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Discovering Important Experts for Mixture-of-Experts Models Pruning Through a Theoretical Perspective

Neural Information Processing Systems

Mixture-of-Experts (MoE) architectures enable efficient scaling of large language models but face prohibitive memory demands due to massive parameterization. Existing pruning methods rely on heuristic metrics or impractical enumeration of expert subsets, leading to suboptimal performance or scalability. In this paper, we propose Shapley-MoE, an efficient pruning method for MoE models inspired by cooperative game theory. By quantifying each expert's contribution via Shapley value, our method identifies important experts without exhaustive combination evaluations. To overcome the NP-hard complexity of exact Shapley computation, we introduce a Monte Carlo sampling strategy for efficient approximation that reduces complexity to quadratic time. However, vanilla Monte Carlo sampling still faces issues of insufficient estimation accuracy and low sampling efficiency.


How Ensembles of Distilled Policies Improve Generalisation in Reinforcement Learning

Neural Information Processing Systems

In the zero-shot policy transfer setting in reinforcement learning, the goal is to train an agent on a fixed set of training environments so that it can generalise to similar, but unseen, testing environments. Previous work has shown that policy distillation after training can sometimes produce a policy that outperforms the original in the testing environments. However, it is not yet entirely clear why that is, or what data should be used to distil the policy. In this paper, we prove, under certain assumptions, a generalisation bound for policy distillation after training. The theory provides two practical insights: for improved generalisation, you should 1) train an ensemble of distilled policies, and 2) distil it on as much data from the training environments as possible. We empirically verify that these insights hold in more general settings, when the assumptions required for the theory no longer hold. Finally, we demonstrate that an ensemble of policies distilled on a diverse dataset can generalise significantly better than the original agent.


REAL: Benchmarking Autonomous Agents on Deterministic Simulations of Real Websites

Neural Information Processing Systems

We introduce REAL, a benchmark and framework for multi-turn agent evaluations on deterministic simulations of real-world websites. REAL comprises high-fidelity, publicly hosted, deterministic replicas of 11 widely-used websites across domains such as e-commerce, travel, communication, and professional networking. We also release a benchmark consisting of 112 practical tasks that mirror everyday complex user interactions requiring both accurate information retrieval and state-changing actions. All interactions occur within this fully controlled setting, eliminating safety risks and enabling robust, reproducible evaluation of agent capability and reliability. REAL environments are highly configurable, offer complete action/observation space control, and allow researchers to inspect state-changes at any step to define reward signals for training. Our novel evaluation framework combines programmatic checks of website state for action-based tasks with rubric-guided LLM-based judgments for information retrieval, and our harness supports both open-source and proprietary agentic systems. Our empirical results show that frontier language models achieve at most a 41%success rate on REAL, highlighting critical gaps in current autonomous capabilities. REAL enables easy integration of new tasks, reproducible evaluation, and scalable data generation for post-training web agents. The websites, framework, and leaderboard are available at https://realevals.xyzand https://github.com/agi-inc/REAL.


Neurosymbolic Diffusion Models

Neural Information Processing Systems

Neurosymbolic (NeSy) predictors combine neural perception with symbolic reasoning to solve tasks like visual reasoning. However, standard NeSy predictors assume conditional independence between the symbols they extract, thus limiting their ability to model interactions and uncertainty -- often leading to overconfident predictions and poor out-of-distribution generalisation. To overcome the limitations of the independence assumption, we introduce neurosymbolic diffusion models (NESYDMS), a new class of NeSy predictors that use discrete diffusion to model dependencies between symbols.



An Improved Algorithm for Adversarial Linear Contextual Bandits via Reduction

Neural Information Processing Systems

We present an efficient algorithm for linear contextual bandits with adversarial losses and stochastic action sets. Our approach reduces this setting to misspecification-robust adversarial linear bandits with fixed action sets. Without knowledge of the context distribution or access to a context simulator, the algorithm achieves eO(min{d2 T, p d3T logK})regret and runs in poly(d,C,T) time, where d is the feature dimension, C is an upper bound on the number of linear constraints defining the action set in each round, K is an upper bound on the number of actions in each round, and T is number of rounds. This resolves the open question by Liu et al. (2023) on whether one can obtain poly(d) T regret in polynomial time independent of the number of actions. For the important class of combinatorial bandits with adversarial losses and stochastic action sets where the action sets can be described by a polynomial number of linear constraints, our algorithm is the first to achieve poly(d) T regret in polynomial time, while no prior algorithm achieves even o(T) regret in polynomial time to our knowledge. When a simulator is available, the regret bound can be improved to eO(d L), where L is the cumulative loss of the best policy.


Struct2D: APerception-Guided Framework for Spatial Reasoning in MLLMs

Neural Information Processing Systems

Unlocking spatial reasoning in Multimodal Large Language Models (MLLMs) is crucial for enabling intelligent interaction with 3D environments. While prior ef ask: forts can often MLLMs rely on reason explicit about 3D 3D inputs space or specialized using only model structur architectures, ed 2D represenwe tations derived from perception? We introduce Struct2D, a perception-guided prompting marks and object-centric framework that metadata, combines optionally bird's-eye-vie incorporating w (BEV) egocentric images with keyframes object when needed. Using Struct2D, we conduct an in-depth zero-shot analysis of closed-source spatial reasoning MLLMs abilities (e.g.


Fading to Grow: Growing Preference Ratios via Preference Fading Discrete Diffusion for Recommendation

Neural Information Processing Systems

Recommenders aim to rank items from a discrete item corpus in line with user interests, yet suffer from extremely sparse user preference data. Recent advances in diffusion models have inspired diffusion-based recommenders, which alleviate sparsity by injecting noise during a forward process to prevent the collapse of perturbed preference distributions. However, current diffusion-based recommenders predominantly rely on continuous Gaussian noise, which is intrinsically mismatched with the discrete nature of user preference data in recommendation. In this paper, building upon recent advances in discrete diffusion, we propose PreferGrow, a discrete diffusion-based recommender system that models preference ratios by fading and growing user preferences over the discrete item corpus. PreferGrow differs from existing diffusion-based recommenders in three core aspects: (1) Discrete modeling of preference ratios: PreferGrow models relative preference ratios between item pairs, rather than operating in the item representation or raw score simplex.


Reducing the Probability of Undesirable Outputs in Language Models Using Probabilistic Inference

Neural Information Processing Systems

Reinforcement learning (RL) has become a predominant technique to align language models (LMs) with human preferences or promote outputs which are deemed to be desirable by a given reward function. Standard RL approaches optimize average reward, while methods explicitly focused on reducing the probability of undesired outputs typically come at a cost to average-case performance. To improve this tradeoff, we introduce RePULSe, a new training method that augments the standard RL loss with an additional loss that uses learned proposals to guide sampling low-reward outputs, and then reduces those outputs' probability. We run experiments demonstrating that RePULSe produces a better tradeoff of expected reward versus the probability of undesired outputs and is more adversarially robust, compared to standard RL alignment approaches and alternatives.