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Mark Crowley

Publications and source records attributed to Mark Crowley.

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Training and Evaluating Ethical Reinforcement Learning Agents on Per-Episode Distributions

Reinforcement Learning (RL) agents trained on a single reward signal exploit the gap between the designed reward and the intended behavior. This is particularly a problem when we are trying to imbue ethical behavior into RL agents. An agent can look ethical on average while concentrating its violations in a few bad episodes, and a creature in the environment harmed in one episode is not restored by good conduct in another. We compare four ways of training ethical behavior in Craftax, an open-ended survival benchmark. The four are: scalar penalties with termination, a linear multi-objective weight sweep, an adaptive Lagrangian constraint, and a non-compensatory utility optimized per episode under the Expected Scalarized Returns (ESR) criterion. All are evaluated under a single detector-based protocol that counts every violation in every episode without censoring. On the frontier of mean return against mean violation rate, the four methods are indistinguishable; per episode they separate sharply. At matched mean return, the ESR agent holds its stated budget of one violation in effectively every episode (worst-decile 1.04 +/- 0.07 violations), the Lagrangian leaks past the same budget (1.14 +/- 0.03), and the weight sweep's worst episodes double it (2.20 +/- 0.20). An observation-augmentation control attributes the separation to the training objective rather than to what the agent observes, and the per-episode guarantee costs nothing on the mean frontier. When ethical violations do not average away across episodes, we argue both training and evaluation must target the per-episode distribution rather than the mean.

cs.LG

Preference-based Antibody Expression Ranking: Scaling with Large-scale Weak Supervision

Antibody expression ranking is a critical task in antibody design, yet its modelling is severely hindered by the scarcity of labeled experimental data. To address this, we propose a unified preference-based learning framework that integrates scarce quantitative expression data with large-scale weak positive supervision from immunization data. We adapt Direct Preference Optimization (DPO) to protein language models by introducing a union-masked log-likelihood approximation and IMGT-based alignment, enabling efficient training on variable-length sequences. Evaluating on a diverse internal dataset of 1254 labeled sequences and 4 million unlabeled camelid-derived antibodies, we show that our method consistently outperforms baselines on most metrics. Our results demonstrate that preference learning can effectively learn from weak supervision, providing a scalable solution for antibody expressibility optimization in data-constrained settings. Project page: https://kisoji-biotechnology-inc.github.io/Preference-Expression-Ranking/.

cs.LG

Learning When to Trust in Contextual Social Bandits

Robust reinforcement learning typically assumes that feedback sources are either globally trustworthy or corrupted within a fixed global budget. We identify a more subtle failure mode that escapes this dichotomy, which we call \emph{Contextual Sycophancy}. In this failure, evaluators are truthful in benign contexts but systematically biased in critical ones, so that no single evaluator is reliable everywhere and the corrupt evaluators may form a \emph{majority} in the contexts that matter. Our first result is an information-theoretic lower bound. We exhibit two problem instances that induce \emph{identical} social-feedback distributions yet have disjoint optimal actions, proving that \emph{any} algorithm relying on social feedback alone (including any robust aggregator, regardless of breakdown point) incurs $\Omega(T)$ latent regret. This shows that breaking contextual sycophancy is impossible without having some information. We then show that a sparse stream of ground-truth audits, available with probability $p_{\mathrm{aud}}$, is sufficient. We propose \ESA, which learns a per-evaluator contextual \emph{trust boundary} from audits and re-weights feedback accordingly, and we prove a high-probability latent-regret bound of $\tilde{\mathcal{O}}\!\big(\sqrt{T\,d_{VC}/p_{\mathrm{aud}}} + d\sqrt{T} + \epsilon_{\mathrm{tol}}T\big)$, where $d_{VC}$ is the complexity of the adversary's bias strategy. The audit-dependence $1/\sqrt{p_{\mathrm{aud}}}$ matches the information-theoretic necessity of audits. Empirically, \ESA\ recovers the ground truth when $80\%$ of the social layer is adversarial, a regime in which median- and mean-based robust baselines fail.

cs.AI

Objective Decoupling in Social Reinforcement Learning: Recovering Ground Truth from Sycophantic Majorities

Contemporary AI alignment strategies rely on a fragile premise: that human feedback, while noisy, remains a fundamentally truthful signal. In this paper, we identify this assumption as Dogma 4 of Reinforcement Learning (RL). We demonstrate that while this dogma holds in static environments, it fails in social settings where evaluators may be sycophantic, lazy, or adversarial. We prove that under Dogma 4, standard RL agents suffer from what we call Objective Decoupling, a structural failure mode where the agent's learned objective permanently separates from the latent ground truth, guaranteeing convergence to misalignment. To resolve this, we propose Epistemic Source Alignment (ESA). Unlike standard robust methods that rely on statistical consensus (trusting the majority), ESA utilizes sparse safety axioms to judge the source of the feedback rather than the signal itself. We prove that this "judging the judges" mechanism guarantees convergence to the true objective, even when a majority of evaluators are biased. Empirically, we show that while traditional consensus methods fail under majority collusion, our approach successfully recovers the optimal policy.

cs.AI

Toward Virtuous Reinforcement Learning: A Critique and Roadmap

This paper critiques common patterns in machine ethics for Reinforcement Learning (RL) and argues for a virtue focused alternative. We highlight two recurring limitations in much of the current literature: (i) rule based (deontological) methods that encode duties as constraints or shields often struggle under ambiguity and nonstationarity and do not cultivate lasting habits, and (ii) many reward based approaches, especially single objective RL, implicitly compress diverse moral considerations into a single scalar signal, which can obscure trade offs and invite proxy gaming in practice. We instead treat ethics as policy level dispositions, that is, relatively stable habits that hold up when incentives, partners, or contexts change. This shifts evaluation beyond rule checks or scalar returns toward trait summaries, durability under interventions, and explicit reporting of moral trade offs. Our roadmap combines four components: (1) social learning in multi agent RL to acquire virtue like patterns from imperfect but normatively informed exemplars; (2) multi objective and constrained formulations that preserve value conflicts and incorporate risk aware criteria to guard against harm; (3) affinity based regularization toward updateable virtue priors that support trait like stability under distribution shift while allowing norms to evolve; and (4) operationalizing diverse ethical traditions as practical control signals, making explicit the value and cultural assumptions that shape ethical RL benchmarks.

cs.AI

View Invariant Learning for Vision-Language Navigation in Continuous Environments

Vision-Language Navigation in Continuous Environments (VLNCE), where an agent follows instructions and moves freely to reach a destination, is a key research problem in embodied AI. However, most existing approaches are sensitive to viewpoint changes, i.e. variations in camera height and viewing angle. Here we introduce a more general scenario, V$^2$-VLNCE (VLNCE with Varied Viewpoints) and propose a view-invariant post-training framework, called VIL (View Invariant Learning), that makes existing navigation policies more robust to changes in camera viewpoint. VIL employs a contrastive learning framework to learn sparse and view-invariant features. We also introduce a teacher-student framework for the Waypoint Predictor Module, a standard part of VLNCE baselines, where a view-dependent teacher model distills knowledge into a view-invariant student model. We employ an end-to-end training paradigm to jointly optimize these components. Empirical results show that our method outperforms state-of-the-art approaches on V$^2$-VLNCE by 8-15\% measured on Success Rate for two standard benchmark datasets R2R-CE and RxR-CE. Evaluation of VIL in standard VLNCE settings shows that despite being trained for varied viewpoints, VIL often still improves performance. On the harder RxR-CE dataset, our method also achieved state-of-the-art performance across all metrics. This suggests that adding VIL does not diminish the standard viewpoint performance and can serve as a plug-and-play post-training method. We further evaluate VIL for simulated camera placements derived from real robot configurations (e.g. Stretch RE-1, LoCoBot), showing consistent improvements of performance. Finally, we present a proof-of-concept real-robot evaluation in two physical environments using a panoramic RGB sensor combined with LiDAR. The code is available at https://github.com/realjoshqsun/V2-VLNCE.

cs.CV

Implicit Causal Representation Learning via Switchable Mechanisms

Learning causal representations from observational and interventional data in the absence of known ground-truth graph structures necessitates implicit latent causal representation learning. Implicit learning of causal mechanisms typically involves two categories of interventional data: hard and soft interventions. In real-world scenarios, soft interventions are often more realistic than hard interventions, as the latter require fully controlled environments. Unlike hard interventions, which directly force changes in a causal variable, soft interventions exert influence indirectly by affecting the causal mechanism. However, the subtlety of soft interventions impose several challenges for learning causal models. One challenge is that soft intervention's effects are ambiguous, since parental relations remain intact. In this paper, we tackle the challenges of learning causal models using soft interventions while retaining implicit modelling. We propose ICLR-SM, which models the effects of soft interventions by employing a causal mechanism switch variable designed to toggle between different causal mechanisms. In our experiments, we consistently observe improved learning of identifiable, causal representations, compared to baseline approaches.

cs.LG

Dynamic Observation Policies in Observation Cost-Sensitive Reinforcement Learning

Reinforcement learning (RL) has been shown to learn sophisticated control policies for complex tasks including games, robotics, heating and cooling systems and text generation. The action-perception cycle in RL, however, generally assumes that a measurement of the state of the environment is available at each time step without a cost. In applications such as materials design, deep-sea and planetary robot exploration and medicine, however, there can be a high cost associated with measuring, or even approximating, the state of the environment. In this paper, we survey the recently growing literature that adopts the perspective that an RL agent might not need, or even want, a costly measurement at each time step. Within this context, we propose the Deep Dynamic Multi-Step Observationless Agent (DMSOA), contrast it with the literature and empirically evaluate it on OpenAI gym and Atari Pong environments. Our results, show that DMSOA learns a better policy with fewer decision steps and measurements than the considered alternative from the literature.

cs.LG

ChemGymRL: An Interactive Framework for Reinforcement Learning for Digital Chemistry

This paper provides a simulated laboratory for making use of Reinforcement Learning (RL) for chemical discovery. Since RL is fairly data intensive, training agents `on-the-fly' by taking actions in the real world is infeasible and possibly dangerous. Moreover, chemical processing and discovery involves challenges which are not commonly found in RL benchmarks and therefore offer a rich space to work in. We introduce a set of highly customizable and open-source RL environments, ChemGymRL, based on the standard Open AI Gym template. ChemGymRL supports a series of interconnected virtual chemical benches where RL agents can operate and train. The paper introduces and details each of these benches using well-known chemical reactions as illustrative examples, and trains a set of standard RL algorithms in each of these benches. Finally, discussion and comparison of the performances of several standard RL methods are provided in addition to a list of directions for future work as a vision for the further development and usage of ChemGymRL.

cs.LG

Eigenvalue and Generalized Eigenvalue Problems: Tutorial

This paper is a tutorial for eigenvalue and generalized eigenvalue problems. We first introduce eigenvalue problem, eigen-decomposition (spectral decomposition), and generalized eigenvalue problem. Then, we mention the optimization problems which yield to the eigenvalue and generalized eigenvalue problems. We also provide examples from machine learning, including principal component analysis, kernel supervised principal component analysis, and Fisher discriminant analysis, which result in eigenvalue and generalized eigenvalue problems. Finally, we introduce the solutions to both eigenvalue and generalized eigenvalue problems.

stat.ML

The Theory Behind Overfitting, Cross Validation, Regularization, Bagging, and Boosting: Tutorial

In this tutorial paper, we first define mean squared error, variance, covariance, and bias of both random variables and classification/predictor models. Then, we formulate the true and generalization errors of the model for both training and validation/test instances where we make use of the Stein's Unbiased Risk Estimator (SURE). We define overfitting, underfitting, and generalization using the obtained true and generalization errors. We introduce cross validation and two well-known examples which are $K$-fold and leave-one-out cross validations. We briefly introduce generalized cross validation and then move on to regularization where we use the SURE again. We work on both $\ell_2$ and $\ell_1$ norm regularizations. Then, we show that bootstrap aggregating (bagging) reduces the variance of estimation. Boosting, specifically AdaBoost, is introduced and it is explained as both an additive model and a maximum margin model, i.e., Support Vector Machine (SVM). The upper bound on the generalization error of boosting is also provided to show why boosting prevents from overfitting. As examples of regularization, the theory of ridge and lasso regressions, weight decay, noise injection to input/weights, and early stopping are explained. Random forest, dropout, histogram of oriented gradients, and single shot multi-box detector are explained as examples of bagging in machine learning and computer vision. Finally, boosting tree and SVM models are mentioned as examples of boosting.

stat.ML

Generative Causal Representation Learning for Out-of-Distribution Motion Forecasting

Conventional supervised learning methods typically assume i.i.d samples and are found to be sensitive to out-of-distribution (OOD) data. We propose Generative Causal Representation Learning (GCRL) which leverages causality to facilitate knowledge transfer under distribution shifts. While we evaluate the effectiveness of our proposed method in human trajectory prediction models, GCRL can be applied to other domains as well. First, we propose a novel causal model that explains the generative factors in motion forecasting datasets using features that are common across all environments and with features that are specific to each environment. Selection variables are used to determine which parts of the model can be directly transferred to a new environment without fine-tuning. Second, we propose an end-to-end variational learning paradigm to learn the causal mechanisms that generate observations from features. GCRL is supported by strong theoretical results that imply identifiability of the causal model under certain assumptions. Experimental results on synthetic and real-world motion forecasting datasets show the robustness and effectiveness of our proposed method for knowledge transfer under zero-shot and low-shot settings by substantially outperforming the prior motion forecasting models on out-of-distribution prediction. Our code is available at https://github.com/sshirahmad/GCRL.

cs.LG

Learning from Multiple Independent Advisors in Multi-agent Reinforcement Learning

Multi-agent reinforcement learning typically suffers from the problem of sample inefficiency, where learning suitable policies involves the use of many data samples. Learning from external demonstrators is a possible solution that mitigates this problem. However, most prior approaches in this area assume the presence of a single demonstrator. Leveraging multiple knowledge sources (i.e., advisors) with expertise in distinct aspects of the environment could substantially speed up learning in complex environments. This paper considers the problem of simultaneously learning from multiple independent advisors in multi-agent reinforcement learning. The approach leverages a two-level Q-learning architecture, and extends this framework from single-agent to multi-agent settings. We provide principled algorithms that incorporate a set of advisors by both evaluating the advisors at each state and subsequently using the advisors to guide action selection. We also provide theoretical convergence and sample complexity guarantees. Experimentally, we validate our approach in three different test-beds and show that our algorithms give better performances than baselines, can effectively integrate the combined expertise of different advisors, and learn to ignore bad advice.

cs.LG

Multi-Agent Advisor Q-Learning

In the last decade, there have been significant advances in multi-agent reinforcement learning (MARL) but there are still numerous challenges, such as high sample complexity and slow convergence to stable policies, that need to be overcome before wide-spread deployment is possible. However, many real-world environments already, in practice, deploy sub-optimal or heuristic approaches for generating policies. An interesting question that arises is how to best use such approaches as advisors to help improve reinforcement learning in multi-agent domains. In this paper, we provide a principled framework for incorporating action recommendations from online sub-optimal advisors in multi-agent settings. We describe the problem of ADvising Multiple Intelligent Reinforcement Agents (ADMIRAL) in nonrestrictive general-sum stochastic game environments and present two novel Q-learning based algorithms: ADMIRAL - Decision Making (ADMIRAL-DM) and ADMIRAL - Advisor Evaluation (ADMIRAL-AE), which allow us to improve learning by appropriately incorporating advice from an advisor (ADMIRAL-DM), and evaluate the effectiveness of an advisor (ADMIRAL-AE). We analyze the algorithms theoretically and provide fixed-point guarantees regarding their learning in general-sum stochastic games. Furthermore, extensive experiments illustrate that these algorithms: can be used in a variety of environments, have performances that compare favourably to other related baselines, can scale to large state-action spaces, and are robust to poor advice from advisors.

cs.AI

Using Affect as a Communication Modality to Improve Human-Robot Communication in Robot-Assisted Search and Rescue Scenarios

Emotions can provide a natural communication modality to complement the existing multi-modal capabilities of social robots, such as text and speech, in many domains. We conducted three online studies with 112, 223, and 151 participants to investigate the benefits of using emotions as a communication modality for Search And Rescue (SAR) robots. In the first experiment, we investigated the feasibility of conveying information related to SAR situations through robots' emotions, resulting in mappings from SAR situations to emotions. The second study used Affect Control Theory as an alternative method for deriving such mappings. This method is more flexible, e.g. allows for such mappings to be adjusted for different emotion sets and different robots. In the third experiment, we created affective expressions for an appearance-constrained outdoor field research robot using LEDs as an expressive channel. Using these affective expressions in a variety of simulated SAR situations, we evaluated the effect of these expressions on participants' (adopting the role of rescue workers) situational awareness. Our results and proposed methodologies provide (a) insights on how emotions could help conveying messages in the context of SAR, and (b) evidence on the effectiveness of adding emotions as a communication modality in a (simulated) SAR communication context.

cs.RO

Offline versus Online Triplet Mining based on Extreme Distances of Histopathology Patches

We analyze the effect of offline and online triplet mining for colorectal cancer (CRC) histopathology dataset containing 100,000 patches. We consider the extreme, i.e., farthest and nearest patches to a given anchor, both in online and offline mining. While many works focus solely on selecting the triplets online (batch-wise), we also study the effect of extreme distances and neighbor patches before training in an offline fashion. We analyze extreme cases' impacts in terms of embedding distance for offline versus online mining, including easy positive, batch semi-hard, batch hard triplet mining, neighborhood component analysis loss, its proxy version, and distance weighted sampling. We also investigate online approaches based on extreme distance and comprehensively compare offline, and online mining performance based on the data patterns and explain offline mining as a tractable generalization of the online mining with large mini-batch size. As well, we discuss the relations of different colorectal tissue types in terms of extreme distances. We found that offline and online mining approaches have comparable performances for a specific architecture, such as ResNet-18 in this study. Moreover, we found the assorted case, including different extreme distances, is promising, especially in the online approach.

cs.CV

Theoretical Connection between Locally Linear Embedding, Factor Analysis, and Probabilistic PCA

Locally Linear Embedding (LLE) is a nonlinear spectral dimensionality reduction and manifold learning method. It has two main steps which are linear reconstruction and linear embedding of points in the input space and embedding space, respectively. In this work, we look at the linear reconstruction step from a stochastic perspective where it is assumed that every data point is conditioned on its linear reconstruction weights as latent factors. The stochastic linear reconstruction of LLE is solved using expectation maximization. We show that there is a theoretical connection between three fundamental dimensionality reduction methods, i.e., LLE, factor analysis, and probabilistic Principal Component Analysis (PCA). The stochastic linear reconstruction of LLE is formulated similar to the factor analysis and probabilistic PCA. It is also explained why factor analysis and probabilistic PCA are linear and LLE is a nonlinear method. This work combines and makes a bridge between two broad approaches of dimensionality reduction, i.e., the spectral and probabilistic algorithms.

stat.ML

Laplacian-Based Dimensionality Reduction Including Spectral Clustering, Laplacian Eigenmap, Locality Preserving Projection, Graph Embedding, and Diffusion Map: Tutorial and Survey

This is a tutorial and survey paper for nonlinear dimensionality and feature extraction methods which are based on the Laplacian of graph of data. We first introduce adjacency matrix, definition of Laplacian matrix, and the interpretation of Laplacian. Then, we cover the cuts of graph and spectral clustering which applies clustering in a subspace of data. Different optimization variants of Laplacian eigenmap and its out-of-sample extension are explained. Thereafter, we introduce the locality preserving projection and its kernel variant as linear special cases of Laplacian eigenmap. Versions of graph embedding are then explained which are generalized versions of Laplacian eigenmap and locality preserving projection. Finally, diffusion map is introduced which is a method based on Laplacian of data and random walks on the data graph.

stat.ML