Abstract:Multi-objective reinforcement learning (MORL) allows a user to express preference over outcomes in terms of the relative importance of the objectives, but standard metrics cannot capture whether changes in preference reliably change the agent's behavior in the intended way, a property termed controllability. As a result, preference-conditioned agents can score well on standard MORL metrics while being insensitive to the preference input. If the ability to control agents cannot be reliably assessed, the symbolic interface that MORL provides between user intent and agent behavior is broken. Mainstream MORL metrics alone fail to measure the controllability of preference-conditioned agents, motivating a complementary metric specifically designed to that end. We hope the results spur discussion in the community on existing evaluation protocols to consolidate advances in preference adaptation in MORL to larger and more complex problems.
Abstract:Models trained with deep learning often fail to signal when inputs fall outside their training data manifold, leading to unreliable predictions under distribution shift. Prior work suggests that effective out-of-distribution (OOD) detection often requires class-conditional modeling or specialized models obtained through supervised fine-tuning. We revisit this assumption in modern pretrained models and show that their frozen representations already encode sufficient geometric structure for accurate label-free OOD detection. Across 59 backbone-task pairings spanning vision and language, we compare two complementary label-free detectors: a global Mahalanobis estimator fit on unlabeled latent representations, and ReSCOPED, a lightweight, diffusion-based typicality estimator operating on the same features at a local level. Despite their different detection mechanisms, representation scaling reveals a consistent regime-dependent pattern: both local and global detectors' absolute performance improves with better representation quality, and performance gaps between the two detectors disappear across both language and vision tasks as representations scale. These results suggest that label-free OOD detection depends strongly on the geometry exposed by frozen pretrained backbones, reducing the importance of detector choice as backbone scale increases and enabling efficient deployment directly on frozen models.
Abstract:While generative modeling has achieved remarkable success on tasks like natural language-conditioned image generation, enabling model adaptation from example data points remains a relatively underexplored and challenging problem. To this end, we propose Function Projection for Flow Matching (FP-FM), an algorithm that directly conditions generation on samples from the target distribution. FP-FM learns basis functions to span the velocity fields corresponding to a set of training distributions, and adapts to new distributions by computing a simple least-squares projection onto this basis. This enables efficient generation of samples from diverse target distributions without additional training at inference time. We further introduce multiple variants of FP-FM that provide a trade-off in expressivity and compute by enriching the coefficient calculation, e.g., by making the coefficients dependent on time. FP-FM achieves greatly improved precision and recall relative to baselines across synthetic and image-based datasets, with especially strong gains on unseen distributions.
Abstract:Neural operator methods have emerged as powerful tools for learning mappings between infinite-dimensional function spaces, yet their potential in optimal control remains largely unexplored. We focus on multi-task control problems, whose solution is a mapping from task description (e.g., cost or dynamics functions) to optimal control law (e.g., feedback policy). We approximate these solution operators using a permutation-invariant neural operator architecture. Across a range of parametric optimal control environments and a locomotion benchmark, a single operator trained via behavioral cloning accurately approximates the solution operator and generalizes to unseen tasks, out-of-distribution settings, and varying amounts of task observations. We further show that the branch-trunk structure of our neural operator architecture enables efficient and flexible adaptation to new tasks. We develop structured adaptation strategies ranging from lightweight updates to full-network fine-tuning, achieving strong performance across different data and compute settings. Finally, we introduce meta-trained operator variants that optimize the initialization for few-shot adaptation. These methods enable rapid task adaptation with limited data and consistently outperform a popular meta-learning baseline. Together, our results demonstrate that neural operators provide a unified and efficient framework for multi-task control and adaptation.
Abstract:Simulation-to-real transfer remains a central challenge in robotics, as mismatches between simulated and real-world dynamics often lead to failures. While reinforcement learning offers a principled mechanism for adaptation, existing sim-to-real finetuning methods struggle with exploration and long-horizon credit assignment in the low-data regimes typical of real-world robotics. We introduce Simulation Distillation (SimDist), a sim-to-real framework that distills structural priors from a simulator into a latent world model and enables rapid real-world adaptation via online planning and supervised dynamics finetuning. By transferring reward and value models directly from simulation, SimDist provides dense planning signals from raw perception without requiring value learning during deployment. As a result, real-world adaptation reduces to short-horizon system identification, avoiding long-horizon credit assignment and enabling fast, stable improvement. Across precise manipulation and quadruped locomotion tasks, SimDist substantially outperforms prior methods in data efficiency, stability, and final performance. Project website and code: https://sim-dist.github.io/
Abstract:Multi-robot teams must coordinate to operate effectively. When a team operates in an uncoordinated manner, and agents choose actions that are only individually optimal, the team's outcome can suffer. However, in many domains, coordination requires costly communication. We explore the value of coordination in a broad class of differentiable motion-planning problems. In particular, we model coordinated behavior as a spectrum: at one extreme, agents jointly optimize a common team objective, and at the other, agents make unilaterally optimal decisions given their individual decision variables, i.e., they operate at Nash equilibria. We then demonstrate that reasoning about coordination in differentiable motion-planning problems reduces to reasoning about the second-order properties of agents' objectives, and we provide algorithms that use this second-order reasoning to determine at which times a team of agents should coordinate.
Abstract:Multi-robot coordination often exhibits hierarchical structure, with some robots' decisions depending on the planned behaviors of others. While game theory provides a principled framework for such interactions, existing solvers struggle to handle mixed information structures that combine simultaneous (Nash) and hierarchical (Stackelberg) decision-making. We study N-robot forest-structured mixed-hierarchy games, in which each robot acts as a Stackelberg leader over its subtree while robots in different branches interact via Nash equilibria. We derive the Karush-Kuhn-Tucker (KKT) first-order optimality conditions for this class of games and show that they involve increasingly high-order derivatives of robots' best-response policies as the hierarchy depth grows, rendering a direct solution intractable. To overcome this challenge, we introduce a quasi-policy approximation that removes higher-order policy derivatives and develop an inexact Newton method for efficiently solving the resulting approximated KKT systems. We prove local exponential convergence of the proposed algorithm for games with non-quadratic objectives and nonlinear constraints. The approach is implemented in a highly optimized Julia library (MixedHierarchyGames.jl) and evaluated in simulated experiments, demonstrating real-time convergence for complex mixed-hierarchy information structures.
Abstract:An agent operating in an unknown dynamical system must learn its dynamics from observations. Active information gathering accelerates this learning, but existing methods derive bespoke costs for specific modeling choices: dynamics models, belief update procedures, observation models, and planners. We present a unifying framework that decouples these choices from the information-gathering cost by explicitly exposing the causal dependencies between parameters, beliefs, and controls. Using this framework, we derive a general information-gathering cost based on Massey's directed information that assumes only Markov dynamics with additive noise and is otherwise agnostic to modeling choices. We prove that the mutual information cost used in existing literature is a special case of our cost. Then, we leverage our framework to establish an explicit connection between the mutual information cost and information gain in linearized Bayesian estimation, thereby providing theoretical justification for mutual information-based active learning approaches. Finally, we illustrate the practical utility of our framework through experiments spanning linear, nonlinear, and multi-agent systems.
Abstract:Multi-vehicle autonomous driving couples strategic interaction with hybrid (discrete-continuous) maneuver planning under shared safety constraints. We introduce IBR-GCS, an Iterative Best Response (IBR) planning approach based on the Graphs of Convex Sets (GCS) framework that models highway driving as a generalized noncooperative game. IBR-GCS integrates combinatorial maneuver reasoning, trajectory planning, and game-theoretic interaction within a unified framework. The key novelty is a vehicle-specific, strategy-dependent GCS construction. Specifically, at each best-response update, each vehicle builds its own graph conditioned on the current strategies of the other vehicles, with vertices representing lane-specific, time-varying, convex, collision-free regions and edges encoding dynamically feasible transitions. This yields a shortest-path problem in GCS for each best-response step, which admits an efficient convex relaxation that can be solved using convex optimization tools without exhaustive discrete tree search. We then apply an iterative best-response scheme in which vehicles update their trajectories sequentially and provide conditions under which the resulting inexact updates converge to an approximate generalized Nash equilibrium. Simulation results across multi-lane, multi-vehicle scenarios demonstrate that IBR-GCS produces safe trajectories and strategically consistent interactive behaviors.
Abstract:Many multi-agent interaction scenarios can be naturally modeled as noncooperative games, where each agent's decisions depend on others' future actions. However, deploying game-theoretic planners for autonomous decision-making requires a specification of all agents' objectives. To circumvent this practical difficulty, recent work develops maximum likelihood techniques for solving inverse games that can identify unknown agent objectives from interaction data. Unfortunately, these methods only infer point estimates and do not quantify estimator uncertainty; correspondingly, downstream planning decisions can overconfidently commit to unsafe actions. We present an approximate Bayesian inference approach for solving the inverse game problem, which can incorporate observation data from multiple modalities and be used to generate samples from the Bayesian posterior over the hidden agent objectives given limited sensor observations in real time. Concretely, the proposed Bayesian inverse game framework trains a structured variational autoencoder with an embedded differentiable Nash game solver on interaction datasets and does not require labels of agents' true objectives. Extensive experiments show that our framework successfully learns prior and posterior distributions, improves inference quality over maximum likelihood estimation-based inverse game approaches, and enables safer downstream decision-making without sacrificing efficiency. When trajectory information is uninformative or unavailable, multimodal inference further reduces uncertainty by exploiting additional observation modalities.