Zero-Shot Policy Transfer with Disentangled Task Representation of Meta-Reinforcement Learning — part 6/6
Cleaned-text code points [72074, 79832). Bibliography omitted here; source.md includes it.
Under review for the Reinforcement Learning Conference (RLC) Table 4: Online task inference (Thompson Sampling) hyperparameters. Hyperparameter ColorGrid Wind MetaWorld σ10 15 † 1 † Shared across domains: Bayesian linear regression with prior precision λ=1, posterior decay 1, exploration bias κ=0, posterior resampled every environment step. Table 5: Intrinsic reward hyperparameters. Hyperparameter ColorGrid Wind MetaWorld Latent-dynamics-error bonus weight 0.0 0.0 0.0 Episodic novelty bonus weight 1.0 1.0 1.0 Intrinsic critic reward scale 1.0 1.0 1.0 Episodic novelty: nearest neighborsk10 10 10 Episodic novelty: cluster distance threshold8×10 −3 1×10−3 8×10−3 Episodic novelty: maximum kernel similarity 8.0 8.0 8.0 Episodic novelty: kernelϵ1×10 −4 1×10−5 1×10−4 C.4 Intrinsic Rewards The intrinsic reward at each timestep is a sum of two terms: an episodic novelty bonus computed in the style of NGU (Badia et al., 2020) on the latent context features, and a term proportional to the previous-timestep latent-dynamics prediction error (returned by Alg. 1). The combined scalar is normalized and exposed to the policy as an additional observation, so the actor can directly condition on the current intrinsic signal in addition to driving theβ-blended critic. C.5 Actor–Critic Update Sequence backbone.The actor and the intrinsic–extrinsic critic share a transformer trajectory encoder with rotary position embeddings (Su et al., 2024) and sliding-window FlashAttention (Dao et al., 2022). Actor and Critic.The critic, QR, is a small ensemble of two-hot regression heads over a fixed return range (Hafner et al., 2023), which helps absorb the large variation in TD-target scale induced by randomizing α and β. Both the actor and critic heads consume a Fourier encoding of the (α,β )scalars in Equation 4 as additional input features. The actor is an MLP with a standard Tanh-Gaussian output. C.6 Computational Resources and Statistical Significance All models are trained on an NVIDIA A500 GPU, with training runs for theMetaBFM (Section 4) experiments lasting 12–36 hours depending on the domain. Shaded error bars in results figures indicate the mean and standard deviation of at least three trials. Results indicating test-time adaptation curves (performance vs.k) average these results over the last 3 evaluation cycles during training, then over seeds. 22 Under review for the Reinforcement Learning Conference (RLC) Table 6: Actor–critic hyperparameters. Hyperparameter ColorGrid Wind MetaWorld Training sequence length 360 226 501 Actor / critic context length 96 128 128 Policy attention window 64 timesteps full attention 64 timesteps Actor MLP hidden width 512 300 400 Critic MLP hidden width 300 300 400 Critic output bins (two-hot) 64 64 96 Critic return range[rmin,r max] [−400,600] [−50,400] [−300,3000] Target network rate (τ)5×10 −3 3×10−3 5×10−3 Number of Fourier frequencies for(α,β)encoding 16 8 8 D Limitations BFM and ZSRL algorithms are an active area of research, and reported gains often depend on hyperparameters, implementation details, and benchmark choice. Our experiments use TD-JEPA as a representative state-of-the-art BFM update, but broader comparisons across BFM objectives and online task inference methods remain important future work.MetaBFM also introduces test-time choices throughα and β. These parameters are useful because they let a single policy interpolate between exploration, exploitation, and ZSRL-style reward inference, but they also create a model- selection problem. In our experiments, we evaluate a few interpretable settings; in deployment, one may need validation tasks or an online rule for choosingαandβ. E Additional Results E.1 Online ZSRL BFMs are inherently proposed as offline algorithms (Touati et al., 2022; Agarwal et al., 2025b), trained on offline exploratory datasets, which can then be used to directly infer policies for diverse reward functions. While the inference involves solving a linear regression problem, as discussed in A.2, using samples drawn from the same offline datasets. Prior work (Sun et al., 2025) has shown that these BFMs are not effective for online training. Methods such as (Li et al., 2025; Tirinzoni et al.) have used expert datasets to guide the online training of these models. We compare the performance of BFMs when trained offline and online on standard DM Control tasks (Tassa et al., 2018). We compare (Figure 14) the offline-trained BFM (on ExoRL datasets (Denis Yarats, 2022)) using offline inference (labeledoffline) with the same model using online inference (labeledoffline-online) as proposed by (Rupf et al., 2025) and with a fully online BFM that does not assume access to any external dataset during training or inference. It is clear that BFMs are optimally suited to fully offline settings. While using online inference degrades the performance slightly, the performance of online-trained BFM is significantly worse. BFMs require high coverage and well-explained data, which is hard to obtain during online training, leading to poor performance. On the other hand, Meta RL often improves when trained online, as observed from Figure 15. E.2 Utilizing Available Rewards BFMs are designed to be trained using reward-free interactions. We design a training procedure by providing occasional reward information to the BFMs to see whether they can make use of the 23 Under review for the Reinforcement Learning Conference (RLC) Figure 14:Offline vs Online BFMs:Comparison of fully offline, offline training and online inference and fully online BFMs on DM Control tasks. 1 2 3 4 5 6 Adaptation Episode 0.0 0.2 0.4 0.6 0.8 1.0Oracle Norm. Return 1 Train Task 1 2 3 4 5 6 Adaptation Episode 10 Train Tasks 1 2 3 4 5 6 Adaptation Episode 100 Train Tasks 1 2 3 4 5 6 Adaptation Episode 10,000 Train Tasks Train (online) T est (online) Train (offline) T est (offline) Figure 15:Online vs. Offline Meta-RL.In ColorGrid (n = 5), offline meta-RL from a static dataset generated by a uniform behavior policy leads to significant distribution shift in long-context representations; online learning substantially improves performance. available rewards. On the trajectories where rewards are available, the BFMs exploit the reward function to interact with the environment using an optimal policy (optimal for the partially trained BFM). It adds regularization to the state features to ensure they remain sufficiently predictive of the available rewards, as discussed in Section 3.3. We compare the performance of online-trained BFMs with and without the use of reward functions in Figure 16. The improvement in performance when using available rewards is not consistent. While an improvement is observed in the walker, similar improvements are not observed in the other two environments. On ColorGrid, the BFMs show improvement in performance when leveraging the available rewards, as shown in Figure 17. 24 Under review for the Reinforcement Learning Conference (RLC) Figure 16:Effect of using rewards during training of BFMs:Comparing online BFMs with and without using available rewards during training. 1 2 3 4 5 6 Adaptation Episode 0.2 0.4 0.6 Oracle Normalized Return 0 50k 100k 150k 200k Gradient Steps 0.3 0.4 0.5 0.6 Reward R² 0 50k 100k 150k 200k Gradient Steps 0.00 0.05 0.10 0.15 0.20 zr Pairwise Similarity Baseline 10% zr 60% zr 60% zr + Reg =1 60% zr + Reg =10 60% zr + Reg =100 60% zr + Reg =1k Figure 17:Reward Regression andz-sampling.Sampling reward-estimated z values and fitting known reward labels (using an auxiliary loss with weightλ) fits better linear reward estimates (center), focuses learning on more similar latent tasks (right), and marginally improves early-episode adaptation in the ColorGrid domain (left). 25