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Prithviraj Ammanabrolu

Publications and source records attributed to Prithviraj Ammanabrolu.

At least 19 recordsLinked to original sources

DeltaPrompts: Escaping the Zero-Delta Trap in Multimodal Distillation

Distillation enables compact Vision-Language Models (VLMs) to obtain strong reasoning capabilities, yet the prompts driving this process are typically chosen via simple heuristics or aggregated from off-the-shelf datasets. We reveal a critical inefficiency in this approach: up to 69% of the prompts in standard chart / document reasoning datasets are effectively zero-delta, meaning the teacher and student already induce the exact same answer distribution. Training on these prompts provides minimal learning signal, causing student improvement to rapidly saturate regardless of data scale. To escape the zero-delta trap, we return to first principles: distillation fundamentally minimizes distributional divergence, and thus a prompt is valuable only if it exposes a functional capability gap between the teacher and student. We quantify this gap through answer divergence ($Δ$), demonstrating that non-zero divergence is critical for effective scaling. Building on this insight, we propose a staged synthesis pipeline that repurposes existing datasets as seeds, actively targeting student failure modes to produce better prompts. The result is DeltaPrompts, a diverse dataset of 200k synthetic, high-divergence reasoning problems. We evaluate DeltaPrompts across three distinct settings: on-policy distillation with the target teacher-student pair, transfer to a novel model family without regenerating the data, and off-policy fine-tuning of a non-reasoning model. Across all scenarios, DeltaPrompts drives substantial gains, yielding up to 15% relative improvement even on top of a highly-optimized reasoning model (e.g., Qwen3-VL-8B-Thinking) -- averaged over 10 benchmarks spanning chart, document and perception-centric reasoning.

cs.LG

Simultaneous Multi-objective Alignment Across Verifiable and Non-verifiable Rewards

Aligning large language models to human preferences is inherently multidimensional, yet most pipelines collapse heterogeneous signals into a single objective. We seek to answer what it would take to simultaneously align a model across various domains spanning those with: verifiable rewards, non-verifiable subjective preferences, and complex interactive scenarios. Such multi-objective alignment setups are often plagued by individual objectives being at odds with each other, resulting in inefficient training and limited user control during inference. To address these issues, we propose $\textbf{M}$ulti-$\textbf{A}$ction-$\textbf{H}$ead $\textbf{AL}$ignment with PRM-guided Dec$\textbf{O}$ding ($\textbf{MAHALO}$), a unified framework that standardizes PRM training across verifiable and non-verifiable settings for step-level supervision, performs vectorized multi-objective alignment with Multi-Action-Head DPO, and enables controllable inference through objective-specific weighting and PRM-guided decoding. Experiments across math reasoning, human values alignment, and multi-turn tutoring show that MAHALO jointly improves multiple objectives simultaneously with limited interference, while remaining generalizable and adaptable across domains and offering flexible user control at inference time. Our code is available at: https://github.com/pearls-lab/multiobj-align.

cs.LG

Behavior Cue Reasoning: Monitorable Reasoning Improves Efficiency and Safety through Oversight

Reasoning in Large Language Models (LLMs) poses a challenge for oversight as many misaligned behaviors do not surface until reasoning concludes. To address this, we introduce Behavior Cue Reasoning for making LLM reasoning more controllable and monitorable. Behavior Cues are special token sequences that a model is trained to emit immediately before specific implicit and explicit behaviors, acting as dual purpose signal and control levers. When fine-tuning a weaker external monitor with Reinforcement Learning for reasoning oversight, a compressed view of only information surfaced by Behavior Cues is sufficient signal for the monitor to prune up to 50% of otherwise wasted reasoning tokens in complex math problem solving. When leveraged by an almost optimal rule-based monitor in an environment where excessive constraint violations results in failure, Behavior Cues allows for the recovery of safe actions from 80% of reasoning traces that would otherwise end with the proposal of an unsafe action, more than doubling the success rate from 46% to 96%. Through evaluation across two model families and three domains, we show that Behavior Cue Reasoning improves reasoning monitorability and controllability with no cost to performance. More broadly, our work progresses scalable oversight by demonstrating how the monitored model itself can be trained to reason more tractably to oversight. Code: https://github.com/christopherzc/behavior-cues

cs.AI

Introspective X Training: Feedback Conditioning Improves Scaling Across all LLM Training Stages

We tackle the question of how to scale more efficiently across the many, ever-growing stages of current LLM training pipelines. Our guiding intuition stems from the fact that the dynamics of later stages of the pipeline, e.g. post-training, can be used to inform earlier stages such as pre-training. To this end, we propose Introspective Training (or IXT), inspired by offline reward-conditioned reinforcement learning and applicable to any stage of training. IXT uses a thinking reward model to annotate data with natural language critique based feedback, enabling quality aware training from the earliest stages of the pipeline. Models are then trained by prefix-conditioning the data with the generated feedback -- ensuring that not all tokens are treated equally starting much earlier in training than usual. Comprehensive experiments on 7.5-12B transformer-based dense LLMs trained from scratch all the way up to 18 Trillion tokens seen show that our method: bends scaling curves resulting in up to 2.8x more compute efficiency generally; and reaches performance levels unachievable for models trained otherwise in domains such as math and code.

cs.LG

How to Instruct Your Robot: Dense Language Annotations Power Robot Policy Learning

Scaling robot policy learning is bottlenecked by the cost of collecting demonstrations, while language annotations for existing demonstrations are comparatively cheap. We study language density as a lever for extracting more signal from a fixed robot or egocentric-video corpus. We introduce DeMiAn (Dense Multi-aspect Annotation), a two-stage approach that first re-labels demonstration segments with VLM-generated annotations along four complementary aspects: physical motion, scene composition, arm pose, and reasoning. A learned instructor then maps a task description and initial scene snapshot to a task-appropriate annotation at deployment, running asynchronously so generation latency is hidden behind policy execution. Across over 1M robot manipulation clips and 50K EgoVerse human-egocentric videos, DeMiAn improves both a vision-language-action policy and a video-based world-action model without collecting new demonstrations. On RoboCasa, the instructor raises success by 5 points over a task-only baseline and comes within 3 points of a per-task oracle. No fixed annotation aspect dominates across tasks, showing that selecting the right dense language matters. DeMiAn also improves composite-task and out-of-distribution performance, and shifts the compute-performance frontier in both mid-training and post-training after accounting for annotation-generation FLOPs. These results position dense re-annotation as a practical scaling lever for robot policy learning.

cs.RO

MASS-DPO: Multi-negative Active Sample Selection for Direct Policy Optimization

Multi-negative preference optimization under the Plackett--Luce (PL) model extends Direct Preference Optimization (DPO) by leveraging comparative signals across one preferred and multiple rejected responses. However, optimizing over large negative pools is costly, and many candidates contribute redundant gradients due to their similar effects on policy updates. We introduce MASS-DPO, a multi-negative active sample selection method that derives a PL-specific Fisher-information objective for selecting compact, informative negative subsets within each prompt. The resulting log-determinant objective selects negatives that contribute complementary information for policy updates, yielding compact subsets that retain the full pool's information while reducing redundancy. In practice, this favors negatives whose gradients cover different update directions, reducing redundant signal from near-duplicate candidates while preserving the most useful training information. Across four benchmarks spanning recommendation and multiple-choice QA and three model families, MASS-DPO consistently exceeds or matches existing methods in accuracy, improves Recall/NDCG and margin-based optimization dynamics, and delivers stronger alignment with substantially fewer negatives.

cs.LG

How Reasoning Evolves from Post-Training Data: An Empirical Study Using Chess

We study how reasoning evolves in a language model -- from supervised fine-tuning (SFT) to reinforcement learning (RL) -- by analyzing how a set of theoretically-inspired datasets influences language model performance in chess. We find that fine-tuning a model to directly predict the best move leads to effective RL and the strongest downstream performance -- however, the RL stage elicits \textit{unfaithful} reasoning (reasoning inconsistent with the chosen move). Alternatively, training on multi-move trajectories yields comparable downstream performance with faithful reasoning and more stable RL. We analyze multiple qualitative and quantitative measures and highlight how these evolve from SFT through RL; we find several SFT-checkpoint metrics -- spanning evaluation performance, hallucination rates, and reasoning quality -- to be predictive of post-RL model performance. Finally, we ground our results with an experiment measuring \textit{chess information density} in our custom datasets. We release models as well as training data, evaluations, and code that allowed us to surpass leading open-source reasoning models in chess with a 7B-parameter model. Code, models, and data are available at https://github.com/lucasdino/lang-chess.

cs.LG

Beyond Needle(s) in the Embodied Haystack: Environment, Architecture, and Training Considerations for Long Context Reasoning

We introduce $\infty$-THOR, a new framework for long-horizon embodied tasks that advances long-context understanding in embodied AI. $\infty$-THOR provides: (1) a generation framework for synthesizing scalable, reproducible, and unlimited long-horizon trajectories; (2) a novel embodied QA task, Needle(s) in the Embodied Haystack, where multiple scattered clues across extended trajectories test agents' long-context reasoning ability; and (3) a long-horizon dataset and benchmark suite featuring complex tasks that span hundreds of environment steps, each paired with ground-truth action sequences. To enable this capability, we explore architectural adaptations, including interleaved Goal-State-Action modeling, context extension techniques, and Context Parallelism, to equip LLM-based agents for extreme long-context reasoning and interaction. Experimental results and analyses highlight the challenges posed by our benchmark and provide insights into training strategies and model behaviors under long-horizon conditions. Our work provides a foundation for the next generation of embodied AI systems capable of robust, long-term reasoning and planning.

cs.AI

Long Grounded Thoughts: Synthesizing Visual Problems and Reasoning Chains at Scale

Despite rapid progress, multimodal reasoning still lacks a systematic approach to synthesize large-scale vision-centric datasets beyond visual math. We introduce a framework able to synthesize vision-centric problems spanning diverse levels of complexity, and the resulting dataset with over 1M high-quality problems including: reasoning traces, preference data, and instruction prompts supporting SFT, offline and online RL. Our vision-centric synthesis framework uses a two-stage process focusing on: (1) generating diverse verifiable questions from existing images at scale, and (2) creating complex compositional visual problems by merging simpler questions. Remarkably, finetuning Qwen2.5-VL-7B on our data outperforms existing open-data baselines across evaluated vision-centric benchmarks, and our best configurations match or surpass strong closed-data models such as MiMo-VL-7B-RL on Vstar Bench, CV-Bench and MMStar-V. Notably, despite being entirely vision-centric, our data transfers positively to text-only reasoning (MMLU-Pro, +3.7%) and audio reasoning (MMAU, +1.32%), demonstrating its effectiveness. Similarly, despite containing no embodied visual data, we observe notable gains (NiEH, +8.8%) when evaluating open-ended embodied QA. Lastly, we use our data to comprehensively analyze at scale (1M+) the entire VLM post-training pipeline showing that (i) SFT on high-quality data with cognitive behaviors on reasoning traces is essential to scale online RL, (ii) offline RL could match online RL's performance while disaggregating compute demands, and, (iii) SFT on high quality data also improve out-of-domain, cross-modality transfer.

cs.CV

Golden Goose: A Simple Trick to Synthesize Unlimited RLVR Tasks from Unverifiable Internet Text

Reinforcement Learning with Verifiable Rewards (RLVR) has become a cornerstone for unlocking complex reasoning in Large Language Models (LLMs). Yet, scaling up RL is bottlenecked by limited existing verifiable data, where improvements increasingly saturate over prolonged training. To overcome this, we propose Golden Goose, a simple trick to synthesize unlimited RLVR tasks from unverifiable internet text by constructing a multiple-choice question-answering version of the fill-in-the-middle task. Given a source text, we prompt an LLM to identify and mask key reasoning steps, then generate a set of diverse, plausible distractors. This enables us to leverage reasoning-rich unverifiable corpora typically excluded from prior RLVR data construction (e.g., science textbooks) to synthesize GooseReason-0.7M, a large-scale RLVR dataset with over 0.7 million tasks spanning mathematics, programming, and general scientific domains. Empirically, GooseReason effectively revives models saturated on existing RLVR data, yielding robust, sustained gains under continuous RL and achieving new state-of-the-art results for 1.5B and 4B-Instruct models across 15 diverse benchmarks. Finally, we deploy Golden Goose in a real-world setting, synthesizing RLVR tasks from raw FineWeb scrapes for the cybersecurity domain, where no prior RLVR data exists. Training Qwen3-4B-Instruct on the resulting data GooseReason-Cyber sets a new state-of-the-art in cybersecurity, surpassing a 7B domain-specialized model with extensive domain-specific pre-training and post-training. This highlights the potential of automatically scaling up RLVR data by exploiting abundant, reasoning-rich, unverifiable internet text.

cs.AI

A Practitioner's Guide to Multi-turn Agentic Reinforcement Learning

We study what actually works and what doesn't for training large language models as agents via multi-turn reinforcement learning. Despite rapid progress, existing frameworks and definitions are fragmented, and there is no systematic formulation or analysis of which design choices matter across tasks. We address this gap by first breaking down the design space into three inter-related pillars -- environment, reward, and policy -- and empirically derive a recipe for training LLM agents in situated textual domains. In particular, we test TextWorld and ALFWorld, popular domains for testing situated embodied reasoning, as well as SWE-Gym for more software engineering style tasks. (i) For the environment, we analyze the impacts of task complexity in terms of sizes of the state and action spaces as well as optimal solution length, finding that even simple environments within a domain can provide signal on how well an agent can generalize to more complex tasks. (ii) For the reward, we ablate relative reward sparsity, observing that while dense turn-level rewards accelerate training, performance and stability is highly dependent on the choice of RL algorithm. (iii) And for the agent's policy, we explore the interplay between reward sparsity and biased (PPO, GRPO) and unbiased (RLOO) policy gradient methods in addition to showing how to find the optimal Supervised Fine-tuning (SFT) to RL training ratio given a fixed budget. We distill these findings into a training recipe that guides co-design across the three pillars, facilitating research and practical efforts in multi-turn agentic RL. Code: https://github.com/pearls-lab/meow-tea-taro

cs.LG

Preference-Based Learning in Audio Applications: A Systematic Analysis

Despite the parallel challenges that audio and text domains face in evaluating generative model outputs, preference learning remains remarkably underexplored in audio applications. Through a PRISMA-guided systematic review of approximately 500 papers, we find that only 30 (6%) apply preference learning to audio tasks. Our analysis reveals a field in transition: pre-2021 works focused on emotion recognition using traditional ranking methods (rankSVM), while post-2021 studies have pivoted toward generation tasks employing modern RLHF frameworks. We identify three critical patterns: (1) the emergence of multi-dimensional evaluation strategies combining synthetic, automated, and human preferences; (2) inconsistent alignment between traditional metrics (WER, PESQ) and human judgments across different contexts; and (3) convergence on multi-stage training pipelines that combine reward signals. Our findings suggest that while preference learning shows promise for audio, particularly in capturing subjective qualities like naturalness and musicality, the field requires standardized benchmarks, higher-quality datasets, and systematic investigation of how temporal factors unique to audio impact preference learning frameworks.

cs.SD

In-context Ranking Preference Optimization

Recent developments in Direct Preference Optimization (DPO) allow large language models (LLMs) to function as implicit ranking models by maximizing the margin between preferred and non-preferred responses. In practice, user feedback on such lists typically involves identifying a few relevant items in context rather than providing detailed pairwise comparisons for every possible item pair. Moreover, many complex information retrieval tasks, such as conversational agents and summarization systems, critically depend on ranking the highest-quality outputs at the top, emphasizing the need to support natural and flexible forms of user feedback. To address the challenge of limited and sparse pairwise feedback in the in-context setting, we propose an In-context Ranking Preference Optimization (IRPO) framework that directly optimizes LLMs based on ranking lists constructed during inference. To further capture flexible forms of feedback, IRPO extends the DPO objective by incorporating both the relevance of items and their positions in the list. Modeling these aspects jointly is non-trivial, as ranking metrics are inherently discrete and non-differentiable, making direct optimization difficult. To overcome this, IRPO introduces a differentiable objective based on positional aggregation of pairwise item preferences, enabling effective gradient-based optimization of discrete ranking metrics. We further provide theoretical insights showing that IRPO (i) automatically emphasizes items with greater disagreement between the model and the reference ranking, and (ii) links its gradient to an importance sampling estimator, yielding an unbiased estimator with reduced variance. Empirical results show IRPO outperforms standard DPO approaches in ranking performance, highlighting its effectiveness in aligning LLMs with direct in-context ranking preferences.

cs.LG

TALES: Text Adventure Learning Environment Suite

Reasoning is an essential skill to enable Large Language Models (LLMs) to interact with the world. As tasks become more complex, they demand increasingly sophisticated and diverse reasoning capabilities for sequential decision-making, requiring structured reasoning over the context history to determine the next best action. We introduce TALES, a diverse collection of synthetic and human-written text-adventure games designed to challenge and evaluate diverse reasoning capabilities. We present results over a range of LLMs, open- and closed-weights, performing a qualitative analysis on the top performing models. Despite an impressive showing on synthetic games, even the top LLM-driven agents fail to achieve 15% on games designed for human enjoyment. Code and visualization of the experiments can be found at https://microsoft.github.io/tale-suite.

cs.AI

Collaborating Action by Action: A Multi-agent LLM Framework for Embodied Reasoning

Collaboration is ubiquitous and essential in day-to-day life -- from exchanging ideas, to delegating tasks, to generating plans together. This work studies how LLMs can adaptively collaborate to perform complex embodied reasoning tasks. To this end we introduce MINDcraft, an easily extensible platform built to enable LLM agents to control characters in the open-world game of Minecraft; and MineCollab, a benchmark to test the different dimensions of embodied and collaborative reasoning. An experimental study finds that the primary bottleneck in collaborating effectively for current state-of-the-art agents is efficient natural language communication, with agent performance dropping as much as 15% when they are required to communicate detailed task completion plans. We conclude that existing LLM agents are ill-optimized for multi-agent collaboration, especially in embodied scenarios, and highlight the need to employ methods beyond in-context and imitation learning. Our website can be found here: https://mindcraft-minecollab.github.io/

cs.MA

A Survey on Personalized and Pluralistic Preference Alignment in Large Language Models

Personalized preference alignment for large language models (LLMs), the process of tailoring LLMs to individual users' preferences, is an emerging research direction spanning the area of NLP and personalization. In this survey, we present an analysis of works on personalized alignment and modeling for LLMs. We introduce a taxonomy of preference alignment techniques, including training time, inference time, and additionally, user-modeling based methods. We provide analysis and discussion on the strengths and limitations of each group of techniques and then cover evaluation, benchmarks, as well as open problems in the field.

cs.CL

CPS-TaskForge: Generating Collaborative Problem Solving Environments for Diverse Communication Tasks

Teams can outperform individuals; could adding AI teammates further bolster performance of teams solving problems collaboratively? Collaborative problem solving (CPS) research commonly studies teams with two agents (human-human or human-AI), but team research literature finds that, for complex tasks, larger teams are more effective. Progress in studying collaboration with more than two agents, through textual records of team interactions, is hindered by a major data challenge: available CPS corpora are predominantly dyadic, and adapting pre-existing CPS tasks to more agents is non-trivial. We address this data challenge by developing a CPS task generator, CPS-TaskForge, that can produce environments for studying CPS under a wide array of conditions, and releasing a CPS task design checklist grounded in the theoretical PISA 2015 CPS framework to help facilitate the development of CPS corpora with more agents. CPS-TaskForge takes the form of a resource management (tower defense) game, and different CPS tasks can be studied by manipulating game design parameters. We conduct a case study with groups of 3-4 humans to validate production of diverse natural language CPS communication in a game instance produced by CPS-TaskForge. We discuss opportunities for advancing research in CPS (both with human-only and human-AI teams) using different task configurations. We will release data and code.

cs.HC

Critique-out-Loud Reward Models

Traditionally, reward models used for reinforcement learning from human feedback (RLHF) are trained to directly predict preference scores without leveraging the generation capabilities of the underlying large language model (LLM). This limits the capabilities of reward models as they must reason implicitly about the quality of a response, i.e., preference modeling must be performed in a single forward pass through the model. To enable reward models to reason explicitly about the quality of a response, we introduce Critique-out-Loud (CLoud) reward models. CLoud reward models operate by first generating a natural language critique of the assistant's response that is then used to predict a scalar reward for the quality of the response. We demonstrate the success of CLoud reward models for both Llama-3-8B and 70B base models: compared to classic reward models CLoud reward models improve pairwise preference classification accuracy on RewardBench by 4.65 and 5.84 percentage points for the 8B and 70B base models respectively. Furthermore, CLoud reward models lead to a Pareto improvement for win rate on ArenaHard when used as the scoring model for Best-of-N. Finally, we explore how to exploit the dynamic inference compute capabilities of CLoud reward models by performing self-consistency decoding for reward prediction.

cs.LG