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Siddhartha Sen

Publications and source records attributed to Siddhartha Sen.

At least 19 recordsLinked to original sources

Hierarchical Latent Prediction for Language Models

While standard Next-Token Prediction (NTP) lays the foundation of language model pre- training, its teacher-forced training paradigm may not be optimal for long-horizon reasoning and planning. Recent works such as Multi-Token Prediction (MTP) and Next-Latent prediction (NextLat) try to mitigate the problem through predicting multiple future tokens and self-supervised prediction in the latent space. However, those auxiliary objectives either have a limited horizon or suffer from compounding error from multi-step rollout. We introduce Hierarchical Latent Prediction (HiLP), which introduces an auxiliary higher-level abstract latent to help reduce the error accumulation effect in latent-space rollouts. Experiments show that HiLP can lead to longer-horizon coherent belief state representation and demonstrate the effectiveness of our method across coding and multi-step reasoning benchmarks, and offers more speculative decoding efficiency.

cs.CL

Improving Human Performance with Value-Aware Interventions: A Case Study in Chess

AI systems are increasingly used to assist humans in sequential decision-making tasks, yet determining when and how an AI assistant should intervene remains a fundamental challenge. A potential baseline is to recommend the optimal action according to a strong model. However, such actions assume optimal follow-up actions, which human decision makers may fail to execute, potentially reducing overall performance. In this work, we propose and study value-aware interventions, motivated by a basic principle in reinforcement learning: under the Bellman equation, the optimal policy selects actions that maximize the immediate reward plus the value function. When a decision maker follows a suboptimal policy, this policy-value consistency no longer holds, creating discrepancies between the actions taken by the policy and those that maximize the immediate reward plus the value of the next state. We show that these policy-value inconsistencies naturally identify opportunities for intervention. We formalize this problem in a Markov decision process where an AI assistant may override human actions under an intervention budget. In the single-intervention regime, we show that the optimal strategy is to recommend the action that maximizes the human value function. For settings with multiple interventions, we propose a tractable approximation that prioritizes interventions based on the magnitude of the policy-value discrepancy. We evaluate these ideas in the domain of chess by learning models of humans from large-scale gameplay data. In simulation, our approach consistently outperforms interventions based on the strongest chess engine (Stockfish) in a wide range of settings. A within-subject human study with 20 players and 600 games further shows that our interventions significantly improve performance for low- and mid-skill players while matching expert-engine interventions for high-skill players.

cs.AI

When Does Predictive Inverse Dynamics Outperform Behavior Cloning?

Behavior cloning (BC) is a practical offline imitation learning method, but it often fails when expert demonstrations are limited. Recent works have introduced a class of architectures named predictive inverse dynamics models (PIDMs) that combine a future-state predictor with an inverse dynamics model. While PIDMs often outperform BC, the reasons behind their benefits remain unclear. In this paper, we provide a theoretical explanation: PIDMs introduce a tradeoff. Conditioning the IDM on the predicted future state can significantly reduce variance, but the prediction itself introduces additional bias and variance. We establish conditions for PIDMs to achieve higher sample efficiency and lower prediction error than BC, with the gap widening when additional data sources are available. We validate the theoretical insights empirically in 2D navigation tasks, where BC requires up to five times (three times on average) more demonstrations than PIDM to reach comparable performance. Results are also illustrated in a complex 3D environment in a modern video game with high-dimensional visual inputs and stochastic transitions, where BC requires over 66\% more samples than PIDM.

cs.LG

Learning to Imitate with Less: Efficient Individual Behavior Modeling in Chess

As humans seek to collaborate with, learn from, and better understand artificial intelligence systems, developing AIs that can accurately emulate individual decision-making becomes increasingly important. Chess, a long-standing AI benchmark with precise skill measurement, offers an ideal testbed for human-AI alignment. However, existing approaches to modeling human behavior require prohibitively large amounts of data from each individual, making them impractical for new or sparsely represented users. In this work, we introduce Maia4All, a framework designed to learn and adapt to individual decision-making styles efficiently, even with limited data. Maia4All achieves this through a two-stage optimization process: (1) an enrichment step, which bridges population and individual-level human behavior modeling with a prototype-enriched model, and (2) a democratization step, which leverages ability levels or user prototypes to initialize and refine individual embeddings with minimal data. Our experimental results show that Maia4All can accurately predict individual moves and profile behavioral patterns with high fidelity, establishing a new standard for personalized human-like AI behavior modeling in chess. Maia4All achieves individual human behavior modeling in chess with only 20 games, compared to the 5,000 games required previously, representing a significant improvement in data efficiency. Our work provides an example of how population AI systems can flexibly adapt to individual users using a prototype-enriched model as a bridge. This approach extends beyond chess, as shown in our case study on idiosyncratic LLMs, highlighting its potential for broader applications in personalized AI adaptation.

cs.AI

Load Balancing Mixture of Experts with Similarity Preserving Routers

Sparse Mixture of Experts (MoE) models offer a scalable and efficient architecture for training large neural networks by activating only a subset of parameters ("experts") for each input. A learned router computes a distribution over these experts, and assigns input tokens to a small subset. However, without auxiliary balancing mechanisms, routers often converge to using only a few experts, severely limiting model capacity and degrading performance. Most current load balancing mechanisms encourage a distribution over experts that resembles a roughly uniform distribution of experts per token. During training, this can result in inconsistent routing behavior, resulting in the model spending its capacity to learn redundant knowledge. We address this by introducing a novel load balancing loss that preserves token-wise relational structure, encouraging consistent expert choices for similar inputs during training. Our experimental results show that applying our loss to the router results in 36% faster convergence and lower redundancy compared to a popular load balancing loss.

cs.LG

Generative Modeling of Individual Behavior at Scale

There has been a growing interest in using AI to model human behavior, particularly in domains where humans interact with this technology. While most existing work models human behavior at an aggregate level, our goal is to model behavior at the individual level. Recent approaches to behavioral stylometry -- or the task of identifying a person from their actions alone -- have shown promise in domains like chess, but these approaches are either not scalable (e.g., fine-tune a separate model for each person) or not generative, in that they cannot generate actions. We address these limitations by framing behavioral stylometry as a multi-task learning problem -- where each task represents a distinct person -- and use parameter-efficient fine-tuning (PEFT) methods to learn an explicit style vector for each person. Style vectors are generative: they selectively activate shared "skill" parameters to generate actions in the style of each person. They also induce a latent space that we can interpret and manipulate algorithmically. In particular, we develop a general technique for style steering that allows us to steer a player's style vector towards a desired property. We apply our approach to two very different games, at unprecedented scales: chess (47,864 players) and Rocket League (2,000 players). We also show generality beyond gaming by applying our method to image generation, where we learn style vectors for 10,177 celebrities and use these vectors to steer their images.

cs.LG

Progressive Safeguards for Safe and Model-Agnostic Reinforcement Learning

In this paper we propose a formal, model-agnostic meta-learning framework for safe reinforcement learning. Our framework is inspired by how parents safeguard their children across a progression of increasingly riskier tasks, imparting a sense of safety that is carried over from task to task. We model this as a meta-learning process where each task is synchronized with a safeguard that monitors safety and provides a reward signal to the agent. The safeguard is implemented as a finite-state machine based on a safety specification; the reward signal is formally shaped around this specification. The safety specification and its corresponding safeguard can be arbitrarily complex and non-Markovian, which adds flexibility to the training process and explainability to the learned policy. The design of the safeguard is manual but it is high-level and model-agnostic, which gives rise to an end-to-end safe learning approach with wide applicability, from pixel-level game control to language model fine-tuning. Starting from a given set of safety specifications (tasks), we train a model such that it can adapt to new specifications using only a small number of training samples. This is made possible by our method for efficiently transferring safety bias between tasks, which effectively minimizes the number of safety violations. We evaluate our framework in a Minecraft-inspired Gridworld, a VizDoom game environment, and an LLM fine-tuning application. Agents trained with our approach achieve near-minimal safety violations, while baselines are shown to underperform.

cs.LG

Maia-2: A Unified Model for Human-AI Alignment in Chess

There are an increasing number of domains in which artificial intelligence (AI) systems both surpass human ability and accurately model human behavior. This introduces the possibility of algorithmically-informed teaching in these domains through more relatable AI partners and deeper insights into human decision-making. Critical to achieving this goal, however, is coherently modeling human behavior at various skill levels. Chess is an ideal model system for conducting research into this kind of human-AI alignment, with its rich history as a pivotal testbed for AI research, mature superhuman AI systems like AlphaZero, and precise measurements of skill via chess rating systems. Previous work in modeling human decision-making in chess uses completely independent models to capture human style at different skill levels, meaning they lack coherence in their ability to adapt to the full spectrum of human improvement and are ultimately limited in their effectiveness as AI partners and teaching tools. In this work, we propose a unified modeling approach for human-AI alignment in chess that coherently captures human style across different skill levels and directly captures how people improve. Recognizing the complex, non-linear nature of human learning, we introduce a skill-aware attention mechanism to dynamically integrate players' strengths with encoded chess positions, enabling our model to be sensitive to evolving player skill. Our experimental results demonstrate that this unified framework significantly enhances the alignment between AI and human players across a diverse range of expertise levels, paving the way for deeper insights into human decision-making and AI-guided teaching tools.

cs.AI

Designing Skill-Compatible AI: Methodologies and Frameworks in Chess

Powerful artificial intelligence systems are often used in settings where they must interact with agents that are computationally much weaker, for example when they work alongside humans or operate in complex environments where some tasks are handled by algorithms, heuristics, or other entities of varying computational power. For AI agents to successfully interact in these settings, however, achieving superhuman performance alone is not sufficient; they also need to account for suboptimal actions or idiosyncratic style from their less-skilled counterparts. We propose a formal evaluation framework for assessing the compatibility of near-optimal AI with interaction partners who may have much lower levels of skill; we use popular collaborative chess variants as model systems to study and develop AI agents that can successfully interact with lower-skill entities. Traditional chess engines designed to output near-optimal moves prove to be inadequate partners when paired with engines of various lower skill levels in this domain, as they are not designed to consider the presence of other agents. We contribute three methodologies to explicitly create skill-compatible AI agents in complex decision-making settings, and two chess game frameworks designed to foster collaboration between powerful AI agents and less-skilled partners. On these frameworks, our agents outperform state-of-the-art chess AI (based on AlphaZero) despite being weaker in conventional chess, demonstrating that skill-compatibility is a tangible trait that is qualitatively and measurably distinct from raw performance. Our evaluations further explore and clarify the mechanisms by which our agents achieve skill-compatibility.

cs.AI

Visual Encoders for Data-Efficient Imitation Learning in Modern Video Games

Video games have served as useful benchmarks for the decision-making community, but going beyond Atari games towards modern games has been prohibitively expensive for the vast majority of the research community. Prior work in modern video games typically relied on game-specific integration to obtain game features and enable online training, or on existing large datasets. An alternative approach is to train agents using imitation learning to play video games purely from images. However, this setting poses a fundamental question: which visual encoders obtain representations that retain information critical for decision making? To answer this question, we conduct a systematic study of imitation learning with publicly available pre-trained visual encoders compared to the typical task-specific end-to-end training approach in Minecraft, Counter-Strike: Global Offensive, and Minecraft Dungeons. Our results show that end-to-end training can be effective with comparably low-resolution images and only minutes of demonstrations, but significant improvements can be gained by utilising pre-trained encoders such as DINOv2 depending on the game. In addition to enabling effective decision making, we show that pre-trained encoders can make decision-making research in video games more accessible by significantly reducing the cost of training.

cs.LG

NCC: Natural Concurrency Control for Strictly Serializable Datastores by Avoiding the Timestamp-Inversion Pitfall

Strictly serializable datastores greatly simplify the development of correct applications by providing strong consistency guarantees. However, existing techniques pay unnecessary costs for naturally consistent transactions, which arrive at servers in an order that is already strictly serializable. We find these transactions are prevalent in datacenter workloads. We exploit this natural arrival order by executing transaction requests with minimal costs while optimistically assuming they are naturally consistent, and then leverage a timestamp-based technique to efficiently verify if the execution is indeed consistent. In the process of designing such a timestamp-based technique, we identify a fundamental pitfall in relying on timestamps to provide strict serializability, and name it the timestamp-inversion pitfall. We find timestamp-inversion has affected several existing works. We present Natural Concurrency Control (NCC), a new concurrency control technique that guarantees strict serializability and ensures minimal costs -- i.e., one-round latency, lock-free, and non-blocking execution -- in the best (and common) case by leveraging natural consistency. NCC is enabled by three key components: non-blocking execution, decoupled response control, and timestamp-based consistency check. NCC avoids timestamp-inversion with a new technique: response timing control, and proposes two optimization techniques, asynchrony-aware timestamps and smart retry, to reduce false aborts. Moreover, NCC designs a specialized protocol for read-only transactions, which is the first to achieve the optimal best-case performance while ensuring strict serializability, without relying on synchronized clocks. Our evaluation shows that NCC outperforms state-of-the-art solutions by an order of magnitude on many workloads.

cs.DC

Arbitrariness and Social Prediction: The Confounding Role of Variance in Fair Classification

Variance in predictions across different trained models is a significant, under-explored source of error in fair binary classification. In practice, the variance on some data examples is so large that decisions can be effectively arbitrary. To investigate this problem, we take an experimental approach and make four overarching contributions: We: 1) Define a metric called self-consistency, derived from variance, which we use as a proxy for measuring and reducing arbitrariness; 2) Develop an ensembling algorithm that abstains from classification when a prediction would be arbitrary; 3) Conduct the largest to-date empirical study of the role of variance (vis-a-vis self-consistency and arbitrariness) in fair binary classification; and, 4) Release a toolkit that makes the US Home Mortgage Disclosure Act (HMDA) datasets easily usable for future research. Altogether, our experiments reveal shocking insights about the reliability of conclusions on benchmark datasets. Most fair binary classification benchmarks are close-to-fair when taking into account the amount of arbitrariness present in predictions -- before we even try to apply any fairness interventions. This finding calls into question the practical utility of common algorithmic fairness methods, and in turn suggests that we should reconsider how we choose to measure fairness in binary classification.

cs.LG

Detecting Individual Decision-Making Style: Exploring Behavioral Stylometry in Chess

The advent of machine learning models that surpass human decision-making ability in complex domains has initiated a movement towards building AI systems that interact with humans. Many building blocks are essential for this activity, with a central one being the algorithmic characterization of human behavior. While much of the existing work focuses on aggregate human behavior, an important long-range goal is to develop behavioral models that specialize to individual people and can differentiate among them. To formalize this process, we study the problem of behavioral stylometry, in which the task is to identify a decision-maker from their decisions alone. We present a transformer-based approach to behavioral stylometry in the context of chess, where one attempts to identify the player who played a set of games. Our method operates in a few-shot classification framework, and can correctly identify a player from among thousands of candidate players with 98% accuracy given only 100 labeled games. Even when trained on amateur play, our method generalises to out-of-distribution samples of Grandmaster players, despite the dramatic differences between amateur and world-class players. Finally, we consider more broadly what our resulting embeddings reveal about human style in chess, as well as the potential ethical implications of powerful methods for identifying individuals from behavioral data.

cs.AI

Mimetic Models: Ethical Implications of AI that Acts Like You

An emerging theme in artificial intelligence research is the creation of models to simulate the decisions and behavior of specific people, in domains including game-playing, text generation, and artistic expression. These models go beyond earlier approaches in the way they are tailored to individuals, and the way they are designed for interaction rather than simply the reproduction of fixed, pre-computed behaviors. We refer to these as mimetic models, and in this paper we develop a framework for characterizing the ethical and social issues raised by their growing availability. Our framework includes a number of distinct scenarios for the use of such models, and considers the impacts on a range of different participants, including the target being modeled, the operator who deploys the model, and the entities that interact with it.

cs.AI

Measuring the Effect of Training Data on Deep Learning Predictions via Randomized Experiments

We develop a new, principled algorithm for estimating the contribution of training data points to the behavior of a deep learning model, such as a specific prediction it makes. Our algorithm estimates the AME, a quantity that measures the expected (average) marginal effect of adding a data point to a subset of the training data, sampled from a given distribution. When subsets are sampled from the uniform distribution, the AME reduces to the well-known Shapley value. Our approach is inspired by causal inference and randomized experiments: we sample different subsets of the training data to train multiple submodels, and evaluate each submodel's behavior. We then use a LASSO regression to jointly estimate the AME of each data point, based on the subset compositions. Under sparsity assumptions ($k \ll N$ datapoints have large AME), our estimator requires only $O(k\log N)$ randomized submodel trainings, improving upon the best prior Shapley value estimators.

cs.LG

Learning Models of Individual Behavior in Chess

AI systems that can capture human-like behavior are becoming increasingly useful in situations where humans may want to learn from these systems, collaborate with them, or engage with them as partners for an extended duration. In order to develop human-oriented AI systems, the problem of predicting human actions -- as opposed to predicting optimal actions -- has received considerable attention. Existing work has focused on capturing human behavior in an aggregate sense, which potentially limits the benefit any particular individual could gain from interaction with these systems. We extend this line of work by developing highly accurate predictive models of individual human behavior in chess. Chess is a rich domain for exploring human-AI interaction because it combines a unique set of properties: AI systems achieved superhuman performance many years ago, and yet humans still interact with them closely, both as opponents and as preparation tools, and there is an enormous corpus of recorded data on individual player games. Starting with Maia, an open-source version of AlphaZero trained on a population of human players, we demonstrate that we can significantly improve prediction accuracy of a particular player's moves by applying a series of fine-tuning methods. Furthermore, our personalized models can be used to perform stylometry -- predicting who made a given set of moves -- indicating that they capture human decision-making at an individual level. Our work demonstrates a way to bring AI systems into better alignment with the behavior of individual people, which could lead to large improvements in human-AI interaction.

cs.AI

Sayer: Using Implicit Feedback to Optimize System Policies

We observe that many system policies that make threshold decisions involving a resource (e.g., time, memory, cores) naturally reveal additional, or implicit feedback. For example, if a system waits X min for an event to occur, then it automatically learns what would have happened if it waited <X min, because time has a cumulative property. This feedback tells us about alternative decisions, and can be used to improve the system policy. However, leveraging implicit feedback is difficult because it tends to be one-sided or incomplete, and may depend on the outcome of the event. As a result, existing practices for using feedback, such as simply incorporating it into a data-driven model, suffer from bias. We develop a methodology, called Sayer, that leverages implicit feedback to evaluate and train new system policies. Sayer builds on two ideas from reinforcement learning -- randomized exploration and unbiased counterfactual estimators -- to leverage data collected by an existing policy to estimate the performance of new candidate policies, without actually deploying those policies. Sayer uses implicit exploration and implicit data augmentation to generate implicit feedback in an unbiased form, which is then used by an implicit counterfactual estimator to evaluate and train new policies. The key idea underlying these techniques is to assign implicit probabilities to decisions that are not actually taken but whose feedback can be inferred; these probabilities are carefully calculated to ensure statistical unbiasedness. We apply Sayer to two production scenarios in Azure, and show that it can evaluate arbitrary policies accurately, and train new policies that outperform the production policies.

cs.LG

Hydrogen Atom: Its Spectrum and Degeneracy Importance of the Laplace-Runge-Lenz Vector

Consider the problem: why does the bound state spectrum $E(n) < 0$, of hydrogen atom Hamiltonian $H$ have more degenerate eigenstates than those required by rotational symmetry? The answer is well known and was demonstrated by Pauli. It is due to an additional conserved vector, $\vec A$, of $H$, called the Laplace-Runge-Lenz vector, that was first discovered for planetary orbits. However, surprisingly, a direct link between degenerate eigenstates of $H$ and the physical labels that describe them is missing. To provide such a link requires, as we show, solving a subtle problem of self adjoint operators. In our discussions we address a number of conceptual historical aspects regarding hydrogen atom that also include a careful discussion of both the classical as well as the quantum vector $\vec A$.

physics.atom-ph