CLMay 22, 2024Code
Knowledge Graph Reasoning with Self-supervised Reinforcement LearningYing Ma, Owen Burns, Mingqiu Wang et al.
Reinforcement learning (RL) is an effective method of finding reasoning pathways in incomplete knowledge graphs (KGs). To overcome the challenges of a large action space, a self-supervised pre-training method is proposed to warm up the policy network before the RL training stage. To alleviate the distributional mismatch issue in general self-supervised RL (SSRL), in our supervised learning (SL) stage, the agent selects actions based on the policy network and learns from generated labels; this self-generation of labels is the intuition behind the name self-supervised. With this training framework, the information density of our SL objective is increased and the agent is prevented from getting stuck with the early rewarded paths. Our self-supervised RL (SSRL) method improves the performance of RL by pairing it with the wide coverage achieved by SL during pretraining, since the breadth of the SL objective makes it infeasible to train an agent with that alone. We show that our SSRL model meets or exceeds current state-of-the-art results on all Hits@k and mean reciprocal rank (MRR) metrics on four large benchmark KG datasets. This SSRL method can be used as a plug-in for any RL architecture for a KGR task. We adopt two RL architectures, i.e., MINERVA and MultiHopKG as our baseline RL models and experimentally show that our SSRL model consistently outperforms both baselines on all of these four KG reasoning tasks. Full code for the paper available at https://github.com/owenonline/Knowledge-Graph-Reasoning-with-Self-supervised-Reinforcement-Learning.
AINov 30, 2024Code
Aligning LLM+PDDL Symbolic Plans with Human Objective Specifications through Evolutionary Algorithm GuidanceOwen Burns, Dana Hughes, Katia Sycara
Automated planning using a symbolic planning language, such as PDDL, is a general approach to producing optimal plans to achieve a stated goal. However, creating suitable machine understandable descriptions of the planning domain, problem, and goal requires expertise in the planning language, limiting the utility of these tools for non-expert humans. Recent efforts have explored utilizing a symbolic planner in conjunction with a large language model to generate plans from natural language descriptions given by a non-expert human (LLM+PDDL). Our approach performs initial translation of goal specifications to a set of PDDL goal constraints using an LLM; such translations often result in imprecise symbolic specifications, which are difficult to validate directly. We account for this using an evolutionary approach to generate a population of symbolic goal specifications with slight differences from the initial translation, and utilize a trained LSTM-based validation model to assess whether each induced plan in the population adheres to the natural language specifications. We evaluate our approach on a collection of prototypical specifications in a notional naval disaster recovery task, and demonstrate that our evolutionary approach improve adherence of generated plans to natural language specifications when compared to plans generated using only LLM translations. The code for our method can be found at https://github.com/owenonline/PlanCritic.
CVNov 15, 2024
Voxel-Aggregated Feature Synthesis: Efficient Dense Mapping for Simulated 3D ReasoningOwen Burns, Rizwan Qureshi
We address the issue of the exploding computational requirements of recent State-of-the-art (SOTA) open set multimodel 3D mapping (dense 3D mapping) algorithms and present Voxel-Aggregated Feature Synthesis (VAFS), a novel approach to dense 3D mapping in simulation. Dense 3D mapping involves segmenting and embedding sequential RGBD frames which are then fused into 3D. This leads to redundant computation as the differences between frames are small but all are individually segmented and embedded. This makes dense 3D mapping impractical for research involving embodied agents in which the environment, and thus the mapping, must be modified with regularity. VAFS drastically reduces this computation by using the segmented point cloud computed by a simulator's physics engine and synthesizing views of each region. This reduces the number of features to embed from the number of captured RGBD frames to the number of objects in the scene, effectively allowing a "ground truth" semantic map to be computed an order of magnitude faster than traditional methods. We test the resulting representation by assessing the IoU scores of semantic queries for different objects in the simulated scene, and find that VAFS exceeds the accuracy and speed of prior dense 3D mapping techniques.