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Zaheer Abbas

Publications and source records attributed to Zaheer Abbas.

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Using Reward Uncertainty to Induce Diverse Behaviour in Reinforcement Learning

Classical reinforcement learning (RL) typically seeks a deterministic policy that maximizes the expected sum of a scalar reward. Yet, modern applications such as language model fine-tuning or scientific discovery demand diversity. Existing remedies such as entropy regularization or diversity bonuses often require fragile trade-offs that sacrifice performance for stochasticity or rely on heuristic metrics that can misalign policy rankings. We argue that diversity is more naturally understood as the rational response to uncertainty in the reward. When the reward function is not perfectly known--as is the case with ambiguous preferences or imperfect reward models--committing to a single action can be sub-optimal. Building on this, we propose a fundamental reformulation of the RL objective by replacing the scalar reward with a distribution over reward functions, and applying a non-linear objective over sets of actions. The result is a framework in which calibrated behavioural diversity emerges naturally, remains controllable through the reward function distribution, and is obtained without sacrificing expected reward. Focusing on the contextual bandit setting as commonly used in large language model (LLM) post-training, we derive a principled gradient estimator for this objective and prove that our formulation naturally generalizes both vanilla policy gradient and more recently developed action-set approaches. We provide didactic experiments which complement our theoretical results, and our large-scale empirical results in LLM reasoning further demonstrate that this framework offers a robust and theoretically grounded alternative for complex RL tasks where the traditional formulation of the problem fails to induce the desired breadth of agent behaviour.

cs.LG

Customizing an LLM for Enterprise Software Engineering

Enterprise software development is a continuous evolutionary process, characterized by incremental additions, architectural revisions, production deployments and rigorous maintenance. These activities generate valuable data that modern LLMs could be finetuned on, to unlock additional tool possibilities for enterprise software engineering. While frontier LLMs are already very capable, this form of customization offers a compelling path for enterprise-specific optimization. We introduce Gemini for Google (GfG)}, an adaptation of Gemini specialized for Google's internal software engineering ecosystem. This paper details the model's end-to-end development, from curating a trillion-token proprietary dataset to implementing a mid-training strategy that mitigates catastrophic forgetting. In a large-scale blind A/B study across 29,000 developers, Gemini for Google significantly outperformed baselines: reducing the mean number of iterations per turn by 23\%, and increasing code survival rates by about 17%. Beyond metrics, we provide a comprehensive blueprint for enterprise model adaptation, covering: (1)The extraction of high-value signals from software engineering data, (2)Data preparation strategies, (3)Full-stack model tuning (continued pre-training and post-training), and (4)The deployment of downstream applications. We believe this methodology offers a replicable path for other organizations to unlock the full potential of their internal engineering data.

cs.SE

Many-Shot In-Context Learning

Large language models (LLMs) excel at few-shot in-context learning (ICL) -- learning from a few examples provided in context at inference, without any weight updates. Newly expanded context windows allow us to investigate ICL with hundreds or thousands of examples -- the many-shot regime. Going from few-shot to many-shot, we observe significant performance gains across a wide variety of generative and discriminative tasks. While promising, many-shot ICL can be bottlenecked by the available amount of human-generated examples. To mitigate this limitation, we explore two new settings: Reinforced and Unsupervised ICL. Reinforced ICL uses model-generated chain-of-thought rationales in place of human examples. Unsupervised ICL removes rationales from the prompt altogether, and prompts the model only with domain-specific questions. We find that both Reinforced and Unsupervised ICL can be quite effective in the many-shot regime, particularly on complex reasoning tasks. Finally, we demonstrate that, unlike few-shot learning, many-shot learning is effective at overriding pretraining biases, can learn high-dimensional functions with numerical inputs, and performs comparably to fine-tuning. We also find that inference cost increases linearly in the many-shot regime, and frontier LLMs benefit from many-shot ICL to varying degrees. Our analysis also reveals the limitations of next-token prediction loss as an indicator of downstream ICL performance.

cs.LG

Towards model-free RL algorithms that scale well with unstructured data

Conventional reinforcement learning (RL) algorithms exhibit broad generality in their theoretical formulation and high performance on several challenging domains when combined with powerful function approximation. However, developing RL algorithms that perform well across problems with unstructured observations at scale remains challenging because most function approximation methods rely on externally provisioned knowledge about the structure of the input for good performance (e.g. convolutional networks, graph neural networks, tile-coding). A common practice in RL is to evaluate algorithms on a single problem, or on problems with limited variation in the observation scale. RL practitioners lack a systematic way to study how well a single RL algorithm performs when instantiated across a range of problem scales, and they lack function approximation techniques that scale well with unstructured observations. We address these limitations by providing environments and algorithms to study scaling for unstructured observation vectors and flat action spaces. We introduce a family of combinatorial RL problems with an exponentially large state space and high-dimensional dynamics but where linear computation is sufficient to learn a (nonlinear) value function estimate for performant control. We provide an algorithm that constructs reward-relevant general value function (GVF) questions to find and exploit predictive structure directly from the experience stream. In an empirical evaluation of the approach on synthetic problems, we observe a sample complexity that scales linearly with the observation size. The proposed algorithm reliably outperforms a conventional deep RL algorithm on these scaling problems, and they exhibit several desirable auxiliary properties. These results suggest new algorithmic mechanisms by which algorithms can learn at scale from unstructured data.

cs.LG

Investigating the Properties of Neural Network Representations in Reinforcement Learning

In this paper we investigate the properties of representations learned by deep reinforcement learning systems. Much of the early work on representations for reinforcement learning focused on designing fixed-basis architectures to achieve properties thought to be desirable, such as orthogonality and sparsity. In contrast, the idea behind deep reinforcement learning methods is that the agent designer should not encode representational properties, but rather that the data stream should determine the properties of the representation -- good representations emerge under appropriate training schemes. In this paper we bring these two perspectives together, empirically investigating the properties of representations that support transfer in reinforcement learning. We introduce and measure six representational properties over more than 25 thousand agent-task settings. We consider Deep Q-learning agents with different auxiliary losses in a pixel-based navigation environment, with source and transfer tasks corresponding to different goal locations. We develop a method to better understand why some representations work better for transfer, through a systematic approach varying task similarity and measuring and correlating representation properties with transfer performance. We demonstrate the generality of the methodology by investigating representations learned by a Rainbow agent that successfully transfer across games modes in Atari 2600.

cs.LG

Loss of Plasticity in Continual Deep Reinforcement Learning

The ability to learn continually is essential in a complex and changing world. In this paper, we characterize the behavior of canonical value-based deep reinforcement learning (RL) approaches under varying degrees of non-stationarity. In particular, we demonstrate that deep RL agents lose their ability to learn good policies when they cycle through a sequence of Atari 2600 games. This phenomenon is alluded to in prior work under various guises -- e.g., loss of plasticity, implicit under-parameterization, primacy bias, and capacity loss. We investigate this phenomenon closely at scale and analyze how the weights, gradients, and activations change over time in several experiments with varying dimensions (e.g., similarity between games, number of games, number of frames per game), with some experiments spanning 50 days and 2 billion environment interactions. Our analysis shows that the activation footprint of the network becomes sparser, contributing to the diminishing gradients. We investigate a remarkably simple mitigation strategy -- Concatenated ReLUs (CReLUs) activation function -- and demonstrate its effectiveness in facilitating continual learning in a changing environment.

cs.LG

Enhanced entanglement and controlling quantum steering in a Laguerre-Gaussian cavity optomechanical system with two rotating mirrors

Gaussian quantum steering is a type of quantum correlation in which two entangled states exhibit asymmetry. We present an efficient theoretical scheme for controlling quantum steering and enhancing entanglement in a Laguerre-Gaussian (LG) rotating cavity optomechanical system with an optical parametric amplifier (OPA) driven by coherent light. The numerical simulation results show that manipulating system parameters such as parametric gain $χ$, parametric phase $θ$, and rotating mirror frequency, among others, significantly improves mirror-mirror and mirror-cavity entanglement. In addition to bipartite entanglement, we achieve mirror-cavity-mirror tripartite entanglement. Another intriguing discovery is the control of quantum steering, for which we obtained several results by investigating it for various system parameters. We show that the steering directivity is primarily determined by the frequency of two rotating mirrors. Furthermore, for two rotating mirrors, quantum steering is found to be asymmetric both one-way and two-way. As a result, we can assert that the current proposal may help in the understanding of non-local correlations and entanglement verification tasks.

quant-ph

From Eye-blinks to State Construction: Diagnostic Benchmarks for Online Representation Learning

We present three new diagnostic prediction problems inspired by classical-conditioning experiments to facilitate research in online prediction learning. Experiments in classical conditioning show that animals such as rabbits, pigeons, and dogs can make long temporal associations that enable multi-step prediction. To replicate this remarkable ability, an agent must construct an internal state representation that summarizes its interaction history. Recurrent neural networks can automatically construct state and learn temporal associations. However, the current training methods are prohibitively expensive for online prediction -- continual learning on every time step -- which is the focus of this paper. Our proposed problems test the learning capabilities that animals readily exhibit and highlight the limitations of the current recurrent learning methods. While the proposed problems are nontrivial, they are still amenable to extensive testing and analysis in the small-compute regime, thereby enabling researchers to study issues in isolation, ultimately accelerating progress towards scalable online representation learning methods.

cs.AI

Selective Dyna-style Planning Under Limited Model Capacity

In model-based reinforcement learning, planning with an imperfect model of the environment has the potential to harm learning progress. But even when a model is imperfect, it may still contain information that is useful for planning. In this paper, we investigate the idea of using an imperfect model selectively. The agent should plan in parts of the state space where the model would be helpful but refrain from using the model where it would be harmful. An effective selective planning mechanism requires estimating predictive uncertainty, which arises out of aleatoric uncertainty, parameter uncertainty, and model inadequacy, among other sources. Prior work has focused on parameter uncertainty for selective planning. In this work, we emphasize the importance of model inadequacy. We show that heteroscedastic regression can signal predictive uncertainty arising from model inadequacy that is complementary to that which is detected by methods designed for parameter uncertainty, indicating that considering both parameter uncertainty and model inadequacy may be a more promising direction for effective selective planning than either in isolation.

cs.LG

General Value Function Networks

State construction is important for learning in partially observable environments. A general purpose strategy for state construction is to learn the state update using a Recurrent Neural Network (RNN), which updates the internal state using the current internal state and the most recent observation. This internal state provides a summary of the observed sequence, to facilitate accurate predictions and decision-making. At the same time, specifying and training RNNs is notoriously tricky, particularly as the common strategy to approximate gradients back in time, called truncated Back-prop Through Time (BPTT), can be sensitive to the truncation window. Further, domain-expertise--which can usually help constrain the function class and so improve trainability--can be difficult to incorporate into complex recurrent units used within RNNs. In this work, we explore how to use multi-step predictions to constrain the RNN and incorporate prior knowledge. In particular, we revisit the idea of using predictions to construct state and ask: does constraining (parts of) the state to consist of predictions about the future improve RNN trainability? We formulate a novel RNN architecture, called a General Value Function Network (GVFN), where each internal state component corresponds to a prediction about the future represented as a value function. We first provide an objective for optimizing GVFNs, and derive several algorithms to optimize this objective. We then show that GVFNs are more robust to the truncation level, in many cases only requiring one-step gradient updates.

cs.LG

Planning with Expectation Models

Distribution and sample models are two popular model choices in model-based reinforcement learning (MBRL). However, learning these models can be intractable, particularly when the state and action spaces are large. Expectation models, on the other hand, are relatively easier to learn due to their compactness and have also been widely used for deterministic environments. For stochastic environments, it is not obvious how expectation models can be used for planning as they only partially characterize a distribution. In this paper, we propose a sound way of using approximate expectation models for MBRL. In particular, we 1) show that planning with an expectation model is equivalent to planning with a distribution model if the state value function is linear in state features, 2) analyze two common parametrization choices for approximating the expectation: linear and non-linear expectation models, 3) propose a sound model-based policy evaluation algorithm and present its convergence results, and 4) empirically demonstrate the effectiveness of the proposed planning algorithm.

cs.LG

A Semantic Grid-based E-Learning Framework (SELF)

E-learning can be loosely defined as a wide set of applications and processes, which uses available electronic media (and tools) to deliver vocational education and training. With its increasing recognition as an ubiquitous mode of instruction and interaction in the academic as well as corporate world, the need for a scaleable and realistic model is becoming important. In this paper we introduce SELF; a Semantic grid-based E-Learning Framework. SELF aims to identify the key-enablers in a practical grid-based E-learning environment and to minimize technological reworking by proposing a well-defined interaction plan among currently available tools and technologies. We define a dichotomy with E-learning specific application layers on top and semantic grid-based support layers underneath. We also map the latest open and freeware technologies with various components in SELF.

cs.DC