Abstract:Medical Decision-Making (MDM) is a multi-faceted process that requires clinicians to assess complex multi-modal patient data patient, often collaboratively. Large Language Models (LLMs) promise to streamline this process by synthesizing vast medical knowledge and multi-modal health data. However, single-agent are often ill-suited for nuanced medical contexts requiring adaptable, collaborative problem-solving. Our MDAgents addresses this need by dynamically assigning collaboration structures to LLMs based on task complexity, mimicking real-world clinical collaboration and decision-making. This framework improves diagnostic accuracy and supports adaptive responses in complex, real-world medical scenarios, making it a valuable tool for clinicians in various healthcare settings, and at the same time, being more efficient in terms of computing cost than static multi-agent decision making methods.
Abstract:Reinforcement learning from human feedback (RLHF) has been an effective technique for aligning AI systems with human values, with remarkable successes in fine-tuning large-language models recently. Most existing RLHF paradigms make the underlying assumption that human preferences are relatively homogeneous, and can be encoded by a single reward model. In this paper, we focus on addressing the issues due to the inherent heterogeneity in human preferences, as well as their potential strategic behavior in providing feedback. Specifically, we propose two frameworks to address heterogeneous human feedback in principled ways: personalization-based one and aggregation-based one. For the former, we propose two approaches based on representation learning and clustering, respectively, for learning multiple reward models that trades off the bias (due to preference heterogeneity) and variance (due to the use of fewer data for learning each model by personalization). We then establish sample complexity guarantees for both approaches. For the latter, we aim to adhere to the single-model framework, as already deployed in the current RLHF paradigm, by carefully aggregating diverse and truthful preferences from humans. We propose two approaches based on reward and preference aggregation, respectively: the former utilizes both utilitarianism and Leximin approaches to aggregate individual reward models, with sample complexity guarantees; the latter directly aggregates the human feedback in the form of probabilistic opinions. Under the probabilistic-opinion-feedback model, we also develop an approach to handle strategic human labelers who may bias and manipulate the aggregated preferences with untruthful feedback. Based on the ideas in mechanism design, our approach ensures truthful preference reporting, with the induced aggregation rule maximizing social welfare functions.
Abstract:Foundation models have become invaluable in advancing the medical field. Despite their promise, the strategic deployment of LLMs for effective utility in complex medical tasks remains an open question. Our novel framework, Medical Decision-making Agents (MDAgents) aims to address this gap by automatically assigning the effective collaboration structure for LLMs. Assigned solo or group collaboration structure is tailored to the complexity of the medical task at hand, emulating real-world medical decision making processes. We evaluate our framework and baseline methods with state-of-the-art LLMs across a suite of challenging medical benchmarks: MedQA, MedMCQA, PubMedQA, DDXPlus, PMC-VQA, Path-VQA, and MedVidQA, achieving the best performance in 5 out of 7 benchmarks that require an understanding of multi-modal medical reasoning. Ablation studies reveal that MDAgents excels in adapting the number of collaborating agents to optimize efficiency and accuracy, showcasing its robustness in diverse scenarios. We also explore the dynamics of group consensus, offering insights into how collaborative agents could behave in complex clinical team dynamics. Our code can be found at https://github.com/mitmedialab/MDAgents.
Abstract:Large language models (LLMs) have been increasingly employed for (interactive) decision-making, via the development of LLM-based autonomous agents. Despite their emerging successes, the performance of LLM agents in decision-making has not been fully investigated through quantitative metrics, especially in the multi-agent setting when they interact with each other, a typical scenario in real-world LLM-agent applications. To better understand the limits of LLM agents in these interactive environments, we propose to study their interactions in benchmark decision-making settings in online learning and game theory, through the performance metric of \emph{regret}. We first empirically study the {no-regret} behaviors of LLMs in canonical (non-stationary) online learning problems, as well as the emergence of equilibria when LLM agents interact through playing repeated games. We then provide some theoretical insights into the no-regret behaviors of LLM agents, under certain assumptions on the supervised pre-training and the rationality model of human decision-makers who generate the data. Notably, we also identify (simple) cases where advanced LLMs such as GPT-4 fail to be no-regret. To promote the no-regret behaviors, we propose a novel \emph{unsupervised} training loss of \emph{regret-loss}, which, in contrast to the supervised pre-training loss, does not require the labels of (optimal) actions. We then establish the statistical guarantee of generalization bound for regret-loss minimization, followed by the optimization guarantee that minimizing such a loss may automatically lead to known no-regret learning algorithms. Our further experiments demonstrate the effectiveness of our regret-loss, especially in addressing the above ``regrettable'' cases.
Abstract:Customizing robotic behaviors to be aligned with diverse human preferences is an underexplored challenge in the field of embodied AI. In this paper, we present Promptable Behaviors, a novel framework that facilitates efficient personalization of robotic agents to diverse human preferences in complex environments. We use multi-objective reinforcement learning to train a single policy adaptable to a broad spectrum of preferences. We introduce three distinct methods to infer human preferences by leveraging different types of interactions: (1) human demonstrations, (2) preference feedback on trajectory comparisons, and (3) language instructions. We evaluate the proposed method in personalized object-goal navigation and flee navigation tasks in ProcTHOR and RoboTHOR, demonstrating the ability to prompt agent behaviors to satisfy human preferences in various scenarios. Project page: https://promptable-behaviors.github.io
Abstract:We study a new class of Markov games (MGs), \textit{Multi-player Zero-sum Markov Games} with {\it Networked separable interactions} (MZNMGs), to model the local interaction structure in non-cooperative multi-agent sequential decision-making. We define an MZNMG as a model where {the payoffs of the auxiliary games associated with each state are zero-sum and} have some separable (i.e., polymatrix) structure across the neighbors over some interaction network. We first identify the necessary and sufficient conditions under which an MG can be presented as an MZNMG, and show that the set of Markov coarse correlated equilibrium (CCE) collapses to the set of Markov Nash equilibrium (NE) in these games, in that the {product of} per-state marginalization of the former for all players yields the latter. Furthermore, we show that finding approximate Markov \emph{stationary} CCE in infinite-horizon discounted MZNMGs is \texttt{PPAD}-hard, unless the underlying network has a ``star topology''. Then, we propose fictitious-play-type dynamics, the classical learning dynamics in normal-form games, for MZNMGs, and establish convergence guarantees to Markov stationary NE under a star-shaped network structure. Finally, in light of the hardness result, we focus on computing a Markov \emph{non-stationary} NE and provide finite-iteration guarantees for a series of value-iteration-based algorithms. We also provide numerical experiments to corroborate our theoretical results.
Abstract:We propose the first unified theoretical analysis of mixed sample data augmentation (MSDA), such as Mixup and CutMix. Our theoretical results show that regardless of the choice of the mixing strategy, MSDA behaves as a pixel-level regularization of the underlying training loss and a regularization of the first layer parameters. Similarly, our theoretical results support that the MSDA training strategy can improve adversarial robustness and generalization compared to the vanilla training strategy. Using the theoretical results, we provide a high-level understanding of how different design choices of MSDA work differently. For example, we show that the most popular MSDA methods, Mixup and CutMix, behave differently, e.g., CutMix regularizes the input gradients by pixel distances, while Mixup regularizes the input gradients regardless of pixel distances. Our theoretical results also show that the optimal MSDA strategy depends on tasks, datasets, or model parameters. From these observations, we propose generalized MSDAs, a Hybrid version of Mixup and CutMix (HMix) and Gaussian Mixup (GMix), simple extensions of Mixup and CutMix. Our implementation can leverage the advantages of Mixup and CutMix, while our implementation is very efficient, and the computation cost is almost neglectable as Mixup and CutMix. Our empirical study shows that our HMix and GMix outperform the previous state-of-the-art MSDA methods in CIFAR-100 and ImageNet classification tasks. Source code is available at https://github.com/naver-ai/hmix-gmix
Abstract:In recent years, deep neural networks (DNN) have become a highly active area of research, and shown remarkable achievements on a variety of computer vision tasks. DNNs, however, are known to often make overconfident yet incorrect predictions on out-of-distribution samples, which can be a major obstacle to real-world deployments because the training dataset is always limited compared to diverse real-world samples. Thus, it is fundamental to provide guarantees of robustness to the distribution shift between training and test time when we construct DNN models in practice. Moreover, in many cases, the deep learning models are deployed as black boxes and the performance has been already optimized for a training dataset, thus changing the black box itself can lead to performance degradation. We here study the robustness to the geometric transformations in a specific condition where the black-box image classifier is given. We propose an additional learner, \emph{REinforcement Spatial Transform learner (REST)}, that transforms the warped input data into samples regarded as in-distribution by the black-box models. Our work aims to improve the robustness by adding a REST module in front of any black boxes and training only the REST module without retraining the original black box model in an end-to-end manner, i.e. we try to convert the real-world data into training distribution which the performance of the black-box model is best suited for. We use a confidence score that is obtained from the black-box model to determine whether the transformed input is drawn from in-distribution. We empirically show that our method has an advantage in generalization to geometric transformations and sample efficiency.
Abstract:Deep neural networks(NNs) have achieved impressive performance, often exceed human performance on many computer vision tasks. However, one of the most challenging issues that still remains is that NNs are overconfident in their predictions, which can be very harmful when this arises in safety critical applications. In this paper, we show that predictive uncertainty can be efficiently estimated when we incorporate the concept of gradients uncertainty into posterior sampling. The proposed method is tested on two different datasets, MNIST for in-distribution confusing examples and notMNIST for out-of-distribution data. We show that our method is able to efficiently represent predictive uncertainty on both datasets.