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3,752篇论文匹配“Planning”
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Theory · Reinforcement Learning and Planning

Gang Ding, Zeyuan Liu, Zhirui Fang, Kefan Su, Liwen Zhu, Zongqing Lu

The partial observability and stochasticity in multi-agent settings can be mitigated by accessing more information about others via communication. However, the coordination problem still exists since agents cannot communicate actual actions with each other at the same time due to the circular dependencies. In this paper, we propose a novel multi-level communication scheme, Sequential Communication (SeqComm). SeqComm treats agents asynchronously (the upper-level agents make decisions before the lower-level ones) and has two communication phases. In the negotiation phase, agents determine the priority of decision-making by communicating hidden states of observations and comparing the value of intention, which is obtained by modeling the environment dynamics. In the launching phase, the upper-level agents take the lead in making decisions and then communicate their actions with the lower-level agents. Theoretically, we prove the policies learned by SeqComm are guaranteed to improve monotonically and converge. Empirically, we show that SeqComm outperforms existing methods in a variety of cooperative multi-agent tasks.

Guangyan Chen, Meiling Wang, Te Cui, Yao Mu, Haoyang Lu, Tianxing Zhou, Zicai Peng, Mengxiao Hu, Haizhou Li, Li Yuan 等

Visual imitation learning (VIL) provides an efficient and intuitive strategy for robotic systems to acquire novel skills. Recent advancements in Vision Language Models (VLMs) have demonstrated remarkable performance in vision and language reasoning capabilities for VIL tasks. Despite the progress, current VIL methods naively employ VLMs to learn high-level plans from human videos, relying on pre-defined motion primitives for executing physical interactions, which remains a major bottleneck. In this work, we present VLMimic, a novel paradigm that harnesses VLMs to directly learn even fine-grained action levels, only given a limited number of human videos. Specifically, VLMimic first grounds object-centric movements from human videos, and learns skills using hierarchical constraint representations, facilitating the derivation of skills with fine-grained action levels from limited human videos. These skills are refined and updated through an iterative comparison strategy, enabling efficient adaptation to unseen environments. Our extensive experiments exhibit that our VLMimic, using only 5 human videos, yields significant improvements of over 27% and 21% in RLBench and real-world manipulation tasks, and surpasses baselines by more than 37% in long-horizon tasks. Code and videos are available on our anonymous homepage.

Applications

Zhenyu Guan, Xiangyu Kong, Fangwei Zhong, Yizhou Wang

Diplomacy is one of the most sophisticated activities in human society, involving complex interactions among multiple parties that require skills in social reasoning, negotiation, and long-term strategic planning. Previous AI agents have demonstrated their ability to handle multi-step games and large action spaces in multi-agent tasks. However, diplomacy involves a staggering magnitude of decision spaces, especially considering the negotiation stage required. While recent agents based on large language models (LLMs) have shown potential in various applications, they still struggle with extended planning periods in complex multi-agent settings. Leveraging recent technologies for LLM-based agents, we aim to explore AI's potential to create a human-like agent capable of executing comprehensive multi-agent missions by integrating three fundamental capabilities: 1) strategic planning with memory and reflection; 2) goal-oriented negotiation with social reasoning; and 3) augmenting memory through self-play games for self-evolution without human in the loop. Project page: https://sites.google.com/view/richelieu-diplomacy.

Computer Vision · Image Generation

Jingjing Ren, Wenbo Li, Haoyu Chen, Renjing Pei, Bin Shao, Yong Guo, Long Peng, Fenglong Song, Lei Zhu

Ultra-high-resolution image generation poses great challenges, such as increased semantic planning complexity and detail synthesis difficulties, alongside substantial training resource demands. We present UltraPixel, a novel architecture utilizing cascade diffusion models to generate high-quality images at multiple resolutions (\textit{e.g.}, 1K, 2K, and 4K) within a single model, while maintaining computational efficiency. UltraPixel leverages semantics-rich representations of lower-resolution images in a later denoising stage to guide the whole generation of highly detailed high-resolution images, significantly reducing complexity. Specifically, we introduce implicit neural representations for continuous upsampling and scale-aware normalization layers adaptable to various resolutions. Notably, both low- and high-resolution processes are performed in the most compact space, sharing the majority of parameters with less than 3$\%$ additional parameters for high-resolution outputs, largely enhancing training and inference efficiency. Our model achieves fast training with reduced data requirements, producing photo-realistic high-resolution images and demonstrating state-of-the-art performance in extensive experiments.

Datasets and Benchmarks

Muhammad Umair Nasir, Steven James, Julian Togelius

Large language models (LLMs) have recently demonstrated great success in generating and understanding natural language. While they have also shown potential beyond the domain of natural language, it remains an open question as to what extent and in which way these LLMs can plan. We investigate their planning capabilities by proposing \texttt{GameTraversalBenchmark (GTB)}, a benchmark consisting of diverse 2D grid-based game maps. An LLM succeeds if it can traverse through given objectives, with a minimum number of steps and a minimum number of generation errors. We evaluate a number of LLMs on \texttt{GTB} and found that GPT-4-Turbo achieved the highest score of $44.97\%$ on \texttt{GTB\_Score} (GTBS), a composite score that combines the three above criteria. Furthermore, we preliminarily test large reasoning models, namely o1, which scores $67.84\%$ on GTBS, indicating that the benchmark remains challenging for current models. Code, data, and documentation are available at \url{https://github.com/umair-nasir14/Game-Traversal-Benchmark}.

Datasets and Benchmarks

Léo Boisvert, Megh Thakkar, Maxime Gasse, Massimo Caccia, Thibault de Chezelles, Quentin Cappart, Nicolas Chapados, Alexandre Lacoste, Alexandre Drouin

The ability of large language models (LLMs) to mimic human-like intelligence has led to a surge in LLM-based autonomous agents. Though recent LLMs seem capable of planning and reasoning given user instructions, their effectiveness in applying these capabilities for autonomous task solving remains underexplored. This is especially true in enterprise settings, where automated agents hold the promise of a high impact. To fill this gap, we propose WorkArena++, a novel benchmark consisting of 682 tasks corresponding to realistic workflows routinely performed by knowledge workers. WorkArena++ is designed to evaluate the planning, problem-solving, logical/arithmetic reasoning, retrieval, and contextual understanding abilities of web agents. Our empirical studies across state-of-the-art LLMs and vision-language models (VLMs), as well as human workers, reveal several challenges for such models to serve as useful assistants in the workplace. In addition to the benchmark, we provide a mechanism to effortlessly generate thousands of ground-truth observation/action traces, which can be used for fine-tuning existing models. Overall, we expect this work to serve as a useful resource to help the community progress towards capable autonomous agents. The benchmark can be found at https://github.com/ServiceNow/WorkArena.

Reinforcement Learning · Planning

Dengwei Zhao, Shikui Tu, Lei Xu

Monte-Carlo tree search (MCTS) and reinforcement learning contributed crucially to the success of AlphaGo and AlphaZero, and A$^*$ is a tree search algorithm among the most well-known ones in the classical AI literature. MCTS and A$^*$ both perform heuristic search and are mutually beneficial. Efforts have been made to the renaissance of A$^*$ from three possible aspects, two of which have been confirmed by studies in recent years, while the third is about the OPEN list that consists of open nodes of A$^*$ search, but still lacks deep investigation. This paper aims at the third, i.e., developing the Sampling-exploration enhanced A$^*$ (SeeA$^*$) search by constructing a dynamic subset of OPEN through a selective sampling process, such that the node with the best heuristic value in this subset instead of in the OPEN is expanded. Nodes with the best heuristic values in OPEN are most probably picked into this subset, but sometimes may not be included, which enables SeeA$^*$ to explore other promising branches. Three sampling techniques are presented for comparative investigations. Moreover, under the assumption about the distribution of prediction errors, we have theoretically shown the superior efficiency of SeeA$^*$ over A$^*$ search, particularly when the accuracy of the guiding heuristic function is insufficient. Experimental results on retrosynthetic planning in organic chemistry, logic synthesis in integrated circuit design, and the classical Sokoban game empirically demonstrate the efficiency of SeeA$^*$, in comparison with the state-of-the-art heuristic search algorithms.

Human-computer interaction

Kevin Qinghong Lin, Linjie Li, Difei Gao, Qinchen WU, Mingyi Yan, Zhengyuan Yang, Lijuan Wang, Mike Zheng Shou

Graphical User Interface (GUI) automation holds significant promise for enhancing human productivity by assisting with computer tasks. Existing task formulations primarily focus on simple tasks that can be specified by a single, language-only instruction, such as “Insert a new slide.” In this work, we introduce VideoGUI, a novel multi-modal benchmark designed to evaluate GUI assistants on visual-centric GUI tasks. Sourced from high-quality web instructional videos, our benchmark focuses on tasks involving professional and novel software (e.g., Adobe Pho- toshop or Stable Diffusion WebUI) and complex activities (e.g., video editing). VideoGUI evaluates GUI assistants through a hierarchical process, allowing for identification of the specific levels at which they may fail: (i) high-level planning: reconstruct procedural subtasks from visual conditions without language descrip- tions; (ii) middle-level planning: generate sequences of precise action narrations based on visual state (i.e., screenshot) and goals; (iii) atomic action execution: perform specific actions such as accurately clicking designated elements. For each level, we design evaluation metrics across individual dimensions to provide clear signals, such as individual performance in clicking, dragging, typing, and scrolling for atomic action execution. Our evaluation on VideoGUI reveals that even the SoTA large multimodal model GPT4o performs poorly on visual-centric GUI tasks, especially for high-level planning. The data and code are available at https://github.com/showlab/videogui.

Robotics

Haochen Liu, Li Chen, Yu Qiao, Chen Lv, Hongyang Li

Autonomous driving system aims for safe and social-consistent driving through the behavioral integration among interactive agents. However, challenges remain due to multi-agent scene uncertainty and heterogeneous interaction. Current dense and sparse behavioral representations struggle with inefficiency and inconsistency in multi-agent modeling, leading to instability of collective behavioral patterns when integrating prediction and planning (IPP). To address this, we initiate a topological formation that serves as a compliant behavioral foreground to guide downstream trajectory generations. Specifically, we introduce Behavioral Topology (BeTop), a pivotal topological formulation that explicitly represents the consensual behavioral pattern among multi-agent future. BeTop is derived from braid theory to distill compliant interactive topology from multi-agent future trajectories. A synergistic learning framework (BeTopNet) supervised by BeTop facilitates the consistency of behavior prediction and planning within the predicted topology priors. Through imitative contingency learning, BeTop also effectively manages behavioral uncertainty for prediction and planning. Extensive verification on large-scale real-world datasets, including nuPlan and WOMD, demonstrates that BeTop achieves state-of-the-art performance in both prediction and planning tasks. Further validations on the proposed interactive scenario benchmark showcase planning compliance in interactive cases. Code and model is available at https://github.com/OpenDriveLab/BeTop.

Fei Ni, Jianye Hao, Shiguang Wu, Longxin Kou, Yifu Yuan, Zibin Dong, Jinyi Liu, MingZhi Li, Yuzheng Zhuang, YAN ZHENG

Long-horizon manipulation tasks with general instructions often implicitly encapsulate multiple sub-tasks, posing significant challenges in instruction following.While language planning is a common approach to decompose general instructions into stepwise sub-instructions, text-only guidance may lack expressiveness and lead to potential ambiguity. Considering that humans often imagine and visualize sub-instructions reasoning out before acting, the imagined subgoal images can provide more intuitive guidance and enhance the reliability of decomposition. Inspired by this, we propose **PERIA**(**PE**rceive, **R**eason, **I**magine, **A**ct), a novel framework that integrates holistic language planning and vision planning for long-horizon manipulation tasks with complex instructions, leveraging both logical and intuitive aspects of task decomposition.Specifically, we first perform a lightweight multimodal alignment on the encoding side to empower the MLLM to perceive visual details and language instructions. The MLLM is then jointly instruction-tuned with a pretrained image-editing model to unlock capabilities of simultaneous reasoning of language instructions and generation of imagined subgoals. Furthermore, we introduce a consistency alignment loss to encourage coherent subgoal images and align with their corresponding instructions, mitigating potential hallucinations and semantic conflicts between the two planning manners.Comprehensive evaluations across three task domains demonstrate that PERIA, benefiting from holistic language and vision planning, significantly outperforms competitive baselines in both instruction following accuracy and task success rate on complex manipulation tasks.

Theory · Reinforcement Learning and Planning

Wooseong Cho, Taehyun Hwang, Joongkyu Lee, Min-hwan Oh

We study reinforcement learning with _multinomial logistic_ (MNL) function approximation where the underlying transition probability kernel of the _Markov decision processes_ (MDPs) is parametrized by an unknown transition core with features of state and action. For the finite horizon episodic setting with inhomogeneous state transitions, we propose provably efficient algorithms with randomized exploration having frequentist regret guarantees. For our first algorithm, $\texttt{RRL-MNL}$, we adapt optimistic sampling to ensure the optimism of the estimated value function with sufficient frequency and establish that $\texttt{RRL-MNL}$ is both _statistically_ and _computationally_ efficient, achieving a $\tilde{\mathcal{O}}(\kappa^{-1} d^{\frac{3}{2}} H^{\frac{3}{2}} \sqrt{T})$ frequentist regret bound with constant-time computational cost per episode. Here, $d$ is the dimension of the transition core, $H$ is the horizon length, $T$ is the total number of steps, and $\kappa$ is a problem-dependent constant. Despite the simplicity and practicality of $\texttt{RRL-MNL}$, its regret bound scales with $\kappa^{-1}$, which is potentially large in the worst case. To improve the dependence on $\kappa^{-1}$, we propose $\texttt{ORRL-MNL}$, which estimates the value function using local gradient information of the MNL transition model. We show that its frequentist regret bound is $\tilde{\mathcal{O}}(d^{\frac{3}{2}} H^{\frac{3}{2}} \sqrt{T} + \kappa^{-1} d^2 H^2)$. To the best of our knowledge, these are the first randomized RL algorithms for the MNL transition model that achieve both computational and statistical efficiency. Numerical experiments demonstrate the superior performance of the proposed algorithms.

Language · Knowledge

Shuofei Qiao, Runnan Fang, Ningyu Zhang, Yuqi Zhu, Xiang Chen, Shumin Deng, Yong Jiang, Pengjun Xie, Fei Huang, Huajun Chen

Recent endeavors towards directly using large language models (LLMs) as agent models to execute interactive planning tasks have shown commendable results. Despite their achievements, however, they still struggle with brainless trial-and-error in global planning and generating hallucinatory actions in local planning due to their poor understanding of the "real" physical world. Imitating humans' mental world knowledge model which provides global prior knowledge before the task and maintains local dynamic knowledge during the task, in this paper, we introduce parametric World Knowledge Model (WKM) to facilitate agent planning. Concretely, we steer the agent model to self-synthesize knowledge from both expert and sampled trajectories. Then we develop WKM, providing prior task knowledge to guide the global planning and dynamic state knowledge to assist the local planning. Experimental results on three real-world simulated datasets with Mistral-7B, Gemma-7B, and Llama-3-8B demonstrate that our method can achieve superior performance compared to various strong baselines. Besides, we analyze to illustrate that our WKM can effectively alleviate the blind trial-and-error and hallucinatory action issues, providing strong support for the agent's understanding of the world. Other interesting findings include: 1) our instance-level task knowledge can generalize better to unseen tasks, 2) weak WKM can guide strong agent model planning, and 3) unified WKM training has promising potential for further development.

Yihe Wang, Jin Liu, Yao Wan, Yitong Li, Zifeng Liu, Weipeng Chen

Ongoing chatting is an important step for conversational agents to build long-term connections with people. However, people tend to quickly lose interest in chatting if the conversational agent’s words are not engaging enough. In this paper, we present a novel task of increasing users’ willingness to continue talking to the agent.We collect a dataset named ContinuousChat by: (i) collecting personas and revising them, and then expanding the personas to detailed-personas through experiences, daily life, future plans, or interesting stories; (ii) expanding detailed-personas into the dialogues, and inject emotions and feelings into them; (iii) rewriting the dialogues in specific styles through few-shot prompt, conditioning on handwritten style-specific examples.We benchmark LLMs on ContinuousChat Dataset using both fine-tuning and in-context learning settings. Experiments over publicly available models demonstrate that although there is substantial room for improvement in generating style-specific dialogues, our ContinuousChat dataset is valuable in guiding conversational agents to generate more attractive dialogues and increase users’ willingness to continue the conversations.

Zixia Jia, Mengmeng Wang, Baichen Tong, Song-Chun Zhu, Zilong Zheng

Recent advances in Large Language Models (LLMs) have shown inspiring achievements in constructing autonomous agents that rely onlanguage descriptions as inputs. However, it remains unclear how well LLMs can function as few-shot or zero-shot embodied agents in dynamic interactive environments. To address this gap, we introduce LangSuit·E, a versatile and simulation-free testbed featuring 6 representative embodied tasks in textual embodied worlds. Compared with previous LLM-based testbeds, LangSuit·E (i) offers adaptability to diverse environments without multiple simulation engines, (ii) evaluates agents’ capacity to develop “internalized world knowledge” with embodied observations, and (iii) allows easy customization of communication and action strategies. To address the embodiment challenge, we devise a novel chain-of-thought (CoT) schema, EmMem, which summarizes embodied states w.r.t. history information. Comprehensive benchmark results illustrate challenges and insights of embodied planning. LangSuit·E represents a significant step toward building embodied generalists in the context of language models.

Minsoo Kim, Victor Bursztyn, Eunyee Koh, Shunan Guo, Seung-won Hwang

Agents powered by large language models (LLMs) inherit important limitations, such as the restricted context length, dependency on human-engineered exemplars (e.g., for task decomposition), and insufficient generalization. To address these challenges, we propose RaDA, a novel planning method for Web agents that does not require manual exemplars, efficiently leverages the LLMs’ context, and enhances generalization. RaDA disentangles planning into two stages: for a new given task, during Retrieval-augmented Task Decomposition (RaD), it decomposes tasks into high-level subtasks; next, during Retrieval-augmented Action Generation (RaA), it traverses the trajectory obtained with RaD to iteratively synthesize actions based on dynamically retrieved exemplars. We compare RaDA with strong baselines covering a broad space of design choices, using both GPT-3.5 and GPT-4 as backbones; and we find consistent improvements over previous SOTA in two challenging benchmarks, CompWoB and Mind2Web, covering settings with different complexities. We show the contributions of RaDA via ablation studies and qualitative analysis; and we discuss the structural benefits of our more compositional design.

Xiwen Liang, Liang Ma, Shanshan Guo, Jianhua Han, Hang Xu, Shikui Ma, Xiaodan Liang

Understanding and following natural language instructions while navigating through complex, real-world environments poses a significant challenge for general-purpose robots. These environments often include obstacles and pedestrians, making it essential for autonomous agents to possess the capability of self-corrected planning to adjust their actions based on feedback from the surroundings. However, the majority of existing vision-and-language navigation (VLN) methods primarily operate in less realistic simulator settings and do not incorporate environmental feedback into their decision-making processes. To address this gap, we introduce a novel zero-shot framework called CorNav, utilizing a large language model for decision-making and comprising two key components: 1) incorporating environmental feedback for refining future plans and adjusting its actions, and 2) multiple domain experts for parsing instructions, scene understanding, and refining predicted actions. In addition to the framework, we develop a 3D simulator that renders realistic scenarios using Unreal Engine 5. To evaluate the effectiveness and generalization of navigation agents in a zero-shot multi-task setting, we create a benchmark called NavBench. Our empirical study involves deploying 7 baselines across four tasks, i.e., goal-conditioned navigation given a specific object category, goal-conditioned navigation given simple instructions, finding abstract objects based on high-level instructions, and step-by-step instruction following. Extensive experiments demonstrate that CorNav consistently outperforms all baselines by a significant margin across all tasks. On average, CorNav achieves a success rate of 28.1%, surpassing the best baseline’s performance of 20.5%.

Yuhang He, Jianzhu Bao, Yang Sun, Bin Liang, Min Yang, Bing Qin, Ruifeng Xu

Argumentative Essay Generation (AEG) is a challenging task in computational argumentation, where detailed logical reasoning and effective rhetorical skills are essential.Previous methods on argument generation typically involve planning prior to generation.However, the planning strategies in these methods overlook the exploration of the logical reasoning process.Inspired by argument structure-related theories, we propose an argumentative planning strategy for prompting large language models (LLMs) to generate high-quality essays.This strategy comprises two stages: (1) Sketch planning, which creates a rough outline of the essay, and (2) Dialectical planning, which refines the outline through critical self-reflection.Such a planning strategy enables LLMs to write argumentative essays that are more logical, diverse, and persuasive.Furthermore, due to the scarcity of existing AEG datasets, we construct three new datasets.These datasets are from two domains: exam essays and news editorials, covering both Chinese and English.Automatic and manual evaluation on four datasets show that our method can generate more dialectical and persuasive essays with higher diversity compared to several strong baselines.

Arda Uzunoğlu, Abdulfattah Safa, Gözde Gül Şahin

Recently, there has been growing interest within the community regarding whether large language models are capable of planning or executing plans. However, most prior studies use LLMs to generate high-level plans for simplified scenarios lacking linguistic complexity and domain diversity, limiting analysis of their planning abilities. These setups constrain evaluation methods (e.g., predefined action space), architectural choices (e.g., only generative models), and overlook the linguistic nuances essential for realistic analysis. To tackle this, we present PARADISE, an abductive reasoning task using Q&A format on practical procedural text sourced from wikiHow. It involves tip and warning inference tasks directly associated with goals, excluding intermediary steps, with the aim of testing the ability of the models to infer implicit knowledge of the plan solely from the given goal. Our experiments, utilizing fine-tuned language models and zero-shot prompting, reveal the effectiveness of task-specific small models over large language models in most scenarios. Despite advancements, all models fall short of human performance. Notably, our analysis uncovers intriguing insights, such as variations in model behavior with dropped keywords, struggles of BERT-family and GPT-4 with physical and abstract goals, and the proposed tasks offering valuable prior knowledge for other unseen procedural tasks. The PARADISE dataset and associated resources are publicly available for further research exploration with https://anonymous.4open.science/r/paradise-53BD/README.md.

Yongheng Zhang, Qiguang Chen, Min Li, Wanxiang Che, Libo Qin

Cross-lingual chain-of-thought can effectively complete reasoning tasks across languages, which gains increasing attention.Recently, dominant approaches in the literature improve cross-lingual alignment capabilities by integrating reasoning knowledge from different languages. Despite achieving excellent performance, current methods still have two main challenges: (1) Manual language specification: They still highly rely on manually selecting the languages to integrate, severely affecting their generalizability; (2) Static weight allocation: Current methods simply integrate all languages equally. In fact, different language reasoning paths should have different weights to achieve better complementation and integration. Motivated by this, we introduce an Automatic Cross-lingual Alignment Planning (AutoCAP) for zero-shot chain-of-thought to address the above challenges. The core of AutoCAP consists of two components: (1) Automatic Language Selection Prompting to guide LLMs to select appropriate languages and (2) Automatic Weight Allocation Prompting to automatically allocate alignment weight scores to each reasoning path. Extensive experiments on several benchmarks reveal that AutoCAP achieves state-of-the-art performance, surpassing previous methods that required manual effort.

Yuanhang Zheng, Peng Li, Ming Yan, Ji Zhang, Fei Huang, Yang Liu

Despite intensive efforts devoted to tool learning, the problem of budget-constrained tool learning, which focuses on resolving user queries within a specific budget constraint, has been widely overlooked. This paper proposes a novel method for budget-constrained tool learning. Our approach involves creating a preferable plan under the budget constraint before utilizing the tools. This plan outlines the feasible tools and the maximum number of times they can be employed, offering a comprehensive overview of the tool learning process for large language models. This allows them to allocate the budget from a broader perspective. To devise the plan without incurring significant extra costs, we suggest initially estimating the usefulness of the candidate tools based on past experience. Subsequently, we employ dynamic programming to formulate the plan. Experimental results demonstrate that our method can be integrated with various tool learning methods, significantly enhancing their effectiveness under strict budget constraints.