CLFeb 9, 2023
Toolformer: Language Models Can Teach Themselves to Use ToolsTimo Schick, Jane Dwivedi-Yu, Roberto Dessì et al. · meta-ai, uw
Language models (LMs) exhibit remarkable abilities to solve new tasks from just a few examples or textual instructions, especially at scale. They also, paradoxically, struggle with basic functionality, such as arithmetic or factual lookup, where much simpler and smaller models excel. In this paper, we show that LMs can teach themselves to use external tools via simple APIs and achieve the best of both worlds. We introduce Toolformer, a model trained to decide which APIs to call, when to call them, what arguments to pass, and how to best incorporate the results into future token prediction. This is done in a self-supervised way, requiring nothing more than a handful of demonstrations for each API. We incorporate a range of tools, including a calculator, a Q\&A system, two different search engines, a translation system, and a calendar. Toolformer achieves substantially improved zero-shot performance across a variety of downstream tasks, often competitive with much larger models, without sacrificing its core language modeling abilities.
CLFeb 15, 2023
Augmented Language Models: a SurveyGrégoire Mialon, Roberto Dessì, Maria Lomeli et al. · berkeley, meta-ai
This survey reviews works in which language models (LMs) are augmented with reasoning skills and the ability to use tools. The former is defined as decomposing a potentially complex task into simpler subtasks while the latter consists in calling external modules such as a code interpreter. LMs can leverage these augmentations separately or in combination via heuristics, or learn to do so from demonstrations. While adhering to a standard missing tokens prediction objective, such augmented LMs can use various, possibly non-parametric external modules to expand their context processing ability, thus departing from the pure language modeling paradigm. We therefore refer to them as Augmented Language Models (ALMs). The missing token objective allows ALMs to learn to reason, use tools, and even act, while still performing standard natural language tasks and even outperforming most regular LMs on several benchmarks. In this work, after reviewing current advance in ALMs, we conclude that this new research direction has the potential to address common limitations of traditional LMs such as interpretability, consistency, and scalability issues.
AIJul 31, 2024
The Llama 3 Herd of ModelsAaron Grattafiori, Abhimanyu Dubey, Abhinav Jauhri et al. · allen-ai, berkeley
Modern artificial intelligence (AI) systems are powered by foundation models. This paper presents a new set of foundation models, called Llama 3. It is a herd of language models that natively support multilinguality, coding, reasoning, and tool usage. Our largest model is a dense Transformer with 405B parameters and a context window of up to 128K tokens. This paper presents an extensive empirical evaluation of Llama 3. We find that Llama 3 delivers comparable quality to leading language models such as GPT-4 on a plethora of tasks. We publicly release Llama 3, including pre-trained and post-trained versions of the 405B parameter language model and our Llama Guard 3 model for input and output safety. The paper also presents the results of experiments in which we integrate image, video, and speech capabilities into Llama 3 via a compositional approach. We observe this approach performs competitively with the state-of-the-art on image, video, and speech recognition tasks. The resulting models are not yet being broadly released as they are still under development.
CLSep 20, 2023
Chain-of-Verification Reduces Hallucination in Large Language ModelsShehzaad Dhuliawala, Mojtaba Komeili, Jing Xu et al. · berkeley, meta-ai
Generation of plausible yet incorrect factual information, termed hallucination, is an unsolved issue in large language models. We study the ability of language models to deliberate on the responses they give in order to correct their mistakes. We develop the Chain-of-Verification (CoVe) method whereby the model first (i) drafts an initial response; then (ii) plans verification questions to fact-check its draft; (iii) answers those questions independently so the answers are not biased by other responses; and (iv) generates its final verified response. In experiments, we show CoVe decreases hallucinations across a variety of tasks, from list-based questions from Wikidata, closed book MultiSpanQA and longform text generation.
LGJun 8, 2023Code
On the Importance of Exploration for Generalization in Reinforcement LearningYiding Jiang, J. Zico Kolter, Roberta Raileanu
Existing approaches for improving generalization in deep reinforcement learning (RL) have mostly focused on representation learning, neglecting RL-specific aspects such as exploration. We hypothesize that the agent's exploration strategy plays a key role in its ability to generalize to new environments. Through a series of experiments in a tabular contextual MDP, we show that exploration is helpful not only for efficiently finding the optimal policy for the training environments but also for acquiring knowledge that helps decision making in unseen environments. Based on these observations, we propose EDE: Exploration via Distributional Ensemble, a method that encourages exploration of states with high epistemic uncertainty through an ensemble of Q-value distributions. Our algorithm is the first value-based approach to achieve state-of-the-art on both Procgen and Crafter, two benchmarks for generalization in RL with high-dimensional observations. The open-sourced implementation can be found at https://github.com/facebookresearch/ede .
LGJun 2, 2023Code
Hyperparameters in Reinforcement Learning and How To Tune ThemTheresa Eimer, Marius Lindauer, Roberta Raileanu
In order to improve reproducibility, deep reinforcement learning (RL) has been adopting better scientific practices such as standardized evaluation metrics and reporting. However, the process of hyperparameter optimization still varies widely across papers, which makes it challenging to compare RL algorithms fairly. In this paper, we show that hyperparameter choices in RL can significantly affect the agent's final performance and sample efficiency, and that the hyperparameter landscape can strongly depend on the tuning seed which may lead to overfitting. We therefore propose adopting established best practices from AutoML, such as the separation of tuning and testing seeds, as well as principled hyperparameter optimization (HPO) across a broad search space. We support this by comparing multiple state-of-the-art HPO tools on a range of RL algorithms and environments to their hand-tuned counterparts, demonstrating that HPO approaches often have higher performance and lower compute overhead. As a result of our findings, we recommend a set of best practices for the RL community, which should result in stronger empirical results with fewer computational costs, better reproducibility, and thus faster progress. In order to encourage the adoption of these practices, we provide plug-and-play implementations of the tuning algorithms used in this paper at https://github.com/facebookresearch/how-to-autorl.
LGMar 22, 2022
Insights From the NeurIPS 2021 NetHack ChallengeEric Hambro, Sharada Mohanty, Dmitrii Babaev et al. · deepmind, oxford
In this report, we summarize the takeaways from the first NeurIPS 2021 NetHack Challenge. Participants were tasked with developing a program or agent that can win (i.e., 'ascend' in) the popular dungeon-crawler game of NetHack by interacting with the NetHack Learning Environment (NLE), a scalable, procedurally generated, and challenging Gym environment for reinforcement learning (RL). The challenge showcased community-driven progress in AI with many diverse approaches significantly beating the previously best results on NetHack. Furthermore, it served as a direct comparison between neural (e.g., deep RL) and symbolic AI, as well as hybrid systems, demonstrating that on NetHack symbolic bots currently outperform deep RL by a large margin. Lastly, no agent got close to winning the game, illustrating NetHack's suitability as a long-term benchmark for AI research.
CLJul 19, 2023
Challenges and Applications of Large Language ModelsJean Kaddour, Joshua Harris, Maximilian Mozes et al. · cambridge
Large Language Models (LLMs) went from non-existent to ubiquitous in the machine learning discourse within a few years. Due to the fast pace of the field, it is difficult to identify the remaining challenges and already fruitful application areas. In this paper, we aim to establish a systematic set of open problems and application successes so that ML researchers can comprehend the field's current state more quickly and become productive.
LGNov 1, 2022Code
Dungeons and Data: A Large-Scale NetHack DatasetEric Hambro, Roberta Raileanu, Danielle Rothermel et al.
Recent breakthroughs in the development of agents to solve challenging sequential decision making problems such as Go, StarCraft, or DOTA, have relied on both simulated environments and large-scale datasets. However, progress on this research has been hindered by the scarcity of open-sourced datasets and the prohibitive computational cost to work with them. Here we present the NetHack Learning Dataset (NLD), a large and highly-scalable dataset of trajectories from the popular game of NetHack, which is both extremely challenging for current methods and very fast to run. NLD consists of three parts: 10 billion state transitions from 1.5 million human trajectories collected on the NAO public NetHack server from 2009 to 2020; 3 billion state-action-score transitions from 100,000 trajectories collected from the symbolic bot winner of the NetHack Challenge 2021; and, accompanying code for users to record, load and stream any collection of such trajectories in a highly compressed form. We evaluate a wide range of existing algorithms including online and offline RL, as well as learning from demonstrations, showing that significant research advances are needed to fully leverage large-scale datasets for challenging sequential decision making tasks.
LGMar 6, 2023
MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement LearningMikayel Samvelyan, Akbir Khan, Michael Dennis et al. · berkeley, deepmind
Open-ended learning methods that automatically generate a curriculum of increasingly challenging tasks serve as a promising avenue toward generally capable reinforcement learning agents. Existing methods adapt curricula independently over either environment parameters (in single-agent settings) or co-player policies (in multi-agent settings). However, the strengths and weaknesses of co-players can manifest themselves differently depending on environmental features. It is thus crucial to consider the dependency between the environment and co-player when shaping a curriculum in multi-agent domains. In this work, we use this insight and extend Unsupervised Environment Design (UED) to multi-agent environments. We then introduce Multi-Agent Environment Design Strategist for Open-Ended Learning (MAESTRO), the first multi-agent UED approach for two-player zero-sum settings. MAESTRO efficiently produces adversarial, joint curricula over both environments and co-players and attains minimax-regret guarantees at Nash equilibrium. Our experiments show that MAESTRO outperforms a number of strong baselines on competitive two-player games, spanning discrete and continuous control settings.
99.1LGMar 18Code
Procedural Generation of Algorithm Discovery Tasks in Machine LearningAlexander D. Goldie, Zilin Wang, Adrian Hayler et al.
Automating the development of machine learning algorithms has the potential to unlock new breakthroughs. However, our ability to improve and evaluate algorithm discovery systems has thus far been limited by existing task suites. They suffer from many issues, such as: poor evaluation methodologies; data contamination; and containing saturated or very similar problems. Here, we introduce DiscoGen, a procedural generator of algorithm discovery tasks for machine learning, such as developing optimisers for reinforcement learning or loss functions for image classification. Motivated by the success of procedural generation in reinforcement learning, DiscoGen spans millions of tasks of varying difficulty and complexity from a range of machine learning fields. These tasks are specified by a small number of configuration parameters and can be used to optimise algorithm discovery agents (ADAs). We present DiscoBench, a benchmark consisting of a fixed, small subset of DiscoGen tasks for principled evaluation of ADAs. Finally, we propose a number of ambitious, impactful research directions enabled by DiscoGen, in addition to experiments demonstrating its use for prompt optimisation of an ADA. DiscoGen is released open-source at https://github.com/AlexGoldie/discogen.
LGOct 10, 2023
Understanding the Effects of RLHF on LLM Generalisation and DiversityRobert Kirk, Ishita Mediratta, Christoforos Nalmpantis et al.
Large language models (LLMs) fine-tuned with reinforcement learning from human feedback (RLHF) have been used in some of the most widely deployed AI models to date, such as OpenAI's ChatGPT or Anthropic's Claude. While there has been significant work developing these methods, our understanding of the benefits and downsides of each stage in RLHF is still limited. To fill this gap, we present an extensive analysis of how each stage of the process (i.e. supervised fine-tuning (SFT), reward modelling, and RLHF) affects two key properties: out-of-distribution (OOD) generalisation and output diversity. OOD generalisation is crucial given the wide range of real-world scenarios in which these models are being used, while output diversity refers to the model's ability to generate varied outputs and is important for a variety of use cases. We perform our analysis across two base models on both summarisation and instruction following tasks, the latter being highly relevant for current LLM use cases. We find that RLHF generalises better than SFT to new inputs, particularly as the distribution shift between train and test becomes larger. However, RLHF significantly reduces output diversity compared to SFT across a variety of measures, implying a tradeoff in current LLM fine-tuning methods between generalisation and diversity. Our results provide guidance on which fine-tuning method should be used depending on the application, and show that more research is needed to improve the tradeoff between generalisation and diversity.
AIFeb 6Code
AIRS-Bench: a Suite of Tasks for Frontier AI Research Science AgentsAlisia Lupidi, Bhavul Gauri, Thomas Simon Foster et al.
LLM agents hold significant promise for advancing scientific research. To accelerate this progress, we introduce AIRS-Bench (the AI Research Science Benchmark), a suite of 20 tasks sourced from state-of-the-art machine learning papers. These tasks span diverse domains, including language modeling, mathematics, bioinformatics, and time series forecasting. AIRS-Bench tasks assess agentic capabilities over the full research lifecycle -- including idea generation, experiment analysis and iterative refinement -- without providing baseline code. The AIRS-Bench task format is versatile, enabling easy integration of new tasks and rigorous comparison across different agentic frameworks. We establish baselines using frontier models paired with both sequential and parallel scaffolds. Our results show that agents exceed human SOTA in four tasks but fail to match it in sixteen others. Even when agents surpass human benchmarks, they do not reach the theoretical performance ceiling for the underlying tasks. These findings indicate that AIRS-Bench is far from saturated and offers substantial room for improvement. We open-source the AIRS-Bench task definitions and evaluation code to catalyze further development in autonomous scientific research.
CLJul 3, 2023
Improving Language Plasticity via Pretraining with Active ForgettingYihong Chen, Kelly Marchisio, Roberta Raileanu et al.
Pretrained language models (PLMs) are today the primary model for natural language processing. Despite their impressive downstream performance, it can be difficult to apply PLMs to new languages, a barrier to making their capabilities universally accessible. While prior work has shown it possible to address this issue by learning a new embedding layer for the new language, doing so is both data and compute inefficient. We propose to use an active forgetting mechanism during pretraining, as a simple way of creating PLMs that can quickly adapt to new languages. Concretely, by resetting the embedding layer every K updates during pretraining, we encourage the PLM to improve its ability of learning new embeddings within a limited number of updates, similar to a meta-learning effect. Experiments with RoBERTa show that models pretrained with our forgetting mechanism not only demonstrate faster convergence during language adaptation but also outperform standard ones in a low-data regime, particularly for languages that are distant from English.
LGOct 11, 2022
Exploration via Elliptical Episodic BonusesMikael Henaff, Roberta Raileanu, Minqi Jiang et al.
In recent years, a number of reinforcement learning (RL) methods have been proposed to explore complex environments which differ across episodes. In this work, we show that the effectiveness of these methods critically relies on a count-based episodic term in their exploration bonus. As a result, despite their success in relatively simple, noise-free settings, these methods fall short in more realistic scenarios where the state space is vast and prone to noise. To address this limitation, we introduce Exploration via Elliptical Episodic Bonuses (E3B), a new method which extends count-based episodic bonuses to continuous state spaces and encourages an agent to explore states that are diverse under a learned embedding within each episode. The embedding is learned using an inverse dynamics model in order to capture controllable aspects of the environment. Our method sets a new state-of-the-art across 16 challenging tasks from the MiniHack suite, without requiring task-specific inductive biases. E3B also matches existing methods on sparse reward, pixel-based VizDoom environments, and outperforms existing methods in reward-free exploration on Habitat, demonstrating that it can scale to high-dimensional pixel-based observations and realistic environments.
AISep 29, 2023
Motif: Intrinsic Motivation from Artificial Intelligence FeedbackMartin Klissarov, Pierluca D'Oro, Shagun Sodhani et al.
Exploring rich environments and evaluating one's actions without prior knowledge is immensely challenging. In this paper, we propose Motif, a general method to interface such prior knowledge from a Large Language Model (LLM) with an agent. Motif is based on the idea of grounding LLMs for decision-making without requiring them to interact with the environment: it elicits preferences from an LLM over pairs of captions to construct an intrinsic reward, which is then used to train agents with reinforcement learning. We evaluate Motif's performance and behavior on the challenging, open-ended and procedurally-generated NetHack game. Surprisingly, by only learning to maximize its intrinsic reward, Motif achieves a higher game score than an algorithm directly trained to maximize the score itself. When combining Motif's intrinsic reward with the environment reward, our method significantly outperforms existing approaches and makes progress on tasks where no advancements have ever been made without demonstrations. Finally, we show that Motif mostly generates intuitive human-aligned behaviors which can be steered easily through prompt modifications, while scaling well with the LLM size and the amount of information given in the prompt.
LGNov 18, 2022
Building a Subspace of Policies for Scalable Continual LearningJean-Baptiste Gaya, Thang Doan, Lucas Caccia et al.
The ability to continuously acquire new knowledge and skills is crucial for autonomous agents. Existing methods are typically based on either fixed-size models that struggle to learn a large number of diverse behaviors, or growing-size models that scale poorly with the number of tasks. In this work, we aim to strike a better balance between an agent's size and performance by designing a method that grows adaptively depending on the task sequence. We introduce Continual Subspace of Policies (CSP), a new approach that incrementally builds a subspace of policies for training a reinforcement learning agent on a sequence of tasks. The subspace's high expressivity allows CSP to perform well for many different tasks while growing sublinearly with the number of tasks. Our method does not suffer from forgetting and displays positive transfer to new tasks. CSP outperforms a number of popular baselines on a wide range of scenarios from two challenging domains, Brax (locomotion) and Continual World (manipulation).
CLSep 12, 2024
Source2Synth: Synthetic Data Generation and Curation Grounded in Real Data SourcesAlisia Lupidi, Carlos Gemmell, Nicola Cancedda et al.
Synthetic data generation has recently emerged as a promising approach for enhancing the capabilities of large language models (LLMs) without the need for expensive human annotations. However, existing methods often generate data that can be low quality or contrived. In this paper, we introduce Source2Synth, a scalable approach for synthetic data generation and curation that is grounded in real-world data sources. Source2Synth takes as input a custom data source and produces synthetic data examples with intermediate reasoning steps. Our method improves the dataset quality by discarding low-quality generations based on their answerability. We demonstrate the generality of this approach by applying it to two tasks that leverage two different types of data: multi-hop question answering (MHQA), where we test complex reasoning abilities leveraging documents, and tabular question answering (TQA), where we test tool usage leveraging tables. Our method improves performance by 25.51% for TQA on WikiSQL and 22.57% for MHQA on HotpotQA compared to the fine-tuned baselines.
AIJun 5, 2023
A Study of Global and Episodic Bonuses for Exploration in Contextual MDPsMikael Henaff, Minqi Jiang, Roberta Raileanu
Exploration in environments which differ across episodes has received increasing attention in recent years. Current methods use some combination of global novelty bonuses, computed using the agent's entire training experience, and \textit{episodic novelty bonuses}, computed using only experience from the current episode. However, the use of these two types of bonuses has been ad-hoc and poorly understood. In this work, we shed light on the behavior of these two types of bonuses through controlled experiments on easily interpretable tasks as well as challenging pixel-based settings. We find that the two types of bonuses succeed in different settings, with episodic bonuses being most effective when there is little shared structure across episodes and global bonuses being effective when more structure is shared. We develop a conceptual framework which makes this notion of shared structure precise by considering the variance of the value function across contexts, and which provides a unifying explanation of our empirical results. We furthermore find that combining the two bonuses can lead to more robust performance across different degrees of shared structure, and investigate different algorithmic choices for defining and combining global and episodic bonuses based on function approximation. This results in an algorithm which sets a new state of the art across 16 tasks from the MiniHack suite used in prior work, and also performs robustly on Habitat and Montezuma's Revenge.
AIJul 5, 2024
Are Large Language Models Strategic Decision Makers? A Study of Performance and Bias in Two-Player Non-Zero-Sum GamesNathan Herr, Fernando Acero, Roberta Raileanu et al.
Large Language Models (LLMs) have been increasingly used in real-world settings, yet their strategic decision-making abilities remain largely unexplored. To fully benefit from the potential of LLMs, it's essential to understand their ability to function in complex social scenarios. Game theory, which is already used to understand real-world interactions, provides a good framework for assessing these abilities. This work investigates the performance and merits of LLMs in canonical game-theoretic two-player non-zero-sum games, Stag Hunt and Prisoner Dilemma. Our structured evaluation of GPT-3.5, GPT-4-Turbo, GPT-4o, and Llama-3-8B shows that these models, when making decisions in these games, are affected by at least one of the following systematic biases: positional bias, payoff bias, or behavioural bias. This indicates that LLMs do not fully rely on logical reasoning when making these strategic decisions. As a result, it was found that the LLMs' performance drops when the game configuration is misaligned with the affecting biases. When misaligned, GPT-3.5, GPT-4-Turbo, GPT-4o, and Llama-3-8B show an average performance drop of 32\%, 25\%, 34\%, and 29\% respectively in Stag Hunt, and 28\%, 16\%, 34\%, and 24\% respectively in Prisoner's Dilemma. Surprisingly, GPT-4o (a top-performing LLM across standard benchmarks) suffers the most substantial performance drop, suggesting that newer models are not addressing these issues. Interestingly, we found that a commonly used method of improving the reasoning capabilities of LLMs, chain-of-thought (CoT) prompting, reduces the biases in GPT-3.5, GPT-4o, and Llama-3-8B but increases the effect of the bias in GPT-4-Turbo, indicating that CoT alone cannot fully serve as a robust solution to this problem. We perform several additional experiments, which provide further insight into these observed behaviours.
CLFeb 20, 2025Code
MLGym: A New Framework and Benchmark for Advancing AI Research AgentsDeepak Nathani, Lovish Madaan, Nicholas Roberts et al.
We introduce Meta MLGym and MLGym-Bench, a new framework and benchmark for evaluating and developing LLM agents on AI research tasks. This is the first Gym environment for machine learning (ML) tasks, enabling research on reinforcement learning (RL) algorithms for training such agents. MLGym-bench consists of 13 diverse and open-ended AI research tasks from diverse domains such as computer vision, natural language processing, reinforcement learning, and game theory. Solving these tasks requires real-world AI research skills such as generating new ideas and hypotheses, creating and processing data, implementing ML methods, training models, running experiments, analyzing the results, and iterating through this process to improve on a given task. We evaluate a number of frontier large language models (LLMs) on our benchmarks such as Claude-3.5-Sonnet, Llama-3.1 405B, GPT-4o, o1-preview, and Gemini-1.5 Pro. Our MLGym framework makes it easy to add new tasks, integrate and evaluate models or agents, generate synthetic data at scale, as well as develop new learning algorithms for training agents on AI research tasks. We find that current frontier models can improve on the given baselines, usually by finding better hyperparameters, but do not generate novel hypotheses, algorithms, architectures, or substantial improvements. We open-source our framework and benchmark to facilitate future research in advancing the AI research capabilities of LLM agents.
LGMar 7, 2024
Teaching Large Language Models to Reason with Reinforcement LearningAlex Havrilla, Yuqing Du, Sharath Chandra Raparthy et al. · meta-ai
Reinforcement Learning from Human Feedback (\textbf{RLHF}) has emerged as a dominant approach for aligning LLM outputs with human preferences. Inspired by the success of RLHF, we study the performance of multiple algorithms that learn from feedback (Expert Iteration, Proximal Policy Optimization (\textbf{PPO}), Return-Conditioned RL) on improving LLM reasoning capabilities. We investigate both sparse and dense rewards provided to the LLM both heuristically and via a learned reward model. We additionally start from multiple model sizes and initializations both with and without supervised fine-tuning (\textbf{SFT}) data. Overall, we find all algorithms perform comparably, with Expert Iteration performing best in most cases. Surprisingly, we find the sample complexity of Expert Iteration is similar to that of PPO, requiring at most on the order of $10^6$ samples to converge from a pretrained checkpoint. We investigate why this is the case, concluding that during RL training models fail to explore significantly beyond solutions already produced by SFT models. Additionally, we discuss a trade off between maj@1 and pass@96 metric performance during SFT training and how conversely RL training improves both simultaneously. We then conclude by discussing the implications of our findings for RLHF and the future role of RL in LLM fine-tuning.
CLFeb 26, 2024
Rainbow Teaming: Open-Ended Generation of Diverse Adversarial PromptsMikayel Samvelyan, Sharath Chandra Raparthy, Andrei Lupu et al. · deepmind, meta-ai
As large language models (LLMs) become increasingly prevalent across many real-world applications, understanding and enhancing their robustness to adversarial attacks is of paramount importance. Existing methods for identifying adversarial prompts tend to focus on specific domains, lack diversity, or require extensive human annotations. To address these limitations, we present Rainbow Teaming, a novel black-box approach for producing a diverse collection of adversarial prompts. Rainbow Teaming casts adversarial prompt generation as a quality-diversity problem and uses open-ended search to generate prompts that are both effective and diverse. Focusing on the safety domain, we use Rainbow Teaming to target various state-of-the-art LLMs, including the Llama 2 and Llama 3 models. Our approach reveals hundreds of effective adversarial prompts, with an attack success rate exceeding 90% across all tested models. Furthermore, we demonstrate that prompts generated by Rainbow Teaming are highly transferable and that fine-tuning models with synthetic data generated by our method significantly enhances their safety without sacrificing general performance or helpfulness. We additionally explore the versatility of Rainbow Teaming by applying it to question answering and cybersecurity, showcasing its potential to drive robust open-ended self-improvement in a wide range of applications.
AIJun 5, 2025Code
LLM-First Search: Self-Guided Exploration of the Solution SpaceNathan Herr, Tim Rocktäschel, Roberta Raileanu
Large Language Models (LLMs) have demonstrated remarkable improvements in reasoning and planning through increased test-time compute, often by framing problem-solving as a search process. While methods like Monte Carlo Tree Search (MCTS) have proven effective in some domains, their reliance on fixed exploration hyperparameters limits their adaptability across tasks of varying difficulty, rendering them impractical or expensive in certain settings. In this paper, we propose \textbf{LLM-First Search (LFS)}, a novel \textit{LLM Self-Guided Search} method that removes the need for pre-defined search strategies by empowering the LLM to autonomously control the search process via self-guided exploration. Rather than relying on external heuristics or hardcoded policies, the LLM evaluates whether to pursue the current search path or explore alternative branches based on its internal scoring mechanisms. This enables more flexible and context-sensitive reasoning without requiring manual tuning or task-specific adaptation. We evaluate LFS on Countdown and Sudoku against three classic widely-used search algorithms, Tree-of-Thoughts' Breadth First Search (ToT-BFS), Best First Search (BestFS), and MCTS, each of which have been used to achieve SotA results on a range of challenging reasoning tasks. We found that LFS (1) performs better on more challenging tasks without additional tuning, (2) is more computationally efficient compared to the other methods, especially when powered by a stronger model, (3) scales better with stronger models, due to its LLM-First design, and (4) scales better with increased compute budget. Our code is publicly available at \href{https://github.com/NathanHerr/LLM-First-Search}{LLM-First-Search}.
LGFeb 20, 2021Code
Decoupling Value and Policy for Generalization in Reinforcement LearningRoberta Raileanu, Rob Fergus
Standard deep reinforcement learning algorithms use a shared representation for the policy and value function, especially when training directly from images. However, we argue that more information is needed to accurately estimate the value function than to learn the optimal policy. Consequently, the use of a shared representation for the policy and value function can lead to overfitting. To alleviate this problem, we propose two approaches which are combined to create IDAAC: Invariant Decoupled Advantage Actor-Critic. First, IDAAC decouples the optimization of the policy and value function, using separate networks to model them. Second, it introduces an auxiliary loss which encourages the representation to be invariant to task-irrelevant properties of the environment. IDAAC shows good generalization to unseen environments, achieving a new state-of-the-art on the Procgen benchmark and outperforming popular methods on DeepMind Control tasks with distractors. Our implementation is available at https://github.com/rraileanu/idaac.
LGJul 6, 2020Code
Fast Adaptation via Policy-Dynamics Value FunctionsRoberta Raileanu, Max Goldstein, Arthur Szlam et al.
Standard RL algorithms assume fixed environment dynamics and require a significant amount of interaction to adapt to new environments. We introduce Policy-Dynamics Value Functions (PD-VF), a novel approach for rapidly adapting to dynamics different from those previously seen in training. PD-VF explicitly estimates the cumulative reward in a space of policies and environments. An ensemble of conventional RL policies is used to gather experience on training environments, from which embeddings of both policies and environments can be learned. Then, a value function conditioned on both embeddings is trained. At test time, a few actions are sufficient to infer the environment embedding, enabling a policy to be selected by maximizing the learned value function (which requires no additional environment interaction). We show that our method can rapidly adapt to new dynamics on a set of MuJoCo domains. Code available at https://github.com/rraileanu/policy-dynamics-value-functions.
LGJun 24, 2020Code
The NetHack Learning EnvironmentHeinrich Küttler, Nantas Nardelli, Alexander H. Miller et al.
Progress in Reinforcement Learning (RL) algorithms goes hand-in-hand with the development of challenging environments that test the limits of current methods. While existing RL environments are either sufficiently complex or based on fast simulation, they are rarely both. Here, we present the NetHack Learning Environment (NLE), a scalable, procedurally generated, stochastic, rich, and challenging environment for RL research based on the popular single-player terminal-based roguelike game, NetHack. We argue that NetHack is sufficiently complex to drive long-term research on problems such as exploration, planning, skill acquisition, and language-conditioned RL, while dramatically reducing the computational resources required to gather a large amount of experience. We compare NLE and its task suite to existing alternatives, and discuss why it is an ideal medium for testing the robustness and systematic generalization of RL agents. We demonstrate empirical success for early stages of the game using a distributed Deep RL baseline and Random Network Distillation exploration, alongside qualitative analysis of various agents trained in the environment. NLE is open source at https://github.com/facebookresearch/nle.
LGJun 23, 2020Code
Automatic Data Augmentation for Generalization in Deep Reinforcement LearningRoberta Raileanu, Max Goldstein, Denis Yarats et al.
Deep reinforcement learning (RL) agents often fail to generalize to unseen scenarios, even when they are trained on many instances of semantically similar environments. Data augmentation has recently been shown to improve the sample efficiency and generalization of RL agents. However, different tasks tend to benefit from different kinds of data augmentation. In this paper, we compare three approaches for automatically finding an appropriate augmentation. These are combined with two novel regularization terms for the policy and value function, required to make the use of data augmentation theoretically sound for certain actor-critic algorithms. We evaluate our methods on the Procgen benchmark which consists of 16 procedurally-generated environments and show that it improves test performance by ~40% relative to standard RL algorithms. Our agent outperforms other baselines specifically designed to improve generalization in RL. In addition, we show that our agent learns policies and representations that are more robust to changes in the environment that do not affect the agent, such as the background. Our implementation is available at https://github.com/rraileanu/auto-drac.
CLFeb 13, 2024
GLoRe: When, Where, and How to Improve LLM Reasoning via Global and Local RefinementsAlex Havrilla, Sharath Raparthy, Christoforus Nalmpantis et al.
State-of-the-art language models can exhibit impressive reasoning refinement capabilities on math, science or coding tasks. However, recent work demonstrates that even the best models struggle to identify \textit{when and where to refine} without access to external feedback. Outcome-based Reward Models (\textbf{ORMs}), trained to predict correctness of the final answer indicating when to refine, offer one convenient solution for deciding when to refine. Process Based Reward Models (\textbf{PRMs}), trained to predict correctness of intermediate steps, can then be used to indicate where to refine. But they are expensive to train, requiring extensive human annotations. In this paper, we propose Stepwise ORMs (\textbf{SORMs}) which are trained, only on synthetic data, to approximate the expected future reward of the optimal policy or $V^{\star}$. More specifically, SORMs are trained to predict the correctness of the final answer when sampling the current policy many times (rather than only once as in the case of ORMs). Our experiments show that SORMs can more accurately detect incorrect reasoning steps compared to ORMs, thus improving downstream accuracy when doing refinements. We then train \textit{global} refinement models, which take only the question and a draft solution as input and predict a corrected solution, and \textit{local} refinement models which also take as input a critique indicating the location of the first reasoning error. We generate training data for both models synthetically by reusing data used to train the SORM. We find combining global and local refinements, using the ORM as a reranker, significantly outperforms either one individually, as well as a best of three sample baseline. With this strategy we can improve the accuracy of a LLaMA-2 13B model (already fine-tuned with RL) on GSM8K from 53\% to 65\% when greedily sampled.
LGDec 6, 2023
Generalization to New Sequential Decision Making Tasks with In-Context LearningSharath Chandra Raparthy, Eric Hambro, Robert Kirk et al.
Training autonomous agents that can learn new tasks from only a handful of demonstrations is a long-standing problem in machine learning. Recently, transformers have been shown to learn new language or vision tasks without any weight updates from only a few examples, also referred to as in-context learning. However, the sequential decision making setting poses additional challenges having a lower tolerance for errors since the environment's stochasticity or the agent's actions can lead to unseen, and sometimes unrecoverable, states. In this paper, we use an illustrative example to show that naively applying transformers to sequential decision making problems does not enable in-context learning of new tasks. We then demonstrate how training on sequences of trajectories with certain distributional properties leads to in-context learning of new sequential decision making tasks. We investigate different design choices and find that larger model and dataset sizes, as well as more task diversity, environment stochasticity, and trajectory burstiness, all result in better in-context learning of new out-of-distribution tasks. By training on large diverse offline datasets, our model is able to learn new MiniHack and Procgen tasks without any weight updates from just a handful of demonstrations.
CLFeb 21, 2024
TOOLVERIFIER: Generalization to New Tools via Self-VerificationDheeraj Mekala, Jason Weston, Jack Lanchantin et al. · meta-ai
Teaching language models to use tools is an important milestone towards building general assistants, but remains an open problem. While there has been significant progress on learning to use specific tools via fine-tuning, language models still struggle with learning how to robustly use new tools from only a few demonstrations. In this work we introduce a self-verification method which distinguishes between close candidates by self-asking contrastive questions during (1) tool selection; and (2) parameter generation. We construct synthetic, high-quality, self-generated data for this goal using Llama-2 70B, which we intend to release publicly. Extensive experiments on 4 tasks from the ToolBench benchmark, consisting of 17 unseen tools, demonstrate an average improvement of 22% over few-shot baselines, even in scenarios where the distinctions between candidate tools are finely nuanced.
GRApr 23, 2024
DreamCraft: Text-Guided Generation of Functional 3D Environments in MinecraftSam Earle, Filippos Kokkinos, Yuhe Nie et al.
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
AIDec 11, 2024
MaestroMotif: Skill Design from Artificial Intelligence FeedbackMartin Klissarov, Mikael Henaff, Roberta Raileanu et al.
Describing skills in natural language has the potential to provide an accessible way to inject human knowledge about decision-making into an AI system. We present MaestroMotif, a method for AI-assisted skill design, which yields high-performing and adaptable agents. MaestroMotif leverages the capabilities of Large Language Models (LLMs) to effectively create and reuse skills. It first uses an LLM's feedback to automatically design rewards corresponding to each skill, starting from their natural language description. Then, it employs an LLM's code generation abilities, together with reinforcement learning, for training the skills and combining them to implement complex behaviors specified in language. We evaluate MaestroMotif using a suite of complex tasks in the NetHack Learning Environment (NLE), demonstrating that it surpasses existing approaches in both performance and usability.
AIJul 3, 2025
AI Research Agents for Machine Learning: Search, Exploration, and Generalization in MLE-benchEdan Toledo, Karen Hambardzumyan, Martin Josifoski et al. · meta-ai, oxford
AI research agents are demonstrating great potential to accelerate scientific progress by automating the design, implementation, and training of machine learning models. We focus on methods for improving agents' performance on MLE-bench, a challenging benchmark where agents compete in Kaggle competitions to solve real-world machine learning problems. We formalize AI research agents as search policies that navigate a space of candidate solutions, iteratively modifying them using operators. By designing and systematically varying different operator sets and search policies (Greedy, MCTS, Evolutionary), we show that their interplay is critical for achieving high performance. Our best pairing of search strategy and operator set achieves a state-of-the-art result on MLE-bench lite, increasing the success rate of achieving a Kaggle medal from 39.6% to 47.7%. Our investigation underscores the importance of jointly considering the search strategy, operator design, and evaluation methodology in advancing automated machine learning.
AIJun 27, 2025
The Automated LLM Speedrunning Benchmark: Reproducing NanoGPT ImprovementsBingchen Zhao, Despoina Magka, Minqi Jiang et al. · meta-ai, oxford
Rapid advancements in large language models (LLMs) have the potential to assist in scientific progress. A critical capability toward this endeavor is the ability to reproduce existing work. To evaluate the ability of AI agents to reproduce results in an active research area, we introduce the Automated LLM Speedrunning Benchmark, leveraging the research community contributions on the NanoGPT speedrun, a competition to train a GPT-2 model in the shortest time. Each of the 19 speedrun tasks provides the agent with the previous records training script, optionally paired with one of three hint formats, ranging from pseudocode to paper-like descriptions of the new records improvements. Records execute quickly by design and speedrun improvements encompass diverse code-level changes, ranging from high-level algorithmic advancements to hardware-aware optimizations. These features make the benchmark both accessible and realistic for the frontier problem of improving LLM training. We find that recent reasoning LLMs combined with SoTA scaffolds struggle to reimplement already-known innovations in our benchmark, even when given detailed hints. Our benchmark thus provides a simple, non-saturated measure of an LLMs ability to automate scientific reproduction, a necessary (but not sufficient) skill for an autonomous research agent.
CLNov 17, 2025
Souper-Model: How Simple Arithmetic Unlocks State-of-the-Art LLM PerformanceShalini Maiti, Amar Budhiraja, Bhavul Gauri et al.
Large Language Models (LLMs) have demonstrated remarkable capabilities across diverse domains, but their training remains resource- and time-intensive, requiring massive compute power and careful orchestration of training procedures. Model souping-the practice of averaging weights from multiple models of the same architecture-has emerged as a promising pre- and post-training technique that can enhance performance without expensive retraining. In this paper, we introduce Soup Of Category Experts (SoCE), a principled approach for model souping that utilizes benchmark composition to identify optimal model candidates and applies non-uniform weighted averaging to maximize performance. Contrary to previous uniform-averaging approaches, our method leverages the observation that benchmark categories often exhibit low inter-correlations in model performance. SoCE identifies "expert" models for each weakly-correlated category cluster and combines them using optimized weighted averaging rather than uniform weights. We demonstrate that the proposed method improves performance and robustness across multiple domains, including multilingual capabilities, tool calling, and math and achieves state-of-the-art results on the Berkeley Function Calling Leaderboard.
LGDec 10, 2023
The Generalization Gap in Offline Reinforcement LearningIshita Mediratta, Qingfei You, Minqi Jiang et al.
Despite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area.
LGFeb 17, 2022
Improving Intrinsic Exploration with Language AbstractionsJesse Mu, Victor Zhong, Roberta Raileanu et al.
Reinforcement learning (RL) agents are particularly hard to train when rewards are sparse. One common solution is to use intrinsic rewards to encourage agents to explore their environment. However, recent intrinsic exploration methods often use state-based novelty measures which reward low-level exploration and may not scale to domains requiring more abstract skills. Instead, we explore natural language as a general medium for highlighting relevant abstractions in an environment. Unlike previous work, we evaluate whether language can improve over existing exploration methods by directly extending (and comparing to) competitive intrinsic exploration baselines: AMIGo (Campero et al., 2021) and NovelD (Zhang et al., 2021). These language-based variants outperform their non-linguistic forms by 47-85% across 13 challenging tasks from the MiniGrid and MiniHack environment suites.
LGJul 27, 2021
Open-Ended Learning Leads to Generally Capable AgentsOpen Ended Learning Team, Adam Stooke, Anuj Mahajan et al.
In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.
LGJun 22, 2020
Learning with AMIGo: Adversarially Motivated Intrinsic GoalsAndres Campero, Roberta Raileanu, Heinrich Küttler et al.
A key challenge for reinforcement learning (RL) consists of learning in environments with sparse extrinsic rewards. In contrast to current RL methods, humans are able to learn new skills with little or no reward by using various forms of intrinsic motivation. We propose AMIGo, a novel agent incorporating -- as form of meta-learning -- a goal-generating teacher that proposes Adversarially Motivated Intrinsic Goals to train a goal-conditioned "student" policy in the absence of (or alongside) environment reward. Specifically, through a simple but effective "constructively adversarial" objective, the teacher learns to propose increasingly challenging -- yet achievable -- goals that allow the student to learn general skills for acting in a new environment, independent of the task to be solved. We show that our method generates a natural curriculum of self-proposed goals which ultimately allows the agent to solve challenging procedurally-generated tasks where other forms of intrinsic motivation and state-of-the-art RL methods fail.
LGFeb 27, 2020
RIDE: Rewarding Impact-Driven Exploration for Procedurally-Generated EnvironmentsRoberta Raileanu, Tim Rocktäschel
Exploration in sparse reward environments remains one of the key challenges of model-free reinforcement learning. Instead of solely relying on extrinsic rewards provided by the environment, many state-of-the-art methods use intrinsic rewards to encourage exploration. However, we show that existing methods fall short in procedurally-generated environments where an agent is unlikely to visit a state more than once. We propose a novel type of intrinsic reward which encourages the agent to take actions that lead to significant changes in its learned state representation. We evaluate our method on multiple challenging procedurally-generated tasks in MiniGrid, as well as on tasks with high-dimensional observations used in prior work. Our experiments demonstrate that this approach is more sample efficient than existing exploration methods, particularly for procedurally-generated MiniGrid environments. Furthermore, we analyze the learned behavior as well as the intrinsic reward received by our agent. In contrast to previous approaches, our intrinsic reward does not diminish during the course of training and it rewards the agent substantially more for interacting with objects that it can control.
LGJul 18, 2018
Backplay: "Man muss immer umkehren"Cinjon Resnick, Roberta Raileanu, Sanyam Kapoor et al.
Model-free reinforcement learning (RL) requires a large number of trials to learn a good policy, especially in environments with sparse rewards. We explore a method to improve the sample efficiency when we have access to demonstrations. Our approach, Backplay, uses a single demonstration to construct a curriculum for a given task. Rather than starting each training episode in the environment's fixed initial state, we start the agent near the end of the demonstration and move the starting point backwards during the course of training until we reach the initial state. Our contributions are that we analytically characterize the types of environments where Backplay can improve training speed, demonstrate the effectiveness of Backplay both in large grid worlds and a complex four player zero-sum game (Pommerman), and show that Backplay compares favorably to other competitive methods known to improve sample efficiency. This includes reward shaping, behavioral cloning, and reverse curriculum generation.
AIFeb 26, 2018
Modeling Others using Oneself in Multi-Agent Reinforcement LearningRoberta Raileanu, Emily Denton, Arthur Szlam et al.
We consider the multi-agent reinforcement learning setting with imperfect information in which each agent is trying to maximize its own utility. The reward function depends on the hidden state (or goal) of both agents, so the agents must infer the other players' hidden goals from their observed behavior in order to solve the tasks. We propose a new approach for learning in these domains: Self Other-Modeling (SOM), in which an agent uses its own policy to predict the other agent's actions and update its belief of their hidden state in an online manner. We evaluate this approach on three different tasks and show that the agents are able to learn better policies using their estimate of the other players' hidden states, in both cooperative and adversarial settings.