Active Preference Learning
Latest papers
16 papers5 papers in the last four weeks, against 2 the four weeks before. 0.0% of all new papers.
Reward learning typically assumes the human's input covers everything that matters for the task. In practice, humans can only attend to so much at once, so their teaching naturally captures some features---or aspects of the task---better than others. Prior work has shown how the robot can identify which features were poorly supervised directly from its teaching data. But the current solution is to ask the human to try again, putting the burden on someone who already struggled to convey those features. We propose shifting this burden to the robot. Our key insight is that the same information that tells the robot what it doesn't know can help it ask better questions. Preference queries offer a low-effort channel for resolving this uncertainty, but only if the robot knows where to direct them and the human knows what to attend to when answering. We act on this insight in two ways: we build an informed prior that targets preference queries at the features that need resolving, and we accompany each query with an explanation that focuses the human's attention on exactly those features. In simulation, the informed prior beats the standard active preference learning baseline by up to in the low-query regime, where reducing human effort matters most. In a user study, the informed prior and explanations each significantly improve reward recovery and amplify each other.
SPEAR: Selective Preference Elicitation with Adaptive Rewards for VLM-Guided Robotic Manipulation
Recent Vision-Language Models (VLMs) enable automated preference labeling for robotic manipulation, yet their deployment remains impractical since each query incurs substantial inference cost, while VLMs frequently abstain on visually challenging comparisons. We propose SPEAR, a framework that transforms VLMs into efficient preference oracles via two synergistic mechanisms. First, we design distinguishability-aware query selection to reduce abstention rates by targeting only informative and distinguishable comparisons. Second, we deploy an adaptive reward transition that bootstraps exploration with VLM-synthesized guidance before preference-based refinement. Experiments on the manipulation benchmarks demonstrate that SPEAR achieves 88.9% average success, outperforming baselines by 23.3 percentage points, while significantly reducing abstention and wall-clock training time on contact-rich tasks. SPEAR learns three Mobile ALOHA manipulation tasks fully online on real hardware, demonstrating end-to-end real-world applicability. By addressing query efficiency and exploration challenges, SPEAR establishes VLMs as practical preference oracles for scalable robot learning without manual reward engineering.
Large Language Model Orchestration under Heterogeneous Preferences via Explicit Persona Inference
LLM orchestration investigates how an orchestrator coordinates a group of autonomous agents to achieve common goals or maximize collective welfare. The agents are typically heterogeneous, each holding a private preference that it pursues but does not reveal. Inferring such hidden preferences from behavior has been a subject of long-standing research in game theory and multi-agent systems. The core challenge lies in maintaining a belief over every agent's preference and updating it from the agents' observed actions. Existing LLM orchestrators carry that belief as prompt text with no explicit update rule. This lets early errors persist and propagate rather than be corrected. We therefore propose HARP (Heterogeneous-preference Agent oRchestration via Preference inference), a novel framework that moves the belief out of the prompt. Specifically, HARP maintains one numeric posterior per agent over a finite set of candidate preferences and updates it in closed form by Bayes' rule. The language model supplies only actions and per-candidate likelihoods, so estimation is decoupled from its reasoning. We prove that HARP attains the same Bayesian regret as explicit joint inference when the factorization is exact. Furthermore, HARP\textsuperscript{+} augments planning with a bonus for actions that distinguish the candidates, so inference continues even when the optimal action is uninformative. Empirical results on three substrates, ranging from payoffs the preferences fully determine, through payoffs that depend on more than them, to scales where explicit joint inference is infeasible, demonstrate that HARP\textsuperscript{+} is the strongest non-oracle method across the class our theory identifies.
Targeted Active Learning for Preference-Based Treatment Effects on Multivariate Outcomes
Treatment efficacy is traditionally demonstrated on the basis of a single primary outcome. However, clinical decision-making usually requires consideration of multiple outcomes, balancing expected benefits against potential risks. The relative value assigned to these outcomes varies substantially from one patient to another. Given a preference rule over outcome profiles, treatment effects and optimal policies can be defined and estimated. Such a rule is rarely available in practice: it must itself be estimated from pairwise comparisons of outcome profiles, which are costly to collect from clinical experts. We propose an active learning framework that selects which comparisons to query. Standard criteria maximize the information gained on the preference rule itself. We instead target the quantities of interest, and select the query that most reduces uncertainty on the treatment effect and on the optimal policy induced by the learned rule. Under a Gaussian process model of the preference rule, we derive a closed-form approximation of this criterion. On semi-synthetic data built from a Parkinson's disease cohort with 13 clinical outcomes, our criterion achieves lower treatment effect estimation error and lower policy regret than existing criteria at equal query budget.
Optimal Design for Active Preference Learning with Biased LLM Judges
Learning from human preferences is central to large language model (LLM) alignment, but human preference annotation is costly. Active preference learning reduces this cost by selecting informative comparisons, and LLM judges can provide additional scalable feedback. However, the preferences of the judges may deviate from those of the target human population. Even after calibration on trusted reference data, active acquisition can shift the comparison distribution and expose residual judge bias. We therefore incorporate judge deviations into the acquisition design rather than relying on a separate calibration stage. Under joint estimation, comparisons that appear highly informative about the reward may also reflect judge bias and therefore provide less information about human preferences. To address this issue, we propose Nuisance-Adjusted Optimal Design (NAOD), a comparison-selection strategy that prioritizes policy-relevant target information after nuisance adjustment and uses the Frank-Wolfe algorithm for optimization. Theoretically, we establish a sharp conditional local asymptotic minimax lower bound on policy risk and construct an estimator that attains it. We further characterize the finite-sample cost of learning the nuisance representation and show that representation error can reverse an oracle design advantage. Finally, we validate these predictions experimentally and evaluate NAOD on Chatbot Arena data across 17 judges, 15 budget configurations, and 15 random cluster-level splits. NAOD reduces the mean regret of proxy policy by 29.1% relative to a matched target-information design, outperforms existing methods, and improves human-preference prediction on held-out data.
Subspace Inference Enables Efficient Active Reward Learning from Preferences
Reinforcement learning from human feedback (RLHF) has emerged as a powerful yet sample-inefficient approach for learning reward models from human preferences, making active learning a critical component in synthesizing informative preference queries. However, effective uncertainty quantification required for active learning remains a key challenge for large neural network reward models. In this paper, we introduce PreferenceEKF, a sample-efficient approach that tracks reward model uncertainty by framing active preference learning as a sequential Bayesian filtering problem. Instead of relying on computationally prohibitive posterior inference over the full neural network parameter space, our method performs sequential inference via an extended Kalman filter within a low-dimensional parameter subspace, continuously updating the reward model posterior as new preference queries arrive. Our approach enables scalable sampling of neural network parameters to efficiently compute acquisition functions for active reward learning. Experiments on the D4RL and V-D4RL benchmarks demonstrate that our approach achieves better sample efficiency, runtime, scalability, and calibration compared to other Bayesian deep learning approaches, and the learned reward models lead to competitive offline reinforcement learning policy performance. This highlights the potential of scalable Bayesian methods for preference-based reward modeling in RLHF. Our code is available at https://github.com/yutaizhou/bnn_pref.
Propose to Learn, Learn to Propose: Evaluability-Aware Assistance under Bounded Rationality
AI assistants often collaborate by proposing candidate edits, plans, or designs that users evaluate before adoption. Existing assistance methods focus on proposal quality or user-goal inference, often assuming that the user can reliably evaluate any proposal, which can fail in practice because of bounded rationality. We study evaluability-aware proposal planning, where proposals serve both as task interventions and as probes for learning latent preferences and evaluation constraints, where the resulting belief updates then guide later proposals. We formalise this setting as ProSE, a hidden-parameter sequential assistance problem, and instantiate it with a KL-regularised bounded-rational binary response model in which acceptance trades off value gain against a distance-dependent evaluability penalty. Analysing the planning consequence of this likelihood reveals that likely accepted proposals and informative probes need not coincide, which explains why planners that only pursue acceptance systematically underperform. We operationalise ProSE with ProSE-Plan, a depth-2 Bayes-adaptive planner that scores proposals by possible responses and response-induced posterior beliefs. In controlled graph simulations, ProSE-Plan improves over evaluability-unaware and myopic baselines when evaluation cost is the bottleneck, and a probe-commit ablation confirms that our approach selects informative proposals that simpler methods miss. Our results thus identify user evaluability as a planning-relevant dimension of AI assistance, complementary to generation quality and preference inference.
PAPA: Online Personalized Active Preference Alignment
Diffusion models are highly effective at modeling complex data distributions, including images and text. However, in applications like personalized recommender systems, the objective often shifts to modeling specific regions of the distribution that maximize user preferences-initially unknown but gradually uncovered through interactive feedback. This can naturally be framed as a reinforcement learning problem, where the goal is to fine-tune a diffusion model to maximize a reward function based on preferences. However, the main challenge lies in learning a parameterized reward model, which typically requires large-scale preference data-something that is often not feasible in practice. In this work, we introduce Personalized Active Preference Alignment PAPA, a novel method that bypasses the requirement for a parametrized reward model by directly optimizing the diffusion model using real-time user feedback. PAPA enables feedback-efficient preference alignment, drawing inspiration from the variational inference framework. We demonstrate PAPA's effectiveness through extensive experiments and ablation studies across diverse class-conditioned and fine-grained alignment tasks. Additionally, based on theoretical insights, we propose an enhanced fine-tuning strategy, referred to as EPAPA, that requires less computational budget and accelerates the fine-tuning process, further boosting PAPA's suitability for real-world deployment. Our code is made publicly available at https://github.com/NasikNafi/papa.
From Validator Selection to Portfolio Collection Optimization in Proof-of-Stake Blockchains
We consider a problem arising in proof-of-stake blockchain environments, where agents called nominators select validators - entities responsible for maintaining the blockchain's physical infrastructure. The selection process is inherently subjective and multi-criterial and combines with the fact that nominators commonly operate through multiple accounts. This gives rise to a portfolio selection problem, where agents seek to distribute their nominations across accounts to diversify risk. We propose a decision support framework to optimize this selection by simultaneously maximizing two objectives: the expected utility of the validators likely to be allocated, representing portfolio quality and profitability, and the expected entropy of the allocation, representing diversification and risk mitigation across stashes. Validator utilities are derived using an original active preference learning procedure based on multi-attribute value theory, with emphasis on top-ranked validators. The resulting bi-objective optimization problem is solved with a multi-objective evolutionary algorithm and, to support the final choice, we introduce an interactive binary search navigation procedure that guides the nominator through the front and identifies a satisfactory trade-off with only a few questions. Numerical experiments examine the optimization strategies, while an expert assessment involving five experienced nominators confirms the approach's practical relevance and usefulness.
Active Query Synthesis for Preference Learning
Efficient learning of user preferences is crucial for many modern decision making systems but typically requires costly labeled data. Active learning reduces this cost, yet standard methods are computationally expensive due to pool-based evaluation. Further, most methods assume all query feedback is equally reliable, ignoring that pairwise queries between nearly identical or entirely dissimilar items yield ambiguous, low-confidence responses. To address the issue of feedback reliability, we introduce a novel confidence aware response model that explicitly accounts for these ambiguous comparisons. To overcome the computational bottleneck of pool-based evaluation, we propose an active query synthesis framework, Info-Synth that generates optimal queries by maximizing a mutual information-based objective within a continuous space. Moreover, we propose two strategies, Pair M-dist and Pair Opt-dist, that extend Info-Synth to select effective queries even when restricted to finite query pools. We demonstrate our framework's versatility and performance across synthetic preference learning, constrained text summary datasets, and subjective, continuous-space controller gain tuning for a simulated mobile robot.
Vibrotactile Preference Learning: Uncertainty-Aware Preference Learning for Personalized Vibration Feedback
Individual differences in vibrotactile perception underscore the growing importance of personalization as haptic feedback becomes more prevalent in interactive systems. We propose Vibrotactile Preference Learning (VPL), a system that captures user-specific preference spaces over vibrotactile parameters via Gaussian-process-based uncertainty-aware preference learning. VPL uses an expected information gain-based acquisition strategy to guide query selection over 40 rounds of pairwise comparisons of overall user preference, augmented with user-reported uncertainty, enabling efficient exploration of the parameter space. We evaluate VPL in a user study (N = 13) using the vibrotactile feedback from a Microsoft Xbox controller, showing that it efficiently learns individualized preferences while maintaining comfortable, low-workload user interactions. These results highlight the potential of VPL for scalable personalization of vibrotactile experiences.
Random Is Hard to Beat: Active Selection in online DPO with Modern LLMs
Modern LLMs inherit strong priors from web-scale pretraining, which can limit the headroom of post-training data-selection strategies. While Active Preference Learning (APL) seeks to optimize query efficiency in online Direct Preference Optimization (DPO), the inherent richness of on-policy candidate pools often renders simple Random sampling a surprisingly formidable baseline. We evaluate uncertainty-based APL against Random across harmlessness, helpfulness, and instruction-following settings, utilizing both reward models and LLM-as-a-judge proxies. We find that APL yields negligible improvements in proxy win-rates compared to Random. Crucially, we observe a dissociation where win-rate improves even as general capability -- measured by standard benchmarks -- degrades. APL fails to mitigate this capability collapse or reduce variance significantly better than random sampling. Our findings suggest that in the regime of strong pre-trained priors, the computational overhead of active selection is difficult to justify against the ``cheap diversity'' provided by simple random samples. Our code is available at https://github.com/BootsofLagrangian/random-vs-apl.
Active Preference Learning over Latent Preference Archetypes for Many-Objective Bayesian Optimization
Preference-based many-objective Bayesian optimization typically assumes that all pairwise comparisons arise from a single latent utility function, despite real decision makers often exhibiting multiple latent preference archetypes across contexts. We propose an active preference learning framework for many-objective Bayesian optimization that infers latent preference archetypes from pairwise comparisons, enabling both the identification of the active trade-off strategy and the refinement of its associated preferences. Our framework represents preferences as a Dirichlet-process mixture of latent archetypes and introduces mixture-aware information-theoretic query strategies that separately target archetype identification and within-archetype refinement through a hybrid acquisition policy. Experiments on synthetic benchmarks and real-world chemical process design case-study consistently outperforms state-of-the-art preference-based Bayesian optimization methods while recovering interpretable latent preference structure beyond conventional single-utility models. The proposed mixture-aware diagnostics further quantify archetype recovery and preference calibration, providing insights that are not captured by optimization performance alone.
Improving through Interaction: Searching Behavioral Representation Spaces with CMA-ES-IG
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
CRED: Counterfactual Reasoning and Environment Design for Active Preference Learning
As a robot's operational environment and tasks to perform within it grow in complexity, the explicit specification and balancing of optimization objectives to achieve a preferred behavior profile moves increasingly farther out of reach. These systems benefit strongly by being able to align their behavior to reflect human preferences and respond to corrections, but manually encoding this feedback is infeasible. Active preference learning (APL) learns human reward functions by presenting trajectories for ranking. However, existing methods sample from fixed trajectory sets or replay buffers that limit query diversity and often fail to identify informative comparisons. We propose CRED, a novel trajectory generation method for APL that improves reward inference by jointly optimizing environment design and trajectory selection to efficiently query and extract preferences from users. CRED "imagines" new scenarios through environment design and leverages counterfactual reasoning -- by sampling possible rewards from its current belief and asking "What if this were the true preference?" -- to generate trajectory pairs that expose differences between competing reward functions. Comprehensive experiments and a user study show that CRED significantly outperforms state-of-the-art methods in reward accuracy and sample efficiency and receives higher user ratings.
Towards Optimality in Active Preference Learning
Aligning large language models (LLMs) depends on high-quality datasets of human preference labels, which are costly to collect. Although active learning has been studied to improve sample efficiency relative to passive collection, many existing approaches adopt classical experimental design criteria such as G- or D-optimality. These objectives are not tailored to the structure of preference learning, leaving open the design of problem-specific algorithms. In this work, we identify a simple intuition specific to preference learning that calls into question the suitability of these existing design objectives. Motivated by this insight, we propose two active learning algorithms. The first provides the first instance-dependent label complexity guarantee for this setting, and the second is a simple, practical greedy method. We show the optimality of our instance-dependent term up to a constant depending on the logit bound, compared with a lower-bound characteristic. We evaluate our algorithms on real-world preference datasets and synthetic data observing improved sample efficiency compared to existing methods.