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Embodied Instruction Following (EIF) is a crucial task in embodied learning, requiring agents to interact with their environment through egocentric observations to fulfill natural language instructions. Recent advancements have seen a surge in employing large language models (LLMs) within a framework-centric approach to enhance performance in embodied learning tasks, including EIF. Despite these efforts, there exists a lack of a unified understanding regarding the impact of various components—ranging from visual perception to action execution—on task performance. To address this gap, we introduce OPEx, a comprehensive framework that delineates the core components essential for solving embodied learning tasks: Observer, Planner, and Executor. Through extensive evaluations, we provide a deep analysis of how each component influences EIF task performance. Furthermore, we innovate within this space by integrating a multi-agent design into the Planner component of our LLM-centric architecture, further enhancing task performance. Our findings reveal that LLM-centric design markedly improves EIF outcomes, identify visual perception and low-level action execution as critical bottlenecks, and demonstrate that augmenting LLMs with a multi-agent framework further elevates performance.
Virtual environments play a key role in benchmarking advances in complex planning and decision-making tasks but are expensive and complicated to build by hand. Can current language models themselves serve as world simulators, correctly predicting how actions change different world states, thus bypassing the need for extensive manual coding? Our goal is to answer this question in the context of text-based simulators. Our approach is to build and use a new benchmark, called ByteSized32-State-Prediction, containing a dataset of text game state transitions and accompanying game tasks. We use this to directly quantify, for the first time, how well LLMs can serve as text-based world simulators. We test GPT-4 on this dataset and find that, despite its impressive performance, it is still an unreliable world simulator without further innovations. This work thus contributes both new insights into current LLM’s capabilities and weaknesses, as well as a novel benchmark to track future progress as new models appear.
Large language models (LLMs), trained on vast amounts of internet data, have developed a broad understanding of the world, enhancing the decision-making capabilities of embodied agents. This success is largely due to the comprehensive and in-depth domain knowledge within their training datasets. However, the extent of this knowledge can vary across different domains, and existing methods often assume that LLMs have a complete understanding of their environment, overlooking potential gaps in their grasp of actual world dynamics. To address this gap, we introduce Discover, Verify, and Evolve (DiVE), a framework that discovers world dynamics from a small number of demonstrations, verifies the correctness of these dynamics, and evolves new, advanced dynamics tailored to the current situation. Through extensive evaluations, we analyze the impact of each component on performance and compare the automatically generated dynamics from with human-annotated world dynamics. Our results demonstrate that LLMs guided by can make better decisions, achieving rewards comparable to human players in the Crafter environment.
In this work, we explore techniques for augmenting interactive agents with information from symbolic modules, much like humans use tools like calculators and GPS systems to assist with arithmetic and navigation. We test our agent’s abilities in text games – challenging benchmarks for evaluating the multi-step reasoning abilities of game agents in grounded, language-based environments. Our experimental study indicates that injecting the actions from these symbolic modules into the action space of a behavior cloned transformer agent increases performance on four text game benchmarks that test arithmetic, navigation, sorting, and common sense reasoning by an average of 22%, allowing an agent to reach the highest possible performance on unseen games. This action injection technique is easily extended to new agents, environments, and symbolic modules.
Text-based games offer a challenging test bed to evaluate virtual agents at language understanding, multi-step problem-solving, and common-sense reasoning. However, speed is a major limitation of current text-based games, capping at 300 steps per second, mainly due to the use of legacy tooling. In this work we present TextWorldExpress, a high-performance simulator that includes implementations of three common text game benchmarks that increases simulation throughput by approximately three orders of magnitude, reaching over one million steps per second on common desktop hardware. This significantly reduces experiment runtime, enabling billion-step-scale experiments in about one day.
In this work we investigate the capacity of language models to generate explicit, interpretable, and interactive world models of scientific and common-sense reasoning tasks. We operationalize this as a task of generating text games, expressed as hundreds of lines of Python code. To facilitate this task, we introduce ByteSized32, a corpus of 32 reasoning-focused text games totalling 20k lines of Python code. We empirically demonstrate that GPT-4 can use these games as templates for single-shot in-context learning, successfully producing runnable games on unseen topics in 28% of cases. When allowed to self-reflect on program errors, game runnability substantially increases to 58%. While evaluating simulation fidelity is labor intensive, we introduce a suite of automated metrics to assess game fidelity, technical validity, adherence to task specifications, and winnability, showing a high-degree of agreement with expert human ratings. We pose this as a challenge task to spur further development at the juncture of world modeling and code generation.
We present ScienceWorld, a benchmark to test agents’ scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum. Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts. For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material. This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner. We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities. Our experiments provide empirical evidence supporting this hypothesis – showing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.
The purpose of this extended abstract is to discuss the possible fruitful interactions between intrinsically-motivated language-conditioned agents and textual environments. We define autotelic agents as agents able to set their own goals. We identify desirable properties of textual nenvironments that makes them a good testbed for autotelic agents. We them list drivers of exploration for such agents that would allow them to achieve large repertoires of skills in these environments, enabling such agents to be repurposed for solving the benchmarks implemented in textual environments. We then discuss challenges and further perspectives brought about by this interaction.
Existing machine reading comprehension (MRC) models do not scale effectively to real-world applications like web-level information retrieval and question answering (QA). We argue that this stems from the nature of MRC datasets: most of these are static environments wherein the supporting documents and all necessary information are fully observed. In this paper, we propose a simple method that reframes existing MRC datasets as interactive, partially observable environments. Specifically, we “occlude” the majority of a document’s text and add context-sensitive commands that reveal “glimpses” of the hidden text to a model. We repurpose SQuAD and NewsQA as an initial case study, and then show how the interactive corpora can be used to train a model that seeks relevant information through sequential decision making. We believe that this setting can contribute in scaling models to web-level QA scenarios.
Humans observe and interact with the world to acquire knowledge. However, most existing machine reading comprehension (MRC) tasks miss the interactive, information-seeking component of comprehension. Such tasks present models with static documents that contain all necessary information, usually concentrated in a single short substring. Thus, models can achieve strong performance through simple word- and phrase-based pattern matching. We address this problem by formulating a novel text-based question answering task: Question Answering with Interactive Text (QAit). In QAit, an agent must interact with a partially observable text-based environment to gather information required to answer questions. QAit poses questions about the existence, location, and attributes of objects found in the environment. The data is built using a text-based game generator that defines the underlying dynamics of interaction with the environment. We propose and evaluate a set of baseline models for the QAit task that includes deep reinforcement learning agents. Experiments show that the task presents a major challenge for machine reading systems, while humans solve it with relative ease.
Hierarchical Multiscale LSTM (Chung et. al., 2016) is a state-of-the-art language model that learns interpretable structure from character-level input. Such models can provide fertile ground for (cognitive) computational linguistics studies. However, the high complexity of the architecture, training and implementations might hinder its applicability. We provide a detailed reproduction and ablation study of the architecture, shedding light on some of the potential caveats of re-purposing complex deep-learning architectures. We further show that simplifying certain aspects of the architecture can in fact improve its performance. We also investigate the linguistic units (segments) learned by various levels of the model, and argue that their quality does not correlate with the overall performance of the model on language modeling.
Recent work has shown how to learn better visual-semantic embeddings by leveraging image descriptions in more than one language. Here, we investigate in detail which conditions affect the performance of this type of grounded language learning model. We show that multilingual training improves over bilingual training, and that low-resource languages benefit from training with higher-resource languages. We demonstrate that a multilingual model can be trained equally well on either translations or comparable sentence pairs, and that annotating the same set of images in multiple language enables further improvements via an additional caption-caption ranking objective.