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Subbarao Kambhampati

Publications and source records attributed to Subbarao Kambhampati.

At least 55 records · Page 3Linked to original sources

Can Large Language Models Really Improve by Self-critiquing Their Own Plans?

There have been widespread claims about Large Language Models (LLMs) being able to successfully verify or self-critique their candidate solutions in reasoning problems in an iterative mode. Intrigued by those claims, in this paper we set out to investigate the verification/self-critiquing abilities of large language models in the context of planning. We evaluate a planning system that employs LLMs for both plan generation and verification. We assess the verifier LLM's performance against ground-truth verification, the impact of self-critiquing on plan generation, and the influence of varying feedback levels on system performance. Using GPT-4, a state-of-the-art LLM, for both generation and verification, our findings reveal that self-critiquing appears to diminish plan generation performance, especially when compared to systems with external, sound verifiers and the LLM verifiers in that system produce a notable number of false positives, compromising the system's reliability. Additionally, the nature of feedback, whether binary or detailed, showed minimal impact on plan generation. Collectively, our results cast doubt on the effectiveness of LLMs in a self-critiquing, iterative framework for planning tasks.

cs.AI↗

Learning and Leveraging Verifiers to Improve Planning Capabilities of Pre-trained Language Models

There have been wide spread claims in the literature about the emergent reasoning capabilities of Pretrained Large Language Models. However, recent studies, have found that their ability to plan remains questionable. Through our experiments using GPT-2, we empirically demonstrate that the performance of a finetuned baseline remains poor because it violates pre-conditions of actions in the plans that it generates. To improve the planning capabilities of a finetuned LLM, we train a verifier, which can classify actions as being valid or invalid in a particular state. By randomly sampling actions from the same dataset, we generate examples of invalid actions which are then used to train a verifier which can check for action applicability. In the presence of diverse sampling from a generator and a verifier which can prune invalid trajectories, we show significant gains in the success rate on the Blocksworld domain. Additionally, we show that finetuning the GPT-2 generator itself to create the verifier generalizes better than finetuning the base GPT-2. Lastly, we investigate the role of the sampling temperature which can be used to control the exploration-exploitation tradeoff.

cs.CL↗

`Why didn't you allocate this task to them?' Negotiation-Aware Explicable Task Allocation and Contrastive Explanation Generation

Task allocation is an important problem in multi-agent systems. It becomes more challenging when the team-members are humans with imperfect knowledge about their teammates' costs and the overall performance metric. In this paper, we propose a centralized Artificial Intelligence Task Allocation (AITA) that simulates a negotiation and produces a negotiation-aware explicable task allocation. If a team-member is unhappy with the proposed allocation, we allow them to question the proposed allocation using a counterfactual. By using parts of the simulated negotiation, we are able to provide contrastive explanations that provide minimum information about other's cost to refute their foil. With human studies, we show that (1) the allocation proposed using our method appears fair to the majority, and (2) when a counterfactual is raised, explanations generated are easy to comprehend and convincing. Finally, we empirically study the effect of different kinds of incompleteness on the explanation-length and find that underestimation of a teammate's costs often increases it.

cs.AI↗

Methods and Mechanisms for Interactive Novelty Handling in Adversarial Environments

Learning to detect, characterize and accommodate novelties is a challenge that agents operating in open-world domains need to address to be able to guarantee satisfactory task performance. Certain novelties (e.g., changes in environment dynamics) can interfere with the performance or prevent agents from accomplishing task goals altogether. In this paper, we introduce general methods and architectural mechanisms for detecting and characterizing different types of novelties, and for building an appropriate adaptive model to accommodate them utilizing logical representations and reasoning methods. We demonstrate the effectiveness of the proposed methods in evaluations performed by a third party in the adversarial multi-agent board game Monopoly. The results show high novelty detection and accommodation rates across a variety of novelty types, including changes to the rules of the game, as well as changes to the agent's action capabilities.

cs.AI↗

Trust-Aware Planning: Modeling Trust Evolution in Iterated Human-Robot Interaction

Trust between team members is an essential requirement for any successful cooperation. Thus, engendering and maintaining the fellow team members' trust becomes a central responsibility for any member trying to not only successfully participate in the task but to ensure the team achieves its goals. The problem of trust management is particularly challenging in mixed human-robot teams where the human and the robot may have different models about the task at hand and thus may have different expectations regarding the current course of action, thereby forcing the robot to focus on the costly explicable behavior. We propose a computational model for capturing and modulating trust in such iterated human-robot interaction settings, where the human adopts a supervisory role. In our model, the robot integrates human's trust and their expectations about the robot into its planning process to build and maintain trust over the interaction horizon. By establishing the required level of trust, the robot can focus on maximizing the team goal by eschewing explicit explanatory or explicable behavior without worrying about the human supervisor monitoring and intervening to stop behaviors they may not necessarily understand. We model this reasoning about trust levels as a meta reasoning process over individual planning tasks. We additionally validate our model through a human subject experiment.

cs.AI↗

Relative Behavioral Attributes: Filling the Gap between Symbolic Goal Specification and Reward Learning from Human Preferences

Generating complex behaviors that satisfy the preferences of non-expert users is a crucial requirement for AI agents. Interactive reward learning from trajectory comparisons (a.k.a. RLHF) is one way to allow non-expert users to convey complex objectives by expressing preferences over short clips of agent behaviors. Even though this parametric method can encode complex tacit knowledge present in the underlying tasks, it implicitly assumes that the human is unable to provide richer feedback than binary preference labels, leading to intolerably high feedback complexity and poor user experience. While providing a detailed symbolic closed-form specification of the objectives might be tempting, it is not always feasible even for an expert user. However, in most cases, humans are aware of how the agent should change its behavior along meaningful axes to fulfill their underlying purpose, even if they are not able to fully specify task objectives symbolically. Using this as motivation, we introduce the notion of Relative Behavioral Attributes, which allows the users to tweak the agent behavior through symbolic concepts (e.g., increasing the softness or speed of agents' movement). We propose two practical methods that can learn to model any kind of behavioral attributes from ordered behavior clips. We demonstrate the effectiveness of our methods on four tasks with nine different behavioral attributes, showing that once the attributes are learned, end users can produce desirable agent behaviors relatively effortlessly, by providing feedback just around ten times. This is over an order of magnitude less than that required by the popular learning-from-human-preferences baselines. The supplementary video and source code are available at: https://guansuns.github.io/pages/rba.

cs.AI↗

Data Driven Reward Initialization for Preference based Reinforcement Learning

Preference-based Reinforcement Learning (PbRL) methods utilize binary feedback from the human in the loop (HiL) over queried trajectory pairs to learn a reward model in an attempt to approximate the human's underlying reward function capturing their preferences. In this work, we investigate the issue of a high degree of variability in the initialized reward models which are sensitive to random seeds of the experiment. This further compounds the issue of degenerate reward functions PbRL methods already suffer from. We propose a data-driven reward initialization method that does not add any additional cost to the human in the loop and negligible cost to the PbRL agent and show that doing so ensures that the predicted rewards of the initialized reward model are uniform in the state space and this reduces the variability in the performance of the method across multiple runs and is shown to improve the overall performance compared to other initialization methods.

cs.LG↗

A State Augmentation based approach to Reinforcement Learning from Human Preferences

Reinforcement Learning has suffered from poor reward specification, and issues for reward hacking even in simple enough domains. Preference Based Reinforcement Learning attempts to solve the issue by utilizing binary feedbacks on queried trajectory pairs by a human in the loop indicating their preferences about the agent's behavior to learn a reward model. In this work, we present a state augmentation technique that allows the agent's reward model to be robust and follow an invariance consistency that significantly improved performance, i.e. the reward recovery and subsequent return computed using the learned policy over our baseline PEBBLE. We validate our method on three domains, Mountain Car, a locomotion task of Quadruped-Walk, and a robotic manipulation task of Sweep-Into, and find that using the proposed augmentation the agent not only benefits in the overall performance but does so, quite early in the agent's training phase.

cs.AI↗

Exploiting Unlabeled Data for Feedback Efficient Human Preference based Reinforcement Learning

Preference Based Reinforcement Learning has shown much promise for utilizing human binary feedback on queried trajectory pairs to recover the underlying reward model of the Human in the Loop (HiL). While works have attempted to better utilize the queries made to the human, in this work we make two observations about the unlabeled trajectories collected by the agent and propose two corresponding loss functions that ensure participation of unlabeled trajectories in the reward learning process, and structure the embedding space of the reward model such that it reflects the structure of state space with respect to action distances. We validate the proposed method on one locomotion domain and one robotic manipulation task and compare with the state-of-the-art baseline PEBBLE. We further present an ablation of the proposed loss components across both the domains and find that not only each of the loss components perform better than the baseline, but the synergic combination of the two has much better reward recovery and human feedback sample efficiency.

cs.RO↗

On the Planning Abilities of Large Language Models (A Critical Investigation with a Proposed Benchmark)

Intrigued by the claims of emergent reasoning capabilities in LLMs trained on general web corpora, in this paper, we set out to investigate their planning capabilities. We aim to evaluate (1) how good LLMs are by themselves in generating and validating simple plans in commonsense planning tasks (of the type that humans are generally quite good at) and (2) how good LLMs are in being a source of heuristic guidance for other agents--either AI planners or human planners--in their planning tasks. To investigate these questions in a systematic rather than anecdotal manner, we start by developing a benchmark suite based on the kinds of domains employed in the International Planning Competition. On this benchmark, we evaluate LLMs in three modes: autonomous, heuristic and human-in-the-loop. Our results show that LLM's ability to autonomously generate executable plans is quite meager, averaging only about 3% success rate. The heuristic and human-in-the-loop modes show slightly more promise. In addition to these results, we also make our benchmark and evaluation tools available to support investigations by research community.

cs.AI↗

Towards customizable reinforcement learning agents: Enabling preference specification through online vocabulary expansion

There is a growing interest in developing automated agents that can work alongside humans. In addition to completing the assigned task, such an agent will undoubtedly be expected to behave in a manner that is preferred by the human. This requires the human to communicate their preferences to the agent. To achieve this, the current approaches either require the users to specify the reward function or the preference is interactively learned from queries that ask the user to compare behavior. The former approach can be challenging if the internal representation used by the agent is inscrutable to the human while the latter is unnecessarily cumbersome for the user if their preference can be specified more easily in symbolic terms. In this work, we propose PRESCA (PREference Specification through Concept Acquisition), a system that allows users to specify their preferences in terms of concepts that they understand. PRESCA maintains a set of such concepts in a shared vocabulary. If the relevant concept is not in the shared vocabulary, then it is learned. To make learning a new concept more feedback efficient, PRESCA leverages causal associations between the target concept and concepts that are already known. In addition, we use a novel data augmentation approach to further reduce required feedback. We evaluate PRESCA by using it on a Minecraft environment and show that it can effectively align the agent with the user's preference.

cs.AI↗

Using Deception in Markov Game to Understand Adversarial Behaviors through a Capture-The-Flag Environment

Identifying the actual adversarial threat against a system vulnerability has been a long-standing challenge for cybersecurity research. To determine an optimal strategy for the defender, game-theoretic based decision models have been widely used to simulate the real-world attacker-defender scenarios while taking the defender's constraints into consideration. In this work, we focus on understanding human attacker behaviors in order to optimize the defender's strategy. To achieve this goal, we model attacker-defender engagements as Markov Games and search for their Bayesian Stackelberg Equilibrium. We validate our modeling approach and report our empirical findings using a Capture-The-Flag (CTF) setup, and we conduct user studies on adversaries with varying skill-levels. Our studies show that application-level deceptions are an optimal mitigation strategy against targeted attacks -- outperforming classic cyber-defensive maneuvers, such as patching or blocking network requests. We use this result to further hypothesize over the attacker's behaviors when trapped in an embedded honeypot environment and present a detailed analysis of the same.

cs.GT↗

Gradient-Based Mixed Planning with Symbolic and Numeric Action Parameters

Dealing with planning problems with both logical relations and numeric changes in real-world dynamic environments is challenging. Existing numeric planning systems for the problem often discretize numeric variables or impose convex constraints on numeric variables, which harms the performance when solving problems. In this paper, we propose a novel algorithm framework to solve numeric planning problems mixed with logical relations and numeric changes based on gradient descent. We cast the numeric planning with logical relations and numeric changes as an optimization problem. Specifically, we extend syntax to allow parameters of action models to be either objects or real-valued numbers, which enhances the ability to model real-world numeric effects. Based on the extended modeling language, we propose a gradient-based framework to simultaneously optimize numeric parameters and compute appropriate actions to form candidate plans. The gradient-based framework is composed of an algorithmic heuristic module based on propositional operations to select actions and generate constraints for gradient descent, an algorithmic transition module to update states to next ones, and a loss module to compute loss. We repeatedly minimize loss by updating numeric parameters and compute candidate plans until it converges into a valid plan for the planning problem. In the empirical study, we exhibit that our algorithm framework is both effective and efficient in solving planning problems mixed with logical relations and numeric changes, especially when the problems contain obstacles and non-linear numeric effects.

cs.AI↗

Advice Conformance Verification by Reinforcement Learning agents for Human-in-the-Loop

Human-in-the-loop (HiL) reinforcement learning is gaining traction in domains with large action and state spaces, and sparse rewards by allowing the agent to take advice from HiL. Beyond advice accommodation, a sequential decision-making agent must be able to express the extent to which it was able to utilize the human advice. Subsequently, the agent should provide a means for the HiL to inspect parts of advice that it had to reject in favor of the overall environment objective. We introduce the problem of Advice-Conformance Verification which requires reinforcement learning (RL) agents to provide assurances to the human in the loop regarding how much of their advice is being conformed to. We then propose a Tree-based lingua-franca to support this communication, called a Preference Tree. We study two cases of good and bad advice scenarios in MuJoCo's Humanoid environment. Through our experiments, we show that our method can provide an interpretable means of solving the Advice-Conformance Verification problem by conveying whether or not the agent is using the human's advice. Finally, we present a human-user study with 20 participants that validates our method.

cs.AI↗

Leveraging Approximate Symbolic Models for Reinforcement Learning via Skill Diversity

Creating reinforcement learning (RL) agents that are capable of accepting and leveraging task-specific knowledge from humans has been long identified as a possible strategy for developing scalable approaches for solving long-horizon problems. While previous works have looked at the possibility of using symbolic models along with RL approaches, they tend to assume that the high-level action models are executable at low level and the fluents can exclusively characterize all desirable MDP states. Symbolic models of real world tasks are however often incomplete. To this end, we introduce Approximate Symbolic-Model Guided Reinforcement Learning, wherein we will formalize the relationship between the symbolic model and the underlying MDP that will allow us to characterize the incompleteness of the symbolic model. We will use these models to extract high-level landmarks that will be used to decompose the task. At the low level, we learn a set of diverse policies for each possible task subgoal identified by the landmark, which are then stitched together. We evaluate our system by testing on three different benchmark domains and show how even with incomplete symbolic model information, our approach is able to discover the task structure and efficiently guide the RL agent towards the goal.

cs.AI↗

RADAR-X: An Interactive Mixed Initiative Planning Interface Pairing Contrastive Explanations and Revised Plan Suggestions

Decision support systems seek to enable informed decision-making. In the recent years, automated planning techniques have been leveraged to empower such systems to better aid the human-in-the-loop. The central idea for such decision support systems is to augment the capabilities of the human-in-the-loop with automated planning techniques and enhance the quality of decision-making. In addition to providing planning support, effective decision support systems must be able to provide intuitive explanations based on specific user queries for proposed decisions to its end users. Using this as motivation, we present our decision support system RADAR-X that showcases the ability to engage the user in an interactive explanatory dialogue by first enabling them to specify an alternative to a proposed decision (which we refer to as foils), and then providing contrastive explanations to these user-specified foils which helps the user understand why a specific plan was chosen over the alternative (or foil). Furthermore, the system uses this dialogue to elicit the user's latent preferences and provides revised plan suggestions through three different interaction strategies.

cs.AI↗

Inference of Human's Observation Strategy for Monitoring Robot's Behavior based on a Game-Theoretic Model of Trust

We consider scenarios where a worker robot, who may be unaware of the human's exact expectations, may have the incentive to deviate from a preferred plan (e.g. safe but costly) when a human supervisor is not monitoring it. On the other hand, continuous monitoring of the robot's behavior is often difficult for humans because it costs them valuable resources (e.g., time, cognitive overload, etc.). Thus, to optimize the cost of monitoring while ensuring the robots follow the {\em safe} behavior and to assist the human to deal with the possible unsafe robots, we model this problem in a game-theoretic framework of trust. In settings where the human does not initially trust the robot, pure-strategy Nash Equilibrium provides a useful policy for the human. Unfortunately, we show the formulated game often lacks a pure strategy Nash equilibrium. Thus, we define the concept of a trust boundary over the mixed strategy space of the human and show that it helps to discover optimal monitoring strategies. We conduct humans subject studies that demonstrate (1) the need for coming up with optimal monitoring strategies, and (2) the benefits of using strategies suggested by our approach.

cs.AI↗

Bridging the Gap: Providing Post-Hoc Symbolic Explanations for Sequential Decision-Making Problems with Inscrutable Representations

As increasingly complex AI systems are introduced into our daily lives, it becomes important for such systems to be capable of explaining the rationale for their decisions and allowing users to contest these decisions. A significant hurdle to allowing for such explanatory dialogue could be the vocabulary mismatch between the user and the AI system. This paper introduces methods for providing contrastive explanations in terms of user-specified concepts for sequential decision-making settings where the system's model of the task may be best represented as an inscrutable model. We do this by building partial symbolic models of a local approximation of the task that can be leveraged to answer the user queries. We test these methods on a popular Atari game (Montezuma's Revenge) and variants of Sokoban (a well-known planning benchmark) and report the results of user studies to evaluate whether people find explanations generated in this form useful.

cs.AI↗