# Intrinsic Vicarious Conditioning for Deep Reinforcement Learning

arXiv: https://arxiv.org/abs/2605.12224 · HTML: https://mlsanity.com/paper/2605.12224/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Deep RL algorithms and representations, one of 15 directions in Deep reinforcement learning methods.
- Builds on 20 of its 52 references that are in the map.
- First posted on arXiv 12 May 2026.

## Placed in

- Deep reinforcement learning methods / [Deep RL algorithms and representations](https://mlsanity.com/deeprl/deep-rl-algorithms-and-representations/)

## Builds on (most cited first, 20 of 20)

- [Generative Adversarial Imitation Learning](https://mlsanity.com/paper/1606.03476/) (2016)
- [Neural Turing Machines](https://mlsanity.com/paper/1410.5401/) (2014)
- [Behavioral Cloning from Observation](https://mlsanity.com/paper/1805.01954/) (2018)
- [Learning Robust Rewards with Adversarial Inverse Reinforcement Learning](https://mlsanity.com/paper/1710.11248/) (2017)
- [XMem: Long-Term Video Object Segmentation with an Atkinson-Shiffrin Memory Model](https://mlsanity.com/paper/2207.07115/) (2022)
- [Imitation from Observation: Learning to Imitate Behaviors from Raw Video via Context Translation](https://mlsanity.com/paper/1707.03374/) (2017)
- [Third-Person Imitation Learning](https://mlsanity.com/paper/1703.01703/) (2017)
- [Recent Advances in Imitation Learning from Observation](https://mlsanity.com/paper/1905.13566/) (2019)
- [Discriminator-Weighted Offline Imitation Learning from Suboptimal Demonstrations](https://mlsanity.com/paper/2207.10050/) (2022)
- [Bisimulation Makes Analogies in Goal-Conditioned Reinforcement Learning](https://mlsanity.com/paper/2204.13060/) (2022)
- [Efficient Reinforcement Learning for Autonomous Driving with Parameterized Skills and Priors](https://mlsanity.com/paper/2305.04412/) (2023)
- [Domain Adaptation In Reinforcement Learning Via Latent Unified State Representation](https://mlsanity.com/paper/2102.05714/) (2021)
- [A Siamese Long Short-Term Memory Architecture for Human Re-Identification](https://mlsanity.com/paper/1607.08381/) (2016)
- [Lyapunov Density Models: Constraining Distribution Shift in Learning-Based Control](https://mlsanity.com/paper/2206.10524/) (2022)
- [You Only Live Once: Single-Life Reinforcement Learning](https://mlsanity.com/paper/2210.08863/) (2022)
- [Hierarchical Decision Transformer](https://mlsanity.com/paper/2209.10447/) (2022)
- [Interaction-aware Decision Making with Adaptive Strategies under Merging Scenarios](https://mlsanity.com/paper/1904.06025/) (2019)
- [SQUIRL: Robust and Efficient Learning from Video Demonstration of Long-Horizon Robotic Manipulation Tasks](https://mlsanity.com/paper/2003.04956/) (2020)
- [Reinforcement Learning with Iterative Reasoning for Merging in Dense Traffic](https://mlsanity.com/paper/2005.11895/) (2020)
- [Reinforcement learning with Demonstrations from Mismatched Task under Sparse Reward](https://mlsanity.com/paper/2212.01509/) (2022)

## Abstract (arXiv)

Advancements in reinforcement learning have produced a variety of complex and useful intrinsic driving forces; crucially, these drivers operate under a direct conditioning paradigm. This form of conditioning limits our agents' capacity by restricting how they learn from the environment as well as from others. Off-policy or learn-by-example methods can learn from demonstrators' representations, but they require access to the demonstrating agent's policies or their reward functions. Our work overcomes this direct sampling limitation by introducing vicarious conditioning as an intrinsic reward mechanism. We draw from psychological and biological literature to provide a foundation for vicarious conditioning and use memory-based methods to implement its four steps: attention, retention, reproduction, and reinforcement. Crucially, our vicarious conditioning paradigms support low-shot learning and do not require the demonstrator agent's policy nor its reward functions. We evaluate our approach in the MiniWorld Sidewalk environment, one of the few public environments that features a non-descriptive terminal condition (no reward provided upon agent death), and extend it to Box2D's CarRacing environment. Our results across both environments demonstrate that vicarious conditioning enables longer episode lengths by discouraging the agent from non-descriptive terminal conditions and guiding the agent toward desirable states. Overall, this work emulates a cognitively-plausible learning paradigm better suited to problems such as single-life learning or continual learning.
