Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.
Recent developments in large language models (LLMs) have shown promise in enhancing the capabilities of natural language processing (NLP). Despite these successes, there remains a dearth of research dedicated to the NLP problem-solving abilities of LLMs. To fill the gap in this area, we present a unique benchmarking dataset, NLPBench, comprising 378 college-level NLP questions spanning various NLP topics sourced from Yale University's prior final exams. NLPBench includes questions with context, in which multiple sub-questions share the same public information, and diverse question types, including multiple choice, short answer, and math. Our evaluation, centered on LLMs such as GPT-3.5/4, PaLM-2, and LLAMA-2, incorporates advanced prompting strategies like the chain-of-thought (CoT) and tree-of-thought (ToT). Our study reveals that the effectiveness of the advanced prompting strategies can be inconsistent, occasionally damaging LLM performance, especially in smaller models like the LLAMA-2 (13b). Furthermore, our manual assessment illuminated specific shortcomings in LLMs' scientific problem-solving skills, with weaknesses in logical decomposition and reasoning notably affecting results.
Substantial experiments have validated the success of Batch Normalization (BN) Layer in benefiting convergence and generalization. However, BN requires extra memory and float-point calculation. Moreover, BN would be inaccurate on micro-batch, as it depends on batch statistics. In this paper, we address these problems by simplifying BN regularization while keeping two fundamental impacts of BN layers, i.e., data decorrelation and adaptive learning rate. We propose a novel normalization method, named MimicNorm, to improve the convergence and efficiency in network training. MimicNorm consists of only two light operations, including modified weight mean operations (subtract mean values from weight parameter tensor) and one BN layer before loss function (last BN layer). We leverage the neural tangent kernel (NTK) theory to prove that our weight mean operation whitens activations and transits network into the chaotic regime like BN layer, and consequently, leads to an enhanced convergence. The last BN layer provides autotuned learning rates and also improves accuracy. Experimental results show that MimicNorm achieves similar accuracy for various network structures, including ResNets and lightweight networks like ShuffleNet, with a reduction of about 20% memory consumption. The code is publicly available at //github.com/Kid-key/MimicNorm.
Cooperative perception can effectively enhance individual perception performance by providing additional viewpoint and expanding the sensing field. Existing cooperation paradigms are either interpretable (result cooperation) or flexible (feature cooperation). In this paper, we propose the concept of query cooperation to enable interpretable instance-level flexible feature interaction. To specifically explain the concept, we propose a cooperative perception framework, termed QUEST, which let query stream flow among agents. The cross-agent queries are interacted via fusion for co-aware instances and complementation for individual unaware instances. Taking camera-based vehicle-infrastructure perception as a typical practical application scene, the experimental results on the real-world dataset, DAIR-V2X-Seq, demonstrate the effectiveness of QUEST and further reveal the advantage of the query cooperation paradigm on transmission flexibility and robustness to packet dropout. We hope our work can further facilitate the cross-agent representation interaction for better cooperative perception in practice.
We consider identification and inference for the average treatment effect and heterogeneous treatment effect conditional on observable covariates in the presence of unmeasured confounding. Since point identification of these treatment effects is not achievable without strong assumptions, we obtain bounds on these treatment effects by leveraging differential effects, a tool that allows for using a second treatment to learn the effect of the first treatment. The differential effect is the effect of using one treatment in lieu of the other. We provide conditions under which differential treatment effects can be used to point identify or partially identify treatment effects. Under these conditions, we develop a flexible and easy-to-implement semi-parametric framework to estimate bounds and leverage a two-stage approach to conduct statistical inference on effects of interest. The proposed method is examined through a simulation study and a case study that investigates the effect of smoking on the blood level of cadmium using the National Health and Nutrition Examination Survey.
Municipalities increasingly depend on citizens to file digital reports about issues such as potholes or illegal trash dumps to improve their response time. However, the responsible authorities may be incentivized to ignore certain reports, e.g., when addressing them inflicts high costs. In this work, we explore the applicability of blockchain technology to hold authorities accountable regarding filed reports. Our initial assessment indicates that our approach can be extended to benefit citizens and authorities in the future.
Players cooperating in a line is a special while essential phenomenon in real life collaborating activities such as assembly line production, pipeline supply chain management and other streamlining operational settings. In this paper, we study the scenario of cooperative sewage discharge with multiple participants positioning in a line along a river such that the optimization decision and cooperation strategy are mutually affected by both upstream and downstream players. We make three main contributions accordingly: Firstly, we formalize the sewage discharge problem (SDP) for different groups of players, and use greedy strategy and dynamic programming to design the optimal algorithms to solve the SDP in polynomial time. Secondly, we show that the cooperative game defined on sewage discharge problem, referred to as SDG, has a non-empty core due to its special line-positioning structure. Therefore, a grand stable cooperation is guaranteed. Furthermore, inspired by the fact that the SDG is core non-empty while non-convex, we successfully identify a relaxed concept of convexity -- directional-convexity, which can also serve as a sufficient condition for a cooperative game having a non-empty core.
The representations of neural networks are often compared to those of biological systems by performing regression between the neural network responses and those measured from biological systems. Many different state-of-the-art deep neural networks yield similar neural predictions, but it remains unclear how to differentiate among models that perform equally well at predicting neural responses. To gain insight into this, we use a recent theoretical framework that relates the generalization error from regression to the spectral bias of the model activations and the alignment of the neural responses onto the learnable subspace of the model. We extend this theory to the case of regression between model activations and neural responses, and define geometrical properties describing the error embedding geometry. We test a large number of deep neural networks that predict visual cortical activity and show that there are multiple types of geometries that result in low neural prediction error as measured via regression. The work demonstrates that carefully decomposing representational metrics can provide interpretability of how models are capturing neural activity and points the way towards improved models of neural activity.
Graph neural networks generalize conventional neural networks to graph-structured data and have received widespread attention due to their impressive representation ability. In spite of the remarkable achievements, the performance of Euclidean models in graph-related learning is still bounded and limited by the representation ability of Euclidean geometry, especially for datasets with highly non-Euclidean latent anatomy. Recently, hyperbolic space has gained increasing popularity in processing graph data with tree-like structure and power-law distribution, owing to its exponential growth property. In this survey, we comprehensively revisit the technical details of the current hyperbolic graph neural networks, unifying them into a general framework and summarizing the variants of each component. More importantly, we present various HGNN-related applications. Last, we also identify several challenges, which potentially serve as guidelines for further flourishing the achievements of graph learning in hyperbolic spaces.
Imitation learning aims to extract knowledge from human experts' demonstrations or artificially created agents in order to replicate their behaviors. Its success has been demonstrated in areas such as video games, autonomous driving, robotic simulations and object manipulation. However, this replicating process could be problematic, such as the performance is highly dependent on the demonstration quality, and most trained agents are limited to perform well in task-specific environments. In this survey, we provide a systematic review on imitation learning. We first introduce the background knowledge from development history and preliminaries, followed by presenting different taxonomies within Imitation Learning and key milestones of the field. We then detail challenges in learning strategies and present research opportunities with learning policy from suboptimal demonstration, voice instructions and other associated optimization schemes.
Attention Model has now become an important concept in neural networks that has been researched within diverse application domains. This survey provides a structured and comprehensive overview of the developments in modeling attention. In particular, we propose a taxonomy which groups existing techniques into coherent categories. We review the different neural architectures in which attention has been incorporated, and also show how attention improves interpretability of neural models. Finally, we discuss some applications in which modeling attention has a significant impact. We hope this survey will provide a succinct introduction to attention models and guide practitioners while developing approaches for their applications.