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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¶
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.
