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Natasha Jaques

Publications and source records attributed to Natasha Jaques.

At least 19 recordsLinked to original sources

Evolving Self-tuning Benchmarks for Long-Horizon Tool Use

For AI assistants to move beyond simple chat interfaces and reliably assist users with applications like Gmail, Venmo, and Slack, we need to improve their tool-use capabilities. However, existing tool use benchmarks are still limited and difficult to scale because they rely on human supervision or are too domain-specific. To make data generation scalable, we propose, TURTLE (Tool Use Related Tasks with Long-Horizon Evolution), an Unsupervised Environment Design (UED) approach to evolve existing tasks using a proposer, a solver, and a feedback generator large language model agents. The proposer is rewarded for difficult yet solvable tasks based on the solver's empirical performance, and the feedback generator summarizes the solver's execution traces for the proposer to exploit. TURTLE produces evolving, self-tuning test suites adaptable to different environment requirements, from supporting user simulators and dense document retrieval to interacting across multiple apps. Empirical results on AppWorld, $τ$-Bench, and AutomationBench using Gemma 4 31B-it show that the evolved tasks target the desired difficulty range (e.g., a 165% increase in the percentage of hard tasks on AppWorld), increase task diversity (in terms of reasoning and simultaneous tool interactions), and elicit a broader range of failure modes than the original tasks.

cs.AI↗

Asymmetric On-Policy Distillation Learns In-Context Exploration

Sequential decision-making under partial observability is difficult because agents must explore to infer hidden, task-relevant information before acting effectively. Learning such information-gathering behaviors tabula rasa via online reinforcement learning is sample-inefficient, whereas offline imitation averages expert actions across hidden states and fails to learn exploration. In this work, we propose ASTEROID, a simple and effective student--teacher supervised learning framework that can learn test-time exploration. Although a privileged expert never needs to explore, we demonstrate that a history-conditioned student can learn to do so when trained with on-policy contexts: the student first collects on-policy context under partial observability, and the privileged expert provides action labels conditioned on that context. By distilling expert actions directly conditioned on the student's on-policy history, the student learns to systematically resolve partial observability, i.e., search while uncertain and exploit once the hidden state is revealed. This enables efficient test-time exploration (similar to Bayesian posterior sampling) without incurring the impractical training-data costs of reinforcement learning. Across a diverse range of eleven different environments, including discrete exploration benchmarks, robotic manipulation, navigation, and Procgen environments, ASTEROID achieves ~2x higher returns under fixed exploration budgets, uses ~100x fewer interactions than RL baselines, and outperforms frontier models at exploration. Finally, our method transfers policies trained in simulation to vision-denied real-world robot manipulation, exhibiting efficient exploration and increasing success by +40% over standard distillation. Overall, it provides a simple yet surprisingly effective framework to learn efficient test-time exploration.

cs.RO↗

Beyond Cooperative Simulators: Generating Realistic User Personas for Robust Evaluation of LLM Agents

Large Language Model (LLM) agents are increasingly deployed in settings where they interact with diverse users, including those who are unclear, impatient, or reluctant to share information. However, collecting real interaction data at scale remains expensive. The field has turned to LLM-based \emph{user simulators} as stand-ins, but these simulators inherit the behavior of their underlying models: cooperative and homogeneous. As a result, agents that appear strong in simulation often fail in real human interactions. To narrow this gap, we introduce Persona Policies (PPol), a plug-and-play control layer that induces realistic behavioral variation in user simulators while preserving original task goals. Rather than hand-crafting personas, we employ an evolutionary coding agent to discover persona generation programs optimized for human-likeness and behavioral coverage over real user conversations. The evolved program generates diverse, human-like personas for any task in the domain. Across 4 benchmarks--including $τ^2$-bench Retail and Airline, ColBench, and WildChat--evolved PPol yield 28-72% absolute gains in fitness score over the baseline simulator. In blinded evaluations, annotators judged PPol users as 'human' 80.4% of the time, nearly 2x more than the baseline simulators. Training agents with PPol also improves real-world performance: our user study with live human-agent interactions showed that fine-tuning with our method boosted task success by +23% over default baselines. PPol thus offers a novel approach to strengthen simulator-based evaluation and training without changing underlying tasks.

cs.AI↗

AutoEnvScaling: Automating the Data Flywheel with Terminal Agents

Terminal agents solve tasks in software engineering and scientific research by executing commands in a terminal. Training them via reinforcement learning (RL) requires diverse and verifiable environments, but these environments are still mostly designed by human researchers, so their supply grows only as fast as researchers can work. We introduce AutoEnvScaling, which treats environment design as a terminal task and uses agents to automate the data flywheel. A proposer agent builds new RL environments from the rollouts of the solver being trained, and the solver's new rollouts guide the next round. By turning environment generation into a terminal task, AutoEnvScaling increases the valid-environment rate by up to 25 times compared to prompt-only generation, at up to 75% lower cost per valid environment. We show that training Qwen3.5-35B-A3B on AutoEnvScaling environments from GPT-5.6-sol improves its Terminal-Bench 2.1 score by 4.3 points over the matched Tmax baseline. The broader goal of AutoEnvScaling is to enable recursive self-improvement (RSI): by making both environment generation and solving terminal tasks, it lets one model co-evolve in both roles. We show that Qwen3.6-35B-A3B, acting in both roles, gains 12.2 points on Terminal-Bench 2.1 and raises its Terminal-Bench 4.0 score from 1.6 to 3.2. The pipeline also generalizes across agentic domains, generating environments for software engineering, computer use, professional work, and GPU kernel programming. Overall, these results show a path toward agents building their own training environments, reducing human reliance and taking a core step toward RSI.

cs.SE↗

Mitigating Social Sycophancy via Pluralistic Preference Optimization

Personal advice, including relationship advice, now ranks among the most common uses of generative AI. But language models (LMs) exhibit sycophancy: they affirm users much more often than humans do, which can make people overconfident and less willing to repair their relationships after a conflict. Prior work on mitigating sycophancy has focused on factual settings where a response can be checked against a ground truth answer, while mitigations for social sycophancy (e.g., personal advice, where there is no ground truth) have relied on simple prompting and post-training methods with limited effectiveness. Our insight is that social sycophancy occurs in part because LMs overly center on the user and fail to consider the perspectives of other stakeholders impacted by the user's behavior. To address this problem we propose Pluralistic Preference Optimization (PlurPO): given inputs describing interpersonal conflicts, the LM identifies and simulates the relevant stakeholders, and is then trained to prefer and generate responses acceptable to all stakeholders. PlurPO uses only signals the model produces about its own outputs, without ground-truth labels. PlurPO substantially reduces social sycophancy across four datasets and four model families compared to prior methods. For example, on statements of intent to cause harm, where the users' actions should not be endorsed, PlurPO reduces the endorsement rate by 89% on average across four models. On general advice questions, where the target is to match the endorsement rate of human responses, it closes the gap by more than half, from 17.8% to 8.0% on average. The preference dataset constructed by PlurPO for an 8B model also effectively transfers to mitigating sycophancy in a larger (32B) model. Our results indicate that social sycophancy can be reduced by leveraging a model's own capabilities to simulate a plurality of relevant perspectives.

cs.AI↗

Reflections and Fragments: Securing LLMs Against Sequential Mosaic Attacks

Self-play red-teaming improves language-model safety by pitting attacker and defender roles against each other in a zero-sum game. However, real adversaries increasingly use mosaic attacks: multi-turn sequences whose individual fragments are innocuous in isolation yet assemble into a harmful payload. We develop a theory of mosaic defense that characterizes what is required to prevent such attacks without sacrificing helpfulness. We first show that no fixed bounded window of recent prompts is sufficient in general: safety-relevant information may occur arbitrarily far back in the interaction. We formalize a watchman, an online state mechanism that carries this information forward, and show that under explicit assumptions it enables zero-failure defense with positive benign helpfulness. Under stronger conditions, it is also optimal among zero-failure defenders. An exact watchman may nevertheless require exponentially many states, while exact maliciousness detection can require exponentially many queries in an unstructured black-box model. These state and query lower bounds do not by themselves imply hard learning: the construction underlying the state lower bound is efficiently learnable from labeled examples, whereas certifying worst-case safety can require substantially more information under restricted access. We also show that self-play equilibrium alone does not certify usefulness, motivating a constrained formulation that maximizes worst-case benign helpfulness among zero-failure defenders. Empirically, training role-specific attacker and defender LoRA adapters over frozen LLMs via multi-turn self-play strengthens both roles: attackers become more effective at eliciting harmful responses, while defenders become more robust to attack, with improvements also observed on unseen attack objectives.

cs.LG↗

Do as the Romans Do: Learning Universal Behaviors from Heterogeneous Agents

Humans often acquire new skills by observing others, since observed behaviors implicitly reveal how to act reasonably in an environment. However, observations drawn from a heterogeneous population introduce conflicting behavioral signals, making it difficult to determine which behaviors are worth imitating. We address this challenge with General Reward Inference and Disentanglement (GRID), a social learning method that extracts universally useful behaviors from a heterogeneous population of demonstrators pursuing different goals. GRID decomposes per-agent reward functions into a general reward, capturing behaviors shared across all agents, and specific rewards, capturing individual preferences and objectives, through an information bottleneck. Training exclusively on the general reward provides a new paradigm of generalist pretraining. It yields a generalist agent that internalizes universal environmental competencies, such as safety and basic task proficiency, without the mode-averaging bias that afflicts standard learning from demonstration techniques. This generalist serves as a strong prior for fine-tuning to downstream tasks, including preferences unseen during training. Experiments across a synthetic basis function decomposition, multi-agent Craftax, continuous control tasks (MuJoCo Gym) and an autonomous driving simulator (Highway-Env) confirm that GRID successfully disentangles reward structure in a semantically meaningful way, outperforms standard learning from demonstration baselines, and enables more efficient and stable specialization.

cs.LG↗

From Solo to Social Learning: Characterizing Recursive Social Improvement in LLMs

Large language models (LLMs) can now improve themselves by revising the instructions they follow, and LLM agents are increasingly orchestrated to work together on complex problems. However, self-improvement methods typically optimize one system at a time, and multi-agent frameworks often have every model work toward a shared goal. We ask a different question. When each agent pursues its own reward, can self-improving LLMs learn from one another well enough to improve the whole population? We call this capability recursive social improvement. We study populations that revise skill files and choose whether, when, and whom to copy from. Independent search, learning from peers, and acting all share one token budget. In controlled environments, established social-learning algorithms benefit from peers, but three LLMs do not. They earn less reward per token than solo learners, and explore too narrowly or run out of tokens before acting. We then let the models write and revise their own skills. Observing peers changes how they improve, helping one model find useful skills sooner and another spend less on private search. Neither, however, outperforms independent learners at the same cost. Skills are copied, revised, and passed on, so one discovery can seed further search. Yet these exchanges concentrate the population around fewer independent discoveries. Together, these results show that LLMs can make learning more efficient by copying from peers, but not yet more effective.

cs.MA↗

Forty Shades of Blue: Quality-Diversity Alignment via Mode-Conditioned Reinforcement Learning

A notable byproduct of LLM alignment training is mode collapse: the progressive loss of output diversity that narrows a model's expressivity at inference time. This degradation is especially limiting for applications requiring open-ended exploration and pluralistic perspectives, such as scientific ideation and creative writing. We present MoDA (Mode-conditioned Diversity Alignment), an online post-training RL algorithm that jointly optimizes generation quality and diversity, inspired by the coordination perspective in multi-agent reinforcement learning (MARL). MoDA trains a single shared LLM policy conditioned on abstract numbered roles, where each role acts as an agent competing to produce outputs distinct from the others. This formulation encourages mode-conditioned agents to explore complementary regions of the high-quality output space without requiring hand-crafted personas or architectural modifications. MoDA employs a prompt-adaptive quality gating mechanism that calibrates a reference quality threshold and grants diversity rewards only to responses that meet the threshold, preventing reward-hacking behaviors that compromise response quality. To study quality-diversity tradeoffs, we evaluate MoDA on a comprehensive suite of benchmarks spanning seven general capability tasks and four domain-specific diversity tasks in scientific ideation and creative writing. MoDA improves SBERT diversity by 265% on the Infinite-Chat held-out prompts, while increasing average general capability pass@1 by 10.3% over the Qwen3-8B baseline. Compared with the strongest DivPO baseline, MoDA improves SBERT diversity from 0.274 to 0.482 (+75.9%) and E-Vendi from 2.86 to 4.4 (+53.8%), while improving average general capability pass@1 by 7.0%. Overall, MoDA provides a drop-in alternative to standard post-training methods that preserves and expands the model's expressive output space while improving quality.

cs.CL↗

Tapes Together Strong: The Co-evolution of Computation and Cooperation

How does cooperation evolve in complex agentic systems? Prior work in evolutionary game theory studies why individuals are incentivized to cooperate by isolating social interactions from the physical costs of behavior, while artificial life models traditionally study emergent self-replication without formalizing the dilemma between acquiring resources and preserving the shared energy needed to reproduce. In contrast, we introduce Autopoietic Game Theory, a computational model where social interactions, replication mechanisms, and their associated computational costs are endogenous and simultaneously co-evolving. We study these dynamics using a computational substrate of randomly initialized programs in Z80 machine code, showing empirically, and motivating with a simplified theoretical model, that embedding a social dilemma directly into the physics of computation can favor the emergence of self-replicating, cooperative strategies. When resources are scarce, our analysis shows that defection can become self-limiting even in well-mixed populations: parasitic stealing destroys shared energy, slows execution, and can prevent reliable replication. Empirically, evolved programs suppress stealing across several Z80 environments, while spatial assortment further supports structural complexity and task performance. We further show that the framework can incorporate exogenous pressures, such as math tasks structured as sequential social dilemmas, when rewards are tied to computation budgets. These results suggest that coupling an agent's capacity for computation to its available energy transforms cooperation into a dominant scaffolding for building sustainable, self-organizing systems.

cs.MA↗

SPADE: Self-Play in Adaptive Synthetic Executable Environments

Continuous self-improvement requires an ever-expanding pool of self-generated, diverse, adaptive goals. For language agents, existing training environment pools (hand-curated, statically synthesized, or frozen-verifier) keep the goal distribution fixed as the learner scales. We introduce SPADE (Self-Play in Adaptive Synthetic Executable Environments), a self-play RL framework in which a single LLM plays two roles: an Environment Designer that writes complete, long-horizon training environments as executable code with an OpenAI Gym-style reset()/step() interface, and a Reasoning Agent that learns to act in them. Each is a stateful, multi-turn environment (state transitions, reward functions, and verification code), so one interface spans reasoning problems and multi-step agentic tool use. The Reasoning Agent's regret is estimated using the gap between its reward with and without privileged hints; in optimizing this regret signal the Environment Designer learns to target environments at the edge of the agent's capabilities while keeping them feasible. Through extensive experimentation, we find several components critical to success: grounding the Environment Designer on documents sampled from a large pretraining corpus, and giving it an accumulated environment memory. Scaling to 30B-parameter models, SPADE improves over the strongest fixed-environment baseline by +5.3 on average across eight held-out math, science, code, and reasoning benchmarks, and lifts the tool-use setting by +5.7 on BFCL-v4 multi-turn and +13.9 on ACEBench-Agent; on the games setting, the margin over the strongest baseline grows with model scale. By making environment design itself a learnable component, SPADE takes a concrete step toward open-ended self-improvement.

cs.CL↗

Demystifying Reinforcement Learning Post-Training of Language Models

Reinforcement learning (RL) post-training has emerged as a powerful framework for enhancing the capabilities of large language models (LLMs), enabling impressive reasoning, math, and coding capabilities. Yet for many researchers and practitioners, the principles behind classical RL remain a "black box". In this work, we deconstruct the RL post-training algorithm, investigating each step to clarify what is actually happening beneath the surface. By isolating the mechanics of RL with Verifiable Rewards in a controlled and simplified environment, we examine how RL outcomes are shaped by the base model's prior distribution, the granularity of the reward signal, the diversity of the prompt distribution, and model scale. We use the entropy of the policy's output distribution as a lens to compare the distributions learned through pretraining, SFT, and RL post-training, revealing how each stage shapes model certainty. Our investigation sheds light on how these choices interact to affect post-training success. For example, we show that the effect of so-called 'spurious rewards' depends on the prompt distribution used for post-training. We also provide insight into why the success of RL post-training depends on whether the base model already places sufficient probability mass on the desired behavior, linking it to the classical concept of exploration in RL. Ultimately, we provide this primer as a resource to those in the NLP community wishing to incorporate RL as a tool in their toolbox.

cs.LG↗

Infer Human's Intentions Before Following Natural Language Instructions

For AI agents to be helpful to humans, they should be able to follow natural language instructions to complete everyday cooperative tasks in human environments. However, real human instructions inherently possess ambiguity, because the human speakers assume sufficient prior knowledge about their hidden goals and intentions. Standard language grounding and planning methods fail to address such ambiguities because they do not model human internal goals as additional partially observable factors in the environment. We propose a new framework, Follow Instructions with Social and Embodied Reasoning (FISER), aiming for better natural language instruction following in collaborative embodied tasks. Our framework makes explicit inferences about human goals and intentions as intermediate reasoning steps. We implement a set of Transformer-based models and evaluate them over a challenging benchmark, HandMeThat. We empirically demonstrate that using social reasoning to explicitly infer human intentions before making action plans surpasses purely end-to-end approaches. We also compare our implementation with strong baselines, including Chain of Thought prompting on the largest available pre-trained language models, and find that FISER provides better performance on the embodied social reasoning tasks under investigation, reaching the state-of-the-art on HandMeThat.

cs.AI↗

Learning to summarize user information for personalized reinforcement learning from human feedback

As everyday use cases of large language model (LLM) AI assistants have expanded, it is becoming increasingly important to personalize responses to align to different users' preferences and goals. While reinforcement learning from human feedback (RLHF) is effective at improving LLMs to be generally more helpful and fluent, it does not account for variability across users, as it models the entire user population with a single reward model, meaning it assumes that everyone's preferences are the same. We present a novel framework, Preference Learning Using Summarization (PLUS), that uses reinforcement learning (RL) to learn to produce text-based summaries of each user's preferences, characteristics, and past conversations. These summaries condition the reward model, enabling it to make personalized predictions about the types of responses valued by each user. Both the user-summarization model and reward model are trained simultaneously, creating an online co-adaptation loop. We show that in contrast to the standard Bradley-Terry model, summaries produced by PLUS capture diverse aspects of user preferences, achieving a 11-77/% improvement in reward model accuracy. Key strengths of PLUS are: (1) robust performance with new users and conversation topics, achieving a 25\% improvement over the best personalized reward model technique used for RLHF; (2) zero-shot personalization with state-of-the-art proprietary models like GPT-4 (e.g., PLUS-summary-conditioned responses achieved a 72\% win rate compared to 28% for default GPT-4o); (3) learning from flexible user contexts beyond preference labels, and (4) interpretable representation of users, enabling greater transparency and user control in pluralistic LLM alignment.

cs.LG↗

How LLMs Distort Our Written Language

Large language models (LLMs) are used by over a billion people globally, most often to assist with writing. In this work, we demonstrate that LLMs not only alter the voice and tone of human writing but also consistently alter the intended meaning. First, we conduct a human user study to understand how people actually interact with LLMs when using them for writing. Our findings reveal that extensive LLM use led to a nearly 70% increase in essays that remained neutral in answering the topic question. Significantly more heavy LLM users reported that the writing was less creative and not in their voice. Next, using a dataset of human-written essays that was collected in 2021 before the widespread release of LLMs, we study how asking an LLM to revise the essay based on the human-written feedback in the dataset induces large changes in the resulting content and meaning. We find that even when LLMs are prompted with expert feedback and asked to only make grammar edits, they still change the text in a way that significantly alters its semantic meaning. We then examine LLM-generated text in the wild, specifically focusing on the 21% of AI-generated scientific peer reviews at a recent top AI conference. We find that LLM-generated reviews place significantly less weight on clarity and significance of the research, and assign scores that, on average, are a full point higher. These findings highlight a misalignment between the perceived benefit of AI use and an implicit, consistent effect on the semantics of human writing, motivating future work on how widespread AI writing will affect our cultural and scientific institutions.

cs.CL↗

Maximizing Mutual Information Between Prompt and Response Improves LLM Performance With No Additional Data

While post-training has successfully improved large language models (LLMs) across a variety of domains, these gains heavily rely on human-labeled data or external verifiers. Existing data has already been exploited, and new data is expensive to collect. Moreover, true intelligence goes far beyond verifiable tasks. Therefore, we need self-improvement frameworks that are less dependent on external signals and more broadly applicable to both verifiable and non-verifiable domains. We propose **Mutual Information Preference Optimization (MIPO)**, a contrastive data augmentation method that constructs preference pairs by generating a positive response conditioning on the correct prompt, and a negative response by conditioning on a random, unrelated prompt. We show that using Direct Preference Optimization to learn from this paired data maximizes pointwise mutual information *under the base LLM* between prompts and model responses. Experiments with with 1-7B parameter Llama and Qwen instruct models show that MIPO achieves 3-16% gains (and 51% increase for Qwen2.5-1.5B-Instruct) on personalization compared to prompting baselines. Surprisingly, MIPO can also be useful in verifiable domains, such as math and multiple-choice question answering, yielding 1-20% gains *without any additional data or external supervision*. These results suggest a promising direction for self-improvement using intrinsic signals derived from contrastive data pairs.

cs.LG↗

Pigeonholing: how bad prompts hurt models, causing collapse and mistakes

While in-context learning is generally shown to be effective in Large Language Models (LLMs), bad contexts can cause performance degradation and mode collapse, a phenomenon we call "pigeonholing." **Unintentionally bad** contexts can happen without malicious jailbreaking intents: For example, a user asks the model to justify an incorrect math theorem or fails to correct the model's buggy code. Specifically, we investigate ``pigeonholing" in two scenarios: (1) when the user suggests a solution, and (2) when the conversation context includes the assistant's previous (incorrect) responses. Our experiments across 10 verifiable and open-ended tasks with 10 different models show that pigeonholing manifests in several ways: (1) repeating the incorrect answers from context (leading to 38-40% performance drop), (2) converging on a narrow set of answers in coding and text generation without exploring alternatives, and (3) flipping stance on controversial topics to align with the user or the assistant's previous claims. We find that pigeonholing worsens almost monotonically with the number of conversation turns (performance drops by additional 14+% as repeated mistakes increase from 1 to 5), and pigeonholing-induced mode collapse can happen even when the provided example is correct. As a step toward mitigation, we propose RLVR with synthetic errors which improves models by 43-60% under bad contexts compared to vanilla RLVR baselines.

cs.CL↗

Debate Training Reduces Reward Hacking in RLAIF

We demonstrate that RL finetuning an LLM using debate, a two-player adversarial game between a generator and a critic adjudicated by a weaker LLM judge, reduces reward hacking compared to a reinforcement learning from AI feedback (RLAIF) baseline. Reward hacking is a central obstacle in RLAIF: as training progresses, the policy learns to exploit systematic errors in its AI judge, degrading task performance, a problem that worsens precisely when the judge is weaker than the policy, the setting most relevant to overseeing increasingly capable AI systems. We study mathematics tasks, where final-answer correctness is verifiable, allowing us to measure reward hacking dynamics. We train a Gemini~2.5 Flash-class policy with a frozen, weaker Gemini~2.5 Flash Lite judge, comparing a single-player RLAIF baseline against debate. While the baseline quickly hacks the judge, debate maintains judge performance throughout training, leading to a higher peak validation accuracy (45\% performance gap recovered) that persists through many RL steps. Additional experiments show that: 1) further weakening the judge leads to faster hacking, but this can be compensated by adding an additional debate round; 2) debate incentives override prompted misalignment; 3) RL using an LLM judge has a smaller train/validation reward gap than RL from verifiable rewards; 4) learning to critique to convince the judge using ground truth labels is possible but slow. Taken together, our results are a positive update on the feasibility of debate, while highlighting that balancing multi-agent training is critical: without player constraints, adversarial training risks defaulting to critic judge-hacking. We show that critique word limits (effective up to 150 words) successfully balance the game and avoid judge hacking, though this introduces a trade-off by restricting critic expressive clarity.

cs.LG↗