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Marc-Alexandre Côté

Publications and source records attributed to Marc-Alexandre Côté.

At least 37 records · Page 2Linked to original sources

OPEx: A Component-Wise Analysis of LLM-Centric Agents in Embodied Instruction Following

Embodied Instruction Following (EIF) is a crucial task in embodied learning, requiring agents to interact with their environment through egocentric observations to fulfill natural language instructions. Recent advancements have seen a surge in employing large language models (LLMs) within a framework-centric approach to enhance performance in embodied learning tasks, including EIF. Despite these efforts, there exists a lack of a unified understanding regarding the impact of various components-ranging from visual perception to action execution-on task performance. To address this gap, we introduce OPEx, a comprehensive framework that delineates the core components essential for solving embodied learning tasks: Observer, Planner, and Executor. Through extensive evaluations, we provide a deep analysis of how each component influences EIF task performance. Furthermore, we innovate within this space by deploying a multi-agent dialogue strategy on a TextWorld counterpart, further enhancing task performance. Our findings reveal that LLM-centric design markedly improves EIF outcomes, identify visual perception and low-level action execution as critical bottlenecks, and demonstrate that augmenting LLMs with a multi-agent framework further elevates performance.

cs.AI↗

Joint Prompt Optimization of Stacked LLMs using Variational Inference

Large language models (LLMs) can be seen as atomic units of computation mapping sequences to a distribution over sequences. Thus, they can be seen as stochastic language layers in a language network, where the learnable parameters are the natural language prompts at each layer. By stacking two such layers and feeding the output of one layer to the next, we obtain a Deep Language Network (DLN). We first show how to effectively perform prompt optimization for a 1-Layer language network (DLN-1). Then, we present an extension that applies to 2-layer DLNs (DLN-2), where two prompts must be learned. The key idea is to consider the output of the first layer as a latent variable, which requires inference, and prompts to be learned as the parameters of the generative distribution. We first test the effectiveness of DLN-1 in multiple reasoning and natural language understanding tasks. Then, we show that DLN-2 can reach higher performance than a single layer, showing promise that we might reach comparable performance to GPT-4, even when each LLM in the network is smaller and less powerful.

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ByteSized32: A Corpus and Challenge Task for Generating Task-Specific World Models Expressed as Text Games

In this work, we investigate the capacity of language models to generate explicit, interpretable, and interactive world models of scientific and common-sense reasoning tasks. We operationalize this as a task of generating text games, expressed as hundreds of lines of Python code. To facilitate this task, we introduce ByteSized32 (Code: github.com/cognitiveailab/BYTESIZED32), a corpus of 32 reasoning-focused text games totaling 20k lines of Python code. We empirically demonstrate that GPT-4 can use these games as templates for single-shot in-context learning, successfully producing runnable games on unseen topics in 28% of cases. When allowed to self-reflect on program errors, game runnability substantially increases to 57%. While evaluating simulation fidelity is labor-intensive, we introduce a suite of automated metrics to assess game fidelity, technical validity, adherence to task specifications, and winnability, showing a high degree of agreement with expert human ratings. We pose this as a challenge task to spur further development at the juncture of world modeling and code generation.

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Augmenting Autotelic Agents with Large Language Models

Humans learn to master open-ended repertoires of skills by imagining and practicing their own goals. This autotelic learning process, literally the pursuit of self-generated (auto) goals (telos), becomes more and more open-ended as the goals become more diverse, abstract and creative. The resulting exploration of the space of possible skills is supported by an inter-individual exploration: goal representations are culturally evolved and transmitted across individuals, in particular using language. Current artificial agents mostly rely on predefined goal representations corresponding to goal spaces that are either bounded (e.g. list of instructions), or unbounded (e.g. the space of possible visual inputs) but are rarely endowed with the ability to reshape their goal representations, to form new abstractions or to imagine creative goals. In this paper, we introduce a language model augmented autotelic agent (LMA3) that leverages a pretrained language model (LM) to support the representation, generation and learning of diverse, abstract, human-relevant goals. The LM is used as an imperfect model of human cultural transmission; an attempt to capture aspects of humans' common-sense, intuitive physics and overall interests. Specifically, it supports three key components of the autotelic architecture: 1)~a relabeler that describes the goals achieved in the agent's trajectories, 2)~a goal generator that suggests new high-level goals along with their decomposition into subgoals the agent already masters, and 3)~reward functions for each of these goals. Without relying on any hand-coded goal representations, reward functions or curriculum, we show that LMA3 agents learn to master a large diversity of skills in a task-agnostic text-based environment.

cs.AI↗

Collecting Interactive Multi-modal Datasets for Grounded Language Understanding

Human intelligence can remarkably adapt quickly to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research which can enable similar capabilities in machines, we made the following contributions (1) formalized the collaborative embodied agent using natural language task; (2) developed a tool for extensive and scalable data collection; and (3) collected the first dataset for interactive grounded language understanding.

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TextWorldExpress: Simulating Text Games at One Million Steps Per Second

Text-based games offer a challenging test bed to evaluate virtual agents at language understanding, multi-step problem-solving, and common-sense reasoning. However, speed is a major limitation of current text-based games, capping at 300 steps per second, mainly due to the use of legacy tooling. In this work we present TextWorldExpress, a high-performance simulator that includes implementations of three common text game benchmarks that increases simulation throughput by approximately three orders of magnitude, reaching over one million steps per second on common desktop hardware. This significantly reduces experiment runtime, enabling billion-step-scale experiments in about one day.

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A Song of Ice and Fire: Analyzing Textual Autotelic Agents in ScienceWorld

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.

cs.AI↗

Behavior Cloned Transformers are Neurosymbolic Reasoners

In this work, we explore techniques for augmenting interactive agents with information from symbolic modules, much like humans use tools like calculators and GPS systems to assist with arithmetic and navigation. We test our agent's abilities in text games -- challenging benchmarks for evaluating the multi-step reasoning abilities of game agents in grounded, language-based environments. Our experimental study indicates that injecting the actions from these symbolic modules into the action space of a behavior cloned transformer agent increases performance on four text game benchmarks that test arithmetic, navigation, sorting, and common sense reasoning by an average of 22%, allowing an agent to reach the highest possible performance on unseen games. This action injection technique is easily extended to new agents, environments, and symbolic modules.

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ScienceWorld: Is your Agent Smarter than a 5th Grader?

We present ScienceWorld, a benchmark to test agents' scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum. Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts. For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material. This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner. We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities. Our experiments provide empirical evidence supporting this hypothesis -- showing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.

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Learning to Solve Voxel Building Embodied Tasks from Pixels and Natural Language Instructions

The adoption of pre-trained language models to generate action plans for embodied agents is a promising research strategy. However, execution of instructions in real or simulated environments requires verification of the feasibility of actions as well as their relevance to the completion of a goal. We propose a new method that combines a language model and reinforcement learning for the task of building objects in a Minecraft-like environment according to the natural language instructions. Our method first generates a set of consistently achievable sub-goals from the instructions and then completes associated sub-tasks with a pre-trained RL policy. The proposed method formed the RL baseline at the IGLU 2022 competition.

cs.AI↗

Automatic Exploration of Textual Environments with Language-Conditioned Autotelic Agents

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.

cs.AI↗

Asking for Knowledge: Training RL Agents to Query External Knowledge Using Language

To solve difficult tasks, humans ask questions to acquire knowledge from external sources. In contrast, classical reinforcement learning agents lack such an ability and often resort to exploratory behavior. This is exacerbated as few present-day environments support querying for knowledge. In order to study how agents can be taught to query external knowledge via language, we first introduce two new environments: the grid-world-based Q-BabyAI and the text-based Q-TextWorld. In addition to physical interactions, an agent can query an external knowledge source specialized for these environments to gather information. Second, we propose the "Asking for Knowledge" (AFK) agent, which learns to generate language commands to query for meaningful knowledge that helps solve the tasks. AFK leverages a non-parametric memory, a pointer mechanism and an episodic exploration bonus to tackle (1) irrelevant information, (2) a large query language space, (3) delayed reward for making meaningful queries. Extensive experiments demonstrate that the AFK agent outperforms recent baselines on the challenging Q-BabyAI and Q-TextWorld environments.

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Interactive Grounded Language Understanding in a Collaborative Environment: IGLU 2021

Human intelligence has the remarkable ability to quickly adapt to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose \emph{IGLU: Interactive Grounded Language Understanding in a Collaborative Environment}. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants.

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IGLU 2022: Interactive Grounded Language Understanding in a Collaborative Environment at NeurIPS 2022

Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to develop interactive embodied agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the crucial challenges in AI. Another critical aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.

cs.CL↗

One-Shot Learning from a Demonstration with Hierarchical Latent Language

Humans have the capability, aided by the expressive compositionality of their language, to learn quickly by demonstration. They are able to describe unseen task-performing procedures and generalize their execution to other contexts. In this work, we introduce DescribeWorld, an environment designed to test this sort of generalization skill in grounded agents, where tasks are linguistically and procedurally composed of elementary concepts. The agent observes a single task demonstration in a Minecraft-like grid world, and is then asked to carry out the same task in a new map. To enable such a level of generalization, we propose a neural agent infused with hierarchical latent language--both at the level of task inference and subtask planning. Our agent first generates a textual description of the demonstrated unseen task, then leverages this description to replicate it. Through multiple evaluation scenarios and a suite of generalization tests, we find that agents that perform text-based inference are better equipped for the challenge under a random split of tasks.

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Learning Dynamic Belief Graphs to Generalize on Text-Based Games

Playing text-based games requires skills in processing natural language and sequential decision making. Achieving human-level performance on text-based games remains an open challenge, and prior research has largely relied on hand-crafted structured representations and heuristics. In this work, we investigate how an agent can plan and generalize in text-based games using graph-structured representations learned end-to-end from raw text. We propose a novel graph-aided transformer agent (GATA) that infers and updates latent belief graphs during planning to enable effective action selection by capturing the underlying game dynamics. GATA is trained using a combination of reinforcement and self-supervised learning. Our work demonstrates that the learned graph-based representations help agents converge to better policies than their text-only counterparts and facilitate effective generalization across game configurations. Experiments on 500+ unique games from the TextWorld suite show that our best agent outperforms text-based baselines by an average of 24.2%.

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ALFWorld: Aligning Text and Embodied Environments for Interactive Learning

Given a simple request like Put a washed apple in the kitchen fridge, humans can reason in purely abstract terms by imagining action sequences and scoring their likelihood of success, prototypicality, and efficiency, all without moving a muscle. Once we see the kitchen in question, we can update our abstract plans to fit the scene. Embodied agents require the same abilities, but existing work does not yet provide the infrastructure necessary for both reasoning abstractly and executing concretely. We address this limitation by introducing ALFWorld, a simulator that enables agents to learn abstract, text based policies in TextWorld (Côté et al., 2018) and then execute goals from the ALFRED benchmark (Shridhar et al., 2020) in a rich visual environment. ALFWorld enables the creation of a new BUTLER agent whose abstract knowledge, learned in TextWorld, corresponds directly to concrete, visually grounded actions. In turn, as we demonstrate empirically, this fosters better agent generalization than training only in the visually grounded environment. BUTLER's simple, modular design factors the problem to allow researchers to focus on models for improving every piece of the pipeline (language understanding, planning, navigation, and visual scene understanding).

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Unsupervised State Representation Learning in Atari

State representation learning, or the ability to capture latent generative factors of an environment, is crucial for building intelligent agents that can perform a wide variety of tasks. Learning such representations without supervision from rewards is a challenging open problem. We introduce a method that learns state representations by maximizing mutual information across spatially and temporally distinct features of a neural encoder of the observations. We also introduce a new benchmark based on Atari 2600 games where we evaluate representations based on how well they capture the ground truth state variables. We believe this new framework for evaluating representation learning models will be crucial for future representation learning research. Finally, we compare our technique with other state-of-the-art generative and contrastive representation learning methods. The code associated with this work is available at https://github.com/mila-iqia/atari-representation-learning

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