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Supplementary for: MARPLE: A Benchmark for Long-Horizon Inference

Neural Information Processing Systems

The MARPLE website is at: https://marple-benchmark.github.io/. The appendix is organized as the following. In Appendix B, we present details about the hierarchical simulator used to generate multimodal evidence and trajectories. In Appendix C, we provide details about our dataset and access. In Appendix D, we provide details on the computational resources and experiment details. In Appendix G, we present the prompts used for GPT-4. In Appendix H and Appendix I, we provide additional results benchmarking open-source LLMs and GPT-4 with in-context learning. We include analysis of GPT-4 reasoning in Appendix J. Lastly, in Appendix K, we present details on the human experiments. Our benchmark consists of 10 household missions paired to create a set of 5 inference scenarios, as shown in Table A.1.


Temporal-Difference Learning Using Distributed Error Signals Jonas Guan 1,2

Neural Information Processing Systems

A computational problem in biological reward-based learning is how credit assignment is performed in the nucleus accumbens (NAc) to update synaptic weights. Much research suggests that NAc dopamine encodes temporal-difference (TD) errors for learning value predictions. However, dopamine is synchronously distributed in regionally homogeneous concentrations, which does not support explicit credit assignment (like used by backpropagation). It is unclear whether distributed errors alone are sufficient for synapses to make coordinated updates to learn complex, nonlinear reward-based learning tasks.


Goal-conditioned Imitation Learning

Neural Information Processing Systems

Designing rewards for Reinforcement Learning (RL) is challenging because it needs to convey the desired task, be efficient to optimize, and be easy to compute. The latter is particularly problematic when applying RL to robotics, where detecting whether the desired configuration is reached might require considerable supervision and instrumentation. Furthermore, we are often interested in being able to reach a wide range of configurations, hence setting up a different reward every time might be unpractical. Methods like Hindsight Experience Replay (HER) have recently shown promise to learn policies able to reach many goals, without the need of a reward. Unfortunately, without tricks like resetting to points along the trajectory, HER might require many samples to discover how to reach certain areas of the state-space. In this work we propose a novel algorithm goalGAIL, which incorporates demonstrations to drastically speed up the convergence to a policy able to reach any goal, surpassing the performance of an agent trained with other Imitation Learning algorithms. Furthermore, we show our method can also be used when the available expert trajectories do not contain the actions or when the expert is suboptimal, which makes it applicable when only kinesthetic, third-person or noisy demonstrations are available.


Vision-Language Navigation with Energy-Based Policy Wenguan Wang 2 Yi Yang

Neural Information Processing Systems

Vision-language navigation (VLN) requires an agent to execute actions following human instructions. Existing VLN models are optimized through expert demonstrations by supervised behavioural cloning or incorporating manual reward engineering. While straightforward, these efforts overlook the accumulation of errors in the Markov decision process, and struggle to match the distribution of the expert policy.


Consent in Crisis: The Rapid Decline of the AI Data Commons, Ariel Lee

Neural Information Processing Systems

General-purpose artificial intelligence (AI) systems are built on massive swathes of public web data, assembled into corpora such as C4, RefinedWeb, and Dolma. To our knowledge, we conduct the first, large-scale, longitudinal audit of the consent protocols for the web domains underlying AI training corpora. Our audit of 14, 000 web domains provides an expansive view of crawlable web data and how codified data use preferences are changing over time. We observe a proliferation of AIspecific clauses to limit use, acute differences in restrictions on AI developers, as well as general inconsistencies between websites' expressed intentions in their Terms of Service and their robots.txt. We diagnose these as symptoms of ineffective web protocols, not designed to cope with the widespread re-purposing of the internet for AI.


Learning to Control Self-Assembling Morphologies: A Study of Generalization via Modularity

Neural Information Processing Systems

Contemporary sensorimotor learning approaches typically start with an existing complex agent (e.g., a robotic arm), which they learn to control. In contrast, this paper investigates a modular co-evolution strategy: a collection of primitive agents learns to dynamically self-assemble into composite bodies while also learning to coordinate their behavior to control these bodies. Each primitive agent consists of a limb with a motor attached at one end. Limbs may choose to link up to form collectives. When a limb initiates a link-up action, and there is another limb nearby, the latter is magnetically connected to the'parent' limb's motor. This forms a new single agent, which may further link with other agents. In this way, complex morphologies can emerge, controlled by a policy whose architecture is in explicit correspondence with the morphology. We evaluate the performance of these dynamic and modular agents in simulated environments. We demonstrate better generalization to test-time changes both in the environment, as well as in the structure of the agent, compared to static and monolithic baselines.



A Meta-MDP Approach to Exploration for Lifelong Reinforcement Learning

Neural Information Processing Systems

In this paper we consider the problem of how a reinforcement learning agent that is tasked with solving a sequence of reinforcement learning problems (a sequence of Markov decision processes) can use knowledge acquired early in its lifetime to improve its ability to solve new problems. We argue that previous experience with similar problems can provide an agent with information about how it should explore when facing a new but related problem. We show that the search for an optimal exploration strategy can be formulated as a reinforcement learning problem itself and demonstrate that such strategy can leverage patterns found in the structure of related problems. We conclude with experiments that show the benefits of optimizing an exploration strategy using our proposed framework.


Constrained Reinforcement Learning Has Zero Duality Gap

Neural Information Processing Systems

Autonomous agents must often deal with conflicting requirements, such as completing tasks using the least amount of time/energy, learning multiple tasks, or dealing with multiple opponents. In the context of reinforcement learning (RL), these problems are addressed by (i) designing a reward function that simultaneously describes all requirements or (ii) combining modular value functions that encode them individually. Though effective, these methods have critical downsides. Designing good reward functions that balance different objectives is challenging, especially as the number of objectives grows. Moreover, implicit interference between goals may lead to performance plateaus as they compete for resources, particularly when training on-policy. Similarly, selecting parameters to combine value functions is at least as hard as designing an all-encompassing reward, given that the effect of their values on the overall policy is not straightforward.


StreamBench: Towards Benchmarking Continuous Improvement of Language Agents

Neural Information Processing Systems

Recent works have shown that large language model (LLM) agents are able to improve themselves from experience, which is an important ability for continuous enhancement post-deployment. However, existing benchmarks primarily evaluate their innate capabilities and do not assess their ability to improve over time. To address this gap, we introduce StreamBench, a pioneering benchmark designed to evaluate the continuous improvement of LLM agents over an input-feedback sequence. StreamBench simulates an online learning environment where LLMs receive a continuous flow of feedback stream and iteratively enhance their performance. In addition, we propose several simple yet effective baselines for improving LLMs on StreamBench, and provide a comprehensive analysis to identify critical components that contribute to successful streaming strategies. Our work serves as a stepping stone towards developing effective online learning strategies for LLMs, paving the way for more adaptive AI systems in streaming scenarios.