and a relative reward model. During policy learning, the absolute reward model assigns state-based evaluations to the current observation st, while the relative reward model estimates progress by comparing the current observation st with a previous observation st-k, jointly providing dense and informative reward signals at each timestep. These signals guide the agent's policy updates using standard reinforcement learning algorithms, eliminating the need for hand-crafted rewards or privileged state information.
4.1 Absolute RewardModel
Absolute reward models assign scalar values to individual states, where higher scores reflect states that are closer to the goal. As illustrated in Fig. 1, this state-based formulation provides a stable evaluation signal when a global ordering over the state space is well-defined, as each state is mapped to a fixed reward value independent of the agent's trajectory.
Given a parameterized absolute reward function F abs ψ over the states, the model outputs a scalar reward value for each state following the formulation in Eq. (1):
where rψ(st) ∈ R denotes the absolute reward assigned to state st. The absolute reward at time step t is then given by:
4.2 Relative RewardModel
In contrast to the absolute reward model, the relative reward model evaluates progress between pairs of states. This design reduces reliance on a global understanding of the task space and improves robustness in partially observable or long-horizon scenarios. When new states are introduced and the reward models are updated, the relative reward of previously seen transitions remains stable. In contrast, absolute reward often suffers from instability, where earlier states may receive drastically different scores due to shifts in global normalization or value scaling (Fig. 1). Such robustness is especially beneficial in long-horizon settings, where consistent reward signals are essential for learning.
To implement the relative model, we employ a Siamese neural network [Bromley et al., 1993] to learn a relative function F rel ϕ . Given a pair of states (si, sj), the network outputs the preference probability:
The relative model is trained using the same loss defined in Eq. (2).
During policy learning, the relative model aims to assess whether a transition indicates progress toward the goal g. To improve the model's sensitivity to meaningful changes, particularly when consecutive observations are highly similar, we introduce a temporal offset k ≥ 1 and compare the current observation st with a past observation st-k. To ensure the reliability of the model's predictions, we apply a symmetric confidence check. Specifically, a positive reward is assigned only if the model's confidence in preferring st over st-k exceeds a threshold τ, and the reverse prediction also indicates that st-k is not preferred over st with confidence exceeding τ. This bidirectional check ensures both strong and consistent preference. Formally, the relative reward at time step t is computed as:

4.3 Dual-Reward Design
Absolute and relative reward models offer complementary perspectives, balancing their individual strengths and weaknesses. Absolute rewards provide stable, state-based evaluations when a global ordering of the state space is well-defined, whereas relative rewards offer robust, transition-level supervision that remains reliable in cyclic, long-horizon, or partially observable settings. Motivated by this complementarity, we combine both reward signals to guide policy learning. The dual-reward is computed as:
where α is the weighting coefficient for the absolute reward signals, and both absolute and relative rewards are normalized to the same bounded range. Although the framework learns two reward models, both are trained using a single shared VLM querying pipeline.
5 Experiments
5.1 Setup
Environments and Tasks. To assess the proposed VLMAR3L, we conduct evaluations on ten tasks across four distinct environments (Fig. 4): Cart Pole from Gym [Brockman et al., 2016]; Straighten Rope and Pass Water from SoftGym [Lin et al., 2020]; Soccer, Sweep Into, and Drawer Open from MetaWorld [Yu et al., 2019]; and Combat Spider, Milk Cow, Shear Sheep, and Hunt Cow from MineDojo [Fan et al., 2022]. MineDojo, in particular, features long-horizon, openended tasks built on top of Minecraft. These tasks demand multi-step reasoning, complex object interaction, and semantic goal understanding, thereby posing significant challenges for visual reward learning. Collectively, these benchmarks encompass both structured robotic manipulation and expansive open-world scenarios, facilitating a comprehensive evaluation of VLM-AR3L's generalization and adaptability.
Baselines. We evaluate our approach against several baselines that, like our framework, generate reward functions using only text goals and visual observations, without relying on privileged internal environment state information. In addition, we include oracle baselines using ground-truth rewards to assess whether VLM-generated rewards can serve as practical alternatives to human-designed reward functions.
| Model | Cart Pole | Straighten Rope | Pass Water | Soccer | Sweep Into | Drawer Open | Combat Spider | Milk Cow | Shear Sheep | Hunt Cow |
|---|---|---|---|---|---|---|---|---|---|---|
| Gemini-2.0-Flash [DeepMind, 2024] | 0.91 | 0.82 | 0.70 | 0.87 | 0.87 | 0.84 | 0.82 | 0.78 | 0.80 | 0.76 |
| GPT-4.1-nano [OpenAI, 2025] | 0.66 | 0.81 | 0.65 | 0.60 | 0.81 | 0.65 | 0.64 | 0.62 | 0.66 | 0.66 |
| Phi-3.5-Vision-Instruct | 0.56 | 0.67 | 0.62 | 0.52 | 0.69 | 0.54 | 0.63 | 0.90 | 0.90 | 0.66 |
| MiniCPM-o-2.6 [OpenBMB, 2025] | 0.53 | 0.61 | 0.73 | 0.65 | 0.79 | 0.56 | 0.59 | 0.61 | 0.62 | 0.64 |
| DeepSeek-VL2-Tiny [Wu et al., 2024] | 0.50 | 0.50 | 0.50 | 0.50 | 0.50 | 0.56 | 0.85 | 0.68 | 0.66 | 0.67 |
| Qwen2.5-VL-7B-Instruct [Team, 2025b] | 0.50 | 0.76 | 0.70 | 0.55 | 0.52 | 0.67 | 0.64 | 0.59 | 0.72 | 0.64 |
| InternVL2.5-8B | 0.32 | 0.61 | 0.50 | 0.50 | 0.50 | 0.50 | 0.59 | 0.41 | 0.66 | 0.69 |
| Gemma-3-12b-it [Team, 2025a] | 0.52 | 0.51 | 0.50 | 0.50 | 0.50 | 0.50 | 0.50 | 0.50 | 0.54 | 0.50 |
| CLIP (ViT-L/14@336px) [Radford et al., 2021] | 0.67 | 0.54 | 0.48 | 0.56 | 0.47 | 0.07 | 0.50 | 0.62 | 0.64 | 0.59 |
| MineCLIP (Attn) [Fan et al., 2022] | - | - | - | - | - | - | 0.45 | 0.56 | 0.55 | 0.39 |
| Methods | Cart Pole | Straighten Rope | Pass Water | Soccer | Sweep Into | Drawer Open | Combat Spider | Milk Cow | Shear Sheep | Hunt Cow |
|---|---|---|---|---|---|---|---|---|---|---|
| GT Dense (Oracle) | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 0.99 ± 0.04 | 0.38 ± 0.15 | 0.67 ± 0.25 | 0.58 ± 0.33 |
| GT Sparse (Oracle) | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 0.84 ± 0.10 | 0.37 ± 0.01 | 0.47 ± 0.09 | 0.15 ± 0.13 |
| CLIP | 1.00 ± 0.00 | 1.00 ± 0.00 | 0.00 ± 0.00 | 1.00 ± 0.00 | 0.67 ± 0.47 | 0.33 ± 0.47 | 0.59 ± 0.16 | 0.37 ± 0.00 | 0.40 ± 0.16 | 0.02 ± 0.02 |
| MineCLIP | - | - | - | - | - | - | 0.11 ± 0.09 | 0.31 ± 0.09 | 0.20 ± 0.00 | 0.09 ± 0.08 |
| RL-VLM-F | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 0.53 ± 0.36 | 0.50 ± 0.32 | 0.47 ± 0.38 | 0.29 ± 0.22 |
| VLM-AR3L (Ours) | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 1.00 ± 0.00 | 0.85 ± 0.05 | 0.95 ± 0.00 | 0.70 ± 0.10 | 0.52 ± 0.02 |
- RL-VLM-F [Wang et al., 2024]: A state-of-the-art preference-based method that queries a VLM for pairwise preferences between observations to train a scalarvalued reward function over individual states.
- CLIP [Rocamonde et al., 2024]: A similarity-based method using cosine similarity between CLIP embeddings of the current observation and the language goal for reward shaping.
- MineCLIP [Fan et al., 2022]: A domain-adapted CLIP variant fine-tuned on Minecraft videos, as proposed in MineDojo. Results are not directly comparable to the original paper, as self-imitation learning is omitted to ensure a fair and consistent training protocol across baselines.
- GT Dense Reward (Oracle): Hand-crafted, incremental reward functions based on full access to environment ground truth.
- GT Sparse Reward (Oracle): Binary success/failure signals given only at episode completion.
We exclude FuRL [Fu et al., 2024], RoboCLIP [Sontakke et al., 2023] and CLIP4MC [Jiang et al., 2024] from our comparisons for the following reasons: FuRL relies on privileged reward signals, which falls outside our problem setting; RoboCLIP has been reported to perform poorly under comparable assumptions (as reported in RL-VLM-F); and CLIP4MC does not release its fine-tuned CLIP model, precluding an identical reproduction. For policy optimization, we employ Soft Actor-Critic (SAC) [Haarnoja et al., 2017] for Gym, SoftGym, and MetaWorld tasks, and Proximal Policy Optimization (PPO) [Schulman et al., 2017] for MineDojo tasks, selected based on environment characteristics.
5.2 VLM's Label Accuracy
To assess the reliability of using VLMs as supervision, we evaluate several VLMs on multi-image reasoning across our tasks. For each task, we construct 100 image pairs with balanced pseudo preference labels (a 50/50 split) and prompt each VLM to identify the image that better aligns with the task goal.
Table 1 summarizes the accuracy of the tested VLMs across tasks. This evaluation serves to identify which models are most suitable as automated annotators for learning relative rewards. Gemini-2.0-Flash stands out for its consistently superior performance, achieving over 70% accuracy in all tasks, reflecting its robust multimodal reasoning capabilities. In contrast, GPT-4.1-nano underperforms relative to Gemini, showing noticeably lower accuracy across most tasks. Besides Gemini and GPT models, several opensource VLMs demonstrate competitive performance on specific tasks despite lacking general robustness. For example, Phi-3.5-Vision-Instruct achieves 90% accuracy on the Milk Cow and Shear Sheep tasks, while DeepSeek-VL2-Tiny excels in the Combat Spider task with an accuracy of 85%. MiniCPM-o-2.6 performs well in Pass Water, reaching 73%. On the other hand, CLIP and MineCLIP (evaluated only in MineDojo tasks) exhibit weak performance, underscoring their limitations in modeling multi-step interactions and temporal dependencies.
5.3 Comparison with Baselines
Building on the evaluation in Section 5.2, we adopt Gemini2.0-Flash as the primary VLM for both VLM-AR3L and RL-VLM-F, given its consistently superior annotation performance across tasks. Table 4.3 reports the best success rates of all evaluated methods, and Fig. 5 presents the corresponding learning curves. We first examine similarity-based baselines such as CLIP and MineCLIP. While CLIP performs well in the low-dimensional Cart Pole environment, it struggles significantly in more complex environments. Notably, MineCLIP fails to generate reliable reward signals despite being fine-tuned on Minecraft videos. These results align with prior findings [Fu et al., 2024; Jiang et al., 2024; Wang et al., 2024], suggesting that CLIP-based models often lack the granularity necessary to distinguish subtle visual differences, resulting in noisy and unstable reward signals during training.

Next, we evaluate RL-VLM-F, a preference-based method that learns scalar rewards over individual states. While RLVLM-F achieves performance comparable to our method on simpler tasks, its efficacy degrades substantially in longhorizon and visually complex domains such as MineDojo. We attribute this degradation to its reliance on absolute statebased rewards, which requires a global understanding of the task space and often lacks robustness to novel or unseen state variations. In contrast, our proposed VLM-AR3L leverages relative comparisons between transitions, enabling it to generate more stable and goal-consistent rewards even as the state distribution evolves during training.
Finally, when compared against ground-truth dense and sparse rewards, our VLM-AR3L shows strong potential as a practical alternative. In most tasks, VLM-AR3L matches the performance of GT Dense Reward. Moreover, in tasks such as Milk Cow, Shear Sheep, and Hunt Cow, where GT Sparse Reward fails to provide sufficient guidance for learning, VLM-AR3L significantly outperforms the baseline, demonstrating its ability to handle sparse feedback and challenging long-horizon scenarios without requiring handcrafted rewards. These results underscore the practical applicability of our method for real-world settings where reward design is often infeasible.
5.4 Ablation Studies
The Impact of VLM. While Section 5.2 evaluates VLMs as annotators in terms of preference-label accuracy, we further study how the choice of VLM affects end-to-end RL performance when used to generate training supervision for VLM-AR3L. Specifically, we instantiate the same training pipeline and only vary the annotator VLM (Gemini-2.0, Phi3.5, MiniCPM-o 2.6) across all tasks (Fig. 6). Overall, the performance trends are broadly consistent with the label accuracy results in Section 5.2. While Phi-3.5 and MiniCPMo 2.6 do not excel across all tasks, both exhibit clear taskspecific strengths. Given their relatively small model sizes and open-source availability, they offer promising potential for broader adoption in future applications.
The Impact of Relative Reward Architecture. An alternative design choice for relative reward, instead of explicitly training a Siamese model (denoted as Siamese in Fig. 7), is to directly query a VLM at each timestep to evaluate progress (denoted as VLM-Direct). Another baseline derives relative rewards based on differences between absolute reward predictions (denoted as Abs-Diff). As shown in Fig. 7, explicitly training a Siamese model consistently outperforms direct VLM querying during rollouts (VLM-Direct). This improvement stems from preference-based training, which reduces noise in VLM judgments by learning a more stable comparison function, while also lowering computational overhead by avoiding repeated VLM queries at inference time. We observe that computing relative rewards from absolute reward estimates (Abs-Diff) leads to inferior performance. This is because when the absolute reward model fails to assign reliable scores to individual states, the resulting differences become noisy and unreliable, leading to inaccurate relative assessments. We also examine the role of the symmetric comparison rule in Eq. (6) by evaluating a variant that omits this consistency check (Siamese w/o Sym). Removing the rule leads to notable performance drops across tasks, as it no longer filters inconsistent VLM judgments or prevents biased rewards when observations are visually similar.

The Impact of Absolute and Relative rewards. Fig. 8 analyzes how absolute and relative rewards contribute to each task. Absolute rewards are most beneficial in tasks with a well-defined global progress measure. In contrast, relative rewards become critical in tasks with ambiguous state ordering, cyclic structure, or long-horizon exploration. Combining the two consistently leads to further improvements, indicating that the reward signals are complementary.
The Impact of Hyper-parameters. All results above are obtained using a single shared set of hyperparameters, with α = 0.5, τ = 0.52, and k = 16, without task-specific tuning.

Figure 8: Ablation studies of absolute and relative rewards.
6 Conclusion
Our results demonstrate that absolute and relative rewards provide complementary supervision for reinforcement learning with VLM-generated preferences. Absolute rewards are effective when a global notion of progress is well defined, while relative rewards are more robust in scenarios involving ambiguous, cyclic, or long-horizon state transitions. Integrating both reward types leads to more stable optimization and consistently outperforms existing VLM-based reward learning methods. Notably, in several tasks, our approach even surpasses manually engineered human reward functions.
Acknowledgements
This research was funded by the National Science and Technology Council (NSTC) under grant numbers 114-2218-E007-019. The last author was partially supported by the Hon Hai Research Institute. We express our sincere appreciation to the NVIDIA AI Technology Center (NVAITC) for the technical support and access to the Taipei-1 supercomputer.
@inproceedings{ijcai2026p110,
title = {VLM-AR3L: Vision-Language Models for Absolute and Relative Rewards in Reinforcement Learning},
author = {Chen, Kuan-Chen and Chen, Winston and Sun, Wei-Fang and Hu, Min-Chun},
booktitle = {Proceedings of the Thirty-Fifth International Joint Conference on
Artificial Intelligence, {IJCAI-26}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {Diego Calvanese},
pages = {980--988},
year = {2026},
month = {8},
note = {Main Track},
doi = {10.24963/ijcai.2026/110},
url = {https://doi.org/10.24963/ijcai.2026/110},
}
TY - CPAPER TI - VLM-AR3L: Vision-Language Models for Absolute and Relative Rewards in Reinforcement Learning AU - Chen, Kuan-Chen AU - Chen, Winston AU - Sun, Wei-Fang AU - Hu, Min-Chun T2 - Proceedings of the Thirty-Fifth International Joint Conference on Artificial Intelligence, IJCAI-26 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2026 SP - 980 EP - 988 DO - 10.24963/ijcai.2026/110 UR - https://doi.org/10.24963/ijcai.2026/110 ER -Copied
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