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LLaMA Rider: Spurring Large Language Models to Explore the Open World

arXiv.org Artificial Intelligence

Recently, various studies have leveraged Large Language Models (LLMs) to help decision-making and planning in environments, and try to align the LLMs' knowledge with the world conditions. Nonetheless, the capacity of LLMs to continuously acquire environmental knowledge and adapt in an open world remains uncertain. In this paper, we propose an approach to spur LLMs to explore the open world, gather experiences, and learn to improve their task-solving capabilities. In this approach, a multi-round feedback-revision mechanism is utilized to encourage LLMs to actively select appropriate revision actions guided by feedback information from the environment. This facilitates exploration and enhances the model's performance. Besides, we integrate sub-task relabeling to assist LLMs in maintaining consistency in sub-task planning and help the model learn the combinatorial nature between tasks, enabling it to complete a wider range of tasks through training based on the acquired exploration experiences. By evaluation in Minecraft, an open-ended sandbox world, we demonstrate that our approach LLaMA-Rider enhances the efficiency of the LLM in exploring the environment, and effectively improves the LLM's ability to accomplish more tasks through finetuning with merely 1.3k instances of collected data, showing minimal training costs compared to the baseline using reinforcement learning. Recently, significant advancements and successes have been achieved in the performance of Large Language Models (LLMs) in attaining human-like intelligence (OpenAI, 2023). Given the powerful capability of LLMs, many research works have started utilizing their abilities to assist intelligent agents in decision-making in the environments (Yao et al., 2023; Huang et al., 2022a; Li et al., 2022; Singh et al., 2023), and have found that LLMs possess a certain level of abilities for planning and accomplishing various tasks (Wang et al., 2023b). However, the knowledge that LLMs rely on comes from the language corpus used during pre-training, and there may be discrepancies between this knowledge and specific environments (Ahn et al., 2022). To ground LLMs to environments, some studies design Figure 1. Spurring LLaMA to explore specific mechanisms through prompt engineering to provide the open world. However, LLMs do not improve or acquire new knowledge in environments.


Learning Coverage Paths in Unknown Environments with Reinforcement Learning

arXiv.org Artificial Intelligence

Coverage path planning (CPP) is the problem of finding a path that covers the entire free space of a confined area, with applications ranging from robotic lawn mowing and vacuum cleaning, to demining and search-and-rescue tasks. While offline methods can find provably complete, and in some cases optimal, paths for known environments, their value is limited in online scenarios where the environment is not known beforehand. In this case, the path needs to be planned online while mapping the environment. We investigate how suitable reinforcement learning is for this challenging problem, and analyze the involved components required to efficiently learn coverage paths, such as action space, input feature representation, neural network architecture, and reward function. Compared to existing classical methods, this approach allows for a flexible path space, and enables the agent to adapt to specific environment dynamics. In addition to local sensory inputs for acting on short-term obstacle detections, we propose to use egocentric maps in multiple scales based on frontiers. This allows the agent to plan a long-term path in large-scale environments with feasible computational and memory complexity. Furthermore, we propose a novel total variation reward term for guiding the agent not to leave small holes of non-covered free space. To validate the effectiveness of our approach, we perform extensive experiments in simulation with a 2D ranging sensor on different variations of the CPP problem, surpassing the performance of both previous RL-based approaches and highly specialized methods.


Computing Marginal and Conditional Divergences between Decomposable Models with Applications

arXiv.org Machine Learning

The ability to compute the exact divergence between two high-dimensional distributions is useful in many applications but doing so naively is intractable. Computing the alpha-beta divergence -- a family of divergences that includes the Kullback-Leibler divergence and Hellinger distance -- between the joint distribution of two decomposable models, i.e chordal Markov networks, can be done in time exponential in the treewidth of these models. However, reducing the dissimilarity between two high-dimensional objects to a single scalar value can be uninformative. Furthermore, in applications such as supervised learning, the divergence over a conditional distribution might be of more interest. Therefore, we propose an approach to compute the exact alpha-beta divergence between any marginal or conditional distribution of two decomposable models. Doing so tractably is non-trivial as we need to decompose the divergence between these distributions and therefore, require a decomposition over the marginal and conditional distributions of these models. Consequently, we provide such a decomposition and also extend existing work to compute the marginal and conditional alpha-beta divergence between these decompositions. We then show how our method can be used to analyze distributional changes by first applying it to a benchmark image dataset. Finally, based on our framework, we propose a novel way to quantify the error in contemporary superconducting quantum computers. Code for all experiments is available at: https://lklee.dev/pub/2023-icdm/code


Impact of multi-armed bandit strategies on deep recurrent reinforcement learning

arXiv.org Machine Learning

Incomplete knowledge of the environment leads an agent to make decisions under uncertainty. One of the major dilemmas in Reinforcement Learning (RL) where an autonomous agent has to balance two contrasting needs in making its decisions is: exploiting the current knowledge of the environment to maximize the cumulative reward as well as exploring actions that allow improving the knowledge of the environment, hopefully leading to higher reward values (exploration-exploitation trade-off). Concurrently, another relevant issue regards the full observability of the states, which may not be assumed in all applications. Such as when only 2D images are considered as input in a RL approach used for finding the optimal action within a 3D simulation environment. In this work, we address these issues by deploying and testing several techniques to balance exploration and exploitation trade-off on partially observable systems for predicting steering wheels in autonomous driving scenario. More precisely, the final aim is to investigate the effects of using both stochastic and deterministic multi-armed bandit strategies coupled with a Deep Recurrent Q-Network. Additionally, we adapted and evaluated the impact of an innovative method to improve the learning phase of the underlying Convolutional Recurrent Neural Network. We aim to show that adaptive stochastic methods for exploration better approximate the trade-off between exploration and exploitation as, in general, Softmax and Max-Boltzmann strategies are able to outperform epsilon-greedy techniques.


Learning Collaborative Information Dissemination with Graph-based Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

In modern communication systems, efficient and reliable information dissemination is crucial for supporting critical operations across domains like disaster response, autonomous vehicles, and sensor networks. This paper introduces a Multi-Agent Reinforcement Learning (MARL) approach as a significant step forward in achieving more decentralized, efficient, and collaborative solutions. We propose a Partially Observable Stochastic Game (POSG) formulation for information dissemination empowering each agent to decide on message forwarding independently, based on their one-hop neighborhood. This constitutes a significant paradigm shift from traditional heuristics based on Multi-Point Relay (MPR) selection. Our approach harnesses Graph Convolutional Reinforcement Learning, employing Graph Attention Networks (GAT) with dynamic attention to capture essential network features. We propose two approaches, L-DGN and HL-DGN, which differ in the information that is exchanged among agents. We evaluate the performance of our decentralized approaches, by comparing them with a widely-used MPR heuristic, and we show that our trained policies are able to efficiently cover the network while bypassing the MPR set selection process. Our approach is a first step toward supporting the resilience of real-world broadcast communication infrastructures via learned, collaborative information dissemination.


A Simple Way to Incorporate Novelty Detection in World Models

arXiv.org Artificial Intelligence

Reinforcement learning (RL) using world models has found significant recent successes. However, when a sudden change to world mechanics or properties occurs then agent performance and reliability can dramatically decline. We refer to the sudden change in visual properties or state transitions as {\em novelties}. Implementing novelty detection within generated world model frameworks is a crucial task for protecting the agent when deployed. In this paper, we propose straightforward bounding approaches to incorporate novelty detection into world model RL agents, by utilizing the misalignment of the world model's hallucinated states and the true observed states as an anomaly score. We first provide an ontology of novelty detection relevant to sequential decision making, then we provide effective approaches to detecting novelties in a distribution of transitions learned by an agent in a world model. Finally, we show the advantage of our work in a novel environment compared to traditional machine learning novelty detection methods as well as currently accepted RL focused novelty detection algorithms.


Tree-Planner: Efficient Close-loop Task Planning with Large Language Models

arXiv.org Artificial Intelligence

This paper studies close-loop task planning, which refers to the process of generating a sequence of skills (a plan) to accomplish a specific goal while adapting the plan based on real-time observations. Recently, prompting Large Language Models (LLMs) to generate actions iteratively has become a prevalent paradigm due to its superior performance and user-friendliness. However, this paradigm is plagued by two inefficiencies: high token consumption and redundant error correction, both of which hinder its scalability for large-scale testing and applications. To address these issues, we propose Tree-Planner, which reframes task planning with LLMs into three distinct phases: plan sampling, action tree construction, and grounded deciding. Tree-Planner starts by using an LLM to sample a set of potential plans before execution, followed by the aggregation of them to form an action tree. Finally, the LLM performs a top-down decision-making process on the tree, taking into account real-time environmental information. Experiments show that Tree-Planner achieves state-of-the-art performance while maintaining high efficiency. By decomposing LLM queries into a single plan-sampling call and multiple grounded-deciding calls, a considerable part of the prompt are less likely to be repeatedly consumed. As a result, token consumption is reduced by 92.2% compared to the previously best-performing model. Additionally, by enabling backtracking on the action tree as needed, the correction process becomes more flexible, leading to a 40.5% decrease in error corrections. Project page: https://tree-planner.github.io/


Cross-Episodic Curriculum for Transformer Agents

arXiv.org Artificial Intelligence

We present a new algorithm, Cross-Episodic Curriculum (CEC), to boost the learning efficiency and generalization of Transformer agents. Central to CEC is the placement of cross-episodic experiences into a Transformer's context, which forms the basis of a curriculum. By sequentially structuring online learning trials and mixed-quality demonstrations, CEC constructs curricula that encapsulate learning progression and proficiency increase across episodes. Such synergy combined with the potent pattern recognition capabilities of Transformer models delivers a powerful cross-episodic attention mechanism. The effectiveness of CEC is demonstrated under two representative scenarios: one involving multi-task reinforcement learning with discrete control, such as in DeepMind Lab, where the curriculum captures the learning progression in both individual and progressively complex settings; and the other involving imitation learning with mixed-quality data for continuous control, as seen in RoboMimic, where the curriculum captures the improvement in demonstrators' expertise. In all instances, policies resulting from CEC exhibit superior performance and strong generalization. Code is open-sourced at https://cec-agent.github.io/ to facilitate research on Transformer agent learning.


Uncertainty-Aware Planning for Heterogeneous Robot Teams using Dynamic Topological Graphs and Mixed-Integer Programming

arXiv.org Artificial Intelligence

Planning under uncertainty is a fundamental challenge in robotics. For multi-robot teams, the challenge is further exacerbated, since the planning problem can quickly become computationally intractable as the number of robots increase. In this paper, we propose a novel approach for planning under uncertainty using heterogeneous multi-robot teams. In particular, we leverage the notion of a dynamic topological graph and mixed-integer programming to generate multi-robot plans that deploy fast scout team members to reduce uncertainty about the environment. We test our approach in a number of representative scenarios where the robot team must move through an environment while minimizing detection in the presence of uncertain observer positions. We demonstrate that our approach is sufficiently computationally tractable for real-time re-planning in changing environments, can improve performance in the presence of imperfect information, and can be adjusted to accommodate different risk profiles.


Optimal Sample Complexity for Average Reward Markov Decision Processes

arXiv.org Machine Learning

We settle the sample complexity of policy learning for the maximization of the long run average reward associated with a uniformly ergodic Markov decision process (MDP), assuming a generative model. In this context, the existing literature provides a sample complexity upper bound of $\widetilde O(|S||A|t_{\text{mix}}^2 \epsilon^{-2})$ and a lower bound of $\Omega(|S||A|t_{\text{mix}} \epsilon^{-2})$. In these expressions, $|S|$ and $|A|$ denote the cardinalities of the state and action spaces respectively, $t_{\text{mix}}$ serves as a uniform upper limit for the total variation mixing times, and $\epsilon$ signifies the error tolerance. Therefore, a notable gap of $t_{\text{mix}}$ still remains to be bridged. Our primary contribution is to establish an estimator for the optimal policy of average reward MDPs with a sample complexity of $\widetilde O(|S||A|t_{\text{mix}}\epsilon^{-2})$, effectively reaching the lower bound in the literature. This is achieved by combining algorithmic ideas in Jin and Sidford (2021) with those of Li et al. (2020).