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Karthik R. Narasimhan

Publications and source records attributed to Karthik R. Narasimhan.

7 recordsLinked to original sources

Adapter Thickets: Splitting an RLVR Budget Beats Concentrating It

Majority voting over sampled completions is the workhorse of test-time scaling, and reinforcement learning with verifiable rewards (RLVR) is the workhorse for making each completion better. The standard pipeline composes the two: train one policy with RLVR, then sample it many times and vote. We show that this composition is lossy. A vote can only overturn mistakes that its voters do not share, and RLVR sharpens a policy so that its samples increasingly make the same mistakes. With every method drawing exactly $160$ completions per problem, training a single LoRA adapter on the full RLVR budget raises single-sample accuracy on every model we test ($1.5$B-$8$B). Yet on three of four models it leaves the majority vote below that of the untrained base model, by up to $4.8$ points. The damage builds during training: voter errors grow steadily more correlated, and the majority vote accuracy peaks early before falling by up to $7.0$ points. The cause is concentration, not RLVR itself. We split the same data and training budget across $K$ LoRA adapters, each trained on its own random disjoint shard, and call the result an adapter thicket. Thickets out-vote the fully trained adapter in all $16$ (model, $K$) settings, and for $K{\geq}4$ they stay within $0.8$ points of the base model or above it. A single adapter stopped early, at a thicket member's step count, is a strong control that matches thickets for small $K$. For $K{\geq}8$, thickets keep more of RLVR's single-sample gain and out-vote this control in six of eight settings. The cost of concentration also grows with the number of votes: from $16$ to $160$ votes, the thicket's lead over the fully trained adapter widens from $1.3$ to $3.3$ points. When the plan is to sample and vote, an RLVR budget is better spent broad than deep.

cs.LG↗

Up and Down the Abstraction Ladder: Code-Based Skills for Language Agents

Language agents struggle to act and learn in environments that require long sequences of low-level actions. Code-based abstractions can make these agents more productive by letting them invoke reusable skills instead of repeatedly selecting individual actions. The code handles recurring local decisions, while the language model decides which skills to use and how to combine them. Yet abstractions are leaky, and situations beyond a skill's capabilities may require a return to primitive actions. Motivated by this tradeoff between productivity and flexibility, we systematically study how code-based action abstraction affects the performance, inference cost, and learning of language agents. We study this in NetHack, a challenging, long-horizon game environment, using CodeHack, our library of code-based skills with natural-language descriptions. We use this library to compare agents restricted to primitives with those using semantic skills alone or in combination with primitives. We evaluate these agents in three settings: zero-shot prompting, supervised fine-tuning, and reinforcement learning. Across a broad zero-shot evaluation on NetHack, we find that compared with primitives, skills nearly triple game progression, while reducing inference cost per episode by 86%. Combining skills with primitives retains much of this benefit while preserving a path back down to low-level actions. Finally, in RL, we find that skill-based agents learn significantly faster than agents acting on primitives, achieving a 7.2x larger average gain in dungeon level over the same training budget. These results show that a supplied skill library can improve performance, efficiency, and learning, while retaining primitives provides flexibility when the library is insufficient. We release CodeHack together with training and evaluation code.

cs.AI↗

Context-Aware RL for Agentic and Multimodal LLMs

Large language models (LLMs) often fail when answering requires identifying a small but decisive piece of evidence within a long or complex context, such as a single line in a tool trace or a subtle detail in an image. We propose ContextRL, a context-aware reinforcement learning (RL) method that improves long-horizon reasoning and multimodal performance through an \emph{indirect} auxiliary objective. Instead of supervising only the final answer, ContextRL presents the model with a query, an answer, and two highly similar contexts, and rewards it for selecting the context that supports the query--answer pair, thereby encouraging fine-grained grounding. We construct contrastive context data in two domains: for coding agents, trajectories serve as contexts, yielding 1k pairs built via condition filtering; for multimodal reasoning, images serve as contexts, yielding 7K pairs built via generative editing and similarity search. ContextRL achieves average gains of +2.2% over standard GRPO on 5 long-horizon benchmarks, and +1.8% across 12 diverse visual question answering benchmarks. To disentangle the effect of the proposed objective from that of additional data, we compare against data-augmentation baselines that repurpose the same contrastive contexts as standard query--context--answer examples. These baselines provide little to no improvement, showing that the gains arise from the proposed context-selection objective rather than from the contrastive data alone.

cs.CL↗

VideoGameBench: Can Vision-Language Models complete popular video games?

Vision-language models (VLMs) have achieved strong results on coding and math benchmarks that are challenging for humans, yet their ability to perform tasks that come naturally to humans--such as perception, spatial navigation, and memory management--remains understudied. Real video games are crafted to be intuitive for humans to learn and master by leveraging innate inductive biases, making them an ideal testbed for evaluating such capabilities in VLMs. To this end, we introduce VideoGameBench, a benchmark consisting of 10 popular video games from the 1990s that VLMs directly interact with in real-time. VideoGameBench challenges models to complete entire games with access to only raw visual inputs and a high-level description of objectives and controls, a significant departure from existing setups that rely on game-specific scaffolding and auxiliary information. We keep three of the games secret to encourage solutions that generalize to unseen environments. Our experiments show that frontier vision-language models struggle to progress beyond the beginning of each game. We find inference latency to be a major limitation of frontier models in the real-time setting; therefore, we introduce VideoGameBench Lite, a setting where the game pauses while waiting for the LM's next action. The best performing models, Gemini 2.5 Pro and Claude 3.7 Sonnet, complete only 0.48% of VideoGameBench and 1.6% of VideoGameBench Lite. We hope that the formalization of the human skills mentioned above into this benchmark motivates progress in these research directions.

cs.AI↗

Agent Context Protocols Enhance Collective Inference

AI agents have become increasingly adept at complex tasks such as coding, reasoning, and multimodal understanding. However, building generalist systems requires moving beyond individual agents to collective inference -- a paradigm where multi-agent systems with diverse, task-specialized agents complement one another through structured communication and collaboration. Today, coordination is usually handled with imprecise, ad-hoc natural language, which limits complex interaction and hinders interoperability with domain-specific agents. We introduce Agent context protocols (ACPs): a domain- and agent-agnostic family of structured protocols for agent-agent communication, coordination, and error handling. ACPs combine (i) persistent execution blueprints -- explicit dependency graphs that store intermediate agent outputs -- with (ii) standardized message schemas, enabling robust and fault-tolerant multi-agent collective inference. ACP-powered generalist systems reach state-of-the-art performance: 28.3 % accuracy on AssistantBench for long-horizon web assistance and best-in-class multimodal technical reports, outperforming commercial AI systems in human evaluation. ACPs are highly modular and extensible, allowing practitioners to build top-tier generalist agents quickly.

cs.AI↗

SWE-bench Multimodal: Do AI Systems Generalize to Visual Software Domains?

Autonomous systems for software engineering are now capable of fixing bugs and developing features. These systems are commonly evaluated on SWE-bench (Jimenez et al., 2024a), which assesses their ability to solve software issues from GitHub repositories. However, SWE-bench uses only Python repositories, with problem statements presented predominantly as text and lacking visual elements such as images. This limited coverage motivates our inquiry into how existing systems might perform on unrepresented software engineering domains (e.g., front-end, game development, DevOps), which use different programming languages and paradigms. Therefore, we propose SWE-bench Multimodal (SWE-bench M), to evaluate systems on their ability to fix bugs in visual, user-facing JavaScript software. SWE-bench M features 617 task instances collected from 17 JavaScript libraries used for web interface design, diagramming, data visualization, syntax highlighting, and interactive mapping. Each SWE-bench M task instance contains at least one image in its problem statement or unit tests. Our analysis finds that top-performing SWE-bench systems struggle with SWE-bench M, revealing limitations in visual problem-solving and cross-language generalization. Lastly, we show that SWE-agent's flexible language-agnostic features enable it to substantially outperform alternatives on SWE-bench M, resolving 12% of task instances compared to 6% for the next best system.

cs.CL↗

Hierarchical Deep Reinforcement Learning: Integrating Temporal Abstraction and Intrinsic Motivation

Learning goal-directed behavior in environments with sparse feedback is a major challenge for reinforcement learning algorithms. The primary difficulty arises due to insufficient exploration, resulting in an agent being unable to learn robust value functions. Intrinsically motivated agents can explore new behavior for its own sake rather than to directly solve problems. Such intrinsic behaviors could eventually help the agent solve tasks posed by the environment. We present hierarchical-DQN (h-DQN), a framework to integrate hierarchical value functions, operating at different temporal scales, with intrinsically motivated deep reinforcement learning. A top-level value function learns a policy over intrinsic goals, and a lower-level function learns a policy over atomic actions to satisfy the given goals. h-DQN allows for flexible goal specifications, such as functions over entities and relations. This provides an efficient space for exploration in complicated environments. We demonstrate the strength of our approach on two problems with very sparse, delayed feedback: (1) a complex discrete stochastic decision process, and (2) the classic ATARI game `Montezuma's Revenge'.

cs.LG↗