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Mustafa Mert Çelikok

Publications and source records attributed to Mustafa Mert Çelikok.

16 recordsLinked to original sources

Fitted Q-Iteration with Continuous Actions and Adaptive Data: Smoothed Coverage and Minimax Rates

Fitted Q-iteration (FQI) is well understood when the data come from a fixed distribution and the action set is finite, whereas value-based continuous control collects its data adaptively and maximizes over continuous actions. Both features break the standard analysis: the regression data are dependent, and every density-ratio concentrability coefficient of a deterministic greedy policy is infinite when the exploration has no atoms. Conditioning on the history freezes the regression target, so each round of FQI is a regression with martingale noise, and we obtain localized rates that are fast for classes of polylogarithmic metric entropy. We transfer the regression error to the loss of the greedy policy by smoothing the measures on which this loss is evaluated, at a price that depends on the action dimension and the smoothness of the residuals in the action. Under deterministic dynamics the state is smoothed as well, and the state dimension enters the price. Minimax lower bounds with the same exponents in the sample size show that no learner avoids these prices, for restart data in the case of the state dimension. The coverage conditions do not involve the unknown greedy policies; they hold under exploration floors with restarts and, for action smoothing, bounded transition densities.

cs.LG↗

What Information Buys in Active Inference

Information-theoretic exploration is of primary interest in methodological studies of reinforcement learning (RL) and computational cognitive neuroscience, while the established RL theory builds regret guarantees on confidence sets. This situation leaves open the conditions under which the information-driven exploration found in nature is more advantageous than the exploration of the established RL theory. We put the state-of-the-art methods of these two paradigms, Active Inference (AIF) and Bayes-UCBVI, on an equal footing: both act through the same state abstraction of a tabular MDP with $S$ states, and their greedy forms differ only in the exploration term. We find that AIF's information gain decays too fast to serve as a confidence width, locking greedy agents that explore by it out of the optimal action. Calibrating the information gain by a square root yields calibrated AIF, which attains regret of order $\sqrt T$ for an exact abstraction, but no better guarantee than Bayes-UCBVI for a fixed reward. When an adversary chooses rewards from the agent's data, Bayes-UCBVI's value-specific widths lock out, whereas calibrated AIF pays a factor $\sqrt S$, which no goal-memoryless agent avoids on some MDP whose start states the adversary also chooses. Calibrated information gain thus acts as a reward-agnostic $\ell_1$ confidence set, preferable to value-specific widths when rewards are chosen from the agent's data, not when they are fixed.

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Distributional Active Inference

Optimal control of complex environments with robotic systems faces two complementary and intertwined challenges: efficient organization of sensory state information and far-sighted action planning. Because the reinforcement learning framework addresses only the latter, it tends to deliver sample-inefficient solutions. Active inference is the state-of-the-art process theory that explains how biological brains handle this dual problem. However, its applications to artificial intelligence have thus far been limited to extensions of existing model-based approaches. We present a formal abstraction of reinforcement learning algorithms that spans model-based, distributional, and model-free approaches. This abstraction seamlessly integrates active inference into the distributional reinforcement learning framework, making its performance advantages accessible without transition dynamics modeling.

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The Arbiter Agent: Continually Monitoring Multi-Agent Conversations to Detect Emergent Misalignment

As AI systems built from multiple language-model agents become more common, they are increasingly used to make decisions together: discussing, negotiating, and acting on shared tasks. While individual agents may appear well-aligned when tested on their own, problems can arise from how they interact with one another. We introduce the Arbiter, an agent designed to monitor multi-agent conversations in real time and identify which participants may be behaving in misaligned ways. The Arbiter operates under a limited "inspection budget", meaning it must decide carefully how to use its resources. As it observes a conversation step by step, it can choose to wait, question a participant, examine internal information such as system prompts or reasoning traces, or log concerning behavior. At the end, it produces a report identifying the likely source of misalignment. We evaluate the Arbiter across five conversation conditions, ranging from risky financial advice model organisms to evaluation-aware and colluding agents, we test five tool configurations of increasing capability and two backbone models. We find that the Arbiter reliably detects misaligned agents well before the end of the conversation, with active inspection tools improving both detection accuracy and speed. Weight-induced misalignment proves hardest to detect, while instruction-induced misalignment is identified reliably even under passive observation. The logging tool exhibits a dual effect, improving recall at the cost of precision. These results suggest that continual, budget-aware monitoring can effectively catch misalignment, and that overseeing multi-agent systems may require treating the auditor as an active participant in the process. The code is available at https://github.com/aisilab/arbiter.

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Hitting Time Isomorphism for Multi-Stage Planning with Foundation Policies

We present a new operator-theoretic representation learning framework for offline reinforcement learning that recovers the directed temporal geometry of a controlled Markov process from hitting time observations. While prior art often produces symmetric distances or fails to satisfy the triangle inequality, our framework learns a Hilbert-space displacement geometry where expected hitting times are realized as linear functionals of latent displacements. We prove that this representation exists under latent linear closure and is uniquely identifiable up to a bounded linear isomorphism. For finite-dimensional implementations, we show that global hitting-time error is bounded by one-step transition error amplified by the environment's transient spectral radius. Furthermore, we provide finite-sample guarantees accounting for approximation, statistical complexity, and trajectory-label mismatch. Derived from this theory, we curate Isomorphic Embedding Learning (IEL) as a new goal-agnostic foundation policy learning algorithm that anchors a HILP-style consistency objective with explicit hitting-time regression to ensure that the learned geometry reflects actual decision-time progress. This asymmetric and compositional structure enables robust graph-based multi-stage planning for long-horizon navigation. Our experiments demonstrate that IEL improves the state of the art of learning foundation policy policies from offline maze locomotion data. Our code can be found on https://github.com/MagnusBoock/IEL

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Social Cooperation in Conversational AI Agents

The development of AI agents based on large, open-domain language models (LLMs) has paved the way for the development of general-purpose AI assistants that can support human in tasks such as writing, coding, graphic design, and scientific research. A major challenge with such agents is that, by necessity, they are trained by observing relatively short-term interactions with humans. Such models can fail to generalize to long-term interactions, for example, interactions where a user has repeatedly corrected mistakes on the part of the agent. In this work, we argue that these challenges can be overcome by explicitly modeling humans' social intelligence, that is, their ability to build and maintain long-term relationships with other agents whose behavior cannot always be predicted. By mathematically modeling the strategies humans use to communicate and reason about one another over long periods of time, we may be able to derive new game theoretic objectives against which LLMs and future AI agents may be optimized.

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SHARPIE: A Modular Framework for Reinforcement Learning and Human-AI Interaction Experiments

Reinforcement learning (RL) offers a general approach for modeling and training AI agents, including human-AI interaction scenarios. In this paper, we propose SHARPIE (Shared Human-AI Reinforcement Learning Platform for Interactive Experiments) to address the need for a generic framework to support experiments with RL agents and humans. Its modular design consists of a versatile wrapper for RL environments and algorithm libraries, a participant-facing web interface, logging utilities, deployment on popular cloud and participant recruitment platforms. It empowers researchers to study a wide variety of research questions related to the interaction between humans and RL agents, including those related to interactive reward specification and learning, learning from human feedback, action delegation, preference elicitation, user-modeling, and human-AI teaming. The platform is based on a generic interface for human-RL interactions that aims to standardize the field of study on RL in human contexts.

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Inverse Concave-Utility Reinforcement Learning is Inverse Game Theory

We consider inverse reinforcement learning problems with concave utilities. Concave Utility Reinforcement Learning (CURL) is a generalisation of the standard RL objective, which employs a concave function of the state occupancy measure, rather than a linear function. CURL has garnered recent attention for its ability to represent instances of many important applications including the standard RL such as imitation learning, pure exploration, constrained MDPs, offline RL, human-regularized RL, and others. Inverse reinforcement learning is a powerful paradigm that focuses on recovering an unknown reward function that can rationalize the observed behaviour of an agent. There has been recent theoretical advances in inverse RL where the problem is formulated as identifying the set of feasible reward functions. However, inverse RL for CURL problems has not been considered previously. In this paper we show that most of the standard IRL results do not apply to CURL in general, since CURL invalidates the classical Bellman equations. This calls for a new theoretical framework for the inverse CURL problem. Using a recent equivalence result between CURL and Mean-field Games, we propose a new definition for the feasible rewards for I-CURL by proving that this problem is equivalent to an inverse game theory problem in a subclass of mean-field games. We outline future directions and applications in human--AI collaboration enabled by our results.

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On the Complexity of Learning to Cooperate with Populations of Socially Rational Agents

Artificially intelligent agents deployed in the real-world will require the ability to reliably \textit{cooperate} with humans (as well as other, heterogeneous AI agents). To provide formal guarantees of successful cooperation, we must make some assumptions about how partner agents could plausibly behave. Any realistic set of assumptions must account for the fact that other agents may be just as adaptable as our agent is. In this work, we consider the problem of cooperating with a \textit{population} of agents in a finitely-repeated, two player general-sum matrix game with private utilities. Two natural assumptions in such settings are that: 1) all agents in the population are individually rational learners, and 2) when any two members of the population are paired together, with high-probability they will achieve at least the same utility as they would under some Pareto efficient equilibrium strategy. Our results first show that these assumptions alone are insufficient to ensure \textit{zero-shot} cooperation with members of the target population. We therefore consider the problem of \textit{learning} a strategy for cooperating with such a population using prior observations its members interacting with one another. We provide upper and lower bounds on the number of samples needed to learn an effective cooperation strategy. Most importantly, we show that these bounds can be much stronger than those arising from a "naive'' reduction of the problem to one of imitation learning.

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Uncoupled Learning of Differential Stackelberg Equilibria with Commitments

In multi-agent problems requiring a high degree of cooperation, success often depends on the ability of the agents to adapt to each other's behavior. A natural solution concept in such settings is the Stackelberg equilibrium, in which the ``leader'' agent selects the strategy that maximizes its own payoff given that the ``follower'' agent will choose their best response to this strategy. Recent work has extended this solution concept to two-player differentiable games, such as those arising from multi-agent deep reinforcement learning, in the form of the \textit{differential} Stackelberg equilibrium. While this previous work has presented learning dynamics which converge to such equilibria, these dynamics are ``coupled'' in the sense that the learning updates for the leader's strategy require some information about the follower's payoff function. As such, these methods cannot be applied to truly decentralised multi-agent settings, particularly ad hoc cooperation, where each agent only has access to its own payoff function. In this work we present ``uncoupled'' learning dynamics based on zeroth-order gradient estimators, in which each agent's strategy update depends only on their observations of the other's behavior. We analyze the convergence of these dynamics in general-sum games, and prove that they converge to differential Stackelberg equilibria under the same conditions as previous coupled methods. Furthermore, we present an online mechanism by which symmetric learners can negotiate leader-follower roles. We conclude with a discussion of the implications of our work for multi-agent reinforcement learning and ad hoc collaboration more generally.

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Distributed Influence-Augmented Local Simulators for Parallel MARL in Large Networked Systems

Due to its high sample complexity, simulation is, as of today, critical for the successful application of reinforcement learning. Many real-world problems, however, exhibit overly complex dynamics, which makes their full-scale simulation computationally slow. In this paper, we show how to decompose large networked systems of many agents into multiple local components such that we can build separate simulators that run independently and in parallel. To monitor the influence that the different local components exert on one another, each of these simulators is equipped with a learned model that is periodically trained on real trajectories. Our empirical results reveal that distributing the simulation among different processes not only makes it possible to train large multi-agent systems in just a few hours but also helps mitigate the negative effects of simultaneous learning.

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Differentiable User Models

Probabilistic user modeling is essential for building machine learning systems in the ubiquitous cases with humans in the loop. However, modern advanced user models, often designed as cognitive behavior simulators, are incompatible with modern machine learning pipelines and computationally prohibitive for most practical applications. We address this problem by introducing widely-applicable differentiable surrogates for bypassing this computational bottleneck; the surrogates enable computationally efficient inference with modern cognitive models. We show experimentally that modeling capabilities comparable to the only available solution, existing likelihood-free inference methods, are achievable with a computational cost suitable for online applications. Finally, we demonstrate how AI-assistants can now use cognitive models for online interaction in a menu-search task, which has so far required hours of computation during interaction.

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Towards a Unifying Model of Rationality in Multiagent Systems

Multiagent systems deployed in the real world need to cooperate with other agents (including humans) nearly as effectively as these agents cooperate with one another. To design such AI, and provide guarantees of its effectiveness, we need to clearly specify what types of agents our AI must be able to cooperate with. In this work we propose a generic model of socially intelligent agents, which are individually rational learners that are also able to cooperate with one another (in the sense that their joint behavior is Pareto efficient). We define rationality in terms of the regret incurred by each agent over its lifetime, and show how we can construct socially intelligent agents for different forms of regret. We then discuss the implications of this model for the development of "robust" MAS that can cooperate with a wide variety of socially intelligent agents.

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Best-Response Bayesian Reinforcement Learning with Bayes-adaptive POMDPs for Centaurs

Centaurs are half-human, half-AI decision-makers where the AI's goal is to complement the human. To do so, the AI must be able to recognize the goals and constraints of the human and have the means to help them. We present a novel formulation of the interaction between the human and the AI as a sequential game where the agents are modelled using Bayesian best-response models. We show that in this case the AI's problem of helping bounded-rational humans make better decisions reduces to a Bayes-adaptive POMDP. In our simulated experiments, we consider an instantiation of our framework for humans who are subjectively optimistic about the AI's future behaviour. Our results show that when equipped with a model of the human, the AI can infer the human's bounds and nudge them towards better decisions. We discuss ways in which the machine can learn to improve upon its own limitations as well with the help of the human. We identify a novel trade-off for centaurs in partially observable tasks: for the AI's actions to be acceptable to the human, the machine must make sure their beliefs are sufficiently aligned, but aligning beliefs might be costly. We present a preliminary theoretical analysis of this trade-off and its dependence on task structure.

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Interactive AI with a Theory of Mind

Understanding each other is the key to success in collaboration. For humans, attributing mental states to others, the theory of mind, provides the crucial advantage. We argue for formulating human--AI interaction as a multi-agent problem, endowing AI with a computational theory of mind to understand and anticipate the user. To differentiate the approach from previous work, we introduce a categorisation of user modelling approaches based on the level of agency learnt in the interaction. We describe our recent work in using nested multi-agent modelling to formulate user models for multi-armed bandit based interactive AI systems, including a proof-of-concept user study.

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Machine Teaching of Active Sequential Learners

Machine teaching addresses the problem of finding the best training data that can guide a learning algorithm to a target model with minimal effort. In conventional settings, a teacher provides data that are consistent with the true data distribution. However, for sequential learners which actively choose their queries, such as multi-armed bandits and active learners, the teacher can only provide responses to the learner's queries, not design the full data. In this setting, consistent teachers can be sub-optimal for finite horizons. We formulate this sequential teaching problem, which current techniques in machine teaching do not address, as a Markov decision process, with the dynamics nesting a model of the learner and the actions being the teacher's responses. Furthermore, we address the complementary problem of learning from a teacher that plans: to recognise the teaching intent of the responses, the learner is endowed with a model of the teacher. We test the formulation with multi-armed bandit learners in simulated experiments and a user study. The results show that learning is improved by (i) planning teaching and (ii) the learner having a model of the teacher. The approach gives tools to taking into account strategic (planning) behaviour of users of interactive intelligent systems, such as recommendation engines, by considering them as boundedly optimal teachers.

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