34.0AIAug 22, 2023
ProAgent: Building Proactive Cooperative Agents with Large Language ModelsCeyao Zhang, Kaijie Yang, Siyi Hu et al. · pku
Building agents with adaptive behavior in cooperative tasks stands as a paramount goal in the realm of multi-agent systems. Current approaches to developing cooperative agents rely primarily on learning-based methods, whose policy generalization depends heavily on the diversity of teammates they interact with during the training phase. Such reliance, however, constrains the agents' capacity for strategic adaptation when cooperating with unfamiliar teammates, which becomes a significant challenge in zero-shot coordination scenarios. To address this challenge, we propose ProAgent, a novel framework that harnesses large language models (LLMs) to create proactive agents capable of dynamically adapting their behavior to enhance cooperation with teammates. ProAgent can analyze the present state, and infer the intentions of teammates from observations. It then updates its beliefs in alignment with the teammates' subsequent actual behaviors. Moreover, ProAgent exhibits a high degree of modularity and interpretability, making it easily integrated into various of coordination scenarios. Experimental evaluations conducted within the Overcooked-AI environment unveil the remarkable performance superiority of ProAgent, outperforming five methods based on self-play and population-based training when cooperating with AI agents. Furthermore, in partnered with human proxy models, its performance exhibits an average improvement exceeding 10% compared to the current state-of-the-art method. For more information about our project, please visit~\url{https://pku-proagent.github.io}.
39.1AINov 10, 2023
JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language ModelsZihao Wang, Shaofei Cai, Anji Liu et al. · pku
Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., "chopping trees" to long-horizon tasks, e.g., "obtaining a diamond pickaxe". JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task of $\texttt{ObtainDiamondPickaxe}$, JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. The project page is available at https://craftjarvis.org/JARVIS-1
RulE: Knowledge Graph Reasoning with Rule EmbeddingXiaojuan Tang, Song-Chun Zhu, Yitao Liang et al.
Knowledge graph (KG) reasoning is an important problem for knowledge graphs. In this paper, we propose a novel and principled framework called \textbf{RulE} (stands for {Rul}e {E}mbedding) to effectively leverage logical rules to enhance KG reasoning. Unlike knowledge graph embedding (KGE) methods, RulE learns rule embeddings from existing triplets and first-order {rules} by jointly representing \textbf{entities}, \textbf{relations} and \textbf{logical rules} in a unified embedding space. Based on the learned rule embeddings, a confidence score can be calculated for each rule, reflecting its consistency with the observed triplets. This allows us to perform logical rule inference in a soft way, thus alleviating the brittleness of logic. On the other hand, RulE injects prior logical rule information into the embedding space, enriching and regularizing the entity/relation embeddings. This makes KGE alone perform better too. RulE is conceptually simple and empirically effective. We conduct extensive experiments to verify each component of RulE. Results on multiple benchmarks reveal that our model outperforms the majority of existing embedding-based and rule-based approaches.
26.0AIOct 12, 2023
GROOT: Learning to Follow Instructions by Watching Gameplay VideosShaofei Cai, Bowei Zhang, Zihao Wang et al. · pku
We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. The project page is available at https://craftjarvis-groot.github.io.
18.0LGFeb 16, 2023
Understanding the Distillation Process from Deep Generative Models to Tractable Probabilistic CircuitsXuejie Liu, Anji Liu, Guy Van den Broeck et al.
Probabilistic Circuits (PCs) are a general and unified computational framework for tractable probabilistic models that support efficient computation of various inference tasks (e.g., computing marginal probabilities). Towards enabling such reasoning capabilities in complex real-world tasks, Liu et al. (2022) propose to distill knowledge (through latent variable assignments) from less tractable but more expressive deep generative models. However, it is still unclear what factors make this distillation work well. In this paper, we theoretically and empirically discover that the performance of a PC can exceed that of its teacher model. Therefore, instead of performing distillation from the most expressive deep generative model, we study what properties the teacher model and the PC should have in order to achieve good distillation performance. This leads to a generic algorithmic improvement as well as other data-type-specific ones over the existing latent variable distillation pipeline. Empirically, we outperform SoTA TPMs by a large margin on challenging image modeling benchmarks. In particular, on ImageNet32, PCs achieve 4.06 bits-per-dimension, which is only 0.34 behind variational diffusion models (Kingma et al., 2021).
Training One Model to Master Cross-Level Agentic Actions via Reinforcement LearningKaichen He, Zihao Wang, Muyao Li et al.
The paradigm of agentic AI is shifting from engineered complex workflows to post-training native models. However, existing agents are typically confined to static, predefined action spaces--such as exclusively using APIs, GUI events, or robotic commands. This rigidity limits their adaptability in dynamic environments where the optimal granularity of interaction varies contextually. To bridge this gap, we propose CrossAgent, a unified agentic model that masters heterogeneous action spaces and autonomously selects the most effective interface for each step of a trajectory. We introduce a comprehensive training pipeline that integrates cold-start supervised fine-tuning with a Multi-Turn Group Relative Policy Optimization (GRPO) algorithm. This approach enables the agent to learn adaptive action switching--balancing high-level efficiency with low-level precision--without human-specified rules. Extensive experiments on over 800 tasks in the open-world Minecraft environment demonstrate that CrossAgent achieves state-of-the-art performance. By dynamically leveraging the strengths of diverse action spaces, our model significantly outperforms fixed-action baselines, exhibiting superior generalization and efficiency in long-horizon reasoning. All code and models are available at https://github.com/CraftJarvis/OpenHA
Efficient Meta Reinforcement Learning for Preference-based Fast AdaptationZhizhou Ren, Anji Liu, Yitao Liang et al.
Learning new task-specific skills from a few trials is a fundamental challenge for artificial intelligence. Meta reinforcement learning (meta-RL) tackles this problem by learning transferable policies that support few-shot adaptation to unseen tasks. Despite recent advances in meta-RL, most existing methods require the access to the environmental reward function of new tasks to infer the task objective, which is not realistic in many practical applications. To bridge this gap, we study the problem of few-shot adaptation in the context of human-in-the-loop reinforcement learning. We develop a meta-RL algorithm that enables fast policy adaptation with preference-based feedback. The agent can adapt to new tasks by querying human's preference between behavior trajectories instead of using per-step numeric rewards. By extending techniques from information theory, our approach can design query sequences to maximize the information gain from human interactions while tolerating the inherent error of non-expert human oracle. In experiments, we extensively evaluate our method, Adaptation with Noisy OracLE (ANOLE), on a variety of meta-RL benchmark tasks and demonstrate substantial improvement over baseline algorithms in terms of both feedback efficiency and error tolerance.
Can Current Agents Close the Discovery-to-Application Gap? A Case Study in MinecraftZhou Ziheng, Huacong Tang, Jinyuan Zhang et al.
Discovering causal regularities and applying them to build functional systems--the discovery-to-application loop--is a hallmark of general intelligence, yet evaluating this capacity has been hindered by the vast complexity gap between scientific discovery and real-world engineering. We introduce SciCrafter, a Minecraft-based benchmark that operationalizes this loop through parameterized redstone circuit tasks. Agents must ignite lamps in specified patterns (e.g., simultaneously or in timed sequences); scaling target parameters substantially increases construction complexity and required knowledge, forcing genuine discovery rather than reliance on memorized solutions. Evaluating frontier models including GPT-5.2, Gemini-3-Pro, and Claude-Opus-4.5 under a general-purpose code agent scaffold, we find that all plateau at approximately 26% success rate. To diagnose these failures, we decompose the loop into four capacities--knowledge gap identification, experimental discovery, knowledge consolidation, and knowledge application--and design targeted interventions whose marginal contributions serve as proxies for corresponding gaps. Our analysis reveals that although the general knowledge application capability still remains as the biggest gap across all models, for frontier models the knowledge gap identification starts to become a major hurdle--indicating the bottleneck is shifting from solving problems right to raising the right problems for current AI. We release SciCrafter as a diagnostic probe for future research on AI systems that navigate the full discovery-to-application loop.
6.6LGOct 31, 2023
A Tractable Inference Perspective of Offline RLXuejie Liu, Anji Liu, Guy Van den Broeck et al.
A popular paradigm for offline Reinforcement Learning (RL) tasks is to first fit the offline trajectories to a sequence model, and then prompt the model for actions that lead to high expected return. In addition to obtaining accurate sequence models, this paper highlights that tractability, the ability to exactly and efficiently answer various probabilistic queries, plays an important role in offline RL. Specifically, due to the fundamental stochasticity from the offline data-collection policies and the environment dynamics, highly non-trivial conditional/constrained generation is required to elicit rewarding actions. it is still possible to approximate such queries, we observe that such crude estimates significantly undermine the benefits brought by expressive sequence models. To overcome this problem, this paper proposes Trifle (Tractable Inference for Offline RL), which leverages modern Tractable Probabilistic Models (TPMs) to bridge the gap between good sequence models and high expected returns at evaluation time. Empirically, Trifle achieves the most state-of-the-art scores in 9 Gym-MuJoCo benchmarks against strong baselines. Further, owing to its tractability, Trifle significantly outperforms prior approaches in stochastic environments and safe RL tasks (e.g. with action constraints) with minimum algorithmic modifications.
27.6CVMar 20, 2025Code
JARVIS-VLA: Post-Training Large-Scale Vision Language Models to Play Visual Games with Keyboards and MouseMuyao Li, Zihao Wang, Kaichen He et al. · pku
Recently, action-based decision-making in open-world environments has gained significant attention. Visual Language Action (VLA) models, pretrained on large-scale web datasets, have shown promise in decision-making tasks. However, previous work has primarily focused on action post-training, often neglecting enhancements to the foundational model itself. In response, we introduce a novel approach, Act from Visual Language Post-Training, which refines Visual Language Models (VLMs) through visual and linguistic guidance in a self-supervised manner. This enhancement improves the models' capabilities in world knowledge, visual recognition, and spatial grounding in open-world environments. Following the above post-training paradigms, we obtain the first VLA models in Minecraft that can follow human instructions on over 1k different atomic tasks, including crafting, smelting, cooking, mining, and killing. Our experiments demonstrate that post-training on non-trajectory tasks leads to a significant 40% improvement over the best agent baseline on a diverse set of atomic tasks. Furthermore, we demonstrate that our approach surpasses traditional imitation learning-based policies in Minecraft, achieving state-of-the-art performance. We have open-sourced the code, models, and datasets to foster further research. The project page can be found in https://craftjarvis.github.io/JarvisVLA.
MineStudio: A Streamlined Package for Minecraft AI Agent DevelopmentShaofei Cai, Zhancun Mu, Kaichen He et al. · pku
Minecraft's complexity and diversity as an open world make it a perfect environment to test if agents can learn, adapt, and tackle a variety of unscripted tasks. However, the development and validation of novel agents in this setting continue to face significant engineering challenges. This paper presents MineStudio, an open-source software package designed to streamline the development of autonomous agents in Minecraft. MineStudio represents the first comprehensive integration of seven critical engineering components: simulator, data, model, offline pre-training, online fine-tuning, inference, and benchmark, thereby allowing users to concentrate their efforts on algorithm innovation. We provide a user-friendly API design accompanied by comprehensive documentation and tutorials. Our project is released at https://github.com/CraftJarvis/MineStudio.
OpenHA: A Series of Open-Source Hierarchical Agentic Models in MinecraftZihao Wang, Muyao Li, Kaichen He et al. · pku
The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step--akin to a chain of thought--that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA
SAM: Squeeze-and-Mimic Networks for Conditional Visual Driving Policy LearningAlbert Zhao, Tong He, Yitao Liang et al.
We describe a policy learning approach to map visual inputs to driving controls conditioned on turning command that leverages side tasks on semantics and object affordances via a learned representation trained for driving. To learn this representation, we train a squeeze network to drive using annotations for the side task as input. This representation encodes the driving-relevant information associated with the side task while ideally throwing out side task-relevant but driving-irrelevant nuisances. We then train a mimic network to drive using only images as input and use the squeeze network's latent representation to supervise the mimic network via a mimicking loss. Notably, we do not aim to achieve the side task nor to learn features for it; instead, we aim to learn, via the mimicking loss, a representation of the side task annotations directly useful for driving. We test our approach using the CARLA simulator. In addition, we introduce a more challenging but realistic evaluation protocol that considers a run that reaches the destination successful only if it does not violate common traffic rules. A video summarizing this work is available at https://youtu.be/ipKAMzmJpMs , and code is available at https://github.com/twsq/sam-driving .
24.1LGNov 1, 2018Code
Horizon: Facebook's Open Source Applied Reinforcement Learning PlatformJason Gauci, Edoardo Conti, Yitao Liang et al.
In this paper we present Horizon, Facebook's open source applied reinforcement learning (RL) platform. Horizon is an end-to-end platform designed to solve industry applied RL problems where datasets are large (millions to billions of observations), the feedback loop is slow (vs. a simulator), and experiments must be done with care because they don't run in a simulator. Unlike other RL platforms, which are often designed for fast prototyping and experimentation, Horizon is designed with production use cases as top of mind. The platform contains workflows to train popular deep RL algorithms and includes data preprocessing, feature transformation, distributed training, counterfactual policy evaluation, optimized serving, and a model-based data understanding tool. We also showcase and describe real examples where reinforcement learning models trained with Horizon significantly outperformed and replaced supervised learning systems at Facebook.
15.4AIDec 14, 2024
Proposing and solving olympiad geometry with guided tree searchChi Zhang, Jiajun Song, Siyu Li et al.
Mathematics olympiads are prestigious competitions, with problem proposing and solving highly honored. Building artificial intelligence that proposes and solves olympiads presents an unresolved challenge in automated theorem discovery and proving, especially in geometry for its combination of numerical and spatial elements. We introduce TongGeometry, a Euclidean geometry system supporting tree-search-based guided problem proposing and solving. The efficient geometry system establishes the most extensive repository of geometry theorems to date: within the same computational budget as the existing state-of-the-art, TongGeometry discovers 6.7 billion geometry theorems requiring auxiliary constructions, including 4.1 billion exhibiting geometric symmetry. Among them, 10 theorems were proposed to regional mathematical olympiads with 3 of TongGeometry's proposals selected in real competitions, earning spots in a national team qualifying exam or a top civil olympiad in China and the US. Guided by fine-tuned large language models, TongGeometry solved all International Mathematical Olympiad geometry in IMO-AG-30, outperforming gold medalists for the first time. It also surpasses the existing state-of-the-art across a broader spectrum of olympiad-level problems. The full capabilities of the system can be utilized on a consumer-grade machine, making the model more accessible and fostering widespread democratization of its use. By analogy, unlike existing systems that merely solve problems like students, TongGeometry acts like a geometry coach, discovering, presenting, and proving theorems.
13.1CVMay 25, 2025
Plug-and-Play Context Feature Reuse for Efficient Masked GenerationXuejie Liu, Anji Liu, Guy Van den Broeck et al.
Masked generative models (MGMs) have emerged as a powerful framework for image synthesis, combining parallel decoding with strong bidirectional context modeling. However, generating high-quality samples typically requires many iterative decoding steps, resulting in high inference costs. A straightforward way to speed up generation is by decoding more tokens in each step, thereby reducing the total number of steps. However, when many tokens are decoded simultaneously, the model can only estimate the univariate marginal distributions independently, failing to capture the dependency among them. As a result, reducing the number of steps significantly compromises generation fidelity. In this work, we introduce ReCAP (Reused Context-Aware Prediction), a plug-and-play module that accelerates inference in MGMs by constructing low-cost steps via reusing feature embeddings from previously decoded context tokens. ReCAP interleaves standard full evaluations with lightweight steps that cache and reuse context features, substantially reducing computation while preserving the benefits of fine-grained, iterative generation. We demonstrate its effectiveness on top of three representative MGMs (MaskGIT, MAGE, and MAR), including both discrete and continuous token spaces and covering diverse architectural designs. In particular, on ImageNet256 class-conditional generation, ReCAP achieves up to 2.4x faster inference than the base model with minimal performance drop, and consistently delivers better efficiency-fidelity trade-offs under various generation settings.
Unified Cross-Scale 3D Generation and Understanding via Autoregressive ModelingShuqi Lu, Haowei Lin, Lin Yao et al. · pku
3D structure modeling is essential across scales, enabling applications from fluid simulation and 3D reconstruction to protein folding and molecular docking. Yet, despite shared 3D spatial patterns, current approaches remain fragmented, with models narrowly specialized for specific domains and unable to generalize across tasks or scales. We propose Uni-3DAR, a unified autoregressive framework for cross-scale 3D generation and understanding. At its core is a coarse-to-fine tokenizer based on octree data structures, which compresses diverse 3D structures into compact 1D token sequences. We further propose a two-level subtree compression strategy, which reduces the octree token sequence by up to 8x. To address the challenge of dynamically varying token positions introduced by compression, we introduce a masked next-token prediction strategy that ensures accurate positional modeling, significantly boosting model performance. Extensive experiments across multiple 3D generation and understanding tasks, including small molecules, proteins, polymers, crystals, and macroscopic 3D objects, validate its effectiveness and versatility. Notably, Uni-3DAR surpasses previous state-of-the-art diffusion models by a substantial margin, achieving up to 256\% relative improvement while delivering inference speeds up to 21.8x faster.
11.8CVMar 11, 2025
Open-World Skill Discovery from Unsegmented DemonstrationsJingwen Deng, Zihao Wang, Shaofei Cai et al. · pku
Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.
A Neural Symbolic Model for Space PhysicsJie Ying, Haowei Lin, Chao Yue et al.
In this study, we unveil a new AI model, termed PhyE2E, to discover physical formulas through symbolic regression. PhyE2E simplifies symbolic regression by decomposing it into sub-problems using the second-order derivatives of an oracle neural network, and employs a transformer model to translate data into symbolic formulas in an end-to-end manner. The resulting formulas are refined through Monte-Carlo Tree Search and Genetic Programming. We leverage a large language model to synthesize extensive symbolic expressions resembling real physics, and train the model to recover these formulas directly from data. A comprehensive evaluation reveals that PhyE2E outperforms existing state-of-the-art approaches, delivering superior symbolic accuracy, precision in data fitting, and consistency in physical units. We deployed PhyE2E to five applications in space physics, including the prediction of sunspot numbers, solar rotational angular velocity, emission line contribution functions, near-Earth plasma pressure, and lunar-tide plasma signals. The physical formulas generated by AI demonstrate a high degree of accuracy in fitting the experimental data from satellites and astronomical telescopes. We have successfully upgraded the formula proposed by NASA in 1993 regarding solar activity, and for the first time, provided the explanations for the long cycle of solar activity in an explicit form. We also found that the decay of near-Earth plasma pressure is proportional to r^2 to Earth, where subsequent mathematical derivations are consistent with satellite data from another independent study. Moreover, we found physical formulas that can describe the relationships between emission lines in the extreme ultraviolet spectrum of the Sun, temperatures, electron densities, and magnetic fields. The formula obtained is consistent with the properties that physicists had previously hypothesized it should possess.
11.0ROJul 31, 2025
Scalable Multi-Task Reinforcement Learning for Generalizable Spatial Intelligence in Visuomotor AgentsShaofei Cai, Zhancun Mu, Haiwen Xia et al. · pku
While Reinforcement Learning (RL) has achieved remarkable success in language modeling, its triumph hasn't yet fully translated to visuomotor agents. A primary challenge in RL models is their tendency to overfit specific tasks or environments, thereby hindering the acquisition of generalizable behaviors across diverse settings. This paper provides a preliminary answer to this challenge by demonstrating that RL-finetuned visuomotor agents in Minecraft can achieve zero-shot generalization to unseen worlds. Specifically, we explore RL's potential to enhance generalizable spatial reasoning and interaction capabilities in 3D worlds. To address challenges in multi-task RL representation, we analyze and establish cross-view goal specification as a unified multi-task goal space for visuomotor policies. Furthermore, to overcome the significant bottleneck of manual task design, we propose automated task synthesis within the highly customizable Minecraft environment for large-scale multi-task RL training, and we construct an efficient distributed RL framework to support this. Experimental results show RL significantly boosts interaction success rates by $4\times$ and enables zero-shot generalization of spatial reasoning across diverse environments, including real-world settings. Our findings underscore the immense potential of RL training in 3D simulated environments, especially those amenable to large-scale task generation, for significantly advancing visuomotor agents' spatial reasoning.
4.9CLFeb 11, 2025
Tractable Transformers for Flexible Conditional GenerationAnji Liu, Xuejie Liu, Dayuan Zhao et al.
Non-autoregressive (NAR) generative models are valuable because they can handle diverse conditional generation tasks in a more principled way than their autoregressive (AR) counterparts, which are constrained by sequential dependency requirements. Recent advancements in NAR models, such as diffusion language models, have demonstrated superior performance in unconditional generation compared to AR models (e.g., GPTs) of similar sizes. However, such improvements do not always lead to improved conditional generation performance. We show that a key reason for this gap is the difficulty in generalizing to conditional probability queries (i.e., the set of unknown variables) unseen during training. As a result, strong unconditional generation performance does not guarantee high-quality conditional generation. This paper proposes Tractable Transformers (Tracformer), a Transformer-based generative model that is more robust to different conditional generation tasks. Unlike existing models that rely solely on global contextual features derived from full inputs, Tracformers incorporate a sparse Transformer encoder to capture both local and global contextual information. This information is routed through a decoder for conditional generation. Empirical results demonstrate that Tracformers achieve state-of-the-art conditional generation performance on text modeling compared to recent diffusion and AR model baselines.
24.5LGJun 27, 2024
OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following AgentsZihao Wang, Shaofei Cai, Zhancun Mu et al.
This paper presents OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories $τ= \{o_0, a_0, \dots\}$ and an imitation learning policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models. With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the imitation learning policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials. The dataset, models, and code will be released at https://craftjarvis.org/OmniJARVIS.
4.4LGJul 16, 2021
Towards an Interpretable Latent Space in Structured Models for Video PredictionRushil Gupta, Vishal Sharma, Yash Jain et al.
We focus on the task of future frame prediction in video governed by underlying physical dynamics. We work with models which are object-centric, i.e., explicitly work with object representations, and propagate a loss in the latent space. Specifically, our research builds on recent work by Kipf et al. \cite{kipf&al20}, which predicts the next state via contrastive learning of object interactions in a latent space using a Graph Neural Network. We argue that injecting explicit inductive bias in the model, in form of general physical laws, can help not only make the model more interpretable, but also improve the overall prediction of model. As a natural by-product, our model can learn feature maps which closely resemble actual object positions in the image, without having any explicit supervision about the object positions at the training time. In comparison with earlier works \cite{jaques&al20}, which assume a complete knowledge of the dynamics governing the motion in the form of a physics engine, we rely only on the knowledge of general physical laws, such as, world consists of objects, which have position and velocity. We propose an additional decoder based loss in the pixel space, imposed in a curriculum manner, to further refine the latent space predictions. Experiments in multiple different settings demonstrate that while Kipf et al. model is effective at capturing object interactions, our model can be significantly more effective at localising objects, resulting in improved performance in 3 out of 4 domains that we experiment with. Additionally, our model can learn highly intrepretable feature maps, resembling actual object positions.
9.0LGJun 29, 2020
Handling Missing Data in Decision Trees: A Probabilistic ApproachPasha Khosravi, Antonio Vergari, YooJung Choi et al.
Decision trees are a popular family of models due to their attractive properties such as interpretability and ability to handle heterogeneous data. Concurrently, missing data is a prevalent occurrence that hinders performance of machine learning models. As such, handling missing data in decision trees is a well studied problem. In this paper, we tackle this problem by taking a probabilistic approach. At deployment time, we use tractable density estimators to compute the "expected prediction" of our models. At learning time, we fine-tune parameters of already learned trees by minimizing their "expected prediction loss" w.r.t.\ our density estimators. We provide brief experiments showcasing effectiveness of our methods compared to few baselines.
4.2LGJun 15, 2020
On Effective Parallelization of Monte Carlo Tree SearchAnji Liu, Yitao Liang, Ji Liu et al.
Despite its groundbreaking success in Go and computer games, Monte Carlo Tree Search (MCTS) is computationally expensive as it requires a substantial number of rollouts to construct the search tree, which calls for effective parallelization. However, how to design effective parallel MCTS algorithms has not been systematically studied and remains poorly understood. In this paper, we seek to lay its first theoretical foundation, by examining the potential performance loss caused by parallelization when achieving a desired speedup. In particular, we discover the necessary conditions of achieving a desirable parallelization performance, and highlight two of their practical benefits. First, by examining whether existing parallel MCTS algorithms satisfy these conditions, we identify key design principles that should be inherited by future algorithms, for example tracking the unobserved samples (used in WU-UCT (Liu et al., 2020)). We theoretically establish this essential design facilitates $\mathcal{O} ( \ln n + M / \sqrt{\ln n} )$ cumulative regret when the maximum tree depth is 2, where $n$ is the number of rollouts and $M$ is the number of workers. A regret of this form is highly desirable, as compared to $\mathcal{O} ( \ln n )$ regret incurred by a sequential counterpart, its excess part approaches zero as $n$ increases. Second, and more importantly, we demonstrate how the proposed necessary conditions can be adopted to design more effective parallel MCTS algorithms. To illustrate this, we propose a new parallel MCTS algorithm, called BU-UCT, by following our theoretical guidelines. The newly proposed algorithm, albeit preliminary, out-performs four competitive baselines on 11 out of 15 Atari games. We hope our theoretical results could inspire future work of more effective parallel MCTS.
Off-Policy Deep Reinforcement Learning with Analogous Disentangled ExplorationAnji Liu, Yitao Liang, Guy Van den Broeck
Off-policy reinforcement learning (RL) is concerned with learning a rewarding policy by executing another policy that gathers samples of experience. While the former policy (i.e. target policy) is rewarding but in-expressive (in most cases, deterministic), doing well in the latter task, in contrast, requires an expressive policy (i.e. behavior policy) that offers guided and effective exploration. Contrary to most methods that make a trade-off between optimality and expressiveness, disentangled frameworks explicitly decouple the two objectives, which each is dealt with by a distinct separate policy. Although being able to freely design and optimize the two policies with respect to their own objectives, naively disentangling them can lead to inefficient learning or stability issues. To mitigate this problem, our proposed method Analogous Disentangled Actor-Critic (ADAC) designs analogous pairs of actors and critics. Specifically, ADAC leverages a key property about Stein variational gradient descent (SVGD) to constraint the expressive energy-based behavior policy with respect to the target one for effective exploration. Additionally, an analogous critic pair is introduced to incorporate intrinsic rewards in a principled manner, with theoretical guarantees on the overall learning stability and effectiveness. We empirically evaluate environment-reward-only ADAC on 14 continuous-control tasks and report the state-of-the-art on 10 of them. We further demonstrate ADAC, when paired with intrinsic rewards, outperform alternatives in exploration-challenging tasks.
On Tractable Computation of Expected PredictionsPasha Khosravi, YooJung Choi, Yitao Liang et al.
Computing expected predictions of discriminative models is a fundamental task in machine learning that appears in many interesting applications such as fairness, handling missing values, and data analysis. Unfortunately, computing expectations of a discriminative model with respect to a probability distribution defined by an arbitrary generative model has been proven to be hard in general. In fact, the task is intractable even for simple models such as logistic regression and a naive Bayes distribution. In this paper, we identify a pair of generative and discriminative models that enables tractable computation of expectations, as well as moments of any order, of the latter with respect to the former in case of regression. Specifically, we consider expressive probabilistic circuits with certain structural constraints that support tractable probabilistic inference. Moreover, we exploit the tractable computation of high-order moments to derive an algorithm to approximate the expectations for classification scenarios in which exact computations are intractable. Our framework to compute expected predictions allows for handling of missing data during prediction time in a principled and accurate way and enables reasoning about the behavior of discriminative models. We empirically show our algorithm to consistently outperform standard imputation techniques on a variety of datasets. Finally, we illustrate how our framework can be used for exploratory data analysis.
Learning Logistic CircuitsYitao Liang, Guy Van den Broeck
This paper proposes a new classification model called logistic circuits. On MNIST and Fashion datasets, our learning algorithm outperforms neural networks that have an order of magnitude more parameters. Yet, logistic circuits have a distinct origin in symbolic AI, forming a discriminative counterpart to probabilistic-logical circuits such as ACs, SPNs, and PSDDs. We show that parameter learning for logistic circuits is convex optimization, and that a simple local search algorithm can induce strong model structures from data.
13.8GTJun 1, 2018
Inference Aided Reinforcement Learning for Incentive Mechanism Design in CrowdsourcingZehong Hu, Yitao Liang, Yang Liu et al.
Incentive mechanisms for crowdsourcing are designed to incentivize financially self-interested workers to generate and report high-quality labels. Existing mechanisms are often developed as one-shot static solutions, assuming a certain level of knowledge about worker models (expertise levels, costs of exerting efforts, etc.). In this paper, we propose a novel inference aided reinforcement mechanism that learns to incentivize high-quality data sequentially and requires no such prior assumptions. Specifically, we first design a Gibbs sampling augmented Bayesian inference algorithm to estimate workers' labeling strategies from the collected labels at each step. Then we propose a reinforcement incentive learning (RIL) method, building on top of the above estimates, to uncover how workers respond to different payments. RIL dynamically determines the payment without accessing any ground-truth labels. We theoretically prove that RIL is able to incentivize rational workers to provide high-quality labels. Empirical results show that our mechanism performs consistently well under both rational and non-fully rational (adaptive learning) worker models. Besides, the payments offered by RIL are more robust and have lower variances compared to the existing one-shot mechanisms.
A Semantic Loss Function for Deep Learning with Symbolic KnowledgeJingyi Xu, Zilu Zhang, Tal Friedman et al.
This paper develops a novel methodology for using symbolic knowledge in deep learning. From first principles, we derive a semantic loss function that bridges between neural output vectors and logical constraints. This loss function captures how close the neural network is to satisfying the constraints on its output. An experimental evaluation shows that it effectively guides the learner to achieve (near-)state-of-the-art results on semi-supervised multi-class classification. Moreover, it significantly increases the ability of the neural network to predict structured objects, such as rankings and paths. These discrete concepts are tremendously difficult to learn, and benefit from a tight integration of deep learning and symbolic reasoning methods.
State of the Art Control of Atari Games Using Shallow Reinforcement LearningYitao Liang, Marlos C. Machado, Erik Talvitie et al.
The recently introduced Deep Q-Networks (DQN) algorithm has gained attention as one of the first successful combinations of deep neural networks and reinforcement learning. Its promise was demonstrated in the Arcade Learning Environment (ALE), a challenging framework composed of dozens of Atari 2600 games used to evaluate general competency in AI. It achieved dramatically better results than earlier approaches, showing that its ability to learn good representations is quite robust and general. This paper attempts to understand the principles that underlie DQN's impressive performance and to better contextualize its success. We systematically evaluate the importance of key representational biases encoded by DQN's network by proposing simple linear representations that make use of these concepts. Incorporating these characteristics, we obtain a computationally practical feature set that achieves competitive performance to DQN in the ALE. Besides offering insight into the strengths and weaknesses of DQN, we provide a generic representation for the ALE, significantly reducing the burden of learning a representation for each game. Moreover, we also provide a simple, reproducible benchmark for the sake of comparison to future work in the ALE.