Agents // who can play open-world games and beyond

sbagency
6 min readJan 5, 2024

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https://arxiv.org/pdf/2312.17653.pdf

Language agents have shown impressive problem-solving skills within defined settings and brief timelines. Yet, with the ever-evolving complexities of open-world simulations, there’s a pressing need for agents that can flexibly adapt to complex environments and consistently maintain a longterm memory to ensure coherent actions. To bridge the gap between language agents and openworld games, we introduce Language Agent for Role-Playing (LARP), which includes a cognitive architecture that encompasses memory processing and a decision-making assistant, an environment interaction module with a feedback-driven learnable action space, and a postprocessing method that promotes the alignment of various personalities. The LARP framework refines interactions between users and agents, predefined with unique backgrounds and personalities, ultimately enhancing the gaming experience in open-world contexts. Furthermore, it highlights the diverse uses of language models in a range of areas such as entertainment, education, and various simulation scenarios. The project page is released at https://miao-ai-lab.github.io/LARP/.

Here is a summary of the key points from the document:

- The paper introduces LARP (Language Agent for Role-Playing), a framework for developing language agents that can engage in open-world role-playing games.

- LARP includes a cognitive architecture with modules for long-term memory, working memory, memory processing, and decision-making. This architecture uses techniques from cognitive psychology to enable the agent to reason, plan, and act in a game environment.

- For environment interaction, LARP has an action space of executable APIs that agents can use to take actions in the game world. It can expand this action space by generating new APIs from natural language instructions.

- To create agents with diverse personalities, LARP trains separate models with different alignments that specialize in certain skills and perspectives. It uses post-processing constraints to keep agent behavior consistent.

- Challenges discussed include enabling multi-agent cooperation and socialization, balancing model confidence vs evaluation, and collecting high quality data for fine-tuning personality models.

- Overall, LARP aims to bridge the gap between general purpose language agents and the requirements of open-world role-playing games. The modular architecture and specialized models allow rich agent behavior while maintaining character consistency.

https://arxiv.org/pdf/2305.15486.pdf

Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read Crafter’s original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LATEX source as game context and a description of the agent’s current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM’s answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context “reasoning” induced by different forms of prompts under the setting of the Crafter environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of Crafter as a test bed for LLMs. Code at github.com/holmeswww/SPRING

https://github.com/AGI-Edgerunners/LLM-Agents-Papers
https://twitter.com/JayAlammar/status/1737185716826669083
https://www.youtube.com/watch?v=wwQ1LQA3RCU
https://openreview.net/pdf/66860753630aa73f281145c793c9844171eb98db.pdf
https://aclanthology.org/2023.emnlp-main.13.pdf

While Large Language Models (LLMs) have demonstrated impressive accomplishments in both reasoning and planning, their abilities in multi-agent collaborations remains largely unexplored. This study evaluates LLMbased agents in a multi-agent cooperative text game with Theory of Mind (ToM) inference tasks, comparing their performance with MultiAgent Reinforcement Learning (MARL) and planning-based baselines. We observed evidence of emergent collaborative behaviors and high-order Theory of Mind capabilities among LLM-based agents. Our results reveal limitations in LLM-based agents’ planning optimization due to systematic failures in managing long-horizon contexts and hallucination about the task state. We explore the use of explicit belief state representations to mitigate these issues, finding that it enhances task performance and the accuracy of ToM inferences for LLMbased agents.

https://www.latent.space/p/neurips-2023-papers
https://blog.fabledev.com/blog/announcing-saga-skill-to-action-generation-for-agents-open-source

Introduction

Today, we are announcing SAGA: Skill to Action Generation for Agents, a generative AI framework that steers AI Agents toward successful goals through Actions. SAGA is inspired in part by Joon Park’s Generative Agents paper where Agents inhabit the 2D simulated town of Smallville. As well as the work on Voyager from Jim Fan, et al, in which Agents have a set of predefined Skills they can choose from but can also create new skills as they perform tasks in the 3D game, MineCraft.

You can find the code on GitHub.

https://arxiv.org/pdf/2312.10003.pdf

Answering complex natural language questions often necessitates multi-step reasoning and integrating external information. Several systems have combined knowledge retrieval with a large language model (LLM) to answer such questions. These systems, however, suffer from various failure cases, and we cannot directly train them end-to-end to fix such failures, as interaction with external knowledge is non-differentiable. To address these deficiencies, we define a ReAct-style LLM agent with the ability to reason and act upon external knowledge. We further refine the agent through a ReST-like method that iteratively trains on previous trajectories, employing growing-batch reinforcement learning with AI feedback for continuous self-improvement and self-distillation. Starting from a prompted large model and after just two iterations of the algorithm, we can produce a fine-tuned small model that achieves comparable performance on challenging compositional question-answering benchmarks with two orders of magnitude fewer parameters.

https://github.com/tmgthb/Autonomous-Agents
https://github.com/joaomdmoura/crewAI

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sbagency
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