Text-based games (TBGs) have emerged as an important collection of NLP tasks, requiring reinforcement learning (RL) agents to combine natural language understanding with reasoning. A key challenge for agents attempting to solve such tasks is to generalize across multiple games and demonstrate good performance on both seen and unseen objects. Purely deep-RL-based approaches may perform well on seen objects; however, they fail to showcase the same performance on unseen objects. Commonsense-infused deep-RL agents may work better on unseen data; unfortunately, their policies are often not interpretable or easily transferable. To tackle these issues, in this paper, we present EXPLORER which is an exploration-guided reasoning agent for textual reinforcement learning. EXPLORER is neurosymbolic in nature, as it relies on a neural module for exploration and a symbolic module for exploitation. It can also learn generalized symbolic policies and perform well over unseen data. Our experiments show that EXPLORER outperforms the baseline agents on Text-World cooking (TW-Cooking) and Text-World Commonsense (TWC) games.
Large language models (LLMs) are susceptible to a variety of risks, from non-faithful output to biased and toxic generations. Due to several limiting factors surrounding LLMs (training cost, API access, data availability, etc.), it may not always be feasible to impose direct safety constraints on a deployed model. Therefore, an efficient and reliable alternative is required. To this end, we present our ongoing efforts to create and deploy a library of detectors: compact and easy-to-build classification models that provide labels for various harms. In addition to the detectors themselves, we discuss a wide range of uses for these detector models - from acting as guardrails to enabling effective AI governance. We also deep dive into inherent challenges in their development and discuss future work aimed at making the detectors more reliable and broadening their scope.
Real-world sequential decision making is characterized by sparse rewards and large decision spaces, posing significant difficulty for experiential learning systems like $\textit{tabula rasa}$ 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.
Automated Planning and Scheduling is among the growing areas in Artificial Intelligence (AI) where mention of LLMs has gained popularity. Based on a comprehensive review of 126 papers, this paper investigates eight categories based on the unique applications of LLMs in addressing various aspects of planning problems: language translation, plan generation, model construction, multi-agent planning, interactive planning, heuristics optimization, tool integration, and brain-inspired planning. For each category, we articulate the issues considered and existing gaps. A critical insight resulting from our review is that the true potential of LLMs unfolds when they are integrated with traditional symbolic planners, pointing towards a promising neuro-symbolic approach. This approach effectively combines the generative aspects of LLMs with the precision of classical planning methods. By synthesizing insights from existing literature, we underline the potential of this integration to address complex planning challenges. Our goal is to encourage the ICAPS community to recognize the complementary strengths of LLMs and symbolic planners, advocating for a direction in automated planning that leverages these synergistic capabilities to develop more advanced and intelligent planning systems.
This paper provides a theoretical understanding of Deep Q-Network (DQN) with the $\varepsilon$-greedy exploration in deep reinforcement learning. Despite the tremendous empirical achievement of the DQN, its theoretical characterization remains underexplored. First, the exploration strategy is either impractical or ignored in the existing analysis. Second, in contrast to conventional Q-learning algorithms, the DQN employs the target network and experience replay to acquire an unbiased estimation of the mean-square Bellman error (MSBE) utilized in training the Q-network. However, the existing theoretical analysis of DQNs lacks convergence analysis or bypasses the technical challenges by deploying a significantly overparameterized neural network, which is not computationally efficient. This paper provides the first theoretical convergence and sample complexity analysis of the practical setting of DQNs with $\epsilon$-greedy policy. We prove an iterative procedure with decaying $\epsilon$ converges to the optimal Q-value function geometrically. Moreover, a higher level of $\epsilon$ values enlarges the region of convergence but slows down the convergence, while the opposite holds for a lower level of $\epsilon$ values. Experiments justify our established theoretical insights on DQNs.
Nudging is a behavioral strategy aimed at influencing people's thoughts and actions. Nudging techniques can be found in many situations in our daily lives, and these nudging techniques can targeted at human fast and unconscious thinking, e.g., by using images to generate fear or the more careful and effortful slow thinking, e.g., by releasing information that makes us reflect on our choices. In this paper, we propose and discuss a value-based AI-human collaborative framework where AI systems nudge humans by proposing decision recommendations. Three different nudging modalities, based on when recommendations are presented to the human, are intended to stimulate human fast thinking, slow thinking, or meta-cognition. Values that are relevant to a specific decision scenario are used to decide when and how to use each of these nudging modalities. Examples of values are decision quality, speed, human upskilling and learning, human agency, and privacy. Several values can be present at the same time, and their priorities can vary over time. The framework treats values as parameters to be instantiated in a specific decision environment.
Text-based reinforcement learning agents have predominantly been neural network-based models with embeddings-based representation, learning uninterpretable policies that often do not generalize well to unseen games. On the other hand, neuro-symbolic methods, specifically those that leverage an intermediate formal representation, are gaining significant attention in language understanding tasks. This is because of their advantages ranging from inherent interpretability, the lesser requirement of training data, and being generalizable in scenarios with unseen data. Therefore, in this paper, we propose a modular, NEuro-Symbolic Textual Agent (NESTA) that combines a generic semantic parser with a rule induction system to learn abstract interpretable rules as policies. Our experiments on established text-based game benchmarks show that the proposed NESTA method outperforms deep reinforcement learning-based techniques by achieving better generalization to unseen test games and learning from fewer training interactions.
With the growing interest in large language models, the need for evaluating the quality of machine text compared to reference (typically human-generated) text has become focal attention. Most recent works focus either on task-specific evaluation metrics or study the properties of machine-generated text captured by the existing metrics. In this work, we propose a new evaluation scheme to model human judgments in 7 NLP tasks, based on the fine-grained mismatches between a pair of texts. Inspired by the recent efforts in several NLP tasks for fine-grained evaluation, we introduce a set of 13 mismatch error types such as spatial/geographic errors, entity errors, etc, to guide the model for better prediction of human judgments. We propose a neural framework for evaluating machine texts that uses these mismatch error types as auxiliary tasks and re-purposes the existing single-number evaluation metrics as additional scalar features, in addition to textual features extracted from the machine and reference texts. Our experiments reveal key insights about the existing metrics via the mismatch errors. We show that the mismatch errors between the sentence pairs on the held-out datasets from 7 NLP tasks align well with the human evaluation.
Automated planning is concerned with developing efficient algorithms to generate plans or sequences of actions to achieve a specific goal in a given environment. Emerging Large Language Models (LLMs) can answer questions, write high-quality programming code, and predict protein folding, showcasing their versatility in solving various tasks beyond language-based problems. In this paper, we aim to explore how LLMs can also be used for automated planning. To do so, we seek to answer four key questions. Firstly, we want to understand the extent to which LLMs can be used for plan generation. Secondly, we aim to identify which pre-training data is most effective in facilitating plan generation. Thirdly, we investigate whether fine-tuning or prompting is a more effective approach for plan generation. Finally, we explore whether LLMs are capable of plan generalization. By answering these questions, the study seeks to shed light on the capabilities of LLMs in solving complex planning problems and provide insights into the most effective approaches for using LLMs in this context.
The concept of Artificial Intelligence has gained a lot of attention over the last decade. In particular, AI-based tools have been employed in several scenarios and are, by now, pervading our everyday life. Nonetheless, most of these systems lack many capabilities that we would naturally consider to be included in a notion of "intelligence". In this work, we present an architecture that, inspired by the cognitive theory known as Thinking Fast and Slow by D. Kahneman, is tasked with solving planning problems in different settings, specifically: classical and multi-agent epistemic. The system proposed is an instance of a more general AI paradigm, referred to as SOFAI (for Slow and Fast AI). SOFAI exploits multiple solving approaches, with different capabilities that characterize them as either fast or slow, and a metacognitive module to regulate them. This combination of components, which roughly reflects the human reasoning process according to D. Kahneman, allowed us to enhance the reasoning process that, in this case, is concerned with planning in two different settings. The behavior of this system is then compared to state-of-the-art solvers, showing that the newly introduced system presents better results in terms of generality, solving a wider set of problems with an acceptable trade-off between solving times and solution accuracy.