Language models still struggle on moral reasoning, despite their impressive performance in many other tasks. In particular, the Moral Scenarios task in MMLU (Multi-task Language Understanding) is among the worst performing tasks for many language models, including GPT-3. In this work, we propose a new prompting framework, Thought Experiments, to teach language models to do better moral reasoning using counterfactuals. Experiment results show that our framework elicits counterfactual questions and answers from the model, which in turn helps improve the accuracy on Moral Scenarios task by 9-16% compared to other zero-shot baselines. Interestingly, unlike math reasoning tasks, zero-shot Chain-of-Thought (CoT) reasoning doesn't work out of the box, and even reduces accuracy by around 4% compared to direct zero-shot. We further observed that with minimal human supervision in the form of 5 few-shot examples, the accuracy of the task can be improved to as much as 80%.
Offline reinforcement learning (RL) is challenged by the distributional shift problem. To address this problem, existing works mainly focus on designing sophisticated policy constraints between the learned policy and the behavior policy. However, these constraints are applied equally to well-performing and inferior actions through uniform sampling, which might negatively affect the learned policy. To alleviate this issue, we propose Offline Prioritized Experience Replay (OPER), featuring a class of priority functions designed to prioritize highly-rewarding transitions, making them more frequently visited during training. Through theoretical analysis, we show that this class of priority functions induce an improved behavior policy, and when constrained to this improved policy, a policy-constrained offline RL algorithm is likely to yield a better solution. We develop two practical strategies to obtain priority weights by estimating advantages based on a fitted value network (OPER-A) or utilizing trajectory returns (OPER-R) for quick computation. OPER is a plug-and-play component for offline RL algorithms. As case studies, we evaluate OPER on five different algorithms, including BC, TD3+BC, Onestep RL, CQL, and IQL. Extensive experiments demonstrate that both OPER-A and OPER-R significantly improve the performance for all baseline methods. Codes and priority weights are availiable at https://github.com/sail-sg/OPER.
Recently, Offline Reinforcement Learning (RL) has achieved remarkable progress with the emergence of various algorithms and datasets. However, these methods usually focus on algorithmic advancements, ignoring that many low-level implementation choices considerably influence or even drive the final performance. As a result, it becomes hard to attribute the progress in Offline RL as these choices are not sufficiently discussed and aligned in the literature. In addition, papers focusing on a dataset (e.g., D4RL) often ignore algorithms proposed on another dataset (e.g., RL Unplugged), causing isolation among the algorithms, which might slow down the overall progress. Therefore, this work aims to bridge the gaps caused by low-level choices and datasets. To this end, we empirically investigate 20 implementation choices using three representative algorithms (i.e., CQL, CRR, and IQL) and present a guidebook for choosing implementations. Following the guidebook, we find two variants CRR+ and CQL+ , achieving new state-of-the-art on D4RL. Moreover, we benchmark eight popular offline RL algorithms across datasets under unified training and evaluation framework. The findings are inspiring: the success of a learning paradigm severely depends on the data distribution, and some previous conclusions are biased by the dataset used. Our code is available at https://github.com/sail-sg/offbench.
Offline reinforcement learning (RL) aims to learn optimal policies from offline datasets, where the parameterization of policies is crucial but often overlooked. Recently, Diffsuion-QL significantly boosts the performance of offline RL by representing a policy with a diffusion model, whose success relies on a parametrized Markov Chain with hundreds of steps for sampling. However, Diffusion-QL suffers from two critical limitations. 1) It is computationally inefficient to forward and backward through the whole Markov chain during training. 2) It is incompatible with maximum likelihood-based RL algorithms (e.g., policy gradient methods) as the likelihood of diffusion models is intractable. Therefore, we propose efficient diffusion policy (EDP) to overcome these two challenges. EDP approximately constructs actions from corrupted ones at training to avoid running the sampling chain. We conduct extensive experiments on the D4RL benchmark. The results show that EDP can reduce the diffusion policy training time from 5 days to 5 hours on gym-locomotion tasks. Moreover, we show that EDP is compatible with various offline RL algorithms (TD3, CRR, and IQL) and achieves new state-of-the-art on D4RL by large margins over previous methods. Our code is available at https://github.com/sail-sg/edp.
Motion mimicking is a foundational task in physics-based character animation. However, most existing motion mimicking methods are built upon reinforcement learning (RL) and suffer from heavy reward engineering, high variance, and slow convergence with hard explorations. Specifically, they usually take tens of hours or even days of training to mimic a simple motion sequence, resulting in poor scalability. In this work, we leverage differentiable physics simulators (DPS) and propose an efficient motion mimicking method dubbed DiffMimic. Our key insight is that DPS casts a complex policy learning task to a much simpler state matching problem. In particular, DPS learns a stable policy by analytical gradients with ground-truth physical priors hence leading to significantly faster and stabler convergence than RL-based methods. Moreover, to escape from local optima, we utilize a Demonstration Replay mechanism to enable stable gradient backpropagation in a long horizon. Extensive experiments on standard benchmarks show that DiffMimic has a better sample efficiency and time efficiency than existing methods (e.g., DeepMimic). Notably, DiffMimic allows a physically simulated character to learn Backflip after 10 minutes of training and be able to cycle it after 3 hours of training, while the existing approach may require about a day of training to cycle Backflip. More importantly, we hope DiffMimic can benefit more differentiable animation systems with techniques like differentiable clothes simulation in future research.
Commercial organisations are holding and processing an ever-increasing amount of personal data. Policies and laws are continually changing to require these companies to be more transparent regarding collection, storage, processing and sharing of this data. This paper reports our work of taking 'Booking.com' as a case study to visualise personal data flows extracted from their privacy policy. By showcasing how the company shares its consumers' personal data, we raise questions and extend discussions on the challenges and limitations of using privacy policy to inform customers the true scale and landscape of personal data flows. More importantly, this case study can inform us about future research on more data flow-oriented privacy policy analysis and on the construction of a more comprehensive ontology on personal data flows in complicated business ecosystems.
Imagine an interesting multimodal interactive scenario that you can see, hear, and chat with an AI-generated digital character, who is capable of behaving like Sheldon from The Big Bang Theory, as a DEEP copy from appearance to personality. Towards this fantastic multimodal chatting scenario, we propose a novel task, named Deep Personalized Character Creation (DPCC): creating multimodal chat personalized characters from multimodal data such as TV shows. Specifically, given a single- or multi-modality input (text, audio, video), the goal of DPCC is to generate a multi-modality (text, audio, video) response, which should be well-matched the personality of a specific character such as Sheldon, and of high quality as well. To support this novel task, we further collect a character centric multimodal dialogue dataset, named Deep Personalized Character Dataset (DPCD), from TV shows. DPCD contains character-specific multimodal dialogue data of ~10k utterances and ~6 hours of audio/video per character, which is around 10 times larger compared to existing related datasets.On DPCD, we present a baseline method for the DPCC task and create 5 Deep personalized digital Characters (DeepCharacters) from Big Bang TV Shows. We conduct both subjective and objective experiments to evaluate the multimodal response from DeepCharacters in terms of characterization and quality. The results demonstrates that, on our collected DPCD dataset, the proposed baseline can create personalized digital characters for generating multimodal response.Our collected DPCD dataset, the code of data collection and our baseline will be published soon.
Deformable Object Manipulation (DOM) is of significant importance to both daily and industrial applications. Recent successes in differentiable physics simulators allow learning algorithms to train a policy with analytic gradients through environment dynamics, which significantly facilitates the development of DOM algorithms. However, existing DOM benchmarks are either single-object-based or non-differentiable. This leaves the questions of 1) how a task-specific algorithm performs on other tasks and 2) how a differentiable-physics-based algorithm compares with the non-differentiable ones in general. In this work, we present DaXBench, a differentiable DOM benchmark with a wide object and task coverage. DaXBench includes 9 challenging high-fidelity simulated tasks, covering rope, cloth, and liquid manipulation with various difficulty levels. To better understand the performance of general algorithms on different DOM tasks, we conduct comprehensive experiments over representative DOM methods, ranging from planning to imitation learning and reinforcement learning. In addition, we provide careful empirical studies of existing decision-making algorithms based on differentiable physics, and discuss their limitations, as well as potential future directions.
Despite the recent advancement in multi-agent reinforcement learning (MARL), the MARL agents easily overfit the training environment and perform poorly in the evaluation scenarios where other agents behave differently. Obtaining generalizable policies for MARL agents is thus necessary but challenging mainly due to complex multi-agent interactions. In this work, we model the problem with Markov Games and propose a simple yet effective method, ranked policy memory (RPM), to collect diverse multi-agent trajectories for training MARL policies with good generalizability. The main idea of RPM is to maintain a look-up memory of policies. In particular, we try to acquire various levels of behaviors by saving policies via ranking the training episode return, i.e., the episode return of agents in the training environment; when an episode starts, the learning agent can then choose a policy from the RPM as the behavior policy. This innovative self-play training framework leverages agents' past policies and guarantees the diversity of multi-agent interaction in the training data. We implement RPM on top of MARL algorithms and conduct extensive experiments on Melting Pot. It has been demonstrated that RPM enables MARL agents to interact with unseen agents in multi-agent generalization evaluation scenarios and complete given tasks, and it significantly boosts the performance up to 402% on average.