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Lillian J. Ratliff

Publications and source records attributed to Lillian J. Ratliff.

At least 19 recordsLinked to original sources

ABC-Align: Prediction-Powered Alignment with Adaptive Bias Control

Language model post-training is often bottlenecked by the need for human-collected preference data, which is expensive and difficult to scale. Reinforcement learning from AI feedback (RLAIF) style approaches that leverage pseudo labels offer an abundant alternative but introduce systematic biases that degrade downstream alignment. Recent general-purpose semi-supervised methods correct for teacher bias using a small set of human-labeled examples, but suffer from high variance especially when human annotations are scarce. To this end, we propose ABC-Align, leveraging abundant pseudo label signal to minimize variance and applying a lightweight, adaptive correction grounded in the human-labeled subset. The correction strength is tuned automatically during training using plug-in estimates of the relevant bias--variance quantities. On LLM alignment with RLHF, DPO, and GRPO where human feedback is scarce, we empirically demonstrate that ABC-Align achieves superior performance over prior semi-supervised baselines in a series of experiments on an increasing scale. Our code is available at https://github.com/SewoongLab/abc-align .

cs.LG↗

LIMBO: Learning and Internalizing Model-Free Barrier Objectives for Agile and Safe Whole-Body Control

Safe whole-body control requires coordinating collision avoidance and balance under high-dimensional, nonlinear dynamics--making safety certificates difficult to design and reuse across behaviors. We present LIMBO, a framework for synthesizing a state-action control barrier function and distilling its safety structure into a task policy. LIMBO learns the safety certificate from black-box transitions and a state-based failure specification over residual actions around a frozen base controller, making Q-CBF synthesis tractable in the full control dimension while placing the certificate in the task policy's control space. During synthesis, the learned safety value drives risk-guided sampling near the estimated boundary of recoverability; during task learning, it serves as a teacher that provides action-level safety feedback, yielding a robust task policy and alleviating the need for an online safety filter at deployment. We demonstrate LIMBO on a 29-degree-of-freedom humanoid performing dodgeball avoidance and locomotion beneath low obstacles. Beyond scaling learned Q-CBFs to whole-body control, we show that risk-guided boundary sampling provides a theoretically grounded way to explore the edge of recoverability. Under the same safety specification, ceteris paribus, varying the sampling concentration produces strategies ranging from crouching to a novel backward-leaning limbo maneuver. In both settings, the learned policies transfer to hardware without online safety filtering, showing that learned safety synthesis scales to agile whole-body control.

cs.RO↗

Efficient Uncoupled Learning Dynamics with $\tilde{O}\!\left(T^{-1/4}\right)$ Last-Iterate Convergence in Bilinear Saddle-Point Problems over Convex Sets under Bandit Feedback

In this paper, we study last-iterate convergence of learning algorithms in bilinear saddle-point problems, a preferable notion of convergence that captures the day-to-day behavior of learning dynamics. We focus on the challenging setting where players select actions from compact convex sets and receive only bandit feedback. Our main contribution is the design of an uncoupled learning algorithm that guarantees last-iterate convergence to the Nash equilibrium with high probability. We establish a convergence rate of $\tilde{O}(T^{-1/4})$ up to polynomial factors in problem parameters. Crucially, our proposed algorithm is computationally efficient, requiring only an efficient linear optimization oracle over the players' compact action sets. The algorithm is obtained by combining techniques from experimental design and the classic Follow-The-Regularized-Leader (FTRL) framework, with a carefully chosen regularizer function tailored to the geometry of the action set of each learner.

stat.ML↗

TOPReward: Token Probabilities as Hidden Zero-Shot Rewards for Robotics

General-purpose robot learning requires dense, instruction-conditioned feedback that can distinguish meaningful task progress from stalled, failed, or partially completed behavior. Yet obtaining such feedback at scale remains difficult, since existing approaches often rely on manual progress annotations, task-specific demonstrations, or reward models trained on curated robot datasets. We introduce TOPReward, a training-free progress reward method that probes pretrained Video-Language Models (VLMs) through their internal token probabilities rather than asking them to generate numerical progress values. Given a video prefix and a language instruction, TOPReward measures the model's likelihood that the instructed task has been completed, converting latent video-language understanding into a dense reward signal without task-specific reward-model training or manually annotated progress labels. We evaluate TOPReward on ManiRewardBench, our real-world manipulation benchmark spanning 130 unique tasks and four robot platforms, as well as on Open X-Embodiment datasets. Across these settings, TOPReward substantially outperforms prior training-free VLM reward methods on open-source models and is competitive with a trained reward-model baseline on progress-estimation metrics, while requiring no reward-model training. Additional analyses show that the reward is sensitive to the specified instruction and is not explained by time index alone. Finally, TOPReward supports downstream applications including success detection and offline reward-weighted behavior cloning.

cs.RO↗

Revisiting the Bertrand Paradox via Equilibrium Analysis of No-regret Learners

We study the discrete Bertrand pricing game with a non-increasing demand function. The game has $n \ge 2$ players who simultaneously choose prices from the set $\{1/k, 2/k, \ldots, 1\}$, where $k\in\mathbb{N}$. The player who sets the lowest price captures the entire demand; if multiple players tie for the lowest price, they split the demand equally. We study the Bertrand paradox, where classical theory predicts low prices, yet real markets often sustain high prices. To understand this gap, we analyze a repeated-game model in which firms set prices using no-regret learners. Our goal is to characterize the equilibrium outcomes that can arise under different no-regret learning guarantees. We are particularly interested in questions such as whether no-external-regret learners can converge to undesirable high-price outcomes, and how stronger guarantees such as no-swap regret shape the emergence of competitive low-price behavior. We address these and related questions through a theoretical analysis, complemented by experiments that support the theory and reveal surprising phenomena for no-swap regret learners.

cs.GT↗

Adaptive Calibration in Non-Stationary Environments

Making calibrated online predictions is a central challenge in modern AI systems. Much of the existing literature focuses on fully adversarial environments where outcomes may be arbitrary, leading to conservative algorithms that can perform suboptimally in more benign settings, such as when outcomes are nearly stationary. This gap raises a natural question: can we design online prediction algorithms whose calibration error automatically adapts to the degree of non-stationarity in the environment, smoothly interpolating between i.i.d. and adversarial regimes? We answer this question in the affirmative and develop a suite of algorithms that achieve adaptive calibration guarantees under multiple calibration measures. Specifically, with $T$ being the number of rounds, $K$ being the unknown number of i.i.d. segments of the environment, and $C\in[0,T]$ being another unknown non-stationary measure defined as the minimal $\ell_1$ deviation of the mean outcomes, our algorithms attain $\widetilde{O}(\min\{\sqrt{T}+(TC)^{\frac{1}{3}}, \sqrt{KT}\})$ for $\ell_1$ calibration error and $\widetilde{O}(\min\{(1+C)^{\frac{1}{3}}, K\})$ for both $\ell_2$ and pseudo KL calibration error. These bounds match the optimal rates in the stationary case ($C=0$ and $K=1$) and recover known guarantees in the fully adversarial regime ($C, K=Ω(T)$). Our approach builds on and extends prior work [Hu et al., 2026, Luo et al., 2025], introducing an epoch-based scheduling together with a novel non-uniform partition of the prediction space that allocates finer resolution near the underlying ground truth.

cs.LG↗

Structure from Strategic Interaction & Uncertainty: Risk Sensitive Games for Robust Preference Learning

A growing line of work reframes preference-based fine-tuning of large language models game-theoretically: Nash Learning from Human Feedback (NLHF) recasts the problem as a zero-sum game over policies. However, optimization is over expected pairwise payoffs, thereby conflating policies with similar win rates but different tail behavior. As such, these methods are agnostic to where in the data distribution they succeed or fail: strong average performance can mask systematic failure across prompts, annotators, or safety-critical strata. We introduce risk-sensitive preference games, in which players optimize convex risk measures of their preference loss, exploiting structure in preference uncertainty. While risk-sensitivity generally breaks the zero-sum structure, we show that translation invariance of many risk metrics ensures that we retain monotonicity, yielding fast convergence of sample-efficient self-play methods. Furthermore, we establish algorithmic stability and offline sample complexity bounds that scale with risk, requiring simultaneous control of structural bias from nonlinear risk transformations, statistical bias in risk estimation, and concentration tailored to the risk-sensitive setting. To address statistical bias, we introduce a hierarchical game formulation and a two-timescale extragradient algorithm with bias correction that converges to the Stackelberg equilibrium and is especially effective in low-sample regimes. Empirically, risk-adjusted policies are robust across data strata, stable across risk choices, and match or exceed risk-neutral performance thereby achieving robustness without a performance tax.

cs.GT↗

Safe Probabilistic Planning for Human-Robot Interaction using Conformal Risk Control

In this paper, we present a novel probabilistic safe control framework for human-robot interaction that combines control barrier functions (CBFs) with conformal risk control to provide formal safety guarantees while considering complex human behavior. The approach uses conformal risk control to quantify and control the prediction errors in CBF safety values and establishes formal guarantees on the probability of constraint satisfaction during interaction. We introduce an algorithm that dynamically adjusts the safety margins produced by conformal risk control based on the current interaction context. Through experiments on human-robot navigation scenarios, we demonstrate that our approach significantly reduces collision rates and safety violations as compared to baseline methods while maintaining high success rates in goal-reaching tasks and efficient control. The code, simulations, and other supplementary material can be found on the project website: https://jakeagonzales.github.io/crc-cbf-website/.

cs.RO↗

Strategically Robust Multi-Agent Reinforcement Learning with Linear Function Approximation

Provably efficient and robust equilibrium computation in general-sum Markov games remains a core challenge in multi-agent reinforcement learning. Nash equilibrium is computationally intractable in general and brittle due to equilibrium multiplicity and sensitivity to approximation error. We study Risk-Sensitive Quantal Response Equilibrium (RQRE), which yields a unique, smooth solution under bounded rationality and risk sensitivity. We propose \texttt{RQRE-OVI}, an optimistic value iteration algorithm for computing RQRE with linear function approximation in large or continuous state spaces. Through finite-sample regret analysis, we establish convergence and explicitly characterize how sample complexity scales with rationality and risk-sensitivity parameters. The regret bounds reveal a quantitative tradeoff: increasing rationality tightens regret, while risk sensitivity induces regularization that enhances stability and robustness. This exposes a Pareto frontier between expected performance and robustness, with Nash recovered in the limit of perfect rationality and risk neutrality. We further show that the RQRE policy map is Lipschitz continuous in estimated payoffs, unlike Nash, and RQRE admits a distributionally robust optimization interpretation. Empirically, we demonstrate that \texttt{RQRE-OVI} achieves competitive performance under self-play while producing substantially more robust behavior under cross-play compared to Nash-based approaches. These results suggest \texttt{RQRE-OVI} offers a principled, scalable, and tunable path for equilibrium learning with improved robustness and generalization.

cs.LG↗

dUltra: Ultra-Fast Diffusion Language Models via Reinforcement Learning

Masked diffusion language models (MDLMs) offer the potential for parallel token generation, but most open-source MDLMs decode fewer than 5 tokens per model forward pass even with sophisticated sampling strategies, limiting their parallel generation potential. Existing acceleration methods either rely on fixed confidence-based heuristics or use distillation-based approaches that finetune MDLMs on trajectories generated by a base model, which can become off-policy during finetuning and restrict performance to the quality of the base model's samples. We propose \texttt{dUltra}, an on-policy reinforcement learning framework based on Group Relative Policy Optimization (GRPO) that learns unmasking strategies for efficient parallel decoding. dUltra introduces an unmasking planner head that predicts per-token unmasking likelihoods under independent Bernoulli distributions. We jointly optimize the base diffusion LLM and the unmasking order planner using reward signals combining verifiable reward, distillation reward, and the number of unmasking steps. Across mathematical reasoning and code generation tasks, dUltra achieves superior accuracy-efficiency trade-offs compared to state-of-the-art heuristic (Fast-dLLM) and distillation baselines (d3LLM, dParallel), demonstrating that learned unmasking trajectories through on-policy RL enable better exploitation of parallel generation in MDLMs. Code and checkpoints are released at https://github.com/chinsengi/dUltra-os.

cs.LG↗

Online Learning for Uninformed Markov Games: Empirical Nash-Value Regret and Non-Stationarity Adaptation

We study online learning in two-player uninformed Markov games, where the opponent's actions and policies are unobserved. In this setting, Tian et al. (2021) show that achieving no-external-regret is impossible without incurring an exponential dependence on the episode length $H$. They then turn to the weaker notion of Nash-value regret and propose a V-learning algorithm with regret $O(K^{2/3})$ after $K$ episodes. However, their algorithm and guarantee do not adapt to the difficulty of the problem: even in the case where the opponent follows a fixed policy and thus $O(\sqrt{K})$ external regret is well-known to be achievable, their result is still the worse rate $O(K^{2/3})$ on a weaker metric. In this work, we fully address both limitations. First, we introduce empirical Nash-value regret, a new regret notion that is strictly stronger than Nash-value regret and naturally reduces to external regret when the opponent follows a fixed policy. Moreover, under this new metric, we propose a parameter-free algorithm that achieves an $O(\min \{\sqrt{K} + (CK)^{1/3},\sqrt{LK}\})$ regret bound, where $C$ quantifies the variance of the opponent's policies and $L$ denotes the number of policy switches (both at most $O(K)$). Therefore, our results not only recover the two extremes -- $O(\sqrt{K})$ external regret when the opponent is fixed and $O(K^{2/3})$ Nash-value regret in the worst case -- but also smoothly interpolate between these extremes by automatically adapting to the opponent's non-stationarity. We achieve so by first providing a new analysis of the epoch-based V-learning algorithm by Mao et al. (2022), establishing an $O(ηC + \sqrt{K/η})$ regret bound, where $η$ is the epoch incremental factor. Next, we show how to adaptively restart this algorithm with an appropriate $η$ in response to the potential non-stationarity of the opponent, eventually achieving our final results.

cs.LG↗

Improved Regret and Contextual Linear Extension for Pandora's Box and Prophet Inequality

We study the Pandora's Box problem in an online learning setting with semi-bandit feedback. In each round, the learner sequentially pays to open up to $n$ boxes with unknown reward distributions, observes rewards upon opening, and decides when to stop. The utility of the learner is the maximum observed reward minus the cumulative cost of opened boxes, and the goal is to minimize regret defined as the gap between the cumulative expected utility and that of the optimal policy. We propose a new algorithm that achieves $\widetilde{O}(\sqrt{nT})$ regret after $T$ rounds, which improves the $\widetilde{O}(n\sqrt{T})$ bound of Agarwal et al. [2024] and matches the known lower bound up to logarithmic factors. To better capture real-life applications, we then extend our results to a natural but challenging contextual linear setting, where each box's expected reward is linear in some known but time-varying $d$-dimensional context and the noise distribution is fixed over time. We design an algorithm that learns both the linear function and the noise distributions, achieving $\widetilde{O}(nd\sqrt{T})$ regret. Finally, we show that our techniques also apply to the online Prophet Inequality problem, where the learner must decide immediately whether or not to accept a revealed reward. In both non-contextual and contextual settings, our approach achieves similar improvements and regret bounds.

cs.LG↗

On the Universal Near Optimality of Hedge in Combinatorial Settings

In this paper, we study the classical Hedge algorithm in combinatorial settings. In each round, the learner selects a vector $\boldsymbol{x}_t$ from a set $X \subseteq \{0,1\}^d$, observes a full loss vector $\boldsymbol{y}_t \in \mathbb{R}^d$, and incurs a loss $\langle \boldsymbol{x}_t, \boldsymbol{y}_t \rangle \in [-1,1]$. This setting captures several important problems, including extensive-form games, resource allocation, $m$-sets, online multitask learning, and shortest-path problems on directed acyclic graphs (DAGs). It is well known that Hedge achieves a regret of $O\big(\sqrt{T \log |X|}\big)$ after $T$ rounds of interaction. In this paper, we ask whether Hedge is optimal across all combinatorial settings. To that end, we show that for any $X \subseteq \{0,1\}^d$, Hedge is near-optimal--specifically, up to a $\sqrt{\log d}$ factor--by establishing a lower bound of $Ω\big(\sqrt{T \log(|X|)/\log d}\big)$ that holds for any algorithm. We then identify a natural class of combinatorial sets--namely, $m$-sets with $\log d \leq m \leq \sqrt{d}$--for which this lower bound is tight, and for which Hedge is provably suboptimal by a factor of exactly $\sqrt{\log d}$. At the same time, we show that Hedge is optimal for online multitask learning, a generalization of the classical $K$-experts problem. Finally, we leverage the near-optimality of Hedge to establish the existence of a near-optimal regularizer for online shortest-path problems in DAGs--a setting that subsumes a broad range of combinatorial domains. Specifically, we show that the classical Online Mirror Descent (OMD) algorithm, when instantiated with the dilated entropy regularizer, is iterate-equivalent to Hedge, and therefore inherits its near-optimal regret guarantees for DAGs.

cs.LG↗

Monotone Multispecies Flows

We present a novel notion of $λ$-monotonicity for an $n$-species system of partial differential equations governed by mass-preserving flow dynamics, extending monotonicity in Banach spaces to the Wasserstein-2 metric space. We show that monotonicity implies the existence of and convergence to a unique steady state, convergence of the velocity fields and second moments, and contraction in the Wasserstein-2 metric, at rates dependent on $λ$. In the special setting of Wasserstein-2 gradient descent of different energies for each species, we prove convergence to the unique Nash equilibrium of the associated energies and delineate the relationship between monotonicity and displacement convexity. This extends known zero-sum results in infinite-dimensional game theory to the general-sum setting. We provide a number of examples of monotone coupled gradient flow systems, including cross-diffusion, gradient flows with potentials, nonlocal interaction, linear and nonlinear diffusion, and min-max systems, and draw connections to a class of mean-field games. Numerically, we demonstrate convergence of a four-player economic model for service providers and strategic users competing in a market, and a degenerately monotone game.

math.AP↗

Learning to Incentivize in Repeated Principal-Agent Problems with Adversarial Agent Arrivals

We initiate the study of a repeated principal-agent problem over a finite horizon $T$, where a principal sequentially interacts with $K\geq 2$ types of agents arriving in an adversarial order. At each round, the principal strategically chooses one of the $N$ arms to incentivize for an arriving agent of unknown type. The agent then chooses an arm based on its own utility and the provided incentive, and the principal receives a corresponding reward. The objective is to minimize regret against the best incentive in hindsight. Without prior knowledge of agent behavior, we show that the problem becomes intractable, leading to linear regret. We analyze two key settings where sublinear regret is achievable. In the first setting, the principal knows the arm each agent type would select greedily for any given incentive. Under this setting, we propose an algorithm that achieves a regret bound of $O(\min\{\sqrt{KT\log N},K\sqrt{T}\})$ and provide a matching lower bound up to a $\log K$ factor. In the second setting, an agent's response varies smoothly with the incentive and is governed by a Lipschitz constant $L\geq 1$. Under this setting, we show that there is an algorithm with a regret bound of $\tilde{O}((LN)^{1/3}T^{2/3})$ and establish a matching lower bound up to logarithmic factors. Finally, we extend our algorithmic results for both settings by allowing the principal to incentivize multiple arms simultaneously in each round.

cs.GT↗

Principal-Agent Bandit Games with Self-Interested and Exploratory Learning Agents

We study the repeated principal-agent bandit game, where the principal indirectly interacts with the unknown environment by proposing incentives for the agent to play arms. Most existing work assumes the agent has full knowledge of the reward means and always behaves greedily, but in many online marketplaces, the agent needs to learn the unknown environment and sometimes explore. Motivated by such settings, we model a self-interested learning agent with exploration behaviors who iteratively updates reward estimates and either selects an arm that maximizes the estimated reward plus incentive or explores arbitrarily with a certain probability. As a warm-up, we first consider a self-interested learning agent without exploration. We propose algorithms for both i.i.d. and linear reward settings with bandit feedback in a finite horizon $T$, achieving regret bounds of $\widetilde{O}(\sqrt{T})$ and $\widetilde{O}( T^{2/3} )$, respectively. Specifically, these algorithms are established upon a novel elimination framework coupled with newly-developed search algorithms which accommodate the uncertainty arising from the learning behavior of the agent. We then extend the framework to handle the exploratory learning agent and develop an algorithm to achieve a $\widetilde{O}(T^{2/3})$ regret bound in i.i.d. reward setup by enhancing the robustness of our elimination framework to the potential agent exploration. Finally, when reducing our agent behaviors to the one studied in (Dogan et al., 2023a), we propose an algorithm based on our robust framework, which achieves a $\widetilde{O}(\sqrt{T})$ regret bound, significantly improving upon their $\widetilde{O}(T^{11/12})$ bound.

cs.LG↗

On the Limitations and Possibilities of Nash Regret Minimization in Zero-Sum Matrix Games under Noisy Feedback

This paper studies a variant of two-player zero-sum matrix games, where, at each timestep, the row player selects row $i$, the column player selects column $j$, and the row player receives a noisy reward with expected value $A_{i,j}$, along with noisy feedback on the input matrix $A$. The row player's goal is to maximize their total reward against an adversarial column player. Nash regret, defined as the difference between the player's total reward and the game's Nash equilibrium value scaled by the time horizon $T$, is often used to evaluate algorithmic performance in zero-sum games. We begin by studying the limitations of existing algorithms for minimizing Nash regret. We show that standard algorithm--including Hedge, FTRL, and OMD--as well as the strategy of playing the Nash equilibrium of the empirical matrix--all incur $Ω(\sqrt{T})$ Nash regret, even when the row player receives noisy feedback on the entire matrix $A$. Furthermore, we show that UCB for matrix games, a natural adaptation of the well-known bandit algorithm, also suffers $Ω(\sqrt{T})$ Nash regret under bandit feedback. Notably, these lower bounds hold even in the simplest case of $2 \times 2$ matrix games, where the instance-dependent matrix parameters are constant. We next ask whether instance-dependent $\text{polylog}(T)$ Nash regret is achievable against adversarial opponents. We answer this affirmatively. In the full-information setting, we present the first algorithm for general $n \times m$ matrix games that achieves instance-dependent $\text{polylog}(T)$ Nash regret. In the bandit feedback setting, we design an algorithm with similar guarantees for the special case of $2 \times 2$ game--the same regime in which existing algorithms provably suffer $Ω(\sqrt{T})$ regret despite the simplicity of the instance. Finally, we validate our theoretical results with empirical evidence.

cs.LG↗

Efficient Near-Optimal Algorithm for Online Shortest Paths in Directed Acyclic Graphs with Bandit Feedback Against Adaptive Adversaries

In this paper, we study the online shortest path problem in directed acyclic graphs (DAGs) under bandit feedback against an adaptive adversary. Given a DAG $G = (V, E)$ with a source node $v_{\mathsf{s}}$ and a sink node $v_{\mathsf{t}}$, let $X \subseteq \{0,1\}^{|E|}$ denote the set of all paths from $v_{\mathsf{s}}$ to $v_{\mathsf{t}}$. At each round $t$, we select a path $\mathbf{x}_t \in X$ and receive bandit feedback on our loss $\langle \mathbf{x}_t, \mathbf{y}_t \rangle \in [-1,1]$, where $\mathbf{y}_t$ is an adversarially chosen loss vector. Our goal is to minimize regret with respect to the best path in hindsight over $T$ rounds. We propose the first computationally efficient algorithm to achieve a near-minimax optimal regret bound of $\tilde O(\sqrt{|E|T\log |X|})$ with high probability against any adaptive adversary, where $\tilde O(\cdot)$ hides logarithmic factors in the number of edges $|E|$. Our algorithm leverages a novel loss estimator and a centroid-based decomposition in a nontrivial manner to attain this regret bound. As an application, we show that our algorithm for DAGs provides state-of-the-art efficient algorithms for $m$-sets, extensive-form games, the Colonel Blotto game, shortest walks in directed graphs, hypercubes, and multi-task multi-armed bandits, achieving improved high-probability regret guarantees in all these settings.

cs.LG↗