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LEAGUE: Guided Skill Learning and Abstraction for Long-Horizon Manipulation

arXiv.org Artificial Intelligence

To assist with everyday human activities, robots must solve complex long-horizon tasks and generalize to new settings. Recent deep reinforcement learning (RL) methods show promise in fully autonomous learning, but they struggle to reach long-term goals in large environments. On the other hand, Task and Motion Planning (TAMP) approaches excel at solving and generalizing across long-horizon tasks, thanks to their powerful state and action abstractions. But they assume predefined skill sets, which limits their real-world applications. In this work, we combine the benefits of these two paradigms and propose an integrated task planning and skill learning framework named LEAGUE (Learning and Abstraction with Guidance). LEAGUE leverages the symbolic interface of a task planner to guide RL-based skill learning and creates abstract state space to enable skill reuse. More importantly, LEAGUE learns manipulation skills in-situ of the task planning system, continuously growing its capability and the set of tasks that it can solve. We evaluate LEAGUE on four challenging simulated task domains and show that LEAGUE outperforms baselines by large margins. We also show that the learned skills can be reused to accelerate learning in new tasks domains and transfer to a physical robot platform.


On Specifying for Trustworthiness

arXiv.org Artificial Intelligence

As autonomous systems (AS) increasingly become part of our daily lives, ensuring their trustworthiness is crucial. In order to demonstrate the trustworthiness of an AS, we first need to specify what is required for an AS to be considered trustworthy. This roadmap paper identifies key challenges for specifying for trustworthiness in AS, as identified during the "Specifying for Trustworthiness" workshop held as part of the UK Research and Innovation (UKRI) Trustworthy Autonomous Systems (TAS) programme. We look across a range of AS domains with consideration of the resilience, trust, functionality, verifiability, security, and governance and regulation of AS and identify some of the key specification challenges in these domains. We then highlight the intellectual challenges that are involved with specifying for trustworthiness in AS that cut across domains and are exacerbated by the inherent uncertainty involved with the environments in which AS need to operate.


Using Large Language Models for Cybersecurity Capture-The-Flag Challenges and Certification Questions

arXiv.org Artificial Intelligence

The assessment of cybersecurity Capture-The-Flag (CTF) exercises involves participants finding text strings or ``flags'' by exploiting system vulnerabilities. Large Language Models (LLMs) are natural-language models trained on vast amounts of words to understand and generate text; they can perform well on many CTF challenges. Such LLMs are freely available to students. In the context of CTF exercises in the classroom, this raises concerns about academic integrity. Educators must understand LLMs' capabilities to modify their teaching to accommodate generative AI assistance. This research investigates the effectiveness of LLMs, particularly in the realm of CTF challenges and questions. Here we evaluate three popular LLMs, OpenAI ChatGPT, Google Bard, and Microsoft Bing. First, we assess the LLMs' question-answering performance on five Cisco certifications with varying difficulty levels. Next, we qualitatively study the LLMs' abilities in solving CTF challenges to understand their limitations. We report on the experience of using the LLMs for seven test cases in all five types of CTF challenges. In addition, we demonstrate how jailbreak prompts can bypass and break LLMs' ethical safeguards. The paper concludes by discussing LLM's impact on CTF exercises and its implications.


LegalBench: A Collaboratively Built Benchmark for Measuring Legal Reasoning in Large Language Models

arXiv.org Artificial Intelligence

The advent of large language models (LLMs) and their adoption by the legal community has given rise to the question: what types of legal reasoning can LLMs perform? To enable greater study of this question, we present LegalBench: a collaboratively constructed legal reasoning benchmark consisting of 162 tasks covering six different types of legal reasoning. LegalBench was built through an interdisciplinary process, in which we collected tasks designed and hand-crafted by legal professionals. Because these subject matter experts took a leading role in construction, tasks either measure legal reasoning capabilities that are practically useful, or measure reasoning skills that lawyers find interesting. To enable cross-disciplinary conversations about LLMs in the law, we additionally show how popular legal frameworks for describing legal reasoning -- which distinguish between its many forms -- correspond to LegalBench tasks, thus giving lawyers and LLM developers a common vocabulary. This paper describes LegalBench, presents an empirical evaluation of 20 open-source and commercial LLMs, and illustrates the types of research explorations LegalBench enables.


Diffusion Model as Representation Learner

arXiv.org Artificial Intelligence

Diffusion Probabilistic Models (DPMs) have recently demonstrated impressive results on various generative tasks.Despite its promises, the learned representations of pre-trained DPMs, however, have not been fully understood. In this paper, we conduct an in-depth investigation of the representation power of DPMs, and propose a novel knowledge transfer method that leverages the knowledge acquired by generative DPMs for recognition tasks. Our study begins by examining the feature space of DPMs, revealing that DPMs are inherently denoising autoencoders that balance the representation learning with regularizing model capacity. To this end, we introduce a novel knowledge transfer paradigm named RepFusion. Our paradigm extracts representations at different time steps from off-the-shelf DPMs and dynamically employs them as supervision for student networks, in which the optimal time is determined through reinforcement learning. We evaluate our approach on several image classification, semantic segmentation, and landmark detection benchmarks, and demonstrate that it outperforms state-of-the-art methods. Our results uncover the potential of DPMs as a powerful tool for representation learning and provide insights into the usefulness of generative models beyond sample generation. The code is available at \url{https://github.com/Adamdad/Repfusion}.


Mechanisms that play a game, not toss a coin

arXiv.org Artificial Intelligence

Randomized mechanisms can have good normative properties compared to their deterministic counterparts. However, randomized mechanisms are problematic in several ways such as in their verifiability. We propose here to derandomize such mechanisms by having agents play a game instead of tossing a coin. The game is designed so an agent's best action is to play randomly, and this play then injects ``randomness'' into the mechanism. This derandomization retains many of the good normative properties of the original randomized mechanism but gives a mechanism that is deterministic and easy, for instance, to audit. We consider three related methods to derandomize randomized mechanism in six different domains: voting, facility location, task allocation, school choice, peer selection, and resource allocation. We propose a number of novel derandomized mechanisms for these six domains with good normative properties. Each mechanism has a mixed Nash equilibrium in which agents play a modular arithmetic game with an uniform mixed strategy. In all but one mixed Nash equilibrium, agents report their preferences over the original problem sincerely. The derandomized methods are thus ``quasi-strategy proof''. In one domain, we additionally show that a new and desirable normative property emerges as a result of derandomization.


Simple Baselines for Interactive Video Retrieval with Questions and Answers

arXiv.org Artificial Intelligence

To date, the majority of video retrieval systems have been optimized for a "single-shot" scenario in which the user submits a query in isolation, ignoring previous interactions with the system. Recently, there has been renewed interest in interactive systems to enhance retrieval, but existing approaches are complex and deliver limited gains in performance. In this work, we revisit this topic and propose several simple yet effective baselines for interactive video retrieval via question-answering. We employ a VideoQA model to simulate user interactions and show that this enables the productive study of the interactive retrieval task without access to ground truth dialogue data. Experiments on MSR-VTT, MSVD, and AVSD show that our framework using question-based interaction significantly improves the performance of text-based video retrieval systems.


Label Selection Approach to Learning from Crowds

arXiv.org Artificial Intelligence

Supervised learning, especially supervised deep learning, requires large amounts of labeled data. One approach to collect large amounts of labeled data is by using a crowdsourcing platform where numerous workers perform the annotation tasks. However, the annotation results often contain label noise, as the annotation skills vary depending on the crowd workers and their ability to complete the task correctly. Learning from Crowds is a framework which directly trains the models using noisy labeled data from crowd workers. In this study, we propose a novel Learning from Crowds model, inspired by SelectiveNet proposed for the selective prediction problem. The proposed method called Label Selection Layer trains a prediction model by automatically determining whether to use a worker's label for training using a selector network. A major advantage of the proposed method is that it can be applied to almost all variants of supervised learning problems by simply adding a selector network and changing the objective function for existing models, without explicitly assuming a model of the noise in crowd annotations. The experimental results show that the performance of the proposed method is almost equivalent to or better than the Crowd Layer, which is one of the state-of-the-art methods for Deep Learning from Crowds, except for the regression problem case.


Towards Few-shot Coordination: Revisiting Ad-hoc Teamplay Challenge In the Game of Hanabi

arXiv.org Artificial Intelligence

Cooperative Multi-agent Reinforcement Learning (MARL) algorithms with Zero-Shot Coordination (ZSC) have gained significant attention in recent years. ZSC refers to the ability of agents to coordinate zero-shot (without additional interaction experience) with independently trained agents. While ZSC is crucial for cooperative MARL agents, it might not be possible for complex tasks and changing environments. Agents also need to adapt and improve their performance with minimal interaction with other agents. In this work, we show empirically that state-of-the-art ZSC algorithms have poor performance when paired with agents trained with different learning methods, and they require millions of interaction samples to adapt to these new partners. To investigate this issue, we formally defined a framework based on a popular cooperative multi-agent game called Hanabi to evaluate the adaptability of MARL methods. In particular, we created a diverse set of pre-trained agents and defined a new metric called adaptation regret that measures the agent's ability to efficiently adapt and improve its coordination performance when paired with some held-out pool of partners on top of its ZSC performance. After evaluating several SOTA algorithms using our framework, our experiments reveal that naive Independent Q-Learning (IQL) agents in most cases adapt as quickly as the SOTA ZSC algorithm Off-Belief Learning (OBL). This finding raises an interesting research question: How to design MARL algorithms with high ZSC performance and capability of fast adaptation to unseen partners. As a first step, we studied the role of different hyper-parameters and design choices on the adaptability of current MARL algorithms. Our experiments show that two categories of hyper-parameters controlling the training data diversity and optimization process have a significant impact on the adaptability of Hanabi agents.


Karma: Adaptive Video Streaming via Causal Sequence Modeling

arXiv.org Artificial Intelligence

Optimal adaptive bitrate (ABR) decision depends on a comprehensive characterization of state transitions that involve interrelated modalities over time including environmental observations, returns, and actions. However, state-of-the-art learning-based ABR algorithms solely rely on past observations to decide the next action. This paradigm tends to cause a chain of deviations from optimal action when encountering unfamiliar observations, which consequently undermines the model generalization. This paper presents Karma, an ABR algorithm that utilizes causal sequence modeling to improve generalization by comprehending the interrelated causality among past observations, returns, and actions and timely refining action when deviation occurs. Unlike direct observation-to-action mapping, Karma recurrently maintains a multi-dimensional time series of observations, returns, and actions as input and employs causal sequence modeling via a decision transformer to determine the next action. In the input sequence, Karma uses the maximum cumulative future quality of experience (QoE) (a.k.a, QoE-to-go) as an extended return signal, which is periodically estimated based on current network conditions and playback status. We evaluate Karma through trace-driven simulations and real-world field tests, demonstrating superior performance compared to existing state-of-the-art ABR algorithms, with an average QoE improvement ranging from 10.8% to 18.7% across diverse network conditions. Furthermore, Karma exhibits strong generalization capabilities, showing leading performance under unseen networks in both simulations and real-world tests.