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David Fridovich-Keil

Publications and source records attributed to David Fridovich-Keil.

At least 37 records · Page 2Linked to original sources

Secure Coordination for Vertiport Sequencing in Advanced Air Mobility

Advanced air mobility operations will require reliable coordination mechanisms for managing dense traffic near vertiports. However, sequencing decisions may become vulnerable when they rely on potentially falsified self-reported information such as estimated time of arrival. Self-interested vehicles may misreport their arrival times to obtain favorable landing priority, while malicious actors may spoof information to disrupt sequencing decisions or induce unnecessary congestion. This paper studies secure coordination for vertiport sequencing under sensing uncertainty. We consider a coordinator that combines self-reported Remote-ID information with externally obtained surveillance measurements to check reports and assign separation-feasible arrival schedules. Since surveillance-based estimates are uncertain, falsified reports may remain consistent with the sensing uncertainty region and cannot always be rejected outright. We therefore formulate sequencing as a robust design problem over this uncertainty region. Self-interested misreporting is modeled as a strategic deviation that improves the reporting vehicle's own sequencing outcome, whereas malicious spoofing is modeled as an adversarial disturbance that degrades the system-level objective. The final paper will develop robust sequencing rules over surveillance-consistent uncertainty sets and evaluate their performance in representative vertiport sequencing scenarios.

eess.SY↗

Efficiently Solving Mixed-Hierarchy Games with Quasi-Policy Approximations

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 hardware and simulated multi-agent experiments, demonstrating real-time convergence for complex mixed-hierarchy information structures.

cs.GT↗

Simulation Distillation: Pretraining World Models in Simulation for Rapid Real-World Adaptation

Robot learning requires adaptation methods that improve reliably from limited, mixed-quality interaction data. This is especially challenging in long-horizon, contact-rich tasks, where end-to-end policy finetuning remains inefficient and brittle. World models offer a compelling alternative: by predicting the outcomes of candidate action sequences, they enable online planning through counterfactual reasoning. However, training action-conditioned robotic world models directly in the real world requires diverse data at impractical scale. We introduce Simulation Distillation (SimDist), a framework that uses physics simulators as a scalable source of action-conditioned robot experience. During pretraining, SimDist distills structural priors from the simulator into a world model that enables planning from raw real-world observations. During real-world adaptation, SimDist transfers the encoder, reward model, and value function learned in simulation, and updates only the latent dynamics model using real-world prediction losses. This reduces adaptation to supervised system identification while preserving dense, long-horizon planning signals for online improvement. Across contact-rich manipulation and quadruped locomotion tasks, SimDist rapidly improves with experience, while prior adaptation methods struggle to make progress or degrade during online finetuning. Project website and code: https://sim-dist.github.io

cs.RO↗

Controllability in preference-conditioned multi-objective reinforcement learning

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.

cs.LG↗

A Forensic Analysis of Synthetic Data in RL: Diagnosing and Solving Algorithmic Failures in Model-Based Policy Optimization

Synthetic data is central to data-efficient Dyna-style model-based reinforcement learning, but it can also degrade performance. We study this failure in Model-Based Policy Optimization (MBPO), which performs actor-critic updates using model-generated synthetic state transitions. Although MBPO reports strong sample-efficiency gains on OpenAI Gym, recent work shows that it often underperforms Soft Actor-Critic (SAC), its non-Dyna base, in the DeepMind Control Suite (DMC), despite both suites involving MuJoCo-based proprioceptive continuous control. We identify two coupled causes of this collapse: scale mismatch between dynamics and reward targets, which suppresses reward learning and induces critic underestimation, and residual next-state prediction, which inflates model variance and produces unreliable synthetic transitions. We introduce Fixing That Free Lunch (FTFL), a minimal repair that combines independent target normalization with direct next-state prediction. FTFL outperforms SAC in five of seven previously failing DMC tasks while preserving MBPO's strong Gym performance. We further show that MBPO-lineage algorithms, including uncertainty-aware variants that filter, penalize, or reject synthetic transitions based on model uncertainty, still inherit these failures unless FTFL is applied to their shared learned-model backbone. More broadly, our results show how benchmark-limited evaluation can encode environment-specific assumptions into algorithm design, motivating taxonomies that map MDP structure to algorithmic failure modes.

cs.LG↗

Scaling Pretrained Representations Enables Label-Free Out-of-Distribution Detection Without Fine-Tuning

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.

cs.LG↗

Neural Operators for Multi-Task Control and Adaptation

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.

cs.LG↗

Scalable Coordination with Chance-Constrained Correlated Equilibria via Reduced-Rank Structure

Chance-constrained correlated equilibrium enables coordination of noncooperative agents under cost uncertainty through probabilistic incentive-compatibility guarantees. However, computing such equilibria becomes intractable in large-scale systems due to the exponential growth of the joint action space. We develop an approximation method for computing chance-constrained correlated equilibria by showing that these equilibria admit a representation as convex combinations of a finite set of chance-constrained pure Nash equilibria, enabling tractable computation without solving the full correlated equilibrium program. Numerical experiments on large-scale multi-airline coordination scenarios demonstrate substantial reductions in computation time while achieving lower system delay costs compared to current operational practice. Under cost uncertainty, the proposed method consistently achieves lower deviation rate compared to the full formulation while achieving comparable coordination performance.

cs.GT↗

A Player Selection Network for Scalable Game-Theoretic Prediction and Planning

While game-theoretic planning frameworks are effective at modeling multi-agent interactions, they require solving large optimization problems where the number of variables increases with the number of agents, resulting in long computation times that limit their use in large-scale, real-time systems. To address this issue, we propose 1) PSN Game-a learning-based, game-theoretic prediction and planning framework that reduces game size by learning a Player Selection Network (PSN); and 2) a Goal Inference Network (GIN) that makes it possible to use the PSN in incomplete-information games where other agents' intentions are unknown to the ego agent. A PSN outputs a player selection mask that distinguishes influential players from less relevant ones, enabling the ego player to solve a smaller, masked game involving only selected players. By reducing the number of players included in the game, PSN shrinks the corresponding optimization problems, leading to faster solve times. Experiments in both simulated scenarios and real-world pedestrian trajectory datasets show that PSN is competitive with, and often improves upon, the evaluated explicit game-theoretic selection baselines in 1) prediction accuracy and 2) planning safety. Across scenarios, PSN typically selects substantially fewer players than are present in the full game, thereby reducing game size and planning complexity. PSN also generalizes to settings in which agents' objectives are unknown, via the GIN, without test-time fine-tuning. By selecting only the most relevant players for decision-making, PSN Game provides a practical mechanism for reducing planning complexity that can be integrated into existing multi-agent planning frameworks.

cs.RO↗

Breaking Exponential Complexity in Games of Ordered Preference: A Tractable Reformulation

Games of ordered preference (GOOPs) model multi-player equilibrium problems in which each player maintains a distinct hierarchy of strictly prioritized objectives. Existing approaches solve GOOPs by deriving and enforcing the necessary optimality conditions that characterize lexicographically constrained Nash equilibria through a single-level reformulation. However, the number of primal and dual variables in the resulting KKT system grows exponentially with the number of preference levels, leading to severe scalability challenges. We derive a compact reformulation of these necessary conditions that preserves the essential primal stationarity structure across hierarchy levels, yielding a "reduced" KKT system whose size grows polynomially with both the number of players and the number of preference levels. The reduced system constitutes a relaxation of the complete KKT system, yet it remains a valid necessary condition for local GOOP equilibria. For GOOPs with quadratic objectives and linear constraints, we prove that the primal solution sets of the reduced and complete KKT systems coincide. More generally, for GOOPs with arbitrary (but smooth) nonlinear objectives and constraints, the reduced KKT conditions recover all local GOOP equilibria but may admit spurious non-equilibrium solutions. We introduce a second-order sufficient condition to certify when a candidate point corresponds to a local GOOP equilibrium. We also develop a primal-dual interior-point method for computing a local GOOP equilibrium with local quadratic convergence. The resulting framework enables scalable and efficient computation of GOOP equilibria beyond the tractable range of existing exponentially complex formulations.

cs.GT↗

Interleaved Information Structures in Dynamic Games: A General Framework with Application to the Linear-Quadratic Case

A fundamental problem in noncooperative dynamic game theory is the computation of Nash equilibria under different information structures, which specify the information available to each agent during decision-making. Prior work has extensively studied equilibrium solutions for two canonical information structures: feedback, where agents observe the current state at each time, and open-loop, where agents only observe the initial state. However, these paradigms are often too restrictive to capture realistic settings exhibiting interleaved information structures, in which each agent observes only a subset of other agents at every timestep. To date, there is no systematic framework for modeling and solving dynamic games under arbitrary interleaved information structures. To this end, we make two main contributions. First, we introduce a method to model deterministic dynamic games with arbitrary interleaved information structures as Mathematical Program Networks (MPNs), where the network structure encodes the informational dependencies between agents. Second, for linear-quadratic (LQ) dynamic games, we leverage the MPN formulation to develop a systematic procedure for deriving Riccati-like equations that characterize Nash equilibria. Finally, we illustrate our approach through an example involving three agents exhibiting a cyclic information structure.

cs.GT↗

Linear-Quadratic Gaussian Games with Distributed Sparse Estimation

Linear-quadratic Gaussian games provide a framework for modeling strategic interactions in multi-agent systems, where agents must estimate system states from noisy observations while also making decisions to optimize a quadratic cost. However, these formulations usually require agents to utilize the full set of available observations when forming their state estimates, which can be unrealistic in large-scale or resource-constrained settings. In this paper, we consider linear-quadratic Gaussian games with sparse interagent observations. To enforce sparsity in the estimation stage, we design a distributed estimator that balances estimation effectiveness with interagent measurement sparsity via a group lasso problem, while agents implement feedback Nash strategies based on their state estimates. We provide sufficient conditions under which the sparse estimator is guaranteed to trigger a corrective reset to the optimal estimation gain, ensuring that estimation quality does not degrade beyond a level determined by the regularization parameters. Simulations on a formation game show that the proposed approach yields a significant reduction in communication resources consumed while only minimally affecting the nominal equilibrium trajectories.

eess.SY↗

Learning responsibility allocations for multi-agent interactions: A differentiable optimization approach with control barrier functions

From autonomous driving to package delivery, ensuring safe yet efficient multi-agent interaction is challenging as the interaction dynamics are influenced by hard-to-model factors such as social norms and contextual cues. Understanding these influences can aid in the design and evaluation of socially-aware autonomous agents whose behaviors are aligned with human values. In this work, we seek to codify factors governing safe multi-agent interactions via the lens of responsibility, i.e., an agent's willingness to deviate from their desired control to accommodate safe interaction with others. Specifically, we propose a data-driven modeling approach based on control barrier functions and differentiable optimization that efficiently learns agents' responsibility allocation from data. We demonstrate on synthetic and real-world datasets that we can obtain an interpretable and quantitative understanding of how much agents adjust their behavior to ensure the safety of others given their current environment.

eess.SY↗

Noncooperative Virtual Queue Coordination via Uncertainty-Aware Correlated Equilibria

Collaborative virtual queueing has been proposed as a mechanism to mitigate airport surface congestion while preserving airline autonomy over aircraft-level pushback decisions. A central coordinator can regulate aggregate pushback capacity but cannot directly control which specific aircraft are released, limiting its ability to steer system-level performance. We propose a noncooperative coordination mechanism for collaborative virtual queueing based on the correlated equilibrium concept, which enables the coordinator to provide incentive-compatible recommendations on aircraft-level pushback decisions without overriding airline autonomy. To account for uncertainty in airlines' internal cost assessments, we introduce chance constraints into the correlated equilibrium formulation. This formulation provides explicit probabilistic guarantees on incentive compatibility, allowing the coordinator to adjust the confidence level with which airlines are expected to follow the recommended actions. We further propose a scalable algorithm for computing chance-constrained correlated equilibria by exploiting a reduced-rank structure. Numerical experiments demonstrate that the proposed method scales to realistic traffic levels up to 210 eligible pushbacks per hour, reduces accumulated delay by up to approximately 8.9% compared to current first-come-first-served schemes, and reveals a trade-off between confidence level, deviation robustness, and achievable cost efficiency.

eess.SY↗

A Multi-Fidelity Control Variate Approach for Policy Gradient Estimation

Many reinforcement learning (RL) algorithms are impractical for training in operational systems or computationally expensive high-fidelity simulations, as they require large amounts of data. Meanwhile, low-fidelity simulators, e.g., reduced-order models, heuristic rewards, or learned world models, can cheaply provide useful data, even if they are too coarse for zero-shot transfer. We propose multi-fidelity policy gradients (MFPGs), a sample-efficient RL framework that mixes scarce target-environment data with a control variate formed from abundant low-fidelity simulation data to construct an unbiased, variance-reduced estimator for on-policy policy gradients. We instantiate the framework with a practical, multi-fidelity variant of the classical REINFORCE algorithm. Under standard assumptions, the MFPG estimator guarantees asymptotic convergence to locally optimal policies in the target environment and achieves faster finite-sample convergence than standard REINFORCE. We evaluate MFPG on robotics benchmark tasks with limited high-fidelity data but abundant off-dynamics, low-fidelity data. When low-fidelity data are neutral or beneficial and dynamics gaps are mild-moderate, MFPG is, among the evaluated off-dynamics RL and low-fidelity-only approaches, the only method that consistently achieves statistically significant improvements over a high-fidelity-only baseline. When low-fidelity data become harmful, MFPG exhibits the strongest robustness, whereas strong off-dynamics RL methods exploit low-fidelity data aggressively and fail much more severely. An additional experiment with anti-correlated high- and low-fidelity rewards shows MFPG can remain effective even under reward misspecification. MFPG thus offers a reliable paradigm for exploiting cheap low-fidelity data (e.g., for efficient sim-to-real transfer) while managing the trade-off between policy performance and data collection cost.

cs.LG↗

When Should Agents Coordinate in Differentiable Sequential Decision Problems?

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.

cs.MA↗

Monotonic Transformation Invariant Multi-task Learning

Multi-task learning (MTL) algorithms typically rely on schemes that combine different task losses or their gradients through weighted averaging. These methods aim to find Pareto stationary points by using heuristics that require access to task loss values, gradients, or both. In doing so, a central challenge arises because task losses can be arbitrarily scaled relative to one another, causing certain tasks to dominate training and degrade overall performance. A recent advance in cooperative bargaining theory, the Direction-based Bargaining Solution (DiBS), yields Pareto stationary solutions immune to task domination because of its invariance to monotonic nonaffine task loss transformations. However, the convergence behavior of DiBS in nonconvex MTL settings is currently not understood. To this end, we prove that under standard assumptions, a subsequence of DiBS iterates converges to a Pareto stationary point when task losses are nonconvex, and propose DiBS-MTL, an adaptation of DiBS to the MTL setting which is more computationally efficient that prior bargaining-inspired MTL approaches. Finally, we empirically show that DiBS-MTL is competitive with leading MTL methods on standard benchmarks, and it drastically outperforms state-of-the-art baselines in multiple examples with poorly-scaled task losses, highlighting the importance of invariance to nonaffine monotonic transformations of the loss landscape. Code available at https://github.com/suryakmurthy/dibs-mtl

cs.LG↗

Rate-Distortion Analysis of Optically Passive Vision Compression

The use of remote vision sensors for autonomous decision-making poses the challenge of transmitting high-volume visual data over resource-constrained channels in real-time. In robotics and control applications, many systems can quickly destabilize, which can exacerbate the issue by necessitating higher sampling frequencies. This work proposes a novel sensing paradigm in which an event camera observes the optically generated cosine transform of a visual scene, enabling high-speed, computation-free video compression inspired by modern video codecs. In this study, we simulate this optically passive vision compression (OPVC) scheme and compare its rate-distortion performance to that of a standalone event camera (SAEC). We find that the rate-distortion performance of the OPVC scheme surpasses that of the SAEC and that this performance gap increases as the spatial resolution of the event camera increases.

cs.IT↗