Researcher profile

Natasha Jaques

Natasha Jaques contributes to research discovery and scholarly infrastructure.

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Published work

8 published item(s)

preprint2026arXiv

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 a wide variety of people, including users 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 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 under the unseen, diverse communication patterns of real users. 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 the original task goals. Rather than hand-crafting personas, we cast persona generation as an LLM-driven evolutionary program search that optimizes a Python generator to discover behaviors and translate them into task-preserving roleplay policies. Candidate generators are guided by a multi-objective fitness score combining human-likeness with broad coverage of human behavioral patterns. Once optimized, the generator produces a diverse population of human-like personas for any task in the domain. Across tau^2-bench retail and airline domains, evolved PPol programs yield 33-62% absolute gains in fitness score over the baseline simulator. In a blinded evaluation, annotators rated PPol-conditioned users as human 80.4% of the time, close to real human traces and nearly twice as frequently as baseline simulators. Agents trained with PPol are more robust to challenging, out-of-distribution behaviors, improving task success by +17% relative to training only on existing simulated interactions. This offers a novel approach to strengthen simulator-based evaluation and training without changing tasks or rewards.

preprint2024arXiv

Impossibility Theorems for Feature Attribution

Despite a sea of interpretability methods that can produce plausible explanations, the field has also empirically seen many failure cases of such methods. In light of these results, it remains unclear for practitioners how to use these methods and choose between them in a principled way. In this paper, we show that for moderately rich model classes (easily satisfied by neural networks), any feature attribution method that is complete and linear -- for example, Integrated Gradients and SHAP -- can provably fail to improve on random guessing for inferring model behaviour. Our results apply to common end-tasks such as characterizing local model behaviour, identifying spurious features, and algorithmic recourse. One takeaway from our work is the importance of concretely defining end-tasks: once such an end-task is defined, a simple and direct approach of repeated model evaluations can outperform many other complex feature attribution methods.

preprint2022arXiv

Basis for Intentions: Efficient Inverse Reinforcement Learning using Past Experience

This paper addresses the problem of inverse reinforcement learning (IRL) -- inferring the reward function of an agent from observing its behavior. IRL can provide a generalizable and compact representation for apprenticeship learning, and enable accurately inferring the preferences of a human in order to assist them. %and provide for more accurate prediction. However, effective IRL is challenging, because many reward functions can be compatible with an observed behavior. We focus on how prior reinforcement learning (RL) experience can be leveraged to make learning these preferences faster and more efficient. We propose the IRL algorithm BASIS (Behavior Acquisition through Successor-feature Intention inference from Samples), which leverages multi-task RL pre-training and successor features to allow an agent to build a strong basis for intentions that spans the space of possible goals in a given domain. When exposed to just a few expert demonstrations optimizing a novel goal, the agent uses its basis to quickly and effectively infer the reward function. Our experiments reveal that our method is highly effective at inferring and optimizing demonstrated reward functions, accurately inferring reward functions from less than 100 trajectories.

preprint2022arXiv

Environment Generation for Zero-Shot Compositional Reinforcement Learning

Many real-world problems are compositional - solving them requires completing interdependent sub-tasks, either in series or in parallel, that can be represented as a dependency graph. Deep reinforcement learning (RL) agents often struggle to learn such complex tasks due to the long time horizons and sparse rewards. To address this problem, we present Compositional Design of Environments (CoDE), which trains a Generator agent to automatically build a series of compositional tasks tailored to the RL agent's current skill level. This automatic curriculum not only enables the agent to learn more complex tasks than it could have otherwise, but also selects tasks where the agent's performance is weak, enhancing its robustness and ability to generalize zero-shot to unseen tasks at test-time. We analyze why current environment generation techniques are insufficient for the problem of generating compositional tasks, and propose a new algorithm that addresses these issues. Our results assess learning and generalization across multiple compositional tasks, including the real-world problem of learning to navigate and interact with web pages. We learn to generate environments composed of multiple pages or rooms, and train RL agents capable of completing wide-range of complex tasks in those environments. We contribute two new benchmark frameworks for generating compositional tasks, compositional MiniGrid and gMiniWoB for web navigation.CoDE yields 4x higher success rate than the strongest baseline, and demonstrates strong performance of real websites learned on 3500 primitive tasks.

preprint2022arXiv

Less is More: Generating Grounded Navigation Instructions from Landmarks

We study the automatic generation of navigation instructions from 360-degree images captured on indoor routes. Existing generators suffer from poor visual grounding, causing them to rely on language priors and hallucinate objects. Our MARKY-MT5 system addresses this by focusing on visual landmarks; it comprises a first stage landmark detector and a second stage generator -- a multimodal, multilingual, multitask encoder-decoder. To train it, we bootstrap grounded landmark annotations on top of the Room-across-Room (RxR) dataset. Using text parsers, weak supervision from RxR's pose traces, and a multilingual image-text encoder trained on 1.8b images, we identify 971k English, Hindi and Telugu landmark descriptions and ground them to specific regions in panoramas. On Room-to-Room, human wayfinders obtain success rates (SR) of 71% following MARKY-MT5's instructions, just shy of their 75% SR following human instructions -- and well above SRs with other generators. Evaluations on RxR's longer, diverse paths obtain 61-64% SRs on three languages. Generating such high-quality navigation instructions in novel environments is a step towards conversational navigation tools and could facilitate larger-scale training of instruction-following agents.

preprint2021arXiv

Adversarial Environment Generation for Learning to Navigate the Web

Learning to autonomously navigate the web is a difficult sequential decision making task. The state and action spaces are large and combinatorial in nature, and websites are dynamic environments consisting of several pages. One of the bottlenecks of training web navigation agents is providing a learnable curriculum of training environments that can cover the large variety of real-world websites. Therefore, we propose using Adversarial Environment Generation (AEG) to generate challenging web environments in which to train reinforcement learning (RL) agents. We provide a new benchmarking environment, gMiniWoB, which enables an RL adversary to use compositional primitives to learn to generate arbitrarily complex websites. To train the adversary, we propose a new technique for maximizing regret using the difference in the scores obtained by a pair of navigator agents. Our results show that our approach significantly outperforms prior methods for minimax regret AEG. The regret objective trains the adversary to design a curriculum of environments that are "just-the-right-challenge" for the navigator agents; our results show that over time, the adversary learns to generate increasingly complex web navigation tasks. The navigator agents trained with our technique learn to complete challenging, high-dimensional web navigation tasks, such as form filling, booking a flight etc. We show that the navigator agent trained with our proposed Flexible b-PAIRED technique significantly outperforms competitive automatic curriculum generation baselines -- including a state-of-the-art RL web navigation approach -- on a set of challenging unseen test environments, and achieves more than 80% success rate on some tasks.

preprint2021arXiv

Emergent Complexity and Zero-shot Transfer via Unsupervised Environment Design

A wide range of reinforcement learning (RL) problems - including robustness, transfer learning, unsupervised RL, and emergent complexity - require specifying a distribution of tasks or environments in which a policy will be trained. However, creating a useful distribution of environments is error prone, and takes a significant amount of developer time and effort. We propose Unsupervised Environment Design (UED) as an alternative paradigm, where developers provide environments with unknown parameters, and these parameters are used to automatically produce a distribution over valid, solvable environments. Existing approaches to automatically generating environments suffer from common failure modes: domain randomization cannot generate structure or adapt the difficulty of the environment to the agent's learning progress, and minimax adversarial training leads to worst-case environments that are often unsolvable. To generate structured, solvable environments for our protagonist agent, we introduce a second, antagonist agent that is allied with the environment-generating adversary. The adversary is motivated to generate environments which maximize regret, defined as the difference between the protagonist and antagonist agent's return. We call our technique Protagonist Antagonist Induced Regret Environment Design (PAIRED). Our experiments demonstrate that PAIRED produces a natural curriculum of increasingly complex environments, and PAIRED agents achieve higher zero-shot transfer performance when tested in highly novel environments.

preprint2019arXiv

Hierarchical Reinforcement Learning for Open-Domain Dialog

Open-domain dialog generation is a challenging problem; maximum likelihood training can lead to repetitive outputs, models have difficulty tracking long-term conversational goals, and training on standard movie or online datasets may lead to the generation of inappropriate, biased, or offensive text. Reinforcement Learning (RL) is a powerful framework that could potentially address these issues, for example by allowing a dialog model to optimize for reducing toxicity and repetitiveness. However, previous approaches which apply RL to open-domain dialog generation do so at the word level, making it difficult for the model to learn proper credit assignment for long-term conversational rewards. In this paper, we propose a novel approach to hierarchical reinforcement learning, VHRL, which uses policy gradients to tune the utterance-level embedding of a variational sequence model. This hierarchical approach provides greater flexibility for learning long-term, conversational rewards. We use self-play and RL to optimize for a set of human-centered conversation metrics, and show that our approach provides significant improvements -- in terms of both human evaluation and automatic metrics -- over state-of-the-art dialog models, including Transformers.