Genre
Learning Human-Like RLAgents through Trajectory Optimization with Action Quantization
Human-like agents have long been one of the goals in pursuing artificial intelligence. Although reinforcement learning (RL) has achieved superhuman performance in many domains, relatively little attention has been focused on designing human-like RL agents. As a result, many reward-driven RL agents often exhibit unnatural behaviors compared to humans, raising concerns for both interpretability and trustworthiness. To achieve human-like behavior in RL, this paper first formulates human-likeness as trajectory optimization, where the objective is to find an action sequence that closely aligns with human behavior while also maximizing rewards, and adapts the classic receding-horizon control to human-like learning as a tractable and efficient implementation. To achieve this, we introduce Macro Action Quantization (MAQ), a human-like RL framework that distills human demonstrations into macro actions via Vector-Quantized VAE. Experiments on D4RL Adroit benchmarks show that MAQ significantly improves human-likeness, increasing trajectory similarity scores, and achieving the highest human-likeness rankings among all RL agents in the human evaluation study. Our results also demonstrate that MAQ can be easily integrated into various off-the-shelf RL algorithms, opening a promising direction for learning human-like RL agents.
Brain-Like Processing Pathways Form in Models With Heterogeneous Experts
The brain is made up of a vast set of heterogeneous regions that dynamically organize into pathways as a function of task demands. Examples of such pathways can be found in the interactions between cortical and subcortical networks during learning, or in sub-networks specializing for task characteristics such as difficulty or modality. Despite the large role these pathways play in cognition, the mechanisms through which brain regions organize into pathways remain unclear. In this work, we use an extension of the Heterogeneous Mixture-of-Experts architecture to show that heterogeneous regions do not form processing pathways by themselves, implying that the brain likely implements specific constraints which result in the reliable formation of pathways. We identify three biologically relevant inductive biases that encourage pathway formation: a routing cost imposed on the use of more complex regions, a scaling factor that reduces this cost when task performance is low, and randomized expert dropout. When comparing our resulting Mixtureof-Pathways model with the brain, we observe that the artificial pathways in our model match how the brain uses cortical and subcortical systems to learn and solve tasks of varying difficulty. In summary, we introduce a novel framework for investigating how the brain forms task-specific pathways through inductive biases, and the effects these biases have on the behavior of Mixture-of-Experts models.
Hyper GoalNet Goal Conditioned Manipulation Policy Learning with HyperNetworks
Goal-conditioned policy learning for robotic manipulation presents significant challenges in maintaining performance across diverse objectives and environments. We introduce Hyper-GoalNet, a framework that generates task-specific policy network parameters from goal specifications using hypernetworks. Unlike conventional methods that simply condition fixed networks on goal-state pairs, our approach separates goal interpretation from state processing - the former determines network parameters while the latter applies these parameters to current observations. To enhance representation quality for effective policy generation, we implement two complementary constraints on the latent space: (1) a forward dynamics model that promotes state transition predictability, and (2) a distance-based constraint ensuring monotonic progression toward goal states. We evaluate our method on a comprehensive suite of manipulation tasks with varying environmental randomization. Results demonstrate significant performance improvements over state-of-the-art methods, particularly in high-variability conditions.
SAO-Instruct: Free-form Audio Editing using Natural Language Instructions
Generative models have made significant progress in synthesizing high-fidelity audio from short textual descriptions. However, editing existing audio using natural language has remained largely underexplored. Current approaches either require the complete description of the edited audio or are constrained to predefined edit instructions that lack flexibility. In this work, we introduce SAO-Instruct, a model based on Stable Audio Open capable of editing audio clips using any free-form natural language instruction. To train our model, we create a dataset of audio editing triplets (input audio, edit instruction, output audio) using Prompt-to-Prompt, DDPM inversion, and a manual editing pipeline. Although partially trained on synthetic data, our model generalizes well to real in-the-wild audio clips and unseen edit instructions. We demonstrate that SAO-Instruct achieves competitive performance on objective metrics and outperforms other audio editing approaches in a subjective listening study. To encourage future research, we release our code and model weights.
7813e19a86fd73d40f7e811ab15f6d5f-Supplemental-Datasets_and_Benchmarks_Track.pdf
Question: Do the main claims made in the abstract and introduction accurately reflect the3 paper's contributions and scope?4 Answer: [Yes]5 Justification: These claims are substantiated within the paper through detailed descriptions6 of the dataset's structure and the methodologies employed for each analysis task. The answer NA means that the abstract and introduction do not include the claims11 made in the paper.12 The abstract and/or introduction should clearly state the claims made, including the13 contributions made in the paper and important assumptions and limitations. ANo or14 NA answer to this question will not be perceived well by the reviewers.15 The claims made should match theoretical and experimental results, and reflect how16 much the results can be expected to generalize to other settings.17
Robust Contextual Pricing
We provide an algorithm with regret O(CdloglogT) for contextual pricing with C corrupted rounds, improving over the previous bound of O(d3Clog2(T)) of Krishnamurthy et al. (2020). The result is based on a reduction that calls the uncorrupted algorithm as a black-box, unlike the previous approach that modifies the inner workings of the uncorrupted algorithm. As a result, it leads to a conceptually simpler algorithm. Finally, we provide a lower bound ruling out a O(C +dloglogT)algorithm. This shows that robustifying contextual pricing is harder than robustifying contextual search with ฯต-ball losses, for which it is possible to design algorithms where corruptions add only an extra additive term C to the regret.
RL Zero: Direct Policy Inference from Language Without In-Domain Supervision
Harshit Sikchi,Siddhant Agarwal,Pranaya Jajoo, Samyak Parajuli, Caleb Chuck,Max Rudolph,Peter Stone, Amy Zhang, Scott Niekum
The reward hypothesis states that all goals and purposes can be understood as the maximization of a received scalar reward signal. However, in practice, defining such a reward signal is notoriously difficult, as humans are often unable to predict the optimal behavior corresponding to a reward function. Natural language offers an intuitive alternative for instructing reinforcement learning (RL) agents, yet previous language-conditioned approaches either require costly supervision or test-time training given a language instruction. In this work, we present a new approach that uses a pretrained RL agent trained using only unlabeled, offline interactions--without task-specific supervision or labeled trajectories--to get zero-shot test-time policy inference from arbitrary natural language instructions. We introduce a framework comprising three steps: imagine, project, and imitate.
Time-R1: Post-Training Large Vision Language Model for Temporal Video Grounding
Temporal Video Grounding (TVG), the task of locating specific video segments based on language queries, is a core challenge in long-form video understanding. While recent Large Vision-Language Models (LVLMs) have shown early promise in tackling TVG through supervised fine-tuning (SFT), their ability to generalize remains limited. To address this, we propose a novel post-training framework that enhances the generalization capabilities of LVLMs via reinforcement learning (RL). Specifically, our contributions span three key directions: (1) Time-R1: we introduce a reasoning-guided post-training framework via RL with verifiable reward to enhance capabilities of LVLMs on the TVG task.
I2-NeRF: Learning Neural Radiance Fields Under Physically-Grounded Media Interactions
Participating in efforts to endow generative AI with the 3D physical world perception, we propose I2-NeRF, a novel neural radiance field framework that enhances isometric and isotropic metric perception under media degradation. While existing NeRF models predominantly rely on object-centric sampling, I2-NeRF introduces a reverse-stratified upsampling strategy to achieve near-uniform sampling across 3D space, thereby preserving isometry. We further present a general radiative formulation for media degradation that unifies emission, absorption, and scattering into a particle model governed by the Beer-Lambert attenuation law. By composing the direct and media-induced in-scatter radiance, this formulation extends naturally to complex media environments such as underwater, haze, and even low-light scenes. By treating light propagation uniformly in both vertical and horizontal directions, I2-NeRF enables isotropic metric perception and can even estimate medium properties such as water depth. Experiments on real-world datasets demonstrate that our method significantly improves both reconstruction fidelity and physical plausibility compared to existing approaches.