Markov Models
Talking to Machines: do you read me?
In this dissertation I would like to guide the reader to the research on dialogue but more precisely the research I have conducted during my career since my PhD thesis. Starting from modular architectures with machine learning/deep learning and reinforcement learning to end-to-end deep neural networks. Besides my work as research associate, I also present the work I have supervised in the last years. I review briefly the state of the art and highlight the open research problems on conversational agents. Afterwards, I present my contribution to Task-Oriented Dialogues (TOD), both as research associate and as the industrial supervisor of CIFRE theses. I discuss conversational QA. Particularly, I present the work of two PhD candidates Thibault Cordier and Sebastien Montella; as well as the work of the young researcher Quentin Brabant. Finally, I present the scientific project, where I discuss about Large Language Models (LLMs) for Task-Oriented Dialogue and Multimodal Task-Oriented Dialogue.
Two-Step Q-Learning
Q-learning is a stochastic approximation version of the classic value iteration. The literature has established that Q-learning suffers from both maximization bias and slower convergence. Recently, multi-step algorithms have shown practical advantages over existing methods. This paper proposes a novel off-policy two-step Q-learning algorithms, without importance sampling. With suitable assumption it was shown that, iterates in the proposed two-step Q-learning is bounded and converges almost surely to the optimal Q-values. This study also address the convergence analysis of the smooth version of two-step Q-learning, i.e., by replacing max function with the log-sum-exp function. The proposed algorithms are robust and easy to implement. Finally, we test the proposed algorithms on benchmark problems such as the roulette problem, maximization bias problem, and randomly generated Markov decision processes and compare it with the existing methods available in literature. Numerical experiments demonstrate the superior performance of both the two-step Q-learning and its smooth variants.
Contractual Reinforcement Learning: Pulling Arms with Invisible Hands
Wu, Jibang, Chen, Siyu, Wang, Mengdi, Wang, Huazheng, Xu, Haifeng
The agency problem emerges in today's large scale machine learning tasks, where the learners are unable to direct content creation or enforce data collection. In this work, we propose a theoretical framework for aligning economic interests of different stakeholders in the online learning problems through contract design. The problem, termed \emph{contractual reinforcement learning}, naturally arises from the classic model of Markov decision processes, where a learning principal seeks to optimally influence the agent's action policy for their common interests through a set of payment rules contingent on the realization of next state. For the planning problem, we design an efficient dynamic programming algorithm to determine the optimal contracts against the far-sighted agent. For the learning problem, we introduce a generic design of no-regret learning algorithms to untangle the challenges from robust design of contracts to the balance of exploration and exploitation, reducing the complexity analysis to the construction of efficient search algorithms. For several natural classes of problems, we design tailored search algorithms that provably achieve $\tilde{O}(\sqrt{T})$ regret. We also present an algorithm with $\tilde{O}(T^{2/3})$ for the general problem that improves the existing analysis in online contract design with mild technical assumptions.
Feynman-Kac Operator Expectation Estimator
The Feynman-Kac Operator Expectation Estimator (FKEE) is an innovative method for estimating the target Mathematical Expectation $\mathbb{E}_{X\sim P}[f(X)]$ without relying on a large number of samples, in contrast to the commonly used Markov Chain Monte Carlo (MCMC) Expectation Estimator. FKEE comprises diffusion bridge models and approximation of the Feynman-Kac operator. The key idea is to use the solution to the Feynmann-Kac equation at the initial time $u(x_0,0)=\mathbb{E}[f(X_T)|X_0=x_0]$. We use Physically Informed Neural Networks (PINN) to approximate the Feynman-Kac operator, which enables the incorporation of diffusion bridge models into the expectation estimator and significantly improves the efficiency of using data while substantially reducing the variance. Diffusion Bridge Model is a more general MCMC method. In order to incorporate extensive MCMC algorithms, we propose a new diffusion bridge model based on the Minimum Wasserstein distance. This diffusion bridge model is universal and reduces the training time of the PINN. FKEE also reduces the adverse impact of the curse of dimensionality and weakens the assumptions on the distribution of $X$ and performance function $f$ in the general MCMC expectation estimator. The theoretical properties of this universal diffusion bridge model are also shown. Finally, we demonstrate the advantages and potential applications of this method through various concrete experiments, including the challenging task of approximating the partition function in the random graph model such as the Ising model.
Revisiting Random Walks for Learning on Graphs
Kim, Jinwoo, Zaghen, Olga, Suleymanzade, Ayhan, Ryou, Youngmin, Hong, Seunghoon
We revisit a simple idea for machine learning on graphs, where a random walk on a graph produces a machine-readable record, and this record is processed by a deep neural network to directly make vertex-level or graph-level predictions. We refer to these stochastic machines as random walk neural networks, and show that we can design them to be isomorphism invariant while capable of universal approximation of graph functions in probability. A useful finding is that almost any kind of record of random walk guarantees probabilistic invariance as long as the vertices are anonymized. This enables us to record random walks in plain text and adopt a language model to read these text records to solve graph tasks. We further establish a parallelism to message passing neural networks using tools from Markov chain theory, and show that over-smoothing in message passing is alleviated by construction in random walk neural networks, while over-squashing manifests as probabilistic under-reaching. We show that random walk neural networks based on pre-trained language models can solve several hard problems on graphs, such as separating strongly regular graphs where the 3-WL test fails, counting substructures, and transductive classification on arXiv citation network without training.
CRAB: Cross-environment Agent Benchmark for Multimodal Language Model Agents
Xu, Tianqi, Chen, Linyao, Wu, Dai-Jie, Chen, Yanjun, Zhang, Zecheng, Yao, Xiang, Xie, Zhiqiang, Chen, Yongchao, Liu, Shilong, Qian, Bochen, Torr, Philip, Ghanem, Bernard, Li, Guohao
The development of autonomous agents increasingly relies on Multimodal Language Models (MLMs) to perform tasks described in natural language with GUI environments, such as websites, desktop computers, or mobile phones. Existing benchmarks for MLM agents in interactive environments are limited by their focus on a single environment, lack of detailed and generalized evaluation methods, and the complexities of constructing tasks and evaluators. To overcome these limitations, we introduce Crab, the first agent benchmark framework designed to support cross-environment tasks, incorporating a graph-based fine-grained evaluation method and an efficient mechanism for task and evaluator construction. Our framework supports multiple devices and can be easily extended to any environment with a Python interface. Leveraging Crab, we developed a cross-platform Crab Benchmark-v0 comprising 100 tasks in computer desktop and mobile phone environments. We evaluated four advanced MLMs using different single and multi-agent system configurations on this benchmark. The experimental results demonstrate that the single agent with GPT-4o achieves the best completion ratio of 35.26%. All framework code, agent code, and task datasets are publicly available at https://github.com/camel-ai/crab.
Online Learning of Temporal Dependencies for Sustainable Foraging Problem
Payne, John, Aishwaryaprajna, null, Lewis, Peter R.
The sustainable foraging problem is a dynamic environment testbed for exploring the forms of agent cognition in dealing with social dilemmas in a multi-agent setting. The agents need to resist the temptation of individual rewards through foraging and choose the collective long-term goal of sustainability. We investigate methods of online learning in Neuro-Evolution and Deep Recurrent Q-Networks to enable agents to attempt the problem one-shot as is often required by wicked social problems. We further explore if learning temporal dependencies with Long Short-Term Memory may be able to aid the agents in developing sustainable foraging strategies in the long term. It was found that the integration of Long Short-Term Memory assisted agents in developing sustainable strategies for a single agent, however failed to assist agents in managing the social dilemma that arises in the multi-agent scenario.
Benchmarking Mental State Representations in Language Models
Bortoletto, Matteo, Ruhdorfer, Constantin, Shi, Lei, Bulling, Andreas
While numerous works have assessed the generative performance of language models (LMs) on tasks requiring Theory of Mind reasoning, research into the models' internal representation of mental states remains limited. Recent work has used probing to demonstrate that LMs can represent beliefs of themselves and others. However, these claims are accompanied by limited evaluation, making it difficult to assess how mental state representations are affected by model design and training choices. We report an extensive benchmark with various LM types with different model sizes, fine-tuning approaches, and prompt designs to study the robustness of mental state representations and memorisation issues within the probes. Our results show that the quality of models' internal representations of the beliefs of others increases with model size and, more crucially, with fine-tuning. We are the first to study how prompt variations impact probing performance on theory of mind tasks. We demonstrate that models' representations are sensitive to prompt variations, even when such variations should be beneficial. Finally, we complement previous activation editing experiments on Theory of Mind tasks and show that it is possible to improve models' reasoning performance by steering their activations without the need to train any probe.
Acceleration method for generating perception failure scenarios based on editing Markov process
With the rapid advancement of autonomous driving technology, self-driving cars have become a central focus in the development of future transportation systems. Scenario generation technology has emerged as a crucial tool for testing and verifying the safety performance of autonomous driving systems. Current research in scenario generation primarily focuses on open roads such as highways, with relatively limited studies on underground parking garages. The unique structural constraints, insufficient lighting, and high-density obstacles in underground parking garages impose greater demands on the perception systems, which are critical to autonomous driving technology. This study proposes an accelerated generation method for perception failure scenarios tailored to the underground parking garage environment, aimed at testing and improving the safety performance of autonomous vehicle (AV) perception algorithms in such settings. The method presented in this paper generates an intelligent testing environment with a high density of perception failure scenarios by learning the interactions between background vehicles (BVs) and autonomous vehicles (AVs) within perception failure scenarios. Furthermore, this method edits the Markov process within the perception failure scenario data to increase the density of critical information in the training data, thereby optimizing the learning and generation of perception failure scenarios. A simulation environment for an underground parking garage was developed using the Carla and Vissim platforms, with Bevfusion employed as the perception algorithm for testing. The study demonstrates that this method can generate an intelligent testing environment with a high density of perception failure scenarios and enhance the safety performance of perception algorithms within this experimental setup.
Model Predictive Control and Reinforcement Learning: A Unified Framework Based on Dynamic Programming
In this paper we describe a new conceptual framework that connects approximate Dynamic Programming (DP), Model Predictive Control (MPC), and Reinforcement Learning (RL). This framework centers around two algorithms, which are designed largely independently of each other and operate in synergy through the powerful mechanism of Newton's method. We call them the off-line training and the on-line play algorithms. The names are borrowed from some of the major successes of RL involving games; primary examples are the recent (2017) AlphaZero program (which plays chess, [SHS17], [SSS17]), and the similarly structured and earlier (1990s) TD-Gammon program (which plays backgammon, [Tes94], [Tes95], [TeG96]). In these game contexts, the off-line training algorithm is the method used to teach the program how to evaluate positions and to generate good moves at any given position, while the on-line play algorithm is the method used to play in real time against human or computer opponents. Significantly, the synergy between off-line training and on-line play also underlies MPC (as well as other major classes of sequential decision problems), and indeed the MPC design architecture is very similar to the one of AlphaZero and TD-Gammon. This conceptual insight provides a vehicle for bridging the cultural gap between RL and MPC, and sheds new light on some fundamental issues in MPC. These include the enhancement of stability properties through rollout, the treatment of uncertainty through the use of certainty equivalence, the resilience of MPC in adaptive control settings that involve changing system parameters, and the insights provided by the superlinear performance bounds implied by Newton's method.