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Collaborating Authors

 Michalewski, Henryk


Natural Language to Code Generation in Interactive Data Science Notebooks

arXiv.org Artificial Intelligence

Computational notebooks, such as Jupyter notebooks, are interactive computing environments that are ubiquitous among data scientists to perform data wrangling and analytic tasks. To measure the performance of AI pair programmers that automatically synthesize programs for those tasks given natural language (NL) intents from users, we build ARCADE, a benchmark of 1082 code generation problems using the pandas data analysis framework in data science notebooks. ARCADE features multiple rounds of NL-to-code problems from the same notebook. It requires a model to understand rich multi-modal contexts, such as existing notebook cells and their execution states as well as previous turns of interaction. To establish a strong baseline on this challenging task, we develop PaChiNCo, a 62B code language model (LM) for Python computational notebooks, which significantly outperforms public code LMs. Finally, we explore few-shot prompting strategies to elicit better code with step-by-step decomposition and NL explanation, showing the potential to improve the diversity and explainability of model predictions.


Language Model Cascades

arXiv.org Artificial Intelligence

Prompted models have demonstrated impressive In this position paper, we argue that a useful unifying few-shot learning abilities. Repeated interactions framework for understanding and extending this disparate at test-time with a single model, or the body of work is in terms of probabilistic programming languages composition of multiple models together, further (PPL) extended to work with strings, instead of expands capabilities. These compositions are more atomic data types like integers and floats. That is, probabilistic models, and may be expressed in we use a PPL to define a joint probability model on stringvalued the language of graphical models with random random variables, parameterized using LMs, and variables whose values are complex data types then condition this model on string-valued observations in such as strings. Cases with control flow and dynamic order to compute a posterior over string-valued unknowns, structure require techniques from probabilistic which we can then infer. We call such a probabilistic programming, which allow implementing program a language model cascade. We show that this disparate model structures and inference strategies framework captures many recent approaches, and also allows in a unified language. We formalize several us to tackle more complex multi-step reasoning problems.


Off-Policy Correction For Multi-Agent Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-agent reinforcement learning (MARL) provides a framework for problems involving multiple interacting agents. Despite apparent similarity to the single-agent case, multi-agent problems are often harder to train and analyze theoretically. In this work, we propose MA-Trace, a new on-policy actor-critic algorithm, which extends V-Trace to the MARL setting. The key advantage of our algorithm is its high scalability in a multi-worker setting. To this end, MA-Trace utilizes importance sampling as an off-policy correction method, which allows distributing the computations with no impact on the quality of training. Furthermore, our algorithm is theoretically grounded - we prove a fixed-point theorem that guarantees convergence. We evaluate the algorithm extensively on the StarCraft Multi-Agent Challenge, a standard benchmark for multi-agent algorithms. MA-Trace achieves high performance on all its tasks and exceeds state-of-the-art results on some of them.


CARLA Real Traffic Scenarios -- novel training ground and benchmark for autonomous driving

arXiv.org Artificial Intelligence

This work introduces interactive traffic scenarios in the CARLA simulator, which are based on real-world traffic. We concentrate on tactical tasks lasting several seconds, which are especially challenging for current control methods. The CARLA Real Traffic Scenarios (CRTS) is intended to be a training and testing ground for autonomous driving systems. To this end, we open-source the code under a permissive license and present a set of baseline policies. CRTS combines the realism of traffic scenarios and the flexibility of simulation. We use it to train agents using a reinforcement learning algorithm. We show how to obtain competitive polices and evaluate experimentally how observation types and reward schemes affect the training process and the resulting agent's behavior.


Neural heuristics for SAT solving

arXiv.org Artificial Intelligence

We use neural graph networks with a message-passing architecture and an attention mechanism to enhance the branching heuristic in two SATsolving algorithms. We report improvements of learned neural heuristics compared with two standard human-designed heuristics. We compare the performance in terms of number of branching decisions and show the possibility of enhancing the performance of SAT solvers with the help of learned heuristics. A similar graph representation, but more general in order to accommodate for higher-order logic is used in FormulaNet presented in [WTWD17]. To the best of our knowledge the FormulaNet architecture was never used for neural guidance.


Towards Finding Longer Proofs

arXiv.org Artificial Intelligence

We present a reinforcement learning (RL) based guidance system for automated theorem proving geared towards Finding Longer Proofs (FLoP). FLoP focuses on generalizing from short proofs to longer ones of similar structure. To achieve that, FLoP uses state-of-the-art RL approaches that were previously not applied in theorem proving. In particular, we show that curriculum learning significantly outperforms previous learning-based proof guidance on a synthetic dataset of increasingly difficult arithmetic problems.


Model-Based Reinforcement Learning for Atari

arXiv.org Machine Learning

Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more, in fact, than a human would need to learn the same games. How can people learn so quickly? Part of the answer may be that people can learn how the game works and predict which actions will lead to desirable outcomes. In this paper, we explore how video prediction models can similarly enable agents to solve Atari games with orders of magnitude fewer interactions than model-free methods. We describe Simulated Policy Learning (SimPLe), a complete model-based deep RL algorithm based on video prediction models and present a comparison of several model architectures, including a novel architecture that yields the best results in our setting. Our experiments evaluate SimPLe on a range of Atari games and achieve competitive results with only 100K interactions between the agent and the environment (400K frames), which corresponds to about two hours of real-time play.


Reinforcement Learning of Theorem Proving

Neural Information Processing Systems

We introduce a theorem proving algorithm that uses practically no domain heuristics for guiding its connection-style proof search. Instead, it runs many Monte-Carlo simulations guided by reinforcement learning from previous proof attempts. We produce several versions of the prover, parameterized by different learning and guiding algorithms. The strongest version of the system is trained on a large corpus of mathematical problems and evaluated on previously unseen problems. The trained system solves within the same number of inferences over 40% more problems than a baseline prover, which is an unusually high improvement in this hard AI domain. To our knowledge this is the first time reinforcement learning has been convincingly applied to solving general mathematical problems on a large scale.


Reinforcement Learning of Theorem Proving

Neural Information Processing Systems

We introduce a theorem proving algorithm that uses practically no domain heuristics for guiding its connection-style proof search. Instead, it runs many Monte-Carlo simulations guided by reinforcement learning from previous proof attempts. We produce several versions of the prover, parameterized by different learning and guiding algorithms. The strongest version of the system is trained on a large corpus of mathematical problems and evaluated on previously unseen problems. The trained system solves within the same number of inferences over 40% more problems than a baseline prover, which is an unusually high improvement in this hard AI domain. To our knowledge this is the first time reinforcement learning has been convincingly applied to solving general mathematical problems on a large scale.


Expert-augmented actor-critic for ViZDoom and Montezumas Revenge

arXiv.org Machine Learning

We propose an expert-augmented actor-critic algorithm, which we evaluate on two environments with sparse rewards: Montezumas Revenge and a demanding maze from the ViZDoom suite. In the case of Montezumas Revenge, an agent trained with our method achieves very good results consistently scoring above 27,000 points (in many experiments beating the first world). With an appropriate choice of hyperparameters, our algorithm surpasses the performance of the expert data. In a number of experiments, we have observed an unreported bug in Montezumas Revenge which allowed the agent to score more than 800,000 points.