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PCWorld

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Voyager: An Open-Ended Embodied Agent with Large Language Models

arXiv.org Artificial Intelligence

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at https://voyager.minedojo.org/.


Reinforcement Learning and Bandits for Speech and Language Processing: Tutorial, Review and Outlook

arXiv.org Artificial Intelligence

As two cornerstones of modern day technologies, speech processing and natural language processing (NLP) are innately sequence learning problems to extract information from these linguistic or speech signals and provide insights into interactive systems to communicate in human understandable languages. The sequential and interactive nature of these problems can make them well-suited into the algorithmic framework of reinforcement learning (RL). In a reinforcement learning setting, an agent interacts with an environment through observations and actions, and based on the reward feedback attributed by the underlying reward function of this environment, the agent learns how to perform the task of interest through trials and errors. While the successful applications of reinforcement learning have been highlighted by a wide range of surveys in many real-world engineering domains such as robotics [1], vision [2], finance [3], healthcare [4], linguistics [5], and energy management [6], there have not been one for the rich community of both the speech and language domains. This is the first survey that emphasizes the synergy among the growing fields of the speech processing, natural language processing and the reinforcement learning. We aim to fill this gap by adopting a complete, timely and classical view of the reinforcement learning problems and their connections to speech and language processing.


Let's use AI to rethink education, instead of panicking about cheating

New Scientist

ON A Monday afternoon in May, a final-year student, fresh off the Texas A&M University-Commerce graduation stage, received a shocking email. "The final grade for the course is due today at 5 p.m.," it read. "I will be giving everyone in this course anโ€ฆ incomplete." According to a report in the Washington Post, agricultural sciences professor Jared Mumm had run his students' essays through the AI tool ChatGPT, which had detected its own use in the work โ€“ an offence that warranted a zero on the assignment.


Verification of the Socio-Technical Aspects of Voting: The Case of the Polish Postal Vote 2020

arXiv.org Artificial Intelligence

Voting procedures are designed and implemented by people, for people, and with significant human involvement. Thus, one should take into account the human factors in order to comprehensively analyze properties of an election and detect threats. In particular, it is essential to assess how actions and strategies of the involved agents (voters, municipal office employees, mail clerks) can influence the outcome of other agents' actions as well as the overall outcome of the election. In this paper, we present our first attempt to capture those aspects in a formal multi-agent model of the Polish presidential election 2020. The election marked the first time when postal vote was universally available in Poland. Unfortunately, the voting scheme was prepared under time pressure and political pressure, and without the involvement of experts. This might have opened up possibilities for various kinds of ballot fraud, in-house coercion, etc. We propose a preliminary scalable model of the procedure in the form of a Multi-Agent Graph, and formalize selected integrity and security properties by formulas of agent logics. Then, we transform the models and formulas so that they can be input to the state-of-art model checker Uppaal. The first series of experiments demonstrates that verification scales rather badly due to the state-space explosion. However, we show that a recently developed technique of user-friendly model reduction by variable abstraction allows us to verify more complex scenarios.


Microsoft Copilot: Here's everything you need to know about the company's AI assistant

Engadget

Microsoft's new Copilot AI has wormed its way into nearly every aspect of Windows 11. However, there's a bit of a learning curve, but don't worry. We've put together a primer on the company's new AI assistant, along with step-by-step instructions on how to both enable and disable it on your Windows computer. Microsoft's Copilot is a suite of AI tools that work together to create a digital personal assistant of sorts. Just like other modern AI assistants, the tech is based on generative artificial intelligence and large language models (LLM.)


Dual Cognitive Architecture: Incorporating Biases and Multi-Memory Systems for Lifelong Learning

arXiv.org Artificial Intelligence

Artificial neural networks (ANNs) exhibit a narrow scope of expertise on stationary independent data. However, the data in the real world is continuous and dynamic, and ANNs must adapt to novel scenarios while also retaining the learned knowledge to become lifelong learners. The ability of humans to excel at these tasks can be attributed to multiple factors ranging from cognitive computational structures, cognitive biases, and the multi-memory systems in the brain. We incorporate key concepts from each of these to design a novel framework, Dual Cognitive Architecture (DUCA), which includes multiple sub-systems, implicit and explicit knowledge representation dichotomy, inductive bias, and a multi-memory system. The inductive bias learner within DUCA is instrumental in encoding shape information, effectively countering the tendency of ANNs to learn local textures. Simultaneously, the inclusion of a semantic memory submodule facilitates the gradual consolidation of knowledge, replicating the dynamics observed in fast and slow learning systems, reminiscent of the principles underpinning the complementary learning system in human cognition. DUCA shows improvement across different settings and datasets, and it also exhibits reduced task recency bias, without the need for extra information. To further test the versatility of lifelong learning methods on a challenging distribution shift, we introduce a novel domain-incremental dataset DN4IL. In addition to improving performance on existing benchmarks, DUCA also demonstrates superior performance on this complex dataset.


Bootstrap Your Own Skills: Learning to Solve New Tasks with Large Language Model Guidance

arXiv.org Artificial Intelligence

We propose BOSS, an approach that automatically learns to solve new long-horizon, complex, and meaningful tasks by growing a learned skill library with minimal supervision. Prior work in reinforcement learning require expert supervision, in the form of demonstrations or rich reward functions, to learn long-horizon tasks. Instead, our approach BOSS (BOotStrapping your own Skills) learns to accomplish new tasks by performing "skill bootstrapping," where an agent with a set of primitive skills interacts with the environment to practice new skills without receiving reward feedback for tasks outside of the initial skill set. This bootstrapping phase is guided by large language models (LLMs) that inform the agent of meaningful skills to chain together. Through this process, BOSS builds a wide range of complex and useful behaviors from a basic set of primitive skills. We demonstrate through experiments in realistic household environments that agents trained with our LLM-guided bootstrapping procedure outperform those trained with naive bootstrapping as well as prior unsupervised skill acquisition methods on zero-shot execution of unseen, long-horizon tasks in new environments. Website at clvrai.com/boss.


Imitating Task and Motion Planning with Visuomotor Transformers

arXiv.org Artificial Intelligence

Imitation learning is a powerful tool for training robot manipulation policies, allowing them to learn from expert demonstrations without manual programming or trial-and-error. However, common methods of data collection, such as human supervision, scale poorly, as they are time-consuming and labor-intensive. In contrast, Task and Motion Planning (TAMP) can autonomously generate large-scale datasets of diverse demonstrations. In this work, we show that the combination of large-scale datasets generated by TAMP supervisors and flexible Transformer models to fit them is a powerful paradigm for robot manipulation. To that end, we present a novel imitation learning system called OPTIMUS that trains large-scale visuomotor Transformer policies by imitating a TAMP agent. OPTIMUS introduces a pipeline for generating TAMP data that is specifically curated for imitation learning and can be used to train performant transformer-based policies. In this paper, we present a thorough study of the design decisions required to imitate TAMP and demonstrate that OPTIMUS can solve a wide variety of challenging vision-based manipulation tasks with over 70 different objects, ranging from long-horizon pick-and-place tasks, to shelf and articulated object manipulation, achieving 70 to 80% success rates. Video results and code at https://mihdalal.github.io/optimus/


Learning to Sample Better

arXiv.org Machine Learning

These lecture notes provide an introduction to recent advances in generative modeling methods based on the dynamical transportation of measures, by means of which samples from a simple base measure are mapped to samples from a target measure of interest. Special emphasis is put on the applications of these methods to Monte-Carlo (MC) sampling techniques, such as importance sampling and Markov Chain Monte-Carlo (MCMC) schemes. In this context, it is shown how the maps can be learned variationally using data generated by MC sampling, and how they can in turn be used to improve such sampling in a positive feedback loop.