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 Markov Models


Distilling LLMs' Decomposition Abilities into Compact Language Models

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have demonstrated proficiency in their reasoning abilities, yet their large size presents scalability challenges and limits any further customization. In contrast, compact models offer customized training but often fall short in solving complex reasoning tasks. This study focuses on distilling the LLMs' decomposition skills into compact models using offline reinforcement learning. We leverage the advancements in the LLM's capabilities to provide feedback and generate a specialized task-specific dataset for training compact models. These models not only excel at straightforward tasks such as summarization and sentiment analysis but, with adept prompting, demonstrate proficiency in handling reasoning tasks that demand mathematical and logical abilities (Huang & Chang, 2022). Notably, Chain-of-Thoughts (CoT) prompting (Wei et al., 2022) and its variations (Kojima et al., 2022; Wang et al., 2022) have proven to be promising and relatively simple techniques for enhancing LLMs' reasoning capabilities. Within the realm of complex reasoning, the ability to decompose intricate questions into a set of simpler sub-questions represents a crucial and understudied component (Shridhar et al., 2022). While existing works predominantly focus on end-to-end solutions for reasoning (Zhou et al., 2022; Lyu et al., 2023), the specific aspect of breaking down complex questions into simpler components has received limited attention. The creation of specialized datasets and benchmarks is integral to advancing the field of Deep Learning (Guss et al., 2019; Vinyals et al., 2019; Fu et al., 2020; Kurenkov et al., 2023). This work addresses the gap in understanding and exploration of the reasoning subquestioning process by providing a dataset and baselines for further research in this direction. Compounding the challenge is the computational overhead associated with large model sizes, making reasoning tasks computationally expensive and time-consuming when tuning models. Concurrently, approaches similar to Chain-of-Thoughts (CoT) may incur expenses, given that models with superior reasoning abilities are not available for free. In response, distilling distinct components of the reasoning process into smaller models emerges as a promising avenue for research.


Position Paper: Generalized grammar rules and structure-based generalization beyond classical equivariance for lexical tasks and transduction

arXiv.org Artificial Intelligence

Compositional generalization is one of the main properties which differentiates lexical learning in humans from state-of-art neural networks. We propose a general framework for building models that can generalize compositionally using the concept of Generalized Grammar Rules (GGRs), a class of symmetry-based compositional constraints for transduction tasks, which we view as a transduction analogue of equivariance constraints in physics-inspired tasks. Besides formalizing generalized notions of symmetry for language transduction, our framework is general enough to contain many existing works as special cases. We present ideas on how GGRs might be implemented, and in the process draw connections to reinforcement learning and other areas of research.


Approximate Control for Continuous-Time POMDPs

arXiv.org Artificial Intelligence

This stochastic filtering approach is especially appealing for the control of such partially observed dynamical systems. This includes among others, e.g., control problems This work proposes a decision-making framework with noisy sensor measurements, such as grasping for partially observable systems in continuous and navigation in robotics (Kurniawati et al., 2008) or time with discrete state and action cognitive medium access control (Zhao et al., 2005) for spaces. As optimal decision-making becomes communication systems. For finding decision strategies, intractable for large state spaces we employ which use the available observational data to control approximation methods for the filtering and the system at hand, a solid framework can be found the control problem that scale well with an increasing in the area of optimal control (Stengel, 1994).


Universal Imitation Games

arXiv.org Artificial Intelligence

Alan Turing proposed in 1950 a framework called an imitation game to decide if a machine could think. Using mathematics developed largely after Turing -- category theory -- we analyze a broader class of universal imitation games (UIGs), which includes static, dynamic, and evolutionary games. In static games, the participants are in a steady state. In dynamic UIGs, "learner" participants are trying to imitate "teacher" participants over the long run. In evolutionary UIGs, the participants are competing against each other in an evolutionary game, and participants can go extinct and be replaced by others with higher fitness. We use the framework of category theory -- in particular, two influential results by Yoneda -- to characterize each type of imitation game. Universal properties in categories are defined by initial and final objects. We characterize dynamic UIGs where participants are learning by inductive inference as initial algebras over well-founded sets, and contrast them with participants learning by conductive inference over the final coalgebra of non-well-founded sets. We briefly discuss the extension of our categorical framework for UIGs to imitation games on quantum computers.


Leveraging Approximate Model-based Shielding for Probabilistic Safety Guarantees in Continuous Environments

arXiv.org Artificial Intelligence

Shielding is a popular technique for achieving safe reinforcement learning (RL). However, classical shielding approaches come with quite restrictive assumptions making them difficult to deploy in complex environments, particularly those with continuous state or action spaces. In this paper we extend the more versatile approximate model-based shielding (AMBS) framework to the continuous setting. In particular we use Safety Gym as our test-bed, allowing for a more direct comparison of AMBS with popular constrained RL algorithms. We also provide strong probabilistic safety guarantees for the continuous setting. In addition, we propose two novel penalty techniques that directly modify the policy gradient, which empirically provide more stable convergence in our experiments.


MobilityDL: A Review of Deep Learning From Trajectory Data

arXiv.org Artificial Intelligence

Trajectory data combines the complexities of time series, spatial data, and (sometimes irrational) movement behavior. As data availability and computing power have increased, so has the popularity of deep learning from trajectory data. This review paper provides the first comprehensive overview of deep learning approaches for trajectory data. We have identified eight specific mobility use cases which we analyze with regards to the deep learning models and the training data used. Besides a comprehensive quantitative review of the literature since 2018, the main contribution of our work is the data-centric analysis of recent work in this field, placing it along the mobility data continuum which ranges from detailed dense trajectories of individual movers (quasi-continuous tracking data), to sparse trajectories (such as check-in data), and aggregated trajectories (crowd information).


Neural Policy Style Transfer

arXiv.org Artificial Intelligence

Style Transfer has been proposed in a number of fields: fine arts, natural language processing, and fixed trajectories. We scale this concept up to control policies within a Deep Reinforcement Learning infrastructure. Each network is trained to maximize the expected reward, which typically encodes the goal of an action, and can be described as the content. The expressive power of deep neural networks enables encoding a secondary task, which can be described as the style. The Neural Policy Style Transfer (NPST) algorithm is proposed to transfer the style of one policy to another, while maintaining the content of the latter. Different policies are defined via Deep Q-Network architectures. These models are trained using demonstrations through Inverse Reinforcement Learning. Two different sets of user demonstrations are performed, one for content and other for style. Different styles are encoded as defined by user demonstrations. The generated policy is the result of feeding a content policy and a style policy to the NPST algorithm. Experiments are performed in a catch-ball game inspired by the Deep Reinforcement Learning classical Atari games; and a real-world painting scenario with a full-sized humanoid robot, based on previous works of the authors. The implementation of three different Q-Network architectures (Shallow, Deep and Deep Recurrent Q-Network) to encode the policies within the NPST framework is proposed and the results obtained in the experiments with each of these architectures compared.


Comprehensive Exploration of Synthetic Data Generation: A Survey

arXiv.org Artificial Intelligence

Recent years have witnessed a surge in the popularity of Machine Learning (ML), applied across diverse domains. However, progress is impeded by the scarcity of training data due to expensive acquisition and privacy legislation. Synthetic data emerges as a solution, but the abundance of released models and limited overview literature pose challenges for decision-making. This work surveys 417 Synthetic Data Generation (SDG) models over the last decade, providing a comprehensive overview of model types, functionality, and improvements. Common attributes are identified, leading to a classification and trend analysis. The findings reveal increased model performance and complexity, with neural network-based approaches prevailing, except for privacy-preserving data generation. Computer vision dominates, with GANs as primary generative models, while diffusion models, transformers, and RNNs compete. Implications from our performance evaluation highlight the scarcity of common metrics and datasets, making comparisons challenging. Additionally, the neglect of training and computational costs in literature necessitates attention in future research. This work serves as a guide for SDG model selection and identifies crucial areas for future exploration.


On the Second-Order Convergence of Biased Policy Gradient Algorithms

arXiv.org Artificial Intelligence

Since the objective functions of reinforcement learning problems are typically highly nonconvex, it is desirable that policy gradient, the most popular algorithm, escapes saddle points and arrives at second-order stationary points. Existing results only consider vanilla policy gradient algorithms with unbiased gradient estimators, but practical implementations under the infinite-horizon discounted reward setting are biased due to finite-horizon sampling. Moreover, actor-critic methods, whose second-order convergence has not yet been established, are also biased due to the critic approximation of the value function. We provide a novel second-order analysis of biased policy gradient methods, including the vanilla gradient estimator computed from Monte-Carlo sampling of trajectories as well as the double-loop actor-critic algorithm, where in the inner loop the critic improves the approximation of the value function via TD(0) learning. Separately, we also establish the convergence of TD(0) on Markov chains irrespective of initial state distribution.


The Alignment Ceiling: Objective Mismatch in Reinforcement Learning from Human Feedback

arXiv.org Artificial Intelligence

Reinforcement learning from human feedback (RLHF) has emerged as a powerful technique to make large language models (LLMs) more capable in complex settings. RLHF proceeds as collecting human preference data, training a reward model on said data, and optimizing a base ML model with respect to said reward for extrinsic evaluation metrics (e.g. MMLU, GSM8k). RLHF relies on many assumptions about how the various pieces fit together, such as a reward model capturing human preferences and an RL optimizer extracting the right signal from a reward model. As the RLHF process involves many distinct design decisions, it is easy to assume that multiple processes are correlated and therefore numerically linked. This apparent correlation is often not true, where reward models are easily overoptimized or RL optimizers can reduce performance on tasks not modeled in the data. Notable manifestations of models trained with imperfect RLHF systems are those that are prone to refusing basic requests for safety reasons or appearing lazy in generations. As chat model evaluation becomes increasingly nuanced, the reliance on a perceived link between reward model training, RL scores, and downstream performance drives these issues, which we describe as an objective mismatch. In this paper, we illustrate the causes of this issue, reviewing relevant literature from model-based reinforcement learning, and argue for solutions. By solving objective mismatch in RLHF, the ML models of the future will be more precisely aligned to user instructions for both safety and helpfulness.