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 observable environment




Enhancing Robot Program Synthesis Through Environmental Context

Neural Information Processing Systems

Program synthesis aims to automatically generate an executable program that conforms to the given specification. Recent advancements have demonstrated that deep neural methodologies and large-scale pretrained language models are highly proficient in capturing program semantics. For robot programming, prior works have facilitated program synthesis by incorporating global environments. However, the assumption of acquiring a comprehensive understanding of the entire environment is often excessively challenging to achieve.


A neurally plausible model learns successor representations in partially observable environments

Neural Information Processing Systems

Animals need to devise strategies to maximize returns while interacting with their environment based on incoming noisy sensory observations. Task-relevant states, such as the agent's location within an environment or the presence of a predator, are often not directly observable but must be inferred using available sensory information. Successor representations (SR) have been proposed as a middle-ground between model-based and model-free reinforcement learning strategies, allowing for fast value computation and rapid adaptation to changes in the reward function or goal locations. Indeed, recent studies suggest that features of neural responses are consistent with the SR framework. However, it is not clear how such representations might be learned and computed in partially observed, noisy environments. Here, we introduce a neurally plausible model using \emph{distributional successor features}, which builds on the distributed distributional code for the representation and computation of uncertainty, and which allows for efficient value function computation in partially observed environments via the successor representation. We show that distributional successor features can support reinforcement learning in noisy environments in which direct learning of successful policies is infeasible.


Real-Time Recurrent Learning using Trace Units in Reinforcement Learning

Neural Information Processing Systems

Recurrent Neural Networks (RNNs) are used to learn representations in partially observable environments. For agents that learn online and continually interact with the environment, it is desirable to train RNNs with real-time recurrent learning (RTRL); unfortunately, RTRL is prohibitively expensive for standard RNNs. A promising direction is to use linear recurrent architectures (LRUs), where dense recurrent weights are replaced with a complex-valued diagonal, making RTRL efficient. In this work, we build on these insights to provide a lightweight but effective approach for training RNNs in online RL. We introduce Recurrent Trace Units (RTUs), a small modification on LRUs that we nonetheless find to have significant performance benefits over LRUs when trained with RTRL. We find RTUs significantly outperform GRUs and Transformers across several partially observable environments while using significantly less computation.


Semantic HELM: A Human-Readable Memory for Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning agents deployed in the real world often have to cope with partially observable environments. Therefore, most agents employ memory mechanisms to approximate the state of the environment. Recently, there have been impressive success stories in mastering partially observable environments, mostly in the realm of computer games like Dota 2, StarCraft II, or MineCraft. However, existing methods lack interpretability in the sense that it is not comprehensible for humans what the agent stores in its memory.In this regard, we propose a novel memory mechanism that represents past events in human language.Our method uses CLIP to associate visual inputs with language tokens. Then we feed these tokens to a pretrained language model that serves the agent as memory and provides it with a coherent and human-readable representation of the past.We train our memory mechanism on a set of partially observable environments and find that it excels on tasks that require a memory component, while mostly attaining performance on-par with strong baselines on tasks that do not. On a challenging continuous recognition task, where memorizing the past is crucial, our memory mechanism converges two orders of magnitude faster than prior methods.Since our memory mechanism is human-readable, we can peek at an agent's memory and check whether crucial pieces of information have been stored.This significantly enhances troubleshooting and paves the way toward more interpretable agents.


Learning robust controllers that work across many partially observable environments

AIHub

A rock may block the path, but the robot doesn't know exactly where the rock is. If it did, the problem would be reasonably easy: plan a route around it. But with uncertainty about the obstacle's position, the robot must learn to operate safely and efficiently no matter where the rock turns out to be.


Towards Reliable Code-as-Policies: A Neuro-Symbolic Framework for Embodied Task Planning

Ahn, Sanghyun, Choi, Wonje, Lee, Junyong, Park, Jinwoo, Woo, Honguk

arXiv.org Artificial Intelligence

Recent advances in large language models (LLMs) have enabled the automatic generation of executable code for task planning and control in embodied agents such as robots, demonstrating the potential of LLM-based embodied intelligence. However, these LLM-based code-as-policies approaches often suffer from limited environmental grounding, particularly in dynamic or partially observable settings, leading to suboptimal task success rates due to incorrect or incomplete code generation. In this work, we propose a neuro-symbolic embodied task planning framework that incorporates explicit symbolic verification and interactive validation processes during code generation. In the validation phase, the framework generates exploratory code that actively interacts with the environment to acquire missing observations while preserving task-relevant states. This integrated process enhances the grounding of generated code, resulting in improved task reliability and success rates in complex environments. We evaluate our framework on RLBench and in real-world settings across dynamic, partially observable scenarios. Experimental results demonstrate that our framework improves task success rates by 46.2% over Code-as-Policies baselines and attains over 86.8% executability of task-relevant actions, thereby enhancing the reliability of task planning in dynamic environments.