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Collaborating Authors

 Momennejad, Ida


Collective Innovation in Groups of Large Language Models

arXiv.org Artificial Intelligence

Human culture relies on collective innovation: our ability to continuously explore how existing elements in our environment can be combined to create new ones. Language is hypothesized to play a key role in human culture, driving individual cognitive capacities and shaping communication. Yet the majority of models of collective innovation assign no cognitive capacities or language abilities to agents. Here, we contribute a computational study of collective innovation where agents are Large Language Models (LLMs) that play Little Alchemy 2, a creative video game originally developed for humans that, as we argue, captures useful aspects of innovation landscapes not present in previous test-beds. We, first, study an LLM in isolation and discover that it exhibits both useful skills and crucial limitations. We, then, study groups of LLMs that share information related to their behaviour and focus on the effect of social connectivity on collective performance. In agreement with previous human and computational studies, we observe that groups with dynamic connectivity out-compete fully-connected groups. Our work reveals opportunities and challenges for future studies of collective innovation that are becoming increasingly relevant as Generative Artificial Intelligence algorithms and humans innovate alongside each other.


Decoding In-Context Learning: Neuroscience-inspired Analysis of Representations in Large Language Models

arXiv.org Artificial Intelligence

Large language models (LLMs) exhibit remarkable performance improvement through in-context learning (ICL) by leveraging task-specific examples in the input. However, the mechanisms behind this improvement remain elusive. In this work, we investigate how LLM embeddings and attention representations change following in-context-learning, and how these changes mediate improvement in behavior. We employ neuroscience-inspired techniques such as representational similarity analysis (RSA) and propose novel methods for parameterized probing and measuring ratio of attention to relevant vs. irrelevant information in Llama-2 70B and Vicuna 13B. We designed two tasks with a priori relationships among their conditions: linear regression and reading comprehension. We formed hypotheses about expected similarities in task representations and measured hypothesis alignment of LLM representations before and after ICL as well as changes in attention. Our analyses revealed a meaningful correlation between improvements in behavior after ICL and changes in both embeddings and attention weights across LLM layers. This empirical framework empowers a nuanced understanding of how latent representations shape LLM behavior, offering valuable tools and insights for future research and practical applications.


Toward Human-AI Alignment in Large-Scale Multi-Player Games

arXiv.org Artificial Intelligence

Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level behavioral tasks instead of low-level policies. Our approach has three components. First, we analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games), uncovering behavioral patterns in a complex task space. This task space serves as a basis set for a behavior manifold capturing interpretable axes: fight-flight, explore-exploit, and solo-multi-agent. Second, we train an AI agent to play Bleeding Edge using a Generative Pretrained Causal Transformer and measure its behavior. Third, we project human and AI gameplay to the proposed behavior manifold to compare and contrast. This allows us to interpret differences in policy as higher-level behavioral concepts, e.g., we find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity. Furthermore, AI agents predominantly engage in solo play, while humans often engage in cooperative and competitive multi-agent patterns. These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications. Our study advances the alignment discussion in AI and especially generative AI research, offering a measurable framework for interpretable human-agent alignment in multiplayer gaming.


Memory, Space, and Planning: Multiscale Predictive Representations

arXiv.org Artificial Intelligence

Memory is inherently entangled with prediction and planning. Flexible behavior in biological and artificial agents depends on the interplay of learning from the past and predicting the future in ever-changing environments. This chapter reviews computational, behavioral, and neural evidence suggesting these processes rely on learning the relational structure of experiences, known as cognitive maps, and draws two key takeaways. First, that these memory structures are organized as multiscale, compact predictive representations in hippocampal and prefrontal cortex, or PFC, hierarchies. Second, we argue that such predictive memory structures are crucial to the complementary functions of the hippocampus and PFC, both for enabling a recall of detailed and coherent past episodes as well as generalizing experiences at varying scales for efficient prediction and planning. These insights advance our understanding of memory and planning mechanisms in the brain and hold significant implications for advancing artificial intelligence systems.


A Prefrontal Cortex-inspired Architecture for Planning in Large Language Models

arXiv.org Artificial Intelligence

Large language models (LLMs) demonstrate impressive performance on a wide variety of tasks, but they often struggle with tasks that require multi-step reasoning or goal-directed planning. To address this, we take inspiration from the human brain, in which planning is accomplished via the recurrent interaction of specialized modules in the prefrontal cortex (PFC). These modules perform functions such as conflict monitoring, state prediction, state evaluation, task decomposition, and task coordination. We find that LLMs are sometimes capable of carrying out these functions in isolation, but struggle to autonomously coordinate them in the service of a goal. Therefore, we propose a black box architecture with multiple LLM-based (GPT-4) modules. The architecture improves planning through the interaction of specialized PFC-inspired modules that break down a larger problem into multiple brief automated calls to the LLM. We evaluate the combined architecture on two challenging planning tasks -- graph traversal and Tower of Hanoi -- finding that it yields significant improvements over standard LLM methods (e.g., zero-shot prompting or in-context learning). These results demonstrate the benefit of utilizing knowledge from cognitive neuroscience to improve planning in LLMs.


Replay Buffer with Local Forgetting for Adapting to Local Environment Changes in Deep Model-Based Reinforcement Learning

arXiv.org Artificial Intelligence

One of the key behavioral characteristics used in neuroscience to determine whether the subject of study -- be it a rodent or a human -- exhibits model-based learning is effective adaptation to local changes in the environment, a particular form of adaptivity that is the focus of this work. In reinforcement learning, however, recent work has shown that modern deep model-based reinforcement-learning (MBRL) methods adapt poorly to local environment changes. An explanation for this mismatch is that MBRL methods are typically designed with sample-efficiency on a single task in mind and the requirements for effective adaptation are substantially higher, both in terms of the learned world model and the planning routine. One particularly challenging requirement is that the learned world model has to be sufficiently accurate throughout relevant parts of the state-space. This is challenging for deep-learning-based world models due to catastrophic forgetting. And while a replay buffer can mitigate the effects of catastrophic forgetting, the traditional first-in-first-out replay buffer precludes effective adaptation due to maintaining stale data. In this work, we show that a conceptually simple variation of this traditional replay buffer is able to overcome this limitation. By removing only samples from the buffer from the local neighbourhood of the newly observed samples, deep world models can be built that maintain their accuracy across the state-space, while also being able to effectively adapt to local changes in the reward function. We demonstrate this by applying our replay-buffer variation to a deep version of the classical Dyna method, as well as to recent methods such as PlaNet and DreamerV2, demonstrating that deep model-based methods can adapt effectively as well to local changes in the environment.


ALLURE: Auditing and Improving LLM-based Evaluation of Text using Iterative In-Context-Learning

arXiv.org Artificial Intelligence

From grading papers to summarizing medical documents, large language models (LLMs) are evermore used for evaluation of text generated by humans and AI alike. However, despite their extensive utility, LLMs exhibit distinct failure modes, necessitating a thorough audit and improvement of their text evaluation capabilities. Here we introduce ALLURE, a systematic approach to Auditing Large Language Models Understanding and Reasoning Errors. ALLURE involves comparing LLM-generated evaluations with annotated data, and iteratively incorporating instances of significant deviation into the evaluator, which leverages in-context learning (ICL) to enhance and improve robust evaluation of text by LLMs. Through this iterative process, we refine the performance of the evaluator LLM, ultimately reducing reliance on human annotators in the evaluation process. We anticipate ALLURE to serve diverse applications of LLMs in various domains related to evaluation of textual data, such as medical summarization, education, and and productivity.


Evaluating Cognitive Maps and Planning in Large Language Models with CogEval

arXiv.org Artificial Intelligence

Recently an influx of studies claim emergent cognitive abilities in large language models (LLMs). Yet, most rely on anecdotes, overlook contamination of training sets, or lack systematic Evaluation involving multiple tasks, control conditions, multiple iterations, and statistical robustness tests. Here we make two major contributions. First, we propose CogEval, a cognitive science-inspired protocol for the systematic evaluation of cognitive capacities in Large Language Models. The CogEval protocol can be followed for the evaluation of various abilities. Second, here we follow CogEval to systematically evaluate cognitive maps and planning ability across eight LLMs (OpenAI GPT-4, GPT-3.5-turbo-175B, davinci-003-175B, Google Bard, Cohere-xlarge-52.4B, Anthropic Claude-1-52B, LLaMA-13B, and Alpaca-7B). We base our task prompts on human experiments, which offer both established construct validity for evaluating planning, and are absent from LLM training sets. We find that, while LLMs show apparent competence in a few planning tasks with simpler structures, systematic evaluation reveals striking failure modes in planning tasks, including hallucinations of invalid trajectories and getting trapped in loops. These findings do not support the idea of emergent out-of-the-box planning ability in LLMs. This could be because LLMs do not understand the latent relational structures underlying planning problems, known as cognitive maps, and fail at unrolling goal-directed trajectories based on the underlying structure. Implications for application and future directions are discussed.


Imitating Human Behaviour with Diffusion Models

arXiv.org Artificial Intelligence

Diffusion models have emerged as powerful generative models in the text-toimage domain. This paper studies their application as observation-to-action models for imitating human behaviour in sequential environments. Human behaviour is stochastic and multimodal, with structured correlations between action dimensions. Meanwhile, standard modelling choices in behaviour cloning are limited in their expressiveness and may introduce bias into the cloned policy. We begin by pointing out the limitations of these choices. We then propose that diffusion models are an excellent fit for imitating human behaviour, since they learn an expressive distribution over the joint action space. We introduce several innovations to make diffusion models suitable for sequential environments; designing suitable architectures, investigating the role of guidance, and developing reliable sampling strategies. Experimentally, diffusion models closely match human demonstrations in a simulated robotic control task and a modern 3D gaming environment. To enable Human-AI collaboration, agents must learn to best respond to all plausible human behaviors (Dafoe et al., 2020; Mirsky et al., 2022). In simple environments, it suffices to generate all possible human behaviours (Strouse et al., 2021) but as the complexity of the environment grows this approach will struggle to scale. If we instead assume access to human behavioural data, collaborative agents can be improved by training with models of human behaviour (Carroll et al., 2019). In principle, human behavior can be modelled via imitation learning approaches in which an agent is trained to mimic the actions of a demonstrator from an offline dataset of observation and action tuples. More specifically, Behaviour Cloning (BC), despite being theoretically limited (Ross et al., 2011), has been empirically effective in domains such as autonomous driving (Pomerleau, 1991), robotics (Florence et al., 2022) and game playing (Ye et al., 2020; Pearce and Zhu, 2022). Popular approaches to BC restrict the types of distributions that can be modelled to make learning simpler. A common approach for continuous actions is to learn a point estimate, optimised via Mean Squared Error (MSE), which can be interpereted as an isotropic Gaussian of negligible variance. Another popular approach is to discretise the action space into a finite number of bins and frame as a classification problem. These both suffer due to the approximations they make (illustrated in Figure 1), either encouraging the agent to learn an'average' policy or predicting action dimensions independently resulting in'uncoordinated' behaviour (Ke et al., 2020).


Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games

arXiv.org Artificial Intelligence

We aim to understand how people assess human likeness in navigation produced by people and artificially intelligent (AI) agents in a video game. To this end, we propose a novel AI agent with the goal of generating more human-like behavior. We collect hundreds of crowd-sourced assessments comparing the human-likeness of navigation behavior generated by our agent and baseline AI agents with human-generated behavior. Our proposed agent passes a Turing Test, while the baseline agents do not. By passing a Turing Test, we mean that human judges could not quantitatively distinguish between videos of a person and an AI agent navigating. To understand what people believe constitutes human-like navigation, we extensively analyze the justifications of these assessments. This work provides insights into the characteristics that people consider human-like in the context of goal-directed video game navigation, which is a key step for further improving human interactions with AI agents.