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Pradeep Varakantham

Publications and source records attributed to Pradeep Varakantham.

At least 19 recordsLinked to original sources

The 2026 Singapore Consensus on Global AI Safety Research Priorities

Frontier AI capabilities and autonomy are advancing rapidly. A growing number of real-world incidents make a trusted AI ecosystem essential to embracing AI with confidence. The 2026 Singapore Consensus is an outcome of the second International Scientific Exchange on AI Safety, bringing together over 100 contributors spanning 13 countries from frontier developers, government safety institutes, academia, and civil society. Building on the 2025 report, it presents a global understanding of technical AI safety research problems of top priority, now with a dedicated focus on societal resilience and on managing the risks of increasingly autonomous AI agents.

cs.CY

Curiosity as Linguistic Intervention: Using LLM Tutoring Dialogues to Influence Exploratory Learning Behavior

Large Language Models (LLMs) provide a new opportunity to study how language shapes exploratory cognition because conversational strategies can be systematically manipulated at inference time. We introduce CURIOBOT, a framework that operationalizes Berlyne's collative variables, novelty, complexity, conflict, and uncertainty, as adaptive linguistic interventions for conversational tutoring. Across 270 tutoring conversations spanning multiple model families, domains, and topic complexity levels, curiosity-oriented interventions consistently increased exploratory learner behaviors, producing up to 2.4x more conversational turns under fixed time budgets. To measure these effects, we further introduce a learner-centered evaluation framework capturing exploratory questioning, conversational agency, productive struggle, and observable curiosity. Learner-side gains persisted even when tutor-side instructional quality remained unchanged, suggesting that curiosity functions as a partially independent interaction-level mechanism. More broadly, our results demonstrate that LLM-mediated dialogue can serve as a scalable experimental framework for studying how language shapes exploratory learning behavior.

cs.CL

Hey Chat, Can You Teach Me? Structuring Socratic Dialogue for Human Learning in the Wild

Large language models are now widely used for everyday learning, but the underlying interactions are typically unstructured chats rather than following a curriculum. Unlike formal online learning systems, these interactions carry no prior record of the student, so any estimate of what the student already knows must be inferred from the dialogue itself. We show that this gap is not closed by scaling models alone. Frontier and education-tuned LLMs perform poorly when asked to tutor a student over an extended session, because doing so requires three things at once. The tutor must sequence a curriculum, conduct Socratic dialogue, and infer the student's knowledge state from that dialogue. We propose separating these responsibilities. Given a student query, our system constructs a prerequisite knowledge graph in which subtopics are nodes and dependencies are edges, and frames tutoring as deciding which node to teach next and how many dialogue turns to spend on it before moving on. A lightweight PPO policy handles this sequencing decision, while an LLM conducts the Socratic exchange at the chosen node and returns a signal of student progress. Across held-out STEM and non-STEM topics, our PPO-paired tutor outperforms heuristic baselines, frontier general-purpose models, and a model specialised for Socratic dialogue: on both the rate at which students reach full curriculum mastery and the number of turns required. Explicit curriculum structure delivers gains that scaling the underlying model does not.

cs.CL

Robust Critics: Defending LLMs Against Multi-Turn Attacks

When a user asks a language model something harmful, is it a genuine attack or a misunderstood but well-meaning question? This ambiguity is one of the central challenges of LLM safety. A model that assumes the worst harms legitimate users; one that assumes the best is easily exploited. The problem is compounded in multi-turn dialogue, where an attacker's true intent may only reveal itself gradually across many exchanges, yet existing safety frameworks apply a contextual bandit treatment, ignoring the trajectory of the conversation. To that end, we propose Dialogue Critic Guided Sampling (DCGS), a framework that addresses this by inferring user intent at every turn of dialogue. Instead of applying a fixed rule about what is or is not safe, DCGS learns what the user's intent is likely to be based on the full conversational history and generates responses accordingly. Formally, we model adversarial dialogue as a Markov Decision Process and learn value and regret-based critics at both the individual token and utterance (full response) levels, scoring candidate responses via an action-value critic. We prove that this inference-time reweighting approximates exponential tilting of the base policy, guaranteeing improvement in expected return for any finite candidate pool, a property that group-relative objectives do not exhibit. Evaluated on CARES-18k, WildJailbreak, Redbench, and Harmbench, DCGS outperforms strong robust baselines and frontier models on adversarial dialogue tasks. DCGS also transfers to frontier models, improving their robustness without fine-tuning.

cs.AI

Efficient Unsupervised Environment Design through Hierarchical Policy Representation Learning

Unsupervised Environment Design (UED) has emerged as a promising approach to developing general-purpose agents through automated curriculum generation. Popular UED methods focus on Open-Endedness, where teacher algorithms rely on stochastic processes for infinite generation of useful environments. This assumption becomes impractical in resource-constrained scenarios where teacher-student interaction opportunities are limited. To address this challenge, we introduce a hierarchical Markov Decision Process (MDP) framework for environment design. Our framework features a teacher agent that leverages student policy representations derived from discovered evaluation environments, enabling it to generate training environments based on the student's capabilities. To improve efficiency, we incorporate a generative model that augments the teacher's training dataset with synthetic data, reducing the need for teacher-student interactions. In experiments across several domains, we show that our method outperforms baseline approaches while requiring fewer teacher-student interactions in a single episode. The results suggest the applicability of our approach in settings where training opportunities are limited.

cs.AI

Offline Safe Policy Optimization From Heterogeneous Feedback

Offline Preference-based Reinforcement Learning (PbRL) learns rewards and policies aligned with human preferences without the need for extensive reward engineering and direct interaction with human annotators. However, ensuring safety remains a critical challenge across many domains and tasks. Previous works on safe RL from human feedback (RLHF) first learn reward and cost models from offline data, then use constrained RL to optimize a safe policy. While such an approach works in the contextual bandits settings (LLMs), in long horizon continuous control tasks, errors in rewards and costs accumulate, leading to impairment in performance when used with constrained RL methods. To address these challenges, (a) instead of indirectly learning policies (from rewards and costs), we introduce a framework that learns a policy directly based on pairwise preferences regarding the agent's behavior in terms of rewards, as well as binary labels indicating the safety of trajectory segments; (b) we propose \textsc{PreSa} (Preference and Safety Alignment), a method that combines preference learning module with safety alignment in a constrained optimization problem. This optimization problem is solved within a Lagrangian paradigm that directly learns reward-maximizing safe policy \textit{without explicitly learning reward and cost models}, avoiding the need for constrained RL; (c) we evaluate our approach on continuous control tasks with both synthetic and real human feedback. Empirically, our method successfully learns safe policies with high rewards, outperforming state-of-the-art baselines, and offline safe RL approaches with ground-truth reward and cost.

cs.AI

On Discovering Algorithms for Adversarial Imitation Learning

Adversarial Imitation Learning (AIL) methods, while effective in settings with limited expert demonstrations, are often considered unstable. These approaches typically decompose into two components: Density Ratio (DR) estimation $\frac{\rho_E}{\rho_{\pi}}$, where a discriminator estimates the relative occupancy of state-action pairs under the policy versus the expert; and Reward Assignment (RA), where this ratio is transformed into a reward signal used to train the policy. While significant research has focused on improving density estimation, the role of reward assignment in influencing training dynamics and final policy performance has been largely overlooked. RA functions in AIL are typically derived from divergence minimization objectives, relying heavily on human design and ingenuity. In this work, we take a different approach: we investigate the discovery of data-driven RA functions, i.e, based directly on the performance of the resulting imitation policy. To this end, we leverage an LLM-guided evolutionary framework that efficiently explores the space of RA functions, yielding \emph{Discovered Adversarial Imitation Learning} (DAIL), the first meta-learnt AIL algorithm. Remarkably, DAIL generalises across unseen environments and policy optimization algorithms, outperforming the current state-of-the-art of \emph{human-designed} baselines. Finally, we analyse why DAIL leads to more stable training, offering novel insights into the role of RA functions in the stability of AIL. Code is publicly available: https://github.com/shshnkreddy/DAIL.

cs.AI

FairVizARD: A Visualization System for Assessing Multi-Party Fairness of Ride-Sharing Matching Algorithms

There is growing interest in algorithms that match passengers with drivers in ride-sharing problems and their fairness for the different parties involved (passengers, drivers, and ride-sharing companies). Researchers have proposed various fairness metrics for matching algorithms, but it is often unclear how one should balance the various parties' fairness, given that they are often in conflict. We present FairVizARD, a visualization-based system that aids users in evaluating the fairness of ride-sharing matching algorithms. FairVizARD presents the algorithms' results by visualizing relevant spatio-temporal information using animation and aggregated information in charts. FairVizARD also employs efficient techniques for visualizing a large amount of information in a user friendly manner, which makes it suitable for real-world settings. We conduct our experiments on a real-world large-scale taxi dataset and, through user studies and an expert interview, we show how users can use FairVizARD not only to evaluate the fairness of matching algorithms but also to expand on their notions of fairness.

cs.HC

Automatic LLM Red Teaming

Red teaming is critical for identifying vulnerabilities and building trust in current LLMs. However, current automated methods for Large Language Models (LLMs) rely on brittle prompt templates or single-turn attacks, failing to capture the complex, interactive nature of real-world adversarial dialogues. We propose a novel paradigm: training an AI to strategically `break' another AI. By formalizing red teaming as a Markov Decision Process (MDP) and employing a hierarchical Reinforcement Learning (RL) framework, we effectively address the inherent sparse reward and long-horizon challenges. Our generative agent learns coherent, multi-turn attack strategies through a fine-grained, token-level harm reward, enabling it to uncover subtle vulnerabilities missed by existing baselines. This approach sets a new state-of-the-art, fundamentally reframing LLM red teaming as a dynamic, trajectory-based process (rather than a one-step test) essential for robust AI deployment.

cs.LG

Learning What to Do and What Not To Do: Offline Imitation from Expert and Undesirable Demonstrations

Offline imitation learning typically learns from expert and unlabeled demonstrations, yet often overlooks the valuable signal in explicitly undesirable behaviors. In this work, we study offline imitation learning from contrasting behaviors, where the dataset contains both expert and undesirable demonstrations. We propose a novel formulation that optimizes a difference of KL divergences over the state-action visitation distributions of expert and undesirable (or bad) data. Although the resulting objective is a DC (Difference-of-Convex) program, we prove that it becomes convex when expert demonstrations outweigh undesirable demonstrations, enabling a practical and stable non-adversarial training objective. Our method avoids adversarial training and handles both positive and negative demonstrations in a unified framework. Extensive experiments on standard offline imitation learning benchmarks demonstrate that our approach consistently outperforms state-of-the-art baselines.

cs.LG

Optimizing Ride-Pooling Operations with Extended Pickup and Drop-Off Flexibility

The Ride-Pool Matching Problem (RMP) is central to on-demand ride-pooling services, where vehicles must be matched with multiple requests while adhering to service constraints such as pickup delays, detour limits, and vehicle capacity. Most existing RMP solutions assume passengers are picked up and dropped off at their original locations, neglecting the potential for passengers to walk to nearby spots to meet vehicles. This assumption restricts the optimization potential in ride-pooling operations. In this paper, we propose a novel matching method that incorporates extended pickup and drop-off areas for passengers. We first design a tree-based approach to efficiently generate feasible matches between passengers and vehicles. Next, we optimize vehicle routes to cover all designated pickup and drop-off locations while minimizing total travel distance. Finally, we employ dynamic assignment strategies to achieve optimal matching outcomes. Experiments on city-scale taxi datasets demonstrate that our method improves the number of served requests by up to 13\% and average travel distance by up to 21\% compared to leading existing solutions, underscoring the potential of leveraging passenger mobility to significantly enhance ride-pooling service efficiency.

cs.RO

On Generalization Across Environments In Multi-Objective Reinforcement Learning

Real-world sequential decision-making tasks often require balancing trade-offs between multiple conflicting objectives, making Multi-Objective Reinforcement Learning (MORL) an increasingly prominent field of research. Despite recent advances, existing MORL literature has narrowly focused on performance within static environments, neglecting the importance of generalizing across diverse settings. Conversely, existing research on generalization in RL has always assumed scalar rewards, overlooking the inherent multi-objectivity of real-world problems. Generalization in the multi-objective context is fundamentally more challenging, as it requires learning a Pareto set of policies addressing varying preferences across multiple objectives. In this paper, we formalize the concept of generalization in MORL and how it can be evaluated. We then contribute a novel benchmark featuring diverse multi-objective domains with parameterized environment configurations to facilitate future studies in this area. Our baseline evaluations of state-of-the-art MORL algorithms on this benchmark reveals limited generalization capabilities, suggesting significant room for improvement. Our empirical findings also expose limitations in the expressivity of scalar rewards, emphasizing the need for multi-objective specifications to achieve effective generalization. We further analyzed the algorithmic complexities within current MORL approaches that could impede the transfer in performance from the single- to multiple-environment settings. This work fills a critical gap and lays the groundwork for future research that brings together two key areas in reinforcement learning: solving multi-objective decision-making problems and generalizing across diverse environments. We make our code available at https://github.com/JaydenTeoh/MORL-Generalization.

cs.LG

Improving Environment Novelty Quantification for Effective Unsupervised Environment Design

Unsupervised Environment Design (UED) formalizes the problem of autocurricula through interactive training between a teacher agent and a student agent. The teacher generates new training environments with high learning potential, curating an adaptive curriculum that strengthens the student's ability to handle unseen scenarios. Existing UED methods mainly rely on regret, a metric that measures the difference between the agent's optimal and actual performance, to guide curriculum design. Regret-driven methods generate curricula that progressively increase environment complexity for the student but overlook environment novelty -- a critical element for enhancing an agent's generalizability. Measuring environment novelty is especially challenging due to the underspecified nature of environment parameters in UED, and existing approaches face significant limitations. To address this, this paper introduces the Coverage-based Evaluation of Novelty In Environment (CENIE) framework. CENIE proposes a scalable, domain-agnostic, and curriculum-aware approach to quantifying environment novelty by leveraging the student's state-action space coverage from previous curriculum experiences. We then propose an implementation of CENIE that models this coverage and measures environment novelty using Gaussian Mixture Models. By integrating both regret and novelty as complementary objectives for curriculum design, CENIE facilitates effective exploration across the state-action space while progressively increasing curriculum complexity. Empirical evaluations demonstrate that augmenting existing regret-based UED algorithms with CENIE achieves state-of-the-art performance across multiple benchmarks, underscoring the effectiveness of novelty-driven autocurricula for robust generalization.

cs.LG

On Learning Informative Trajectory Embeddings for Imitation, Classification and Regression

In real-world sequential decision making tasks like autonomous driving, robotics, and healthcare, learning from observed state-action trajectories is critical for tasks like imitation, classification, and clustering. For example, self-driving cars must replicate human driving behaviors, while robots and healthcare systems benefit from modeling decision sequences, whether or not they come from expert data. Existing trajectory encoding methods often focus on specific tasks or rely on reward signals, limiting their ability to generalize across domains and tasks. Inspired by the success of embedding models like CLIP and BERT in static domains, we propose a novel method for embedding state-action trajectories into a latent space that captures the skills and competencies in the dynamic underlying decision-making processes. This method operates without the need for reward labels, enabling better generalization across diverse domains and tasks. Our contributions are threefold: (1) We introduce a trajectory embedding approach that captures multiple abilities from state-action data. (2) The learned embeddings exhibit strong representational power across downstream tasks, including imitation, classification, clustering, and regression. (3) The embeddings demonstrate unique properties, such as controlling agent behaviors in IQ-Learn and an additive structure in the latent space. Experimental results confirm that our method outperforms traditional approaches, offering more flexible and powerful trajectory representations for various applications. Our code is available at https://github.com/Erasmo1015/vte.

cs.LG

Offline Safe Reinforcement Learning Using Trajectory Classification

Offline safe reinforcement learning (RL) has emerged as a promising approach for learning safe behaviors without engaging in risky online interactions with the environment. Most existing methods in offline safe RL rely on cost constraints at each time step (derived from global cost constraints) and this can result in either overly conservative policies or violation of safety constraints. In this paper, we propose to learn a policy that generates desirable trajectories and avoids undesirable trajectories. To be specific, we first partition the pre-collected dataset of state-action trajectories into desirable and undesirable subsets. Intuitively, the desirable set contains high reward and safe trajectories, and undesirable set contains unsafe trajectories and low-reward safe trajectories. Second, we learn a policy that generates desirable trajectories and avoids undesirable trajectories, where (un)desirability scores are provided by a classifier learnt from the dataset of desirable and undesirable trajectories. This approach bypasses the computational complexity and stability issues of a min-max objective that is employed in existing methods. Theoretically, we also show our approach's strong connections to existing learning paradigms involving human feedback. Finally, we extensively evaluate our method using the DSRL benchmark for offline safe RL. Empirically, our method outperforms competitive baselines, achieving higher rewards and better constraint satisfaction across a wide variety of benchmark tasks.

cs.LG

IRL for Restless Multi-Armed Bandits with Applications in Maternal and Child Health

Public health practitioners often have the goal of monitoring patients and maximizing patients' time spent in "favorable" or healthy states while being constrained to using limited resources. Restless multi-armed bandits (RMAB) are an effective model to solve this problem as they are helpful to allocate limited resources among many agents under resource constraints, where patients behave differently depending on whether they are intervened on or not. However, RMABs assume the reward function is known. This is unrealistic in many public health settings because patients face unique challenges and it is impossible for a human to know who is most deserving of any intervention at such a large scale. To address this shortcoming, this paper is the first to present the use of inverse reinforcement learning (IRL) to learn desired rewards for RMABs, and we demonstrate improved outcomes in a maternal and child health telehealth program. First we allow public health experts to specify their goals at an aggregate or population level and propose an algorithm to design expert trajectories at scale based on those goals. Second, our algorithm WHIRL uses gradient updates to optimize the objective, allowing for efficient and accurate learning of RMAB rewards. Third, we compare with existing baselines and outperform those in terms of run-time and accuracy. Finally, we evaluate and show the usefulness of WHIRL on thousands on beneficiaries from a real-world maternal and child health setting in India. We publicly release our code here: https://github.com/Gjain234/WHIRL.

cs.LG

Semantic Loss Guided Data Efficient Supervised Fine Tuning for Safe Responses in LLMs

Large Language Models (LLMs) generating unsafe responses to toxic prompts is a significant issue in their applications. While various efforts aim to address this safety concern, previous approaches often demand substantial human data collection or rely on the less dependable option of using another LLM to generate corrective data. In this paper, we aim to take this problem and overcome limitations of requiring significant high-quality human data. Our method requires only a small set of unsafe responses to toxic prompts, easily obtained from the unsafe LLM itself. By employing a semantic cost combined with a negative Earth Mover Distance (EMD) loss, we guide the LLM away from generating unsafe responses. Additionally, we propose a novel lower bound for EMD loss, enabling more efficient optimization. Our results demonstrate superior performance and data efficiency compared to baselines, and we further examine the nuanced effects of over-alignment and potential degradation of language capabilities when using contrastive data.

cs.CL

UNIQ: Offline Inverse Q-learning for Avoiding Undesirable Demonstrations

We address the problem of offline learning a policy that avoids undesirable demonstrations. Unlike conventional offline imitation learning approaches that aim to imitate expert or near-optimal demonstrations, our setting involves avoiding undesirable behavior (specified using undesirable demonstrations). To tackle this problem, unlike standard imitation learning where the aim is to minimize the distance between learning policy and expert demonstrations, we formulate the learning task as maximizing a statistical distance, in the space of state-action stationary distributions, between the learning policy and the undesirable policy. This significantly different approach results in a novel training objective that necessitates a new algorithm to address it. Our algorithm, UNIQ, tackles these challenges by building on the inverse Q-learning framework, framing the learning problem as a cooperative (non-adversarial) task. We then demonstrate how to efficiently leverage unlabeled data for practical training. Our method is evaluated on standard benchmark environments, where it consistently outperforms state-of-the-art baselines. The code implementation can be accessed at: https://github.com/hmhuy0/UNIQ.

cs.LG