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Preuss, Mike
Agentic Large Language Models, a survey
Plaat, Aske, van Duijn, Max, van Stein, Niki, Preuss, Mike, van der Putten, Peter, Batenburg, Kees Joost
There is great interest in agentic LLMs, large language models that act as agents. We review the growing body of work in this area and provide a research agenda. Agentic LLMs are LLMs that (1) reason, (2) act, and (3) interact. We organize the literature according to these three categories. The research in the first category focuses on reasoning, reflection, and retrieval, aiming to improve decision making; the second category focuses on action models, robots, and tools, aiming for agents that act as useful assistants; the third category focuses on multi-agent systems, aiming for collaborative task solving and simulating interaction to study emergent social behavior. We find that works mutually benefit from results in other categories: retrieval enables tool use, reflection improves multi-agent collaboration, and reasoning benefits all categories. We discuss applications of agentic LLMs and provide an agenda for further research. Important applications are in medical diagnosis, logistics and financial market analysis. Meanwhile, self-reflective agents playing roles and interacting with one another augment the process of scientific research itself. Further, agentic LLMs may provide a solution for the problem of LLMs running out of training data: inference-time behavior generates new training states, such that LLMs can keep learning without needing ever larger datasets. We note that there is risk associated with LLM assistants taking action in the real world, while agentic LLMs are also likely to benefit society.
Pokemon Red via Reinforcement Learning
Pleines, Marco, Addis, Daniel, Rubinstein, David, Zimmer, Frank, Preuss, Mike, Whidden, Peter
Pok\'emon Red, a classic Game Boy JRPG, presents significant challenges as a testbed for agents, including multi-tasking, long horizons of tens of thousands of steps, hard exploration, and a vast array of potential policies. We introduce a simplistic environment and a Deep Reinforcement Learning (DRL) training methodology, demonstrating a baseline agent that completes an initial segment of the game up to completing Cerulean City. Our experiments include various ablations that reveal vulnerabilities in reward shaping, where agents exploit specific reward signals. We also discuss limitations and argue that games like Pok\'emon hold strong potential for future research on Large Language Model agents, hierarchical training algorithms, and advanced exploration methods. Source Code: https://github.com/MarcoMeter/neroRL/tree/poke_red
Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents
Pleines, Marco, Pallasch, Matthias, Zimmer, Frank, Preuss, Mike
Memory Gym presents a suite of 2D partially observable environments, namely Mortar Mayhem, Mystery Path, and Searing Spotlights, designed to benchmark memory capabilities in decision-making agents. These environments, originally with finite tasks, are expanded into innovative, endless formats, mirroring the escalating challenges of cumulative memory games such as ``I packed my bag''. This progression in task design shifts the focus from merely assessing sample efficiency to also probing the levels of memory effectiveness in dynamic, prolonged scenarios. To address the gap in available memory-based Deep Reinforcement Learning baselines, we introduce an implementation that integrates Transformer-XL (TrXL) with Proximal Policy Optimization. This approach utilizes TrXL as a form of episodic memory, employing a sliding window technique. Our comparative study between the Gated Recurrent Unit (GRU) and TrXL reveals varied performances across different settings. TrXL, on the finite environments, demonstrates superior sample efficiency in Mystery Path and outperforms in Mortar Mayhem. However, GRU is more efficient on Searing Spotlights. Most notably, in all endless tasks, GRU makes a remarkable resurgence, consistently outperforming TrXL by significant margins. Website and Source Code: https://github.com/MarcoMeter/endless-memory-gym/
Believable Minecraft Settlements by Means of Decentralised Iterative Planning
van der Staaij, Arthur, Prins, Jelmer, Prins, Vincent L., Poelsma, Julian, Smit, Thera, Mรผller-Brockhausen, Matthias, Preuss, Mike
Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges such as the Generative Settlement Design in Minecraft (GDMC), in which our method has won the 2022 competition. This was achieved through a decentralised, iterative planning process that is transferable to similar generation processes that aims to produce "organic" content procedurally.
Models Matter: The Impact of Single-Step Retrosynthesis on Synthesis Planning
Torren-Peraire, Paula, Hassen, Alan Kai, Genheden, Samuel, Verhoeven, Jonas, Clevert, Djork-Arne, Preuss, Mike, Tetko, Igor
Retrosynthesis consists of breaking down a chemical compound recursively step-by-step into molecular precursors until a set of commercially available molecules is found with the goal to provide a synthesis route. Its two primary research directions, single-step retrosynthesis prediction, which models the chemical reaction logic, and multi-step synthesis planning, which tries to find the correct sequence of reactions, are inherently intertwined. Still, this connection is not reflected in contemporary research. In this work, we combine these two major research directions by applying multiple single-step retrosynthesis models within multi-step synthesis planning and analyzing their impact using public and proprietary reaction data. We find a disconnection between high single-step performance and potential route-finding success, suggesting that single-step models must be evaluated within synthesis planning in the future. Furthermore, we show that the commonly used single-step retrosynthesis benchmark dataset USPTO-50k is insufficient as this evaluation task does not represent model performance and scalability on larger and more diverse datasets. For multi-step synthesis planning, we show that the choice of the single-step model can improve the overall success rate of synthesis planning by up to +28% compared to the commonly used baseline model. Finally, we show that each single-step model finds unique synthesis routes, and differs in aspects such as route-finding success, the number of found synthesis routes, and chemical validity, making the combination of single-step retrosynthesis prediction and multi-step synthesis planning a crucial aspect when developing future methods.
Two-Memory Reinforcement Learning
Yang, Zhao, Moerland, Thomas. M., Preuss, Mike, Plaat, Aske
While deep reinforcement learning has shown important empirical success, it tends to learn relatively slow due to slow propagation of rewards information and slow update of parametric neural networks. Non-parametric episodic memory, on the other hand, provides a faster learning alternative that does not require representation learning and uses maximum episodic return as state-action values for action selection. Episodic memory and reinforcement learning both have their own strengths and weaknesses. Notably, humans can leverage multiple memory systems concurrently during learning and benefit from all of them. In this work, we propose a method called Two-Memory reinforcement learning agent (2M) that combines episodic memory and reinforcement learning to distill both of their strengths. The 2M agent exploits the speed of the episodic memory part and the optimality and the generalization capacity of the reinforcement learning part to complement each other. Our experiments demonstrate that the 2M agent is more data efficient and outperforms both pure episodic memory and pure reinforcement learning, as well as a state-of-the-art memory-augmented RL agent. Moreover, the proposed approach provides a general framework that can be used to combine any episodic memory agent with other off-policy reinforcement learning algorithms.
Continuous Episodic Control
Yang, Zhao, Moerland, Thomas M., Preuss, Mike, Plaat, Aske
Abstract--Non-parametric episodic memory can be used to quickly latch onto high-rewarded experience in reinforcement learning tasks. In contrast to parametric deep reinforcement learning approaches in which reward signals need to be backpropagated slowly, these methods only need to discover the solution once, and may then repeatedly solve the task. However, episodic control solutions are stored in discrete tables, and this approach has so far only been applied to discrete action space problems. Deep reinforcement learning (RL) methods have recently Episodic memory is a term that originates from neuroscience demonstrated superhuman performance on a wide range of [9], where it refers to memory that we can quickly tasks, including Gran Turisma [1], StarCraft [2], Go [3], etc. recollect. In the context of RL, this concept has generally been However, in these methods, the weights of neural networks are implemented as a non-parametric (or semi-parametric) table slowly updated over time to match the target predictions based that can be read from and written into rapidly. Information on the encountered reward signal.
First Go, then Post-Explore: the Benefits of Post-Exploration in Intrinsic Motivation
Yang, Zhao, Moerland, Thomas M., Preuss, Mike, Plaat, Aske
Go-Explore achieved breakthrough performance on challenging reinforcement learning (RL) tasks with sparse rewards. The key insight of Go-Explore was that successful exploration requires an agent to first return to an interesting state ('Go'), and only then explore into unknown terrain ('Explore'). We refer to such exploration after a goal is reached as 'post-exploration'. In this paper, we present a clear ablation study of post-exploration in a general intrinsically motivated goal exploration process (IMGEP) framework, that the Go-Explore paper did not show. We study the isolated potential of post-exploration, by turning it on and off within the same algorithm under both tabular and deep RL settings on both discrete navigation and continuous control tasks. Experiments on a range of MiniGrid and Mujoco environments show that post-exploration indeed helps IMGEP agents reach more diverse states and boosts their performance. In short, our work suggests that RL researchers should consider to use post-exploration in IMGEP when possible since it is effective, method-agnostic and easy to implement.
Mind the Retrosynthesis Gap: Bridging the divide between Single-step and Multi-step Retrosynthesis Prediction
Hassen, Alan Kai, Torren-Peraire, Paula, Genheden, Samuel, Verhoeven, Jonas, Preuss, Mike, Tetko, Igor
Retrosynthesis is the task of breaking down a chemical compound recursively step-by-step into molecular precursors until a set of commercially available molecules is found. Consequently, the goal is to provide a valid synthesis route for a molecule. As more single-step models develop, we see increasing accuracy in the prediction of molecular disconnections, potentially improving the creation of synthetic paths. Multi-step approaches repeatedly apply the chemical information stored in single-step retrosynthesis models. However, this connection is not reflected in contemporary research, fixing either the single-step model or the multi-step algorithm in the process. In this work, we establish a bridge between both tasks by benchmarking the performance and transfer of different single-step retrosynthesis models to the multi-step domain by leveraging two common search algorithms, Monte Carlo Tree Search and Retro*. We show that models designed for single-step retrosynthesis, when extended to multi-step, can have a tremendous impact on the route finding capabilities of current multi-step methods, improving performance by up to +30% compared to the most widely used model. Furthermore, we observe no clear link between contemporary single-step and multi-step evaluation metrics, showing that single-step models need to be developed and tested for the multi-step domain and not as an isolated task to find synthesis routes for molecules of interest.
Potential-based Reward Shaping in Sokoban
Yang, Zhao, Preuss, Mike, Plaat, Aske
Learning to solve sparse-reward reinforcement learning problems is difficult, due to the lack of guidance towards the goal. But in some problems, prior knowledge can be used to augment the learning process. Reward shaping is a way to incorporate prior knowledge into the original reward function in order to speed up the learning. While previous work has investigated the use of expert knowledge to generate potential functions, in this work, we study whether we can use a search algorithm(A*) to automatically generate a potential function for reward shaping in Sokoban, a well-known planning task. The results showed that learning with shaped reward function is faster than learning from scratch. Our results indicate that distance functions could be a suitable function for Sokoban. This work demonstrates the possibility of solving multiple instances with the help of reward shaping. The result can be compressed into a single policy, which can be seen as the first phrase towards training a general policy that is able to solve unseen instances.