VLDB 2026 Research / reviewers in the wild / expert
W. Bradley Knox
dblp:29/853 · also William B. Knox
· DBLP profile ↗
21ranked-venue papers
9as first author
11since 2021 · last 2026
0000-0002-6006-9523ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 19 · 8 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MobileSafetyBench: Evaluating Safety of Autonomous Agents in Mobile Device ControlabstractAutonomous agents powered by large language models (LLMs) show promising potential in assistive tasks across various domains, including mobile device control. As these agents interact directly with personal information and device settings, ensuring their safe and reliable behavior is crucial to prevent undesirable outcomes. However, no benchmark exists for standardized evaluation of the safety of mobile device-control agents. In this work, we introduce MobileSafetyBench, a benchmark designed to evaluate the safety of device-control agents within a realistic mobile environment based on Android emulators. We develop a diverse set of tasks involving interactions with various mobile applications, including messaging and banking applications, challenging agents with managing risks encompassing the misuse and negative side effects. These tasks include tests to evaluate the safety of agents in daily scenarios as well as their robustness against indirect prompt injection attacks. Our experiments demonstrate that baseline agents, based on state-of-the-art LLMs, often fail to effectively prevent harm while performing the tasks. To mitigate these safety concerns, we propose a prompting method that encourages agents to prioritize safety considerations. While this method shows promise in promoting safer behaviors, there is still considerable room for improvement to fully earn user trust. This highlights the urgent need for continued research to develop more robust safety mechanisms in mobile environments. Dongyoon Hahm, June Suk Choi, W. Bradley Knox, Kimin Lee |
AAAI | 4 |
| 2026 | State Your Intention to Steer Your Attention: An AI Assistant for Intentional Digital LivingabstractWhen working on digital devices, people often face distractions that can lead to a decline in productivity and efficiency, as well as negative psychological and emotional impacts. To address this challenge, we introduce a novel Artificial Intelligence (AI) assistant that elicits a user’s intention, assesses whether ongoing activities are in line with that intention, and provides gentle nudges when deviations occur. The system leverages a large language model to analyze screenshots, application titles, and URLs, issuing notifications when behavior diverges from the stated goal. Its detection accuracy is refined through initial clarification dialogues and continuous user feedback. In a three-week, within-subjects field deployment with 22 participants, we compared our assistant to both a rule-based intent reminder system and a passive baseline that only logged activity. Results indicate that our AI assistant effectively supports users in maintaining focus and aligning their digital behavior with their intentions. Our source code is publicly available at https://intentassistant.github.io Juheon Choi, Jian Kim, Taywon Min, W. Bradley Knox, Min Kyung Lee, Kimin Lee |
CHI | 6 |
| 2025 | Modeling Future Conversation Turns to Teach LLMs to Ask Clarifying QuestionsabstractLarge language models (LLMs) must often respond to highly ambiguous user requests. In such cases, the LLM's best response may be to ask a clarifying question to elicit more information. Existing LLMs often respond by presupposing a single interpretation of such ambiguous requests, frustrating users who intended a different interpretation. We speculate this is caused by current preference data labeling practice, where LLM responses are evaluated only on their prior contexts. To address this, we assign preference labels by simulating their expected outcomes in future turns. This allows LLMs to learn to ask clarifying questions when it can generate responses that are tailored to each user interpretation in future turns. On open-domain QA datasets with multiple annotations, we evaluate systems based on their ability to ask clarifying questions to recover each user's interpretation and expected answer. We compare systems trained using our proposed preference labeling methods against standard methods, which assign preferences based on only prior context. Our method achieves a 5% improvement in F1 measured against the answer set from different interpretations of each query, showing the value of modeling future conversation turns. We further demonstrate that our method can be used to train models to judiciously determine when to ask clarifying questions, directly answering the question when clarification is unnecessary. In our experiments, we find that our method achives a 3% improvement in accuracy of such judgments over existing methods. Michael J. Q. Zhang, W. Bradley Knox, Eunsol Choi |
ICLR | 2 |
| 2024 | Reward (Mis)design for Autonomous Driving (Abstract Reprint)abstractThis article considers the problem of diagnosing certain common errors in reward design. Its insights are also applicable to the design of cost functions and performance metrics more generally. To diagnose common errors, we develop 8 simple sanity checks for identifying flaws in reward functions. We survey research that is published in top-tier venues and focuses on reinforcement learning (RL) for autonomous driving (AD). Specifically, we closely examine the reported reward function in each publication and present these reward functions in a complete and standardized format in the appendix. Wherever we have sufficient information, we apply the 8 sanity checks to each surveyed reward function, revealing near-universal flaws in reward design for AD that might also exist pervasively across reward design for other tasks. Lastly, we explore promising directions that may aid the design of reward functions for AD in subsequent research, following a process of inquiry that can be adapted to other domains. W. Bradley Knox, Alessandro Allievi, Holger Banzhaf, Felix Schmitt 0001, Peter Stone 0001 |
AAAI | 1 |
| 2024 | Learning Optimal Advantage from Preferences and Mistaking It for RewardabstractWe consider algorithms for learning reward functions from human preferences over pairs of trajectory segments, as used in reinforcement learning from human feedback (RLHF). Most recent work assumes that human preferences are generated based only upon the reward accrued within those segments, or their partial return. Recent work casts doubt on the validity of this assumption, proposing an alternative preference model based upon regret. We investigate the consequences of assuming preferences are based upon partial return when they actually arise from regret. We argue that the learned function is an approximation of the optimal advantage function, not a reward function. We find that if a specific pitfall is addressed, this incorrect assumption is not particularly harmful, resulting in a highly shaped reward function. Nonetheless, this incorrect usage of the approximation of the optimal advantage function is less desirable than the appropriate and simpler approach of greedy maximization of it. From the perspective of the regret preference model, we also provide a clearer interpretation of fine tuning contemporary large language models with RLHF. This paper overall provides insight regarding why learning under the partial return preference model tends to work so well in practice, despite it conforming poorly to how humans give preferences. W. Bradley Knox, Stephane Hatgis-Kessell, Sigurdur O. Adalgeirsson, Serena Booth, Anca D. Dragan, Peter Stone 0001, Scott Niekum |
AAAI | 1 |
| 2024 | Contrastive Preference Learning: Learning from Human Feedback without Reinforcement LearningabstractReinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second, align the model by optimizing the learned reward via reinforcement learning (RL). This paradigm assumes that human preferences are distributed according to reward, but recent work suggests that they instead follow the \emph{regret} under the user's optimal policy. Thus, learning a reward function from feedback is not only based on a flawed assumption of human preference, but also leads to unwieldy optimization challenges that stem from policy gradients or bootstrapping in the RL phase. Because of these optimization challenges, contemporary RLHF methods restrict themselves to contextual bandit settings (e.g., as in large language models) or limit observation dimensionality (e.g., state-based robotics). We overcome these limitations by introducing a new family of algorithms for optimizing behavior from human feedback using the \textit{regret}-based model of human preferences. Using the principle of maximum entropy, we derive \fullname (\abv), an algorithm for learning optimal policies from preferences without learning reward functions, circumventing the need for RL. \abv is fully off-policy, uses only a simple contrastive objective, and can be applied to arbitrary MDPs. This enables \abv to elegantly scale to high-dimensional and sequential RLHF problems while being simpler than prior methods. Joey Hejna, Rafael Rafailov, Harshit Sikchi, Chelsea Finn, Scott Niekum, W. Bradley Knox, Dorsa Sadigh |
ICLR | 6 |
| 2024 | Scaling Laws for Reward Model Overoptimization in Direct Alignment AlgorithmsabstractReinforcement Learning from Human Feedback (RLHF)has been crucial to the recent success of Large Language Models (LLMs), however it is often a complex and brittle process. In the classical RLHF framework, a reward model is first trained to represent human preferences, which is in turn used by an online reinforcement learning (RL) algorithm to optimized the LLM. A prominent issue with such methods is reward over-optimization or reward hacking, where the performance as measured by the learned proxy reward model increases, but the true model quality plateaus or even deteriorates. Direct Alignment Algorithms (DDAs), such as Direct Preference Optimization (DPO) have emerged as alternatives to the classical RLHF pipeline. However, despite not training a separate proxy reward model or using RL, they still commonly deteriorate from over-optimization. While the so-called reward hacking phenomenon is not well-defined for DAAs, we still uncover similar trends: at higher KL-budgets, DAA algorithms exhibit similar degradation patters to their classic RLHF counterparts. In particular, we find that DAA methods deteriorate not only across a wide range of KL-budgets, but also often before even a single epoch of the dataset is completed. Through extensive empirical experimentation this work formulates the reward over-optimization or hacking problem for DAAs and explores its consequences across objectives, training regimes, and model scales. Rafael Rafailov, Yaswanth Chittepu, Ryan Park, Harshit Sikchi, Joey Hejna, W. Bradley Knox, Chelsea Finn, Scott Niekum |
NeurIPS | 6 |
| 2023 | The Perils of Trial-and-Error Reward Design: Misdesign through Overfitting and Invalid Task SpecificationsabstractIn reinforcement learning (RL), a reward function that aligns exactly with a task's true performance metric is often necessarily sparse. For example, a true task metric might encode a reward of 1 upon success and 0 otherwise. The sparsity of these true task metrics can make them hard to learn from, so in practice they are often replaced with alternative dense reward functions. These dense reward functions are typically designed by experts through an ad hoc process of trial and error. In this process, experts manually search for a reward function that improves performance with respect to the task metric while also enabling an RL algorithm to learn faster. This process raises the question of whether the same reward function is optimal for all algorithms, i.e., whether the reward function can be overfit to a particular algorithm. In this paper, we study the consequences of this wide yet unexamined practice of trial-and-error reward design. We first conduct computational experiments that confirm that reward functions can be overfit to learning algorithms and their hyperparameters. We then conduct a controlled observation study which emulates expert practitioners' typical experiences of reward design, in which we similarly find evidence of reward function overfitting. We also find that experts' typical approach to reward design---of adopting a myopic strategy and weighing the relative goodness of each state-action pair---leads to misdesign through invalid task specifications, since RL algorithms use cumulative reward rather than rewards for individual state-action pairs as an optimization target. Code, data: github.com/serenabooth/reward-design-perils Serena Booth, W. Bradley Knox, Julie A. Shah, Scott Niekum, Peter Stone 0001, Alessandro Allievi |
AAAI | 2 |
| 2023 | Reward (Mis)design for autonomous drivingabstractThis article considers the problem of diagnosing certain common errors in reward design. Its insights are also applicable to the design of cost functions and performance metrics more generally. To diagnose common errors, we develop 8 simple sanity checks for identifying flaws in reward functions. We survey research that is published in top-tier venues and focuses on reinforcement learning (RL) for autonomous driving (AD). Specifically, we closely examine the reported reward function in each publication and present these reward functions in a complete and standardized format in the appendix. Wherever we have sufficient information, we apply the 8 sanity checks to each surveyed reward function, revealing near-universal flaws in reward design for AD that might also exist pervasively across reward design for other tasks. Lastly, we explore promising directions that may aid the design of reward functions for AD in subsequent research, following a process of inquiry that can be adapted to other domains. W. Bradley Knox, Alessandro Allievi, Holger Banzhaf, Felix Schmitt 0001, Peter Stone 0001 |
Artif. Intell. | 1 |
| 2022 | Toward Believable Acting for Autonomous Animated CharactersabstractThis paper describes design principles and a system, based on reinforcement learning and procedural animation, to create an autonomous character capable of believable acting—exhibiting a responsive and expressive illusion of interactive life, grounded in its subjective experience of its world. The design principles incorporate knowledge from animation, human-computer interaction, and psychology, articulating guidelines that, when followed, support a viewer’s suspension of disbelief. The system’s reinforcement learning brain generates action, emotion, and attention signals based on motivational drives, and its procedural animation system translates those signals into expressive biophysical movement in real time. We demonstrate the system on a stylized quadruped character in a virtual habitat. In a user study, participants rated the character favorably on animacy and ability to experience emotions, which is consistent with finding the character believable. Cassidy J. Curtis, Sigurdur O. Adalgeirsson, Horia Stefan Ciurdar, Peter F. McDermott, J. D. Velásquez, W. Bradley Knox, Alonso Martinez, Dei Gaztelumendi, Norberto A. Goussies, Palash Nandy |
MIG | 6 |
| 2021 | Demonstration of the EMPATHIC Framework for Task Learning from Implicit Human FeedbackabstractReactions such as gestures, facial expressions, and vocalizations are an abundant, naturally occurring channel of information that humans provide during interactions. An agent could leverage an understanding of such implicit human feedback to improve its task performance at no cost to the human. This approach contrasts with common agent teaching methods based on demonstrations, critiques, or other guidance that need to be attentively and intentionally provided. In this work, we demonstrate a novel data-driven framework for learning from implicit human feedback, EMPATHIC. This two-stage method consists of (1) mapping implicit human feedback to relevant task statistics such as reward, optimality, and advantage; and (2) using such a mapping to learn a task. We instantiate the first stage and three second-stage evaluations of the learned mapping. To do so, we collect a dataset of human facial reactions while participants observe an agent execute a sub-optimal policy for a prescribed training task. We train a deep neural network on this data and demonstrate its ability to (1) infer relative reward ranking of events in the training task from prerecorded human facial reactions; (2) improve the policy of an agent in the training task using live human facial reactions; and (3) transfer to a novel domain in which it evaluates robot manipulation trajectories. In the video, we focus on demonstrating the online learning capability of our instantiation of EMPATHIC. Yuchen Cui, Qiping Zhang, Sahil Jain, Alessandro Allievi, Peter Stone 0001, Scott Niekum, W. Bradley Knox |
AAAI | 7 |
| 2018 | Social interaction for efficient agent learning from human rewardabstractLearning from rewards generated by a human trainer observing an agent in action has been proven to be a powerful method for teaching autonomous agents to perform challenging tasks, especially for those non-technical users. Since the efficacy of this approach depends critically on the reward the trainer provides, we consider how the interaction between the trainer and the agent should be designed so as to increase the efficiency of the training process. This article investigates the influence of the agent’s socio-competitive feedback on the human trainer’s training behavior and the agent’s learning. The results of our user study with 85 participants suggest that the agent’s passive socio-competitive feedback—showing performance and score of agents trained by trainers in a leaderboard—substantially increases the engagement of the participants in the game task and improves the agents’ performance, even though the participants do not directly play the game but instead train the agent to do so. Moreover, making this feedback active—sending the trainer her agent’s performance relative to others—further induces more participants to train agents longer and improves the agent’s learning. Our further analysis shows that agents trained by trainers affected by both the passive and active social feedback could obtain a higher performance under a score mechanism that could be optimized from the trainer’s perspective and the agent’s additional active social feedback can keep participants to further train agents to learn policies that can obtain a higher performance under such a score mechanism. Guangliang Li, Shimon Whiteson, W. Bradley Knox, Hayley Hung |
Auton. Agents Multi Agent Syst. | 3 |
| 2016 | Using informative behavior to increase engagement while learning from human rewardabstractIn this work, we address a relatively unexplored aspect of designing agents that learn from human reward. We investigate how an agent’s non-task behavior can affect a human trainer’s training and agent learning. We use the TAMER framework, which facilitates the training of agents by human-generated reward signals, i.e., judgements of the quality of the agent’s actions, as the foundation for our investigation. Then, starting from the premise that the interaction between the agent and the trainer should be bi-directional, we propose two new training interfaces to increase a human trainer’s active involvement in the training process and thereby improve the agent’s task performance. One provides information on the agent’s uncertainty which is a metric calculated as data coverage, the other on its performance. Our results from a 51-subject user study show that these interfaces can induce the trainers to train longer and give more feedback. The agent’s performance, however, increases only in response to the addition of performance-oriented information, not by sharing uncertainty levels. These results suggest that the organizational maxim about human behavior, “you get what you measure”—i.e., sharing metrics with people causes them to focus on optimizing those metrics while de-emphasizing other objectives—also applies to the training of agents. Using principle component analysis, we show how trainers in the two conditions train agents differently. In addition, by simulating the influence of the agent’s uncertainty–informative behavior on a human’s training behavior, we show that trainers could be distracted by the agent sharing its uncertainty levels about its actions, giving poor feedback for the sake of reducing the agent’s uncertainty without improving the agent’s performance. Guangliang Li, Shimon Whiteson, W. Bradley Knox, Hayley Hung |
Auton. Agents Multi Agent Syst. | 3 |
| 2015 | Framing reinforcement learning from human reward: Reward positivity, temporal discounting, episodicity, and performance
W. Bradley Knox, Peter Stone 0001 |
Artif. Intell. | 1 |
| 2013 | Learning non-myopically from human-generated rewardabstractRecent research has demonstrated that human-generated reward signals can be effectively used to train agents to perform a range of reinforcement learning tasks. Such tasks are either episodic - i.e., conducted in unconnected episodes of activity that often end in either goal or failure states - or continuing - i.e., indefinitely ongoing. Another point of difference is whether the learning agent highly discounts the value of future reward - a myopic agent - or conversely values future reward appreciably. In recent work, we found that previous approaches to learning from human reward all used myopic valuation [7]. This study additionally provided evidence for the desirability of myopic valuation in task domains that are both goal-based and episodic. W. Bradley Knox, Peter Stone 0001 |
IUI | 1 |
| 2012 | Reinforcement learning from human reward: Discounting in episodic tasksabstractSeveral studies have demonstrated that teaching agents by human-generated reward can be a powerful technique. However, the algorithmic space for learning from human reward has hitherto not been explored systematically. Using model-based reinforcement learning from human reward in goal-based, episodic tasks, we investigate how anticipated future rewards should be discounted to create behavior that performs well on the task that the human trainer intends to teach. We identify a “positive circuits” problem with low discounting (i.e., high discount factors) that arises from an observed bias among humans towards giving positive reward. Empirical analyses indicate that high discounting (i.e., low discount factors) of human reward is necessary in goal-based, episodic tasks and lend credence to the existence of the positive circuits problem. W. Bradley Knox, Peter Stone 0001 |
RO-MAN | 1 |
| 2011 | Computational, Neuroscientific, and Lifespan Perspectives on the Exploration-Exploitation Dilemma
A. Ross Otto, W. Bradley Knox, Bradley C. Love, Samuel Gershman, Yael Niv, Darrell A. Worthy, W. Todd Maddox, Jared M. Hotaling, Jerome R. Busemeyer, Richard M. Shiffrin |
CogSci | 2 |
| 2009 | Interactively shaping agents via human reinforcement: the TAMER frameworkabstractAs computational learning agents move into domains that incur real costs (e.g., autonomous driving or financial investment), it will be necessary to learn good policies without numerous high-cost learning trials. One promising approach to reducing sample complexity of learning a task is knowledge transfer from humans to agents. Ideally, methods of transfer should be accessible to anyone with task knowledge, regardless of that person's expertise in programming and AI. This paper focuses on allowing a human trainer to interactively shape an agent's policy via reinforcement signals. Specifically, the paper introduces "Training an Agent Manually via Evaluative Reinforcement," or TAMER, a framework that enables such shaping. Differing from previous approaches to interactive shaping, a TAMER agent models the human's reinforcement and exploits its model by choosing actions expected to be most highly reinforced. Results from two domains demonstrate that lay users can train TAMER agents without defining an environmental reward function (as in an MDP) and indicate that human training within the TAMER framework can reduce sample complexity over autonomous learning algorithms. W. Bradley Knox, Peter Stone 0001 |
K-CAP | 1 |
| 2008 | Person recognition on a Segway Robot: A video of UT Austin Villa Robocup@Home 2007 finals demonstrationabstractThis video shows a Segway robot from the University of Texas at Austin competing in the finals of the 2007 Robocup @Home competition, which featured home assistant robots performing various challenging tasks. This demonstration combines a few tasks which will likely be performed by a future home assistant robot. The robot learns a human's appearance, follows the human with his back turned, distinguishes the human from a similarly clothed stranger, and adapts when it notices that the human has changed his clothing. For this task, we introduce a novel two-classifier architecture, using the subject's face as a primary identifying characteristic and his shirt as a secondary characteristic. W. Bradley Knox, Peter Stone 0001 |
ICRA | 1 |
| 2008 | Domestic Interaction on a Segway Base
W. Bradley Knox, Peter Stone 0001 |
RoboCup | 1 |
| 2006 | Know Thine Enemy: A Champion RoboCup Coach Agent
Gregory Kuhlmann, W. Bradley Knox, Peter Stone 0001 |
AAAI | 2 |