Robots that interact with humans must adapt to individual users' preferences to operate effectively in human-centered environments. An intuitive and effective technique to learn non-expert users' preferences is through rankings of robot behaviors, e.g., trajectories, gestures, or voices. Existing techniques primarily focus on generating queries that optimize preference learning outcomes, such as sample efficiency or final preference estimation accuracy. However, the focus on outcome overlooks key user expectations in the process of providing these rankings, which can negatively impact users' adoption of robotic systems. This work proposes the Covariance Matrix Adaptation Evolution Strategies with Information Gain (CMA-ES-IG) algorithm. CMA-ES-IG explicitly incorporates user experience considerations into the preference learning process by suggesting perceptually distinct and informative trajectories for users to rank. We demonstrate these benefits through both simulated studies and real-robot experiments. CMA-ES-IG, compared to state-of-the-art alternatives, (1) scales more effectively to higher-dimensional preference spaces, (2) maintains computational tractability for high-dimensional problems, (3) is robust to noisy or inconsistent user feedback, and (4) is preferred by non-expert users in identifying their preferred robot behaviors. This project's code is available at github.com/interaction-lab/CMA-ES-IG
Figures & tables
Figure 1: Query Generation Techniques. The spheres on the top row represent a 3-dimensional trajectory feature space, with a blue arrow indicating the user’s true preference and the red arrow indicating the current estimated preference. The red circle denotes the equator of the sphere defined by the red preference estimate. The red cloud of points denote the sampling space for CMA-ES. Optimizing for information gain results in trajectories that spaced evenly across the red circle which are easy to distinguish for the user, but do not achieve high rewards (a). Using Covariance matrix adaptation evolution strategies (CMA-ES) results in trajectories with higher rewards, but they are not easy for the user to easily distinguish (b). CMA-ES with information gain (CMA-ES-IG) generates trajectories that are both easy to distinguish for the user and achieve high reward.
Algorithm
AUC Alignment ( ↑ )
AUC Regret ( ↓ )
d=4
d=8
d=16
d=32
d=4
d=8
d=16
d=32
CMA-ES-IG
.882±.01
.810±.01
.718±.01
.517±.01
.265±.05
.492±.04
.759±.08
1.453±.11
CMA-ES
.908±.01
.847±.01
.692±.01
.457±.01
.157±.03
.413±.04
.995±.07
1.876±.08
Infogain
.928±.00
.849±.01
.606±.01
.374±.02
.116±.01
.332±.04
1.243±.10
2.115±.11
Table 1: Marginal means for accuracy metrics in the parameter estimation task. We report the mean ( ± standard error) of the area under the curve (AUC) of alignment and regret. These metrics compare the estimated user preference to the ground-truth simulated user preferences, with arrows denoting better values. Bolded values denote the highest-performing method for each experiment.
Figure 2: Quality of suggested trajectories over time. Across all dimensions, CMA-ES-IG (orange) generates higher-quality trajectories (i.e., trajectories that receive higher reward on average) for users to rank compared to CMA-ES (blue) and Infogain (gray).
Algorithm
d=4
d=8
d=16
d=32
CMA-ES-IG
4.1 ms
3.9 ms
4.4 ms
5.3 ms
CMA-ES
0.1 ms
0.1 ms
0.1 ms
0.2 ms
Infogain
418 ms
805 ms
2287 ms
6256 ms
Table 2: Mean runtime (in milliseconds) for query generation methods. Values are averaged across 100 trials for each representation space dimensions ( d ).
Figure 3: Simulated Domains. We evaluated our algorithms across four simulated domains that represent physical (a,b) and social (c,d) preference-based robot tasks. In Lunar Lander domain (a), preference determines the path of the spaceship takes to land within the flags. In the Driving domain (b), preference determines how the autonomous vehicle merges. In the Face Design domain (c), preference determines the appearance of a screen-based robot face. In the Voice Design domain (d), preference determines the sound of a text-to-speech voice.
Algorithm
Lunar Lander
Driving
Robot Face Design
Robot Voice Design
Alignment ↑
Regret ↓
Alignment ↑
Regret ↓
Alignment ↑
Regret ↓
Alignment ↑
Regret ↓
CMA-ES-IG
.921±.004
.023±.003
.933±.003
.028±.004
.946±.004
.015±.005
.801±.015
.082±.026
CMA-ES
.903±.006
.037±.005
.928±.003
.032±.004
.943±.002
.016±.004
.815±.015
.033±.006
Infogain
.933±.003
.019±.002
.948±.001
.016±.002
.960±.000
.005±.001
.852±.014
.017±.004
Table 3: Mean accuracy metrics across simulated robot tasks. Alignment ( ↑ ) and Regret ( ↓ ). All algorithms accurately learned user preferences across all tasks, and CMA-ES-IG demonstrates non-inferiority to the baselines within a 3% margin across all tasks.
Figure 4: Quality of suggested trajectories over time for simulated robotic environments. For each simulated robot domain, CMA-ES-IG significantly outperforms the baseline algorithms by producing higher-quality trajectory queries in earlier iterations. This result demonstrates that CMA-ES-IG consistently suggests high-quality trajectories under a variety of representation spaces.
Figure 5: The two domains that users taught robots their preferences for the robot’s behaviors. In the physical domain (a), users ranked a JACO arm’s movement trajectories to hand them a marker, a cup, and a spoon. In the social domain (b), users ranked a Blossom robot’s gestures to portray happiness, sadness, and anger.
Figure 6: User study interface. Users interacted with the robots through the ranking interface to specify their preferences for how the Blossom robot used gestures to signal different affective states and how the JACO robot arm handed them different items.
Algorithm
Behavioral Adaptation ( ↑ )
Ease of Use( ↑ )
Rank ( ↑ )
CMA-ES-IG
5.18 ±.001
5.50 ±.28
1.48 ±.15
CMA-ES
4.69 ±.42
4.87 ±.37
.89 ±.15
Infogain
4.48 ±.39
5.13 ±.24
.63 ±.13
Table 4: Means of Self-reported results. The reported values are aggregated across all physical and social robot tasks.
Figure 7: Users’ preferences for query generation algorithms. CMA-ES-IG was consistently ranked as the most preferred algorithm for users teaching robots preferences in our user study.
Table 12: User study subjective metrics and rankings. Higher means indicate better performance/preference.
Figure 8: Initial step-size sensitivity. We show the AUC of the labeled metric (corresponding to the values in Table 1 and Figure 2 ), across 10 different settings of σ ranging from 0.01 to 1.5. We find that the choice of hyperparameter does not largely influence any of the three metrics of interest. Across most hyperparameter values, CMA-ES-IG outperforms CMA-ES on Alignment and Regret metrics. Across all hyperparameter values, CMA-ES-IG outperforms CMA-ES on the Quality metric.
Aligning robot policies with human preferences is essential for deployment to diverse end users. In per-user alignment approach, preference feedback is often sparse, so learning becomes unstable and vulnerable to human preference noise, and a growing number of individualized policies makes validation difficult before deployment. A single shared policy approach to user alignment avoids this cost but fails to capture heterogeneous preferences and often neglects minority preferences. To address these challenges, we introduce Preference-based REward Clustering (PREC), a novel framework that learns a compact set of policies from binary preference labels provided by diverse users. From a dataset of user trajectories and their preference labels, PREC first sets the labels aside and aggregates trajectories across users to learn a population-level shared trajectory encoder, alleviating limited per-user coverage and avoiding label noise during representation learning. Using this representation, PREC jointly assigns users to preference-coherent clusters and learns a representative reward model per cluster using preference labels, from which a policy is optimized for each cluster. Clustering similar users compensates for the limited number of labels available from each user and mitigates the effect of label noise. At the same time, maintaining a manageable number of reward models reduces the validation burden at deployment. Experiments across diverse simulated locomotion environments show that PREC groups users who label different trajectory subsets into preference-coherent clusters more accurately than baseline methods. Under sparse and noisy feedback, policies trained with PREC improve all three social welfare metrics over an existing single shared-policy user-alignment approach and even outperform per-user alignment approaches.
Taehyung Kim, Gwangmo Lee, Minjun Chang +2
Yonsei University, Seoul, South Korea · Georgia Institute of Technology, United States of America · Hyundai Motor Company, Seoul, South Korea
Agents typically assume an expert user -- one with well-formed preferences about what they want -- and default to clarifying questions whenever the task is underspecified. We argue this assumption is unrealistic. Users often lack the domain knowledge to have completely specified preferences; if asked about their preference on some feature, the user may be unable to answer without the agent helping the user to learn some domain knowledge needed to form a preference for that feature, e.g., via examples or explanations. To formalize these principles, we draw on the Search-Experience-Credence framework from Information Economics to introduce CoPref, a model of how users construct preferences based on agent dialog actions. We then study these ideas concretely in agentic recommender systems, proposing CoShop, an interactive benchmark. In CoShop, an agent converses with and makes recommendations for a CoPref user. The agent's performance depends on whether it can help the user gain the knowledge needed to specify the task well. Evaluating five frontier models, we find that no agent exceeds 56% accuracy on CoShop despite five turns of interaction. Failures stem not from agents' ability to find items, but from how little the interaction expands what users know about what they want.
In Human-Robot Interaction, the standard approach to learn a reward model that represents human preferences for robot behavior consists of three steps. First, the robot collects limited direct evidence from human feedback (e.g., positive or negative binary feedback). Then, the robot utilizes the direct evidence to derive accepted or rejected labels to feasible but unchosen actions using fixed implication rules. Finally, the robot updates the reward model with both the direct and derived evidence. Unfortunately, the fixed rule can hinder preference learning: in a user study with two collaborative simulation environments, human-provided implication labels often differed from the standard fixed rule, and using the human labels substantially improved reward learning with the Preference Learning from Implicit and Explicit Feedback (PIE) algorithm. Consequently, we propose IMPLIED, an implication modeling method that treats fixed-rule implications as an initial guide while learning to infer and revise accepted and rejected action labels over time. Across evaluations on recorded human-robot interaction trajectories and a physical robot pizza-making study, IMPLIED predicts human implications more accurately than the fixed rule approach and LLM baselines, approaching the performance of a human-label oracle. In turn, IMPLIED reduces preference-estimation error and leads to robot actions that are more often rational with respect to a combined reward (which includes the true preference reward and a task-specific reward) compared to baselines. By learning to reason about the implications of human feedback, this work enables more faithful and efficient robot behavior adaptation during human-robot collaboration.
Qiping Zhang, Kate Candon, Debasmita Ghose +1
Department of Computer Science Yale University, New Haven, CT, United States