Rank-Then-Act
Reward-Free Control from Frame-Order Progress

Yuriy Maksyuta, George Bredis, Ruslan Rakhimov, Daniil Gavrilov

T-Tech

Accepted at ICML 2026 Workshop on RLxF: Reinforcement Learning from World Feedback

We introduce Rank-Then-Act (RTA), a framework for learning control policies from expert video demonstrations without environment rewards. RTA trains a Vision-Language Model (VLM) offline as a progress-based ordinal scorer using GRPO over shuffled frame sequences, forcing the model to recover temporal ordering from visual semantics rather than trivial time cues. Instead of using the scorer directly as a scalar reward model, we propose a correlation-based reward: at each interaction window, we compute Spearman rank correlation between predicted progress rankings and true temporal indices, yielding a bounded, scale-invariant learning signal. We evaluate RTA on discrete control benchmarks (PyBoy: Catrap, Kirby) and continuous control tasks (PointMaze, MetaWorld). RTA consistently matches or outperforms prior video-based reward learning methods and rank-based baselines, while demonstrating strong cross-task reuse of a single pretrained progress scorer.

RTA method diagram

Figure 1: RTA in two stages. Stage 1 trains a VLM progress scorer on shuffled clips with a GRPO objective that maximizes progress-time Spearman $\rho$. Stage 2 uses the frozen scorer online: every $N$ steps, we score a window (with $L$ shuffles) and use the average $\rho \in [-1, 1]$ as the only reward for PPO-style learning.

Overview

Learning control from pixels without extrinsic rewards is a foundational challenge for generalist agents, particularly in domains where reward design is brittle, unavailable, or easily exploited. We propose Rank-Then-Act (RTA), a framework for reinforcement learning from video in which supervision is defined over ordinal structure rather than scalar reward prediction. In Stage 1, we train a VLM as a progressive ordinal estimator using GRPO on shuffled video segments with anchor conditioning, explicitly removing access to absolute frame positions. In Stage 2, we do not use the VLM as a scalar reward model; instead, the RL signal is a correlation functional-Spearman rank correlation between predicted ordinal progress and true temporal indices within a sliding window-producing a bounded, scale-invariant signal that depends only on ordering structure.

Unlike prior video reward models that directly regress scalar progress or binary success signals, RTA uses a correlation objective over ordinal structure, making the reward invariant to scale, calibration drift, and cross-task shifts. This design enables policy learning driven entirely by progress inferred from expert demonstrations and environment interactions.

Contributions

Method

Stage 1: Listwise Progress Scorer via GRPO

Given an expert video, we anchor the first frame and randomly shuffle the remaining frames to break temporal shortcuts. A VLM progress scorer is prompted to assign each frame a progress rank (higher = later). The training reward is Spearman rank correlation between predicted ranks and ground-truth temporal indices:

$R = \mathrm{spr}(\mathbf{p}, \mathbf{q})$

We optimize this reward with Group Relative Policy Optimization (GRPO). After convergence, the scorer is frozen for Stage 2.

Stage 2: Online Control from Progress-Time Consistency

At query steps (every $N = 15$ steps), we form a sliding window of recent observations, shuffle non-anchor frames $L = 2$ times, and query the frozen scorer. The scalar reward is the average Spearman correlation between predicted progress ranks and window timestamps:

$r_t = \mathrm{spr}(\mathbf{p}_t, \mathbf{q}_t) \in [-1, 1]$

This correlation is the sole reward for policy training. No extrinsic environment rewards are used at any point. For discrete PyBoy tasks we use Qwen2.5-VL-7B with VL-DAC and GAE; for continuous control (PointMaze, MetaWorld) we use DrQv2 as the policy backbone.

Results

PyBoy: Catrap and Kirby

We evaluate RTA on Catrap levels 2, 4, and 6, and Kirby level 0. Levels 4 and 6 require advanced reasoning and backtracking, while Kirby is a long-horizon control game. RTA is compared against Rank2Reward, VLM-RM, GVL, and oracle-reward baselines. RTA achieves the strongest performance across all Catrap levels and is the only method that attains a non-zero success rate on Kirby without any environment-provided rewards.

Task Level 2 Level 4 Level 6 Kirby (level 0)
GVL 0.47 ± 0.25 0.00 ± 0.00 0.04 ± 0.08 0.00 ± 0.00
GVL-Gemini 0.27 ± 0.09 0.00 ± 0.00 0.00 ± 0.00 0.00 ± 0.00
VLM-RM 0.40 ± 0.28 0.16 ± 0.20 0.08 ± 0.16 0.00 ± 0.00
VLM-RMreg($\alpha = 0.5$) 0.44 ± 0.32 0.00 ± 0.00 0.08 ± 0.16 0.00 ± 0.00
Rank2Reward 0.60 ± 0.28 0.20 ± 0.00 0.13 ± 0.09 -
Oracle reward 0.50 ± 0.22 0.07 ± 0.09 0.20 ± 0.00 0.40 ± 0.28
RTA (w stage1 training) 1.00 ± 0.00 0.72 ± 0.35 0.32 ± 0.27 0.07 ± 0.09
Table 1: Success rates across methods. Means and standard deviations over 5 seeds. Oracle reward is binary according to success at end of level. RTA achieves the strongest performance across all levels except Kirby. Notably, it is the only method that attains a non-zero success rate on Kirby despite not using any environment-provided rewards.

Cross-Domain Generalization

We train Stage-1 scorers on diverse video sources-YouTube GameBoy playthroughs, full-game Catrap/Kirby runs, MetaWorld demonstrations, and COIN AssembleSofa videos-and evaluate on PyBoy levels. Scorers trained on different visual domains still provide meaningful rewards, enabling agents to complete levels as well as or better than the baselines in Table 1. Generalization is also preserved on MetaWorld when the ranker is trained on YouTube or COIN data.

Source Level 2 Level 4 Level 6 Kirby (level 0)
Youtube 1.00 ± 0.00 0.47 ± 0.25 0.60 ± 0.28 0.20 ± 0.16
Full Catrap 1.00 ± 0.00 0.47 ± 0.38 0.60 ± 0.28 0.07 ± 0.09
Full Kirby - - - 0.07 ± 0.09
MetaWorld 1.00 ± 0.00 0.87 ± 0.19 0.53 ± 0.19 0.13 ± 0.09
Coin (AssembleSofa) 1.00 ± 0.00 0.07 ± 0.09 0.20 ± 0.28 0.00 ± 0.00
Table 2: Cross-domain evaluation of RTA using different video sources for Stage-1 training. Results report mean ± std across 3 seeds.

PointMaze-UMaze

To evaluate RTA beyond discrete tasks, we test it on PointMaze-UMaze with DrQv2 as the backbone, training for one million environment steps. We compare RTA with Rank2Reward (R2R), including an ablation that adds a GAIL-style reward to the ranking-based signal. RTA consistently outperforms R2R on UMaze, both in the ranking-only and mixed reward settings.

PointMaze-UMaze results

Figure 3: PointMaze-UMaze results. Success rate over 1M steps (mean ± std across 5 seeds, EMA-smoothed for visual clarity). RTA outperforms Rank2Reward both with and without GAIL-style reward augmentation.

MetaWorld

On six MetaWorld manipulation tasks, Stage-1 RTA is trained once on a mixed dataset of demonstrations, while Rank2Reward is trained separately per task. RTA surpasses R2R on the majority of tasks under a matched compute budget. Ranking-only RTA can lag methods that incorporate an additional classifier-based (GAIL-style) reward on some tasks, likely because MetaWorld requires extensive exploration and RTA occasionally assigns high scores to plausible but unsuccessful trajectories. However, R2R relies on per-task pretraining, whereas RTA allows a single pretrained scorer to be reused across tasks.

MetaWorld results

Figure 4: MetaWorld results across tasks. Stage-1 RTA is trained once on mixed demonstrations; R2R is trained per task. We additionally evaluate Stage-1 scorers trained on COIN and YouTube datasets. Results report mean ± std over 4 seeds.

Discussion

By learning policies directly from expert videos using a progress-time correlation signal, RTA suggests a scalable approach to reward-free learning that reduces the need for manually designed reward functions and may help avoid reward hacking.

Effect of Window Size on Cyclic Trajectories

We study how the windowed rank-correlation reward behaves under different temporal scales using cyclic trajectories composed of forward and reversed segments, explicitly removing global monotonic progress. We find scale-dependent behavior: (i) very small windows are overly sensitive to local temporal consistency and can produce monotonically increasing reward even in cyclic trajectories; (ii) intermediate windows suppress these local artifacts and better reflect the absence of global progress; and (iii) large windows lead to signal dilution due to temporal averaging. Despite these differences, all window sizes consistently assign high reward to the final segment where the goal is achieved.

Cyclic trajectory window analysis

Figure 5: Effect of window size on the reward signal on cyclic trajectories. Normalized cumulative reward over MetaWorld (door-open) and PointMaze cyclic expert videos for varying history window sizes. Red dashed lines mark video cycle boundaries.

Conclusion

We present Rank-Then-Act (RTA), a simple two-stage method that teaches vision-language models to act using only expert video and progress ranks (via Spearman correlation), with no extrinsic rewards. In both challenging discrete-action games and long-horizon continuous environments, this purely reward-free signal trains agents that achieve high success rates and outperform strong baselines. Because real-world rewards are often sparse or hard to design, learning from expert video alone offers a scalable path to multimodal agency while reducing risks like reward hacking. We see this as a step toward robust, generalist agents that can understand and act in open, dynamic, and underspecified environments.

Citation

@inproceedings{maksyuta2026rankthenact,
      title={Rank-Then-Act: Reward-Free Control from Frame-Order Progress},
      author={Yuriy Maksyuta and George Bredis and Ruslan Rakhimov and Daniil Gavrilov},
      booktitle={ICML 2026 Workshop on RLxF: Reinforcement Learning from World Feedback},
      year={2026},
      url={https://corl-team.github.io/rank-then-act/static/paper.pdf},
}