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Benjamin Schiffer

Publications and source records attributed to Benjamin Schiffer.

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AI Alignment From Social Choice Perspectives

Alignment from human feedback uses human judgments about model outputs to steer the behavior of language models after pretraining. When those judgments reflect conflicting views of desirable behavior, the learned objective becomes an aggregate determination of what the model should prefer. We survey recent work that has studied this aggregation problem through the lens of social choice theory. We illustrate how the social choice perspective helps identify failure modes in the feedback aggregation layer and reveals a broader design space for handling disagreement in explicit and principled ways.

cs.AI

Finding Common Ground in a Sea of Alternatives

We study the problem of selecting a statement that finds common ground across diverse population preferences. Generative AI is uniquely suited for this task because it can access a practically infinite set of statements, but AI systems like the Habermas machine leave the choice of generated statement to a voting rule. What it means for this rule to find common ground, however, is not well-defined. In this work, we propose a formal model for finding common ground in the infinite alternative setting based on the proportional veto core from social choice. To provide guarantees relative to these infinitely many alternatives and a large population, we wish to satisfy a notion of proportional veto core using only query access to the unknown distribution of alternatives and voters. We design an efficient sampling-based algorithm that returns an alternative in the (approximate) proportional veto core with high probability and prove matching lower bounds, which show that no algorithm can do the same using fewer queries. On a synthetic dataset of preferences over text, we confirm the effectiveness of our sampling-based algorithm and compare other social choice methods as well as LLM-based methods in terms of how reliably they produce statements in the proportional veto core.

cs.GT

Metritocracy: Representative Metrics for Lite Benchmarks

A common problem in LLM evaluation is how to choose a subset of metrics from a full suite of possible metrics. Subset selection is usually done for efficiency or interpretability reasons, and the goal is often to select a ``representative'' subset of metrics. However, ``representative'' is rarely clearly defined. In this work, we use ideas from social choice theory to formalize two notions of representation for the selection of a subset of evaluation metrics. We first introduce positional representation, which guarantees every alternative is sufficiently represented at every position cutoff. We then introduce positional proportionality, which guarantees no alternative is proportionally over- or under-represented by more than a small error at any position. We prove upper and lower bounds on the smallest number of metrics needed to guarantee either of these properties in the worst case. We also study a generalized form of each property that allows for additional input on groups of metrics that must be represented. Finally, we tie theory to practice through real-world case studies on both LLM evaluation and hospital quality evaluation.

cs.LG

Geometry Meets Incentives: Sample-Efficient Incentivized Exploration with Linear Contexts

In the incentivized exploration model, a principal aims to explore and learn over time by interacting with a sequence of self-interested agents. It has been recently understood that the main challenge in designing incentive-compatible algorithms for this problem is to gather a moderate amount of initial data, after which one can obtain near-optimal regret via posterior sampling. With high-dimensional contexts, however, this \emph{initial exploration} phase requires exponential sample complexity in some cases, which prevents efficient learning unless initial data can be acquired exogenously. We show that these barriers to exploration disappear under mild geometric conditions on the set of available actions, in which case incentive-compatibility does not preclude regret-optimality. Namely, we consider the linear bandit model with actions in the Euclidean unit ball, and give an incentive-compatible exploration algorithm with sample complexity that scales polynomially with the dimension and other parameters.

cs.GT

Foundations of Safe Online Reinforcement Learning in the Linear Quadratic Regulator: $\sqrt{T}$-Regret

Understanding how to efficiently learn while adhering to safety constraints is essential for using online reinforcement learning in practical applications. However, proving rigorous regret bounds for safety-constrained reinforcement learning is difficult due to the complex interaction between safety, exploration, and exploitation. In this work, we seek to establish foundations for safety-constrained reinforcement learning by studying the canonical problem of controlling a one-dimensional linear dynamical system with unknown dynamics. We study the safety-constrained version of this problem, where the state must with high probability stay within a safe region, and we provide the first safe algorithm that achieves regret of $\tilde{O}_T(\sqrt{T})$. Furthermore, the regret is with respect to the baseline of truncated linear controllers, a natural baseline of non-linear controllers that are well-suited for safety-constrained linear systems. In addition to introducing this new baseline, we also prove several desirable continuity properties of the optimal controller in this baseline. In showing our main result, we prove that whenever the constraints impact the optimal controller, the non-linearity of our controller class leads to a faster rate of learning than in the unconstrained setting.

stat.ML

Clone-Robust AI Alignment

A key challenge in training Large Language Models (LLMs) is properly aligning them with human preferences. Reinforcement Learning with Human Feedback (RLHF) uses pairwise comparisons from human annotators to train reward functions and has emerged as a popular alignment method. However, input datasets in RLHF are not necessarily balanced in the types of questions and answers that are included. Therefore, we want RLHF algorithms to perform well even when the set of alternatives is not uniformly distributed. Drawing on insights from social choice theory, we introduce robustness to approximate clones, a desirable property of RLHF algorithms which requires that adding near-duplicate alternatives does not significantly change the learned reward function. We first demonstrate that the standard RLHF algorithm based on regularized maximum likelihood estimation (MLE) fails to satisfy this property. We then propose the weighted MLE, a new RLHF algorithm that modifies the standard regularized MLE by weighting alternatives based on their similarity to other alternatives. This new algorithm guarantees robustness to approximate clones while preserving desirable theoretical properties.

cs.LG

Improved Regret Bounds for Online Fair Division with Bandit Learning

We study online fair division when there are a finite number of item types and the player values for the items are drawn randomly from distributions with unknown means. In this setting, a sequence of indivisible items arrives according to a random online process, and each item must be allocated to a single player. The goal is to maximize expected social welfare while maintaining that the allocation satisfies proportionality in expectation. When player values are normalized, we show that it is possible to with high probability guarantee proportionality constraint satisfaction and achieve $\tilde{O}(\sqrt{T})$ regret. To achieve this result, we present an upper confidence bound (UCB) algorithm that uses two rounds of linear optimization. This algorithm highlights fundamental aspects of proportionality constraints that allow for a UCB algorithm despite the presence of many (potentially tight) constraints. This result improves upon the previous best regret rate of $\tilde{O}(T^{2/3})$.

cs.GT

Foundations of Safe Online Reinforcement Learning in the Linear Quadratic Regulator: Generalized Baselines

Many practical applications of online reinforcement learning require the satisfaction of safety constraints while learning about the unknown environment. In this work, we establish theoretical foundations for reinforcement learning with safety constraints by studying the canonical problem of Linear Quadratic Regulator learning with unknown dynamics, but with the additional constraint that the position must stay within a safe region for the entire trajectory with high probability. Our primary contribution is a general framework for studying stronger baselines of nonlinear controllers that are better suited for constrained problems than linear controllers. Due to the difficulty of analyzing non-linear controllers in a constrained problem, we focus on 1-dimensional state- and action- spaces, however we also discuss how we expect the high-level takeaways can generalize to higher dimensions. Using our framework, we show that for \emph{any} non-linear baseline satisfying natural assumptions, $\tilde{O}_T(\sqrt{T})$-regret is possible when the noise distribution has sufficiently large support, and $\tilde{O}_T(T^{2/3})$-regret is possible for \emph{any} subgaussian noise distribution. In proving these results, we introduce a new uncertainty estimation bound for nonlinear controls which shows that enforcing safety in the presence of sufficient noise can provide ``free exploration'' that compensates for the added cost of uncertainty in safety-constrained control.

stat.ML

Honor Among Bandits: No-Regret Learning for Online Fair Division

We consider the problem of online fair division of indivisible goods to players when there are a finite number of types of goods and player values are drawn from distributions with unknown means. Our goal is to maximize social welfare subject to allocating the goods fairly in expectation. When a player's value for an item is unknown at the time of allocation, we show that this problem reduces to a variant of (stochastic) multi-armed bandits, where there exists an arm for each player's value for each type of good. At each time step, we choose a distribution over arms which determines how the next item is allocated. We consider two sets of fairness constraints for this problem: envy-freeness in expectation and proportionality in expectation. Our main result is the design of an explore-then-commit algorithm that achieves $\tilde{O}(T^{2/3})$ regret while maintaining either fairness constraint. This result relies on unique properties fundamental to fair-division constraints that allow faster rates of learning, despite the restricted action space. We also prove a lower bound of $\tilde{\Omega}(T^{2/3})$ regret for our setting, showing that our results are tight.

cs.GT

Multi-Apartment Rent Division

Rent division is the well-studied problem of fairly assigning rooms and dividing rent among a set of roommates within a single apartment. A shortcoming of existing solutions is that renters are assumed to be considering apartments in isolation, whereas in reality, renters can choose among multiple apartments. In this paper, we generalize the rent division problem to the multi-apartment setting, where the goal is to both fairly choose an apartment among a set of alternatives and fairly assign rooms and rents within the chosen apartment. Our main contribution is a generalization of envy-freeness called negotiated envy-freeness. We show that a solution satisfying negotiated envy-freeness is guaranteed to exist and that it is possible to optimize over all negotiated envy-free solutions in polynomial time. We also define an even stronger fairness notion called universal envy-freeness and study its existence when values are drawn randomly.

cs.GT

Finding a planted clique by adaptive probing

We consider a variant of the planted clique problem where we are allowed unbounded computational time but can only investigate a small part of the graph by adaptive edge queries. We determine (up to logarithmic factors) the number of queries necessary both for detecting the presence of a planted clique and for finding the planted clique. Specifically, let $G \sim G(n,1/2,k)$ be a random graph on $n$ vertices with a planted clique of size $k$. We show that no algorithm that makes at most $q = o(n^2 / k^2 + n)$ adaptive queries to the adjacency matrix of $G$ is likely to find the planted clique. On the other hand, when $k \geq (2+ε) \log_2 n$ there exists a simple algorithm (with unbounded computational power) that finds the planted clique with high probability by making $q = O( (n^2 / k^2) \log^2 n + n \log n)$ adaptive queries. For detection, the additive $n$ term is not necessary: the number of queries needed to detect the presence of a planted clique is $n^2 / k^2$ (up to logarithmic factors).

math.CO