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8caa38721906c1a0bb95c80fab33a893-Supplemental.pdf

Neural Information Processing Systems

V100 GPUs to train the models. Consortium and are licensed under a Creative Commons Attribution 4.0 License. Similarly, for evaluating the agent listener with a human speaker, each agent evaluates 400 human utterances in Fig 5b. In Fig 10, we present the results of the human evaluation on the text game. Sec 4.3, we show that agents trained using our method beat all prior baselines when paired with both The blue bars show the standard deviation across all agents present in the buffer.


8caa38721906c1a0bb95c80fab33a893-Supplemental.pdf

Neural Information Processing Systems

V100 GPUs to train the models. Consortium and are licensed under a Creative Commons Attribution 4.0 License. Similarly, for evaluating the agent listener with a human speaker, each agent evaluates 400 human utterances in Fig 5b. In Fig 10, we present the results of the human evaluation on the text game. Sec 4.3, we show that agents trained using our method beat all prior baselines when paired with both The blue bars show the standard deviation across all agents present in the buffer.


Reviews: Q-LDA: Uncovering Latent Patterns in Text-based Sequential Decision Processes

Neural Information Processing Systems

This paper targets on two text games and propose a new reinforcement learning framework Q-LDA to discover latent patterns in sequential decision process. The proposed model uses LDA to convert action space into a continuous representation and subsequently use Q-learning algorithm to iteratively make decision in a sequential manner. Authors apply the proposed model to two different text games, and achieve better performance than previous proposed baseline models. The paper is a little bit hard to follow with some missing or inconsistent information. The paper is not self-contained, for a reader that is not familiar with the problem domain, one may need to refer to the Appendix or prior works almost all the time.


Q-LDA: Uncovering Latent Patterns in Text-based Sequential Decision Processes

Neural Information Processing Systems

In sequential decision making, it is often important and useful for end users to understand the underlying patterns or causes that lead to the corresponding decisions. However, typical deep reinforcement learning algorithms seldom provide such information due to their black-box nature. In this paper, we present a probabilistic model, Q-LDA, to uncover latent patterns in text-based sequential decision processes. The model can be understood as a variant of latent topic models that are tailored to maximize total rewards; we further draw an interesting connection between an approximate maximum-likelihood estimation of Q-LDA and the celebrated Q-learning algorithm. We demonstrate in the text-game domain that our proposed method not only provides a viable mechanism to uncover latent patterns in decision processes, but also obtains state-of-the-art rewards in these games.


Can Language Models Serve as Text-Based World Simulators?

arXiv.org Artificial Intelligence

Virtual environments play a key role in benchmarking advances in complex planning and decision-making tasks but are expensive and complicated to build by hand. Can current language models themselves serve as world simulators, correctly predicting how actions change different world states, thus bypassing the need for extensive manual coding? Our goal is to answer this question in the context of text-based simulators. Our approach is to build and use a new benchmark, called ByteSized32-State-Prediction, containing a dataset of text game state transitions and accompanying game tasks. We use this to directly quantify, for the first time, how well LLMs can serve as text-based world simulators. We test GPT-4 on this dataset and find that, despite its impressive performance, it is still an unreliable world simulator without further innovations. This work thus contributes both new insights into current LLM's capabilities and weaknesses, as well as a novel benchmark to track future progress as new models appear.


Self-Supervised Behavior Cloned Transformers are Path Crawlers for Text Games

arXiv.org Artificial Intelligence

In this work, we introduce a self-supervised behavior cloning transformer for text games, which are challenging benchmarks for multi-step reasoning in virtual environments. Traditionally, Behavior Cloning Transformers excel in such tasks but rely on supervised training data. Our approach auto-generates training data by exploring trajectories (defined by common macro-action sequences) that lead to reward within the games, while determining the generality and utility of these trajectories by rapidly training small models then evaluating their performance on unseen development games. Through empirical analysis, we show our method consistently uncovers generalizable training data, achieving about 90\% performance of supervised systems across three benchmark text games.


ByteSized32: A Corpus and Challenge Task for Generating Task-Specific World Models Expressed as Text Games

arXiv.org Artificial Intelligence

In this work, we investigate the capacity of language models to generate explicit, interpretable, and interactive world models of scientific and common-sense reasoning tasks. We operationalize this as a task of generating text games, expressed as hundreds of lines of Python code. To facilitate this task, we introduce ByteSized32 (Code: github.com/cognitiveailab/BYTESIZED32), a corpus of 32 reasoning-focused text games totaling 20k lines of Python code. We empirically demonstrate that GPT-4 can use these games as templates for single-shot in-context learning, successfully producing runnable games on unseen topics in 28% of cases. When allowed to self-reflect on program errors, game runnability substantially increases to 57%. While evaluating simulation fidelity is labor-intensive, we introduce a suite of automated metrics to assess game fidelity, technical validity, adherence to task specifications, and winnability, showing a high degree of agreement with expert human ratings. We pose this as a challenge task to spur further development at the juncture of world modeling and code generation.