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3,752篇论文匹配“Planning”
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Applications/Language, Speech and Dialog

Yongliang Shen, Kaitao Song, Xu Tan, Dongsheng Li, Weiming Lu, Yueting Zhuang

Solving complicated AI tasks with different domains and modalities is a key step toward artificial general intelligence. While there are numerous AI models available for various domains and modalities, they cannot handle complicated AI tasks autonomously. Considering large language models (LLMs) have exhibited exceptional abilities in language understanding, generation, interaction, and reasoning, we advocate that LLMs could act as a controller to manage existing AI models to solve complicated AI tasks, with language serving as a generic interface to empower this. Based on this philosophy, we present HuggingGPT, an LLM-powered agent that leverages LLMs (e.g., ChatGPT) to connect various AI models in machine learning communities (e.g., Hugging Face) to solve AI tasks. Specifically, we use ChatGPT to conduct task planning when receiving a user request, select models according to their function descriptions available in Hugging Face, execute each subtask with the selected AI model, and summarize the response according to the execution results. By leveraging the strong language capability of ChatGPT and abundant AI models in Hugging Face, HuggingGPT can tackle a wide range of sophisticated AI tasks spanning different modalities and domains and achieve impressive results in language, vision, speech, and other challenging tasks, which paves a new way towards the realization of artificial general intelligence.

Theory/Game Theory

Youzhi Zhang, Bo An, Venkatramanan Subrahmanian

Designing efficient algorithms to compute a Nash Equilibrium (NE) in multiplayer games is still an open challenge. In this paper, we focus on computing an NE that optimizes a given objective function. For example, when there is a team of players independently playing against an adversary in a game (e.g., several groups in a forest trying to interdict illegal loggers in green security games), these team members may need to find an NE minimizing the adversary’s utility. Finding an optimal NE in multiplayer games can be formulated as a mixed-integer bilinear program by introducing auxiliary variables to represent bilinear terms, leading to a huge number of bilinear terms, making it hard to solve. To overcome this challenge, we first propose a general framework for this formulation based on a set of correlation plans. We then develop a novel algorithm called CRM based on this framework, which uses correlation plans with their relations to strictly reduce the feasible solution space after the convex relaxation of bilinear terms while minimizing the number of correlation plans to significantly reduce the number of bilinear terms. We show that our techniques can significantly reduce the time complexity and CRM can be several orders of magnitude faster than the state-of-the-art baseline.

Social Aspects/Accountability, Transparency and Interpretability

Mathieu Serrurier, Franck Mamalet, Thomas FEL, Louis Béthune, Thibaut Boissin

Input gradients have a pivotal role in a variety of applications, including adversarial attack algorithms for evaluating model robustness, explainable AI techniques for generating saliency maps, and counterfactual explanations. However, saliency maps generated by traditional neural networks are often noisy and provide limited insights. In this paper, we demonstrate that, on the contrary, the saliency maps of 1-Lipschitz neural networks, learnt with the dual loss of an optimal transportation problem, exhibit desirable XAI properties:They are highly concentrated on the essential parts of the image with low noise, significantly outperforming state-of-the-art explanation approaches across various models and metrics. We also prove that these maps align unprecedentedly well with human explanations on ImageNet. To explain the particularly beneficial properties of the saliency map for such models, we prove this gradient encodes both the direction of the transportation plan and the direction towards the nearest adversarial attack. Following the gradient down to the decision boundary is no longer considered an adversarial attack, but rather a counterfactual explanation that explicitly transports the input from one class to another. Thus, Learning with such a loss jointly optimizes the classification objective and the alignment of the gradient , i.e. the saliency map, to the transportation plan direction. These networks were previously known to be certifiably robust by design, and we demonstrate that they scale well for large problems and models, and are tailored for explainability using a fast and straightforward method.

Applications/Language, Speech and Dialog

Jiannan Xiang, Tianhua Tao, Yi Gu, Tianmin Shu, Zirui Wang, Zichao Yang, Zhiting Hu

While large language models (LMs) have shown remarkable capabilities across numerous tasks, they often struggle with simple reasoning and planning in physical environments, such as understanding object permanence or planning household activities. The limitation arises from the fact that LMs are trained only on written text and miss essential embodied knowledge and skills. In this paper, we propose a new paradigm of enhancing LMs by finetuning them with world models, to gain diverse embodied knowledge while retaining their general language capabilities. Our approach deploys an embodied agent in a world model, particularly a simulator of the physical world (VirtualHome), and acquires a diverse set of embodied experiences through both goal-oriented planning and random exploration. These experiences are then used to finetune LMs to teach diverse abilities of reasoning and acting in the physical world, e.g., planning and completing goals, object permanence and tracking, etc. Moreover, it is desirable to preserve the generality of LMs during finetuning, which facilitates generalizing the embodied knowledge across tasks rather than being tied to specific simulations. We thus further introduce the classical elastic weight consolidation (EWC) for selective weight updates, combined with low-rank adapters (LoRA) for training efficiency. Extensive experiments show our approach substantially improves base LMs on 18 downstream tasks by 64.28% on average. In particular, the small LMs (1.3B, 6B, and 13B) enhanced by our approach match or even outperform much larger LMs (e.g., ChatGPT).

Reinforcement Learning/Deep RL

Yazhe Niu, YUAN PU, Zhenjie Yang, Xueyan Li, Tong Zhou, Jiyuan Ren, Shuai Hu, Hongsheng Li, Yu Liu

Building agents based on tree-search planning capabilities with learned models has achieved remarkable success in classic decision-making problems, such as Go and Atari.However, it has been deemed challenging or even infeasible to extend Monte Carlo Tree Search (MCTS) based algorithms to diverse real-world applications, especially when these environments involve complex action spaces and significant simulation costs, or inherent stochasticity.In this work, we introduce LightZero, the first unified benchmark for deploying MCTS/MuZero in general sequential decision scenarios. Specificially, we summarize the most critical challenges in designing a general MCTS-style decision-making solver, then decompose the tightly-coupled algorithm and system design of tree-search RL methods into distinct sub-modules.By incorporating more appropriate exploration and optimization strategies, we can significantly enhance these sub-modules and construct powerful LightZero agents to tackle tasks across a wide range of domains, such as board games, Atari, MuJoCo, MiniGrid and GoBigger.Detailed benchmark results reveal the significant potential of such methods in building scalable and efficient decision intelligence.The code is available as part of OpenDILab at https://github.com/opendilab/LightZero.

Applications/Computer Vision

Weixi Feng, Wanrong Zhu, Tsu-Jui Fu, Varun Jampani, Arjun Akula, Xuehai He, S Basu, Xin Eric Wang, William Yang Wang

Attaining a high degree of user controllability in visual generation often requires intricate, fine-grained inputs like layouts. However, such inputs impose a substantial burden on users when compared to simple text inputs. To address the issue, we study how Large Language Models (LLMs) can serve as visual planners by generating layouts from text conditions, and thus collaborate with visual generative models. We propose LayoutGPT, a method to compose in-context visual demonstrations in style sheet language to enhance visual planning skills of LLMs. We show that LayoutGPT can generate plausible layouts in multiple domains, ranging from 2D images to 3D indoor scenes. LayoutGPT also shows superior performance in converting challenging language concepts like numerical and spatial relations to layout arrangements for faithful text-to-image generation. When combined with a downstream image generation model, LayoutGPT outperforms text-to-image models/systems by 20-40\% and achieves comparable performance as human users in designing visual layouts for numerical and spatial correctness. Lastly, LayoutGPT achieves comparable performance to supervised methods in 3D indoor scene synthesis, demonstrating its effectiveness and potential in multiple visual domains.

Cole Gulino, Justin Fu, Wenjie Luo, George Tucker, Eli Bronstein, Yiren Lu, Jean Harb, Xinlei Pan, Yan Wang, Xiangyu Chen 等

Simulation is an essential tool to develop and benchmark autonomous vehicle planning software in a safe and cost-effective manner. However, realistic simulation requires accurate modeling of multi-agent interactive behaviors to be trustworthy, behaviors which can be highly nuanced and complex. To address these challenges, we introduce Waymax, a new data-driven simulator for autonomous driving in multi-agent scenes, designed for large-scale simulation and testing. Waymax uses publicly-released, real-world driving data (e.g., the Waymo Open Motion Dataset) to initialize or play back a diverse set of multi-agent simulated scenarios. It runs entirely on hardware accelerators such as TPUs/GPUs and supports in-graph simulation for training, making it suitable for modern large-scale, distributed machine learning workflows. To support online training and evaluation, Waymax includes several learned and hard-coded behavior models that allow for realistic interaction within simulation. To supplement Waymax, we benchmark a suite of popular imitation and reinforcement learning algorithms with ablation studies on different design decisions, where we highlight the effectiveness of routes as guidance for planning agents and the ability of RL to overfit against simulated agents.

Theory/Reinforcement Learning and Planning

Carlo Alfano, Rui Yuan, Patrick Rebeschini

Modern policy optimization methods in reinforcement learning, such as TRPO and PPO, owe their success to the use of parameterized policies. However, while theoretical guarantees have been established for this class of algorithms, especially in the tabular setting, the use of general parameterization schemes remains mostly unjustified. In this work, we introduce a novel framework for policy optimization based on mirror descent that naturally accommodates general parameterizations. The policy class induced by our scheme recovers known classes, e.g., softmax, and generates new ones depending on the choice of mirror map. Using our framework, we obtain the first result that guarantees linear convergence for a policy-gradient-based method involving general parameterization. To demonstrate the ability of our framework to accommodate general parameterization schemes, we provide its sample complexity when using shallow neural networks, show that it represents an improvement upon the previous best results, and empirically validate the effectiveness of our theoretical claims on classic control tasks.

Reinforcement Learning/Multi-agent

Pascal Leroy, Pablo G. Morato, Jonathan Pisane, Athanasios Kolios, Damien Ernst

We introduce IMP-MARL, an open-source suite of multi-agent reinforcement learning (MARL) environments for large-scale Infrastructure Management Planning (IMP), offering a platform for benchmarking the scalability of cooperative MARL methods in real-world engineering applications.In IMP, a multi-component engineering system is subject to a risk of failure due to its components' damage condition.Specifically, each agent plans inspections and repairs for a specific system component, aiming to minimise maintenance costs while cooperating to minimise system failure risk.With IMP-MARL, we release several environments including one related to offshore wind structural systems, in an effort to meet today's needs to improve management strategies to support sustainable and reliable energy systems.Supported by IMP practical engineering environments featuring up to 100 agents, we conduct a benchmark campaign, where the scalability and performance of state-of-the-art cooperative MARL methods are compared against expert-based heuristic policies. The results reveal that centralised training with decentralised execution methods scale better with the number of agents than fully centralised or decentralised RL approaches, while also outperforming expert-based heuristic policies in most IMP environments.Based on our findings, we additionally outline remaining cooperation and scalability challenges that future MARL methods should still address.Through IMP-MARL, we encourage the implementation of new environments and the further development of MARL methods.

Theory/Reinforcement Learning and Planning

Lee Cohen, Yishay Mansour, Michal Moshkovitz

Given a policy of a Markov Decision Process, we define a SafeZone as a subset of states, such that most of the policy's trajectories are confined to this subset. The quality of a SafeZone is parameterized by the number of states and the escape probability, i.e., the probability that a random trajectory will leave the subset. SafeZones are especially interesting when they have a small number of states and low escape probability. We study the complexity of finding optimal SafeZones, and show that in general, the problem is computationally hard. For this reason, we concentrate on finding approximate SafeZones. Our main result is a bi-criteria approximation learning algorithm with a factor of almost $2$ approximation for both the escape probability and \newprob size, using a polynomial size sample complexity.

Applications/Computer Vision

Wentao Zhu, Jason Qin, Yuke Lou, Hang Ye, Xiaoxuan Ma, Hai Ci, Yizhou Wang

Humans exhibit a remarkable capacity for anticipating the actions of others and planning their own actions accordingly. In this study, we strive to replicate this ability by addressing the social motion prediction problem. We introduce a new benchmark, a novel formulation, and a cognition-inspired framework. We present Wusi, a 3D multi-person motion dataset under the context of team sports, which features intense and strategic human interactions and diverse pose distributions. By reformulating the problem from a multi-agent reinforcement learning perspective, we incorporate behavioral cloning and generative adversarial imitation learning to boost learning efficiency and generalization. Furthermore, we take into account the cognitive aspects of the human social action planning process and develop a cognitive hierarchy framework to predict strategic human social interactions. We conduct comprehensive experiments to validate the effectiveness of our proposed dataset and approach.

Deep Learning/Generative Models and Autoencoders

Eric Zelikman, Qian Huang, Gabriel Poesia, Noah Goodman, Nick Haber

Despite recent success in large language model (LLM) reasoning, LLMs struggle with hierarchical multi-step reasoning tasks like generating complex programs. For these tasks, humans often start with a high-level algorithmic design and implement each part gradually. We introduce Parsel, a framework enabling automatic implementation and validation of complex algorithms with code LLMs. With Parsel, we automatically decompose algorithmic tasks into hierarchical natural language function descriptions and then search over combinations of possible function implementations using tests. We show that Parsel can be used across domains requiring hierarchical reasoning, including program synthesis and robotic planning. We find that, using Parsel, LLMs solve more competition-level problems in the APPS dataset, resulting in pass rates over 75\% higher than prior results from directly sampling AlphaCode and Codex, while often using a smaller sample budget. Moreover, with automatically generated tests, we find that Parsel can improve the state-of-the-art pass@1 performance on HumanEval from 67\% to 85\%. We also find that LLM-generated robotic plans using Parsel are more than twice as likely to be considered accurate than directly generated plans. Lastly, we explore how Parsel addresses LLM limitations and discuss how Parsel may be useful for human programmers. We release our code at https://github.com/ezelikman/parsel.

Applications/Neuroscience, Cognitive Science

Adarsh Pyarelal, Eric Duong, Caleb Shibu, Paulo Soares, Savannah Boyd, Payal Khosla, Valeria A. Pfeifer, Diheng Zhang, Eric Andrews, Rick Champlin 等

We present a rich, multimodal dataset consisting of data from 40 teams of three humans conducting simulated urban search-and-rescue (SAR) missions in a Minecraft-based testbed, collected for the Theory of Mind-based Cognitive Architecture for Teams (ToMCAT) project. Modalities include two kinds of brain scan data---functional near-infrared spectroscopy (fNIRS) and electroencephalography (EEG), as well as skin conductance, heart rate, eye tracking, face images, spoken dialog audio data with automatic speech recognition (ASR) transcriptions, game screenshots, gameplay data, game performance data, demographic data, and self-report questionnaires. Each team undergoes up to six consecutive phases: three behavioral tasks, one mission training session, and two collaborative SAR missions. As time-synchronized multimodal data collected under a variety of circumstances, this dataset will support studying a large variety of research questions on topics including teamwork, coordination, plan recognition, affective computing, physiological linkage, entrainment, and dialog understanding. We provide an initial public release of the de-identified data, along with analyses illustrating the utility of this dataset to both computer scientists and social scientists.

Applications/Language, Speech and Dialog

John Yang, Akshara Prabhakar, Karthik Narasimhan, Shunyu Yao

Humans write code in a fundamentally interactive manner and rely on constant execution feedback to correct errors, resolve ambiguities, and decompose tasks. While LLMs have recently exhibited promising coding capabilities, current coding benchmarks mostly consider a static instruction-to-code sequence transduction process, which has the potential for error propagation and a disconnect between the generated code and its final execution environment. To address this gap, we introduce InterCode, a lightweight, flexible, and easy-to-use framework of interactive coding as a standard reinforcement learning (RL) environment, with code as actions and execution feedback as observations. Our framework is language and platform agnostic, uses self-contained Docker environments to provide safe and reproducible execution, and is compatible out-of-the-box with traditional seq2seq coding methods, while enabling the development of new methods for interactive code generation. We use InterCode to create three interactive code environments with Bash, SQL, and Python as action spaces, leveraging data from the static NL2Bash, Spider, and MBPP datasets. We demonstrate InterCode’s viability as a testbed by evaluating multiple state-of-the-art LLMs configured with different prompting strategies such as ReAct and Plan & Solve. Our results showcase the benefits of interactive code generation and demonstrate that InterCode can serve as a challenging benchmark for advancing code understanding and generation capabilities. InterCode is designed to be easily extensible and can even be used to create new tasks such as Capture the Flag, a popular coding puzzle that is inherently multi-step and involves multiple programming languages.

Reinforcement Learning/Planning

Karthik Valmeekam, Matthew Marquez, Alberto Olmo, Sarath Sreedharan, Subbarao Kambhampati

Generating plans of action, and reasoning about change have long been considered a core competence of intelligent agents. It is thus no surprise that evaluating the planning and reasoning capabilities of large language models (LLMs) has become a hot topic of research. Most claims about LLM planning capabilities are however based on common sense tasks–where it becomes hard to tell whether LLMs are planning or merely retrieving from their vast world knowledge. There is a strong need for systematic and extensible planning benchmarks with sufficient diversity to evaluate whether LLMs have innate planning capabilities. Motivated by this, we propose PlanBench, an extensible benchmark suite based on the kinds of domains used in the automated planning community, especially in the International Planning Competition, to test the capabilities of LLMs in planning or reasoning about actions and change. PlanBench provides sufficient diversity in both the task domains and the specific planning capabilities. Our studies also show that on many critical capabilities–including plan generation–LLM performance falls quite short, even with the SOTA models. PlanBench can thus function as a useful marker of progress of LLMs in planning and reasoning.

Applications/Climate

Mélisande Teng, Amna Elmustafa, Benjamin Akera, Yoshua Bengio, Hager Radi, Hugo Larochelle, David Rolnick

Biodiversity is declining at an unprecedented rate, impacting ecosystem services necessary to ensure food, water, and human health and well-being. Understanding the distribution of species and their habitats is crucial for conservation policy planning. However, traditional methods in ecology for species distribution models (SDMs) generally focus either on narrow sets of species or narrow geographical areas and there remain significant knowledge gaps about the distribution of species. A major reason for this is the limited availability of data traditionally used, due to the prohibitive amount of effort and expertise required for traditional field monitoring. The wide availability of remote sensing data and the growing adoption of citizen science tools to collect species observations data at low cost offer an opportunity for improving biodiversity monitoring and enabling the modelling of complex ecosystems. We introduce a novel task for mapping bird species to their habitats by predicting species encounter rates from satellite images, and present SatBird, a satellite dataset of locations in the USA with labels derived from presence-absence observation data from the citizen science database eBird, considering summer (breeding) and winter seasons. We also provide a dataset in Kenya representing low-data regimes. We additionally provide environmental data and species range maps for each location. We benchmark a set of baselines on our dataset, including SOTA models for remote sensing tasks. SatBird opens up possibilities for scalably modelling properties of ecosystems worldwide.

Applications/Computer Vision

Gongjie Zhang, Jiahao Lin, Shuang Wu, yilin song, Zhipeng Luo, Yang Xue, Shijian Lu, Zuoguan Wang

High-definition (HD) vectorized map is essential for autonomous driving, providing detailed and precise environmental information for advanced perception and planning. However, current map vectorization methods often exhibit deviations, and the existing evaluation metric for map vectorization lacks sufficient sensitivity to detect these deviations. To address these limitations, we propose integrating the philosophy of rasterization into map vectorization. Specifically, we introduce a new rasterization-based evaluation metric, which has superior sensitivity and is better suited to real-world autonomous driving scenarios. Furthermore, we propose MapVR (Map Vectorization via Rasterization), a novel framework that applies differentiable rasterization to vectorized outputs and then performs precise and geometry-aware supervision on rasterized HD maps. Notably, MapVR designs tailored rasterization strategies for various geometric shapes, enabling effective adaptation to a wide range of map elements. Experiments show that incorporating rasterization into map vectorization greatly enhances performance with no extra computational cost during inference, leading to more accurate map perception and ultimately promoting safer autonomous driving. Codes are available at https://github.com/ZhangGongjie/MapVR. A standalone map vectorization evaluation toolkit is available at https://github.com/jiahaoLjh/MapVectorizationEvalToolkit.

Deep Learning/Generative Models and Autoencoders

Jiawei Ren, Mingyuan Zhang, Cunjun Yu, Xiao Ma, Liang Pan, Ziwei Liu

Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a difficult problem due to the complexity of physical environments and the richness of human language. In this paper, we present $\textbf{InsActor}$, a principled generative framework that leverages recent advancements in diffusion-based human motion models to produce instruction-driven animations of physics-based characters.Our framework empowers InsActor to capture complex relationships between high-level human instructions and character motions by employing diffusion policies for flexibly conditioned motion planning.To overcome invalid states and infeasible state transitions in planned motions, InsActor discovers low-level skills and maps plans to latent skill sequences in a compact latent space. Extensive experiments demonstrate that InsActor achieves state-of-the-art results on various tasks, including instruction-driven motion generation and instruction-driven waypoint heading. Notably, the ability of InsActor to generate physically simulated animations using high-level human instructions makes it a valuable tool, particularly in executing long-horizon tasks with a rich set of instructions. Our project page is available at [jiawei-ren.github.io/projects/insactor/index.html](https://jiawei-ren.github.io/projects/insactor/index.html)

Miscellaneous Aspects of Machine Learning/Online Learning, Active Learning and Bandits

Adam Block, Max Simchowitz, Russ Tedrake

The problem of piecewise affine (PWA) regression and planning is of foundational importance to the study of online learning, control, and robotics, where it provides a theoretically and empirically tractable setting to study systems undergoing sharp changes in the dynamics. Unfortunately, due to the discontinuities that arise when crossing into different ``pieces,'' learning in general sequential settings is impossible and practical algorithms are forced to resort to heuristic approaches. This paper builds on the recently developed smoothed online learning framework and provides the first algorithms for prediction and simulation in PWA systems whose regret is polynomial in all relevant problem parameters under a weak smoothness assumption; moreover, our algorithms are efficient in the number of calls to an optimization oracle. We further apply our results to the problems of one-step prediction and multi-step simulation regret in piecewise affine dynamical systems, where the learner is tasked with simulating trajectories and regret is measured in terms of the Wasserstein distance between simulated and true data. Along the way, we develop several technical tools of more general interest.

Reinforcement Learning/Planning

Johann Brehmer, Joey Bose, Pim de Haan, Taco Cohen

Embodied agents operate in a structured world, often solving tasks with spatial, temporal, and permutation symmetries. Most algorithms for planning and model-based reinforcement learning (MBRL) do not take this rich geometric structure into account, leading to sample inefficiency and poor generalization. We introduce the Equivariant Diffuser for Generating Interactions (EDGI), an algorithm for MBRL and planning that is equivariant with respect to the product of the spatial symmetry group SE(3), the discrete-time translation group ℤ, and the object permutation group Sₙ. EDGI follows the Diffuser framework by Janner et al. (2022) in treating both learning a world model and planning in it as a conditional generative modeling problem, training a diffusion model on an offline trajectory dataset. We introduce a new SE(3) × ℤ × Sₙ-equivariant diffusion model that supports multiple representations. We integrate this model in a planning loop, where conditioning and classifier guidance let us softly break the symmetry for specific tasks as needed. On object manipulation and navigation tasks, EDGI is substantially more sample efficient and generalizes better across the symmetry group than non-equivariant models.