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Ida Momennejad

Publications and source records attributed to Ida Momennejad.

At least 19 recordsLinked to original sources

A Compositional Framework for Open-ended Intelligence

Open-ended intelligence is the capacity to adapt to novel problems and environments that are substantially different from those in training. A mathematics of open-ended intelligence requires two pillars: first, a minimal set of representational primitives (e.g., states, actions) and algorithmic primitives (e.g., nearest neighbor); and second, an acquired compositional grammar for selection, recursion, and branching that produces sequences of operations and recurring motifs. We formalize open-ended intelligence in terms of the compositional closure induced by a finite primitive set $P$ and a set of composition operators $C$. We characterize properties of the induced closure $\mathcal{L}(P,C)$ that support unbounded compositional generation across families of tasks and worlds. The closure of the two pillars yields infinite adaptive responses across a wide range of settings. The mathematics supports complementary research agendas, including evaluation metrics for explanation and interpretability, and novel architectures where compositional generalization is native. We propose next primitive prediction (NPP) as a novel architectural objective, where training encourages the acquisition of reusable algorithmic primitives and their compositional grammar, such that new solutions are generated through recombination. Given such an objective, curriculum learning and self-play can enable lifelong learning, expanding the closure by discovering reusable primitives and transition motifs across settings. We ground the framework through case studies in physics, evolution, and neuroscience.

cs.LG

AlgoTrace: Algorithmic Primitives and Compositional Geometry of Reasoning in Language Models

How do inference time and latent computations enable large language models (LLMs) to solve multi-step reasoning problems? We introduce AlgoTrace, a framework for tracing and steering algorithmic operations in the model latent space for multi-step reasoning. We operationalize primitives by clustering latent activations of the model when solving four benchmarks: Traveling Salesperson Problem (TSP), 3SAT, AIME, and Graph Navigation. We annotate the clusters using their corresponding tokens in the reasoning trace. We then apply function vector methods to extract primitive vectors as reusable compositional building blocks of reasoning. We find that a) injecting a primitive vector into models (Phi, Qwen, Llama) elicits the associated algorithmic operation in the reasoning trace, b) injecting primitives can steer behavior across tasks, c) primitive vectors can be composed through algebraic operations, revealing a geometric logic in activation space, and d) a fine-tuned model exhibits improved composition of primitives (Phi-4-Reasoning vs. Phi-4). These findings demonstrate that LLM reasoning can be understood as a walk through algorithmic primitives in the latent space governed by compositional geometry. These primitives transfer across tasks, and reasoning finetuning strengthens algorithmic generalization and composition across domains.

cs.LG

Position: We Need An Algorithmic Understanding of Generative AI

What algorithms do LLMs actually learn and use to solve problems? Studies addressing this question are sparse, as research priorities are focused on improving performance through scale, leaving a theoretical and empirical gap in understanding emergent algorithms. This position paper proposes AlgEval: a framework for systematic research into the algorithms that LLMs learn and use. AlgEval aims to uncover algorithmic primitives, reflected in latent representations, attention, and inference-time compute, and their algorithmic composition to solve task-specific problems. We highlight potential methodological paths and a case study toward this goal, focusing on emergent search algorithms. Our case study illustrates both the formation of top-down hypotheses about candidate algorithms, and bottom-up tests of these hypotheses via circuit-level analysis of attention patterns and hidden states. The rigorous, systematic evaluation of how LLMs actually solve tasks provides an alternative to resource-intensive scaling, reorienting the field toward a principled understanding of underlying computations. Such algorithmic explanations offer a pathway to human-understandable interpretability, enabling comprehension of the model's internal reasoning performance measures. This can in turn lead to more sample-efficient methods for training and improving performance, as well as novel architectures for end-to-end and multi-agent systems.

cs.AI

Evaluating Compositional Scene Understanding in Multimodal Generative Models

The visual world is fundamentally compositional. Visual scenes are defined by the composition of objects and their relations. Hence, it is essential for computer vision systems to reflect and exploit this compositionality to achieve robust and generalizable scene understanding. While major strides have been made toward the development of general-purpose, multimodal generative models, including both text-to-image models and multimodal vision-language models, it remains unclear whether these systems are capable of accurately generating and interpreting scenes involving the composition of multiple objects and relations. In this work, we present an evaluation of the compositional visual processing capabilities in the current generation of text-to-image (DALL-E 3) and multimodal vision-language models (GPT-4V, GPT-4o, Claude Sonnet 3.5, QWEN2-VL-72B, and InternVL2.5-38B), and compare the performance of these systems to human participants. The results suggest that these systems display some ability to solve compositional and relational tasks, showing notable improvements over the previous generation of multimodal models, but with performance nevertheless well below the level of human participants, particularly for more complex scenes involving many ($>5$) objects and multiple relations. These results highlight the need for further progress toward compositional understanding of visual scenes.

cs.CV

Collective Innovation in Groups of Large Language Models

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.

cs.AI

Decoding In-Context Learning: Neuroscience-inspired Analysis of Representations in Large Language Models

Large language models (LLMs) exhibit remarkable performance improvement through in-context learning (ICL) by leveraging task-specific examples in the input. However, the mechanisms behind this improvement remain elusive. In this work, we investigate how LLM embeddings and attention representations change following in-context-learning, and how these changes mediate improvement in behavior. We employ neuroscience-inspired techniques such as representational similarity analysis (RSA) and propose novel methods for parameterized probing and measuring ratio of attention to relevant vs. irrelevant information in Llama-2 70B and Vicuna 13B. We designed two tasks with a priori relationships among their conditions: linear regression and reading comprehension. We formed hypotheses about expected similarities in task representations and measured hypothesis alignment of LLM representations before and after ICL as well as changes in attention. Our analyses revealed a meaningful correlation between improvements in behavior after ICL and changes in both embeddings and attention weights across LLM layers. This empirical framework empowers a nuanced understanding of how latent representations shape LLM behavior, offering valuable tools and insights for future research and practical applications.

cs.CL

Memory, Space, and Planning: Multiscale Predictive Representations

Memory is inherently entangled with prediction and planning. Flexible behavior in biological and artificial agents depends on the interplay of learning from the past and predicting the future in ever-changing environments. This chapter reviews computational, behavioral, and neural evidence suggesting these processes rely on learning the relational structure of experiences, known as cognitive maps, and draws two key takeaways. First, that these memory structures are organized as multiscale, compact predictive representations in hippocampal and prefrontal cortex, or PFC, hierarchies. Second, we argue that such predictive memory structures are crucial to the complementary functions of the hippocampus and PFC, both for enabling a recall of detailed and coherent past episodes as well as generalizing experiences at varying scales for efficient prediction and planning. These insights advance our understanding of memory and planning mechanisms in the brain and hold significant implications for advancing artificial intelligence systems.

cs.AI

Toward Human-AI Alignment in Large-Scale Multi-Player Games

Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level behavioral tasks instead of low-level policies. Our approach has three components. First, we analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games), uncovering behavioral patterns in a complex task space. This task space serves as a basis set for a behavior manifold capturing interpretable axes: fight-flight, explore-exploit, and solo-multi-agent. Second, we train an AI agent to play Bleeding Edge using a Generative Pretrained Causal Transformer and measure its behavior. Third, we project human and AI gameplay to the proposed behavior manifold to compare and contrast. This allows us to interpret differences in policy as higher-level behavioral concepts, e.g., we find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity. Furthermore, AI agents predominantly engage in solo play, while humans often engage in cooperative and competitive multi-agent patterns. These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications. Our study advances the alignment discussion in AI and especially generative AI research, offering a measurable framework for interpretable human-agent alignment in multiplayer gaming.

cs.AI

Improving Planning with Large Language Models: A Modular Agentic Architecture

Large language models (LLMs) demonstrate impressive performance on a wide variety of tasks, but they often struggle with tasks that require multi-step reasoning or goal-directed planning. Both cognitive neuroscience and reinforcement learning (RL) have proposed a number of interacting functional components that together implement search and evaluation in multi-step decision making. These components include conflict monitoring, state prediction, state evaluation, task decomposition, and orchestration. To improve planning with LLMs, we propose an agentic architecture, the Modular Agentic Planner (MAP), in which planning is accomplished via the recurrent interaction of the specialized modules mentioned above, each implemented using an LLM. MAP improves planning through the interaction of specialized modules that break down a larger problem into multiple brief automated calls to the LLM. We evaluate MAP on three challenging planning tasks -- graph traversal, Tower of Hanoi, and the PlanBench benchmark -- as well as an NLP task requiring multi-step reasoning (strategyQA). We find that MAP yields significant improvements over both standard LLM methods (zero-shot prompting, in-context learning) and competitive baselines (chain-of-thought, multi-agent debate, and tree-of-thought), can be effectively combined with smaller and more cost-efficient LLMs (Llama3-70B), and displays superior transfer across tasks. These results suggest the benefit of a modular and multi-agent approach to planning with LLMs.

cs.AI

Replay Buffer with Local Forgetting for Adapting to Local Environment Changes in Deep Model-Based Reinforcement Learning

One of the key behavioral characteristics used in neuroscience to determine whether the subject of study -- be it a rodent or a human -- exhibits model-based learning is effective adaptation to local changes in the environment, a particular form of adaptivity that is the focus of this work. In reinforcement learning, however, recent work has shown that modern deep model-based reinforcement-learning (MBRL) methods adapt poorly to local environment changes. An explanation for this mismatch is that MBRL methods are typically designed with sample-efficiency on a single task in mind and the requirements for effective adaptation are substantially higher, both in terms of the learned world model and the planning routine. One particularly challenging requirement is that the learned world model has to be sufficiently accurate throughout relevant parts of the state-space. This is challenging for deep-learning-based world models due to catastrophic forgetting. And while a replay buffer can mitigate the effects of catastrophic forgetting, the traditional first-in-first-out replay buffer precludes effective adaptation due to maintaining stale data. In this work, we show that a conceptually simple variation of this traditional replay buffer is able to overcome this limitation. By removing only samples from the buffer from the local neighbourhood of the newly observed samples, deep world models can be built that maintain their accuracy across the state-space, while also being able to effectively adapt to local changes in the reward function. We demonstrate this by applying our replay-buffer variation to a deep version of the classical Dyna method, as well as to recent methods such as PlaNet and DreamerV2, demonstrating that deep model-based methods can adapt effectively as well to local changes in the environment.

cs.LG

ALLURE: Auditing and Improving LLM-based Evaluation of Text using Iterative In-Context-Learning

From grading papers to summarizing medical documents, large language models (LLMs) are evermore used for evaluation of text generated by humans and AI alike. However, despite their extensive utility, LLMs exhibit distinct failure modes, necessitating a thorough audit and improvement of their text evaluation capabilities. Here we introduce ALLURE, a systematic approach to Auditing Large Language Models Understanding and Reasoning Errors. ALLURE involves comparing LLM-generated evaluations with annotated data, and iteratively incorporating instances of significant deviation into the evaluator, which leverages in-context learning (ICL) to enhance and improve robust evaluation of text by LLMs. Through this iterative process, we refine the performance of the evaluator LLM, ultimately reducing reliance on human annotators in the evaluation process. We anticipate ALLURE to serve diverse applications of LLMs in various domains related to evaluation of textual data, such as medical summarization, education, and and productivity.

cs.CL

Evaluating Cognitive Maps and Planning in Large Language Models with CogEval

Recently an influx of studies claim emergent cognitive abilities in large language models (LLMs). Yet, most rely on anecdotes, overlook contamination of training sets, or lack systematic Evaluation involving multiple tasks, control conditions, multiple iterations, and statistical robustness tests. Here we make two major contributions. First, we propose CogEval, a cognitive science-inspired protocol for the systematic evaluation of cognitive capacities in Large Language Models. The CogEval protocol can be followed for the evaluation of various abilities. Second, here we follow CogEval to systematically evaluate cognitive maps and planning ability across eight LLMs (OpenAI GPT-4, GPT-3.5-turbo-175B, davinci-003-175B, Google Bard, Cohere-xlarge-52.4B, Anthropic Claude-1-52B, LLaMA-13B, and Alpaca-7B). We base our task prompts on human experiments, which offer both established construct validity for evaluating planning, and are absent from LLM training sets. We find that, while LLMs show apparent competence in a few planning tasks with simpler structures, systematic evaluation reveals striking failure modes in planning tasks, including hallucinations of invalid trajectories and getting trapped in loops. These findings do not support the idea of emergent out-of-the-box planning ability in LLMs. This could be because LLMs do not understand the latent relational structures underlying planning problems, known as cognitive maps, and fail at unrolling goal-directed trajectories based on the underlying structure. Implications for application and future directions are discussed.

cs.AI

Imitating Human Behaviour with Diffusion Models

Diffusion models have emerged as powerful generative models in the text-to-image domain. This paper studies their application as observation-to-action models for imitating human behaviour in sequential environments. Human behaviour is stochastic and multimodal, with structured correlations between action dimensions. Meanwhile, standard modelling choices in behaviour cloning are limited in their expressiveness and may introduce bias into the cloned policy. We begin by pointing out the limitations of these choices. We then propose that diffusion models are an excellent fit for imitating human behaviour, since they learn an expressive distribution over the joint action space. We introduce several innovations to make diffusion models suitable for sequential environments; designing suitable architectures, investigating the role of guidance, and developing reliable sampling strategies. Experimentally, diffusion models closely match human demonstrations in a simulated robotic control task and a modern 3D gaming environment.

cs.AI

Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games

We aim to understand how people assess human likeness in navigation produced by people and artificially intelligent (AI) agents in a video game. To this end, we propose a novel AI agent with the goal of generating more human-like behavior. We collect hundreds of crowd-sourced assessments comparing the human-likeness of navigation behavior generated by our agent and baseline AI agents with human-generated behavior. Our proposed agent passes a Turing Test, while the baseline agents do not. By passing a Turing Test, we mean that human judges could not quantitatively distinguish between videos of a person and an AI agent navigating. To understand what people believe constitutes human-like navigation, we extensively analyze the justifications of these assessments. This work provides insights into the characteristics that people consider human-like in the context of goal-directed video game navigation, which is a key step for further improving human interactions with AI agents.

cs.HC

A Rubric for Human-like Agents and NeuroAI

Researchers across cognitive, neuro-, and computer sciences increasingly reference human-like artificial intelligence and neuroAI. However, the scope and use of the terms are often inconsistent. Contributed research ranges widely from mimicking behaviour, to testing machine learning methods as neurally plausible hypotheses at the cellular or functional levels, or solving engineering problems. However, it cannot be assumed nor expected that progress on one of these three goals will automatically translate to progress in others. Here a simple rubric is proposed to clarify the scope of individual contributions, grounded in their commitments to human-like behaviour, neural plausibility, or benchmark/engineering goals. This is clarified using examples of weak and strong neuroAI and human-like agents, and discussing the generative, corroborate, and corrective ways in which the three dimensions interact with one another. The author maintains that future progress in artificial intelligence will need strong interactions across the disciplines, with iterative feedback loops and meticulous validity tests, leading to both known and yet-unknown advances that may span decades to come.

cs.AI

Social Network Structure Shapes Innovation: Experience-sharing in RL with SAPIENS

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.

cs.AI

Eigen Memory Trees

This work introduces the Eigen Memory Tree (EMT), a novel online memory model for sequential learning scenarios. EMTs store data at the leaves of a binary tree and route new samples through the structure using the principal components of previous experiences, facilitating efficient (logarithmic) access to relevant memories. We demonstrate that EMT outperforms existing online memory approaches, and provide a hybridized EMT-parametric algorithm that enjoys drastically improved performance over purely parametric methods with nearly no downsides. Our findings are validated using 206 datasets from the OpenML repository in both bounded and infinite memory budget situations.

cs.LG

Interaction-Grounded Learning with Action-inclusive Feedback

Consider the problem setting of Interaction-Grounded Learning (IGL), in which a learner's goal is to optimally interact with the environment with no explicit reward to ground its policies. The agent observes a context vector, takes an action, and receives a feedback vector, using this information to effectively optimize a policy with respect to a latent reward function. Prior analyzed approaches fail when the feedback vector contains the action, which significantly limits IGL's success in many potential scenarios such as Brain-computer interface (BCI) or Human-computer interface (HCI) applications. We address this by creating an algorithm and analysis which allows IGL to work even when the feedback vector contains the action, encoded in any fashion. We provide theoretical guarantees and large-scale experiments based on supervised datasets to demonstrate the effectiveness of the new approach.

cs.LG