Summary
The paper proposes a pipeline for Large Language and Vision-language models (LLMs and VLMs) to digest and learn from sub-optimal demonstrations and human feedback. The LLM/VLM, given sub-optimal task demonstrations, is prompted to produce abstractions of the trajectory (including task and causal abstractions, state changes, task decomposition and subgoals, and state abstractions), and possibly refine the given trajectory with insight from these abstractions. Optimally, these produced abstractions can be further refined by interactions with humans. Experiments show that the proposed framework greatly surpasses zero-shot CoT baselines and is competitive with/slightly better than having expert demonstations.
Strengths
- The authors provide sufficient details with their experiment environments and experiment setup, as well as the code, for readers to better understand and reproduce the results.
- The paper proposes a novel method for LLMs to autonomously refine sub-optimal trajectories and build a high-level abstract understanding of the task based on sub-optimal trajectories. For very complex tasks, these high-level abstract descriptions have the potential to help humans better understand the task and the general strategies to accomplish the task.
- The experiments span three different types of environments, demonstrating the generality of the proposed method. The proposed method also achieve good experimental results over the baseline methods.
Weaknesses
- The experiment result focuses on the accuracy of the method; not enough comparison is provided in terms of the efficiency. For example, whether is might be more efficient for the human feedback provider to directly edit and improve the sub-optimal trajectories and provide the human-refined ones to the LLM/VLM?
- The scaling capability of the proposed method is unclear. In the proposed method, each trajectory needs to go through the human-in-the-loop fine-tuning process which seems quite inefficient. For simple tasks in the TEACh benchmark the method needs ~100 trajectories to perform well according to Figure 5. For more complex tasks it might be less sample efficient and difficult to scale.
- It also requires the environment to automatically reset itself, which is another limitation.
- Some text in figures 1 and 2 are too small and difficult to read and understand. A more illustrative example of what the task is, what are the inputs/outputs, and what kind of information is included in the abstracted state is desired.
Questions
- Can we easily design a reward function that specifies how sub-optimal a trajectory is? If we provide these sub-optimal trajectories and their corresponding rewards to the LLM/VLM, can it use this reward information to further refine the trajectories? The "in-context RL" capability of LLMs are previous studied in works like [1].
- What is the difference between expert and non-expert feedback (mentioned in lines 281-282)? Examples with qualitative differences can be very informative.
[1] Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf. https://arxiv.org/abs/2309.04658
Limitations
The authors fail to include sufficient details on the human-in-the-loop fine-tuning phase. The evaluation might be biased if the human feedback provider is very familiar with the task and the LLM; they might be able to provide much more effective feedback than non-experts. If this is the case, then the amount of training required for the human to provide more effective feedback is worth investigating.