Abstract:Recently, the pre-training of decision transformers (DT) using a different domain, such as natural language text, has generated significant attention in offline reinforcement learning (Offline RL). Although this cross-domain pre-training approach achieves superior performance compared to training from scratch in environments required short-term planning ability, the mechanisms by which pre-training benefits the fine-tuning phase remain unclear. Furthermore, we point out that the cross-domain pre-training approach hinders the extraction of distant information in environments like PointMaze that require long-term planning ability, leading to performance that is much worse than training DT from scratch. This work first analyzes these issues and found that Markov Matrix, a component that exists in pre-trained attention heads, is the key to explain the significant performance disparity of pre-trained models in different planning abilities. Inspired by our analysis, we propose a general method GPT-DTMA, which equips a pre-trained DT with Mixture of Attention (MoA), to enable adaptive learning and accommodating diverse attention requirements during fine-tuning. Extensive experiments demonstrate that the effectiveness of GPT-DTMA: it achieves superior performance in short-term environments compared to baselines, and in long-term environments, it mitigates the negative impact caused by Markov Matrix, achieving results comparable to those of DT trained from scratch.
Abstract:Knowledge graph (KG) reasoning is a task that aims to predict unknown facts based on known factual samples. Reasoning methods can be divided into two categories: rule-based methods and KG-embedding based methods. The former possesses precise reasoning capabilities but finds it challenging to reason efficiently over large-scale knowledge graphs. While gaining the ability to reason over large-scale knowledge graphs, the latter sacrifices reasoning accuracy. This paper aims to design a reasoning framework called Neural Probabilistic Logic Learning(NPLL) that achieves accurate reasoning on knowledge graphs. Our approach introduces a scoring module that effectively enhances the expressive power of embedding networks, striking a balance between model simplicity and reasoning capabilities. We improve the interpretability of the model by incorporating a Markov Logic Network based on variational inference. We empirically evaluate our approach on several benchmark datasets, and the experimental results validate that our method substantially enhances the accuracy and quality of the reasoning results.
Abstract:The advent of large language models (LLMs) has revolutionized the field of natural language processing, yet they might be attacked to produce harmful content. Despite efforts to ethically align LLMs, these are often fragile and can be circumvented by jailbreaking attacks through optimized or manual adversarial prompts. To address this, we introduce the Information Bottleneck Protector (IBProtector), a defense mechanism grounded in the information bottleneck principle, and we modify the objective to avoid trivial solutions. The IBProtector selectively compresses and perturbs prompts, facilitated by a lightweight and trainable extractor, preserving only essential information for the target LLMs to respond with the expected answer. Moreover, we further consider a situation where the gradient is not visible to be compatible with any LLM. Our empirical evaluations show that IBProtector outperforms current defense methods in mitigating jailbreak attempts, without overly affecting response quality or inference speed. Its effectiveness and adaptability across various attack methods and target LLMs underscore the potential of IBProtector as a novel, transferable defense that bolsters the security of LLMs without requiring modifications to the underlying models.
Abstract:One of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency. Compared to single agent RL, the sample efficiency for Multi-Agent Reinforcement Learning (MARL) is more challenging because of its inherent partial observability, non-stationary training, and enormous strategy space. Although much effort has been devoted to developing new methods and enhancing sample efficiency, we look at the widely used episodic training mechanism. In each training step, tens of frames are collected, but only one gradient step is made. We argue that this episodic training could be a source of poor sample efficiency. To better exploit the data already collected, we propose to increase the frequency of the gradient updates per environment interaction (a.k.a. Replay Ratio or Update-To-Data ratio). To show its generality, we evaluate $3$ MARL methods on $6$ SMAC tasks. The empirical results validate that a higher replay ratio significantly improves the sample efficiency for MARL algorithms. The codes to reimplement the results presented in this paper are open-sourced at https://anonymous.4open.science/r/rr_for_MARL-0D83/.
Abstract:Offline reinforcement learning (RL) methodologies enforce constraints on the policy to adhere closely to the behavior policy, thereby stabilizing value learning and mitigating the selection of out-of-distribution (OOD) actions during test time. Conventional approaches apply identical constraints for both value learning and test time inference. However, our findings indicate that the constraints suitable for value estimation may in fact be excessively restrictive for action selection during test time. To address this issue, we propose a Mildly Constrained Evaluation Policy (MCEP) for test time inference with a more constrained target policy for value estimation. Since the target policy has been adopted in various prior approaches, MCEP can be seamlessly integrated with them as a plug-in. We instantiate MCEP based on TD3-BC [Fujimoto and Gu, 2021] and AWAC [Nair et al., 2020] algorithms. The empirical results on MuJoCo locomotion tasks show that the MCEP significantly outperforms the target policy and achieves competitive results to state-of-the-art offline RL methods. The codes are open-sourced at https://github.com/egg-west/MCEP.git.
Abstract:Although computational aesthetics evaluation has made certain achievements in many fields, its research of music performance remains to be explored. At present, subjective evaluation is still a ultimate method of music aesthetics research, but it will consume a lot of human and material resources. In addition, the music performance generated by AI is still mechanical, monotonous and lacking in beauty. In order to guide the generation task of AI music performance, and to improve the performance effect of human performers, this paper uses Birkhoff's aesthetic measure to propose a method of objective measurement of beauty. The main contributions of this paper are as follows: Firstly, we put forward an objective aesthetic evaluation method to measure the music performance aesthetic; Secondly, we propose 10 basic music features and 4 aesthetic music features. Experiments show that our method performs well on performance assessment.
Abstract:Computational aesthetics evaluation has made great achievements in the field of visual arts, but the research work on music still needs to be explored. Although the existing work of music generation is very substantial, the quality of music score generated by AI is relatively poor compared with that created by human composers. The music scores created by AI are usually monotonous and devoid of emotion. Based on Birkhoff's aesthetic measure, this paper proposes an objective quantitative evaluation method for homophony music score aesthetic quality assessment. The main contributions of our work are as follows: first, we put forward a homophony music score aesthetic model to objectively evaluate the quality of music score as a baseline model; second, we put forward eight basic music features and four music aesthetic features.