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MazeEval: A Benchmark for Testing Sequential Decision-Making in Language Models

arXiv.org Artificial Intelligence

As Large Language Models (LLMs) increasingly power autonomous agents in robotics and embodied AI, understanding their spatial reasoning capabilities becomes crucial for ensuring reliable real-world deployment. Despite advances in language understanding, current research lacks evaluation of how LLMs perform spatial navigation without visual cues, a fundamental requirement for agents operating with limited sensory information. This paper addresses this gap by introducing MazeEval, a benchmark designed to isolate and evaluate pure spatial reasoning in LLMs through coordinate-based maze navigation tasks. Our methodology employs a function-calling interface where models navigate mazes of varying complexity ($5\times 5$ to $15\times 15$ grids) using only coordinate feedback and distance-to-wall information, excluding visual input to test fundamental spatial cognition. We evaluate eight state-of-the-art LLMs across identical mazes in both English and Icelandic to assess cross-linguistic transfer of spatial abilities. Our findings reveal striking disparities: while OpenAI's O3 achieves perfect navigation for mazes up to size $30\times 30$, other models exhibit catastrophic failure beyond $9\times 9$ mazes, with 100% of failures attributed to excessive looping behavior where models revisit a cell at least 10 times. We document a significant performance degradation in Icelandic, with models solving mazes 3-4 sizes smaller than in English, suggesting spatial reasoning in LLMs emerges from linguistic patterns rather than language-agnostic mechanisms. These results have important implications for global deployment of LLM-powered autonomous systems, showing spatial intelligence remains fundamentally constrained by training data availability and highlighting the need for architectural innovations to achieve reliable navigation across linguistic contexts.


On Logical Extrapolation for Mazes with Recurrent and Implicit Networks

arXiv.org Machine Learning

Recent work has suggested that certain neural network architectures-particularly recurrent neural networks (RNNs) and implicit neural networks (INNs) are capable of logical extrapolation. That is, one may train such a network on easy instances of a specific task and then apply it successfully to more difficult instances of the same task. In this paper, we revisit this idea and show that (i) The capacity for extrapolation is less robust than previously suggested. Specifically, in the context of a maze-solving task, we show that while INNs (and some RNNs) are capable of generalizing to larger maze instances, they fail to generalize along axes of difficulty other than maze size. (ii) Models that are explicitly trained to converge to a fixed point (e.g. the INN we test) are likely to do so when extrapolating, while models that are not (e.g. the RNN we test) may exhibit more exotic limiting behaviour such as limit cycles, even when they correctly solve the problem. Our results suggest that (i) further study into why such networks extrapolate easily along certain axes of difficulty yet struggle with others is necessary, and (ii) analyzing the dynamics of extrapolation may yield insights into designing more efficient and interpretable logical extrapolators.


Decision Theory-Guided Deep Reinforcement Learning for Fast Learning

arXiv.org Artificial Intelligence

This paper introduces a novel approach, Decision Theory-guided Deep Reinforcement Learning (DT-guided DRL), to address the inherent cold start problem in DRL. By integrating decision theory principles, DT-guided DRL enhances agents' initial performance and robustness in complex environments, enabling more efficient and reliable convergence during learning. Our investigation encompasses two primary problem contexts: the cart pole and maze navigation challenges. Experimental results demonstrate that the integration of decision theory not only facilitates effective initial guidance for DRL agents but also promotes a more structured and informed exploration strategy, particularly in environments characterized by large and intricate state spaces. The results of experiment demonstrate that DT-guided DRL can provide significantly higher rewards compared to regular DRL. Specifically, during the initial phase of training, the DT-guided DRL yields up to an 184% increase in accumulated reward. Moreover, even after reaching convergence, it maintains a superior performance, ending with up to 53% more reward than standard DRL in large maze problems. DT-guided DRL represents an advancement in mitigating a fundamental challenge of DRL by leveraging functions informed by human (designer) knowledge, setting a foundation for further research in this promising interdisciplinary domain.


Teaching a Machine to Read Maps With Deep Reinforcement Learning

AAAI Conferences

The ability to use a 2D map to navigate a complex 3D environment is quite remarkable, and even difficult for many humans. Localization and navigation is also an important problem in domains such as robotics, and has recently become a focus of the deep reinforcement learning community. In this paper we teach a reinforcement learning agent to read a map in order to find the shortest way out of a random maze it has never seen before. Our system combines several state-of-the-art methods such as A3C and incorporates novel elements such as a recurrent localization cell. Our agent learns to localize itself based on 3D first person images and an approximate orientation angle. The agent generalizes well to bigger mazes, showing that it learned useful localization and navigation capabilities.


Teaching a Machine to Read Maps with Deep Reinforcement Learning

arXiv.org Machine Learning

The ability to use a 2D map to navigate a complex 3D environment is quite remarkable, and even difficult for many humans. Localization and navigation is also an important problem in domains such as robotics, and has recently become a focus of the deep reinforcement learning community. In this paper we teach a reinforcement learning agent to read a map in order to find the shortest way out of a random maze it has never seen before. Our system combines several state-of-the-art methods such as A3C and incorporates novel elements such as a recurrent localization cell. Our agent learns to localize itself based on 3D first person images and an approximate orientation angle. The agent generalizes well to bigger mazes, showing that it learned useful localization and navigation capabilities.