gtb
GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps
Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of natural language, it remains an open question as to what extent and in which way these LLMs can plan. We investigate their planning capabilities by proposing \texttt{GameTraversalBenchmark (GTB)}, a benchmark consisting of diverse 2D grid-based game maps. An LLM succeeds if it can traverse through given objectives, with a minimum number of steps and a minimum number of generation errors. We evaluate a number of LLMs on \texttt{GTB} and found that GPT-4-Turbo achieved the highest score of $44.97\%$ on \texttt{GTB\_Score} (GTBS), a composite score that combines the three above criteria. Furthermore, we preliminarily test large reasoning models, namely o1, which scores $67.84\%$ on GTBS, indicating that the benchmark remains challenging for current models.
GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps
Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of natural language, it remains an open question as to what extent and in which way these LLMs can plan. We investigate their planning capabilities by proposing \texttt{GameTraversalBenchmark (GTB)}, a benchmark consisting of diverse 2D grid-based game maps. An LLM succeeds if it can traverse through given objectives, with a minimum number of steps and a minimum number of generation errors. We evaluate a number of LLMs on \texttt{GTB} and found that GPT-4-Turbo achieved the highest score of 44.97\% on \texttt{GTB\_Score} (GTBS), a composite score that combines the three above criteria.
GameTraversalBenchmark: Evaluating Planning Abilities Of Large Language Models Through Traversing 2D Game Maps
Nasir, Muhammad Umair, James, Steven, Togelius, Julian
Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of natural language, it remains an open question as to what extent and in which way these LLMs can plan. We investigate their planning capabilities by proposing GameTraversalBenchmark (GTB), a benchmark consisting of diverse 2D grid-based game maps. An LLM succeeds if it can traverse through given objectives, with a minimum number of steps and a minimum number of generation errors. We evaluate a number of LLMs on GTB and found that GPT-4-Turbo achieved the highest score of 44.97% on GTB\_Score (GTBS), a composite score that combines the three above criteria. Furthermore, we preliminarily test large reasoning models, namely o1, which scores $67.84\%$ on GTBS, indicating that the benchmark remains challenging for current models. Code, data, and documentation are available at https://github.com/umair-nasir14/Game-Traversal-Benchmark.
Bridging Rested and Restless Bandits with Graph-Triggering: Rising and Rotting
Genalti, Gianmarco, Mussi, Marco, Gatti, Nicola, Restelli, Marcello, Castiglioni, Matteo, Metelli, Alberto Maria
Rested and Restless Bandits are two well-known bandit settings that are useful to model real-world sequential decision-making problems in which the expected reward of an arm evolves over time due to the actions we perform or due to the nature. In this work, we propose Graph-Triggered Bandits (GTBs), a unifying framework to generalize and extend rested and restless bandits. In this setting, the evolution of the arms' expected rewards is governed by a graph defined over the arms. An edge connecting a pair of arms $(i,j)$ represents the fact that a pull of arm $i$ triggers the evolution of arm $j$, and vice versa. Interestingly, rested and restless bandits are both special cases of our model for some suitable (degenerated) graph. As relevant case studies for this setting, we focus on two specific types of monotonic bandits: rising, where the expected reward of an arm grows as the number of triggers increases, and rotting, where the opposite behavior occurs. For these cases, we study the optimal policies. We provide suitable algorithms for all scenarios and discuss their theoretical guarantees, highlighting the complexity of the learning problem concerning instance-dependent terms that encode specific properties of the underlying graph structure.
Using Machine Learning In Venture Capital
After the last financial crisis, the interest rates decreased exponentially and venture capital suddenly became an attractive option to achieve high returns. However, in only a decade the market moved so fast, got so mature and saturated, and so many empires have been created, that is now cumbersome to obtain sustainable returns investing in risky early-stage companies. In fact, capital is abundant nowadays and funds have been raised everywhere, while there is no scarcity either in companies of every shape and size. For these reasons, investing has become incredibly competitive and it has never been harder to spot the needle in the haystack that would make you rich. Unfortunately, the toolbox investors currently have available is not robust enough to reduce their risk and help them managing uncertainty in a better way. This is where machine learning can come to aid.
If Computers Are So Smart, How Come They Can't Read?
At TED, in early 2018, the futurist and inventor Ray Kurzweil, currently a director of engineering at Google, announced his latest project, "Google Talk to Books," which claimed to use natural language understanding to "provide an entirely new way to explore books." Quartz dutifully hyped it as "Google's astounding new search tool [that] will answer any question by reading thousands of books." If such a tool actually existed and worked robustly, it would be amazing. If we could give computers one capability that they don't already have, it would be the ability to genuinely understand language. In medicine, for example, several thousand papers are published every day; no doctor or researcher can possibly read them all.