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Samuel J. Gershman

Publications and source records attributed to Samuel J. Gershman.

At least 19 recordsLinked to original sources

Code to Control: Synthesizing Parameterized Reactive Controllers

Recent LLM-based approaches to control either invoke a language model to select actions or synthesize world models that require planning at every decision, introducing latency that can limit real-time use. We introduce Code to Control, an approach that synthesizes Python controllers which execute directly as policies. Code to Control separates program structure from parameters. An LLM synthesizes the controller structure, while derivative-free search fits its parameters for continuous control using feedback from the environment. Once learned, the resulting controllers require neither LLM inference nor planning at decision time, enabling real-time gameplay and, under our timing protocol, faster action selection than a PPO policy. Across a suite of Atari games, Flappy Bird, and MuJoCo tasks, Code to Control outperforms planning-based program synthesis methods, remains competitive with deep reinforcement learning while using fewer environment interactions, transfers across substantial changes in environment dynamics, and scales to complex locomotion tasks.

cs.AI↗

Fast weight programming and linear transformers: from machine learning to neurobiology

Recent advances in artificial neural networks for machine learning, and language modeling in particular, have established a family of recurrent neural network (RNN) architectures that, unlike conventional RNNs with vector-form hidden states, use two-dimensional (2D) matrix-form hidden states. Such 2D-state RNNs, known as Fast Weight Programmers (FWPs), can be interpreted as a neural network whose synaptic weights (called fast weights) dynamically change over time as a function of input observations, and serve as short-term memory storage; corresponding synaptic weight modifications are controlled or programmed by another network (the programmer) whose parameters are trained (e.g., by gradient descent). In this Primer, we review the technical foundations of FWPs, their computational characteristics, and their connections to transformers and state space models. We also discuss connections between FWPs and models of synaptic plasticity in the brain, suggesting a convergence of natural and artificial intelligence.

cs.LG↗

PlayTrain: An Efficient Reinforcement Learning Framework for LLM-Generated Adaptable JavaScript Games

While many video-game environments (VGEs) have played crucial roles in advancing reinforcement learning (RL), developing novel VGEs or modifying existing ones to support new features, has been a laborious process requiring extensive hand-coding. Here we present PlayTrain, an RL framework that combines the abilities of large language models (LLMs) to robustly generate JavaScript (JS) games from a minimal human prompt, and an efficient pipeline that can run any JS game in a standard 'gym' environment. Not only are recent LLMs particularly good at writing JS code, but the JS format also allows users to easily play generated VGEs, while PlayTrain enables us to train RL agents on the exact same games. We demonstrate multiple use cases of PlayTrain, including cloning well-known Atari and ProcGen games in simple JS, where PlayTrain trains pixel-based agents end-to-end at over 1M agent-decisions per second on a single GPU node; and creating modified versions thereof (e.g., that support novel test sets, procedural generation logics, or game dynamics). Through PlayTrain, we reimagine RL VGE development: all we need is a single JS file, generated and modified through an LLM. We discuss promising future RL research directions that PlayTrain unlocks.

cs.LG↗

CogGym: Towards Large-Scale Comparative Evaluation of Human and Machine Cognition

Understanding and modeling human intelligence are parallel goals shared by artificial intelligence (AI) and cognitive science. As AI systems grow increasingly capable, in what ways do model responses resemble human responses, and where do they systematically diverge? The sheer breadth and diversity of the tasks humans can perform and think about pose a challenge for scalable and rigorous comparison between humans and models. We introduce CogGym, a scalable, unified framework grounded in cognitive science for systematically comparing model and human behavior on matched experimental trials. CogGym uses a semi-automated, human-in-the-loop pipeline to standardize diverse experimental paradigms into a task-agnostic Experiment Markup Language (EML), enabling reproducible and faithful comparison at scale. For initial release, we curate and standardize 258 cognitive experiments from 100 papers that focuses on human commonsense reasoning, and evaluate 50 large language models against human responses. We find a clear scaling trend where larger and more recent AI models better reproduce human judgments. Yet AI models' improvement on such common reasoning tasks is considerably slower than the gains observed on formal-reasoning benchmarks like math and coding, and model--human fit remains well below human splithalf reliability ($R^2 = 0.93$ on text, $0.95$ on image, and $0.92$ on video) with the best models achieving $R^2 = 0.59$ on text, $0.58$ on image, and $0.43$ on video experiments. We intend for CogGym to provide a living evaluation framework that continually incorporates new cognitive science experiments to characterize where model behavior resembles human behavior, where it systematically diverges, and how those patterns change as models and experiments evolve.

cs.AI↗

Using Theory of Mind to Arbitrate between Social and Non-social Learning

Social learning is a powerful mechanism through which agents learn about the world from others. However, humans sometimes choose direct experience over social learning, which can carry time and cognitive resource costs. How do people balance social and non-social learning? We propose a Rational Mentalizing model of the decision to engage in social learning. This model estimates the utility of social learning by reasoning about another agent's goal and the informativeness of their future actions. It then weighs the utility of social learning against the utility of non-social learning. Using a novel game where players choose between observing other agents or exploring the environment, we show that the Rational Mentalizing model can quantitatively capture human trade-offs between these strategies. These findings suggest that selective social learning is guided by 'Theory of Mind' in the service of utility maximization.

cs.MA↗

Pragmatic Reasoning in Design

People can often understand and use novel artifacts after only a few interactions, suggesting that design choices communicate underlying affordances and causal structure. We propose a formal account of this process by framing cooperative, user-centered design as a cooperative game in which the user is the principal and the designer is an assistant. Inspired by prior work on pragmatic communication (e.g. RSA), our model treats a designer's design decisions as communicative signals and predicts user judgments via recursive mentalizing: designers make design decisions to trade off informativeness about the artifact with efficiency, and users infer the true model of the artifact by inverting this cooperative designer model. We evaluate the model in a design game where designers place visually identical keys on trays to help a user infer which keys unlock which doors in grid-world layouts. We find that pragmatic designer and user models better match human judgments than non-mentalizing literal baselines.

cs.HC↗

Subjective functions

Where do objective functions come from? How do we select what goals to pursue? Human intelligence is adept at synthesizing new objective functions on the fly. How does this work, and can we endow artificial systems with the same ability? This paper proposes an approach to answering these questions, starting with the concept of a subjective function, a higher-order objective function that is endogenous to the agent (i.e., defined with respect to the agent's features, rather than an external task). Expected prediction error is studied as a concrete example of a subjective function. This proposal has many connections to ideas in psychology, neuroscience, and machine learning.

cs.AI↗

Why Depth Matters in Parallelizable Sequence Models: A Lie Algebraic View

Scalable sequence models, such as Transformer variants and structured state-space models, often trade expressivity power for sequence-level parallelism, which enables efficient training. Here we examine the bounds on error and how error scales when models operate outside of their expressivity regimes using a Lie-algebraic control perspective. Our theory formulates a correspondence between the depth of a sequence model and the tower of Lie algebra extensions. Echoing recent theoretical studies, we characterize the Lie-algebraic class of constant-depth sequence models and their corresponding expressivity bounds. Furthermore, we analytically derive an approximation error bound and show that error diminishes exponentially as the depth increases, consistent with the strong empirical performance of these models. We validate our theoretical predictions using experiments on symbolic word and continuous-valued state-tracking problems.

cs.LG↗

Task diversity produces systematic transfer but inhibits continual reinforcement learning

Continual reinforcement learning aims to produce agents that learn not only to improve at their current tasks but also to adapt as task distributions change. Training an agent on many diverse tasks can induce zero-shot generalization, but previous work generally evaluates this generalization after training -- with frozen weights. Whether task diversity also improves an agent's ability to continue learning across distribution shifts remains unclear. We introduce Banyan, a GPU-accelerated continual RL domain in which task diversity factors into three independently controllable axes: the map layouts an agent must navigate, the objects it must interact with, and the hierarchical structures of sub-goal dependencies. Across individual distribution shifts, increasing diversity along each axis causes agents to begin training on the new tasks near the performance attained on the previous one, even when the shift changes the structure of the optimal policy. However, as the number of shifts increases, this local transfer does not by itself yield sustained continual learning: longer-horizon tasks plateau, and earlier task distributions are forgotten after later training. Banyan is a benchmark for studying when controlled task diversity produces transferable learning, when that transfer persists, and where it falls short of proper continual learning.

cs.LG↗

Preemptive Solving of Future Problems: Multitask Preplay in Humans and Machines

Humans can pursue a near-infinite variety of tasks, but typically can only pursue a small number at the same time. We hypothesize that humans leverage experience on one task to preemptively learn solutions to other tasks that were accessible but not pursued. We formalize this idea as Multitask Preplay, a novel algorithm that replays experience on one task as the starting point for "preplay" -- counterfactual simulation of an accessible but unpursued task. Preplay is used to learn a predictive representation that can support fast, adaptive task performance later on. We first show that, compared to traditional planning and predictive representation methods, multitask preplay better predicts how humans generalize to tasks that were accessible but not pursued in a small grid-world, even when people didn't know they would need to generalize to these tasks. We then show these predictions generalize to Craftax, a partially observable 2D Minecraft environment. Finally, we show that Multitask Preplay enables artificial agents to learn behaviors that transfer to novel Craftax worlds sharing task co-occurrence structure. These findings demonstrate that Multitask Preplay is a scalable theory of how humans counterfactually learn and generalize across multiple tasks; endowing artificial agents with the same capacity can significantly improve their performance in challenging multitask environments.

cs.LG↗

AI Gamestore: Scalable, Open-Ended Evaluation of Machine General Intelligence with Human Games

Rigorously evaluating machine intelligence against the broad spectrum of human general intelligence has become increasingly important and challenging in this era of rapid technological advance. Conventional AI benchmarks typically assess only narrow capabilities in a limited range of human activity. Most are also static, quickly saturating as developers explicitly or implicitly optimize for them. We propose that a more promising way to evaluate human-like general intelligence in AI systems is through a particularly strong form of general game playing: studying how and how well they play and learn to play \textbf{all conceivable human games}, in comparison to human players with the same level of experience, time, or other resources. We define a "human game" to be a game designed by humans for humans, and argue for the evaluative suitability of this space of all such games people can imagine and enjoy -- the "Multiverse of Human Games". Taking a first step towards this vision, we introduce the AI GameStore, a scalable and open-ended platform that uses LLMs with humans-in-the-loop to synthesize new representative human games, by automatically sourcing and adapting standardized and containerized variants of game environments from popular human digital gaming platforms. As a proof of concept, we generated 100 such games based on the top charts of Apple App Store and Steam, and evaluated seven frontier vision-language models (VLMs) on short episodes of play. The best models achieved less than 10\% of the human average score on the majority of the games, and especially struggled with games that challenge world-model learning, memory and planning. We conclude with a set of next steps for building out the AI GameStore as a practical way to measure and drive progress toward human-like general intelligence in machines.

cs.AI↗

Learning Abstractions for Hierarchical Planning in Program-Synthesis Agents

Humans learn abstractions and use them to plan efficiently to quickly generalize across tasks -- an ability that remains challenging for state-of-the-art large language model (LLM) agents and deep reinforcement learning (RL) systems. Inspired by the cognitive science of how people form abstractions and intuitive theories of their world knowledge, Theory-Based RL (TBRL) systems, such as TheoryCoder, exhibit strong generalization through effective use of abstractions. However, they heavily rely on human-provided abstractions and sidestep the abstraction-learning problem. We introduce TheoryCoder-2, a new TBRL agent that leverages LLMs' in-context learning ability to actively learn reusable abstractions rather than relying on hand-specified ones, by synthesizing abstractions from experience and integrating them into a hierarchical planning process. We conduct experiments on diverse environments, including BabyAI, Minihack and VGDL games like Sokoban. We find that TheoryCoder-2 is significantly more sample-efficient than baseline LLM agents augmented with classical planning domain construction, reasoning-based planning, and prior program-synthesis agents such as WorldCoder. TheoryCoder-2 is able to solve complex tasks that the baselines fail, while only requiring minimal human prompts, unlike prior TBRL systems.

cs.AI↗

A Variational Manifold Embedding Framework for Nonlinear Dimensionality Reduction

Dimensionality reduction algorithms like principal component analysis (PCA) are workhorses of machine learning and neuroscience, but each has well-known limitations. Variants of PCA are simple and interpretable, but not flexible enough to capture nonlinear data manifold structure. More flexible approaches have other problems: autoencoders are generally difficult to interpret, and graph-embedding-based methods can produce pathological distortions in manifold geometry. Motivated by these shortcomings, we propose a variational framework that casts dimensionality reduction algorithms as solutions to an optimal manifold embedding problem. By construction, this framework permits nonlinear embeddings, allowing its solutions to be more flexible than PCA. Moreover, the variational nature of the framework has useful consequences for interpretability: each solution satisfies a set of partial differential equations, and can be shown to reflect symmetries of the embedding objective. We discuss these features in detail and show that solutions can be analytically characterized in some cases. Interestingly, one special case exactly recovers PCA.

cs.LG↗

Gradient Descent as Loss Landscape Navigation: a Normative Framework for Deriving Learning Rules

Learning rules -- prescriptions for updating model parameters to improve performance -- are typically assumed rather than derived. Why do some learning rules work better than others, and under what assumptions can a given rule be considered optimal? We propose a theoretical framework that casts learning rules as policies for navigating (partially observable) loss landscapes, and identifies optimal rules as solutions to an associated optimal control problem. A range of well-known rules emerge naturally within this framework under different assumptions: gradient descent from short-horizon optimization, momentum from longer-horizon planning, natural gradients from accounting for parameter space geometry, non-gradient rules from partial controllability, and adaptive optimizers like Adam from online Bayesian inference of loss landscape shape. We further show that continual learning strategies like weight resetting can be understood as optimal responses to task uncertainty. By unifying these phenomena under a single objective, our framework clarifies the computational structure of learning and offers a principled foundation for designing adaptive algorithms.

cs.LG↗

Blending Complementary Memory Systems in Hybrid Quadratic-Linear Transformers

We develop hybrid memory architectures for general-purpose sequence processing neural networks, that combine key-value memory using softmax attention (KV-memory) with fast weight memory through dynamic synaptic modulation (FW-memory) -- the core principles of quadratic and linear transformers, respectively. These two memory systems have complementary but individually limited properties: KV-memory offers precise retrieval but is constrained by quadratic complexity in sequence length, while FW-memory supports arbitrarily long sequences and enables more expressive computation but sacrifices precise recall. We propose and compare three methods to blend these two systems into a single memory system, differing in how and when input information is delivered to each system, to leverage the strengths of both. We conduct experiments on general language modeling and retrieval tasks by training 340M- and 1.3B-parameter models from scratch, as well as on synthetic algorithmic tasks designed to precisely illustrate the benefits of certain hybrid methods over others. We also evaluate our hybrid memory systems on reinforcement learning in partially observable environments. Overall, we demonstrate how a well-designed hybrid can overcome the limitations of its individual components, offering new insights into the design principle of neural memory systems.

cs.LG↗

A circuit for predicting hierarchical structure in-context in Large Language Models

Large Language Models (LLMs) excel at in-context learning, the ability to use information provided as context to improve prediction of future tokens. Induction heads have been argued to play a crucial role for in-context learning in Transformer Language Models. These attention heads make a token attend to successors of past occurrences of the same token in the input. This basic mechanism supports LLMs' ability to copy and predict repeating patterns. However, it is unclear if this same mechanism can support in-context learning of more complex repetitive patterns with hierarchical structure. Natural language is teeming with such cases: The article "the" in English usually prefaces multiple nouns in a text. When predicting which token succeeds a particular instance of "the", we need to integrate further contextual cues from the text to predict the correct noun. If induction heads naively attend to all past instances of successor tokens of "the" in a context-independent manner, they cannot support this level of contextual information integration. In this study, we design a synthetic in-context learning task, where tokens are repeated with hierarchical dependencies. Here, attending uniformly to all successor tokens is not sufficient to accurately predict future tokens. Evaluating a range of LLMs on these token sequences and natural language analogues, we find adaptive induction heads that support prediction by learning what to attend to in-context. Next, we investigate how induction heads themselves learn in-context. We find evidence that learning is supported by attention heads that uncover a set of latent contexts, determining the different token transition relationships. Overall, we not only show that LLMs have induction heads that learn, but offer a complete mechanistic account of how LLMs learn to predict higher-order repetitive patterns in-context.

cs.LG↗

General Intelligence Requires Reward-based Pretraining

Large Language Models (LLMs) have demonstrated impressive real-world utility, exemplifying artificial useful intelligence (AUI). However, their ability to reason adaptively and robustly -- the hallmarks of artificial general intelligence (AGI) -- remains fragile. While LLMs seemingly succeed in commonsense reasoning, programming, and mathematics, they struggle to generalize algorithmic understanding across novel contexts. Our experiments with algorithmic tasks in esoteric programming languages reveal that LLM's reasoning overfits to the training data and is limited in its transferability. We hypothesize that the core issue underlying such limited transferability is the coupling of reasoning and knowledge in LLMs. To transition from AUI to AGI, we propose disentangling knowledge and reasoning through three key directions: (1) pretaining to reason using RL from scratch as an alternative to the widely used next-token prediction pretraining, (2) using a curriculum of synthetic tasks to ease the learning of a reasoning prior for RL that can then be transferred to natural language tasks, and (3) learning more generalizable reasoning functions using a small context window to reduce exploiting spurious correlations between tokens. Such a reasoning system coupled with a trained retrieval system and a large external memory bank as a knowledge store can overcome several limitations of existing architectures at learning to reason in novel scenarios.

cs.LG↗

Assessing Adaptive World Models in Machines with Novel Games

Human intelligence exhibits a remarkable capacity for rapid adaptation and effective problem-solving in novel and unfamiliar contexts. We argue that this profound adaptability is fundamentally linked to the efficient construction and refinement of internal representations of the environment, commonly referred to as world models, and we refer to this adaptation mechanism as world model induction. However, current understanding and evaluation of world models in artificial intelligence (AI) remains narrow, often focusing on static representations learned from training on massive corpora of data, instead of the efficiency and efficacy in learning these representations through interaction and exploration within a novel environment. In this Perspective, we provide a view of world model induction drawing on decades of research in cognitive science on how humans learn and adapt so efficiently; we then call for a new evaluation framework for assessing adaptive world models in AI. Concretely, we propose a new benchmarking paradigm based on suites of carefully designed games with genuine, deep and continually refreshing novelty in the underlying game structures -- we refer to this class of games as novel games. We detail key desiderata for constructing these games and propose appropriate metrics to explicitly challenge and evaluate the agent's ability for rapid world model induction. We hope that this new evaluation framework will inspire future evaluation efforts on world models in AI and provide a crucial step towards developing AI systems capable of human-like rapid adaptation and robust generalization -- a critical component of artificial general intelligence.

cs.AI↗