Large Language Models (LLMs) have been the subject of active research, significantly advancing the field of Natural Language Processing (NLP). From BERT to BLOOM, LLMs have surpassed state-of-the-art results in various natural language tasks such as question answering, summarization, and text generation. Many ongoing efforts focus on understanding LLMs' capabilities, including their knowledge of the world, syntax, and semantics. However, extending the textual prowess of LLMs to symbolic reasoning has been slow and predominantly focused on tackling problems related to the mathematical field. In this paper, we explore the use of LLMs for automated planning - a branch of AI concerned with the realization of action sequences (plans) to achieve a goal, typically executed by intelligent agents, autonomous robots, and unmanned vehicles. We introduce Plansformer; an LLM fine-tuned on planning problems and capable of generating plans with favorable behavior in terms of correctness and length with reduced knowledge-engineering efforts. We also demonstrate the adaptability of Plansformer in solving different planning domains with varying complexities, owing to the transfer learning abilities of LLMs. For one configuration of Plansformer, we achieve ~97% valid plans, out of which ~95% are optimal for Towers of Hanoi - a puzzle-solving domain.
Machine learning problems with multiple objective functions appear either in learning with multiple criteria where learning has to make a trade-off between multiple performance metrics such as fairness, safety and accuracy; or, in multi-task learning where multiple tasks are optimized jointly, sharing inductive bias between them. This problems are often tackled by the multi-objective optimization framework. However, existing stochastic multi-objective gradient methods and its variants (e.g., MGDA, PCGrad, CAGrad, etc.) all adopt a biased noisy gradient direction, which leads to degraded empirical performance. To this end, we develop a stochastic Multi-objective gradient Correction (MoCo) method for multi-objective optimization. The unique feature of our method is that it can guarantee convergence without increasing the batch size even in the non-convex setting. Simulations on multi-task supervised and reinforcement learning demonstrate the effectiveness of our method relative to state-of-the-art methods.
This paper is concerned with online targeted advertising on social networks. The main technical task we address is to estimate the activation probability for user pairs, which quantifies the influence one user may have on another towards purchasing decisions. This is a challenging task because one marketing episode typically involves a multitude of marketing campaigns/strategies of different products for highly diverse customers. In this paper, we propose what we believe is the first tensor-based contextual bandit framework for online targeted advertising. The proposed framework is designed to accommodate any number of feature vectors in the form of multi-mode tensor, thereby enabling to capture the heterogeneity that may exist over user preferences, products, and campaign strategies in a unified manner. To handle inter-dependency of tensor modes, we introduce an online variational algorithm with a mean-field approximation. We empirically confirm that the proposed TensorUCB algorithm achieves a significant improvement in influence maximization tasks over the benchmarks, which is attributable to its capability of capturing the user-product heterogeneity.
Knowledge transfer between heterogeneous source and target networks and tasks has received a lot of attention in recent times as large amounts of quality labelled data can be difficult to obtain in many applications. Existing approaches typically constrain the target deep neural network (DNN) feature representations to be close to the source DNNs feature representations, which can be limiting. We, in this paper, propose a novel adversarial multi-armed bandit approach which automatically learns to route source representations to appropriate target representations following which they are combined in meaningful ways to produce accurate target models. We see upwards of 5% accuracy improvements compared with the state-of-the-art knowledge transfer methods on four benchmark (target) image datasets CUB200, Stanford Dogs, MIT67, and Stanford40 where the source dataset is ImageNet. We qualitatively analyze the goodness of our transfer scheme by showing individual examples of the important features our target network focuses on in different layers compared with the (closest) competitors. We also observe that our improvement over other methods is higher for smaller target datasets making it an effective tool for small data applications that may benefit from transfer learning.
Text-based games (TBG) have emerged as promising environments for driving research in grounded language understanding and studying problems like generalization and sample efficiency. Several deep reinforcement learning (RL) methods with varying architectures and learning schemes have been proposed for TBGs. However, these methods fail to generalize efficiently, especially under distributional shifts. In a departure from deep RL approaches, in this paper, we propose a general method inspired by case-based reasoning to train agents and generalize out of the training distribution. The case-based reasoner collects instances of positive experiences from the agent's interaction with the world in the past and later reuses the collected experiences to act efficiently. The method can be applied in conjunction with any existing on-policy neural agent in the literature for TBGs. Our experiments show that the proposed approach consistently improves existing methods, obtains good out-of-distribution generalization, and achieves new state-of-the-art results on widely used environments.
Text-based games (TBGs) have become a popular proving ground for the demonstration of learning-based agents that make decisions in quasi real-world settings. The crux of the problem for a reinforcement learning agent in such TBGs is identifying the objects in the world, and those objects' relations with that world. While the recent use of text-based resources for increasing an agent's knowledge and improving its generalization have shown promise, we posit in this paper that there is much yet to be learned from visual representations of these same worlds. Specifically, we propose to retrieve images that represent specific instances of text observations from the world and train our agents on such images. This improves the agent's overall understanding of the game 'scene' and objects' relationships to the world around them, and the variety of visual representations on offer allow the agent to generate a better generalization of a relationship. We show that incorporating such images improves the performance of agents in various TBG settings.
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.
Text-based games have emerged as an important test-bed for Reinforcement Learning (RL) research, requiring RL agents to combine grounded language understanding with sequential decision making. In this paper, we examine the problem of infusing RL agents with commonsense knowledge. Such knowledge would allow agents to efficiently act in the world by pruning out implausible actions, and to perform look-ahead planning to determine how current actions might affect future world states. We design a new text-based gaming environment called TextWorld Commonsense (TWC) for training and evaluating RL agents with a specific kind of commonsense knowledge about objects, their attributes, and affordances. We also introduce several baseline RL agents which track the sequential context and dynamically retrieve the relevant commonsense knowledge from ConceptNet. We show that agents which incorporate commonsense knowledge in TWC perform better, while acting more efficiently. We conduct user-studies to estimate human performance on TWC and show that there is ample room for future improvement.
In this paper, we consider the recent trend of evaluating progress on reinforcement learning technology by using text-based environments and games as evaluation environments. This reliance on text brings advances in natural language processing into the ambit of these agents, with a recurring thread being the use of external knowledge to mimic and better human-level performance. We present one such instantiation of agents that use commonsense knowledge from ConceptNet to show promising performance on two text-based environments.