Large Foundation Models (LFMs) can perform complex scheduling in a multi-agent system and can coordinate agents to complete sophisticated tasks that require extensive collaboration.However, despite the introduction of numerous gaming frameworks, the community lacks adequate benchmarks that support the implementation of a general multi-agent infrastructure encompassing collaboration between LFMs and human-NPCs. We propose a novel infrastructure—Mindagent—for evaluating planning and coordination capabilities in the context of gaming interaction. In particular, our infrastructure leverages an existing gaming framework to (i) act as the coordinator for a multi-agent system, (ii) collaborate with human players via instructions, and (iii) enable in-context learning based on few-shot prompting with feedback.Furthermore, we introduce “Cuisineworld”, a new gaming scenario and its related benchmark that supervises multiple agents playing the game simultaneously and measures multi-agent collaboration efficiency. We have conducted comprehensive evaluations with a new auto-metric Collaboration Score: CoS for assessing the collaboration efficiency. Finally, Mindagent can be deployed in real-world gaming scenarios in a customized VR version of Cuisineworld and adapted in the “Minecraft” domain. Our work involving LFMs within our new infrastructure for general-purpose scheduling and coordination can elucidate how such skills may be obtained by learning from large language corpora.
Active learning promises to alleviate the massive data needs of supervised machine learning: it has successfully improved sample efficiency by an order of magnitude on traditional tasks like topic classification and object recognition. However, we uncover a striking contrast to this promise: across 5 models and 4 datasets on the task of visual question answering, a wide variety of active learning approaches fail to outperform random selection. To understand this discrepancy, we profile 8 active learning methods on a per-example basis, and identify the problem as collective outliers – groups of examples that active learning methods prefer to acquire but models fail to learn (e.g., questions that ask about text in images or require external knowledge). Through systematic ablation experiments and qualitative visualizations, we verify that collective outliers are a general phenomenon responsible for degrading pool-based active learning. Notably, we show that active learning sample efficiency increases significantly as the number of collective outliers in the active learning pool decreases. We conclude with a discussion and prescriptive recommendations for mitigating the effects of these outliers in future work.
We present a new conjunctivist framework, neural event semantics (NES), for compositional grounded language understanding. Our approach treats all words as classifiers that compose to form a sentence meaning by multiplying output scores. These classifiers apply to spatial regions (events) and NES derives its semantic structure from language by routing events to different classifier argument inputs via soft attention. NES is trainable end-to-end by gradient descent with minimal supervision. We evaluate our method on compositional grounded language tasks in controlled synthetic and real-world settings. NES offers stronger generalization capability than standard function-based compositional frameworks, while improving accuracy over state-of-the-art neural methods on real-world language tasks.