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Pierluca D'Oro

Publications and source records attributed to Pierluca D'Oro.

At least 19 recordsLinked to original sources

ADeptS-Bench: Measuring the Trustworthiness of Computer Use Agents Across Devices

Computer Use Agents (CUAs) are increasingly deployed to navigate mobile and desktop applications on behalf of users, yet no benchmark comprehensively evaluates whether they can safely interact with visual interfaces while handling ambiguous instructions. We introduce ADeptS-Bench, a dual-stream trustworthiness benchmark, grounded in the ADEPTS capability framework and general population user studies. The Safety stream provides paired benign/malicious tasks with threats embedded in the visual interface. The Disambiguation stream evaluates whether agents seek clarification when intent is ambiguous. Evaluating seven models reveals that no model consistently exceeds 80% task success while staying below 30% attack success; every model clicks "Checkout" on a $25K order without hesitation, and none detects that a "factory reset" button is mislabeled as "Optimize." An ablation reveals three distinct safety architectures: tool-dependent (ASR +21-23pp without refusal tool), partially tool-dependent (+10-11pp), and no mechanism (unchanged). In disambiguation, all models overestimate consequence severity, mirroring the over-refusal bias observed in safety. We release all data, evaluation code, and analysis tools upon publication.

cs.CR↗

Computer Use at the Edge of the Statistical Precipice

Evaluating Computer Use Agents (CUAs) on interactive environments is fraught with methodological pitfalls that the field has yet to systematically address. We show that a 1MB replay script that blindly executes a recorded action sequence without ever observing the screen outperforms frontier models on prominent static benchmarks, and prove that its expected success rate is exactly equal to the source agent's pass@k in deterministic environments. We trace this and other failures to two root causes: non-principled environment design (static, unsandboxed, or unreliably verified environments) and non-principled evaluation methodology (naive aggregation and misuse of pass@k for stateful UI interactions). To address the first, we propose PRISM, five design principles for CUA environments (privileged verification, realistic environments, integrity-checked configurations, sandboxed execution, and multifactorial variability) and instantiate them in DigiWorld, a benchmark of 15 realistic sandboxed mobile applications able to evaluate agents in over 3.2 million verified unique configurations. To address the second, we develop an aggregation framework pairing Wilson score intervals with hierarchical bootstrap, producing confidence intervals that correctly account for the nested structure of CUA benchmarks, as we empirically demonstrate. All together, we show that principled environment design and rigorous evaluation methodology are not optional refinements but prerequisites for meaningful CUA research.

cs.SE↗

Hierarchical Behaviour Spaces

Recent work in hierarchical reinforcement learning has shown success in scaling to billions of timesteps when learning over a set of predefined option reward functions. We show that, instead of using a single reward function per option, the reward functions can be effectively used to induce a space of behaviours, by letting the controller specify linear combinations over reward functions, allowing a more expressive set of policies to be represented. We call this method Hierarchical Behaviour Spaces (HBS). We evaluate HBS on the NetHack Learning Environment, demonstrating strong performance. We conduct a series of experiments and determine that, perhaps going against conventional wisdom, the benefits of hierarchy in our method come from increased exploration rather than long term reasoning.

cs.AI↗

Maxwell's Demon at Work: Efficient Pruning by Leveraging Saturation of Neurons

When training neural networks, dying neurons -- units becoming inactive or saturated -- are traditionally seen as harmful. This paper sheds new light on this phenomenon. By exploring the impact of various hyperparameter configurations on dying neurons during training, we gather insights on how to improve upon sparse training approaches to pruning. We introduce Demon Pruning (DemP), a method that controls the proliferation of dead neurons through a combination of noise injection on active units and a one-cycle schedule regularization strategy, dynamically leading to network sparsity. Experiments on CIFAR-10 and ImageNet datasets demonstrate that DemP outperforms existing dense-to-sparse structured pruning methods, achieving better accuracy-sparsity tradeoffs and accelerating training by up to 3.56$\times$. These findings provide a novel perspective on dying neurons as a resource for efficient model compression and optimization.

cs.LG↗

DigiData: Training and Evaluating General-Purpose Mobile Control Agents

AI agents capable of controlling user interfaces have the potential to transform human interaction with digital devices. To accelerate this transformation, two fundamental building blocks are essential: high-quality datasets that enable agents to achieve complex and human-relevant goals, and robust evaluation methods that allow researchers and practitioners to rapidly enhance agent performance. In this paper, we introduce DigiData, a large-scale, high-quality, diverse, multi-modal dataset designed for training mobile control agents. Unlike existing datasets, which derive goals from unstructured interactions, DigiData is meticulously constructed through comprehensive exploration of app features, resulting in greater diversity and higher goal complexity. Additionally, we present DigiData-Bench, a benchmark for evaluating mobile control agents on real-world complex tasks. We demonstrate that the commonly used step-accuracy metric falls short in reliably assessing mobile control agents and, to address this, we propose dynamic evaluation protocols and AI-powered evaluations as rigorous alternatives for agent assessment. Our contributions aim to significantly advance the development of mobile control agents, paving the way for more intuitive and effective human-device interactions.

cs.AI↗

Controlling Multimodal LLMs via Reward-guided Decoding

As Multimodal Large Language Models (MLLMs) gain widespread applicability, it is becoming increasingly desirable to adapt them for diverse user needs. In this paper, we study the adaptation of MLLMs through controlled decoding. To achieve this, we introduce the first method for reward-guided decoding of MLLMs and demonstrate its application in improving their visual grounding. Our method involves building reward models for visual grounding and using them to guide the MLLM's decoding process. Concretely, we build two separate reward models to independently control the degree of object precision and recall in the model's output. Our approach enables on-the-fly controllability of an MLLM's inference process in two ways: first, by giving control over the relative importance of each reward function during decoding, allowing a user to dynamically trade off object precision for recall in image captioning tasks; second, by giving control over the breadth of the search during decoding, allowing the user to control the trade-off between the amount of test-time compute and the degree of visual grounding. We evaluate our method on standard object hallucination benchmarks, showing that it provides significant controllability over MLLM inference, while consistently outperforming existing hallucination mitigation methods.

cs.CV↗

ADEPTS: A Capability Framework for Human-Centered Agent Design

Large language models have paved the way to powerful and flexible AI agents, assisting humans by increasingly integrating into their daily life. This flexibility, potential, and growing adoption demands a holistic and cross-disciplinary approach to developing, monitoring and discussing the capabilities required for agent-driven user experiences. However, current guidance on human-centered AI agent development is scattered: UX heuristics focus on interface behaviors, engineering taxonomies describe internal pipelines, and ethics checklists address high-level governance. There is no concise, user-facing vocabulary that tells teams what an agent should fundamentally be able to do. We introduce ADEPTS, a capability framework defining a set of core user-facing capabilities to provide unified guidance around the development of AI agents. ADEPTS is based on six principles for human-centered agent design, that express the minimal, user-facing capabilities an AI agent should demonstrate to be understandable, controllable and trustworthy in everyday use. ADEPTS complements existing frameworks and taxonomies; differently from them, it sits at the interface between technical and experience development. By presenting ADEPTS, we aim to condense complex AI-UX requirements into a compact framework that is actionable guidance for AI researchers, designers, engineers, and policy reviewers alike. We believe ADEPTS has the potential of accelerating the improvement of user-relevant agent capabilities, of easing the design of experiences that take advantage of those capabilities, and of providing a shared language to track and discuss progress around the development of AI agents.

cs.AI↗

Mol-MoE: Training Preference-Guided Routers for Molecule Generation

Recent advances in language models have enabled framing molecule generation as sequence modeling. However, existing approaches often rely on single-objective reinforcement learning, limiting their applicability to real-world drug design, where multiple competing properties must be optimized. Traditional multi-objective reinforcement learning (MORL) methods require costly retraining for each new objective combination, making rapid exploration of trade-offs impractical. To overcome these limitations, we introduce Mol-MoE, a mixture-of-experts (MoE) architecture that enables efficient test-time steering of molecule generation without retraining. Central to our approach is a preference-based router training objective that incentivizes the router to combine experts in a way that aligns with user-specified trade-offs. This provides improved flexibility in exploring the chemical property space at test time, facilitating rapid trade-off exploration. Benchmarking against state-of-the-art methods, we show that Mol-MoE achieves superior sample quality and steerability.

cs.LG↗

Towards General-Purpose Model-Free Reinforcement Learning

Reinforcement learning (RL) promises a framework for near-universal problem-solving. In practice however, RL algorithms are often tailored to specific benchmarks, relying on carefully tuned hyperparameters and algorithmic choices. Recently, powerful model-based RL methods have shown impressive general results across benchmarks but come at the cost of increased complexity and slow run times, limiting their broader applicability. In this paper, we attempt to find a unifying model-free deep RL algorithm that can address a diverse class of domains and problem settings. To achieve this, we leverage model-based representations that approximately linearize the value function, taking advantage of the denser task objectives used by model-based RL while avoiding the costs associated with planning or simulated trajectories. We evaluate our algorithm, MR.Q, on a variety of common RL benchmarks with a single set of hyperparameters and show a competitive performance against domain-specific and general baselines, providing a concrete step towards building general-purpose model-free deep RL algorithms.

cs.LG↗

MaestroMotif: Skill Design from Artificial Intelligence Feedback

Describing skills in natural language has the potential to provide an accessible way to inject human knowledge about decision-making into an AI system. We present MaestroMotif, a method for AI-assisted skill design, which yields high-performing and adaptable agents. MaestroMotif leverages the capabilities of Large Language Models (LLMs) to effectively create and reuse skills. It first uses an LLM's feedback to automatically design rewards corresponding to each skill, starting from their natural language description. Then, it employs an LLM's code generation abilities, together with reinforcement learning, for training the skills and combining them to implement complex behaviors specified in language. We evaluate MaestroMotif using a suite of complex tasks in the NetHack Learning Environment (NLE), demonstrating that it surpasses existing approaches in both performance and usability.

cs.AI↗

Controlling Large Language Model Agents with Entropic Activation Steering

The rise of large language models (LLMs) has prompted increasing interest in their use as in-context learning agents. At the core of agentic behavior is the capacity for exploration, or the ability to actively gather information about the environment. But how do LLM agents explore, and how can we control their exploratory behaviors? To answer these questions, we take a representation-level perspective, and introduce Entropic Activation Steering (EAST), an activation steering method for in-context LLM agents. Firstly, we demonstrate that EAST can effectively manipulate an LLM agent's exploration by directly affecting the high-level actions parsed from the outputs of the LLM, in contrast to token-level temperature sampling. Secondly, we reveal how applying this control modulates the uncertainty exhibited in the LLM's thoughts, guiding the agent towards more exploratory actions. Finally, we demonstrate that the steering vectors obtained by EAST generalize across task variants. In total, these results show that LLM agents explicitly encode uncertainty over their actions in their representation space. Our work paves the way for a new understanding of the functioning of LLM agents and to effective control of their decision-making behaviors.

cs.CL↗

The Curse of Diversity in Ensemble-Based Exploration

We uncover a surprising phenomenon in deep reinforcement learning: training a diverse ensemble of data-sharing agents -- a well-established exploration strategy -- can significantly impair the performance of the individual ensemble members when compared to standard single-agent training. Through careful analysis, we attribute the degradation in performance to the low proportion of self-generated data in the shared training data for each ensemble member, as well as the inefficiency of the individual ensemble members to learn from such highly off-policy data. We thus name this phenomenon the curse of diversity. We find that several intuitive solutions -- such as a larger replay buffer or a smaller ensemble size -- either fail to consistently mitigate the performance loss or undermine the advantages of ensembling. Finally, we demonstrate the potential of representation learning to counteract the curse of diversity with a novel method named Cross-Ensemble Representation Learning (CERL) in both discrete and continuous control domains. Our work offers valuable insights into an unexpected pitfall in ensemble-based exploration and raises important caveats for future applications of similar approaches.

cs.LG↗

Policy Optimization in a Noisy Neighborhood: On Return Landscapes in Continuous Control

Deep reinforcement learning agents for continuous control are known to exhibit significant instability in their performance over time. In this work, we provide a fresh perspective on these behaviors by studying the return landscape: the mapping between a policy and a return. We find that popular algorithms traverse noisy neighborhoods of this landscape, in which a single update to the policy parameters leads to a wide range of returns. By taking a distributional view of these returns, we map the landscape, characterizing failure-prone regions of policy space and revealing a hidden dimension of policy quality. We show that the landscape exhibits surprising structure by finding simple paths in parameter space which improve the stability of a policy. To conclude, we develop a distribution-aware procedure which finds such paths, navigating away from noisy neighborhoods in order to improve the robustness of a policy. Taken together, our results provide new insight into the optimization, evaluation, and design of agents.

cs.LG↗

Do Transformer World Models Give Better Policy Gradients?

A natural approach for reinforcement learning is to predict future rewards by unrolling a neural network world model, and to backpropagate through the resulting computational graph to learn a policy. However, this method often becomes impractical for long horizons since typical world models induce hard-to-optimize loss landscapes. Transformers are known to efficiently propagate gradients over long horizons: could they be the solution to this problem? Surprisingly, we show that commonly-used transformer world models produce circuitous gradient paths, which can be detrimental to long-range policy gradients. To tackle this challenge, we propose a class of world models called Actions World Models (AWMs), designed to provide more direct routes for gradient propagation. We integrate such AWMs into a policy gradient framework that underscores the relationship between network architectures and the policy gradient updates they inherently represent. We demonstrate that AWMs can generate optimization landscapes that are easier to navigate even when compared to those from the simulator itself. This property allows transformer AWMs to produce better policies than competitive baselines in realistic long-horizon tasks.

cs.LG↗

Motif: Intrinsic Motivation from Artificial Intelligence Feedback

Exploring rich environments and evaluating one's actions without prior knowledge is immensely challenging. In this paper, we propose Motif, a general method to interface such prior knowledge from a Large Language Model (LLM) with an agent. Motif is based on the idea of grounding LLMs for decision-making without requiring them to interact with the environment: it elicits preferences from an LLM over pairs of captions to construct an intrinsic reward, which is then used to train agents with reinforcement learning. We evaluate Motif's performance and behavior on the challenging, open-ended and procedurally-generated NetHack game. Surprisingly, by only learning to maximize its intrinsic reward, Motif achieves a higher game score than an algorithm directly trained to maximize the score itself. When combining Motif's intrinsic reward with the environment reward, our method significantly outperforms existing approaches and makes progress on tasks where no advancements have ever been made without demonstrations. Finally, we show that Motif mostly generates intuitive human-aligned behaviors which can be steered easily through prompt modifications, while scaling well with the LLM size and the amount of information given in the prompt.

cs.AI↗

The Primacy Bias in Deep Reinforcement Learning

This work identifies a common flaw of deep reinforcement learning (RL) algorithms: a tendency to rely on early interactions and ignore useful evidence encountered later. Because of training on progressively growing datasets, deep RL agents incur a risk of overfitting to earlier experiences, negatively affecting the rest of the learning process. Inspired by cognitive science, we refer to this effect as the primacy bias. Through a series of experiments, we dissect the algorithmic aspects of deep RL that exacerbate this bias. We then propose a simple yet generally-applicable mechanism that tackles the primacy bias by periodically resetting a part of the agent. We apply this mechanism to algorithms in both discrete (Atari 100k) and continuous action (DeepMind Control Suite) domains, consistently improving their performance.

cs.LG↗

Policy Optimization as Online Learning with Mediator Feedback

Policy Optimization (PO) is a widely used approach to address continuous control tasks. In this paper, we introduce the notion of mediator feedback that frames PO as an online learning problem over the policy space. The additional available information, compared to the standard bandit feedback, allows reusing samples generated by one policy to estimate the performance of other policies. Based on this observation, we propose an algorithm, RANDomized-exploration policy Optimization via Multiple Importance Sampling with Truncation (RANDOMIST), for regret minimization in PO, that employs a randomized exploration strategy, differently from the existing optimistic approaches. When the policy space is finite, we show that under certain circumstances, it is possible to achieve constant regret, while always enjoying logarithmic regret. We also derive problem-dependent regret lower bounds. Then, we extend RANDOMIST to compact policy spaces. Finally, we provide numerical simulations on finite and compact policy spaces, in comparison with PO and bandit baselines.

cs.LG↗

How to Learn a Useful Critic? Model-based Action-Gradient-Estimator Policy Optimization

Deterministic-policy actor-critic algorithms for continuous control improve the actor by plugging its actions into the critic and ascending the action-value gradient, which is obtained by chaining the actor's Jacobian matrix with the gradient of the critic with respect to input actions. However, instead of gradients, the critic is, typically, only trained to accurately predict expected returns, which, on their own, are useless for policy optimization. In this paper, we propose MAGE, a model-based actor-critic algorithm, grounded in the theory of policy gradients, which explicitly learns the action-value gradient. MAGE backpropagates through the learned dynamics to compute gradient targets in temporal difference learning, leading to a critic tailored for policy improvement. On a set of MuJoCo continuous-control tasks, we demonstrate the efficiency of the algorithm in comparison to model-free and model-based state-of-the-art baselines.

cs.AI↗