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Devin White

Publications and source records attributed to Devin White.

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Too Big to Think: Capacity, Memorization, and Generalization in Pre-Trained Transformers

The relationship between memorization and generalization in large language models (LLMs) remains an open area of research, with growing evidence that the two are deeply intertwined. In this work, we investigate this relationship by pre-training a series of capacity-limited Transformer models from scratch on two synthetic character-level tasks designed to separately probe generalization (via arithmetic extrapolation) and memorization (via factual recall). We observe a consistent trade-off: small models extrapolate to unseen arithmetic cases but fail to memorize facts, while larger models memorize but fail to extrapolate. An intermediate-capacity model exhibits a similar shift toward memorization. When trained on both tasks jointly, no model (regardless of size) succeeds at extrapolation. These findings suggest that pre-training may intrinsically favor one learning mode over the other. By isolating these dynamics in a controlled setting, our study offers insight into how model capacity shapes learning behavior and offers broader implications for the design and deployment of small language models.

cs.LG

Multi-Task Reward Learning from Human Ratings

Reinforcement learning from human feedback (RLHF) has become a key factor in aligning model behavior with users' goals. However, while humans integrate multiple strategies when making decisions, current RLHF approaches often simplify this process by modeling human reasoning through isolated tasks such as classification or regression. In this paper, we propose a novel reinforcement learning (RL) method that mimics human decision-making by jointly considering multiple tasks. Specifically, we leverage human ratings in reward-free environments to infer a reward function, introducing learnable weights that balance the contributions of both classification and regression models. This design captures the inherent uncertainty in human decision-making and allows the model to adaptively emphasize different strategies. We conduct several experiments using synthetic human ratings to validate the effectiveness of the proposed approach. Results show that our method consistently outperforms existing rating-based RL methods, and in some cases, even surpasses traditional RL approaches.

cs.LG

Human-Inspired Multi-Level Reinforcement Learning

Reinforcement learning (RL), a common tool in decision making, learns control policies from various experiences based on the associated cumulative return/rewards without treating them differently. Humans, on the contrary, often learn to distinguish from discrete levels of performance and extract the underlying insights/information (beyond reward signals) towards their decision optimization. For instance, when learning to play tennis, a human player does not treat all unsuccessful attempts equally. Missing the ball completely signals a more severe mistake than hitting it out of bounds (although the cumulative rewards can be similar for both cases). Learning effectively from multi-level experiences is essential in human decision making. This motivates us to develop a novel multi-level RL method that learns from multi-level experiences via extracting multi-level information. At the low level of information extraction, we utilized the existing rating-based reinforcement learning to infer inherent reward signals that illustrate the value of states or state-action pairs accordingly. At the high level of information extraction, we propose to extract important directional information from different-level experiences so that policies can be updated towards desired deviation from these different levels of experiences. Specifically, we propose a new policy loss function that penalizes distribution similarities between the current policy and different-level experiences, and assigns different weights to the penalty terms based on the performance levels. Furthermore, the integration of the two levels towards multi-level RL guides the agent toward policy improvements that benefit both reward improvement and policy improvement, hence yielding a similar learning mechanism as humans.

cs.LG

Performance Optimization of Ratings-Based Reinforcement Learning

This paper explores multiple optimization methods to improve the performance of rating-based reinforcement learning (RbRL). RbRL, a method based on the idea of human ratings, has been developed to infer reward functions in reward-free environments for the subsequent policy learning via standard reinforcement learning, which requires the availability of reward functions. Specifically, RbRL minimizes the cross entropy loss that quantifies the differences between human ratings and estimated ratings derived from the inferred reward. Hence, a low loss means a high degree of consistency between human ratings and estimated ratings. Despite its simple form, RbRL has various hyperparameters and can be sensitive to various factors. Therefore, it is critical to provide comprehensive experiments to understand the impact of various hyperparameters on the performance of RbRL. This paper is a work in progress, providing users some general guidelines on how to select hyperparameters in RbRL.

cs.LG

Atari-GPT: Benchmarking Multimodal Large Language Models as Low-Level Policies in Atari Games

Recent advancements in large language models (LLMs) have expanded their capabilities beyond traditional text-based tasks to multimodal domains, integrating visual, auditory, and textual data. While multimodal LLMs have been extensively explored for high-level planning in domains like robotics and games, their potential as low-level controllers remains largely untapped. In this paper, we introduce a novel benchmark aimed at testing the emergent capabilities of multimodal LLMs as low-level policies in Atari games. Unlike traditional reinforcement learning (RL) methods that require training for each new environment and reward function specification, these LLMs utilize pre-existing multimodal knowledge to directly engage with game environments. Our study assesses the performances of multiple multimodal LLMs against traditional RL agents, human players, and random agents, focusing on their ability to understand and interact with complex visual scenes and formulate strategic responses. Our results show that these multimodal LLMs are not yet capable of being zero-shot low-level policies. Furthermore, we see that this is, in part, due to their visual and spatial reasoning. Additional results and videos are available on our project webpage: https://dev1nw.github.io/atari-gpt/.

cs.AI

Rating-based Reinforcement Learning

This paper develops a novel rating-based reinforcement learning approach that uses human ratings to obtain human guidance in reinforcement learning. Different from the existing preference-based and ranking-based reinforcement learning paradigms, based on human relative preferences over sample pairs, the proposed rating-based reinforcement learning approach is based on human evaluation of individual trajectories without relative comparisons between sample pairs. The rating-based reinforcement learning approach builds on a new prediction model for human ratings and a novel multi-class loss function. We conduct several experimental studies based on synthetic ratings and real human ratings to evaluate the effectiveness and benefits of the new rating-based reinforcement learning approach.

cs.LG