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Regret-Optimal Q-Learning with Low Cost for Single-Agent and Federated Reinforcement Learning

Neural Information Processing Systems

Motivated by real-world settings where data collection and policy deployment-- whether for a single agent or across multiple agents--are costly, we study the problem of on-policy single-agent reinforcement learning (RL) and federated RL (FRL) with a focus on minimizing burn-in costs (the sample sizes needed to reach near-optimal regret) and policy switching or communication costs. In parallel finite-horizon episodic Markov Decision Processes (MDPs) with S states and A actions, existing methods either require superlinear burn-in costs in S and A or fail to achieve logarithmic switching or communication costs.


Towards General Continuous Memory for Vision-Language Models

Neural Information Processing Systems

Language models (LMs) and their extension, vision-language models (VLMs), have achieved remarkable performance across various tasks. However, they still struggle with complex reasoning tasks that require multimodal or multilingual real-world knowledge. To support such capabilities, an external memory system that can efficiently provide relevant multimodal information is essential. Existing approaches generally concatenate image and text tokens into a long sequence as memory, which, however, may drastically increase context length and even degrade performance. In contrast, we propose using continuous memory-a compact set of dense embeddings-to more effectively and efficiently represent multimodal and multilingual knowledge. Our key insight is that a VLM can serve as its own continuous memory encoder. We empirically show that this design improves performance on complex multimodal reasoning tasks. Building on this, we introduce a data-efficient and parameter-efficient method to fine-tune the VLM into a memory encoder, requiring only 1.2% of the model's parameters and a small corpus of 15.6K self-synthesized samples.


RLGF: Reinforcement Learning with Geometric Feedback for Autonomous Driving Video Generation

Neural Information Processing Systems

Synthetic data is crucial for advancing autonomous driving (AD) systems, yet current state-of-the-art video generation models, despite their visual realism, suffer from subtle geometric distortions that limit their utility for downstream perception tasks. We identify and quantify this critical issue, demonstrating a significant performance gap in 3D object detection when using synthetic versus real data. To address this, we introduce Reinforcement Learning with Geometric Feedback (RLGF), RLGF uniquely refines video diffusion models by incorporating rewards from specialized latent-space AD perception models. Its core components include an efficient Latent-Space Windowing Optimization technique for targeted feedback during diffusion, and a Hierarchical Geometric Reward (HGR) system providing multi-level rewards for point-line-plane alignment, and scene occupancy coherence. To quantify these distortions, we propose GeoScores. Applied to models like DiVE on nuScenes, RLGF substantially reduces geometric errors (e.g., VP error by 21%, Depth error by 57%) and dramatically improves 3D object detection mAP by 12.7%, narrowing the gap to real-data performance. RLGF offers a plug-and-play solution for generating geometrically sound and reliable synthetic videos for AD development.


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Neural Information Processing Systems

Large Vision-Language Models (VLMs) have achieved remarkable success in understanding complex real-world scenarios and supporting data-driven decisionmaking processes. However, VLMs exhibit significant vulnerability against adversarial examples, either text or image, which can lead to various adversarial outcomes, e.g., jailbreaking, hijacking, and hallucination, etc. In this work, we empirically and theoretically demonstrate that VLMs are particularly susceptible to image-based adversarial examples, where imperceptible perturbations can precisely manipulate each output token. To this end, we propose a novel attack called Visionlanguage model Manipulation Attack (VMA), which integrates first-order and second-order momentum optimization techniques with a differentiable transformation mechanism to effectively optimize the adversarial perturbation.


Blindfolded Experts Generalize Better: Insights from Robotic Manipulation and Videogames

Neural Information Processing Systems

Behavioral cloning is a simple yet effective technique for learning sequential decision-making from demonstrations. Recently, it has gained prominence as the core of foundation models for the physical world, where achieving generalization requires countless demonstrations of a multitude of tasks. Typically, a human expert with full information on the task demonstrates a (nearly) optimal behavior. In this paper, we propose to hide some of the task's information from the demonstrator. This "blindfolded" expert is compelled to employ nontrivial exploration to solve the task. We show that cloning the blindfolded expert generalizes better to unseen tasks than its fully-informed counterpart. We conduct experiments of real-world robot peg insertion tasks with (limited) human demonstrations, alongside videogames from the Procgen benchmark. Additionally, we support our findings with theoretical analysis, which confirms that the generalization error scales with p I/m, where I measures the amount of task information available to the demonstrator, and mis the number of demonstrated tasks. Both theory and practice indicate that cloning blindfolded experts generalizes better with fewer demonstrated tasks.



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Neural Information Processing Systems

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CodeAssistBench (CAB): Dataset & Benchmarking for Multi-turn Chat-Based Code Assistance

Neural Information Processing Systems

Programming assistants powered by large language models have improved dramatically, yet existing benchmarks still evaluate them in narrow code-generation settings. Recent efforts such as InfiBench and StackEval rely on Stack Overflow questions and remain limited to single-turn interactions, manually curated data, and isolated snippets rather than full project environments. We introduce CodeAssistBench (CAB), the first benchmark for evaluating multi-turn, project-grounded programming assistance at scale. CAB automatically constructs datasets from GitHub issues tagged as questions, using an LLM-driven pipeline that filters noise, extracts runnable contexts, builds executable containers, and verifies environment correctness. This enables continuous, automated expansion across diverse repositories without manual intervention. Using CAB, we create a testbed of 3,286 real-world issues across 214 repositories, spanning seven languages. Evaluating state-of-theart models reveals a substantial gap: while models achieve 70-83% accuracy on Stack Overflow-style questions, they solve only 7.22-16.49% of CAB issues from post-training-cutoff repositories. These results highlight a fundamental challenge: current LLMs struggle to provide assistance in realistic, project-specific contexts despite strong performance on traditional Q&A benchmarks. CAB provides a scalable, reproducible framework for advancing research in multi-turn, codebasegrounded programming agents.


BackdoorDM: AComprehensive Benchmark for Backdoor Learning on Diffusion Model

Neural Information Processing Systems

Backdoor learning is a critical research topic for understanding the vulnerabilities of deep neural networks. While the diffusion model (DM) has been broadly deployed in public over the past few years, the understanding of its backdoor vulnerability is still in its infancy compared to the extensive studies in discriminative models. Recently, many different backdoor attack and defense methods have been proposed for DMs, but a comprehensive benchmark for backdoor learning on DMs is still lacking. This absence makes it difficult to conduct fair comparisons and thorough evaluations of the existing approaches, thus hindering future research progress. To address this issue, we propose BackdoorDM, the first comprehensive benchmark designed for backdoor learning on DMs. It comprises nine state-ofthe-art (SOTA) attack methods, four SOTA defense strategies, and three useful visualization analysis tools.


On the sample complexity of semi-supervised multi-objective learning

Neural Information Processing Systems

In multi-objective learning (MOL), several possibly competing prediction tasks must be solved jointly by a single model. Achieving good trade-offs may require a model class G with larger capacity than what is necessary for solving the individual tasks. This, in turn, increases the statistical cost, as reflected in known MOL bounds that depend on the complexity of G. We show that this cost is unavoidable for some losses, even in an idealized semi-supervised setting, where the learner has access to the Bayes-optimal solutions for the individual tasks as well as the marginal distributions over the covariates. On the other hand, for objectives defined with Bregman losses, we prove that the complexity of G may come into play only in terms of unlabeled data. Concretely, we establish sample complexity upper bounds, showing precisely when and how unlabeled data can significantly alleviate the need for labeled data. This is achieved by a simple pseudo-labeling algorithm.