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Flavian Vasile

Publications and source records attributed to Flavian Vasile.

At least 19 recordsLinked to original sources

Off-Policy Learning to Reason Works Because It Is More Pessimistic Than You Think

Large scale reinforcement learning has become a central tool for improving reasoning in large language models. At this scale, generation is often lagged or asynchronous, so updates are performed on data collected by older policies. This makes learning inherently off-policy. Most existing approaches nevertheless remain rooted in PPO-style trust-region objectives, treating training as approximately on-policy and using importance weights to correct distribution mismatch. These corrections can introduce high variance, destabilize optimization, and accelerate entropy collapse. Recent work suggests an alternative: rather than correcting the mismatch, one can embrace off-policy data and remove importance weights, often yielding stronger algorithms. In this paper, we provide an intuitive construction of off-policy objectives that include successful off-policy objectives and show that their effectiveness can be understood through implicit pessimism: they optimize toward target policies that are more conservative than their nominal objectives suggest. This perspective explains why some particular implementation choices improve stability: they implicitly control the effective target distribution. We then propose a principled modification that stabilize this induced distribution and improve off-policy learning.

cs.LG

SphericalDreamer: Generating Navigable Immersive 3D Worlds with Panorama Fusion

The generation of immersive and navigable 3D environments is increasingly prevalent with the growing adoption of virtual reality and 3D content. However, recent methods face a fundamental limitation: they cannot produce 3D worlds that simultaneously (i) are navigable over long-range spatial extents and (ii) cover the complete omnidirectional field of view ($360^\circ$ horizontally and $180^\circ$ vertically). To address this challenge, we introduce SphericalDreamer, a method for generating fully immersive and long-range 3D outdoor environments from textual prompts. Our approach is built on the generation of multiple panoramic images, which are subsequently lifted into 3D and fused together while maintaining visual and geometric consistency. SphericalDreamer produces highly detailed, fully immersive 3D environments, while substantially improving scale and navigability compared to prior approaches.

cs.CV

RecoAtlas: From Semantic Plausibility to Set-Level Utility in LLM Recommendation Agents

LLM recommendation agents increasingly produce structured recommendation reports: sets of items accompanied by natural-language justifications. Yet existing evaluations often reduce this setting to reranking small shortlisted candidate sets or judge reports mainly by semantic plausibility. We introduce Recommendation Atlas (Agentic Tool-Level Assessment for Shopping), or RecoAtlas, a benchmark and toolkit for evaluating shopping agents with behavior-grounded metrics. RecoAtlas complements held-out interaction metrics with learned utility proxies for relevance, complementarity, and diversity derived from interaction data, while separately measuring semantic coherence and explanation quality. Its controlled tool environment exposes agents to either semantic, behavior-aligned, or faulty tools, enabling diagnosis of whether performance gains arise from stronger reasoning, better signals, or more effective tool-use policies. Across controlled experiments, we show that RecoAtlas exhibits key properties of a meaningful benchmark for agentic systems: performance scales with model capacity and test-time compute, improves with stronger and better-aligned tools, degrades under noisy or misaligned signals, and reveals that semantic plausibility does not necessarily capture behavior-grounded utility. RecoAtlas provides a foundation for developing and evaluating shopping assistants that optimize not only for plausible recommendations, but also for coherent, behaviorally grounded recommendation sets.

cs.IR

Fused-Planes: Why Train a Thousand Tri-Planes When You Can Share?

Tri-Planar NeRFs enable the application of powerful 2D vision models for 3D tasks, by representing 3D objects using 2D planar structures. This has made them the prevailing choice to model large collections of 3D objects. However, training Tri-Planes to model such large collections is computationally intensive and remains largely inefficient. This is because the current approaches independently train one Tri-Plane per object, hence overlooking structural similarities in large classes of objects. In response to this issue, we introduce Fused-Planes, a novel object representation that improves the resource efficiency of Tri-Planes when reconstructing object classes, all while retaining the same planar structure. Our approach explicitly captures structural similarities across objects through a latent space and a set of globally shared base planes. Each individual Fused-Planes is then represented as a decomposition over these base planes, augmented with object-specific features. Fused-Planes showcase state-of-the-art efficiency among planar representations, demonstrating $7.2 \times$ faster training and $3.2 \times$ lower memory footprint than Tri-Planes while maintaining rendering quality. An ultra-lightweight variant further cuts per-object memory usage by $1875 \times$ with minimal quality loss. Our project page can be found at https://fused-planes.github.io .

cs.CV

RoiRL: Efficient, Self-Supervised Reasoning with Offline Iterative Reinforcement Learning

Reinforcement learning (RL) is central to improving reasoning in large language models (LLMs) but typically requires ground-truth rewards. Test-Time Reinforcement Learning (TTRL) removes this need by using majority-vote rewards, but relies on heavy online RL and incurs substantial computational cost. We propose RoiRL: Reasoning with offline iterative Reinforcement Learning, a family of lightweight offline learning alternatives that can target the same regularized optimal policies. Unlike TTRL, RoiRL eliminates the need to maintain a reference model and instead optimizes weighted log-likelihood objectives, enabling stable training with significantly lower memory and compute requirements. Experimental results show that RoiRL trains to 2.5x faster and consistently outperforms TTRL on reasoning benchmarks, establishing a scalable path to self-improving LLMs without labels.

cs.LG

Bringing NeRFs to the Latent Space: Inverse Graphics Autoencoder

While pre-trained image autoencoders are increasingly utilized in computer vision, the application of inverse graphics in 2D latent spaces has been under-explored. Yet, besides reducing the training and rendering complexity, applying inverse graphics in the latent space enables a valuable interoperability with other latent-based 2D methods. The major challenge is that inverse graphics cannot be directly applied to such image latent spaces because they lack an underlying 3D geometry. In this paper, we propose an Inverse Graphics Autoencoder (IG-AE) that specifically addresses this issue. To this end, we regularize an image autoencoder with 3D-geometry by aligning its latent space with jointly trained latent 3D scenes. We utilize the trained IG-AE to bring NeRFs to the latent space with a latent NeRF training pipeline, which we implement in an open-source extension of the Nerfstudio framework, thereby unlocking latent scene learning for its supported methods. We experimentally confirm that Latent NeRFs trained with IG-AE present an improved quality compared to a standard autoencoder, all while exhibiting training and rendering accelerations with respect to NeRFs trained in the image space. Our project page can be found at https://ig-ae.github.io .

cs.CV

Welfare-Optimized Recommender Systems

We present a recommender system based on the Random Utility Model. Online shoppers are modeled as rational decision makers with limited information, and the recommendation task is formulated as the problem of optimally enriching the shopper's awareness set. Notably, the price information and the shopper's Willingness-To-Pay play crucial roles. Furthermore, to better account for the commercial nature of the recommendation, we unify the retailer and shoppers' contradictory objectives into a single welfare metric, which we propose as a new recommendation goal. We test our framework on synthetic data and show its performance in a wide range of scenarios. This new framework, that was absent from the Recommender System literature, opens the door to Welfare-Optimized Recommender Systems, couponing, and price optimization.

cs.GT

Probabilistic Rank and Reward: A Scalable Model for Slate Recommendation

We introduce Probabilistic Rank and Reward (PRR), a scalable probabilistic model for personalized slate recommendation. Our approach allows off-policy estimation of the reward in the scenario where the user interacts with at most one item from a slate of K items. We show that the probability of a slate being successful can be learned efficiently by combining the reward, whether the user successfully interacted with the slate, and the rank, the item that was selected within the slate. PRR outperforms existing off-policy reward optimizing methods and is far more scalable to large action spaces. Moreover, PRR allows fast delivery of recommendations powered by maximum inner product search (MIPS), making it suitable in low latency domains such as computational advertising.

cs.IR

Exploring 3D-aware Latent Spaces for Efficiently Learning Numerous Scenes

We present a method enabling the scaling of NeRFs to learn a large number of semantically-similar scenes. We combine two techniques to improve the required training time and memory cost per scene. First, we learn a 3D-aware latent space in which we train Tri-Plane scene representations, hence reducing the resolution at which scenes are learned. Moreover, we present a way to share common information across scenes, hence allowing for a reduction of model complexity to learn a particular scene. Our method reduces effective per-scene memory costs by 44% and per-scene time costs by 86% when training 1000 scenes. Our project page can be found at https://3da-ae.github.io .

cs.CV

3DGEN: A GAN-based approach for generating novel 3D models from image data

The recent advances in text and image synthesis show a great promise for the future of generative models in creative fields. However, a less explored area is the one of 3D model generation, with a lot of potential applications to game design, video production, and physical product design. In our paper, we present 3DGEN, a model that leverages the recent work on both Neural Radiance Fields for object reconstruction and GAN-based image generation. We show that the proposed architecture can generate plausible meshes for objects of the same category as the training images and compare the resulting meshes with the state-of-the-art baselines, leading to visible uplifts in generation quality.

cs.CV

AdBooster: Personalized Ad Creative Generation using Stable Diffusion Outpainting

In digital advertising, the selection of the optimal item (recommendation) and its best creative presentation (creative optimization) have traditionally been considered separate disciplines. However, both contribute significantly to user satisfaction, underpinning our assumption that it relies on both an item's relevance and its presentation, particularly in the case of visual creatives. In response, we introduce the task of {\itshape Generative Creative Optimization (GCO)}, which proposes the use of generative models for creative generation that incorporate user interests, and {\itshape AdBooster}, a model for personalized ad creatives based on the Stable Diffusion outpainting architecture. This model uniquely incorporates user interests both during fine-tuning and at generation time. To further improve AdBooster's performance, we also introduce an automated data augmentation pipeline. Through our experiments on simulated data, we validate AdBooster's effectiveness in generating more relevant creatives than default product images, showing its potential of enhancing user engagement.

cs.IR

Offline Evaluation of Reward-Optimizing Recommender Systems: The Case of Simulation

Both in academic and industry-based research, online evaluation methods are seen as the golden standard for interactive applications like recommendation systems. Naturally, the reason for this is that we can directly measure utility metrics that rely on interventions, being the recommendations that are being shown to users. Nevertheless, online evaluation methods are costly for a number of reasons, and a clear need remains for reliable offline evaluation procedures. In industry, offline metrics are often used as a first-line evaluation to generate promising candidate models to evaluate online. In academic work, limited access to online systems makes offline metrics the de facto approach to validating novel methods. Two classes of offline metrics exist: proxy-based methods, and counterfactual methods. The first class is often poorly correlated with the online metrics we care about, and the latter class only provides theoretical guarantees under assumptions that cannot be fulfilled in real-world environments. Here, we make the case that simulation-based comparisons provide ways forward beyond offline metrics, and argue that they are a preferable means of evaluation.

cs.IR

What Users Want? WARHOL: A Generative Model for Recommendation

Current recommendation approaches help online merchants predict, for each visiting user, which subset of their existing products is the most relevant. However, besides being interested in matching users with existing products, merchants are also interested in understanding their users' underlying preferences. This could indeed help them produce or acquire better matching products in the future. We argue that existing recommendation models cannot directly be used to predict the optimal combination of features that will make new products serve better the needs of the target audience. To tackle this, we turn to generative models, which allow us to learn explicitly distributions over product feature combinations both in text and visual space. We develop WARHOL, a product generation and recommendation architecture that takes as input past user shopping activity and generates relevant textual and visual descriptions of novel products. We show that WARHOL can approach the performance of state-of-the-art recommendation models, while being able to generate entirely new products that are relevant to the given user profiles.

cs.LG

Combining Reward and Rank Signals for Slate Recommendation

We consider the problem of slate recommendation, where the recommender system presents a user with a collection or slate composed of K recommended items at once. If the user finds the recommended items appealing then the user may click and the recommender system receives some feedback. Two pieces of information are available to the recommender system: was the slate clicked? (the reward), and if the slate was clicked, which item was clicked? (rank). In this paper, we formulate several Bayesian models that incorporate the reward signal (Reward model), the rank signal (Rank model), or both (Full model), for non-personalized slate recommendation. In our experiments, we analyze performance gains of the Full model and show that it achieves significantly lower error as the number of products in the catalog grows or as the slate size increases.

cs.LG

Improving Offline Contextual Bandits with Distributional Robustness

This paper extends the Distributionally Robust Optimization (DRO) approach for offline contextual bandits. Specifically, we leverage this framework to introduce a convex reformulation of the Counterfactual Risk Minimization principle. Besides relying on convex programs, our approach is compatible with stochastic optimization, and can therefore be readily adapted tothe large data regime. Our approach relies on the construction of asymptotic confidence intervals for offline contextual bandits through the DRO framework. By leveraging known asymptotic results of robust estimators, we also show how to automatically calibrate such confidence intervals, which in turn removes the burden of hyper-parameter selection for policy optimization. We present preliminary empirical results supporting the effectiveness of our approach.

stat.ML

From Clicks to Conversions: Recommendation for long-term reward

Recommender systems are often optimised for short-term reward: a recommendation is considered successful if a reward (e.g. a click) can be observed immediately after the recommendation. The advantage of this framework is that with some reasonable (although questionable) assumptions, it allows familiar supervised learning tools to be used for the recommendation task. However, it means that long-term business metrics, e.g. sales or retention are ignored. In this paper we introduce a framework for modeling long-term rewards in the RecoGym simulation environment. We use this newly introduced functionality to showcase problems introduced by the last-click attribution scheme in the case of conversion-optimized recommendations and propose a simple extension that leads to state-of-the-art results.

cs.IR

BLOB : A Probabilistic Model for Recommendation that Combines Organic and Bandit Signals

A common task for recommender systems is to build a pro le of the interests of a user from items in their browsing history and later to recommend items to the user from the same catalog. The users' behavior consists of two parts: the sequence of items that they viewed without intervention (the organic part) and the sequences of items recommended to them and their outcome (the bandit part). In this paper, we propose Bayesian Latent Organic Bandit model (BLOB), a probabilistic approach to combine the 'or-ganic' and 'bandit' signals in order to improve the estimation of recommendation quality. The bandit signal is valuable as it gives direct feedback of recommendation performance, but the signal quality is very uneven, as it is highly concentrated on the recommendations deemed optimal by the past version of the recom-mender system. In contrast, the organic signal is typically strong and covers most items, but is not always relevant to the recommendation task. In order to leverage the organic signal to e ciently learn the bandit signal in a Bayesian model we identify three fundamental types of distances, namely action-history, action-action and history-history distances. We implement a scalable approximation of the full model using variational auto-encoders and the local re-paramerization trick. We show using extensive simulation studies that our method out-performs or matches the value of both state-of-the-art organic-based recommendation algorithms, and of bandit-based methods (both value and policy-based) both in organic and bandit-rich environments.

stat.ML

Distributionally Robust Counterfactual Risk Minimization

This manuscript introduces the idea of using Distributionally Robust Optimization (DRO) for the Counterfactual Risk Minimization (CRM) problem. Tapping into a rich existing literature, we show that DRO is a principled tool for counterfactual decision making. We also show that well-established solutions to the CRM problem like sample variance penalization schemes are special instances of a more general DRO problem. In this unifying framework, a variety of distributionally robust counterfactual risk estimators can be constructed using various probability distances and divergences as uncertainty measures. We propose the use of Kullback-Leibler divergence as an alternative way to model uncertainty in CRM and derive a new robust counterfactual objective. In our experiments, we show that this approach outperforms the state-of-the-art on four benchmark datasets, validating the relevance of using other uncertainty measures in practical applications.

stat.ML