Remarkable performance of large language models (LLMs) in a variety of tasks brings forth many opportunities as well as challenges of utilizing them in production settings. Towards practical adoption of LLMs, multi-agent systems hold great promise to augment, integrate, and orchestrate LLMs in the larger context of enterprise platforms that use existing proprietary data and models to tackle complex real-world tasks. Despite the tremendous success of these systems, current approaches rely on narrow, single-focus objectives for optimization and evaluation, often overlooking potential constraints in real-world scenarios, including restricted budgets, resources and time. Furthermore, interpreting, analyzing, and debugging these systems requires different components to be evaluated in relation to one another. This demand is currently not feasible with existing methodologies. In this postion paper, we introduce the concept of reasoning capacity as a unifying criterion to enable integration of constraints during optimization and establish connections among different components within the system, which also enable a more holistic and comprehensive approach to evaluation. We present a formal definition of reasoning capacity and illustrate its utility in identifying limitations within each component of the system. We then argue how these limitations can be addressed with a self-reflective process wherein human-feedback is used to alleviate shortcomings in reasoning and enhance overall consistency of the system.
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.
Pre-trained large language models (LLMs) capture procedural knowledge about the world. Recent work has leveraged LLM's ability to generate abstract plans to simplify challenging control tasks, either by action scoring, or action modeling (fine-tuning). However, the transformer architecture inherits several constraints that make it difficult for the LLM to directly serve as the agent: e.g. limited input lengths, fine-tuning inefficiency, bias from pre-training, and incompatibility with non-text environments. To maintain compatibility with a low-level trainable actor, we propose to instead use the knowledge in LLMs to simplify the control problem, rather than solving it. We propose the Plan, Eliminate, and Track (PET) framework. The Plan module translates a task description into a list of high-level sub-tasks. The Eliminate module masks out irrelevant objects and receptacles from the observation for the current sub-task. Finally, the Track module determines whether the agent has accomplished each sub-task. On the AlfWorld instruction following benchmark, the PET framework leads to a significant 15% improvement over SOTA for generalization to human goal specifications.
While Large Language Models (LLMs) have shown exceptional performance in various tasks, their (arguably) most prominent drawback is generating inaccurate or false information with a confident tone. In this paper, we hypothesize that the LLM's internal state can be used to reveal the truthfulness of a statement. Therefore, we introduce a simple yet effective method to detect the truthfulness of LLM-generated statements, which utilizes the LLM's hidden layer activations to determine the veracity of statements. To train and evaluate our method, we compose a dataset of true and false statements in six different topics. A classifier is trained to detect which statement is true or false based on an LLM's activation values. Specifically, the classifier receives as input the activation values from the LLM for each of the statements in the dataset. Our experiments demonstrate that our method for detecting statement veracity significantly outperforms even few-shot prompting methods, highlighting its potential to enhance the reliability of LLM-generated content and its practical applicability in real-world scenarios.
One of the challenges faced by conversational agents is their inability to identify unstated presumptions of their users' commands, a task trivial for humans due to their common sense. In this paper, we propose a zero-shot commonsense reasoning system for conversational agents in an attempt to achieve this. Our reasoner uncovers unstated presumptions from user commands satisfying a general template of if-(state), then-(action), because-(goal). Our reasoner uses a state-of-the-art transformer-based generative commonsense knowledge base (KB) as its source of background knowledge for reasoning. We propose a novel and iterative knowledge query mechanism to extract multi-hop reasoning chains from the neural KB which uses symbolic logic rules to significantly reduce the search space. Similar to any KBs gathered to date, our commonsense KB is prone to missing knowledge. Therefore, we propose to conversationally elicit the missing knowledge from human users with our novel dynamic question generation strategy, which generates and presents contextualized queries to human users. We evaluate the model with a user study with human users that achieves a 35% higher success rate compared to SOTA.
One aspect of human commonsense reasoning is the ability to make presumptions about daily experiences, activities and social interactions with others. We propose a new commonsense reasoning benchmark where the task is to uncover commonsense presumptions implied by imprecisely stated natural language commands in the form of if-then-because statements. For example, in the command "If it snows at night then wake me up early because I don't want to be late for work" the speaker relies on commonsense reasoning of the listener to infer the implicit presumption that it must snow enough to cause traffic slowdowns. Such if-then-because commands are particularly important when users instruct conversational agents. We release a benchmark data set for this task, collected from humans and annotated with commonsense presumptions. We develop a neuro-symbolic theorem prover that extracts multi-hop reasoning chains and apply it to this problem. We further develop an interactive conversational framework that evokes commonsense knowledge from humans for completing reasoning chains.
Many machine learning systems today are trained on large amounts of human-annotated data. Data annotation tasks that require a high level of competency make data acquisition expensive, while the resulting labels are often subjective, inconsistent, and may contain a variety of human biases. To improve the data quality, practitioners often need to collect multiple annotations per example and aggregate them before training models. Such a multi-stage approach results in redundant annotations and may often produce imperfect "ground truth" that may limit the potential of training accurate machine learning models. We propose a new end-to-end framework that enables us to: (i) merge the aggregation step with model training, thus allowing deep learning systems to learn to predict ground truth estimates directly from the available data, and (ii) model difficulties of examples and learn representations of the annotators that allow us to estimate and take into account their competencies. Our approach is general and has many applications, including training more accurate models on crowdsourced data, ensemble learning, as well as classifier accuracy estimation from unlabeled data. We conduct an extensive experimental evaluation of our method on 5 crowdsourcing datasets of varied difficulty and show accuracy gains of up to 25% over the current state-of-the-art approaches for aggregating annotations, as well as significant reductions in the required annotation redundancy.
Machine learning has shown growing success in recent years. However, current machine learning systems are highly specialized, trained for particular problems or domains, and typically on a single narrow dataset. Human learning, on the other hand, is highly general and adaptable. Never-ending learning is a machine learning paradigm that aims to bridge this gap, with the goal of encouraging researchers to design machine learning systems that can learn to perform a wider variety of inter-related tasks in more complex environments. To date, there is no environment or testbed to facilitate the development and evaluation of never-ending learning systems. To this end, we propose the Jelly Bean World testbed. The Jelly Bean World allows experimentation over two-dimensional grid worlds which are filled with items and in which agents can navigate. This testbed provides environments that are sufficiently complex and where more generally intelligent algorithms ought to perform better than current state-of-the-art reinforcement learning approaches. It does so by producing non-stationary environments and facilitating experimentation with multi-task, multi-agent, multi-modal, and curriculum learning settings. We hope that this new freely-available software will prompt new research and interest in the development and evaluation of never-ending learning systems and more broadly, general intelligence systems.