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Steven James

Publications and source records attributed to Steven James.

At least 19 recordsLinked to original sources

Redistribution-based Cost Inference Improves Sparse Safe Offline RL

Safe offline RL typically assumes access to dense per-step cost annotations, but in practice supervisors provide only trajectory-level stop-feedback: a binary signal at the first unsafe transition, with no per-step attribution. We frame this as a temporal credit assignment problem and propose the Redistribution-based Cost Inference (RCI) framework, which converts sparse stop-feedback into dense per-step costs via return decomposition, then trains a constrained offline policy on the augmented dataset. We show that return-equivalent redistribution preserves the feasible policy set and the optimal Lagrangian in a CMDP, establishing that the transformation is lossless in theory while yielding better-conditioned cost critic learning in practice. Experiments on highway driving and robotic manipulation demonstrate substantially lower violation rates than sparse and classifier-based baselines, with robustness to heterogeneous dataset compositions and label noise.

cs.LG

CORDA: A Benchmark for Hierarchical Harm-Centric Moral Reasoning in Large Language Models

The key question in moral judgement is not simply whether someone chooses the "right" answer, but how they decide what matters most when moral principles conflict. Current evaluations of large language models (LLMs) remain limited: most test whether models give morally acceptable answers, match human preferences, or avoid obvious violations, rather than whether they can prioritise between competing principles when no option is morally cost-free. We introduce CORDA (Conditioned Ordering and Ranked Directive Adherence), a benchmark for evaluating hierarchical, harm-centred moral reasoning in LLMs. Building on the morality chains formalism, CORDA tests 90 moral dilemmas involving trolley-style cases, medical trade-offs, resource allocation, and human-animal-robot conflicts across four ordered ethical frameworks: Utility, Utility + Agent Harm, Dual-Process, and Dual-Process + Agent Harm. Together, these frameworks test whether models can adapt their decisions when moral priorities change. Across ten instruction-tuned models from seven providers, we find a strong deontological default, with 9 of 10 prioritising avoidance of direct personal harm over reducing overall harm. Models also perform more reliably on categorical harm-avoidance rules, such as avoiding killing, than on outcome-based comparisons, such as minimising total harm, suggesting that they recognise moral red lines more easily than they reason through competing harms. Although all models respond to explicit chain conditioning, several fail to consistently follow specified priority orderings, such as humans over animals and animals over robots. CORDA addresses a central gap in LLM moral evaluation by testing whether models can move beyond default harm-avoidant responses and apply context-specified moral priorities. Moral reliability requires more than default restraint; it requires controllability under conflict.

cs.AI

Position: the Stochastic Parrot in the Coal Mine. Model Collapse is a Threat to Low-Resource Communities

Model collapse, the degradation in performance that arises when generative models are trained on the outputs of prior models, is an increasing concern as artificially generated content proliferates. Related critiques of large language models have highlighted their tendency to reproduce frequent patterns in training data, their reliance on vast datasets, and their substantial environmental cost. Together, these factors contribute to data degradation, the reinforcement of cultural biases, and inefficient resource use. In this position paper we aim to combine these views and argue that model collapse threatens current efforts to democratize AI. By reducing training efficiency and skewing data distributions away from the tails of their support, model collapse disproportionately impacts low-resource and marginalized communities. We examine both the environmental and cultural implications of this phenomenon, situate our position within recent position papers on model collapse, and conclude with a call to action. Finally, we outline initial directions for mitigating these effects.

cs.LG

MoralityGym: A Benchmark for Evaluating Hierarchical Moral Alignment in Sequential Decision-Making Agents

Evaluating moral alignment in agents navigating conflicting, hierarchically structured human norms is a critical challenge at the intersection of AI safety, moral philosophy, and cognitive science. We introduce Morality Chains, a novel formalism for representing moral norms as ordered deontic constraints, and MoralityGym, a benchmark of 98 ethical-dilemma problems presented as trolley-dilemma-style Gymnasium environments. By decoupling task-solving from moral evaluation and introducing a novel Morality Metric, MoralityGym allows the integration of insights from psychology and philosophy into the evaluation of norm-sensitive reasoning. Baseline results with Safe RL methods reveal key limitations, underscoring the need for more principled approaches to ethical decision-making. This work provides a foundation for developing AI systems that behave more reliably, transparently, and ethically in complex real-world contexts.

cs.AI

Unsupervised Hierarchical Skill Discovery

We consider the problem of unsupervised skill segmentation and hierarchical structure discovery in reinforcement learning. While recent approaches have sought to segment trajectories into reusable skills or options, most rely on action labels, rewards, or handcrafted annotations, limiting their applicability. We propose a method that segments unlabelled trajectories into skills and induces a hierarchical structure over them using a grammar-based approach. The resulting hierarchy captures both low-level behaviours and their composition into higher-level skills. We evaluate our approach in high-dimensional, pixel-based environments, including Craftax and the full, unmodified version of Minecraft. Using metrics for skill segmentation, reuse, and hierarchy quality, we find that our method consistently produces more structured and semantically meaningful hierarchies than existing baselines. Furthermore, as a proof of concept, we demonstrate that these discovered hierarchies accelerate and stabilise learning on downstream reinforcement learning tasks.

cs.LG

Mortar: Evolving Mechanics for Automatic Game Design

We present Mortar, a system for autonomously evolving game mechanics for automatic game design. Game mechanics define the rules and interactions that govern gameplay, and designing them manually is a time-consuming and expert-driven process. Mortar combines a quality-diversity algorithm with a large language model to explore a diverse set of mechanics, which are evaluated by synthesising complete games that incorporate both evolved mechanics and those drawn from an archive. The mechanics are evaluated by composing complete games through a tree search procedure, where the resulting games are evaluated by their ability to preserve a skill-based ordering over players -- that is, whether stronger players consistently outperform weaker ones. We assess the mechanics based on their contribution towards the skill-based ordering score in the game. We demonstrate that Mortar produces games that appear diverse and playable, and mechanics that contribute more towards the skill-based ordering score in the game. We perform ablation studies to assess the role of each system component and a user study to evaluate the games based on human feedback.

cs.AI

Word2Minecraft: Generating 3D Game Levels through Large Language Models

We present Word2Minecraft, a system that leverages large language models to generate playable game levels in Minecraft based on structured stories. The system transforms narrative elements-such as protagonist goals, antagonist challenges, and environmental settings-into game levels with both spatial and gameplay constraints. We introduce a flexible framework that allows for the customization of story complexity, enabling dynamic level generation. The system employs a scaling algorithm to maintain spatial consistency while adapting key game elements. We evaluate Word2Minecraft using both metric-based and human-based methods. Our results show that GPT-4-Turbo outperforms GPT-4o-Mini in most areas, including story coherence and objective enjoyment, while the latter excels in aesthetic appeal. We also demonstrate the system' s ability to generate levels with high map enjoyment, offering a promising step forward in the intersection of story generation and game design. We open-source the code at https://github.com/JMZ-kk/Word2Minecraft/tree/word2mc_v0

cs.CL

Compositional Instruction Following with Language Models and Reinforcement Learning

Combining reinforcement learning with language grounding is challenging as the agent needs to explore the environment while simultaneously learning multiple language-conditioned tasks. To address this, we introduce a novel method: the compositionally-enabled reinforcement learning language agent (CERLLA). Our method reduces the sample complexity of tasks specified with language by leveraging compositional policy representations and a semantic parser trained using reinforcement learning and in-context learning. We evaluate our approach in an environment requiring function approximation and demonstrate compositional generalization to novel tasks. Our method significantly outperforms the previous best non-compositional baseline in terms of sample complexity on 162 tasks designed to test compositional generalization. Our model attains a higher success rate and learns in fewer steps than the non-compositional baseline. It reaches a success rate equal to an oracle policy's upper-bound performance of 92%. With the same number of environment steps, the baseline only reaches a success rate of 80%.

cs.LG

GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps

Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of natural language, it remains an open question as to what extent and in which way these LLMs can plan. We investigate their planning capabilities by proposing GameTraversalBenchmark (GTB), a benchmark consisting of diverse 2D grid-based game maps. An LLM succeeds if it can traverse through given objectives, with a minimum number of steps and a minimum number of generation errors. We evaluate a number of LLMs on GTB and found that GPT-4-Turbo achieved the highest score of 44.97% on GTB\_Score (GTBS), a composite score that combines the three above criteria. Furthermore, we preliminarily test large reasoning models, namely o1, which scores $67.84\%$ on GTBS, indicating that the benchmark remains challenging for current models. Code, data, and documentation are available at https://github.com/umair-nasir14/Game-Traversal-Benchmark.

cs.CL

Word2World: Generating Stories and Worlds through Large Language Models

Large Language Models (LLMs) have proven their worth across a diverse spectrum of disciplines. LLMs have shown great potential in Procedural Content Generation (PCG) as well, but directly generating a level through a pre-trained LLM is still challenging. This work introduces Word2World, a system that enables LLMs to procedurally design playable games through stories, without any task-specific fine-tuning. Word2World leverages the abilities of LLMs to create diverse content and extract information. Combining these abilities, LLMs can create a story for the game, design narrative, and place tiles in appropriate places to create coherent worlds and playable games. We test Word2World with different LLMs and perform a thorough ablation study to validate each step. We open-source the code at https://github.com/umair-nasir14/Word2World.

cs.CL

MinePlanner: A Benchmark for Long-Horizon Planning in Large Minecraft Worlds

We propose a new benchmark for planning tasks based on the Minecraft game. Our benchmark contains 45 tasks overall, but also provides support for creating both propositional and numeric instances of new Minecraft tasks automatically. We benchmark numeric and propositional planning systems on these tasks, with results demonstrating that state-of-the-art planners are currently incapable of dealing with many of the challenges advanced by our new benchmark, such as scaling to instances with thousands of objects. Based on these results, we identify areas of improvement for future planners. Our framework is made available at https://github.com/IretonLiu/mine-pddl/.

cs.AI

Counting Reward Automata: Sample Efficient Reinforcement Learning Through the Exploitation of Reward Function Structure

We present counting reward automata-a finite state machine variant capable of modelling any reward function expressible as a formal language. Unlike previous approaches, which are limited to the expression of tasks as regular languages, our framework allows for tasks described by unrestricted grammars. We prove that an agent equipped with such an abstract machine is able to solve a larger set of tasks than those utilising current approaches. We show that this increase in expressive power does not come at the cost of increased automaton complexity. A selection of learning algorithms are presented which exploit automaton structure to improve sample efficiency. We show that the state machines required in our formulation can be specified from natural language task descriptions using large language models. Empirical results demonstrate that our method outperforms competing approaches in terms of sample efficiency, automaton complexity, and task completion.

cs.AI

Dynamics Generalisation in Reinforcement Learning via Adaptive Context-Aware Policies

While reinforcement learning has achieved remarkable successes in several domains, its real-world application is limited due to many methods failing to generalise to unfamiliar conditions. In this work, we consider the problem of generalising to new transition dynamics, corresponding to cases in which the environment's response to the agent's actions differs. For example, the gravitational force exerted on a robot depends on its mass and changes the robot's mobility. Consequently, in such cases, it is necessary to condition an agent's actions on extrinsic state information and pertinent contextual information reflecting how the environment responds. While the need for context-sensitive policies has been established, the manner in which context is incorporated architecturally has received less attention. Thus, in this work, we present an investigation into how context information should be incorporated into behaviour learning to improve generalisation. To this end, we introduce a neural network architecture, the Decision Adapter, which generates the weights of an adapter module and conditions the behaviour of an agent on the context information. We show that the Decision Adapter is a useful generalisation of a previously proposed architecture and empirically demonstrate that it results in superior generalisation performance compared to previous approaches in several environments. Beyond this, the Decision Adapter is more robust to irrelevant distractor variables than several alternative methods.

cs.AI

LLMatic: Neural Architecture Search via Large Language Models and Quality Diversity Optimization

Large Language Models (LLMs) have emerged as powerful tools capable of accomplishing a broad spectrum of tasks. Their abilities span numerous areas, and one area where they have made a significant impact is in the domain of code generation. Here, we propose using the coding abilities of LLMs to introduce meaningful variations to code defining neural networks. Meanwhile, Quality-Diversity (QD) algorithms are known to discover diverse and robust solutions. By merging the code-generating abilities of LLMs with the diversity and robustness of QD solutions, we introduce \texttt{LLMatic}, a Neural Architecture Search (NAS) algorithm. While LLMs struggle to conduct NAS directly through prompts, \texttt{LLMatic} uses a procedural approach, leveraging QD for prompts and network architecture to create diverse and high-performing networks. We test \texttt{LLMatic} on the CIFAR-10 and NAS-bench-201 benchmarks, demonstrating that it can produce competitive networks while evaluating just $2,000$ candidates, even without prior knowledge of the benchmark domain or exposure to any previous top-performing models for the benchmark. The open-sourced code is available in \url{https://github.com/umair-nasir14/LLMatic}.

cs.NE

ROSARL: Reward-Only Safe Reinforcement Learning

An important problem in reinforcement learning is designing agents that learn to solve tasks safely in an environment. A common solution is for a human expert to define either a penalty in the reward function or a cost to be minimised when reaching unsafe states. However, this is non-trivial, since too small a penalty may lead to agents that reach unsafe states, while too large a penalty increases the time to convergence. Additionally, the difficulty in designing reward or cost functions can increase with the complexity of the problem. Hence, for a given environment with a given set of unsafe states, we are interested in finding the upper bound of rewards at unsafe states whose optimal policies minimise the probability of reaching those unsafe states, irrespective of task rewards. We refer to this exact upper bound as the "Minmax penalty", and show that it can be obtained by taking into account both the controllability and diameter of an environment. We provide a simple practical model-free algorithm for an agent to learn this Minmax penalty while learning the task policy, and demonstrate that using it leads to agents that learn safe policies in high-dimensional continuous control environments.

cs.LG

Hierarchically Composing Level Generators for the Creation of Complex Structures

Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is focused on generating relatively straightforward levels in simple games, as it is challenging to design an optimisable objective function for complex settings. This limits the applicability of PCG to more complex and modern titles, hindering its adoption in industry. Our work aims to address this limitation by introducing a compositional level generation method that recursively composes simple low-level generators to construct large and complex creations. This approach allows for easily-optimisable objectives and the ability to design a complex structure in an interpretable way by referencing lower-level components. We empirically demonstrate that our method outperforms a non-compositional baseline by more accurately satisfying a designer's functional requirements in several tasks. Finally, we provide a qualitative showcase (in Minecraft) illustrating the large and complex, but still coherent, structures that were generated using simple base generators.

cs.AI

Augmentative Topology Agents For Open-Ended Learning

In this work, we tackle the problem of open-ended learning by introducing a method that simultaneously evolves agents and increasingly challenging environments. Unlike previous open-ended approaches that optimize agents using a fixed neural network topology, we hypothesize that generalization can be improved by allowing agents' controllers to become more complex as they encounter more difficult environments. Our method, Augmentative Topology EPOET (ATEP), extends the Enhanced Paired Open-Ended Trailblazer (EPOET) algorithm by allowing agents to evolve their own neural network structures over time, adding complexity and capacity as necessary. Empirical results demonstrate that ATEP results in general agents capable of solving more environments than a fixed-topology baseline. We also investigate mechanisms for transferring agents between environments and find that a species-based approach further improves the performance and generalization of agents.

cs.AI

Combining Evolutionary Search with Behaviour Cloning for Procedurally Generated Content

In this work, we consider the problem of procedural content generation for video game levels. Prior approaches have relied on evolutionary search (ES) methods capable of generating diverse levels, but this generation procedure is slow, which is problematic in real-time settings. Reinforcement learning (RL) has also been proposed to tackle the same problem, and while level generation is fast, training time can be prohibitively expensive. We propose a framework to tackle the procedural content generation problem that combines the best of ES and RL. In particular, our approach first uses ES to generate a sequence of levels evolved over time, and then uses behaviour cloning to distil these levels into a policy, which can then be queried to produce new levels quickly. We apply our approach to a maze game and Super Mario Bros, with our results indicating that our approach does in fact decrease the time required for level generation, especially when an increasing number of valid levels are required.

cs.AI