13.0LGJun 22, 2023
Learning from Visual Observation via Offline Pretrained State-to-Go TransformerBohan Zhou, Ke Li, Jiechuan Jiang et al.
Learning from visual observation (LfVO), aiming at recovering policies from only visual observation data, is promising yet a challenging problem. Existing LfVO approaches either only adopt inefficient online learning schemes or require additional task-specific information like goal states, making them not suited for open-ended tasks. To address these issues, we propose a two-stage framework for learning from visual observation. In the first stage, we introduce and pretrain State-to-Go (STG) Transformer offline to predict and differentiate latent transitions of demonstrations. Subsequently, in the second stage, the STG Transformer provides intrinsic rewards for downstream reinforcement learning tasks where an agent learns merely from intrinsic rewards. Empirical results on Atari and Minecraft show that our proposed method outperforms baselines and in some tasks even achieves performance comparable to the policy learned from environmental rewards. These results shed light on the potential of utilizing video-only data to solve difficult visual reinforcement learning tasks rather than relying on complete offline datasets containing states, actions, and rewards. The project's website and code can be found at https://sites.google.com/view/stgtransformer.
Cradle: Empowering Foundation Agents Towards General Computer ControlWeihao Tan, Wentao Zhang, Xinrun Xu et al.
Despite the success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Cradle can understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games, five software applications, and a comprehensive benchmark, OSWorld. Cradle is the first to enable foundation agents to follow the main storyline and complete 40-minute-long real missions in the complex AAA game Red Dead Redemption 2 (RDR2). Cradle can also create a city of a thousand people in Cities: Skylines, farm and harvest parsnips in Stardew Valley, and trade and bargain with a maximal weekly total profit of 87% in Dealer's Life 2. Cradle can not only operate daily software, like Chrome, Outlook, and Feishu, but also edit images and videos using Meitu and CapCut. Cradle greatly extends the reach of foundation agents by enabling the easy conversion of any software, especially complex games, into benchmarks to evaluate agents' various abilities and facilitate further data collection, thus paving the way for generalist agents.
7.6CVNov 5, 2024
Pre-trained Visual Dynamics Representations for Efficient Policy LearningHao Luo, Bohan Zhou, Zongqing Lu
Pre-training for Reinforcement Learning (RL) with purely video data is a valuable yet challenging problem. Although in-the-wild videos are readily available and inhere a vast amount of prior world knowledge, the absence of action annotations and the common domain gap with downstream tasks hinder utilizing videos for RL pre-training. To address the challenge of pre-training with videos, we propose Pre-trained Visual Dynamics Representations (PVDR) to bridge the domain gap between videos and downstream tasks for efficient policy learning. By adopting video prediction as a pre-training task, we use a Transformer-based Conditional Variational Autoencoder (CVAE) to learn visual dynamics representations. The pre-trained visual dynamics representations capture the visual dynamics prior knowledge in the videos. This abstract prior knowledge can be readily adapted to downstream tasks and aligned with executable actions through online adaptation. We conduct experiments on a series of robotics visual control tasks and verify that PVDR is an effective form for pre-training with videos to promote policy learning.
13.5CVMar 14, 2024
UniCode: Learning a Unified Codebook for Multimodal Large Language ModelsSipeng Zheng, Bohan Zhou, Yicheng Feng et al.
In this paper, we propose \textbf{UniCode}, a novel approach within the domain of multimodal large language models (MLLMs) that learns a unified codebook to efficiently tokenize visual, text, and potentially other types of signals. This innovation addresses a critical limitation in existing MLLMs: their reliance on a text-only codebook, which restricts MLLM's ability to generate images and texts in a multimodal context. Towards this end, we propose a language-driven iterative training paradigm, coupled with an in-context pre-training task we term ``image decompression'', enabling our model to interpret compressed visual data and generate high-quality images.The unified codebook empowers our model to extend visual instruction tuning to non-linguistic generation tasks. Moreover, UniCode is adaptable to diverse stacked quantization approaches in order to compress visual signals into a more compact token representation. Despite using significantly fewer parameters and less data during training, Unicode demonstrates promising capabilities in visual reconstruction and generation. It also achieves performances comparable to leading MLLMs across a spectrum of VQA benchmarks.
10.4NEAug 5, 2021
Distilling Neuron Spike with High Temperature in Reinforcement Learning AgentsLing Zhang, Jian Cao, Yuan Zhang et al.
Spiking neural network (SNN), compared with depth neural network (DNN), has faster processing speed, lower energy consumption and more biological interpretability, which is expected to approach Strong AI. Reinforcement learning is similar to learning in biology. It is of great significance to study the combination of SNN and RL. We propose the reinforcement learning method of spike distillation network (SDN) with STBP. This method uses distillation to effectively avoid the weakness of STBP, which can achieve SOTA performance in classification, and can obtain a smaller, faster convergence and lower power consumption SNN reinforcement learning model. Experiments show that our method can converge faster than traditional SNN reinforcement learning and DNN reinforcement learning methods, about 1000 epochs faster, and obtain SNN 200 times smaller than DNN. We also deploy SDN to the PKU nc64c chip, which proves that SDN has lower power consumption than DNN, and the power consumption of SDN is more than 600 times lower than DNN on large-scale devices. SDN provides a new way of SNN reinforcement learning, and can achieve SOTA performance, which proves the possibility of further development of SNN reinforcement learning.