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3,752篇论文匹配“Planning”
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Generative Models · Reasoning

Shangzi Xue, Zhenya Huang, Jiayu Liu, Xin Lin, Yuting Ning, Binbin Jin, Xin Li, Qi Liu

In this paper, we introduce DeAR (_Decompose-Analyze-Rethink_), a framework that iteratively builds a reasoning tree to tackle intricate problems within a single large language model (LLM). Unlike approaches that extend or search for rationales, DeAR is featured by 1) adopting a tree-based question decomposition manner to plan the organization of rationales, which mimics the logical planning inherentin human cognition; 2) globally updating the rationales at each reasoning step through natural language feedback. Specifically, the _Decompose_ stage decomposes the question into simpler sub-questions, storing them as new nodes; the _Analyze_ stage generates and self-checks rationales for sub-questions at each node evel; and the _Rethink_ stage updates parent-node rationales based on feedback from their child nodes. By generating and updating the reasoning process from a more global perspective, DeAR constructs more adaptive and accurate logical structures for complex problems, facilitating timely error correction compared to rationale-extension and search-based approaches such as Tree-of-Thoughts (ToT) and Graph-of-Thoughts (GoT). We conduct extensive experiments on three reasoning benchmarks, including ScienceQA, StrategyQA, and GSM8K, which cover a variety of reasoning tasks, demonstrating that our approach significantly reduces logical errors and enhances performance across various LLMs. Furthermore, we validate that DeAR is an efficient method that achieves a superior trade-off between accuracy and reasoning time compared to ToT and GoT.

Reinforcement Learning · Planning

Zirui Wang, Yue DENG, Junfeng Long, Yin Zhang

Recently, Model-based Reinforcement Learning (MBRL) methods have demonstrated stunning sample efficiency in various RL domains.However, achieving this extraordinary sample efficiency comes with additional training costs in terms of computations, memory, and training time.To address these challenges, we propose the **Pa**rallelized **Mo**del-based **R**einforcement **L**earning (**PaMoRL**) framework.PaMoRL introduces two novel techniques: the **P**arallel **W**orld **M**odel (**PWM**) and the **P**arallelized **E**ligibility **T**race **E**stimation (**PETE**) to parallelize both model learning and policy learning stages of current MBRL methods over the sequence length.Our PaMoRL framework is hardware-efficient and stable, and it can be applied to various tasks with discrete or continuous action spaces using a single set of hyperparameters.The empirical results demonstrate that the PWM and PETE within PaMoRL significantly increase training speed without sacrificing inference efficiency.In terms of sample efficiency, PaMoRL maintains an MBRL-level sample efficiency that outperforms other no-look-ahead MBRL methods and model-free RL methods, and it even exceeds the performance of planning-based MBRL methods and methods with larger networks in certain tasks.

Theory · Game Theory

Tongxin Li, Tinashe Handina, Shaolei Ren, Adam Wierman

The combination of the Bayesian game and learning has a rich history, with the idea of controlling a single agent in a system composed of multiple agents with unknown behaviors given a set of types, each specifying a possible behavior for the other agents. The idea is to plan an agent's own actions with respect to those types which it believes are most likely to maximize the payoff. However, the type beliefs are often learned from past actions and likely to be incorrect. With this perspective in mind, we consider an agent in a game with type predictions of other components, and investigate the impact of incorrect beliefs to the agent’s payoff. In particular, we formally define a tradeoff between risk and opportunity by comparing the payoff obtained against the optimal payoff, which is represented by a gap caused by trusting or distrusting the learned beliefs.Our main results characterize the tradeoff by establishing upper and lower bounds on the Pareto front for both normal-form and stochastic Bayesian games, with numerical results provided.

Theory · Game Theory

Qiwen Cui, Maryam Fazel, Simon Du

In multiplayer games, self-interested behavior among the players can harm the social welfare. Tax mechanisms are a common method to alleviate this issue and induce socially optimal behavior. In this work, we take the initial step of learning the optimal tax that can maximize social welfare with limited feedback in congestion games. We propose a new type of feedback named \emph{equilibrium feedback}, where the tax designer can only observe the Nash equilibrium after deploying a tax plan. Existing algorithms are not applicable due to the exponentially large tax function space, nonexistence of the gradient, and nonconvexity of the objective. To tackle these challenges, we design a computationally efficient algorithm that leverages several novel components: (1) a piece-wise linear tax to approximate the optimal tax; (2) extra linear terms to guarantee a strongly convex potential function; (3) an efficient subroutine to find the exploratory tax that can provide critical information about the game. The algorithm can find an $\epsilon$-optimal tax with $O(\beta F^2/\epsilon)$ sample complexity, where $\beta$ is the smoothness of the cost function and $F$ is the number of facilities.

Haoran He, Chenjia Bai, Ling Pan, Weinan Zhang, Bin Zhao, Xuelong Li

Learning a generalist embodied agent capable of completing multiple tasks poses challenges, primarily stemming from the scarcity of action-labeled robotic datasets. In contrast, a vast amount of human videos exist, capturing intricate tasks and interactions with the physical world. Promising prospects arise for utilizing actionless human videos for pre-training and transferring the knowledge to facilitate robot policy learning through limited robot demonstrations. However, it remains a challenge due to the domain gap between humans and robots. Moreover, it is difficult to extract useful information representing the dynamic world from human videos, because of its noisy and multimodal data structure. In this paper, we introduce a novel framework to tackle these challenges, which leverages a unified discrete diffusion to combine generative pre-training on human videos and policy fine-tuning on a small number of action-labeled robot videos. We start by compressing both human and robot videos into unified video tokens. In the pre-training stage, we employ a discrete diffusion model with a mask-and-replace diffusion strategy to predict future video tokens in the latent space. In the fine-tuning stage, we harness the imagined future videos to guide low-level action learning with a limited set of robot data. Experiments demonstrate that our method generates high-fidelity future videos for planning and enhances the fine-tuned policies compared to previous state-of-the-art approaches with superior performance.

Reinforcement Learning · Planning

Benjamin Eysenbach, Vivek Myers, Ruslan Salakhutdinov, Sergey Levine

Given time series data, how can we answer questions like ``what will happen in the future?'' and ``how did we get here?'' These sorts of probabilistic inference questions are challenging when observations are high-dimensional. In this paper, we show how these questions can have compact, closed form solutions in terms of learned representations. The key idea is to apply a variant of contrastive learning to time series data. Prior work already shows that the representations learned by contrastive learning encode a probability ratio. By extending prior work to show that the marginal distribution over representations is Gaussian, we can then prove that joint distribution of representations is also Gaussian. Taken together, these results show that representations learned via temporal contrastive learning follow a Gauss-Markov chain, a graphical model where inference (e.g., prediction, planning) over representations corresponds to inverting a low-dimensional matrix. In one special case, inferring intermediate representations will be equivalent to interpolating between the learned representations. We validate our theory using numerical simulations on tasks up to 46-dimensions.

Human-computer interaction

Zhenyu Lou, Qiongjie Cui, Tuo Wang, Zhenbo Song, Luoming Zhang, Cheng Cheng, Haofan Wang, Xu Tang, Huaxia Li, Hong Zhou

Diverse human motion prediction (HMP) is a fundamental application in computer vision that has recently attracted considerable interest. Prior methods primarily focus on the stochastic nature of human motion, while neglecting the specific impact of external environment, leading to the pronounced artifacts in prediction when applied to real-world scenarios. To fill this gap, this work introduces a novel task: predicting diverse human motion within real-world 3D scenes. In contrast to prior works, it requires harmonizing the deterministic constraints imposed by the surrounding 3D scenes with the stochastic aspect of human motion. For this purpose, we propose DiMoP3D, a diverse motion prediction framework with 3D scene awareness, which leverages the 3D point cloud and observed sequence to generate diverse and high-fidelity predictions. DiMoP3D is able to comprehend the 3D scene, and determines the probable target objects and their desired interactive pose based on the historical motion. Then, it plans the obstacle-free trajectory towards these interested objects, and generates diverse and physically-consistent future motions. On top of that, DiMoP3D identifies deterministic factors in the scene and integrates them into the stochastic modeling, making the diverse HMP in realistic scenes become a controllable stochastic generation process. On two real-captured benchmarks, DiMoP3D has demonstrated significant improvements over state-of-the-art methods, showcasing its effectiveness in generating diverse and physically-consistent motion predictions within real-world 3D environments.

Generative Models · Reasoning

Shangzi Xue, Zhenya Huang, Jiayu Liu, Xin Lin, Yuting Ning, Binbin Jin, Xin Li, Qi Liu

In this paper, we introduce DeAR (_Decompose-Analyze-Rethink_), a framework that iteratively builds a reasoning tree to tackle intricate problems within a single large language model (LLM). Unlike approaches that extend or search for rationales, DeAR is featured by 1) adopting a tree-based question decomposition manner to plan the organization of rationales, which mimics the logical planning inherentin human cognition; 2) globally updating the rationales at each reasoning step through natural language feedback. Specifically, the _Decompose_ stage decomposes the question into simpler sub-questions, storing them as new nodes; the _Analyze_ stage generates and self-checks rationales for sub-questions at each node evel; and the _Rethink_ stage updates parent-node rationales based on feedback from their child nodes. By generating and updating the reasoning process from a more global perspective, DeAR constructs more adaptive and accurate logical structures for complex problems, facilitating timely error correction compared to rationale-extension and search-based approaches such as Tree-of-Thoughts (ToT) and Graph-of-Thoughts (GoT). We conduct extensive experiments on three reasoning benchmarks, including ScienceQA, StrategyQA, and GSM8K, which cover a variety of reasoning tasks, demonstrating that our approach significantly reduces logical errors and enhances performance across various LLMs. Furthermore, we validate that DeAR is an efficient method that achieves a superior trade-off between accuracy and reasoning time compared to ToT and GoT.

Theory · Reinforcement Learning and Planning

Yang Cai, Xiangyu Liu, Argyris Oikonomou, Kaiqing Zhang

Partial observability of the underlying states generally presents significant challenges for reinforcement learning (RL). In practice, certain *privileged information* , e.g., the access to states from simulators, has been exploited in training and achieved prominent empirical successes. To better understand the benefits of privileged information, we revisit and examine several simple and practically used paradigms in this setting, with both computation and sample efficiency analyses. Specifically, we first formalize the empirical paradigm of *expert distillation* (also known as *teacher-student* learning), demonstrating its pitfall in finding near-optimal policies. We then identify a condition of the partially observable environment, the deterministic filter condition, under which expert distillation achieves sample and computational complexities that are *both* polynomial. Furthermore, we investigate another successful empirical paradigm of *asymmetric actor-critic*, and focus on the more challenging setting of observable partially observable Markov decision processes. We develop a belief-weighted optimistic asymmetric actor-critic algorithm with polynomial sample and quasi-polynomial computational complexities, where one key component is a new provable oracle for learning belief states that preserve *filter stability* under a misspecified model, which may be of independent interest. Finally, we also investigate the provable efficiency of partially observable multi-agent RL (MARL) with privileged information. We develop algorithms with the feature of centralized-training-with-decentralized-execution, a popular framework in empirical MARL, with polynomial sample and (quasi-)polynomial computational complexity in both paradigms above. Compared with a few recent related theoretical studies, our focus is on understanding practically inspired algorithmic paradigms, without computationally intractable oracles.

Reinforcement Learning · Deep RL

Moritz Schneider, Robert Krug, Narunas Vaskevicius, Luigi Palmieri, Joschka Boedecker

Visual Reinforcement Learning (RL) methods often require extensive amounts of data. As opposed to model-free RL, model-based RL (MBRL) offers a potential solution with efficient data utilization through planning. Additionally, RL lacks generalization capabilities for real-world tasks. Prior work has shown that incorporating pre-trained visual representations (PVRs) enhances sample efficiency and generalization. While PVRs have been extensively studied in the context of model-free RL, their potential in MBRL remains largely unexplored. In this paper, we benchmark a set of PVRs on challenging control tasks in a model-based RL setting. We investigate the data efficiency, generalization capabilities, and the impact of different properties of PVRs on the performance of model-based agents. Our results, perhaps surprisingly, reveal that for MBRL current PVRs are not more sample efficient than learning representations from scratch, and that they do not generalize better to out-of-distribution (OOD) settings. To explain this, we analyze the quality of the trained dynamics model. Furthermore, we show that data diversity and network architecture are the most important contributors to OOD generalization performance.

Reinforcement Learning · Planning

Bharath Muppasani, Protik Nag, Vignesh Narayanan, Biplav Srivastava, Michael Huhns

In this study, we investigate the under-explored intervention planning aimed at disseminating accurate information within dynamic opinion networks by leveraging learning strategies. Intervention planning involves identifying key nodes (search) and exerting control (e.g., disseminating accurate/official information through the nodes) to mitigate the influence of misinformation. However, as the network size increases, the problem becomes computationally intractable. To address this, we first introduce a ranking algorithm to identify key nodes for disseminating accurate information, which facilitates the training of neural network (NN) classifiers that provide generalized solutions for the search and planning problems. Second, we mitigate the complexity of label generation—which becomes challenging as the network grows—by developing a reinforcement learning (RL)-based centralized dynamic planning framework. We analyze these NN-based planners for opinion networks governed by two dynamic propagation models. Each model incorporates both binary and continuous opinion and trust representations. Our experimental results demonstrate that the ranking algorithm-based classifiers provide plans that enhance infection rate control, especially with increased action budgets for small networks. Further, we observe that the reward strategies focusing on key metrics, such as the number of susceptible nodes and infection rates, outperform those prioritizing faster blocking strategies. Additionally, our findings reveal that graph convolutional network (GCN)-based planners facilitate scalable centralized plans that achieve lower infection rates (higher control) across various network configurations (e.g., Watts-Strogatz topology, varying action budgets, varying initial infected nodes, and varying degree of infected nodes).

Applications

Kevin Yu, Jihye Roh, Ziang Li, Wenhao Gao, Runzhong Wang, Connor Coley

Computer-aided synthesis planning (CASP) algorithms have demonstrated expert-level abilities in planning retrosynthetic routes to molecules of low to moderate complexity. However, current search methods assume the sufficiency of reaching arbitrary building blocks, failing to address the common real-world constraint where using specific molecules is desired. To this end, we present a formulation of synthesis planning with starting material constraints. Under this formulation, we propose Double-Ended Synthesis Planning ($\texttt{DESP}$), a novel CASP algorithm under a _bidirectional graph search_ scheme that interleaves expansions from the target and from the goal starting materials to ensure constraint satisfiability. The search algorithm is guided by a goal-conditioned cost network learned offline from a partially observed hypergraph of valid chemical reactions. We demonstrate the utility of $\texttt{DESP}$ in improving solve rates and reducing the number of search expansions by biasing synthesis planning towards expert goals on multiple new benchmarks. $\texttt{DESP}$ can make use of existing one-step retrosynthesis models, and we anticipate its performance to scale as these one-step model capabilities improve.

Graph Neural Networks

Eric Zhao, Pranjal Awasthi, Zhengdao Chen, Sreenivas Gollapudi, Daniel Delling

We study learning-based approaches to semantic route planning, which concerns producing routes in response to rich queries that specify various criteria and preferences. Semantic routing is already widely found in industry applications, especially navigational services like Google Maps; however, existing implementations only support limited route criteria and narrow query sets as they rely on repurposing classical route optimization algorithms. We argue for a learning-based approach to semantic routing as a more scalable and general alternative. To foster interest in this important application of graph learning, we are releasing a large-scale publicly-licensed benchmark for semantic routing consisting of real-world multi-objective navigation problems---expressed via natural language queries---on the richly annotated road networks of US cities. In addition to being intractable with existing approaches to semantic routing, our benchmark poses a significant scaling challenge for graph learning methods. As a proof-of-concept, we show that---at scale---even a standard transformer network is a powerful semantic routing system and achieves non-trivial performance on our benchmark. In the process, we demonstrate a simple solution to the challenge of scaling up graph learning: an autoregressive approach that decomposes semantic routing into smaller ``next-edge'' prediction problems.

Yian Wang, Xiaowen Qiu, Jiageng Liu, Zhehuan Chen, Jiting Cai, Yufei Wang, Tsun-Hsuan Johnson Wang, Zhou Xian, Chuang Gan

Creating large-scale interactive 3D environments is essential for the development of Robotics and Embodied AI research. However, generating diverse embodied environments with realistic detail and considerable complexity remains a significant challenge. Current methods, including manual design, procedural generation, diffusion-based scene generation, and large language model (LLM) guided scene design, are hindered by limitations such as excessive human effort, reliance on predefined rules or training datasets, and limited 3D spatial reasoning ability. Since pre-trained 2D image generative models better capture scene and object configuration than LLMs, we address these challenges by introducing $\textit{Architect}$, a generative framework that creates complex and realistic 3D embodied environments leveraging diffusion-based 2D image inpainting. In detail, we utilize foundation visual perception models to obtain each generated object from the image and leverage pre-trained depth estimation models to lift the generated 2D image to 3D space. While there are still challenges that the camera parameters and scale of depth are still absent in the generated image, we address those problems by ''controlling'' the diffusion model by $\textit{hierarchical inpainting}$. Specifically, having access to ground-truth depth and camera parameters in simulation, we first render a photo-realistic image of only the background. Then, we inpaint the foreground in this image, passing the geometric cues to the inpainting model in the background, which informs the camera parameters.This process effectively controls the camera parameters and depth scale for the generated image, facilitating the back-projection from 2D image to 3D point clouds. Our pipeline is further extended to a hierarchical and iterative inpainting process to continuously generate the placement of large furniture and small objects to enrich the scene. This iterative structure brings the flexibility for our method to generate or refine scenes from various starting points, such as text, floor plans, or pre-arranged environments. Experimental results demonstrate that $\textit{Architect}$ outperforms existing methods in producing realistic and complex environments, making it highly suitable for Embodied AI and robotics applications.

Theory · Reinforcement Learning and Planning

Amit Sinha, Matthieu Geist, Aditya Mahajan

The standard approach for Partially Observable Markov Decision Processes (POMDPs) is to convert them to a fully observed belief-state MDP. However, the belief state depends on the system model and is therefore not viable in reinforcement learning (RL) settings. A widely used alternative is to use an agent state, which is a model-free, recursively updateable function of the observation history. Examples include frame stacking and recurrent neural networks. Since the agent state is model-free, it is used to adapt standard RL algorithms to POMDPs. However, standard RL algorithms like Q-learning learn a stationary policy. Our main thesis that we illustrate via examples is that because the agent state does not satisfy the Markov property, non-stationary agent-state based policies can outperform stationary ones. To leverage this feature, we propose PASQL (periodic agent-state based Q-learning), which is a variant of agent-state-based Q-learning that learns periodic policies. By combining ideas from periodic Markov chains and stochastic approximation, we rigorously establish that PASQL converges to a cyclic limit and characterize the approximation error of the converged periodic policy. Finally, we present a numerical experiment to highlight the salient features of PASQL and demonstrate the benefit of learning periodic policies over stationary policies.

Applications

Heewoong Noh, Namkyeong Lee, Gyoung S. Na, Chanyoung Park

While inorganic retrosynthesis planning is essential in the field of chemical science, the application of machine learning in this area has been notably less explored compared to organic retrosynthesis planning. In this paper, we propose Retrieval-Retro for inorganic retrosynthesis planning, which implicitly extracts the precursor information of reference materials that are retrieved from the knowledge base regarding domain expertise in the field. Specifically, instead of directly employing the precursor information of reference materials, we propose implicitly extracting it with various attention layers, which enables the model to learn novel synthesis recipes more effectively.Moreover, during retrieval, we consider the thermodynamic relationship between target material and precursors, which is essential domain expertise in identifying the most probable precursor set among various options. Extensive experiments demonstrate the superiority of Retrieval-Retro in retrosynthesis planning, especially in discovering novel synthesis recipes, which is crucial for materials discovery.The source code for Retrieval-Retro is available at https://github.com/HeewoongNoh/Retrieval-Retro.

Theory · Reinforcement Learning and Planning

Apurv Shukla, Debabrota Basu

We study the preference-based pure exploration problem for bandits with vector-valued rewards and a set of preferences imposed over them. Specifically, we aim to identify the most preferred policy over a set of arms according to the preferences induced on the reward vectors by an ordering cone $C$. First, to quantify the impact of preferences, we derive a novel lower bound on the sample complexity for identifying the most preferred arm with confidence level $1-\delta$. Our lower bound shows that how the geometry of the preferences and reward vectors changes the hardness of this problem. We further explicate this geometry for Gaussian distributions of rewards, and provide a convex reformulation of the lower bound solvable with linear programming. Then, we leverage this convex reformulation of the lower bound to design the Track and Stop with Preferences (TSwP) algorithm that identifies the most preferred policy. Finally, we derive a new concentration result for vector-valued rewards, and show that TSwP achieves a matching sample complexity upper bound.

Reinforcement Learning · Planning

Victor Zhong, Dipendra Misra, Xingdi Yuan, Marc-Alexandre Côté

We introduce Language Feedback Models (LFMs) that identify desirable behaviour --- actions that help achieve tasks specified in the instruction - for imitation learning in instruction following. To train LFMs, we obtain feedback from Large Language Models (LLMs) on visual trajectories verbalized to language descriptions. First, by using LFMs to identify desirable behaviour to imitate, we improve in task-completion rate over strong behavioural cloning baselines on three distinct language grounding environments (Touchdown, ScienceWorld, and ALFWorld). Second, LFMs outperform using LLMs as experts to directly predict actions, when controlling for the number of LLM output tokens. Third, LFMs generalize to unseen environments, improving task-completion rate by 3.5-12.0% through one round of adaptation. Finally, LFMs can be modified to provide human-interpretable feedback without performance loss, allowing human verification of desirable behaviour for imitation learning.

Reinforcement Learning · Deep RL

Tankred Saanum, Peter Dayan, Eric Schulz

To solve control problems via model-based reasoning or planning, an agent needs to know how its actions affect the state of the world. The actions an agent has at its disposal often change the state of the environment in systematic ways. However, existing techniques for world modelling do not guarantee that the effect of actions are represented in such systematic ways. We introduce the Parsimonious Latent Space Model (PLSM), a world model that regularizes the latent dynamics to make the effect of the agent's actions more predictable. Our approach minimizes the mutual information between latent states and the change that an action produces in the agent's latent state, in turn minimizing the dependence the state has on the dynamics. This makes the world model softly state-invariant. We combine PLSM with different model classes used for i) future latent state prediction, ii) planning, and iii) model-free reinforcement learning. We find that our regularization improves accuracy, generalization, and performance in downstream tasks, highlighting the importance of systematic treatment of actions in world models.

Theory · Reinforcement Learning and Planning

Yaqi Duan, Martin Wainwright

We introduce a novel framework for analyzing reinforcement learning (RL) in continuous state-action spaces, and use it to prove fast rates of convergence in both off-line and on-line settings. Our analysis highlights two key stability properties, relating to how changes in value functions and/or policies affect the Bellman operator and occupation measures. We argue that these properties are satisfied in many continuous state-action Markov decision processes. Our analysis also offers fresh perspectives on the roles of pessimism and optimism in off-line and on-line RL.