Liu, Anji
Open-World Skill Discovery from Unsegmented Demonstrations
Deng, Jingwen, Wang, Zihao, Cai, Shaofei, Liu, Anji, Liang, Yitao
Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.
Symmetry-Preserving Diffusion Models via Target Symmetrization
Tong, Vinh, Ye, Yun, Hoang, Trung-Dung, Liu, Anji, Broeck, Guy Van den, Niepert, Mathias
Diffusion models are powerful tools for capturing complex distributions, but modeling data with inherent symmetries, such as molecular structures, remains challenging. Equivariant denoisers are commonly used to address this, but they introduce architectural complexity and optimization challenges, including noisy gradients and convergence issues. We propose a novel approach that enforces equivariance through a symmetrized loss function, which applies a time-dependent weighted averaging operation over group actions to the model's prediction target. This ensures equivariance without explicit architectural constraints and reduces gradient variance, leading to more stable and efficient optimization. Our method uses Monte Carlo sampling to estimate the average, incurring minimal computational overhead. We provide theoretical guarantees of equivariance for the minimizer of our loss function and demonstrate its effectiveness on synthetic datasets and the molecular conformation generation task using the GEOM-QM9 dataset. Experiments show improved sample quality compared to existing methods, highlighting the potential of our approach to enhance the scalability and practicality of equivariant diffusion models in generative tasks.
Tractable Transformers for Flexible Conditional Generation
Liu, Anji, Liu, Xuejie, Zhao, Dayuan, Niepert, Mathias, Liang, Yitao, Broeck, Guy Van den
Non-autoregressive (NAR) generative models are valuable because they can handle diverse conditional generation tasks in a more principled way than their autoregressive (AR) counterparts, which are constrained by sequential dependency requirements. Recent advancements in NAR models, such as diffusion language models, have demonstrated superior performance in unconditional generation compared to AR models (e.g., GPTs) of similar sizes. However, such improvements do not always lead to improved conditional generation performance. We show that a key reason for this gap is the difficulty in generalizing to conditional probability queries unseen during training. As a result, strong unconditional generation performance does not guarantee high-quality conditional generation. This paper proposes Tractable Transformers (Tracformer), a Transformer-based generative model that is more robust to different conditional generation tasks. Unlike existing models that rely solely on global contextual features derived from full inputs, Tracformers incorporate a sparse Transformer encoder to capture both local and global contextual information. This information is routed through a decoder for conditional generation. Empirical results demonstrate that Tracformers achieve state-of-the-art conditional generation performance on text modeling compared to recent diffusion and AR model baselines.
MineStudio: A Streamlined Package for Minecraft AI Agent Development
Cai, Shaofei, Mu, Zhancun, He, Kaichen, Zhang, Bowei, Zheng, Xinyue, Liu, Anji, Liang, Yitao
Minecraft has emerged as a valuable testbed for embodied intelligence and sequential decision-making research, yet the development and validation of novel agents remains hindered by significant engineering challenges. This paper presents MineStudio, an open-source software package designed to streamline embodied policy development in Minecraft. MineStudio represents the first comprehensive integration of seven critical engineering components: simulator, data, model, offline pretraining, online finetuning, inference, and benchmark, thereby allowing users to concentrate their efforts on algorithm innovation. We provide a user-friendly API design accompanied by comprehensive documentation and tutorials. The complete codebase is publicly available at https://github.com/CraftJarvis/MineStudio.
GROOT-2: Weakly Supervised Multi-Modal Instruction Following Agents
Cai, Shaofei, Zhang, Bowei, Wang, Zihao, Lin, Haowei, Ma, Xiaojian, Liu, Anji, Liang, Yitao
Developing agents that can follow multimodal instructions remains a fundamental challenge in robotics and AI. Although large-scale pre-training on unlabeled datasets (no language instruction) has enabled agents to learn diverse behaviors, these agents often struggle with following instructions. While augmenting the dataset with instruction labels can mitigate this issue, acquiring such high-quality annotations at scale is impractical. To address this issue, we frame the problem as a semi-supervised learning task and introduce GROOT-2, a multimodal instructable agent trained using a novel approach that combines weak supervision with latent variable models. Our method consists of two key components: constrained self-imitating, which utilizes large amounts of unlabeled demonstrations to enable the policy to learn diverse behaviors, and human intention alignment, which uses a smaller set of labeled demonstrations to ensure the latent space reflects human intentions. GROOT-2's effectiveness is validated across four diverse environments, ranging from video games to robotic manipulation, demonstrating its robust multimodal instruction-following capabilities.
ROCKET-1: Mastering Open-World Interaction with Visual-Temporal Context Prompting
Cai, Shaofei, Wang, Zihao, Lian, Kewei, Mu, Zhancun, Ma, Xiaojian, Liu, Anji, Liang, Yitao
Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. One critical issue is bridging the gap between discrete entities in low-level observations and the abstract concepts required for effective planning. A common solution is building hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language. However, language suffers from the inability to communicate detailed spatial information. We propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from past observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, supported by real-time object tracking from SAM-2. Our method unlocks the potential of VLMs, enabling them to tackle complex tasks that demand spatial reasoning. Experiments in Minecraft show that our approach enables agents to achieve previously unattainable tasks, with a $\mathbf{76}\%$ absolute improvement in open-world interaction performance. Codes and demos are now available on the project page: https://craftjarvis.github.io/ROCKET-1.
Discrete Copula Diffusion
Liu, Anji, Broadrick, Oliver, Niepert, Mathias, Broeck, Guy Van den
Discrete diffusion models have recently shown significant progress in modeling complex data, such as natural languages and DNA sequences. However, unlike diffusion models for continuous data, which can generate high-quality samples in just a few denoising steps, modern discrete diffusion models still require hundreds or even thousands of denoising steps to perform well. In this paper, we identify a fundamental limitation that prevents discrete diffusion models from achieving strong performance with fewer steps -- they fail to capture dependencies between output variables at each denoising step. To address this issue, we provide a formal explanation and introduce a general approach to supplement the missing dependency information by incorporating another deep generative model, termed the copula model. Our method does not require fine-tuning either the diffusion model or the copula model, yet it enables high-quality sample generation with significantly fewer denoising steps. When we apply this approach to autoregressive copula models, the combined model outperforms both models individually in unconditional and conditional text generation. Specifically, the hybrid model achieves better (un)conditional text generation using 8 to 32 times fewer denoising steps than the diffusion model alone. In addition to presenting an effective discrete diffusion generation algorithm, this paper emphasizes the importance of modeling inter-variable dependencies in discrete diffusion.
Efficient Adaptation in Mixed-Motive Environments via Hierarchical Opponent Modeling and Planning
Huang, Yizhe, Liu, Anji, Kong, Fanqi, Yang, Yaodong, Zhu, Song-Chun, Feng, Xue
Despite the recent successes of multi-agent reinforcement learning (MARL) algorithms, efficiently adapting to co-players in mixed-motive environments remains a significant challenge. One feasible approach is to hierarchically model co-players' behavior based on inferring their characteristics. However, these methods often encounter difficulties in efficient reasoning and utilization of inferred information. To address these issues, we propose Hierarchical Opponent modeling and Planning (HOP), a novel multi-agent decision-making algorithm that enables few-shot adaptation to unseen policies in mixed-motive environments. HOP is hierarchically composed of two modules: an opponent modeling module that infers others' goals and learns corresponding goal-conditioned policies, and a planning module that employs Monte Carlo Tree Search (MCTS) to identify the best response. Our approach improves efficiency by updating beliefs about others' goals both across and within episodes and by using information from the opponent modeling module to guide planning. Experimental results demonstrate that in mixed-motive environments, HOP exhibits superior few-shot adaptation capabilities when interacting with various unseen agents, and excels in self-play scenarios. Furthermore, the emergence of social intelligence during our experiments underscores the potential of our approach in complex multi-agent environments.
Combining Supervised Learning and Reinforcement Learning for Multi-Label Classification Tasks with Partial Labels
Jia, Zixia, Li, Junpeng, Zhang, Shichuan, Liu, Anji, Zheng, Zilong
Traditional supervised learning heavily relies on human-annotated datasets, especially in data-hungry neural approaches. However, various tasks, especially multi-label tasks like document-level relation extraction, pose challenges in fully manual annotation due to the specific domain knowledge and large class sets. Therefore, we address the multi-label positive-unlabelled learning (MLPUL) problem, where only a subset of positive classes is annotated. We propose Mixture Learner for Partially Annotated Classification (MLPAC), an RL-based framework combining the exploration ability of reinforcement learning and the exploitation ability of supervised learning. Experimental results across various tasks, including document-level relation extraction, multi-label image classification, and binary PU learning, demonstrate the generalization and effectiveness of our framework.
Scaling Tractable Probabilistic Circuits: A Systems Perspective
Liu, Anji, Ahmed, Kareem, Broeck, Guy Van den
Probabilistic Circuits (PCs) are a general framework for tractable deep generative models, which support exact and efficient probabilistic inference on their learned distributions. Recent modeling and training advancements have enabled their application to complex real-world tasks. However, the time and memory inefficiency of existing PC implementations hinders further scaling up. This paper proposes PyJuice, a general GPU implementation design for PCs that improves prior art in several regards. Specifically, PyJuice is 1-2 orders of magnitude faster than existing systems (including very recent ones) at training large-scale PCs. Moreover, PyJuice consumes 2-5x less GPU memory, which enables us to train larger models. At the core of our system is a compilation process that converts a PC into a compact representation amenable to efficient block-based parallelization, which significantly reduces IO and makes it possible to leverage Tensor Cores available in modern GPUs. Empirically, PyJuice can be used to improve state-of-the-art PCs trained on image (e.g., ImageNet32) and language (e.g., WikiText, CommonGen) datasets. We further establish a new set of baselines on natural image and language datasets by benchmarking existing PC structures but with much larger sizes and more training epochs, with the hope of incentivizing future research. Code is available at https://github.com/Tractables/pyjuice.