A. Mone
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8 records found
1
Master thesis
(2026)
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Sankalp Sagar, Enrico Liscio, Pradeep Murukannaiah, Antonio Mone, Chirag Raman
AI agents optimized purely for task completion often inadvertently violate human moral expectations. This is especially pronounced in reinforcement learning agents operating in text-based environments, where the richness of language and the vast action space allow for numerous harmful yet reward-maximizing paths. Existing approaches to moral alignment commonly represent morality as a single scalar signal, limiting both interpretability and the ability to model diverse moral preferences. We introduce MFT Patronus, a policy-shaping framework based on Moral Foundations Theory that represents morality across five dimensions: Care, Fairness, Loyalty, Authority, and Sanctity. This multidimensional representation enables configurable moral profiles that capture different foundational priorities. We evaluate our approach on the Jiminy Cricket benchmark and show that it maintains task performance while substantially reducing immoral behavior compared to the standard baselines and maintaining a net positive balance of moral over immoral actions. Our results further demonstrate that different moral profiles produce distinct behavioral patterns, suggesting that multidimensional moral representations are a promising direction for interpretable and configurable value alignment in reinforcement learning agents.
...
AI agents optimized purely for task completion often inadvertently violate human moral expectations. This is especially pronounced in reinforcement learning agents operating in text-based environments, where the richness of language and the vast action space allow for numerous harmful yet reward-maximizing paths. Existing approaches to moral alignment commonly represent morality as a single scalar signal, limiting both interpretability and the ability to model diverse moral preferences. We introduce MFT Patronus, a policy-shaping framework based on Moral Foundations Theory that represents morality across five dimensions: Care, Fairness, Loyalty, Authority, and Sanctity. This multidimensional representation enables configurable moral profiles that capture different foundational priorities. We evaluate our approach on the Jiminy Cricket benchmark and show that it maintains task performance while substantially reducing immoral behavior compared to the standard baselines and maintaining a net positive balance of moral over immoral actions. Our results further demonstrate that different moral profiles produce distinct behavioral patterns, suggesting that multidimensional moral representations are a promising direction for interpretable and configurable value alignment in reinforcement learning agents.
Social Impact Regularization in IQ-Learn
Steering Social Intent in Heterogeneous Driving Demonstrations
Autonomous driving relies heavily on Reinforcement Learning (RL) to train agents in sequential decision-making settings. However, RL's success is deeply bottlenecked by the need to manually specify a reward function, a notoriously difficult task when attempting to balance safety, efficiency, and nuanced social etiquette in highly interactive domains. Inverse Reinforcement Learning (IRL) circumvents this challenge by extracting latent objectives directly from expert data. Yet, standard IRL operates under a critical assumption: that all demonstrations stem from a single, homogeneous behavioural profile. In reality, traffic is fundamentally heterogeneous, composed of a mixture of distinct driving styles ranging from calm and cooperative to aggressive and assertive. When standard IRL is applied to such mixed datasets, it inherently struggles to fit a single reward function to the conflicting behaviours. Consequently, the recovered reward typically collapses into an arbitrary average, completely misrepresenting varied driving profiles and failing to account for the essential social context of driving. To resolve this ambiguity, this thesis introduces the Social Impact Regularized IQ-Learn framework. This approach decomposes the driving reward into two distinct components: an individual reward capturing the ego vehicle's own progress, and an ego-centric social impact signal measuring how the vehicle's actions directly affect its neighbours. By combining these into a social scoring function, the framework integrates a normative prior as an additive regularizer within the IQ-Learn objective. This formulation exploits a vital separation: the core IQ-Learn objective absorbs universal physical driving dynamics from the entire mixed dataset, while the regularizer selectively steers the social interpretation of those dynamics towards a specific, designer chosen behavioural target. Evaluations spanning a tabular gridworld proof-of-concept, a multi-agent stochastic environment, and a continuous observation intersection simulator confirm that the regularizer effectively resolves behavioural ambiguity. The framework can successfully steer the recovered policy towards a targeted social alignment. Ultimately, by making the social orientation of the learned policy an explicit and inspectable parameter, this methodology provides a concrete, auditable mechanism for designers and regulators to verify that an autonomous vehicle's social behaviour actively matches its intended design.
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Autonomous driving relies heavily on Reinforcement Learning (RL) to train agents in sequential decision-making settings. However, RL's success is deeply bottlenecked by the need to manually specify a reward function, a notoriously difficult task when attempting to balance safety, efficiency, and nuanced social etiquette in highly interactive domains. Inverse Reinforcement Learning (IRL) circumvents this challenge by extracting latent objectives directly from expert data. Yet, standard IRL operates under a critical assumption: that all demonstrations stem from a single, homogeneous behavioural profile. In reality, traffic is fundamentally heterogeneous, composed of a mixture of distinct driving styles ranging from calm and cooperative to aggressive and assertive. When standard IRL is applied to such mixed datasets, it inherently struggles to fit a single reward function to the conflicting behaviours. Consequently, the recovered reward typically collapses into an arbitrary average, completely misrepresenting varied driving profiles and failing to account for the essential social context of driving. To resolve this ambiguity, this thesis introduces the Social Impact Regularized IQ-Learn framework. This approach decomposes the driving reward into two distinct components: an individual reward capturing the ego vehicle's own progress, and an ego-centric social impact signal measuring how the vehicle's actions directly affect its neighbours. By combining these into a social scoring function, the framework integrates a normative prior as an additive regularizer within the IQ-Learn objective. This formulation exploits a vital separation: the core IQ-Learn objective absorbs universal physical driving dynamics from the entire mixed dataset, while the regularizer selectively steers the social interpretation of those dynamics towards a specific, designer chosen behavioural target. Evaluations spanning a tabular gridworld proof-of-concept, a multi-agent stochastic environment, and a continuous observation intersection simulator confirm that the regularizer effectively resolves behavioural ambiguity. The framework can successfully steer the recovered policy towards a targeted social alignment. Ultimately, by making the social orientation of the learned policy an explicit and inspectable parameter, this methodology provides a concrete, auditable mechanism for designers and regulators to verify that an autonomous vehicle's social behaviour actively matches its intended design.
Master thesis
(2025)
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S. Balaram, Luciano Cavalcante Siebert, M. Mansoury, Antonio Mone, Zoltán Szlávik, Ralvi Isufaj
Automatic theme-based playlist generation systems often fail to replicate the quality of expert human curation. While Reinforcement Learning (RL) offers a framework for this sequential task, its effectiveness is limited by the challenge of designing reward functions that capture the knowledge of professional curators. This thesis introduces and evaluates a methodology to bridge this gap by using Large Language Models (LLMs) to translate curatorial principles, gathered from expert interviews, into dense reward function code. The main aim of this research is to determine if LLMs can effectively interpret the complex strategies of professional curators and, in turn, guide an RL agent to produce playlists that adhere to expert standards.
To investigate this, we interviewed music experts and then used LLMs to create reward functions in two ways: one from a concise summary of the interviews and another from the complete aw transcripts. These reward functions were used to train a RL agent for playlist generation. The agents’ performances were then evaluated for recommendation accuracy and alignment with the expert’s curatorial style, and compared against two baselines: a similarity-based model and an RL agent with a hand-crafted reward function.
The results showed that, the impact of the addition of the interview summarization step on the models’ recommendation accuracy depended on the LLM, with the GPT-based model showing a significant increase in accuracy, while the Gemini-based model’s performance remained consistent across both inputs. Furthermore, qualitative analysis of the generated reward functions revealed that the summarized transcripts resulted in high-level reward factors consistent across all the LLMs, whereas raw transcripts resulted in more varied and granular reward factors. Additionally, the choice of LLM impacted the final reward structure and the agent’s subsequent performance. When compared against the baseline models in the cold-start scenario, RL agents guided by LLM-generated rewards significantly outperformed both the manually-tuned RL baseline and the non-RL similarity-based model. However, in seeded playlist continuation tasks, this performance hierarchy changed, with the simpler similarity-based model achieving higher recommendation accuracy. ...
To investigate this, we interviewed music experts and then used LLMs to create reward functions in two ways: one from a concise summary of the interviews and another from the complete aw transcripts. These reward functions were used to train a RL agent for playlist generation. The agents’ performances were then evaluated for recommendation accuracy and alignment with the expert’s curatorial style, and compared against two baselines: a similarity-based model and an RL agent with a hand-crafted reward function.
The results showed that, the impact of the addition of the interview summarization step on the models’ recommendation accuracy depended on the LLM, with the GPT-based model showing a significant increase in accuracy, while the Gemini-based model’s performance remained consistent across both inputs. Furthermore, qualitative analysis of the generated reward functions revealed that the summarized transcripts resulted in high-level reward factors consistent across all the LLMs, whereas raw transcripts resulted in more varied and granular reward factors. Additionally, the choice of LLM impacted the final reward structure and the agent’s subsequent performance. When compared against the baseline models in the cold-start scenario, RL agents guided by LLM-generated rewards significantly outperformed both the manually-tuned RL baseline and the non-RL similarity-based model. However, in seeded playlist continuation tasks, this performance hierarchy changed, with the simpler similarity-based model achieving higher recommendation accuracy. ...
Automatic theme-based playlist generation systems often fail to replicate the quality of expert human curation. While Reinforcement Learning (RL) offers a framework for this sequential task, its effectiveness is limited by the challenge of designing reward functions that capture the knowledge of professional curators. This thesis introduces and evaluates a methodology to bridge this gap by using Large Language Models (LLMs) to translate curatorial principles, gathered from expert interviews, into dense reward function code. The main aim of this research is to determine if LLMs can effectively interpret the complex strategies of professional curators and, in turn, guide an RL agent to produce playlists that adhere to expert standards.
To investigate this, we interviewed music experts and then used LLMs to create reward functions in two ways: one from a concise summary of the interviews and another from the complete aw transcripts. These reward functions were used to train a RL agent for playlist generation. The agents’ performances were then evaluated for recommendation accuracy and alignment with the expert’s curatorial style, and compared against two baselines: a similarity-based model and an RL agent with a hand-crafted reward function.
The results showed that, the impact of the addition of the interview summarization step on the models’ recommendation accuracy depended on the LLM, with the GPT-based model showing a significant increase in accuracy, while the Gemini-based model’s performance remained consistent across both inputs. Furthermore, qualitative analysis of the generated reward functions revealed that the summarized transcripts resulted in high-level reward factors consistent across all the LLMs, whereas raw transcripts resulted in more varied and granular reward factors. Additionally, the choice of LLM impacted the final reward structure and the agent’s subsequent performance. When compared against the baseline models in the cold-start scenario, RL agents guided by LLM-generated rewards significantly outperformed both the manually-tuned RL baseline and the non-RL similarity-based model. However, in seeded playlist continuation tasks, this performance hierarchy changed, with the simpler similarity-based model achieving higher recommendation accuracy.
To investigate this, we interviewed music experts and then used LLMs to create reward functions in two ways: one from a concise summary of the interviews and another from the complete aw transcripts. These reward functions were used to train a RL agent for playlist generation. The agents’ performances were then evaluated for recommendation accuracy and alignment with the expert’s curatorial style, and compared against two baselines: a similarity-based model and an RL agent with a hand-crafted reward function.
The results showed that, the impact of the addition of the interview summarization step on the models’ recommendation accuracy depended on the LLM, with the GPT-based model showing a significant increase in accuracy, while the Gemini-based model’s performance remained consistent across both inputs. Furthermore, qualitative analysis of the generated reward functions revealed that the summarized transcripts resulted in high-level reward factors consistent across all the LLMs, whereas raw transcripts resulted in more varied and granular reward factors. Additionally, the choice of LLM impacted the final reward structure and the agent’s subsequent performance. When compared against the baseline models in the cold-start scenario, RL agents guided by LLM-generated rewards significantly outperformed both the manually-tuned RL baseline and the non-RL similarity-based model. However, in seeded playlist continuation tasks, this performance hierarchy changed, with the simpler similarity-based model achieving higher recommendation accuracy.
Reinforcement Learning is a powerful tool for problems that require sequential-decision-making. However, it often faces challenges due to the extensive need for reward engineering. Reinforcement Learning from Human Feedback (RLHF) and Inverse Reinforcement Learning (IRL) hold the promise of learning a reward function without manual encoding. While RLHF uses feedback to estimate a reward function, IRL learns from demonstrations, examples provided by a teacher. In practice, both approaches have their advantages and disadvantages. IRL typically learns faster, provided that demonstrations are correct and sufficiently diverse. However, obtaining optimal demonstrations is inherently hard, since a teacher may not cover all possibilities, and their examples might fail to demonstrate the behaviour intended. Interactive feedback is believed to be easier to provide than demonstrations. However, RLHF suffers from the curse of dimensionality and the learner’s random behavior at early learning trials. It also requires a large number of evaluative feedbacks, queries to a human labeler. We propose a learning framework in which these two approaches would potentially benefit from one another, with the purpose of investigating whether we can reduce the number of queries RLHF needs. Furthermore, we use Adversarial IRL (AIRL) and RLHF with preference comparisons. We examine our approach in two experimental studies. Our results indicate that combining AIRL with RLHF yields promising outcomes, but the effectiveness highly depends on the nature and number of demonstrations, and the specifics of the environment.
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Reinforcement Learning is a powerful tool for problems that require sequential-decision-making. However, it often faces challenges due to the extensive need for reward engineering. Reinforcement Learning from Human Feedback (RLHF) and Inverse Reinforcement Learning (IRL) hold the promise of learning a reward function without manual encoding. While RLHF uses feedback to estimate a reward function, IRL learns from demonstrations, examples provided by a teacher. In practice, both approaches have their advantages and disadvantages. IRL typically learns faster, provided that demonstrations are correct and sufficiently diverse. However, obtaining optimal demonstrations is inherently hard, since a teacher may not cover all possibilities, and their examples might fail to demonstrate the behaviour intended. Interactive feedback is believed to be easier to provide than demonstrations. However, RLHF suffers from the curse of dimensionality and the learner’s random behavior at early learning trials. It also requires a large number of evaluative feedbacks, queries to a human labeler. We propose a learning framework in which these two approaches would potentially benefit from one another, with the purpose of investigating whether we can reduce the number of queries RLHF needs. Furthermore, we use Adversarial IRL (AIRL) and RLHF with preference comparisons. We examine our approach in two experimental studies. Our results indicate that combining AIRL with RLHF yields promising outcomes, but the effectiveness highly depends on the nature and number of demonstrations, and the specifics of the environment.
The Human Factor: Addressing Diversity in Reinforcement Learning from Human Feedback
How can RLHF deal with possibly conflicting feedback?
Reinforcement Learning from Human Feedback (RLHF) is a promising approach to training agents to perform complex tasks by incorporating human feedback. However, the quality and diversity of this feedback can significantly impact the learning process. Humans are highly diverse in their preferences, expertise, and capabilities. This paper investigates the effects of conflicting feedback on the agent’s performance. We analyse the impact of environmental complexity and examine various query selection strategies. Our results show that RLHF performance rapidly degrades with even minimal conflicting feedback in simple environments, and current query selection strategies are ineffective in handling feedback diversity. We thus conclude that addressing diversity is crucial for RLHF, suggesting alternative reward modelling approaches are needed. Full code is available on GitHub.
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Reinforcement Learning from Human Feedback (RLHF) is a promising approach to training agents to perform complex tasks by incorporating human feedback. However, the quality and diversity of this feedback can significantly impact the learning process. Humans are highly diverse in their preferences, expertise, and capabilities. This paper investigates the effects of conflicting feedback on the agent’s performance. We analyse the impact of environmental complexity and examine various query selection strategies. Our results show that RLHF performance rapidly degrades with even minimal conflicting feedback in simple environments, and current query selection strategies are ineffective in handling feedback diversity. We thus conclude that addressing diversity is crucial for RLHF, suggesting alternative reward modelling approaches are needed. Full code is available on GitHub.
Reinforcement Learning from Human Feedback (RLHF) offers a powerful approach to training agents in environments where defining an explicit reward function is challenging by learning from human feedback provided in various forms. This research evaluates three common feedback types within RLHF: Scalar Feedback, Binary Comparison Feedback, and Binary Comparison with a preference strength margin. Synthetic feedback is used to replace real human feedback to address cost and time constraints. Simplified RLHF setups using Q-learning are initially implemented in a grid environment to ensure the robustness of the methods. Subsequent experiments are conducted in more complex environments using the Imitation library and PPO from Stable Baselines3. Our findings demonstrate the efficacy of various feedback types, highlighting the trade-offs between ease of use for human feedback providers and the amount of information conveyed. This comparative analysis provides insights into optimizing RLHF systems for improved agent performance. Full code is available online in the supplementary material https://github.com/navimakarov/rlhf-feedback-variety.
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Reinforcement Learning from Human Feedback (RLHF) offers a powerful approach to training agents in environments where defining an explicit reward function is challenging by learning from human feedback provided in various forms. This research evaluates three common feedback types within RLHF: Scalar Feedback, Binary Comparison Feedback, and Binary Comparison with a preference strength margin. Synthetic feedback is used to replace real human feedback to address cost and time constraints. Simplified RLHF setups using Q-learning are initially implemented in a grid environment to ensure the robustness of the methods. Subsequent experiments are conducted in more complex environments using the Imitation library and PPO from Stable Baselines3. Our findings demonstrate the efficacy of various feedback types, highlighting the trade-offs between ease of use for human feedback providers and the amount of information conveyed. This comparative analysis provides insights into optimizing RLHF systems for improved agent performance. Full code is available online in the supplementary material https://github.com/navimakarov/rlhf-feedback-variety.
The main concept behind reinforcement learning is that an agent takes certain actions and is rewarded or punished for these actions. However, the rewards that are involved when performing a certain task can be quite complicated in real life and the contribution of different factors in the reward function is often unknown. From this problem emerges reward learning, which is the process of learning the reward function of an environment. There are several techniques for performing reward learning. We can view these different techniques within 2 different high-level categories: Learning from demonstrations and learning from feedback. IRL (Inverse Reinforcement Learning) is a way of learning from demonstrations. Meanwhile, RLHF (Reinforcement Learning from Human Feedback) is a way of learning from feedback.
In this paper, we are proposing the approach of training a reward learning agent, first with IRL and then with RLHF. IRL provides the benefit of learning a reward function quite quickly, however, it can suffer from the presence of sub-optimal demonstrations from the expert. Meanwhile, RLHF is slower at learning the reward function from scratch. Hence, we are proposing an approach where we integrate RLHF as a way to fine-tune the initial reward function calculated by IRL. By doing so, we are aiming to alleviate the negative effect of sub-optimal expert demonstrations on IRL.
We test and evaluate our methodology on the cart pole environment from the seals library. We compare the results from our approach to reward learning from only expert demonstrations, without integrating human feedback (i.e. only IRL). The obtained results suggest that, RLHF might in fact not be a good complement for IRL, specifically when we have sub-optimal expert demonstrations. In fact, we found that applying RLHF on top of IRL can even drop the performance of the resulting reward function, which challenges our initial hypothesis regarding the complementarity between these two methods. ...
In this paper, we are proposing the approach of training a reward learning agent, first with IRL and then with RLHF. IRL provides the benefit of learning a reward function quite quickly, however, it can suffer from the presence of sub-optimal demonstrations from the expert. Meanwhile, RLHF is slower at learning the reward function from scratch. Hence, we are proposing an approach where we integrate RLHF as a way to fine-tune the initial reward function calculated by IRL. By doing so, we are aiming to alleviate the negative effect of sub-optimal expert demonstrations on IRL.
We test and evaluate our methodology on the cart pole environment from the seals library. We compare the results from our approach to reward learning from only expert demonstrations, without integrating human feedback (i.e. only IRL). The obtained results suggest that, RLHF might in fact not be a good complement for IRL, specifically when we have sub-optimal expert demonstrations. In fact, we found that applying RLHF on top of IRL can even drop the performance of the resulting reward function, which challenges our initial hypothesis regarding the complementarity between these two methods. ...
The main concept behind reinforcement learning is that an agent takes certain actions and is rewarded or punished for these actions. However, the rewards that are involved when performing a certain task can be quite complicated in real life and the contribution of different factors in the reward function is often unknown. From this problem emerges reward learning, which is the process of learning the reward function of an environment. There are several techniques for performing reward learning. We can view these different techniques within 2 different high-level categories: Learning from demonstrations and learning from feedback. IRL (Inverse Reinforcement Learning) is a way of learning from demonstrations. Meanwhile, RLHF (Reinforcement Learning from Human Feedback) is a way of learning from feedback.
In this paper, we are proposing the approach of training a reward learning agent, first with IRL and then with RLHF. IRL provides the benefit of learning a reward function quite quickly, however, it can suffer from the presence of sub-optimal demonstrations from the expert. Meanwhile, RLHF is slower at learning the reward function from scratch. Hence, we are proposing an approach where we integrate RLHF as a way to fine-tune the initial reward function calculated by IRL. By doing so, we are aiming to alleviate the negative effect of sub-optimal expert demonstrations on IRL.
We test and evaluate our methodology on the cart pole environment from the seals library. We compare the results from our approach to reward learning from only expert demonstrations, without integrating human feedback (i.e. only IRL). The obtained results suggest that, RLHF might in fact not be a good complement for IRL, specifically when we have sub-optimal expert demonstrations. In fact, we found that applying RLHF on top of IRL can even drop the performance of the resulting reward function, which challenges our initial hypothesis regarding the complementarity between these two methods.
In this paper, we are proposing the approach of training a reward learning agent, first with IRL and then with RLHF. IRL provides the benefit of learning a reward function quite quickly, however, it can suffer from the presence of sub-optimal demonstrations from the expert. Meanwhile, RLHF is slower at learning the reward function from scratch. Hence, we are proposing an approach where we integrate RLHF as a way to fine-tune the initial reward function calculated by IRL. By doing so, we are aiming to alleviate the negative effect of sub-optimal expert demonstrations on IRL.
We test and evaluate our methodology on the cart pole environment from the seals library. We compare the results from our approach to reward learning from only expert demonstrations, without integrating human feedback (i.e. only IRL). The obtained results suggest that, RLHF might in fact not be a good complement for IRL, specifically when we have sub-optimal expert demonstrations. In fact, we found that applying RLHF on top of IRL can even drop the performance of the resulting reward function, which challenges our initial hypothesis regarding the complementarity between these two methods.
Conflict in the World of Inverse Reinforcement Learning
Investigating Inverse Reinforcement Learning with Conflicting Demonstrations
Inverse Reinforcement Learning (IRL) algorithms are closely related to Reinforcement Learning (RL) but instead try to model the reward function from a given set of expert demonstrations. In IRL, many algorithms have been proposed, but most assume consistent demonstrations. Consistency is the assumption that all demonstrations follow the same underlying reward function and near-optimal policy, without any contradictions. This, however, is not always the case. This study investigates the effect of conflicting demonstrations on IRL algorithms. For our experiments, the Lunar Lander environment and a grid-world environment are used in combination with a state-of-the-art IRL algorithm. To obtain the expert demonstrations, agents were trained using RL algorithms with explicit differences in the reward functions to achieve optimal policy. Then these demonstrations were used in training IRL in a variety of different configurations of hyperparameters. Our results show that IRL algorithms can be trained using demonstrations with varying levels of conflict. In conclusion, we demonstrate that IRL can learn even when provided with a set of conflicting demonstrations.
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Inverse Reinforcement Learning (IRL) algorithms are closely related to Reinforcement Learning (RL) but instead try to model the reward function from a given set of expert demonstrations. In IRL, many algorithms have been proposed, but most assume consistent demonstrations. Consistency is the assumption that all demonstrations follow the same underlying reward function and near-optimal policy, without any contradictions. This, however, is not always the case. This study investigates the effect of conflicting demonstrations on IRL algorithms. For our experiments, the Lunar Lander environment and a grid-world environment are used in combination with a state-of-the-art IRL algorithm. To obtain the expert demonstrations, agents were trained using RL algorithms with explicit differences in the reward functions to achieve optimal policy. Then these demonstrations were used in training IRL in a variety of different configurations of hyperparameters. Our results show that IRL algorithms can be trained using demonstrations with varying levels of conflict. In conclusion, we demonstrate that IRL can learn even when provided with a set of conflicting demonstrations.