Researcher profile

Daniel S. Brown

Daniel S. Brown contributes to research discovery and scholarly infrastructure.

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Published work

7 published item(s)

preprint2026arXiv

A Sentence Relation-Based Approach to Sanitizing Malicious Instructions

Retrieval-augmented generation and tool-integrated LLM agents increasingly depend on external textual sources. This reliance broadens the available attack surface, allowing adversaries to insert malicious instructions that trigger unintended model behaviors. Current defensive measures often utilize LLM-based detectors to filter such content, but these approaches remain vulnerable to optimization-based attacks. Additionally, training-based methods frequently fail to generalize to novel data distributions. To resolve these issues, we introduce SONAR, a prompt sanitization framework that identifies and removes injected content using metrics from natural language inference. Specifically, SONAR constructs a sentence-level relational graph across the user query and external data. By using entailment and contradiction scores as edge weights, the system identifies sentences that deviate from the core task. It then employs connectivity-driven pruning to eliminate flagged injection seeds and their related neighbors while maintaining benign context. Rigorous evaluations across several models and datasets show that SONAR reduces the attack success rate to nearly zero, significantly outperforming nine established baseline defenses.

preprint2024arXiv

Autonomous Assessment of Demonstration Sufficiency via Bayesian Inverse Reinforcement Learning

We examine the problem of determining demonstration sufficiency: how can a robot self-assess whether it has received enough demonstrations from an expert to ensure a desired level of performance? To address this problem, we propose a novel self-assessment approach based on Bayesian inverse reinforcement learning and value-at-risk, enabling learning-from-demonstration ("LfD") robots to compute high-confidence bounds on their performance and use these bounds to determine when they have a sufficient number of demonstrations. We propose and evaluate two definitions of sufficiency: (1) normalized expected value difference, which measures regret with respect to the human's unobserved reward function, and (2) percent improvement over a baseline policy. We demonstrate how to formulate high-confidence bounds on both of these metrics. We evaluate our approach in simulation for both discrete and continuous state-space domains and illustrate the feasibility of developing a robotic system that can accurately evaluate demonstration sufficiency. We also show that the robot can utilize active learning in asking for demonstrations from specific states which results in fewer demos needed for the robot to still maintain high confidence in its policy. Finally, via a user study, we show that our approach successfully enables robots to perform at users' desired performance levels, without needing too many or perfectly optimal demonstrations.

preprint2023arXiv

Benchmarks and Algorithms for Offline Preference-Based Reward Learning

Learning a reward function from human preferences is challenging as it typically requires having a high-fidelity simulator or using expensive and potentially unsafe actual physical rollouts in the environment. However, in many tasks the agent might have access to offline data from related tasks in the same target environment. While offline data is increasingly being used to aid policy optimization via offline RL, our observation is that it can be a surprisingly rich source of information for preference learning as well. We propose an approach that uses an offline dataset to craft preference queries via pool-based active learning, learns a distribution over reward functions, and optimizes a corresponding policy via offline RL. Crucially, our proposed approach does not require actual physical rollouts or an accurate simulator for either the reward learning or policy optimization steps. To test our approach, we first evaluate existing offline RL benchmarks for their suitability for offline reward learning. Surprisingly, for many offline RL domains, we find that simply using a trivial reward function results good policy performance, making these domains ill-suited for evaluating learned rewards. To address this, we identify a subset of existing offline RL benchmarks that are well suited for offline reward learning and also propose new offline apprenticeship learning benchmarks which allow for more open-ended behaviors. When evaluated on this curated set of domains, our empirical results suggest that combining offline RL with learned human preferences can enable an agent to learn to perform novel tasks that were not explicitly shown in the offline data.

preprint2022arXiv

Learning Switching Criteria for Sim2Real Transfer of Robotic Fabric Manipulation Policies

Simulation-to-reality transfer has emerged as a popular and highly successful method to train robotic control policies for a wide variety of tasks. However, it is often challenging to determine when policies trained in simulation are ready to be transferred to the physical world. Deploying policies that have been trained with very little simulation data can result in unreliable and dangerous behaviors on physical hardware. On the other hand, excessive training in simulation can cause policies to overfit to the visual appearance and dynamics of the simulator. In this work, we study strategies to automatically determine when policies trained in simulation can be reliably transferred to a physical robot. We specifically study these ideas in the context of robotic fabric manipulation, in which successful sim2real transfer is especially challenging due to the difficulties of precisely modeling the dynamics and visual appearance of fabric. Results in a fabric smoothing task suggest that our switching criteria correlate well with performance in real. In particular, our confidence-based switching criteria achieve average final fabric coverage of 87.2-93.7% within 55-60% of the total training budget. See https://tinyurl.com/lsc-case for code and supplemental materials.

preprint2022arXiv

LEGS: Learning Efficient Grasp Sets for Exploratory Grasping

While deep learning has enabled significant progress in designing general purpose robot grasping systems, there remain objects which still pose challenges for these systems. Recent work on Exploratory Grasping has formalized the problem of systematically exploring grasps on these adversarial objects and explored a multi-armed bandit model for identifying high-quality grasps on each object stable pose. However, these systems are still limited to exploring a small number or grasps on each object. We present Learned Efficient Grasp Sets (LEGS), an algorithm that efficiently explores thousands of possible grasps by maintaining small active sets of promising grasps and determining when it can stop exploring the object with high confidence. Experiments suggest that LEGS can identify a high-quality grasp more efficiently than prior algorithms which do not use active sets. In simulation experiments, we measure the gap between the success probability of the best grasp identified by LEGS, baselines, and the most-robust grasp (verified ground truth). After 3000 exploration steps, LEGS outperforms baseline algorithms on 10/14 and 25/39 objects on the Dex-Net Adversarial and EGAD! datasets respectively. We then evaluate LEGS in physical experiments; trials on 3 challenging objects suggest that LEGS converges to high-performing grasps significantly faster than baselines. See https://sites.google.com/view/legs-exp-grasping for supplemental material and videos.

preprint2022arXiv

Offline Preference-Based Apprenticeship Learning

Learning a reward function from human preferences is challenging as it typically requires having a high-fidelity simulator or using expensive and potentially unsafe actual physical rollouts in the environment. However, in many tasks the agent might have access to offline data from related tasks in the same target environment. While offline data is increasingly being used to aid policy optimization via offline RL, our observation is that it can be a surprisingly rich source of information for preference learning as well. We propose an approach that uses an offline dataset to craft preference queries via pool-based active learning, learns a distribution over reward functions, and optimizes a corresponding policy via offline RL. Crucially, our proposed approach does not require actual physical rollouts or an accurate simulator for either the reward learning or policy optimization steps. To test our approach, we identify a subset of existing offline RL benchmarks that are well suited for offline reward learning and also propose new offline apprenticeship learning benchmarks which allow for more open-ended behaviors. Our empirical results suggest that combining offline RL with learned human preferences can enable an agent to learn to perform novel tasks that were not explicitly shown in the offline data.

preprint2022arXiv

Teaching Robots to Span the Space of Functional Expressive Motion

Our goal is to enable robots to perform functional tasks in emotive ways, be it in response to their users' emotional states, or expressive of their confidence levels. Prior work has proposed learning independent cost functions from user feedback for each target emotion, so that the robot may optimize it alongside task and environment specific objectives for any situation it encounters. However, this approach is inefficient when modeling multiple emotions and unable to generalize to new ones. In this work, we leverage the fact that emotions are not independent of each other: they are related through a latent space of Valence-Arousal-Dominance (VAD). Our key idea is to learn a model for how trajectories map onto VAD with user labels. Considering the distance between a trajectory's mapping and a target VAD allows this single model to represent cost functions for all emotions. As a result 1) all user feedback can contribute to learning about every emotion; 2) the robot can generate trajectories for any emotion in the space instead of only a few predefined ones; and 3) the robot can respond emotively to user-generated natural language by mapping it to a target VAD. We introduce a method that interactively learns to map trajectories to this latent space and test it in simulation and in a user study. In experiments, we use a simple vacuum robot as well as the Cassie biped.