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Ruslan Salakhutdinov

Publications and source records attributed to Ruslan Salakhutdinov.

At least 55 records · Page 3Linked to original sources

Inference via Interpolation: Contrastive Representations Provably Enable Planning and Inference

Given time series data, how can we answer questions like "what will happen in the future?" and "how did we get here?" These sorts of probabilistic inference questions are challenging when observations are high-dimensional. In this paper, we show how these questions can have compact, closed form solutions in terms of learned representations. The key idea is to apply a variant of contrastive learning to time series data. Prior work already shows that the representations learned by contrastive learning encode a probability ratio. By extending prior work to show that the marginal distribution over representations is Gaussian, we can then prove that joint distribution of representations is also Gaussian. Taken together, these results show that representations learned via temporal contrastive learning follow a Gauss-Markov chain, a graphical model where inference (e.g., prediction, planning) over representations corresponds to inverting a low-dimensional matrix. In one special case, inferring intermediate representations will be equivalent to interpolating between the learned representations. We validate our theory using numerical simulations on tasks up to 46-dimensions.

cs.LG↗

FACTR: Force-Attending Curriculum Training for Contact-Rich Policy Learning

Many contact-rich tasks humans perform, such as box pickup or rolling dough, rely on force feedback for reliable execution. However, this force information, which is readily available in most robot arms, is not commonly used in teleoperation and policy learning. Consequently, robot behavior is often limited to quasi-static kinematic tasks that do not require intricate force-feedback. In this paper, we first present a low-cost, intuitive, bilateral teleoperation setup that relays external forces of the follower arm back to the teacher arm, facilitating data collection for complex, contact-rich tasks. We then introduce FACTR, a policy learning method that employs a curriculum which corrupts the visual input with decreasing intensity throughout training. The curriculum prevents our transformer-based policy from over-fitting to the visual input and guides the policy to properly attend to the force modality. We demonstrate that by fully utilizing the force information, our method significantly improves generalization to unseen objects by 43\% compared to baseline approaches without a curriculum. Video results, codebases, and instructions at https://jasonjzliu.com/factr/

cs.RO↗

Local Policies Enable Zero-shot Long-horizon Manipulation

Sim2real for robotic manipulation is difficult due to the challenges of simulating complex contacts and generating realistic task distributions. To tackle the latter problem, we introduce ManipGen, which leverages a new class of policies for sim2real transfer: local policies. Locality enables a variety of appealing properties including invariances to absolute robot and object pose, skill ordering, and global scene configuration. We combine these policies with foundation models for vision, language and motion planning and demonstrate SOTA zero-shot performance of our method to Robosuite benchmark tasks in simulation (97%). We transfer our local policies from simulation to reality and observe they can solve unseen long-horizon manipulation tasks with up to 8 stages with significant pose, object and scene configuration variation. ManipGen outperforms SOTA approaches such as SayCan, OpenVLA, LLMTrajGen and VoxPoser across 50 real-world manipulation tasks by 36%, 76%, 62% and 60% respectively. Video results at https://mihdalal.github.io/manipgen/

cs.RO↗

Optimizing Test-Time Compute via Meta Reinforcement Fine-Tuning

Training models to effectively use test-time compute is crucial for improving the reasoning performance of LLMs. Current methods mostly do so via fine-tuning on search traces or running RL with 0/1 outcome reward, but do these approaches efficiently utilize test-time compute? Would these approaches continue to scale as the budget improves? In this paper, we try to answer these questions. We formalize the problem of optimizing test-time compute as a meta-reinforcement learning (RL) problem, which provides a principled perspective on spending test-time compute. This perspective enables us to view the long output stream from the LLM as consisting of several episodes run at test time and leads us to use a notion of cumulative regret over output tokens as a way to measure the efficacy of test-time compute. Akin to how RL algorithms can best tradeoff exploration and exploitation over training, minimizing cumulative regret would also provide the best balance between exploration and exploitation in the token stream. While we show that state-of-the-art models do not minimize regret, one can do so by maximizing a dense reward bonus in conjunction with the outcome 0/1 reward RL. This bonus is the ''progress'' made by each subsequent block in the output stream, quantified by the change in the likelihood of eventual success. Using these insights, we develop Meta Reinforcement Fine-Tuning, or MRT, a new class of fine-tuning methods for optimizing test-time compute. MRT leads to a 2-3x relative gain in performance and roughly a 1.5x gain in token efficiency for math reasoning compared to outcome-reward RL.

cs.LG↗

The BrowserGym Ecosystem for Web Agent Research

The BrowserGym ecosystem addresses the growing need for efficient evaluation and benchmarking of web agents, particularly those leveraging automation and Large Language Models (LLMs). Many existing benchmarks suffer from fragmentation and inconsistent evaluation methodologies, making it challenging to achieve reliable comparisons and reproducible results. In an earlier work, Drouin et al. (2024) introduced BrowserGym which aims to solve this by providing a unified, gym-like environment with well-defined observation and action spaces, facilitating standardized evaluation across diverse benchmarks. We propose an extended BrowserGym-based ecosystem for web agent research, which unifies existing benchmarks from the literature and includes AgentLab, a complementary framework that aids in agent creation, testing, and analysis. Our proposed ecosystem offers flexibility for integrating new benchmarks while ensuring consistent evaluation and comprehensive experiment management. As a supporting evidence, we conduct the first large-scale, multi-benchmark web agent experiment and compare the performance of 6 state-of-the-art LLMs across 6 popular web agent benchmarks made available in BrowserGym. Among other findings, our results highlight a large discrepancy between OpenAI and Anthropic's latests models, with Claude-3.5-Sonnet leading the way on almost all benchmarks, except on vision-related tasks where GPT-4o is superior. Despite these advancements, our results emphasize that building robust and efficient web agents remains a significant challenge, due to the inherent complexity of real-world web environments and the limitations of current models.

cs.LG↗

Self-Regulation and Requesting Interventions

Human intelligence involves metacognitive abilities like self-regulation, recognizing limitations, and seeking assistance only when needed. While LLM Agents excel in many domains, they often lack this awareness. Overconfident agents risk catastrophic failures, while those that seek help excessively hinder efficiency. A key challenge is enabling agents with a limited intervention budget $C$ is to decide when to request assistance. In this paper, we propose an offline framework that trains a "helper" policy to request interventions, such as more powerful models or test-time compute, by combining LLM-based process reward models (PRMs) with tabular reinforcement learning. Using state transitions collected offline, we score optimal intervention timing with PRMs and train the helper model on these labeled trajectories. This offline approach significantly reduces costly intervention calls during training. Furthermore, the integration of PRMs with tabular RL enhances robustness to off-policy data while avoiding the inefficiencies of deep RL. We empirically find that our method delivers optimal helper behavior.

cs.LG↗

Dissecting Adversarial Robustness of Multimodal LM Agents

As language models (LMs) are used to build autonomous agents in real environments, ensuring their adversarial robustness becomes a critical challenge. Unlike chatbots, agents are compound systems with multiple components taking actions, which existing LMs safety evaluations do not adequately address. To bridge this gap, we manually create 200 targeted adversarial tasks and evaluation scripts in a realistic threat model on top of VisualWebArena, a real environment for web agents. To systematically examine the robustness of agents, we propose the Agent Robustness Evaluation (ARE) framework. ARE views the agent as a graph showing the flow of intermediate outputs between components and decomposes robustness as the flow of adversarial information on the graph. We find that we can successfully break latest agents that use black-box frontier LMs, including those that perform reflection and tree search. With imperceptible perturbations to a single image (less than 5% of total web page pixels), an attacker can hijack these agents to execute targeted adversarial goals with success rates up to 67%. We also use ARE to rigorously evaluate how the robustness changes as new components are added. We find that inference-time compute that typically improves benign performance can open up new vulnerabilities and harm robustness. An attacker can compromise the evaluator used by the reflexion agent and the value function of the tree search agent, which increases the attack success relatively by 15% and 20%. Our data and code for attacks, defenses, and evaluation are at https://github.com/ChenWu98/agent-attack

cs.LG↗

Embodied-RAG: General Non-parametric Embodied Memory for Retrieval and Generation

There is no limit to how much a robot might explore and learn, but all of that knowledge needs to be searchable and actionable. Within language research, retrieval augmented generation (RAG) has become the workhorse of large-scale non-parametric knowledge; however, existing techniques do not directly transfer to the embodied domain, which is multimodal, where data is highly correlated, and perception requires abstraction. To address these challenges, we introduce Embodied-RAG, a framework that enhances the foundational model of an embodied agent with a non-parametric memory system capable of autonomously constructing hierarchical knowledge for both navigation and language generation. Embodied-RAG handles a full range of spatial and semantic resolutions across diverse environments and query types, whether for a specific object or a holistic description of ambiance. At its core, Embodied-RAG's memory is structured as a semantic forest, storing language descriptions at varying levels of detail. This hierarchical organization allows the system to efficiently generate context-sensitive outputs across different robotic platforms. We demonstrate that Embodied-RAG effectively bridges RAG to the robotics domain, successfully handling over 250 explanation and navigation queries across kilometer-level environments, highlighting its promise as a general-purpose non-parametric system for embodied agents.

cs.RO↗

MMoE: Enhancing Multimodal Models with Mixtures of Multimodal Interaction Experts

Advances in multimodal models have greatly improved how interactions relevant to various tasks are modeled. Today's multimodal models mainly focus on the correspondence between images and text, using this for tasks like image-text matching. However, this covers only a subset of real-world interactions. Novel interactions, such as sarcasm expressed through opposing spoken words and gestures or humor expressed through utterances and tone of voice, remain challenging. In this paper, we introduce an approach to enhance multimodal models, which we call Multimodal Mixtures of Experts (MMoE). The key idea in MMoE is to train separate expert models for each type of multimodal interaction, such as redundancy present in both modalities, uniqueness in one modality, or synergy that emerges when both modalities are fused. On a sarcasm detection task (MUStARD) and a humor detection task (URFUNNY), we obtain new state-of-the-art results. MMoE is also able to be applied to various types of models to gain improvement.

cs.CL↗

Neural MP: A Generalist Neural Motion Planner

The current paradigm for motion planning generates solutions from scratch for every new problem, which consumes significant amounts of time and computational resources. For complex, cluttered scenes, motion planning approaches can often take minutes to produce a solution, while humans are able to accurately and safely reach any goal in seconds by leveraging their prior experience. We seek to do the same by applying data-driven learning at scale to the problem of motion planning. Our approach builds a large number of complex scenes in simulation, collects expert data from a motion planner, then distills it into a reactive generalist policy. We then combine this with lightweight optimization to obtain a safe path for real world deployment. We perform a thorough evaluation of our method on 64 motion planning tasks across four diverse environments with randomized poses, scenes and obstacles, in the real world, demonstrating an improvement of 23%, 17% and 79% motion planning success rate over state of the art sampling, optimization and learning based planning methods. Video results available at mihdalal.github.io/neuralmotionplanner

cs.RO↗

AgentKit: Structured LLM Reasoning with Dynamic Graphs

We propose an intuitive LLM prompting framework (AgentKit) for multifunctional agents. AgentKit offers a unified framework for explicitly constructing a complex "thought process" from simple natural language prompts. The basic building block in AgentKit is a node, containing a natural language prompt for a specific subtask. The user then puts together chains of nodes, like stacking LEGO pieces. The chains of nodes can be designed to explicitly enforce a naturally structured "thought process". For example, for the task of writing a paper, one may start with the thought process of 1) identify a core message, 2) identify prior research gaps, etc. The nodes in AgentKit can be designed and combined in different ways to implement multiple advanced capabilities including on-the-fly hierarchical planning, reflection, and learning from interactions. In addition, due to the modular nature and the intuitive design to simulate explicit human thought process, a basic agent could be implemented as simple as a list of prompts for the subtasks and therefore could be designed and tuned by someone without any programming experience. Quantitatively, we show that agents designed through AgentKit achieve SOTA performance on WebShop and Crafter. These advances underscore AgentKit's potential in making LLM agents effective and accessible for a wider range of applications. https://github.com/holmeswww/AgentKit

cs.AI↗

OmniACT: A Dataset and Benchmark for Enabling Multimodal Generalist Autonomous Agents for Desktop and Web

For decades, human-computer interaction has fundamentally been manual. Even today, almost all productive work done on the computer necessitates human input at every step. Autonomous virtual agents represent an exciting step in automating many of these menial tasks. Virtual agents would empower users with limited technical proficiency to harness the full possibilities of computer systems. They could also enable the efficient streamlining of numerous computer tasks, ranging from calendar management to complex travel bookings, with minimal human intervention. In this paper, we introduce OmniACT, the first-of-a-kind dataset and benchmark for assessing an agent's capability to generate executable programs to accomplish computer tasks. Our scope extends beyond traditional web automation, covering a diverse range of desktop applications. The dataset consists of fundamental tasks such as "Play the next song", as well as longer horizon tasks such as "Send an email to John Doe mentioning the time and place to meet". Specifically, given a pair of screen image and a visually-grounded natural language task, the goal is to generate a script capable of fully executing the task. We run several strong baseline language model agents on our benchmark. The strongest baseline, GPT-4, performs the best on our benchmark However, its performance level still reaches only 15% of the human proficiency in generating executable scripts capable of completing the task, demonstrating the challenge of our task for conventional web agents. Our benchmark provides a platform to measure and evaluate the progress of language model agents in automating computer tasks and motivates future work towards building multimodal models that bridge large language models and the visual grounding of computer screens.

cs.AI↗

Situated Instruction Following

Language is never spoken in a vacuum. It is expressed, comprehended, and contextualized within the holistic backdrop of the speaker's history, actions, and environment. Since humans are used to communicating efficiently with situated language, the practicality of robotic assistants hinge on their ability to understand and act upon implicit and situated instructions. In traditional instruction following paradigms, the agent acts alone in an empty house, leading to language use that is both simplified and artificially "complete." In contrast, we propose situated instruction following, which embraces the inherent underspecification and ambiguity of real-world communication with the physical presence of a human speaker. The meaning of situated instructions naturally unfold through the past actions and the expected future behaviors of the human involved. Specifically, within our settings we have instructions that (1) are ambiguously specified, (2) have temporally evolving intent, (3) can be interpreted more precisely with the agent's dynamic actions. Our experiments indicate that state-of-the-art Embodied Instruction Following (EIF) models lack holistic understanding of situated human intention.

cs.HC↗

HEMM: Holistic Evaluation of Multimodal Foundation Models

Multimodal foundation models that can holistically process text alongside images, video, audio, and other sensory modalities are increasingly used in a variety of real-world applications. However, it is challenging to characterize and study progress in multimodal foundation models, given the range of possible modeling decisions, tasks, and domains. In this paper, we introduce Holistic Evaluation of Multimodal Models (HEMM) to systematically evaluate the capabilities of multimodal foundation models across a set of 3 dimensions: basic skills, information flow, and real-world use cases. Basic multimodal skills are internal abilities required to solve problems, such as learning interactions across modalities, fine-grained alignment, multi-step reasoning, and the ability to handle external knowledge. Information flow studies how multimodal content changes during a task through querying, translation, editing, and fusion. Use cases span domain-specific challenges introduced in real-world multimedia, affective computing, natural sciences, healthcare, and human-computer interaction applications. Through comprehensive experiments across the 30 tasks in HEMM, we (1) identify key dataset dimensions (e.g., basic skills, information flows, and use cases) that pose challenges to today's models, and (2) distill performance trends regarding how different modeling dimensions (e.g., scale, pre-training data, multimodal alignment, pre-training, and instruction tuning objectives) influence performance. Our conclusions regarding challenging multimodal interactions, use cases, and tasks requiring reasoning and external knowledge, the benefits of data and model scale, and the impacts of instruction tuning yield actionable insights for future work in multimodal foundation models.

cs.LG↗

Multimodal Learning Without Labeled Multimodal Data: Guarantees and Applications

In many machine learning systems that jointly learn from multiple modalities, a core research question is to understand the nature of multimodal interactions: how modalities combine to provide new task-relevant information that was not present in either alone. We study this challenge of interaction quantification in a semi-supervised setting with only labeled unimodal data and naturally co-occurring multimodal data (e.g., unlabeled images and captions, video and corresponding audio) but when labeling them is time-consuming. Using a precise information-theoretic definition of interactions, our key contribution is the derivation of lower and upper bounds to quantify the amount of multimodal interactions in this semi-supervised setting. We propose two lower bounds: one based on the shared information between modalities and the other based on disagreement between separately trained unimodal classifiers, and derive an upper bound through connections to approximate algorithms for min-entropy couplings. We validate these estimated bounds and show how they accurately track true interactions. Finally, we show how these theoretical results can be used to estimate multimodal model performance, guide data collection, and select appropriate multimodal models for various tasks.

cs.LG↗

Understanding Visual Concepts Across Models

Large multimodal models such as Stable Diffusion can generate, detect, and classify new visual concepts after fine-tuning just a single word embedding. Do models learn similar words for the same concepts (i.e. = orange + cat)? We conduct a large-scale analysis on three state-of-the-art models in text-to-image generation, open-set object detection, and zero-shot classification, and find that new word embeddings are model-specific and non-transferable. Across 4,800 new embeddings trained for 40 diverse visual concepts on four standard datasets, we find perturbations within an $ε$-ball to any prior embedding that generate, detect, and classify an arbitrary concept. When these new embeddings are spliced into new models, fine-tuning that targets the original model is lost. We show popular soft prompt-tuning approaches find these perturbative solutions when applied to visual concept learning tasks, and embeddings for visual concepts are not transferable. Code for reproducing our work is available at: https://visual-words.github.io.

cs.CV↗

VisualWebArena: Evaluating Multimodal Agents on Realistic Visual Web Tasks

Autonomous agents capable of planning, reasoning, and executing actions on the web offer a promising avenue for automating computer tasks. However, the majority of existing benchmarks primarily focus on text-based agents, neglecting many natural tasks that require visual information to effectively solve. Given that most computer interfaces cater to human perception, visual information often augments textual data in ways that text-only models struggle to harness effectively. To bridge this gap, we introduce VisualWebArena, a benchmark designed to assess the performance of multimodal web agents on realistic \textit{visually grounded tasks}. VisualWebArena comprises of a set of diverse and complex web-based tasks that evaluate various capabilities of autonomous multimodal agents. To perform on this benchmark, agents need to accurately process image-text inputs, interpret natural language instructions, and execute actions on websites to accomplish user-defined objectives. We conduct an extensive evaluation of state-of-the-art LLM-based autonomous agents, including several multimodal models. Through extensive quantitative and qualitative analysis, we identify several limitations of text-only LLM agents, and reveal gaps in the capabilities of state-of-the-art multimodal language agents. VisualWebArena provides a framework for evaluating multimodal autonomous language agents, and offers insights towards building stronger autonomous agents for the web. Our code, baseline models, and data is publicly available at https://jykoh.com/vwa.

cs.LG↗

Leafy Spurge Dataset: Real-world Weed Classification Within Aerial Drone Imagery

Invasive plant species are detrimental to the ecology of both agricultural and wildland areas. Euphorbia esula, or leafy spurge, is one such plant that has spread through much of North America from Eastern Europe. When paired with contemporary computer vision systems, unmanned aerial vehicles, or drones, offer the means to track expansion of problem plants, such as leafy spurge, and improve chances of controlling these weeds. We gathered a dataset of leafy spurge presence and absence in grasslands of western Montana, USA, then surveyed these areas with a commercial drone. We trained image classifiers on these data, and our best performing model, a pre-trained DINOv2 vision transformer, identified leafy spurge with 0.84 accuracy (test set). This result indicates that classification of leafy spurge is tractable, but not solved. We release this unique dataset of labelled and unlabelled, aerial drone imagery for the machine learning community to explore. Improving classification performance of leafy spurge would benefit the fields of ecology, conservation, and remote sensing alike. Code and data are available at our website: leafy-spurge-dataset.github.io.

cs.CV↗