Problem Solving
Vista: A Generalizable Driving World Model with High Fidelity and Versatile Controllability
Gao, Shenyuan, Yang, Jiazhi, Chen, Li, Chitta, Kashyap, Qiu, Yihang, Geiger, Andreas, Zhang, Jun, Li, Hongyang
World models can foresee the outcomes of different actions, which is of paramount importance for autonomous driving. Nevertheless, existing driving world models still have limitations in generalization to unseen environments, prediction fidelity of critical details, and action controllability for flexible application. In this paper, we present Vista, a generalizable driving world model with high fidelity and versatile controllability. Based on a systematic diagnosis of existing methods, we introduce several key ingredients to address these limitations. To accurately predict real-world dynamics at high resolution, we propose two novel losses to promote the learning of moving instances and structural information. We also devise an effective latent replacement approach to inject historical frames as priors for coherent long-horizon rollouts. For action controllability, we incorporate a versatile set of controls from high-level intentions (command, goal point) to low-level maneuvers (trajectory, angle, and speed) through an efficient learning strategy. After large-scale training, the capabilities of Vista can seamlessly generalize to different scenarios. Extensive experiments on multiple datasets show that Vista outperforms the most advanced general-purpose video generator in over 70% of comparisons and surpasses the best-performing driving world model by 55% in FID and 27% in FVD. Moreover, for the first time, we utilize the capacity of Vista itself to establish a generalizable reward for real-world action evaluation without accessing the ground truth actions.
Offline Inverse RL: New Solution Concepts and Provably Efficient Algorithms
Lazzati, Filippo, Mutti, Mirco, Metelli, Alberto Maria
Inverse reinforcement learning (IRL) aims to recover the reward function of an expert agent from demonstrations of behavior. It is well-known that the IRL problem is fundamentally ill-posed, i.e., many reward functions can explain the demonstrations. For this reason, IRL has been recently reframed in terms of estimating the feasible reward set (Metelli et al., 2021), thus, postponing the selection of a single reward. However, so far, the available formulations and algorithmic solutions have been proposed and analyzed mainly for the online setting, where the learner can interact with the environment and query the expert at will. This is clearly unrealistic in most practical applications, where the availability of an offline dataset is a much more common scenario. In this paper, we introduce a novel notion of feasible reward set capturing the opportunities and limitations of the offline setting and we analyze the complexity of its estimation. This requires the introduction an original learning framework that copes with the intrinsic difficulty of the setting, for which the data coverage is not under control. Then, we propose two computationally and statistically efficient algorithms, IRLO and PIRLO, for addressing the problem. In particular, the latter adopts a specific form of pessimism to enforce the novel desirable property of inclusion monotonicity of the delivered feasible set. With this work, we aim to provide a panorama of the challenges of the offline IRL problem and how they can be fruitfully addressed.
Understanding and Patching Compositional Reasoning in LLMs
Li, Zhaoyi, Jiang, Gangwei, Xie, Hong, Song, Linqi, Lian, Defu, Wei, Ying
LLMs have marked a revolutonary shift, yet they falter when faced with compositional reasoning tasks. Our research embarks on a quest to uncover the root causes of compositional reasoning failures of LLMs, uncovering that most of them stem from the improperly generated or leveraged implicit reasoning results. Inspired by our empirical findings, we resort to Logit Lens and an intervention experiment to dissect the inner hidden states of LLMs. This deep dive reveals that implicit reasoning results indeed surface within middle layers and play a causative role in shaping the final explicit reasoning results. Our exploration further locates multi-head self-attention (MHSA) modules within these layers, which emerge as the linchpins in accurate generation and leveraing of implicit reasoning results. Grounded on the above findings, we develop CREME, a lightweight method to patch errors in compositional reasoning via editing the located MHSA modules. Our empirical evidence stands testament to CREME's effectiveness, paving the way for autonomously and continuously enhancing compositional reasoning capabilities in language models.
Bi-Chainer: Automated Large Language Models Reasoning with Bidirectional Chaining
Liu, Shuqi, He, Bowei, Song, Linqi
Large Language Models (LLMs) have shown human-like reasoning abilities but still face challenges in solving complex logical problems. Existing unidirectional chaining methods, such as forward chaining and backward chaining, suffer from issues like low prediction accuracy and efficiency. To address these, we propose a bidirectional chaining method, Bi-Chainer, which dynamically switches to depth-first reasoning in the opposite reasoning direction when it encounters multiple branching options within the current direction. Thus, the intermediate reasoning results can be utilized as guidance to facilitate the reasoning process. We show that Bi-Chainer achieves sizable accuracy boots over unidirectional chaining frameworks on four challenging logical reasoning datasets. Moreover, Bi-Chainer enhances the accuracy of intermediate proof steps and reduces the average number of inference calls, resulting in more efficient and accurate reasoning.
AD3: Implicit Action is the Key for World Models to Distinguish the Diverse Visual Distractors
Wang, Yucen, Wan, Shenghua, Gan, Le, Feng, Shuai, Zhan, De-Chuan
Model-based methods have significantly contributed to distinguishing task-irrelevant distractors for visual control. However, prior research has primarily focused on heterogeneous distractors like noisy background videos, leaving homogeneous distractors that closely resemble controllable agents largely unexplored, which poses significant challenges to existing methods. To tackle this problem, we propose Implicit Action Generator (IAG) to learn the implicit actions of visual distractors, and present a new algorithm named implicit Action-informed Diverse visual Distractors Distinguisher (AD3), that leverages the action inferred by IAG to train separated world models. Implicit actions effectively capture the behavior of background distractors, aiding in distinguishing the task-irrelevant components, and the agent can optimize the policy within the task-relevant state space. Our method achieves superior performance on various visual control tasks featuring both heterogeneous and homogeneous distractors. The indispensable role of implicit actions learned by IAG is also empirically validated.
How Truncating Weights Improves Reasoning in Language Models
Chen, Lei, Bruna, Joan, Bietti, Alberto
In addition to the ability to generate fluent text in various languages, large language models have been successful at tasks that involve basic forms of logical "reasoning" over their context. Recent work found that selectively removing certain components from weight matrices in pre-trained models can improve such reasoning capabilities. We investigate this phenomenon further by carefully studying how certain global associations tend to be stored in specific weight components or Transformer blocks, in particular feed-forward layers. Such associations may hurt predictions in reasoning tasks, and removing the corresponding components may then improve performance. We analyze how this arises during training, both empirically and theoretically, on a two-layer Transformer trained on a basic reasoning task with noise, a toy associative memory model, and on the Pythia family of pre-trained models tested on simple reasoning tasks.
Dr. Strategy: Model-Based Generalist Agents with Strategic Dreaming
Hamed, Hany, Kim, Subin, Kim, Dongyeong, Yoon, Jaesik, Ahn, Sungjin
Model-based reinforcement learning (MBRL) has been a primary approach to ameliorating the sample efficiency issue as well as to make a generalist agent. However, there has not been much effort toward enhancing the strategy of dreaming itself. Therefore, it is a question whether and how an agent can "dream better" in a more structured and strategic way. In this paper, inspired by the observation from cognitive science suggesting that humans use a spatial divide-and-conquer strategy in planning, we propose a new MBRL agent, called Dr. Strategy, which is equipped with a novel Dreaming Strategy. The proposed agent realizes a version of divide-and-conquer-like strategy in dreaming. This is achieved by learning a set of latent landmarks and then utilizing these to learn a landmark-conditioned highway policy. With the highway policy, the agent can first learn in the dream to move to a landmark, and from there it tackles the exploration and achievement task in a more focused way. In experiments, we show that the proposed model outperforms prior pixel-based MBRL methods in various visually complex and partially observable navigation tasks.
DNCs Require More Planning Steps
Shamshoum, Yara, Hodos, Nitzan, Sieradzki, Yuval, Schuster, Assaf
Many recent works use machine learning models to solve various complex algorithmic problems. However, these models attempt to reach a solution without considering the problem's required computational complexity, which can be detrimental to their ability to solve it correctly. In this work we investigate the effect of computational time and memory on generalization of implicit algorithmic solvers. To do so, we focus on the Differentiable Neural Computer (DNC), a general problem solver that also lets us reason directly about its usage of time and memory. In this work, we argue that the number of planning steps the model is allowed to take, which we call "planning budget", is a constraint that can cause the model to generalize poorly and hurt its ability to fully utilize its external memory. We evaluate our method on Graph Shortest Path, Convex Hull, Graph MinCut and Associative Recall, and show how the planning budget can drastically change the behavior of the learned algorithm, in terms of learned time complexity, training time, stability and generalization to inputs larger than those seen during training.
TopViewRS: Vision-Language Models as Top-View Spatial Reasoners
Li, Chengzu, Zhang, Caiqi, Zhou, Han, Collier, Nigel, Korhonen, Anna, Vuliฤ, Ivan
Top-view perspective denotes a typical way in which humans read and reason over different types of maps, and it is vital for localization and navigation of humans as well as of `non-human' agents, such as the ones backed by large Vision-Language Models (VLMs). Nonetheless, spatial reasoning capabilities of modern VLMs remain unattested and underexplored. In this work, we thus study their capability to understand and reason over spatial relations from the top view. The focus on top view also enables controlled evaluations at different granularity of spatial reasoning; we clearly disentangle different abilities (e.g., recognizing particular objects versus understanding their relative positions). We introduce the TopViewRS (Top-View Reasoning in Space) dataset, consisting of 11,384 multiple-choice questions with either realistic or semantic top-view map as visual input. We then use it to study and evaluate VLMs across 4 perception and reasoning tasks with different levels of complexity. Evaluation of 10 representative open- and closed-source VLMs reveals the gap of more than 50% compared to average human performance, and it is even lower than the random baseline in some cases. Although additional experiments show that Chain-of-Thought reasoning can boost model capabilities by 5.82% on average, the overall performance of VLMs remains limited. Our findings underscore the critical need for enhanced model capability in top-view spatial reasoning and set a foundation for further research towards human-level proficiency of VLMs in real-world multimodal tasks.
Learning to Play Atari in a World of Tokens
Agarwal, Pranav, Andrews, Sheldon, Kahou, Samira Ebrahimi
Model-based reinforcement learning agents utilizing transformers have shown improved sample efficiency due to their ability to model extended context, resulting in more accurate world models. However, for complex reasoning and planning tasks, these methods primarily rely on continuous representations. This complicates modeling of discrete properties of the real world such as disjoint object classes between which interpolation is not plausible. In this work, we introduce discrete abstract representations for transformer-based learning (DART), a sample-efficient method utilizing discrete representations for modeling both the world and learning behavior. We incorporate a transformer-decoder for auto-regressive world modeling and a transformer-encoder for learning behavior by attending to task-relevant cues in the discrete representation of the world model. For handling partial observability, we aggregate information from past time steps as memory tokens. DART outperforms previous state-of-the-art methods that do not use look-ahead search on the Atari 100k sample efficiency benchmark with a median human-normalized score of 0.790 and beats humans in 9 out of 26 games. We release our code at https://pranaval.github.io/DART/.