LGJan 28, 2023
Do Embodied Agents Dream of Pixelated Sheep: Embodied Decision Making using Language Guided World ModellingKolby Nottingham, Prithviraj Ammanabrolu, Alane Suhr et al. · berkeley
Reinforcement learning (RL) agents typically learn tabula rasa, without prior knowledge of the world. However, if initialized with knowledge of high-level subgoals and transitions between subgoals, RL agents could utilize this Abstract World Model (AWM) for planning and exploration. We propose using few-shot large language models (LLMs) to hypothesize an AWM, that will be verified through world experience, to improve sample efficiency of RL agents. Our DECKARD agent applies LLM-guided exploration to item crafting in Minecraft in two phases: (1) the Dream phase where the agent uses an LLM to decompose a task into a sequence of subgoals, the hypothesized AWM; and (2) the Wake phase where the agent learns a modular policy for each subgoal and verifies or corrects the hypothesized AWM. Our method of hypothesizing an AWM with LLMs and then verifying the AWM based on agent experience not only increases sample efficiency over contemporary methods by an order of magnitude but is also robust to and corrects errors in the LLM, successfully blending noisy internet-scale information from LLMs with knowledge grounded in environment dynamics.
LGJul 21, 2023
Selective Perception: Optimizing State Descriptions with Reinforcement Learning for Language Model ActorsKolby Nottingham, Yasaman Razeghi, Kyungmin Kim et al.
Large language models (LLMs) are being applied as actors for sequential decision making tasks in domains such as robotics and games, utilizing their general world knowledge and planning abilities. However, previous work does little to explore what environment state information is provided to LLM actors via language. Exhaustively describing high-dimensional states can impair performance and raise inference costs for LLM actors. Previous LLM actors avoid the issue by relying on hand-engineered, task-specific protocols to determine which features to communicate about a state and which to leave out. In this work, we propose Brief Language INputs for DEcision-making Responses (BLINDER), a method for automatically selecting concise state descriptions by learning a value function for task-conditioned state descriptions. We evaluate BLINDER on the challenging video game NetHack and a robotic manipulation task. Our method improves task success rate, reduces input size and compute costs, and generalizes between LLM actors.
LGMay 25, 2022
Learning to Query Internet Text for Informing Reinforcement Learning AgentsKolby Nottingham, Alekhya Pyla, Sameer Singh et al.
Generalization to out of distribution tasks in reinforcement learning is a challenging problem. One successful approach improves generalization by conditioning policies on task or environment descriptions that provide information about the current transition or reward functions. Previously, these descriptions were often expressed as generated or crowd sourced text. In this work, we begin to tackle the problem of extracting useful information from natural language found in the wild (e.g. internet forums, documentation, and wikis). These natural, pre-existing sources are especially challenging, noisy, and large and present novel challenges compared to previous approaches. We propose to address these challenges by training reinforcement learning agents to learn to query these sources as a human would, and we experiment with how and when an agent should query. To address the \textit{how}, we demonstrate that pretrained QA models perform well at executing zero-shot queries in our target domain. Using information retrieved by a QA model, we train an agent to learn \textit{when} it should execute queries. We show that our method correctly learns to execute queries to maximize reward in a reinforcement learning setting.
LGFeb 5, 2024
Skill Set Optimization: Reinforcing Language Model Behavior via Transferable SkillsKolby Nottingham, Bodhisattwa Prasad Majumder, Bhavana Dalvi Mishra et al.
Large language models (LLMs) have recently been used for sequential decision making in interactive environments. However, leveraging environment reward signals for continual LLM actor improvement is not straightforward. We propose Skill Set Optimization (SSO) for improving LLM actor performance through constructing and refining sets of transferable skills. SSO constructs skills by extracting common subtrajectories with high rewards and generating subgoals and instructions to represent each skill. These skills are provided to the LLM actor in-context to reinforce behaviors with high rewards. Then, SSO further refines the skill set by pruning skills that do not continue to result in high rewards. We evaluate our method in the classic videogame NetHack and the text environment ScienceWorld to demonstrate SSO's ability to optimize a set of skills and perform in-context policy improvement. SSO outperforms baselines by 40% in our custom NetHack task and outperforms the previous state-of-the-art in ScienceWorld by 35%.
CLAug 5, 2025
Sotopia-RL: Reward Design for Social IntelligenceHaofei Yu, Zhengyang Qi, Yining Zhao et al.
Social intelligence has become a critical capability for large language models (LLMs), enabling them to engage effectively in real-world social tasks such as collaboration and negotiation. Reinforcement learning (RL) is a natural fit for training socially intelligent agents because it allows models to learn sophisticated strategies directly through social interactions without requiring human annotations. However, there are two unique parts about social intelligence tasks: (1) the quality of individual utterances in social interactions is not strictly related to final success; (2) social interactions require multi-dimensional rubrics for success. Therefore, we argue that it is necessary to design rewards for building utterance-level multi-dimensional reward models to facilitate RL training for social intelligence tasks. To address these challenges, we propose Sotopia-RL, a novel framework that refines coarse episode-level feedback into utterance-level, multi-dimensional rewards. Utterance-level credit assignment attributes outcomes to individual utterances, while multi-dimensional rewards capture the full richness of social interactions and reduce reward hacking. Experiments in Sotopia, an open-ended social learning environment, demonstrate that Sotopia-RL achieves state-of-the-art social goal completion scores (7.17 on Sotopia-hard and 8.31 on Sotopia-full), significantly outperforming existing approaches. Ablation studies confirm the necessity of both utterance-level credit assignment and multi-dimensional reward design for RL training.
MAApr 24, 2025
Collaborating Action by Action: A Multi-agent LLM Framework for Embodied ReasoningIsadora White, Kolby Nottingham, Ayush Maniar et al.
Collaboration is ubiquitous and essential in day-to-day life -- from exchanging ideas, to delegating tasks, to generating plans together. This work studies how LLMs can adaptively collaborate to perform complex embodied reasoning tasks. To this end we introduce MINDcraft, an easily extensible platform built to enable LLM agents to control characters in the open-world game of Minecraft; and MineCollab, a benchmark to test the different dimensions of embodied and collaborative reasoning. An experimental study finds that the primary bottleneck in collaborating effectively for current state-of-the-art agents is efficient natural language communication, with agent performance dropping as much as 15% when they are required to communicate detailed task completion plans. We conclude that existing LLM agents are ill-optimized for multi-agent collaboration, especially in embodied scenarios, and highlight the need to employ methods beyond in-context and imitation learning. Our website can be found here: https://mindcraft-minecollab.github.io/
CLJun 29, 2025
SoMi-ToM: Evaluating Multi-Perspective Theory of Mind in Embodied Social InteractionsXianzhe Fan, Xuhui Zhou, Chuanyang Jin et al.
Humans continuously infer the states, goals, and behaviors of others by perceiving their surroundings in dynamic, real-world social interactions. However, most Theory of Mind (ToM) benchmarks only evaluate static, text-based scenarios, which have a significant gap compared to real interactions. We propose the SoMi-ToM benchmark, designed to evaluate multi-perspective ToM in embodied multi-agent complex social interactions. This benchmark is based on rich multimodal interaction data generated by the interaction environment SoMi, covering diverse crafting goals and social relationships. Our framework supports multi-level evaluation: (1) first-person evaluation provides multimodal (visual, dialogue, action, etc.) input from a first-person perspective during a task for real-time state inference, (2) third-person evaluation provides complete third-person perspective video and text records after a task for goal and behavior inference. This evaluation method allows for a more comprehensive examination of a model's ToM capabilities from both the subjective immediate experience and the objective global observation. We constructed a challenging dataset containing 35 third-person perspective videos, 363 first-person perspective images, and 1225 expert-annotated multiple-choice questions (three options). On this dataset, we systematically evaluated the performance of human subjects and several state-of-the-art large vision-language models (LVLMs). The results show that LVLMs perform significantly worse than humans on SoMi-ToM: the average accuracy gap between humans and models is 40.1% in first-person evaluation and 26.4% in third-person evaluation. This indicates that future LVLMs need to further improve their ToM capabilities in embodied, complex social interactions.
LGSep 6, 2021
Guiding Global Placement With Reinforcement LearningRobert Kirby, Kolby Nottingham, Rajarshi Roy et al.
Recent advances in GPU accelerated global and detail placement have reduced the time to solution by an order of magnitude. This advancement allows us to leverage data driven optimization (such as Reinforcement Learning) in an effort to improve the final quality of placement results. In this work we augment state-of-the-art, force-based global placement solvers with a reinforcement learning agent trained to improve the final detail placed Half Perimeter Wire Length (HPWL). We propose novel control schemes with either global or localized control of the placement process. We then train reinforcement learning agents to use these controls to guide placement to improved solutions. In both cases, the augmented optimizer finds improved placement solutions. Our trained agents achieve an average 1% improvement in final detail place HPWL across a range of academic benchmarks and more than 1% in global place HPWL on real industry designs.
AISep 5, 2021
Modular Framework for Visuomotor Language GroundingKolby Nottingham, Litian Liang, Daeyun Shin et al.
Natural language instruction following tasks serve as a valuable test-bed for grounded language and robotics research. However, data collection for these tasks is expensive and end-to-end approaches suffer from data inefficiency. We propose the structuring of language, acting, and visual tasks into separate modules that can be trained independently. Using a Language, Action, and Vision (LAV) framework removes the dependence of action and vision modules on instruction following datasets, making them more efficient to train. We also present a preliminary evaluation of LAV on the ALFRED task for visual and interactive instruction following.
LGOct 3, 2019
Using Logical Specifications of Objectives in Multi-Objective Reinforcement LearningKolby Nottingham, Anand Balakrishnan, Jyotirmoy Deshmukh et al.
It is notoriously difficult to control the behavior of reinforcement learning agents. Agents often learn to exploit the environment or reward signal and need to be retrained multiple times. The multi-objective reinforcement learning (MORL) framework separates a reward function into several objectives. An ideal MORL agent learns to generalize to novel combinations of objectives allowing for better control of an agent's behavior without requiring retraining. Many MORL approaches use a weight vector to parameterize the importance of each objective. However, this approach suffers from lack of expressiveness and interpretability. We propose using propositional logic to specify the importance of multiple objectives. By using a logic where predicates correspond directly to objectives, specifications are inherently more interpretable. Additionally the set of specifications that can be expressed with formal languages is a superset of what can be expressed by weight vectors. In this paper, we define a formal language based on propositional logic with quantitative semantics. We encode logical specifications using a recurrent neural network and show that MORL agents parameterized by these encodings are able to generalize to novel specifications over objectives and achieve performance comparable to single objective baselines.