Kiran Vodrahalli

CL
h-index117
17papers
11,528citations
Novelty55%
AI Score58

17 Papers

CLSep 19, 2024
Michelangelo: Long Context Evaluations Beyond Haystacks via Latent Structure Queries

Kiran Vodrahalli, Santiago Ontanon, Nilesh Tripuraneni et al. · deepmind

We introduce Michelangelo: a minimal, synthetic, and unleaked long-context reasoning evaluation for large language models which is also easy to automatically score. This evaluation is derived via a novel, unifying framework for evaluations over arbitrarily long contexts which measure the model's ability to do more than retrieve a single piece of information from its context. The central idea of the Latent Structure Queries framework (LSQ) is to construct tasks which require a model to ``chisel away'' the irrelevant information in the context, revealing a latent structure in the context. To verify a model's understanding of this latent structure, we query the model for details of the structure. Using LSQ, we produce three diagnostic long-context evaluations across code and natural-language domains intended to provide a stronger signal of long-context language model capabilities. We perform evaluations on several state-of-the-art models and demonstrate both that a) the proposed evaluations are high-signal and b) that there is significant room for improvement in synthesizing long-context information.

LGMar 16Code
The PokeAgent Challenge: Competitive and Long-Context Learning at Scale

Seth Karten, Jake Grigsby, Tersoo Upaa et al.

We present the PokeAgent Challenge, a large-scale benchmark for decision-making research built on Pokemon's multi-agent battle system and expansive role-playing game (RPG) environment. Partial observability, game-theoretic reasoning, and long-horizon planning remain open problems for frontier AI, yet few benchmarks stress all three simultaneously under realistic conditions. PokeAgent targets these limitations at scale through two complementary tracks: our Battling Track, which calls for strategic reasoning and generalization under partial observability in competitive Pokemon battles, and our Speedrunning Track, which requires long-horizon planning and sequential decision-making in the Pokemon RPG. Our Battling Track supplies a dataset of 20M+ battle trajectories alongside a suite of heuristic, RL, and LLM-based baselines capable of high-level competitive play. Our Speedrunning Track provides the first standardized evaluation framework for RPG speedrunning, including an open-source multi-agent orchestration system for modular, reproducible comparisons of harness-based LLM approaches. Our NeurIPS 2025 competition validates both the quality of our resources and the research community's interest in Pokemon, with over 100 teams competing across both tracks and winning solutions detailed in our paper. Participant submissions and our baselines reveal considerable gaps between generalist (LLM), specialist (RL), and elite human performance. Analysis against the BenchPress evaluation matrix shows that Pokemon battling is nearly orthogonal to standard LLM benchmarks, measuring capabilities not captured by existing suites and positioning Pokemon as an unsolved benchmark that can drive RL and LLM research forward. We transition to a living benchmark with a live leaderboard for Battling and self-contained evaluation for Speedrunning at https://pokeagentchallenge.com.

LGMar 30
Next-Token Prediction and Regret Minimization

Mehryar Mohri, Clayton Sanford, Jon Schneider et al.

We consider the question of how to employ next-token prediction algorithms in adversarial online decision-making environments. Specifically, if we train a next-token prediction model on a distribution $\mathcal{D}$ over sequences of opponent actions, when is it the case that the induced online decision-making algorithm (by approximately best responding to the model's predictions) has low adversarial regret (i.e., when is $\mathcal{D}$ a \emph{low-regret distribution})? For unbounded context windows (where the prediction made by the model can depend on all the actions taken by the adversary thus far), we show that although not every distribution $\mathcal{D}$ is a low-regret distribution, every distribution $\mathcal{D}$ is exponentially close (in TV distance) to one low-regret distribution, and hence sublinear regret can always be achieved at negligible cost to the accuracy of the original next-token prediction model. In contrast to this, for bounded context windows (where the prediction made by the model can depend only on the past $w$ actions taken by the adversary, as may be the case in modern transformer architectures), we show that there are some distributions $\mathcal{D}$ of opponent play that are $Θ(1)$-far from any low-regret distribution $\mathcal{D'}$ (even when $w = Ω(T)$ and such distributions exist). Finally, we complement these results by showing that the unbounded context robustification procedure can be implemented by layers of a standard transformer architecture, and provide empirical evidence that transformer models can be efficiently trained to represent these new low-regret distributions.

LGMay 11Code
Continual Harness: Online Adaptation for Self-Improving Foundation Agents

Seth Karten, Joel Zhang, Tersoo Upaa et al.

Coding harnesses such as Claude Code and OpenHands wrap foundation models with tools, memory, and planning, but no equivalent exists for embodied agents' long-horizon partial-observability decision-making. We first report our Gemini Plays Pokemon (GPP) experiments. With iterative human-in-the-loop harness refinement, GPP became the first AI system to complete Pokemon Blue, Yellow Legacy on hard mode, and Crystal without a lost battle. In the hardest stages, the agent itself began iterating on its strategy through long-context memory, surfacing emergent self-improvement signals alongside human-in-the-loop refinement. Continual Harness removes the human fully from this loop: a reset-free self-improving harness for embodied agents that formalizes and automates what we observed. Starting from only a minimal environment interface, the agent alternates between acting and refining its own prompt, sub-agents, skills, and memory, drawing on any past trajectory data. Prompt-optimization methods require episode resets; Continual Harness adapts online within a single run. On Pokemon Red and Emerald across frontier models, Continual Harness starting from scratch substantially reduces button-press cost relative to the minimalist baseline and recovers a majority of the gap to a hand-engineered expert harness, with capability-dependent gains, despite starting from the same raw interface with no curated knowledge, no hand-crafted tools, and no domain scaffolding. We then close the loop with the model itself: an online process-reward co-learning loop, in which an open-source agent's rollouts through the refining harness are relabeled by a frontier teacher and used to update the model, drives sustained in-game milestone progress on Pokemon Red without resetting the environment between training iterations.

LGMay 28, 2022
Online Learning with Bounded Recall

Jon Schneider, Kiran Vodrahalli

We study the problem of full-information online learning in the "bounded recall" setting popular in the study of repeated games. An online learning algorithm $\mathcal{A}$ is $M$-$\textit{bounded-recall}$ if its output at time $t$ can be written as a function of the $M$ previous rewards (and not e.g. any other internal state of $\mathcal{A}$). We first demonstrate that a natural approach to constructing bounded-recall algorithms from mean-based no-regret learning algorithms (e.g., running Hedge over the last $M$ rounds) fails, and that any such algorithm incurs constant regret per round. We then construct a stationary bounded-recall algorithm that achieves a per-round regret of $Θ(1/\sqrt{M})$, which we complement with a tight lower bound. Finally, we show that unlike the perfect recall setting, any low regret bound bounded-recall algorithm must be aware of the ordering of the past $M$ losses -- any bounded-recall algorithm which plays a symmetric function of the past $M$ losses must incur constant regret per round.

CLMar 8, 2024
Gemini 1.5: Unlocking multimodal understanding across millions of tokens of context

Gemini Team, Petko Georgiev, Ving Ian Lei et al. · deepmind, mila

In this report, we introduce the Gemini 1.5 family of models, representing the next generation of highly compute-efficient multimodal models capable of recalling and reasoning over fine-grained information from millions of tokens of context, including multiple long documents and hours of video and audio. The family includes two new models: (1) an updated Gemini 1.5 Pro, which exceeds the February version on the great majority of capabilities and benchmarks; (2) Gemini 1.5 Flash, a more lightweight variant designed for efficiency with minimal regression in quality. Gemini 1.5 models achieve near-perfect recall on long-context retrieval tasks across modalities, improve the state-of-the-art in long-document QA, long-video QA and long-context ASR, and match or surpass Gemini 1.0 Ultra's state-of-the-art performance across a broad set of benchmarks. Studying the limits of Gemini 1.5's long-context ability, we find continued improvement in next-token prediction and near-perfect retrieval (>99%) up to at least 10M tokens, a generational leap over existing models such as Claude 3.0 (200k) and GPT-4 Turbo (128k). Finally, we highlight real-world use cases, such as Gemini 1.5 collaborating with professionals on completing their tasks achieving 26 to 75% time savings across 10 different job categories, as well as surprising new capabilities of large language models at the frontier; when given a grammar manual for Kalamang, a language with fewer than 200 speakers worldwide, the model learns to translate English to Kalamang at a similar level to a person who learned from the same content.

CLJul 7, 2025
Gemini 2.5: Pushing the Frontier with Advanced Reasoning, Multimodality, Long Context, and Next Generation Agentic Capabilities

Gheorghe Comanici, Eric Bieber, Mike Schaekermann et al. · amazon-science, baidu

In this report, we introduce the Gemini 2.X model family: Gemini 2.5 Pro and Gemini 2.5 Flash, as well as our earlier Gemini 2.0 Flash and Flash-Lite models. Gemini 2.5 Pro is our most capable model yet, achieving SoTA performance on frontier coding and reasoning benchmarks. In addition to its incredible coding and reasoning skills, Gemini 2.5 Pro is a thinking model that excels at multimodal understanding and it is now able to process up to 3 hours of video content. Its unique combination of long context, multimodal and reasoning capabilities can be combined to unlock new agentic workflows. Gemini 2.5 Flash provides excellent reasoning abilities at a fraction of the compute and latency requirements and Gemini 2.0 Flash and Flash-Lite provide high performance at low latency and cost. Taken together, the Gemini 2.X model generation spans the full Pareto frontier of model capability vs cost, allowing users to explore the boundaries of what is possible with complex agentic problem solving.

CLMar 25, 2025
Gemma 3 Technical Report

Gemma Team, Aishwarya Kamath, Johan Ferret et al. · deepmind, mit

We introduce Gemma 3, a multimodal addition to the Gemma family of lightweight open models, ranging in scale from 1 to 27 billion parameters. This version introduces vision understanding abilities, a wider coverage of languages and longer context - at least 128K tokens. We also change the architecture of the model to reduce the KV-cache memory that tends to explode with long context. This is achieved by increasing the ratio of local to global attention layers, and keeping the span on local attention short. The Gemma 3 models are trained with distillation and achieve superior performance to Gemma 2 for both pre-trained and instruction finetuned versions. In particular, our novel post-training recipe significantly improves the math, chat, instruction-following and multilingual abilities, making Gemma3-4B-IT competitive with Gemma2-27B-IT and Gemma3-27B-IT comparable to Gemini-1.5-Pro across benchmarks. We release all our models to the community.

CLDec 19, 2023
Gemini: A Family of Highly Capable Multimodal Models

Gemini Team, Rohan Anil, Sebastian Borgeaud et al.

This report introduces a new family of multimodal models, Gemini, that exhibit remarkable capabilities across image, audio, video, and text understanding. The Gemini family consists of Ultra, Pro, and Nano sizes, suitable for applications ranging from complex reasoning tasks to on-device memory-constrained use-cases. Evaluation on a broad range of benchmarks shows that our most-capable Gemini Ultra model advances the state of the art in 30 of 32 of these benchmarks - notably being the first model to achieve human-expert performance on the well-studied exam benchmark MMLU, and improving the state of the art in every one of the 20 multimodal benchmarks we examined. We believe that the new capabilities of the Gemini family in cross-modal reasoning and language understanding will enable a wide variety of use cases. We discuss our approach toward post-training and deploying Gemini models responsibly to users through services including Gemini, Gemini Advanced, Google AI Studio, and Cloud Vertex AI.

GTMay 31, 2023
Is Learning in Games Good for the Learners?

William Brown, Jon Schneider, Kiran Vodrahalli

We consider a number of questions related to tradeoffs between reward and regret in repeated gameplay between two agents. To facilitate this, we introduce a notion of $\textit{generalized equilibrium}$ which allows for asymmetric regret constraints, and yields polytopes of feasible values for each agent and pair of regret constraints, where we show that any such equilibrium is reachable by a pair of algorithms which maintain their regret guarantees against arbitrary opponents. As a central example, we highlight the case one agent is no-swap and the other's regret is unconstrained. We show that this captures an extension of $\textit{Stackelberg}$ equilibria with a matching optimal value, and that there exists a wide class of games where a player can significantly increase their utility by deviating from a no-swap-regret algorithm against a no-swap learner (in fact, almost any game without pure Nash equilibria is of this form). Additionally, we make use of generalized equilibria to consider tradeoffs in terms of the opponent's algorithm choice. We give a tight characterization for the maximal reward obtainable against $\textit{some}$ no-regret learner, yet we also show a class of games in which this is bounded away from the value obtainable against the class of common "mean-based" no-regret algorithms. Finally, we consider the question of learning reward-optimal strategies via repeated play with a no-regret agent when the game is initially unknown. Again we show tradeoffs depending on the opponent's learning algorithm: the Stackelberg strategy is learnable in exponential time with any no-regret agent (and in polynomial time with any no-$\textit{adaptive}$-regret agent) for any game where it is learnable via queries, and there are games where it is learnable in polynomial time against any no-swap-regret agent but requires exponential time against a mean-based no-regret agent.

CLMay 17, 2023
PaLM 2 Technical Report

Rohan Anil, Andrew M. Dai, Orhan Firat et al.

We introduce PaLM 2, a new state-of-the-art language model that has better multilingual and reasoning capabilities and is more compute-efficient than its predecessor PaLM. PaLM 2 is a Transformer-based model trained using a mixture of objectives. Through extensive evaluations on English and multilingual language, and reasoning tasks, we demonstrate that PaLM 2 has significantly improved quality on downstream tasks across different model sizes, while simultaneously exhibiting faster and more efficient inference compared to PaLM. This improved efficiency enables broader deployment while also allowing the model to respond faster, for a more natural pace of interaction. PaLM 2 demonstrates robust reasoning capabilities exemplified by large improvements over PaLM on BIG-Bench and other reasoning tasks. PaLM 2 exhibits stable performance on a suite of responsible AI evaluations, and enables inference-time control over toxicity without additional overhead or impact on other capabilities. Overall, PaLM 2 achieves state-of-the-art performance across a diverse set of tasks and capabilities. When discussing the PaLM 2 family, it is important to distinguish between pre-trained models (of various sizes), fine-tuned variants of these models, and the user-facing products that use these models. In particular, user-facing products typically include additional pre- and post-processing steps. Additionally, the underlying models may evolve over time. Therefore, one should not expect the performance of user-facing products to exactly match the results reported in this report.

LGFeb 2, 2022
Nonlinear Initialization Methods for Low-Rank Neural Networks

Kiran Vodrahalli, Rakesh Shivanna, Maheswaran Sathiamoorthy et al.

We propose a novel low-rank initialization framework for training low-rank deep neural networks -- networks where the weight parameters are re-parameterized by products of two low-rank matrices. The most successful prior existing approach, spectral initialization, draws a sample from the initialization distribution for the full-rank setting and then optimally approximates the full-rank initialization parameters in the Frobenius norm with a pair of low-rank initialization matrices via singular value decomposition. Our method is inspired by the insight that approximating the function corresponding to each layer is more important than approximating the parameter values. We provably demonstrate that there is a significant gap between these two approaches for ReLU networks, particularly as the desired rank of the approximating weights decreases, or as the dimension of the inputs to the layer increases (the latter point holds when the network width is super-linear in dimension). Along the way, we provide the first provably efficient algorithm for solving the ReLU low-rank approximation problem for fixed parameter rank $r$ -- previously, it was unknown that the problem was computationally tractable to solve even for rank $1$. We also provide a practical algorithm to solve this problem which is no more expensive than the existing spectral initialization approach, and validate our theory by training ResNet and EfficientNet models (He et al., 2016; Tan & Le, 2019) on ImageNet (Russakovsky et al., 2015).

AIFeb 24, 2021
The Logical Options Framework

Brandon Araki, Xiao Li, Kiran Vodrahalli et al.

Learning composable policies for environments with complex rules and tasks is a challenging problem. We introduce a hierarchical reinforcement learning framework called the Logical Options Framework (LOF) that learns policies that are satisfying, optimal, and composable. LOF efficiently learns policies that satisfy tasks by representing the task as an automaton and integrating it into learning and planning. We provide and prove conditions under which LOF will learn satisfying, optimal policies. And lastly, we show how LOF's learned policies can be composed to satisfy unseen tasks with only 10-50 retraining steps. We evaluate LOF on four tasks in discrete and continuous domains, including a 3D pick-and-place environment.

GTSep 13, 2020
The Platform Design Problem

Christos Papadimitriou, Kiran Vodrahalli, Mihalis Yannakakis

On-line firms deploy suites of software platforms, where each platform is designed to interact with users during a certain activity, such as browsing, chatting, socializing, emailing, driving, etc. The economic and incentive structure of this exchange, as well as its algorithmic nature, have not been explored to our knowledge. We model this interaction as a Stackelberg game between a Designer and one or more Agents. We model an Agent as a Markov chain whose states are activities; we assume that the Agent's utility is a linear function of the steady-state distribution of this chain. The Designer may design a platform for each of these activities/states; if a platform is adopted by the Agent, the transition probabilities of the Markov chain are affected, and so is the objective of the Agent. The Designer's utility is a linear function of the steady state probabilities of the accessible states minus the development cost of the platforms. The underlying optimization problem of the Agent -- how to choose the states for which to adopt the platform -- is an MDP. If this MDP has a simple yet plausible structure (the transition probabilities from one state to another only depend on the target state and the recurrent probability of the current state) the Agent's problem can be solved by a greedy algorithm. The Designer's optimization problem (designing a custom suite for the Agent so as to optimize, through the Agent's optimum reaction, the Designer's revenue), is NP-hard to approximate within any finite ratio; however, the special case, while still NP-hard, has an FPTAS. These results generalize from a single Agent to a distribution of Agents with finite support, as well as to the setting where the Designer must find the best response to the existing strategies of other Designers. We discuss other implications of our results and directions of future research.

MLSep 4, 2019
Privacy Accounting and Quality Control in the Sage Differentially Private ML Platform

Mathias Lecuyer, Riley Spahn, Kiran Vodrahalli et al.

Companies increasingly expose machine learning (ML) models trained over sensitive user data to untrusted domains, such as end-user devices and wide-access model stores. We present Sage, a differentially private (DP) ML platform that bounds the cumulative leakage of training data through models. Sage builds upon the rich literature on DP ML algorithms and contributes pragmatic solutions to two of the most pressing systems challenges of global DP: running out of privacy budget and the privacy-utility tradeoff. To address the former, we develop block composition, a new privacy loss accounting method that leverages the growing database regime of ML workloads to keep training models endlessly on a sensitive data stream while enforcing a global DP guarantee for the stream. To address the latter, we develop privacy-adaptive training, a process that trains a model on growing amounts of data and/or with increasing privacy parameters until, with high probability, the model meets developer-configured quality criteria. They illustrate how a systems focus on characteristics of ML workloads enables pragmatic solutions that are not apparent when one focuses on individual algorithms, as most DP ML literature does.

CLApr 19, 2017
A Large Self-Annotated Corpus for Sarcasm

Mikhail Khodak, Nikunj Saunshi, Kiran Vodrahalli

We introduce the Self-Annotated Reddit Corpus (SARC), a large corpus for sarcasm research and for training and evaluating systems for sarcasm detection. The corpus has 1.3 million sarcastic statements -- 10 times more than any previous dataset -- and many times more instances of non-sarcastic statements, allowing for learning in both balanced and unbalanced label regimes. Each statement is furthermore self-annotated -- sarcasm is labeled by the author, not an independent annotator -- and provided with user, topic, and conversation context. We evaluate the corpus for accuracy, construct benchmarks for sarcasm detection, and evaluate baseline methods.

NCOct 13, 2016
Mapping Between fMRI Responses to Movies and their Natural Language Annotations

Kiran Vodrahalli, Po-Hsuan Chen, Yingyu Liang et al.

Several research groups have shown how to correlate fMRI responses to the meanings of presented stimuli. This paper presents new methods for doing so when only a natural language annotation is available as the description of the stimulus. We study fMRI data gathered from subjects watching an episode of BBCs Sherlock [1], and learn bidirectional mappings between fMRI responses and natural language representations. We show how to leverage data from multiple subjects watching the same movie to improve the accuracy of the mappings, allowing us to succeed at a scene classification task with 72% accuracy (random guessing would give 4%) and at a scene ranking task with average rank in the top 4% (random guessing would give 50%). The key ingredients are (a) the use of the Shared Response Model (SRM) and its variant SRM-ICA [2, 3] to aggregate fMRI data from multiple subjects, both of which are shown to be superior to standard PCA in producing low-dimensional representations for the tasks in this paper; (b) a sentence embedding technique adapted from the natural language processing (NLP) literature [4] that produces semantic vector representation of the annotations; (c) using previous timestep information in the featurization of the predictor data.