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Doina Precup

Publications and source records attributed to Doina Precup.

At least 37 records · Page 2Linked to original sources

Affordances Enable Partial World Modeling with LLMs

Full models of the world require complex knowledge of immense detail. While pre-trained large models have been hypothesized to contain similar knowledge due to extensive pre-training on vast amounts of internet scale data, using them directly in a search procedure is inefficient and inaccurate. Conversely, partial models focus on making high quality predictions for a subset of state and actions: those linked through affordances that achieve user intents~\citep{khetarpal2020can}. Can we posit large models as partial world models? We provide a formal answer to this question, proving that agents achieving task-agnostic, language-conditioned intents necessarily possess predictive partial-world models informed by affordances. In the multi-task setting, we introduce distribution-robust affordances and show that partial models can be extracted to significantly improve search efficiency. Empirical evaluations in tabletop robotics tasks demonstrate that our affordance-aware partial models reduce the search branching factor and achieve higher rewards compared to full world models.

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On the geometry and topology of representations: the manifolds of modular addition

The Clock and Pizza interpretations, associated with architectures differing in either uniform or learnable attention, were introduced to argue that different architectural designs can yield distinct circuits for modular addition. In this work, we show that this is not the case, and that both uniform attention and trainable attention architectures implement the same algorithm via topologically and geometrically equivalent representations. Our methodology goes beyond the interpretation of individual neurons and weights. Instead, we identify all of the neurons corresponding to each learned representation and then study the collective group of neurons as one entity. This method reveals that each learned representation is a manifold that we can study utilizing tools from topology. Based on this insight, we can statistically analyze the learned representations across hundreds of circuits to demonstrate the similarity between learned modular addition circuits that arise naturally from common deep learning paradigms.

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On Mobile Ad Hoc Networks for Coverage of Partially Observable Worlds

This paper addresses the movement and placement of mobile agents to establish a communication network in initially unknown environments. We cast the problem in a computational-geometric framework by relating the coverage problem and line-of-sight constraints to the Cooperative Guard Art Gallery Problem, and introduce its partially observable variant, the Partially Observable Cooperative Guard Art Gallery Problem (POCGAGP). We then present two algorithms that solve POCGAGP: CADENCE, a centralized planner that incrementally selects 270 degree corners at which to deploy agents, and DADENCE, a decentralized scheme that coordinates agents using local information and lightweight messaging. Both approaches operate under partial observability and target simultaneous coverage and connectivity. We evaluate the methods in simulation across 1,500 test cases of varied size and structure, demonstrating consistent success in forming connected networks while covering and exploring unknown space. These results highlight the value of geometric abstractions for communication-driven exploration and show that decentralized policies are competitive with centralized performance while retaining scalability.

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Incorporating Spatial Information into Goal-Conditioned Hierarchical Reinforcement Learning via Graph Representations

The integration of graphs with Goal-conditioned Hierarchical Reinforcement Learning (GCHRL) has recently gained attention, as intermediate goals (subgoals) can be effectively sampled from graphs that naturally represent the overall task structure in most RL tasks. However, existing approaches typically rely on domain-specific knowledge to construct these graphs, limiting their applicability to new tasks. Other graph-based approaches create graphs dynamically during exploration but struggle to fully utilize them, because they have problems passing the information in the graphs to newly visited states. Additionally, current GCHRL methods face challenges such as sample inefficiency and poor subgoal representation. This paper proposes a solution to these issues by developing a graph encoder-decoder to evaluate unseen states. Our proposed method, Graph-Guided sub-Goal representation Generation RL (G4RL), can be incorporated into any existing GCHRL method when operating in environments with primarily symmetric and reversible transitions to enhance performance across this class of problems. We show that the graph encoder-decoder can be effectively implemented using a network trained on the state graph generated during exploration. Empirical results indicate that leveraging high and low-level intrinsic rewards from the graph encoder-decoder significantly enhances the performance of state-of-the-art GCHRL approaches with an extra small computational cost in dense and sparse reward environments.

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Plasticity as the Mirror of Empowerment

Agents are minimally entities that are influenced by their past observations and act to influence future observations. This latter capacity is captured by empowerment, which has served as a vital framing concept across artificial intelligence and cognitive science. This former capacity, however, is equally foundational: In what ways, and to what extent, can an agent be influenced by what it observes? In this paper, we ground this concept in a universal agent-centric measure that we refer to as plasticity, and reveal a fundamental connection to empowerment. Following a set of desiderata on a suitable definition, we define plasticity using a new information-theoretic quantity we call the generalized directed information. We show that this new quantity strictly generalizes the directed information introduced by Massey (1990) while preserving all of its desirable properties. Under this definition, we find that plasticity is well thought of as the mirror of empowerment: The two concepts are defined using the same measure, with only the direction of influence reversed. Our main result establishes a tension between the plasticity and empowerment of an agent, suggesting that agent design needs to be mindful of both characteristics. We explore the implications of these findings, and suggest that plasticity, empowerment, and their relationship are essential to understanding agency

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Language Agents Mirror Human Causal Reasoning Biases. How Can We Help Them Think Like Scientists?

Language model (LM) agents are increasingly used as autonomous decision-makers which need to actively gather information to guide their decisions. A crucial cognitive skill for such agents is the efficient exploration and understanding of the causal structure of the world -- key to robust, scientifically grounded reasoning. Yet, it remains unclear whether LMs possess this capability or exhibit systematic biases leading to erroneous conclusions. In this work, we examine LMs' ability to explore and infer causal relationships, using the well-established Blicket Test paradigm from developmental psychology. We find that LMs reliably infer the common, intuitive disjunctive causal relationships but systematically struggle with the unusual, yet equally (or sometimes even more) evidenced conjunctive ones. This "disjunctive bias" persists across model families, sizes, and prompting strategies, and performance further declines as task complexity increases. Interestingly, an analogous bias appears in human adults, suggesting that LMs may have inherited deep-seated reasoning heuristics from their training data. To this end, we quantify similarities between LMs and humans, finding that LMs exhibit adult-like inference profiles (but not child-like). Finally, we propose a test-time sampling method which explicitly samples and eliminates hypotheses about causal relationships from the LM. This scalable approach significantly reduces the disjunctive bias and moves LMs closer to the goal of scientific, causally rigorous reasoning.

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Understanding Behavioral Metric Learning: A Large-Scale Study on Distracting Reinforcement Learning Environments

A key approach to state abstraction is approximating behavioral metrics (notably, bisimulation metrics) in the observation space and embedding these learned distances in the representation space. While promising for robustness to task-irrelevant noise, as shown in prior work, accurately estimating these metrics remains challenging, requiring various design choices that create gaps between theory and practice. Prior evaluations focus mainly on final returns, leaving the quality of learned metrics and the source of performance gains unclear. To systematically assess how metric learning works in deep reinforcement learning (RL), we evaluate five recent approaches, unified conceptually as isometric embeddings with varying design choices. We benchmark them with baselines across 20 state-based and 14 pixel-based tasks, spanning 370 task configurations with diverse noise settings. Beyond final returns, we introduce the evaluation of a denoising factor to quantify the encoder's ability to filter distractions. To further isolate the effect of metric learning, we propose and evaluate an isolated metric estimation setting, in which the encoder is influenced solely by the metric loss. Finally, we release an open-source, modular codebase to improve reproducibility and support future research on metric learning in deep RL.

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Relative Trajectory Balance is equivalent to Trust-PCL

Recent progress in generative modeling has highlighted the importance of Reinforcement Learning (RL) for fine-tuning, with KL-regularized methods in particular proving to be highly effective for both autoregressive and diffusion models. Complementing this line of work, the Relative Trajectory Balance (RTB) objective was recently introduced in the context of Generative Flow Networks (GFlowNets) to serve the same role of improving fine-tuning in sequential generative models. Building on prior work linking GFlowNets and maximum-entropy RL, we establish in this paper an equivalence between RTB and Trust-PCL, an off-policy RL method with KL regularization. This equivalence situates RTB within the broader theoretical landscape of KL-regularized RL, and clarifies its relationship to earlier methods. Leveraging this insight, we revisit an illustrative example from the RTB paper and show that KL-regularized RL methods achieve comparable performance, offering an alternative perspective to what was previously reported.

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Rejecting Hallucinated State Targets during Planning

In planning processes of computational decision-making agents, generative or predictive models are often used as "generators" to propose "targets" representing sets of expected or desirable states. Unfortunately, learned models inevitably hallucinate infeasible targets that can cause delusional behaviors and safety concerns. We first investigate the kinds of infeasible targets that generators can hallucinate. Then, we devise a strategy to identify and reject infeasible targets by learning a target feasibility evaluator. To ensure that the evaluator is robust and non-delusional, we adopted a design choice combining off-policy compatible learning rule, distributional architecture, and data augmentation based on hindsight relabeling. Attaching to a planning agent, the designed evaluator learns by observing the agent's interactions with the environment and the targets produced by its generator, without the need to change the agent or its generator. Our controlled experiments show significant reductions in delusional behaviors and performance improvements for various kinds of existing agents.

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Capacity-Constrained Continual Learning

Any agents we can possibly build are subject to capacity constraints, as memory and compute resources are inherently finite. However, comparatively little attention has been dedicated to understanding how agents with limited capacity should allocate their resources for optimal performance. The goal of this paper is to shed some light on this question by studying a simple yet relevant continual learning problem: the capacity-constrained linear-quadratic-Gaussian (LQG) sequential prediction problem. We derive a solution to this problem under appropriate technical conditions. Moreover, for problems that can be decomposed into a set of sub-problems, we also demonstrate how to optimally allocate capacity across these sub-problems in the steady state. We view the results of this paper as a first step in the systematic theoretical study of learning under capacity constraints.

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Exploring Sparse Adapters for Scalable Merging of Parameter Efficient Experts

Merging parameter-efficient task experts has recently gained growing attention as a way to build modular architectures that can be rapidly adapted on the fly for specific downstream tasks, without requiring additional fine-tuning. Typically, LoRA serves as the foundational building block of such parameter-efficient modular architectures, leveraging low-rank weight structures to reduce the number of trainable parameters. In this paper, we study the properties of sparse adapters, which train only a subset of weights in the base neural network, as potential building blocks of modular architectures. First, we propose a simple method for training highly effective sparse adapters, which is conceptually simpler than existing methods in the literature and surprisingly outperforms both LoRA and full fine-tuning in our setting. Next, we investigate the merging properties of these sparse adapters by merging adapters for up to 20 natural language processing tasks, thus scaling beyond what is usually studied in the literature. Our findings demonstrate that sparse adapters yield superior in-distribution performance post-merging compared to LoRA or full model merging. Achieving strong held-out performance remains a challenge for all methods considered.

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Soft Condorcet Optimization for Ranking of General Agents

Driving progress of AI models and agents requires comparing their performance on standardized benchmarks; for general agents, individual performances must be aggregated across a potentially wide variety of different tasks. In this paper, we describe a novel ranking scheme inspired by social choice frameworks, called Soft Condorcet Optimization (SCO), to compute the optimal ranking of agents: the one that makes the fewest mistakes in predicting the agent comparisons in the evaluation data. This optimal ranking is the maximum likelihood estimate when evaluation data (which we view as votes) are interpreted as noisy samples from a ground truth ranking, a solution to Condorcet's original voting system criteria. SCO ratings are maximal for Condorcet winners when they exist, which we show is not necessarily true for the classical rating system Elo. We propose three optimization algorithms to compute SCO ratings and evaluate their empirical performance. When serving as an approximation to the Kemeny-Young voting method, SCO rankings are on average 0 to 0.043 away from the optimal ranking in normalized Kendall-tau distance across 865 preference profiles from the PrefLib open ranking archive. In a simulated noisy tournament setting, SCO achieves accurate approximations to the ground truth ranking and the best among several baselines when 59\% or more of the preference data is missing. Finally, SCO ranking provides the best approximation to the optimal ranking, measured on held-out test sets, in a problem containing 52,958 human players across 31,049 games of the classic seven-player game of Diplomacy.

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Sparse-Reg: Improving Sample Complexity in Offline Reinforcement Learning using Sparsity

In this paper, we investigate the use of small datasets in the context of offline reinforcement learning (RL). While many common offline RL benchmarks employ datasets with over a million data points, many offline RL applications rely on considerably smaller datasets. We show that offline RL algorithms can overfit on small datasets, resulting in poor performance. To address this challenge, we introduce "Sparse-Reg": a regularization technique based on sparsity to mitigate overfitting in offline reinforcement learning, enabling effective learning in limited data settings and outperforming state-of-the-art baselines in continuous control.

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Robust Reward Modeling via Causal Rubrics

Reward models (RMs) are fundamental to aligning Large Language Models (LLMs) via human feedback, yet they often suffer from reward hacking. They tend to latch on to superficial or spurious attributes, such as response length or formatting, mistaking these cues learned from correlations in training data for the true causal drivers of quality (e.g., factuality, relevance). This occurs because standard training objectives struggle to disentangle these factors, leading to brittle RMs and misaligned policies. We introduce Crome (Causally Robust Reward Modeling), a novel framework grounded in an explicit causal model designed to mitigate reward hacking. Crome employs the following synthetic targeted augmentations during training: (1) Causal Augmentations, which are pairs that differ along specific causal attributes, to enforce sensitivity along each causal attribute individually, and (2) Neutral Augmentations, which are tie-label pairs varying primarily in spurious attributes, to enforce invariance along spurious attributes. Notably, our augmentations are produced without any knowledge of spurious factors, via answer interventions only along causal rubrics, that are identified by querying an oracle LLM. Empirically, Crome significantly outperforms standard baselines on RewardBench, improving average accuracy by up to 5.4% and achieving gains of up to 13.2% and 7.2% in specific categories. The robustness of Crome is further testified by the consistent gains obtained in a Best-of-N inference setting across increasing N, across various benchmarks, including the popular RewardBench (covering chat, chat-hard, safety, and reasoning tasks), the safety-focused WildGuardTest, and the reasoning-specific GSM8k.

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SCAR: Shapley Credit Assignment for More Efficient RLHF

Reinforcement Learning from Human Feedback (RLHF) is a widely used technique for aligning Large Language Models (LLMs) with human preferences, yet it often suffers from sparse reward signals, making effective credit assignment challenging. In typical setups, the reward model provides a single scalar score for an entire generated sequence, offering little insight into which token or span-level decisions were responsible for the outcome. To address this, we propose Shapley Credit Assignment Rewards (SCAR), a novel method that leverages Shapley values in cooperative game theory. SCAR distributes the total sequence-level reward among constituent tokens or text spans based on their principled marginal contributions. This creates dense reward signals, crucially, without necessitating the training of auxiliary critique models or recourse to fine-grained human annotations at intermediate generation stages. Unlike prior dense reward methods, SCAR offers a game-theoretic foundation for fair credit attribution. Theoretically, we demonstrate that SCAR preserves the original optimal policy, and empirically, across diverse tasks including sentiment control, text summarization, and instruction tuning, we show that SCAR converges significantly faster and achieves higher final reward scores compared to standard RLHF and attention-based dense reward baselines. Our findings suggest that SCAR provides a more effective and theoretically sound method for credit assignment in RLHF, leading to more efficient alignment of LLMs.

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Uncovering a Universal Abstract Algorithm for Modular Addition in Neural Networks

We propose a testable universality hypothesis, asserting that seemingly disparate neural network solutions observed in the simple task of modular addition are unified under a common abstract algorithm. While prior work interpreted variations in neuron-level representations as evidence for distinct algorithms, we demonstrate - through multi-level analyses spanning neurons, neuron clusters, and entire networks - that multilayer perceptrons and transformers universally implement the abstract algorithm we call the approximate Chinese Remainder Theorem. Crucially, we introduce approximate cosets and show that neurons activate exclusively on them. Furthermore, our theory works for deep neural networks (DNNs). It predicts that universally learned solutions in DNNs with trainable embeddings or more than one hidden layer require only O(log n) features, a result we empirically confirm. This work thus provides the first theory-backed interpretation of multilayer networks solving modular addition. It advances generalizable interpretability and opens a testable universality hypothesis for group multiplication beyond modular addition.

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Cracking the Code of Action: a Generative Approach to Affordances for Reinforcement Learning

Agents that can autonomously navigate the web through a graphical user interface (GUI) using a unified action space (e.g., mouse and keyboard actions) can require very large amounts of domain-specific expert demonstrations to achieve good performance. Low sample efficiency is often exacerbated in sparse-reward and large-action-space environments, such as a web GUI, where only a few actions are relevant in any given situation. In this work, we consider the low-data regime, with limited or no access to expert behavior. To enable sample-efficient learning, we explore the effect of constraining the action space through $\textit{intent-based affordances}$ -- i.e., considering in any situation only the subset of actions that achieve a desired outcome. We propose $\textbf{Code as Generative Affordances}$ $(\textbf{$\texttt{CoGA}$})$, a method that leverages pre-trained vision-language models (VLMs) to generate code that determines affordable actions through implicit intent-completion functions and using a fully-automated program generation and verification pipeline. These programs are then used in-the-loop of a reinforcement learning agent to return a set of affordances given a pixel observation. By greatly reducing the number of actions that an agent must consider, we demonstrate on a wide range of tasks in the MiniWob++ benchmark that: $\textbf{1)}$ $\texttt{CoGA}$ is orders of magnitude more sample efficient than its RL agent, $\textbf{2)}$ $\texttt{CoGA}$'s programs can generalize within a family of tasks, and $\textbf{3)}$ $\texttt{CoGA}$ performs better or on par compared with behavior cloning when a small number of expert demonstrations is available.

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Functional Acceleration for Policy Mirror Descent

We apply functional acceleration to the Policy Mirror Descent (PMD) general family of algorithms, which cover a wide range of novel and fundamental methods in Reinforcement Learning (RL). Leveraging duality, we propose a momentum-based PMD update. By taking the functional route, our approach is independent of the policy parametrization and applicable to large-scale optimization, covering previous applications of momentum at the level of policy parameters as a special case. We theoretically analyze several properties of this approach and complement with a numerical ablation study, which serves to illustrate the policy optimization dynamics on the value polytope, relative to different algorithmic design choices in this space. We further characterize numerically several features of the problem setting relevant for functional acceleration, and lastly, we investigate the impact of approximation on their learning mechanics.

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