Abstract:Developing agents for complex and underspecified tasks, where no clear objective exists, remains challenging but offers many opportunities. This is especially true in video games, where simulated players (bots) need to play realistically, and there is no clear reward to evaluate them. While imitation learning has shown promise in such domains, these methods often fail when agents encounter out-of-distribution scenarios during deployment. Expanding the training dataset is a common solution, but it becomes impractical or costly when relying on human demonstrations. This article addresses active imitation learning, aiming to trigger expert intervention only when necessary, reducing the need for constant expert input along training. We introduce Random Network Distillation DAgger (RND-DAgger), a new active imitation learning method that limits expert querying by using a learned state-based out-of-distribution measure to trigger interventions. This approach avoids frequent expert-agent action comparisons, thus making the expert intervene only when it is useful. We evaluate RND-DAgger against traditional imitation learning and other active approaches in 3D video games (racing and third-person navigation) and in a robotic locomotion task and show that RND-DAgger surpasses previous methods by reducing expert queries. https://sites.google.com/view/rnd-dagger
Abstract:The standard way to study Large Language Models (LLMs) through benchmarks or psychology questionnaires is to provide many different queries from similar minimal contexts (e.g. multiple choice questions). However, due to LLM's highly context-dependent nature, conclusions from such minimal-context evaluations may be little informative about the model's behavior in deployment (where it will be exposed to many new contexts). We argue that context-dependence should be studied as another dimension of LLM comparison alongside others such as cognitive abilities, knowledge, or model size. In this paper, we present a case-study about the stability of value expression over different contexts (simulated conversations on different topics), and as measured using a standard psychology questionnaire (PVQ) and a behavioral downstream task. We consider 19 open-sourced LLMs from five families. Reusing methods from psychology, we study Rank-order stability on the population (interpersonal) level, and Ipsative stability on the individual (intrapersonal) level. We explore two settings: with and without instructing LLMs to simulate particular personalities. We observe similar trends in the stability of models and model families - Mixtral, Mistral and Qwen families being more stable than LLaMa-2 and Phi - over those two settings, two different simulated populations, and even in the downstream behavioral task. When instructed to simulate particular personas, LLMs exhibit low Rank-Order stability, and this stability further diminishes with conversation length. This highlights the need for future research directions on LLMs that can coherently simulate a diversity of personas, as well as how context-dependence can be studied in more thorough and efficient ways. This paper provides a foundational step in that direction, and, to our knowledge, it is the first study of value stability in LLMs.
Abstract:Large Language Models (LLMs) are often misleadingly recognized as having a personality or a set of values. We argue that an LLM can be seen as a superposition of perspectives with different values and personality traits. LLMs exhibit context-dependent values and personality traits that change based on the induced perspective (as opposed to humans, who tend to have more coherent values and personality traits across contexts). We introduce the concept of perspective controllability, which refers to a model's affordance to adopt various perspectives with differing values and personality traits. In our experiments, we use questionnaires from psychology (PVQ, VSM, IPIP) to study how exhibited values and personality traits change based on different perspectives. Through qualitative experiments, we show that LLMs express different values when those are (implicitly or explicitly) implied in the prompt, and that LLMs express different values even when those are not obviously implied (demonstrating their context-dependent nature). We then conduct quantitative experiments to study the controllability of different models (GPT-4, GPT-3.5, OpenAssistant, StableVicuna, StableLM), the effectiveness of various methods for inducing perspectives, and the smoothness of the models' drivability. We conclude by examining the broader implications of our work and outline a variety of associated scientific questions. The project website is available at https://sites.google.com/view/llm-superpositions .
Abstract:Developmental psychologists have long-established the importance of socio-cognitive abilities in human intelligence. These abilities enable us to enter, participate and benefit from human culture. AI research on social interactive agents mostly concerns the emergence of culture in a multi-agent setting (often without a strong grounding in developmental psychology). We argue that AI research should be informed by psychology and study socio-cognitive abilities enabling to enter a culture too. We discuss the theories of Michael Tomasello and Jerome Bruner to introduce some of their concepts to AI and outline key concepts and socio-cognitive abilities. We present The SocialAI school - a tool including a customizable parameterized uite of procedurally generated environments, which simplifies conducting experiments regarding those concepts. We show examples of such experiments with RL agents and Large Language Models. The main motivation of this work is to engage the AI community around the problem of social intelligence informed by developmental psychology, and to provide a tool to simplify first steps in this direction. Refer to the project website for code and additional information: https://sites.google.com/view/socialai-school.
Abstract:Building embodied autonomous agents capable of participating in social interactions with humans is one of the main challenges in AI. Within the Deep Reinforcement Learning (DRL) field, this objective motivated multiple works on embodied language use. However, current approaches focus on language as a communication tool in very simplified and non-diverse social situations: the "naturalness" of language is reduced to the concept of high vocabulary size and variability. In this paper, we argue that aiming towards human-level AI requires a broader set of key social skills: 1) language use in complex and variable social contexts; 2) beyond language, complex embodied communication in multimodal settings within constantly evolving social worlds. We explain how concepts from cognitive sciences could help AI to draw a roadmap towards human-like intelligence, with a focus on its social dimensions. As a first step, we propose to expand current research to a broader set of core social skills. To do this, we present SocialAI, a benchmark to assess the acquisition of social skills of DRL agents using multiple grid-world environments featuring other (scripted) social agents. We then study the limits of a recent SOTA DRL approach when tested on SocialAI and discuss important next steps towards proficient social agents. Videos and code are available at https://sites.google.com/view/socialai.
Abstract:Building embodied autonomous agents capable of participating in social interactions with humans is one of the main challenges in AI. This problem motivated many research directions on embodied language use. Current approaches focus on language as a communication tool in very simplified and non diverse social situations: the "naturalness" of language is reduced to the concept of high vocabulary size and variability. In this paper, we argue that aiming towards human-level AI requires a broader set of key social skills: 1) language use in complex and variable social contexts; 2) beyond language, complex embodied communication in multimodal settings within constantly evolving social worlds. In this work we explain how concepts from cognitive sciences could help AI to draw a roadmap towards human-like intelligence, with a focus on its social dimensions. We then study the limits of a recent SOTA Deep RL approach when tested on a first grid-world environment from the upcoming SocialAI, a benchmark to assess the social skills of Deep RL agents. Videos and code are available at https://sites.google.com/view/socialai01 .
Abstract:Training autonomous agents able to generalize to multiple tasks is a key target of Deep Reinforcement Learning (DRL) research. In parallel to improving DRL algorithms themselves, Automatic Curriculum Learning (ACL) study how teacher algorithms can train DRL agents more efficiently by adapting task selection to their evolving abilities. While multiple standard benchmarks exist to compare DRL agents, there is currently no such thing for ACL algorithms. Thus, comparing existing approaches is difficult, as too many experimental parameters differ from paper to paper. In this work, we identify several key challenges faced by ACL algorithms. Based on these, we present TeachMyAgent (TA), a benchmark of current ACL algorithms leveraging procedural task generation. It includes 1) challenge-specific unit-tests using variants of a procedural Box2D bipedal walker environment, and 2) a new procedural Parkour environment combining most ACL challenges, making it ideal for global performance assessment. We then use TeachMyAgent to conduct a comparative study of representative existing approaches, showcasing the competitiveness of some ACL algorithms that do not use expert knowledge. We also show that the Parkour environment remains an open problem. We open-source our environments, all studied ACL algorithms (collected from open-source code or re-implemented), and DRL students in a Python package available at https://github.com/flowersteam/TeachMyAgent.
Abstract:A major challenge in the Deep RL (DRL) community is to train agents able to generalize their control policy over situations never seen in training. Training on diverse tasks has been identified as a key ingredient for good generalization, which pushed researchers towards using rich procedural task generation systems controlled through complex continuous parameter spaces. In such complex task spaces, it is essential to rely on some form of Automatic Curriculum Learning (ACL) to adapt the task sampling distribution to a given learning agent, instead of randomly sampling tasks, as many could end up being either trivial or unfeasible. Since it is hard to get prior knowledge on such task spaces, many ACL algorithms explore the task space to detect progress niches over time, a costly tabula-rasa process that needs to be performed for each new learning agents, although they might have similarities in their capabilities profiles. To address this limitation, we introduce the concept of Meta-ACL, and formalize it in the context of black-box RL learners, i.e. algorithms seeking to generalize curriculum generation to an (unknown) distribution of learners. In this work, we present AGAIN, a first instantiation of Meta-ACL, and showcase its benefits for curriculum generation over classical ACL in multiple simulated environments including procedurally generated parkour environments with learners of varying morphologies. Videos and code are available at https://sites.google.com/view/meta-acl .
Abstract:A major challenge in the Deep RL (DRL) community is to train agents able to generalize over unseen situations, which is often approached by training them on a diversity of tasks (or environments). A powerful method to foster diversity is to procedurally generate tasks by sampling their parameters from a multi-dimensional distribution, enabling in particular to propose a different task for each training episode. In practice, to get the high diversity of training tasks necessary for generalization, one has to use complex procedural generation systems. With such generators, it is hard to get prior knowledge on the subset of tasks that are actually learnable at all (many generated tasks may be unlearnable), what is their relative difficulty and what is the most efficient task distribution ordering for training. A typical solution in such cases is to rely on some form of Automated Curriculum Learning (ACL) to adapt the sampling distribution. One limit of current approaches is their need to explore the task space to detect progress niches over time, which leads to a loss of time. Additionally, we hypothesize that the induced noise in the training data may impair the performances of brittle DRL learners. We address this problem by proposing a two stage ACL approach where 1) a teacher algorithm first learns to train a DRL agent with a high-exploration curriculum, and then 2) distills learned priors from the first run to generate an "expert curriculum" to re-train the same agent from scratch. Besides demonstrating 50% improvements on average over the current state of the art, the objective of this work is to give a first example of a new research direction oriented towards refining ACL techniques over multiple learners, which we call Classroom Teaching.
Abstract:Automatic Curriculum Learning (ACL) has become a cornerstone of recent successes in Deep Reinforcement Learning (DRL).These methods shape the learning trajectories of agents by challenging them with tasks adapted to their capacities. In recent years, they have been used to improve sample efficiency and asymptotic performance, to organize exploration, to encourage generalization or to solve sparse reward problems, among others. The ambition of this work is dual: 1) to present a compact and accessible introduction to the Automatic Curriculum Learning literature and 2) to draw a bigger picture of the current state of the art in ACL to encourage the cross-breeding of existing concepts and the emergence of new ideas.