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 high-level goal


HierTOD: A Task-Oriented Dialogue System Driven by Hierarchical Goals

Mo, Lingbo, Jiang, Shun, Maharaj, Akash, Hishamunda, Bernard, Li, Yunyao

arXiv.org Artificial Intelligence

Task-Oriented Dialogue (TOD) systems assist users in completing tasks through natural language interactions, often relying on a single-layered workflow structure for slot-filling in public tasks, such as hotel bookings. However, in enterprise environments, which involve rich domain-specific knowledge, TOD systems face challenges due to task complexity and the lack of standardized documentation. In this work, we introduce HierTOD, an enterprise TOD system driven by hierarchical goals and can support composite workflows. By focusing on goal-driven interactions, our system serves a more proactive role, facilitating mixed-initiative dialogue and improving task completion. Equipped with components for natural language understanding, composite goal retriever, dialogue management, and response generation, backed by a well-organized data service with domain knowledge base and retrieval engine, HierTOD delivers efficient task assistance. Furthermore, our system implementation unifies two TOD paradigms: slot-filling for information collection and step-by-step guidance for task execution. Our human study demonstrates the effectiveness and helpfulness of HierTOD in performing both paradigms.


SelfGoal: Your Language Agents Already Know How to Achieve High-level Goals

Yang, Ruihan, Chen, Jiangjie, Zhang, Yikai, Yuan, Siyu, Chen, Aili, Richardson, Kyle, Xiao, Yanghua, Yang, Deqing

arXiv.org Artificial Intelligence

Language agents powered by large language models (LLMs) are increasingly valuable as decision-making tools in domains such as gaming and programming. However, these agents often face challenges in achieving high-level goals without detailed instructions and in adapting to environments where feedback is delayed. In this paper, we present SelfGoal, a novel automatic approach designed to enhance agents' capabilities to achieve high-level goals with limited human prior and environmental feedback. The core concept of SelfGoal involves adaptively breaking down a high-level goal into a tree structure of more practical subgoals during the interaction with environments while identifying the most useful subgoals and progressively updating this structure. Experimental results demonstrate that SelfGoal significantly enhances the performance of language agents across various tasks, including competitive, cooperative, and deferred feedback environments. Project page: https://selfgoal-agent.github.io.


Forecaster: Towards Temporally Abstract Tree-Search Planning from Pixels

Jiralerspong, Thomas, Kondrup, Flemming, Precup, Doina, Khetarpal, Khimya

arXiv.org Artificial Intelligence

The ability to plan at many different levels of abstraction enables agents to envision the long-term repercussions of their decisions and thus enables sample-efficient learning. This becomes particularly beneficial in complex environments from high-dimensional state space such as pixels, where the goal is distant and the reward sparse. We introduce Forecaster, a deep hierarchical reinforcement learning approach which plans over high-level goals leveraging a temporally abstract world model. Forecaster learns an abstract model of its environment by modelling the transitions dynamics at an abstract level and training a world model on such transition. It then uses this world model to choose optimal high-level goals through a tree-search planning procedure. It additionally trains a low-level policy that learns to reach those goals. Our method not only captures building world models with longer horizons, but also, planning with such models in downstream tasks. We empirically demonstrate Forecaster's potential in both single-task learning and generalization to new tasks in the AntMaze domain.


FRIDA: A Collaborative Robot Painter with a Differentiable, Real2Sim2Real Planning Environment

Schaldenbrand, Peter, McCann, James, Oh, Jean

arXiv.org Artificial Intelligence

Painting is an artistic process of rendering visual content that achieves the high-level communication goals of an artist that may change dynamically throughout the creative process. In this paper, we present a Framework and Robotics Initiative for Developing Arts (FRIDA) that enables humans to produce paintings on canvases by collaborating with a painter robot using simple inputs such as language descriptions or images. FRIDA introduces several technical innovations for computationally modeling a creative painting process. First, we develop a fully differentiable simulation environment for painting, adopting the idea of real to simulation to real (real2sim2real). We show that our proposed simulated painting environment is higher fidelity to reality than existing simulation environments used for robot painting. Second, to model the evolving dynamics of a creative process, we develop a planning approach that can continuously optimize the painting plan based on the evolving canvas with respect to the high-level goals. In contrast to existing approaches where the content generation process and action planning are performed independently and sequentially, FRIDA adapts to the stochastic nature of using paint and a brush by continually re-planning and re-assessing its semantic goals based on its visual perception of the painting progress. We describe the details on the technical approach as well as the system integration.


How to Train your Decision-Making AIs

#artificialintelligence

The combination of deep learning and decision learning has led to several impressive stories in decision-making AI research, including AIs that can play a variety of games (Atari video games, board games, complex real-time strategy game Starcraft II), control robots (in simulation and in the real world), and even fly a weather balloon. These are examples of sequential decision tasks, in which the AI agent needs to make a sequence of decisions to achieve its goal. Today, the two main approaches for training such agents are reinforcement learning (RL) and imitation learning (IL). In reinforcement learning, humans provide rewards for completing discrete tasks, with the rewards typically being delayed and sparse. For example, 100 points are given for solving the first room of Montezuma's revenge (Fig.1). In the imitation learning setting, humans can transfer knowledge and skills through step-by-step action demonstrations (Fig.2), and the agent then learns to mimic human actions.


Meet the man selling the shovels in the machine learning gold rush

#artificialintelligence

I'd love to see us advance these new ideas, whether its memory, reinforcement learning, or transfer learning, unsupervised learning. Deep learning has certainly been successful, but it's only a very approximate simulation of what goes on in the brain. All of these areas of research will expand the capabilities of this tool called deep learning dramatically. Deep learning has given us an algorithm that can finally allow robots to learn for themselves, from high-level goals, and through iteration discover for itself. Nvidia's CEO says his hardware will revolutionize robotics and that his chips can learn from Google's AlphaGo.