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Kenneth Eaton

Publications and source records attributed to Kenneth Eaton.

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Weighted Memory Tree: Remembering What Matters for Long-Horizon LLM Agents

Large language model (LLM) agents have demonstrated the ability to solve multi-step tasks requiring planning, tool use, and external information access, yet growing execution histories increase inference cost and expose reasoning to outdated, irrelevant, or misleading information, potentially degrading reasoning quality. Existing memory approaches organize or compress execution histories but provide limited mechanisms for deciding which memories remain active. We introduce the, a hierarchical memory system that organizes execution into tasks, subtasks, and actions while assigning each memory a dynamic retention score. Event-based updates and selection-based decay revise these scores, allowing WMT to preserve useful information, fold completed trajectories, suppress low-utility content, and retain access to folded context. We evaluate WMT on GAIA-Text using Qwen3-8B, Gemma 4 E4B, and Llama-3.1-8B, with ablations and memory-poisoning experiments. Relative to linear memory, WMT improves accuracy by an average of 9.97 percentage points while reducing prompt-token usage by 32.8%. Memory-poisoning experiments show that WMT limits the persistence and propagation of unreliable information. Our results suggest that effective long-horizon agent memory depends less on storing more information than on deciding which information should remain active.

cs.AI

World Model Robustness via Surprise Recognition

AI systems deployed in the real world must contend with distractions and out-of-distribution (OOD) noise that can destabilize their policies and lead to unsafe behavior. While robust training can reduce sensitivity to some forms of noise, it is infeasible to anticipate all possible OOD conditions. To mitigate this issue, we develop an algorithm that leverages a world model's inherent measure of surprise to reduce the impact of noise in world model--based reinforcement learning agents. We introduce both multi-representation and single-representation rejection sampling, enabling robustness to settings with multiple faulty sensors or a single faulty sensor. While the introduction of noise typically degrades agent performance, we show that our techniques preserve performance relative to baselines under varying types and levels of noise across multiple environments within self-driving simulation domains (CARLA and Safety Gymnasium). Furthermore, we demonstrate that our methods enhance the stability of two state-of-the-art world models with markedly different underlying architectures: Cosmos and DreamerV3. Together, these results highlight the robustness of our approach across world modeling domains. We release our code at https://github.com/Bluefin-Tuna/WISER .

cs.LG

The Interpretability of Codebooks in Model-Based Reinforcement Learning is Limited

Interpretability of deep reinforcement learning systems could assist operators with understanding how they interact with their environment. Vector quantization methods -- also called codebook methods -- discretize a neural network's latent space that is often suggested to yield emergent interpretability. We investigate whether vector quantization in fact provides interpretability in model-based reinforcement learning. Our experiments, conducted in the reinforcement learning environment Crafter, show that the codes of vector quantization models are inconsistent, have no guarantee of uniqueness, and have a limited impact on concept disentanglement, all of which are necessary traits for interpretability. We share insights on why vector quantization may be fundamentally insufficient for model interpretability.

cs.AI

Using Analytics on Student Created Data to Content Validate Pedagogical Tools

Conceptual and simulation models can function as useful pedagogical tools, however it is important to categorize different outcomes when evaluating them in order to more meaningfully interpret results. VERA is a ecology-based conceptual modeling software that enables users to simulate interactions between biotics and abiotics in an ecosystem, allowing users to form and then verify hypothesis through observing a time series of the species populations. In this paper, we classify this time series into common patterns found in the domain of ecological modeling through two methods, hierarchical clustering and curve fitting, illustrating a general methodology for showing content validity when combining different pedagogical tools. When applied to a diverse sample of 263 models containing 971 time series collected from three different VERA user categories: a Georgia Tech (GATECH), North Georgia Technical College (NGTC), and ``Self Directed Learners'', results showed agreement between both classification methods on 89.38\% of the sample curves in the test set. This serves as a good indication that our methodology for determining content validity was successful.

cs.AI

Novelty Detection in Reinforcement Learning with World Models

Reinforcement learning (RL) using world models has found significant recent successes. However, when a sudden change to world mechanics or properties occurs then agent performance and reliability can dramatically decline. We refer to the sudden change in visual properties or state transitions as novelties. Implementing novelty detection within generated world model frameworks is a crucial task for protecting the agent when deployed. In this paper, we propose straightforward bounding approaches to incorporate novelty detection into world model RL agents, by utilizing the misalignment of the world model's hallucinated states and the true observed states as an anomaly score. We provide effective approaches to detecting novelties in a distribution of transitions learned by an agent in a world model. Finally, we show the advantage of our work in a novel environment compared to traditional machine learning novelty detection methods as well as currently accepted RL focused novelty detection algorithms.

cs.AI

Ambient Adventures: Teaching ChatGPT on Developing Complex Stories

Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and locations in virtual scenarios. We adopted the story generation capability of large language models (LLMs) to obtain the stories used for imaginary play with human-written prompts. Those generated stories will be simplified and mapped into action sequences that can guide the agent in imaginary play. To evaluate whether the agent can successfully finish the imaginary play, we also designed a text adventure game to simulate a house as the playground for the agent to interact.

cs.CL