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3,752篇论文匹配“Planning”
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Deep Learning · Large Language Models

Ao LI, Yuexiang Xie, Songze Li, Fugee Tsung, Bolin Ding, Yaliang Li

Through the collaboration of multiple LLM-empowered agents possessing diverse expertise and tools, multi-agent systems achieve impressive progress in solving real-world problems. Given the user queries, the meta-agents, serving as the brain within multi-agent systems, are required to decompose the queries into multiple sub-tasks that can be allocated to suitable agents capable of solving them, so-called agent-oriented planning. In this study, we identify three critical design principles of agent-oriented planning, including solvability, completeness, and non-redundancy, to ensure that each sub-task can be effectively resolved, resulting in satisfactory responses to user queries. These principles further inspire us to propose AOP, a novel framework for agent-oriented planning in multi-agent systems, leveraging a fast task decomposition and allocation process followed by an effective and efficient evaluation via a reward model. According to the evaluation results, the meta-agent is also responsible for promptly making necessary adjustments to sub-tasks and scheduling. Besides, we integrate a feedback loop into AOP to further enhance the effectiveness and robustness of such a problem-solving process. Extensive experiments demonstrate the advancement of AOP in solving real-world problems compared to both single-agent systems and existing planning strategies for multi-agent systems. The source code is available at https://github.com/lalaliat/Agent-Oriented-Planning

Applications · Robotics

Shiyao Li, Antoine Guedon, Clémentin Boittiaux, Shizhe Chen, Vincent Lepetit

This work addresses the problem of active 3D mapping, where an agent must find an efficient trajectory to exhaustively reconstruct a new scene.Previous approaches mainly predict the next best view near the agent's location, which is prone to getting stuck in local areas. Additionally, existing indoor datasets are insufficient due to limited geometric complexity and inaccurate ground truth meshes.To overcome these limitations, we introduce a novel dataset AiMDoom with a map generator for the Doom video game, enabling to better benchmark active 3D mapping in diverse indoor environments.Moreover, we propose a new method we call next-best-path (NBP), which predicts long-term goals rather than focusing solely on short-sighted views.The model jointly predicts accumulated surface coverage gains for long-term goals and obstacle maps, allowing it to efficiently plan optimal paths with a unified model.By leveraging online data collection, data augmentation and curriculum learning, NBP significantly outperforms state-of-the-art methods on both the existing MP3D dataset and our AiMDoom dataset, achieving more efficient mapping in indoor environments of varying complexity.

Theory · Reinforcement Learning and Planning

Harin Lee, Min-hwan Oh

In our quest for a reinforcement learning (RL) algorithm that is both practical and provably optimal, we introduce EQO (Exploration via Quasi-Optimism). Unlike existing minimax optimal approaches, EQO avoids reliance on empirical variances and employs a simple bonus term proportional to the inverse of the state-action visit count. Central to EQO is the concept of *quasi-optimism*, where estimated values need not be fully optimistic, allowing for a simpler yet effective exploration strategy. The algorithm achieves the sharpest known regret bound for tabular RL under the mildest assumptions, proving that fast convergence can be attained with a practical and computationally efficient approach. Empirical evaluations demonstrate that EQO consistently outperforms existing algorithms in both regret performance and computational efficiency, providing the best of both theoretical soundness and practical effectiveness.

Deep Learning · Large Language Models

Xin Xu, Jiaxin ZHANG, Tianhao Chen, Zitong Chao, Jishan Hu, Can Yang

Large Language Models (LLMs) have made significant strides in mathematical reasoning, underscoring the need for a comprehensive and fair evaluation of their capabilities. However, existing benchmarks often fall short, either lacking extensive coverage of undergraduate-level mathematical problems or probably suffering from test-set contamination. To address these issues, we introduce UGMathBench, a diverse and dynamic benchmark specifically designed for evaluating undergraduate-level mathematical reasoning with LLMs. UGMathBench comprises 5,062 problems across 16 subjects and 111 topics, featuring 10 distinct answer types. Each problem includes three randomized versions, with additional versions planned for release as the leading open-source LLMs become saturated in UGMathBench. Furthermore, we propose two key metrics: effective accuracy (EAcc), which measures the percentage of correctly solved problems across all three versions, and reasoning gap ($\Delta$), which assesses reasoning robustness by calculating the difference between the average accuracy across all versions and EAcc. Our extensive evaluation of 23 leading LLMs reveals that the highest EAcc achieved is 56.3% by OpenAI-o1-mini, with large $\Delta$ values observed across different models. This highlights the need for future research aimed at developing "large reasoning models" with high EAcc and $\Delta = 0$. We anticipate that the release of UGMathBench, along with its detailed evaluation codes, will serve as a valuable resource to advance the development of LLMs in solving mathematical problems.

Reinforcement Learning · Deep RL

Yixiang Shan, Zhengbang Zhu, Ting Long, Qifan Liang, Yi Chang, Weinan Zhang, Liang Yin

The performance of offline reinforcement learning (RL) is sensitive to the proportion of high-return trajectories in the offline dataset. However, in many simulation environments and real-world scenarios, there are large ratios of low-return trajectories rather than high-return trajectories, which makes learning an efficient policy challenging. In this paper, we propose a method called Contrastive Diffuser (ContraDiff) to make full use of low-return trajectories and improve the performance of offline RL algorithms. Specifically, ContraDiff groups the states of trajectories in the offline dataset into high-return states and low-return states and treats them as positive and negative samples correspondingly. Then, it designs a contrastive mechanism to pull the planned trajectory of an agent toward high-return states and push them away from low-return states. Through the contrast mechanism, trajectories with low returns can serve as negative examples for policy learning, guiding the agent to avoid areas associated with low returns and achieve better performance. Through the contrast mechanism, trajectories with low returns provide a ``counteracting force'' guides the agent to avoid areas associated with low returns and achieve better performance.Experiments on 27 sub-optimal datasets demonstrate the effectiveness of our proposed method. Our code is publicly available at https://github.com/Looomo/contradiff.

Deep Learning · Large Language Models

Zayne Sprague, Fangcong Yin, Juan Rodriguez, Dongwei Jiang, Manya Wadhwa, Prasann Singhal, Xinyu Zhao, Xi Ye, Kyle Mahowald, Greg Durrett

Chain-of-thought (CoT) via prompting is the de facto method for eliciting reasoning capabilities from large language models (LLMs). But for what kinds of tasks is this extra "thinking" really helpful? To analyze this, we conducted a quantitative meta-analysis covering over 100 papers using CoT and ran our own evaluations of 20 datasets across 14 models. Our results show that CoT gives strong performance benefits primarily on tasks involving math or logic, with much smaller gains on other types of tasks. On MMLU, directly generating the answer without CoT leads to almost identical accuracy as CoT unless the question or model's response contains an equals sign, indicating symbolic operations and reasoning. Following this finding, we analyze the behavior of CoT on these problems by separating planning and execution and comparing against tool-augmented LLMs. Much of CoT's gain comes from improving symbolic execution, but it underperforms relative to using a symbolic solver. Our results indicate that CoT can be applied selectively, maintaining performance while saving inference costs. Furthermore, they suggest a need to move beyond prompt-based CoT to new paradigms that better leverage intermediate computation across the whole range of LLM applications.

Reinforcement Learning · Planning

Swarnadeep Saha, Archiki Prasad, Justin Chen, Peter Hase, Elias Stengel-Eskin, Mohit Bansal

Language models can be used to solve long-horizon planning problems in two distinct modes. In a fast 'System-1' mode, models directly generate plans without any explicit search or backtracking, and in a slow 'System-2' mode, they plan step-by-step by explicitly searching over possible actions. System-2 planning, while typically more effective, is also computationally more expensive and often infeasible for long plans or large action spaces. Moreover, isolated System-1 or System-2 planning ignores the user's end goals and constraints (e.g., token budget), failing to provide ways for the user to control the model's behavior. To this end, we propose the System-1.x Planner, a framework for controllable planning with language models that is capable of generating hybrid plans and balancing between the two planning modes based on the difficulty of the problem at hand. System-1.x consists of (i) a controller, (ii) a System-1 Planner, and (iii) a System-2 Planner. Based on a user-specified hybridization factor x governing the degree to which the system uses System-1 vs. System-2, the controller decomposes a planning problem into subgoals, and classifies them as easy or hard to be solved by either System-1 or System-2, respectively. We fine-tune all three components on top of a single base LLM, requiring only search traces as supervision. Experiments with two diverse planning tasks -- Maze Navigation and Blocksworld -- show that our System-1.x Planner outperforms a System-1 Planner, a System-2 Planner trained to approximate A* search, and also a symbolic planner (A* search), given a state exploration budget. We also demonstrate the following key properties of our planner: (1) controllability: by adjusting the hybridization factor x (e.g., System-1.75 vs. System-1.5) we can perform more (or less) search, improving performance, (2) flexibility: by building a neuro-symbolic variant composed of a neural System-1 planner and a symbolic System-2 planner, we can take advantage of existing symbolic methods, and (3) generalizability: by learning from different search algorithms (BFS, DFS, A*), we show that our method is robust to the choice of search algorithm used for training.

Deep Learning · Large Language Models

Zaid Khan, Elias Stengel-Eskin, Jaemin Cho, Mohit Bansal

The process of creating training data to teach models is currently driven by humans, who manually analyze model weaknesses and plan how to create data that improves a student model. Recent approaches using large language models (LLMs) as annotators reduce human annotation effort, but still require humans to interpret feedback from evaluations and control the LLM to produce data the student needs. Automating this labor-intensive process by creating autonomous data generation agents – or teachers – is desirable, but requires environments that can simulate the feedback-driven, iterative, closed loop of data creation. To enable rapid and scalable testing for such agents and their modules, we introduce DataEnvGym, a testbed of teacher environments for data generation agents. DataEnvGym frames data generation as a sequential decision-making task, involving an agent consisting of a data generation policy (which generates a plan for creating training data) and a data generation engine (which transforms the plan into data), inside an environment that provides feedback from a student. The agent’s end goal is to improve student model performance. Students are iteratively trained and evaluated on generated data, with their feedback (in the form of errors or weak skills) being reported to the agent after each iteration. As a general-purpose testbed, DataEnvGym includes multiple instantiations of teacher environments across three levels of structure in the state representation and action space, with varying levels of scaffolding support. More structured environments are based on automatically-inferred skills and offer a higher degree of interpretability and control over the curriculum. We support developing and testing data generation agents in four diverse tasks covering text, images, and actions (mathematics, programming, visual question answering, and tool-use) and test multiple student and teacher models. We find that example agents in our teaching environments can iteratively improve students across diverse tasks and settings. Moreover, we show that environments can teach different skill levels and can be used to test variants of key modules, pointing to directions of future work in improving data generation agents, engines, and feedback mechanisms. Project page: https://DataEnvGym.github.io.

Theory · Reinforcement Learning and Planning

Wesley Suttle, Aamodh Suresh, Carlos Nieto-Granda

Entropy-based objectives are widely used to perform state space exploration in reinforcement learning (RL) and dataset generation for offline RL. Behavioral entropy (BE), a rigorous generalization of classical entropies that incorporates cognitive and perceptual biases of agents, was recently proposed for discrete settings and shown to be a promising metric for robotic exploration problems. In this work, we propose using BE as a principled exploration objective for systematically generating datasets that provide diverse state space coverage in complex, continuous, potentially high-dimensional domains. To achieve this, we extend the notion of BE to continuous settings, derive tractable $k$-nearest neighbor estimators, provide theoretical guarantees for these estimators, and develop practical reward functions that can be used with standard RL methods to learn BE-maximizing policies. Using standard MuJoCo environments, we experimentally compare the performance of offline RL algorithms for a variety of downstream tasks on datasets generated using BE, R\'{e}nyi, and Shannon entropy-maximizing policies, as well as the SMM and RND algorithms. We find that offline RL algorithms trained on datasets collected using BE outperform those trained on datasets collected using Shannon entropy, SMM, and RND on all tasks considered, and on 80\% of the tasks compared to datasets collected using Renyi entropy.

Theory · Reinforcement Learning and Planning

Jongmin Lee, Ernest Ryu

While there is an extensive body of research on the analysis of Value Iteration (VI) for discounted cumulative-reward MDPs, prior work on analyzing VI for (undiscounted) average-reward MDPs has been limited, and most prior results focus on asymptotic rates in terms of Bellman error. In this work, we conduct refined non-asymptotic analyses of average-reward MDPs, obtaining a collection of convergence results advancing our understanding of the setup. Among our new results, most notable are the $\mathcal{O}(1/k)$-rates of Anchored Value Iteration on the Bellman error under the multichain setup and the span-based complexity lower bound that matches the $\mathcal{O}(1/k)$ upper bound up to a constant factor of $8$ in the weakly communicating and unichain setups.

Deep Learning · Large Language Models

Jonathan Light, Min Cai, Weiqin Chen, Guanzhi Wang, Xiusi Chen, Wei Cheng, Yisong Yue, Ziniu Hu

Traditional reinforcement learning and planning require a lot of data and training to develop effective strategies. On the other hand, large language models (LLMs) can generalize well and perform tasks without prior training but struggle with complex planning and decision-making. We introduce **STRATEGIST**, a new approach that combines the strengths of both methods. It uses LLMs to generate and update high-level strategies in text form, while a Monte Carlo Tree Search (MCTS) algorithm refines and executes them. STRATEGIST is a general framework that optimizes strategies through self-play simulations without requiring any training data. We test STRATEGIST in competitive, multi-turn games with partial information, such as **Game of Pure Strategy (GOPS)** and **The Resistance: Avalon**, a multi-agent hidden-identity discussion game. Our results show that STRATEGIST-based agents outperform traditional reinforcement learning models, other LLM-based methods, and existing LLM agents while achieving performance levels comparable to human players.

Reinforcement Learning · Everything Else

Thomas Bush, Stephen Chung, Usman Anwar, Adrià Garriga-Alonso, David Krueger

We present the first mechanistic evidence that model-free reinforcement learning agents can learn to plan. This is achieved by applying a methodology based on concept-based interpretability to a model-free agent in Sokoban -- a commonly used benchmark for studying planning. Specifically, we demonstrate that DRC, a generic model-free agent introduced by [Guez et al. (2019)](https://arxiv.org/abs/1901.03559), uses learned concept representations to internally formulate plans that both predict the long-term effects of actions on the environment and influence action selection. Our methodology involves: (1) probing for planning-relevant concepts, (2) investigating plan formation within the agent's representations, and (3) verifying that discovered plans (in the agent's representations) have a causal effect on the agent's behavior through interventions. We also show that the emergence of these plans coincides with the emergence of a planning-like property: the ability to benefit from additional test-time compute. Finally, we perform a qualitative analysis of the planning algorithm learned by the agent and discover a strong resemblance to parallelized bidirectional search. Our findings advance understanding of the internal mechanisms underlying planning behavior in agents, which is important given the recent trend of emergent planning and reasoning capabilities in LLMs through RL.

Applications · Neuroscience, Cognitive Science

Dehong Xu, Ruiqi Gao, Wenhao Zhang, Xue-Xin Wei, Yingnian Wu

This paper investigates the conformal isometry hypothesis as a potential explanation for the hexagonal periodic patterns in grid cell response maps. We posit that grid cell activities form a high-dimensional vector in neural space, encoding the agent's position in 2D physical space. As the agent moves, this vector rotates within a 2D manifold in the neural space, driven by a recurrent neural network. The conformal hypothesis proposes that this neural manifold is a conformal isometric embedding of 2D physical space, where local physical distance is preserved by the embedding up to a scaling factor (or unit of metric). Such distance-preserving position embedding is indispensable for path planning in navigation, especially planning local straight path segments. We conduct numerical experiments to show that this hypothesis leads to the hexagonal grid firing patterns by learning maximally distance-preserving position embedding, agnostic to the choice of the recurrent neural network. Furthermore, we present a theoretical explanation of why hexagon periodic patterns emerge by minimizing our loss function by showing that hexagon flat torus is maximally distance preserving.

Deep Learning · Large Language Models

Davide Paglieri, Bartłomiej Cupiał, Samuel Coward, Ulyana Piterbarg, Maciej Wołczyk, Akbir Khan, Eduardo Pignatelli, Łukasz Kuciński, Lerrel Pinto, Rob Fergus 等

Large Language Models (LLMs) and Vision Language Models (VLMs) possess extensive knowledge and exhibit promising reasoning abilities, however, they still struggle to perform well in complex, dynamic environments. Real-world tasks require handling intricate interactions, advanced spatial reasoning, long-term planning, and continuous exploration of new strategies—areas in which we lack effective methodologies for comprehensively evaluating these capabilities. To address this gap, we introduce BALROG, a novel benchmark designed to assess the agentic capabilities of LLMs and VLMs through a diverse set of challenging games. Our benchmark incorporates a range of existing reinforcement learning environments with varying levels of difficulty, including tasks that are solvable by non-expert humans in seconds to extremely challenging ones that may take years to master (e.g., the NetHack Learning Environment). We devise fine-grained metrics to measure performance and conduct an extensive evaluation of several popular open-source and closed-source LLMs and VLMs. Our findings indicate that while current models achieve partial success in the easier games, they struggle significantly with more challenging tasks. Notably, we observe severe deficiencies in vision-based decision-making, as several models perform worse when visual representations of the environments are provided. We release BALROG as an open and user-friendly benchmark to facilitate future research and development in the agentic community. Code and Leaderboard at balrogai.com

Applications · Everything Else

Yu-Zhe Shi, Mingchen Liu, Fanxu Meng, Qiao Xu, Zhangqian Bi, Kun He, Lecheng Ruan, Qining Wang

Self-driving laboratories have begun to replace human experimenters in performing single experimental skills or predetermined experimental protocols. However, as the pace of idea iteration in scientific research has been intensified by Artificial Intelligence, the demand for rapid design of new protocols for new discoveries become evident. Efforts to automate protocol design have been initiated, but the capabilities of knowledge-based machine designers, such as Large Language Models, have not been fully elicited, probably for the absence of a systematic representation of experimental knowledge, as opposed to isolated, flatten pieces of information. To tackle this issue, we propose a multi-faceted, multi-scale representation, where instance actions, generalized operations, and product flow models are hierarchically encapsulated using Domain-Specific Languages. We further develop a data-driven algorithm based on non-parametric modeling that autonomously customizes these representations for specific domains. The proposed representation is equipped with various machine designers to manage protocol design tasks, including planning, modification, and adjustment. The results demonstrate that the proposed method could effectively complement Large Language Models in the protocol design process, serving as an auxiliary module in the realm of machine-assisted scientific exploration.

Applications · Everything Else

Boye Niu, Yiliao Song, Kai Lian, Yifan Shen, Yu Yao, Kun Zhang, Tongliang Liu

Multi-agent frameworks powered by large language models (LLMs) have demonstrated great success in automated planning and task execution. However, the effective adjustment of agentic workflows during execution has not been well studied. An effective workflow adjustment is crucial in real-world scenarios, as the initial plan must adjust to unforeseen challenges and changing conditions in real time to ensure the efficient execution of complex tasks. In this paper, we define workflows as an activity-on-vertex (AOV) graph, which allows continuous workflow refinement by LLM agents through dynamic subtask allocation adjustment based on historical performance and previous AOVs. To further enhance framework performance, we emphasize modularity in workflow design based on evaluating parallelism and dependency complexity. With this design, our proposed multi-agent framework achieves efficient concurrent execution of subtasks, effective goal achievement, and enhanced error tolerance. Empirical results across various practical tasks demonstrate significant improvements in the efficiency of multi-agent frameworks through dynamic workflow refinement and modularization.

Deep Learning · Large Language Models

Jiacheng Ye, Jiahui Gao, Shansan Gong, Lin Zheng, Xin Jiang, Zhenguo Li, Lingpeng Kong

Autoregressive language models, despite their impressive capabilities, struggle with complex reasoning and long-term planning tasks. We introduce discrete diffusion models as a novel solution to these challenges. Through the lens of subgoal imbalance, we demonstrate how diffusion models effectively learn difficult subgoals that elude autoregressive approaches. We propose Multi-Granularity Diffusion Modeling (MGDM), which prioritizes subgoals based on difficulty during learning. On complex tasks like Countdown, Sudoku, and Boolean Satisfiability Problems, MGDM significantly outperforms autoregressive models without using search techniques. For instance, MGDM achieves 91.5\% and 100\% accuracy on Countdown and Sudoku, respectively, compared to 45.8\% and 20.7\% for autoregressive models. Our work highlights the potential of diffusion-based approaches in advancing AI capabilities for sophisticated language understanding and problem-solving tasks. All associated codes are available at \href{https://github.com/HKUNLP/diffusion-vs-ar}{https://github.com/HKUNLP/diffusion-vs-ar}.

Reinforcement Learning · Multi-agent

Qixin ZHANG, Zongqi Wan, Yu Yang, Li Shen, Dacheng Tao

Coordinating multiple agents to collaboratively maximize submodular functions in unpredictable environments is a critical task with numerous applications in machine learning, robot planning and control. The existing approaches, such as the OSG algorithm, are often hindered by their poor approximation guarantees and the rigid requirement for a fully connected communication graph. To address these challenges, we firstly present a $\textbf{MA-OSMA}$ algorithm, which employs the multi-linear extension to transfer the discrete submodular maximization problem into a continuous optimization, thereby allowing us to reduce the strict dependence on a complete graph through consensus techniques. Moreover, $\textbf{MA-OSMA}$ leverages a novel surrogate gradient to avoid sub-optimal stationary points. To eliminate the computationally intensive projection operations in $\textbf{MA-OSMA}$, we also introduce a projection-free $\textbf{MA-OSEA}$ algorithm, which effectively utilizes the KL divergence by mixing a uniform distribution. Theoretically, we confirm that both algorithms achieve a regret bound of $\widetilde{O}(\sqrt{\frac{C_{T}T}{1-\beta}})$ against a  $(\frac{1-e^{-c}}{c})$-approximation to the best comparator in hindsight, where $C_{T}$ is the deviation of maximizer sequence, $\beta$ is the spectral gap of the network and $c$ is the joint curvature of submodular objectives. This result significantly improves the $(\frac{1}{1+c})$-approximation provided by the state-of-the-art OSG algorithm. Finally, we demonstrate the effectiveness of our proposed algorithms through simulation-based multi-target tracking.

Deep Learning · Large Language Models

Martin Klissarov, R Devon Hjelm, Alexander Toshev, Bogdan Mazoure

Large pretrained models are showing increasingly better performance in reasoning and planning tasks across different modalities, opening the possibility to leverage them for complex sequential decision making problems. In this paper, we investigate the capabilities of Large Language Models (LLMs) for reinforcement learning (RL) across a diversity of interactive domains. We evaluate their ability to produce decision-making policies, either directly, by generating actions, or indirectly, by first generating reward models to train an agent with RL. Our results show that, even without task-specific fine-tuning, LLMs excel at reward modeling. In particular, crafting rewards through artificial intelligence (AI) feedback yields the most generally applicable approach and can enhance performance by improving credit assignment and exploration. Finally, in environments with unfamiliar dynamics, we explore how fine-tuning LLMs with synthetic data can significantly improve their reward modeling capabilities while mitigating catastrophic forgetting, further broadening their utility in sequential decision-making tasks.

Applications · Computer Vision

Emily Jin, Joy Hsu, Jiajun Wu

State classification of objects and their relations is core to many long-horizon tasks, particularly in robot planning and manipulation. However, the combinatorial explosion of possible object-predicate combinations, coupled with the need to adapt to novel real-world environments, makes it a desideratum for state classification models to generalize to novel queries with few examples. To this end, we propose PHIER, which leverages predicate hierarchies to generalize effectively in few-shot scenarios. PHIER uses an object-centric scene encoder, self-supervised losses that infer semantic relations between predicates, and a hyperbolic distance metric that captures hierarchical structure; it learns a structured latent space of image-predicate pairs that guides reasoning over state classification queries. We evaluate PHIER in the CALVIN and BEHAVIOR robotic environments and show that PHIER significantly outperforms existing methods in few-shot, out-of-distribution state classification, and demonstrates strong zero- and few-shot generalization from simulated to real-world tasks. Our results demonstrate that leveraging predicate hierarchies improves performance on state classification tasks with limited data.