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3,752篇论文匹配“Planning”
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Applications/Robotics

Moran Barenboim, Vadim Indelman

Autonomous agents operating in real-world scenarios frequently encounter uncertainty and make decisions based on incomplete information. Planning under uncertainty can be mathematically formalized using partially observable Markov decision processes (POMDPs). However, finding an optimal plan for POMDPs can be computationally expensive and is feasible only for small tasks. In recent years, approximate algorithms, such as tree search and sample-based methodologies, have emerged as state-of-the-art POMDP solvers for larger problems. Despite their effectiveness, these algorithms offer only probabilistic and often asymptotic guarantees toward the optimal solution due to their dependence on sampling. To address these limitations, we derive a deterministic relationship between a simplified solution that iseasier to obtain and the theoretically optimal one. First, we derive bounds for selecting a subset of the observations to branch from while computing a complete belief at each posterior node. Then, since a complete belief update may be computationally demanding, we extend the bounds to support reduction of both the state and the observation spaces. We demonstrate how our guarantees can be integrated with existing state-of-the-art solvers that sample a subset of states and observations. As a result, the returned solution holds deterministic bounds relative to the optimal policy. Lastly, we substantiate our findings with supporting experimental results.

Applications/Language, Speech and Dialog

Bailin Wang, Zi Wang, Xuezhi Wang, Yuan Cao, Rif A. Saurous, Yoon Kim

Large language models (LLMs) can learn to perform a wide range of natural language tasks from just a handful of in-context examples. However, for generating strings from highly structured languages (e.g., semantic parsing to complex domain-specific languages), it is challenging for the LLM to generalize from just a few exemplars. We propose \emph{grammar prompting}, a simple approach to enable LLMs to use external knowledge and domain-specific constraints, expressed through a grammar in Backus--Naur Form (BNF), during in-context learning. Grammar prompting augments each demonstration example with a specialized grammar that is minimally sufficient for generating the particular output example, where the specialized grammar is a subset of the full DSL grammar. For inference, the LLM first predicts a BNF grammar given a test input, and then generates the output according to the rules of the grammar. Experiments demonstrate that grammar prompting can enable LLMs to perform competitively on a diverse set of DSL generation tasks, including semantic parsing (SMCalFlow, Overnight, GeoQuery), PDDL planning, and SMILES-based molecule generation.

Reinforcement Learning/Planning

Xiatoian Liu, Hector Palacios, Christian Muise

Embodied agents face significant challenges when tasked with performing actions in diverse environments, particularly in generalizing across object types and executing suitable actions to accomplish tasks. Furthermore, agents should exhibit robustness, minimizing the execution of illegal actions. In this work, we present Egocentric Planning, an innovative approach that combines symbolic planning and Object-oriented POMDPs to solve tasks in complex environments, harnessing existing models for visual perception and natural language processing. We evaluated our approach in ALFRED, a simulated environment designed for domestic tasks, and demonstrated its high scalability, achieving an impressive 36.07\% unseen success rate in the ALFRED benchmark and winning the ALFRED challenge at CVPR Embodied AI workshop. Our method requires reliable perception and the specification or learning of a symbolic description of the preconditions and effects of the agent's actions, as well as what object types reveal information about others. It can naturally scale to solve new tasks beyond ALFRED, as long as they can be solved using the available skills. This work offers a solid baseline for studying end-to-end and hybrid methods that aim to generalize to new tasks, including recent approaches relying on LLMs, but often struggle to scale to long sequences of actions or produce robust plans for novel tasks.

Reinforcement Learning

Daniil Tiapkin, Denis Belomestny, Daniele Calandriello, Eric Moulines, Remi Munos, Alexey Naumov, Pierre Perrault, Michal Valko, Pierre Ménard

In this paper, we introduce Randomized Q-learning (RandQL), a novel randomized model-free algorithm for regret minimization in episodic Markov Decision Processes (MDPs). To the best of our knowledge, RandQL is the first tractable model-free posterior sampling-based algorithm. We analyze the performance of RandQL in both tabular and non-tabular metric space settings. In tabular MDPs, RandQL achieves a regret bound of order $\widetilde{\mathcal{O}}(\sqrt{H^{5}SAT})$, where $H$ is the planning horizon, $S$ is the number of states, $A$ is the number of actions, and $T$ is the number of episodes. For a metric state-action space, RandQL enjoys a regret bound of order $\widetilde{\mathcal{O}}(H^{5/2} T^{(d_z+1)/(d_z+2)})$, where $d_z$ denotes the zooming dimension. Notably, RandQL achieves optimistic exploration without using bonuses, relying instead on a novel idea of learning rate randomization. Our empirical study shows that RandQL outperforms existing approaches on baseline exploration environments.

Applications/Language, Speech and Dialog

Ziteng Sun, Ananda Theertha Suresh, Jae Hun Ro, Ahmad Beirami, Himanshu Jain, Felix Yu

Autoregressive sampling from large language models has led to state-of-the-art results in several natural language tasks.However, autoregressive sampling generates tokens one at a time making it slow, and even prohibitive in certain tasks. One way to speed up sampling is *speculative decoding*: use a small model to sample a *draft* (block or sequence of tokens), and then score all tokens in the draft by the large language model in parallel. A subset of the tokens in the draft are accepted (and the rest rejected) based on a statistical method to guarantee that the final output follows the distribution of the large model. In this work, we provide a principled understanding of speculative decoding through the lens of optimal transport (OT) with *membership cost*. This framework can be viewed as an extension of the well-known *maximal-coupling* problem. This new formulation enables us to generalize the speculative decoding method to allow for a set of $k$ candidates at the token-level, which leads to an improved optimal membership cost. We show that the optimal draft selection algorithm (transport plan) can be computed via linear programming, whose best-known runtime is exponential in $k$. We then propose a valid draft selection algorithm whose acceptance probability is $(1-1/e)$-optimal multiplicatively. Moreover, it can be computed in time almost linear with size of domain of a single token.Using this new draft selection algorithm, we develop a new autoregressive sampling algorithm called *SpecTr*, which provides speedup in decoding while ensuring that there is no quality degradation in the decoded output.We experimentally demonstrate that for state-of-the-art large language models, the proposed approach achieves a wall clock speedup of 2.13X, a further 1.37X speedup over speculative decoding on standard benchmarks.

Applications/Computer Vision

Wesley Khademi, Fuxin Li

Shape completion aims to recover the full 3D geometry of an object from a partial observation. This problem is inherently multi-modal since there can be many ways to plausibly complete the missing regions of a shape. Such diversity would be indicative of the underlying uncertainty of the shape and could be preferable for downstream tasks such as planning. In this paper, we propose a novel conditional generative adversarial network that can produce many diverse plausible completions of a partially observed point cloud. To enable our network to produce multiple completions for the same partial input, we introduce stochasticity into our network via style modulation. By extracting style codes from complete shapes during training, and learning a distribution over them, our style codes can explicitly carry shape category information leading to better completions. We further introduce diversity penalties and discriminators at multiple scales to prevent conditional mode collapse and to train without the need for multiple ground truth completions for each partial input. Evaluations across several synthetic and real datasets demonstrate that our method achieves significant improvements in respecting the partial observations while obtaining greater diversity in completions.

Theory/Reinforcement Learning and Planning

Shahriar Talebi, Amirhossein Taghvaei, Mehran Mesbahi

This paper examines learning the optimal filtering policy, known as the Kalman gain, for a linear system with unknown noise covariance matrices using noisy output data. The learning problem is formulated as a stochastic policy optimiza- tion problem, aiming to minimize the output prediction error. This formulation provides a direct bridge between data-driven optimal control and, its dual, op- timal filtering. Our contributions are twofold. Firstly, we conduct a thorough convergence analysis of the stochastic gradient descent algorithm, adopted for the filtering problem, accounting for biased gradients and stability constraints. Secondly, we carefully leverage a combination of tools from linear system theory and high-dimensional statistics to derive bias-variance error bounds that scale logarithmically with problem dimension, and, in contrast to subspace methods, the length of output trajectories only affects the bias term.

Theory/Reinforcement Learning and Planning

Elliot Catt, Jordi Grau-Moya, Marcus Hutter, Matthew Aitchison, Tim Genewein, Grégoire Delétang, Kevin Li, Joel Veness

Reinforcement Learning (RL) algorithms typically utilize learning and/or planning techniques to derive effective policies. The integration of both approaches has proven to be highly successful in addressing complex sequential decision-making challenges, as evidenced by algorithms such as AlphaZero and MuZero, which consolidate the planning process into a parametric search-policy. AIXI, the most potent theoretical universal agent, leverages planning through comprehensive search as its primary means to find an optimal policy. Here we define an alternative universal agent, which we call Self-AIXI, that on the contrary to AIXI, maximally exploits learning to obtain good policies. It does so by self-predicting its own stream of action data, which is generated, similarly to other TD(0) agents, by taking an action maximization step over the current on-policy (universal mixture-policy) Q-value estimates. We prove that Self-AIXI converges to AIXI, and inherits a series of properties like maximal Legg-Hutter intelligence and the self-optimizing property.

Reinforcement Learning/Deep RL

Seungyong Moon, Junyoung Yeom, Bumsoo Park, Hyun Oh Song

Discovering achievements with a hierarchical structure in procedurally generated environments presents a significant challenge.This requires an agent to possess a broad range of abilities, including generalization and long-term reasoning. Many prior methods have been built upon model-based or hierarchical approaches, with the belief that an explicit module for long-term planning would be advantageous for learning hierarchical dependencies. However, these methods demand an excessive number of environment interactions or large model sizes, limiting their practicality. In this work, we demonstrate that proximal policy optimization (PPO), a simple yet versatile model-free algorithm, outperforms previous methods when optimized with recent implementation practices. Moreover, we find that the PPO agent can predict the next achievement to be unlocked to some extent, albeit with limited confidence. Based on this observation, we introduce a novel contrastive learning method, called achievement distillation, which strengthens the agent's ability to predict the next achievement. Our method exhibits a strong capacity for discovering hierarchical achievements and shows state-of-the-art performance on the challenging Crafter environment in a sample-efficient manner while utilizing fewer model parameters.

Theory/Reinforcement Learning and Planning

Navdeep Kumar, Esther Derman, Matthieu Geist, Kfir Y. Levy, Shie Mannor

Policy gradient methods have become a standard for training reinforcement learning agents in a scalable and efficient manner. However, they do not account for transition uncertainty, whereas learning robust policies can be computationally expensive. In this paper, we introduce robust policy gradient (RPG), a policy-based method that efficiently solves rectangular robust Markov decision processes (MDPs). We provide a closed-form expression for the worst occupation measure. Incidentally, we find that the worst kernel is a rank-one perturbation of the nominal. Combining the worst occupation measure with a robust Q-value estimation yields an explicit form of the robust gradient. Our resulting RPG can be estimated from data with the same time complexity as its non-robust equivalent. Hence, it relieves the computational burden of convex optimization problems required for training robust policies by current policy gradient approaches.

Reinforcement Learning/Planning

Kalle Kujanpää, Joni Pajarinen, Alexander Ilin

Solving complex planning problems has been a long-standing challenge in computer science. Learning-based subgoal search methods have shown promise in tackling these problems, but they often suffer from a lack of completeness guarantees, meaning that they may fail to find a solution even if one exists. In this paper, we propose an efficient approach to augment a subgoal search method to achieve completeness in discrete action spaces. Specifically, we augment the high-level search with low-level actions to execute a multi-level (hybrid) search, which we call complete subgoal search. This solution achieves the best of both worlds: the practical efficiency of high-level search and the completeness of low-level search. We apply the proposed search method to a recently proposed subgoal search algorithm and evaluate the algorithm trained on offline data on complex planning problems. We demonstrate that our complete subgoal search not only guarantees completeness but can even improve performance in terms of search expansions for instances that the high-level could solve without low-level augmentations. Our approach makes it possible to apply subgoal-level planning for systems where completeness is a critical requirement.

Theory/Reinforcement Learning and Planning

Sharan Vaswani, Amirreza Kazemi, Reza Babanezhad Harikandeh, Nicolas Le Roux

Actor-critic (AC) methods are widely used in reinforcement learning (RL), and benefit from the flexibility of using any policy gradient method as the actor and value-based method as the critic. The critic is usually trained by minimizing the TD error, an objective that is potentially decorrelated with the true goal of achieving a high reward with the actor. We address this mismatch by designing a joint objective for training the actor and critic in a decision-aware fashion. We use the proposed objective to design a generic, AC algorithm that can easily handle any function approximation. We explicitly characterize the conditions under which the resulting algorithm guarantees monotonic policy improvement, regardless of the choice of the policy and critic parameterization. Instantiating the generic algorithm results in an actor that involves maximizing a sequence of surrogate functions (similar to TRPO, PPO), and a critic that involves minimizing a closely connected objective. Using simple bandit examples, we provably establish the benefit of the proposed critic objective over the standard squared error. Finally, we empirically demonstrate the benefit of our decision-aware actor-critic framework on simple RL problems.

Theory/Reinforcement Learning and Planning

Dylan J Foster, Noah Golowich, Jian Qian, Alexander Rakhlin, Ayush Sekhari

We consider the problem of interactive decision making, encompassing structured bandits and reinforcementlearning with general function approximation. Recently, Foster et al. (2021) introduced theDecision-Estimation Coefficient, a measure of statistical complexity that lower bounds the optimal regret for interactive decisionmaking, as well as a meta-algorithm, Estimation-to-Decisions, which achieves upperbounds in terms of the same quantity. Estimation-to-Decisions is a reduction, which liftsalgorithms for (supervised) online estimation into algorithms fordecision making. In this paper, we show that by combining Estimation-to-Decisions witha specialized form of "optimistic" estimation introduced byZhang (2022), it is possible to obtain guaranteesthat improve upon those of Foster et al. (2021) byaccommodating more lenient notions of estimation error. We use this approach to derive regret bounds formodel-free reinforcement learning with value function approximation, and give structural results showing when it can and cannot help more generally.

Theory/Reinforcement Learning and Planning

Shuang Qiu, Ziyu Dai, Han Zhong, Zhaoran Wang, Zhuoran Yang, Tong Zhang

This paper investigates posterior sampling algorithms for competitive reinforcement learning (RL) in the context of general function approximations. Focusing on zero-sum Markov games (MGs) under two critical settings, namely self-play and adversarial learning, we first propose the self-play and adversarial generalized eluder coefficient (GEC) as complexity measures for function approximation, capturing the exploration-exploitation trade-off in MGs. Based on self-play GEC, we propose a model-based self-play posterior sampling method to control both players to learn Nash equilibrium, which can successfully handle the partial observability of states. Furthermore, we identify a set of partially observable MG models fitting MG learning with the adversarial policies of the opponent. Incorporating the adversarial GEC, we propose a model-based posterior sampling method for learning adversarial MG with potential partial observability. We further provide low regret bounds for proposed algorithms that can scale sublinearly with the proposed GEC and the number of episodes $T$. To the best of our knowledge, we for the first time develop generic model-based posterior sampling algorithms for competitive RL that can be applied to a majority of tractable zero-sum MG classes in both fully observable and partially observable MGs with self-play and adversarial learning.

Miscellaneous Aspects of Machine Learning/Causality

Trang Nguyen, Amin Mansouri, Kanika Madan, Khuong Duy Nguyen, Kartik Ahuja, Dianbo Liu, Yoshua Bengio

Agents with the ability to comprehend and reason about the dynamics of objects would be expected to exhibit improved robustness and generalization in novel scenarios. However, achieving this capability necessitates not only an effective scene representation but also an understanding of the mechanisms governing interactions among object subsets. Recent studies have made significant progress in representing scenes using object slots. In this work, we introduce Reusable Slotwise Mechanisms, or RSM, a framework that models object dynamics by leveraging communication among slots along with a modular architecture capable of dynamically selecting reusable mechanisms for predicting the future states of each object slot. Crucially, RSM leverages the Central Contextual Information (CCI), enabling selected mechanisms to access the remaining slots through a bottleneck, effectively allowing for modeling of higher order and complex interactions that might require a sparse subset of objects. Experimental results demonstrate the superior performance of RSM compared to state-of-the-art methods across various future prediction and related downstream tasks, including Visual Question Answering and action planning. Furthermore, we showcase RSM’s Out-of-Distribution generalization ability to handle scenes in intricate scenarios.

Applications/Language, Speech and Dialog

Xi Ye, Qiaochu Chen, Isil Dillig, Greg Durrett

Prior work has combined chain-of-thought prompting in large language models (LLMs) with programmatic representations to perform effective and transparent reasoning. While such an approach works well for tasks that only require forward reasoning (e.g., straightforward arithmetic), it is less effective for constraint solving problems that require more sophisticated planning and search. In this paper, we propose a new satisfiability-aided language modeling (SatLM) approach for improving the reasoning capabilities of LLMs. We use an LLM to generate a declarative task specification rather than an imperative program and leverage an off-the-shelf automated theorem prover to derive the final answer. This approach has two key advantages. The declarative specification is closer to the problem description than the reasoning steps are, so the LLM can parse it out of the description more accurately. Furthermore, by offloading the actual reasoning task to an automated theorem prover, our approach can guarantee the correctness of the answer with respect to the parsed specification and avoid planning errors in the solving process. We evaluate SATLM on 8 different datasets and show that it consistently outperforms program-aided LMs in the imperative paradigm. In particular, SATLM outperforms program-aided LMs by 23% on a challenging subset of the GSM arithmetic reasoning dataset; SATLM also achieves a new SoTA on LSAT and BoardgameQA, surpassing previous models that are trained on the respective training sets.

Reinforcement Learning

Haoran He, Chenjia Bai, Kang Xu, Zhuoran Yang, Weinan Zhang, Dong Wang, Bin Zhao, Xuelong Li

Diffusion models have demonstrated highly-expressive generative capabilities in vision and NLP. Recent studies in reinforcement learning (RL) have shown that diffusion models are also powerful in modeling complex policies or trajectories in offline datasets. However, these works have been limited to single-task settings where a generalist agent capable of addressing multi-task predicaments is absent. In this paper, we aim to investigate the effectiveness of a single diffusion model in modeling large-scale multi-task offline data, which can be challenging due to diverse and multimodal data distribution. Specifically, we propose Multi-Task Diffusion Model (\textsc{MTDiff}), a diffusion-based method that incorporates Transformer backbones and prompt learning for generative planning and data synthesis in multi-task offline settings. \textsc{MTDiff} leverages vast amounts of knowledge available in multi-task data and performs implicit knowledge sharing among tasks. For generative planning, we find \textsc{MTDiff} outperforms state-of-the-art algorithms across 50 tasks on Meta-World and 8 maps on Maze2D. For data synthesis, \textsc{MTDiff} generates high-quality data for testing tasks given a single demonstration as a prompt, which enhances the low-quality datasets for even unseen tasks.

Reinforcement Learning/Planning

Wenjie Qiu, Wensen Mao, He Zhu

Goal-conditioned reinforcement learning (RL) is a powerful approach for learning general-purpose skills by reaching diverse goals. However, it has limitations when it comes to task-conditioned policies, where goals are specified by temporally extended instructions written in the Linear Temporal Logic (LTL) formal language. Existing approaches for finding LTL-satisfying policies rely on sampling a large set of LTL instructions during training to adapt to unseen tasks at inference time. However, these approaches do not guarantee generalization to out-of-distribution LTL objectives, which may have increased complexity. In this paper, we propose a novel approach to address this challenge. We show that simple goal-conditioned RL agents can be instructed to follow arbitrary LTL specifications without additional training over the LTL task space. Unlike existing approaches that focus on LTL specifications expressible as regular expressions, our technique is unrestricted and generalizes to $\omega$-regular expressions. Experiment results demonstrate the effectiveness of our approach in adapting goal-conditioned RL agents to satisfy complex temporal logic task specifications zero-shot.

Theory/Reinforcement Learning and Planning

Yuanhao Wang, Qinghua Liu, Chi Jin

Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games under a restricted set of policies. The latter case can be further reduce to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.

Chao Yu, Xinyi Yang, Jiaxuan Gao, Huazhong Yang, Yu Wang, Yi Wu

We tackle the problem of cooperative visual exploration where multiple agents need to jointly explore unseen regions as fast as possible based on visual signals. Classical planning-based methods often suffer from expensive computation overhead at each step and a limited expressiveness of complex cooperation strategy. By contrast, reinforcement learning (RL) has recently become a popular paradigm for tackling this challenge due to its modeling capability of arbitrarily complex strategies and minimal inference overhead. In this paper, we propose a novel RL-based multi-agent planning module, Multi-agent Spatial Planner (MSP). MSP leverages a transformer-based architecture, Spatial-TeamFormer, which effectively captures spatial relations and intra-agent interactions via hierarchical spatial self-attentions. In addition, we also implement a few multi-agent enhancements to process local information from each agent for an aligned spatial representation and more precise planning. Finally, we perform policy distillation to extract a meta policy to significantly improve the generalization capability of final policy. We call this overall solution, Multi-Agent Active Neural SLAM (MAANS). MAANS substantially outperforms classical planning-based baselines for the first time in a photo-realistic 3D simulator, Habitat. Code and videos can be found at https://sites.google.com/view/maans.