cost budget
Curriculum Design for Trajectory-Constrained Agent: Compressing Chain-of-Thought Tokens in LLMs
Tzannetos, Georgios, Kamalaruban, Parameswaran, Singla, Adish
Training agents to operate under strict constraints during deployment, such as limited resource budgets or stringent safety requirements, presents significant challenges, especially when these constraints render the task complex. In this work, we propose a curriculum learning strategy that gradually tightens constraints during training, enabling the agent to incrementally master the deployment requirements. Inspired by self-paced learning techniques in unconstrained reinforcement learning (RL), our approach facilitates a smoother transition to challenging environments by initially training on simplified versions of the constraints and progressively introducing the full deployment conditions. We provide a theoretical analysis using an RL agent in a binary-tree Markov Decision Process (MDP) to demonstrate that our curriculum strategy can accelerate training relative to a baseline approach that imposes the trajectory constraints from the outset. Moreover, we empirically validate the effectiveness and generality of our method across both RL and large language model (LLM) agents in diverse settings, including a binary-tree MDP, a multi-task navigation domain, and a math reasoning task with two benchmarks. These results highlight the potential of curriculum design in enhancing the efficiency and performance of agents operating under complex trajectory constraints during deployment. Moreover, when applied to LLMs, our strategy enables compression of output chain-of-thought tokens, achieving a substantial inference speedup on consumer hardware, demonstrating its effectiveness for resource-constrained deployment.
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First provide a summary of the paper, and then address the following criteria: Quality, clarity, originality and significance. The paper formalizes the problem of feature cross-substitution in adversarial classification and presents some approaches to solving it (one heuristic and one exact based on mixed-integer linear programming). Previous work in adversarial classification have considered simpler models for how an adversary would try to fool a classifier by replacing values of features (basically, simple distance functions) and assume that the adversary would try to minimize the distance to the real features why fooling the classifier. The paper points out that this approach has a serious shortcoming when feature selection is done. The authors then suggest that it makes more sense to consider equivalent classes of features as basically being the same features and treating them transparently in feature selection and classifier building. They show results of their two approaches (heuristic and exact) on three datasets, outperforming previous work.
Multi-Fidelity Hybrid Reinforcement Learning via Information Gain Maximization
Sifaou, Houssem, Simeone, Osvaldo
Optimizing a reinforcement learning (RL) policy typically requires extensive interactions with a high-fidelity simulator of the environment, which are often costly or impractical. Offline RL addresses this problem by allowing training from pre-collected data, but its effectiveness is strongly constrained by the size and quality of the dataset. Hybrid offline-online RL leverages both offline data and interactions with a single simulator of the environment. In many real-world scenarios, however, multiple simulators with varying levels of fidelity and computational cost are available. In this work, we study multi-fidelity hybrid RL for policy optimization under a fixed cost budget. We introduce multi-fidelity hybrid RL via information gain maximization (MF-HRL-IGM), a hybrid offline-online RL algorithm that implements fidelity selection based on information gain maximization through a bootstrapping approach. Theoretical analysis establishes the no-regret property of MF-HRL-IGM, while empirical evaluations demonstrate its superior performance compared to existing benchmarks.
Optimal sensor deception in stochastic environments with partial observability to mislead a robot to a decoy goal
Rahmani, Hazhar, Ghosh, Mukulika, Hasnayeen, Syed Md
Deception is a common strategy adapted by autonomous systems in adversarial settings. Existing deception methods primarily focus on increasing opacity or misdirecting agents away from their goal or itinerary. In this work, we propose a deception problem aiming to mislead the robot towards a decoy goal through altering sensor events under a constrained budget of alteration. The environment along with the robot's interaction with it is modeled as a Partially Observable Markov Decision Process (POMDP), and the robot's action selection is governed by a Finite State Controller (FSC). Given a constrained budget for sensor event modifications, the objective is to compute a sensor alteration that maximizes the probability of the robot reaching a decoy goal. We establish the computational hardness of the problem by a reduction from the $0/1$ Knapsack problem and propose a Mixed Integer Linear Programming (MILP) formulation to compute optimal deception strategies. We show the efficacy of our MILP formulation via a sequence of experiments.
Bandits with Anytime Knapsacks
Elumar, Eray Can, Tekin, Cem, Yagan, Osman
We consider bandits with anytime knapsacks (BwAK), a novel version of the BwK problem where there is an \textit{anytime} cost constraint instead of a total cost budget. This problem setting introduces additional complexities as it mandates adherence to the constraint throughout the decision-making process. We propose SUAK, an algorithm that utilizes upper confidence bounds to identify the optimal mixture of arms while maintaining a balance between exploration and exploitation. SUAK is an adaptive algorithm that strategically utilizes the available budget in each round in the decision-making process and skips a round when it is possible to violate the anytime cost constraint. In particular, SUAK slightly under-utilizes the available cost budget to reduce the need for skipping rounds. We show that SUAK attains the same problem-dependent regret upper bound of $ O(K \log T)$ established in prior work under the simpler BwK framework. Finally, we provide simulations to verify the utility of SUAK in practical settings.
Online Prompt and Solver Selection for Program Synthesis
Li, Yixuan, Frampton, Lewis, Mora, Federico, Polgreen, Elizabeth
Large Language Models (LLMs) demonstrate impressive capabilities in the domain of program synthesis. This level of performance is not, however, universal across all tasks, all LLMs and all prompting styles. There are many areas where one LLM dominates, one prompting style dominates, or where calling a symbolic solver is a better choice than an LLM. A key challenge for the user then, is to identify not only when an LLM is the right choice of solver, and the appropriate LLM to call for a given synthesis task, but also the right way to call it. A non-expert user who makes the wrong choice, incurs a cost both in terms of results (number of tasks solved, and the time it takes to solve them) and financial cost, if using a closed-source language model via a commercial API. We frame this choice as an online learning problem. We use a multi-armed bandit algorithm to select which symbolic solver, or LLM and prompt combination to deploy in order to maximize a given reward function (which may prioritize solving time, number of synthesis tasks solved, or financial cost of solving). We implement an instance of this approach, called CYANEA, and evaluate it on synthesis queries from the literature in ranking function synthesis, from the syntax-guided synthesis competition, and fresh, unseen queries generated from SMT problems. CYANEA solves 37.2\% more queries than the best single solver and achieves results within 4\% of the virtual best solver.
Adversarial Constrained Policy Optimization: Improving Constrained Reinforcement Learning by Adapting Budgets
Ma, Jianmina, Ji, Jingtian, Gao, Yue
Constrained reinforcement learning has achieved promising progress in safety-critical fields where both rewards and constraints are considered. However, constrained reinforcement learning methods face challenges in striking the right balance between task performance and constraint satisfaction and it is prone for them to get stuck in over-conservative or constraint violating local minima. In this paper, we propose Adversarial Constrained Policy Optimization (ACPO), which enables simultaneous optimization of reward and the adaptation of cost budgets during training. Our approach divides original constrained problem into two adversarial stages that are solved alternately, and the policy update performance of our algorithm can be theoretically guaranteed. We validate our method through experiments conducted on Safety Gymnasium and quadruped locomotion tasks. Results demonstrate that our algorithm achieves better performances compared to commonly used baselines.
Handling Long-Term Safety and Uncertainty in Safe Reinforcement Learning
Günster, Jonas, Liu, Puze, Peters, Jan, Tateo, Davide
Safety is one of the key issues preventing the deployment of reinforcement learning techniques in real-world robots. While most approaches in the Safe Reinforcement Learning area do not require prior knowledge of constraints and robot kinematics and rely solely on data, it is often difficult to deploy them in complex real-world settings. Instead, model-based approaches that incorporate prior knowledge of the constraints and dynamics into the learning framework have proven capable of deploying the learning algorithm directly on the real robot. Unfortunately, while an approximated model of the robot dynamics is often available, the safety constraints are task-specific and hard to obtain: they may be too complicated to encode analytically, too expensive to compute, or it may be difficult to envision a priori the long-term safety requirements. In this paper, we bridge this gap by extending the safe exploration method, ATACOM, with learnable constraints, with a particular focus on ensuring long-term safety and handling of uncertainty. Our approach is competitive or superior to state-of-the-art methods in final performance while maintaining safer behavior during training.
OCCAM: Towards Cost-Efficient and Accuracy-Aware Image Classification Inference
Ding, Dujian, Xu, Bicheng, Lakshmanan, Laks V. S.
Image classification is a fundamental building block for a majority of computer vision applications. With the growing popularity and capacity of machine learning models, people can easily access trained image classifiers as a service online or offline. However, model use comes with a cost and classifiers of higher capacity usually incur higher inference costs. To harness the respective strengths of different classifiers, we propose a principled approach, OCCAM, to compute the best classifier assignment strategy over image classification queries (termed as the optimal model portfolio) so that the aggregated accuracy is maximized, under user-specified cost budgets. Our approach uses an unbiased and low-variance accuracy estimator and effectively computes the optimal solution by solving an integer linear programming problem. On a variety of real-world datasets, OCCAM achieves 40% cost reduction with little to no accuracy drop.
Uncertainty-aware Active Learning of NeRF-based Object Models for Robot Manipulators using Visual and Re-orientation Actions
Dasgupta, Saptarshi, Gupta, Akshat, Tuli, Shreshth, Paul, Rohan
Manipulating unseen objects is challenging without a 3D representation, as objects generally have occluded surfaces. This requires physical interaction with objects to build their internal representations. This paper presents an approach that enables a robot to rapidly learn the complete 3D model of a given object for manipulation in unfamiliar orientations. We use an ensemble of partially constructed NeRF models to quantify model uncertainty to determine the next action (a visual or re-orientation action) by optimizing informativeness and feasibility. Further, our approach determines when and how to grasp and re-orient an object given its partial NeRF model and re-estimates the object pose to rectify misalignments introduced during the interaction. Experiments with a simulated Franka Emika Robot Manipulator operating in a tabletop environment with benchmark objects demonstrate an improvement of (i) 14% in visual reconstruction quality (PSNR), (ii) 20% in the geometric/depth reconstruction of the object surface (F-score) and (iii) 71% in the task success rate of manipulating objects a-priori unseen orientations/stable configurations in the scene; over current methods. The project page can be found here: https://actnerf.github.io.