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GARDEN: Generalist Autonomous Reward Design Through Evidence Navigation for Cooperative Multi-Agent Reinforcement Learning

A new arXiv paper (2610.37926v1) proposes GARDEN (Generalist Autonomous Reward Design through Evidence Navigation), a method in which an LLM reward engineer writes one reward program for a family of cooperative multi-agent reinforcement learning scenarios and transfers it unchanged to scenarios unseen during design. On unseen Overcooked and SMAX benchmark scenarios, GARDEN raised task returns by 58.2% and 52.5% over default rewards on two kitchen layouts and lifted mean win rate in two combat scenarios from 51.0% to 89.9%, exceeding the 84.2% and 79.2% achieved by fixed diagnostic feedback and Eureka-inspired reward reflection under matched candidate and probe budgets. The authors say the results show a single autonomously engineered reward can be reused effectively across related cooperative scenarios.

by read1 min views1 publishedOct 31, 2026

arXiv:2610.37926v1 Announce Type: new Abstract: Cooperative multi-agent reinforcement learning (MARL) enables teams of agents, such as robots and autonomous vehicles, to learn coordinated behavior, but what such teams learn is largely determined by their reward function. Because task success alone provides too little guidance for learning, intermediate rewards are usually designed by hand, and this effort must often be repeated whenever the environment or the team changes. Large language models (LLMs) can automate the effort by writing reward functions as code, yet the resulting rewards are typically designed and tested in a single setting. To enable their reuse across settings, GARDEN (Generalist Autonomous Reward Design through Evidence Navigation) is proposed, in which one reward program is developed for a family of related scenarios and transferred, unchanged, to scenarios that were not available during its design. During development, environment code, training records, and agent behavior are investigated by an LLM reward engineer, and draft rewards are tested in trial training runs, while the learning algorithm and the rule for selecting the final reward are held fixed. On unseen scenarios of the Overcooked and SMAX benchmarks, task returns were increased by 58.2% and 52.5% over the default rewards on two kitchen layouts, and the mean win rate in two combat scenarios was raised from 51.0% to 89.9%. Under matched candidate and probe budgets, this exceeded the 84.2% and 79.2% obtained with fixed diagnostic feedback and Eureka-inspired reward reflection. These results show that a single autonomously engineered reward can be reused effectively across related cooperative scenarios.

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