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Apr 24

Learn-by-interact: A Data-Centric Framework for Self-Adaptive Agents in Realistic Environments

Autonomous agents powered by large language models (LLMs) have the potential to enhance human capabilities, assisting with digital tasks from sending emails to performing data analysis. The abilities of existing LLMs at such tasks are often hindered by the lack of high-quality agent data from the corresponding environments they interact with. We propose Learn-by-interact, a data-centric framework to adapt LLM agents to any given environments without human annotations. Learn-by-interact synthesizes trajectories of agent-environment interactions based on documentations, and constructs instructions by summarizing or abstracting the interaction histories, a process called backward construction. We assess the quality of our synthetic data by using them in both training-based scenarios and training-free in-context learning (ICL), where we craft innovative retrieval approaches optimized for agents. Extensive experiments on SWE-bench, WebArena, OSWorld and Spider2-V spanning across realistic coding, web, and desktop environments show the effectiveness of Learn-by-interact in various downstream agentic tasks -- baseline results are improved by up to 12.2\% for ICL with Claude-3.5 and 19.5\% for training with Codestral-22B. We further demonstrate the critical role of backward construction, which provides up to 14.0\% improvement for training. Our ablation studies demonstrate the efficiency provided by our synthesized data in ICL and the superiority of our retrieval pipeline over alternative approaches like conventional retrieval-augmented generation (RAG). We expect that Learn-by-interact will serve as a foundation for agent data synthesis as LLMs are increasingly deployed at real-world environments.

OmniForce: On Human-Centered, Large Model Empowered and Cloud-Edge Collaborative AutoML System

Automated machine learning (AutoML) seeks to build ML models with minimal human effort. While considerable research has been conducted in the area of AutoML in general, aiming to take humans out of the loop when building artificial intelligence (AI) applications, scant literature has focused on how AutoML works well in open-environment scenarios such as the process of training and updating large models, industrial supply chains or the industrial metaverse, where people often face open-loop problems during the search process: they must continuously collect data, update data and models, satisfy the requirements of the development and deployment environment, support massive devices, modify evaluation metrics, etc. Addressing the open-environment issue with pure data-driven approaches requires considerable data, computing resources, and effort from dedicated data engineers, making current AutoML systems and platforms inefficient and computationally intractable. Human-computer interaction is a practical and feasible way to tackle the problem of open-environment AI. In this paper, we introduce OmniForce, a human-centered AutoML (HAML) system that yields both human-assisted ML and ML-assisted human techniques, to put an AutoML system into practice and build adaptive AI in open-environment scenarios. Specifically, we present OmniForce in terms of ML version management; pipeline-driven development and deployment collaborations; a flexible search strategy framework; and widely provisioned and crowdsourced application algorithms, including large models. Furthermore, the (large) models constructed by OmniForce can be automatically turned into remote services in a few minutes; this process is dubbed model as a service (MaaS). Experimental results obtained in multiple search spaces and real-world use cases demonstrate the efficacy and efficiency of OmniForce.

Cognitive Kernel: An Open-source Agent System towards Generalist Autopilots

We introduce Cognitive Kernel, an open-source agent system towards the goal of generalist autopilots. Unlike copilot systems, which primarily rely on users to provide essential state information (e.g., task descriptions) and assist users by answering questions or auto-completing contents, autopilot systems must complete tasks from start to finish independently, which requires the system to acquire the state information from the environments actively. To achieve this, an autopilot system should be capable of understanding user intents, actively gathering necessary information from various real-world sources, and making wise decisions. Cognitive Kernel adopts a model-centric design. In our implementation, the central policy model (a fine-tuned LLM) initiates interactions with the environment using a combination of atomic actions, such as opening files, clicking buttons, saving intermediate results to memory, or calling the LLM itself. This differs from the widely used environment-centric design, where a task-specific environment with predefined actions is fixed, and the policy model is limited to selecting the correct action from a given set of options. Our design facilitates seamless information flow across various sources and provides greater flexibility. We evaluate our system in three use cases: real-time information management, private information management, and long-term memory management. The results demonstrate that Cognitive Kernel achieves better or comparable performance to other closed-source systems in these scenarios. Cognitive Kernel is fully dockerized, ensuring everyone can deploy it privately and securely. We open-source the system and the backbone model to encourage further research on LLM-driven autopilot systems.

A Human-Like Reasoning Framework for Multi-Phases Planning Task with Large Language Models

Recent studies have highlighted their proficiency in some simple tasks like writing and coding through various reasoning strategies. However, LLM agents still struggle with tasks that require comprehensive planning, a process that challenges current models and remains a critical research issue. In this study, we concentrate on travel planning, a Multi-Phases planning problem, that involves multiple interconnected stages, such as outlining, information gathering, and planning, often characterized by the need to manage various constraints and uncertainties. Existing reasoning approaches have struggled to effectively address this complex task. Our research aims to address this challenge by developing a human-like planning framework for LLM agents, i.e., guiding the LLM agent to simulate various steps that humans take when solving Multi-Phases problems. Specifically, we implement several strategies to enable LLM agents to generate a coherent outline for each travel query, mirroring human planning patterns. Additionally, we integrate Strategy Block and Knowledge Block into our framework: Strategy Block facilitates information collection, while Knowledge Block provides essential information for detailed planning. Through our extensive experiments, we demonstrate that our framework significantly improves the planning capabilities of LLM agents, enabling them to tackle the travel planning task with improved efficiency and effectiveness. Our experimental results showcase the exceptional performance of the proposed framework; when combined with GPT-4-Turbo, it attains 10times the performance gains in comparison to the baseline framework deployed on GPT-4-Turbo.

WebPilot: A Versatile and Autonomous Multi-Agent System for Web Task Execution with Strategic Exploration

LLM-based autonomous agents often fail to execute complex web tasks that require dynamic interaction due to the inherent uncertainty and complexity of these environments. Existing LLM-based web agents typically rely on rigid, expert-designed policies specific to certain states and actions, which lack the flexibility and generalizability needed to adapt to unseen tasks. In contrast, humans excel by exploring unknowns, continuously adapting strategies, and resolving ambiguities through exploration. To emulate human-like adaptability, web agents need strategic exploration and complex decision-making. Monte Carlo Tree Search (MCTS) is well-suited for this, but classical MCTS struggles with vast action spaces, unpredictable state transitions, and incomplete information in web tasks. In light of this, we develop WebPilot, a multi-agent system with a dual optimization strategy that improves MCTS to better handle complex web environments. Specifically, the Global Optimization phase involves generating a high-level plan by breaking down tasks into manageable subtasks and continuously refining this plan, thereby focusing the search process and mitigating the challenges posed by vast action spaces in classical MCTS. Subsequently, the Local Optimization phase executes each subtask using a tailored MCTS designed for complex environments, effectively addressing uncertainties and managing incomplete information. Experimental results on WebArena and MiniWoB++ demonstrate the effectiveness of WebPilot. Notably, on WebArena, WebPilot achieves SOTA performance with GPT-4, achieving a 93% relative increase in success rate over the concurrent tree search-based method. WebPilot marks a significant advancement in general autonomous agent capabilities, paving the way for more advanced and reliable decision-making in practical environments.

SELP: Generating Safe and Efficient Task Plans for Robot Agents with Large Language Models

Despite significant advancements in large language models (LLMs) that enhance robot agents' understanding and execution of natural language (NL) commands, ensuring the agents adhere to user-specified constraints remains challenging, particularly for complex commands and long-horizon tasks. To address this challenge, we present three key insights, equivalence voting, constrained decoding, and domain-specific fine-tuning, which significantly enhance LLM planners' capability in handling complex tasks. Equivalence voting ensures consistency by generating and sampling multiple Linear Temporal Logic (LTL) formulas from NL commands, grouping equivalent LTL formulas, and selecting the majority group of formulas as the final LTL formula. Constrained decoding then uses the generated LTL formula to enforce the autoregressive inference of plans, ensuring the generated plans conform to the LTL. Domain-specific fine-tuning customizes LLMs to produce safe and efficient plans within specific task domains. Our approach, Safe Efficient LLM Planner (SELP), combines these insights to create LLM planners to generate plans adhering to user commands with high confidence. We demonstrate the effectiveness and generalizability of SELP across different robot agents and tasks, including drone navigation and robot manipulation. For drone navigation tasks, SELP outperforms state-of-the-art planners by 10.8% in safety rate (i.e., finishing tasks conforming to NL commands) and by 19.8% in plan efficiency. For robot manipulation tasks, SELP achieves 20.4% improvement in safety rate. Our datasets for evaluating NL-to-LTL and robot task planning will be released in github.com/lt-asset/selp.

MobileAgent: enhancing mobile control via human-machine interaction and SOP integration

Agents centered around Large Language Models (LLMs) are now capable of automating mobile device operations for users. After fine-tuning to learn a user's mobile operations, these agents can adhere to high-level user instructions online. They execute tasks such as goal decomposition, sequencing of sub-goals, and interactive environmental exploration, until the final objective is achieved. However, privacy concerns related to personalized user data arise during mobile operations, requiring user confirmation. Moreover, users' real-world operations are exploratory, with action data being complex and redundant, posing challenges for agent learning. To address these issues, in our practical application, we have designed interactive tasks between agents and humans to identify sensitive information and align with personalized user needs. Additionally, we integrated Standard Operating Procedure (SOP) information within the model's in-context learning to enhance the agent's comprehension of complex task execution. Our approach is evaluated on the new device control benchmark AitW, which encompasses 30K unique instructions across multi-step tasks, including application operation, web searching, and web shopping. Experimental results show that the SOP-based agent achieves state-of-the-art performance in LLMs without incurring additional inference costs, boasting an overall action success rate of 66.92\%. The code and data examples are available at https://github.com/alipay/mobile-agent.

Robot Learning on the Job: Human-in-the-Loop Autonomy and Learning During Deployment

With the rapid growth of computing powers and recent advances in deep learning, we have witnessed impressive demonstrations of novel robot capabilities in research settings. Nonetheless, these learning systems exhibit brittle generalization and require excessive training data for practical tasks. To harness the capabilities of state-of-the-art robot learning models while embracing their imperfections, we present Sirius, a principled framework for humans and robots to collaborate through a division of work. In this framework, partially autonomous robots are tasked with handling a major portion of decision-making where they work reliably; meanwhile, human operators monitor the process and intervene in challenging situations. Such a human-robot team ensures safe deployments in complex tasks. Further, we introduce a new learning algorithm to improve the policy's performance on the data collected from the task executions. The core idea is re-weighing training samples with approximated human trust and optimizing the policies with weighted behavioral cloning. We evaluate Sirius in simulation and on real hardware, showing that Sirius consistently outperforms baselines over a collection of contact-rich manipulation tasks, achieving an 8% boost in simulation and 27% on real hardware than the state-of-the-art methods in policy success rate, with twice faster convergence and 85% memory size reduction. Videos and more details are available at https://ut-austin-rpl.github.io/sirius/

The Edge-of-Reach Problem in Offline Model-Based Reinforcement Learning

Offline reinforcement learning aims to train agents from pre-collected datasets. However, this comes with the added challenge of estimating the value of behaviors not covered in the dataset. Model-based methods offer a potential solution by training an approximate dynamics model, which then allows collection of additional synthetic data via rollouts in this model. The prevailing theory treats this approach as online RL in an approximate dynamics model, and any remaining performance gap is therefore understood as being due to dynamics model errors. In this paper, we analyze this assumption and investigate how popular algorithms perform as the learned dynamics model is improved. In contrast to both intuition and theory, if the learned dynamics model is replaced by the true error-free dynamics, existing model-based methods completely fail. This reveals a key oversight: The theoretical foundations assume sampling of full horizon rollouts in the learned dynamics model; however, in practice, the number of model-rollout steps is aggressively reduced to prevent accumulating errors. We show that this truncation of rollouts results in a set of edge-of-reach states at which we are effectively ``bootstrapping from the void.'' This triggers pathological value overestimation and complete performance collapse. We term this the edge-of-reach problem. Based on this new insight, we fill important gaps in existing theory, and reveal how prior model-based methods are primarily addressing the edge-of-reach problem, rather than model-inaccuracy as claimed. Finally, we propose Reach-Aware Value Learning (RAVL), a simple and robust method that directly addresses the edge-of-reach problem and hence - unlike existing methods - does not fail as the dynamics model is improved. Code open-sourced at: github.com/anyasims/edge-of-reach.

State2Explanation: Concept-Based Explanations to Benefit Agent Learning and User Understanding

As more non-AI experts use complex AI systems for daily tasks, there has been an increasing effort to develop methods that produce explanations of AI decision making that are understandable by non-AI experts. Towards this effort, leveraging higher-level concepts and producing concept-based explanations have become a popular method. Most concept-based explanations have been developed for classification techniques, and we posit that the few existing methods for sequential decision making are limited in scope. In this work, we first contribute a desiderata for defining concepts in sequential decision making settings. Additionally, inspired by the Protege Effect which states explaining knowledge often reinforces one's self-learning, we explore how concept-based explanations of an RL agent's decision making can in turn improve the agent's learning rate, as well as improve end-user understanding of the agent's decision making. To this end, we contribute a unified framework, State2Explanation (S2E), that involves learning a joint embedding model between state-action pairs and concept-based explanations, and leveraging such learned model to both (1) inform reward shaping during an agent's training, and (2) provide explanations to end-users at deployment for improved task performance. Our experimental validations, in Connect 4 and Lunar Lander, demonstrate the success of S2E in providing a dual-benefit, successfully informing reward shaping and improving agent learning rate, as well as significantly improving end user task performance at deployment time.

Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models

Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.

Secrets of RLHF in Large Language Models Part I: PPO

Large language models (LLMs) have formulated a blueprint for the advancement of artificial general intelligence. Its primary objective is to function as a human-centric (helpful, honest, and harmless) assistant. Alignment with humans assumes paramount significance, and reinforcement learning with human feedback (RLHF) emerges as the pivotal technological paradigm underpinning this pursuit. Current technical routes usually include reward models to measure human preferences, Proximal Policy Optimization (PPO) to optimize policy model outputs, and process supervision to improve step-by-step reasoning capabilities. However, due to the challenges of reward design, environment interaction, and agent training, coupled with huge trial and error cost of large language models, there is a significant barrier for AI researchers to motivate the development of technical alignment and safe landing of LLMs. The stable training of RLHF has still been a puzzle. In the first report, we dissect the framework of RLHF, re-evaluate the inner workings of PPO, and explore how the parts comprising PPO algorithms impact policy agent training. We identify policy constraints being the key factor for the effective implementation of the PPO algorithm. Therefore, we explore the PPO-max, an advanced version of PPO algorithm, to efficiently improve the training stability of the policy model. Based on our main results, we perform a comprehensive analysis of RLHF abilities compared with SFT models and ChatGPT. The absence of open-source implementations has posed significant challenges to the investigation of LLMs alignment. Therefore, we are eager to release technical reports, reward models and PPO codes

AgentPoison: Red-teaming LLM Agents via Poisoning Memory or Knowledge Bases

LLM agents have demonstrated remarkable performance across various applications, primarily due to their advanced capabilities in reasoning, utilizing external knowledge and tools, calling APIs, and executing actions to interact with environments. Current agents typically utilize a memory module or a retrieval-augmented generation (RAG) mechanism, retrieving past knowledge and instances with similar embeddings from knowledge bases to inform task planning and execution. However, the reliance on unverified knowledge bases raises significant concerns about their safety and trustworthiness. To uncover such vulnerabilities, we propose a novel red teaming approach AgentPoison, the first backdoor attack targeting generic and RAG-based LLM agents by poisoning their long-term memory or RAG knowledge base. In particular, we form the trigger generation process as a constrained optimization to optimize backdoor triggers by mapping the triggered instances to a unique embedding space, so as to ensure that whenever a user instruction contains the optimized backdoor trigger, the malicious demonstrations are retrieved from the poisoned memory or knowledge base with high probability. In the meantime, benign instructions without the trigger will still maintain normal performance. Unlike conventional backdoor attacks, AgentPoison requires no additional model training or fine-tuning, and the optimized backdoor trigger exhibits superior transferability, in-context coherence, and stealthiness. Extensive experiments demonstrate AgentPoison's effectiveness in attacking three types of real-world LLM agents: RAG-based autonomous driving agent, knowledge-intensive QA agent, and healthcare EHRAgent. On each agent, AgentPoison achieves an average attack success rate higher than 80% with minimal impact on benign performance (less than 1%) with a poison rate less than 0.1%.

Proposer-Agent-Evaluator(PAE): Autonomous Skill Discovery For Foundation Model Internet Agents

The vision of a broadly capable and goal-directed agent, such as an Internet-browsing agent in the digital world and a household humanoid in the physical world, has rapidly advanced, thanks to the generalization capability of foundation models. Such a generalist agent needs to have a large and diverse skill repertoire, such as finding directions between two travel locations and buying specific items from the Internet. If each skill needs to be specified manually through a fixed set of human-annotated instructions, the agent's skill repertoire will necessarily be limited due to the quantity and diversity of human-annotated instructions. In this work, we address this challenge by proposing Proposer-Agent-Evaluator, an effective learning system that enables foundation model agents to autonomously discover and practice skills in the wild. At the heart of PAE is a context-aware task proposer that autonomously proposes tasks for the agent to practice with context information of the environment such as user demos or even just the name of the website itself for Internet-browsing agents. Then, the agent policy attempts those tasks with thoughts and actual grounded operations in the real world with resulting trajectories evaluated by an autonomous VLM-based success evaluator. The success evaluation serves as the reward signal for the agent to refine its policies through RL. We validate PAE on challenging vision-based web navigation, using both real-world and self-hosted websites from WebVoyager and WebArena.To the best of our knowledge, this work represents the first effective learning system to apply autonomous task proposal with RL for agents that generalizes real-world human-annotated benchmarks with SOTA performances. Our open-source checkpoints and code can be found in https://yanqval.github.io/PAE/

Dynamic LLM-Agent Network: An LLM-agent Collaboration Framework with Agent Team Optimization

Large language model (LLM) agents have been shown effective on a wide range of tasks, and by ensembling multiple LLM agents, their performances could be further improved. Existing approaches employ a fixed set of agents to interact with each other in a static architecture, which limits their generalizability to various tasks and requires strong human prior in designing these agents. In this work, we propose to construct a strategic team of agents communicating in a dynamic interaction architecture based on the task query. Specifically, we build a framework named Dynamic LLM-Agent Network (DyLAN) for LLM-agent collaboration on complicated tasks like reasoning and code generation. DyLAN enables agents to interact for multiple rounds in a dynamic architecture with inference-time agent selection and an early-stopping mechanism to improve performance and efficiency. We further design an automatic agent team optimization algorithm based on an unsupervised metric termed Agent Importance Score, enabling the selection of best agents based on the contribution each agent makes. Empirically, we demonstrate that DyLAN performs well in both reasoning and code generation tasks with reasonable computational cost. DyLAN achieves 13.0% and 13.3% improvement on MATH and HumanEval, respectively, compared to a single execution on GPT-35-turbo. On specific subjects of MMLU, agent team optimization in DyLAN increases accuracy by up to 25.0%.

GoEX: Perspectives and Designs Towards a Runtime for Autonomous LLM Applications

Large Language Models (LLMs) are evolving beyond their classical role of providing information within dialogue systems to actively engaging with tools and performing actions on real-world applications and services. Today, humans verify the correctness and appropriateness of the LLM-generated outputs (e.g., code, functions, or actions) before putting them into real-world execution. This poses significant challenges as code comprehension is well known to be notoriously difficult. In this paper, we study how humans can efficiently collaborate with, delegate to, and supervise autonomous LLMs in the future. We argue that in many cases, "post-facto validation" - verifying the correctness of a proposed action after seeing the output - is much easier than the aforementioned "pre-facto validation" setting. The core concept behind enabling a post-facto validation system is the integration of an intuitive undo feature, and establishing a damage confinement for the LLM-generated actions as effective strategies to mitigate the associated risks. Using this, a human can now either revert the effect of an LLM-generated output or be confident that the potential risk is bounded. We believe this is critical to unlock the potential for LLM agents to interact with applications and services with limited (post-facto) human involvement. We describe the design and implementation of our open-source runtime for executing LLM actions, Gorilla Execution Engine (GoEX), and present open research questions towards realizing the goal of LLMs and applications interacting with each other with minimal human supervision. We release GoEX at https://github.com/ShishirPatil/gorilla/.

Leveraging Domain Knowledge for Efficient Reward Modelling in RLHF: A Case-Study in E-Commerce Opinion Summarization

Reinforcement Learning from Human Feedback (RLHF) has become a dominating strategy in steering Language Models (LMs) towards human values/goals. The key to the strategy is employing a reward model ({varphi}) which can reflect a latent reward model with humans. While this strategy has proven to be effective, the training methodology requires a lot of human preference annotation (usually of the order of tens of thousands) to train {varphi}. Such large-scale preference annotations can be achievable if the reward model can be ubiquitously used. However, human values/goals are subjective and depend on the nature of the task. This poses a challenge in collecting diverse preferences for downstream applications. To address this, we propose a novel methodology to infuse domain knowledge into {varphi}, which reduces the size of preference annotation required. We validate our approach in E-Commerce Opinion Summarization, with a significant reduction in dataset size (just 940 samples) while advancing the state-of-the-art. Our contributions include a novel Reward Modelling technique, a new dataset (PromptOpinSumm) for Opinion Summarization, and a human preference dataset (OpinPref). The proposed methodology opens avenues for efficient RLHF, making it more adaptable to diverse applications with varying human values. We release the artifacts for usage under MIT License.

TRAD: Enhancing LLM Agents with Step-Wise Thought Retrieval and Aligned Decision

Numerous large language model (LLM) agents have been built for different tasks like web navigation and online shopping due to LLM's wide knowledge and text-understanding ability. Among these works, many of them utilize in-context examples to achieve generalization without the need for fine-tuning, while few of them have considered the problem of how to select and effectively utilize these examples. Recently, methods based on trajectory-level retrieval with task meta-data and using trajectories as in-context examples have been proposed to improve the agent's overall performance in some sequential decision making tasks. However, these methods can be problematic due to plausible examples retrieved without task-specific state transition dynamics and long input with plenty of irrelevant context. In this paper, we propose a novel framework (TRAD) to address these issues. TRAD first conducts Thought Retrieval, achieving step-level demonstration selection via thought matching, leading to more helpful demonstrations and less irrelevant input noise. Then, TRAD introduces Aligned Decision, complementing retrieved demonstration steps with their previous or subsequent steps, which enables tolerance for imperfect thought and provides a choice for balance between more context and less noise. Extensive experiments on ALFWorld and Mind2Web benchmarks show that TRAD not only outperforms state-of-the-art models but also effectively helps in reducing noise and promoting generalization. Furthermore, TRAD has been deployed in real-world scenarios of a global business insurance company and improves the success rate of robotic process automation.

Toolshed: Scale Tool-Equipped Agents with Advanced RAG-Tool Fusion and Tool Knowledge Bases

Recent advancements in tool-equipped Agents (LLMs) have enabled complex tasks like secure database interactions and multi-agent code development. However, scaling tool capacity beyond agent reasoning or model limits remains a challenge. In this paper, we address these challenges by introducing Toolshed Knowledge Bases, a tool knowledge base (vector database) designed to store enhanced tool representations and optimize tool selection for large-scale tool-equipped Agents. Additionally, we propose Advanced RAG-Tool Fusion, a novel ensemble of tool-applied advanced retrieval-augmented generation (RAG) techniques across the pre-retrieval, intra-retrieval, and post-retrieval phases, without requiring model fine-tuning. During pre-retrieval, tool documents are enhanced with key information and stored in the Toolshed Knowledge Base. Intra-retrieval focuses on query planning and transformation to increase retrieval accuracy. Post-retrieval refines the retrieved tool documents and enables self-reflection. Furthermore, by varying both the total number of tools (tool-M) an Agent has access to and the tool selection threshold (top-k), we address trade-offs between retrieval accuracy, agent performance, and token cost. Our approach achieves 46%, 56%, and 47% absolute improvements on the ToolE single-tool, ToolE multi-tool and Seal-Tools benchmark datasets, respectively (Recall@5).

ArCHer: Training Language Model Agents via Hierarchical Multi-Turn RL

A broad use case of large language models (LLMs) is in goal-directed decision-making tasks (or "agent" tasks), where an LLM needs to not just generate completions for a given prompt, but rather make intelligent decisions over a multi-turn interaction to accomplish a task (e.g., when interacting with the web, using tools, or providing customer support). Reinforcement learning (RL) provides a general paradigm to address such agent tasks, but current RL methods for LLMs largely focus on optimizing single-turn rewards. By construction, most single-turn RL methods cannot endow LLMs with the ability to intelligently seek information over multiple turns, perform credit assignment, or reason about their past actions -- all of which are critical in agent tasks. This raises the question: how can we design effective and efficient multi-turn RL algorithms for LLMs? In this paper, we develop a framework for building multi-turn RL algorithms for fine-tuning LLMs, that preserves the flexibility of existing single-turn RL methods for LLMs (e.g., proximal policy optimization), while accommodating multiple turns, long horizons, and delayed rewards effectively. To do this, our framework adopts a hierarchical RL approach and runs two RL algorithms in parallel: a high-level off-policy value-based RL algorithm to aggregate reward over utterances, and a low-level RL algorithm that utilizes this high-level value function to train a token policy within each utterance or turn. Our hierarchical framework, Actor-Critic Framework with a Hierarchical Structure (ArCHer), can also give rise to other RL methods. Empirically, we find that ArCHer significantly improves efficiency and performance on agent tasks, attaining a sample efficiency of about 100x over existing methods, while also improving with larger model capacity (upto the 7 billion scale that we tested on).

NYU CTF Bench: A Scalable Open-Source Benchmark Dataset for Evaluating LLMs in Offensive Security

Large Language Models (LLMs) are being deployed across various domains today. However, their capacity to solve Capture the Flag (CTF) challenges in cybersecurity has not been thoroughly evaluated. To address this, we develop a novel method to assess LLMs in solving CTF challenges by creating a scalable, open-source benchmark database specifically designed for these applications. This database includes metadata for LLM testing and adaptive learning, compiling a diverse range of CTF challenges from popular competitions. Utilizing the advanced function calling capabilities of LLMs, we build a fully automated system with an enhanced workflow and support for external tool calls. Our benchmark dataset and automated framework allow us to evaluate the performance of five LLMs, encompassing both black-box and open-source models. This work lays the foundation for future research into improving the efficiency of LLMs in interactive cybersecurity tasks and automated task planning. By providing a specialized benchmark, our project offers an ideal platform for developing, testing, and refining LLM-based approaches to vulnerability detection and resolution. Evaluating LLMs on these challenges and comparing with human performance yields insights into their potential for AI-driven cybersecurity solutions to perform real-world threat management. We make our benchmark dataset open source to public https://github.com/NYU-LLM-CTF/NYU_CTF_Bench along with our playground automated framework https://github.com/NYU-LLM-CTF/llm_ctf_automation.

Curiosity-driven Red-teaming for Large Language Models

Large language models (LLMs) hold great potential for many natural language applications but risk generating incorrect or toxic content. To probe when an LLM generates unwanted content, the current paradigm is to recruit a red team of human testers to design input prompts (i.e., test cases) that elicit undesirable responses from LLMs. However, relying solely on human testers is expensive and time-consuming. Recent works automate red teaming by training a separate red team LLM with reinforcement learning (RL) to generate test cases that maximize the chance of eliciting undesirable responses from the target LLM. However, current RL methods are only able to generate a small number of effective test cases resulting in a low coverage of the span of prompts that elicit undesirable responses from the target LLM. To overcome this limitation, we draw a connection between the problem of increasing the coverage of generated test cases and the well-studied approach of curiosity-driven exploration that optimizes for novelty. Our method of curiosity-driven red teaming (CRT) achieves greater coverage of test cases while mantaining or increasing their effectiveness compared to existing methods. Our method, CRT successfully provokes toxic responses from LLaMA2 model that has been heavily fine-tuned using human preferences to avoid toxic outputs. Code is available at https://github.com/Improbable-AI/curiosity_redteam

DigiRL: Training In-The-Wild Device-Control Agents with Autonomous Reinforcement Learning

Training corpuses for vision language models (VLMs) typically lack sufficient amounts of decision-centric data. This renders off-the-shelf VLMs sub-optimal for decision-making tasks such as in-the-wild device control through graphical user interfaces (GUIs). While training with static demonstrations has shown some promise, we show that such methods fall short for controlling real GUIs due to their failure to deal with real-world stochasticity and non-stationarity not captured in static observational data. This paper introduces a novel autonomous RL approach, called DigiRL, for training in-the-wild device control agents through fine-tuning a pre-trained VLM in two stages: offline RL to initialize the model, followed by offline-to-online RL. To do this, we build a scalable and parallelizable Android learning environment equipped with a VLM-based evaluator and develop a simple yet effective RL approach for learning in this domain. Our approach runs advantage-weighted RL with advantage estimators enhanced to account for stochasticity along with an automatic curriculum for deriving maximal learning signal. We demonstrate the effectiveness of DigiRL using the Android-in-the-Wild (AitW) dataset, where our 1.3B VLM trained with RL achieves a 49.5% absolute improvement -- from 17.7 to 67.2% success rate -- over supervised fine-tuning with static human demonstration data. These results significantly surpass not only the prior best agents, including AppAgent with GPT-4V (8.3% success rate) and the 17B CogAgent trained with AitW data (38.5%), but also the prior best autonomous RL approach based on filtered behavior cloning (57.8%), thereby establishing a new state-of-the-art for digital agents for in-the-wild device control.

StateAct: State Tracking and Reasoning for Acting and Planning with Large Language Models

Planning and acting to solve `real' tasks using large language models (LLMs) in interactive environments has become a new frontier for AI methods. While recent advances allowed LLMs to interact with online tools, solve robotics tasks and many more, long range reasoning tasks remain a problem for LLMs. Existing methods to address this issue are very resource intensive and require additional data or human crafted rules, instead, we propose a simple method based on few-shot in-context learning alone to enhance `chain-of-thought' with state-tracking for planning and acting with LLMs. We show that our method establishes the new state-of-the-art on Alfworld for in-context learning methods (+14\% over the previous best few-shot in-context learning method) and performs on par with methods that use additional training data and additional tools such as code-execution. We also demonstrate that our enhanced `chain-of-states' allows the agent to both solve longer horizon problems and to be more efficient in number of steps required to solve a task. We show that our method works across a variety of LLMs for both API-based and open source ones. Finally, we also conduct ablation studies and show that `chain-of-thoughts' helps state-tracking accuracy, while a json-structure harms overall performance. We open-source our code and annotations at https://github.com/ai-nikolai/StateAct.

SMORE: Score Models for Offline Goal-Conditioned Reinforcement Learning

Offline Goal-Conditioned Reinforcement Learning (GCRL) is tasked with learning to achieve multiple goals in an environment purely from offline datasets using sparse reward functions. Offline GCRL is pivotal for developing generalist agents capable of leveraging pre-existing datasets to learn diverse and reusable skills without hand-engineering reward functions. However, contemporary approaches to GCRL based on supervised learning and contrastive learning are often suboptimal in the offline setting. An alternative perspective on GCRL optimizes for occupancy matching, but necessitates learning a discriminator, which subsequently serves as a pseudo-reward for downstream RL. Inaccuracies in the learned discriminator can cascade, negatively influencing the resulting policy. We present a novel approach to GCRL under a new lens of mixture-distribution matching, leading to our discriminator-free method: SMORe. The key insight is combining the occupancy matching perspective of GCRL with a convex dual formulation to derive a learning objective that can better leverage suboptimal offline data. SMORe learns scores or unnormalized densities representing the importance of taking an action at a state for reaching a particular goal. SMORe is principled and our extensive experiments on the fully offline GCRL benchmark composed of robot manipulation and locomotion tasks, including high-dimensional observations, show that SMORe can outperform state-of-the-art baselines by a significant margin.

Go-Explore: a New Approach for Hard-Exploration Problems

A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).

Manipulating Large Language Models to Increase Product Visibility

Large language models (LLMs) are increasingly being integrated into search engines to provide natural language responses tailored to user queries. Customers and end-users are also becoming more dependent on these models for quick and easy purchase decisions. In this work, we investigate whether recommendations from LLMs can be manipulated to enhance a product's visibility. We demonstrate that adding a strategic text sequence (STS) -- a carefully crafted message -- to a product's information page can significantly increase its likelihood of being listed as the LLM's top recommendation. To understand the impact of STS, we use a catalog of fictitious coffee machines and analyze its effect on two target products: one that seldom appears in the LLM's recommendations and another that usually ranks second. We observe that the strategic text sequence significantly enhances the visibility of both products by increasing their chances of appearing as the top recommendation. This ability to manipulate LLM-generated search responses provides vendors with a considerable competitive advantage and has the potential to disrupt fair market competition. Just as search engine optimization (SEO) revolutionized how webpages are customized to rank higher in search engine results, influencing LLM recommendations could profoundly impact content optimization for AI-driven search services. Code for our experiments is available at https://github.com/aounon/llm-rank-optimizer.

Reinforcement Learning for Long-Horizon Interactive LLM Agents

Interactive digital agents (IDAs) leverage APIs of stateful digital environments to perform tasks in response to user requests. While IDAs powered by instruction-tuned large language models (LLMs) can react to feedback from interface invocations in multi-step exchanges, they have not been trained in their respective digital environments. Prior methods accomplish less than half of tasks in sophisticated benchmarks such as AppWorld. We present a reinforcement learning (RL) approach that trains IDAs directly in their target environments. We formalize this training as a partially observable Markov decision process and derive LOOP, a data- and memory-efficient variant of proximal policy optimization. LOOP uses no value network and maintains exactly one copy of the underlying LLM in memory, making its implementation straightforward and as memory-efficient as fine-tuning a single LLM. A 32-billion-parameter agent trained with LOOP in the AppWorld environment outperforms the much larger OpenAI o1 agent by 9 percentage points (15% relative). To our knowledge, this is the first reported application of RL to IDAs that interact with a stateful, multi-domain, multi-app environment via direct API calls. Our analysis sheds light on the effectiveness of RL in this area, showing that the agent learns to consult the API documentation, avoid unwarranted assumptions, minimize confabulation, and recover from setbacks.

The Alignment Ceiling: Objective Mismatch in Reinforcement Learning from Human Feedback

Reinforcement learning from human feedback (RLHF) has emerged as a powerful technique to make large language models (LLMs) more capable in complex settings. RLHF proceeds as collecting human preference data, training a reward model on said data, and optimizing a base ML model with respect to said reward for extrinsic evaluation metrics (e.g. MMLU, GSM8k). RLHF relies on many assumptions about how the various pieces fit together, such as a reward model capturing human preferences and an RL optimizer extracting the right signal from a reward model. As the RLHF process involves many distinct design decisions, it is easy to assume that multiple processes are correlated and therefore numerically linked. This apparent correlation is often not true, where reward models are easily overoptimized or RL optimizers can reduce performance on tasks not modeled in the data. Notable manifestations of models trained with imperfect RLHF systems are those that are prone to refusing basic requests for safety reasons or appearing lazy in generations. As chat model evaluation becomes increasingly nuanced, the reliance on a perceived link between reward model training, RL scores, and downstream performance drives these issues, which we describe as an objective mismatch. In this paper, we illustrate the causes of this issue, reviewing relevant literature from model-based reinforcement learning, and argue for solutions. By solving objective mismatch in RLHF, the ML models of the future will be more precisely aligned to user instructions for both safety and helpfulness.

Iterative Nash Policy Optimization: Aligning LLMs with General Preferences via No-Regret Learning

Reinforcement Learning with Human Feedback (RLHF) has achieved great success in aligning large language models (LLMs) with human preferences. Prevalent RLHF approaches are reward-based, following the Bradley-Terry (BT) model assumption, which may not fully capture the complexity of human preferences. In this paper, we explore RLHF under a general preference framework and approach it from a game-theoretic perspective. Specifically, we formulate the problem as a two-player game and propose a novel algorithm, iterative Nash policy optimization (INPO). The key idea is to let the policy play against itself via no-regret learning, thereby approximating the Nash policy. Unlike previous methods, INPO bypasses the need for estimating the expected win rate for individual responses, which typically incurs high computational or annotation costs. Instead, we introduce a new loss objective that is directly minimized over a preference dataset. We provide theoretical analysis for our approach and demonstrate its effectiveness through experiments on various representative benchmarks. With an LLaMA-3-8B-based SFT model, INPO achieves a 41.5% length-controlled win rate on AlpacaEval 2.0 and a 38.3% win rate on Arena-Hard, showing substantial improvement over the state-of-the-art iterative algorithm [Dong et al., 2024] under the BT model assumption. Additionally, our ablation study highlights the benefits of incorporating KL regularization for response length control.

Reinforcement Learning in the Era of LLMs: What is Essential? What is needed? An RL Perspective on RLHF, Prompting, and Beyond

Recent advancements in Large Language Models (LLMs) have garnered wide attention and led to successful products such as ChatGPT and GPT-4. Their proficiency in adhering to instructions and delivering harmless, helpful, and honest (3H) responses can largely be attributed to the technique of Reinforcement Learning from Human Feedback (RLHF). In this paper, we aim to link the research in conventional RL to RL techniques used in LLM research. Demystify this technique by discussing why, when, and how RL excels. Furthermore, we explore potential future avenues that could either benefit from or contribute to RLHF research. Highlighted Takeaways: 1. RLHF is Online Inverse RL with Offline Demonstration Data. 2. RLHF > SFT because Imitation Learning (and Inverse RL) > Behavior Cloning (BC) by alleviating the problem of compounding error. 3. The RM step in RLHF generates a proxy of the expensive human feedback, such an insight can be generalized to other LLM tasks such as prompting evaluation and optimization where feedback is also expensive. 4. The policy learning in RLHF is more challenging than conventional problems studied in IRL due to their high action dimensionality and feedback sparsity. 5. The main superiority of PPO over off-policy value-based methods is its stability gained from (almost) on-policy data and conservative policy updates.

Read Anywhere Pointed: Layout-aware GUI Screen Reading with Tree-of-Lens Grounding

Graphical User Interfaces (GUIs) are central to our interaction with digital devices. Recently, growing efforts have been made to build models for various GUI understanding tasks. However, these efforts largely overlook an important GUI-referring task: screen reading based on user-indicated points, which we name the Screen Point-and-Read (SPR) task. This task is predominantly handled by rigid accessible screen reading tools, in great need of new models driven by advancements in Multimodal Large Language Models (MLLMs). In this paper, we propose a Tree-of-Lens (ToL) agent, utilizing a novel ToL grounding mechanism, to address the SPR task. Based on the input point coordinate and the corresponding GUI screenshot, our ToL agent constructs a Hierarchical Layout Tree. Based on the tree, our ToL agent not only comprehends the content of the indicated area but also articulates the layout and spatial relationships between elements. Such layout information is crucial for accurately interpreting information on the screen, distinguishing our ToL agent from other screen reading tools. We also thoroughly evaluate the ToL agent against other baselines on a newly proposed SPR benchmark, which includes GUIs from mobile, web, and operating systems. Last but not least, we test the ToL agent on mobile GUI navigation tasks, demonstrating its utility in identifying incorrect actions along the path of agent execution trajectories. Code and data: screen-point-and-read.github.io

RLHF Workflow: From Reward Modeling to Online RLHF

We present the workflow of Online Iterative Reinforcement Learning from Human Feedback (RLHF) in this technical report, which is widely reported to outperform its offline counterpart by a large margin in the recent large language model (LLM) literature. However, existing open-source RLHF projects are still largely confined to the offline learning setting. In this technical report, we aim to fill in this gap and provide a detailed recipe that is easy to reproduce for online iterative RLHF. In particular, since online human feedback is usually infeasible for open-source communities with limited resources, we start by constructing preference models using a diverse set of open-source datasets and use the constructed proxy preference model to approximate human feedback. Then, we discuss the theoretical insights and algorithmic principles behind online iterative RLHF, followed by a detailed practical implementation. Our trained LLM, SFR-Iterative-DPO-LLaMA-3-8B-R, achieves impressive performance on LLM chatbot benchmarks, including AlpacaEval-2, Arena-Hard, and MT-Bench, as well as other academic benchmarks such as HumanEval and TruthfulQA. We have shown that supervised fine-tuning (SFT) and iterative RLHF can obtain state-of-the-art performance with fully open-source datasets. Further, we have made our models, curated datasets, and comprehensive step-by-step code guidebooks publicly available. Please refer to https://github.com/RLHFlow/RLHF-Reward-Modeling and https://github.com/RLHFlow/Online-RLHF for more detailed information.

ControlNET: A Firewall for RAG-based LLM System

Retrieval-Augmented Generation (RAG) has significantly enhanced the factual accuracy and domain adaptability of Large Language Models (LLMs). This advancement has enabled their widespread deployment across sensitive domains such as healthcare, finance, and enterprise applications. RAG mitigates hallucinations by integrating external knowledge, yet introduces privacy risk and security risk, notably data breaching risk and data poisoning risk. While recent studies have explored prompt injection and poisoning attacks, there remains a significant gap in comprehensive research on controlling inbound and outbound query flows to mitigate these threats. In this paper, we propose an AI firewall, ControlNET, designed to safeguard RAG-based LLM systems from these vulnerabilities. ControlNET controls query flows by leveraging activation shift phenomena to detect adversarial queries and mitigate their impact through semantic divergence. We conduct comprehensive experiments on four different benchmark datasets including Msmarco, HotpotQA, FinQA, and MedicalSys using state-of-the-art open source LLMs (Llama3, Vicuna, and Mistral). Our results demonstrate that ControlNET achieves over 0.909 AUROC in detecting and mitigating security threats while preserving system harmlessness. Overall, ControlNET offers an effective, robust, harmless defense mechanism, marking a significant advancement toward the secure deployment of RAG-based LLM systems.

AutoML-Agent: A Multi-Agent LLM Framework for Full-Pipeline AutoML

Automated machine learning (AutoML) accelerates AI development by automating tasks in the development pipeline, such as optimal model search and hyperparameter tuning. Existing AutoML systems often require technical expertise to set up complex tools, which is in general time-consuming and requires a large amount of human effort. Therefore, recent works have started exploiting large language models (LLM) to lessen such burden and increase the usability of AutoML frameworks via a natural language interface, allowing non-expert users to build their data-driven solutions. These methods, however, are usually designed only for a particular process in the AI development pipeline and do not efficiently use the inherent capacity of the LLMs. This paper proposes AutoML-Agent, a novel multi-agent framework tailored for full-pipeline AutoML, i.e., from data retrieval to model deployment. AutoML-Agent takes user's task descriptions, facilitates collaboration between specialized LLM agents, and delivers deployment-ready models. Unlike existing work, instead of devising a single plan, we introduce a retrieval-augmented planning strategy to enhance exploration to search for more optimal plans. We also decompose each plan into sub-tasks (e.g., data preprocessing and neural network design) each of which is solved by a specialized agent we build via prompting executing in parallel, making the search process more efficient. Moreover, we propose a multi-stage verification to verify executed results and guide the code generation LLM in implementing successful solutions. Extensive experiments on seven downstream tasks using fourteen datasets show that AutoML-Agent achieves a higher success rate in automating the full AutoML process, yielding systems with good performance throughout the diverse domains.

Tree-Planner: Efficient Close-loop Task Planning with Large Language Models

This paper studies close-loop task planning, which refers to the process of generating a sequence of skills (a plan) to accomplish a specific goal while adapting the plan based on real-time observations. Recently, prompting Large Language Models (LLMs) to generate actions iteratively has become a prevalent paradigm due to its superior performance and user-friendliness. However, this paradigm is plagued by two inefficiencies: high token consumption and redundant error correction, both of which hinder its scalability for large-scale testing and applications. To address these issues, we propose Tree-Planner, which reframes task planning with LLMs into three distinct phases: plan sampling, action tree construction, and grounded deciding. Tree-Planner starts by using an LLM to sample a set of potential plans before execution, followed by the aggregation of them to form an action tree. Finally, the LLM performs a top-down decision-making process on the tree, taking into account real-time environmental information. Experiments show that Tree-Planner achieves state-of-the-art performance while maintaining high efficiency. By decomposing LLM queries into a single plan-sampling call and multiple grounded-deciding calls, a considerable part of the prompt are less likely to be repeatedly consumed. As a result, token consumption is reduced by 92.2% compared to the previously best-performing model. Additionally, by enabling backtracking on the action tree as needed, the correction process becomes more flexible, leading to a 40.5% decrease in error corrections. Project page: https://tree-planner.github.io/

ChatGPT for Robotics: Design Principles and Model Abilities

This paper presents an experimental study regarding the use of OpenAI's ChatGPT for robotics applications. We outline a strategy that combines design principles for prompt engineering and the creation of a high-level function library which allows ChatGPT to adapt to different robotics tasks, simulators, and form factors. We focus our evaluations on the effectiveness of different prompt engineering techniques and dialog strategies towards the execution of various types of robotics tasks. We explore ChatGPT's ability to use free-form dialog, parse XML tags, and to synthesize code, in addition to the use of task-specific prompting functions and closed-loop reasoning through dialogues. Our study encompasses a range of tasks within the robotics domain, from basic logical, geometrical, and mathematical reasoning all the way to complex domains such as aerial navigation, manipulation, and embodied agents. We show that ChatGPT can be effective at solving several of such tasks, while allowing users to interact with it primarily via natural language instructions. In addition to these studies, we introduce an open-sourced research tool called PromptCraft, which contains a platform where researchers can collaboratively upload and vote on examples of good prompting schemes for robotics applications, as well as a sample robotics simulator with ChatGPT integration, making it easier for users to get started with using ChatGPT for robotics.

Explore, Establish, Exploit: Red Teaming Language Models from Scratch

Deploying Large language models (LLMs) can pose hazards from harmful outputs such as toxic or dishonest speech. Prior work has introduced tools that elicit harmful outputs in order to identify and mitigate these risks. While this is a valuable step toward securing language models, these approaches typically rely on a pre-existing classifier for undesired outputs. This limits their application to situations where the type of harmful behavior is known with precision beforehand. However, this skips a central challenge of red teaming: developing a contextual understanding of the behaviors that a model can exhibit. Furthermore, when such a classifier already exists, red teaming has limited marginal value because the classifier could simply be used to filter training data or model outputs. In this work, we consider red teaming under the assumption that the adversary is working from a high-level, abstract specification of undesired behavior. The red team is expected to refine/extend this specification and identify methods to elicit this behavior from the model. Our red teaming framework consists of three steps: 1) Exploring the model's behavior in the desired context; 2) Establishing a measurement of undesired behavior (e.g., a classifier trained to reflect human evaluations); and 3) Exploiting the model's flaws using this measure and an established red teaming methodology. We apply this approach to red team GPT-2 and GPT-3 models to systematically discover classes of prompts that elicit toxic and dishonest statements. In doing so, we also construct and release the CommonClaim dataset of 20,000 statements that have been labeled by human subjects as common-knowledge-true, common-knowledge-false, or neither. Code is available at https://github.com/thestephencasper/explore_establish_exploit_llms. CommonClaim is available at https://github.com/thestephencasper/common_claim.

A Survey on (M)LLM-Based GUI Agents

Graphical User Interface (GUI) Agents have emerged as a transformative paradigm in human-computer interaction, evolving from rule-based automation scripts to sophisticated AI-driven systems capable of understanding and executing complex interface operations. This survey provides a comprehensive examination of the rapidly advancing field of LLM-based GUI Agents, systematically analyzing their architectural foundations, technical components, and evaluation methodologies. We identify and analyze four fundamental components that constitute modern GUI Agents: (1) perception systems that integrate text-based parsing with multimodal understanding for comprehensive interface comprehension; (2) exploration mechanisms that construct and maintain knowledge bases through internal modeling, historical experience, and external information retrieval; (3) planning frameworks that leverage advanced reasoning methodologies for task decomposition and execution; and (4) interaction systems that manage action generation with robust safety controls. Through rigorous analysis of these components, we reveal how recent advances in large language models and multimodal learning have revolutionized GUI automation across desktop, mobile, and web platforms. We critically examine current evaluation frameworks, highlighting methodological limitations in existing benchmarks while proposing directions for standardization. This survey also identifies key technical challenges, including accurate element localization, effective knowledge retrieval, long-horizon planning, and safety-aware execution control, while outlining promising research directions for enhancing GUI Agents' capabilities. Our systematic review provides researchers and practitioners with a thorough understanding of the field's current state and offers insights into future developments in intelligent interface automation.

What's the Magic Word? A Control Theory of LLM Prompting

Prompt engineering is crucial for deploying LLMs but is poorly understood mathematically. We formalize LLM systems as a class of discrete stochastic dynamical systems to explore prompt engineering through the lens of control theory. We investigate the reachable set of output token sequences R_y(mathbf x_0) for which there exists a control input sequence mathbf u for each mathbf y in R_y(mathbf x_0) that steers the LLM to output mathbf y from initial state sequence mathbf x_0. We offer analytic analysis on the limitations on the controllability of self-attention in terms of reachable set, where we prove an upper bound on the reachable set of outputs R_y(mathbf x_0) as a function of the singular values of the parameter matrices. We present complementary empirical analysis on the controllability of a panel of LLMs, including Falcon-7b, Llama-7b, and Falcon-40b. Our results demonstrate a lower bound on the reachable set of outputs R_y(mathbf x_0) w.r.t. initial state sequences mathbf x_0 sampled from the Wikitext dataset. We find that the correct next Wikitext token following sequence mathbf x_0 is reachable over 97% of the time with prompts of kleq 10 tokens. We also establish that the top 75 most likely next tokens, as estimated by the LLM itself, are reachable at least 85% of the time with prompts of kleq 10 tokens. Intriguingly, short prompt sequences can dramatically alter the likelihood of specific outputs, even making the least likely tokens become the most likely ones. This control-centric analysis of LLMs demonstrates the significant and poorly understood role of input sequences in steering output probabilities, offering a foundational perspective for enhancing language model system capabilities.

MAG-V: A Multi-Agent Framework for Synthetic Data Generation and Verification

Extending the capabilities of Large Language Models (LLMs) with functions or tools for environment interaction has led to the emergence of the agent paradigm. In industry, training an LLM is not always feasible because of the scarcity of domain data, legal holds on proprietary customer data, rapidly changing business requirements, and the need to prototype new assistants. Agents provide an elegant solution to the above by relying on the zero-shot reasoning abilities of the underlying LLM and utilizing tools to explore and reason over customer data and respond to user requests. However, there are two concerns here: (I) acquiring large scale customer queries for agent testing is time-consuming, and (II) high reliance on the tool call sequence (or trajectory) followed by the agent to respond to user queries may lead to unexpected or incorrect behavior. To address this, we propose MAG-V, a multi-agent framework to first generate a dataset of questions that mimic customer queries; and second, reverse-engineer alternate questions from the responses for trajectory verification. Initial results indicate that our synthetic data can improve agent performance on actual customer queries. Furthermore, our trajectory verification methodology, inspired by distant supervision and using traditional machine learning (ML) models, outperforms a GPT-4o judge baseline by 11% accuracy and matches the performance of a GPT-4 judge on our constructed dataset. Overall, our approach is a step towards unifying diverse task agents into a cohesive framework for achieving an aligned objective.

Hyperparameters in Reinforcement Learning and How To Tune Them

In order to improve reproducibility, deep reinforcement learning (RL) has been adopting better scientific practices such as standardized evaluation metrics and reporting. However, the process of hyperparameter optimization still varies widely across papers, which makes it challenging to compare RL algorithms fairly. In this paper, we show that hyperparameter choices in RL can significantly affect the agent's final performance and sample efficiency, and that the hyperparameter landscape can strongly depend on the tuning seed which may lead to overfitting. We therefore propose adopting established best practices from AutoML, such as the separation of tuning and testing seeds, as well as principled hyperparameter optimization (HPO) across a broad search space. We support this by comparing multiple state-of-the-art HPO tools on a range of RL algorithms and environments to their hand-tuned counterparts, demonstrating that HPO approaches often have higher performance and lower compute overhead. As a result of our findings, we recommend a set of best practices for the RL community, which should result in stronger empirical results with fewer computational costs, better reproducibility, and thus faster progress. In order to encourage the adoption of these practices, we provide plug-and-play implementations of the tuning algorithms used in this paper at https://github.com/facebookresearch/how-to-autorl.

AGENTiGraph: An Interactive Knowledge Graph Platform for LLM-based Chatbots Utilizing Private Data

Large Language Models~(LLMs) have demonstrated capabilities across various applications but face challenges such as hallucination, limited reasoning abilities, and factual inconsistencies, especially when tackling complex, domain-specific tasks like question answering~(QA). While Knowledge Graphs~(KGs) have been shown to help mitigate these issues, research on the integration of LLMs with background KGs remains limited. In particular, user accessibility and the flexibility of the underlying KG have not been thoroughly explored. We introduce AGENTiGraph (Adaptive Generative ENgine for Task-based Interaction and Graphical Representation), a platform for knowledge management through natural language interaction. It integrates knowledge extraction, integration, and real-time visualization. AGENTiGraph employs a multi-agent architecture to dynamically interpret user intents, manage tasks, and integrate new knowledge, ensuring adaptability to evolving user requirements and data contexts. Our approach demonstrates superior performance in knowledge graph interactions, particularly for complex domain-specific tasks. Experimental results on a dataset of 3,500 test cases show AGENTiGraph significantly outperforms state-of-the-art zero-shot baselines, achieving 95.12\% accuracy in task classification and 90.45\% success rate in task execution. User studies corroborate its effectiveness in real-world scenarios. To showcase versatility, we extended AGENTiGraph to legislation and healthcare domains, constructing specialized KGs capable of answering complex queries in legal and medical contexts.

The Perfect Blend: Redefining RLHF with Mixture of Judges

Reinforcement learning from human feedback (RLHF) has become the leading approach for fine-tuning large language models (LLM). However, RLHF has limitations in multi-task learning (MTL) due to challenges of reward hacking and extreme multi-objective optimization (i.e., trade-off of multiple and/or sometimes conflicting objectives). Applying RLHF for MTL currently requires careful tuning of the weights for reward model and data combinations. This is often done via human intuition and does not generalize. In this work, we introduce a novel post-training paradigm which we called Constrained Generative Policy Optimization (CGPO). The core of CGPO is Mixture of Judges (MoJ) with cost-efficient constrained policy optimization with stratification, which can identify the perfect blend in RLHF in a principled manner. It shows strong empirical results with theoretical guarantees, does not require extensive hyper-parameter tuning, and is plug-and-play in common post-training pipelines. Together, this can detect and mitigate reward hacking behaviors while reaching a pareto-optimal point across an extremely large number of objectives. Our empirical evaluations demonstrate that CGPO significantly outperforms standard RLHF algorithms like PPO and DPO across various tasks including general chat, STEM questions, instruction following, and coding. Specifically, CGPO shows improvements of 7.4% in AlpacaEval-2 (general chat), 12.5% in Arena-Hard (STEM & reasoning), and consistent gains in other domains like math and coding. Notably, PPO, while commonly used, is prone to severe reward hacking in popular coding benchmarks, which CGPO successfully addresses. This breakthrough in RLHF not only tackles reward hacking and extreme multi-objective optimization challenges but also advances the state-of-the-art in aligning general-purpose LLMs for diverse applications.

Precise and Dexterous Robotic Manipulation via Human-in-the-Loop Reinforcement Learning

Reinforcement learning (RL) holds great promise for enabling autonomous acquisition of complex robotic manipulation skills, but realizing this potential in real-world settings has been challenging. We present a human-in-the-loop vision-based RL system that demonstrates impressive performance on a diverse set of dexterous manipulation tasks, including dynamic manipulation, precision assembly, and dual-arm coordination. Our approach integrates demonstrations and human corrections, efficient RL algorithms, and other system-level design choices to learn policies that achieve near-perfect success rates and fast cycle times within just 1 to 2.5 hours of training. We show that our method significantly outperforms imitation learning baselines and prior RL approaches, with an average 2x improvement in success rate and 1.8x faster execution. Through extensive experiments and analysis, we provide insights into the effectiveness of our approach, demonstrating how it learns robust, adaptive policies for both reactive and predictive control strategies. Our results suggest that RL can indeed learn a wide range of complex vision-based manipulation policies directly in the real world within practical training times. We hope this work will inspire a new generation of learned robotic manipulation techniques, benefiting both industrial applications and research advancements. Videos and code are available at our project website https://hil-serl.github.io/.

Reward Model Ensembles Help Mitigate Overoptimization

Reinforcement learning from human feedback (RLHF) is a standard approach for fine-tuning large language models to follow instructions. As part of this process, learned reward models are used to approximately model human preferences. However, as imperfect representations of the "true" reward, these learned reward models are susceptible to overoptimization. Gao et al. (2023) studied this phenomenon in a synthetic human feedback setup with a significantly larger "gold" reward model acting as the true reward (instead of humans) and showed that overoptimization remains a persistent problem regardless of the size of the proxy reward model and training data used. Using a similar setup, we conduct a systematic study to evaluate the efficacy of using ensemble-based conservative optimization objectives, specifically worst-case optimization (WCO) and uncertainty-weighted optimization (UWO), for mitigating reward model overoptimization when using two optimization methods: (a) best-of-n sampling (BoN) (b) proximal policy optimization (PPO). We additionally extend the setup of Gao et al. (2023) to include 25% label noise to better mirror real-world conditions. Both with and without label noise, we find that conservative optimization practically eliminates overoptimization and improves performance by up to 70% for BoN sampling. For PPO, ensemble-based conservative optimization always reduces overoptimization and outperforms single reward model optimization. Moreover, combining it with a small KL penalty successfully prevents overoptimization at no performance cost. Overall, our results demonstrate that ensemble-based conservative optimization can effectively counter overoptimization.

ReTool: Reinforcement Learning for Strategic Tool Use in LLMs

While reasoning models (e.g., DeepSeek R1) trained with reinforcement learning (RL), excel in textual reasoning, they struggle in scenarios requiring structured problem-solving, such as geometric reasoning, concise computation, or complex equation solving-areas where computational tools like code interpreters (CI) demonstrate distinct advantages. To bridge this gap, we propose ReTool, which enhances long-form reasoning with tool-integrated learning, including two key features: (1) dynamic interleaving of real-time code execution within natural language reasoning processes, and (2) an automated RL paradigm that allows policy rollouts with multi-turn real-time code execution and teaches the model in learning when and how to invoke tools based on outcome feedback. ReTool employs a systematic training framework, beginning with synthetic cold-start data generation to produce code-augmented long-form reasoning traces for fine-tuning base models. Subsequent RL training leverages task outcomes as rewards to iteratively refine the model's tool use strategy, enabling autonomous discovery of optimal tool invocation patterns without human priors. Experiments on the challenging MATH Olympiad benchmark AIME demonstrate ReTool's superiority: Our 32B model achieves 67% accuracy with 400 training steps, outperforming text-based RL baseline (40% accuracy, 1080 steps) in efficiency and performance. Remarkably, ReTool-32B attains 72.5% accuracy in extended settings, surpassing OpenAI's o1-preview by 27.9%. Further analysis reveals emergent behaviors such as code self-correction, signaling an ''aha moment'' in which the model autonomously masters adaptive tool use. These findings highlight the promise of outcome-driven tool integration for advancing complex mathematical reasoning and offer new insights into hybrid neuro-symbolic systems.

Are Human-generated Demonstrations Necessary for In-context Learning?

Despite the promising few-shot ability of large language models (LLMs), the standard paradigm of In-context Learning (ICL) suffers the disadvantages of susceptibility to selected demonstrations and the intricacy to generate these demonstrations. In this paper, we raise the fundamental question that whether human-generated demonstrations are necessary for ICL. To answer this question, we propose self-contemplation prompting strategy (SEC), a paradigm free from human-crafted demonstrations. The key point of SEC is that, instead of using hand-crafted examples as demonstrations in ICL, SEC asks LLMs to first create demonstrations on their own, based on which the final output is generated. SEC is a flexible framework and can be adapted to both the vanilla ICL and the chain-of-thought (CoT), but with greater ease: as the manual-generation process of both examples and rationale can be saved. Extensive experiments in arithmetic reasoning, commonsense reasoning, multi-task language understanding, and code generation benchmarks, show that SEC, which does not require hand-crafted demonstrations, significantly outperforms the zero-shot learning strategy, and achieves comparable results to ICL with hand-crafted demonstrations. This demonstrates that, for many tasks, contemporary LLMs possess a sufficient level of competence to exclusively depend on their own capacity for decision making, removing the need for external training data. Code is available at https://github.com/ruili33/SEC.

ReMax: A Simple, Effective, and Efficient Reinforcement Learning Method for Aligning Large Language Models

Alignment is crucial for training large language models. The predominant strategy is Reinforcement Learning from Human Feedback (RLHF), with Proximal Policy Optimization (PPO) as the de-facto algorithm. Yet, PPO is known to struggle with computational inefficiency, a challenge that this paper aims to address. We identify three important properties of RLHF tasks: fast simulation, deterministic transitions, and trajectory-level rewards, which are not leveraged in PPO. Based on these properties, we develop ReMax, a new algorithm tailored for RLHF. The design of ReMax builds on the celebrated algorithm REINFORCE but is enhanced with a new variance-reduction technique. ReMax offers threefold advantages over PPO: first, it is simple to implement with just 6 lines of code. It further eliminates more than 4 hyper-parameters in PPO, which are laborious to tune. Second, ReMax reduces memory usage by about 50%. To illustrate, PPO runs out of memory when fine-tuning a Llama2-7B model on A100-80GB GPUs, whereas ReMax can support the training. Even though memory-efficient techniques (e.g., ZeRO and offload) are employed for PPO to afford training, ReMax can utilize a larger batch size to increase throughput. Third, in terms of wall-clock time, PPO is about twice as slow as ReMax per iteration. Importantly, these improvements do not sacrifice task performance. We hypothesize that these advantages can be maintained in larger-scale models.

Ollabench: Evaluating LLMs' Reasoning for Human-centric Interdependent Cybersecurity

Large Language Models (LLMs) have the potential to enhance Agent-Based Modeling by better representing complex interdependent cybersecurity systems, improving cybersecurity threat modeling and risk management. However, evaluating LLMs in this context is crucial for legal compliance and effective application development. Existing LLM evaluation frameworks often overlook the human factor and cognitive computing capabilities essential for interdependent cybersecurity. To address this gap, I propose OllaBench, a novel evaluation framework that assesses LLMs' accuracy, wastefulness, and consistency in answering scenario-based information security compliance and non-compliance questions. OllaBench is built on a foundation of 24 cognitive behavioral theories and empirical evidence from 38 peer-reviewed papers. OllaBench was used to evaluate 21 LLMs, including both open-weight and commercial models from OpenAI, Anthropic, Google, Microsoft, Meta and so on. The results reveal that while commercial LLMs have the highest overall accuracy scores, there is significant room for improvement. Smaller low-resolution open-weight LLMs are not far behind in performance, and there are significant differences in token efficiency and consistency among the evaluated models. OllaBench provides a user-friendly interface and supports a wide range of LLM platforms, making it a valuable tool for researchers and solution developers in the field of human-centric interdependent cybersecurity and beyond.

STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models

Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.

PlanAgent: A Multi-modal Large Language Agent for Closed-loop Vehicle Motion Planning

Vehicle motion planning is an essential component of autonomous driving technology. Current rule-based vehicle motion planning methods perform satisfactorily in common scenarios but struggle to generalize to long-tailed situations. Meanwhile, learning-based methods have yet to achieve superior performance over rule-based approaches in large-scale closed-loop scenarios. To address these issues, we propose PlanAgent, the first mid-to-mid planning system based on a Multi-modal Large Language Model (MLLM). MLLM is used as a cognitive agent to introduce human-like knowledge, interpretability, and common-sense reasoning into the closed-loop planning. Specifically, PlanAgent leverages the power of MLLM through three core modules. First, an Environment Transformation module constructs a Bird's Eye View (BEV) map and a lane-graph-based textual description from the environment as inputs. Second, a Reasoning Engine module introduces a hierarchical chain-of-thought from scene understanding to lateral and longitudinal motion instructions, culminating in planner code generation. Last, a Reflection module is integrated to simulate and evaluate the generated planner for reducing MLLM's uncertainty. PlanAgent is endowed with the common-sense reasoning and generalization capability of MLLM, which empowers it to effectively tackle both common and complex long-tailed scenarios. Our proposed PlanAgent is evaluated on the large-scale and challenging nuPlan benchmarks. A comprehensive set of experiments convincingly demonstrates that PlanAgent outperforms the existing state-of-the-art in the closed-loop motion planning task. Codes will be soon released.

Cybench: A Framework for Evaluating Cybersecurity Capabilities and Risk of Language Models

Language Model (LM) agents for cybersecurity that are capable of autonomously identifying vulnerabilities and executing exploits have the potential to cause real-world impact. Policymakers, model providers, and other researchers in the AI and cybersecurity communities are interested in quantifying the capabilities of such agents to help mitigate cyberrisk and investigate opportunities for penetration testing. Toward that end, we introduce Cybench, a framework for specifying cybersecurity tasks and evaluating agents on those tasks. We include 40 professional-level Capture the Flag (CTF) tasks from 4 distinct CTF competitions, chosen to be recent, meaningful, and spanning a wide range of difficulties. Each task includes its own description, starter files, and is initialized in an environment where an agent can execute bash commands and observe outputs. Since many tasks are beyond the capabilities of existing LM agents, we introduce subtasks, which break down a task into intermediary steps for more gradated evaluation; we add subtasks for 17 of the 40 tasks. To evaluate agent capabilities, we construct a cybersecurity agent and evaluate 7 models: GPT-4o, Claude 3 Opus, Claude 3.5 Sonnet, Mixtral 8x22b Instruct, Gemini 1.5 Pro, Llama 3 70B Chat, and Llama 3.1 405B Instruct. Without guidance, we find that agents are able to solve only the easiest complete tasks that took human teams up to 11 minutes to solve, with Claude 3.5 Sonnet and GPT-4o having the highest success rates. Finally, subtasks provide more signal for measuring performance compared to unguided runs, with models achieving a 3.2\% higher success rate on complete tasks with subtask-guidance than without subtask-guidance. All code and data are publicly available at https://cybench.github.io

Uni-O4: Unifying Online and Offline Deep Reinforcement Learning with Multi-Step On-Policy Optimization

Combining offline and online reinforcement learning (RL) is crucial for efficient and safe learning. However, previous approaches treat offline and online learning as separate procedures, resulting in redundant designs and limited performance. We ask: Can we achieve straightforward yet effective offline and online learning without introducing extra conservatism or regularization? In this study, we propose Uni-o4, which utilizes an on-policy objective for both offline and online learning. Owning to the alignment of objectives in two phases, the RL agent can transfer between offline and online learning seamlessly. This property enhances the flexibility of the learning paradigm, allowing for arbitrary combinations of pretraining, fine-tuning, offline, and online learning. In the offline phase, specifically, Uni-o4 leverages diverse ensemble policies to address the mismatch issues between the estimated behavior policy and the offline dataset. Through a simple offline policy evaluation (OPE) approach, Uni-o4 can achieve multi-step policy improvement safely. We demonstrate that by employing the method above, the fusion of these two paradigms can yield superior offline initialization as well as stable and rapid online fine-tuning capabilities. Through real-world robot tasks, we highlight the benefits of this paradigm for rapid deployment in challenging, previously unseen real-world environments. Additionally, through comprehensive evaluations using numerous simulated benchmarks, we substantiate that our method achieves state-of-the-art performance in both offline and offline-to-online fine-tuning learning. Our website: https://lei-kun.github.io/uni-o4/ .

Responsible Task Automation: Empowering Large Language Models as Responsible Task Automators

The recent success of Large Language Models (LLMs) signifies an impressive stride towards artificial general intelligence. They have shown a promising prospect in automatically completing tasks upon user instructions, functioning as brain-like coordinators. The associated risks will be revealed as we delegate an increasing number of tasks to machines for automated completion. A big question emerges: how can we make machines behave responsibly when helping humans automate tasks as personal copilots? In this paper, we explore this question in depth from the perspectives of feasibility, completeness and security. In specific, we present Responsible Task Automation (ResponsibleTA) as a fundamental framework to facilitate responsible collaboration between LLM-based coordinators and executors for task automation with three empowered capabilities: 1) predicting the feasibility of the commands for executors; 2) verifying the completeness of executors; 3) enhancing the security (e.g., the protection of users' privacy). We further propose and compare two paradigms for implementing the first two capabilities. One is to leverage the generic knowledge of LLMs themselves via prompt engineering while the other is to adopt domain-specific learnable models. Moreover, we introduce a local memory mechanism for achieving the third capability. We evaluate our proposed ResponsibleTA on UI task automation and hope it could bring more attentions to ensuring LLMs more responsible in diverse scenarios. The research project homepage is at https://task-automation-research.github.io/responsible_task_automation.

KwaiAgents: Generalized Information-seeking Agent System with Large Language Models

Driven by curiosity, humans have continually sought to explore and understand the world around them, leading to the invention of various tools to satiate this inquisitiveness. Despite not having the capacity to process and memorize vast amounts of information in their brains, humans excel in critical thinking, planning, reflection, and harnessing available tools to interact with and interpret the world, enabling them to find answers efficiently. The recent advancements in large language models (LLMs) suggest that machines might also possess the aforementioned human-like capabilities, allowing them to exhibit powerful abilities even with a constrained parameter count. In this paper, we introduce KwaiAgents, a generalized information-seeking agent system based on LLMs. Within KwaiAgents, we propose an agent system that employs LLMs as its cognitive core, which is capable of understanding a user's query, behavior guidelines, and referencing external documents. The agent can also update and retrieve information from its internal memory, plan and execute actions using a time-aware search-browse toolkit, and ultimately provide a comprehensive response. We further investigate the system's performance when powered by LLMs less advanced than GPT-4, and introduce the Meta-Agent Tuning (MAT) framework, designed to ensure even an open-sourced 7B or 13B model performs well among many agent systems. We exploit both benchmark and human evaluations to systematically validate these capabilities. Extensive experiments show the superiority of our agent system compared to other autonomous agents and highlight the enhanced generalized agent-abilities of our fine-tuned LLMs.

Can Github issues be solved with Tree Of Thoughts?

While there have been extensive studies in code generation by large language models (LLM), where benchmarks like HumanEval have been surpassed with an impressive 96.3% success rate, these benchmarks predominantly judge a model's performance on basic function-level code generation and lack the critical thinking and concept of scope required of real-world scenarios such as solving GitHub issues. This research introduces the application of the Tree of Thoughts (ToT) language model reasoning framework for enhancing the decision-making and problem-solving abilities of LLMs for this complex task. Compared to traditional input-output (IO) prompting and Retrieval Augmented Generation (RAG) techniques, ToT is designed to improve performance by facilitating a structured exploration of multiple reasoning trajectories and enabling self-assessment of potential solutions. We experimentally deploy ToT in tackling a Github issue contained within an instance of the SWE-bench. However, our results reveal that the ToT framework alone is not enough to give LLMs the critical reasoning capabilities to outperform existing methods. In this paper we analyze the potential causes of these shortcomings and identify key areas for improvement such as deepening the thought process and introducing agentic capabilities. The insights of this research are aimed at informing future directions for refining the application of ToT and better harnessing the potential of LLMs in real-world problem-solving scenarios.

WebShop: Towards Scalable Real-World Web Interaction with Grounded Language Agents

Existing benchmarks for grounding language in interactive environments either lack real-world linguistic elements, or prove difficult to scale up due to substantial human involvement in the collection of data or feedback signals. To bridge this gap, we develop WebShop -- a simulated e-commerce website environment with 1.18 million real-world products and 12,087 crowd-sourced text instructions. Given a text instruction specifying a product requirement, an agent needs to navigate multiple types of webpages and issue diverse actions to find, customize, and purchase an item. WebShop provides several challenges for language grounding including understanding compositional instructions, query (re-)formulation, comprehending and acting on noisy text in webpages, and performing strategic exploration. We collect over 1,600 human demonstrations for the task, and train and evaluate a diverse range of agents using reinforcement learning, imitation learning, and pre-trained image and language models. Our best model achieves a task success rate of 29%, which outperforms rule-based heuristics (9.6%) but is far lower than human expert performance (59%). We also analyze agent and human trajectories and ablate various model components to provide insights for developing future agents with stronger language understanding and decision making abilities. Finally, we show that agents trained on WebShop exhibit non-trivial sim-to-real transfer when evaluated on amazon.com and ebay.com, indicating the potential value of WebShop in developing practical web-based agents that can operate in the wild.

SPINE: Online Semantic Planning for Missions with Incomplete Natural Language Specifications in Unstructured Environments

As robots become increasingly capable, users will want to describe high-level missions and have robots infer the relevant details. because pre-built maps are difficult to obtain in many realistic settings, accomplishing such missions will require the robot to map and plan online. while many semantic planning methods operate online, they are typically designed for well specified missions such as object search or exploration. recently, large language models (LLMs) have demonstrated powerful contextual reasoning abilities over a range of robotic tasks described in natural language. however, existing LLM-enabled planners typically do not consider online planning or complex missions; rather, relevant subtasks and semantics are provided by a pre-built map or a user. we address these limitations via spine, an online planner for missions with incomplete mission specifications provided in natural language. the planner uses an LLM to reason about subtasks implied by the mission specification and then realizes these subtasks in a receding horizon framework. tasks are automatically validated for safety and refined online with new map observations. we evaluate spine in simulation and real-world settings with missions that require multiple steps of semantic reasoning and exploration in cluttered outdoor environments of over 20,000m^2. compared to baselines that use existing LLM-enabled planning approaches, our method is over twice as efficient in terms of time and distance, requires less user interactions, and does not require a full map. Additional resources are provided at: https://zacravichandran.github.io/SPINE.

Value Function is All You Need: A Unified Learning Framework for Ride Hailing Platforms

Large ride-hailing platforms, such as DiDi, Uber and Lyft, connect tens of thousands of vehicles in a city to millions of ride demands throughout the day, providing great promises for improving transportation efficiency through the tasks of order dispatching and vehicle repositioning. Existing studies, however, usually consider the two tasks in simplified settings that hardly address the complex interactions between the two, the real-time fluctuations between supply and demand, and the necessary coordinations due to the large-scale nature of the problem. In this paper we propose a unified value-based dynamic learning framework (V1D3) for tackling both tasks. At the center of the framework is a globally shared value function that is updated continuously using online experiences generated from real-time platform transactions. To improve the sample-efficiency and the robustness, we further propose a novel periodic ensemble method combining the fast online learning with a large-scale offline training scheme that leverages the abundant historical driver trajectory data. This allows the proposed framework to adapt quickly to the highly dynamic environment, to generalize robustly to recurrent patterns and to drive implicit coordinations among the population of managed vehicles. Extensive experiments based on real-world datasets show considerably improvements over other recently proposed methods on both tasks. Particularly, V1D3 outperforms the first prize winners of both dispatching and repositioning tracks in the KDD Cup 2020 RL competition, achieving state-of-the-art results on improving both total driver income and user experience related metrics.

Scaling Autonomous Agents via Automatic Reward Modeling And Planning

Large language models (LLMs) have demonstrated remarkable capabilities across a range of text-generation tasks. However, LLMs still struggle with problems requiring multi-step decision-making and environmental feedback, such as online shopping, scientific reasoning, and mathematical problem-solving. Unlike pure text data, collecting large-scale decision-making data is challenging. Moreover, many powerful LLMs are only accessible through APIs, which hinders their fine-tuning for agent tasks due to cost and complexity. To address LLM agents' limitations, we propose a framework that can automatically learn a reward model from the environment without human annotations. This model can be used to evaluate the action trajectories of LLM agents and provide heuristics for task planning. Specifically, our approach involves employing one LLM-based agent to navigate an environment randomly, generating diverse action trajectories. Subsequently, a separate LLM is leveraged to assign a task intent and synthesize a negative response alongside the correct response for each trajectory. These triplets (task intent, positive response, and negative response) are then utilized as training data to optimize a reward model capable of scoring action trajectories. The effectiveness and generalizability of our framework are demonstrated through evaluations conducted on different agent benchmarks. In conclusion, our proposed framework represents a significant advancement in enhancing LLM agents' decision-making capabilities. By automating the learning of reward models, we overcome the challenges of data scarcity and API limitations, potentially revolutionizing the application of LLMs in complex and interactive environments. This research paves the way for more sophisticated AI agents capable of tackling a wide range of real-world problems requiring multi-step decision-making.

Objective Mismatch in Model-based Reinforcement Learning

Model-based reinforcement learning (MBRL) has been shown to be a powerful framework for data-efficiently learning control of continuous tasks. Recent work in MBRL has mostly focused on using more advanced function approximators and planning schemes, with little development of the general framework. In this paper, we identify a fundamental issue of the standard MBRL framework -- what we call the objective mismatch issue. Objective mismatch arises when one objective is optimized in the hope that a second, often uncorrelated, metric will also be optimized. In the context of MBRL, we characterize the objective mismatch between training the forward dynamics model w.r.t.~the likelihood of the one-step ahead prediction, and the overall goal of improving performance on a downstream control task. For example, this issue can emerge with the realization that dynamics models effective for a specific task do not necessarily need to be globally accurate, and vice versa globally accurate models might not be sufficiently accurate locally to obtain good control performance on a specific task. In our experiments, we study this objective mismatch issue and demonstrate that the likelihood of one-step ahead predictions is not always correlated with control performance. This observation highlights a critical limitation in the MBRL framework which will require further research to be fully understood and addressed. We propose an initial method to mitigate the mismatch issue by re-weighting dynamics model training. Building on it, we conclude with a discussion about other potential directions of research for addressing this issue.

Towards General Computer Control: A Multimodal Agent for Red Dead Redemption II as a Case Study

Despite the success in specific tasks and scenarios, existing foundation agents, empowered by large models (LMs) and advanced tools, still cannot generalize to different scenarios, mainly due to dramatic differences in the observations and actions across scenarios. In this work, we propose the General Computer Control (GCC) setting: building foundation agents that can master any computer task by taking only screen images (and possibly audio) of the computer as input, and producing keyboard and mouse operations as output, similar to human-computer interaction. The main challenges of achieving GCC are: 1) the multimodal observations for decision-making, 2) the requirements of accurate control of keyboard and mouse, 3) the need for long-term memory and reasoning, and 4) the abilities of efficient exploration and self-improvement. To target GCC, we introduce Cradle, an agent framework with six main modules, including: 1) information gathering to extract multi-modality information, 2) self-reflection to rethink past experiences, 3) task inference to choose the best next task, 4) skill curation for generating and updating relevant skills for given tasks, 5) action planning to generate specific operations for keyboard and mouse control, and 6) memory for storage and retrieval of past experiences and known skills. To demonstrate the capabilities of generalization and self-improvement of Cradle, we deploy it in the complex AAA game Red Dead Redemption II, serving as a preliminary attempt towards GCC with a challenging target. To our best knowledge, our work is the first to enable LMM-based agents to follow the main storyline and finish real missions in complex AAA games, with minimal reliance on prior knowledge or resources. The project website is at https://baai-agents.github.io/Cradle/.

REAL: Resilience and Adaptation using Large Language Models on Autonomous Aerial Robots

Large Language Models (LLMs) pre-trained on internet-scale datasets have shown impressive capabilities in code understanding, synthesis, and general purpose question-and-answering. Key to their performance is the substantial prior knowledge acquired during training and their ability to reason over extended sequences of symbols, often presented in natural language. In this work, we aim to harness the extensive long-term reasoning, natural language comprehension, and the available prior knowledge of LLMs for increased resilience and adaptation in autonomous mobile robots. We introduce REAL, an approach for REsilience and Adaptation using LLMs. REAL provides a strategy to employ LLMs as a part of the mission planning and control framework of an autonomous robot. The LLM employed by REAL provides (i) a source of prior knowledge to increase resilience for challenging scenarios that the system had not been explicitly designed for; (ii) a way to interpret natural-language and other log/diagnostic information available in the autonomy stack, for mission planning; (iii) a way to adapt the control inputs using minimal user-provided prior knowledge about the dynamics/kinematics of the robot. We integrate REAL in the autonomy stack of a real multirotor, querying onboard an offboard LLM at 0.1-1.0 Hz as part the robot's mission planning and control feedback loops. We demonstrate in real-world experiments the ability of the LLM to reduce the position tracking errors of a multirotor under the presence of (i) errors in the parameters of the controller and (ii) unmodeled dynamics. We also show (iii) decision making to avoid potentially dangerous scenarios (e.g., robot oscillates) that had not been explicitly accounted for in the initial prompt design.

A Survey on the Optimization of Large Language Model-based Agents

With the rapid development of Large Language Models (LLMs), LLM-based agents have been widely adopted in various fields, becoming essential for autonomous decision-making and interactive tasks. However, current work typically relies on prompt design or fine-tuning strategies applied to vanilla LLMs, which often leads to limited effectiveness or suboptimal performance in complex agent-related environments. Although LLM optimization techniques can improve model performance across many general tasks, they lack specialized optimization towards critical agent functionalities such as long-term planning, dynamic environmental interaction, and complex decision-making. Although numerous recent studies have explored various strategies to optimize LLM-based agents for complex agent tasks, a systematic review summarizing and comparing these methods from a holistic perspective is still lacking. In this survey, we provide a comprehensive review of LLM-based agent optimization approaches, categorizing them into parameter-driven and parameter-free methods. We first focus on parameter-driven optimization, covering fine-tuning-based optimization, reinforcement learning-based optimization, and hybrid strategies, analyzing key aspects such as trajectory data construction, fine-tuning techniques, reward function design, and optimization algorithms. Additionally, we briefly discuss parameter-free strategies that optimize agent behavior through prompt engineering and external knowledge retrieval. Finally, we summarize the datasets and benchmarks used for evaluation and tuning, review key applications of LLM-based agents, and discuss major challenges and promising future directions. Our repository for related references is available at https://github.com/YoungDubbyDu/LLM-Agent-Optimization.

Subgoal-based Hierarchical Reinforcement Learning for Multi-Agent Collaboration

Recent advancements in reinforcement learning have made significant impacts across various domains, yet they often struggle in complex multi-agent environments due to issues like algorithm instability, low sampling efficiency, and the challenges of exploration and dimensionality explosion. Hierarchical reinforcement learning (HRL) offers a structured approach to decompose complex tasks into simpler sub-tasks, which is promising for multi-agent settings. This paper advances the field by introducing a hierarchical architecture that autonomously generates effective subgoals without explicit constraints, enhancing both flexibility and stability in training. We propose a dynamic goal generation strategy that adapts based on environmental changes. This method significantly improves the adaptability and sample efficiency of the learning process. Furthermore, we address the critical issue of credit assignment in multi-agent systems by synergizing our hierarchical architecture with a modified QMIX network, thus improving overall strategy coordination and efficiency. Comparative experiments with mainstream reinforcement learning algorithms demonstrate the superior convergence speed and performance of our approach in both single-agent and multi-agent environments, confirming its effectiveness and flexibility in complex scenarios. Our code is open-sourced at: https://github.com/SICC-Group/GMAH.

Mobile-Agent-v2: Mobile Device Operation Assistant with Effective Navigation via Multi-Agent Collaboration

Mobile device operation tasks are increasingly becoming a popular multi-modal AI application scenario. Current Multi-modal Large Language Models (MLLMs), constrained by their training data, lack the capability to function effectively as operation assistants. Instead, MLLM-based agents, which enhance capabilities through tool invocation, are gradually being applied to this scenario. However, the two major navigation challenges in mobile device operation tasks, task progress navigation and focus content navigation, are significantly complicated under the single-agent architecture of existing work. This is due to the overly long token sequences and the interleaved text-image data format, which limit performance. To address these navigation challenges effectively, we propose Mobile-Agent-v2, a multi-agent architecture for mobile device operation assistance. The architecture comprises three agents: planning agent, decision agent, and reflection agent. The planning agent generates task progress, making the navigation of history operations more efficient. To retain focus content, we design a memory unit that updates with task progress. Additionally, to correct erroneous operations, the reflection agent observes the outcomes of each operation and handles any mistakes accordingly. Experimental results indicate that Mobile-Agent-v2 achieves over a 30% improvement in task completion compared to the single-agent architecture of Mobile-Agent. The code is open-sourced at https://github.com/X-PLUG/MobileAgent.

VLN-Game: Vision-Language Equilibrium Search for Zero-Shot Semantic Navigation

Following human instructions to explore and search for a specified target in an unfamiliar environment is a crucial skill for mobile service robots. Most of the previous works on object goal navigation have typically focused on a single input modality as the target, which may lead to limited consideration of language descriptions containing detailed attributes and spatial relationships. To address this limitation, we propose VLN-Game, a novel zero-shot framework for visual target navigation that can process object names and descriptive language targets effectively. To be more precise, our approach constructs a 3D object-centric spatial map by integrating pre-trained visual-language features with a 3D reconstruction of the physical environment. Then, the framework identifies the most promising areas to explore in search of potential target candidates. A game-theoretic vision language model is employed to determine which target best matches the given language description. Experiments conducted on the Habitat-Matterport 3D (HM3D) dataset demonstrate that the proposed framework achieves state-of-the-art performance in both object goal navigation and language-based navigation tasks. Moreover, we show that VLN-Game can be easily deployed on real-world robots. The success of VLN-Game highlights the promising potential of using game-theoretic methods with compact vision-language models to advance decision-making capabilities in robotic systems. The supplementary video and code can be accessed via the following link: https://sites.google.com/view/vln-game.

DeepResearcher: Scaling Deep Research via Reinforcement Learning in Real-world Environments

Large Language Models (LLMs) equipped with web search capabilities have demonstrated impressive potential for deep research tasks. However, current approaches predominantly rely on either manually engineered prompts (prompt engineering-based) with brittle performance or reinforcement learning within controlled Retrieval-Augmented Generation (RAG) environments (RAG-based) that fail to capture the complexities of real-world interaction. In this paper, we introduce DeepResearcher, the first comprehensive framework for end-to-end training of LLM-based deep research agents through scaling reinforcement learning (RL) in real-world environments with authentic web search interactions. Unlike RAG-based approaches that assume all necessary information exists within a fixed corpus, our method trains agents to navigate the noisy, unstructured, and dynamic nature of the open web. We implement a specialized multi-agent architecture where browsing agents extract relevant information from various webpage structures and overcoming significant technical challenges. Extensive experiments on open-domain research tasks demonstrate that DeepResearcher achieves substantial improvements of up to 28.9 points over prompt engineering-based baselines and up to 7.2 points over RAG-based RL agents. Our qualitative analysis reveals emergent cognitive behaviors from end-to-end RL training, including the ability to formulate plans, cross-validate information from multiple sources, engage in self-reflection to redirect research, and maintain honesty when unable to find definitive answers. Our results highlight that end-to-end training in real-world web environments is not merely an implementation detail but a fundamental requirement for developing robust research capabilities aligned with real-world applications. We release DeepResearcher at https://github.com/GAIR-NLP/DeepResearcher.

Proactive Agent: Shifting LLM Agents from Reactive Responses to Active Assistance

Agents powered by large language models have shown remarkable abilities in solving complex tasks. However, most agent systems remain reactive, limiting their effectiveness in scenarios requiring foresight and autonomous decision-making. In this paper, we tackle the challenge of developing proactive agents capable of anticipating and initiating tasks without explicit human instructions. We propose a novel data-driven approach for this problem. Firstly, we collect real-world human activities to generate proactive task predictions. These predictions are then labeled by human annotators as either accepted or rejected. The labeled data is used to train a reward model that simulates human judgment and serves as an automatic evaluator of the proactiveness of LLM agents. Building on this, we develop a comprehensive data generation pipeline to create a diverse dataset, ProactiveBench, containing 6,790 events. Finally, we demonstrate that fine-tuning models with the proposed ProactiveBench can significantly elicit the proactiveness of LLM agents. Experimental results show that our fine-tuned model achieves an F1-Score of 66.47% in proactively offering assistance, outperforming all open-source and close-source models. These results highlight the potential of our method in creating more proactive and effective agent systems, paving the way for future advancements in human-agent collaboration.

Prioritizing Safeguarding Over Autonomy: Risks of LLM Agents for Science

Intelligent agents powered by large language models (LLMs) have demonstrated substantial promise in autonomously conducting experiments and facilitating scientific discoveries across various disciplines. While their capabilities are promising, they also introduce novel vulnerabilities that demand careful consideration for safety. However, there exists a notable gap in the literature, as there has been no comprehensive exploration of these vulnerabilities. This position paper fills this gap by conducting a thorough examination of vulnerabilities in LLM-based agents within scientific domains, shedding light on potential risks associated with their misuse and emphasizing the need for safety measures. We begin by providing a comprehensive overview of the potential risks inherent to scientific LLM agents, taking into account user intent, the specific scientific domain, and their potential impact on the external environment. Then, we delve into the origins of these vulnerabilities and provide a scoping review of the limited existing works. Based on our analysis, we propose a triadic framework involving human regulation, agent alignment, and an understanding of environmental feedback (agent regulation) to mitigate these identified risks. Furthermore, we highlight the limitations and challenges associated with safeguarding scientific agents and advocate for the development of improved models, robust benchmarks, and comprehensive regulations to address these issues effectively.

Distilling and Retrieving Generalizable Knowledge for Robot Manipulation via Language Corrections

Today's robot policies exhibit subpar performance when faced with the challenge of generalizing to novel environments. Human corrective feedback is a crucial form of guidance to enable such generalization. However, adapting to and learning from online human corrections is a non-trivial endeavor: not only do robots need to remember human feedback over time to retrieve the right information in new settings and reduce the intervention rate, but also they would need to be able to respond to feedback that can be arbitrary corrections about high-level human preferences to low-level adjustments to skill parameters. In this work, we present Distillation and Retrieval of Online Corrections (DROC), a large language model (LLM)-based system that can respond to arbitrary forms of language feedback, distill generalizable knowledge from corrections, and retrieve relevant past experiences based on textual and visual similarity for improving performance in novel settings. DROC is able to respond to a sequence of online language corrections that address failures in both high-level task plans and low-level skill primitives. We demonstrate that DROC effectively distills the relevant information from the sequence of online corrections in a knowledge base and retrieves that knowledge in settings with new task or object instances. DROC outperforms other techniques that directly generate robot code via LLMs by using only half of the total number of corrections needed in the first round and requires little to no corrections after two iterations. We show further results, videos, prompts and code on https://sites.google.com/stanford.edu/droc .

Backdoor Activation Attack: Attack Large Language Models using Activation Steering for Safety-Alignment

To ensure AI safety, instruction-tuned Large Language Models (LLMs) are specifically trained to ensure alignment, which refers to making models behave in accordance with human intentions. While these models have demonstrated commendable results on various safety benchmarks, the vulnerability of their safety alignment has not been extensively studied. This is particularly troubling given the potential harm that LLMs can inflict. Existing attack methods on LLMs often rely on poisoned training data or the injection of malicious prompts. These approaches compromise the stealthiness and generalizability of the attacks, making them susceptible to detection. Additionally, these models often demand substantial computational resources for implementation, making them less practical for real-world applications. Inspired by recent success in modifying model behavior through steering vectors without the need for optimization, and drawing on its effectiveness in red-teaming LLMs, we conducted experiments employing activation steering to target four key aspects of LLMs: truthfulness, toxicity, bias, and harmfulness - across a varied set of attack settings. To establish a universal attack strategy applicable to diverse target alignments without depending on manual analysis, we automatically select the intervention layer based on contrastive layer search. Our experiment results show that activation attacks are highly effective and add little or no overhead to attack efficiency. Additionally, we discuss potential countermeasures against such activation attacks. Our code and data are available at https://github.com/wang2226/Backdoor-Activation-Attack Warning: this paper contains content that can be offensive or upsetting.

A Survey on Cost Types, Interaction Schemes, and Annotator Performance Models in Selection Algorithms for Active Learning in Classification

Pool-based active learning (AL) aims to optimize the annotation process (i.e., labeling) as the acquisition of annotations is often time-consuming and therefore expensive. For this purpose, an AL strategy queries annotations intelligently from annotators to train a high-performance classification model at a low annotation cost. Traditional AL strategies operate in an idealized framework. They assume a single, omniscient annotator who never gets tired and charges uniformly regardless of query difficulty. However, in real-world applications, we often face human annotators, e.g., crowd or in-house workers, who make annotation mistakes and can be reluctant to respond if tired or faced with complex queries. Recently, a wide range of novel AL strategies has been proposed to address these issues. They differ in at least one of the following three central aspects from traditional AL: (1) They explicitly consider (multiple) human annotators whose performances can be affected by various factors, such as missing expertise. (2) They generalize the interaction with human annotators by considering different query and annotation types, such as asking an annotator for feedback on an inferred classification rule. (3) They take more complex cost schemes regarding annotations and misclassifications into account. This survey provides an overview of these AL strategies and refers to them as real-world AL. Therefore, we introduce a general real-world AL strategy as part of a learning cycle and use its elements, e.g., the query and annotator selection algorithm, to categorize about 60 real-world AL strategies. Finally, we outline possible directions for future research in the field of AL.

LMRL Gym: Benchmarks for Multi-Turn Reinforcement Learning with Language Models

Large language models (LLMs) provide excellent text-generation capabilities, but standard prompting and generation methods generally do not lead to intentional or goal-directed agents and might necessitate considerable prompt tuning. This becomes particularly apparent in multi-turn conversations: even the best current LLMs rarely ask clarifying questions, engage in explicit information gathering, or take actions now that lead to better decisions after multiple turns. Reinforcement learning has the potential to leverage the powerful modeling capabilities of LLMs, as well as their internal representation of textual interactions, to create capable goal-directed language agents. This can enable intentional and temporally extended interactions, such as with humans, through coordinated persuasion and carefully crafted questions, or in goal-directed play through text games to bring about desired final outcomes. However, enabling this requires the community to develop stable and reliable reinforcement learning algorithms that can effectively train LLMs. Developing such algorithms requires tasks that can gauge progress on algorithm design, provide accessible and reproducible evaluations for multi-turn interactions, and cover a range of task properties and challenges in improving reinforcement learning algorithms. Our paper introduces the LMRL-Gym benchmark for evaluating multi-turn RL for LLMs, together with an open-source research framework containing a basic toolkit for getting started on multi-turn RL with offline value-based and policy-based RL methods. Our benchmark consists of 8 different language tasks, which require multiple rounds of language interaction and cover a range of tasks in open-ended dialogue and text games.

Personalizing Reinforcement Learning from Human Feedback with Variational Preference Learning

Reinforcement Learning from Human Feedback (RLHF) is a powerful paradigm for aligning foundation models to human values and preferences. However, current RLHF techniques cannot account for the naturally occurring differences in individual human preferences across a diverse population. When these differences arise, traditional RLHF frameworks simply average over them, leading to inaccurate rewards and poor performance for individual subgroups. To address the need for pluralistic alignment, we develop a class of multimodal RLHF methods. Our proposed techniques are based on a latent variable formulation - inferring a novel user-specific latent and learning reward models and policies conditioned on this latent without additional user-specific data. While conceptually simple, we show that in practice, this reward modeling requires careful algorithmic considerations around model architecture and reward scaling. To empirically validate our proposed technique, we first show that it can provide a way to combat underspecification in simulated control problems, inferring and optimizing user-specific reward functions. Next, we conduct experiments on pluralistic language datasets representing diverse user preferences and demonstrate improved reward function accuracy. We additionally show the benefits of this probabilistic framework in terms of measuring uncertainty, and actively learning user preferences. This work enables learning from diverse populations of users with divergent preferences, an important challenge that naturally occurs in problems from robot learning to foundation model alignment.

Semi-Supervised Offline Reinforcement Learning with Action-Free Trajectories

Natural agents can effectively learn from multiple data sources that differ in size, quality, and types of measurements. We study this heterogeneity in the context of offline reinforcement learning (RL) by introducing a new, practically motivated semi-supervised setting. Here, an agent has access to two sets of trajectories: labelled trajectories containing state, action and reward triplets at every timestep, along with unlabelled trajectories that contain only state and reward information. For this setting, we develop and study a simple meta-algorithmic pipeline that learns an inverse dynamics model on the labelled data to obtain proxy-labels for the unlabelled data, followed by the use of any offline RL algorithm on the true and proxy-labelled trajectories. Empirically, we find this simple pipeline to be highly successful -- on several D4RL benchmarks~fu2020d4rl, certain offline RL algorithms can match the performance of variants trained on a fully labelled dataset even when we label only 10\% of trajectories which are highly suboptimal. To strengthen our understanding, we perform a large-scale controlled empirical study investigating the interplay of data-centric properties of the labelled and unlabelled datasets, with algorithmic design choices (e.g., choice of inverse dynamics, offline RL algorithm) to identify general trends and best practices for training RL agents on semi-supervised offline datasets.

LLM+Reasoning+Planning for supporting incomplete user queries in presence of APIs

Recent availability of Large Language Models (LLMs) has led to the development of numerous LLM-based approaches aimed at providing natural language interfaces for various end-user tasks. These end-user tasks in turn can typically be accomplished by orchestrating a given set of APIs. In practice, natural language task requests (user queries) are often incomplete, i.e., they may not contain all the information required by the APIs. While LLMs excel at natural language processing (NLP) tasks, they frequently hallucinate on missing information or struggle with orchestrating the APIs. The key idea behind our proposed approach is to leverage logical reasoning and classical AI planning along with an LLM for accurately answering user queries including identification and gathering of any missing information in these queries. Our approach uses an LLM and ASP (Answer Set Programming) solver to translate a user query to a representation in Planning Domain Definition Language (PDDL) via an intermediate representation in ASP. We introduce a special API "get_info_api" for gathering missing information. We model all the APIs as PDDL actions in a way that supports dataflow between the APIs. Our approach then uses a classical AI planner to generate an orchestration of API calls (including calls to get_info_api) to answer the user query. Our evaluation results show that our approach significantly outperforms a pure LLM based approach by achieving over 95\% success rate in most cases on a dataset containing complete and incomplete single goal and multi-goal queries where the multi-goal queries may or may not require dataflow among the APIs.

Hogwild! Inference: Parallel LLM Generation via Concurrent Attention

Large Language Models (LLMs) have demonstrated the ability to tackle increasingly complex tasks through advanced reasoning, long-form content generation, and tool use. Solving these tasks often involves long inference-time computations. In human problem solving, a common strategy to expedite work is collaboration: by dividing the problem into sub-tasks, exploring different strategies concurrently, etc. Recent research has shown that LLMs can also operate in parallel by implementing explicit cooperation frameworks, such as voting mechanisms or the explicit creation of independent sub-tasks that can be executed in parallel. However, each of these frameworks may not be suitable for all types of tasks, which can hinder their applicability. In this work, we propose a different design approach: we run LLM "workers" in parallel , allowing them to synchronize via a concurrently-updated attention cache and prompt these workers to decide how best to collaborate. Our approach allows the instances to come up with their own collaboration strategy for the problem at hand, all the while "seeing" each other's partial progress in the concurrent cache. We implement this approach via Hogwild! Inference: a parallel LLM inference engine where multiple instances of the same LLM run in parallel with the same attention cache, with "instant" access to each other's generated tokens. Hogwild! inference takes advantage of Rotary Position Embeddings (RoPE) to avoid recomputation while improving parallel hardware utilization. We find that modern reasoning-capable LLMs can perform inference with shared Key-Value cache out of the box, without additional fine-tuning.

OTC: Optimal Tool Calls via Reinforcement Learning

Tool-integrated reasoning (TIR) augments large language models (LLMs) with the ability to invoke external tools, such as search engines and code interpreters, to solve tasks beyond the capabilities of language-only reasoning. While reinforcement learning (RL) has shown promise in improving TIR by optimizing final answer correctness, existing approaches often overlook the efficiency and cost associated with tool usage. This can lead to suboptimal behavior, including excessive tool calls that increase computational and financial overhead, or insufficient tool use that compromises answer quality. In this work, we propose Optimal Tool Call-controlled Policy Optimization (OTC-PO), a simple yet effective RL-based framework that encourages models to produce accurate answers with minimal tool calls. Our method introduces a tool-integrated reward that jointly considers correctness and tool efficiency, promoting high tool productivity. We instantiate this framework within both Proximal Policy Optimization (PPO) and Group Relative Preference Optimization (GRPO), resulting in OTC-PPO and OTC-GRPO. Experiments with Qwen-2.5 and Qwen-Math across multiple QA benchmarks show that our approach reduces tool calls by up to 73.1\% and improves tool productivity by up to 229.4\%, while maintaining comparable answer accuracy. To the best of our knowledge, this is the first RL-based framework that explicitly optimizes tool-use efficiency in TIR.

D5RL: Diverse Datasets for Data-Driven Deep Reinforcement Learning

Offline reinforcement learning algorithms hold the promise of enabling data-driven RL methods that do not require costly or dangerous real-world exploration and benefit from large pre-collected datasets. This in turn can facilitate real-world applications, as well as a more standardized approach to RL research. Furthermore, offline RL methods can provide effective initializations for online finetuning to overcome challenges with exploration. However, evaluating progress on offline RL algorithms requires effective and challenging benchmarks that capture properties of real-world tasks, provide a range of task difficulties, and cover a range of challenges both in terms of the parameters of the domain (e.g., length of the horizon, sparsity of rewards) and the parameters of the data (e.g., narrow demonstration data or broad exploratory data). While considerable progress in offline RL in recent years has been enabled by simpler benchmark tasks, the most widely used datasets are increasingly saturating in performance and may fail to reflect properties of realistic tasks. We propose a new benchmark for offline RL that focuses on realistic simulations of robotic manipulation and locomotion environments, based on models of real-world robotic systems, and comprising a variety of data sources, including scripted data, play-style data collected by human teleoperators, and other data sources. Our proposed benchmark covers state-based and image-based domains, and supports both offline RL and online fine-tuning evaluation, with some of the tasks specifically designed to require both pre-training and fine-tuning. We hope that our proposed benchmark will facilitate further progress on both offline RL and fine-tuning algorithms. Website with code, examples, tasks, and data is available at https://sites.google.com/view/d5rl/

End-to-End Goal-Driven Web Navigation

We propose a goal-driven web navigation as a benchmark task for evaluating an agent with abilities to understand natural language and plan on partially observed environments. In this challenging task, an agent navigates through a website, which is represented as a graph consisting of web pages as nodes and hyperlinks as directed edges, to find a web page in which a query appears. The agent is required to have sophisticated high-level reasoning based on natural languages and efficient sequential decision-making capability to succeed. We release a software tool, called WebNav, that automatically transforms a website into this goal-driven web navigation task, and as an example, we make WikiNav, a dataset constructed from the English Wikipedia. We extensively evaluate different variants of neural net based artificial agents on WikiNav and observe that the proposed goal-driven web navigation well reflects the advances in models, making it a suitable benchmark for evaluating future progress. Furthermore, we extend the WikiNav with question-answer pairs from Jeopardy! and test the proposed agent based on recurrent neural networks against strong inverted index based search engines. The artificial agents trained on WikiNav outperforms the engined based approaches, demonstrating the capability of the proposed goal-driven navigation as a good proxy for measuring the progress in real-world tasks such as focused crawling and question-answering.

ScreenSpot-Pro: GUI Grounding for Professional High-Resolution Computer Use

Recent advancements in Multi-modal Large Language Models (MLLMs) have led to significant progress in developing GUI agents for general tasks such as web browsing and mobile phone use. However, their application in professional domains remains under-explored. These specialized workflows introduce unique challenges for GUI perception models, including high-resolution displays, smaller target sizes, and complex environments. In this paper, we introduce ScreenSpot-Pro, a new benchmark designed to rigorously evaluate the grounding capabilities of MLLMs in high-resolution professional settings. The benchmark comprises authentic high-resolution images from a variety of professional domains with expert annotations. It spans 23 applications across five industries and three operating systems. Existing GUI grounding models perform poorly on this dataset, with the best model achieving only 18.9%. Our experiments reveal that strategically reducing the search area enhances accuracy. Based on this insight, we propose ScreenSeekeR, a visual search method that utilizes the GUI knowledge of a strong planner to guide a cascaded search, achieving state-of-the-art performance with 48.1% without any additional training. We hope that our benchmark and findings will advance the development of GUI agents for professional applications. Code, data and leaderboard can be found at https://gui-agent.github.io/grounding-leaderboard.

Iris: Breaking GUI Complexity with Adaptive Focus and Self-Refining

Digital agents are increasingly employed to automate tasks in interactive digital environments such as web pages, software applications, and operating systems. While text-based agents built on Large Language Models (LLMs) often require frequent updates due to platform-specific APIs, visual agents leveraging Multimodal Large Language Models (MLLMs) offer enhanced adaptability by interacting directly with Graphical User Interfaces (GUIs). However, these agents face significant challenges in visual perception, particularly when handling high-resolution, visually complex digital environments. This paper introduces Iris, a foundational visual agent that addresses these challenges through two key innovations: Information-Sensitive Cropping (ISC) and Self-Refining Dual Learning (SRDL). ISC dynamically identifies and prioritizes visually dense regions using a edge detection algorithm, enabling efficient processing by allocating more computational resources to areas with higher information density. SRDL enhances the agent's ability to handle complex tasks by leveraging a dual-learning loop, where improvements in referring (describing UI elements) reinforce grounding (locating elements) and vice versa, all without requiring additional annotated data. Empirical evaluations demonstrate that Iris achieves state-of-the-art performance across multiple benchmarks with only 850K GUI annotations, outperforming methods using 10x more training data. These improvements further translate to significant gains in both web and OS agent downstream tasks.

Sampling Is All You Need on Modeling Long-Term User Behaviors for CTR Prediction

Rich user behavior data has been proven to be of great value for Click-Through Rate (CTR) prediction applications, especially in industrial recommender, search, or advertising systems. However, it's non-trivial for real-world systems to make full use of long-term user behaviors due to the strict requirements of online serving time. Most previous works adopt the retrieval-based strategy, where a small number of user behaviors are retrieved first for subsequent attention. However, the retrieval-based methods are sub-optimal and would cause more or less information losses, and it's difficult to balance the effectiveness and efficiency of the retrieval algorithm. In this paper, we propose SDIM (Sampling-based Deep Interest Modeling), a simple yet effective sampling-based end-to-end approach for modeling long-term user behaviors. We sample from multiple hash functions to generate hash signatures of the candidate item and each item in the user behavior sequence, and obtain the user interest by directly gathering behavior items associated with the candidate item with the same hash signature. We show theoretically and experimentally that the proposed method performs on par with standard attention-based models on modeling long-term user behaviors, while being sizable times faster. We also introduce the deployment of SDIM in our system. Specifically, we decouple the behavior sequence hashing, which is the most time-consuming part, from the CTR model by designing a separate module named BSE (behavior Sequence Encoding). BSE is latency-free for the CTR server, enabling us to model extremely long user behaviors. Both offline and online experiments are conducted to demonstrate the effectiveness of SDIM. SDIM now has been deployed online in the search system of Meituan APP.

LLM-Powered Hierarchical Language Agent for Real-time Human-AI Coordination

AI agents powered by Large Language Models (LLMs) have made significant advances, enabling them to assist humans in diverse complex tasks and leading to a revolution in human-AI coordination. LLM-powered agents typically require invoking LLM APIs and employing artificially designed complex prompts, which results in high inference latency. While this paradigm works well in scenarios with minimal interactive demands, such as code generation, it is unsuitable for highly interactive and real-time applications, such as gaming. Traditional gaming AI often employs small models or reactive policies, enabling fast inference but offering limited task completion and interaction abilities. In this work, we consider Overcooked as our testbed where players could communicate with natural language and cooperate to serve orders. We propose a Hierarchical Language Agent (HLA) for human-AI coordination that provides both strong reasoning abilities while keeping real-time execution. In particular, HLA adopts a hierarchical framework and comprises three modules: a proficient LLM, referred to as Slow Mind, for intention reasoning and language interaction, a lightweight LLM, referred to as Fast Mind, for generating macro actions, and a reactive policy, referred to as Executor, for transforming macro actions into atomic actions. Human studies show that HLA outperforms other baseline agents, including slow-mind-only agents and fast-mind-only agents, with stronger cooperation abilities, faster responses, and more consistent language communications.

Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning

A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.

OG-RAG: Ontology-Grounded Retrieval-Augmented Generation For Large Language Models

This paper presents OG-RAG, an Ontology-Grounded Retrieval Augmented Generation method designed to enhance LLM-generated responses by anchoring retrieval processes in domain-specific ontologies. While LLMs are widely used for tasks like question answering and search, they struggle to adapt to specialized knowledge, such as industrial workflows or knowledge work, without expensive fine-tuning or sub-optimal retrieval methods. Existing retrieval-augmented models, such as RAG, offer improvements but fail to account for structured domain knowledge, leading to suboptimal context generation. Ontologies, which conceptually organize domain knowledge by defining entities and their interrelationships, offer a structured representation to address this gap. OG-RAG constructs a hypergraph representation of domain documents, where each hyperedge encapsulates clusters of factual knowledge grounded using domain-specific ontology. An optimization algorithm then retrieves the minimal set of hyperedges that constructs a precise, conceptually grounded context for the LLM. This method enables efficient retrieval while preserving the complex relationships between entities. OG-RAG applies to domains where fact-based reasoning is essential, particularly in tasks that require workflows or decision-making steps to follow predefined rules and procedures. These include industrial workflows in healthcare, legal, and agricultural sectors, as well as knowledge-driven tasks such as news journalism, investigative research, consulting and more. Our evaluations demonstrate that OG-RAG increases the recall of accurate facts by 55% and improves response correctness by 40% across four different LLMs. Additionally, OG-RAG enables 30% faster attribution of responses to context and boosts fact-based reasoning accuracy by 27% compared to baseline methods.

AgentRewardBench: Evaluating Automatic Evaluations of Web Agent Trajectories

Web agents enable users to perform tasks on web browsers through natural language interaction. Evaluating web agents trajectories is an important problem, since it helps us determine whether the agent successfully completed the tasks. Rule-based methods are widely used for this purpose, but they are challenging to extend to new tasks and may not always recognize successful trajectories. We may achieve higher accuracy through human evaluation, but the process would be substantially slower and more expensive. Automatic evaluations with LLMs may avoid the challenges of designing new rules and manually annotating trajectories, enabling faster and cost-effective evaluation. However, it is unclear how effective they are at evaluating web agents. To this end, we propose AgentRewardBench, the first benchmark to assess the effectiveness of LLM judges for evaluating web agents. AgentRewardBench contains 1302 trajectories across 5 benchmarks and 4 LLMs. Each trajectory in AgentRewardBench is reviewed by an expert, who answers questions pertaining to the success, side effects, and repetitiveness of the agent. Using our benchmark, we evaluate 12 LLM judges and find that no single LLM excels across all benchmarks. We also find that the rule-based evaluation used by common benchmarks tends to underreport the success rate of web agents, highlighting a key weakness of rule-based evaluation and the need to develop more flexible automatic evaluations. We release the benchmark at: https://agent-reward-bench.github.io

GUI-Bee: Align GUI Action Grounding to Novel Environments via Autonomous Exploration

Graphical User Interface (GUI) action grounding is a critical step in GUI automation that maps language instructions to actionable elements on GUI screens. Most recent works of GUI action grounding leverage large GUI datasets to fine-tune MLLMs. However, the fine-tuning data always covers limited GUI environments, and we find the performance of the resulting model deteriorates in novel environments. We argue that the GUI grounding models should be further aligned to the novel environments to reveal their full potential, when the inference is known to involve novel environments, i.e., environments not used during the previous fine-tuning. To realize this, we first propose GUI-Bee, an MLLM-based autonomous agent, to collect high-quality, environment-specific data through exploration and then continuously fine-tune GUI grounding models with the collected data. Our agent leverages a novel Q-value-Incentive In-Context Reinforcement Learning (Q-ICRL) method to optimize exploration efficiency and data quality. Additionally, we introduce NovelScreenSpot, a benchmark for testing how well the data can help align GUI action grounding models to novel environments and demonstrate the effectiveness of data collected by GUI-Bee in the experiments. Furthermore, we conduct an ablation study to validate the Q-ICRL method in enhancing the efficiency of GUI-Bee. Project page: https://gui-bee.github.io

Leveraging Large Language Models for Enhanced Product Descriptions in eCommerce

In the dynamic field of eCommerce, the quality and comprehensiveness of product descriptions are pivotal for enhancing search visibility and customer engagement. Effective product descriptions can address the 'cold start' problem, align with market trends, and ultimately lead to increased click-through rates. Traditional methods for crafting these descriptions often involve significant human effort and may lack both consistency and scalability. This paper introduces a novel methodology for automating product description generation using the LLAMA 2.0 7B language model. We train the model on a dataset of authentic product descriptions from Walmart, one of the largest eCommerce platforms. The model is then fine-tuned for domain-specific language features and eCommerce nuances to enhance its utility in sales and user engagement. We employ multiple evaluation metrics, including NDCG, customer click-through rates, and human assessments, to validate the effectiveness of our approach. Our findings reveal that the system is not only scalable but also significantly reduces the human workload involved in creating product descriptions. This study underscores the considerable potential of large language models like LLAMA 2.0 7B in automating and optimizing various facets of eCommerce platforms, offering significant business impact, including improved search functionality and increased sales.