Despite the significant demand for assistive technology among vulnerable groups (e.g., the elderly, children, and the disabled) in daily tasks, research into advanced AI-driven assistive solutions that genuinely accommodate their diverse needs remains sparse. Traditional human-machine interaction tasks often require machines to simply help without nuanced consideration of human abilities and feelings, such as their opportunity for practice and learning, sense of self-improvement, and self-esteem. Addressing this gap, we define a pivotal and novel challenge Smart Help, which aims to provide proactive yet adaptive support to human agents with diverse disabilities and dynamic goals in various tasks and environments. To establish this challenge, we leverage AI2-THOR to build a new interactive 3D realistic household environment for the Smart Help task. We introduce an innovative opponent modeling module that provides a nuanced understanding of the main agent's capabilities and goals, in order to optimize the assisting agent's helping policy. Rigorous experiments validate the efficacy of our model components and show the superiority of our holistic approach against established baselines. Our findings illustrate the potential of AI-imbued assistive robots in improving the well-being of vulnerable groups.
We explore how iterative revising a chain of thoughts with the help of information retrieval significantly improves large language models' reasoning and generation ability in long-horizon generation tasks, while hugely mitigating hallucination. In particular, the proposed method -- *retrieval-augmented thoughts* (RAT) -- revises each thought step one by one with retrieved information relevant to the task query, the current and the past thought steps, after the initial zero-shot CoT is generated. Applying RAT to GPT-3.5, GPT-4, and CodeLLaMA-7b substantially improves their performances on various long-horizon generation tasks; on average of relatively increasing rating scores by 13.63% on code generation, 16.96% on mathematical reasoning, 19.2% on creative writing, and 42.78% on embodied task planning. The demo page can be found at https://craftjarvis.github.io/RAT
Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., "chopping trees" to long-horizon tasks, e.g., "obtaining a diamond pickaxe". JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task of $\texttt{ObtainDiamondPickaxe}$, JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. The project page is available at https://craftjarvis.org/JARVIS-1
A popular paradigm for offline Reinforcement Learning (RL) tasks is to first fit the offline trajectories to a sequence model, and then prompt the model for actions that lead to high expected return. While a common consensus is that more expressive sequence models imply better performance, this paper highlights that tractability, the ability to exactly and efficiently answer various probabilistic queries, plays an equally important role. Specifically, due to the fundamental stochasticity from the offline data-collection policies and the environment dynamics, highly non-trivial conditional/constrained generation is required to elicit rewarding actions. While it is still possible to approximate such queries, we observe that such crude estimates significantly undermine the benefits brought by expressive sequence models. To overcome this problem, this paper proposes Trifle (Tractable Inference for Offline RL), which leverages modern Tractable Probabilistic Models (TPMs) to bridge the gap between good sequence models and high expected returns at evaluation time. Empirically, Trifle achieves the most state-of-the-art scores in 9 Gym-MuJoCo benchmarks against strong baselines. Further, owing to its tractability, Trifle significantly outperforms prior approaches in stochastic environments and safe RL tasks (e.g. with action constraints) with minimum algorithmic modifications.
We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. Code and video can be found on the website https://craftjarvis-groot.github.io.
Building AIs with adaptive behaviors in human-AI cooperation stands as a pivotal focus in AGI research. Current methods for developing cooperative agents predominantly rely on learning-based methods, where policy generalization heavily hinges on past interactions with specific teammates. These approaches constrain the agent's capacity to recalibrate its strategy when confronted with novel teammates. We propose \textbf{ProAgent}, a novel framework that harnesses large language models (LLMs) to fashion a \textit{pro}active \textit{agent} empowered with the ability to anticipate teammates' forthcoming decisions and formulate enhanced plans for itself. ProAgent excels at cooperative reasoning with the capacity to dynamically adapt its behavior to enhance collaborative efforts with teammates. Moreover, the ProAgent framework exhibits a high degree of modularity and interpretability, facilitating seamless integration to address a wide array of coordination scenarios. Experimental evaluations conducted within the framework of \textit{Overcook-AI} unveil the remarkable performance superiority of ProAgent, outperforming five methods based on self-play and population-based training in cooperation with AI agents. Further, when cooperating with human proxy models, its performance exhibits an average improvement exceeding 10\% compared to the current state-of-the-art, COLE. The advancement was consistently observed across diverse scenarios involving interactions with both AI agents of varying characteristics and human counterparts. These findings inspire future research for human-robot collaborations. For a hands-on demonstration, please visit \url{https://pku-proagent.github.io}.
Probabilistic Circuits (PCs) are a general and unified computational framework for tractable probabilistic models that support efficient computation of various inference tasks (e.g., computing marginal probabilities). Towards enabling such reasoning capabilities in complex real-world tasks, Liu et al. (2022) propose to distill knowledge (through latent variable assignments) from less tractable but more expressive deep generative models. However, it is still unclear what factors make this distillation work well. In this paper, we theoretically and empirically discover that the performance of a PC can exceed that of its teacher model. Therefore, instead of performing distillation from the most expressive deep generative model, we study what properties the teacher model and the PC should have in order to achieve good distillation performance. This leads to a generic algorithmic improvement as well as other data-type-specific ones over the existing latent variable distillation pipeline. Empirically, we outperform SoTA TPMs by a large margin on challenging image modeling benchmarks. In particular, on ImageNet32, PCs achieve 4.06 bits-per-dimension, which is only 0.34 behind variational diffusion models (Kingma et al., 2021).
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 $\texttt{ObtainDiamond}$ grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.