The emergent few-shot reasoning capabilities of Large Language Models (LLMs) have excited the natural language and machine learning community over recent years. Despite of numerous successful applications, the underlying mechanism of such in-context capabilities still remains unclear. In this work, we hypothesize that the learned \textit{semantics} of language tokens do the most heavy lifting during the reasoning process. Different from human's symbolic reasoning process, the semantic representations of LLMs could create strong connections among tokens, thus composing a superficial logical chain. To test our hypothesis, we decouple semantics from the language reasoning process and evaluate three kinds of reasoning abilities, i.e., deduction, induction and abduction. Our findings reveal that semantics play a vital role in LLMs' in-context reasoning -- LLMs perform significantly better when semantics are consistent with commonsense but struggle to solve symbolic or counter-commonsense reasoning tasks by leveraging in-context new knowledge. The surprising observations question whether modern LLMs have mastered the inductive, deductive and abductive reasoning abilities as in human intelligence, and motivate research on unveiling the magic existing within the black-box LLMs. On the whole, our analysis provides a novel perspective on the role of semantics in developing and evaluating language models' reasoning abilities. Code is available at {\url{https://github.com/XiaojuanTang/ICSR}}.
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.
We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft.
Learning new task-specific skills from a few trials is a fundamental challenge for artificial intelligence. Meta reinforcement learning (meta-RL) tackles this problem by learning transferable policies that support few-shot adaptation to unseen tasks. Despite recent advances in meta-RL, most existing methods require the access to the environmental reward function of new tasks to infer the task objective, which is not realistic in many practical applications. To bridge this gap, we study the problem of few-shot adaptation in the context of human-in-the-loop reinforcement learning. We develop a meta-RL algorithm that enables fast policy adaptation with preference-based feedback. The agent can adapt to new tasks by querying human's preference between behavior trajectories instead of using per-step numeric rewards. By extending techniques from information theory, our approach can design query sequences to maximize the information gain from human interactions while tolerating the inherent error of non-expert human oracle. In experiments, we extensively evaluate our method, Adaptation with Noisy OracLE (ANOLE), on a variety of meta-RL benchmark tasks and demonstrate substantial improvement over baseline algorithms in terms of both feedback efficiency and error tolerance.
Knowledge graph (KG) reasoning is an important problem for knowledge graphs. It predicts missing links by reasoning on existing facts. Knowledge graph embedding (KGE) is one of the most popular methods to address this problem. It embeds entities and relations into low-dimensional vectors and uses the learned entity/relation embeddings to predict missing facts. However, KGE only uses zeroth-order (propositional) logic to encode existing triplets (e.g., ``Alice is Bob's wife."); it is unable to leverage first-order (predicate) logic to represent generally applicable logical \textbf{rules} (e.g., ``$\forall x,y \colon x ~\text{is}~ y\text{'s wife} \rightarrow y ~\text{is}~ x\text{'s husband}$''). On the other hand, traditional rule-based KG reasoning methods usually rely on hard logical rule inference, making it brittle and hardly competitive with KGE. In this paper, we propose RulE, a novel and principled framework to represent and model logical rules and triplets. RulE jointly represents entities, relations and logical rules in a unified embedding space. By learning an embedding for each logical rule, RulE can perform logical rule inference in a soft way and give a confidence score to each grounded rule, similar to how KGE gives each triplet a confidence score. Compared to KGE alone, RulE allows injecting prior logical rule information into the embedding space, which improves the generalization of knowledge graph embedding. Besides, the learned confidence scores of rules improve the logical rule inference process by softly controlling the contribution of each rule, which alleviates the brittleness of logic. We evaluate our method with link prediction tasks. Experimental results on multiple benchmark KGs demonstrate the effectiveness of RulE.
We propose a new task to benchmark scene understanding of embodied agents: Situated Question Answering in 3D Scenes (SQA3D). Given a scene context (e.g., 3D scan), SQA3D requires the tested agent to first understand its situation (position, orientation, etc.) in the 3D scene as described by text, then reason about its surrounding environment and answer a question under that situation. Based upon 650 scenes from ScanNet, we provide a dataset centered around 6.8k unique situations, along with 20.4k descriptions and 33.4k diverse reasoning questions for these situations. These questions examine a wide spectrum of reasoning capabilities for an intelligent agent, ranging from spatial relation comprehension to commonsense understanding, navigation, and multi-hop reasoning. SQA3D imposes a significant challenge to current multi-modal especially 3D reasoning models. We evaluate various state-of-the-art approaches and find that the best one only achieves an overall score of 47.20%, while amateur human participants can reach 90.06%. We believe SQA3D could facilitate future embodied AI research with stronger situation understanding and reasoning capability.
Despite the tremendous success, existing machine learning models still fall short of human-like systematic generalization -- learning compositional rules from limited data and applying them to unseen combinations in various domains. We propose Neural-Symbolic Recursive Machine (NSR) to tackle this deficiency. The core representation of NSR is a Grounded Symbol System (GSS) with combinatorial syntax and semantics, which entirely emerges from training data. Akin to the neuroscience studies suggesting separate brain systems for perceptual, syntactic, and semantic processing, NSR implements analogous separate modules of neural perception, syntactic parsing, and semantic reasoning, which are jointly learned by a deduction-abduction algorithm. We prove that NSR is expressive enough to model various sequence-to-sequence tasks. Superior systematic generalization is achieved via the inductive biases of equivariance and recursiveness embedded in NSR. In experiments, NSR achieves state-of-the-art performance in three benchmarks from different domains: SCAN for semantic parsing, PCFG for string manipulation, and HINT for arithmetic reasoning. Specifically, NSR achieves 100% generalization accuracy on SCAN and PCFG and outperforms state-of-the-art models on HINT by about 23%. Our NSR demonstrates stronger generalization than pure neural networks due to its symbolic representation and inductive biases. NSR also demonstrates better transferability than existing neural-symbolic approaches due to less domain-specific knowledge required.
We focus on the task of future frame prediction in video governed by underlying physical dynamics. We work with models which are object-centric, i.e., explicitly work with object representations, and propagate a loss in the latent space. Specifically, our research builds on recent work by Kipf et al. \cite{kipf&al20}, which predicts the next state via contrastive learning of object interactions in a latent space using a Graph Neural Network. We argue that injecting explicit inductive bias in the model, in form of general physical laws, can help not only make the model more interpretable, but also improve the overall prediction of model. As a natural by-product, our model can learn feature maps which closely resemble actual object positions in the image, without having any explicit supervision about the object positions at the training time. In comparison with earlier works \cite{jaques&al20}, which assume a complete knowledge of the dynamics governing the motion in the form of a physics engine, we rely only on the knowledge of general physical laws, such as, world consists of objects, which have position and velocity. We propose an additional decoder based loss in the pixel space, imposed in a curriculum manner, to further refine the latent space predictions. Experiments in multiple different settings demonstrate that while Kipf et al. model is effective at capturing object interactions, our model can be significantly more effective at localising objects, resulting in improved performance in 3 out of 4 domains that we experiment with. Additionally, our model can learn highly intrepretable feature maps, resembling actual object positions.
Decision trees are a popular family of models due to their attractive properties such as interpretability and ability to handle heterogeneous data. Concurrently, missing data is a prevalent occurrence that hinders performance of machine learning models. As such, handling missing data in decision trees is a well studied problem. In this paper, we tackle this problem by taking a probabilistic approach. At deployment time, we use tractable density estimators to compute the "expected prediction" of our models. At learning time, we fine-tune parameters of already learned trees by minimizing their "expected prediction loss" w.r.t.\ our density estimators. We provide brief experiments showcasing effectiveness of our methods compared to few baselines.