6.1CLNov 25, 2022
GPT-3-driven pedagogical agents for training children's curious question-asking skillsRania Abdelghani, Yen-Hsiang Wang, Xingdi Yuan et al. · microsoft-research
In order to train children's ability to ask curiosity-driven questions, previous research has explored designing specific exercises relying on providing semantic and linguistic cues to help formulate such questions. But despite showing pedagogical efficiency, this method is still limited as it relies on generating the said cues by hand, which can be a very costly process. In this context, we propose to leverage advances in the natural language processing field (NLP) and investigate the efficiency of using a large language model (LLM) for automating the production of the pedagogical content of a curious question-asking (QA) training. We study generating the said content using the "prompt-based" method that consists of explaining the task to the LLM in natural text. We evaluate the output using human experts annotations and comparisons with hand-generated content. Results suggested indeed the relevance and usefulness of this content. We also conduct a field study in primary school (75 children aged 9-10), where we evaluate children's QA performance when having this training. We compare 3 types of content : 1) hand-generated content that proposes "closed" cues leading to predefined questions; 2) GPT-3-generated content that proposes the same type of cues; 3) GPT-3-generated content that proposes "open" cues leading to several possible questions. We see a similar QA performance between the two "closed" trainings (showing the scalability of the approach using GPT-3), and a better one for participants with the "open" training. These results suggest the efficiency of using LLMs to support children in generating more curious questions, using a natural language prompting approach that affords usability by teachers and other users not specialists of AI techniques. Furthermore, results also show that open-ended content may be more suitable for training curious question-asking skills.
Grounding Large Language Models in Interactive Environments with Online Reinforcement LearningThomas Carta, Clément Romac, Thomas Wolf et al.
Recent works successfully leveraged Large Language Models' (LLM) abilities to capture abstract knowledge about world's physics to solve decision-making problems. Yet, the alignment between LLMs' knowledge and the environment can be wrong and limit functional competence due to lack of grounding. In this paper, we study an approach (named GLAM) to achieve this alignment through functional grounding: we consider an agent using an LLM as a policy that is progressively updated as the agent interacts with the environment, leveraging online Reinforcement Learning to improve its performance to solve goals. Using an interactive textual environment designed to study higher-level forms of functional grounding, and a set of spatial and navigation tasks, we study several scientific questions: 1) Can LLMs boost sample efficiency for online learning of various RL tasks? 2) How can it boost different forms of generalization? 3) What is the impact of online learning? We study these questions by functionally grounding several variants (size, architecture) of FLAN-T5.
3.9AIFeb 10, 2023
A Song of Ice and Fire: Analyzing Textual Autotelic Agents in ScienceWorldLaetitia Teodorescu, Xingdi Yuan, Marc-Alexandre Côté et al. · microsoft-research
Building open-ended agents that can autonomously discover a diversity of behaviours is one of the long-standing goals of artificial intelligence. This challenge can be studied in the framework of autotelic RL agents, i.e. agents that learn by selecting and pursuing their own goals, self-organizing a learning curriculum. Recent work identified language as a key dimension of autotelic learning, in particular because it enables abstract goal sampling and guidance from social peers for hindsight relabelling. Within this perspective, we study the following open scientific questions: What is the impact of hindsight feedback from a social peer (e.g. selective vs. exhaustive)? How can the agent learn from very rare language goal examples in its experience replay? How can multiple forms of exploration be combined, and take advantage of easier goals as stepping stones to reach harder ones? To address these questions, we use ScienceWorld, a textual environment with rich abstract and combinatorial physics. We show the importance of selectivity from the social peer's feedback; that experience replay needs to over-sample examples of rare goals; and that following self-generated goal sequences where the agent's competence is intermediate leads to significant improvements in final performance.
56.3AIJul 8, 2022
Automatic Exploration of Textual Environments with Language-Conditioned Autotelic AgentsLaetitia Teodorescu, Eric Yuan, Marc-Alexandre Côté et al. · microsoft-research
In this extended abstract we discuss the opportunities and challenges of studying intrinsically-motivated agents for exploration in textual environments. We argue that there is important synergy between text environments and autonomous agents. We identify key properties of text worlds that make them suitable for exploration by autonmous agents, namely, depth, breadth, progress niches and the ease of use of language goals; we identify drivers of exploration for such agents that are implementable in text worlds. We discuss the opportunities of using autonomous agents to make progress on text environment benchmarks. Finally we list some specific challenges that need to be overcome in this area.
12.7CLJul 15, 2023
Large Language Models as Superpositions of Cultural PerspectivesGrgur Kovač, Masataka Sawayama, Rémy Portelas et al.
Large Language Models (LLMs) are often misleadingly recognized as having a personality or a set of values. We argue that an LLM can be seen as a superposition of perspectives with different values and personality traits. LLMs exhibit context-dependent values and personality traits that change based on the induced perspective (as opposed to humans, who tend to have more coherent values and personality traits across contexts). We introduce the concept of perspective controllability, which refers to a model's affordance to adopt various perspectives with differing values and personality traits. In our experiments, we use questionnaires from psychology (PVQ, VSM, IPIP) to study how exhibited values and personality traits change based on different perspectives. Through qualitative experiments, we show that LLMs express different values when those are (implicitly or explicitly) implied in the prompt, and that LLMs express different values even when those are not obviously implied (demonstrating their context-dependent nature). We then conduct quantitative experiments to study the controllability of different models (GPT-4, GPT-3.5, OpenAssistant, StableVicuna, StableLM), the effectiveness of various methods for inducing perspectives, and the smoothness of the models' drivability. We conclude by examining the broader implications of our work and outline a variety of associated scientific questions. The project website is available at https://sites.google.com/view/llm-superpositions .
EAGER: Asking and Answering Questions for Automatic Reward Shaping in Language-guided RLThomas Carta, Pierre-Yves Oudeyer, Olivier Sigaud et al.
Reinforcement learning (RL) in long horizon and sparse reward tasks is notoriously difficult and requires a lot of training steps. A standard solution to speed up the process is to leverage additional reward signals, shaping it to better guide the learning process. In the context of language-conditioned RL, the abstraction and generalisation properties of the language input provide opportunities for more efficient ways of shaping the reward. In this paper, we leverage this idea and propose an automated reward shaping method where the agent extracts auxiliary objectives from the general language goal. These auxiliary objectives use a question generation (QG) and question answering (QA) system: they consist of questions leading the agent to try to reconstruct partial information about the global goal using its own trajectory. When it succeeds, it receives an intrinsic reward proportional to its confidence in its answer. This incentivizes the agent to generate trajectories which unambiguously explain various aspects of the general language goal. Our experimental study shows that this approach, which does not require engineer intervention to design the auxiliary objectives, improves sample efficiency by effectively directing exploration.
19.5AIJul 15, 2023
The SocialAI School: Insights from Developmental Psychology Towards Artificial Socio-Cultural AgentsGrgur Kovač, Rémy Portelas, Peter Ford Dominey et al.
Developmental psychologists have long-established the importance of socio-cognitive abilities in human intelligence. These abilities enable us to enter, participate and benefit from human culture. AI research on social interactive agents mostly concerns the emergence of culture in a multi-agent setting (often without a strong grounding in developmental psychology). We argue that AI research should be informed by psychology and study socio-cognitive abilities enabling to enter a culture too. We discuss the theories of Michael Tomasello and Jerome Bruner to introduce some of their concepts to AI and outline key concepts and socio-cognitive abilities. We present The SocialAI school - a tool including a customizable parameterized uite of procedurally generated environments, which simplifies conducting experiments regarding those concepts. We show examples of such experiments with RL agents and Large Language Models. The main motivation of this work is to engage the AI community around the problem of social intelligence informed by developmental psychology, and to provide a tool to simplify first steps in this direction. Refer to the project website for code and additional information: https://sites.google.com/view/socialai-school.
Flow-Lenia: Towards open-ended evolution in cellular automata through mass conservation and parameter localizationErwan Plantec, Gautier Hamon, Mayalen Etcheverry et al.
The design of complex self-organising systems producing life-like phenomena, such as the open-ended evolution of virtual creatures, is one of the main goals of artificial life. Lenia, a family of cellular automata (CA) generalizing Conway's Game of Life to continuous space, time and states, has attracted a lot of attention because of the wide diversity of self-organizing patterns it can generate. Among those, some spatially localized patterns (SLPs) resemble life-like artificial creatures and display complex behaviors. However, those creatures are found in only a small subspace of the Lenia parameter space and are not trivial to discover, necessitating advanced search algorithms. Furthermore, each of these creatures exist only in worlds governed by specific update rules and thus cannot interact in the same one. This paper proposes as mass-conservative extension of Lenia, called Flow Lenia, that solve both of these issues. We present experiments demonstrating its effectiveness in generating SLPs with complex behaviors and show that the update rule parameters can be optimized to generate SLPs showing behaviors of interest. Finally, we show that Flow Lenia enables the integration of the parameters of the CA update rules within the CA dynamics, making them dynamic and localized, allowing for multi-species simulations, with locally coherent update rules that define properties of the emerging creatures, and that can be mixed with neighbouring rules. We argue that this paves the way for the intrinsic evolution of self-organized artificial life forms within continuous CAs.
13.1AIJun 10, 2022
Social Network Structure Shapes Innovation: Experience-sharing in RL with SAPIENSEleni Nisioti, Mateo Mahaut, Pierre-Yves Oudeyer et al.
Human culture relies on innovation: our ability to continuously explore how existing elements can be combined to create new ones. Innovation is not solitary, it relies on collective search and accumulation. Reinforcement learning (RL) approaches commonly assume that fully-connected groups are best suited for innovation. However, human laboratory and field studies have shown that hierarchical innovation is more robustly achieved by dynamic social network structures. In dynamic settings, humans oscillate between innovating individually or in small clusters, and then sharing outcomes with others. To our knowledge, the role of social network structure on innovation has not been systematically studied in RL. Here, we use a multi-level problem setting (WordCraft), with three different innovation tasks to test the hypothesis that the social network structure affects the performance of distributed RL algorithms. We systematically design networks of DQNs sharing experiences from their replay buffers in varying structures (fully-connected, small world, dynamic, ring) and introduce a set of behavioral and mnemonic metrics that extend the classical reward-focused evaluation framework of RL. Comparing the level of innovation achieved by different social network structures across different tasks shows that, first, consistent with human findings, experience sharing within a dynamic structure achieves the highest level of innovation in tasks with a deceptive nature and large search spaces. Second, experience sharing is not as helpful when there is a single clear path to innovation. Third, the metrics we propose, can help understand the success of different social network structures on different tasks, with the diversity of experiences on an individual and group level lending crucial insights.
When LLMs Play the Telephone Game: Cultural Attractors as Conceptual Tools to Evaluate LLMs in Multi-turn SettingsJérémy Perez, Grgur Kovač, Corentin Léger et al.
As large language models (LLMs) start interacting with each other and generating an increasing amount of text online, it becomes crucial to better understand how information is transformed as it passes from one LLM to the next. While significant research has examined individual LLM behaviors, existing studies have largely overlooked the collective behaviors and information distortions arising from iterated LLM interactions. Small biases, negligible at the single output level, risk being amplified in iterated interactions, potentially leading the content to evolve towards attractor states. In a series of telephone game experiments, we apply a transmission chain design borrowed from the human cultural evolution literature: LLM agents iteratively receive, produce, and transmit texts from the previous to the next agent in the chain. By tracking the evolution of text toxicity, positivity, difficulty, and length across transmission chains, we uncover the existence of biases and attractors, and study their dependence on the initial text, the instructions, language model, and model size. For instance, we find that more open-ended instructions lead to stronger attraction effects compared to more constrained tasks. We also find that different text properties display different sensitivity to attraction effects, with toxicity leading to stronger attractors than length. These findings highlight the importance of accounting for multi-step transmission dynamics and represent a first step towards a more comprehensive understanding of LLM cultural dynamics.
Collective Innovation in Groups of Large Language ModelsEleni Nisioti, Sebastian Risi, Ida Momennejad et al.
Human culture relies on collective innovation: our ability to continuously explore how existing elements in our environment can be combined to create new ones. Language is hypothesized to play a key role in human culture, driving individual cognitive capacities and shaping communication. Yet the majority of models of collective innovation assign no cognitive capacities or language abilities to agents. Here, we contribute a computational study of collective innovation where agents are Large Language Models (LLMs) that play Little Alchemy 2, a creative video game originally developed for humans that, as we argue, captures useful aspects of innovation landscapes not present in previous test-beds. We, first, study an LLM in isolation and discover that it exhibits both useful skills and crucial limitations. We, then, study groups of LLMs that share information related to their behaviour and focus on the effect of social connectivity on collective performance. In agreement with previous human and computational studies, we observe that groups with dynamic connectivity out-compete fully-connected groups. Our work reveals opportunities and challenges for future studies of collective innovation that are becoming increasingly relevant as Generative Artificial Intelligence algorithms and humans innovate alongside each other.
8.8LGOct 15, 2023
ACES: Generating Diverse Programming Puzzles with with Autotelic Generative ModelsJulien Pourcel, Cédric Colas, Gaia Molinaro et al.
The ability to invent novel and interesting problems is a remarkable feature of human intelligence that drives innovation, art, and science. We propose a method that aims to automate this process by harnessing the power of state-of-the-art generative models to produce a diversity of challenging yet solvable problems, here in the context of Python programming puzzles. Inspired by the intrinsically motivated literature, Autotelic CodE Search (ACES) jointly optimizes for the diversity and difficulty of generated problems. We represent problems in a space of LLM-generated semantic descriptors describing the programming skills required to solve them (e.g. string manipulation, dynamic programming, etc.) and measure their difficulty empirically as a linearly decreasing function of the success rate of Llama-3-70B, a state-of-the-art LLM problem solver. ACES iteratively prompts a large language model to generate difficult problems achieving a diversity of target semantic descriptors (goal-directed exploration) using previously generated problems as in-context examples. ACES generates problems that are more diverse and more challenging than problems produced by baseline methods and three times more challenging than problems found in existing Python programming benchmarks on average across 11 state-of-the-art code LLMs.
4.2CLAug 26, 2024
LogProber: Disentangling confidence from contamination in LLM responsesNicolas Yax, Pierre-Yves Oudeyer, Stefano Palminteri
In machine learning, contamination refers to situations where testing data leak into the training set. The issue is particularly relevant for the evaluation of the performance of Large Language Models (LLMs), which are generally trained on gargantuan, and generally opaque, corpora of text scraped from the world wide web. Developing tools to detect contamination is therefore crucial to be able to fairly and properly track the evolution of the performance of LLMs. To date, only a few recent studies have attempted to address the issue of quantifying and detecting contamination in short text sequences, such as those commonly found in benchmarks. However, these methods have limitations that can sometimes render them impractical. In the present paper, we introduce LogProber, a novel, efficient algorithm that we show to be able to detect contamination in a black box setting that tries to tackle some of these drawbacks by focusing on the familiarity with the question rather than the answer. Here, we explore the properties of the proposed method in comparison with concurrent approaches, identify its advantages and limitations, and illustrate how different forms of contamination can go undetected depending on the design of the detection algorithm.
SBMLtoODEjax: Efficient Simulation and Optimization of Biological Network Models in JAXMayalen Etcheverry, Michael Levin, Clément Moulin-Frier et al.
Advances in bioengineering and biomedicine demand a deep understanding of the dynamic behavior of biological systems, ranging from protein pathways to complex cellular processes. Biological networks like gene regulatory networks and protein pathways are key drivers of embryogenesis and physiological processes. Comprehending their diverse behaviors is essential for tackling diseases, including cancer, as well as for engineering novel biological constructs. Despite the availability of extensive mathematical models represented in Systems Biology Markup Language (SBML), researchers face significant challenges in exploring the full spectrum of behaviors and optimizing interventions to efficiently shape those behaviors. Existing tools designed for simulation of biological network models are not tailored to facilitate interventions on network dynamics nor to facilitate automated discovery. Leveraging recent developments in machine learning (ML), this paper introduces SBMLtoODEjax, a lightweight library designed to seamlessly integrate SBML models with ML-supported pipelines, powered by JAX. SBMLtoODEjax facilitates the reuse and customization of SBML-based models, harnessing JAX's capabilities for efficient parallel simulations and optimization, with the aim to accelerate research in biological network analysis.
4.5AIOct 3, 2022
Contrastive Multimodal Learning for Emergence of Graphical Sensory-Motor CommunicationTristan Karch, Yoann Lemesle, Romain Laroche et al.
In this paper, we investigate whether artificial agents can develop a shared language in an ecological setting where communication relies on a sensory-motor channel. To this end, we introduce the Graphical Referential Game (GREG) where a speaker must produce a graphical utterance to name a visual referent object while a listener has to select the corresponding object among distractor referents, given the delivered message. The utterances are drawing images produced using dynamical motor primitives combined with a sketching library. To tackle GREG we present CURVES: a multimodal contrastive deep learning mechanism that represents the energy (alignment) between named referents and utterances generated through gradient ascent on the learned energy landscape. We demonstrate that CURVES not only succeeds at solving the GREG but also enables agents to self-organize a language that generalizes to feature compositions never seen during training. In addition to evaluating the communication performance of our approach, we also explore the structure of the emerging language. Specifically, we show that the resulting language forms a coherent lexicon shared between agents and that basic compositional rules on the graphical productions could not explain the compositional generalization.
Self-Improving Language Models for Evolutionary Program Synthesis: A Case Study on ARC-AGIJulien Pourcel, Cédric Colas, Pierre-Yves Oudeyer
Many program synthesis tasks prove too challenging for even state-of-the-art language models to solve in single attempts. Search-based evolutionary methods offer a promising alternative by exploring solution spaces iteratively, but their effectiveness remain limited by the fixed capabilities of the underlying generative model. We propose SOAR, a method that learns program synthesis by integrating language models into a self-improving evolutionary loop. SOAR alternates between (1) an evolutionary search that uses an LLM to sample and refine candidate solutions, and (2) a hindsight learning phase that converts search attempts into valid problem-solution pairs used to fine-tune the LLM's sampling and refinement capabilities\, -- \,enabling increasingly effective search in subsequent iterations. On the challenging ARC-AGI benchmark, SOAR achieves significant performance gains across model scales and iterations, leveraging positive transfer between the sampling and refinement finetuning tasks. These improvements carry over to test-time adaptation, enabling SOAR to solve 52\% of the public test set. Our code is open-sourced at: https://github.com/flowersteam/SOAR
9.6CLApr 6, 2024Code
PhyloLM : Inferring the Phylogeny of Large Language Models and Predicting their Performances in BenchmarksNicolas Yax, Pierre-Yves Oudeyer, Stefano Palminteri
This paper introduces PhyloLM, a method adapting phylogenetic algorithms to Large Language Models (LLMs) to explore whether and how they relate to each other and to predict their performance characteristics. Our method calculates a phylogenetic distance metric based on the similarity of LLMs' output. The resulting metric is then used to construct dendrograms, which satisfactorily capture known relationships across a set of 111 open-source and 45 closed models. Furthermore, our phylogenetic distance predicts performance in standard benchmarks, thus demonstrating its functional validity and paving the way for a time and cost-effective estimation of LLM capabilities. To sum up, by translating population genetic concepts to machine learning, we propose and validate a tool to evaluate LLM development, relationships and capabilities, even in the absence of transparent training information.
Grounding Spatio-Temporal Language with TransformersTristan Karch, Laetitia Teodorescu, Katja Hofmann et al.
Language is an interface to the outside world. In order for embodied agents to use it, language must be grounded in other, sensorimotor modalities. While there is an extended literature studying how machines can learn grounded language, the topic of how to learn spatio-temporal linguistic concepts is still largely uncharted. To make progress in this direction, we here introduce a novel spatio-temporal language grounding task where the goal is to learn the meaning of spatio-temporal descriptions of behavioral traces of an embodied agent. This is achieved by training a truth function that predicts if a description matches a given history of observations. The descriptions involve time-extended predicates in past and present tense as well as spatio-temporal references to objects in the scene. To study the role of architectural biases in this task, we train several models including multimodal Transformer architectures; the latter implement different attention computations between words and objects across space and time. We test models on two classes of generalization: 1) generalization to randomly held-out sentences; 2) generalization to grammar primitives. We observe that maintaining object identity in the attention computation of our Transformers is instrumental to achieving good performance on generalization overall, and that summarizing object traces in a single token has little influence on performance. We then discuss how this opens new perspectives for language-guided autonomous embodied agents. We also release our code under open-source license as well as pretrained models and datasets to encourage the wider community to build upon and extend our work in the future.
TeachMyAgent: a Benchmark for Automatic Curriculum Learning in Deep RLClément Romac, Rémy Portelas, Katja Hofmann et al.
Training autonomous agents able to generalize to multiple tasks is a key target of Deep Reinforcement Learning (DRL) research. In parallel to improving DRL algorithms themselves, Automatic Curriculum Learning (ACL) study how teacher algorithms can train DRL agents more efficiently by adapting task selection to their evolving abilities. While multiple standard benchmarks exist to compare DRL agents, there is currently no such thing for ACL algorithms. Thus, comparing existing approaches is difficult, as too many experimental parameters differ from paper to paper. In this work, we identify several key challenges faced by ACL algorithms. Based on these, we present TeachMyAgent (TA), a benchmark of current ACL algorithms leveraging procedural task generation. It includes 1) challenge-specific unit-tests using variants of a procedural Box2D bipedal walker environment, and 2) a new procedural Parkour environment combining most ACL challenges, making it ideal for global performance assessment. We then use TeachMyAgent to conduct a comparative study of representative existing approaches, showcasing the competitiveness of some ACL algorithms that do not use expert knowledge. We also show that the Parkour environment remains an open problem. We open-source our environments, all studied ACL algorithms (collected from open-source code or re-implemented), and DRL students in a Python package available at https://github.com/flowersteam/TeachMyAgent.
7.2LGAug 10, 2020Code
GRIMGEP: Learning Progress for Robust Goal Sampling in Visual Deep Reinforcement LearningGrgur Kovač, Adrien Laversanne-Finot, Pierre-Yves Oudeyer
Designing agents, capable of learning autonomously a wide range of skills is critical in order to increase the scope of reinforcement learning. It will both increase the diversity of learned skills and reduce the burden of manually designing reward functions for each skill. Self-supervised agents, setting their own goals, and trying to maximize the diversity of those goals have shown great promise towards this end. However, a currently known limitation of agents trying to maximize the diversity of sampled goals is that they tend to get attracted to noise or more generally to parts of the environments that cannot be controlled (distractors). When agents have access to predefined goal features or expert knowledge, absolute Learning Progress (ALP) provides a way to distinguish between regions that can be controlled and those that cannot. However, those methods often fall short when the agents are only provided with raw sensory inputs such as images. In this work we extend those concepts to unsupervised image-based goal exploration. We propose a framework that allows agents to autonomously identify and ignore noisy distracting regions while searching for novelty in the learnable regions to both improve overall performance and avoid catastrophic forgetting. Our framework can be combined with any state-of-the-art novelty seeking goal exploration approaches. We construct a rich 3D image based environment with distractors. Experiments on this environment show that agents using our framework successfully identify interesting regions of the environment, resulting in drastically improved performances. The source code is available at https://sites.google.com/view/grimgep.
Teacher algorithms for curriculum learning of Deep RL in continuously parameterized environmentsRémy Portelas, Cédric Colas, Katja Hofmann et al.
We consider the problem of how a teacher algorithm can enable an unknown Deep Reinforcement Learning (DRL) student to become good at a skill over a wide range of diverse environments. To do so, we study how a teacher algorithm can learn to generate a learning curriculum, whereby it sequentially samples parameters controlling a stochastic procedural generation of environments. Because it does not initially know the capacities of its student, a key challenge for the teacher is to discover which environments are easy, difficult or unlearnable, and in what order to propose them to maximize the efficiency of learning over the learnable ones. To achieve this, this problem is transformed into a surrogate continuous bandit problem where the teacher samples environments in order to maximize absolute learning progress of its student. We present a new algorithm modeling absolute learning progress with Gaussian mixture models (ALP-GMM). We also adapt existing algorithms and provide a complete study in the context of DRL. Using parameterized variants of the BipedalWalker environment, we study their efficiency to personalize a learning curriculum for different learners (embodiments), their robustness to the ratio of learnable/unlearnable environments, and their scalability to non-linear and high-dimensional parameter spaces. Videos and code are available at https://github.com/flowersteam/teachDeepRL.
How Many Random Seeds? Statistical Power Analysis in Deep Reinforcement Learning ExperimentsCédric Colas, Olivier Sigaud, Pierre-Yves Oudeyer
Consistently checking the statistical significance of experimental results is one of the mandatory methodological steps to address the so-called "reproducibility crisis" in deep reinforcement learning. In this tutorial paper, we explain how the number of random seeds relates to the probabilities of statistical errors. For both the t-test and the bootstrap confidence interval test, we recall theoretical guidelines to determine the number of random seeds one should use to provide a statistically significant comparison of the performance of two algorithms. Finally, we discuss the influence of deviations from the assumptions usually made by statistical tests. We show that they can lead to inaccurate evaluations of statistical errors and provide guidelines to counter these negative effects. We make our code available to perform the tests.
GEP-PG: Decoupling Exploration and Exploitation in Deep Reinforcement Learning AlgorithmsCédric Colas, Olivier Sigaud, Pierre-Yves Oudeyer
In continuous action domains, standard deep reinforcement learning algorithms like DDPG suffer from inefficient exploration when facing sparse or deceptive reward problems. Conversely, evolutionary and developmental methods focusing on exploration like Novelty Search, Quality-Diversity or Goal Exploration Processes explore more robustly but are less efficient at fine-tuning policies using gradient descent. In this paper, we present the GEP-PG approach, taking the best of both worlds by sequentially combining a Goal Exploration Process and two variants of DDPG. We study the learning performance of these components and their combination on a low dimensional deceptive reward problem and on the larger Half-Cheetah benchmark. We show that DDPG fails on the former and that GEP-PG improves over the best DDPG variant in both environments. Supplementary videos and discussion can be found at http://frama.link/gep_pg, the code at http://github.com/flowersteam/geppg.
10.0CLFeb 19, 2024
Stick to your Role! Stability of Personal Values Expressed in Large Language ModelsGrgur Kovač, Rémy Portelas, Masataka Sawayama et al.
The standard way to study Large Language Models (LLMs) with benchmarks or psychology questionnaires is to provide many different queries from similar minimal contexts (e.g. multiple choice questions). However, due to LLMs' highly context-dependent nature, conclusions from such minimal-context evaluations may be little informative about the model's behavior in deployment (where it will be exposed to many new contexts). We argue that context-dependence (specifically, value stability) should be studied as a specific property of LLMs and used as another dimension of LLM comparison (alongside others such as cognitive abilities, knowledge, or model size). We present a case-study on the stability of value expression over different contexts (simulated conversations on different topics) as measured using a standard psychology questionnaire (PVQ) and on behavioral downstream tasks. Reusing methods from psychology, we study Rank-order stability on the population (interpersonal) level, and Ipsative stability on the individual (intrapersonal) level. We consider two settings (with and without instructing LLMs to simulate particular personas), two simulated populations, and three downstream tasks. We observe consistent trends in the stability of models and model families - Mixtral, Mistral, GPT-3.5 and Qwen families are more stable than LLaMa-2 and Phi. The consistency of these trends implies that some models exhibit higher value stability than others, and that stability can be estimated with the set of introduced methodological tools. When instructed to simulate particular personas, LLMs exhibit low Rank-order stability, which further diminishes with conversation length. This highlights the need for future research on LLMs that coherently simulate different personas. This paper provides a foundational step in that direction, and, to our knowledge, it is the first study of value stability in LLMs.
Discovering Sensorimotor Agency in Cellular Automata using Diversity SearchGautier Hamon, Mayalen Etcheverry, Bert Wang-Chak Chan et al.
The research field of Artificial Life studies how life-like phenomena such as autopoiesis, agency, or self-regulation can self-organize in computer simulations. In cellular automata (CA), a key open-question has been whether it it is possible to find environment rules that self-organize robust "individuals" from an initial state with no prior existence of things like "bodies", "brain", "perception" or "action". In this paper, we leverage recent advances in machine learning, combining algorithms for diversity search, curriculum learning and gradient descent, to automate the search of such "individuals", i.e. localized structures that move around with the ability to react in a coherent manner to external obstacles and maintain their integrity, hence primitive forms of sensorimotor agency. We show that this approach enables to find systematically environmental conditions in CA leading to self-organization of such basic forms of agency. Through multiple experiments, we show that the discovered agents have surprisingly robust capabilities to move, maintain their body integrity and navigate among various obstacles. They also show strong generalization abilities, with robustness to changes of scale, random updates or perturbations from the environment not seen during training. We discuss how this approach opens new perspectives in AI and synthetic bioengineering.
5.5CLNov 5, 2024
Automatic Generation of Question Hints for Mathematics Problems using Large Language Models in Educational TechnologyJunior Cedric Tonga, Benjamin Clement, Pierre-Yves Oudeyer
The automatic generation of hints by Large Language Models (LLMs) within Intelligent Tutoring Systems (ITSs) has shown potential to enhance student learning. However, generating pedagogically sound hints that address student misconceptions and adhere to specific educational objectives remains challenging. This work explores using LLMs (GPT-4o and Llama-3-8B-instruct) as teachers to generate effective hints for students simulated through LLMs (GPT-3.5-turbo, Llama-3-8B-Instruct, or Mistral-7B-instruct-v0.3) tackling math exercises designed for human high-school students, and designed using cognitive science principles. We present here the study of several dimensions: 1) identifying error patterns made by simulated students on secondary-level math exercises; 2) developing various prompts for GPT-4o as a teacher and evaluating their effectiveness in generating hints that enable simulated students to self-correct; and 3) testing the best-performing prompts, based on their ability to produce relevant hints and facilitate error correction, with Llama-3-8B-Instruct as the teacher, allowing for a performance comparison with GPT-4o. The results show that model errors increase with higher temperature settings. Notably, when hints are generated by GPT-4o, the most effective prompts include prompts tailored to specific errors as well as prompts providing general hints based on common mathematical errors. Interestingly, Llama-3-8B-Instruct as a teacher showed better overall performance than GPT-4o. Also the problem-solving and response revision capabilities of the LLMs as students, particularly GPT-3.5-turbo, improved significantly after receiving hints, especially at lower temperature settings. However, models like Mistral-7B-Instruct demonstrated a decline in performance as the temperature increased.
7.9LGOct 16, 2024
SAC-GLAM: Improving Online RL for LLM agents with Soft Actor-Critic and Hindsight RelabelingLoris Gaven, Clement Romac, Thomas Carta et al.
The past years have seen Large Language Models (LLMs) strive not only as generative models but also as agents solving textual sequential decision-making tasks. When facing complex environments where their zero-shot abilities are insufficient, recent work showed online Reinforcement Learning (RL) could be used for the LLM agent to discover and learn efficient strategies interactively. However, most prior work sticks to on-policy algorithms, which greatly reduces the scope of methods such agents could use for both exploration and exploitation, such as experience replay and hindsight relabeling. Yet, such methods may be key for LLM learning agents, and in particular when designing autonomous intrinsically motivated agents sampling and pursuing their own goals (i.e. autotelic agents). This paper presents and studies an adaptation of Soft Actor-Critic and hindsight relabeling to LLM agents. Our method not only paves the path towards autotelic LLM agents that learn online but can also outperform on-policy methods in more classic multi-goal RL environments.
18.2LGOct 25, 2024
Reinforcement Learning for Aligning Large Language Models Agents with Interactive Environments: Quantifying and Mitigating Prompt OverfittingMohamed Salim Aissi, Clement Romac, Thomas Carta et al.
Reinforcement learning (RL) is a promising approach for aligning large language models (LLMs) knowledge with sequential decision-making tasks. However, few studies have thoroughly investigated the impact on LLM agents capabilities of fine-tuning them with RL in a specific environment. In this paper, we propose a novel framework to analyze the sensitivity of LLMs to prompt formulations following RL training in a textual environment. Our findings reveal that the performance of LLMs degrades when faced with prompt formulations different from those used during the RL training phase. Besides, we analyze the source of this sensitivity by examining the model's internal representations and salient tokens. Finally, we propose to use a contrastive loss to mitigate this sensitivity and improve the robustness and generalization capabilities of LLMs.
2.3CGJun 10, 2025
Flow-Lenia: Emergent evolutionary dynamics in mass conservative continuous cellular automataErwan Plantec, Gautier Hamon, Mayalen Etcheverry et al.
Central to the artificial life endeavour is the creation of artificial systems spontaneously generating properties found in the living world such as autopoiesis, self-replication, evolution and open-endedness. While numerous models and paradigms have been proposed, cellular automata (CA) have taken a very important place in the field notably as they enable the study of phenomenons like self-reproduction and autopoiesis. Continuous CA like Lenia have been showed to produce life-like patterns reminiscent, on an aesthetic and ontological point of view, of biological organisms we call creatures. We propose in this paper Flow-Lenia, a mass conservative extension of Lenia. We present experiments demonstrating its effectiveness in generating spatially-localized patters (SLPs) with complex behaviors and show that the update rule parameters can be optimized to generate complex creatures showing behaviors of interest. Furthermore, we show that Flow-Lenia allows us to embed the parameters of the model, defining the properties of the emerging patterns, within its own dynamics thus allowing for multispecies simulations. By using the evolutionary activity framework as well as other metrics, we shed light on the emergent evolutionary dynamics taking place in this system.
5.8AIMay 21, 2025
Exploring Flow-Lenia Universes with a Curiosity-driven AI Scientist: Discovering Diverse Ecosystem DynamicsThomas Michel, Marko Cvjetko, Gautier Hamon et al.
We present a method for the automated discovery of system-level dynamics in Flow-Lenia--a continuous cellular automaton (CA) with mass conservation and parameter localization-using a curiosity--driven AI scientist. This method aims to uncover processes leading to self-organization of evolutionary and ecosystemic dynamics in CAs. We build on previous work which uses diversity search algorithms in Lenia to find self-organized individual patterns, and extend it to large environments that support distinct interacting patterns. We adapt Intrinsically Motivated Goal Exploration Processes (IMGEPs) to drive exploration of diverse Flow-Lenia environments using simulation-wide metrics, such as evolutionary activity, compression-based complexity, and multi-scale entropy. We test our method in two experiments, showcasing its ability to illuminate significantly more diverse dynamics compared to random search. We show qualitative results illustrating how ecosystemic simulations enable self-organization of complex collective behaviors not captured by previous individual pattern search and analysis. We complement automated discovery with an interactive exploration tool, creating an effective human-AI collaborative workflow for scientific investigation. Though demonstrated specifically with Flow-Lenia, this methodology provides a framework potentially applicable to other parameterizable complex systems where understanding emergent collective properties is of interest.
4.1LGAug 20, 2025
HERAKLES: Hierarchical Skill Compilation for Open-ended LLM AgentsThomas Carta, Clément Romac, Loris Gaven et al.
Open-ended AI agents need to be able to learn efficiently goals of increasing complexity, abstraction and heterogeneity over their lifetime. Beyond sampling efficiently their own goals, autotelic agents specifically need to be able to keep the growing complexity of goals under control, limiting the associated growth in sample and computational complexity. To adress this challenge, recent approaches have leveraged hierarchical reinforcement learning (HRL) and language, capitalizing on its compositional and combinatorial generalization capabilities to acquire temporally extended reusable behaviours. Existing approaches use expert defined spaces of subgoals over which they instantiate a hierarchy, and often assume pre-trained associated low-level policies. Such designs are inadequate in open-ended scenarios, where goal spaces naturally diversify across a broad spectrum of difficulties. We introduce HERAKLES, a framework that enables a two-level hierarchical autotelic agent to continuously compile mastered goals into the low-level policy, executed by a small, fast neural network, dynamically expanding the set of subgoals available to the high-level policy. We train a Large Language Model (LLM) to serve as the high-level controller, exploiting its strengths in goal decomposition and generalization to operate effectively over this evolving subgoal space. We evaluate HERAKLES in the open-ended Crafter environment and show that it scales effectively with goal complexity, improves sample efficiency through skill compilation, and enables the agent to adapt robustly to novel challenges over time.
Language-biased image classification: evaluation based on semantic representationsYoann Lemesle, Masataka Sawayama, Guillermo Valle-Perez et al.
Humans show language-biased image recognition for a word-embedded image, known as picture-word interference. Such interference depends on hierarchical semantic categories and reflects that human language processing highly interacts with visual processing. Similar to humans, recent artificial models jointly trained on texts and images, e.g., OpenAI CLIP, show language-biased image classification. Exploring whether the bias leads to interference similar to those observed in humans can contribute to understanding how much the model acquires hierarchical semantic representations from joint learning of language and vision. The present study introduces methodological tools from the cognitive science literature to assess the biases of artificial models. Specifically, we introduce a benchmark task to test whether words superimposed on images can distort the image classification across different category levels and, if it can, whether the perturbation is due to the shared semantic representation between language and vision. Our dataset is a set of word-embedded images and consists of a mixture of natural image datasets and hierarchical word labels with superordinate/basic category levels. Using this benchmark test, we evaluate the CLIP model. We show that presenting words distorts the image classification by the model across different category levels, but the effect does not depend on the semantic relationship between images and embedded words. This suggests that the semantic word representation in the CLIP visual processing is not shared with the image representation, although the word representation strongly dominates for word-embedded images.
8.4LGJul 2, 2021
SocialAI: Benchmarking Socio-Cognitive Abilities in Deep Reinforcement Learning AgentsGrgur Kovač, Rémy Portelas, Katja Hofmann et al.
Building embodied autonomous agents capable of participating in social interactions with humans is one of the main challenges in AI. Within the Deep Reinforcement Learning (DRL) field, this objective motivated multiple works on embodied language use. However, current approaches focus on language as a communication tool in very simplified and non-diverse social situations: the "naturalness" of language is reduced to the concept of high vocabulary size and variability. In this paper, we argue that aiming towards human-level AI requires a broader set of key social skills: 1) language use in complex and variable social contexts; 2) beyond language, complex embodied communication in multimodal settings within constantly evolving social worlds. We explain how concepts from cognitive sciences could help AI to draw a roadmap towards human-like intelligence, with a focus on its social dimensions. As a first step, we propose to expand current research to a broader set of core social skills. To do this, we present SocialAI, a benchmark to assess the acquisition of social skills of DRL agents using multiple grid-world environments featuring other (scripted) social agents. We then study the limits of a recent SOTA DRL approach when tested on SocialAI and discuss important next steps towards proficient social agents. Videos and code are available at https://sites.google.com/view/socialai.
Causal Reinforcement Learning using Observational and Interventional DataMaxime Gasse, Damien Grasset, Guillaume Gaudron et al.
Learning efficiently a causal model of the environment is a key challenge of model-based RL agents operating in POMDPs. We consider here a scenario where the learning agent has the ability to collect online experiences through direct interactions with the environment (interventional data), but has also access to a large collection of offline experiences, obtained by observing another agent interacting with the environment (observational data). A key ingredient, that makes this situation non-trivial, is that we allow the observed agent to interact with the environment based on hidden information, which is not observed by the learning agent. We then ask the following questions: can the online and offline experiences be safely combined for learning a causal model ? And can we expect the offline experiences to improve the agent's performances ? To answer these questions, we import ideas from the well-established causal framework of do-calculus, and we express model-based reinforcement learning as a causal inference problem. Then, we propose a general yet simple methodology for leveraging offline data during learning. In a nutshell, the method relies on learning a latent-based causal transition model that explains both the interventional and observational regimes, and then using the recovered latent variable to infer the standard POMDP transition model via deconfounding. We prove our method is correct and efficient in the sense that it attains better generalization guarantees due to the offline data (in the asymptotic case), and we illustrate its effectiveness empirically on synthetic toy problems. Our contribution aims at bridging the gap between the fields of reinforcement learning and causality.
7.5LGMay 25, 2021
Towards Teachable Autotelic AgentsOlivier Sigaud, Ahmed Akakzia, Hugo Caselles-Dupré et al.
Autonomous discovery and direct instruction are two distinct sources of learning in children but education sciences demonstrate that mixed approaches such as assisted discovery or guided play result in improved skill acquisition. In the field of Artificial Intelligence, these extremes respectively map to autonomous agents learning from their own signals and interactive learning agents fully taught by their teachers. In between should stand teachable autotelic agents (TAA): agents that learn from both internal and teaching signals to benefit from the higher efficiency of assisted discovery. Designing such agents will enable real-world non-expert users to orient the learning trajectories of agents towards their expectations. More fundamentally, this may also be a key step to build agents with human-level intelligence. This paper presents a roadmap towards the design of teachable autonomous agents. Building on developmental psychology and education sciences, we start by identifying key features enabling assisted discovery processes in child-tutor interactions. This leads to the production of a checklist of features that future TAA will need to demonstrate. The checklist allows us to precisely pinpoint the various limitations of current reinforcement learning agents and to identify the promising first steps towards TAA. It also shows the way forward by highlighting key research directions towards the design or autonomous agents that can be taught by ordinary people via natural pedagogy.
3.1LGApr 27, 2021
SocialAI 0.1: Towards a Benchmark to Stimulate Research on Socio-Cognitive Abilities in Deep Reinforcement Learning AgentsGrgur Kovač, Rémy Portelas, Katja Hofmann et al.
Building embodied autonomous agents capable of participating in social interactions with humans is one of the main challenges in AI. This problem motivated many research directions on embodied language use. Current approaches focus on language as a communication tool in very simplified and non diverse social situations: the "naturalness" of language is reduced to the concept of high vocabulary size and variability. In this paper, we argue that aiming towards human-level AI requires a broader set of key social skills: 1) language use in complex and variable social contexts; 2) beyond language, complex embodied communication in multimodal settings within constantly evolving social worlds. In this work we explain how concepts from cognitive sciences could help AI to draw a roadmap towards human-like intelligence, with a focus on its social dimensions. We then study the limits of a recent SOTA Deep RL approach when tested on a first grid-world environment from the upcoming SocialAI, a benchmark to assess the social skills of Deep RL agents. Videos and code are available at https://sites.google.com/view/socialai01 .
6.5LGNov 16, 2020
Meta Automatic Curriculum LearningRémy Portelas, Clément Romac, Katja Hofmann et al.
A major challenge in the Deep RL (DRL) community is to train agents able to generalize their control policy over situations never seen in training. Training on diverse tasks has been identified as a key ingredient for good generalization, which pushed researchers towards using rich procedural task generation systems controlled through complex continuous parameter spaces. In such complex task spaces, it is essential to rely on some form of Automatic Curriculum Learning (ACL) to adapt the task sampling distribution to a given learning agent, instead of randomly sampling tasks, as many could end up being either trivial or unfeasible. Since it is hard to get prior knowledge on such task spaces, many ACL algorithms explore the task space to detect progress niches over time, a costly tabula-rasa process that needs to be performed for each new learning agents, although they might have similarities in their capabilities profiles. To address this limitation, we introduce the concept of Meta-ACL, and formalize it in the context of black-box RL learners, i.e. algorithms seeking to generalize curriculum generation to an (unknown) distribution of learners. In this work, we present AGAIN, a first instantiation of Meta-ACL, and showcase its benefits for curriculum generation over classical ACL in multiple simulated environments including procedurally generated parkour environments with learners of varying morphologies. Videos and code are available at https://sites.google.com/view/meta-acl .
Hierarchically Organized Latent Modules for Exploratory Search in Morphogenetic SystemsMayalen Etcheverry, Clement Moulin-Frier, Pierre-Yves Oudeyer
Self-organization of complex morphological patterns from local interactions is a fascinating phenomenon in many natural and artificial systems. In the artificial world, typical examples of such morphogenetic systems are cellular automata. Yet, their mechanisms are often very hard to grasp and so far scientific discoveries of novel patterns have primarily been relying on manual tuning and ad hoc exploratory search. The problem of automated diversity-driven discovery in these systems was recently introduced [26, 62], highlighting that two key ingredients are autonomous exploration and unsupervised representation learning to describe "relevant" degrees of variations in the patterns. In this paper, we motivate the need for what we call Meta-diversity search, arguing that there is not a unique ground truth interesting diversity as it strongly depends on the final observer and its motives. Using a continuous game-of-life system for experiments, we provide empirical evidences that relying on monolithic architectures for the behavioral embedding design tends to bias the final discoveries (both for hand-defined and unsupervisedly-learned features) which are unlikely to be aligned with the interest of a final end-user. To address these issues, we introduce a novel dynamic and modular architecture that enables unsupervised learning of a hierarchy of diverse representations. Combined with intrinsically motivated goal exploration algorithms, we show that this system forms a discovery assistant that can efficiently adapt its diversity search towards preferences of a user using only a very small amount of user feedback.
10.6LGJun 12, 2020
Language-Conditioned Goal Generation: a New Approach to Language Grounding for RLCédric Colas, Ahmed Akakzia, Pierre-Yves Oudeyer et al.
In the real world, linguistic agents are also embodied agents: they perceive and act in the physical world. The notion of Language Grounding questions the interactions between language and embodiment: how do learning agents connect or ground linguistic representations to the physical world ? This question has recently been approached by the Reinforcement Learning community under the framework of instruction-following agents. In these agents, behavioral policies or reward functions are conditioned on the embedding of an instruction expressed in natural language. This paper proposes another approach: using language to condition goal generators. Given any goal-conditioned policy, one could train a language-conditioned goal generator to generate language-agnostic goals for the agent. This method allows to decouple sensorimotor learning from language acquisition and enable agents to demonstrate a diversity of behaviors for any given instruction. We propose a particular instantiation of this approach and demonstrate its benefits.
1.2LGMay 13, 2020
Progressive growing of self-organized hierarchical representations for explorationMayalen Etcheverry, Pierre-Yves Oudeyer, Chris Reinke
Designing agent that can autonomously discover and learn a diversity of structures and skills in unknown changing environments is key for lifelong machine learning. A central challenge is how to learn incrementally representations in order to progressively build a map of the discovered structures and re-use it to further explore. To address this challenge, we identify and target several key functionalities. First, we aim to build lasting representations and avoid catastrophic forgetting throughout the exploration process. Secondly we aim to learn a diversity of representations allowing to discover a "diversity of diversity" of structures (and associated skills) in complex high-dimensional environments. Thirdly, we target representations that can structure the agent discoveries in a coarse-to-fine manner. Finally, we target the reuse of such representations to drive exploration toward an "interesting" type of diversity, for instance leveraging human guidance. Current approaches in state representation learning rely generally on monolithic architectures which do not enable all these functionalities. Therefore, we present a novel technique to progressively construct a Hierarchy of Observation Latent Models for Exploration Stratification, called HOLMES. This technique couples the use of a dynamic modular model architecture for representation learning with intrinsically-motivated goal exploration processes (IMGEPs). The paper shows results in the domain of automated discovery of diverse self-organized patterns, considering as testbed the experimental framework from Reinke et al. (2019).
7.9LGApr 9, 2020
SpatialSim: Recognizing Spatial Configurations of Objects with Graph Neural NetworksLaetitia Teodorescu, Katja Hofmann, Pierre-Yves Oudeyer
Recognizing precise geometrical configurations of groups of objects is a key capability of human spatial cognition, yet little studied in the deep learning literature so far. In particular, a fundamental problem is how a machine can learn and compare classes of geometric spatial configurations that are invariant to the point of view of an external observer. In this paper we make two key contributions. First, we propose SpatialSim (Spatial Similarity), a novel geometrical reasoning benchmark, and argue that progress on this benchmark would pave the way towards a general solution to address this challenge in the real world. This benchmark is composed of two tasks: Identification and Comparison, each one instantiated in increasing levels of difficulty. Secondly, we study how relational inductive biases exhibited by fully-connected message-passing Graph Neural Networks (MPGNNs) are useful to solve those tasks, and show their advantages over less relational baselines such as Deep Sets and unstructured models such as Multi-Layer Perceptrons. Finally, we highlight the current limits of GNNs in these tasks.
2.3LGApr 7, 2020
Trying AGAIN instead of Trying Longer: Prior Learning for Automatic Curriculum LearningRémy Portelas, Katja Hofmann, Pierre-Yves Oudeyer
A major challenge in the Deep RL (DRL) community is to train agents able to generalize over unseen situations, which is often approached by training them on a diversity of tasks (or environments). A powerful method to foster diversity is to procedurally generate tasks by sampling their parameters from a multi-dimensional distribution, enabling in particular to propose a different task for each training episode. In practice, to get the high diversity of training tasks necessary for generalization, one has to use complex procedural generation systems. With such generators, it is hard to get prior knowledge on the subset of tasks that are actually learnable at all (many generated tasks may be unlearnable), what is their relative difficulty and what is the most efficient task distribution ordering for training. A typical solution in such cases is to rely on some form of Automated Curriculum Learning (ACL) to adapt the sampling distribution. One limit of current approaches is their need to explore the task space to detect progress niches over time, which leads to a loss of time. Additionally, we hypothesize that the induced noise in the training data may impair the performances of brittle DRL learners. We address this problem by proposing a two stage ACL approach where 1) a teacher algorithm first learns to train a DRL agent with a high-exploration curriculum, and then 2) distills learned priors from the first run to generate an "expert curriculum" to re-train the same agent from scratch. Besides demonstrating 50% improvements on average over the current state of the art, the objective of this work is to give a first example of a new research direction oriented towards refining ACL techniques over multiple learners, which we call Classroom Teaching.
7.2LGMar 20, 2020
Deep Sets for Generalization in RLTristan Karch, Cédric Colas, Laetitia Teodorescu et al.
This paper investigates the idea of encoding object-centered representations in the design of the reward function and policy architectures of a language-guided reinforcement learning agent. This is done using a combination of object-wise permutation invariant networks inspired from Deep Sets and gated-attention mechanisms. In a 2D procedurally-generated world where agents targeting goals in natural language navigate and interact with objects, we show that these architectures demonstrate strong generalization capacities to out-of-distribution goals. We study the generalization to varying numbers of objects at test time and further extend the object-centered architectures to goals involving relational reasoning.
5.9MAFeb 20, 2020
Multi-Agent Reinforcement Learning as a Computational Tool for Language Evolution Research: Historical Context and Future ChallengesClément Moulin-Frier, Pierre-Yves Oudeyer
Computational models of emergent communication in agent populations are currently gaining interest in the machine learning community due to recent advances in Multi-Agent Reinforcement Learning (MARL). Current contributions are however still relatively disconnected from the earlier theoretical and computational literature aiming at understanding how language might have emerged from a prelinguistic substance. The goal of this paper is to position recent MARL contributions within the historical context of language evolution research, as well as to extract from this theoretical and computational background a few challenges for future research.
User-in-the-loop Adaptive Intent Detection for Instructable Digital AssistantNicolas Lair, Clément Delgrange, David Mugisha et al.
People are becoming increasingly comfortable using Digital Assistants (DAs) to interact with services or connected objects. However, for non-programming users, the available possibilities for customizing their DA are limited and do not include the possibility of teaching the assistant new tasks. To make the most of the potential of DAs, users should be able to customize assistants by instructing them through Natural Language (NL). To provide such functionalities, NL interpretation in traditional assistants should be improved: (1) The intent identification system should be able to recognize new forms of known intents, and to acquire new intents as they are expressed by the user. (2) In order to be adaptive to novel intents, the Natural Language Understanding module should be sample efficient, and should not rely on a pretrained model. Rather, the system should continuously collect the training data as it learns new intents from the user. In this work, we propose AidMe (Adaptive Intent Detection in Multi-Domain Environments), a user-in-the-loop adaptive intent detection framework that allows the assistant to adapt to its user by learning his intents as their interaction progresses. AidMe builds its repertoire of intents and collects data to train a model of semantic similarity evaluation that can discriminate between the learned intents and autonomously discover new forms of known intents. AidMe addresses two major issues - intent learning and user adaptation - for instructable digital assistants. We demonstrate the capabilities of AidMe as a standalone system by comparing it with a one-shot learning system and a pretrained NLU module through simulations of interactions with a user. We also show how AidMe can smoothly integrate to an existing instructable digital assistant.
9.9LGAug 19, 2019
Intrinsically Motivated Discovery of Diverse Patterns in Self-Organizing SystemsChris Reinke, Mayalen Etcheverry, Pierre-Yves Oudeyer
In many complex dynamical systems, artificial or natural, one can observe self-organization of patterns emerging from local rules. Cellular automata, like the Game of Life (GOL), have been widely used as abstract models enabling the study of various aspects of self-organization and morphogenesis, such as the emergence of spatially localized patterns. However, findings of self-organized patterns in such models have so far relied on manual tuning of parameters and initial states, and on the human eye to identify interesting patterns. In this paper, we formulate the problem of automated discovery of diverse self-organized patterns in such high-dimensional complex dynamical systems, as well as a framework for experimentation and evaluation. Using a continuous GOL as a testbed, we show that recent intrinsically-motivated machine learning algorithms (POP-IMGEPs), initially developed for learning of inverse models in robotics, can be transposed and used in this novel application area. These algorithms combine intrinsically-motivated goal exploration and unsupervised learning of goal space representations. Goal space representations describe the interesting features of patterns for which diverse variations should be discovered. In particular, we compare various approaches to define and learn goal space representations from the perspective of discovering diverse spatially localized patterns. Moreover, we introduce an extension of a state-of-the-art POP-IMGEP algorithm which incrementally learns a goal representation using a deep auto-encoder, and the use of CPPN primitives for generating initialization parameters. We show that it is more efficient than several baselines and equally efficient as a system pre-trained on a hand-made database of patterns identified by human experts.
2.7LGJun 10, 2019
Autonomous Goal Exploration using Learned Goal Spaces for Visuomotor Skill Acquisition in RobotsAdrien Laversanne-Finot, Alexandre Péré, Pierre-Yves Oudeyer
The automatic and efficient discovery of skills, without supervision, for long-living autonomous agents, remains a challenge of Artificial Intelligence. Intrinsically Motivated Goal Exploration Processes give learning agents a human-inspired mechanism to sequentially select goals to achieve. This approach gives a new perspective on the lifelong learning problem, with promising results on both simulated and real-world experiments. Until recently, those algorithms were restricted to domains with experimenter-knowledge, since the Goal Space used by the agents was built on engineered feature extractors. The recent advances of deep representation learning, enables new ways of designing those feature extractors, using directly the agent experience. Recent work has shown the potential of those methods on simple yet challenging simulated domains. In this paper, we present recent results showing the applicability of those principles on a real-world robotic setup, where a 6-joint robotic arm learns to manipulate a ball inside an arena, by choosing goals in a space learned from its past experience.
A Hitchhiker's Guide to Statistical Comparisons of Reinforcement Learning AlgorithmsCédric Colas, Olivier Sigaud, Pierre-Yves Oudeyer
Consistently checking the statistical significance of experimental results is the first mandatory step towards reproducible science. This paper presents a hitchhiker's guide to rigorous comparisons of reinforcement learning algorithms. After introducing the concepts of statistical testing, we review the relevant statistical tests and compare them empirically in terms of false positive rate and statistical power as a function of the sample size (number of seeds) and effect size. We further investigate the robustness of these tests to violations of the most common hypotheses (normal distributions, same distributions, equal variances). Beside simulations, we compare empirical distributions obtained by running Soft-Actor Critic and Twin-Delayed Deep Deterministic Policy Gradient on Half-Cheetah. We conclude by providing guidelines and code to perform rigorous comparisons of RL algorithm performances.
0.6CLMar 25, 2019
Computational and Robotic Models of Early Language Development: A ReviewPierre-Yves Oudeyer, George Kachergis, William Schueller
We review computational and robotics models of early language learning and development. We first explain why and how these models are used to understand better how children learn language. We argue that they provide concrete theories of language learning as a complex dynamic system, complementing traditional methods in psychology and linguistics. We review different modeling formalisms, grounded in techniques from machine learning and artificial intelligence such as Bayesian and neural network approaches. We then discuss their role in understanding several key mechanisms of language development: cross-situational statistical learning, embodiment, situated social interaction, intrinsically motivated learning, and cultural evolution. We conclude by discussing future challenges for research, including modeling of large-scale empirical data about language acquisition in real-world environments. Keywords: Early language learning, Computational and robotic models, machine learning, development, embodiment, social interaction, intrinsic motivation, self-organization, dynamical systems, complexity.
CURIOUS: Intrinsically Motivated Modular Multi-Goal Reinforcement LearningCédric Colas, Pierre Fournier, Olivier Sigaud et al.
In open-ended environments, autonomous learning agents must set their own goals and build their own curriculum through an intrinsically motivated exploration. They may consider a large diversity of goals, aiming to discover what is controllable in their environments, and what is not. Because some goals might prove easy and some impossible, agents must actively select which goal to practice at any moment, to maximize their overall mastery on the set of learnable goals. This paper proposes CURIOUS, an algorithm that leverages 1) a modular Universal Value Function Approximator with hindsight learning to achieve a diversity of goals of different kinds within a unique policy and 2) an automated curriculum learning mechanism that biases the attention of the agent towards goals maximizing the absolute learning progress. Agents focus sequentially on goals of increasing complexity, and focus back on goals that are being forgotten. Experiments conducted in a new modular-goal robotic environment show the resulting developmental self-organization of a learning curriculum, and demonstrate properties of robustness to distracting goals, forgetting and changes in body properties.