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Jakob Nicolaus Foerster

Publications and source records attributed to Jakob Nicolaus Foerster.

At least 19 recordsLinked to original sources

CivBench: A Long-Horizon Benchmark for Tool-Mediated Agents in Civilization VI

We present CivBench, an open-source benchmark for evaluating language model agents in long-horizon, tool-mediated environments through the Model Context Protocol (MCP). A single episode spans 300+ turns and produces thousands of tool calls over a large action space, requiring sustained planning, state monitoring, and execution under partial observability. The environment exposes 76 MCP tools and a narration layer that converts visual game state into structured text. We use CivBench to characterise agent behaviour across four model families in 23 admissible runs. The sample is a pilot, not a model ranking: aggregate outcomes do not reliably discriminate models at this scale. Instead, we introduce two interface-level metrics that the environment makes measurable: Proactive Monitoring Rate (PMR), capturing whether agents actively query latent strategic state, and RAG@10, capturing whether commitments stated in structured planning reflections are executed within ten subsequent turns. Across runs we observe two consistent patterns under a shared playbook protocol. Agents under-monitor strategically relevant state that is available but requires explicit querying: despite playbook guidance to query victory progress every 20 turns, agents do so only every 30 to 75 turns, and in 7 of 20 detectable defeats they failed to query within the 20 turn warning window before game end. Agents also frequently fail to execute near-term commitments stated in their own planning reflections (RAG@10 between 48.2% and 65.8% across models). Both patterns arise despite tool access and explicit guidance, and we interpret them as deviations under instruction rather than absences of capability. We release the environment, scenarios, logs, metrics, and analysis pipeline at https://github.com/lmwilki/civ6-mcp

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AI Research Preference Models

AI research agents (AIRA) can now carry machine learning experiments from proposal through implementation and evaluation. Yet progress on frontier tasks is throttled by the cost of evaluations that can consume days of GPU time. When an agent can propose far more candidates than it can afford to run, progress depends on its research preference: how it allocates a fixed execution budget across many candidates. We introduce AI Research Preference Models (RPMs) that predict which candidate solution is most promising, without paying the cost of running them all. We build RPMs from frozen pretrained language models in two variants: an inference-only model that reasons over candidate plans, code, and previously executed solutions, and an agentic model that additionally runs small-scale pilot experiments. Integrated into the AIRA-dojo research agent and evaluated on the machine learning research benchmark AIRS-Bench, the two variants increase the average normalized score from 0.684 to 0.711 and 0.729, respectively. Both reach the unguided agent's 24-hour performance in roughly 15 hours, using less than two-thirds of its execution budget, and together yield new state-of-the-art results on two AIRS-Bench tasks.

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JaxMARL: Multi-Agent RL Environments and Algorithms in JAX

Benchmarks are crucial in the development of machine learning algorithms, with available environments significantly influencing reinforcement learning (RL) research. Traditionally, RL environments run on the CPU, which limits their scalability with typical academic compute. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, Python-based library that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is around 14 times faster than existing approaches, and up to 12500x when multiple training runs are vectorized. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a JAX-based approximate reimplementation of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl.

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Finding the Time to Think: Learning Planning Budgets in Real-Time RL

Deliberating takes time. In real-time settings, that time is not free. Standard reinforcement learning (RL) sidesteps this as the environment waits indefinitely for the agent's decision. Instead, we study real-time RL environments where the environment progresses while waiting for the agent's action. Building on prior real-time formalizations, we introduce variable-delay real-time RL, where the agent chooses how long to deliberate at each decision point since the environment progresses. For the planning agents we use, the right delay is state-dependent, and naively planning how long to plan can paralyze the agent. We instead approach this setting by training a lightweight gating policy on top of a planner to select state-dependent planning budgets. Across real-time Pac-Man, Tetris, Snake, Speed Hex, and Speed Go, our gating policy outperforms fixed-budget and heuristic baselines, and transfers to a real-time setup where the environment and agent run on two different GPUs.

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Asking the Right Questions: Improving Reasoning with Generated Stepping Stones

Recent years have witnessed tremendous progress in enabling LLMs to solve complex reasoning tasks such as math and coding. As we start to apply LLMs to harder tasks that they may not be able to solve in one shot, it is worth paying attention to their ability to construct intermediate stepping stones that prepare them to better solve the tasks. Examples of stepping stones include simplifications, alternative framings, or subproblems. We study properties and benefits of stepping stones in the context of modern reasoning LLMs via ARQ (Asking the Right Questions), a simple framework that introduces a question generator to the default reasoning pipeline. We first show that good stepping stone questions exist and are transferrable, meaning that good questions can be generated, and they substantially help LLMs of various capabilities in solving the target tasks. We next frame stepping stone generation as a post-training task and show that we can fine-tune LLMs to generate more useful stepping stones by SFT and RL on synthetic data.

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AIRA_2: Overcoming Bottlenecks in AI Research Agents

Existing research has identified three structural performance bottlenecks in AI research agents: (1) synchronous single-GPU execution constrains sample throughput, limiting the benefit of search; (2) a generalization gap where validation-based selection causes overfitting and performance to degrade over extended search horizons; and (3) the limited capability of fixed, single-turn LLM operators imposes a ceiling on search performance. We introduce AIRA$_2$, which addresses these bottlenecks through three architectural choices: an asynchronous multi-GPU worker pool that increases experiment throughput linearly; a Hidden Consistent Evaluation protocol that delivers a reliable evaluation signal; and ReAct agents that dynamically scope their actions and debug interactively. On MLE-bench-30, AIRA$^{\dagger}_{2}$ achieves a mean Percentile Rank of 81.5% at 24 hours and 83.1% at 72 hours, outperforming the strongest baseline, which achieves 72.7%. On AIRS-Bench, AIRA$_2$ exceeds human state-of-the-art on 6 out of 20 diverse research tasks. Ablations confirm that each architectural component is necessary, that performance follows a predictable scaling law that transfers across LLM backbones, and that the "overfitting" reported in prior work was driven by evaluation noise rather than true data memorization.

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Learning When to Plan: Efficiently Allocating Test-Time Compute for LLM Agents

Training large language models (LLMs) to reason via reinforcement learning (RL) significantly improves their problem-solving capabilities. In agentic settings, existing methods like ReAct prompt LLMs to explicitly plan before every action; however, we demonstrate that always planning is computationally expensive and degrades performance on long-horizon tasks, while never planning further limits performance. To address this, we introduce a conceptual framework formalizing dynamic planning for LLM agents, enabling them to flexibly decide when to allocate test-time compute for planning. We propose a simple two-stage training pipeline: (1) supervised fine-tuning on diverse synthetic data to prime models for dynamic planning, and (2) RL to refine this capability in long-horizon environments. Experiments on the Crafter environment show that dynamic planning agents trained with this approach are more sample-efficient and consistently achieve more complex objectives. Additionally, we demonstrate that these agents can be effectively steered by human-written plans, surpassing their independent capabilities and highlighting the potential for safer and more collaborative agentic systems.

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Evolution Strategies at the Hyperscale

Evolution Strategies (ES) is a class of powerful black-box optimisation methods that are highly parallelisable and can handle non-differentiable and noisy objectives. However, naïve ES becomes prohibitively expensive at scale on GPUs due to the low arithmetic intensity of batched matrix multiplications with unstructured random perturbations. We introduce Evolution Guided GeneRal Optimisation via Low-rank Learning (EGGROLL), which improves arithmetic intensity by structuring individual perturbations as rank-$r$ matrices, resulting in a hundredfold increase in training speed for billion-parameter models at large population sizes, achieving up to 91% of the throughput of pure batch inference. We provide a rigorous theoretical analysis of Gaussian ES for high-dimensional parameter objectives, investigating conditions needed for ES updates to converge in high dimensions. Our results reveal a linearising effect, and proving consistency between EGGROLL and ES as parameter dimension increases. Our experiments show that EGGROLL: (1) enables the stable pretraining of nonlinear recurrent language models that operate purely in integer datatypes, (2) is competitive with GRPO for post-training LLMs on reasoning tasks, and (3) does not compromise performance compared to ES in tabula rasa RL settings, despite being faster.

cs.LG↗

Learning to Drive in New Cities Without Human Demonstrations

While autonomous vehicles have achieved reliable performance within specific operating regions, their deployment to new cities remains costly and slow. A key bottleneck is the need to collect many human demonstration trajectories when adapting driving policies to new cities that differ from those seen in training in terms of road geometry, traffic rules, and interaction patterns. In this paper, we show that self-play multi-agent reinforcement learning can adapt a driving policy to a substantially different target city using only the map and meta-information, without requiring any human demonstrations from that city. We introduce NO data Map-based self-play for Autonomous Driving (NOMAD), which enables policy adaptation in a simulator constructed based on the target-city map. Using a simple reward function, NOMAD substantially improves both task success rate and trajectory realism in target cities, demonstrating an effective and scalable alternative to data-intensive city-transfer methods. Project Page: https://nomaddrive.github.io/

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Meta-Learning Objectives for Preference Optimization

Evaluating preference optimization (PO) algorithms on LLM alignment is a challenging task that presents prohibitive costs, noise, and several variables like model size and hyper-parameters. In this work, we show that it is possible to gain insights on the efficacy of PO algorithm on simpler benchmarks. We design a diagnostic suite of MuJoCo tasks and datasets, which we use to systematically evaluate PO algorithms, establishing a more controlled and cheaper benchmark. We then propose a novel family of PO algorithms based on mirror descent, which we call Mirror Preference Optimization (MPO). Through evolutionary strategies, we search this class to discover algorithms specialized to specific properties of preference datasets, such as mixed-quality or noisy data. We demonstrate that our discovered PO algorithms outperform all known algorithms in the targeted MuJoCo settings. Finally, based on the insights gained from our MuJoCo experiments, we design a PO algorithm that significantly outperform existing baselines in an LLM alignment task.

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Multi-Agent Craftax: Benchmarking Open-Ended Multi-Agent Reinforcement Learning at the Hyperscale

Progress in multi-agent reinforcement learning (MARL) requires challenging benchmarks that assess the limits of current methods. However, existing benchmarks often target narrow short-horizon challenges that do not adequately stress the long-term dependencies and generalization capabilities inherent in many multi-agent systems. To address this, we first present \textit{Craftax-MA}: an extension of the popular open-ended RL environment, Craftax, that supports multiple agents and evaluates a wide range of general abilities within a single environment. Written in JAX, \textit{Craftax-MA} is exceptionally fast with a training run using 250 million environment interactions completing in under an hour. To provide a more compelling challenge for MARL, we also present \textit{Craftax-Coop}, an extension introducing heterogeneous agents, trading and more mechanics that require complex cooperation among agents for success. We provide analysis demonstrating that existing algorithms struggle with key challenges in this benchmark, including long-horizon credit assignment, exploration and cooperation, and argue for its potential to drive long-term research in MARL.

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AI Research Agents for Machine Learning: Search, Exploration, and Generalization in MLE-bench

AI research agents are demonstrating great potential to accelerate scientific progress by automating the design, implementation, and training of machine learning models. We focus on methods for improving agents' performance on MLE-bench, a challenging benchmark where agents compete in Kaggle competitions to solve real-world machine learning problems. We formalize AI research agents as search policies that navigate a space of candidate solutions, iteratively modifying them using operators. By designing and systematically varying different operator sets and search policies (Greedy, MCTS, Evolutionary), we show that their interplay is critical for achieving high performance. Our best pairing of search strategy and operator set achieves a state-of-the-art result on MLE-bench lite, increasing the success rate of achieving a Kaggle medal from 39.6% to 47.7%. Our investigation underscores the importance of jointly considering the search strategy, operator design, and evaluation methodology in advancing automated machine learning.

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Imagined Autocurricula

Training agents to act in embodied environments typically requires vast training data or access to accurate simulation, neither of which exists for many cases in the real world. Instead, world models are emerging as an alternative leveraging offline, passively collected data, they make it possible to generate diverse worlds for training agents in simulation. In this work, we harness world models to generate imagined environments to train robust agents capable of generalizing to novel task variations. One of the challenges in doing this is ensuring the agent trains on useful generated data. We thus propose a novel approach, IMAC (Imagined Autocurricula), leveraging Unsupervised Environment Design (UED), which induces an automatic curriculum over generated worlds. In a series of challenging, procedurally generated environments, we show it is possible to achieve strong transfer performance on held-out environments, having trained only inside a world model learned from a narrower dataset. We believe this opens the path to utilizing larger-scale, foundation world models for generally capable agents.

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How Should We Meta-Learn Reinforcement Learning Algorithms?

The process of meta-learning algorithms from data, instead of relying on manual design, is growing in popularity as a paradigm for improving the performance of machine learning systems. Meta-learning shows particular promise for reinforcement learning (RL), where algorithms are often adapted from supervised or unsupervised learning despite their suboptimality for RL. However, until now there has been a severe lack of comparison between different meta-learning algorithms, such as using evolution to optimise over black-box functions or LLMs to propose code. In this paper, we carry out this empirical comparison of the different approaches when applied to a range of meta-learned algorithms which target different parts of the RL pipeline. In addition to meta-train and meta-test performance, we also investigate factors including the interpretability, sample cost and train time for each meta-learning algorithm. Based on these findings, we propose several guidelines for meta-learning new RL algorithms which will help ensure that future learned algorithms are as performant as possible.

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Ad-Hoc Human-AI Coordination Challenge

Achieving seamless coordination between AI agents and humans is crucial for real-world applications, yet it remains a significant open challenge. Hanabi is a cooperative card game featuring imperfect information, constrained communication, theory of mind requirements, and coordinated action -- making it an ideal testbed for human-AI coordination. However, its use for human-AI interaction has been limited by the challenges of human evaluation. In this work, we introduce the Ad-Hoc Human-AI Coordination Challenge (AH2AC2) to overcome the constraints of costly and difficult-to-reproduce human evaluations. We develop \textit{human proxy agents} on a large-scale human dataset that serve as robust, cheap, and reproducible human-like evaluation partners in AH2AC2. To encourage the development of data-efficient methods, we open-source a dataset of 3,079 games, deliberately limiting the amount of available human gameplay data. We present baseline results for both two- and three- player Hanabi scenarios. To ensure fair evaluation, we host the proxy agents through a controlled evaluation system rather than releasing them publicly. The code is available at \href{https://github.com/FLAIROx/ah2ac2}{https://github.com/FLAIROx/ah2ac2}.

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Simplifying Deep Temporal Difference Learning

Q-learning played a foundational role in the field reinforcement learning (RL). However, TD algorithms with off-policy data, such as Q-learning, or nonlinear function approximation like deep neural networks require several additional tricks to stabilise training, primarily a large replay buffer and target networks. Unfortunately, the delayed updating of frozen network parameters in the target network harms the sample efficiency and, similarly, the large replay buffer introduces memory and implementation overheads. In this paper, we investigate whether it is possible to accelerate and simplify off-policy TD training while maintaining its stability. Our key theoretical result demonstrates for the first time that regularisation techniques such as LayerNorm can yield provably convergent TD algorithms without the need for a target network or replay buffer, even with off-policy data. Empirically, we find that online, parallelised sampling enabled by vectorised environments stabilises training without the need for a large replay buffer. Motivated by these findings, we propose PQN, our simplified deep online Q-Learning algorithm. Surprisingly, this simple algorithm is competitive with more complex methods like: Rainbow in Atari, PPO-RNN in Craftax, QMix in Smax, and can be up to 50x faster than traditional DQN without sacrificing sample efficiency. In an era where PPO has become the go-to RL algorithm, PQN reestablishes off-policy Q-learning as a viable alternative.

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Can Learned Optimization Make Reinforcement Learning Less Difficult?

While reinforcement learning (RL) holds great potential for decision making in the real world, it suffers from a number of unique difficulties which often need specific consideration. In particular: it is highly non-stationary; suffers from high degrees of plasticity loss; and requires exploration to prevent premature convergence to local optima and maximize return. In this paper, we consider whether learned optimization can help overcome these problems. Our method, Learned Optimization for Plasticity, Exploration and Non-stationarity (OPEN), meta-learns an update rule whose input features and output structure are informed by previously proposed solutions to these difficulties. We show that our parameterization is flexible enough to enable meta-learning in diverse learning contexts, including the ability to use stochasticity for exploration. Our experiments demonstrate that when meta-trained on single and small sets of environments, OPEN outperforms or equals traditionally used optimizers. Furthermore, OPEN shows strong generalization characteristics across a range of environments and agent architectures.

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A Clean Slate for Offline Reinforcement Learning

Progress in offline reinforcement learning (RL) has been impeded by ambiguous problem definitions and entangled algorithmic designs, resulting in inconsistent implementations, insufficient ablations, and unfair evaluations. Although offline RL explicitly avoids environment interaction, prior methods frequently employ extensive, undocumented online evaluation for hyperparameter tuning, complicating method comparisons. Moreover, existing reference implementations differ significantly in boilerplate code, obscuring their core algorithmic contributions. We address these challenges by first introducing a rigorous taxonomy and a transparent evaluation protocol that explicitly quantifies online tuning budgets. To resolve opaque algorithmic design, we provide clean, minimalistic, single-file implementations of various model-free and model-based offline RL methods, significantly enhancing clarity and achieving substantial speed-ups. Leveraging these streamlined implementations, we propose Unifloral, a unified algorithm that encapsulates diverse prior approaches within a single, comprehensive hyperparameter space, enabling algorithm development in a shared hyperparameter space. Using Unifloral with our rigorous evaluation protocol, we develop two novel algorithms - TD3-AWR (model-free) and MoBRAC (model-based) - which substantially outperform established baselines. Our implementation is publicly available at https://github.com/EmptyJackson/unifloral.

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