@itarutomy: Microsoft Research researchers propose a method called "Experiential Learning..." that replaces RL (reinforcement learning) rewards in LLM post-training (post-training, additional fine-tuning after pre-training) with "coach's advice" instead of "scores"
Summary
Researchers at Microsoft Research propose "Experiential Learning (EL)," which replaces RL rewards with "coach's advice" instead of scalar scores in LLM post-training. In experiments with Qwen3-8B and OLMo-3-7B, it consistently outperformed standard rubric-based RL (GRPO) on multiple benchmarks.
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Cached at: 08/04/26, 02:10 PM
Researchers from Microsoft Research have proposed a method called “Experiential Learning (EL),” which replaces RL (reinforcement learning) rewards in LLM post-training (the additional fine-tuning after pre-training) from “scores” to “coach’s advice” (https://arxiv[.]org/html/2607.18110v1).
Unlike “verifiable tasks” such as math or code, which have a single correct answer, in RL for “non-verifiable tasks” that measure the quality of text, the grading LLM (LLM-as-a-Judge) compresses responses into a scalar (single numerical) reward of 1–10 points according to a rubric (evaluation criteria) before using it for training. The rich information contained in the grading rationale is discarded here, which was a weakness: the policy model could no longer distinguish between responses that received the same score.
EL repurposes the same grading LLM as a “coach.” Instead of outputting a score, it extracts advice sentences (experiential knowledge)—such as “use specific and diverse adjectives”—that can be transferred to similar tasks, and provides them to the teacher model as hints. On top of that, it uses a technique called “on-policy context distillation,” which brings the policy model’s output distribution closer to the teacher model (by minimizing reverse KL divergence), directly infusing the coach’s advice into the policy model’s weights.
The comparison in terms of information volume is interesting: a 1–10 point scalar reward can theoretically carry at most 3.3 bits per sample, and even a reward model trained in bf16 (16-bit floating point) has an upper limit of 16 bits, whereas a 1024-token advice sentence, with a vocabulary of 150,000, theoretically carries about 17,600 bits per sample—over 1,000 times the bandwidth of bf16 rewards, and over 5,000 times that of discrete 1–10 point rewards.
When tested with Qwen3-8B and OLMo-3-7B as the policy models, in both configurations where the feedback role was played by the model itself and by GPT-4o, EL consistently outperformed standard rubric RL (GRPO) not only on the held-out WildChat-IF test set of 7,500 real user instructions, but also on benchmarks never used in training: AlpacaEval v2.0, WildBench, ArenaHard v2.0, and CreativeWritingV3. In the OLMo-3-7B self-evaluation setup, the win rate on AlpacaEval rose from 45.9% with RL to 50.8% with EL, and the WildBench score climbed from 42.1 to 47.5.
Even more intriguing is that while RL shows larger gains on the training data itself, EL performs better on benchmarks not used in training. The paper explains that scalar rewards, carrying limited information, make policies more prone to drifting toward “reward hacking”—inflating the score alone—whereas EL, by pursuing the distribution itself, is less susceptible to overfitting to the training data.
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