Searcharxiv⌕ Search

arXiv subjects

Peter Stone

Publications and source records attributed to Peter Stone.

At least 19 recordsLinked to original sources

Decentralized Multi-Agent Coordination and Communication in Shared Codebases

Coding agents working in shared repositories may receive separate, independently-motivated requests from human developers, creating a setting that is multi-agent by necessity. When this scenario happens, their individual implementations may work separately but conflict when combined. To study this setting, we introduce ParallACT, a benchmark of orchestrator-free multi-agent coding tasks. ParallACT contains both complementary and contradictory tasks. In complementary tasks, each agent's task is separately useful and implementations must share an interface to be productively combined. In contradictory pairs, both agents' tasks require editing the same code in incompatible ways, and naively combining independent solutions fails to produce a useful implementation. We compare a single-agent oracle given the combined set of tasks against multi-agent settings that vary execution order, visibility, awareness of other agents, and access to a communication channel. We find that the oracle solves most tasks while parallel agents perform substantially worse. Their performance drop is notable for complementary tasks, and particularly sharp for contradictory tasks (e.g., from 62% to 16% for Claude Code with Claude Opus 4.8) where merged code typically satisfies only one specification, and the same gap appears in all six further configurations pairing two agent harnesses with three open-weight models. Simply telling an agent that a peer exists does not help significantly, and giving agents access to a communication channel recovers only a small part of the performance, at an additional token cost. ParallACT thus identifies and isolates a core challenge that will become more common as multi-agent coding by independent principals becomes standard, and provides a controlled test of which coordination strategies help, and at what cost.

cs.AI↗

Centralized Critics for N-Agent Ad Hoc Teamwork

Centralized training with decentralized execution (CTDE) has become the dominant paradigm in multi-agent reinforcement learning (MARL), motivating extensive study of what privileged information should be made available to the critic during training. While prior work has examined the role of global state in fully cooperative settings, the design of centralized critics for N-agent ad hoc teamwork - in which dynamically varying set of learning agents must coordinate with an arbitrary set of uncontrolled teammates drawn from an unknown distribution - remains poorly understood. We study this question by comparing two natural classes of advantage estimators: controlled history estimators, which condition only on the observation and action histories of the learner's own agents, and joint history estimators, which additionally condition on the histories of the uncontrolled teammates. We prove that both estimators are unbiased and characterize the conditions under which the joint history estimate attains strictly lower variance than its controlled counterpart. Empirically, joint history critics match or outperform controlled history critics across a range of NAHT tasks, yielding improved sample efficiency and final returns. Together, these results provide both a theoretical justification and an empirical recommendation for incorporating uncontrolled agent histories into centralized critics for N-agent ad hoc teamwork.

cs.AI↗

Post-Training, Finetuning, and Steering:A Field Guide for Curating Training Data

While Vision-Language-Action models have enabled impressive cross-task transfer in zero-shot settings, \emph{adaptation} methods are often necessary to achieve consistent performance on novel tasks. However, even though a wealth of methods for adaptation have been proposed, it is unclear how to choose the best method based on available trajectories. We close this gap by studying the impact of the adaptation method under a variety of common data scenarios: on- and off-policy data, offline vs online adaptation, and whether the data contains optimal or suboptimal trajectories. Our evaluation spans simulated tasks in the LIBERO suite and real tasks on a Franka platform. In the offline data regime, critic-based steering approaches outperform supervised finetuning when failure data is available. However, offline RL techniques for training critic functions fail to outperform simpler Monte-Carlo-based approaches. Finally, in the online setting, critic-based steering is significantly more sample efficient compared to policy-gradient-based finetuning methods, but has a lower performance ceiling than full finetuning.

cs.RO↗

JaxAHT: A JAX-Based Library for Ad Hoc Teamwork

As autonomous agents are increasingly deployed, they must be able to coordinate with previously unseen agents, such as humans. This challenge has been formalized as Ad Hoc Teamwork (AHT), and has attracted a substantial body of research. However, progress has been hindered by the prohibitive computational cost of the AHT research lifecycle, lack of standardized benchmark implementations, and the absence of a diverse, validated evaluation teammate suite. This work introduces JaxAHT, the first open-source, JAX-based library designed to accelerate and standardize the AHT research lifecycle. Leveraging JAX's hardware acceleration and massive parallelization capabilities, JaxAHT provides a unified framework for teammate generation, ego agent training, and evaluation against unseen teammates, achieving approximately 95x wall-clock speedup over existing PyTorch counterparts. Along with the library, we contribute a diverse suite of evaluation teammates across Level-Based Foraging, Overcooked, and Hanabi. Using JaxAHT, we conduct a large-scale, compute-controlled benchmark study of AHT algorithms, finding that no algorithm consistently performs best, that agent modeling primarily offers benefits in role-based scenarios, and that best response returns are underestimated by reinforcement learning from scratch.

cs.AI↗

STARS: From Spatiotemporal Dynamics to Social Representations in Human-Robot Interaction

Robot navigation in dynamic, human-centered environments requires socially-compliant decisions grounded in robust scene understanding. Recent Vision-Language Models (VLMs) exhibit promising capabilities such as object recognition, common-sense reasoning, and contextual understanding, capabilities that align with the nuanced requirements of social robot navigation. However, it remains unclear whether VLMs can accurately understand complex social navigation scenes (e.g., inferring the spatial-temporal relations among agents and human intentions), which is essential for safe and socially compliant robot navigation. While some recent works have explored the use of VLMs in social robot navigation, no existing work systematically evaluates their ability to meet these necessary conditions. In this paper, we introduce the Social Navigation Scene Understanding Benchmark (SocialNav-SUB), a Visual Question Answering (VQA) dataset and benchmark designed to evaluate VLMs for scene understanding in real-world social robot navigation scenarios. SocialNav-SUB provides a unified framework for evaluating VLMs against human and rule-based baselines across VQA tasks requiring spatial, spatiotemporal, and social reasoning in social robot navigation. Through experiments with state-of-the-art VLMs, we find that while the best-performing VLM achieves an encouraging probability of agreeing with human answers, it still underperforms simpler rule-based approach and human consensus baselines, indicating critical gaps in social scene understanding of current VLMs. Our benchmark sets the stage for further research on foundation models for social robot navigation, offering a framework to explore how VLMs can be tailored to meet real-world social robot navigation needs. An overview of this paper along with the code and data can be found at https://larg.github.io/stars.

cs.RO↗

GUIDE: Reinforcement Learning for Behavioral Action Support in Type 1 Diabetes

Type 1 diabetes (T1D) management requires continuous adjustment of insulin and lifestyle behaviors to maintain blood glucose within a safe target range. Although automated insulin delivery (AID) systems have improved glycemic outcomes, many patients still fail to achieve recommended clinical targets. Current reinforcement learning (RL)-based methods focus primarily on insulin-only treatment and do not provide behavioral recommendations for glucose control. To address this gap, we propose GUIDE, an RL-based decision-support framework designed to complement AID technologies by providing structured behavioral recommendations defined by intervention type, magnitude, and timing, including bolus insulin administration and carbohydrate intake events. GUIDE integrates a patient-specific glucose predictor trained on real-world continuous glucose monitoring data and supports offline and online RL algorithms within a unified environment. The algorithms are evaluated across 25 individuals from the AZT1D dataset and 12 individuals from the OhioT1DM dataset. Among the evaluated algorithms, CQL-BC achieved the best performance on both datasets, with mean time-in-range values of 84.18 $\pm$ 19.89% on AZT1D and 77.64 $\pm$ 8.81% on OhioT1DM. It also maintained time-below-range values of 0.43 $\pm$ 1.27% and 2.81 $\pm$ 3.56%, respectively. Behavioral analysis yielded mean cosine similarities of 0.767 $\pm$ 0.128 on AZT1D and 0.774 $\pm$ 0.162 on OhioT1DM, indicating that the learned policy preserves key structural characteristics of patient action patterns. These findings demonstrate the potential of conservative offline RL with a structured behavioral action space to provide personalized and behaviorally plausible decision support for diabetes management.

cs.LG↗

SimEX: Simulation-Integrated Robotics AutoResearch

Coding agents powered by large language models (LLMs) have shown remarkable abilities to autonomously reason about and achieve goals in the digital world. However, bringing this success to the physical world remains challenging. On the one hand, direct generation methods (e.g., Code as Policies) often suffer from the LLMs' insufficient understanding of robots and physical environments. On the other hand, iterative trial-and-error tuning in the physical world (e.g., physical autoresearch) induces significant experimental cost and safety concerns. We introduce SimEX: Simulation-Integrated Robotics AutoResearch, an autoresearch framework that tightly integrates simulated experimentation, enabling coding agents to efficiently acquire physical capabilities for controlling real robots. SimEX operates in two stages. First, the agent conducts open-ended probe-and-optimize iterations in simulation, developing a robot toolbox with robust and generalizable capabilities. Second, the agent adapts the toolbox and the simulator together through only a few physical trials: each trial corrects the simulator, and the corrected simulator is used to diagnose failures and screen candidate repairs. We evaluate SimEX extensively in sim-to-sim settings and on physical robots. On challenging real-world manipulation tasks including towel folding, barcode scanning, and plate manipulation, SimEX enables coding agents to efficiently acquire robot skills without any demonstration and with only 10 minutes of real-robot interaction. These results suggest that simulation can be a critical component in achieving physical intelligence, not only as a source of training data that must closely replicate the real world, but also as a roughly correct laboratory where a coding agent develops the knowledge and procedures needed to act on the robot. More details and robot videos at https://robo-simex.github.io/

cs.RO↗

ExpertGen: Scalable Sim-to-Real Expert Policy Learning from Imperfect Behavior Priors

Learning generalizable and robust behavior cloning policies requires large volumes of high-quality robotics data. While human demonstrations (e.g., through teleoperation) serve as the standard source for expert behaviors, acquiring such data at scale in the real world is prohibitively expensive. This paper introduces ExpertGen, a framework that automates expert policy learning in simulation to enable scalable sim-to-real transfer. ExpertGen first initializes a behavior prior using a diffusion policy trained on imperfect demonstrations, which may be synthesized by large language models or provided by humans. Reinforcement learning is then used to steer this prior toward high task success by optimizing the diffusion model's initial noise while keep original policy frozen. By keeping the pretrained diffusion policy frozen, ExpertGen regularizes exploration to remain within safe, human-like behavior manifolds, while also enabling effective learning with only sparse rewards. Empirical evaluations on challenging manipulation benchmarks demonstrate that ExpertGen reliably produces high-quality expert policies with no reward engineering. On industrial assembly tasks, ExpertGen achieves a 90.5% overall success rate, while on long-horizon manipulation tasks it attains 85% overall success, outperforming all baseline methods. The resulting policies exhibit dexterous control and remain robust across diverse initial configurations and failure states. To validate sim-to-real transfer, the learned state-based expert policies are further distilled into visuomotor policies via DAgger and successfully deployed on real robotic hardware.

cs.RO↗

LIBERO-MAX: Do Robot Policies Adapt When the World Changes?

Robots must often continue a task after a target moves, the viewpoint shifts, or an obstacle appears, even though their earlier observations and committed actions reflect the previous scene. Many simulation robustness benchmarks fix external conditions at reset, leaving this temporal challenge underexamined. We introduce LIBERO-MAX, a benchmark of 8,000 paired cases spanning eight types of changes to geometry, observations, appearance, clutter, and paths. Each pair compares task execution with and without a mid-task event, holding the task, initial state, policy seed, and pre-event action sequence fixed. This controlled comparison distinguishes event-associated regressions from failures already present without the change. Across fourteen current VLA, hybrid, and world-action policies, events reduce success by 11.0-25.7 percentage points. Event profiles reveal shared vulnerabilities to geometry and observation changes, while policy-family rankings interleave. Camera controls show that robustness reflects both competence under the changed conditions and the trajectory from which they are encountered; varying query cadence does not eliminate the gap. Together, the paired protocol and temporal diagnostics establish LIBERO-MAX as a reproducible testbed for diagnosing failures under mid-execution changes and measuring progress toward robot policies that remain effective as the world changes.

cs.RO↗

Social Laws for Multi-agent Coordination in Stochastic Environments

In multi-agent environments, coordinating agents to prevent interference and ensure robust individual performance is a critical challenge. Previous research on social laws for multi-agent systems has primarily focused on deterministic, goal-based settings. This paper extends the concept of social laws to stochastic, reward-based environments, proposing a formalism for defining and verifying their robustness under various conditions. We introduce the notion of $α$-robustness, a measure of the guaranteed utility each agent retains while pursuing its optimal single agent policy, assuming all agents obey the social law. We then present an approach for robustness verification of social laws in stochastic settings, based on a reduction to solving a series of Markov decision processes. Empirical evaluations on toy environments illustrate the potential of our framework.

cs.MA↗

ROTATE: Regret-driven Open-ended Training for Ad Hoc Teamwork

Learning to collaborate with previously unseen partners is a fundamental generalization challenge, known as Ad Hoc Teamwork (AHT). Existing methods often adopt a two-stage pipeline: first, a fixed population of teammates is generated, and second, an AHT agent is trained to collaborate with them. This separation limits coverage of behaviors and ignores whether the generated teammates are informative for the AHT agent to learn from. On the other hand, AHT agents are typically trained under the assumption that the training teammate set is uncontrollable, despite the fact that its composition strongly influences generalization. This paper presents a unified framework for AHT by reformulating the problem as an open-ended learning process between an AHT agent and an adversarial teammate generator. We introduce ROTATE, a regret-driven, open-ended training algorithm that alternates between improving the AHT agent and generating teammates that probe its collaboration deficiencies. Experiments across Overcooked and Level-Based Foraging tasks demonstrate that ROTATE substantially outperforms baselines on an unseen set of teammates, establishing a new standard for robust, generalizable teamwork.

cs.AI↗

Hakken: Predicting future discoveries to fill the gaps in today's knowledge

We present Hakken, a domain-agnostic prediction and explanation system performing knowledge prediction, i.e., growing scientific knowledge by establishing novel relationships, ones that are not limited to the deductive hull of previous knowledge. Hakken uses a transformer-based prediction model built on temporal sequences of knowledge graphs extracted from vast bodies of research publications, fused with an LLM's semantic knowledge, to predict the presence and define the type of as-yet undocumented relationships between scientific concepts. It then calls a model-agnostic explanation framework to provide accompanying information for each prediction that allows scientists to evaluate the suggested new relationship. While general purpose, we demonstrate Hakken's practical capabilities by applying it to the biomedical domain. There, Hakken's prediction model establishes a new benchmark for time-aware multi-label relation prediction, and we show that the model's output stays coherent and informative over extended time spans in historic data. In addition, we scored 1.5 million above-confidence-threshold hypotheses related to aging, qualitatively validated batches of these predictions with biologists and progressed three of them for empirical validation in wet-lab. Two predictions with potentially significant impact in the context of drug discovery and repurposing were confirmed, introducing previously undocumented interactions between TP53 and BAMBI, and between RAF1 and TNF, to biomedical science.

cs.LG↗

Coachable agents for interactive gameplay

Reinforcement learning has proven to be a valuable tool in the creation of advanced AI and robotic systems, contributing to everything from game playing to robotics to foundation models. Through trial-and-error, these AI systems typically learn one, near-optimal behavior to solve their tasks. However, there are many use cases in which one would like to assert some level of control, preferably in real time, over how the task is solved. We refer to these modifications of a core task as styles. We combine universal value function approximators (UVFAs) with carefully selected training scenarios, learning algorithms, and data augmentation to create a framework for coaching agents that exhibit styles in complex domains. We demonstrate the framework's application in the AAA video games Horizon Forbidden West and Gran Turismo, and in an open-source humanoid test domain. Despite the different nature of the domains -- car racing, stylized game combat, and humanoid walking -- each agent shows strong coherence to the style requests while still satisfying the main task in its domain. Importantly, the techniques outlined in this paper allow an end user to choose the final behavior at run time, giving them flexible control over the final executed performance.

cs.AI↗

LEACL: LLM-Enhanced Automatic Curriculum Learning for Reinforcement Learning in Long-Horizon Manipulation Tasks

Long-horizon manipulation tasks pose significant challenges for reinforcement learning due to sparse reward signals and long horizons. Automatic curriculum learning (ACL) has been proposed to tackle these challenges by progressively training agents on a sequence of tasks, from easier to more difficult. However, the success of ACL depends heavily on task-dependent specifications-such as well-defined task parameter spaces and difficulty measures-which are often manually crafted and difficult to generalize across diverse tasks. Recent advances in large language models (LLMs) offer a promising alternative by enabling the decomposition of complex tasks into meaningful subtasks using the LLMs' web-scale common-sense knowledge. This decomposition can provide a natural curriculum structure for efficient learning of long-horizon tasks. However, existing LLM-based methods typically rely on hand-designed dense reward functions to learn each subtask, which can introduce bias and still requires significant human supervision. In this work, we propose LLM-enhanced automatic curriculum learning (LEACL), a framework that integrates LLMs and ACL to address these limitations. Specifically, LLMs are used to both decompose tasks into subtasks and to generate task-dependent specifications for each subtask. These specifications are then used by ACL algorithms to guide learning using only sparse reward signals, eliminating the need for dense reward design. We evaluate LEACL on five long-horizon manipulation tasks from the LIBERO benchmark. LEACL achieves better asymptotic performance in terms of the success rates compared to human-designed dense rewards.

cs.RO↗

CoopReflect: Towards Natural Language Communication for Cooperative Autonomous Driving via Multi-Agent Learning

Past work has demonstrated that autonomous vehicles can drive more safely if they communicate with each other. However, this communication is usually not human-understandable. Using natural language as a vehicle-to-vehicle (V2V) communication protocol offers the potential for autonomous vehicles to drive cooperatively not only with each other but also with human drivers. To explore the potential use of natural language for V2V communication, we develop LLM-based driving agents and study their interactions in a new simulation environment, TalkingVehiclesGym, which features traffic scenarios where communication can potentially help avoid imminent collisions and/or support efficient traffic flow. While LLM agents relying solely on chain-of-thought reasoning struggle to coordinate effectively, we introduce CoopReflect, a multi-agent learning framework that equips agents with knowledge for both natural language message generation and high-level decision-making through trial and error and multi-agent debriefing. Experiments show that CoopReflect produces more meaningful and human-understandable messages than existing baselines, enabling stronger cooperation. Finally, we distill scenario-specific knowledge into a unified language model policy, achieving cross-scenario generalization and substantially reducing decision-making latency. Our code and demo videos are available at https://talking-vehicles.github.io/.

cs.RO↗

VOFA: Visual Object Goal Pushing with Force-Adaptive Control for Humanoids

The ability to push large objects in a goal-directed manner using onboard egocentric perception is an essential skill for humanoid robots to perform complex tasks such as material handling in warehouses. To robustly manipulate heavy objects to arbitrary goal configurations, the robot must cope with unknown object mass and ground friction, noisy onboard perception, and actuation errors; all in a real-time feedback loop. Existing solutions either rely on privileged object-state information without onboard perception or lack robustness to variations in goal configurations and object physical properties. In this work, we present VOFA, a visual goal-conditioned humanoid loco-manipulation system capable of pushing objects with unknown physical properties to arbitrary goal positions. VOFA consists of a two-level hierarchical architecture with a high-level visuomotor policy and a low-level force-adaptive whole-body controller. The high-level policy processes noisy onboard observations and generates goal-conditioned commands to operate in closed loop across diverse object-goal configurations, while the low-level whole-body controller provides robustness to variations in object physical properties. VOFA is extensively evaluated in both simulation and real-world experiments on the Booster T1 humanoid robot. Our results demonstrate strong performance, achieving over 90% success in simulation and over 80% success in real-world trials. Moreover, VOFA successfully pushes objects weighing up to 17kg, exceeding half of the Booster T1's body weight.

cs.RO↗

SLAC: Safe and Efficient Real-Robot Reinforcement Learning via Unsupervised Simulation Pre-Training

Building capable household and industrial robots requires mastering the control of versatile, high-degree-of-freedom (DoF) systems such as mobile manipulators. While reinforcement learning (RL) holds promise for autonomously acquiring robot control policies, scaling it to high-DoF embodiments remains challenging. Direct RL in the real world demands both safe exploration and high sample efficiency, which are difficult to achieve in practice. Sim-to-real RL, on the other hand, is often brittle due to the reality gap. This paper introduces SLAC, a method that renders real-world RL feasible for complex embodiments by leveraging a low-fidelity simulator to pretrain a task-agnostic latent action space. SLAC trains this latent action space via a customized unsupervised skill discovery method designed to promote temporal abstraction, disentanglement, and safety, thereby facilitating efficient downstream learning. Once a latent action space is learned, SLAC uses it as the action interface for a novel off-policy RL algorithm to autonomously learn downstream tasks through real-world interactions. We evaluate SLAC against existing methods on a suite of bimanual mobile manipulation tasks, where it achieves state-of-the-art performance. Notably, SLAC learns contact-rich whole-body tasks in under an hour of real-world interactions, without relying on any demonstrations or hand-crafted behavior priors. More information and robot videos at robo-rl.github.io

cs.RO↗

Disentangled Unsupervised Skill Discovery for Efficient Hierarchical Reinforcement Learning

A hallmark of intelligent agents is the ability to learn reusable skills purely from unsupervised interaction with the environment. However, existing unsupervised skill discovery methods often learn entangled skills where one skill variable simultaneously influences many entities in the environment, making downstream skill chaining extremely challenging. We propose Disentangled Unsupervised Skill Discovery (DUSDi), a method for learning disentangled skills that can be efficiently reused to solve downstream tasks. DUSDi decomposes skills into disentangled components, where each skill component only affects one factor of the state space. Importantly, these skill components can be concurrently composed to generate low-level actions, and efficiently chained to tackle downstream tasks through hierarchical Reinforcement Learning. DUSDi defines a novel mutual-information-based objective to enforce disentanglement between the influences of different skill components, and utilizes value factorization to optimize this objective efficiently. Evaluated in a set of challenging environments, DUSDi successfully learns disentangled skills, and significantly outperforms previous skill discovery methods when it comes to applying the learned skills to solve downstream tasks. Code and skills visualization at jiahenghu.github.io/DUSDi-site/.

cs.LG↗