14 research outputs found

    Plan4MC: Skill Reinforcement Learning and Planning for Open-World Minecraft Tasks

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    We study building a multi-task agent in Minecraft. Without human demonstrations, solving long-horizon tasks in this open-ended environment with reinforcement learning (RL) is extremely sample inefficient. To tackle the challenge, we decompose solving Minecraft tasks into learning basic skills and planning over the skills. We propose three types of fine-grained basic skills in Minecraft, and use RL with intrinsic rewards to accomplish basic skills with high success rates. For skill planning, we use Large Language Models to find the relationships between skills and build a skill graph in advance. When the agent is solving a task, our skill search algorithm walks on the skill graph and generates the proper skill plans for the agent. In experiments, our method accomplishes 24 diverse Minecraft tasks, where many tasks require sequentially executing for more than 10 skills. Our method outperforms baselines in most tasks by a large margin. The project's website and code can be found at https://sites.google.com/view/plan4mc.Comment: 19 page

    Hierarchical Reinforcement Learning in Minecraft

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    ENGLISH ABSTRACT: Humans have the remarkable ability to perform actions at various levels of abstraction. In addition to this, humans are also able to learn new skills by applying relevant knowledge, observing experts and refining t hrough e x p erience. M any c urrent r einforcement learning (RL) algorithms rely on a lengthy trial-and-error training process, making it infeasible to train them in the real world. In this thesis, to address sparse, hierarchical problems we propose the following: (1) an RL algorithm, Branched Rainbow from Demonstrations (BRfD), which combines several improvements to the Deep Q-Networks (DQN) algorithm, and is capable of learning from human demonstrations; (2) a hierarchically structured RL algorithm using BRfD to solve a set of sub-tasks in order to reach a goal. We evaluate both of these algorithms in the 2019 MineRL challenge environments. The MineRL competition challenged participants to find a Diamond i n M inecraft—a 3 D, o p en-world, procedurally generated game. We analyse the efficiency of several improvements implemented in the BRfD algorithm through an extensive ablation study. For this study, the agents are tasked with collecting 64 logs in a Minecraft forest environment. We show that our algorithm outperforms the overall winner of the MineRL challenge in the TreeChop environment. Additionally, we show that nearly all of the improvements impact the performance either in terms of learning speed or rewards received. For the hierarchical algorithm, we segment the demonstrations into the respective sub-tasks. The algorithm then trains a version of BRfD on these demonstrations before learning from its own experiences in the environment. We then evaluate the algorithm by inspecting the proportion of episodes in which certain items were obtained. While our algorithm is able to obtain iron ore, the current state-of-the-art algorithms are capable of obtaining a diamond.AFRIKAANSE OPSOMMING: Mense het die uitsonderlike vermoĂ« om op verskillende vlakke van abstraksie verskeie take uit te voer. Verder kan nuwe vaardighede aangeleer word deur relevante kennis toe te pas, kundiges waar te neem en deur verfyning van ondervinding. Verskeie bestaande versterkingsleer-algoritmes vertrou op omslagtige probeer-en-tref opleidingsprosesse wat dit nie lewensvatbaar maak in die praktyk nie. In hierdie tesis, om die beperkte rangorde van belangrikheid aan te spreek, stel ons die volgende voor: (1) ’n versterkingsleer- algoritme, “Branched Rainbow from Demonstrations (BRfD)”, wat verskeie verbeterings in die “Deep Q-Networks (DQN)” algoritme kombineer wat deur menslike demonstrasie leer; (2) ‘n hiĂ«rargiesgestruktureerde versterkingsleer-algoritme wat deur middel van BRfD verskeie subtake kan oplos. Ons ontleed beide die bovermelde algoritmes in die 2019 “MineRL” omgewing. Die “MineRL” kompetisie het deelnemers uitgedaag om ’n Diamant te vind in “Minecraft”. “Minecraft” is ’n driedimensionele, “open-world”, progressief gegenereerde rekenaarspeletjie. Verskeie verbeteringe wat in die BRfD-algoritme toegepas is deur omvangryke ablasiestudiemetodes word ontleed. Vir die studie is die agente opdrag gegee om 64 “logs” in ’n “Minecraft” woud omgewing bymekaar te maak. Ons toon dat hierdie algoritme die algehele wenner in die “Treechop” omgewing van die 2019 “MineRL” uitdaging klop. erder toon ons dat byna alle verbeterings ’n positiewe impak het ten opsigte van leerspoed of vergoeding ontvang. Vir die hiĂ«rargiese algoritme is die demonstrasies opgebreek in hulle verskeie subopdragte. Die algoritme leer dan ’n weergawe van BRfD deur middel van hierdie demonstrasies gebaseer op sy eie ondervinding in die omgewing. Ons evalueer dan die algoritmes deur ’n ondersoek te doen na die proporsie van episodes waar sekere items verkry is. Ons algoritme kon slegs ystererts vind in teenstelling met die huidige moderne algoritmes wat ’n diamant vind.Master

    Ghost in the Minecraft: Generally Capable Agents for Open-World Enviroments via Large Language Models with Text-based Knowledge and Memory

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    The captivating realm of Minecraft has attracted substantial research interest in recent years, serving as a rich platform for developing intelligent agents capable of functioning in open-world environments. However, the current research landscape predominantly focuses on specific objectives, such as the popular "ObtainDiamond" task, and has not yet shown effective generalization to a broader spectrum of tasks. Furthermore, the current leading success rate for the "ObtainDiamond" task stands at around 20%, highlighting the limitations of Reinforcement Learning (RL) based controllers used in existing methods. To tackle these challenges, we introduce Ghost in the Minecraft (GITM), a novel framework integrates Large Language Models (LLMs) with text-based knowledge and memory, aiming to create Generally Capable Agents (GCAs) in Minecraft. These agents, equipped with the logic and common sense capabilities of LLMs, can skillfully navigate complex, sparse-reward environments with text-based interactions. We develop a set of structured actions and leverage LLMs to generate action plans for the agents to execute. The resulting LLM-based agent markedly surpasses previous methods, achieving a remarkable improvement of +47.5% in success rate on the "ObtainDiamond" task, demonstrating superior robustness compared to traditional RL-based controllers. Notably, our agent is the first to procure all items in the Minecraft Overworld technology tree, demonstrating its extensive capabilities. GITM does not need any GPU for training, but a single CPU node with 32 CPU cores is enough. This research shows the potential of LLMs in developing capable agents for handling long-horizon, complex tasks and adapting to uncertainties in open-world environments. See the project website at https://github.com/OpenGVLab/GITM

    Adaptive Agent Architecture for Real-time Human-Agent Teaming

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    Teamwork is a set of interrelated reasoning, actions and behaviors of team members that facilitate common objectives. Teamwork theory and experiments have resulted in a set of states and processes for team effectiveness in both human-human and agent-agent teams. However, human-agent teaming is less well studied because it is so new and involves asymmetry in policy and intent not present in human teams. To optimize team performance in human-agent teaming, it is critical that agents infer human intent and adapt their polices for smooth coordination. Most literature in human-agent teaming builds agents referencing a learned human model. Though these agents are guaranteed to perform well with the learned model, they lay heavy assumptions on human policy such as optimality and consistency, which is unlikely in many real-world scenarios. In this paper, we propose a novel adaptive agent architecture in human-model-free setting on a two-player cooperative game, namely Team Space Fortress (TSF). Previous human-human team research have shown complementary policies in TSF game and diversity in human players' skill, which encourages us to relax the assumptions on human policy. Therefore, we discard learning human models from human data, and instead use an adaptation strategy on a pre-trained library of exemplar policies composed of RL algorithms or rule-based methods with minimal assumptions of human behavior. The adaptation strategy relies on a novel similarity metric to infer human policy and then selects the most complementary policy in our library to maximize the team performance. The adaptive agent architecture can be deployed in real-time and generalize to any off-the-shelf static agents. We conducted human-agent experiments to evaluate the proposed adaptive agent framework, and demonstrated the suboptimality, diversity, and adaptability of human policies in human-agent teams.Comment: The first three authors contributed equally. In AAAI 2021 Workshop on Plan, Activity, and Intent Recognitio

    xxAI - Beyond Explainable AI

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    This is an open access book. Statistical machine learning (ML) has triggered a renaissance of artificial intelligence (AI). While the most successful ML models, including Deep Neural Networks (DNN), have developed better predictivity, they have become increasingly complex, at the expense of human interpretability (correlation vs. causality). The field of explainable AI (xAI) has emerged with the goal of creating tools and models that are both predictive and interpretable and understandable for humans. Explainable AI is receiving huge interest in the machine learning and AI research communities, across academia, industry, and government, and there is now an excellent opportunity to push towards successful explainable AI applications. This volume will help the research community to accelerate this process, to promote a more systematic use of explainable AI to improve models in diverse applications, and ultimately to better understand how current explainable AI methods need to be improved and what kind of theory of explainable AI is needed. After overviews of current methods and challenges, the editors include chapters that describe new developments in explainable AI. The contributions are from leading researchers in the field, drawn from both academia and industry, and many of the chapters take a clear interdisciplinary approach to problem-solving. The concepts discussed include explainability, causability, and AI interfaces with humans, and the applications include image processing, natural language, law, fairness, and climate science

    xxAI - Beyond Explainable AI

    Get PDF
    This is an open access book. Statistical machine learning (ML) has triggered a renaissance of artificial intelligence (AI). While the most successful ML models, including Deep Neural Networks (DNN), have developed better predictivity, they have become increasingly complex, at the expense of human interpretability (correlation vs. causality). The field of explainable AI (xAI) has emerged with the goal of creating tools and models that are both predictive and interpretable and understandable for humans. Explainable AI is receiving huge interest in the machine learning and AI research communities, across academia, industry, and government, and there is now an excellent opportunity to push towards successful explainable AI applications. This volume will help the research community to accelerate this process, to promote a more systematic use of explainable AI to improve models in diverse applications, and ultimately to better understand how current explainable AI methods need to be improved and what kind of theory of explainable AI is needed. After overviews of current methods and challenges, the editors include chapters that describe new developments in explainable AI. The contributions are from leading researchers in the field, drawn from both academia and industry, and many of the chapters take a clear interdisciplinary approach to problem-solving. The concepts discussed include explainability, causability, and AI interfaces with humans, and the applications include image processing, natural language, law, fairness, and climate science.https://digitalcommons.unomaha.edu/isqafacbooks/1000/thumbnail.jp
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