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Katja Hofmann

Publications and source records attributed to Katja Hofmann.

At least 19 recordsLinked to original sources

Augmentations for Robust and Efficient Imitation Learning in Streamed Video Games

Imitation learning is an appealing way to scale game-playing agents to complex 3D environments by training policies to map visual observations to actions from human demonstrations. However, these demonstrations are expensive to collect and modern game-playing is often done through streaming in which network delay and compression introduce spatiotemporally correlated visual artifacts that can cause a covariance shift at test time. To address these challenges, we propose streaming augmentations that mimic four types of artifacts commonly encountered during streaming with low-bandwidth network connection: pixelated blocks and scrubs, global blur, and ghosting. We instantiate our approach on top of predictive inverse dynamics models (PIDM), which combine future-state conditioning with an inverse dynamics policy in a learned latent space, and evaluate the impact of our augmentations across three tasks in modern 3D video games. Under stable streaming conditions, agents trained with spatiotemporal augmentations achieve up to 41% higher evaluation performance compared to agents trained without augmentations under an identical data budget. When network lag is introduced, agents trained with augmentations degrade by only 7.45% vs 49.82% of the original performance for agents trained only with the original data. These results clearly indicate that spatiotemporal augmentations tailored for the streaming setting are a simple yet powerful tool to train robust and efficient game-playing agents.

cs.LG

The Invisible Hand of Physics: When Video Diffusion Models Know More Than They Show

Modern video diffusion models generate increasingly realistic and temporally coherent videos, motivating their use as candidate world simulators. Yet it remains unclear whether these models internally encode physical structure, or merely reproduce motion patterns seen during training. We study this question by probing video diffusion models along latent trajectories corresponding to real videos with known physical plausibility. To obtain such trajectories, we approximately invert the deterministic sampling process by integrating the learned velocity field backward from a clean video latent to noise, giving access to the model's intermediate states and attention maps. Using these recovered trajectories, we show that physical plausibility is linearly decodable from diffusion transformer states across IntPhys and InfLevel, reaching around 81.27% average accuracy and outperforming dedicated representation-learning baselines such as V-JEPA and VideoMAE. Surprisingly, this signal is absent from the VAE latent input and emerges inside the denoising transformer itself, despite the model not being trained with a self-supervised predictive objective. These findings suggest that physically meaningful representations can arise as a byproduct of generative denoising.

cs.GR

When Does Predictive Inverse Dynamics Outperform Behavior Cloning?

Behavior cloning (BC) is a practical offline imitation learning method, but it often fails when expert demonstrations are limited. Recent works have introduced a class of architectures named predictive inverse dynamics models (PIDMs) that combine a future-state predictor with an inverse dynamics model. While PIDMs often outperform BC, the reasons behind their benefits remain unclear. In this paper, we provide a theoretical explanation: PIDMs introduce a tradeoff. Conditioning the IDM on the predicted future state can significantly reduce variance, but the prediction itself introduces additional bias and variance. We establish conditions for PIDMs to achieve higher sample efficiency and lower prediction error than BC, with the gap widening when additional data sources are available. We validate the theoretical insights empirically in 2D navigation tasks, where BC requires up to five times (three times on average) more demonstrations than PIDM to reach comparable performance. Results are also illustrated in a complex 3D environment in a modern video game with high-dimensional visual inputs and stochastic transitions, where BC requires over 66\% more samples than PIDM.

cs.LG

Adapting Vision-Language Models for Evaluating World Models

World models - generative models that simulate environment dynamics conditioned on past observations and actions - are gaining prominence in planning, simulation, and embodied AI. However, evaluating their rollouts remains a fundamental challenge, requiring fine-grained, temporally grounded assessment of action alignment and semantic consistency - capabilities not captured by existing metrics. Vision-Language Models (VLMs) have shown promise as automatic evaluators of generative content due to their strong multimodal reasoning abilities. Yet, their use in fine-grained, temporally sensitive evaluation tasks remains limited and requires targeted adaptation. We introduce an evaluation protocol targeting two recognition tasks - action recognition and character recognition - each assessed across binary, multiple-choice, and open-ended formats. To support this, we present UNIVERSE (UNIfied Vision-language Evaluator for Rollouts in Simulated Environments), a VLM-based evaluator for video world model rollouts adapted under data and compute constraints. In our extensive experiments totaling over 5,154 GPU-days, we explore full, partial, and parameter-efficient adaptation methods across various task formats, context lengths, sampling methods, and data compositions. The resulting unified evaluator achieves parity with task-specific checkpoints. Human studies across seven diverse environments confirm strong alignment with human judgments, establishing UNIVERSE as a lightweight, adaptable, and semantics-aware evaluator for video world models.

cs.LG

Fast Autoregressive Video Generation with Diagonal Decoding

Autoregressive Transformer models have demonstrated impressive performance in video generation, but their sequential token-by-token decoding process poses a major bottleneck, particularly for long videos represented by tens of thousands of tokens. In this paper, we propose Diagonal Decoding (DiagD), a training-free inference acceleration algorithm for autoregressively pre-trained models that exploits spatial and temporal correlations in videos. Our method generates tokens along diagonal paths in the spatial-temporal token grid, enabling parallel decoding within each frame as well as partially overlapping across consecutive frames. The proposed algorithm is versatile and adaptive to various generative models and tasks, while providing flexible control over the trade-off between inference speed and visual quality. Furthermore, we propose a cost-effective finetuning strategy that aligns the attention patterns of the model with our decoding order, further mitigating the training-inference gap on small-scale models. Experiments on multiple autoregressive video generation models and datasets demonstrate that DiagD achieves up to $10\times$ speedup compared to naive sequential decoding, while maintaining comparable visual fidelity.

cs.CV

Scaling Laws for Pre-training Agents and World Models

The performance of embodied agents has been shown to improve by increasing model parameters, dataset size, and compute. This has been demonstrated in domains from robotics to video games, when generative learning objectives on offline datasets (pre-training) are used to model an agent's behavior (imitation learning) or their environment (world modeling). This paper characterizes the role of scale in these tasks more precisely. Going beyond the simple intuition that `bigger is better', we show that the same types of power laws found in language modeling also arise in world modeling and imitation learning (e.g. between loss and optimal model size). However, the coefficients of these laws are heavily influenced by the tokenizer, task \& architecture -- this has important implications on the optimal sizing of models and data.

cs.LG

Toward Human-AI Alignment in Large-Scale Multi-Player Games

Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level behavioral tasks instead of low-level policies. Our approach has three components. First, we analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games), uncovering behavioral patterns in a complex task space. This task space serves as a basis set for a behavior manifold capturing interpretable axes: fight-flight, explore-exploit, and solo-multi-agent. Second, we train an AI agent to play Bleeding Edge using a Generative Pretrained Causal Transformer and measure its behavior. Third, we project human and AI gameplay to the proposed behavior manifold to compare and contrast. This allows us to interpret differences in policy as higher-level behavioral concepts, e.g., we find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity. Furthermore, AI agents predominantly engage in solo play, while humans often engage in cooperative and competitive multi-agent patterns. These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications. Our study advances the alignment discussion in AI and especially generative AI research, offering a measurable framework for interpretable human-agent alignment in multiplayer gaming.

cs.AI

Transformer Neural Autoregressive Flows

Density estimation, a central problem in machine learning, can be performed using Normalizing Flows (NFs). NFs comprise a sequence of invertible transformations, that turn a complex target distribution into a simple one, by exploiting the change of variables theorem. Neural Autoregressive Flows (NAFs) and Block Neural Autoregressive Flows (B-NAFs) are arguably the most perfomant members of the NF family. However, they suffer scalability issues and training instability due to the constraints imposed on the network structure. In this paper, we propose a novel solution to these challenges by exploiting transformers to define a new class of neural flows called Transformer Neural Autoregressive Flows (T-NAFs). T-NAFs treat each dimension of a random variable as a separate input token, using attention masking to enforce an autoregressive constraint. We take an amortization-inspired approach where the transformer outputs the parameters of an invertible transformation. The experimental results demonstrate that T-NAFs consistently match or outperform NAFs and B-NAFs across multiple datasets from the UCI benchmark. Remarkably, T-NAFs achieve these results using an order of magnitude fewer parameters than previous approaches, without composing multiple flows.

cs.LG

Comparing the Efficacy of Fine-Tuning and Meta-Learning for Few-Shot Policy Imitation

In this paper we explore few-shot imitation learning for control problems, which involves learning to imitate a target policy by accessing a limited set of offline rollouts. This setting has been relatively under-explored despite its relevance to robotics and control applications. State-of-the-art methods developed to tackle few-shot imitation rely on meta-learning, which is expensive to train as it requires access to a distribution over tasks (rollouts from many target policies and variations of the base environment). Given this limitation we investigate an alternative approach, fine-tuning, a family of methods that pretrain on a single dataset and then fine-tune on unseen domain-specific data. Recent work has shown that fine-tuners outperform meta-learners in few-shot image classification tasks, especially when the data is out-of-domain. Here we evaluate to what extent this is true for control problems, proposing a simple yet effective baseline which relies on two stages: (i) training a base policy online via reinforcement learning (e.g. Soft Actor-Critic) on a single base environment, (ii) fine-tuning the base policy via behavioral cloning on a few offline rollouts of the target policy. Despite its simplicity this baseline is competitive with meta-learning methods on a variety of conditions and is able to imitate target policies trained on unseen variations of the original environment. Importantly, the proposed approach is practical and easy to implement, as it does not need any complex meta-training protocol. As a further contribution, we release an open source dataset called iMuJoCo (iMitation MuJoCo) consisting of 154 variants of popular OpenAI-Gym MuJoCo environments with associated pretrained target policies and rollouts, which can be used by the community to study few-shot imitation learning and offline reinforcement learning.

cs.LG

Learning Safety Constraints from Demonstrations with Unknown Rewards

We propose Convex Constraint Learning for Reinforcement Learning (CoCoRL), a novel approach for inferring shared constraints in a Constrained Markov Decision Process (CMDP) from a set of safe demonstrations with possibly different reward functions. While previous work is limited to demonstrations with known rewards or fully known environment dynamics, CoCoRL can learn constraints from demonstrations with different unknown rewards without knowledge of the environment dynamics. CoCoRL constructs a convex safe set based on demonstrations, which provably guarantees safety even for potentially sub-optimal (but safe) demonstrations. For near-optimal demonstrations, CoCoRL converges to the true safe set with no policy regret. We evaluate CoCoRL in gridworld environments and a driving simulation with multiple constraints. CoCoRL learns constraints that lead to safe driving behavior. Importantly, we can safely transfer the learned constraints to different tasks and environments. In contrast, alternative methods based on Inverse Reinforcement Learning (IRL) often exhibit poor performance and learn unsafe policies.

cs.LG

Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games

We aim to understand how people assess human likeness in navigation produced by people and artificially intelligent (AI) agents in a video game. To this end, we propose a novel AI agent with the goal of generating more human-like behavior. We collect hundreds of crowd-sourced assessments comparing the human-likeness of navigation behavior generated by our agent and baseline AI agents with human-generated behavior. Our proposed agent passes a Turing Test, while the baseline agents do not. By passing a Turing Test, we mean that human judges could not quantitatively distinguish between videos of a person and an AI agent navigating. To understand what people believe constitutes human-like navigation, we extensively analyze the justifications of these assessments. This work provides insights into the characteristics that people consider human-like in the context of goal-directed video game navigation, which is a key step for further improving human interactions with AI agents.

cs.HC

Trust-Region-Free Policy Optimization for Stochastic Policies

Trust Region Policy Optimization (TRPO) is an iterative method that simultaneously maximizes a surrogate objective and enforces a trust region constraint over consecutive policies in each iteration. The combination of the surrogate objective maximization and the trust region enforcement has been shown to be crucial to guarantee a monotonic policy improvement. However, solving a trust-region-constrained optimization problem can be computationally intensive as it requires many steps of conjugate gradient and a large number of on-policy samples. In this paper, we show that the trust region constraint over policies can be safely substituted by a trust-region-free constraint without compromising the underlying monotonic improvement guarantee. The key idea is to generalize the surrogate objective used in TRPO in a way that a monotonic improvement guarantee still emerges as a result of constraining the maximum advantage-weighted ratio between policies. This new constraint outlines a conservative mechanism for iterative policy optimization and sheds light on practical ways to optimize the generalized surrogate objective. We show that the new constraint can be effectively enforced by being conservative when optimizing the generalized objective function in practice. We call the resulting algorithm Trust-REgion-Free Policy Optimization (TREFree) as it is free of any explicit trust region constraints. Empirical results show that TREFree outperforms TRPO and Proximal Policy Optimization (PPO) in terms of policy performance and sample efficiency.

cs.LG

Imitating Human Behaviour with Diffusion Models

Diffusion models have emerged as powerful generative models in the text-to-image domain. This paper studies their application as observation-to-action models for imitating human behaviour in sequential environments. Human behaviour is stochastic and multimodal, with structured correlations between action dimensions. Meanwhile, standard modelling choices in behaviour cloning are limited in their expressiveness and may introduce bias into the cloned policy. We begin by pointing out the limitations of these choices. We then propose that diffusion models are an excellent fit for imitating human behaviour, since they learn an expressive distribution over the joint action space. We introduce several innovations to make diffusion models suitable for sequential environments; designing suitable architectures, investigating the role of guidance, and developing reliable sampling strategies. Experimentally, diffusion models closely match human demonstrations in a simulated robotic control task and a modern 3D gaming environment.

cs.AI

UniMASK: Unified Inference in Sequential Decision Problems

Randomly masking and predicting word tokens has been a successful approach in pre-training language models for a variety of downstream tasks. In this work, we observe that the same idea also applies naturally to sequential decision-making, where many well-studied tasks like behavior cloning, offline reinforcement learning, inverse dynamics, and waypoint conditioning correspond to different sequence maskings over a sequence of states, actions, and returns. We introduce the UniMASK framework, which provides a unified way to specify models which can be trained on many different sequential decision-making tasks. We show that a single UniMASK model is often capable of carrying out many tasks with performance similar to or better than single-task models. Additionally, after fine-tuning, our UniMASK models consistently outperform comparable single-task models. Our code is publicly available at https://github.com/micahcarroll/uniMASK.

cs.LG

Contextual Squeeze-and-Excitation for Efficient Few-Shot Image Classification

Recent years have seen a growth in user-centric applications that require effective knowledge transfer across tasks in the low-data regime. An example is personalization, where a pretrained system is adapted by learning on small amounts of labeled data belonging to a specific user. This setting requires high accuracy under low computational complexity, therefore the Pareto frontier of accuracy vs. adaptation cost plays a crucial role. In this paper we push this Pareto frontier in the few-shot image classification setting with a key contribution: a new adaptive block called Contextual Squeeze-and-Excitation (CaSE) that adjusts a pretrained neural network on a new task to significantly improve performance with a single forward pass of the user data (context). We use meta-trained CaSE blocks to conditionally adapt the body of a network and a fine-tuning routine to adapt a linear head, defining a method called UpperCaSE. UpperCaSE achieves a new state-of-the-art accuracy relative to meta-learners on the 26 datasets of VTAB+MD and on a challenging real-world personalization benchmark (ORBIT), narrowing the gap with leading fine-tuning methods with the benefit of orders of magnitude lower adaptation cost.

cs.CV

Interactively Learning Preference Constraints in Linear Bandits

We study sequential decision-making with known rewards and unknown constraints, motivated by situations where the constraints represent expensive-to-evaluate human preferences, such as safe and comfortable driving behavior. We formalize the challenge of interactively learning about these constraints as a novel linear bandit problem which we call constrained linear best-arm identification. To solve this problem, we propose the Adaptive Constraint Learning (ACOL) algorithm. We provide an instance-dependent lower bound for constrained linear best-arm identification and show that ACOL's sample complexity matches the lower bound in the worst-case. In the average case, ACOL's sample complexity bound is still significantly tighter than bounds of simpler approaches. In synthetic experiments, ACOL performs on par with an oracle solution and outperforms a range of baselines. As an application, we consider learning constraints to represent human preferences in a driving simulation. ACOL is significantly more sample efficient than alternatives for this application. Further, we find that learning preferences as constraints is more robust to changes in the driving scenario than encoding the preferences directly in the reward function.

cs.LG

Interactive Grounded Language Understanding in a Collaborative Environment: IGLU 2021

Human intelligence has the remarkable ability to quickly adapt to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose \emph{IGLU: Interactive Grounded Language Understanding in a Collaborative Environment}. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants.

cs.CL

Towards Flexible Inference in Sequential Decision Problems via Bidirectional Transformers

Randomly masking and predicting word tokens has been a successful approach in pre-training language models for a variety of downstream tasks. In this work, we observe that the same idea also applies naturally to sequential decision making, where many well-studied tasks like behavior cloning, offline RL, inverse dynamics, and waypoint conditioning correspond to different sequence maskings over a sequence of states, actions, and returns. We introduce the FlexiBiT framework, which provides a unified way to specify models which can be trained on many different sequential decision making tasks. We show that a single FlexiBiT model is simultaneously capable of carrying out many tasks with performance similar to or better than specialized models. Additionally, we show that performance can be further improved by fine-tuning our general model on specific tasks of interest.

cs.LG