LLM-based agents have emerged as promising tools, which are crafted to fulfill complex tasks by iterative planning and action. However, these agents are susceptible to undesired planning hallucinations when lacking specific knowledge for expertise-intensive tasks. To address this, preliminary attempts are made to enhance planning reliability by incorporating external workflow-related knowledge. Despite the promise, such infused knowledge is mostly disorganized and diverse in formats, lacking rigorous formalization and comprehensive comparisons. Motivated by this, we formalize different formats of workflow knowledge and present FlowBench, the first benchmark for workflow-guided planning. FlowBench covers 51 different scenarios from 6 domains, with knowledge presented in diverse formats. To assess different LLMs on FlowBench, we design a multi-tiered evaluation framework. We evaluate the efficacy of workflow knowledge across multiple formats, and the results indicate that current LLM agents need considerable improvements for satisfactory planning. We hope that our challenging benchmark can pave the way for future agent planning research.
Measuring grasp stability is an important skill for dexterous robot manipulation tasks, which can be inferred from haptic information with a tactile sensor. Control policies have to detect rotational displacement and slippage from tactile feedback, and determine a re-grasp strategy in term of location and force. Classic stable grasp task only trains control policies to solve for re-grasp location with objects of fixed center of gravity. In this work, we propose a revamped version of stable grasp task that optimises both re-grasp location and gripping force for objects with unknown and moving center of gravity. We tackle this task with a model-free, end-to-end Transformer-based reinforcement learning framework. We show that our approach is able to solve both objectives after training in both simulation and in a real-world setup with zero-shot transfer. We also provide performance analysis of different models to understand the dynamics of optimizing two opposing objectives.
Recent recommender systems aim to provide not only accurate recommendations but also explanations that help users understand them better. However, most existing explainable recommendations only consider the importance of content in reviews, such as words or aspects, and ignore the ordering relationship among them. This oversight neglects crucial ordering dimensions in the human decision-making process, leading to suboptimal performance. Therefore, in this paper, we propose Aspect Order Tree-based (AOTree) explainable recommendation method, inspired by the Order Effects Theory from cognitive and decision psychology, in order to capture the dependency relationships among decisive factors. We first validate the theory in the recommendation scenario by analyzing the reviews of the users. Then, according to the theory, the proposed AOTree expands the construction of the decision tree to capture aspect orders in users' decision-making processes, and use attention mechanisms to make predictions based on the aspect orders. Extensive experiments demonstrate our method's effectiveness on rating predictions, and our approach aligns more consistently with the user' s decision-making process by displaying explanations in a particular order, thereby enhancing interpretability.
In applications related to big data and service computing, dynamic connections tend to be encountered, especially the dynamic data of user-perspective quality of service (QoS) in Web services. They are transformed into high-dimensional and incomplete (HDI) tensors which include abundant temporal pattern information. Latent factorization of tensors (LFT) is an extremely efficient and typical approach for extracting such patterns from an HDI tensor. However, current LFT models require the QoS data to be maintained in a central place (e.g., a central server), which is impossible for increasingly privacy-sensitive users. To address this problem, this article creatively designs a federated learning based on latent factorization of tensors (FL-LFT). It builds a data-density -oriented federated learning model to enable isolated users to collaboratively train a global LFT model while protecting user's privacy. Extensive experiments on a QoS dataset collected from the real world verify that FL-LFT shows a remarkable increase in prediction accuracy when compared to state-of-the-art federated learning (FL) approaches.
Persona agents, which are LLM agents that act according to an assigned persona, have demonstrated impressive contextual response capabilities across various applications. These persona agents offer significant enhancements across diverse sectors, such as education, healthcare, and entertainment, where model developers can align agent responses to different user requirements thereby broadening the scope of agent applications. However, evaluating persona agent performance is incredibly challenging due to the complexity of assessing persona adherence in free-form interactions across various environments that are relevant to each persona agent. We introduce PersonaGym, the first dynamic evaluation framework for assessing persona agents, and PersonaScore, the first automated human-aligned metric grounded in decision theory for comprehensive large-scale evaluation of persona agents. Our evaluation of 6 open and closed-source LLMs, using a benchmark encompassing 200 personas and 10,000 questions, reveals significant opportunities for advancement in persona agent capabilities across state-of-the-art models. For example, Claude 3.5 Sonnet only has a 2.97% relative improvement in PersonaScore than GPT 3.5 despite being a much more advanced model. Importantly, we find that increased model size and complexity do not necessarily imply enhanced persona agent capabilities thereby highlighting the pressing need for algorithmic and architectural invention towards faithful and performant persona agents.
Skeleton-based action recognition has garnered significant attention due to the utilization of concise and resilient skeletons. Nevertheless, the absence of detailed body information in skeletons restricts performance, while other multimodal methods require substantial inference resources and are inefficient when using multimodal data during both training and inference stages. To address this and fully harness the complementary multimodal features, we propose a novel multi-modality co-learning (MMCL) framework by leveraging the multimodal large language models (LLMs) as auxiliary networks for efficient skeleton-based action recognition, which engages in multi-modality co-learning during the training stage and keeps efficiency by employing only concise skeletons in inference. Our MMCL framework primarily consists of two modules. First, the Feature Alignment Module (FAM) extracts rich RGB features from video frames and aligns them with global skeleton features via contrastive learning. Second, the Feature Refinement Module (FRM) uses RGB images with temporal information and text instruction to generate instructive features based on the powerful generalization of multimodal LLMs. These instructive text features will further refine the classification scores and the refined scores will enhance the model's robustness and generalization in a manner similar to soft labels. Extensive experiments on NTU RGB+D, NTU RGB+D 120 and Northwestern-UCLA benchmarks consistently verify the effectiveness of our MMCL, which outperforms the existing skeleton-based action recognition methods. Meanwhile, experiments on UTD-MHAD and SYSU-Action datasets demonstrate the commendable generalization of our MMCL in zero-shot and domain-adaptive action recognition. Our code is publicly available at: //github.com/liujf69/MMCL-Action.
State-of-art simulators primarily focus on providing full-stack simulation tools or state-only parallelizability. Due to the limitation of computing resources, they have to make trade-off among photo-realism and sampling efficiency. Yet, both factors are crucial for data-driven reinforcement learning tasks. Therefore, we introduce a both rapid-rendering and photo-realistic quadrotor simulator: VisFly. VisFly offers a user-friendly framework and interfaces for users to develop or utilize. It couples differentiable dynamics and habitat-sim rendering engines, reaching frame rate of up to 10000 frame per second in cluttered environments. The simulation is wrapped as a gym environment, facilitating convenient implementation of various baseline learning algorithms. It can directly import all the open-source scene datasets compatible with habitat-sim, which provides more fair benchmarks for comparing the intelligent policy. VisFly presents a general policy architecture for tasks, and the whole framework is verified by three regular quadrotor tasks with visual observation. We will make this tool available at \url{//github.com/SJTU-ViSYS/VisFly}.
Track reconstruction is a crucial task in particle experiments and is traditionally very computationally expensive due to its combinatorial nature. Recently, graph neural networks (GNNs) have emerged as a promising approach that can improve scalability. Most of these GNN-based methods, including the edge classification (EC) and the object condensation (OC) approach, require an input graph that needs to be constructed beforehand. In this work, we consider a one-shot OC approach that reconstructs particle tracks directly from a set of hits (point cloud) by recursively applying graph attention networks with an evolving graph structure. This approach iteratively updates the graphs and can better facilitate the message passing across each graph. Preliminary studies on the TrackML dataset show better track performance compared to the methods that require a fixed input graph.
Agent-based modeling and simulation has evolved as a powerful tool for modeling complex systems, offering insights into emergent behaviors and interactions among diverse agents. Integrating large language models into agent-based modeling and simulation presents a promising avenue for enhancing simulation capabilities. This paper surveys the landscape of utilizing large language models in agent-based modeling and simulation, examining their challenges and promising future directions. In this survey, since this is an interdisciplinary field, we first introduce the background of agent-based modeling and simulation and large language model-empowered agents. We then discuss the motivation for applying large language models to agent-based simulation and systematically analyze the challenges in environment perception, human alignment, action generation, and evaluation. Most importantly, we provide a comprehensive overview of the recent works of large language model-empowered agent-based modeling and simulation in multiple scenarios, which can be divided into four domains: cyber, physical, social, and hybrid, covering simulation of both real-world and virtual environments. Finally, since this area is new and quickly evolving, we discuss the open problems and promising future directions.
Most existing knowledge graphs suffer from incompleteness, which can be alleviated by inferring missing links based on known facts. One popular way to accomplish this is to generate low-dimensional embeddings of entities and relations, and use these to make inferences. ConvE, a recently proposed approach, applies convolutional filters on 2D reshapings of entity and relation embeddings in order to capture rich interactions between their components. However, the number of interactions that ConvE can capture is limited. In this paper, we analyze how increasing the number of these interactions affects link prediction performance, and utilize our observations to propose InteractE. InteractE is based on three key ideas -- feature permutation, a novel feature reshaping, and circular convolution. Through extensive experiments, we find that InteractE outperforms state-of-the-art convolutional link prediction baselines on FB15k-237. Further, InteractE achieves an MRR score that is 9%, 7.5%, and 23% better than ConvE on the FB15k-237, WN18RR and YAGO3-10 datasets respectively. The results validate our central hypothesis -- that increasing feature interaction is beneficial to link prediction performance. We make the source code of InteractE available to encourage reproducible research.
While existing machine learning models have achieved great success for sentiment classification, they typically do not explicitly capture sentiment-oriented word interaction, which can lead to poor results for fine-grained analysis at the snippet level (a phrase or sentence). Factorization Machine provides a possible approach to learning element-wise interaction for recommender systems, but they are not directly applicable to our task due to the inability to model contexts and word sequences. In this work, we develop two Position-aware Factorization Machines which consider word interaction, context and position information. Such information is jointly encoded in a set of sentiment-oriented word interaction vectors. Compared to traditional word embeddings, SWI vectors explicitly capture sentiment-oriented word interaction and simplify the parameter learning. Experimental results show that while they have comparable performance with state-of-the-art methods for document-level classification, they benefit the snippet/sentence-level sentiment analysis.