10.0AIJan 19, 2023
Generalization through Diversity: Improving Unsupervised Environment DesignWenjun Li, Pradeep Varakantham, Dexun Li
Agent decision making using Reinforcement Learning (RL) heavily relies on either a model or simulator of the environment (e.g., moving in an 8x8 maze with three rooms, playing Chess on an 8x8 board). Due to this dependence, small changes in the environment (e.g., positions of obstacles in the maze, size of the board) can severely affect the effectiveness of the policy learned by the agent. To that end, existing work has proposed training RL agents on an adaptive curriculum of environments (generated automatically) to improve performance on out-of-distribution (OOD) test scenarios. Specifically, existing research has employed the potential for the agent to learn in an environment (captured using Generalized Advantage Estimation, GAE) as the key factor to select the next environment(s) to train the agent. However, such a mechanism can select similar environments (with a high potential to learn) thereby making agent training redundant on all but one of those environments. To that end, we provide a principled approach to adaptively identify diverse environments based on a novel distance measure relevant to environment design. We empirically demonstrate the versatility and effectiveness of our method in comparison to multiple leading approaches for unsupervised environment design on three distinct benchmark problems used in literature.
5.3LGSep 30, 2023
Enhancing the Hierarchical Environment Design via Generative Trajectory ModelingDexun Li, Pradeep Varakantham
Unsupervised Environment Design (UED) is a paradigm for automatically generating a curriculum of training environments, enabling agents trained in these environments to develop general capabilities, i.e., achieving good zero-shot transfer performance. However, existing UED approaches focus primarily on the random generation of environments for open-ended agent training. This is impractical in scenarios with limited resources, such as the constraints on the number of generated environments. In this paper, we introduce a hierarchical MDP framework for environment design under resource constraints. It consists of an upper-level RL teacher agent that generates suitable training environments for a lower-level student agent. The RL teacher can leverage previously discovered environment structures and generate environments at the frontier of the student's capabilities by observing the student policy's representation. Moreover, to reduce the time-consuming collection of experiences for the upper-level teacher, we utilize recent advances in generative modeling to synthesize a trajectory dataset to train the teacher agent. Our proposed method significantly reduces the resource-intensive interactions between agents and environments and empirical experiments across various domains demonstrate the effectiveness of our approach.
3.9AIFeb 4, 2023
Diversity Induced Environment Design via Self-PlayDexun Li, Wenjun Li, Pradeep Varakantham
Recent work on designing an appropriate distribution of environments has shown promise for training effective generally capable agents. Its success is partly because of a form of adaptive curriculum learning that generates environment instances (or levels) at the frontier of the agent's capabilities. However, such an environment design framework often struggles to find effective levels in challenging design spaces and requires costly interactions with the environment. In this paper, we aim to introduce diversity in the Unsupervised Environment Design (UED) framework. Specifically, we propose a task-agnostic method to identify observed/hidden states that are representative of a given level. The outcome of this method is then utilized to characterize the diversity between two levels, which as we show can be crucial to effective performance. In addition, to improve sampling efficiency, we incorporate the self-play technique that allows the environment generator to automatically generate environments that are of great benefit to the training agent. Quantitatively, our approach, Diversity-induced Environment Design via Self-Play (DivSP), shows compelling performance over existing methods.
30.4CLJan 22, 2025
ACEBench: Who Wins the Match Point in Tool Usage?Chen Chen, Xinlong Hao, Weiwen Liu et al.
Large Language Models (LLMs) have demonstrated significant potential in decision-making and reasoning, particularly when integrated with various tools to effectively solve complex problems. However, existing benchmarks for evaluating LLMs' tool usage face several limitations: (1) limited evaluation scenarios, often lacking assessments in real multi-turn dialogue contexts; (2) narrow evaluation dimensions, with insufficient detailed assessments of how LLMs use tools; and (3) reliance on LLMs or real API executions for evaluation, which introduces significant overhead. To address these challenges, we introduce ACEBench, a comprehensive benchmark for assessing tool usage in LLMs. ACEBench categorizes data into three primary types based on evaluation methodology: Normal, Special, and Agent. "Normal" evaluates tool usage in basic scenarios; "Special" evaluates tool usage in situations with ambiguous or incomplete instructions; "Agent" evaluates tool usage through multi-agent interactions to simulate real-world, multi-turn dialogues. We conducted extensive experiments using ACEBench, analyzing various LLMs in-depth and providing a more granular examination of error causes across different data types.
2.3AIJun 20, 2024
EduQate: Generating Adaptive Curricula through RMABs in Education SettingsSidney Tio, Dexun Li, Pradeep Varakantham
There has been significant interest in the development of personalized and adaptive educational tools that cater to a student's individual learning progress. A crucial aspect in developing such tools is in exploring how mastery can be achieved across a diverse yet related range of content in an efficient manner. While Reinforcement Learning and Multi-armed Bandits have shown promise in educational settings, existing works often assume the independence of learning content, neglecting the prevalent interdependencies between such content. In response, we introduce Education Network Restless Multi-armed Bandits (EdNetRMABs), utilizing a network to represent the relationships between interdependent arms. Subsequently, we propose EduQate, a method employing interdependency-aware Q-learning to make informed decisions on arm selection at each time step. We establish the optimality guarantee of EduQate and demonstrate its efficacy compared to baseline policies, using students modeled from both synthetic and real-world data.