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Rishabh Agarwal

Rishabh Agarwal contributes to research discovery and scholarly infrastructure.

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Published work

7 published item(s)

preprint2026arXiv

Learning, Fast and Slow: Towards LLMs That Adapt Continually

Large language models (LLMs) are trained for downstream tasks by updating their parameters (e.g., via RL). However, updating parameters forces them to absorb task-specific information, which can result in catastrophic forgetting and loss of plasticity. In contrast, in-context learning with fixed LLM parameters can cheaply and rapidly adapt to task-specific requirements (e.g., prompt optimization), but cannot by itself typically match the performance gains available through updating LLM parameters. There is no good reason for restricting learning to being in-context or in-weights. Moreover, humans also likely learn at different time scales (e.g., System 1 vs 2). To this end, we introduce a fast-slow learning framework for LLMs, with model parameters as "slow" weights and optimized context as "fast" weights. These fast "weights" can learn from textual feedback to absorb the task-specific information, while allowing slow weights to stay closer to the base model and persist general reasoning behaviors. Fast-Slow Training (FST) is up to 3x more sample-efficient than only slow learning (RL) across reasoning tasks, while consistently reaching a higher performance asymptote. Moreover, FST-trained models remain closer to the base LLM (up to 70% less KL divergence), resulting in less catastrophic forgetting than RL-training. This reduced drift also preserves plasticity: after training on one task, FST trained models adapt more effectively to a subsequent task than parameter-only trained models. In continual learning scenarios, where task domains change on the fly, FST continues to acquire each new task while parameter-only RL stalls.

preprint2022arXiv

Deep Reinforcement Learning at the Edge of the Statistical Precipice

Deep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. Most published results on deep RL benchmarks compare point estimates of aggregate performance such as mean and median scores across tasks, ignoring the statistical uncertainty implied by the use of a finite number of training runs. Beginning with the Arcade Learning Environment (ALE), the shift towards computationally-demanding benchmarks has led to the practice of evaluating only a small number of runs per task, exacerbating the statistical uncertainty in point estimates. In this paper, we argue that reliable evaluation in the few run deep RL regime cannot ignore the uncertainty in results without running the risk of slowing down progress in the field. We illustrate this point using a case study on the Atari 100k benchmark, where we find substantial discrepancies between conclusions drawn from point estimates alone versus a more thorough statistical analysis. With the aim of increasing the field's confidence in reported results with a handful of runs, we advocate for reporting interval estimates of aggregate performance and propose performance profiles to account for the variability in results, as well as present more robust and efficient aggregate metrics, such as interquartile mean scores, to achieve small uncertainty in results. Using such statistical tools, we scrutinize performance evaluations of existing algorithms on other widely used RL benchmarks including the ALE, Procgen, and the DeepMind Control Suite, again revealing discrepancies in prior comparisons. Our findings call for a change in how we evaluate performance in deep RL, for which we present a more rigorous evaluation methodology, accompanied with an open-source library rliable, to prevent unreliable results from stagnating the field.

preprint2022arXiv

On the Generalization of Representations in Reinforcement Learning

In reinforcement learning, state representations are used to tractably deal with large problem spaces. State representations serve both to approximate the value function with few parameters, but also to generalize to newly encountered states. Their features may be learned implicitly (as part of a neural network) or explicitly (for example, the successor representation of \citet{dayan1993improving}). While the approximation properties of representations are reasonably well-understood, a precise characterization of how and when these representations generalize is lacking. In this work, we address this gap and provide an informative bound on the generalization error arising from a specific state representation. This bound is based on the notion of effective dimension which measures the degree to which knowing the value at one state informs the value at other states. Our bound applies to any state representation and quantifies the natural tension between representations that generalize well and those that approximate well. We complement our theoretical results with an empirical survey of classic representation learning methods from the literature and results on the Arcade Learning Environment, and find that the generalization behaviour of learned representations is well-explained by their effective dimension.

preprint2021arXiv

RL Unplugged: A Suite of Benchmarks for Offline Reinforcement Learning

Offline methods for reinforcement learning have a potential to help bridge the gap between reinforcement learning research and real-world applications. They make it possible to learn policies from offline datasets, thus overcoming concerns associated with online data collection in the real-world, including cost, safety, or ethical concerns. In this paper, we propose a benchmark called RL Unplugged to evaluate and compare offline RL methods. RL Unplugged includes data from a diverse range of domains including games (e.g., Atari benchmark) and simulated motor control problems (e.g., DM Control Suite). The datasets include domains that are partially or fully observable, use continuous or discrete actions, and have stochastic vs. deterministic dynamics. We propose detailed evaluation protocols for each domain in RL Unplugged and provide an extensive analysis of supervised learning and offline RL methods using these protocols. We will release data for all our tasks and open-source all algorithms presented in this paper. We hope that our suite of benchmarks will increase the reproducibility of experiments and make it possible to study challenging tasks with a limited computational budget, thus making RL research both more systematic and more accessible across the community. Moving forward, we view RL Unplugged as a living benchmark suite that will evolve and grow with datasets contributed by the research community and ourselves. Our project page is available on https://git.io/JJUhd.

preprint2020arXiv

IITK at SemEval-2020 Task 10: Transformers for Emphasis Selection

This paper describes the system proposed for addressing the research problem posed in Task 10 of SemEval-2020: Emphasis Selection For Written Text in Visual Media. We propose an end-to-end model that takes as input the text and corresponding to each word gives the probability of the word to be emphasized. Our results show that transformer-based models are particularly effective in this task. We achieved the best Matchm score (described in section 2.2) of 0.810 and were ranked third on the leaderboard.

preprint2020arXiv

Revisiting Fundamentals of Experience Replay

Experience replay is central to off-policy algorithms in deep reinforcement learning (RL), but there remain significant gaps in our understanding. We therefore present a systematic and extensive analysis of experience replay in Q-learning methods, focusing on two fundamental properties: the replay capacity and the ratio of learning updates to experience collected (replay ratio). Our additive and ablative studies upend conventional wisdom around experience replay -- greater capacity is found to substantially increase the performance of certain algorithms, while leaving others unaffected. Counterintuitively we show that theoretically ungrounded, uncorrected n-step returns are uniquely beneficial while other techniques confer limited benefit for sifting through larger memory. Separately, by directly controlling the replay ratio we contextualize previous observations in the literature and empirically measure its importance across a variety of deep RL algorithms. Finally, we conclude by testing a set of hypotheses on the nature of these performance benefits.

preprint2019arXiv

Learning to Generalize from Sparse and Underspecified Rewards

We consider the problem of learning from sparse and underspecified rewards, where an agent receives a complex input, such as a natural language instruction, and needs to generate a complex response, such as an action sequence, while only receiving binary success-failure feedback. Such success-failure rewards are often underspecified: they do not distinguish between purposeful and accidental success. Generalization from underspecified rewards hinges on discounting spurious trajectories that attain accidental success, while learning from sparse feedback requires effective exploration. We address exploration by using a mode covering direction of KL divergence to collect a diverse set of successful trajectories, followed by a mode seeking KL divergence to train a robust policy. We propose Meta Reward Learning (MeRL) to construct an auxiliary reward function that provides more refined feedback for learning. The parameters of the auxiliary reward function are optimized with respect to the validation performance of a trained policy. The MeRL approach outperforms our alternative reward learning technique based on Bayesian Optimization, and achieves the state-of-the-art on weakly-supervised semantic parsing. It improves previous work by 1.2% and 2.4% on WikiTableQuestions and WikiSQL datasets respectively.