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Reflect-RL: Two-Player Online RL Fine-Tuning for LMs

arXiv.org Artificial Intelligence

As language models (LMs) demonstrate their capabilities in various fields, their application to tasks requiring multi-round interactions has become increasingly popular. These tasks usually have complex dynamics, so supervised fine-tuning (SFT) on a limited offline dataset does not yield good performance. However, only a few works attempted to directly train the LMs within interactive decision-making environments. We aim to create an effective approach to fine-tune LMs with online reinforcement learning (RL) in these environments. We propose Reflect-RL, a two-player system to fine-tune an LM using SFT and online RL, where a frozen reflection model (player) assists the policy model (player). To generate data for the warm-up SFT stage, we use negative example generation to enhance the error-correction ability of the reflection model. Furthermore, we designed single-prompt action enumeration and applied curriculum learning to allow the policy model to learn more efficiently. Empirically, we verify that Reflect-RL outperforms SFT and online RL without reflection. Testing results indicate GPT-2 XL 1.56B fine-tuned with Reflect-RL outperforms larger open-source LMs, such as Mistral 7B. The benchmarks, dataset, and code involved in this work are publicly available: https://github.com/zhourunlong/Reflect-RL.


Towards Principled Superhuman AI for Multiplayer Symmetric Games

arXiv.org Machine Learning

Multiplayer games, when the number of players exceeds two, present unique challenges that fundamentally distinguish them from the extensively studied two-player zero-sum games. These challenges arise from the non-uniqueness of equilibria and the risk of agents performing highly suboptimally when adopting equilibrium strategies. While a line of recent works developed learning systems successfully achieving human-level or even superhuman performance in popular multiplayer games such as Mahjong, Poker, and Diplomacy, two critical questions remain unaddressed: (1) What is the correct solution concept that AI agents should find? and (2) What is the general algorithmic framework that provably solves all games within this class? This paper takes the first step towards solving these unique challenges of multiplayer games by provably addressing both questions in multiplayer symmetric normal-form games. We also demonstrate that many meta-algorithms developed in prior practical systems for multiplayer games can fail to achieve even the basic goal of obtaining agent's equal share of the total reward.


Compressed Federated Reinforcement Learning with a Generative Model

arXiv.org Artificial Intelligence

Reinforcement learning has recently gained unprecedented popularity, yet it still grapples with sample inefficiency. Addressing this challenge, federated reinforcement learning (FedRL) has emerged, wherein agents collaboratively learn a single policy by aggregating local estimations. However, this aggregation step incurs significant communication costs. In this paper, we propose CompFedRL, a communication-efficient FedRL approach incorporating both \textit{periodic aggregation} and (direct/error-feedback) compression mechanisms. Specifically, we consider compressed federated $Q$-learning with a generative model setup, where a central server learns an optimal $Q$-function by periodically aggregating compressed $Q$-estimates from local agents. For the first time, we characterize the impact of these two mechanisms (which have remained elusive) by providing a finite-time analysis of our algorithm, demonstrating strong convergence behaviors when utilizing either direct or error-feedback compression. Our bounds indicate improved solution accuracy concerning the number of agents and other federated hyperparameters while simultaneously reducing communication costs. To corroborate our theory, we also conduct in-depth numerical experiments to verify our findings, considering Top-$K$ and Sparsified-$K$ sparsification operators.


DriVLMe: Enhancing LLM-based Autonomous Driving Agents with Embodied and Social Experiences

arXiv.org Artificial Intelligence

Recent advancements in foundation models (FMs) have unlocked new prospects in autonomous driving, yet the experimental settings of these studies are preliminary, over-simplified, and fail to capture the complexity of real-world driving scenarios in human environments. It remains under-explored whether FM agents can handle long-horizon navigation tasks with free-from dialogue and deal with unexpected situations caused by environmental dynamics or task changes. To explore the capabilities and boundaries of FMs faced with the challenges above, we introduce DriVLMe, a video-language-model-based agent to facilitate natural and effective communication between humans and autonomous vehicles that perceive the environment and navigate. We develop DriVLMe from both embodied experiences in a simulated environment and social experiences from real human dialogue. While DriVLMe demonstrates competitive performance in both open-loop benchmarks and closed-loop human studies, we reveal several limitations and challenges, including unacceptable inference time, imbalanced training data, limited visual understanding, challenges with multi-turn interactions, simplified language generation from robotic experiences, and difficulties in handling on-the-fly unexpected situations like environmental dynamics and task changes.


Towards Detecting LLMs Hallucination via Markov Chain-based Multi-agent Debate Framework

arXiv.org Artificial Intelligence

The advent of large language models (LLMs) has facilitated the development of natural language text generation. It also poses unprecedented challenges, with content hallucination emerging as a significant concern. Existing solutions often involve expensive and complex interventions during the training process. Moreover, some approaches emphasize problem disassembly while neglecting the crucial validation process, leading to performance degradation or limited applications. To overcome these limitations, we propose a Markov Chain-based multi-agent debate verification framework to enhance hallucination detection accuracy in concise claims. Our method integrates the fact-checking process, including claim detection, evidence retrieval, and multi-agent verification. In the verification stage, we deploy multiple agents through flexible Markov Chain-based debates to validate individual claims, ensuring meticulous verification outcomes. Experimental results across three generative tasks demonstrate that our approach achieves significant improvements over baselines.


Task-Oriented Wireless Communications for Collaborative Perception in Intelligent Unmanned Systems

arXiv.org Artificial Intelligence

Collaborative Perception (CP) has shown great potential to achieve more holistic and reliable environmental perception in intelligent unmanned systems (IUSs). However, implementing CP still faces key challenges due to the characteristics of the CP task and the dynamics of wireless channels. In this article, a task-oriented wireless communication framework is proposed to jointly optimize the communication scheme and the CP procedure. We first propose channel-adaptive compression and robust fusion approaches to extract and exploit the most valuable semantic information under wireless communication constraints. We then propose a task-oriented distributed scheduling algorithm to identify the best collaborators for CP under dynamic environments. The main idea is learning while scheduling, where the collaboration utility is effectively learned with low computation and communication overhead. Case studies are carried out in connected autonomous driving scenarios to verify the proposed framework. Finally, we identify several future research directions.


An Agent-Based Model of Elephant Crop Raid Dynamics in the Periyar-Agasthyamalai Complex, India

arXiv.org Artificial Intelligence

Human-wildlife conflict challenges conservation worldwide, which requires innovative management solutions. We developed a prototype Agent-Based Model (ABM) to simulate interactions between humans and solitary bull Asian elephants in the Periyar-Agasthyamalai complex of the Western Ghats in Kerala, India. The main challenges were the complex behavior of elephants and insufficient movement data from the region. Using literature, expert insights, and field surveys, we created a prototype behavior model that incorporates crop habituation, thermoregulation, and aggression. We designed a four-step calibration method to adapt relocation data from radio-tagged elephants in Indonesia to model elephant movements in the model domain. The ABM's structure, including the assumptions, submodels, and data usage are detailed following the Overview, Design concepts, Details protocol. The ABM simulates various food availability scenarios to study elephant behavior and environmental impact on space use and conflict patterns. The results indicate that the wet months increase conflict and thermoregulation significantly influences elephant movements and crop raiding. Starvation and crop habituation intensify these patterns. This prototype ABM is an initial model that offers information on the development of a decision support system in wildlife management and will be further enhanced with layers of complexity and subtlety across various dimensions. Access the ABM at https://github.com/quest-lab-iisc/abm-elephant-project.


Graphon Mean Field Games with a Representative Player: Analysis and Learning Algorithm

arXiv.org Machine Learning

We propose a discrete time graphon game formulation on continuous state and action spaces using a representative player to study stochastic games with heterogeneous interaction among agents. This formulation admits both philosophical and mathematical advantages, compared to a widely adopted formulation using a continuum of players. We prove the existence and uniqueness of the graphon equilibrium with mild assumptions, and show that this equilibrium can be used to construct an approximate solution for finite player game on networks, which is challenging to analyze and solve due to curse of dimensionality. An online oracle-free learning algorithm is developed to solve the equilibrium numerically, and sample complexity analysis is provided for its convergence.


SaVeR: Optimal Data Collection Strategy for Safe Policy Evaluation in Tabular MDP

arXiv.org Artificial Intelligence

In this paper, we study safe data collection for the purpose of policy evaluation in tabular Markov decision processes (MDPs). In policy evaluation, we are given a \textit{target} policy and asked to estimate the expected cumulative reward it will obtain. Policy evaluation requires data and we are interested in the question of what \textit{behavior} policy should collect the data for the most accurate evaluation of the target policy. While prior work has considered behavior policy selection, in this paper, we additionally consider a safety constraint on the behavior policy. Namely, we assume there exists a known default policy that incurs a particular expected cost when run and we enforce that the cumulative cost of all behavior policies ran is better than a constant factor of the cost that would be incurred had we always run the default policy. We first show that there exists a class of intractable MDPs where no safe oracle algorithm with knowledge about problem parameters can efficiently collect data and satisfy the safety constraints. We then define the tractability condition for an MDP such that a safe oracle algorithm can efficiently collect data and using that we prove the first lower bound for this setting. We then introduce an algorithm SaVeR for this problem that approximates the safe oracle algorithm and bound the finite-sample mean squared error of the algorithm while ensuring it satisfies the safety constraint. Finally, we show in simulations that SaVeR produces low MSE policy evaluation while satisfying the safety constraint.


Predicting AI Agent Behavior through Approximation of the Perron-Frobenius Operator

arXiv.org Artificial Intelligence

Predicting the behavior of AI-driven agents is particularly challenging without a preexisting model. In our paper, we address this by treating AI agents as nonlinear dynamical systems and adopting a probabilistic perspective to predict their statistical behavior using the Perron-Frobenius (PF) operator. We formulate the approximation of the PF operator as an entropy minimization problem, which can be solved by leveraging the Markovian property of the operator and decomposing its spectrum. Our data-driven methodology simultaneously approximates the PF operator to perform prediction of the evolution of the agents and also predicts the terminal probability density of AI agents, such as robotic systems and generative models. We demonstrate the effectiveness of our prediction model through extensive experiments on practical systems driven by AI algorithms.