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Glen Berseth

Glen Berseth contributes to research discovery and scholarly infrastructure.

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Published work

9 published item(s)

preprint2026arXiv

Agentick: A Unified Benchmark for General Sequential Decision-Making Agents

AI agent research spans a wide spectrum: from RL agents that learn from scratch to foundation model agents that leverage pre-trained knowledge, yet no unified benchmark enables fair comparison across these approaches. We present Agentick, a benchmark for sequential decision-making agents designed to evaluate RL, LLM, VLM, hybrid, and human agents on common ground and to power research on the fundamental challenges of sequential decision-making. Agentick provides 37 procedurally generated tasks across six capability categories, four difficulty levels, and five observation modalities, all exposed through a single Gymnasium-compatible interface. The benchmark ships with a Coding API, oracle reference policies for all tasks, pre-built SFT datasets, a composable agent harness, and a live leaderboard. An evaluation spanning 27 configurations and over 90,000 episodes reveals that no single approach dominates: GPT-5 mini leads overall at 0.309 oracle-normalized score while PPO dominates planning and multi-agent tasks; the reasoning harness multiplies LLM performance by 3-10x; and ASCII observations consistently outperform natural language. These findings highlight the substantial room for improvement that remains across all agent paradigms. Agentick's capability-decomposed, multi-modal design provides the empirical infrastructure needed to drive progress toward general autonomous agents, both as an evaluation framework and as a training ground for RL post-training of foundation models in truly sequential environments.

preprint2026arXiv

M^4olGen: Multi-Agent, Multi-Stage Molecular Generation under Precise Multi-Property Constraints

Generating molecules that satisfy precise numeric constraints over multiple physicochemical properties is critical and challenging. Although large language models (LLMs) are expressive, they struggle with precise multi-objective control and numeric reasoning without external structure and feedback. We introduce \textbf{M olGen}, a fragment-level, retrieval-augmented, two-stage framework for molecule generation under multi-property constraints. Stage I : Prototype generation: a multi-agent reasoner performs retrieval-anchored, fragment-level edits to produce a candidate near the feasible region. Stage II : RL-based fine-grained optimization: a fragment-level optimizer trained with Group Relative Policy Optimization (GRPO) applies one- or multi-hop refinements to explicitly minimize the property errors toward our target while regulating edit complexity and deviation from the prototype. A large, automatically curated dataset with reasoning chains of fragment edits and measured property deltas underpins both stages, enabling deterministic, reproducible supervision and controllable multi-hop reasoning. Unlike prior work, our framework better reasons about molecules by leveraging fragments and supports controllable refinement toward numeric targets. Experiments on generation under two sets of property constraints (QED, LogP, Molecular Weight and HOMO, LUMO) show consistent gains in validity and precise satisfaction of multi-property targets, outperforming strong LLMs and graph-based algorithms.

preprint2022arXiv

AnyMorph: Learning Transferable Polices By Inferring Agent Morphology

The prototypical approach to reinforcement learning involves training policies tailored to a particular agent from scratch for every new morphology. Recent work aims to eliminate the re-training of policies by investigating whether a morphology-agnostic policy, trained on a diverse set of agents with similar task objectives, can be transferred to new agents with unseen morphologies without re-training. This is a challenging problem that required previous approaches to use hand-designed descriptions of the new agent's morphology. Instead of hand-designing this description, we propose a data-driven method that learns a representation of morphology directly from the reinforcement learning objective. Ours is the first reinforcement learning algorithm that can train a policy to generalize to new agent morphologies without requiring a description of the agent's morphology in advance. We evaluate our approach on the standard benchmark for agent-agnostic control, and improve over the current state of the art in zero-shot generalization to new agents. Importantly, our method attains good performance without an explicit description of morphology.

preprint2022arXiv

ASHA: Assistive Teleoperation via Human-in-the-Loop Reinforcement Learning

Building assistive interfaces for controlling robots through arbitrary, high-dimensional, noisy inputs (e.g., webcam images of eye gaze) can be challenging, especially when it involves inferring the user's desired action in the absence of a natural 'default' interface. Reinforcement learning from online user feedback on the system's performance presents a natural solution to this problem, and enables the interface to adapt to individual users. However, this approach tends to require a large amount of human-in-the-loop training data, especially when feedback is sparse. We propose a hierarchical solution that learns efficiently from sparse user feedback: we use offline pre-training to acquire a latent embedding space of useful, high-level robot behaviors, which, in turn, enables the system to focus on using online user feedback to learn a mapping from user inputs to desired high-level behaviors. The key insight is that access to a pre-trained policy enables the system to learn more from sparse rewards than a naïve RL algorithm: using the pre-trained policy, the system can make use of successful task executions to relabel, in hindsight, what the user actually meant to do during unsuccessful executions. We evaluate our method primarily through a user study with 12 participants who perform tasks in three simulated robotic manipulation domains using a webcam and their eye gaze: flipping light switches, opening a shelf door to reach objects inside, and rotating a valve. The results show that our method successfully learns to map 128-dimensional gaze features to 7-dimensional joint torques from sparse rewards in under 10 minutes of online training, and seamlessly helps users who employ different gaze strategies, while adapting to distributional shift in webcam inputs, tasks, and environments.

preprint2022arXiv

Hierarchical Reinforcement Learning for Precise Soccer Shooting Skills using a Quadrupedal Robot

We address the problem of enabling quadrupedal robots to perform precise shooting skills in the real world using reinforcement learning. Developing algorithms to enable a legged robot to shoot a soccer ball to a given target is a challenging problem that combines robot motion control and planning into one task. To solve this problem, we need to consider the dynamics limitation and motion stability during the control of a dynamic legged robot. Moreover, we need to consider motion planning to shoot the hard-to-model deformable ball rolling on the ground with uncertain friction to a desired location. In this paper, we propose a hierarchical framework that leverages deep reinforcement learning to train (a) a robust motion control policy that can track arbitrary motions and (b) a planning policy to decide the desired kicking motion to shoot a soccer ball to a target. We deploy the proposed framework on an A1 quadrupedal robot and enable it to accurately shoot the ball to random targets in the real world.

preprint2022arXiv

X2T: Training an X-to-Text Typing Interface with Online Learning from User Feedback

We aim to help users communicate their intent to machines using flexible, adaptive interfaces that translate arbitrary user input into desired actions. In this work, we focus on assistive typing applications in which a user cannot operate a keyboard, but can instead supply other inputs, such as webcam images that capture eye gaze or neural activity measured by a brain implant. Standard methods train a model on a fixed dataset of user inputs, then deploy a static interface that does not learn from its mistakes; in part, because extracting an error signal from user behavior can be challenging. We investigate a simple idea that would enable such interfaces to improve over time, with minimal additional effort from the user: online learning from user feedback on the accuracy of the interface's actions. In the typing domain, we leverage backspaces as feedback that the interface did not perform the desired action. We propose an algorithm called x-to-text (X2T) that trains a predictive model of this feedback signal, and uses this model to fine-tune any existing, default interface for translating user input into actions that select words or characters. We evaluate X2T through a small-scale online user study with 12 participants who type sentences by gazing at their desired words, a large-scale observational study on handwriting samples from 60 users, and a pilot study with one participant using an electrocorticography-based brain-computer interface. The results show that X2T learns to outperform a non-adaptive default interface, stimulates user co-adaptation to the interface, personalizes the interface to individual users, and can leverage offline data collected from the default interface to improve its initial performance and accelerate online learning.

preprint2021arXiv

SMiRL: Surprise Minimizing Reinforcement Learning in Unstable Environments

Every living organism struggles against disruptive environmental forces to carve out and maintain an orderly niche. We propose that such a struggle to achieve and preserve order might offer a principle for the emergence of useful behaviors in artificial agents. We formalize this idea into an unsupervised reinforcement learning method called surprise minimizing reinforcement learning (SMiRL). SMiRL alternates between learning a density model to evaluate the surprise of a stimulus, and improving the policy to seek more predictable stimuli. The policy seeks out stable and repeatable situations that counteract the environment's prevailing sources of entropy. This might include avoiding other hostile agents, or finding a stable, balanced pose for a bipedal robot in the face of disturbance forces. We demonstrate that our surprise minimizing agents can successfully play Tetris, Doom, control a humanoid to avoid falls, and navigate to escape enemies in a maze without any task-specific reward supervision. We further show that SMiRL can be used together with standard task rewards to accelerate reward-driven learning.

preprint2020arXiv

Ecological Reinforcement Learning

Much of the current work on reinforcement learning studies episodic settings, where the agent is reset between trials to an initial state distribution, often with well-shaped reward functions. Non-episodic settings, where the agent must learn through continuous interaction with the world without resets, and where the agent receives only delayed and sparse reward signals, is substantially more difficult, but arguably more realistic considering real-world environments do not present the learner with a convenient "reset mechanism" and easy reward shaping. In this paper, instead of studying algorithmic improvements that can address such non-episodic and sparse reward settings, we instead study the kinds of environment properties that can make learning under such conditions easier. Understanding how properties of the environment impact the performance of reinforcement learning agents can help us to structure our tasks in ways that make learning tractable. We first discuss what we term "environment shaping" -- modifications to the environment that provide an alternative to reward shaping, and may be easier to implement. We then discuss an even simpler property that we refer to as "dynamism," which describes the degree to which the environment changes independent of the agent's actions and can be measured by environment transition entropy. Surprisingly, we find that even this property can substantially alleviate the challenges associated with non-episodic RL in sparse reward settings. We provide an empirical evaluation on a set of new tasks focused on non-episodic learning with sparse rewards. Through this study, we hope to shift the focus of the community towards analyzing how properties of the environment can affect learning and the ultimate type of behavior that is learned via RL.

preprint2019arXiv

Morphology-Agnostic Visual Robotic Control

Existing approaches for visuomotor robotic control typically require characterizing the robot in advance by calibrating the camera or performing system identification. We propose MAVRIC, an approach that works with minimal prior knowledge of the robot's morphology, and requires only a camera view containing the robot and its environment and an unknown control interface. MAVRIC revolves around a mutual information-based method for self-recognition, which discovers visual "control points" on the robot body within a few seconds of exploratory interaction, and these control points in turn are then used for visual servoing. MAVRIC can control robots with imprecise actuation, no proprioceptive feedback, unknown morphologies including novel tools, unknown camera poses, and even unsteady handheld cameras. We demonstrate our method on visually-guided 3D point reaching, trajectory following, and robot-to-robot imitation.