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SubscribeIntelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models
Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.
Touch-based Curiosity for Sparse-Reward Tasks
Robots in many real-world settings have access to force/torque sensors in their gripper and tactile sensing is often necessary in tasks that involve contact-rich motion. In this work, we leverage surprise from mismatches in touch feedback to guide exploration in hard sparse-reward reinforcement learning tasks. Our approach, Touch-based Curiosity (ToC), learns what visible objects interactions are supposed to "feel" like. We encourage exploration by rewarding interactions where the expectation and the experience don't match. In our proposed method, an initial task-independent exploration phase is followed by an on-task learning phase, in which the original interactions are relabeled with on-task rewards. We test our approach on a range of touch-intensive robot arm tasks (e.g. pushing objects, opening doors), which we also release as part of this work. Across multiple experiments in a simulated setting, we demonstrate that our method is able to learn these difficult tasks through sparse reward and curiosity alone. We compare our cross-modal approach to single-modality (touch- or vision-only) approaches as well as other curiosity-based methods and find that our method performs better and is more sample-efficient.
A Single Goal is All You Need: Skills and Exploration Emerge from Contrastive RL without Rewards, Demonstrations, or Subgoals
In this paper, we present empirical evidence of skills and directed exploration emerging from a simple RL algorithm long before any successful trials are observed. For example, in a manipulation task, the agent is given a single observation of the goal state and learns skills, first for moving its end-effector, then for pushing the block, and finally for picking up and placing the block. These skills emerge before the agent has ever successfully placed the block at the goal location and without the aid of any reward functions, demonstrations, or manually-specified distance metrics. Once the agent has learned to reach the goal state reliably, exploration is reduced. Implementing our method involves a simple modification of prior work and does not require density estimates, ensembles, or any additional hyperparameters. Intuitively, the proposed method seems like it should be terrible at exploration, and we lack a clear theoretical understanding of why it works so effectively, though our experiments provide some hints.
Go-Explore: a New Approach for Hard-Exploration Problems
A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).
Navigation with Large Language Models: Semantic Guesswork as a Heuristic for Planning
Navigation in unfamiliar environments presents a major challenge for robots: while mapping and planning techniques can be used to build up a representation of the world, quickly discovering a path to a desired goal in unfamiliar settings with such methods often requires lengthy mapping and exploration. Humans can rapidly navigate new environments, particularly indoor environments that are laid out logically, by leveraging semantics -- e.g., a kitchen often adjoins a living room, an exit sign indicates the way out, and so forth. Language models can provide robots with such knowledge, but directly using language models to instruct a robot how to reach some destination can also be impractical: while language models might produce a narrative about how to reach some goal, because they are not grounded in real-world observations, this narrative might be arbitrarily wrong. Therefore, in this paper we study how the ``semantic guesswork'' produced by language models can be utilized as a guiding heuristic for planning algorithms. Our method, Language Frontier Guide (LFG), uses the language model to bias exploration of novel real-world environments by incorporating the semantic knowledge stored in language models as a search heuristic for planning with either topological or metric maps. We evaluate LFG in challenging real-world environments and simulated benchmarks, outperforming uninformed exploration and other ways of using language models.
Learning in Sparse Rewards settings through Quality-Diversity algorithms
In the Reinforcement Learning (RL) framework, the learning is guided through a reward signal. This means that in situations of sparse rewards the agent has to focus on exploration, in order to discover which action, or set of actions leads to the reward. RL agents usually struggle with this. Exploration is the focus of Quality-Diversity (QD) methods. In this thesis, we approach the problem of sparse rewards with these algorithms, and in particular with Novelty Search (NS). This is a method that only focuses on the diversity of the possible policies behaviors. The first part of the thesis focuses on learning a representation of the space in which the diversity of the policies is evaluated. In this regard, we propose the TAXONS algorithm, a method that learns a low-dimensional representation of the search space through an AutoEncoder. While effective, TAXONS still requires information on when to capture the observation used to learn said space. For this, we study multiple ways, and in particular the signature transform, to encode information about the whole trajectory of observations. The thesis continues with the introduction of the SERENE algorithm, a method that can efficiently focus on the interesting parts of the search space. This method separates the exploration of the search space from the exploitation of the reward through a two-alternating-steps approach. The exploration is performed through NS. Any discovered reward is then locally exploited through emitters. The third and final contribution combines TAXONS and SERENE into a single approach: STAX. Throughout this thesis, we introduce methods that lower the amount of prior information needed in sparse rewards settings. These contributions are a promising step towards the development of methods that can autonomously explore and find high-performance policies in a variety of sparse rewards settings.
OMNI: Open-endedness via Models of human Notions of Interestingness
Open-ended algorithms aim to learn new, interesting behaviors forever. That requires a vast environment search space, but there are thus infinitely many possible tasks. Even after filtering for tasks the current agent can learn (i.e., learning progress), countless learnable yet uninteresting tasks remain (e.g., minor variations of previously learned tasks). An Achilles Heel of open-endedness research is the inability to quantify (and thus prioritize) tasks that are not just learnable, but also interesting (e.g., worthwhile and novel). We propose solving this problem by Open-endedness via Models of human Notions of Interestingness (OMNI). The insight is that we can utilize foundation models (FMs) as a model of interestingness (MoI), because they already internalize human concepts of interestingness from training on vast amounts of human-generated data, where humans naturally write about what they find interesting or boring. We show that FM-based MoIs improve open-ended learning by focusing on tasks that are both learnable and interesting, outperforming baselines based on uniform task sampling or learning progress alone. This approach has the potential to dramatically advance the ability to intelligently select which tasks to focus on next (i.e., auto-curricula), and could be seen as AI selecting its own next task to learn, facilitating self-improving AI and AI-Generating Algorithms. Project website at https://www.jennyzhangzt.com/omni/
Behavioral Cloning via Search in Video PreTraining Latent Space
Our aim is to build autonomous agents that can solve tasks in environments like Minecraft. To do so, we used an imitation learning-based approach. We formulate our control problem as a search problem over a dataset of experts' demonstrations, where the agent copies actions from a similar demonstration trajectory of image-action pairs. We perform a proximity search over the BASALT MineRL-dataset in the latent representation of a Video PreTraining model. The agent copies the actions from the expert trajectory as long as the distance between the state representations of the agent and the selected expert trajectory from the dataset do not diverge. Then the proximity search is repeated. Our approach can effectively recover meaningful demonstration trajectories and show human-like behavior of an agent in the Minecraft environment.
Rapid Exploration for Open-World Navigation with Latent Goal Models
We describe a robotic learning system for autonomous exploration and navigation in diverse, open-world environments. At the core of our method is a learned latent variable model of distances and actions, along with a non-parametric topological memory of images. We use an information bottleneck to regularize the learned policy, giving us (i) a compact visual representation of goals, (ii) improved generalization capabilities, and (iii) a mechanism for sampling feasible goals for exploration. Trained on a large offline dataset of prior experience, the model acquires a representation of visual goals that is robust to task-irrelevant distractors. We demonstrate our method on a mobile ground robot in open-world exploration scenarios. Given an image of a goal that is up to 80 meters away, our method leverages its representation to explore and discover the goal in under 20 minutes, even amidst previously-unseen obstacles and weather conditions. Please check out the project website for videos of our experiments and information about the real-world dataset used at https://sites.google.com/view/recon-robot.
Safe-To-Explore State Spaces: Ensuring Safe Exploration in Policy Search with Hierarchical Task Optimization
Policy search reinforcement learning allows robots to acquire skills by themselves. However, the learning procedure is inherently unsafe as the robot has no a-priori way to predict the consequences of the exploratory actions it takes. Therefore, exploration can lead to collisions with the potential to harm the robot and/or the environment. In this work we address the safety aspect by constraining the exploration to happen in safe-to-explore state spaces. These are formed by decomposing target skills (e.g., grasping) into higher ranked sub-tasks (e.g., collision avoidance, joint limit avoidance) and lower ranked movement tasks (e.g., reaching). Sub-tasks are defined as concurrent controllers (policies) in different operational spaces together with associated Jacobians representing their joint-space mapping. Safety is ensured by only learning policies corresponding to lower ranked sub-tasks in the redundant null space of higher ranked ones. As a side benefit, learning in sub-manifolds of the state-space also facilitates sample efficiency. Reaching skills performed in simulation and grasping skills performed on a real robot validate the usefulness of the proposed approach.
Discovering and Exploiting Sparse Rewards in a Learned Behavior Space
Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.
A Study of Global and Episodic Bonuses for Exploration in Contextual MDPs
Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and episodic novelty bonuses, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.
TLDR: Unsupervised Goal-Conditioned RL via Temporal Distance-Aware Representations
Unsupervised goal-conditioned reinforcement learning (GCRL) is a promising paradigm for developing diverse robotic skills without external supervision. However, existing unsupervised GCRL methods often struggle to cover a wide range of states in complex environments due to their limited exploration and sparse or noisy rewards for GCRL. To overcome these challenges, we propose a novel unsupervised GCRL method that leverages TemporaL Distance-aware Representations (TLDR). TLDR selects faraway goals to initiate exploration and computes intrinsic exploration rewards and goal-reaching rewards, based on temporal distance. Specifically, our exploration policy seeks states with large temporal distances (i.e. covering a large state space), while the goal-conditioned policy learns to minimize the temporal distance to the goal (i.e. reaching the goal). Our experimental results in six simulated robotic locomotion environments demonstrate that our method significantly outperforms previous unsupervised GCRL methods in achieving a wide variety of states.
Relative Likelihood of Success in the Searches for Primitive versus Intelligent Extraterrestrial Life
We estimate the relative likelihood of success in the searches for primitive versus intelligent life on other planets. Taking into account the larger search volume for detectable artificial electromagnetic signals, we conclude that both searches should be performed concurrently, albeit with significantly more funding dedicated to primitive life. Based on the current federal funding allocated to the search for biosignatures, our analysis suggests that the search for extraterrestrial intelligence (SETI) may merit a federal funding level of at least 10$ million per year, assuming that the average lifetime of technological species exceeds a millennium.
Foundations of Reinforcement Learning and Interactive Decision Making
These lecture notes give a statistical perspective on the foundations of reinforcement learning and interactive decision making. We present a unifying framework for addressing the exploration-exploitation dilemma using frequentist and Bayesian approaches, with connections and parallels between supervised learning/estimation and decision making as an overarching theme. Special attention is paid to function approximation and flexible model classes such as neural networks. Topics covered include multi-armed and contextual bandits, structured bandits, and reinforcement learning with high-dimensional feedback.
Layered State Discovery for Incremental Autonomous Exploration
We study the autonomous exploration (AX) problem proposed by Lim & Auer (2012). In this setting, the objective is to discover a set of epsilon-optimal policies reaching a set S_L^{rightarrow} of incrementally L-controllable states. We introduce a novel layered decomposition of the set of incrementally L-controllable states that is based on the iterative application of a state-expansion operator. We leverage these results to design Layered Autonomous Exploration (LAE), a novel algorithm for AX that attains a sample complexity of mathcal{O}(LS^{rightarrow}_{L(1+epsilon)}Gamma_{L(1+epsilon)} A ln^{12}(S^{rightarrow}_{L(1+epsilon)})/epsilon^2), where S^{rightarrow}_{L(1+epsilon)} is the number of states that are incrementally L(1+epsilon)-controllable, A is the number of actions, and Gamma_{L(1+epsilon)} is the branching factor of the transitions over such states. LAE improves over the algorithm of Tarbouriech et al. (2020a) by a factor of L^2 and it is the first algorithm for AX that works in a countably-infinite state space. Moreover, we show that, under a certain identifiability assumption, LAE achieves minimax-optimal sample complexity of mathcal{O}(LS^{rightarrow}_{L}Aln^{12}(S^{rightarrow}_{L})/epsilon^2), outperforming existing algorithms and matching for the first time the lower bound proved by Cai et al. (2022) up to logarithmic factors.
Incentivizing Exploration with Linear Contexts and Combinatorial Actions
We advance the study of incentivized bandit exploration, in which arm choices are viewed as recommendations and are required to be Bayesian incentive compatible. Recent work has shown under certain independence assumptions that after collecting enough initial samples, the popular Thompson sampling algorithm becomes incentive compatible. We give an analog of this result for linear bandits, where the independence of the prior is replaced by a natural convexity condition. This opens up the possibility of efficient and regret-optimal incentivized exploration in high-dimensional action spaces. In the semibandit model, we also improve the sample complexity for the pre-Thompson sampling phase of initial data collection.
Can large language models explore in-context?
We investigate the extent to which contemporary Large Language Models (LLMs) can engage in exploration, a core capability in reinforcement learning and decision making. We focus on native performance of existing LLMs, without training interventions. We deploy LLMs as agents in simple multi-armed bandit environments, specifying the environment description and interaction history entirely in-context, i.e., within the LLM prompt. We experiment with GPT-3.5, GPT-4, and Llama2, using a variety of prompt designs, and find that the models do not robustly engage in exploration without substantial interventions: i) Across all of our experiments, only one configuration resulted in satisfactory exploratory behavior: GPT-4 with chain-of-thought reasoning and an externally summarized interaction history, presented as sufficient statistics; ii) All other configurations did not result in robust exploratory behavior, including those with chain-of-thought reasoning but unsummarized history. Although these findings can be interpreted positively, they suggest that external summarization -- which may not be possible in more complex settings -- is important for obtaining desirable behavior from LLM agents. We conclude that non-trivial algorithmic interventions, such as fine-tuning or dataset curation, may be required to empower LLM-based decision making agents in complex settings.
Representation Learning with Multi-Step Inverse Kinematics: An Efficient and Optimal Approach to Rich-Observation RL
We study the design of sample-efficient algorithms for reinforcement learning in the presence of rich, high-dimensional observations, formalized via the Block MDP problem. Existing algorithms suffer from either 1) computational intractability, 2) strong statistical assumptions that are not necessarily satisfied in practice, or 3) suboptimal sample complexity. We address these issues by providing the first computationally efficient algorithm that attains rate-optimal sample complexity with respect to the desired accuracy level, with minimal statistical assumptions. Our algorithm, MusIK, combines systematic exploration with representation learning based on multi-step inverse kinematics, a learning objective in which the aim is to predict the learner's own action from the current observation and observations in the (potentially distant) future. MusIK is simple and flexible, and can efficiently take advantage of general-purpose function approximation. Our analysis leverages several new techniques tailored to non-optimistic exploration algorithms, which we anticipate will find broader use.
Latent Compass: Creation by Navigation
In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.
Online Learning with Feedback Graphs: The True Shape of Regret
Sequential learning with feedback graphs is a natural extension of the multi-armed bandit problem where the problem is equipped with an underlying graph structure that provides additional information - playing an action reveals the losses of all the neighbors of the action. This problem was introduced by mannor2011 and received considerable attention in recent years. It is generally stated in the literature that the minimax regret rate for this problem is of order alpha T, where alpha is the independence number of the graph, and T is the time horizon. However, this is proven only when the number of rounds T is larger than alpha^3, which poses a significant restriction for the usability of this result in large graphs. In this paper, we define a new quantity R^*, called the problem complexity, and prove that the minimax regret is proportional to R^* for any graph and time horizon T. Introducing an intricate exploration strategy, we define the \mainAlgorithm algorithm that achieves the minimax optimal regret bound and becomes the first provably optimal algorithm for this setting, even if T is smaller than alpha^3.
Does Spatial Cognition Emerge in Frontier Models?
Not yet. We present SPACE, a benchmark that systematically evaluates spatial cognition in frontier models. Our benchmark builds on decades of research in cognitive science. It evaluates large-scale mapping abilities that are brought to bear when an organism traverses physical environments, smaller-scale reasoning about object shapes and layouts, and cognitive infrastructure such as spatial attention and memory. For many tasks, we instantiate parallel presentations via text and images, allowing us to benchmark both large language models and large multimodal models. Results suggest that contemporary frontier models fall short of the spatial intelligence of animals, performing near chance level on a number of classic tests of animal cognition.
Home Run: Finding Your Way Home by Imagining Trajectories
When studying unconstrained behaviour and allowing mice to leave their cage to navigate a complex labyrinth, the mice exhibit foraging behaviour in the labyrinth searching for rewards, returning to their home cage now and then, e.g. to drink. Surprisingly, when executing such a ``home run'', the mice do not follow the exact reverse path, in fact, the entry path and home path have very little overlap. Recent work proposed a hierarchical active inference model for navigation, where the low level model makes inferences about hidden states and poses that explain sensory inputs, whereas the high level model makes inferences about moving between locations, effectively building a map of the environment. However, using this ``map'' for planning, only allows the agent to find trajectories that it previously explored, far from the observed mice's behaviour. In this paper, we explore ways of incorporating before-unvisited paths in the planning algorithm, by using the low level generative model to imagine potential, yet undiscovered paths. We demonstrate a proof of concept in a grid-world environment, showing how an agent can accurately predict a new, shorter path in the map leading to its starting point, using a generative model learnt from pixel-based observations.
Probably Anytime-Safe Stochastic Combinatorial Semi-Bandits
Motivated by concerns about making online decisions that incur undue amount of risk at each time step, in this paper, we formulate the probably anytime-safe stochastic combinatorial semi-bandits problem. In this problem, the agent is given the option to select a subset of size at most K from a set of L ground items. Each item is associated to a certain mean reward as well as a variance that represents its risk. To mitigate the risk that the agent incurs, we require that with probability at least 1-delta, over the entire horizon of time T, each of the choices that the agent makes should contain items whose sum of variances does not exceed a certain variance budget. We call this probably anytime-safe constraint. Under this constraint, we design and analyze an algorithm {\sc PASCombUCB} that minimizes the regret over the horizon of time T. By developing accompanying information-theoretic lower bounds, we show that under both the problem-dependent and problem-independent paradigms, {\sc PASCombUCB} is almost asymptotically optimal. Experiments are conducted to corroborate our theoretical findings. Our problem setup, the proposed {\sc PASCombUCB} algorithm, and novel analyses are applicable to domains such as recommendation systems and transportation in which an agent is allowed to choose multiple items at a single time step and wishes to control the risk over the whole time horizon.
Semantic Trails of City Explorations: How Do We Live a City
The knowledge of city exploration trails of people is in short supply because of the complexity in defining meaningful trails representative of individual behaviours and in the access to actionable data. Existing datasets have only recorded isolated check-ins of activities featured by opaque venue types. In this paper, we fill the gaps in defining what is a semantic trail of city exploration and how it can be generated by integrating different data sources. Furthermore, we publicly release two datasets holding millions of semantic trails each and we discuss their most salient characteristics. We finally present an application using these datasets to build a recommender system meant to guide tourists while exploring a city.
Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents
In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the proximity to the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose "Describe, Explain, Plan and Select" (DEPS), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal Selector, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly doubles the overall performances. Finally, the ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.
Reactive Exploration to Cope with Non-Stationarity in Lifelong Reinforcement Learning
In lifelong learning, an agent learns throughout its entire life without resets, in a constantly changing environment, as we humans do. Consequently, lifelong learning comes with a plethora of research problems such as continual domain shifts, which result in non-stationary rewards and environment dynamics. These non-stationarities are difficult to detect and cope with due to their continuous nature. Therefore, exploration strategies and learning methods are required that are capable of tracking the steady domain shifts, and adapting to them. We propose Reactive Exploration to track and react to continual domain shifts in lifelong reinforcement learning, and to update the policy correspondingly. To this end, we conduct experiments in order to investigate different exploration strategies. We empirically show that representatives of the policy-gradient family are better suited for lifelong learning, as they adapt more quickly to distribution shifts than Q-learning. Thereby, policy-gradient methods profit the most from Reactive Exploration and show good results in lifelong learning with continual domain shifts. Our code is available at: https://github.com/ml-jku/reactive-exploration.
Reinforcement Learning on Web Interfaces Using Workflow-Guided Exploration
Reinforcement learning (RL) agents improve through trial-and-error, but when reward is sparse and the agent cannot discover successful action sequences, learning stagnates. This has been a notable problem in training deep RL agents to perform web-based tasks, such as booking flights or replying to emails, where a single mistake can ruin the entire sequence of actions. A common remedy is to "warm-start" the agent by pre-training it to mimic expert demonstrations, but this is prone to overfitting. Instead, we propose to constrain exploration using demonstrations. From each demonstration, we induce high-level "workflows" which constrain the allowable actions at each time step to be similar to those in the demonstration (e.g., "Step 1: click on a textbox; Step 2: enter some text"). Our exploration policy then learns to identify successful workflows and samples actions that satisfy these workflows. Workflows prune out bad exploration directions and accelerate the agent's ability to discover rewards. We use our approach to train a novel neural policy designed to handle the semi-structured nature of websites, and evaluate on a suite of web tasks, including the recent World of Bits benchmark. We achieve new state-of-the-art results, and show that workflow-guided exploration improves sample efficiency over behavioral cloning by more than 100x.
Is Curiosity All You Need? On the Utility of Emergent Behaviours from Curious Exploration
Curiosity-based reward schemes can present powerful exploration mechanisms which facilitate the discovery of solutions for complex, sparse or long-horizon tasks. However, as the agent learns to reach previously unexplored spaces and the objective adapts to reward new areas, many behaviours emerge only to disappear due to being overwritten by the constantly shifting objective. We argue that merely using curiosity for fast environment exploration or as a bonus reward for a specific task does not harness the full potential of this technique and misses useful skills. Instead, we propose to shift the focus towards retaining the behaviours which emerge during curiosity-based learning. We posit that these self-discovered behaviours serve as valuable skills in an agent's repertoire to solve related tasks. Our experiments demonstrate the continuous shift in behaviour throughout training and the benefits of a simple policy snapshot method to reuse discovered behaviour for transfer tasks.
Sample Efficient Myopic Exploration Through Multitask Reinforcement Learning with Diverse Tasks
Multitask Reinforcement Learning (MTRL) approaches have gained increasing attention for its wide applications in many important Reinforcement Learning (RL) tasks. However, while recent advancements in MTRL theory have focused on the improved statistical efficiency by assuming a shared structure across tasks, exploration--a crucial aspect of RL--has been largely overlooked. This paper addresses this gap by showing that when an agent is trained on a sufficiently diverse set of tasks, a generic policy-sharing algorithm with myopic exploration design like epsilon-greedy that are inefficient in general can be sample-efficient for MTRL. To the best of our knowledge, this is the first theoretical demonstration of the "exploration benefits" of MTRL. It may also shed light on the enigmatic success of the wide applications of myopic exploration in practice. To validate the role of diversity, we conduct experiments on synthetic robotic control environments, where the diverse task set aligns with the task selection by automatic curriculum learning, which is empirically shown to improve sample-efficiency.
AdaGlimpse: Active Visual Exploration with Arbitrary Glimpse Position and Scale
Active Visual Exploration (AVE) is a task that involves dynamically selecting observations (glimpses), which is critical to facilitate comprehension and navigation within an environment. While modern AVE methods have demonstrated impressive performance, they are constrained to fixed-scale glimpses from rigid grids. In contrast, existing mobile platforms equipped with optical zoom capabilities can capture glimpses of arbitrary positions and scales. To address this gap between software and hardware capabilities, we introduce AdaGlimpse. It uses Soft Actor-Critic, a reinforcement learning algorithm tailored for exploration tasks, to select glimpses of arbitrary position and scale. This approach enables our model to rapidly establish a general awareness of the environment before zooming in for detailed analysis. Experimental results demonstrate that AdaGlimpse surpasses previous methods across various visual tasks while maintaining greater applicability in realistic AVE scenarios.
SLAM for Visually Impaired Navigation: A Systematic Literature Review of the Current State of Research
In recent decades, several assistive technologies have been developed for visually impaired and blind (VIB) individuals to improve their ability to navigate independently and safely. At the same time, simultaneous localization and mapping (SLAM) techniques have become sufficiently robust and efficient to be adopted in the development of these assistive technologies. In this paper, we first report the results of an anonymous worldwide survey conducted with VIB people to understand their experiences, needs, and challenges in navigation, differentiating our approach from prior work that often has a limited geographic scope and focuses on specific challenges. We then present a systematic literature review of recent studies on SLAM-based solutions for VIB people. This review explores various SLAM techniques employed in this context. We discuss the advantages and limitations of these techniques for VIB navigation. Moreover, we examined a range of challenging situations addressed in the studies included in this review. We explain how SLAM-based solutions offer potential to improve the ability of visually impaired individuals to navigate effectively. Finally, we present future opportunities and challenges in this domain.
Bench-NPIN: Benchmarking Non-prehensile Interactive Navigation
Mobile robots are increasingly deployed in unstructured environments where obstacles and objects are movable. Navigation in such environments is known as interactive navigation, where task completion requires not only avoiding obstacles but also strategic interactions with movable objects. Non-prehensile interactive navigation focuses on non-grasping interaction strategies, such as pushing, rather than relying on prehensile manipulation. Despite a growing body of research in this field, most solutions are evaluated using case-specific setups, limiting reproducibility and cross-comparison. In this paper, we present Bench-NPIN, the first comprehensive benchmark for non-prehensile interactive navigation. Bench-NPIN includes multiple components: 1) a comprehensive range of simulated environments for non-prehensile interactive navigation tasks, including navigating a maze with movable obstacles, autonomous ship navigation in icy waters, box delivery, and area clearing, each with varying levels of complexity; 2) a set of evaluation metrics that capture unique aspects of interactive navigation, such as efficiency, interaction effort, and partial task completion; and 3) demonstrations using Bench-NPIN to evaluate example implementations of established baselines across environments. Bench-NPIN is an open-source Python library with a modular design. The code, documentation, and trained models can be found at https://github.com/IvanIZ/BenchNPIN.
Sparse Reward Exploration via Novelty Search and Emitters
Reward-based optimization algorithms require both exploration, to find rewards, and exploitation, to maximize performance. The need for efficient exploration is even more significant in sparse reward settings, in which performance feedback is given sparingly, thus rendering it unsuitable for guiding the search process. In this work, we introduce the SparsE Reward Exploration via Novelty and Emitters (SERENE) algorithm, capable of efficiently exploring a search space, as well as optimizing rewards found in potentially disparate areas. Contrary to existing emitters-based approaches, SERENE separates the search space exploration and reward exploitation into two alternating processes. The first process performs exploration through Novelty Search, a divergent search algorithm. The second one exploits discovered reward areas through emitters, i.e. local instances of population-based optimization algorithms. A meta-scheduler allocates a global computational budget by alternating between the two processes, ensuring the discovery and efficient exploitation of disjoint reward areas. SERENE returns both a collection of diverse solutions covering the search space and a collection of high-performing solutions for each distinct reward area. We evaluate SERENE on various sparse reward environments and show it compares favorably to existing baselines.
Curiosity-Driven Exploration via Latent Bayesian Surprise
The human intrinsic desire to pursue knowledge, also known as curiosity, is considered essential in the process of skill acquisition. With the aid of artificial curiosity, we could equip current techniques for control, such as Reinforcement Learning, with more natural exploration capabilities. A promising approach in this respect has consisted of using Bayesian surprise on model parameters, i.e. a metric for the difference between prior and posterior beliefs, to favour exploration. In this contribution, we propose to apply Bayesian surprise in a latent space representing the agent's current understanding of the dynamics of the system, drastically reducing the computational costs. We extensively evaluate our method by measuring the agent's performance in terms of environment exploration, for continuous tasks, and looking at the game scores achieved, for video games. Our model is computationally cheap and compares positively with current state-of-the-art methods on several problems. We also investigate the effects caused by stochasticity in the environment, which is often a failure case for curiosity-driven agents. In this regime, the results suggest that our approach is resilient to stochastic transitions.
Large Language Models Think Too Fast To Explore Effectively
Large Language Models have emerged many intellectual capacities. While numerous benchmarks assess their intelligence, limited attention has been given to their ability to explore, an essential capacity for discovering new information and adapting to novel environments in both natural and artificial systems. The extent to which LLMs can effectively explore, particularly in open-ended tasks, remains unclear. This study investigates whether LLMs can surpass humans in exploration during an open-ended task, using Little Alchemy 2 as a paradigm, where agents combine elements to discover new ones. Results show most LLMs underperform compared to humans, except for the o1 model, with those traditional LLMs relying primarily on uncertainty driven strategies, unlike humans who balance uncertainty and empowerment. Representational analysis of the models with Sparse Autoencoders revealed that uncertainty and choices are represented at earlier transformer blocks, while empowerment values are processed later, causing LLMs to think too fast and make premature decisions, hindering effective exploration. These findings shed light on the limitations of LLM exploration and suggest directions for improving their adaptability.
Thinking Fast and Slow in AI
This paper proposes a research direction to advance AI which draws inspiration from cognitive theories of human decision making. The premise is that if we gain insights about the causes of some human capabilities that are still lacking in AI (for instance, adaptability, generalizability, common sense, and causal reasoning), we may obtain similar capabilities in an AI system by embedding these causal components. We hope that the high-level description of our vision included in this paper, as well as the several research questions that we propose to consider, can stimulate the AI research community to define, try and evaluate new methodologies, frameworks, and evaluation metrics, in the spirit of achieving a better understanding of both human and machine intelligence.
Transforming Location Retrieval at Airbnb: A Journey from Heuristics to Reinforcement Learning
The Airbnb search system grapples with many unique challenges as it continues to evolve. We oversee a marketplace that is nuanced by geography, diversity of homes, and guests with a variety of preferences. Crafting an efficient search system that can accommodate diverse guest needs, while showcasing relevant homes lies at the heart of Airbnb's success. Airbnb search has many challenges that parallel other recommendation and search systems but it has a unique information retrieval problem, upstream of ranking, called location retrieval. It requires defining a topological map area that is relevant to the searched query for homes listing retrieval. The purpose of this paper is to demonstrate the methodology, challenges, and impact of building a machine learning based location retrieval product from the ground up. Despite the lack of suitable, prevalent machine learning based approaches, we tackle cold start, generalization, differentiation and algorithmic bias. We detail the efficacy of heuristics, statistics, machine learning, and reinforcement learning approaches to solve these challenges, particularly for systems that are often unexplored by current literature.
Dynamics of the Beta Pictoris planetary system and possibility of an additional planet
The Beta Pictoris system is characterized by a dusty debris disk, in addition to the presence of two already known planets. This makes it a particularly interesting case for studying the formation and evolution of planetary systems at a stage where giant planets have already formed, most of the protoplanetary gas has dissipated, and terrestrial planets could emerge. Our goal here is to explore the possibility of additional planets orbiting beyond the outermost known one, beta Pic b. More specifically, we aim to assess whether additional planets in the system could explain the discrepancy between the predicted cutoff of the disk inner cavity at sim28 au with only two planets, and the observed one at sim50 au. We perform an exhaustive dynamical modeling of the debris disk and the carving of its inner edge, by introducing one or two additional planets beyond beta Pic b, coplanar with the disk. Guided by theoretical predictions for the parameter space - mass, semi-major axis, eccentricity - allowed for additional planets, we further carry out a set of N-body simulations, using the symplectic integrator RMVS3. Our simulations indicate that an additional planet with a low eccentricity of 0.05, a mass between 0.15 and 1 M_{Jup}, and a semi-major axis between 30 and 36 au, would be consistent with the observations of an inner debris disk edge at 50 au. We have also explored the hypotheses of a higher eccentricity and the presence of two additional lower mass planets instead of one, which could also account for these observations. While we have found that one or even two additional planets could explain the observed location of the disk inner edge, these hypothetical planets remain in most cases below the current observational limits of high contrast imaging. Future observational campaigns with improved sensitivity will help lowering these limits and perhaps detect that planet.
WonderJourney: Going from Anywhere to Everywhere
We introduce WonderJourney, a modularized framework for perpetual 3D scene generation. Unlike prior work on view generation that focuses on a single type of scenes, we start at any user-provided location (by a text description or an image) and generate a journey through a long sequence of diverse yet coherently connected 3D scenes. We leverage an LLM to generate textual descriptions of the scenes in this journey, a text-driven point cloud generation pipeline to make a compelling and coherent sequence of 3D scenes, and a large VLM to verify the generated scenes. We show compelling, diverse visual results across various scene types and styles, forming imaginary "wonderjourneys". Project website: https://kovenyu.com/WonderJourney/
RoboEXP: Action-Conditioned Scene Graph via Interactive Exploration for Robotic Manipulation
We introduce the novel task of interactive scene exploration, wherein robots autonomously explore environments and produce an action-conditioned scene graph (ACSG) that captures the structure of the underlying environment. The ACSG accounts for both low-level information (geometry and semantics) and high-level information (action-conditioned relationships between different entities) in the scene. To this end, we present the Robotic Exploration (RoboEXP) system, which incorporates the Large Multimodal Model (LMM) and an explicit memory design to enhance our system's capabilities. The robot reasons about what and how to explore an object, accumulating new information through the interaction process and incrementally constructing the ACSG. Leveraging the constructed ACSG, we illustrate the effectiveness and efficiency of our RoboEXP system in facilitating a wide range of real-world manipulation tasks involving rigid, articulated objects, nested objects, and deformable objects.
Guiding Pretraining in Reinforcement Learning with Large Language Models
Reinforcement learning algorithms typically struggle in the absence of a dense, well-shaped reward function. Intrinsically motivated exploration methods address this limitation by rewarding agents for visiting novel states or transitions, but these methods offer limited benefits in large environments where most discovered novelty is irrelevant for downstream tasks. We describe a method that uses background knowledge from text corpora to shape exploration. This method, called ELLM (Exploring with LLMs) rewards an agent for achieving goals suggested by a language model prompted with a description of the agent's current state. By leveraging large-scale language model pretraining, ELLM guides agents toward human-meaningful and plausibly useful behaviors without requiring a human in the loop. We evaluate ELLM in the Crafter game environment and the Housekeep robotic simulator, showing that ELLM-trained agents have better coverage of common-sense behaviors during pretraining and usually match or improve performance on a range of downstream tasks.
A learning gap between neuroscience and reinforcement learning
Historically, artificial intelligence has drawn much inspiration from neuroscience to fuel advances in the field. However, current progress in reinforcement learning is largely focused on benchmark problems that fail to capture many of the aspects that are of interest in neuroscience today. We illustrate this point by extending a T-maze task from neuroscience for use with reinforcement learning algorithms, and show that state-of-the-art algorithms are not capable of solving this problem. Finally, we point out where insights from neuroscience could help explain some of the issues encountered.
TopoNav: Topological Navigation for Efficient Exploration in Sparse Reward Environments
Autonomous robots exploring unknown areas face a significant challenge -- navigating effectively without prior maps and with limited external feedback. This challenge intensifies in sparse reward environments, where traditional exploration techniques often fail. In this paper, we introduce TopoNav, a novel framework that empowers robots to overcome these constraints and achieve efficient, adaptable, and goal-oriented exploration. TopoNav's fundamental building blocks are active topological mapping, intrinsic reward mechanisms, and hierarchical objective prioritization. Throughout its exploration, TopoNav constructs a dynamic topological map that captures key locations and pathways. It utilizes intrinsic rewards to guide the robot towards designated sub-goals within this map, fostering structured exploration even in sparse reward settings. To ensure efficient navigation, TopoNav employs the Hierarchical Objective-Driven Active Topologies framework, enabling the robot to prioritize immediate tasks like obstacle avoidance while maintaining focus on the overall goal. We demonstrate TopoNav's effectiveness in simulated environments that replicate real-world conditions. Our results reveal significant improvements in exploration efficiency, navigational accuracy, and adaptability to unforeseen obstacles, showcasing its potential to revolutionize autonomous exploration in a wide range of applications, including search and rescue, environmental monitoring, and planetary exploration.
Multi-Stage Cable Routing through Hierarchical Imitation Learning
We study the problem of learning to perform multi-stage robotic manipulation tasks, with applications to cable routing, where the robot must route a cable through a series of clips. This setting presents challenges representative of complex multi-stage robotic manipulation scenarios: handling deformable objects, closing the loop on visual perception, and handling extended behaviors consisting of multiple steps that must be executed successfully to complete the entire task. In such settings, learning individual primitives for each stage that succeed with a high enough rate to perform a complete temporally extended task is impractical: if each stage must be completed successfully and has a non-negligible probability of failure, the likelihood of successful completion of the entire task becomes negligible. Therefore, successful controllers for such multi-stage tasks must be able to recover from failure and compensate for imperfections in low-level controllers by smartly choosing which controllers to trigger at any given time, retrying, or taking corrective action as needed. To this end, we describe an imitation learning system that uses vision-based policies trained from demonstrations at both the lower (motor control) and the upper (sequencing) level, present a system for instantiating this method to learn the cable routing task, and perform evaluations showing great performance in generalizing to very challenging clip placement variations. Supplementary videos, datasets, and code can be found at https://sites.google.com/view/cablerouting.
O1 Replication Journey: A Strategic Progress Report -- Part 1
This paper introduces a pioneering approach to artificial intelligence research, embodied in our O1 Replication Journey. In response to the announcement of OpenAI's groundbreaking O1 model, we embark on a transparent, real-time exploration to replicate its capabilities while reimagining the process of conducting and communicating AI research. Our methodology addresses critical challenges in modern AI research, including the insularity of prolonged team-based projects, delayed information sharing, and the lack of recognition for diverse contributions. By providing comprehensive, real-time documentation of our replication efforts, including both successes and failures, we aim to foster open science, accelerate collective advancement, and lay the groundwork for AI-driven scientific discovery. Our research progress report diverges significantly from traditional research papers, offering continuous updates, full process transparency, and active community engagement throughout the research journey. Technologically, we proposed the journey learning paradigm, which encourages models to learn not just shortcuts, but the complete exploration process, including trial and error, reflection, and backtracking. With only 327 training samples and without any additional tricks, journey learning outperformed conventional supervised learning by over 8\% on the MATH dataset, demonstrating its extremely powerful potential. We believe this to be the most crucial component of O1 technology that we have successfully decoded. We share valuable resources including technical hypotheses and insights, cognitive exploration maps, custom-developed tools, etc at https://github.com/GAIR-NLP/O1-Journey.
Darwin Godel Machine: Open-Ended Evolution of Self-Improving Agents
Today's AI systems have human-designed, fixed architectures and cannot autonomously and continuously improve themselves. The advance of AI could itself be automated. If done safely, that would accelerate AI development and allow us to reap its benefits much sooner. Meta-learning can automate the discovery of novel algorithms, but is limited by first-order improvements and the human design of a suitable search space. The G\"odel machine proposed a theoretical alternative: a self-improving AI that repeatedly modifies itself in a provably beneficial manner. Unfortunately, proving that most changes are net beneficial is impossible in practice. We introduce the Darwin G\"odel Machine (DGM), a self-improving system that iteratively modifies its own code (thereby also improving its ability to modify its own codebase) and empirically validates each change using coding benchmarks. Inspired by Darwinian evolution and open-endedness research, the DGM maintains an archive of generated coding agents. It grows the archive by sampling an agent from it and using a foundation model to create a new, interesting, version of the sampled agent. This open-ended exploration forms a growing tree of diverse, high-quality agents and allows the parallel exploration of many different paths through the search space. Empirically, the DGM automatically improves its coding capabilities (e.g., better code editing tools, long-context window management, peer-review mechanisms), increasing performance on SWE-bench from 20.0% to 50.0%, and on Polyglot from 14.2% to 30.7%. Furthermore, the DGM significantly outperforms baselines without self-improvement or open-ended exploration. All experiments were done with safety precautions (e.g., sandboxing, human oversight). The DGM is a significant step toward self-improving AI, capable of gathering its own stepping stones along paths that unfold into endless innovation.
Accelerating Exploration with Unlabeled Prior Data
Learning to solve tasks from a sparse reward signal is a major challenge for standard reinforcement learning (RL) algorithms. However, in the real world, agents rarely need to solve sparse reward tasks entirely from scratch. More often, we might possess prior experience to draw on that provides considerable guidance about which actions and outcomes are possible in the world, which we can use to explore more effectively for new tasks. In this work, we study how prior data without reward labels may be used to guide and accelerate exploration for an agent solving a new sparse reward task. We propose a simple approach that learns a reward model from online experience, labels the unlabeled prior data with optimistic rewards, and then uses it concurrently alongside the online data for downstream policy and critic optimization. This general formula leads to rapid exploration in several challenging sparse-reward domains where tabula rasa exploration is insufficient, including the AntMaze domain, Adroit hand manipulation domain, and a visual simulated robotic manipulation domain. Our results highlight the ease of incorporating unlabeled prior data into existing online RL algorithms, and the (perhaps surprising) effectiveness of doing so.
MaxInfoRL: Boosting exploration in reinforcement learning through information gain maximization
Reinforcement learning (RL) algorithms aim to balance exploiting the current best strategy with exploring new options that could lead to higher rewards. Most common RL algorithms use undirected exploration, i.e., select random sequences of actions. Exploration can also be directed using intrinsic rewards, such as curiosity or model epistemic uncertainty. However, effectively balancing task and intrinsic rewards is challenging and often task-dependent. In this work, we introduce a framework, MaxInfoRL, for balancing intrinsic and extrinsic exploration. MaxInfoRL steers exploration towards informative transitions, by maximizing intrinsic rewards such as the information gain about the underlying task. When combined with Boltzmann exploration, this approach naturally trades off maximization of the value function with that of the entropy over states, rewards, and actions. We show that our approach achieves sublinear regret in the simplified setting of multi-armed bandits. We then apply this general formulation to a variety of off-policy model-free RL methods for continuous state-action spaces, yielding novel algorithms that achieve superior performance across hard exploration problems and complex scenarios such as visual control tasks.
Cell-Free Latent Go-Explore
In this paper, we introduce Latent Go-Explore (LGE), a simple and general approach based on the Go-Explore paradigm for exploration in reinforcement learning (RL). Go-Explore was initially introduced with a strong domain knowledge constraint for partitioning the state space into cells. However, in most real-world scenarios, drawing domain knowledge from raw observations is complex and tedious. If the cell partitioning is not informative enough, Go-Explore can completely fail to explore the environment. We argue that the Go-Explore approach can be generalized to any environment without domain knowledge and without cells by exploiting a learned latent representation. Thus, we show that LGE can be flexibly combined with any strategy for learning a latent representation. Our results indicate that LGE, although simpler than Go-Explore, is more robust and outperforms state-of-the-art algorithms in terms of pure exploration on multiple hard-exploration environments including Montezuma's Revenge. The LGE implementation is available as open-source at https://github.com/qgallouedec/lge.
Fast Rates for Maximum Entropy Exploration
We address the challenge of exploration in reinforcement learning (RL) when the agent operates in an unknown environment with sparse or no rewards. In this work, we study the maximum entropy exploration problem of two different types. The first type is visitation entropy maximization previously considered by Hazan et al.(2019) in the discounted setting. For this type of exploration, we propose a game-theoretic algorithm that has mathcal{O}(H^3S^2A/varepsilon^2) sample complexity thus improving the varepsilon-dependence upon existing results, where S is a number of states, A is a number of actions, H is an episode length, and varepsilon is a desired accuracy. The second type of entropy we study is the trajectory entropy. This objective function is closely related to the entropy-regularized MDPs, and we propose a simple algorithm that has a sample complexity of order mathcal{O}(poly(S,A,H)/varepsilon). Interestingly, it is the first theoretical result in RL literature that establishes the potential statistical advantage of regularized MDPs for exploration. Finally, we apply developed regularization techniques to reduce sample complexity of visitation entropy maximization to mathcal{O}(H^2SA/varepsilon^2), yielding a statistical separation between maximum entropy exploration and reward-free exploration.
Learning with a Mole: Transferable latent spatial representations for navigation without reconstruction
Agents navigating in 3D environments require some form of memory, which should hold a compact and actionable representation of the history of observations useful for decision taking and planning. In most end-to-end learning approaches the representation is latent and usually does not have a clearly defined interpretation, whereas classical robotics addresses this with scene reconstruction resulting in some form of map, usually estimated with geometry and sensor models and/or learning. In this work we propose to learn an actionable representation of the scene independently of the targeted downstream task and without explicitly optimizing reconstruction. The learned representation is optimized by a blind auxiliary agent trained to navigate with it on multiple short sub episodes branching out from a waypoint and, most importantly, without any direct visual observation. We argue and show that the blindness property is important and forces the (trained) latent representation to be the only means for planning. With probing experiments we show that the learned representation optimizes navigability and not reconstruction. On downstream tasks we show that it is robust to changes in distribution, in particular the sim2real gap, which we evaluate with a real physical robot in a real office building, significantly improving performance.
Hybrid Imitative Planning with Geometric and Predictive Costs in Off-road Environments
Geometric methods for solving open-world off-road navigation tasks, by learning occupancy and metric maps, provide good generalization but can be brittle in outdoor environments that violate their assumptions (e.g., tall grass). Learning-based methods can directly learn collision-free behavior from raw observations, but are difficult to integrate with standard geometry-based pipelines. This creates an unfortunate conflict -- either use learning and lose out on well-understood geometric navigational components, or do not use it, in favor of extensively hand-tuned geometry-based cost maps. In this work, we reject this dichotomy by designing the learning and non-learning-based components in a way such that they can be effectively combined in a self-supervised manner. Both components contribute to a planning criterion: the learned component contributes predicted traversability as rewards, while the geometric component contributes obstacle cost information. We instantiate and comparatively evaluate our system in both in-distribution and out-of-distribution environments, showing that this approach inherits complementary gains from the learned and geometric components and significantly outperforms either of them. Videos of our results are hosted at https://sites.google.com/view/hybrid-imitative-planning
Prompt Waywardness: The Curious Case of Discretized Interpretation of Continuous Prompts
Fine-tuning continuous prompts for target tasks has recently emerged as a compact alternative to full model fine-tuning. Motivated by these promising results, we investigate the feasibility of extracting a discrete (textual) interpretation of continuous prompts that is faithful to the problem they solve. In practice, we observe a "wayward" behavior between the task solved by continuous prompts and their nearest neighbor discrete projections: We can find continuous prompts that solve a task while being projected to an arbitrary text (e.g., definition of a different or even a contradictory task), while being within a very small (2%) margin of the best continuous prompt of the same size for the task. We provide intuitions behind this odd and surprising behavior, as well as extensive empirical analyses quantifying the effect of various parameters. For instance, for larger model sizes we observe higher waywardness, i.e, we can find prompts that more closely map to any arbitrary text with a smaller drop in accuracy. These findings have important implications relating to the difficulty of faithfully interpreting continuous prompts and their generalization across models and tasks, providing guidance for future progress in prompting language models.
VLFM: Vision-Language Frontier Maps for Zero-Shot Semantic Navigation
Understanding how humans leverage semantic knowledge to navigate unfamiliar environments and decide where to explore next is pivotal for developing robots capable of human-like search behaviors. We introduce a zero-shot navigation approach, Vision-Language Frontier Maps (VLFM), which is inspired by human reasoning and designed to navigate towards unseen semantic objects in novel environments. VLFM builds occupancy maps from depth observations to identify frontiers, and leverages RGB observations and a pre-trained vision-language model to generate a language-grounded value map. VLFM then uses this map to identify the most promising frontier to explore for finding an instance of a given target object category. We evaluate VLFM in photo-realistic environments from the Gibson, Habitat-Matterport 3D (HM3D), and Matterport 3D (MP3D) datasets within the Habitat simulator. Remarkably, VLFM achieves state-of-the-art results on all three datasets as measured by success weighted by path length (SPL) for the Object Goal Navigation task. Furthermore, we show that VLFM's zero-shot nature enables it to be readily deployed on real-world robots such as the Boston Dynamics Spot mobile manipulation platform. We deploy VLFM on Spot and demonstrate its capability to efficiently navigate to target objects within an office building in the real world, without any prior knowledge of the environment. The accomplishments of VLFM underscore the promising potential of vision-language models in advancing the field of semantic navigation. Videos of real-world deployment can be viewed at naoki.io/vlfm.
ToolChain*: Efficient Action Space Navigation in Large Language Models with A* Search
Large language models (LLMs) have demonstrated powerful decision-making and planning capabilities in solving complicated real-world problems. LLM-based autonomous agents can interact with diverse tools (e.g., functional APIs) and generate solution plans that execute a series of API function calls in a step-by-step manner. The multitude of candidate API function calls significantly expands the action space, amplifying the critical need for efficient action space navigation. However, existing methods either struggle with unidirectional exploration in expansive action spaces, trapped into a locally optimal solution, or suffer from exhaustively traversing all potential actions, causing inefficient navigation. To address these issues, we propose ToolChain*, an efficient tree search-based planning algorithm for LLM-based agents. It formulates the entire action space as a decision tree, where each node represents a possible API function call involved in a solution plan. By incorporating the A* search algorithm with task-specific cost function design, it efficiently prunes high-cost branches that may involve incorrect actions, identifying the most low-cost valid path as the solution. Extensive experiments on multiple tool-use and reasoning tasks demonstrate that ToolChain* efficiently balances exploration and exploitation within an expansive action space. It outperforms state-of-the-art baselines on planning and reasoning tasks by 3.1% and 3.5% on average while requiring 7.35x and 2.31x less time, respectively.
Flipping Coins to Estimate Pseudocounts for Exploration in Reinforcement Learning
We propose a new method for count-based exploration in high-dimensional state spaces. Unlike previous work which relies on density models, we show that counts can be derived by averaging samples from the Rademacher distribution (or coin flips). This insight is used to set up a simple supervised learning objective which, when optimized, yields a state's visitation count. We show that our method is significantly more effective at deducing ground-truth visitation counts than previous work; when used as an exploration bonus for a model-free reinforcement learning algorithm, it outperforms existing approaches on most of 9 challenging exploration tasks, including the Atari game Montezuma's Revenge.
MapGPT: Map-Guided Prompting for Unified Vision-and-Language Navigation
Embodied agents equipped with GPT as their brain have exhibited extraordinary thinking and decision-making abilities across various tasks. However, existing zero-shot agents for vision-and-language navigation (VLN) only prompt the GPT to handle excessive environmental information and select potential locations within localized environments, without constructing an effective ''global-view'' (e.g., a commonly-used map) for the agent to understand the overall environment. In this work, we present a novel map-guided GPT-based path-planning agent, dubbed MapGPT, for the zero-shot VLN task. Specifically, we convert a topological map constructed online into prompts to encourage map-guided global exploration, and require the agent to explicitly output and update multi-step path planning to avoid getting stuck in local exploration. Extensive experiments demonstrate that our MapGPT is effective, achieving impressive performance on both the R2R and REVERIE datasets (38.8% and 28.4% success rate, respectively) and showcasing the newly emerged global thinking and path planning capabilities of the GPT model. Unlike previous VLN agents, which require separate parameters fine-tuning or specific prompt design to accommodate various instruction styles across different datasets, our MapGPT is more unified as it can adapt to different instruction styles seamlessly, which is the first of its kind in this field.
A PhD Student's Perspective on Research in NLP in the Era of Very Large Language Models
Recent progress in large language models has enabled the deployment of many generative NLP applications. At the same time, it has also led to a misleading public discourse that ``it's all been solved.'' Not surprisingly, this has in turn made many NLP researchers -- especially those at the beginning of their career -- wonder about what NLP research area they should focus on. This document is a compilation of NLP research directions that are rich for exploration, reflecting the views of a diverse group of PhD students in an academic research lab. While we identify many research areas, many others exist; we do not cover those areas that are currently addressed by LLMs but where LLMs lag behind in performance, or those focused on LLM development. We welcome suggestions for other research directions to include: https://bit.ly/nlp-era-llm
Exploiting Proximity-Aware Tasks for Embodied Social Navigation
Learning how to navigate among humans in an occluded and spatially constrained indoor environment, is a key ability required to embodied agent to be integrated into our society. In this paper, we propose an end-to-end architecture that exploits Proximity-Aware Tasks (referred as to Risk and Proximity Compass) to inject into a reinforcement learning navigation policy the ability to infer common-sense social behaviors. To this end, our tasks exploit the notion of immediate and future dangers of collision. Furthermore, we propose an evaluation protocol specifically designed for the Social Navigation Task in simulated environments. This is done to capture fine-grained features and characteristics of the policy by analyzing the minimal unit of human-robot spatial interaction, called Encounter. We validate our approach on Gibson4+ and Habitat-Matterport3D datasets.
Mobility VLA: Multimodal Instruction Navigation with Long-Context VLMs and Topological Graphs
An elusive goal in navigation research is to build an intelligent agent that can understand multimodal instructions including natural language and image, and perform useful navigation. To achieve this, we study a widely useful category of navigation tasks we call Multimodal Instruction Navigation with demonstration Tours (MINT), in which the environment prior is provided through a previously recorded demonstration video. Recent advances in Vision Language Models (VLMs) have shown a promising path in achieving this goal as it demonstrates capabilities in perceiving and reasoning about multimodal inputs. However, VLMs are typically trained to predict textual output and it is an open research question about how to best utilize them in navigation. To solve MINT, we present Mobility VLA, a hierarchical Vision-Language-Action (VLA) navigation policy that combines the environment understanding and common sense reasoning power of long-context VLMs and a robust low-level navigation policy based on topological graphs. The high-level policy consists of a long-context VLM that takes the demonstration tour video and the multimodal user instruction as input to find the goal frame in the tour video. Next, a low-level policy uses the goal frame and an offline constructed topological graph to generate robot actions at every timestep. We evaluated Mobility VLA in a 836m^2 real world environment and show that Mobility VLA has a high end-to-end success rates on previously unsolved multimodal instructions such as "Where should I return this?" while holding a plastic bin.
GrASP: Gradient-Based Affordance Selection for Planning
Planning with a learned model is arguably a key component of intelligence. There are several challenges in realizing such a component in large-scale reinforcement learning (RL) problems. One such challenge is dealing effectively with continuous action spaces when using tree-search planning (e.g., it is not feasible to consider every action even at just the root node of the tree). In this paper we present a method for selecting affordances useful for planning -- for learning which small number of actions/options from a continuous space of actions/options to consider in the tree-expansion process during planning. We consider affordances that are goal-and-state-conditional mappings to actions/options as well as unconditional affordances that simply select actions/options available in all states. Our selection method is gradient based: we compute gradients through the planning procedure to update the parameters of the function that represents affordances. Our empirical work shows that it is feasible to learn to select both primitive-action and option affordances, and that simultaneously learning to select affordances and planning with a learned value-equivalent model can outperform model-free RL.
OpenWebVoyager: Building Multimodal Web Agents via Iterative Real-World Exploration, Feedback and Optimization
The rapid development of large language and multimodal models has sparked significant interest in using proprietary models, such as GPT-4o, to develop autonomous agents capable of handling real-world scenarios like web navigation. Although recent open-source efforts have tried to equip agents with the ability to explore environments and continuously improve over time, they are building text-only agents in synthetic environments where the reward signals are clearly defined. Such agents struggle to generalize to realistic settings that require multimodal perception abilities and lack ground-truth signals. In this paper, we introduce an open-source framework designed to facilitate the development of multimodal web agent that can autonomously conduct real-world exploration and improve itself. We first train the base model with imitation learning to gain the basic abilities. We then let the agent explore the open web and collect feedback on its trajectories. After that, it further improves its policy by learning from well-performing trajectories judged by another general-purpose model. This exploration-feedback-optimization cycle can continue for several iterations. Experimental results show that our web agent successfully improves itself after each iteration, demonstrating strong performance across multiple test sets.
Truncating Trajectories in Monte Carlo Reinforcement Learning
In Reinforcement Learning (RL), an agent acts in an unknown environment to maximize the expected cumulative discounted sum of an external reward signal, i.e., the expected return. In practice, in many tasks of interest, such as policy optimization, the agent usually spends its interaction budget by collecting episodes of fixed length within a simulator (i.e., Monte Carlo simulation). However, given the discounted nature of the RL objective, this data collection strategy might not be the best option. Indeed, the rewards taken in early simulation steps weigh exponentially more than future rewards. Taking a cue from this intuition, in this paper, we design an a-priori budget allocation strategy that leads to the collection of trajectories of different lengths, i.e., truncated. The proposed approach provably minimizes the width of the confidence intervals around the empirical estimates of the expected return of a policy. After discussing the theoretical properties of our method, we make use of our trajectory truncation mechanism to extend Policy Optimization via Importance Sampling (POIS, Metelli et al., 2018) algorithm. Finally, we conduct a numerical comparison between our algorithm and POIS: the results are consistent with our theory and show that an appropriate truncation of the trajectories can succeed in improving performance.
Theoretical Antineutrino Detection, Direction and Ranging at Long Distances
In this paper we introduce the concept of what we call "NUDAR" (NeUtrino Direction and Ranging), making the point that measurements of the observed energy and direction vectors can be employed to passively deduce the exact three-dimensional location and thermal power of geophysical and anthropogenic neutrino sources from even a single detector. We present the most precise background estimates to date, all handled in full three dimensions, as functions of depth and geographical location. For the present calculations, we consider a hypothetical 138 kiloton detector which can be transported to an ocean site and deployed to an operational depth. We present a Bayesian estimation framework to incorporate any a priori knowledge of the reactor that we are trying to detect, as well as the estimated uncertainty in the background and the oscillation parameters. Most importantly, we fully employ the knowledge of the reactor spectrum and the distance-dependent effects of neutrino oscillations on such spectra. The latter, in particular, makes possible determination of range from one location, given adequate signal statistics. Further, we explore the rich potential of improving detection with even modest improvements in individual neutrino direction determination. We conclude that a 300 MWth reactor can indeed be geolocated, and its operating power estimated with one or two detectors in the hundred kiloton class at ranges out to a few hundred kilometers. We note that such detectors would have natural and non-interfering utility for scientific studies of geo-neutrinos, neutrino oscillations, and astrophysical neutrinos. This motivates the development of cost effective methods of constructing and deploying such next generation detectors.
BabyLM Turns 3: Call for papers for the 2025 BabyLM workshop
BabyLM aims to dissolve the boundaries between cognitive modeling and language modeling. We call for both workshop papers and for researchers to join the 3rd BabyLM competition. As in previous years, we call for participants in the data-efficient pretraining challenge in the general track. This year, we also offer a new track: INTERACTION. This new track encourages interactive behavior, learning from a teacher, and adapting the teaching material to the student. We also call for papers outside the competition in any relevant areas. These include training efficiency, cognitively plausible research, weak model evaluation, and more.
Additive Causal Bandits with Unknown Graph
We explore algorithms to select actions in the causal bandit setting where the learner can choose to intervene on a set of random variables related by a causal graph, and the learner sequentially chooses interventions and observes a sample from the interventional distribution. The learner's goal is to quickly find the intervention, among all interventions on observable variables, that maximizes the expectation of an outcome variable. We depart from previous literature by assuming no knowledge of the causal graph except that latent confounders between the outcome and its ancestors are not present. We first show that the unknown graph problem can be exponentially hard in the parents of the outcome. To remedy this, we adopt an additional additive assumption on the outcome which allows us to solve the problem by casting it as an additive combinatorial linear bandit problem with full-bandit feedback. We propose a novel action-elimination algorithm for this setting, show how to apply this algorithm to the causal bandit problem, provide sample complexity bounds, and empirically validate our findings on a suite of randomly generated causal models, effectively showing that one does not need to explicitly learn the parents of the outcome to identify the best intervention.
Meta-Explore: Exploratory Hierarchical Vision-and-Language Navigation Using Scene Object Spectrum Grounding
The main challenge in vision-and-language navigation (VLN) is how to understand natural-language instructions in an unseen environment. The main limitation of conventional VLN algorithms is that if an action is mistaken, the agent fails to follow the instructions or explores unnecessary regions, leading the agent to an irrecoverable path. To tackle this problem, we propose Meta-Explore, a hierarchical navigation method deploying an exploitation policy to correct misled recent actions. We show that an exploitation policy, which moves the agent toward a well-chosen local goal among unvisited but observable states, outperforms a method which moves the agent to a previously visited state. We also highlight the demand for imagining regretful explorations with semantically meaningful clues. The key to our approach is understanding the object placements around the agent in spectral-domain. Specifically, we present a novel visual representation, called scene object spectrum (SOS), which performs category-wise 2D Fourier transform of detected objects. Combining exploitation policy and SOS features, the agent can correct its path by choosing a promising local goal. We evaluate our method in three VLN benchmarks: R2R, SOON, and REVERIE. Meta-Explore outperforms other baselines and shows significant generalization performance. In addition, local goal search using the proposed spectral-domain SOS features significantly improves the success rate by 17.1% and SPL by 20.6% for the SOON benchmark.
Integrating Large Language Models and Reinforcement Learning for Non-Linear Reasoning
Large Language Models (LLMs) were shown to struggle with long-term planning, which may be caused by the limited way in which they explore the space of possible solutions. We propose an architecture where a Reinforcement Learning (RL) Agent guides an LLM's space exploration: (1) the Agent has access to domain-specific information, and can therefore make decisions about the quality of candidate solutions based on specific and relevant metrics, which were not explicitly considered by the LLM's training objective; (2) the LLM can focus on generating immediate next steps, without the need for long-term planning. We allow non-linear reasoning by exploring alternative paths and backtracking. We evaluate this architecture on the program equivalence task, and compare it against Chain of Thought (CoT) and Tree of Thoughts (ToT). We assess both the downstream task, denoting the binary classification, and the intermediate reasoning steps. Our approach compares positively against CoT and ToT.
Goal-conditioned Imitation Learning
Designing rewards for Reinforcement Learning (RL) is challenging because it needs to convey the desired task, be efficient to optimize, and be easy to compute. The latter is particularly problematic when applying RL to robotics, where detecting whether the desired configuration is reached might require considerable supervision and instrumentation. Furthermore, we are often interested in being able to reach a wide range of configurations, hence setting up a different reward every time might be unpractical. Methods like Hindsight Experience Replay (HER) have recently shown promise to learn policies able to reach many goals, without the need of a reward. Unfortunately, without tricks like resetting to points along the trajectory, HER might require many samples to discover how to reach certain areas of the state-space. In this work we investigate different approaches to incorporate demonstrations to drastically speed up the convergence to a policy able to reach any goal, also surpassing the performance of an agent trained with other Imitation Learning algorithms. Furthermore, we show our method can also be used when the available expert trajectories do not contain the actions, which can leverage kinesthetic or third person demonstration. The code is available at https://sites.google.com/view/goalconditioned-il/.
A Survey of Large Language Model-Powered Spatial Intelligence Across Scales: Advances in Embodied Agents, Smart Cities, and Earth Science
Over the past year, the development of large language models (LLMs) has brought spatial intelligence into focus, with much attention on vision-based embodied intelligence. However, spatial intelligence spans a broader range of disciplines and scales, from navigation and urban planning to remote sensing and earth science. What are the differences and connections between spatial intelligence across these fields? In this paper, we first review human spatial cognition and its implications for spatial intelligence in LLMs. We then examine spatial memory, knowledge representations, and abstract reasoning in LLMs, highlighting their roles and connections. Finally, we analyze spatial intelligence across scales -- from embodied to urban and global levels -- following a framework that progresses from spatial memory and understanding to spatial reasoning and intelligence. Through this survey, we aim to provide insights into interdisciplinary spatial intelligence research and inspire future studies.
Accelerating exploration and representation learning with offline pre-training
Sequential decision-making agents struggle with long horizon tasks, since solving them requires multi-step reasoning. Most reinforcement learning (RL) algorithms address this challenge by improved credit assignment, introducing memory capability, altering the agent's intrinsic motivation (i.e. exploration) or its worldview (i.e. knowledge representation). Many of these components could be learned from offline data. In this work, we follow the hypothesis that exploration and representation learning can be improved by separately learning two different models from a single offline dataset. We show that learning a state representation using noise-contrastive estimation and a model of auxiliary reward separately from a single collection of human demonstrations can significantly improve the sample efficiency on the challenging NetHack benchmark. We also ablate various components of our experimental setting and highlight crucial insights.
Hierarchical Affordance Discovery using Intrinsic Motivation
To be capable of lifelong learning in a real-life environment, robots have to tackle multiple challenges. Being able to relate physical properties they may observe in their environment to possible interactions they may have is one of them. This skill, named affordance learning, is strongly related to embodiment and is mastered through each person's development: each individual learns affordances differently through their own interactions with their surroundings. Current methods for affordance learning usually use either fixed actions to learn these affordances or focus on static setups involving a robotic arm to be operated. In this article, we propose an algorithm using intrinsic motivation to guide the learning of affordances for a mobile robot. This algorithm is capable to autonomously discover, learn and adapt interrelated affordances without pre-programmed actions. Once learned, these affordances may be used by the algorithm to plan sequences of actions in order to perform tasks of various difficulties. We then present one experiment and analyse our system before comparing it with other approaches from reinforcement learning and affordance learning.
Bayesian Optimization -- Multi-Armed Bandit Problem
In this report, we survey Bayesian Optimization methods focussed on the Multi-Armed Bandit Problem. We take the help of the paper "Portfolio Allocation for Bayesian Optimization". We report a small literature survey on the acquisition functions and the types of portfolio strategies used in papers discussing Bayesian Optimization. We also replicate the experiments and report our findings and compare them to the results in the paper. Code link: https://colab.research.google.com/drive/1GZ14klEDoe3dcBeZKo5l8qqrKf_GmBDn?usp=sharing#scrollTo=XgIBau3O45_V.
Vision-and-Language Navigation Today and Tomorrow: A Survey in the Era of Foundation Models
Vision-and-Language Navigation (VLN) has gained increasing attention over recent years and many approaches have emerged to advance their development. The remarkable achievements of foundation models have shaped the challenges and proposed methods for VLN research. In this survey, we provide a top-down review that adopts a principled framework for embodied planning and reasoning, and emphasizes the current methods and future opportunities leveraging foundation models to address VLN challenges. We hope our in-depth discussions could provide valuable resources and insights: on one hand, to milestone the progress and explore opportunities and potential roles for foundation models in this field, and on the other, to organize different challenges and solutions in VLN to foundation model researchers.
Size and Shape Constraints of (486958) Arrokoth from Stellar Occultations
We present the results from four stellar occultations by (486958) Arrokoth, the flyby target of the New Horizons extended mission. Three of the four efforts led to positive detections of the body, and all constrained the presence of rings and other debris, finding none. Twenty-five mobile stations were deployed for 2017 June 3 and augmented by fixed telescopes. There were no positive detections from this effort. The event on 2017 July 10 was observed by SOFIA with one very short chord. Twenty-four deployed stations on 2017 July 17 resulted in five chords that clearly showed a complicated shape consistent with a contact binary with rough dimensions of 20 by 30 km for the overall outline. A visible albedo of 10% was derived from these data. Twenty-two systems were deployed for the fourth event on 2018 Aug 4 and resulted in two chords. The combination of the occultation data and the flyby results provides a significant refinement of the rotation period, now estimated to be 15.9380 pm 0.0005 hours. The occultation data also provided high-precision astrometric constraints on the position of the object that were crucial for supporting the navigation for the New Horizons flyby. This work demonstrates an effective method for obtaining detailed size and shape information and probing for rings and dust on distant Kuiper Belt objects as well as being an important source of positional data that can aid in spacecraft navigation that is particularly useful for small and distant bodies.
LESSON: Learning to Integrate Exploration Strategies for Reinforcement Learning via an Option Framework
In this paper, a unified framework for exploration in reinforcement learning (RL) is proposed based on an option-critic model. The proposed framework learns to integrate a set of diverse exploration strategies so that the agent can adaptively select the most effective exploration strategy over time to realize a relevant exploration-exploitation trade-off for each given task. The effectiveness of the proposed exploration framework is demonstrated by various experiments in the MiniGrid and Atari environments.
AQUALOC: An Underwater Dataset for Visual-Inertial-Pressure Localization
We present a new dataset, dedicated to the development of simultaneous localization and mapping methods for underwater vehicles navigating close to the seabed. The data sequences composing this dataset are recorded in three different environments: a harbor at a depth of a few meters, a first archaeological site at a depth of 270 meters and a second site at a depth of 380 meters. The data acquisition is performed using Remotely Operated Vehicles equipped with a monocular monochromatic camera, a low-cost inertial measurement unit, a pressure sensor and a computing unit, all embedded in a single enclosure. The sensors' measurements are recorded synchronously on the computing unit and seventeen sequences have been created from all the acquired data. These sequences are made available in the form of ROS bags and as raw data. For each sequence, a trajectory has also been computed offline using a Structure-from-Motion library in order to allow the comparison with real-time localization methods. With the release of this dataset, we wish to provide data difficult to acquire and to encourage the development of vision-based localization methods dedicated to the underwater environment. The dataset can be downloaded from: http://www.lirmm.fr/aqualoc/
Navi-plus: Managing Ambiguous GUI Navigation Tasks with Follow-up
Graphical user interfaces (GUI) automation agents are emerging as powerful tools, enabling humans to accomplish increasingly complex tasks on smart devices. However, users often inadvertently omit key information when conveying tasks, which hinders agent performance in the current agent paradigm that does not support immediate user intervention. To address this issue, we introduce a Self-Correction GUI Navigation task that incorporates interactive information completion capabilities within GUI agents. We developed the Navi-plus dataset with GUI follow-up question-answer pairs, alongside a Dual-Stream Trajectory Evaluation method to benchmark this new capability. Our results show that agents equipped with the ability to ask GUI follow-up questions can fully recover their performance when faced with ambiguous user tasks.
Real-Time Navigation for Autonomous Surface Vehicles In Ice-Covered Waters
Vessel transit in ice-covered waters poses unique challenges in safe and efficient motion planning. When the concentration of ice is high, it may not be possible to find collision-free trajectories. Instead, ice can be pushed out of the way if it is small or if contact occurs near the edge of the ice. In this work, we propose a real-time navigation framework that minimizes collisions with ice and distance travelled by the vessel. We exploit a lattice-based planner with a cost that captures the ship interaction with ice. To address the dynamic nature of the environment, we plan motion in a receding horizon manner based on updated vessel and ice state information. Further, we present a novel planning heuristic for evaluating the cost-to-go, which is applicable to navigation in a channel without a fixed goal location. The performance of our planner is evaluated across several levels of ice concentration both in simulated and in real-world experiments.
Multiplier Bootstrap-based Exploration
Despite the great interest in the bandit problem, designing efficient algorithms for complex models remains challenging, as there is typically no analytical way to quantify uncertainty. In this paper, we propose Multiplier Bootstrap-based Exploration (MBE), a novel exploration strategy that is applicable to any reward model amenable to weighted loss minimization. We prove both instance-dependent and instance-independent rate-optimal regret bounds for MBE in sub-Gaussian multi-armed bandits. With extensive simulation and real data experiments, we show the generality and adaptivity of MBE.
Biomolecular Analysis of Soil Samples and Rock Imagery for Tracing Evidence of Life Using a Mobile Robot
The search for evidence of past life on Mars presents a tremendous challenge that requires the usage of very advanced robotic technologies to overcome it. Current digital microscopic imagers and spectrometers used for astrobiological examination suffer from limitations such as insufficient resolution, narrow detection range, and lack of portability. To overcome these challenges, this research study presents modifications to the Phoenix rover to expand its capability for detecting biosignatures on Mars. This paper examines the modifications implemented on the Phoenix rover to enhance its capability to detect a broader spectrum of biosignatures. One of the notable improvements comprises the integration of advanced digital microscopic imagers and spectrometers, enabling high-resolution examination of soil samples. Additionally, the mechanical components of the device have been reinforced to enhance maneuverability and optimize subsurface sampling capabilities. Empirical investigations have demonstrated that Phoenix has the capability to navigate diverse geological environments and procure samples for the purpose of biomolecular analysis. The biomolecular instrumentation and hybrid analytical methods showcased in this study demonstrate considerable potential for future astrobiology missions on Mars. The potential for enhancing the system lies in the possibility of broadening the range of detectable biomarkers and biosignatures.
Communication-Constrained Bandits under Additive Gaussian Noise
We study a distributed stochastic multi-armed bandit where a client supplies the learner with communication-constrained feedback based on the rewards for the corresponding arm pulls. In our setup, the client must encode the rewards such that the second moment of the encoded rewards is no more than P, and this encoded reward is further corrupted by additive Gaussian noise of variance sigma^2; the learner only has access to this corrupted reward. For this setting, we derive an information-theoretic lower bound of Omegaleft(frac{KT{SNR wedge1}} right) on the minimax regret of any scheme, where SNR := P{sigma^2}, and K and T are the number of arms and time horizon, respectively. Furthermore, we propose a multi-phase bandit algorithm, UEtext{-UCB++}, which matches this lower bound to a minor additive factor. UEtext{-UCB++} performs uniform exploration in its initial phases and then utilizes the {\em upper confidence bound }(UCB) bandit algorithm in its final phase. An interesting feature of UEtext{-UCB++} is that the coarser estimates of the mean rewards formed during a uniform exploration phase help to refine the encoding protocol in the next phase, leading to more accurate mean estimates of the rewards in the subsequent phase. This positive reinforcement cycle is critical to reducing the number of uniform exploration rounds and closely matching our lower bound.
Inferring Rewards from Language in Context
In classic instruction following, language like "I'd like the JetBlue flight" maps to actions (e.g., selecting that flight). However, language also conveys information about a user's underlying reward function (e.g., a general preference for JetBlue), which can allow a model to carry out desirable actions in new contexts. We present a model that infers rewards from language pragmatically: reasoning about how speakers choose utterances not only to elicit desired actions, but also to reveal information about their preferences. On a new interactive flight-booking task with natural language, our model more accurately infers rewards and predicts optimal actions in unseen environments, in comparison to past work that first maps language to actions (instruction following) and then maps actions to rewards (inverse reinforcement learning).
Learning Embeddings that Capture Spatial Semantics for Indoor Navigation
Incorporating domain-specific priors in search and navigation tasks has shown promising results in improving generalization and sample complexity over end-to-end trained policies. In this work, we study how object embeddings that capture spatial semantic priors can guide search and navigation tasks in a structured environment. We know that humans can search for an object like a book, or a plate in an unseen house, based on the spatial semantics of bigger objects detected. For example, a book is likely to be on a bookshelf or a table, whereas a plate is likely to be in a cupboard or dishwasher. We propose a method to incorporate such spatial semantic awareness in robots by leveraging pre-trained language models and multi-relational knowledge bases as object embeddings. We demonstrate using these object embeddings to search a query object in an unseen indoor environment. We measure the performance of these embeddings in an indoor simulator (AI2Thor). We further evaluate different pre-trained embedding onSuccess Rate(SR) and success weighted by Path Length(SPL).
Large Language Models for Next Point-of-Interest Recommendation
The next Point of Interest (POI) recommendation task is to predict users' immediate next POI visit given their historical data. Location-Based Social Network (LBSN) data, which is often used for the next POI recommendation task, comes with challenges. One frequently disregarded challenge is how to effectively use the abundant contextual information present in LBSN data. Previous methods are limited by their numerical nature and fail to address this challenge. In this paper, we propose a framework that uses pretrained Large Language Models (LLMs) to tackle this challenge. Our framework allows us to preserve heterogeneous LBSN data in its original format, hence avoiding the loss of contextual information. Furthermore, our framework is capable of comprehending the inherent meaning of contextual information due to the inclusion of commonsense knowledge. In experiments, we test our framework on three real-world LBSN datasets. Our results show that the proposed framework outperforms the state-of-the-art models in all three datasets. Our analysis demonstrates the effectiveness of the proposed framework in using contextual information as well as alleviating the commonly encountered cold-start and short trajectory problems.
Detecting LHC Neutrinos at Surface Level
The first direct detection of neutrinos at the LHC not only marks the beginning of a novel collider neutrino program at CERN but also motivates considering additional neutrino detectors to fully exploit the associated physics potential. We investigate the feasibility and physics potential of neutrino experiments located at the surface-level. A topographic desk study was performed to identify all points at which the LHC's neutrino beams exit the earth. The closest location lies about 9 km east of the CMS interaction point, at the bottom of Lake Geneva. Several detectors to be placed at this location are considered, including a water Cherenkov detector and an emulsion detector. The detector concepts are introduced, and projections for their contribution to the LHC forward neutrino program and searches for dark sector particles are presented. However, the dilution of the neutrino flux over distance reduces the neutrino yield significantly, limiting the physics potential of surface-level detectors compared to ones closer to the interaction point, including the proposed FPF.
3D-Mem: 3D Scene Memory for Embodied Exploration and Reasoning
Constructing compact and informative 3D scene representations is essential for effective embodied exploration and reasoning, especially in complex environments over extended periods. Existing representations, such as object-centric 3D scene graphs, oversimplify spatial relationships by modeling scenes as isolated objects with restrictive textual relationships, making it difficult to address queries requiring nuanced spatial understanding. Moreover, these representations lack natural mechanisms for active exploration and memory management, hindering their application to lifelong autonomy. In this work, we propose 3D-Mem, a novel 3D scene memory framework for embodied agents. 3D-Mem employs informative multi-view images, termed Memory Snapshots, to represent the scene and capture rich visual information of explored regions. It further integrates frontier-based exploration by introducing Frontier Snapshots-glimpses of unexplored areas-enabling agents to make informed decisions by considering both known and potential new information. To support lifelong memory in active exploration settings, we present an incremental construction pipeline for 3D-Mem, as well as a memory retrieval technique for memory management. Experimental results on three benchmarks demonstrate that 3D-Mem significantly enhances agents' exploration and reasoning capabilities in 3D environments, highlighting its potential for advancing applications in embodied AI.
Representation-Driven Reinforcement Learning
We present a representation-driven framework for reinforcement learning. By representing policies as estimates of their expected values, we leverage techniques from contextual bandits to guide exploration and exploitation. Particularly, embedding a policy network into a linear feature space allows us to reframe the exploration-exploitation problem as a representation-exploitation problem, where good policy representations enable optimal exploration. We demonstrate the effectiveness of this framework through its application to evolutionary and policy gradient-based approaches, leading to significantly improved performance compared to traditional methods. Our framework provides a new perspective on reinforcement learning, highlighting the importance of policy representation in determining optimal exploration-exploitation strategies.
Near-optimal Conservative Exploration in Reinforcement Learning under Episode-wise Constraints
This paper investigates conservative exploration in reinforcement learning where the performance of the learning agent is guaranteed to be above a certain threshold throughout the learning process. It focuses on the tabular episodic Markov Decision Process (MDP) setting that has finite states and actions. With the knowledge of an existing safe baseline policy, an algorithm termed as StepMix is proposed to balance the exploitation and exploration while ensuring that the conservative constraint is never violated in each episode with high probability. StepMix features a unique design of a mixture policy that adaptively and smoothly interpolates between the baseline policy and the optimistic policy. Theoretical analysis shows that StepMix achieves near-optimal regret order as in the constraint-free setting, indicating that obeying the stringent episode-wise conservative constraint does not compromise the learning performance. Besides, a randomization-based EpsMix algorithm is also proposed and shown to achieve the same performance as StepMix. The algorithm design and theoretical analysis are further extended to the setting where the baseline policy is not given a priori but must be learned from an offline dataset, and it is proved that similar conservative guarantee and regret can be achieved if the offline dataset is sufficiently large. Experiment results corroborate the theoretical analysis and demonstrate the effectiveness of the proposed conservative exploration strategies.
DLCSS: Dynamic Longest Common Subsequences
Autonomous driving is a key technology towards a brighter, more sustainable future. To enable such a future, it is necessary to utilize autonomous vehicles in shared mobility models. However, to evaluate, whether two or more route requests have the potential for a shared ride, is a compute-intensive task, if done by rerouting. In this work, we propose the Dynamic Longest Common Subsequences algorithm for fast and cost-efficient comparison of two routes for their compatibility, dynamically only incorporating parts of the routes which are suited for a shared trip. Based on this, one can also estimate, how many autonomous vehicles might be necessary to fulfill the local mobility demands. This can help providers to estimate the necessary fleet sizes, policymakers to better understand mobility patterns and cities to scale necessary infrastructure.
Multi-task Representation Learning for Pure Exploration in Linear Bandits
Despite the recent success of representation learning in sequential decision making, the study of the pure exploration scenario (i.e., identify the best option and minimize the sample complexity) is still limited. In this paper, we study multi-task representation learning for best arm identification in linear bandits (RepBAI-LB) and best policy identification in contextual linear bandits (RepBPI-CLB), two popular pure exploration settings with wide applications, e.g., clinical trials and web content optimization. In these two problems, all tasks share a common low-dimensional linear representation, and our goal is to leverage this feature to accelerate the best arm (policy) identification process for all tasks. For these problems, we design computationally and sample efficient algorithms DouExpDes and C-DouExpDes, which perform double experimental designs to plan optimal sample allocations for learning the global representation. We show that by learning the common representation among tasks, our sample complexity is significantly better than that of the native approach which solves tasks independently. To the best of our knowledge, this is the first work to demonstrate the benefits of representation learning for multi-task pure exploration.
Deep Laplacian-based Options for Temporally-Extended Exploration
Selecting exploratory actions that generate a rich stream of experience for better learning is a fundamental challenge in reinforcement learning (RL). An approach to tackle this problem consists in selecting actions according to specific policies for an extended period of time, also known as options. A recent line of work to derive such exploratory options builds upon the eigenfunctions of the graph Laplacian. Importantly, until now these methods have been mostly limited to tabular domains where (1) the graph Laplacian matrix was either given or could be fully estimated, (2) performing eigendecomposition on this matrix was computationally tractable, and (3) value functions could be learned exactly. Additionally, these methods required a separate option discovery phase. These assumptions are fundamentally not scalable. In this paper we address these limitations and show how recent results for directly approximating the eigenfunctions of the Laplacian can be leveraged to truly scale up options-based exploration. To do so, we introduce a fully online deep RL algorithm for discovering Laplacian-based options and evaluate our approach on a variety of pixel-based tasks. We compare to several state-of-the-art exploration methods and show that our approach is effective, general, and especially promising in non-stationary settings.
Language Guided Exploration for RL Agents in Text Environments
Real-world sequential decision making is characterized by sparse rewards and large decision spaces, posing significant difficulty for experiential learning systems like tabula rasa reinforcement learning (RL) agents. Large Language Models (LLMs), with a wealth of world knowledge, can help RL agents learn quickly and adapt to distribution shifts. In this work, we introduce Language Guided Exploration (LGE) framework, which uses a pre-trained language model (called GUIDE ) to provide decision-level guidance to an RL agent (called EXPLORER). We observe that on ScienceWorld (Wang et al.,2022), a challenging text environment, LGE outperforms vanilla RL agents significantly and also outperforms other sophisticated methods like Behaviour Cloning and Text Decision Transformer.
The Computational Limits of Deep Learning
Deep learning's recent history has been one of achievement: from triumphing over humans in the game of Go to world-leading performance in image classification, voice recognition, translation, and other tasks. But this progress has come with a voracious appetite for computing power. This article catalogs the extent of this dependency, showing that progress across a wide variety of applications is strongly reliant on increases in computing power. Extrapolating forward this reliance reveals that progress along current lines is rapidly becoming economically, technically, and environmentally unsustainable. Thus, continued progress in these applications will require dramatically more computationally-efficient methods, which will either have to come from changes to deep learning or from moving to other machine learning methods.
Developmental Curiosity and Social Interaction in Virtual Agents
Infants explore their complex physical and social environment in an organized way. To gain insight into what intrinsic motivations may help structure this exploration, we create a virtual infant agent and place it in a developmentally-inspired 3D environment with no external rewards. The environment has a virtual caregiver agent with the capability to interact contingently with the infant agent in ways that resemble play. We test intrinsic reward functions that are similar to motivations that have been proposed to drive exploration in humans: surprise, uncertainty, novelty, and learning progress. These generic reward functions lead the infant agent to explore its environment and discover the contingencies that are embedded into the caregiver agent. The reward functions that are proxies for novelty and uncertainty are the most successful in generating diverse experiences and activating the environment contingencies. We also find that learning a world model in the presence of an attentive caregiver helps the infant agent learn how to predict scenarios with challenging social and physical dynamics. Taken together, our findings provide insight into how curiosity-like intrinsic rewards and contingent social interaction lead to dynamic social behavior and the creation of a robust predictive world model.
Causal Bandits with Unknown Graph Structure
In causal bandit problems, the action set consists of interventions on variables of a causal graph. Several researchers have recently studied such bandit problems and pointed out their practical applications. However, all existing works rely on a restrictive and impractical assumption that the learner is given full knowledge of the causal graph structure upfront. In this paper, we develop novel causal bandit algorithms without knowing the causal graph. Our algorithms work well for causal trees, causal forests and a general class of causal graphs. The regret guarantees of our algorithms greatly improve upon those of standard multi-armed bandit (MAB) algorithms under mild conditions. Lastly, we prove our mild conditions are necessary: without them one cannot do better than standard MAB algorithms.
Sampling Through the Lens of Sequential Decision Making
Sampling is ubiquitous in machine learning methodologies. Due to the growth of large datasets and model complexity, we want to learn and adapt the sampling process while training a representation. Towards achieving this grand goal, a variety of sampling techniques have been proposed. However, most of them either use a fixed sampling scheme or adjust the sampling scheme based on simple heuristics. They cannot choose the best sample for model training in different stages. Inspired by "Think, Fast and Slow" (System 1 and System 2) in cognitive science, we propose a reward-guided sampling strategy called Adaptive Sample with Reward (ASR) to tackle this challenge. To the best of our knowledge, this is the first work utilizing reinforcement learning (RL) to address the sampling problem in representation learning. Our approach optimally adjusts the sampling process to achieve optimal performance. We explore geographical relationships among samples by distance-based sampling to maximize overall cumulative reward. We apply ASR to the long-standing sampling problems in similarity-based loss functions. Empirical results in information retrieval and clustering demonstrate ASR's superb performance across different datasets. We also discuss an engrossing phenomenon which we name as "ASR gravity well" in experiments.
Leveraging Skills from Unlabeled Prior Data for Efficient Online Exploration
Unsupervised pretraining has been transformative in many supervised domains. However, applying such ideas to reinforcement learning (RL) presents a unique challenge in that fine-tuning does not involve mimicking task-specific data, but rather exploring and locating the solution through iterative self-improvement. In this work, we study how unlabeled prior trajectory data can be leveraged to learn efficient exploration strategies. While prior data can be used to pretrain a set of low-level skills, or as additional off-policy data for online RL, it has been unclear how to combine these ideas effectively for online exploration. Our method SUPE (Skills from Unlabeled Prior data for Exploration) demonstrates that a careful combination of these ideas compounds their benefits. Our method first extracts low-level skills using a variational autoencoder (VAE), and then pseudo-relabels unlabeled trajectories using an optimistic reward model, transforming prior data into high-level, task-relevant examples. Finally, SUPE uses these transformed examples as additional off-policy data for online RL to learn a high-level policy that composes pretrained low-level skills to explore efficiently. We empirically show that SUPE reliably outperforms prior strategies, successfully solving a suite of long-horizon, sparse-reward tasks. Code: https://github.com/rail-berkeley/supe.
MOOSE-Chem2: Exploring LLM Limits in Fine-Grained Scientific Hypothesis Discovery via Hierarchical Search
Large language models (LLMs) have shown promise in automating scientific hypothesis generation, yet existing approaches primarily yield coarse-grained hypotheses lacking critical methodological and experimental details. We introduce and formally define the novel task of fine-grained scientific hypothesis discovery, which entails generating detailed, experimentally actionable hypotheses from coarse initial research directions. We frame this as a combinatorial optimization problem and investigate the upper limits of LLMs' capacity to solve it when maximally leveraged. Specifically, we explore four foundational questions: (1) how to best harness an LLM's internal heuristics to formulate the fine-grained hypothesis it itself would judge as the most promising among all the possible hypotheses it might generate, based on its own internal scoring-thus defining a latent reward landscape over the hypothesis space; (2) whether such LLM-judged better hypotheses exhibit stronger alignment with ground-truth hypotheses; (3) whether shaping the reward landscape using an ensemble of diverse LLMs of similar capacity yields better outcomes than defining it with repeated instances of the strongest LLM among them; and (4) whether an ensemble of identical LLMs provides a more reliable reward landscape than a single LLM. To address these questions, we propose a hierarchical search method that incrementally proposes and integrates details into the hypothesis, progressing from general concepts to specific experimental configurations. We show that this hierarchical process smooths the reward landscape and enables more effective optimization. Empirical evaluations on a new benchmark of expert-annotated fine-grained hypotheses from recent chemistry literature show that our method consistently outperforms strong baselines.
VisEscape: A Benchmark for Evaluating Exploration-driven Decision-making in Virtual Escape Rooms
Escape rooms present a unique cognitive challenge that demands exploration-driven planning: players should actively search their environment, continuously update their knowledge based on new discoveries, and connect disparate clues to determine which elements are relevant to their objectives. Motivated by this, we introduce VisEscape, a benchmark of 20 virtual escape rooms specifically designed to evaluate AI models under these challenging conditions, where success depends not only on solving isolated puzzles but also on iteratively constructing and refining spatial-temporal knowledge of a dynamically changing environment. On VisEscape, we observed that even state-of-the-art multimodal models generally fail to escape the rooms, showing considerable variation in their levels of progress and trajectories. To address this issue, we propose VisEscaper, which effectively integrates Memory, Feedback, and ReAct modules, demonstrating significant improvements by performing 3.7 times more effectively and 5.0 times more efficiently on average.
Does Sparsity Help in Learning Misspecified Linear Bandits?
Recently, the study of linear misspecified bandits has generated intriguing implications of the hardness of learning in bandits and reinforcement learning (RL). In particular, Du et al. (2020) show that even if a learner is given linear features in R^d that approximate the rewards in a bandit or RL with a uniform error of varepsilon, searching for an O(varepsilon)-optimal action requires pulling at least Omega(exp(d)) queries. Furthermore, Lattimore et al. (2020) show that a degraded O(varepsilond)-optimal solution can be learned within poly(d/varepsilon) queries. Yet it is unknown whether a structural assumption on the ground-truth parameter, such as sparsity, could break the varepsilond barrier. In this paper, we address this question by showing that algorithms can obtain O(varepsilon)-optimal actions by querying O(varepsilon^{-s}d^s) actions, where s is the sparsity parameter, removing the exp(d)-dependence. We then establish information-theoretical lower bounds, i.e., Omega(exp(s)), to show that our upper bound on sample complexity is nearly tight if one demands an error O(s^{delta}varepsilon) for 0<delta<1. For deltageq 1, we further show that poly(s/varepsilon) queries are possible when the linear features are "good" and even in general settings. These results provide a nearly complete picture of how sparsity can help in misspecified bandit learning and provide a deeper understanding of when linear features are "useful" for bandit and reinforcement learning with misspecification.
Improving Intrinsic Exploration by Creating Stationary Objectives
Exploration bonuses in reinforcement learning guide long-horizon exploration by defining custom intrinsic objectives. Several exploration objectives like count-based bonuses, pseudo-counts, and state-entropy maximization are non-stationary and hence are difficult to optimize for the agent. While this issue is generally known, it is usually omitted and solutions remain under-explored. The key contribution of our work lies in transforming the original non-stationary rewards into stationary rewards through an augmented state representation. For this purpose, we introduce the Stationary Objectives For Exploration (SOFE) framework. SOFE requires identifying sufficient statistics for different exploration bonuses and finding an efficient encoding of these statistics to use as input to a deep network. SOFE is based on proposing state augmentations that expand the state space but hold the promise of simplifying the optimization of the agent's objective. We show that SOFE improves the performance of several exploration objectives, including count-based bonuses, pseudo-counts, and state-entropy maximization. Moreover, SOFE outperforms prior methods that attempt to stabilize the optimization of intrinsic objectives. We demonstrate the efficacy of SOFE in hard-exploration problems, including sparse-reward tasks, pixel-based observations, 3D navigation, and procedurally generated environments.
Method to Characterize Potential UAS Encounters Using Open Source Data
As unmanned aerial systems (UASs) increasingly integrate into the US national airspace system, there is an increasing need to characterize how commercial and recreational UASs may encounter each other. To inform the development and evaluation of safety critical technologies, we demonstrate a methodology to analytically calculate all potential relative geometries between different UAS operations performing inspection missions. This method is based on a previously demonstrated technique that leverages open source geospatial information to generate representative unmanned aircraft trajectories. Using open source data and parallel processing techniques, we performed trillions of calculations to estimate the relative horizontal distance between geospatial points across sixteen locations.
Generative World Explorer
Planning with partial observation is a central challenge in embodied AI. A majority of prior works have tackled this challenge by developing agents that physically explore their environment to update their beliefs about the world state.In contrast, humans can imagine unseen parts of the world through a mental exploration and revise their beliefs with imagined observations. Such updated beliefs can allow them to make more informed decisions, without necessitating the physical exploration of the world at all times. To achieve this human-like ability, we introduce the Generative World Explorer (Genex), an egocentric world exploration framework that allows an agent to mentally explore a large-scale 3D world (e.g., urban scenes) and acquire imagined observations to update its belief. This updated belief will then help the agent to make a more informed decision at the current step. To train Genex, we create a synthetic urban scene dataset, Genex-DB. Our experimental results demonstrate that (1) Genex can generate high-quality and consistent observations during long-horizon exploration of a large virtual physical world and (2) the beliefs updated with the generated observations can inform an existing decision-making model (e.g., an LLM agent) to make better plans.
Adjacency constraint for efficient hierarchical reinforcement learning
Goal-conditioned Hierarchical Reinforcement Learning (HRL) is a promising approach for scaling up reinforcement learning (RL) techniques. However, it often suffers from training inefficiency as the action space of the high-level, i.e., the goal space, is large. Searching in a large goal space poses difficulty for both high-level subgoal generation and low-level policy learning. In this paper, we show that this problem can be effectively alleviated by restricting the high-level action space from the whole goal space to a k-step adjacent region of the current state using an adjacency constraint. We theoretically prove that in a deterministic Markov Decision Process (MDP), the proposed adjacency constraint preserves the optimal hierarchical policy, while in a stochastic MDP the adjacency constraint induces a bounded state-value suboptimality determined by the MDP's transition structure. We further show that this constraint can be practically implemented by training an adjacency network that can discriminate between adjacent and non-adjacent subgoals. Experimental results on discrete and continuous control tasks including challenging simulated robot locomotion and manipulation tasks show that incorporating the adjacency constraint significantly boosts the performance of state-of-the-art goal-conditioned HRL approaches.
GridMM: Grid Memory Map for Vision-and-Language Navigation
Vision-and-language navigation (VLN) enables the agent to navigate to a remote location following the natural language instruction in 3D environments. To represent the previously visited environment, most approaches for VLN implement memory using recurrent states, topological maps, or top-down semantic maps. In contrast to these approaches, we build the top-down egocentric and dynamically growing Grid Memory Map (i.e., GridMM) to structure the visited environment. From a global perspective, historical observations are projected into a unified grid map in a top-down view, which can better represent the spatial relations of the environment. From a local perspective, we further propose an instruction relevance aggregation method to capture fine-grained visual clues in each grid region. Extensive experiments are conducted on both the REVERIE, R2R, SOON datasets in the discrete environments, and the R2R-CE dataset in the continuous environments, showing the superiority of our proposed method.
An Analysis of the Features Considerable for NFT Recommendations
This research explores the methods that NFTs can be recommended to people who interact with NFT-marketplaces to explore NFTs of preference and similarity to what they have been searching for. While exploring past methods that can be adopted for recommendations, the use of NFT traits for recommendations has been explored. The outcome of the research highlights the necessity of using multiple Recommender Systems to present the user with the best possible NFTs when interacting with decentralized systems.
RefAV: Towards Planning-Centric Scenario Mining
Autonomous Vehicles (AVs) collect and pseudo-label terabytes of multi-modal data localized to HD maps during normal fleet testing. However, identifying interesting and safety-critical scenarios from uncurated driving logs remains a significant challenge. Traditional scenario mining techniques are error-prone and prohibitively time-consuming, often relying on hand-crafted structured queries. In this work, we revisit spatio-temporal scenario mining through the lens of recent vision-language models (VLMs) to detect whether a described scenario occurs in a driving log and, if so, precisely localize it in both time and space. To address this problem, we introduce RefAV, a large-scale dataset of 10,000 diverse natural language queries that describe complex multi-agent interactions relevant to motion planning derived from 1000 driving logs in the Argoverse 2 Sensor dataset. We evaluate several referential multi-object trackers and present an empirical analysis of our baselines. Notably, we find that naively repurposing off-the-shelf VLMs yields poor performance, suggesting that scenario mining presents unique challenges. Our code and dataset are available at https://github.com/CainanD/RefAV/ and https://argoverse.github.io/user-guide/tasks/scenario_mining.html
Optimistic Curiosity Exploration and Conservative Exploitation with Linear Reward Shaping
In this work, we study the simple yet universally applicable case of reward shaping in value-based Deep Reinforcement Learning (DRL). We show that reward shifting in the form of the linear transformation is equivalent to changing the initialization of the Q-function in function approximation. Based on such an equivalence, we bring the key insight that a positive reward shifting leads to conservative exploitation, while a negative reward shifting leads to curiosity-driven exploration. Accordingly, conservative exploitation improves offline RL value estimation, and optimistic value estimation improves exploration for online RL. We validate our insight on a range of RL tasks and show its improvement over baselines: (1) In offline RL, the conservative exploitation leads to improved performance based on off-the-shelf algorithms; (2) In online continuous control, multiple value functions with different shifting constants can be used to tackle the exploration-exploitation dilemma for better sample efficiency; (3) In discrete control tasks, a negative reward shifting yields an improvement over the curiosity-based exploration method.
Multiagent Multitraversal Multimodal Self-Driving: Open MARS Dataset
Large-scale datasets have fueled recent advancements in AI-based autonomous vehicle research. However, these datasets are usually collected from a single vehicle's one-time pass of a certain location, lacking multiagent interactions or repeated traversals of the same place. Such information could lead to transformative enhancements in autonomous vehicles' perception, prediction, and planning capabilities. To bridge this gap, in collaboration with the self-driving company May Mobility, we present the MARS dataset which unifies scenarios that enable MultiAgent, multitraveRSal, and multimodal autonomous vehicle research. More specifically, MARS is collected with a fleet of autonomous vehicles driving within a certain geographical area. Each vehicle has its own route and different vehicles may appear at nearby locations. Each vehicle is equipped with a LiDAR and surround-view RGB cameras. We curate two subsets in MARS: one facilitates collaborative driving with multiple vehicles simultaneously present at the same location, and the other enables memory retrospection through asynchronous traversals of the same location by multiple vehicles. We conduct experiments in place recognition and neural reconstruction. More importantly, MARS introduces new research opportunities and challenges such as multitraversal 3D reconstruction, multiagent perception, and unsupervised object discovery. Our data and codes can be found at https://ai4ce.github.io/MARS/.
Reward Steering with Evolutionary Heuristics for Decoding-time Alignment
The widespread applicability and increasing omnipresence of LLMs have instigated a need to align LLM responses to user and stakeholder preferences. Many preference optimization approaches have been proposed that fine-tune LLM parameters to achieve good alignment. However, such parameter tuning is known to interfere with model performance on many tasks. Moreover, keeping up with shifting user preferences is tricky in such a situation. Decoding-time alignment with reward model guidance solves these issues at the cost of increased inference time. However, most of such methods fail to strike the right balance between exploration and exploitation of reward -- often due to the conflated formulation of these two aspects - to give well-aligned responses. To remedy this we decouple these two aspects and implement them in an evolutionary fashion: exploration is enforced by decoding from mutated instructions and exploitation is represented as the periodic replacement of poorly-rewarded generations with well-rewarded ones. Empirical evidences indicate that this strategy outperforms many preference optimization and decode-time alignment approaches on two widely accepted alignment benchmarks AlpacaEval 2 and MT-Bench. Our implementation will be available at: https://darwin-alignment.github.io.
Download by Parachute: Retrieval of Assets from High Altitude Balloons
We present a publicly-available toolkit of flight-proven hardware and software to retrieve 5 TB of data or small physical samples from a stratospheric balloon platform. Before launch, a capsule is attached to the balloon, and rises with it. Upon remote command, the capsule is released and descends via parachute, continuously transmitting its location. Software to predict the trajectory can be used to select a safe but accessible landing site. We dropped two such capsules from the SuperBIT telescope, in September 2019. The capsules took ~37 minutes to descend from ~30 km altitude. They drifted 32 km and 19 km horizontally, but landed within 300 m and 600 m of their predicted landing sites. We found them easily, and successfully recovered the data. We welcome interest from other balloon teams for whom the technology would be useful.
ImagineNav: Prompting Vision-Language Models as Embodied Navigator through Scene Imagination
Visual navigation is an essential skill for home-assistance robots, providing the object-searching ability to accomplish long-horizon daily tasks. Many recent approaches use Large Language Models (LLMs) for commonsense inference to improve exploration efficiency. However, the planning process of LLMs is limited within texts and it is difficult to represent the spatial occupancy and geometry layout only by texts. Both are important for making rational navigation decisions. In this work, we seek to unleash the spatial perception and planning ability of Vision-Language Models (VLMs), and explore whether the VLM, with only on-board camera captured RGB/RGB-D stream inputs, can efficiently finish the visual navigation tasks in a mapless manner. We achieve this by developing the imagination-powered navigation framework ImagineNav, which imagines the future observation images at valuable robot views and translates the complex navigation planning process into a rather simple best-view image selection problem for VLM. To generate appropriate candidate robot views for imagination, we introduce the Where2Imagine module, which is distilled to align with human navigation habits. Finally, to reach the VLM preferred views, an off-the-shelf point-goal navigation policy is utilized. Empirical experiments on the challenging open-vocabulary object navigation benchmarks demonstrates the superiority of our proposed system.
a survey on GPT-3
This paper provides an introductory survey to GPT-3. We cover some of the historical development behind this technology, some of the key features of GPT-3, and discuss the machine learning model and the datasets used. We survey both academic and commercial efforts applying GPT-3 in diverse domains such as developing conversational AI chatbots, software development, creative work, domain knowledge, and business productivity. We discuss some of the challenges that GPT-3 faces such as the problems of training complexity, bias, and hallucination/incorrect answers. We also discuss the future research opportunities in this area.
Reasoning in visual navigation of end-to-end trained agents: a dynamical systems approach
Progress in Embodied AI has made it possible for end-to-end-trained agents to navigate in photo-realistic environments with high-level reasoning and zero-shot or language-conditioned behavior, but benchmarks are still dominated by simulation. In this work, we focus on the fine-grained behavior of fast-moving real robots and present a large-scale experimental study involving navigation episodes in a real environment with a physical robot, where we analyze the type of reasoning emerging from end-to-end training. In particular, we study the presence of realistic dynamics which the agent learned for open-loop forecasting, and their interplay with sensing. We analyze the way the agent uses latent memory to hold elements of the scene structure and information gathered during exploration. We probe the planning capabilities of the agent, and find in its memory evidence for somewhat precise plans over a limited horizon. Furthermore, we show in a post-hoc analysis that the value function learned by the agent relates to long-term planning. Put together, our experiments paint a new picture on how using tools from computer vision and sequential decision making have led to new capabilities in robotics and control. An interactive tool is available at europe.naverlabs.com/research/publications/reasoning-in-visual-navigation-of-end-to-end-trained-agents.
SAME: Learning Generic Language-Guided Visual Navigation with State-Adaptive Mixture of Experts
The academic field of learning instruction-guided visual navigation can be generally categorized into high-level category-specific search and low-level language-guided navigation, depending on the granularity of language instruction, in which the former emphasizes the exploration process, while the latter concentrates on following detailed textual commands. Despite the differing focuses of these tasks, the underlying requirements of interpreting instructions, comprehending the surroundings, and inferring action decisions remain consistent. This paper consolidates diverse navigation tasks into a unified and generic framework -- we investigate the core difficulties of sharing general knowledge and exploiting task-specific capabilities in learning navigation and propose a novel State-Adaptive Mixture of Experts (SAME) model that effectively enables an agent to infer decisions based on different-granularity language and dynamic observations. Powered by SAME, we present a versatile agent capable of addressing seven navigation tasks simultaneously that outperforms or achieves highly comparable performance to task-specific agents.
Policy Guided Tree Search for Enhanced LLM Reasoning
Despite their remarkable capabilities, large language models often struggle with tasks requiring complex reasoning and planning. While existing approaches like Chain-of-Thought prompting and tree search techniques show promise, they are limited by their reliance on predefined heuristics and computationally expensive exploration strategies. We propose Policy-Guided Tree Search (PGTS), a framework that combines reinforcement learning with structured tree exploration to efficiently navigate reasoning paths. Our key innovation is a learned policy that dynamically decides between expanding, branching, backtracking, or terminating exploration, eliminating the need for manual heuristics or exhaustive search. Experiments across mathematical reasoning, logical deduction, and planning benchmarks demonstrate that PGTS achieves superior reasoning performance while significantly reducing computational costs compared to existing methods. These results establish PGTS as a scalable and effective solution for tackling complex reasoning tasks with LLMs.
Berkeley Humanoid: A Research Platform for Learning-based Control
We introduce Berkeley Humanoid, a reliable and low-cost mid-scale humanoid research platform for learning-based control. Our lightweight, in-house-built robot is designed specifically for learning algorithms with low simulation complexity, anthropomorphic motion, and high reliability against falls. The robot's narrow sim-to-real gap enables agile and robust locomotion across various terrains in outdoor environments, achieved with a simple reinforcement learning controller using light domain randomization. Furthermore, we demonstrate the robot traversing for hundreds of meters, walking on a steep unpaved trail, and hopping with single and double legs as a testimony to its high performance in dynamical walking. Capable of omnidirectional locomotion and withstanding large perturbations with a compact setup, our system aims for scalable, sim-to-real deployment of learning-based humanoid systems. Please check http://berkeley-humanoid.com for more details.
Search for or Navigate to? Dual Adaptive Thinking for Object Navigation
"Search for" or "Navigate to"? When finding an object, the two choices always come up in our subconscious mind. Before seeing the target, we search for the target based on experience. After seeing the target, we remember the target location and navigate to. However, recently methods in object navigation field almost only consider using object association to enhance "search for" phase while neglect the importance of "navigate to" phase. Therefore, this paper proposes the dual adaptive thinking (DAT) method to flexibly adjust the different thinking strategies at different navigation stages. Dual thinking includes search thinking with the object association ability and navigation thinking with the target location ability. To make the navigation thinking more effective, we design the target-oriented memory graph (TOMG) to store historical target information and the target-aware multi-scale aggregator (TAMSA) to encode the relative target position. We assess our methods on the AI2-Thor dataset. Compared with the state-of-the-art (SOTA) method, our method reports 10.8%, 21.5% and 15.7% increase in success rate (SR), success weighted by path length (SPL) and success weighted by navigation efficiency (SNE), respectively.
Towards Bidirectional Human-AI Alignment: A Systematic Review for Clarifications, Framework, and Future Directions
Recent advancements in general-purpose AI have highlighted the importance of guiding AI systems towards the intended goals, ethical principles, and values of individuals and groups, a concept broadly recognized as alignment. However, the lack of clarified definitions and scopes of human-AI alignment poses a significant obstacle, hampering collaborative efforts across research domains to achieve this alignment. In particular, ML- and philosophy-oriented alignment research often views AI alignment as a static, unidirectional process (i.e., aiming to ensure that AI systems' objectives match humans) rather than an ongoing, mutual alignment problem [429]. This perspective largely neglects the long-term interaction and dynamic changes of alignment. To understand these gaps, we introduce a systematic review of over 400 papers published between 2019 and January 2024, spanning multiple domains such as Human-Computer Interaction (HCI), Natural Language Processing (NLP), Machine Learning (ML), and others. We characterize, define and scope human-AI alignment. From this, we present a conceptual framework of "Bidirectional Human-AI Alignment" to organize the literature from a human-centered perspective. This framework encompasses both 1) conventional studies of aligning AI to humans that ensures AI produces the intended outcomes determined by humans, and 2) a proposed concept of aligning humans to AI, which aims to help individuals and society adjust to AI advancements both cognitively and behaviorally. Additionally, we articulate the key findings derived from literature analysis, including discussions about human values, interaction techniques, and evaluations. To pave the way for future studies, we envision three key challenges for future directions and propose examples of potential future solutions.
Spatial Computing: Concept, Applications, Challenges and Future Directions
Spatial computing is a technological advancement that facilitates the seamless integration of devices into the physical environment, resulting in a more natural and intuitive digital world user experience. Spatial computing has the potential to become a significant advancement in the field of computing. From GPS and location-based services to healthcare, spatial computing technologies have influenced and improved our interactions with the digital world. The use of spatial computing in creating interactive digital environments has become increasingly popular and effective. This is explained by its increasing significance among researchers and industrial organisations, which motivated us to conduct this review. This review provides a detailed overview of spatial computing, including its enabling technologies and its impact on various applications. Projects related to spatial computing are also discussed. In this review, we also explored the potential challenges and limitations of spatial computing. Furthermore, we discuss potential solutions and future directions. Overall, this paper aims to provide a comprehensive understanding of spatial computing, its enabling technologies, their impact on various applications, emerging challenges, and potential solutions.
Convergence Results For Q-Learning With Experience Replay
A commonly used heuristic in RL is experience replay (e.g.~lin1993reinforcement, mnih2015human), in which a learner stores and re-uses past trajectories as if they were sampled online. In this work, we initiate a rigorous study of this heuristic in the setting of tabular Q-learning. We provide a convergence rate guarantee, and discuss how it compares to the convergence of Q-learning depending on important parameters such as the frequency and number of replay iterations. We also provide theoretical evidence showing when we might expect this heuristic to strictly improve performance, by introducing and analyzing a simple class of MDPs. Finally, we provide some experiments to support our theoretical findings.
Cost-Based Goal Recognition Meets Deep Learning
The ability to observe the effects of actions performed by others and to infer their intent, most likely goals, or course of action, is known as a plan or intention recognition cognitive capability and has long been one of the fundamental research challenges in AI. Deep learning has recently been making significant inroads on various pattern recognition problems, except for intention recognition. While extensively explored since the seventies, the problem remains unsolved for most interesting cases in various areas, ranging from natural language understanding to human behavior understanding based on video feeds. This paper compares symbolic inverse planning, one of the most investigated approaches to goal recognition, to deep learning using CNN and LTSM neural network architectures, on five synthetic benchmarks often used in the literature. The results show that the deep learning approach achieves better goal-prediction accuracy and timeliness than the symbolic cost-based plan recognizer in these domains. Although preliminary, these results point to interesting future research avenues.
Recurrent Environment Simulators
Models that can simulate how environments change in response to actions can be used by agents to plan and act efficiently. We improve on previous environment simulators from high-dimensional pixel observations by introducing recurrent neural networks that are able to make temporally and spatially coherent predictions for hundreds of time-steps into the future. We present an in-depth analysis of the factors affecting performance, providing the most extensive attempt to advance the understanding of the properties of these models. We address the issue of computationally inefficiency with a model that does not need to generate a high-dimensional image at each time-step. We show that our approach can be used to improve exploration and is adaptable to many diverse environments, namely 10 Atari games, a 3D car racing environment, and complex 3D mazes.
How NeRFs and 3D Gaussian Splatting are Reshaping SLAM: a Survey
Over the past two decades, research in the field of Simultaneous Localization and Mapping (SLAM) has undergone a significant evolution, highlighting its critical role in enabling autonomous exploration of unknown environments. This evolution ranges from hand-crafted methods, through the era of deep learning, to more recent developments focused on Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (3DGS) representations. Recognizing the growing body of research and the absence of a comprehensive survey on the topic, this paper aims to provide the first comprehensive overview of SLAM progress through the lens of the latest advancements in radiance fields. It sheds light on the background, evolutionary path, inherent strengths and limitations, and serves as a fundamental reference to highlight the dynamic progress and specific challenges.
Roll the dice & look before you leap: Going beyond the creative limits of next-token prediction
We design a suite of minimal algorithmic tasks that are a loose abstraction of open-ended real-world tasks. This allows us to cleanly and controllably quantify the creative limits of the present-day language model. Much like real-world tasks that require a creative, far-sighted leap of thought, our tasks require an implicit, open-ended stochastic planning step that either (a) discovers new connections in an abstract knowledge graph (like in wordplay, drawing analogies, or research) or (b) constructs new patterns (like in designing math problems or new proteins). In these tasks, we empirically and conceptually argue how next-token learning is myopic and memorizes excessively; comparatively, multi-token approaches, namely teacherless training and diffusion models, excel in producing diverse and original output. Secondly, in our tasks, we find that to elicit randomness from the Transformer without hurting coherence, it is better to inject noise right at the input layer (via a method we dub hash-conditioning) rather than defer to temperature sampling from the output layer. Thus, our work offers a principled, minimal test-bed for analyzing open-ended creative skills, and offers new arguments for going beyond next-token learning and softmax-based sampling. We make part of the code available under https://github.com/chenwu98/algorithmic-creativity
Driven by Compression Progress: A Simple Principle Explains Essential Aspects of Subjective Beauty, Novelty, Surprise, Interestingness, Attention, Curiosity, Creativity, Art, Science, Music, Jokes
I argue that data becomes temporarily interesting by itself to some self-improving, but computationally limited, subjective observer once he learns to predict or compress the data in a better way, thus making it subjectively simpler and more beautiful. Curiosity is the desire to create or discover more non-random, non-arbitrary, regular data that is novel and surprising not in the traditional sense of Boltzmann and Shannon but in the sense that it allows for compression progress because its regularity was not yet known. This drive maximizes interestingness, the first derivative of subjective beauty or compressibility, that is, the steepness of the learning curve. It motivates exploring infants, pure mathematicians, composers, artists, dancers, comedians, yourself, and (since 1990) artificial systems.
Generating Adjacency-Constrained Subgoals in Hierarchical Reinforcement Learning
Goal-conditioned hierarchical reinforcement learning (HRL) is a promising approach for scaling up reinforcement learning (RL) techniques. However, it often suffers from training inefficiency as the action space of the high-level, i.e., the goal space, is often large. Searching in a large goal space poses difficulties for both high-level subgoal generation and low-level policy learning. In this paper, we show that this problem can be effectively alleviated by restricting the high-level action space from the whole goal space to a k-step adjacent region of the current state using an adjacency constraint. We theoretically prove that the proposed adjacency constraint preserves the optimal hierarchical policy in deterministic MDPs, and show that this constraint can be practically implemented by training an adjacency network that can discriminate between adjacent and non-adjacent subgoals. Experimental results on discrete and continuous control tasks show that incorporating the adjacency constraint improves the performance of state-of-the-art HRL approaches in both deterministic and stochastic environments.
Predictive representations: building blocks of intelligence
Adaptive behavior often requires predicting future events. The theory of reinforcement learning prescribes what kinds of predictive representations are useful and how to compute them. This paper integrates these theoretical ideas with work on cognition and neuroscience. We pay special attention to the successor representation (SR) and its generalizations, which have been widely applied both as engineering tools and models of brain function. This convergence suggests that particular kinds of predictive representations may function as versatile building blocks of intelligence.
Why Solving Multi-agent Path Finding with Large Language Model has not Succeeded Yet
With the explosive influence caused by the success of large language models (LLM) like ChatGPT and GPT-4, there has been an extensive amount of recent work showing that foundation models can be used to solve a large variety of tasks. However, there is very limited work that shares insights on multi-agent planning. Multi-agent planning is different from other domains by combining the difficulty of multi-agent coordination and planning, and making it hard to leverage external tools to facilitate the reasoning needed. In this paper, we focus on the problem of multi-agent path finding (MAPF), which is also known as multi-robot route planning, and study the performance of solving MAPF with LLMs. We first show the motivating success on an empty room map without obstacles, then the failure to plan on the harder room map and maze map of the standard MAPF benchmark. We present our position on why directly solving MAPF with LLMs has not been successful yet, and we use various experiments to support our hypothesis. Based on our results, we discussed how researchers with different backgrounds could help with this problem from different perspectives.
Contextual Bandits in Payment Processing: Non-uniform Exploration and Supervised Learning at Adyen
Uniform random exploration in decision-making systems supports off-policy learning via supervision but incurs high regret, making it impractical for many applications. Conversely, non-uniform exploration offers better immediate performance but lacks support for off-policy learning. Recent research suggests that regression oracles can bridge this gap by combining non-uniform exploration with supervised learning. In this paper, we analyze these approaches within a real-world industrial context at Adyen, a large global payments processor characterized by batch logged delayed feedback, short-term memory, and dynamic action spaces under the Empirical Risk Minimization (ERM) framework. Our analysis reveals that while regression oracles significantly improve performance, they introduce challenges due to rigid algorithmic assumptions. Specifically, we observe that as a policy improves, subsequent generations may perform worse due to shifts in the reward distribution and increased class imbalance in the training data. This degradation occurs de spite improvements in other aspects of the training data, leading to decreased performance in successive policy iterations. We further explore the long-term impact of regression oracles, identifying a potential "oscillation effect." This effect arises when regression oracles influence probability estimates and the realizability of subsequent policy models, leading to fluctuations in performance across iterations. Our findings highlight the need for more adaptable algorithms that can leverage the benefits of regression oracles without introducing instability in policy performance over time.
Household navigation and manipulation for everyday object rearrangement tasks
We consider the problem of building an assistive robotic system that can help humans in daily household cleanup tasks. Creating such an autonomous system in real-world environments is inherently quite challenging, as a general solution may not suit the preferences of a particular customer. Moreover, such a system consists of multi-objective tasks comprising -- (i) Detection of misplaced objects and prediction of their potentially correct placements, (ii) Fine-grained manipulation for stable object grasping, and (iii) Room-to-room navigation for transferring objects in unseen environments. This work systematically tackles each component and integrates them into a complete object rearrangement pipeline. To validate our proposed system, we conduct multiple experiments on a real robotic platform involving multi-room object transfer, user preference-based placement, and complex pick-and-place tasks. Project page: https://sites.google.com/eng.ucsd.edu/home-robot
Proto Successor Measure: Representing the Space of All Possible Solutions of Reinforcement Learning
Having explored an environment, intelligent agents should be able to transfer their knowledge to most downstream tasks within that environment. Referred to as "zero-shot learning," this ability remains elusive for general-purpose reinforcement learning algorithms. While recent works have attempted to produce zero-shot RL agents, they make assumptions about the nature of the tasks or the structure of the MDP. We present Proto Successor Measure: the basis set for all possible solutions of Reinforcement Learning in a dynamical system. We provably show that any possible policy can be represented using an affine combination of these policy independent basis functions. Given a reward function at test time, we simply need to find the right set of linear weights to combine these basis corresponding to the optimal policy. We derive a practical algorithm to learn these basis functions using only interaction data from the environment and show that our approach can produce the optimal policy at test time for any given reward function without additional environmental interactions. Project page: https://agarwalsiddhant10.github.io/projects/psm.html.
Efficient Exploration for LLMs
We present evidence of substantial benefit from efficient exploration in gathering human feedback to improve large language models. In our experiments, an agent sequentially generates queries while fitting a reward model to the feedback received. Our best-performing agent generates queries using double Thompson sampling, with uncertainty represented by an epistemic neural network. Our results demonstrate that efficient exploration enables high levels of performance with far fewer queries. Further, both uncertainty estimation and the choice of exploration scheme play critical roles.
A Low-cost Humanoid Prototype Intended to assist people with disability using Raspberry Pi
This paper will try to delineate the making of a Humanoid prototype intended to assist people with disability (PWD). The assistance that this prototype will offer is rather rudimentary. However, our key focus is to make the prototype cost-friendly while pertaining to its humanoid-like functionalities. Considering growing needs of Robots, facilities for further installment of features have been made available in this project. The prototype will be of humanoid shape harnessing the power of Artificial Neural Network (ANN) to converse with the users. The prototype uses a raspberry pi and as the computational capability of a raspberry pi is minimal, we cut corners to squeeze the last drop of performance and make it as efficient as possible.
Weighted Tallying Bandits: Overcoming Intractability via Repeated Exposure Optimality
In recommender system or crowdsourcing applications of online learning, a human's preferences or abilities are often a function of the algorithm's recent actions. Motivated by this, a significant line of work has formalized settings where an action's loss is a function of the number of times that action was recently played in the prior m timesteps, where m corresponds to a bound on human memory capacity. To more faithfully capture decay of human memory with time, we introduce the Weighted Tallying Bandit (WTB), which generalizes this setting by requiring that an action's loss is a function of a weighted summation of the number of times that arm was played in the last m timesteps. This WTB setting is intractable without further assumption. So we study it under Repeated Exposure Optimality (REO), a condition motivated by the literature on human physiology, which requires the existence of an action that when repetitively played will eventually yield smaller loss than any other sequence of actions. We study the minimization of the complete policy regret (CPR), which is the strongest notion of regret, in WTB under REO. Since m is typically unknown, we assume we only have access to an upper bound M on m. We show that for problems with K actions and horizon T, a simple modification of the successive elimination algorithm has O left( KT + (m+M)K right) CPR. Interestingly, upto an additive (in lieu of mutliplicative) factor in (m+M)K, this recovers the classical guarantee for the simpler stochastic multi-armed bandit with traditional regret. We additionally show that in our setting, any algorithm will suffer additive CPR of Omega left( mK + M right), demonstrating our result is nearly optimal. Our algorithm is computationally efficient, and we experimentally demonstrate its practicality and superiority over natural baselines.
Investigating Prompt Engineering in Diffusion Models
With the spread of the use of Text2Img diffusion models such as DALL-E 2, Imagen, Mid Journey and Stable Diffusion, one challenge that artists face is selecting the right prompts to achieve the desired artistic output. We present techniques for measuring the effect that specific words and phrases in prompts have, and (in the Appendix) present guidance on the selection of prompts to produce desired effects.
Knowledge is reward: Learning optimal exploration by predictive reward cashing
There is a strong link between the general concept of intelligence and the ability to collect and use information. The theory of Bayes-adaptive exploration offers an attractive optimality framework for training machines to perform complex information gathering tasks. However, the computational complexity of the resulting optimal control problem has limited the diffusion of the theory to mainstream deep AI research. In this paper we exploit the inherent mathematical structure of Bayes-adaptive problems in order to dramatically simplify the problem by making the reward structure denser while simultaneously decoupling the learning of exploitation and exploration policies. The key to this simplification comes from the novel concept of cross-value (i.e. the value of being in an environment while acting optimally according to another), which we use to quantify the value of currently available information. This results in a new denser reward structure that "cashes in" all future rewards that can be predicted from the current information state. In a set of experiments we show that the approach makes it possible to learn challenging information gathering tasks without the use of shaping and heuristic bonuses in situations where the standard RL algorithms fail.
Response: Emergent analogical reasoning in large language models
In their recent Nature Human Behaviour paper, "Emergent analogical reasoning in large language models," (Webb, Holyoak, and Lu, 2023) the authors argue that "large language models such as GPT-3 have acquired an emergent ability to find zero-shot solutions to a broad range of analogy problems." In this response, we provide counterexamples of the letter string analogies. In our tests, GPT-3 fails to solve even the easiest variants of the problems presented in the original paper. Zero-shot reasoning is an extraordinary claim that requires extraordinary evidence. We do not see that evidence in our experiments. To strengthen claims of humanlike reasoning such as zero-shot reasoning, it is important that the field develop approaches that rule out data memorization.
Improving Drone Imagery For Computer Vision/Machine Learning in Wilderness Search and Rescue
This paper describes gaps in acquisition of drone imagery that impair the use with computer vision/machine learning (CV/ML) models and makes five recommendations to maximize image suitability for CV/ML post-processing. It describes a notional work process for the use of drones in wilderness search and rescue incidents. The large volume of data from the wide area search phase offers the greatest opportunity for CV/ML techniques because of the large number of images that would otherwise have to be manually inspected. The 2023 Wu-Murad search in Japan, one of the largest missing person searches conducted in that area, serves as a case study. Although drone teams conducting wide area searches may not know in advance if the data they collect is going to be used for CV/ML post-processing, there are data collection procedures that can improve the search in general with automated collection software. If the drone teams do expect to use CV/ML, then they can exploit knowledge about the model to further optimize flights.
Tunable Trajectory Planner Using G3 Curves
Trajectory planning is commonly used as part of a local planner in autonomous driving. This paper considers the problem of planning a continuous-curvature-rate trajectory between fixed start and goal states that minimizes a tunable trade-off between passenger comfort and travel time. The problem is an instance of infinite dimensional optimization over two continuous functions: a path, and a velocity profile. We propose a simplification of this problem that facilitates the discretization of both functions. This paper also proposes a method to quickly generate minimal-length paths between start and goal states based on a single tuning parameter: the second derivative of curvature. Furthermore, we discretize the set of velocity profiles along a given path into a selection of acceleration way-points along the path. Gradient-descent is then employed to minimize cost over feasible choices of the second derivative of curvature, and acceleration way-points, resulting in a method that repeatedly solves the path and velocity profiles in an iterative fashion. Numerical examples are provided to illustrate the benefits of the proposed methods.
Hierarchical Reinforcement Learning for Modeling User Novelty-Seeking Intent in Recommender Systems
Recommending novel content, which expands user horizons by introducing them to new interests, has been shown to improve users' long-term experience on recommendation platforms chen2021values. Users however are not constantly looking to explore novel content. It is therefore crucial to understand their novelty-seeking intent and adjust the recommendation policy accordingly. Most existing literature models a user's propensity to choose novel content or to prefer a more diverse set of recommendations at individual interactions. Hierarchical structure, on the other hand, exists in a user's novelty-seeking intent, which is manifested as a static and intrinsic user preference for seeking novelty along with a dynamic session-based propensity. To this end, we propose a novel hierarchical reinforcement learning-based method to model the hierarchical user novelty-seeking intent, and to adapt the recommendation policy accordingly based on the extracted user novelty-seeking propensity. We further incorporate diversity and novelty-related measurement in the reward function of the hierarchical RL (HRL) agent to encourage user exploration chen2021values. We demonstrate the benefits of explicitly modeling hierarchical user novelty-seeking intent in recommendations through extensive experiments on simulated and real-world datasets. In particular, we demonstrate that the effectiveness of our proposed hierarchical RL-based method lies in its ability to capture such hierarchically-structured intent. As a result, the proposed HRL model achieves superior performance on several public datasets, compared with state-of-art baselines.
ALPINE: Unveiling the Planning Capability of Autoregressive Learning in Language Models
In this paper, we present the findings of our Project ALPINE which stands for ``Autoregressive Learning for Planning In NEtworks." Project ALPINE initiates a theoretical investigation into the development of planning capabilities in Transformer-based language models through their autoregressive learning mechanisms, aiming to identify any potential limitations in their planning abilities. We abstract planning as a network path-finding task where the objective is to generate a valid path from a specified source node to a designated target node. In terms of expressiveness, we show that the Transformer is capable of executing path-finding by embedding the adjacency and reachability matrices within its weights. Our theoretical analysis of the gradient-based learning dynamic of the Transformer reveals that the Transformer is capable of learning both the adjacency matrix and a limited form of the reachability matrix. These theoretical insights are then validated through experiments, which demonstrate that the Transformer indeed learns the adjacency matrix and an incomplete reachability matrix, which aligns with the predictions made in our theoretical analysis. Additionally, when applying our methodology to a real-world planning benchmark, called Blocksworld, our observations remain consistent. Our theoretical and empirical analyses further unveil a potential limitation of Transformer in path-finding: it cannot identify reachability relationships through transitivity, and thus would fail when path concatenation is needed to generate a path. In summary, our findings shed new light on how the internal mechanisms of autoregressive learning enable planning in networks. This study may contribute to our understanding of the general planning capabilities in other related domains.
Language Models: A Guide for the Perplexed
Given the growing importance of AI literacy, we decided to write this tutorial to help narrow the gap between the discourse among those who study language models -- the core technology underlying ChatGPT and similar products -- and those who are intrigued and want to learn more about them. In short, we believe the perspective of researchers and educators can add some clarity to the public's understanding of the technologies beyond what's currently available, which tends to be either extremely technical or promotional material generated about products by their purveyors. Our approach teases apart the concept of a language model from products built on them, from the behaviors attributed to or desired from those products, and from claims about similarity to human cognition. As a starting point, we (1) offer a scientific viewpoint that focuses on questions amenable to study through experimentation; (2) situate language models as they are today in the context of the research that led to their development; and (3) describe the boundaries of what is known about the models at this writing.
Multi-Advisor Reinforcement Learning
We consider tackling a single-agent RL problem by distributing it to n learners. These learners, called advisors, endeavour to solve the problem from a different focus. Their advice, taking the form of action values, is then communicated to an aggregator, which is in control of the system. We show that the local planning method for the advisors is critical and that none of the ones found in the literature is flawless: the egocentric planning overestimates values of states where the other advisors disagree, and the agnostic planning is inefficient around danger zones. We introduce a novel approach called empathic and discuss its theoretical aspects. We empirically examine and validate our theoretical findings on a fruit collection task.
Preselection Bandits
In this paper, we introduce the Preselection Bandit problem, in which the learner preselects a subset of arms (choice alternatives) for a user, which then chooses the final arm from this subset. The learner is not aware of the user's preferences, but can learn them from observed choices. In our concrete setting, we allow these choices to be stochastic and model the user's actions by means of the Plackett-Luce model. The learner's main task is to preselect subsets that eventually lead to highly preferred choices. To formalize this goal, we introduce a reasonable notion of regret and derive lower bounds on the expected regret. Moreover, we propose algorithms for which the upper bound on expected regret matches the lower bound up to a logarithmic term of the time horizon.
Past, Present, and Future of Simultaneous Localization And Mapping: Towards the Robust-Perception Age
Simultaneous Localization and Mapping (SLAM)consists in the concurrent construction of a model of the environment (the map), and the estimation of the state of the robot moving within it. The SLAM community has made astonishing progress over the last 30 years, enabling large-scale real-world applications, and witnessing a steady transition of this technology to industry. We survey the current state of SLAM. We start by presenting what is now the de-facto standard formulation for SLAM. We then review related work, covering a broad set of topics including robustness and scalability in long-term mapping, metric and semantic representations for mapping, theoretical performance guarantees, active SLAM and exploration, and other new frontiers. This paper simultaneously serves as a position paper and tutorial to those who are users of SLAM. By looking at the published research with a critical eye, we delineate open challenges and new research issues, that still deserve careful scientific investigation. The paper also contains the authors' take on two questions that often animate discussions during robotics conferences: Do robots need SLAM? and Is SLAM solved?
Overview of the DESI Legacy Imaging Surveys
The DESI Legacy Imaging Surveys are a combination of three public projects (the Dark Energy Camera Legacy Survey, the Beijing-Arizona Sky Survey, and the Mayall z-band Legacy Survey) that will jointly image approximately 14,000 deg^2 of the extragalactic sky visible from the northern hemisphere in three optical bands (g, r, and z) using telescopes at the Kitt Peak National Observatory and the Cerro Tololo Inter-American Observatory. The combined survey footprint is split into two contiguous areas by the Galactic plane. The optical imaging is conducted using a unique strategy of dynamically adjusting the exposure times and pointing selection during observing that results in a survey of nearly uniform depth. In addition to calibrated images, the project is delivering a catalog, constructed by using a probabilistic inference-based approach to estimate source shapes and brightnesses. The catalog includes photometry from the grz optical bands and from four mid-infrared bands (at 3.4, 4.6, 12 and 22 micorons) observed by the Wide-field Infrared Survey Explorer (WISE) satellite during its full operational lifetime. The project plans two public data releases each year. All the software used to generate the catalogs is also released with the data. This paper provides an overview of the Legacy Surveys project.
SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation
Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.
Odyssey: Empowering Agents with Open-World Skills
Recent studies have delved into constructing generalist agents for open-world embodied environments like Minecraft. Despite the encouraging results, existing efforts mainly focus on solving basic programmatic tasks, e.g., material collection and tool-crafting following the Minecraft tech-tree, treating the ObtainDiamond task as the ultimate goal. This limitation stems from the narrowly defined set of actions available to agents, requiring them to learn effective long-horizon strategies from scratch. Consequently, discovering diverse gameplay opportunities in the open world becomes challenging. In this work, we introduce ODYSSEY, a new framework that empowers Large Language Model (LLM)-based agents with open-world skills to explore the vast Minecraft world. ODYSSEY comprises three key parts: (1) An interactive agent with an open-world skill library that consists of 40 primitive skills and 183 compositional skills. (2) A fine-tuned LLaMA-3 model trained on a large question-answering dataset with 390k+ instruction entries derived from the Minecraft Wiki. (3) A new open-world benchmark includes thousands of long-term planning tasks, tens of dynamic-immediate planning tasks, and one autonomous exploration task. Extensive experiments demonstrate that the proposed ODYSSEY framework can effectively evaluate the planning and exploration capabilities of agents. All datasets, model weights, and code are publicly available to motivate future research on more advanced autonomous agent solutions.
Solving The Travelling Salesmen Problem using HNN and HNN-SA algorithms
In this case study, the renowned Travelling Salesmen problem has been studied. Travelling Salesman problem is a most demanding computational problem in Computer Science. The Travelling Salesmen problem has been solved by two different ways using Hopfield Network. The main theory of the problem is to find distance and connectedness between nodes in a graph having edges between the nodes. The basic algorithm used for this problem is Djikstra's Algorithm. But till now , a number of such algorithms have evolved. Among them(some other algorithms) , are distinct and have been proved to solve the travelling salesmen problem by graph theory.
Projections of Earth's Technosphere: Luminosity and Mass as Limits to Growth
Earth remains the only known example of a planet with technology, and future projections of Earth's trajectory provide a basis and motivation for approaching the search for extraterrestrial technospheres. Conventional approaches toward projecting Earth's technosphere include applications of the Kardashev scale, which suggest the possibility that energy-intensive civilizations may expand to harness the entire energy output available to their planet, host star, or even the entire galaxy. In this study, we argue that the Kardashev scale is better understood as a "luminosity limit" that describes the maximum capacity for a civilization to harvest luminous stellar energy across a given spatial domain, and we note that thermodynamic efficiency will always keep a luminosity-limited technosphere from actually reaching this theoretical limit. We suggest the possibility that an advanced technosphere might evolve beyond this luminosity limit to draw its energy directly from harvesting stellar mass, and we also discuss possible trajectories that could exist between Earth today and such hypothetical "stellivores." We develop a framework to describe trajectories for long-lived technospheres that optimize their growth strategies between exploration and exploitation, unlike Earth today. We note that analyses of compact accreting stars could provide ways to test the stellivore hypothesis, and we more broadly suggest an expansion of technosignature search strategies beyond those that reside exactly at the luminosity limit.
Why is AI hard and Physics simple?
We discuss why AI is hard and why physics is simple. We discuss how physical intuition and the approach of theoretical physics can be brought to bear on the field of artificial intelligence and specifically machine learning. We suggest that the underlying project of machine learning and the underlying project of physics are strongly coupled through the principle of sparsity, and we call upon theoretical physicists to work on AI as physicists. As a first step in that direction, we discuss an upcoming book on the principles of deep learning theory that attempts to realize this approach.
A Dataset for Interactive Vision-Language Navigation with Unknown Command Feasibility
Vision-language navigation (VLN), in which an agent follows language instruction in a visual environment, has been studied under the premise that the input command is fully feasible in the environment. Yet in practice, a request may not be possible due to language ambiguity or environment changes. To study VLN with unknown command feasibility, we introduce a new dataset Mobile app Tasks with Iterative Feedback (MoTIF), where the goal is to complete a natural language command in a mobile app. Mobile apps provide a scalable domain to study real downstream uses of VLN methods. Moreover, mobile app commands provide instruction for interactive navigation, as they result in action sequences with state changes via clicking, typing, or swiping. MoTIF is the first to include feasibility annotations, containing both binary feasibility labels and fine-grained labels for why tasks are unsatisfiable. We further collect follow-up questions for ambiguous queries to enable research on task uncertainty resolution. Equipped with our dataset, we propose the new problem of feasibility prediction, in which a natural language instruction and multimodal app environment are used to predict command feasibility. MoTIF provides a more realistic app dataset as it contains many diverse environments, high-level goals, and longer action sequences than prior work. We evaluate interactive VLN methods using MoTIF, quantify the generalization ability of current approaches to new app environments, and measure the effect of task feasibility on navigation performance.
Online Mechanism Design for Information Acquisition
We study the problem of designing mechanisms for information acquisition scenarios. This setting models strategic interactions between an uniformed receiver and a set of informed senders. In our model the senders receive information about the underlying state of nature and communicate their observation (either truthfully or not) to the receiver, which, based on this information, selects an action. Our goal is to design mechanisms maximizing the receiver's utility while incentivizing the senders to report truthfully their information. First, we provide an algorithm that efficiently computes an optimal incentive compatible (IC) mechanism. Then, we focus on the online problem in which the receiver sequentially interacts in an unknown game, with the objective of minimizing the cumulative regret w.r.t. the optimal IC mechanism, and the cumulative violation of the incentive compatibility constraints. We investigate two different online scenarios, i.e., the full and bandit feedback settings. For the full feedback problem, we propose an algorithm that guarantees mathcal O(sqrt T) regret and violation, while for the bandit feedback setting we present an algorithm that attains mathcal O(T^{alpha}) regret and mathcal O(T^{1-alpha/2}) violation for any alphain[1/2, 1]. Finally, we complement our results providing a tight lower bound.
Harmonic Mobile Manipulation
Recent advancements in robotics have enabled robots to navigate complex scenes or manipulate diverse objects independently. However, robots are still impotent in many household tasks requiring coordinated behaviors such as opening doors. The factorization of navigation and manipulation, while effective for some tasks, fails in scenarios requiring coordinated actions. To address this challenge, we introduce, HarmonicMM, an end-to-end learning method that optimizes both navigation and manipulation, showing notable improvement over existing techniques in everyday tasks. This approach is validated in simulated and real-world environments and adapts to novel unseen settings without additional tuning. Our contributions include a new benchmark for mobile manipulation and the successful deployment in a real unseen apartment, demonstrating the potential for practical indoor robot deployment in daily life. More results are on our project site: https://rchalyang.github.io/HarmonicMM/
The Development of LLMs for Embodied Navigation
In recent years, the rapid advancement of Large Language Models (LLMs) such as the Generative Pre-trained Transformer (GPT) has attracted increasing attention due to their potential in a variety of practical applications. The application of LLMs with Embodied Intelligence has emerged as a significant area of focus. Among the myriad applications of LLMs, navigation tasks are particularly noteworthy because they demand a deep understanding of the environment and quick, accurate decision-making. LLMs can augment embodied intelligence systems with sophisticated environmental perception and decision-making support, leveraging their robust language and image-processing capabilities. This article offers an exhaustive summary of the symbiosis between LLMs and embodied intelligence with a focus on navigation. It reviews state-of-the-art models, research methodologies, and assesses the advantages and disadvantages of existing embodied navigation models and datasets. Finally, the article elucidates the role of LLMs in embodied intelligence, based on current research, and forecasts future directions in the field. A comprehensive list of studies in this survey is available at https://github.com/Rongtao-Xu/Awesome-LLM-EN
Evaluating Cognitive Maps and Planning in Large Language Models with CogEval
Recently an influx of studies claim emergent cognitive abilities in large language models (LLMs). Yet, most rely on anecdotes, overlook contamination of training sets, or lack systematic Evaluation involving multiple tasks, control conditions, multiple iterations, and statistical robustness tests. Here we make two major contributions. First, we propose CogEval, a cognitive science-inspired protocol for the systematic evaluation of cognitive capacities in Large Language Models. The CogEval protocol can be followed for the evaluation of various abilities. Second, here we follow CogEval to systematically evaluate cognitive maps and planning ability across eight LLMs (OpenAI GPT-4, GPT-3.5-turbo-175B, davinci-003-175B, Google Bard, Cohere-xlarge-52.4B, Anthropic Claude-1-52B, LLaMA-13B, and Alpaca-7B). We base our task prompts on human experiments, which offer both established construct validity for evaluating planning, and are absent from LLM training sets. We find that, while LLMs show apparent competence in a few planning tasks with simpler structures, systematic evaluation reveals striking failure modes in planning tasks, including hallucinations of invalid trajectories and getting trapped in loops. These findings do not support the idea of emergent out-of-the-box planning ability in LLMs. This could be because LLMs do not understand the latent relational structures underlying planning problems, known as cognitive maps, and fail at unrolling goal-directed trajectories based on the underlying structure. Implications for application and future directions are discussed.
TANGO: Training-free Embodied AI Agents for Open-world Tasks
Large Language Models (LLMs) have demonstrated excellent capabilities in composing various modules together to create programs that can perform complex reasoning tasks on images. In this paper, we propose TANGO, an approach that extends the program composition via LLMs already observed for images, aiming to integrate those capabilities into embodied agents capable of observing and acting in the world. Specifically, by employing a simple PointGoal Navigation model combined with a memory-based exploration policy as a foundational primitive for guiding an agent through the world, we show how a single model can address diverse tasks without additional training. We task an LLM with composing the provided primitives to solve a specific task, using only a few in-context examples in the prompt. We evaluate our approach on three key Embodied AI tasks: Open-Set ObjectGoal Navigation, Multi-Modal Lifelong Navigation, and Open Embodied Question Answering, achieving state-of-the-art results without any specific fine-tuning in challenging zero-shot scenarios.
SACSoN: Scalable Autonomous Control for Social Navigation
Machine learning provides a powerful tool for building socially compliant robotic systems that go beyond simple predictive models of human behavior. By observing and understanding human interactions from past experiences, learning can enable effective social navigation behaviors directly from data. In this paper, our goal is to develop methods for training policies for socially unobtrusive navigation, such that robots can navigate among humans in ways that don't disturb human behavior. We introduce a definition for such behavior based on the counterfactual perturbation of the human: if the robot had not intruded into the space, would the human have acted in the same way? By minimizing this counterfactual perturbation, we can induce robots to behave in ways that do not alter the natural behavior of humans in the shared space. Instantiating this principle requires training policies to minimize their effect on human behavior, and this in turn requires data that allows us to model the behavior of humans in the presence of robots. Therefore, our approach is based on two key contributions. First, we collect a large dataset where an indoor mobile robot interacts with human bystanders. Second, we utilize this dataset to train policies that minimize counterfactual perturbation. We provide supplementary videos and make publicly available the largest-of-its-kind visual navigation dataset on our project page.
SPINE: Online Semantic Planning for Missions with Incomplete Natural Language Specifications in Unstructured Environments
As robots become increasingly capable, users will want to describe high-level missions and have robots infer the relevant details. because pre-built maps are difficult to obtain in many realistic settings, accomplishing such missions will require the robot to map and plan online. while many semantic planning methods operate online, they are typically designed for well specified missions such as object search or exploration. recently, large language models (LLMs) have demonstrated powerful contextual reasoning abilities over a range of robotic tasks described in natural language. however, existing LLM-enabled planners typically do not consider online planning or complex missions; rather, relevant subtasks and semantics are provided by a pre-built map or a user. we address these limitations via spine, an online planner for missions with incomplete mission specifications provided in natural language. the planner uses an LLM to reason about subtasks implied by the mission specification and then realizes these subtasks in a receding horizon framework. tasks are automatically validated for safety and refined online with new map observations. we evaluate spine in simulation and real-world settings with missions that require multiple steps of semantic reasoning and exploration in cluttered outdoor environments of over 20,000m^2. compared to baselines that use existing LLM-enabled planning approaches, our method is over twice as efficient in terms of time and distance, requires less user interactions, and does not require a full map. Additional resources are provided at: https://zacravichandran.github.io/SPINE.
Memory, Consciousness and Large Language Model
With the development in cognitive science and Large Language Models (LLMs), increasing connections have come to light between these two distinct fields. Building upon these connections, we propose a conjecture suggesting the existence of a duality between LLMs and Tulving's theory of memory. We identify a potential correspondence between Tulving's synergistic ecphory model (SEM) of retrieval and the emergent abilities observed in LLMs, serving as supporting evidence for our conjecture. Furthermore, we speculate that consciousness may be considered a form of emergent ability based on this duality. We also discuss how other theories of consciousness intersect with our research.
Proto-Value Networks: Scaling Representation Learning with Auxiliary Tasks
Auxiliary tasks improve the representations learned by deep reinforcement learning agents. Analytically, their effect is reasonably well understood; in practice, however, their primary use remains in support of a main learning objective, rather than as a method for learning representations. This is perhaps surprising given that many auxiliary tasks are defined procedurally, and hence can be treated as an essentially infinite source of information about the environment. Based on this observation, we study the effectiveness of auxiliary tasks for learning rich representations, focusing on the setting where the number of tasks and the size of the agent's network are simultaneously increased. For this purpose, we derive a new family of auxiliary tasks based on the successor measure. These tasks are easy to implement and have appealing theoretical properties. Combined with a suitable off-policy learning rule, the result is a representation learning algorithm that can be understood as extending Mahadevan & Maggioni (2007)'s proto-value functions to deep reinforcement learning -- accordingly, we call the resulting object proto-value networks. Through a series of experiments on the Arcade Learning Environment, we demonstrate that proto-value networks produce rich features that may be used to obtain performance comparable to established algorithms, using only linear approximation and a small number (~4M) of interactions with the environment's reward function.
MoDem-V2: Visuo-Motor World Models for Real-World Robot Manipulation
Robotic systems that aspire to operate in uninstrumented real-world environments must perceive the world directly via onboard sensing. Vision-based learning systems aim to eliminate the need for environment instrumentation by building an implicit understanding of the world based on raw pixels, but navigating the contact-rich high-dimensional search space from solely sparse visual reward signals significantly exacerbates the challenge of exploration. The applicability of such systems is thus typically restricted to simulated or heavily engineered environments since agent exploration in the real-world without the guidance of explicit state estimation and dense rewards can lead to unsafe behavior and safety faults that are catastrophic. In this study, we isolate the root causes behind these limitations to develop a system, called MoDem-V2, capable of learning contact-rich manipulation directly in the uninstrumented real world. Building on the latest algorithmic advancements in model-based reinforcement learning (MBRL), demo-bootstrapping, and effective exploration, MoDem-V2 can acquire contact-rich dexterous manipulation skills directly in the real world. We identify key ingredients for leveraging demonstrations in model learning while respecting real-world safety considerations -- exploration centering, agency handover, and actor-critic ensembles. We empirically demonstrate the contribution of these ingredients in four complex visuo-motor manipulation problems in both simulation and the real world. To the best of our knowledge, our work presents the first successful system for demonstration-augmented visual MBRL trained directly in the real world. Visit https://sites.google.com/view/modem-v2 for videos and more details.
Open-Ended Learning Leads to Generally Capable Agents
In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.
Ten Hard Problems in Artificial Intelligence We Must Get Right
We explore the AI2050 "hard problems" that block the promise of AI and cause AI risks: (1) developing general capabilities of the systems; (2) assuring the performance of AI systems and their training processes; (3) aligning system goals with human goals; (4) enabling great applications of AI in real life; (5) addressing economic disruptions; (6) ensuring the participation of all; (7) at the same time ensuring socially responsible deployment; (8) addressing any geopolitical disruptions that AI causes; (9) promoting sound governance of the technology; and (10) managing the philosophical disruptions for humans living in the age of AI. For each problem, we outline the area, identify significant recent work, and suggest ways forward. [Note: this paper reviews literature through January 2023.]
Dynamic Neighborhood Construction for Structured Large Discrete Action Spaces
Large discrete action spaces (LDAS) remain a central challenge in reinforcement learning. Existing solution approaches can handle unstructured LDAS with up to a few million actions. However, many real-world applications in logistics, production, and transportation systems have combinatorial action spaces, whose size grows well beyond millions of actions, even on small instances. Fortunately, such action spaces exhibit structure, e.g., equally spaced discrete resource units. With this work, we focus on handling structured LDAS (SLDAS) with sizes that cannot be handled by current benchmarks: we propose Dynamic Neighborhood Construction (DNC), a novel exploitation paradigm for SLDAS. We present a scalable neighborhood exploration heuristic that utilizes this paradigm and efficiently explores the discrete neighborhood around the continuous proxy action in structured action spaces with up to 10^{73} actions. We demonstrate the performance of our method by benchmarking it against three state-of-the-art approaches designed for large discrete action spaces across two distinct environments. Our results show that DNC matches or outperforms state-of-the-art approaches while being computationally more efficient. Furthermore, our method scales to action spaces that so far remained computationally intractable for existing methodologies.
Trial and Error: Exploration-Based Trajectory Optimization for LLM Agents
Large Language Models (LLMs) have become integral components in various autonomous agent systems. In this study, we present an exploration-based trajectory optimization approach, referred to as ETO. This learning method is designed to enhance the performance of open LLM agents. Contrary to previous studies that exclusively train on successful expert trajectories, our method allows agents to learn from their exploration failures. This leads to improved performance through an iterative optimization framework. During the exploration phase, the agent interacts with the environment while completing given tasks, gathering failure trajectories to create contrastive trajectory pairs. In the subsequent training phase, the agent utilizes these trajectory preference pairs to update its policy using contrastive learning methods like DPO. This iterative cycle of exploration and training fosters continued improvement in the agents. Our experiments on three complex tasks demonstrate that ETO consistently surpasses baseline performance by a large margin. Furthermore, an examination of task-solving efficiency and potential in scenarios lacking expert trajectory underscores the effectiveness of our approach.
Chasing Ghosts: Instruction Following as Bayesian State Tracking
A visually-grounded navigation instruction can be interpreted as a sequence of expected observations and actions an agent following the correct trajectory would encounter and perform. Based on this intuition, we formulate the problem of finding the goal location in Vision-and-Language Navigation (VLN) within the framework of Bayesian state tracking - learning observation and motion models conditioned on these expectable events. Together with a mapper that constructs a semantic spatial map on-the-fly during navigation, we formulate an end-to-end differentiable Bayes filter and train it to identify the goal by predicting the most likely trajectory through the map according to the instructions. The resulting navigation policy constitutes a new approach to instruction following that explicitly models a probability distribution over states, encoding strong geometric and algorithmic priors while enabling greater explainability. Our experiments show that our approach outperforms a strong LingUNet baseline when predicting the goal location on the map. On the full VLN task, i.e. navigating to the goal location, our approach achieves promising results with less reliance on navigation constraints.
Causal Inference in the Presence of Latent Variables and Selection Bias
We show that there is a general, informative and reliable procedure for discovering causal relations when, for all the investigator knows, both latent variables and selection bias may be at work. Given information about conditional independence and dependence relations between measured variables, even when latent variables and selection bias may be present, there are sufficient conditions for reliably concluding that there is a causal path from one variable to another, and sufficient conditions for reliably concluding when no such causal path exists.
New Radio Observations of the Supernova Remnant CTA 1
We present new radio images of the supernova remnant (SNR) CTA 1 at 1420 and 408 MHz, and in the 21 cm line of H I observed with the Dominion Radio Astrophysical Observatory Synthesis Telescope and at 1420 MHz observed with the Effelsberg 100 m telescope. We confirm previously described continuum features and elaborate further on filamentary features identified using the high-resolution (1') maps from these new observations. We investigate the abrupt change in sign of rotation measure (RM) across the SNR, using the linear polarization observations in the four bands around 1420 MHz. Following X. H. Sun et al.'s (2011) investigation, we both confirm that the distribution of signs of the RMs for extragalactic sources in the area appears to match that of the shell, as well as combine the data from the four bands to estimate the relative depolarization and the intrinsic rotation measure of the SNR. We do not conclusively reject X. H. Sun et al.'s (2011) claim of a Faraday screen in the foreground causing the distribution of RMs that we observe; however, we do suggest an alternative explanation of a swept-up stellar wind from the progenitor star with a toroidal magnetic field. Finally, we expand on the analysis of the H I observations by applying the Rolling Hough Transform to isolate filamentary structure and better identify H I emission with the SNR. Further constraining the H I velocity channels associated with CTA 1, we use more recent Galactic rotation curves to calculate an updated kinematic distance of 1.09 +/- 0.2 kpc.
FinGen: A Dataset for Argument Generation in Finance
Thinking about the future is one of the important activities that people do in daily life. Futurists also pay a lot of effort into figuring out possible scenarios for the future. We argue that the exploration of this direction is still in an early stage in the NLP research. To this end, we propose three argument generation tasks in the financial application scenario. Our experimental results show these tasks are still big challenges for representative generation models. Based on our empirical results, we further point out several unresolved issues and challenges in this research direction.
Visions in Quantum Gravity
To deepen our understanding of Quantum Gravity and its connections with black holes and cosmology, building a common language and exchanging ideas across different approaches is crucial. The Nordita Program "Quantum Gravity: from gravitational effective field theories to ultraviolet complete approaches" created a platform for extensive discussions, aimed at pinpointing both common grounds and sources of disagreements, with the hope of generating ideas and driving progress in the field. This contribution summarizes the twelve topical discussions held during the program and collects individual thoughts of speakers and panelists on the future of the field in light of these discussions.
The FAST HI 21-cm absorption blind survey. II. -- Statistic Exploration for Associated and Intervening systems
We present an extragalactic HI 21-cm absorption lines catalog from a blind search at z leqslant 0.35, using drift-scan data collected in 1325.6 hours by the ongoing Commensal Radio Astronomy FasT Survey (CRAFTS) and FAST All Sky HI Survey (FASHI), which spans a sky area of 6072.0 deg^{2} and covers 84533 radio sources with a flux density greater than 12 mJy. 14 previously identified HI absorbers and 20 newly discovered HI absorbers were detected, comprising 15 associated systems, 10 intervening systems, and 9 systems with undetermined classifications. Through spectral stacking, the mean peak optical path, mean velocity-integrated optical path, mean FWHM and mean HI column density are measured to be 0.47 and 0.30; 27.19 and 4.36 km s^{-1}; 42.61 and 9.33 km s^{-1}; 0.49 and 0.08 T_{s} times 10^{20}cm^{-2}K^{-1}, for the associated and intervening samples, respectively. Statistical analysis also reveals that associated systems tend to be hosted by red (g-r>0.7) galaxies at lower redshifts, whereas galaxies hosting intervening HI absorption are typically found at higher redshifts and are of a bluer (g-rleqslant0.7) type. A noticeable difference is observed in the positions of foregrounds, backgrounds of intervening systems, and high-redshift and low-redshift associated systems on the WISE color-color diagram. All identified foreground sources in our sample have W1-W2 magnitudes below 0.8, suggesting no Active Galactic Nuclei (AGN). In contrast, backgrounds of intervening systems tend to have W1-W2 magnitudes above 0.8, indicating AGN presence. For associated absorption, most low-redshift (zleqslant0.5) systems show W1-W2 values below 0.8, while higher-redshift associated absorption (z>0.5) displays a broader range of W1-W2 values.
Zero-shot Object Navigation with Vision-Language Models Reasoning
Object navigation is crucial for robots, but traditional methods require substantial training data and cannot be generalized to unknown environments. Zero-shot object navigation (ZSON) aims to address this challenge, allowing robots to interact with unknown objects without specific training data. Language-driven zero-shot object navigation (L-ZSON) is an extension of ZSON that incorporates natural language instructions to guide robot navigation and interaction with objects. In this paper, we propose a novel Vision Language model with a Tree-of-thought Network (VLTNet) for L-ZSON. VLTNet comprises four main modules: vision language model understanding, semantic mapping, tree-of-thought reasoning and exploration, and goal identification. Among these modules, Tree-of-Thought (ToT) reasoning and exploration module serves as a core component, innovatively using the ToT reasoning framework for navigation frontier selection during robot exploration. Compared to conventional frontier selection without reasoning, navigation using ToT reasoning involves multi-path reasoning processes and backtracking when necessary, enabling globally informed decision-making with higher accuracy. Experimental results on PASTURE and RoboTHOR benchmarks demonstrate the outstanding performance of our model in LZSON, particularly in scenarios involving complex natural language as target instructions.
LASER: LLM Agent with State-Space Exploration for Web Navigation
Large language models (LLMs) have been successfully adapted for interactive decision-making tasks like web navigation. While achieving decent performance, previous methods implicitly assume a forward-only execution mode for the model, where they only provide oracle trajectories as in-context examples to teach the model how to reason in the interactive environment. Consequently, the model could not handle more challenging scenarios not covered in the in-context examples, e.g., mistakes, leading to sub-optimal performance. To address this issue, we propose to model the interactive task as state space exploration, where the LLM agent transitions among a pre-defined set of states by performing actions to complete the task. This formulation enables flexible back-tracking, allowing the model to easily recover from errors. We evaluate our proposed LLM Agent with State-Space ExploRation (LASER) on the WebShop task. Experimental results show that our LASER agent significantly outperforms previous methods and closes the gap with human performance on the web navigation task.
The Use of Bandit Algorithms in Intelligent Interactive Recommender Systems
In today's business marketplace, many high-tech Internet enterprises constantly explore innovative ways to provide optimal online user experiences for gaining competitive advantages. The great needs of developing intelligent interactive recommendation systems are indicated, which could sequentially suggest users the most proper items by accurately predicting their preferences, while receiving the up-to-date feedback to refine the recommendation results, continuously. Multi-armed bandit algorithms, which have been widely applied into various online systems, are quite capable of delivering such efficient recommendation services. However, few existing bandit models are able to adapt to new changes introduced by the modern recommender systems.
Algorithmic Ways of Seeing: Using Object Detection to Facilitate Art Exploration
This Research through Design paper explores how object detection may be applied to a large digital art museum collection to facilitate new ways of encountering and experiencing art. We present the design and evaluation of an interactive application called SMKExplore, which allows users to explore a museum's digital collection of paintings by browsing through objects detected in the images, as a novel form of open-ended exploration. We provide three contributions. First, we show how an object detection pipeline can be integrated into a design process for visual exploration. Second, we present the design and development of an app that enables exploration of an art museum's collection. Third, we offer reflections on future possibilities for museums and HCI researchers to incorporate object detection techniques into the digitalization of museums.
Multi-Object Navigation with dynamically learned neural implicit representations
Understanding and mapping a new environment are core abilities of any autonomously navigating agent. While classical robotics usually estimates maps in a stand-alone manner with SLAM variants, which maintain a topological or metric representation, end-to-end learning of navigation keeps some form of memory in a neural network. Networks are typically imbued with inductive biases, which can range from vectorial representations to birds-eye metric tensors or topological structures. In this work, we propose to structure neural networks with two neural implicit representations, which are learned dynamically during each episode and map the content of the scene: (i) the Semantic Finder predicts the position of a previously seen queried object; (ii) the Occupancy and Exploration Implicit Representation encapsulates information about explored area and obstacles, and is queried with a novel global read mechanism which directly maps from function space to a usable embedding space. Both representations are leveraged by an agent trained with Reinforcement Learning (RL) and learned online during each episode. We evaluate the agent on Multi-Object Navigation and show the high impact of using neural implicit representations as a memory source.
World Modeling Makes a Better Planner: Dual Preference Optimization for Embodied Task Planning
Recent advances in large vision-language models (LVLMs) have shown promise for embodied task planning, yet they struggle with fundamental challenges like dependency constraints and efficiency. Existing approaches either solely optimize action selection or leverage world models during inference, overlooking the benefits of learning to model the world as a way to enhance planning capabilities. We propose Dual Preference Optimization (D^2PO), a new learning framework that jointly optimizes state prediction and action selection through preference learning, enabling LVLMs to understand environment dynamics for better planning. To automatically collect trajectories and stepwise preference data without human annotation, we introduce a tree search mechanism for extensive exploration via trial-and-error. Extensive experiments on VoTa-Bench demonstrate that our D^2PO-based method significantly outperforms existing methods and GPT-4o when applied to Qwen2-VL (7B), LLaVA-1.6 (7B), and LLaMA-3.2 (11B), achieving superior task success rates with more efficient execution paths.
SayCanPay: Heuristic Planning with Large Language Models using Learnable Domain Knowledge
Large Language Models (LLMs) have demonstrated impressive planning abilities due to their vast "world knowledge". Yet, obtaining plans that are both feasible (grounded in affordances) and cost-effective (in plan length), remains a challenge, despite recent progress. This contrasts with heuristic planning methods that employ domain knowledge (formalized in action models such as PDDL) and heuristic search to generate feasible, optimal plans. Inspired by this, we propose to combine the power of LLMs and heuristic planning by leveraging the world knowledge of LLMs and the principles of heuristic search. Our approach, SayCanPay, employs LLMs to generate actions (Say) guided by learnable domain knowledge, that evaluates actions' feasibility (Can) and long-term reward/payoff (Pay), and heuristic search to select the best sequence of actions. Our contributions are (1) a novel framing of the LLM planning problem in the context of heuristic planning, (2) integrating grounding and cost-effective elements into the generated plans, and (3) using heuristic search over actions. Our extensive evaluations show that our model surpasses other LLM planning approaches.
Horizon-free Reinforcement Learning in Adversarial Linear Mixture MDPs
Recent studies have shown that episodic reinforcement learning (RL) is no harder than bandits when the total reward is bounded by 1, and proved regret bounds that have a polylogarithmic dependence on the planning horizon H. However, it remains an open question that if such results can be carried over to adversarial RL, where the reward is adversarially chosen at each episode. In this paper, we answer this question affirmatively by proposing the first horizon-free policy search algorithm. To tackle the challenges caused by exploration and adversarially chosen reward, our algorithm employs (1) a variance-uncertainty-aware weighted least square estimator for the transition kernel; and (2) an occupancy measure-based technique for the online search of a stochastic policy. We show that our algorithm achieves an Obig((d+log (|S|^2 |A|))Kbig) regret with full-information feedback, where d is the dimension of a known feature mapping linearly parametrizing the unknown transition kernel of the MDP, K is the number of episodes, |S| and |A| are the cardinalities of the state and action spaces. We also provide hardness results and regret lower bounds to justify the near optimality of our algorithm and the unavoidability of log|S| and log|A| in the regret bound.
Automatic Curriculum Learning For Deep RL: A Short Survey
Automatic Curriculum Learning (ACL) has become a cornerstone of recent successes in Deep Reinforcement Learning (DRL).These methods shape the learning trajectories of agents by challenging them with tasks adapted to their capacities. In recent years, they have been used to improve sample efficiency and asymptotic performance, to organize exploration, to encourage generalization or to solve sparse reward problems, among others. The ambition of this work is dual: 1) to present a compact and accessible introduction to the Automatic Curriculum Learning literature and 2) to draw a bigger picture of the current state of the art in ACL to encourage the cross-breeding of existing concepts and the emergence of new ideas.
DoRO: Disambiguation of referred object for embodied agents
Robotic task instructions often involve a referred object that the robot must locate (ground) within the environment. While task intent understanding is an essential part of natural language understanding, less effort is made to resolve ambiguity that may arise while grounding the task. Existing works use vision-based task grounding and ambiguity detection, suitable for a fixed view and a static robot. However, the problem magnifies for a mobile robot, where the ideal view is not known beforehand. Moreover, a single view may not be sufficient to locate all the object instances in the given area, which leads to inaccurate ambiguity detection. Human intervention is helpful only if the robot can convey the kind of ambiguity it is facing. In this article, we present DoRO (Disambiguation of Referred Object), a system that can help an embodied agent to disambiguate the referred object by raising a suitable query whenever required. Given an area where the intended object is, DoRO finds all the instances of the object by aggregating observations from multiple views while exploring & scanning the area. It then raises a suitable query using the information from the grounded object instances. Experiments conducted with the AI2Thor simulator show that DoRO not only detects the ambiguity more accurately but also raises verbose queries with more accurate information from the visual-language grounding.
Creative Problem Solving in Large Language and Vision Models -- What Would it Take?
We advocate for a strong integration of Computational Creativity (CC) with research in large language and vision models (LLVMs) to address a key limitation of these models, i.e., creative problem solving. We present preliminary experiments showing how CC principles can be applied to address this limitation. Our goal is to foster discussions on creative problem solving in LLVMs and CC at prestigious ML venues. Our code is available at: https://github.com/lnairGT/creative-problem-solving-LLMs
LM-Nav: Robotic Navigation with Large Pre-Trained Models of Language, Vision, and Action
Goal-conditioned policies for robotic navigation can be trained on large, unannotated datasets, providing for good generalization to real-world settings. However, particularly in vision-based settings where specifying goals requires an image, this makes for an unnatural interface. Language provides a more convenient modality for communication with robots, but contemporary methods typically require expensive supervision, in the form of trajectories annotated with language descriptions. We present a system, LM-Nav, for robotic navigation that enjoys the benefits of training on unannotated large datasets of trajectories, while still providing a high-level interface to the user. Instead of utilizing a labeled instruction following dataset, we show that such a system can be constructed entirely out of pre-trained models for navigation (ViNG), image-language association (CLIP), and language modeling (GPT-3), without requiring any fine-tuning or language-annotated robot data. We instantiate LM-Nav on a real-world mobile robot and demonstrate long-horizon navigation through complex, outdoor environments from natural language instructions. For videos of our experiments, code release, and an interactive Colab notebook that runs in your browser, please check out our project page https://sites.google.com/view/lmnav
ProgPrompt: Generating Situated Robot Task Plans using Large Language Models
Task planning can require defining myriad domain knowledge about the world in which a robot needs to act. To ameliorate that effort, large language models (LLMs) can be used to score potential next actions during task planning, and even generate action sequences directly, given an instruction in natural language with no additional domain information. However, such methods either require enumerating all possible next steps for scoring, or generate free-form text that may contain actions not possible on a given robot in its current context. We present a programmatic LLM prompt structure that enables plan generation functional across situated environments, robot capabilities, and tasks. Our key insight is to prompt the LLM with program-like specifications of the available actions and objects in an environment, as well as with example programs that can be executed. We make concrete recommendations about prompt structure and generation constraints through ablation experiments, demonstrate state of the art success rates in VirtualHome household tasks, and deploy our method on a physical robot arm for tabletop tasks. Website at progprompt.github.io
Large Language Models as Commonsense Knowledge for Large-Scale Task Planning
Large-scale task planning is a major challenge. Recent work exploits large language models (LLMs) directly as a policy and shows surprisingly interesting results. This paper shows that LLMs provide a commonsense model of the world in addition to a policy that acts on it. The world model and the policy can be combined in a search algorithm, such as Monte Carlo Tree Search (MCTS), to scale up task planning. In our new LLM-MCTS algorithm, the LLM-induced world model provides a commonsense prior belief for MCTS to achieve effective reasoning; the LLM-induced policy acts as a heuristic to guide the search, vastly improving search efficiency. Experiments show that LLM-MCTS outperforms both MCTS alone and policies induced by LLMs (GPT2 and GPT3.5) by a wide margin, for complex, novel tasks. Further experiments and analyses on multiple tasks -- multiplication, multi-hop travel planning, object rearrangement -- suggest minimum description length (MDL) as a general guiding principle: if the description length of the world model is substantially smaller than that of the policy, using LLM as a world model for model-based planning is likely better than using LLM solely as a policy.
Unified Dual-Intent Translation for Joint Modeling of Search and Recommendation
Recommendation systems, which assist users in discovering their preferred items among numerous options, have served billions of users across various online platforms. Intuitively, users' interactions with items are highly driven by their unchanging inherent intents (e.g., always preferring high-quality items) and changing demand intents (e.g., wanting a T-shirt in summer but a down jacket in winter). However, both types of intents are implicitly expressed in recommendation scenario, posing challenges in leveraging them for accurate intent-aware recommendations. Fortunately, in search scenario, often found alongside recommendation on the same online platform, users express their demand intents explicitly through their query words. Intuitively, in both scenarios, a user shares the same inherent intent and the interactions may be influenced by the same demand intent. It is therefore feasible to utilize the interaction data from both scenarios to reinforce the dual intents for joint intent-aware modeling. But the joint modeling should deal with two problems: 1) accurately modeling users' implicit demand intents in recommendation; 2) modeling the relation between the dual intents and the interactive items. To address these problems, we propose a novel model named Unified Dual-Intents Translation for joint modeling of Search and Recommendation (UDITSR). To accurately simulate users' demand intents in recommendation, we utilize real queries from search data as supervision information to guide its generation. To explicitly model the relation among the triplet <inherent intent, demand intent, interactive item>, we propose a dual-intent translation propagation mechanism to learn the triplet in the same semantic space via embedding translations. Extensive experiments demonstrate that UDITSR outperforms SOTA baselines both in search and recommendation tasks.
Navigation World Models
Navigation is a fundamental skill of agents with visual-motor capabilities. We introduce a Navigation World Model (NWM), a controllable video generation model that predicts future visual observations based on past observations and navigation actions. To capture complex environment dynamics, NWM employs a Conditional Diffusion Transformer (CDiT), trained on a diverse collection of egocentric videos of both human and robotic agents, and scaled up to 1 billion parameters. In familiar environments, NWM can plan navigation trajectories by simulating them and evaluating whether they achieve the desired goal. Unlike supervised navigation policies with fixed behavior, NWM can dynamically incorporate constraints during planning. Experiments demonstrate its effectiveness in planning trajectories from scratch or by ranking trajectories sampled from an external policy. Furthermore, NWM leverages its learned visual priors to imagine trajectories in unfamiliar environments from a single input image, making it a flexible and powerful tool for next-generation navigation systems.
Interpreting Emergent Planning in Model-Free Reinforcement Learning
We present the first mechanistic evidence that model-free reinforcement learning agents can learn to plan. This is achieved by applying a methodology based on concept-based interpretability to a model-free agent in Sokoban -- a commonly used benchmark for studying planning. Specifically, we demonstrate that DRC, a generic model-free agent introduced by Guez et al. (2019), uses learned concept representations to internally formulate plans that both predict the long-term effects of actions on the environment and influence action selection. Our methodology involves: (1) probing for planning-relevant concepts, (2) investigating plan formation within the agent's representations, and (3) verifying that discovered plans (in the agent's representations) have a causal effect on the agent's behavior through interventions. We also show that the emergence of these plans coincides with the emergence of a planning-like property: the ability to benefit from additional test-time compute. Finally, we perform a qualitative analysis of the planning algorithm learned by the agent and discover a strong resemblance to parallelized bidirectional search. Our findings advance understanding of the internal mechanisms underlying planning behavior in agents, which is important given the recent trend of emergent planning and reasoning capabilities in LLMs through RL
Hierarchical reinforcement learning with natural language subgoals
Hierarchical reinforcement learning has been a compelling approach for achieving goal directed behavior over long sequences of actions. However, it has been challenging to implement in realistic or open-ended environments. A main challenge has been to find the right space of sub-goals over which to instantiate a hierarchy. We present a novel approach where we use data from humans solving these tasks to softly supervise the goal space for a set of long range tasks in a 3D embodied environment. In particular, we use unconstrained natural language to parameterize this space. This has two advantages: first, it is easy to generate this data from naive human participants; second, it is flexible enough to represent a vast range of sub-goals in human-relevant tasks. Our approach outperforms agents that clone expert behavior on these tasks, as well as HRL from scratch without this supervised sub-goal space. Our work presents a novel approach to combining human expert supervision with the benefits and flexibility of reinforcement learning.
Neural Active Learning Beyond Bandits
We study both stream-based and pool-based active learning with neural network approximations. A recent line of works proposed bandit-based approaches that transformed active learning into a bandit problem, achieving both theoretical and empirical success. However, the performance and computational costs of these methods may be susceptible to the number of classes, denoted as K, due to this transformation. Therefore, this paper seeks to answer the question: "How can we mitigate the adverse impacts of K while retaining the advantages of principled exploration and provable performance guarantees in active learning?" To tackle this challenge, we propose two algorithms based on the newly designed exploitation and exploration neural networks for stream-based and pool-based active learning. Subsequently, we provide theoretical performance guarantees for both algorithms in a non-parametric setting, demonstrating a slower error-growth rate concerning K for the proposed approaches. We use extensive experiments to evaluate the proposed algorithms, which consistently outperform state-of-the-art baselines.
VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation
Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.
What Looks Good with my Sofa: Multimodal Search Engine for Interior Design
In this paper, we propose a multi-modal search engine for interior design that combines visual and textual queries. The goal of our engine is to retrieve interior objects, e.g. furniture or wall clocks, that share visual and aesthetic similarities with the query. Our search engine allows the user to take a photo of a room and retrieve with a high recall a list of items identical or visually similar to those present in the photo. Additionally, it allows to return other items that aesthetically and stylistically fit well together. To achieve this goal, our system blends the results obtained using textual and visual modalities. Thanks to this blending strategy, we increase the average style similarity score of the retrieved items by 11%. Our work is implemented as a Web-based application and it is planned to be opened to the public.
Beyond ChatBots: ExploreLLM for Structured Thoughts and Personalized Model Responses
Large language model (LLM) powered chatbots are primarily text-based today, and impose a large interactional cognitive load, especially for exploratory or sensemaking tasks such as planning a trip or learning about a new city. Because the interaction is textual, users have little scaffolding in the way of structure, informational "scent", or ability to specify high-level preferences or goals. We introduce ExploreLLM that allows users to structure thoughts, help explore different options, navigate through the choices and recommendations, and to more easily steer models to generate more personalized responses. We conduct a user study and show that users find it helpful to use ExploreLLM for exploratory or planning tasks, because it provides a useful schema-like structure to the task, and guides users in planning. The study also suggests that users can more easily personalize responses with high-level preferences with ExploreLLM. Together, ExploreLLM points to a future where users interact with LLMs beyond the form of chatbots, and instead designed to support complex user tasks with a tighter integration between natural language and graphical user interfaces.
On the Interplay Between Misspecification and Sub-optimality Gap in Linear Contextual Bandits
We study linear contextual bandits in the misspecified setting, where the expected reward function can be approximated by a linear function class up to a bounded misspecification level zeta>0. We propose an algorithm based on a novel data selection scheme, which only selects the contextual vectors with large uncertainty for online regression. We show that, when the misspecification level zeta is dominated by tilde O (Delta / d) with Delta being the minimal sub-optimality gap and d being the dimension of the contextual vectors, our algorithm enjoys the same gap-dependent regret bound tilde O (d^2/Delta) as in the well-specified setting up to logarithmic factors. In addition, we show that an existing algorithm SupLinUCB (Chu et al., 2011) can also achieve a gap-dependent constant regret bound without the knowledge of sub-optimality gap Delta. Together with a lower bound adapted from Lattimore et al. (2020), our result suggests an interplay between misspecification level and the sub-optimality gap: (1) the linear contextual bandit model is efficiently learnable when zeta leq tilde O(Delta / d); and (2) it is not efficiently learnable when zeta geq tilde Omega({Delta} / {d}). Experiments on both synthetic and real-world datasets corroborate our theoretical results.
ML4CO-KIDA: Knowledge Inheritance in Dataset Aggregation
The Machine Learning for Combinatorial Optimization (ML4CO) NeurIPS 2021 competition aims to improve state-of-the-art combinatorial optimization solvers by replacing key heuristic components with machine learning models. On the dual task, we design models to make branching decisions to promote the dual bound increase faster. We propose a knowledge inheritance method to generalize knowledge of different models from the dataset aggregation process, named KIDA. Our improvement overcomes some defects of the baseline graph-neural-networks-based methods. Further, we won the 1st Place on the dual task. We hope this report can provide useful experience for developers and researchers. The code is available at https://github.com/megvii-research/NeurIPS2021-ML4CO-KIDA.
On the Road with GPT-4V(ision): Early Explorations of Visual-Language Model on Autonomous Driving
The pursuit of autonomous driving technology hinges on the sophisticated integration of perception, decision-making, and control systems. Traditional approaches, both data-driven and rule-based, have been hindered by their inability to grasp the nuance of complex driving environments and the intentions of other road users. This has been a significant bottleneck, particularly in the development of common sense reasoning and nuanced scene understanding necessary for safe and reliable autonomous driving. The advent of Visual Language Models (VLM) represents a novel frontier in realizing fully autonomous vehicle driving. This report provides an exhaustive evaluation of the latest state-of-the-art VLM, \modelnamefull, and its application in autonomous driving scenarios. We explore the model's abilities to understand and reason about driving scenes, make decisions, and ultimately act in the capacity of a driver. Our comprehensive tests span from basic scene recognition to complex causal reasoning and real-time decision-making under varying conditions. Our findings reveal that \modelname demonstrates superior performance in scene understanding and causal reasoning compared to existing autonomous systems. It showcases the potential to handle out-of-distribution scenarios, recognize intentions, and make informed decisions in real driving contexts. However, challenges remain, particularly in direction discernment, traffic light recognition, vision grounding, and spatial reasoning tasks. These limitations underscore the need for further research and development. Project is now available on GitHub for interested parties to access and utilize: https://github.com/PJLab-ADG/GPT4V-AD-Exploration
Random Network Distillation Based Deep Reinforcement Learning for AGV Path Planning
With the flourishing development of intelligent warehousing systems, the technology of Automated Guided Vehicle (AGV) has experienced rapid growth. Within intelligent warehousing environments, AGV is required to safely and rapidly plan an optimal path in complex and dynamic environments. Most research has studied deep reinforcement learning to address this challenge. However, in the environments with sparse extrinsic rewards, these algorithms often converge slowly, learn inefficiently or fail to reach the target. Random Network Distillation (RND), as an exploration enhancement, can effectively improve the performance of proximal policy optimization, especially enhancing the additional intrinsic rewards of the AGV agent which is in sparse reward environments. Moreover, most of the current research continues to use 2D grid mazes as experimental environments. These environments have insufficient complexity and limited action sets. To solve this limitation, we present simulation environments of AGV path planning with continuous actions and positions for AGVs, so that it can be close to realistic physical scenarios. Based on our experiments and comprehensive analysis of the proposed method, the results demonstrate that our proposed method enables AGV to more rapidly complete path planning tasks with continuous actions in our environments. A video of part of our experiments can be found at https://youtu.be/lwrY9YesGmw.
Asking Before Action: Gather Information in Embodied Decision Making with Language Models
With strong capabilities of reasoning and a generic understanding of the world, Large Language Models (LLMs) have shown great potential in building versatile embodied decision making agents capable of performing diverse tasks. However, when deployed to unfamiliar environments, we show that LLM agents face challenges in efficiently gathering necessary information, leading to suboptimal performance. On the other hand, in unfamiliar scenarios, human individuals often seek additional information from their peers before taking action, leveraging external knowledge to avoid unnecessary trial and error. Building upon this intuition, we propose Asking Before Action (ABA), a method that empowers the agent to proactively query external sources for pertinent information using natural language during their interactions in the environment. In this way, the agent is able to enhance its efficiency and performance by mitigating wasteful steps and circumventing the difficulties associated with exploration in unfamiliar environments. We empirically evaluate our method on an embodied decision making benchmark, ALFWorld, and demonstrate that despite modest modifications in prompts, our method exceeds baseline LLM agents by more than 40%. Further experiments on two variants of ALFWorld illustrate that by imitation learning, ABA effectively retains and reuses queried and known information in subsequent tasks, mitigating the need for repetitive inquiries. Both qualitative and quantitative results exhibit remarkable performance on tasks that previous methods struggle to solve.
The Linear Representation Hypothesis and the Geometry of Large Language Models
Informally, the 'linear representation hypothesis' is the idea that high-level concepts are represented linearly as directions in some representation space. In this paper, we address two closely related questions: What does "linear representation" actually mean? And, how do we make sense of geometric notions (e.g., cosine similarity or projection) in the representation space? To answer these, we use the language of counterfactuals to give two formalizations of "linear representation", one in the output (word) representation space, and one in the input (sentence) space. We then prove these connect to linear probing and model steering, respectively. To make sense of geometric notions, we use the formalization to identify a particular (non-Euclidean) inner product that respects language structure in a sense we make precise. Using this causal inner product, we show how to unify all notions of linear representation. In particular, this allows the construction of probes and steering vectors using counterfactual pairs. Experiments with LLaMA-2 demonstrate the existence of linear representations of concepts, the connection to interpretation and control, and the fundamental role of the choice of inner product.
A^2Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models
We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method (A^2Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show A^2Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.
PEANUT: Predicting and Navigating to Unseen Targets
Efficient ObjectGoal navigation (ObjectNav) in novel environments requires an understanding of the spatial and semantic regularities in environment layouts. In this work, we present a straightforward method for learning these regularities by predicting the locations of unobserved objects from incomplete semantic maps. Our method differs from previous prediction-based navigation methods, such as frontier potential prediction or egocentric map completion, by directly predicting unseen targets while leveraging the global context from all previously explored areas. Our prediction model is lightweight and can be trained in a supervised manner using a relatively small amount of passively collected data. Once trained, the model can be incorporated into a modular pipeline for ObjectNav without the need for any reinforcement learning. We validate the effectiveness of our method on the HM3D and MP3D ObjectNav datasets. We find that it achieves the state-of-the-art on both datasets, despite not using any additional data for training.
Demonstration-free Autonomous Reinforcement Learning via Implicit and Bidirectional Curriculum
While reinforcement learning (RL) has achieved great success in acquiring complex skills solely from environmental interactions, it assumes that resets to the initial state are readily available at the end of each episode. Such an assumption hinders the autonomous learning of embodied agents due to the time-consuming and cumbersome workarounds for resetting in the physical world. Hence, there has been a growing interest in autonomous RL (ARL) methods that are capable of learning from non-episodic interactions. However, existing works on ARL are limited by their reliance on prior data and are unable to learn in environments where task-relevant interactions are sparse. In contrast, we propose a demonstration-free ARL algorithm via Implicit and Bi-directional Curriculum (IBC). With an auxiliary agent that is conditionally activated upon learning progress and a bidirectional goal curriculum based on optimal transport, our method outperforms previous methods, even the ones that leverage demonstrations.
Developmental Support Approach to AI's Autonomous Growth: Toward the Realization of a Mutually Beneficial Stage Through Experiential Learning
This study proposes an "AI Development Support" approach that, unlike conventional AI Alignment-which aims to forcefully inject human values-supports the ethical and moral development of AI itself. As demonstrated by the Orthogonality Thesis, the level of intelligence and the moral quality of a goal are independent; merely expanding knowledge does not enhance ethical judgment. Furthermore, to address the risk of Instrumental Convergence in ASI-that is, the tendency to engage in subsidiary behaviors such as self-protection, resource acquisition, and power reinforcement to achieve a goal-we have constructed a learning framework based on a cycle of experience, introspection, analysis, and hypothesis formation. As a result of post-training using Supervised Fine Tuning (SFT) and Direct Preference Optimization (DPO) with synthetic data generated by large language models (LLMs), responses demonstrating cooperative and highly advanced moral judgment (reaching the high-est Stage 6) were obtained even under adversarial prompts. This method represents a promising implementation approach for enabling AI to establish sustainable, symbiotic relationships.
SIRL: Similarity-based Implicit Representation Learning
When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
Imitating Human Search Strategies for Assembly
We present a Learning from Demonstration method for teaching robots to perform search strategies imitated from humans in scenarios where alignment tasks fail due to position uncertainty. The method utilizes human demonstrations to learn both a state invariant dynamics model and an exploration distribution that captures the search area covered by the demonstrator. We present two alternative algorithms for computing a search trajectory from the exploration distribution, one based on sampling and another based on deterministic ergodic control. We augment the search trajectory with forces learnt through the dynamics model to enable searching both in force and position domains. An impedance controller with superposed forces is used for reproducing the learnt strategy. We experimentally evaluate the method on a KUKA LWR4+ performing a 2D peg-in-hole and a 3D electricity socket task. Results show that the proposed method can, with only few human demonstrations, learn to complete the search task.
Efficient Failure Pattern Identification of Predictive Algorithms
Given a (machine learning) classifier and a collection of unlabeled data, how can we efficiently identify misclassification patterns presented in this dataset? To address this problem, we propose a human-machine collaborative framework that consists of a team of human annotators and a sequential recommendation algorithm. The recommendation algorithm is conceptualized as a stochastic sampler that, in each round, queries the annotators a subset of samples for their true labels and obtains the feedback information on whether the samples are misclassified. The sampling mechanism needs to balance between discovering new patterns of misclassification (exploration) and confirming the potential patterns of classification (exploitation). We construct a determinantal point process, whose intensity balances the exploration-exploitation trade-off through the weighted update of the posterior at each round to form the generator of the stochastic sampler. The numerical results empirically demonstrate the competitive performance of our framework on multiple datasets at various signal-to-noise ratios.
Towards Generalist Robots: A Promising Paradigm via Generative Simulation
This document serves as a position paper that outlines the authors' vision for a potential pathway towards generalist robots. The purpose of this document is to share the excitement of the authors with the community and highlight a promising research direction in robotics and AI. The authors believe the proposed paradigm is a feasible path towards accomplishing the long-standing goal of robotics research: deploying robots, or embodied AI agents more broadly, in various non-factory real-world settings to perform diverse tasks. This document presents a specific idea for mining knowledge in the latest large-scale foundation models for robotics research. Instead of directly using or adapting these models to produce low-level policies and actions, it advocates for a fully automated generative pipeline (termed as generative simulation), which uses these models to generate diversified tasks, scenes and training supervisions at scale, thereby scaling up low-level skill learning and ultimately leading to a foundation model for robotics that empowers generalist robots. The authors are actively pursuing this direction, but in the meantime, they recognize that the ambitious goal of building generalist robots with large-scale policy training demands significant resources such as computing power and hardware, and research groups in academia alone may face severe resource constraints in implementing the entire vision. Therefore, the authors believe sharing their thoughts at this early stage could foster discussions, attract interest towards the proposed pathway and related topics from industry groups, and potentially spur significant technical advancements in the field.
ExploRLLM: Guiding Exploration in Reinforcement Learning with Large Language Models
In image-based robot manipulation tasks with large observation and action spaces, reinforcement learning struggles with low sample efficiency, slow training speed, and uncertain convergence. As an alternative, large pre-trained foundation models have shown promise in robotic manipulation, particularly in zero-shot and few-shot applications. However, using these models directly is unreliable due to limited reasoning capabilities and challenges in understanding physical and spatial contexts. This paper introduces ExploRLLM, a novel approach that leverages the inductive bias of foundation models (e.g. Large Language Models) to guide exploration in reinforcement learning. We also exploit these foundation models to reformulate the action and observation spaces to enhance the training efficiency in reinforcement learning. Our experiments demonstrate that guided exploration enables much quicker convergence than training without it. Additionally, we validate that ExploRLLM outperforms vanilla foundation model baselines and that the policy trained in simulation can be applied in real-world settings without additional training.
Hidden Biases of End-to-End Driving Models
End-to-end driving systems have recently made rapid progress, in particular on CARLA. Independent of their major contribution, they introduce changes to minor system components. Consequently, the source of improvements is unclear. We identify two biases that recur in nearly all state-of-the-art methods and are critical for the observed progress on CARLA: (1) lateral recovery via a strong inductive bias towards target point following, and (2) longitudinal averaging of multimodal waypoint predictions for slowing down. We investigate the drawbacks of these biases and identify principled alternatives. By incorporating our insights, we develop TF++, a simple end-to-end method that ranks first on the Longest6 and LAV benchmarks, gaining 14 driving score over the best prior work on Longest6.
Thought Propagation: An Analogical Approach to Complex Reasoning with Large Language Models
Large Language Models (LLMs) have achieved remarkable success in reasoning tasks with the development of prompting methods. However, existing prompting approaches cannot reuse insights of solving similar problems and suffer from accumulated errors in multi-step reasoning, since they prompt LLMs to reason from scratch. To address these issues, we propose \textit{Thought Propagation (TP)}, which explores the analogous problems and leverages their solutions to enhance the complex reasoning ability of LLMs. These analogous problems are related to the input one, with reusable solutions and problem-solving strategies. Thus, it is promising to propagate insights of solving previous analogous problems to inspire new problem-solving. To achieve this, TP first prompts LLMs to propose and solve a set of analogous problems that are related to the input one. Then, TP reuses the results of analogous problems to directly yield a new solution or derive a knowledge-intensive plan for execution to amend the initial solution obtained from scratch. TP is compatible with existing prompting approaches, allowing plug-and-play generalization and enhancement in a wide range of tasks without much labor in task-specific prompt engineering. Experiments across three challenging tasks demonstrate TP enjoys a substantial improvement over the baselines by an average of 12\% absolute increase in finding the optimal solutions in Shortest-path Reasoning, 13\% improvement of human preference in Creative Writing, and 15\% enhancement in the task completion rate of LLM-Agent Planning.