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Peter Stone

Publications and source records attributed to Peter Stone.

At least 37 records · Page 2Linked to original sources

Simple Recipe Works: Vision-Language-Action Models are Natural Continual Learners with Reinforcement Learning

Continual Reinforcement Learning (CRL) for Vision-Language-Action (VLA) models is a promising direction toward self-improving embodied agents that can adapt in openended, evolving environments. However, conventional wisdom from continual learning suggests that naive Sequential Fine-Tuning (Seq. FT) leads to catastrophic forgetting, necessitating complex CRL strategies. In this work, we take a step back and conduct a systematic study of CRL for large pretrained VLAs across diverse lifelong RL benchmarks. We find that, contrary to established belief, simple Seq. FT with low-rank adaptation (LoRA) is remarkably strong: it achieves high plasticity, exhibits little to no forgetting, and retains strong zero-shot generalization, frequently outperforming more sophisticated CRL methods. Through detailed analysis, we show that this robustness arises from a synergy between the large pretrained model, parameter-efficient adaptation, and on-policy RL. Together, these components reshape the stability-plasticity trade-off, making continual adaptation both stable and scalable. Our results position Sequential Fine-Tuning as a powerful method for continual RL with VLAs and provide new insights into lifelong learning in the large model era. Code is available at https://github.com/UT-Austin-RobIn/continual-vla-rl

cs.LG↗

RoboSSM: Scalable In-context Imitation Learning via State-Space Models

In-context imitation learning (ICIL) enables robots to learn tasks from prompts consisting of just a handful of demonstrations. By eliminating the need for parameter updates at deployment time, this paradigm supports few-shot adaptation to novel tasks. However, recent ICIL methods rely on Transformers, which have computational limitations and tend to underperform when handling longer prompts than those seen during training. In this work, we introduce RoboSSM, a scalable recipe for in-context imitation learning based on state-space models (SSM). Specifically, RoboSSM replaces Transformers with Longhorn -- a state-of-the-art SSM that provides linear-time inference and strong extrapolation capabilities, making it well-suited for long-context prompts. Through diverse experiments on the LIBERO benchmark, we demonstrate the effectiveness of applying SSMs to ICIL, achieving improved generalization to both unseen and long-horizon tasks than Transformer-based ICIL methods by handling longer contexts at test-time. These results show for the first time that SSMs are an efficient and scalable backbone for ICIL. Our code is available at https://github.com/youngjuY/RoboSSM.

cs.RO↗

Factored Latent Action World Models

Learning latent actions from action-free video has emerged as a powerful paradigm for scaling up controllable world model learning. Latent actions provide a natural interface for users to iteratively generate and manipulate videos. However, most existing approaches rely on monolithic inverse and forward dynamics models that learn a single latent action to control the entire scene, and therefore struggle in complex environments where multiple entities act simultaneously. This paper introduces Factored Latent Action Model (FLAM), a factored dynamics framework that decomposes the scene into independent factors, each inferring its own latent action and predicting its own next-step factor value. This factorized structure enables more accurate modeling of complex multi-entity dynamics and improves video generation quality in action-free video settings compared to monolithic models. Based on experiments on both simulation and real-world multi-entity datasets, we find that FLAM outperforms prior work in prediction accuracy and representation quality, and facilitates downstream policy learning, demonstrating the benefits of factorized latent action models.

cs.LG↗

Learning Agile Striker Skills for Humanoid Soccer Robots from Noisy Sensory Input

Learning fast and robust ball-kicking skills is a critical capability for humanoid soccer robots, yet it remains a challenging problem due to the need for rapid leg swings, postural stability on a single support foot, and robustness under noisy sensory input and external perturbations (e.g., opponents). This paper presents a reinforcement learning (RL)-based system that enables humanoid robots to execute robust continual ball-kicking with adaptability to different ball-goal configurations. The system extends a typical teacher-student training framework -- in which a "teacher" policy is trained with ground truth state information and the "student" learns to mimic it with noisy, imperfect sensing -- by including four training stages: (1) long-distance ball chasing (teacher); (2) directional kicking (teacher); (3) teacher policy distillation (student); and (4) student adaptation and refinement (student). Key design elements -- including tailored reward functions, realistic noise modeling, and online constrained RL for adaptation and refinement -- are critical for closing the sim-to-real gap and sustaining performance under perceptual uncertainty. Extensive evaluations in both simulation and on a real robot demonstrate strong kicking accuracy and goal-scoring success across diverse ball-goal configurations. Ablation studies further highlight the necessity of the constrained RL, noise modeling, and the adaptation stage. This work presents a system for learning robust continual humanoid ball-kicking under imperfect perception, establishing a benchmark task for visuomotor skill learning in humanoid whole-body control.

cs.RO↗

AI-Assisted Peer Review at Scale: The AAAI-26 AI Review Pilot

Scientific peer review faces mounting strain as submission volumes surge, making it increasingly difficult to sustain review quality, consistency, and timeliness. Recent advances in AI have led the community to consider its use in peer review, yet a key unresolved question is whether AI can generate technically sound reviews at real-world conference scale. Here we report the first large-scale field deployment of AI-assisted peer review: every main-track submission at AAAI-26 received one clearly identified AI review from a state-of-the-art system. The system combined frontier models, tool use, and safeguards in a multi-stage process to generate reviews for all 22,977 full-review papers in less than a day. A large-scale survey of AAAI-26 authors and program committee members showed that participants not only found AI reviews useful, but actually preferred them to human reviews on key dimensions such as technical accuracy and research suggestions. We also introduce a novel benchmark and find that our system substantially outperforms a simple LLM-generated review baseline at detecting a variety of scientific weaknesses. Together, these results show that state-of-the-art AI methods can already make meaningful contributions to scientific peer review at conference scale, opening a path toward the next generation of synergistic human-AI teaming for evaluating research.

cs.AI↗

Influencing Humans to Conform to Preference Models for RLHF

Designing a reinforcement learning from human feedback (RLHF) algorithm to approximate a human's unobservable reward function requires assuming, implicitly or explicitly, a model of human preferences. A preference model that poorly describes how humans generate preferences risks learning a poor approximation of the human's reward function. In this paper, we conduct three human studies to asses whether one can influence the expression of real human preferences to more closely conform to a desired preference model. Importantly, our approach does not seek to alter the human's unobserved reward function. Rather, we change how humans use this reward function to generate preferences, such that they better match whatever preference model is assumed by a particular RLHF algorithm. We introduce three interventions: showing humans the quantities that underlie a preference model, which is normally unobservable information derived from the reward function; training people to follow a specific preference model; and modifying the preference elicitation question. All intervention types show significant effects, providing practical tools to improve preference data quality and the resultant alignment of the learned reward functions. Overall we establish a novel research direction in model alignment: designing interfaces and training interventions to increase human conformance with the modeling assumptions of the algorithm that will learn from their input.

cs.LG↗

A Champion-level Vision-based Reinforcement Learning Agent for Competitive Racing in Gran Turismo 7

Deep reinforcement learning has achieved superhuman racing performance in high-fidelity simulators like Gran Turismo 7 (GT7). It typically utilizes global features that require instrumentation external to a car, such as precise localization of agents and opponents, limiting real-world applicability. To address this limitation, we introduce a vision-based autonomous racing agent that relies solely on ego-centric camera views and onboard sensor data, eliminating the need for precise localization during inference. This agent employs an asymmetric actor-critic framework: the actor uses a recurrent neural network with the sensor data local to the car to retain track layouts and opponent positions, while the critic accesses the global features during training. Evaluated in GT7, our agent consistently outperforms GT7's built-drivers. To our knowledge, this work presents the first vision-based autonomous racing agent to demonstrate champion-level performance in competitive racing scenarios.

cs.LG↗

Large-Language-Model-Guided State Estimation for Partially Observable Task and Motion Planning

Robot planning in partially observable environments, where not all objects are known or visible, is a challenging problem, as it requires reasoning under uncertainty through partially observable Markov decision processes. During the execution of a computed plan, a robot may unexpectedly observe task-irrelevant objects, which are typically ignored by naive planners. In this work, we propose incorporating two types of common-sense knowledge: (1) certain objects are more likely to be found in specific locations; and (2) similar objects are likely to be co-located, while dissimilar objects are less likely to be found together. Manually engineering such knowledge is complex, so we explore leveraging the powerful common-sense reasoning capabilities of large language models (LLMs). Our planning and execution framework, CoCo-TAMP, introduces a hierarchical state estimation that uses LLM-guided information to shape the belief over task-relevant objects, enabling efficient solutions to long-horizon task and motion planning problems. In experiments, CoCo-TAMP achieves an average reduction of 62.7% in planning and execution time in simulation, and 72.6% in real-world demonstrations, compared to a baseline that does not incorporate either type of common-sense knowledge.

cs.RO↗

Terrain Costmap Generation via Scaled Preference Conditioning

Successful autonomous robot navigation in off-road domains requires the ability to generate high-quality terrain costmaps that are able to both generalize well over a wide variety of terrains and rapidly adapt relative costs at test time to meet mission-specific needs. Existing approaches for costmap generation allow for either rapid test-time adaptation of relative costs (e.g., semantic segmentation methods) or generalization to new terrain types (e.g., representation learning methods), but not both. In this work, we present scaled preference conditioned all-terrain costmap generation (SPACER), a novel approach for generating terrain costmaps that leverages synthetic data during training in order to generalize well to new terrains, and allows for rapid test-time adaptation of relative costs by conditioning on a user-specified scaled preference context. Using large-scale aerial maps, we provide empirical evidence that SPACER outperforms other approaches at generating costmaps for terrain navigation, with the lowest measured regret across varied preferences in five of seven environments for global path planning.

cs.RO↗

The Trajectory Alignment Coefficient in Two Acts: From Reward Tuning to Reward Learning

The success of reinforcement learning (RL) is fundamentally tied to having a reward function that accurately reflects the task objective. Yet, designing reward functions is notoriously time-consuming and prone to misspecification. To address this issue, our first goal is to understand how to support RL practitioners in specifying appropriate weights for a reward function. We leverage the Trajectory Alignment Coefficient (TAC), a metric that evaluates how closely a reward function's induced preferences match those of a domain expert. To evaluate whether TAC provides effective support in practice, we conducted a human-subject study in which RL practitioners tuned reward weights for Lunar Lander. We found that providing TAC during reward tuning led participants to produce more performant reward functions and report lower cognitive workload relative to standard tuning without TAC. However, the study also underscored that manual reward design, even with TAC, remains labor-intensive. This limitation motivated our second goal: to learn a reward model that maximizes TAC directly. Specifically, we propose Soft-TAC, a differentiable approximation of TAC that can be used as a loss function to train reward models from human preference data. Validated in the racing simulator Gran Turismo 7, reward models trained using Soft-TAC successfully captured preference-specific objectives, resulting in policies with qualitatively more distinct behaviors than models trained with standard Cross-Entropy loss. This work demonstrates that TAC can serve as both a practical tool for guiding reward tuning and a reward learning objective in complex domains.

cs.LG↗

VGC-Bench: Towards Mastering Diverse Team Strategies in Competitive Pokémon

Developing AI agents that can robustly adapt to varying strategic landscapes without retraining is a central challenge in multi-agent learning. Pokémon Video Game Championships (VGC) is a domain with a vast space of approximately $10^{139}$ team configurations, far larger than those of other games such as Chess, Go, Poker, StarCraft, or Dota. The combinatorial nature of team building in Pokémon VGC causes optimal strategies to vary substantially depending on both the controlled team and the opponent's team, making generalization uniquely challenging. To advance research on this problem, we introduce VGC-Bench: a benchmark that provides critical infrastructure, standardizes evaluation protocols, and supplies a human-play dataset of over 700,000 battle logs and a range of baseline agents based on heuristics, large language models, behavior cloning, and multi-agent reinforcement learning with empirical game-theoretic methods such as self-play, fictitious play, and double oracle. In the restricted setting where an agent is trained and evaluated in a mirror match with a single team configuration, our methods can win against a professional VGC competitor. We repeat this training and evaluation with progressively larger team sets and find that as the number of teams increases, the best-performing algorithm in the single-team setting has worse performance and is more exploitable, but has improved generalization to unseen teams. Our code and dataset are open-sourced at https://github.com/cameronangliss/vgc-bench and https://huggingface.co/datasets/cameronangliss/vgc-battle-logs.

cs.AI↗

Evaluating Generalization Capabilities of LLM-Based Agents in Mixed-Motive Scenarios Using Concordia

Large Language Model (LLM) agents have demonstrated impressive capabilities for social interaction and are increasingly being deployed in situations where they might engage with both human and artificial agents. These interactions represent a critical frontier for LLM-based agents, yet existing evaluation methods fail to measure how well these capabilities generalize to novel social situations. In this paper, we introduce a method for evaluating the ability of LLM-based agents to cooperate in zero-shot, mixed-motive environments using Concordia, a natural language multi-agent simulation environment. Our method measures general cooperative intelligence by testing an agent's ability to identify and exploit opportunities for mutual gain across diverse partners and contexts. We present empirical results from the NeurIPS 2024 Concordia Contest, where agents were evaluated on their ability to achieve mutual gains across a suite of diverse scenarios ranging from negotiation to collective action problems. Our findings reveal significant gaps between current agent capabilities and the robust generalization required for reliable cooperation, particularly in scenarios demanding persuasion and norm enforcement.

cs.AI↗

Harmful Traits of AI Companions

Amid the growing prevalence of human-AI interaction, large language models and other AI-based entities increasingly provide forms of companionship to human users. Such AI companionship -- i.e., bonded relationships between humans and AI systems that resemble the relationships people have with family members, friends, and romantic partners -- might substantially benefit humans. Yet such relationships can also do profound harm. We propose a framework for analyzing potential negative impacts of AI companionship by identifying specific harmful traits of AI companions and speculatively mapping causal pathways back from these traits to possible causes and forward to potential harmful effects. We provide detailed, structured analysis of four potentially harmful traits -- the absence of natural endpoints for relationships, vulnerability to product sunsetting, high attachment anxiety, and propensity to engender protectiveness -- and briefly discuss fourteen others. For each trait, we propose hypotheses connecting causes -- such as misaligned optimization objectives and the digital nature of AI companions -- to fundamental harms -- including reduced autonomy, diminished quality of human relationships, and deception. Each hypothesized causal connection identifies a target for potential empirical evaluation. Our analysis examines harms at three levels: to human partners directly, to their relationships with other humans, and to society broadly. We examine how existing law struggles to address these emerging harms, discuss potential benefits of AI companions, and conclude with design recommendations for mitigating risks. This analysis offers immediate suggestions for reducing risks while laying a foundation for deeper investigation of this critical but understudied topic.

cs.HC↗

The Essentials of AI for Life and Society: A Full-Scale AI Literacy Course Accessible to All

In Fall 2023, we introduced a new AI Literacy class called The Essentials of AI for Life and Society (CS 109), a one-credit, seminar course consisting mainly of guest lectures, which was open to the entire university, including students, staff, and faculty. Building on its success and popularity, this paper describes our significant expansion of the course into a full-scale three-credit undergraduate course (CS 309), with an expanded emphasis on student engagement, interactivity, and ethics-related components. To knit together content from the guest lecturers, we implemented a flipped classroom. This model used weekly asynchronous learning modules--integrating pre-recorded expert lectures, collaborative readings, and ethical reflections--which were then unified by the course instructor during a live, interactive discussion session. To maintain the broad accessibility of the material (no prerequisites), the course introduced substantive, non-programming homework assignments in which students applied AI concepts to grounded, real-world problems. This work culminated in a final project analyzing the ethical and societal implications of a chosen AI tool. The redesigned course received overwhelmingly positive student feedback, highlighting its interactivity, coherence, and accessible and engaging assignments. This paper details the course's evolution, its pedagogical structure, and the lessons learned in developing a core AI literacy course. All course materials are freely available for others to use and build upon.

cs.CY↗

RLZero: Direct Policy Inference from Language Without In-Domain Supervision

The reward hypothesis states that all goals and purposes can be understood as the maximization of a received scalar reward signal. However, in practice, defining such a reward signal is notoriously difficult, as humans are often unable to predict the optimal behavior corresponding to a reward function. Natural language offers an intuitive alternative for instructing reinforcement learning (RL) agents, yet previous language-conditioned approaches either require costly supervision or test-time training given a language instruction. In this work, we present a new approach that uses a pretrained RL agent trained using only unlabeled, offline interactions--without task-specific supervision or labeled trajectories--to get zero-shot test-time policy inference from arbitrary natural language instructions. We introduce a framework comprising three steps: imagine, project, and imitate. First, the agent imagines a sequence of observations corresponding to the provided language description using video generative models. Next, these imagined observations are projected into the target environment domain. Finally, an agent pretrained in the target environment with unsupervised RL instantly imitates the projected observation sequence through a closed-form solution. To the best of our knowledge, our method, RLZero, is the first approach to show direct language-to-behavior generation abilities on a variety of tasks and environments without any in-domain supervision. We further show that components of RLZero can be used to generate policies zero-shot from cross-embodied videos, such as those available on YouTube, even for complex embodiments like humanoids.

cs.AI↗

Out-of-Distribution Generalization with a SPARC: Racing 100 Unseen Vehicles with a Single Policy

Generalization to unseen environments is a significant challenge in the field of robotics and control. In this work, we focus on contextual reinforcement learning, where agents act within environments with varying contexts, such as self-driving cars or quadrupedal robots that need to operate in different terrains or weather conditions than they were trained for. We tackle the critical task of generalizing to out-of-distribution (OOD) settings, without access to explicit context information at test time. Recent work has addressed this problem by training a context encoder and a history adaptation module in separate stages. While promising, this two-phase approach is cumbersome to implement and train. We simplify the methodology and introduce SPARC: single-phase adaptation for robust control. We test SPARC on varying contexts within the high-fidelity racing simulator Gran Turismo 7 and wind-perturbed MuJoCo environments, and find that it achieves reliable and robust OOD generalization.

cs.LG↗

LLM-GROP: Visually Grounded Robot Task and Motion Planning with Large Language Models

Task planning and motion planning are two of the most important problems in robotics, where task planning methods help robots achieve high-level goals and motion planning methods maintain low-level feasibility. Task and motion planning (TAMP) methods interleave the two processes of task planning and motion planning to ensure goal achievement and motion feasibility. Within the TAMP context, we are concerned with the mobile manipulation (MoMa) of multiple objects, where it is necessary to interleave actions for navigation and manipulation. In particular, we aim to compute where and how each object should be placed given underspecified goals, such as ``set up dinner table with a fork, knife and plate.'' We leverage the rich common sense knowledge from large language models (LLMs), e.g., about how tableware is organized, to facilitate both task-level and motion-level planning. In addition, we use computer vision methods to learn a strategy for selecting base positions to facilitate MoMa behaviors, where the base position corresponds to the robot's ``footprint'' and orientation in its operating space. Altogether, this article provides a principled TAMP framework for MoMa tasks that accounts for common sense about object rearrangement and is adaptive to novel situations that include many objects that need to be moved. We performed quantitative experiments in both real-world settings and simulated environments. We evaluated the success rate and efficiency in completing long-horizon object rearrangement tasks. While the robot completed 84.4\% real-world object rearrangement trials, subjective human evaluations indicated that the robot's performance is still lower than experienced human waiters.

cs.RO↗

Automated Reward Design for Gran Turismo

When designing reinforcement learning (RL) agents, a designer communicates the desired agent behavior through the definition of reward functions - numerical feedback given to the agent as reward or punishment for its actions. However, mapping desired behaviors to reward functions can be a difficult process, especially in complex environments such as autonomous racing. In this paper, we demonstrate how current foundation models can effectively search over a space of reward functions to produce desirable RL agents for the Gran Turismo 7 racing game, given only text-based instructions. Through a combination of LLM-based reward generation, VLM preference-based evaluation, and human feedback we demonstrate how our system can be used to produce racing agents competitive with GT Sophy, a champion-level RL racing agent, as well as generate novel behaviors, paving the way for practical automated reward design in real world applications.

cs.AI↗