46 research outputs found

    Chiral Bosonization of Superconformal Ghosts

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    We explain the difference of the Hilbert space of the superconformal ghosts (beta,gamma) system from that of its bosonized fields phi and chi. We calculate the chiral correlation functions of phi, chi fields by inserting appropriate projectors

    Revisiting Discrete Soft Actor-Critic

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    We study the adaption of soft actor-critic (SAC) from continuous action space to discrete action space. We revisit vanilla SAC and provide an in-depth understanding of its Q value underestimation and performance instability issues when applied to discrete settings. We thereby propose entropy-penalty and double average Q-learning with Q-clip to address these issues. Extensive experiments on typical benchmarks with discrete action space, including Atari games and a large-scale MOBA game, show the efficacy of our proposed method. Our code is at:https://github.com/coldsummerday/Revisiting-Discrete-SAC

    Revisiting Estimation Bias in Policy Gradients for Deep Reinforcement Learning

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    We revisit the estimation bias in policy gradients for the discounted episodic Markov decision process (MDP) from Deep Reinforcement Learning (DRL) perspective. The objective is formulated theoretically as the expected returns discounted over the time horizon. One of the major policy gradient biases is the state distribution shift: the state distribution used to estimate the gradients differs from the theoretical formulation in that it does not take into account the discount factor. Existing discussion of the influence of this bias was limited to the tabular and softmax cases in the literature. Therefore, in this paper, we extend it to the DRL setting where the policy is parameterized and demonstrate how this bias can lead to suboptimal policies theoretically. We then discuss why the empirically inaccurate implementations with shifted state distribution can still be effective. We show that, despite such state distribution shift, the policy gradient estimation bias can be reduced in the following three ways: 1) a small learning rate; 2) an adaptive-learning-rate-based optimizer; and 3) KL regularization. Specifically, we show that a smaller learning rate, or, an adaptive learning rate, such as that used by Adam and RSMProp optimizers, makes the policy optimization robust to the bias. We further draw connections between optimizers and the optimization regularization to show that both the KL and the reverse KL regularization can significantly rectify this bias. Moreover, we provide extensive experiments on continuous control tasks to support our analysis. Our paper sheds light on how successful PG algorithms optimize policies in the DRL setting, and contributes insights into the practical issues in DRL.Comment: 12 pages, 9 figure

    RLTF: Reinforcement Learning from Unit Test Feedback

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    The goal of program synthesis, or code generation, is to generate executable code based on given descriptions. Recently, there has been an increasing number of studies employing reinforcement learning (RL) to improve the performance of large language models (LLMs) for code. However, these RL methods have only used offline frameworks, limiting their exploration of new sample spaces. Additionally, current approaches that utilize unit test signals are rather simple, not accounting for specific error locations within the code. To address these issues, we proposed RLTF, i.e., Reinforcement Learning from Unit Test Feedback, a novel online RL framework with unit test feedback of multi-granularity for refining code LLMs. Our approach generates data in real-time during training and simultaneously utilizes fine-grained feedback signals to guide the model towards producing higher-quality code. Extensive experiments show that RLTF achieves state-of-the-art performance on the APPS and the MBPP benchmarks. Our code can be found at: https://github.com/Zyq-scut/RLTF

    RLogist: Fast Observation Strategy on Whole-slide Images with Deep Reinforcement Learning

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    Whole-slide images (WSI) in computational pathology have high resolution with gigapixel size, but are generally with sparse regions of interest, which leads to weak diagnostic relevance and data inefficiency for each area in the slide. Most of the existing methods rely on a multiple instance learning framework that requires densely sampling local patches at high magnification. The limitation is evident in the application stage as the heavy computation for extracting patch-level features is inevitable. In this paper, we develop RLogist, a benchmarking deep reinforcement learning (DRL) method for fast observation strategy on WSIs. Imitating the diagnostic logic of human pathologists, our RL agent learns how to find regions of observation value and obtain representative features across multiple resolution levels, without having to analyze each part of the WSI at the high magnification. We benchmark our method on two whole-slide level classification tasks, including detection of metastases in WSIs of lymph node sections, and subtyping of lung cancer. Experimental results demonstrate that RLogist achieves competitive classification performance compared to typical multiple instance learning algorithms, while having a significantly short observation path. In addition, the observation path given by RLogist provides good decision-making interpretability, and its ability of reading path navigation can potentially be used by pathologists for educational/assistive purposes. Our code is available at: \url{https://github.com/tencent-ailab/RLogist}.Comment: accepted by AAAI 202

    LLM-Based Agent Society Investigation: Collaboration and Confrontation in Avalon Gameplay

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    This paper aims to investigate the open research problem of uncovering the social behaviors of LLM-based agents. To achieve this goal, we adopt Avalon, a representative communication game, as the environment and use system prompts to guide LLM agents to play the game. While previous studies have conducted preliminary investigations into gameplay with LLM agents, there lacks research on their social behaviors. In this paper, we present a novel framework designed to seamlessly adapt to Avalon gameplay. The core of our proposed framework is a multi-agent system that enables efficient communication and interaction among agents. We evaluate the performance of our framework based on metrics from two perspectives: winning the game and analyzing the social behaviors of LLM agents. Our results demonstrate the effectiveness of our framework in generating adaptive and intelligent agents and highlight the potential of LLM-based agents in addressing the challenges associated with dynamic social environment interaction. By analyzing the social behaviors of LLM agents from the aspects of both collaboration and confrontation, we provide insights into the research and applications of this domain
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