1.5CVMar 7, 2023
Rethinking the editing of generative adversarial networks: a method to estimate editing vectors based on dimension reductionYuhan Cao, Haoran Jiang, Zhenghong Yu et al.
While Generative Adversarial Networks (GANs) have recently found applications in image editing, most previous GAN-based image editing methods require largescale datasets with semantic segmentation annotations for training, only provide high level control, or merely interpolate between different images. Previous researchers have proposed EditGAN for high-quality, high-precision semantic image editing with limited semantic annotations by finding `editing vectors'. However, it is noticed that there are many features that are not highly associated with semantics, and EditGAN may fail on them. Based on the orthogonality of latent space observed by EditGAN, we propose a method to estimate editing vectors that do not rely on semantic segmentation nor differentiable feature estimation network. Our method assumes that there is a correlation between the intensity distribution of features and the distribution of hidden vectors, and estimates the relationship between the above distributions by sampling the feature intensity of the image corresponding to several hidden vectors. We modified Linear Discriminant Analysis (LDA) to deal with both binary feature editing and continuous feature editing. We then found that this method has a good effect in processing features such as clothing type and texture, skin color and hair.
Can Large Language Models Reinvent Foundational Algorithms?Jian Zhao, Haoren Luo, Yu Wang et al.
LLMs have shown strong potential to advance scientific discovery. Whether they possess the capacity for foundational innovation, however, remains an open question. In this work, we focus on a prerequisite for foundational innovation: can LLMs reinvent foundational algorithms in computer science? Our \textit{Unlearn-and-Reinvent} pipeline applies LLM unlearning to remove a specific foundational algorithm, such as Dijkstra's or Euclid's algorithm, from an LLM's pretrained knowledge, and then tests whether the model can reinvent it in a controlled environment. To enable effective unlearning, we adopt a GRPO-based, on-policy unlearning method. Across 10 target algorithms, 3 strong open-weight models, and 3 hint levels, our experiments demonstrate that (1) the strongest model Qwen3-4B-Thinking-2507 successfully reinvents 50% of the algorithms with no hint, 70% at hint level 1, and 90% at hint level 2; (2) a few high-level hints can enhance the reinvention success rate, but even step-by-step hints fail for those complicated algorithms; and (3) test-time reinforcement learning enables successful reinvention for the Strassen algorithm at hint level 2. Through analyses of output trajectories and ablation studies, we find that generative verifier in the reinvention phase plays a critical role in sustaining models' reasoning strength, helping to avoid the ``thought collapse'' phenomenon. These findings offer insights into both the potential and current limits of LLMs' innovative thinking.
8.8LGDec 4, 2023
Visual Encoders for Data-Efficient Imitation Learning in Modern Video GamesLukas Schäfer, Logan Jones, Anssi Kanervisto et al. · microsoft-research
Video games have served as useful benchmarks for the decision-making community, but going beyond Atari games towards modern games has been prohibitively expensive for the vast majority of the research community. Prior work in modern video games typically relied on game-specific integration to obtain game features and enable online training, or on existing large datasets. An alternative approach is to train agents using imitation learning to play video games purely from images. However, this setting poses a fundamental question: which visual encoders obtain representations that retain information critical for decision making? To answer this question, we conduct a systematic study of imitation learning with publicly available pre-trained visual encoders compared to the typical task-specific end-to-end training approach in Minecraft, Counter-Strike: Global Offensive, and Minecraft Dungeons. Our results show that end-to-end training can be effective with comparably low-resolution images and only minutes of demonstrations, but significant improvements can be gained by utilising pre-trained encoders such as DINOv2 depending on the game. In addition to enabling effective decision making, we show that pre-trained encoders can make decision-making research in video games more accessible by significantly reducing the cost of training.
6.4LGJun 6, 2024
Aligning Agents like Large Language ModelsAdam Jelley, Yuhan Cao, Dave Bignell et al.
Training agents to act competently in complex 3D environments from high-dimensional visual information is challenging. Reinforcement learning is conventionally used to train such agents, but requires a carefully designed reward function, and is difficult to scale to obtain robust agents that generalize to new tasks. In contrast, Large Language Models (LLMs) demonstrate impressively general capabilities resulting from large-scale pre-training and post-training alignment, but struggle to act in complex environments. This position paper draws explicit analogies between decision-making agents and LLMs, and argues that agents should be trained like LLMs to achieve more general, robust, and aligned behaviors. We provide a proof-of-concept to demonstrate how the procedure for training LLMs can be used to train an agent in a 3D video game environment from pixels. We investigate the importance of each stage of the LLM training pipeline, while providing guidance and insights for successfully applying this approach to agents. Our paper provides an alternative perspective to contemporary LLM Agents on how recent progress in LLMs can be leveraged for decision-making agents, and we hope will illuminate a path towards developing more generally capable agents for video games and beyond. Project summary and videos: https://adamjelley.github.io/aligning-agents-like-llms .