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Code Optimization RL: Making runtime a learnable reward

Priority Google/Meta backfill. Too costly to reproduce (review DONE). No new training, CUDA path or Evolve integration.

Paper information

Field Details
Paper arXiv 2607.25970; official Meta page
Institution Pierre Chambon, FAIR at Meta / Inria (first author)
First public release arXiv v1: 2026-07-28 16:52:31 UTC; Meta catalog July 29; v2 October 7
Author code No verified complete training source for this paper was found. Its cited BigOBench sandbox belongs to prior work, not a release of this method.
Local adapter or method key code-optimization-rl
Local reproduction code None; this page and src/auto_research/paper_specs/catalog/post-training/code-optimization-rl.json only. No executable adapter (adapter: null).

Original paper summary

Background and main changes

Correct code can still be slow. Adding runtime reward directly is confounded by small tests, shared worker load and sparse advantages. DMC-Optim uses a separate timing-calibration service and combines correctness, optimization tests and human runtime percentiles. Offline replay selects rewards and environments; online GRPO addresses sparse rewards and stale batches. See Sections 3–5 and Appendices C–F.

flowchart LR
  P[Model generates code] --> C[Correctness and optimization tests]
  C --> T[Independent sandbox and timing calibration]
  T --> R[Gated speed reward]
  R --> G[GRPO with sparse rewards]
  H[Offline replay of human programs] --> R

Key figure from the paper

code-optimization-rl Figure 3

Figure 3: An offline simulator screens reward environments using AUC, slope and intervention locations. Converted from the authors' SVG to PNG, not a local redraw or result. From the paper; copyright belongs to the authors. Click for the source.

Offline and online results

The strict p_tau metric requires correctness and runtime no slower than a specified human percentile. It is an evaluation definition, not the entirety of training reward. Reward composition, timing calibration and exception handling must be checked separately. The paper reports top-50% pass@1 from 18.0% to 31.3% for Qwen2.5-7B and 30.7% to 50.4% for CWM32B. These are not local results; no production A/B.

Local reproduction

Each online RL run uses 8 to 32 GPU nodes for hours to days plus a dedicated execution service, beyond one A100/A30 or Mac. Too costly to reproduce (review DONE). No checkpoint download, training or substitute CPU timing fixture.

Status deferred_high_cost / not_reproduced_high_cost. No local capability metrics, GPU receipt or Evolve mapping. No automatic retry and no block on the review watermark.