NeurIPS 2026 ยท Under Review

FORGE Fine-Tuning Over Reward Generations through Evolution

Anonymous Author(s)

Affiliation withheld for double-blind review

40th Conference on Neural Information Processing Systems (NeurIPS 2026)

Abstract

Designing effective reward functions is a persistent bottleneck in reinforcement learning. Recent work uses large language models to generate task-specific rewards and evolve them against a task-level fitness function. But state-of-the-art LLM-driven reward search trains and discards a fresh policy for each reward candidate, skipping the upstream–downstream factorization of modern RL: policy initialization is incidental, and reward ordering is ignored.

We hypothesize that restoring this factorization — pretraining a task-agnostic skill prior once, then letting the ordered reward trajectory itself carry the specification — yields stronger policies at a fraction of the compute. We introduce FORGE (Fine-tuning Over Reward Generations through Evolution), which pretrains a skill prior via temporal-distance successor features and then lets an LLM evolve task rewards while each policy adapts through closed-form skill projection.

On locomotion and balance, FORGE surpasses the prior state of the art in fully automated LLM reward search at 10× less compute per reward candidate. On dexterous manipulation, augmenting pretraining with only 100 expert episodes lets FORGE reach 89.1% of the published human-in-the-loop state of the art.

The FORGE pipeline

FORGE couples a one-time upstream skill prior with downstream reward–policy co-evolution. Each generation, an LLM reward designer $G$ proposes an executable reward from a natural-language task description, the simulator's observation and action variables, policy rollouts, and fitness scores. FORGE infers a skill vector in closed form, $z^\star=(\Phi^\top\Phi)^{-1}\Phi^\top r$, and fine-tunes a child policy inherited from its parent rather than restarting from scratch.

FORGE pipeline diagram: a task-agnostic skill prior is pretrained once, then each LLM-generated reward is projected into skill space and a child policy is fine-tuned from its parent checkpoint.
Figure 1 — FORGE pipeline. Given a task and its environment variables (humanoid locomotion shown), a task-agnostic skill prior $(\phi,\pi_0,\mathcal{B}_{\text{off}})$ is pretrained once. Each generation, the LLM proposes a reward; FORGE infers $z^\star=(\Phi^\top\Phi)^{-1}\Phi^\top r$ in closed form and fine-tunes a child policy inherited from its parent. Fitness scores the ordered reward–policy trajectory.

Why it matters

LLM-based methods recast reward design as program search: an LLM proposes executable reward functions, each is used to train a policy, and the resulting behavior is scored by a fitness function. The limitation is that this fitness remains static while the search is sequential — every candidate is evaluated from a fresh policy initialization and the checkpoint is discarded after scoring. The score therefore measures standalone reward quality, asking whether a reward trains a good policy in isolation rather than whether it advances the policy state produced by previous rewards.

FORGE redefines reward fitness around trajectory-relative progress. Instead of searching for a single best standalone reward, it optimizes an ordered reward trajectory $(R^0, R^1, \ldots)$ where each generation specializes an inherited policy. This makes the starting policy and its representation load-bearing: downstream reward evolution should specialize reusable capabilities, not rediscover low-level embodiment behavior.

CONTRIBUTION 1

A reusable prior guides generational policy evolution

A task-agnostic skill prior provides reusable behavioral structure, letting each generation inherit useful capabilities instead of relearning low-level skills. Pretraining becomes a one-time cost amortized across downstream tasks on the same embodiment.

CONTRIBUTION 2

Expert demos restore missing success capabilities

When unsupervised pretraining never reaches success states, a one-time set of expert demonstrations supplies the missing capability — intervening at the capability level rather than relying on signal-level feedback every generation.

CONTRIBUTION 3

Trajectory-level fitness captures cumulative improvement

Rather than treating each reward as an independent RL problem, FORGE judges each generation by whether it advances the cumulative capabilities inherited from its predecessors along the reward–policy trajectory.

Method

Task-agnostic skill prior

FORGE begins with a one-time pretraining phase producing a skill prior $(\phi,\pi_0,\mathcal{B}_{\text{off}})$ shared across downstream tasks on the same embodiment. The feature map $\phi:\mathcal{S}\to\mathbb{R}^d$ is trained with HILP temporal-distance learning to capture reward-agnostic state-space geometry, while $\pi_0(a\mid s,z)$ and a successor-feature network $\psi^\pi$ are trained on the same offline buffer. For any reward linear in the learned feature space, $R_z(s)=\phi(s)^\top z$, the action-value estimate factorizes as $Q^\pi(s,a;z)=\psi^\pi(s,a;z)^\top z$.

Closed-form reward-to-skill adaptation

Before fine-tuning a child policy, FORGE maps each LLM-generated reward into the pretrained skill space. Given a reward candidate $R$, it relabels transitions from the offline buffer to obtain reward values $r_i=R(s_i,a_i)$, and infers the skill direction by solving the least-squares projection

$z^\star=\arg\min_z \lVert \Phi z - r\rVert_2^2 = (\Phi^\top\Phi)^{-1}\Phi^\top r.$

This inferred vector $z^\star$ initializes the skill input of the child policy before online fine-tuning, giving the inherited policy a reward-directed initialization in the pretrained skill space — with any residual approximation error corrected by subsequent online fine-tuning under $R$.

Cross-generation policy inheritance

FORGE evaluates reward candidates through inherited policies rather than freshly initialized ones. Each child reward is paired with a parent checkpoint, warmstarted with the reward-specific skill vector $z^\star$, then fine-tuned under that reward. Because fitness is computed from a parent checkpoint, it is lineage-dependent: it reflects how a reward improves the inherited policy state, not how it performs under fresh training. FORGE (island) follows REvolve's island-based parent selection; FORGE (elite) follows Eureka's single-population design.

Results

FORGE is evaluated on three MuJoCo environments — Humanoid Locomotion, Humanoid Standup, and Adroit Hand — chosen because they differ in how much unsupervised pretraining covers downstream success states. The reward designer is Qwen3-Coder (480B-A35B-Instruct).

10×
less compute per reward candidate vs. REvolve-auto on Humanoid tasks
89.1%
of REvolve's published human-in-the-loop peak on Adroit Hand, fully automated
100
expert episodes are enough to inject the missing door-opening capability

Compute-efficient reward search

Best fitness versus generation on the three tasks: FORGE (island) exceeds REvolve-auto on Humanoid Locomotion and Standup; FORGE (elite) collapses under global-best inheritance.
Figure 2 — Compute-efficient reward search. Cumulative best fitness vs. generation. FORGE (island) exceeds REvolve-auto on Humanoid Locomotion and Standup at 10× less per-individual compute. FORGE (elite) collapses under global-best inheritance. Solid: observed; dashed: projected plateau. Shaded: std across seeds.

When expert injection helps — and when it hurts

Best fitness versus generation under three buffers (RND-only, expert-only, RND+hybrid) showing that expert injection rescues Adroit Hand but harms the Humanoid tasks.
Figure 3 — Expert injection rescues or harms depending on the binding constraint. Cumulative best fitness vs. generation under three buffers: RND-only (blue), expert-only (orange), and RND + 100-episode hybrid (red). Adroit Hand uses 100 door-expert episodes; the Humanoid tasks use 100 episodes from converged RND-only FORGE policies. Shaded: std across seeds.
Capability-ceiling check on Adroit Hand: pretraining on the full 5000-episode door-expert dataset reaches 0.78 at generation 0 and saturates at 0.84, near REvolve's 0.875.
Figure 4 — Capability-ceiling check. The upper bound when expert data is unconstrained: pretraining $\pi_0$ on the full 5000-episode door-expert dataset reaches 0.78 at gen-0 and saturates at 0.84 by gen-1, approaching REvolve's published 0.875.

Both the skill prior and inheritance are required

Ablation: removing the pretrained feature map (inherit-only) or cross-generation inheritance (skill-prior-only) underperforms the full system on Humanoid tasks; all variants stagnate on Adroit Hand.
Figure 5 — Both the skill prior and cross-generation inheritance are required. Removing pretrained $\phi$ (Inherit only) or cross-generation inheritance (Skill prior only) underperforms the full system on the Humanoid tasks; all variants stagnate on the capability-limited Adroit Hand.

No single best reward matches the co-evolved peak

Table 2 — FORGE co-evolved fitness (top, bold; mean±std, 5 seeds) vs. retraining the single best discovered reward at three compute budgets. $\Delta$ from FORGE; negative = worse. No single-reward retraining matches the co-evolved peak.
ConfigurationInitCompute LocomotionStandupAdroit Hand
FORGEPretrained $\pi_0$57M 5.1 ± 0.30.80 ± 0.050.78 ± 0.05
Best rewardPretrained $\pi_0$0.5M−0.8−0.26−0.28
Best rewardPretrained $\pi_0$3.5M−0.5−0.20−0.23
Best rewardRandom $\theta_0$5M−0.6−0.18−0.13

The reward that performs best within a lineage does not generalize beyond it: under trajectory-level fitness, a reward is selected because it advances an inherited policy, not because it is the best standalone training signal.

Takeaways

FORGE reframes LLM-driven reward search around the upstream–downstream factorization of modern RL. A one-time task-agnostic skill prior is pretrained on the embodiment alone, and a downstream evolutionary loop projects each LLM-generated reward into the prior's skill space and inherits policy weights across generations. FORGE replaces from-scratch policy training on every reward candidate with closed-form skill projection followed by skill-conditioned fine-tuning — showing that ordered reward trajectories, not single best rewards, are the load-bearing object of evolutionary reward search.

Limitations: FORGE assumes a fixed embodiment whose pretrained $\phi$ covers task-relevant states; cross-embodiment transfer is out of scope. Expert injection is task-dependent — it rescues capability-limited tasks but can degrade tasks where unsupervised pretraining already supplies both capability and diversity. Run-to-run variance is higher than from-scratch evolution because LLM-reward stochasticity compounds with inherited-policy drift across generations.

BibTeX

Citation (update once de-anonymized)
@inproceedings{forge2026,
  title     = {FORGE: Fine-Tuning Over Reward Generations through Evolution},
  author    = {Anonymous Author(s)},
  booktitle = {Advances in Neural Information Processing Systems (NeurIPS)},
  year      = {2026},
  note      = {Under review}
}