论文列表
AI Agent
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HuggingGPT: Solving AI Tasks with ChatGPT and its Friends in Hugging Face
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.
Hierarchical Multi-Agent Skill Discovery
Mingyu Yang, Yaodong Yang, Zhenbo Lu, Wengang Zhou, Houqiang Li
Skill discovery has shown significant progress in unsupervised reinforcement learning. This approach enables the discovery of a wide range of skills without any extrinsic reward, which can be effectively combined to tackle complex tasks. However, such unsupervised skill learning has not been well applied to multi-agent reinforcement learning (MARL) due to two primary challenges. One is how to learn skills not only for the individual agents but also for the entire team, and the other is how to coordinate the skills of different agents to accomplish multi-agent tasks. To address these challenges, we present Hierarchical Multi-Agent Skill Discovery (HMASD), a two-level hierarchical algorithm for discovering both team and individual skills in MARL. The high-level policy employs a transformer structure to realize sequential skill assignment, while the low-level policy learns to discover valuable team and individual skills. We evaluate HMASD on sparse reward multi-agent benchmarks, and the results show that HMASD achieves significant performance improvements compared to strong MARL baselines.
Lending Interaction Wings to Recommender Systems with Conversational Agents
Jiarui Jin, Xianyu Chen, Fanghua Ye, Mengyue Yang, Yue Feng, Weinan Zhang, Yong Yu, Jun Wang
An intelligent conversational agent (a.k.a., chat-bot) could embrace conversational technologies to obtain user preferences online, to overcome inherent limitations of recommender systems trained over the offline historical user behaviors. In this paper, we propose CORE, a new offline-training and online-checking framework to plug a COnversational agent into REcommender systems. Unlike most prior conversational recommendation approaches that systemically combine conversational and recommender parts through a reinforcement learning framework, CORE bridges the conversational agent and recommender system through a unified uncertainty minimization framework, which can be easily applied to any existing recommendation approach. Concretely, CORE treats a recommender system as an offline estimator to produce an estimated relevance score for each item, while CORE regards a conversational agent as an online checker that checks these estimated scores in each online session. We define uncertainty as the sum of unchecked relevance scores. In this regard, the conversational agent acts to minimize uncertainty via querying either attributes or items. Towards uncertainty minimization, we derive the certainty gain of querying each attribute and item, and develop a novel online decision tree algorithm to decide what to query at each turn. Our theoretical analysis reveals the bound of the expected number of turns of CORE in a cold-start setting. Experimental results demonstrate that CORE can be seamlessly employed on a variety of recommendation approaches, and can consistently bring significant improvements in both hot-start and cold-start settings.
AllSim: Simulating and Benchmarking Resource Allocation Policies in Multi-User Systems
Jeroen Berrevoets, Daniel Jarrett, Alex James Chan, Mihaela van der Schaar
Numerous real-world systems, ranging from healthcare to energy grids, involve users competing for finite and potentially scarce resources. Designing policies for resource allocation in such real-world systems is challenging for many reasons, including the changing nature of user types and their (possibly urgent) need for resources. Researchers have developed numerous machine learning solutions for determining resource allocation policies in these challenging settings. However, a key limitation has been the absence of good methods and test-beds for benchmarking these policies; almost all resource allocation policies are benchmarked in environments which are either completely synthetic or do not allow _any_ deviation from historical data. In this paper we introduce AllSim, which is a benchmarking environment for realistically simulating the impact and utility of policies for resource allocation in systems in which users compete for such scarce resources. Building such a benchmarking environment is challenging because it needs to successfully take into account _the entire collective_ of potential users and the impact a resource allocation policy has on all the other users in the system. AllSim's benchmarking environment is modular (each component being parameterized individually), learnable (informed by historical data), and customizable (adaptable to changing conditions). These, when interacting with an allocation policy, produce a dataset of simulated outcomes for evaluation and comparison of such policies. We believe AllSim is an essential step towards a more systematic evaluation of policies for scarce resource allocation compared to current approaches for benchmarking such methods.
Collaboratively Learning Linear Models with Structured Missing Data
Chen Cheng, Gary Cheng, John Duchi
We study the problem of collaboratively learning least squares estimates for $m$ agents. Each agent observes a different subset of the features---e.g., containing data collected from sensors of varying resolution. Our goal is to determine how to coordinate the agents in order to produce the best estimator for each agent. We propose a distributed, semi-supervised algorithm Collab, consisting of three steps: local training, aggregation, and distribution. Our procedure does not require communicating the labeled data, making it communication efficient and useful in settings where the labeled data is inaccessible. Despite this handicap, our procedure is nearly asymptotically, local-minimax optimal---even among estimators allowed to communicate the labeled data such as imputation methods. We test our method on US Census data. We also discuss generalizations of our method to non-Gaussian feature settings, non-linear settings, and Federated Learning.
Higher-Order Uncoupled Dynamics Do Not Lead to Nash Equilibrium - Except When They Do
Sarah Asad Toonsi, Jeff S Shamma
The framework of multi-agent learning explores the dynamics of how an agent's strategies evolve in response to the evolving strategies of other agents. Of particular interest is whether or not agent strategies converge to well known solution concepts such as Nash Equilibrium (NE). In "higher order'' learning, agent dynamics include auxiliary states that can capture phenomena such as path dependencies. We introduce higher-order gradient play dynamics that resemble projected gradient ascent with auxiliary states. The dynamics are "payoff based'' and "uncoupled'' in that each agent's dynamics depend on its own evolving payoff and has no explicit dependence on the utilities of other agents. We first show that for any specific game with an isolated completely mixed-strategy NE, there exist higher-order gradient play dynamics that lead (locally) to that NE, both for the specific game and nearby games with perturbed utility functions. Conversely, we show that for any higher-order gradient play dynamics, there exists a game with a unique isolated completely mixed-strategy NE for which the dynamics do not lead to NE. Finally, we show that convergence to the mixed-strategy equilibrium in coordination games, comes at the expense of the dynamics being inherently internally unstable.
SustainGym: Reinforcement Learning Environments for Sustainable Energy Systems
Christopher Yeh, Victor Li, Rajeev Datta, Julio Arroyo, Nicolas Christianson, Chi Zhang, Yize Chen, Mohammad Mehdi Hosseini, Azarang Golmohammadi, Yuanyuan Shi, Yisong Yue, Adam Wierman
The lack of standardized benchmarks for reinforcement learning (RL) in sustainability applications has made it difficult to both track progress on specific domains and identify bottlenecks for researchers to focus their efforts. In this paper, we present SustainGym, a suite of five environments designed to test the performance of RL algorithms on realistic sustainable energy system tasks, ranging from electric vehicle charging to carbon-aware data center job scheduling. The environments test RL algorithms under realistic distribution shifts as well as in multi-agent settings. We show that standard off-the-shelf RL algorithms leave significant room for improving performance and highlight the challenges ahead for introducing RL to real-world sustainability tasks.
Fair Allocation of Indivisible Chores: Beyond Additive Costs
Bo Li, Fangxiao Wang, Yu Zhou
We study the maximin share (MMS) fair allocation of $m$ indivisible tasks to $n$ agents who have costs for completing the assigned tasks. It is known that exact MMS fairness cannot be guaranteed, and so far the best-known approximation for additive cost functions is $\frac{13}{11}$ by Huang and Segal-Halevi [EC, 2023]; however, beyond additivity, very little is known. In this work, we first prove that no algorithm can ensure better than $\min\{n,\frac{\log m}{\log \log m}\}$-approximation if the cost functions are submodular. This result also shows a sharp contrast with the allocation of goods where constant approximations exist as shown by Barman and Krishnamurthy [TEAC, 2020] and Ghodsi et al. [AIJ, 2022]. We then prove that for subadditive costs, there always exists an allocation that is $\min\{n,\lceil\log m\rceil\}$-approximation, and thus the approximation ratio is asymptotically tight. Besides multiplicative approximation, we also consider the ordinal relaxation, 1-out-of-$d$ MMS, which was recently proposed by Hosseini et al. [JAIR and AAMAS, 2022]. Our impossibility result implies that for any $d\ge 2$, a 1-out-of-$d$ MMS allocation may not exist. Due to these hardness results for general subadditive costs, we turn to studying two specific subadditive costs, namely, bin packing and job scheduling. For both settings, we show that constant approximate allocations exist for both multiplicative and ordinal relaxations of MMS.
ScenarioNet: Open-Source Platform for Large-Scale Traffic Scenario Simulation and Modeling
Quanyi Li, Zhenghao Peng, Lan Feng, Zhizheng Liu, Chenda Duan, Wenjie Mo, Bolei Zhou
Large-scale driving datasets such as Waymo Open Dataset and nuScenes substantially accelerate autonomous driving research, especially for perception tasks such as 3D detection and trajectory forecasting. Since the driving logs in these datasets contain HD maps and detailed object annotations which accurately reflect the real-world complexity of traffic behaviors, we can harvest a massive number of complex traffic scenarios and recreate their digital twins in simulation. Compared to the hand-crafted scenarios often used in existing simulators, data-driven scenarios collected from the real world can facilitate many research opportunities in machine learning and autonomous driving. In this work, we present ScenarioNet, an open-source platform for large-scale traffic scenario modeling and simulation. ScenarioNet defines a unified scenario description format and collects a large-scale repository of real-world traffic scenarios from the heterogeneous data in various driving datasets including Waymo, nuScenes, Lyft L5, and nuPlan datasets. These scenarios can be further replayed and interacted with in multiple views from Bird-Eye-View layout to realistic 3D rendering in MetaDrive simulator. This provides a benchmark for evaluating the safety of autonomous driving stacks in simulation before their real-world deployment. We further demonstrate the strengths of ScenarioNet on large-scale scenario generation, imitation learning, and reinforcement learning in both single-agent and multi-agent settings. Code, demo videos, and website are available at https://github.com/metadriverse/scenarionet
Exponential Lower Bounds for Fictitious Play in Potential Games
Ioannis Panageas, Nikolas Patris, Stratis Skoulakis, Volkan Cevher
Fictitious Play (FP) is a simple and natural dynamic for repeated play with many applications in game theory and multi-agent reinforcement learning. It was introduced by Brown and its convergence properties for two-player zero-sum games was established later by Robinson. Potential games [Monderer and Shapley 1996] is another class of games which exhibit the FP property [Monderer and Shapley 1996], i.e., FP dynamics converges to a Nash equilibrium if all agents follows it. Nevertheless, except for two-player zero-sum games and for specific instances of payoff matrices [Abernethy et. al. 2021] or for adversarial tie-breaking rules [Daskalakis and Pan, 2014], the \textit{convergence rate} of FP is unknown. In this work, we focus on the rate of convergence of FP when applied to potential games and more specifically identical payoff games. We prove that FP can take exponential time (in the number of strategies) to reach a Nash equilibrium, even if the game is restricted to \textit{two agents}. To prove this, we recursively construct a two-player coordination game with a unique Nash equilibrium. Moreover, every approximate Nash equilibrium in the constructed game must be close to the pure Nash equilibrium in $\ell_1$-distance.
Emergent Communication in Interactive Sketch Question Answering
Zixing Lei, Yiming Zhang, Yuxin Xiong, Siheng Chen
Vision-based emergent communication (EC) aims to learn to communicate through sketches and demystify the evolution of human communication. Ironically, previous works neglect multi-round interaction, which is indispensable in human communication. To fill this gap, we first introduce a novel Interactive Sketch Question Answering (ISQA) task, where two collaborative players are interacting through sketches to answer a question about an image. To accomplish this task, we design a new and efficient interactive EC system, which can achieve an effective balance among three evaluation factors, including the question answering accuracy, drawing complexity and human interpretability. Our experimental results demonstrate that multi-round interactive mechanism facilitates tar- geted and efficient communication between intelligent agents. The code will be released.
Quantizable Transformers: Removing Outliers by Helping Attention Heads Do Nothing
Yelysei Bondarenko, Markus Nagel, Tijmen Blankevoort
Transformer models have been widely adopted in various domains over the last years and especially large language models have advanced the field of AI significantly. Due to their size, the capability of these networks has increased tremendously, but this has come at the cost of a significant increase in necessary compute. Quantization is one of the most effective ways for reducing the computational time and memory consumption of neural networks. Many studies have shown, however, that modern transformer models tend to learn strong outliers in their activations, making them difficult to quantize. To retain acceptable performance, the existence of these outliers requires activations to be in higher-bitwidth or the use of different numeric formats, extra fine-tuning, or other workarounds. We show that strong outliers are related to very specific behavior of attention heads that try to learn a "no-op", or just a partial update of the residual. To achieve the exact zeros needed in the attention matrix for a no-update, the input to the softmax is pushed to be larger and larger during training, causing outliers in other parts of the network. Based on these observations, we propose two simple (independent) modifications to the attention mechanism - _clipped softmax_ and _gated attention_. We empirically show that models pre-trained using our methods learn significantly smaller outliers while maintaining and sometimes even improving the floating-point task performance. This enables us to quantize transformers to full INT8 quantization of the activations without any additional effort. We demonstrate the effectiveness of our methods on both language models (BERT, OPT) and vision transformers.
AdaPlanner: Adaptive Planning from Feedback with Language Models
Haotian Sun, Yuchen Zhuang, Lingkai Kong, Bo Dai, Chao Zhang
Large language models (LLMs) have recently demonstrated the potential in acting as autonomous agents for sequential decision-making tasks. However, most existing methods either take actions greedily without planning or rely on static plans that are not adaptable to environmental feedback. Consequently, the sequential decision-making performance of LLM agents degenerates with problem complexity and plan horizons increase. We propose a closed-loop approach, AdaPlanner, which allows the LLM agent to refine its self-generated plan adaptively in response to environmental feedback. In AdaPlanner, the LLM agent adaptively refines its plan from feedback with both in-plan and out-of-plan refinement strategies. To mitigate hallucination, we develop a code-style LLM prompt structure that facilitates plan generation across a variety of tasks, environments, and agent capabilities. Furthermore, we propose a skill discovery mechanism that leverages successful plans as few-shot exemplars, enabling the agent to plan and refine with fewer task demonstrations. Our experiments in the ALFWorld and MiniWoB++ environments demonstrate that AdaPlanner outperforms state-of-the-art baselines by 3.73% and 4.11% while utilizing 2x and 600x fewer samples, respectively. The implementation of AdaPlanner is available at https://github.com/haotiansun14/AdaPlanner.
IMP-MARL: a Suite of Environments for Large-scale Infrastructure Management Planning via MARL
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.
The Best of Both Worlds in Network Population Games: Reaching Consensus and Convergence to Equilibrium
Shuyue Hu, Harold Soh, Georgios Piliouras
Reaching consensus and convergence to equilibrium are two major challenges of multi-agent systems. Although each has attracted significant attention, relatively few studies address both challenges at the same time. This paper examines the connection between the notions of consensus and equilibrium in a multi-agent system where multiple interacting sub-populations coexist. We argue that consensus can be seen as an intricate component of intra-population stability, whereas equilibrium can be seen as encoding inter-population stability. We show that smooth fictitious play, a well-known learning model in game theory, can achieve both consensus and convergence to equilibrium in diverse multi-agent settings. Moreover, we show that the consensus formation process plays a crucial role in the seminal thorny problem of equilibrium selection in multi-agent learning.
ToolQA: A Dataset for LLM Question Answering with External Tools
Yuchen Zhuang, Yue Yu, Kuan Wang, Haotian Sun, Chao Zhang
Large Language Models (LLMs) have demonstrated impressive performance in various NLP tasks, but they still suffer from challenges such as hallucination and weak numerical reasoning. To overcome these challenges, external tools can be used to enhance LLMs' question-answering abilities. However, current evaluation methods do not distinguish between questions that can be answered using LLMs' internal knowledge and those that require external information through tool use. To address this issue, we introduce a new dataset called ToolQA, which is designed to faithfully evaluate LLMs' ability to use external tools for question answering. Our development of ToolQA involved a scalable, automated process for dataset curation, along with 13 specialized tools designed for interaction with external knowledge in order to answer questions. Importantly, we strive to minimize the overlap between our benchmark data and LLMs' pre-training data, enabling a more precise evaluation of LLMs' tool-use reasoning abilities. We conducted an in-depth diagnosis of existing tool-use LLMs to highlight their strengths, weaknesses, and potential improvements. Our findings set a new benchmark for evaluating LLMs and suggest new directions for future advancements. Our data and code are freely available for the broader scientific community on GitHub.
FIND: A Function Description Benchmark for Evaluating Interpretability Methods
Sarah Schwettmann, Tamar Rott Shaham, Joanna Materzynska, Neil Chowdhury, Shuang Li, Jacob Andreas, David Bau, Antonio Torralba
Labeling neural network submodules with human-legible descriptions is useful for many downstream tasks: such descriptions can surface failures, guide interventions, and perhaps even explain important model behaviors. To date, most mechanistic descriptions of trained networks have involved small models, narrowly delimited phenomena, and large amounts of human labor. Labeling all human-interpretable sub-computations in models of increasing size and complexity will almost certainly require tools that can generate and validate descriptions automatically. Recently, techniques that use learned models in-the-loop for labeling have begun to gain traction, but methods for evaluating their efficacy are limited and ad-hoc. How should we validate and compare open-ended labeling tools? This paper introduces FIND (Function INterpretation and Description), a benchmark suite for evaluating the building blocks of automated interpretability methods. FIND contains functions that resemble components of trained neural networks, and accompanying descriptions of the kind we seek to generate. The functions are procedurally constructed across textual and numeric domains, and involve a range of real-world complexities, including noise, composition, approximation, and bias. We evaluate methods that use pretrained language models (LMs) to produce code-based and natural language descriptions of function behavior. Additionally, we introduce a new interactive method in which an Automated Interpretability Agent (AIA) generates function descriptions. We find that an AIA, built with an off-the-shelf LM augmented with black-box access to functions, can sometimes infer function structure—acting as a scientist by forming hypotheses, proposing experiments, and updating descriptions in light of new data. However, FIND also reveals that LM-based descriptions capture global function behavior while missing local details. These results suggest that FIND will be useful for characterizing the performance of more sophisticated interpretability methods before they are applied to real-world models.
Provably Fast Convergence of Independent Natural Policy Gradient for Markov Potential Games
Youbang Sun, Tao Liu, Ruida Zhou, Panganamala Kumar, Shahin Shahrampour
This work studies an independent natural policy gradient (NPG) algorithm for the multi-agent reinforcement learning problem in Markov potential games. It is shown that, under mild technical assumptions and the introduction of the \textit{suboptimality gap}, the independent NPG method with an oracle providing exact policy evaluation asymptotically reaches an $\epsilon$-Nash Equilibrium (NE) within $\mathcal{O}(1/\epsilon)$ iterations. This improves upon the previous best result of $\mathcal{O}(1/\epsilon^2)$ iterations and is of the same order, $\mathcal{O}(1/\epsilon)$, that is achievable for the single-agent case. Empirical results for a synthetic potential game and a congestion game are presented to verify the theoretical bounds.
Social Motion Prediction with Cognitive Hierarchies
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.
BIRD: Generalizable Backdoor Detection and Removal for Deep Reinforcement Learning
Xuan Chen, Wenbo Guo, Guanhong Tao, Xiangyu Zhang, Dawn Song
Backdoor attacks pose a severe threat to the supply chain management of deep reinforcement learning (DRL) policies. Despite initial defenses proposed in recent studies, these methods have very limited generalizability and scalability. To address this issue, we propose BIRD, a technique to detect and remove backdoors from a pretrained DRL policy in a clean environment without requiring any knowledge about the attack specifications and accessing its training process. By analyzing the unique properties and behaviors of backdoor attacks, we formulate trigger restoration as an optimization problem and design a novel metric to detect backdoored policies. We also design a finetuning method to remove the backdoor, while maintaining the agent's performance in the clean environment. We evaluate BIRD against three backdoor attacks in ten different single-agent or multi-agent environments. Our results verify the effectiveness, efficiency, and generalizability of BIRD, as well as its robustness to different attack variations and adaptions.