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Pulkit Agrawal

Publications and source records attributed to Pulkit Agrawal.

At least 37 records · Page 2Linked to original sources

Robot Learning with Super-Linear Scaling

Scaling robot learning requires data collection pipelines that scale favorably with human effort. In this work, we propose Crowdsourcing and Amortizing Human Effort for Real-to-Sim-to-Real(CASHER), a pipeline for scaling up data collection and learning in simulation where the performance scales superlinearly with human effort. The key idea is to crowdsource digital twins of real-world scenes using 3D reconstruction and collect large-scale data in simulation, rather than the real-world. Data collection in simulation is initially driven by RL, bootstrapped with human demonstrations. As the training of a generalist policy progresses across environments, its generalization capabilities can be used to replace human effort with model generated demonstrations. This results in a pipeline where behavioral data is collected in simulation with continually reducing human effort. We show that CASHER demonstrates zero-shot and few-shot scaling laws on three real-world tasks across diverse scenarios. We show that CASHER enables fine-tuning of pre-trained policies to a target scenario using a video scan without any additional human effort. See our project website: https://casher-robot-learning.github.io/CASHER/

cs.RO↗

Self-Adapting Language Models

Large language models (LLMs) are powerful but static; they lack mechanisms to adapt their weights in response to new tasks, knowledge, or examples. We introduce Self-Adapting LLMs (SEAL), a framework that enables LLMs to self-adapt by generating their own finetuning data and update directives. Given a new input, the model produces a self-edit-a generation that may restructure the information in different ways, specify optimization hyperparameters, or invoke tools for data augmentation and gradient-based updates. Through supervised finetuning (SFT), these self-edits result in persistent weight updates, enabling lasting adaptation. To train the model to produce effective self-edits, we use a reinforcement learning loop with the downstream performance of the updated model as the reward signal. Unlike prior approaches that rely on separate adaptation modules or auxiliary networks, SEAL directly uses the model's own generation to control its adaptation process. Experiments on knowledge incorporation and few-shot generalization show that SEAL is a promising step toward language models capable of self-directed adaptation. Our website and code is available at https://jyopari.github.io/posts/seal.

cs.LG↗

DEXOP: A Device for Robotic Transfer of Dexterous Human Manipulation

We introduce perioperation, a paradigm for robotic data collection that sensorizes and records human manipulation while maximizing the transferability of the data to real robots. We implement this paradigm in DEXOP, a passive hand exoskeleton designed to maximize human ability to collect rich sensory (vision + tactile) data for diverse dexterous manipulation tasks in natural environments. DEXOP mechanically connects human fingers to robot fingers, providing users with direct contact feedback (via proprioception) and mirrors the human hand pose to the passive robot hand to maximize the transfer of demonstrated skills to the robot. The force feedback and pose mirroring make task demonstrations more natural for humans compared to teleoperation, increasing both speed and accuracy. We evaluate DEXOP across a range of dexterous, contact-rich tasks, demonstrating its ability to collect high-quality demonstration data at scale. Policies learned with DEXOP data significantly improve task performance per unit time of data collection compared to teleoperation, making DEXOP a powerful tool for advancing robot dexterity. Our project page is at https://dex-op.github.io.

cs.RO↗

RL's Razor: Why Online Reinforcement Learning Forgets Less

Comparison of fine-tuning models with reinforcement learning (RL) and supervised fine-tuning (SFT) reveals that, despite similar performance at a new task, RL preserves prior knowledge and capabilities significantly better. We find that the degree of forgetting is determined by the distributional shift, measured as the KL-divergence between the fine-tuned and base policy evaluated on the new task. Our analysis reveals that on-policy RL is implicitly biased towards KL-minimal solutions among the many that solve the new task, whereas SFT can converge to distributions arbitrarily far from the base model. We validate these findings through experiments with large language models and robotic foundation models and further provide theoretical justification for why on-policy RL updates lead to a smaller KL change. We term this principle $\textit{RL's Razor}$: among all ways to solve a new task, RL prefers those closest in KL to the original model.

cs.LG↗

Apple Intelligence Foundation Language Models: Tech Report 2025

We introduce two multilingual, multimodal foundation language models that power Apple Intelligence features across Apple devices and services: i a 3B-parameter on-device model optimized for Apple silicon through architectural innovations such as KV-cache sharing and 2-bit quantization-aware training; and ii a scalable server model built on a novel Parallel-Track Mixture-of-Experts PT-MoE transformer that combines track parallelism, mixture-of-experts sparse computation, and interleaved global-local attention to deliver high quality with competitive cost on Apple's Private Cloud Compute platform. Both models are trained on large-scale multilingual and multimodal datasets sourced via responsible web crawling, licensed corpora, and high-quality synthetic data, then further refined with supervised fine-tuning and reinforcement learning on a new asynchronous platform. The resulting models support several additional languages while understanding images and executing tool calls. In public benchmarks and human evaluations, both the server model and the on-device model match or surpass comparably sized open baselines. A new Swift-centric Foundation Models framework exposes guided generation, constrained tool calling, and LoRA adapter fine-tuning, allowing developers to integrate these capabilities with a few lines of code. The latest advancements in Apple Intelligence models are grounded in our Responsible AI approach with safeguards like content filtering and locale-specific evaluation, as well as our commitment to protecting our users' privacy with innovations like Private Cloud Compute.

cs.LG↗

General Intelligence Requires Reward-based Pretraining

Large Language Models (LLMs) have demonstrated impressive real-world utility, exemplifying artificial useful intelligence (AUI). However, their ability to reason adaptively and robustly -- the hallmarks of artificial general intelligence (AGI) -- remains fragile. While LLMs seemingly succeed in commonsense reasoning, programming, and mathematics, they struggle to generalize algorithmic understanding across novel contexts. Our experiments with algorithmic tasks in esoteric programming languages reveal that LLM's reasoning overfits to the training data and is limited in its transferability. We hypothesize that the core issue underlying such limited transferability is the coupling of reasoning and knowledge in LLMs. To transition from AUI to AGI, we propose disentangling knowledge and reasoning through three key directions: (1) pretaining to reason using RL from scratch as an alternative to the widely used next-token prediction pretraining, (2) using a curriculum of synthetic tasks to ease the learning of a reasoning prior for RL that can then be transferred to natural language tasks, and (3) learning more generalizable reasoning functions using a small context window to reduce exploiting spurious correlations between tokens. Such a reasoning system coupled with a trained retrieval system and a large external memory bank as a knowledge store can overcome several limitations of existing architectures at learning to reason in novel scenarios.

cs.LG↗

Going Beyond Heuristics by Imposing Policy Improvement as a Constraint

In many reinforcement learning (RL) applications, augmenting the task rewards with heuristic rewards that encode human priors about how a task should be solved is crucial for achieving desirable performance. However, because such heuristics are usually not optimal, much human effort and computational resources are wasted in carefully balancing tasks and heuristic rewards. Theoretically rigorous ways of incorporating heuristics rely on the idea of \textit{policy invariance}, which guarantees that the performance of a policy obtained by maximizing heuristic rewards is the same as the optimal policy with respect to the task reward. However, in practice, policy invariance doesn't result in policy improvement, and such methods are known to empirically perform poorly. We propose a new paradigm to mitigate reward hacking and effectively use heuristics based on the practical goal of maximizing policy improvement instead of policy improvement. Our framework, Heuristic Enhanced Policy Optimization (HEPO), effectively leverages heuristics while avoiding the pitfall of prior methods for mitigating reward hacking. HEPO achieves superior performance on standard benchmarks with well-engineered reward functions. More surprisingly, HEPO allows policy optimization to achieve good performance even when heuristics are not well-engineered and designed by non-expert humans, showcasing HEPO's ability to reduce human effort in reward design. % HEPO is a plug-and-play optimization method for leveraging heuristics in reinforcement learning. Code is available at https://github.com/Improbable-AI/hepo.

cs.LG↗

Emergence and Effectiveness of Task Vectors in In-Context Learning: An Encoder Decoder Perspective

Autoregressive transformers exhibit adaptive learning through in-context learning (ICL), which begs the question of how. Prior works have shown that transformers represent the ICL tasks as vectors in their representations. In this paper, we leverage the encoding-decoding framework to study how transformers form task vectors during pretraining and how their task encoding quality predicts ICL task performance. On synthetic ICL tasks, we analyze the training dynamics of a small transformer and report the coupled emergence of task encoding and decoding. As the model learns to encode different latent tasks (e.g., "Finding the first noun in a sentence.") into distinct, separable representations, it concurrently builds conditional decoding algorithms and improves its ICL performance. We validate this phenomenon across pretrained models of varying scales (Gemma-2 2B/9B/27B, Llama-3.1 8B/70B) and over the course of pretraining in OLMo-7B. Further, we demonstrate that the quality of task encoding inferred from representations predicts ICL performance, and that, surprisingly, finetuning the earlier layers can improve the task encoding and performance more than finetuning the latter layers. Our empirical insights shed light into better understanding the success and failure modes of large language models via their representations.

cs.CL↗

FAST-Q: Fast-track Exploration with Adversarially Balanced State Representations for Counterfactual Action Estimation in Offline Reinforcement Learning

Recent advancements in state-of-the-art (SOTA) offline reinforcement learning (RL) have primarily focused on addressing function approximation errors, which contribute to the overestimation of Q-values for out-of-distribution actions, a challenge that static datasets exacerbate. However, high stakes applications such as recommendation systems in online gaming, introduce further complexities due to player's psychology (intent) driven by gameplay experiences and the inherent volatility on the platform. These factors create highly sparse, partially overlapping state spaces across policies, further influenced by the experiment path selection logic which biases state spaces towards specific policies. Current SOTA methods constrain learning from such offline data by clipping known counterfactual actions as out-of-distribution due to poor generalization across unobserved states. Further aggravating conservative Q-learning and necessitating more online exploration. FAST-Q introduces a novel approach that (1) leverages Gradient Reversal Learning to construct balanced state representations, regularizing the policy-specific bias between the player's state and action thereby enabling counterfactual estimation; (2) supports offline counterfactual exploration in parallel with static data exploitation; and (3) proposes a Q-value decomposition strategy for multi-objective optimization, facilitating explainable recommendations over short and long-term objectives. These innovations demonstrate superiority of FAST-Q over prior SOTA approaches and demonstrates at least 0.15 percent increase in player returns, 2 percent improvement in lifetime value (LTV), 0.4 percent enhancement in the recommendation driven engagement, 2 percent improvement in the player's platform dwell time and an impressive 10 percent reduction in the costs associated with the recommendation, on our volatile gaming platform.

cs.LG↗

Explainable and Interpretable Forecasts on Non-Smooth Multivariate Time Series for Responsible Gameplay

Multi-variate Time Series (MTS) forecasting has made large strides (with very negligible errors) through recent advancements in neural networks, e.g., Transformers. However, in critical situations like predicting gaming overindulgence that affects one's mental well-being; an accurate forecast without a contributing evidence (explanation) is irrelevant. Hence, it becomes important that the forecasts are Interpretable - intermediate representation of the forecasted trajectory is comprehensible; as well as Explainable - attentive input features and events are accessible for a personalized and timely intervention of players at risk. While the contributing state of the art research on interpretability primarily focuses on temporally-smooth single-process driven time series data, our online multi-player gameplay data demonstrates intractable temporal randomness due to intrinsic orthogonality between player's game outcome and their intent to engage further. We introduce a novel deep Actionable Forecasting Network (AFN), which addresses the inter-dependent challenges associated with three exclusive objectives - 1) forecasting accuracy; 2) smooth comprehensible trajectory and 3) explanations via multi-dimensional input features while tackling the challenges introduced by our non-smooth temporal data, together in one single solution. AFN establishes a \it{new benchmark} via: (i) achieving 25% improvement on the MSE of the forecasts on player data in comparison to the SOM-VAE based SOTA networks; (ii) attributing unfavourable progression of a player's time series to a specific future time step(s), with the premise of eliminating near-future overindulgent player volume by over 18% with player specific actionable inputs feature(s) and (iii) proactively detecting over 23% (100% jump from SOTA) of the to-be overindulgent, players on an average, 4 weeks in advance.

cs.LG↗

Language Model Personalization via Reward Factorization

Modern large language models (LLMs) are optimized for human-aligned responses using Reinforcement Learning from Human Feedback (RLHF). However, existing RLHF approaches assume a universal preference model and fail to account for individual user preferences, limiting their effectiveness in personalized applications. We introduce a framework that extends RLHF to enable user personalization by leveraging the assumption that user preferences lie in a low-dimensional space. Instead of training a separate model per user, we represent user-specific rewards as a linear combination of base reward functions. Using only ~10 user responses, our method can infer user-specific rewards and align LLM outputs accordingly. We validate our approach through experiments with both synthetic and real users, demonstrating significant personalization achieved by our method. In human evaluations, our method achieves a 67% win rate over default GPT-4o responses.

cs.LG↗

Random Latent Exploration for Deep Reinforcement Learning

We introduce Random Latent Exploration (RLE), a simple yet effective exploration strategy in reinforcement learning (RL). On average, RLE outperforms noise-based methods, which perturb the agent's actions, and bonus-based exploration, which rewards the agent for attempting novel behaviors. The core idea of RLE is to encourage the agent to explore different parts of the environment by pursuing randomly sampled goals in a latent space. RLE is as simple as noise-based methods, as it avoids complex bonus calculations but retains the deep exploration benefits of bonus-based methods. Our experiments show that RLE improves performance on average in both discrete (e.g., Atari) and continuous control tasks (e.g., Isaac Gym), enhancing exploration while remaining a simple and general plug-in for existing RL algorithms. Project website and code: https://srinathm1359.github.io/random-latent-exploration

cs.LG↗

ORSO: Accelerating Reward Design via Online Reward Selection and Policy Optimization

Reward shaping is critical in reinforcement learning (RL), particularly for complex tasks where sparse rewards can hinder learning. However, choosing effective shaping rewards from a set of reward functions in a computationally efficient manner remains an open challenge. We propose Online Reward Selection and Policy Optimization (ORSO), a novel approach that frames the selection of shaping reward function as an online model selection problem. ORSO automatically identifies performant shaping reward functions without human intervention with provable regret guarantees. We demonstrate ORSO's effectiveness across various continuous control tasks. Compared to prior approaches, ORSO significantly reduces the amount of data required to evaluate a shaping reward function, resulting in superior data efficiency and a significant reduction in computational time (up to 8 times). ORSO consistently identifies high-quality reward functions outperforming prior methods by more than 50% and on average identifies policies as performant as the ones learned using manually engineered reward functions by domain experts.

cs.LG↗

Hovering Flight of Soft-Actuated Insect-Scale Micro Aerial Vehicles using Deep Reinforcement Learning

Soft-actuated insect-scale micro aerial vehicles (IMAVs) pose unique challenges for designing robust and computationally efficient controllers. At the millimeter scale, fast robot dynamics ($\sim$ms), together with system delay, model uncertainty, and external disturbances significantly affect flight performances. Here, we design a deep reinforcement learning (RL) controller that addresses system delay and uncertainties. To initialize this neural network (NN) controller, we propose a modified behavior cloning (BC) approach with state-action re-matching to account for delay and domain-randomized expert demonstration to tackle uncertainty. Then we apply proximal policy optimization (PPO) to fine-tune the policy during RL, enhancing performance and smoothing commands. In simulations, our modified BC substantially increases the mean reward compared to baseline BC; and RL with PPO improves flight quality and reduces command fluctuations. We deploy this controller on two different insect-scale aerial robots that weigh 720 mg and 850 mg, respectively. The robots demonstrate multiple successful zero-shot hovering flights, with the longest lasting 50 seconds and root-mean-square errors of 1.34 cm in lateral direction and 0.05 cm in altitude, marking the first end-to-end deep RL-based flight on soft-driven IMAVs.

cs.RO↗

Bridging the Sim-to-Real Gap for Athletic Loco-Manipulation

Achieving athletic loco-manipulation on robots requires moving beyond traditional tracking rewards - which simply guide the robot along a reference trajectory - to task rewards that drive truly dynamic, goal-oriented behaviors. Commands such as "throw the ball as far as you can" or "lift the weight as quickly as possible" compel the robot to exhibit the agility and power inherent in athletic performance. However, training solely with task rewards introduces two major challenges: these rewards are prone to exploitation (reward hacking), and the exploration process can lack sufficient direction. To address these issues, we propose a two-stage training pipeline. First, we introduce the Unsupervised Actuator Net (UAN), which leverages real-world data to bridge the sim-to-real gap for complex actuation mechanisms without requiring access to torque sensing. UAN mitigates reward hacking by ensuring that the learned behaviors remain robust and transferable. Second, we use a pre-training and fine-tuning strategy that leverages reference trajectories as initial hints to guide exploration. With these innovations, our robot athlete learns to lift, throw, and drag with remarkable fidelity from simulation to reality.

cs.RO↗

Embodied Red Teaming for Auditing Robotic Foundation Models

Language-conditioned robot models have the potential to enable robots to perform a wide range of tasks based on natural language instructions. However, assessing their safety and effectiveness remains challenging because it is difficult to test all the different ways a single task can be phrased. Current benchmarks have two key limitations: they rely on a limited set of human-generated instructions, missing many challenging cases, and focus only on task performance without assessing safety, such as avoiding damage. To address these gaps, we introduce Embodied Red Teaming (ERT), a new evaluation method that generates diverse and challenging instructions to test these models. ERT uses automated red teaming techniques with Vision Language Models (VLMs) to create contextually grounded, difficult instructions. Experimental results show that state-of-the-art language-conditioned robot models fail or behave unsafely on ERT-generated instructions, underscoring the shortcomings of current benchmarks in evaluating real-world performance and safety. Code and videos are available at: https://s-karnik.github.io/embodied-red-team-project-page.

cs.RO↗

Known Unknowns: Out-of-Distribution Property Prediction in Materials and Molecules

Discovery of high-performance materials and molecules requires identifying extremes with property values that fall outside the known distribution. Therefore, the ability to extrapolate to out-of-distribution (OOD) property values is critical for both solid-state materials and molecular design. Our objective is to train predictor models that extrapolate zero-shot to higher ranges than in the training data, given the chemical compositions of solids or molecular graphs and their property values. We propose using a transductive approach to OOD property prediction, achieving improvements in prediction accuracy. In particular, the True Positive Rate (TPR) of OOD classification of materials and molecules improved by 3x and 2.5x, respectively, and precision improved by 2x and 1.5x compared to non-transductive baselines. Our method leverages analogical input-target relations in the training and test sets, enabling generalization beyond the training target support, and can be applied to any other material and molecular tasks.

cs.LG↗

Few-Shot Task Learning through Inverse Generative Modeling

Learning the intents of an agent, defined by its goals or motion style, is often extremely challenging from just a few examples. We refer to this problem as task concept learning and present our approach, Few-Shot Task Learning through Inverse Generative Modeling (FTL-IGM), which learns new task concepts by leveraging invertible neural generative models. The core idea is to pretrain a generative model on a set of basic concepts and their demonstrations. Then, given a few demonstrations of a new concept (such as a new goal or a new action), our method learns the underlying concepts through backpropagation without updating the model weights, thanks to the invertibility of the generative model. We evaluate our method in five domains -- object rearrangement, goal-oriented navigation, motion caption of human actions, autonomous driving, and real-world table-top manipulation. Our experimental results demonstrate that via the pretrained generative model, we successfully learn novel concepts and generate agent plans or motion corresponding to these concepts in (1) unseen environments and (2) in composition with training concepts.

cs.AI↗