Modern natural language models such as the GPT-2/GPT-3 contain tremendous amounts of information about human belief in a consistently testable form. If these models could be shown to accurately reflect the underlying beliefs of the human beings that produced the data used to train these models, then such models become a powerful sociological tool in ways that are distinct from traditional methods, such as interviews and surveys. In this study, We train a version of the GPT-2 on a corpora of historical chess games, and then "launch" clusters of synthetic agents into the model, using text strings to create context and orientation. We compare the trajectories contained in the text generated by the agents/model and compare that to the known ground truth of the chess board, move legality, and historical patterns of play. We find that the percentages of moves by piece using the model are substantially similar from human patterns. We further find that the model creates an accurate latent representation of the chessboard, and that it is possible to plot trajectories of legal moves across the board using this knowledge.
DeepMind;INESC-ID;Instituto Superior Técnico, Universidade de Lisboa(里斯本大学高等技术学院)
Multiplayer games have long been used as testbeds in artificial intelligence research, aptly referred to as the Drosophila of artificial intelligence. Traditionally, researchers have focused on using well-known games to build strong agents. This progress, however, can be better informed by characterizing games and their topological landscape. Tackling this latter question can facilitate understanding of agents and help determine what game an agent should target next as part of its training. Here, we show how network measures applied to response graphs of large-scale games enable the creation o…
Jailbreaking Text-to-Image Models Through Cracks: Navigating Heterogeneous Safety Filters via Multi-Agent Debate
College of Computer Science and Technology, National University of Defense Technology(国防科技大学计算机科学与技术学院);Shenzhen MSU-BIT University(深圳北理莫斯科大学);City University of Hong Kong(香港城市大学)
LIRIS, UMR CNRS 5205, Université de Lyon, INSA Lyon(里昂大学、法国国家科学研究中心、里昂国立应用科学学院);Naver Labs Europe(Naver Labs 欧洲)
Visual navigation by mobile robots is classically tackled through SLAM plus optimal planning, and more recently through end-to-end training of policies implemented as deep networks. While the former are often limited to waypoint planning, but have proven their efficiency even on real physical environments, the latter solutions are most frequently employed in simulation, but have been shown to be able learn more complex visual reasoning, involving complex semantical regularities. Navigation by real robots in physical environments is still an open problem. End-to-end training approaches have bee…
Microsoft Research(微软研究院);Carnegie Mellon University(卡内基梅隆大学);University of Washington(华盛顿大学)
Language-guided robots must be able to both ask humans questions and understand answers. Much existing work focuses only on the latter. In this paper, we go beyond instruction following and introduce a two-agent task where one agent navigates and asks questions that a second, guiding agent answers. Inspired by theory of mind, we propose the Recursive Mental Model (RMM). The navigating agent models the guiding agent to simulate answers given candidate generated questions. The guiding agent in turn models the navigating agent to simulate navigation steps it would take to generate answers. We use…
Adobe Systems(奥多比系统公司);Mila, Université de Montréal(米拉-蒙特利尔大学)
In this work, we focus on the problem of grounding language by training an agent to follow a set of natural language instructions and navigate to a target object in an environment. The agent receives visual information through raw pixels and a natural language instruction telling what task needs to be achieved and is trained in an end-to-end way. We develop an attention mechanism for multi-modal fusion of visual and textual modalities that allows the agent to learn to complete the task and achieve language grounding. Our experimental results show that our attention mechanism outperforms the ex…
Compass: Navigating Global Marine Lead Data Integration through Expert-Guided LLM Agent
School of Information Science;Electronic Engineering,\ Jiao Tong University Shanghai China;School of Artificial Intelligence,\ Jiao Tong University Shanghai China;State Key Laboratory of Estuarine;Coastal Research,\ China Normal University Shanghai China;School of Oceanography,\ Jiao Tong University Shanghai China;Institute of Geographical Science;Natural Resources Research,\ Academy of Sciences Beijing China;Electronic Engineering,\ Jiao Tong University;School of Artificial Intelligence,\ Jiao Tong University;Coastal Research,\ China Normal University;School of Oceanography,\ Jiao Tong University;Natural Resources Research,\ Academy of Sciences
MILA, Université de Montréal(蒙特利尔大学MILA);Georgia Institute of Technology(佐治亚理工学院);Facebook AI Research(Facebook人工智能研究院)
We introduce "Talk The Walk", the first large-scale dialogue dataset grounded in action and perception. The task involves two agents (a "guide" and a "tourist") that communicate via natural language in order to achieve a common goal: having the tourist navigate to a given target location. The task and dataset, which are described in detail, are challenging and their full solution is an open problem that we pose to the community. We (i) focus on the task of tourist localization and develop the novel Masked Attention for Spatial Convolutions (MASC) mechanism that allows for grounding tourist utt…
In this paper, we present a new methodology that employs tester agents to automate video game testing. We introduce two types of agents -synthetic and human-like- and two distinct approaches to create them. Our agents are derived from Reinforcement Learning (RL) and Monte Carlo Tree Search (MCTS) agents, but focus on finding defects. The synthetic agent uses test goals generated from game scenarios, and these goals are further modified to examine the effects of unintended game transitions. The human-like agent uses test goals extracted by our proposed multiple greedy-policy inverse reinforceme…
Institute of Computer Science University of Wrocław(弗罗茨瓦夫大学计算机科学研究所)
The domain of text-based adventure games has been recently established as a new challenge of creating the agent that is both able to understand natural language, and acts intelligently in text-described environments. In this paper, we present our approach to tackle the problem. Our agent, named Golovin, takes advantage of the limited game domain. We use genre-related corpora (including fantasy books and decompiled games) to create language models suitable to this domain. Moreover, we embed mechanisms that allow us to specify, and separately handle, important tasks as fighting opponents, managi…
Hellenic Open University(希腊开放大学);CTI “Diophantus”(CTI“丢番图”);University of Patras(帕特雷大学)
Agent based simulation of social organizations, via the investigation of agents' training and learning tactics and strategies, has been inspired by the ability of humans to learn from social environments which are rich in agents, interactions and partial or hidden information. Such richness is a source of complexity that an effective learner has to be able to navigate. This paper focuses on the investigation of the impact of the environmental complexity on the game playing-and-learning behavior of synthetic agents. We demonstrate our approach using two independent turn-based zero-sum games as …