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Competitor rating systems for head-to-head games are typically used to measure playing strength from game outcomes. Ratings computed from these systems are often used to select top competitors for elite events, for pairing players of…
Learning-based methods have improved locomotion skills of quadruped robots through deep reinforcement learning. However, the sim-to-real gap and low sample efficiency still limit the skill transfer. To address this issue, we propose an…
We introduce a new family of toy problems that combine features of linear-regression-style continuous in-context learning (ICL) with discrete associative recall. We pretrain transformer models on sample traces from this toy, specifically…
We present the surprising finding that a language model's reasoning capabilities can be improved by training on synthetic datasets of chain-of-thought (CoT) traces from more capable models, even when all of those traces lead to an incorrect…
Ensuring that AI systems make strategic decisions aligned with the specified preferences in adversarial sequential interactions is a critical challenge for developing trustworthy AI systems, especially when the environment is stochastic and…
Chain-of-thought and more broadly test-time compute are known to augment the expressive capabilities of language models and have led to major innovations in reasoning. Motivated by this success, this paper explores latent chain-of-thought…
Transformer models have emerged as potent solutions to a wide array of multidisciplinary challenges. The deployment of Transformer architectures is significantly hindered by their extensive computational and memory requirements,…
Deep reinforcement learning has recently shown many impressive successes. However, one major obstacle towards applying such methods to real-world problems is their lack of data-efficiency. To this end, we propose the Bottleneck Simulator: a…
AI research in chess has been primarily focused on producing stronger agents that can maximize the probability of winning. However, there is another aspect to chess that has largely gone unexamined: its aesthetic appeal. Specifically, there…
Inspired by human-like behaviors for navigation: first searching to explore unknown areas before discovering the target, and then the pathfinding of moving towards the discovered target, recent studies design parallel submodules to achieve…
We propose a new framework for imitation learning -- treating imitation as a two-player ranking-based game between a policy and a reward. In this game, the reward agent learns to satisfy pairwise performance rankings between behaviors,…
Navigation foundation models trained on massive webscale data enable agents to generalize across diverse environments and embodiments. However, these models trained solely on offline data, often lack the capacity to reason about the…
In many environments only a tiny subset of all states yield high reward. In these cases, few of the interactions with the environment provide a relevant learning signal. Hence, we may want to preferentially train on those high-reward states…
Generative models are trained with the simple objective of imitating the conditional probability distribution induced by the data they are trained on. Therefore, when trained on data generated by humans, we may not expect the artificial…
Individuals use models to guide decisions, but many models are wrong. This paper studies which misspecified models are likely to persist when individuals also entertain alternative models. Consider an agent who uses her model to learn the…
Selective classifiers improve model reliability by abstaining on inputs the model deems uncertain. However, few practical approaches achieve the gold-standard performance of a perfect-ordering oracle that accepts examples exactly in order…
In Natural Language Processing (NLP), the Elo rating system, originally designed for ranking players in dynamic games such as chess, is increasingly being used to evaluate Large Language Models (LLMs) through "A vs B" paired comparisons.…
In this project we attempt to make slot-based models with an image reconstruction objective competitive with those that use a feature reconstruction objective on real world datasets. We propose a loss-based approach to constricting the…
We show that learning algorithms satisfying a $\textit{low approximate regret}$ property experience fast convergence to approximate optimality in a large class of repeated games. Our property, which simply requires that each learner has…
In imperfect information games, the evaluation of a game state not only depends on the observable world but also relies on hidden parts of the environment. As accessing the obstructed information trivialises state evaluations, one approach…