Search arXiv⌕ Search

arXiv subjects

David Fridovich-Keil

Publications and source records attributed to David Fridovich-Keil.

At least 19 recordsLinked to original sources

Explore Where It Matters: Targeted Exploration for Efficient Rover Adaptation

Future planetary rovers will traverse steep, deformable terrain where slip, sinkage, and terrain deformation can threaten mobility. Although simulation can capture some wheel-soil effects, unmodeled deformable-terrain phenomena create sim-to-real gaps requiring deployment-time adaptation. Yet, rover operations leave little room for extensive trial-and-error. We introduce TERRA (Targeted Exploration for Reward-Relevant Adaptation), an online adaptation framework that efficiently seeks deployment data exposing task-relevant model errors and corrects them. TERRA adapts a simulation-trained world model with a reward-weighted prediction loss and trains a loss predictor to estimate where future performance-relevant errors are likely to occur, using this signal to guide exploration during MPC. In simulation, TERRA reaches approximately 90% slope-climbing success within five trials under severe out-of-distribution pretraining conditions, outperforming exploration baselines in reward, completion time, and energy to first success. On the ERNEST rover, TERRA recovers coordinated active-suspension locomotion on a deformable Mars-simulant slope within three to five real-world trials. Project website: https://terra-explore.github.io

cs.RO↗

Scenario-Game ADMM: A Parallelized Scenario-Based Solver for Stochastic Noncooperative Games

Decision-making in multi-player games can be extremely challenging, particularly under uncertainty. In this work, we propose a new sample-based approximation to a class of stochastic, general-sum, pure Nash games, where each player has an expected-value objective and a set of chance constraints. This new approximation scheme inherits the accuracy of objective approximation from the established sample average approximation (SAA) method and enjoys a feasibility guarantee derived from the scenario optimization literature. We characterize the sample complexity of this new game-theoretic approximation scheme, and observe that high accuracy usually requires a large number of samples, which results in a large number of sampled constraints. To accommodate this, we decompose the approximated game into a set of smaller games with few constraints for each sampled scenario, and propose a decentralized, consensus-based ADMM algorithm to efficiently compute a generalized Nash equilibrium (GNE) of the approximated game. We prove the convergence of our algorithm to a GNE and empirically demonstrate superior performance relative to a recent baseline algorithm based on ADMM and interior point method.

eess.SY↗

$Q$ Can Play That Game: Online Fitted $Q$-Iteration for Continuous-Action Zero-Sum Markov Games with Convex-Concave Function Approximation

Zero-sum Markov games arise in a wide variety of sequential decision-making problems such as adversarial learning and planning against modeled uncertainties. However, prior work on finite-sample guarantees on the learned state-action value function ($Q$-function) for zero-sum Markov games is largely restricted to finite-action settings, or to continuous-action games in which agents have linear dynamics and quadratic rewards (i.e. linear-quadratic, or LQ, games). A central challenge in extending such guarantees to more general continuous-action zero-sum Markov games is that the associated Bellman operator involves a minimax problem that need not admit a tractable saddle-point solution. To this end, we first introduce a class of neural network function approximators for the $Q$-function that is convex-concave in the players' actions, which guarantees that this minimax problem admits a pure-strategy saddle point. We then study an online variant of fitted $Q$-iteration employing this function class and establish, to the best of our knowledge, the first finite-sample guarantees for non-LQ zero-sum Markov games with continuous states and actions. Our code can be found at https://github.com/CLeARoboticsLab/QCanPlayThatGame.

cs.GT↗

Cross-entropy optimization with prioritized constraints

When constraints conflict, an optimizer must determine which requirements to preserve and which to relax. On the one hand, a priority ordering specifies which requirements take precedence. On the other hand, penalty-based formulations encode their relative importance through numerical weights. Depending on these weights, a solution can improve its weighted score while violating intended priorities. We introduce TierCEM, a variant of the cross-entropy method that incorporates strict constraint priorities directly into elite selection without requiring per-constraint importance weights. TierCEM works by sequentially filtering sampled candidates, from highest- to lowest-priority constraint. If and when a constraint eliminates all remaining candidates, TierCEM returns to the last nonempty set and selects elites with the smallest violations of that blocking constraint, recursively preserving satisfaction of all higher-priority constraints. We evaluate TierCEM on 2D navigation and contact-rich pushing tasks in proprioceptive and learned world-model settings. Experiments show that reversing the constraint ordering changes which constraints are violated under conflict. Prioritizing progress toward the task objective also enables TierCEM to relax lower-priority constraints when they would otherwise prevent further progress.

cs.RO↗

Binary Phase Retrieval of Cosine Transforms via Local Curvature Minimization

Cosine transforms see frequent use in image and video compression due to their ease of computation and high energy compaction. This has sparked interest within the optics community in computing cosine transforms optically for compression. When imaging in the Fourier plane to capture a cosine transform, one encounters a phase retrieval problem: optical fields have both magnitude and phase, but cameras only capture the magnitude of the field. Cosine transforms restrict the phase retrieval problem to a binary domain as opposed to the unit circle, but general phase retrieval solutions do not leverage this. In this work, we demonstrate that sign errors in phase retrieval for cosine transforms result in a significant increase in the magnitude of the Hessian of the transform at the error. Motivated by this, we develop an algorithm to solve this binary phase retrieval problem by minimizing the curvature of the reconstructed cosine transform. We demonstrate via computational experiments that given the magnitude of the cosine transform of an image, we can consistently reconstruct the original image within a multiscale structural similarity index of 0.95. We show that the solve time grows approximately linearly with the number of pixels solved.

eess.IV↗

Multi-Fidelity Policy Gradients Stabilize Data-Scarce Reinforcement Learning

Policy gradient methods for on-policy reinforcement learning (RL) can become unstable when expensive, scarce target-domain data yield noisy gradient estimates. We address this challenge by complementing limited high-fidelity (HF) target-domain data with abundant, cheap, but biased low-fidelity (LF) data, e.g., from a simplified simulator. Most existing methods directly optimize biased objectives based on LF data. In contrast, the recently introduced multi-fidelity policy gradient (MFPG) framework uses LF data solely to construct a control variate that reduces variance and improves HF data efficiency without biasing the policy gradient estimator. However, published work on MFPG is limited to REINFORCE on small-scale simulation tasks. We develop MFPG for modern actor-critic learning in GPU-parallel simulation and on a physical robot. Our analysis and experiments show that naive extensions to proximal policy optimization (PPO) can lose cross-fidelity correlation or inflate variance. Our MFPG-PPO addresses these failures by redesigning the sampling, advantage estimation, and control variate construction to preserve cross-fidelity correlation, and by monitoring estimator uncertainty to prevent variance inflation. We also introduce a budget-aware MFPG-PPO to divide a fixed sampling budget among high- and low-fidelity data sources. Across simulated robot locomotion tasks of varying LF-to-HF transfer difficulty and HF data budgets, MFPG-PPO improves upon PPO trained on HF data alone in nearly all settings, and consistently matches the performance of PPO trained with 16x more HF data on the hardest task at the smallest HF budgets. In contrast, most baselines that use LF data perform well only where direct LF-to-HF transfer succeeds. MFPG-PPO enables stable learning on a physical Franka arm using only 4 real-robot episodes per update and no human demonstrations.

cs.LG↗

A Flow Matching Algorithm for Many-Shot Adaptation to Unseen Distributions

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.

cs.LG↗

Cascaded consensus splitting for multi-branch contingency games

Contingency games enable agents to anticipate and plan for other agents' hypothetical intents by constructing trajectories with a shared prefix and intent-dependent branches. While contingency games capture intent uncertainty, existing formulations rely on a single branching time, oversimplifying interactions in which different agents' intentions are revealed at different times. Moreover, the computational cost of such problems grows rapidly with the number of agents and intents, as all scenario-dependent best responses must be solved jointly. We introduce a multi-branch contingency architecture in which sources of intent uncertainty can be resolved progressively at different branching times, allowing the planned trajectories to adapt to the asynchronous revelation of intents. We also develop an ADMM-based solver that exploits scenario-level parallelism. Experiments on tightly coupled three-agent interactions support that the proposed architecture outperforms the conventional single-branch while achieving a lower mean receding-horizon solve time.

cs.RO↗

Amortized Low-Rank Adaptation for Model-Based Reinforcement Learning

World models let agents plan by predicting the consequences of their actions, but changes in the environment can make them inaccurate. We study the problem of adapting a world model to an unknown test-time environment, drawn from a known environment family, using only a few episodes of interaction. Existing approaches trade off computational cost against expressivity, i.e., the range of models a method can produce. For example, in-context learning is computationally cheap but limited in expressivity, and gradient-based adaptation is expressive but computationally expensive. We present CLAW (Context-conditioned Low-rank Adaptation of World models), which addresses this tradeoff by using a hypernetwork to generate low-rank (LoRA) adapters at test time. During pretraining, we simulate adaptation to a variety of environments and jointly train the hypernetwork and base world model. At test time, we freeze the base model and use a forward pass of the hypernetwork to generate adapters from a small batch of test-time transitions. We evaluate CLAW in locomotion and manipulation environment families that vary in dynamics, embodiment, and reward. We show that, using only seconds of test-time data, CLAW outperforms gradient-based adaptation and in-context learning during online adaptation. We also show that CLAW avoids overfitting in data-scarce regimes, that its advantage comes from the expressive adapters rather than context conditioning, and that pretraining the hypernetwork jointly with the base model outperforms training it post hoc.

cs.LG↗

Characterizing Identifiability and Generalization for Inverse Receding-Horizon Linear-Quadratic Regulator Problems

We consider the problem of objective inference in the context of receding-horizon linear-quadratic regulator (LQR). In this setting, we are given sequential state-action observations, where each observed action is the first control of a newly solved finite-horizon LQR problem. We characterize when the objective of that problem is uniquely identifiable from these observations and when additional observations provide no new information about the objective. We then analyze action prediction at unseen states and show that all objectives reproducing the observed actions yield identical actions throughout the affine hull of the observed states; outside this hull, we derive an upper bound on the prediction error. % and deriving a prediction-error bound outside this hull. Additionally, we show that, when only the linear objective terms are unknown, exact prediction holds at every state. Finally, numerical results show that, even under stochastic observation noise, re-optimizing an inferred objective enables accurate action prediction at unseen states across different planning horizons.

eess.SY↗

Scaling Chance-Constrained Correlated Equilibrium Computation for Exclusive Resource-Assignment Games

The chance-constrained correlated equilibrium concept provides a robust coordination technique for self-interested agents whose costs are uncertain to a central coordinator, but the number of joint actions considered in its computation grows exponentially with the number of agents. We propose an exact-one resource-assignment restriction for games in which agents compete for shared resources and simultaneous use of a resource is undesirable or unsafe. The restriction allows each resource to be assigned to exactly one agent, reducing the number of joint actions considered from O(2^(nr)) to O(n^r) for n agents and r resources. The resulting problem is solved over the restricted joint action set while retaining all incentive constraints associated with unilateral deviations. We show that the feasible set of the restricted problem is exactly the convex hull of the chance-constrained pure Nash equilibria contained in the exact-one assignment set, yielding a necessary and sufficient condition for nonemptiness. We further derive a sufficient condition under which all chance-constrained pure Nash equilibria of the unrestricted game are retained by the restriction. Numerical experiments in a vertiport departure-corridor coordination scenario demonstrate a 99.81% reduction in median computation time relative to the unrestricted formulation while achieving equivalent coordination performance.

cs.GT↗

Level-2 Inverse Games for Inferring Agents' Estimates of Others' Objectives

Effectively interpreting strategic interactions among multiple agents requires us to infer each agent's objective from limited information. Existing inverse game-theoretic approaches frame this challenge in terms of a "level-1" inference problem, in which we take the perspective of a third-party observer and assume that individual agents share complete knowledge of one another's objectives. However, this assumption breaks down in decentralized, real-world scenarios like urban driving and bargaining, in which agents may act based on conflicting views of one another's objectives. We demonstrate the necessity of inferring agents' different estimates of each other's objectives through empirical examples, and by theoretically characterizing the prediction error of level-1 inference on fictitious gameplay data from linear-quadratic games. To address this fundamental issue, we propose a framework for level-2 inference to address the question: "What does each agent believe about other agents' objectives?" We prove that the level-2 inference problem is non-convex even in benign settings like linear-quadratic games, and we develop an efficient gradient-based approach for identifying local solutions. Experiments on a synthetic urban driving example show that our approach uncovers nuanced misalignments that level-1 methods miss.

cs.GT↗

Noncooperative Coordination via a Trading-based Auction

Noncooperative multi-agent systems often face coordination challenges due to conflicting preferences among agents. In particular, when agents act in their own self-interest, they may prefer different choices among multiple feasible outcomes, leading to suboptimal outcomes or even safety concerns. We propose an algorithm named trading auction for consensus (TACo), a decentralized approach that enables noncooperative agents to reach consensus without communicating directly or disclosing private valuations. TACo facilitates coordination through a structured trading-based auction, where agents iteratively select choices of interest and provably reach an agreement within an a priori bounded number of steps. A series of numerical experiments validate that the termination guarantees of TACo hold in practice, and show that TACo achieves a median performance that minimizes the total cost across all agents, while allocating resources significantly more fairly than baseline approaches.

cs.GT↗

MixedComplementarityProblems.jl: A Fast, Batched, Open-Source Interior Point Solver for Mixed Complementarity Problems

Mixed complementarity problems (MCPs) arise as the first-order optimality conditions of nonlinear programs and noncooperative games, and provide a natural formulation for multi-agent trajectory optimization problems that appear throughout robotics. The dominant solver for problems of this form is PATH, which offers strong performance on robotics problems but remains closed-source. We present MixedComplementarityProblems.jl, an open-source, pure Julia implementation of an interior point method for parametric MCPs that: (i) matches PATH's reliability on standard benchmarks, (ii) natively supports batched, parallel processing of many parameter instances, either across CPU threads or on an NVIDIA GPU, and (iii) supports efficient automatic differentiation of solutions with respect to problem parameters. On a multi-agent lane-change trajectory game representative of robotics planning problems, our CPU-multithreaded batched solver clears a batch of parametric instances ~100x faster than sequential calls to PATH. A GPU backend, running the same solver implementation unmodified, also clears these batches far faster than PATH, but does not outperform the multithreaded CPU on this problem; the GPU pulls ahead only once each per-instance KKT system grows large, and we characterize this regime dependence. We describe the solver's interior point formulation, the abstraction that lets a single solver implementation run unmodified across dense, batched-sparse, and single-large linear-algebra backends, and report benchmarks against PATH on both randomly generated quadratic programs and trajectory games.

cs.GT↗

Game-theoretic Regulated Decentralized Coordination for Airspace Sector Overload Mitigation

Decentralized air traffic management systems offer a scalable alternative to centralized control, but often assume high levels of cooperation. In practice, such assumptions frequently break down since airspace sectors operate independently and prioritize local objectives. We address the problem of sector overload in decentralized air traffic management by proposing a regulated decentralized protocol that models self-interested behaviors based on best response dynamics. Each sector adjusts the departure times of flights under its control to reduce its own congestion, without requiring centralized joint optimization. A tunable cooperativeness factor models the degree to which each sector accounts for overload in other sectors, while a minimal admissibility rule prevents local updates from creating new overloads. We prove that the proposed protocol satisfies a potential game structure, ensuring that best response dynamics converge to a pure Nash equilibrium under this restriction. In addition, we identify a sufficient condition under which an overload-free solution corresponds to a global minimizer of the potential function. Numerical experiments using 24 hours of European flight data demonstrate that the proposed algorithm substantially reduces overload even with only minimal cooperation between sectors, while maintaining scalability and achieving solution quality comparable to the centralized benchmark.

eess.SY↗

SHIELD: Safety on Humanoids via CBFs In Expectation on Learned Dynamics

Robot learning has produced remarkably effective ``black-box'' controllers for complex tasks such as dynamic locomotion on humanoids. Yet ensuring dynamic safety, i.e., constraint satisfaction, remains challenging for such policies. Reinforcement learning (RL) embeds constraints heuristically through reward engineering, and adding or modifying constraints requires retraining. Model-based approaches, like control barrier functions (CBFs), enable runtime constraint specification with formal guarantees but require accurate dynamics models. This paper presents SHIELD, a layered safety framework that bridges this gap by: (1) training a generative, stochastic dynamics residual model using real-world data from hardware rollouts of the nominal controller, capturing system behavior and uncertainties; and (2) adding a safety layer on top of the nominal (learned locomotion) controller that leverages this model via a stochastic discrete-time CBF formulation enforcing safety constraints in probability. The result is a minimally-invasive safety layer that can be added to the existing autonomy stack to give probabilistic guarantees of safety that balance risk and performance. In hardware experiments on an Unitree G1 humanoid, SHIELD enables safe navigation (obstacle avoidance) through varied indoor and outdoor environments using a nominal (unknown) RL controller and onboard perception.

cs.RO↗

Iterative Negotiation and Oversight: A Case Study in Decentralized Air Traffic Management

Achieving consensus among self-interested agents remains challenging in decentralized multi-agent systems, where agents often have conflicting preferences. Existing coordination methods enable agents to reach consensus without a centralized coordinator, but do not provide formal guarantees on system-level objectives such as efficiency or fairness. To address this limitation, we propose a regulated decentralized negotiation framework that augments a decentralized negotiation mechanism with limited regulatory oversight. The framework builds upon the trading auction for consensus, enabling self-interested agents with conflicting preferences to negotiate through asset trading while avoiding direct disclosure of private asset valuations. We introduce an oversight mechanism, which implements a taxation-like intervention that guides decentralized negotiation toward system-efficient and equitable outcomes while also regulating how fast the framework converges. We establish theoretical guarantees of finite-time termination and derive bounds linking system efficiency and convergence rate to the level of regulatory intervention. A case study based on the collaborative trajectory options program, a rerouting initiative in U.S. air traffic management, demonstrates that the framework can reliably achieve consensus among self-interested airspace sector managers, and reveals how the level of regulatory intervention regulates the relationship between system efficiency and convergence speed. Taken together, the theoretical and experimental results indicate that the proposed framework provides a mechanism for regulated decentralized coordination that preserves noncooperative final selection while safeguarding system-level objectives.

cs.MA↗

Chance-Constrained Correlated Equilibria for Robust Noncooperative Coordination

Correlated equilibria enable a coordinator to influence the self-interested agents by recommending actions that no player has an incentive to deviate from. However, the effectiveness of this mechanism relies on accurate knowledge of the agents' cost structures. When cost parameters are uncertain, the recommended actions may no longer be incentive compatible, allowing agents to benefit from deviating from them. We study a chance-constrained correlated equilibrium problem formulation that accounts for uncertainty in agents' costs and guarantees incentive compatibility with a prescribed confidence level. We derive sensitivity results that quantify how uncertainty in individual incentive constraints affects the expected coordination outcome. In particular, the analysis characterizes the value of information by relating the marginal benefit of reducing uncertainty to the dual sensitivities of the incentive constraints, providing guidance on which sources of uncertainty should be prioritized for information acquisition. The results further reveal that increasing the confidence level is not always beneficial and can introduce a tradeoff between robustness and system efficiency. Numerical experiments demonstrate this tradeoff: CC-CE reduces realized coordination cost by up to 35% at intermediate confidence levels, while the proposed information-gain metric consistently identifies effective uncertainty sources to reduce.

cs.GT↗