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Aug 7

SHARP: Sparsity and Hidden Activation RePlay for Neuro-Inspired Continual Learning

Deep neural networks (DNNs) struggle to learn in dynamic environments since they rely on fixed datasets or stationary environments. Continual learning (CL) aims to address this limitation and enable DNNs to accumulate knowledge incrementally, similar to human learning. Inspired by how our brain consolidates memories, a powerful strategy in CL is replay, which involves training the DNN on a mixture of new and all seen classes. However, existing replay methods overlook two crucial aspects of biological replay: 1) the brain replays processed neural patterns instead of raw input, and 2) it prioritizes the replay of recently learned information rather than revisiting all past experiences. To address these differences, we propose SHARP, an efficient neuro-inspired CL method that leverages sparse dynamic connectivity and activation replay. Unlike other activation replay methods, which assume layers not subjected to replay have been pretrained and fixed, SHARP can continually update all layers. Also, SHARP is unique in that it only needs to replay few recently seen classes instead of all past classes. Our experiments on five datasets demonstrate that SHARP outperforms state-of-the-art replay methods in class incremental learning. Furthermore, we showcase SHARP's flexibility in a novel CL scenario where the boundaries between learning episodes are blurry. The SHARP code is available at https://github.com/BurakGurbuz97/SHARP-Continual-Learning.

Preventing Zero-Shot Transfer Degradation in Continual Learning of Vision-Language Models

Continual learning (CL) can help pre-trained vision-language models efficiently adapt to new or under-trained data distributions without re-training. Nevertheless, during the continual training of the Contrastive Language-Image Pre-training (CLIP) model, we observe that the model's zero-shot transfer ability significantly degrades due to catastrophic forgetting. Existing CL methods can mitigate forgetting by replaying previous data. However, since the CLIP dataset is private, replay methods cannot access the pre-training dataset. In addition, replaying data of previously learned downstream tasks can enhance their performance but comes at the cost of sacrificing zero-shot performance. To address this challenge, we propose a novel method ZSCL to prevent zero-shot transfer degradation in the continual learning of vision-language models in both feature and parameter space. In the feature space, a reference dataset is introduced for distillation between the current and initial models. The reference dataset should have semantic diversity but no need to be labeled, seen in pre-training, or matched image-text pairs. In parameter space, we prevent a large parameter shift by averaging weights during the training. We propose a more challenging Multi-domain Task Incremental Learning (MTIL) benchmark to evaluate different methods, where tasks are from various domains instead of class-separated in a single dataset. Our method outperforms other methods in the traditional class-incremental learning setting and the MTIL by 9.7% average score. Our code locates at https://github.com/Thunderbeee/ZSCL.

HPCR: Holistic Proxy-based Contrastive Replay for Online Continual Learning

Online continual learning (OCL) aims to continuously learn new data from a single pass over the online data stream. It generally suffers from the catastrophic forgetting issue. Existing replay-based methods effectively alleviate this issue by replaying part of old data in a proxy-based or contrastive-based replay manner. In this paper, we conduct a comprehensive analysis of these two replay manners and find they can be complementary. Inspired by this finding, we propose a novel replay-based method called proxy-based contrastive replay (PCR), which replaces anchor-to-sample pairs with anchor-to-proxy pairs in the contrastive-based loss to alleviate the phenomenon of forgetting. Based on PCR, we further develop a more advanced method named holistic proxy-based contrastive replay (HPCR), which consists of three components. The contrastive component conditionally incorporates anchor-to-sample pairs to PCR, learning more fine-grained semantic information with a large training batch. The second is a temperature component that decouples the temperature coefficient into two parts based on their impacts on the gradient and sets different values for them to learn more novel knowledge. The third is a distillation component that constrains the learning process to keep more historical knowledge. Experiments on four datasets consistently demonstrate the superiority of HPCR over various state-of-the-art methods.

UER: A Heuristic Bias Addressing Approach for Online Continual Learning

Online continual learning aims to continuously train neural networks from a continuous data stream with a single pass-through data. As the most effective approach, the rehearsal-based methods replay part of previous data. Commonly used predictors in existing methods tend to generate biased dot-product logits that prefer to the classes of current data, which is known as a bias issue and a phenomenon of forgetting. Many approaches have been proposed to overcome the forgetting problem by correcting the bias; however, they still need to be improved in online fashion. In this paper, we try to address the bias issue by a more straightforward and more efficient method. By decomposing the dot-product logits into an angle factor and a norm factor, we empirically find that the bias problem mainly occurs in the angle factor, which can be used to learn novel knowledge as cosine logits. On the contrary, the norm factor abandoned by existing methods helps remember historical knowledge. Based on this observation, we intuitively propose to leverage the norm factor to balance the new and old knowledge for addressing the bias. To this end, we develop a heuristic approach called unbias experience replay (UER). UER learns current samples only by the angle factor and further replays previous samples by both the norm and angle factors. Extensive experiments on three datasets show that UER achieves superior performance over various state-of-the-art methods. The code is in https://github.com/FelixHuiweiLin/UER.

Online Prototype Learning for Online Continual Learning

Online continual learning (CL) studies the problem of learning continuously from a single-pass data stream while adapting to new data and mitigating catastrophic forgetting. Recently, by storing a small subset of old data, replay-based methods have shown promising performance. Unlike previous methods that focus on sample storage or knowledge distillation against catastrophic forgetting, this paper aims to understand why the online learning models fail to generalize well from a new perspective of shortcut learning. We identify shortcut learning as the key limiting factor for online CL, where the learned features may be biased, not generalizable to new tasks, and may have an adverse impact on knowledge distillation. To tackle this issue, we present the online prototype learning (OnPro) framework for online CL. First, we propose online prototype equilibrium to learn representative features against shortcut learning and discriminative features to avoid class confusion, ultimately achieving an equilibrium status that separates all seen classes well while learning new classes. Second, with the feedback of online prototypes, we devise a novel adaptive prototypical feedback mechanism to sense the classes that are easily misclassified and then enhance their boundaries. Extensive experimental results on widely-used benchmark datasets demonstrate the superior performance of OnPro over the state-of-the-art baseline methods. Source code is available at https://github.com/weilllllls/OnPro.

Do Your Best and Get Enough Rest for Continual Learning

According to the forgetting curve theory, we can enhance memory retention by learning extensive data and taking adequate rest. This means that in order to effectively retain new knowledge, it is essential to learn it thoroughly and ensure sufficient rest so that our brain can memorize without forgetting. The main takeaway from this theory is that learning extensive data at once necessitates sufficient rest before learning the same data again. This aspect of human long-term memory retention can be effectively utilized to address the continual learning of neural networks. Retaining new knowledge for a long period of time without catastrophic forgetting is the critical problem of continual learning. Therefore, based on Ebbinghaus' theory, we introduce the view-batch model that adjusts the learning schedules to optimize the recall interval between retraining the same samples. The proposed view-batch model allows the network to get enough rest to learn extensive knowledge from the same samples with a recall interval of sufficient length. To this end, we specifically present two approaches: 1) a replay method that guarantees the optimal recall interval, and 2) a self-supervised learning that acquires extensive knowledge from a single training sample at a time. We empirically show that these approaches of our method are aligned with the forgetting curve theory, which can enhance long-term memory. In our experiments, we also demonstrate that our method significantly improves many state-of-the-art continual learning methods in various protocols and scenarios. We open-source this project at https://github.com/hankyul2/ViewBatchModel.

First Session Adaptation: A Strong Replay-Free Baseline for Class-Incremental Learning

In Class-Incremental Learning (CIL) an image classification system is exposed to new classes in each learning session and must be updated incrementally. Methods approaching this problem have updated both the classification head and the feature extractor body at each session of CIL. In this work, we develop a baseline method, First Session Adaptation (FSA), that sheds light on the efficacy of existing CIL approaches and allows us to assess the relative performance contributions from head and body adaption. FSA adapts a pre-trained neural network body only on the first learning session and fixes it thereafter; a head based on linear discriminant analysis (LDA), is then placed on top of the adapted body, allowing exact updates through CIL. FSA is replay-free i.e.~it does not memorize examples from previous sessions of continual learning. To empirically motivate FSA, we first consider a diverse selection of 22 image-classification datasets, evaluating different heads and body adaptation techniques in high/low-shot offline settings. We find that the LDA head performs well and supports CIL out-of-the-box. We also find that Featurewise Layer Modulation (FiLM) adapters are highly effective in the few-shot setting, and full-body adaption in the high-shot setting. Second, we empirically investigate various CIL settings including high-shot CIL and few-shot CIL, including settings that have previously been used in the literature. We show that FSA significantly improves over the state-of-the-art in 15 of the 16 settings considered. FSA with FiLM adapters is especially performant in the few-shot setting. These results indicate that current approaches to continuous body adaptation are not working as expected. Finally, we propose a measure that can be applied to a set of unlabelled inputs which is predictive of the benefits of body adaptation.

Prototype-Sample Relation Distillation: Towards Replay-Free Continual Learning

In Continual learning (CL) balancing effective adaptation while combating catastrophic forgetting is a central challenge. Many of the recent best-performing methods utilize various forms of prior task data, e.g. a replay buffer, to tackle the catastrophic forgetting problem. Having access to previous task data can be restrictive in many real-world scenarios, for example when task data is sensitive or proprietary. To overcome the necessity of using previous tasks' data, in this work, we start with strong representation learning methods that have been shown to be less prone to forgetting. We propose a holistic approach to jointly learn the representation and class prototypes while maintaining the relevance of old class prototypes and their embedded similarities. Specifically, samples are mapped to an embedding space where the representations are learned using a supervised contrastive loss. Class prototypes are evolved continually in the same latent space, enabling learning and prediction at any point. To continually adapt the prototypes without keeping any prior task data, we propose a novel distillation loss that constrains class prototypes to maintain relative similarities as compared to new task data. This method yields state-of-the-art performance in the task-incremental setting, outperforming methods relying on large amounts of data, and provides strong performance in the class-incremental setting without using any stored data points.

ARPO:End-to-End Policy Optimization for GUI Agents with Experience Replay

Training large language models (LLMs) as interactive agents for controlling graphical user interfaces (GUIs) presents a unique challenge to optimize long-horizon action sequences with multimodal feedback from complex environments. While recent works have advanced multi-turn reinforcement learning (RL) for reasoning and tool-using capabilities in LLMs, their application to GUI-based agents remains relatively underexplored due to the difficulty of sparse rewards, delayed feedback, and high rollout costs. In this paper, we investigate end-to-end policy optimization for vision-language-based GUI agents with the aim of improving performance on complex, long-horizon computer tasks. We propose Agentic Replay Policy Optimization (ARPO), an end-to-end RL approach that augments Group Relative Policy Optimization (GRPO) with a replay buffer to reuse the successful experience across training iterations. To further stabilize the training process, we propose a task selection strategy that filters tasks based on baseline agent performance, allowing the agent to focus on learning from informative interactions. Additionally, we compare ARPO with offline preference optimization approaches, highlighting the advantages of policy-based methods in GUI environments. Experiments on the OSWorld benchmark demonstrate that ARPO achieves competitive results, establishing a new performance baseline for LLM-based GUI agents trained via reinforcement learning. Our findings underscore the effectiveness of reinforcement learning for training multi-turn, vision-language GUI agents capable of managing complex real-world UI interactions. Codes and models:https://github.com/dvlab-research/ARPO.git.

MalCL: Leveraging GAN-Based Generative Replay to Combat Catastrophic Forgetting in Malware Classification

Continual Learning (CL) for malware classification tackles the rapidly evolving nature of malware threats and the frequent emergence of new types. Generative Replay (GR)-based CL systems utilize a generative model to produce synthetic versions of past data, which are then combined with new data to retrain the primary model. Traditional machine learning techniques in this domain often struggle with catastrophic forgetting, where a model's performance on old data degrades over time. In this paper, we introduce a GR-based CL system that employs Generative Adversarial Networks (GANs) with feature matching loss to generate high-quality malware samples. Additionally, we implement innovative selection schemes for replay samples based on the model's hidden representations. Our comprehensive evaluation across Windows and Android malware datasets in a class-incremental learning scenario -- where new classes are introduced continuously over multiple tasks -- demonstrates substantial performance improvements over previous methods. For example, our system achieves an average accuracy of 55% on Windows malware samples, significantly outperforming other GR-based models by 28%. This study provides practical insights for advancing GR-based malware classification systems. The implementation is available at https://github.com/MalwareReplayGAN/MalCLThe code will be made public upon the presentation of the paper.

Offline Experience Replay for Continual Offline Reinforcement Learning

The capability of continuously learning new skills via a sequence of pre-collected offline datasets is desired for an agent. However, consecutively learning a sequence of offline tasks likely leads to the catastrophic forgetting issue under resource-limited scenarios. In this paper, we formulate a new setting, continual offline reinforcement learning (CORL), where an agent learns a sequence of offline reinforcement learning tasks and pursues good performance on all learned tasks with a small replay buffer without exploring any of the environments of all the sequential tasks. For consistently learning on all sequential tasks, an agent requires acquiring new knowledge and meanwhile preserving old knowledge in an offline manner. To this end, we introduced continual learning algorithms and experimentally found experience replay (ER) to be the most suitable algorithm for the CORL problem. However, we observe that introducing ER into CORL encounters a new distribution shift problem: the mismatch between the experiences in the replay buffer and trajectories from the learned policy. To address such an issue, we propose a new model-based experience selection (MBES) scheme to build the replay buffer, where a transition model is learned to approximate the state distribution. This model is used to bridge the distribution bias between the replay buffer and the learned model by filtering the data from offline data that most closely resembles the learned model for storage. Moreover, in order to enhance the ability on learning new tasks, we retrofit the experience replay method with a new dual behavior cloning (DBC) architecture to avoid the disturbance of behavior-cloning loss on the Q-learning process. In general, we call our algorithm offline experience replay (OER). Extensive experiments demonstrate that our OER method outperforms SOTA baselines in widely-used Mujoco environments.

The Benefits of Model-Based Generalization in Reinforcement Learning

Model-Based Reinforcement Learning (RL) is widely believed to have the potential to improve sample efficiency by allowing an agent to synthesize large amounts of imagined experience. Experience Replay (ER) can be considered a simple kind of model, which has proved extremely effective at improving the stability and efficiency of deep RL. In principle, a learned parametric model could improve on ER by generalizing from real experience to augment the dataset with additional plausible experience. However, owing to the many design choices involved in empirically successful algorithms, it can be very hard to establish where the benefits are actually coming from. Here, we provide theoretical and empirical insight into when, and how, we can expect data generated by a learned model to be useful. First, we provide a general theorem motivating how learning a model as an intermediate step can narrow down the set of possible value functions more than learning a value function directly from data using the Bellman equation. Second, we provide an illustrative example showing empirically how a similar effect occurs in a more concrete setting with neural network function approximation. Finally, we provide extensive experiments showing the benefit of model-based learning for online RL in environments with combinatorial complexity, but factored structure that allows a learned model to generalize. In these experiments, we take care to control for other factors in order to isolate, insofar as possible, the benefit of using experience generated by a learned model relative to ER alone.

Synthetic Experience Replay

A key theme in the past decade has been that when large neural networks and large datasets combine they can produce remarkable results. In deep reinforcement learning (RL), this paradigm is commonly made possible through experience replay, whereby a dataset of past experiences is used to train a policy or value function. However, unlike in supervised or self-supervised learning, an RL agent has to collect its own data, which is often limited. Thus, it is challenging to reap the benefits of deep learning, and even small neural networks can overfit at the start of training. In this work, we leverage the tremendous recent progress in generative modeling and propose Synthetic Experience Replay (SynthER), a diffusion-based approach to flexibly upsample an agent's collected experience. We show that SynthER is an effective method for training RL agents across offline and online settings, in both proprioceptive and pixel-based environments. In offline settings, we observe drastic improvements when upsampling small offline datasets and see that additional synthetic data also allows us to effectively train larger networks. Furthermore, SynthER enables online agents to train with a much higher update-to-data ratio than before, leading to a significant increase in sample efficiency, without any algorithmic changes. We believe that synthetic training data could open the door to realizing the full potential of deep learning for replay-based RL algorithms from limited data. Finally, we open-source our code at https://github.com/conglu1997/SynthER.

Expanding continual few-shot learning benchmarks to include recognition of specific instances

Continual learning and few-shot learning are important frontiers in progress towards broader Machine Learning (ML) capabilities. There is a growing body of work in both, but few works combining the two. One exception is the Continual few-shot Learning (CFSL) framework of Antoniou et al. arXiv:2004.11967. In this study, we extend CFSL in two ways that capture a broader range of challenges, important for intelligent agent behaviour in real-world conditions. First, we modify CFSL to make it more comparable to standard continual learning experiments, where usually a much larger number of classes are presented. Second, we introduce an 'instance test' which requires recognition of specific instances of classes -- a capability of animal cognition that is usually neglected in ML. For an initial exploration of ML model performance under these conditions, we selected representative baseline models from the original CFSL work and added a model variant with replay. As expected, learning more classes is more difficult than the original CFSL experiments, and interestingly, the way in which image instances and classes are presented affects classification performance. Surprisingly, accuracy in the baseline instance test is comparable to other classification tasks, but poor given significant occlusion and noise. The use of replay for consolidation improves performance substantially for both types of tasks, but particularly the instance test.

Continual Vision-and-Language Navigation

In developing Vision-and-Language Navigation (VLN) agents that navigate to a destination using natural language instructions and visual cues, current studies largely assume a train-once-deploy-once strategy. We argue that this kind of strategy is less realistic, as deployed VLN agents are expected to encounter novel environments continuously through their lifetime. To facilitate more realistic setting for VLN agents, we propose Continual Vision-and-Language Navigation (CVLN) paradigm for agents to continually learn and adapt to changing environments. In CVLN, the agents are trained and evaluated incrementally across multiple scene domains (i.e., environments). We present two CVLN learning setups to consider diverse forms of natural language instructions: Initial-instruction based CVLN, focused on navigation via initial-instruction interpretation, and dialogue-based CVLN, designed for navigation through dialogue with other agents. We introduce two simple yet effective baseline methods, tailored to the sequential decision-making needs of CVLN: Perplexity Replay (PerpR) and Episodic Self-Replay (ESR), both employing a rehearsal mechanism. PerpR selects replay episodes based on episode difficulty, while ESR stores and revisits action logits from individual episode steps during training to refine learning. Experimental results indicate that while existing continual learning methods are insufficient for CVLN, PerpR and ESR outperform the comparison methods by effectively utilizing replay memory.

CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning

Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/

Retriever-and-Memory: Towards Adaptive Note-Enhanced Retrieval-Augmented Generation

Retrieval-Augmented Generation (RAG) mitigates issues of the factual errors and hallucinated outputs generated by Large Language Models (LLMs) in open-domain question-answering tasks (OpenQA) via introducing external knowledge. For complex QA, however, existing RAG methods use LLMs to actively predict retrieval timing and directly use the retrieved information for generation, regardless of whether the retrieval timing accurately reflects the actual information needs, or sufficiently considers prior retrieved knowledge, which may result in insufficient information gathering and interaction, yielding low-quality answers. To address these, we propose a generic RAG approach called Adaptive Note-Enhanced RAG (Adaptive-Note) for complex QA tasks, which includes the iterative information collector, adaptive memory reviewer, and task-oriented generator, while following a new Retriever-and-Memory paradigm. Specifically, Adaptive-Note introduces an overarching view of knowledge growth, iteratively gathering new information in the form of notes and updating them into the existing optimal knowledge structure, enhancing high-quality knowledge interactions. In addition, we employ an adaptive, note-based stop-exploration strategy to decide "what to retrieve and when to stop" to encourage sufficient knowledge exploration. We conduct extensive experiments on five complex QA datasets, and the results demonstrate the superiority and effectiveness of our method and its components. The code and data are at https://github.com/thunlp/Adaptive-Note.

A Unified and General Framework for Continual Learning

Continual Learning (CL) focuses on learning from dynamic and changing data distributions while retaining previously acquired knowledge. Various methods have been developed to address the challenge of catastrophic forgetting, including regularization-based, Bayesian-based, and memory-replay-based techniques. However, these methods lack a unified framework and common terminology for describing their approaches. This research aims to bridge this gap by introducing a comprehensive and overarching framework that encompasses and reconciles these existing methodologies. Notably, this new framework is capable of encompassing established CL approaches as special instances within a unified and general optimization objective. An intriguing finding is that despite their diverse origins, these methods share common mathematical structures. This observation highlights the compatibility of these seemingly distinct techniques, revealing their interconnectedness through a shared underlying optimization objective. Moreover, the proposed general framework introduces an innovative concept called refresh learning, specifically designed to enhance the CL performance. This novel approach draws inspiration from neuroscience, where the human brain often sheds outdated information to improve the retention of crucial knowledge and facilitate the acquisition of new information. In essence, refresh learning operates by initially unlearning current data and subsequently relearning it. It serves as a versatile plug-in that seamlessly integrates with existing CL methods, offering an adaptable and effective enhancement to the learning process. Extensive experiments on CL benchmarks and theoretical analysis demonstrate the effectiveness of the proposed refresh learning. Code is available at https://github.com/joey-wang123/CL-refresh-learning.

Generative Query Reformulation Using Ensemble Prompting, Document Fusion, and Relevance Feedback

Query Reformulation (QR) is a set of techniques used to transform a user's original search query to a text that better aligns with the user's intent and improves their search experience. Recently, zero-shot QR has been a promising approach due to its ability to exploit knowledge inherent in large language models. Inspired by the success of ensemble prompting strategies which have benefited other tasks, we investigate if they can improve query reformulation. In this context, we propose two ensemble-based prompting techniques, GenQREnsemble and GenQRFusion which leverage paraphrases of a zero-shot instruction to generate multiple sets of keywords to improve retrieval performance ultimately. We further introduce their post-retrieval variants to incorporate relevance feedback from a variety of sources, including an oracle simulating a human user and a "critic" LLM. We demonstrate that an ensemble of query reformulations can improve retrieval effectiveness by up to 18% on nDCG@10 in pre-retrieval settings and 9% on post-retrieval settings on multiple benchmarks, outperforming all previously reported SOTA results. We perform subsequent analyses to investigate the effects of feedback documents, incorporate domain-specific instructions, filter reformulations, and generate fluent reformulations that might be more beneficial to human searchers. Together, the techniques and the results presented in this paper establish a new state of the art in automated query reformulation for retrieval and suggest promising directions for future research.

Continual evaluation for lifelong learning: Identifying the stability gap

Time-dependent data-generating distributions have proven to be difficult for gradient-based training of neural networks, as the greedy updates result in catastrophic forgetting of previously learned knowledge. Despite the progress in the field of continual learning to overcome this forgetting, we show that a set of common state-of-the-art methods still suffers from substantial forgetting upon starting to learn new tasks, except that this forgetting is temporary and followed by a phase of performance recovery. We refer to this intriguing but potentially problematic phenomenon as the stability gap. The stability gap had likely remained under the radar due to standard practice in the field of evaluating continual learning models only after each task. Instead, we establish a framework for continual evaluation that uses per-iteration evaluation and we define a new set of metrics to quantify worst-case performance. Empirically we show that experience replay, constraint-based replay, knowledge-distillation, and parameter regularization methods are all prone to the stability gap; and that the stability gap can be observed in class-, task-, and domain-incremental learning benchmarks. Additionally, a controlled experiment shows that the stability gap increases when tasks are more dissimilar. Finally, by disentangling gradients into plasticity and stability components, we propose a conceptual explanation for the stability gap.

Bench2Drive: Towards Multi-Ability Benchmarking of Closed-Loop End-To-End Autonomous Driving

In an era marked by the rapid scaling of foundation models, autonomous driving technologies are approaching a transformative threshold where end-to-end autonomous driving (E2E-AD) emerges due to its potential of scaling up in the data-driven manner. However, existing E2E-AD methods are mostly evaluated under the open-loop log-replay manner with L2 errors and collision rate as metrics (e.g., in nuScenes), which could not fully reflect the driving performance of algorithms as recently acknowledged in the community. For those E2E-AD methods evaluated under the closed-loop protocol, they are tested in fixed routes (e.g., Town05Long and Longest6 in CARLA) with the driving score as metrics, which is known for high variance due to the unsmoothed metric function and large randomness in the long route. Besides, these methods usually collect their own data for training, which makes algorithm-level fair comparison infeasible. To fulfill the paramount need of comprehensive, realistic, and fair testing environments for Full Self-Driving (FSD), we present Bench2Drive, the first benchmark for evaluating E2E-AD systems' multiple abilities in a closed-loop manner. Bench2Drive's official training data consists of 2 million fully annotated frames, collected from 13638 short clips uniformly distributed under 44 interactive scenarios (cut-in, overtaking, detour, etc), 23 weathers (sunny, foggy, rainy, etc), and 12 towns (urban, village, university, etc) in CARLA v2. Its evaluation protocol requires E2E-AD models to pass 44 interactive scenarios under different locations and weathers which sums up to 220 routes and thus provides a comprehensive and disentangled assessment about their driving capability under different situations. We implement state-of-the-art E2E-AD models and evaluate them in Bench2Drive, providing insights regarding current status and future directions.

Scalable Language Model with Generalized Continual Learning

Continual learning has gained increasing importance as it facilitates the acquisition and refinement of scalable knowledge and skills in language models. However, existing methods typically encounter strict limitations and challenges in real-world scenarios, such as reliance on experience replay, optimization constraints, and inference task-ID. In this study, we introduce the Scalable Language Model (SLM) to overcome these limitations within a more challenging and generalized setting, representing a significant advancement toward practical applications for continual learning. Specifically, we propose the Joint Adaptive Re-Parameterization (JARe), integrated with Dynamic Task-related Knowledge Retrieval (DTKR), to enable adaptive adjustment of language models based on specific downstream tasks. This approach leverages the task distribution within the vector space, aiming to achieve a smooth and effortless continual learning process. Our method demonstrates state-of-the-art performance on diverse backbones and benchmarks, achieving effective continual learning in both full-set and few-shot scenarios with minimal forgetting. Moreover, while prior research primarily focused on a single task type such as classification, our study goes beyond, with the large language model, i.e., LLaMA-2, to explore the effects across diverse domains and task types, such that a single language model can be decently scaled to broader applications.

Generative Kernel Continual learning

Kernel continual learning by derakhshani2021kernel has recently emerged as a strong continual learner due to its non-parametric ability to tackle task interference and catastrophic forgetting. Unfortunately its success comes at the expense of an explicit memory to store samples from past tasks, which hampers scalability to continual learning settings with a large number of tasks. In this paper, we introduce generative kernel continual learning, which explores and exploits the synergies between generative models and kernels for continual learning. The generative model is able to produce representative samples for kernel learning, which removes the dependence on memory in kernel continual learning. Moreover, as we replay only on the generative model, we avoid task interference while being computationally more efficient compared to previous methods that need replay on the entire model. We further introduce a supervised contrastive regularization, which enables our model to generate even more discriminative samples for better kernel-based classification performance. We conduct extensive experiments on three widely-used continual learning benchmarks that demonstrate the abilities and benefits of our contributions. Most notably, on the challenging SplitCIFAR100 benchmark, with just a simple linear kernel we obtain the same accuracy as kernel continual learning with variational random features for one tenth of the memory, or a 10.1\% accuracy gain for the same memory budget.

ConPET: Continual Parameter-Efficient Tuning for Large Language Models

Continual learning necessitates the continual adaptation of models to newly emerging tasks while minimizing the catastrophic forgetting of old ones. This is extremely challenging for large language models (LLMs) with vanilla full-parameter tuning due to high computation costs, memory consumption, and forgetting issue. Inspired by the success of parameter-efficient tuning (PET), we propose Continual Parameter-Efficient Tuning (ConPET), a generalizable paradigm for continual task adaptation of LLMs with task-number-independent training complexity. ConPET includes two versions with different application scenarios. First, Static ConPET can adapt former continual learning methods originally designed for relatively smaller models to LLMs through PET and a dynamic replay strategy, which largely reduces the tuning costs and alleviates the over-fitting and forgetting issue. Furthermore, to maintain scalability, Dynamic ConPET adopts separate PET modules for different tasks and a PET module selector for dynamic optimal selection. In our extensive experiments, the adaptation of Static ConPET helps multiple former methods reduce the scale of tunable parameters by over 3,000 times and surpass the PET-only baseline by at least 5 points on five smaller benchmarks, while Dynamic ConPET gains its advantage on the largest dataset. The codes and datasets are available at https://github.com/Raincleared-Song/ConPET.

StarCraftImage: A Dataset For Prototyping Spatial Reasoning Methods For Multi-Agent Environments

Spatial reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for reinforcement learning (RL)). StarCraft II game replays encode intelligent (and adversarial) multi-agent behavior and could provide a testbed for these tasks; however, extracting simple and standardized representations for prototyping these tasks is laborious and hinders reproducibility. In contrast, MNIST and CIFAR10, despite their extreme simplicity, have enabled rapid prototyping and reproducibility of ML methods. Following the simplicity of these datasets, we construct a benchmark spatial reasoning dataset based on StarCraft II replays that exhibit complex multi-agent behaviors, while still being as easy to use as MNIST and CIFAR10. Specifically, we carefully summarize a window of 255 consecutive game states to create 3.6 million summary images from 60,000 replays, including all relevant metadata such as game outcome and player races. We develop three formats of decreasing complexity: Hyperspectral images that include one channel for every unit type (similar to multispectral geospatial images), RGB images that mimic CIFAR10, and grayscale images that mimic MNIST. We show how this dataset can be used for prototyping spatial reasoning methods. All datasets, code for extraction, and code for dataset loading can be found at https://starcraftdata.davidinouye.com

On the Usage of Continual Learning for Out-of-Distribution Generalization in Pre-trained Language Models of Code

Pre-trained language models (PLMs) have become a prevalent technique in deep learning for code, utilizing a two-stage pre-training and fine-tuning procedure to acquire general knowledge about code and specialize in a variety of downstream tasks. However, the dynamic nature of software codebases poses a challenge to the effectiveness and robustness of PLMs. In particular, world-realistic scenarios potentially lead to significant differences between the distribution of the pre-training and test data, i.e., distribution shift, resulting in a degradation of the PLM's performance on downstream tasks. In this paper, we stress the need for adapting PLMs of code to software data whose distribution changes over time, a crucial problem that has been overlooked in previous works. The motivation of this work is to consider the PLM in a non-stationary environment, where fine-tuning data evolves over time according to a software evolution scenario. Specifically, we design a scenario where the model needs to learn from a stream of programs containing new, unseen APIs over time. We study two widely used PLM architectures, i.e., a GPT2 decoder and a RoBERTa encoder, on two downstream tasks, API call and API usage prediction. We demonstrate that the most commonly used fine-tuning technique from prior work is not robust enough to handle the dynamic nature of APIs, leading to the loss of previously acquired knowledge i.e., catastrophic forgetting. To address these issues, we implement five continual learning approaches, including replay-based and regularization-based methods. Our findings demonstrate that utilizing these straightforward methods effectively mitigates catastrophic forgetting in PLMs across both downstream tasks while achieving comparable or superior performance.

Locality Sensitive Sparse Encoding for Learning World Models Online

Acquiring an accurate world model online for model-based reinforcement learning (MBRL) is challenging due to data nonstationarity, which typically causes catastrophic forgetting for neural networks (NNs). From the online learning perspective, a Follow-The-Leader (FTL) world model is desirable, which optimally fits all previous experiences at each round. Unfortunately, NN-based models need re-training on all accumulated data at every interaction step to achieve FTL, which is computationally expensive for lifelong agents. In this paper, we revisit models that can achieve FTL with incremental updates. Specifically, our world model is a linear regression model supported by nonlinear random features. The linear part ensures efficient FTL update while the nonlinear random feature empowers the fitting of complex environments. To best trade off model capacity and computation efficiency, we introduce a locality sensitive sparse encoding, which allows us to conduct efficient sparse updates even with very high dimensional nonlinear features. We validate the representation power of our encoding and verify that it allows efficient online learning under data covariate shift. We also show, in the Dyna MBRL setting, that our world models learned online using a single pass of trajectory data either surpass or match the performance of deep world models trained with replay and other continual learning methods.

Catastrophic Interference is Mitigated in Naturalistic Power-Law Learning Environments

Neural networks often suffer from catastrophic interference (CI): performance on previously learned tasks drops off significantly when learning a new task. This contrasts strongly with humans, who can sequentially learn new tasks without appreciably forgetting previous tasks. Prior work has explored various techniques for mitigating CI such as regularization, rehearsal, generative replay, and distillation methods. The current work takes a different approach, one guided by cognitive science research showing that in naturalistic environments, the probability of encountering a task decreases as a power-law of the time since it was last performed. We argue that a realistic evaluation of techniques for the mitigation of CI should be performed in simulated naturalistic learning environments. Thus, we evaluate the extent of mitigation of CI when training simple rehearsal-based methods in power-law environments similar to the ones humans face. Our work explores this novel rehearsal-based approach for a domain-incremental task: learning permutations in the MNIST task. We compare our rehearsal environment with other baselines to show its efficacy in promoting continual learning. Additionally, we investigate whether this environment shows forward facilitation, i.e., faster learning of later tasks. Next, we explore the robustness of our learning environment to the number of tasks, model size, and amount of data rehearsed after each task. Notably, our results show that the performance is comparable or superior to that of models trained using popular regularization methods and also to rehearsals in non-power-law environments. The benefits of this training paradigm include simplicity and the lack of a need for extra neural circuitry. In addition, because our method is orthogonal to other methods, future research can combine training in power-law environments with other continual learning mechanisms.

LitLLMs, LLMs for Literature Review: Are we there yet?

Literature reviews are an essential component of scientific research, but they remain time-intensive and challenging to write, especially due to the recent influx of research papers. This paper explores the zero-shot abilities of recent Large Language Models (LLMs) in assisting with the writing of literature reviews based on an abstract. We decompose the task into two components: 1. Retrieving related works given a query abstract, and 2. Writing a literature review based on the retrieved results. We analyze how effective LLMs are for both components. For retrieval, we introduce a novel two-step search strategy that first uses an LLM to extract meaningful keywords from the abstract of a paper and then retrieves potentially relevant papers by querying an external knowledge base. Additionally, we study a prompting-based re-ranking mechanism with attribution and show that re-ranking doubles the normalized recall compared to naive search methods, while providing insights into the LLM's decision-making process. In the generation phase, we propose a two-step approach that first outlines a plan for the review and then executes steps in the plan to generate the actual review. To evaluate different LLM-based literature review methods, we create test sets from arXiv papers using a protocol designed for rolling use with newly released LLMs to avoid test set contamination in zero-shot evaluations. We release this evaluation protocol to promote additional research and development in this regard. Our empirical results suggest that LLMs show promising potential for writing literature reviews when the task is decomposed into smaller components of retrieval and planning. Our project page including a demonstration system and toolkit can be accessed here: https://litllm.github.io.

LLMs in the Imaginarium: Tool Learning through Simulated Trial and Error

Tools are essential for large language models (LLMs) to acquire up-to-date information and take consequential actions in external environments. Existing work on tool-augmented LLMs primarily focuses on the broad coverage of tools and the flexibility of adding new tools. However, a critical aspect that has surprisingly been understudied is simply how accurately an LLM uses tools for which it has been trained. We find that existing LLMs, including GPT-4 and open-source LLMs specifically fine-tuned for tool use, only reach a correctness rate in the range of 30% to 60%, far from reliable use in practice. We propose a biologically inspired method for tool-augmented LLMs, simulated trial and error (STE), that orchestrates three key mechanisms for successful tool use behaviors in the biological system: trial and error, imagination, and memory. Specifically, STE leverages an LLM's 'imagination' to simulate plausible scenarios for using a tool, after which the LLM interacts with the tool to learn from its execution feedback. Both short-term and long-term memory are employed to improve the depth and breadth of the exploration, respectively. Comprehensive experiments on ToolBench show that STE substantially improves tool learning for LLMs under both in-context learning and fine-tuning settings, bringing a boost of 46.7% to Mistral-Instruct-7B and enabling it to outperform GPT-4. We also show effective continual learning of tools via a simple experience replay strategy.

RLCoder: Reinforcement Learning for Repository-Level Code Completion

Repository-level code completion aims to generate code for unfinished code snippets within the context of a specified repository. Existing approaches mainly rely on retrieval-augmented generation strategies due to limitations in input sequence length. However, traditional lexical-based retrieval methods like BM25 struggle to capture code semantics, while model-based retrieval methods face challenges due to the lack of labeled data for training. Therefore, we propose RLCoder, a novel reinforcement learning framework, which can enable the retriever to learn to retrieve useful content for code completion without the need for labeled data. Specifically, we iteratively evaluate the usefulness of retrieved content based on the perplexity of the target code when provided with the retrieved content as additional context, and provide feedback to update the retriever parameters. This iterative process enables the retriever to learn from its successes and failures, gradually improving its ability to retrieve relevant and high-quality content. Considering that not all situations require information beyond code files and not all retrieved context is helpful for generation, we also introduce a stop signal mechanism, allowing the retriever to decide when to retrieve and which candidates to retain autonomously. Extensive experimental results demonstrate that RLCoder consistently outperforms state-of-the-art methods on CrossCodeEval and RepoEval, achieving 12.2% EM improvement over previous methods. Moreover, experiments show that our framework can generalize across different programming languages and further improve previous methods like RepoCoder. We provide the code and data at https://github.com/DeepSoftwareAnalytics/RLCoder.

From Exploration to Mastery: Enabling LLMs to Master Tools via Self-Driven Interactions

Tool learning enables Large Language Models (LLMs) to interact with external environments by invoking tools, serving as an effective strategy to mitigate the limitations inherent in their pre-training data. In this process, tool documentation plays a crucial role by providing usage instructions for LLMs, thereby facilitating effective tool utilization. This paper concentrates on the critical challenge of bridging the comprehension gap between LLMs and external tools due to the inadequacies and inaccuracies inherent in existing human-centric tool documentation. We propose a novel framework, DRAFT, aimed at Dynamically Refining tool documentation through the Analysis of Feedback and Trails emanating from LLMs' interactions with external tools. This methodology pivots on an innovative trial-and-error approach, consisting of three distinct learning phases: experience gathering, learning from experience, and documentation rewriting, to iteratively enhance the tool documentation. This process is further optimized by implementing a diversity-promoting exploration strategy to ensure explorative diversity and a tool-adaptive termination mechanism to prevent overfitting while enhancing efficiency. Extensive experiments on multiple datasets demonstrate that DRAFT's iterative, feedback-based refinement significantly ameliorates documentation quality, fostering a deeper comprehension and more effective utilization of tools by LLMs. Notably, our analysis reveals that the tool documentation refined via our approach demonstrates robust cross-model generalization capabilities.

Natural Logic-guided Autoregressive Multi-hop Document Retrieval for Fact Verification

A key component of fact verification is thevevidence retrieval, often from multiple documents. Recent approaches use dense representations and condition the retrieval of each document on the previously retrieved ones. The latter step is performed over all the documents in the collection, requiring storing their dense representations in an index, thus incurring a high memory footprint. An alternative paradigm is retrieve-and-rerank, where documents are retrieved using methods such as BM25, their sentences are reranked, and further documents are retrieved conditioned on these sentences, reducing the memory requirements. However, such approaches can be brittle as they rely on heuristics and assume hyperlinks between documents. We propose a novel retrieve-and-rerank method for multi-hop retrieval, that consists of a retriever that jointly scores documents in the knowledge source and sentences from previously retrieved documents using an autoregressive formulation and is guided by a proof system based on natural logic that dynamically terminates the retrieval process if the evidence is deemed sufficient. This method is competitive with current state-of-the-art methods on FEVER, HoVer and FEVEROUS-S, while using 5 to 10 times less memory than competing systems. Evaluation on an adversarial dataset indicates improved stability of our approach compared to commonly deployed threshold-based methods. Finally, the proof system helps humans predict model decisions correctly more often than using the evidence alone.

An Analysis of Approaches Taken in the ACM RecSys Challenge 2018 for Automatic Music Playlist Continuation

The ACM Recommender Systems Challenge 2018 focused on the task of automatic music playlist continuation, which is a form of the more general task of sequential recommendation. Given a playlist of arbitrary length with some additional meta-data, the task was to recommend up to 500 tracks that fit the target characteristics of the original playlist. For the RecSys Challenge, Spotify released a dataset of one million user-generated playlists. Participants could compete in two tracks, i.e., main and creative tracks. Participants in the main track were only allowed to use the provided training set, however, in the creative track, the use of external public sources was permitted. In total, 113 teams submitted 1,228 runs to the main track; 33 teams submitted 239 runs to the creative track. The highest performing team in the main track achieved an R-precision of 0.2241, an NDCG of 0.3946, and an average number of recommended songs clicks of 1.784. In the creative track, an R-precision of 0.2233, an NDCG of 0.3939, and a click rate of 1.785 was obtained by the best team. This article provides an overview of the challenge, including motivation, task definition, dataset description, and evaluation. We further report and analyze the results obtained by the top performing teams in each track and explore the approaches taken by the winners. We finally summarize our key findings, discuss generalizability of approaches and results to domains other than music, and list the open avenues and possible future directions in the area of automatic playlist continuation.

Symbolic Replay: Scene Graph as Prompt for Continual Learning on VQA Task

VQA is an ambitious task aiming to answer any image-related question. However, in reality, it is hard to build such a system once for all since the needs of users are continuously updated, and the system has to implement new functions. Thus, Continual Learning (CL) ability is a must in developing advanced VQA systems. Recently, a pioneer work split a VQA dataset into disjoint answer sets to study this topic. However, CL on VQA involves not only the expansion of label sets (new Answer sets). It is crucial to study how to answer questions when deploying VQA systems to new environments (new Visual scenes) and how to answer questions requiring new functions (new Question types). Thus, we propose CLOVE, a benchmark for Continual Learning On Visual quEstion answering, which contains scene- and function-incremental settings for the two aforementioned CL scenarios. In terms of methodology, the main difference between CL on VQA and classification is that the former additionally involves expanding and preventing forgetting of reasoning mechanisms, while the latter focusing on class representation. Thus, we propose a real-data-free replay-based method tailored for CL on VQA, named Scene Graph as Prompt for Symbolic Replay. Using a piece of scene graph as a prompt, it replays pseudo scene graphs to represent the past images, along with correlated QA pairs. A unified VQA model is also proposed to utilize the current and replayed data to enhance its QA ability. Finally, experimental results reveal challenges in CLOVE and demonstrate the effectiveness of our method. The dataset and code will be available at https://github.com/showlab/CLVQA.

LoL: A Comparative Regularization Loss over Query Reformulation Losses for Pseudo-Relevance Feedback

Pseudo-relevance feedback (PRF) has proven to be an effective query reformulation technique to improve retrieval accuracy. It aims to alleviate the mismatch of linguistic expressions between a query and its potential relevant documents. Existing PRF methods independently treat revised queries originating from the same query but using different numbers of feedback documents, resulting in severe query drift. Without comparing the effects of two different revisions from the same query, a PRF model may incorrectly focus on the additional irrelevant information increased in the more feedback, and thus reformulate a query that is less effective than the revision using the less feedback. Ideally, if a PRF model can distinguish between irrelevant and relevant information in the feedback, the more feedback documents there are, the better the revised query will be. To bridge this gap, we propose the Loss-over-Loss (LoL) framework to compare the reformulation losses between different revisions of the same query during training. Concretely, we revise an original query multiple times in parallel using different amounts of feedback and compute their reformulation losses. Then, we introduce an additional regularization loss on these reformulation losses to penalize revisions that use more feedback but gain larger losses. With such comparative regularization, the PRF model is expected to learn to suppress the extra increased irrelevant information by comparing the effects of different revised queries. Further, we present a differentiable query reformulation method to implement this framework. This method revises queries in the vector space and directly optimizes the retrieval performance of query vectors, applicable for both sparse and dense retrieval models. Empirical evaluation demonstrates the effectiveness and robustness of our method for two typical sparse and dense retrieval models.

VL-Rethinker: Incentivizing Self-Reflection of Vision-Language Models with Reinforcement Learning

Recently, slow-thinking systems like GPT-o1 and DeepSeek-R1 have demonstrated great potential in solving challenging problems through explicit reflection. They significantly outperform the best fast-thinking models, such as GPT-4o, on various math and science benchmarks. However, their multimodal reasoning capabilities remain on par with fast-thinking models. For instance, GPT-o1's performance on benchmarks like MathVista, MathVerse, and MathVision is similar to fast-thinking models. In this paper, we aim to enhance the slow-thinking capabilities of vision-language models using reinforcement learning (without relying on distillation) to advance the state of the art. First, we adapt the GRPO algorithm with a novel technique called Selective Sample Replay (SSR) to address the vanishing advantages problem. While this approach yields strong performance, the resulting RL-trained models exhibit limited self-reflection or self-verification. To further encourage slow-thinking, we introduce Forced Rethinking, which appends a textual rethinking trigger to the end of initial rollouts in RL training, explicitly enforcing a self-reflection reasoning step. By combining these two techniques, our model, VL-Rethinker, advances state-of-the-art scores on MathVista, MathVerse, and MathVision to achieve 80.3%, 61.8%, and 43.9% respectively. VL-Rethinker also achieves open-source SoTA on multi-disciplinary benchmarks such as MMMU-Pro, EMMA, and MEGA-Bench, narrowing the gap with GPT-o1.

Retrieval-Augmented Generation by Evidence Retroactivity in LLMs

Retrieval-augmented generation has gained significant attention due to its ability to integrate relevant external knowledge, enhancing the accuracy and reliability of the LLMs' responses. Most of the existing methods apply a dynamic multiple retrieval-generating process, to address multi-hop complex questions by decomposing them into sub-problems. However, these methods rely on an unidirectional forward reasoning paradigm, where errors from insufficient reasoning steps or inherent flaws in current retrieval systems are irreversible, potentially derailing the entire reasoning chain. For the first time, this work introduces Retroactive Retrieval-Augmented Generation (RetroRAG), a novel framework to build a retroactive reasoning paradigm. RetroRAG revises and updates the evidence, redirecting the reasoning chain to the correct direction. RetroRAG constructs an evidence-collation-discovery framework to search, generate, and refine credible evidence. It synthesizes inferential evidence related to the key entities in the question from the existing source knowledge and formulates search queries to uncover additional information. As new evidence is found, RetroRAG continually updates and organizes this information, enhancing its ability to locate further necessary evidence. Paired with an Answerer to generate and evaluate outputs, RetroRAG is capable of refining its reasoning process iteratively until a reliable answer is obtained. Empirical evaluations show that RetroRAG significantly outperforms existing methods.

Enhancing LLM Reasoning via Critique Models with Test-Time and Training-Time Supervision

Training large language models (LLMs) to spend more time thinking and reflection before responding is crucial for effectively solving complex reasoning tasks in fields such as science, coding, and mathematics. However, the effectiveness of mechanisms like self-reflection and self-correction depends on the model's capacity to accurately assess its own performance, which can be limited by factors such as initial accuracy, question difficulty, and the lack of external feedback. In this paper, we delve into a two-player paradigm that separates the roles of reasoning and critique models, where the critique model provides step-level feedback to supervise the reasoning (actor) model during both test-time and train-time. We first propose AutoMathCritique, an automated and scalable framework for collecting critique data, resulting in a dataset of 76,321 responses paired with step-level feedback. Fine-tuning language models with this dataset enables them to generate natural language feedback for mathematical reasoning. We demonstrate that the critique models consistently improve the actor's performance on difficult queries at test-time, especially when scaling up inference-time computation. Motivated by these findings, we introduce the critique-based supervision to the actor's self-training process, and propose a critique-in-the-loop self-improvement method. Experiments show that the method improves the actor's exploration efficiency and solution diversity, especially on challenging queries, leading to a stronger reasoning model. Lastly, we take the preliminary step to explore training self-talk reasoning models via critique supervision and showcase its potential. Our code and datasets are at https://mathcritique.github.io/{https://mathcritique.github.io/}.

Reformulating Domain Adaptation of Large Language Models as Adapt-Retrieve-Revise

While large language models (LLMs) like GPT-4 have recently demonstrated astonishing zero-shot capabilities in general domain tasks, they often generate content with hallucinations in specific domains such as Chinese law, hindering their application in these areas. This is typically due to the absence of training data that encompasses such a specific domain, preventing GPT-4 from acquiring in-domain knowledge. A pressing challenge is that it's not plausible to continue training LLMs of such scale on in-domain data. This paper introduces a simple and effective domain adaptation framework for GPT-4 by reformulating generation as an adapt-retrieve-revise process. The initial step is to adapt an affordable 7B LLM to the target domain by continuing learning on in-domain data. When solving a task, we leverage the adapted LLM to generate a draft answer given a task query. Then, the draft answer will be used to retrieve supporting evidence candidates from an external in-domain knowledge base. Finally, the draft answer and retrieved evidence are concatenated into a whole prompt to let GPT-4 assess the evidence and revise the draft answer to generate the final answer. Our proposal combines the advantages of the efficiency of adapting a smaller 7B model with the evidence-assessing capability of GPT-4 and effectively prevents GPT-4 from generating hallucinatory content. In the zero-shot setting of four Chinese legal tasks, our method improves accuracy by 33.3\% compared to the direct generation by GPT-4. When compared to two stronger retrieval-based baselines, our method outperforms them by 15.4\% and 23.9\%. Our code will be released

Reinforcement Learning in the Era of LLMs: What is Essential? What is needed? An RL Perspective on RLHF, Prompting, and Beyond

Recent advancements in Large Language Models (LLMs) have garnered wide attention and led to successful products such as ChatGPT and GPT-4. Their proficiency in adhering to instructions and delivering harmless, helpful, and honest (3H) responses can largely be attributed to the technique of Reinforcement Learning from Human Feedback (RLHF). In this paper, we aim to link the research in conventional RL to RL techniques used in LLM research. Demystify this technique by discussing why, when, and how RL excels. Furthermore, we explore potential future avenues that could either benefit from or contribute to RLHF research. Highlighted Takeaways: 1. RLHF is Online Inverse RL with Offline Demonstration Data. 2. RLHF > SFT because Imitation Learning (and Inverse RL) > Behavior Cloning (BC) by alleviating the problem of compounding error. 3. The RM step in RLHF generates a proxy of the expensive human feedback, such an insight can be generalized to other LLM tasks such as prompting evaluation and optimization where feedback is also expensive. 4. The policy learning in RLHF is more challenging than conventional problems studied in IRL due to their high action dimensionality and feedback sparsity. 5. The main superiority of PPO over off-policy value-based methods is its stability gained from (almost) on-policy data and conservative policy updates.

Exploiting Simulated User Feedback for Conversational Search: Ranking, Rewriting, and Beyond

This research aims to explore various methods for assessing user feedback in mixed-initiative conversational search (CS) systems. While CS systems enjoy profuse advancements across multiple aspects, recent research fails to successfully incorporate feedback from the users. One of the main reasons for that is the lack of system-user conversational interaction data. To this end, we propose a user simulator-based framework for multi-turn interactions with a variety of mixed-initiative CS systems. Specifically, we develop a user simulator, dubbed ConvSim, that, once initialized with an information need description, is capable of providing feedback to a system's responses, as well as answering potential clarifying questions. Our experiments on a wide variety of state-of-the-art passage retrieval and neural re-ranking models show that effective utilization of user feedback can lead to 16% retrieval performance increase in terms of nDCG@3. Moreover, we observe consistent improvements as the number of feedback rounds increases (35% relative improvement in terms of nDCG@3 after three rounds). This points to a research gap in the development of specific feedback processing modules and opens a potential for significant advancements in CS. To support further research in the topic, we release over 30,000 transcripts of system-simulator interactions based on well-established CS datasets.

ECtHR-PCR: A Dataset for Precedent Understanding and Prior Case Retrieval in the European Court of Human Rights

In common law jurisdictions, legal practitioners rely on precedents to construct arguments, in line with the doctrine of stare decisis. As the number of cases grow over the years, prior case retrieval (PCR) has garnered significant attention. Besides lacking real-world scale, existing PCR datasets do not simulate a realistic setting, because their queries use complete case documents while only masking references to prior cases. The query is thereby exposed to legal reasoning not yet available when constructing an argument for an undecided case as well as spurious patterns left behind by citation masks, potentially short-circuiting a comprehensive understanding of case facts and legal principles. To address these limitations, we introduce a PCR dataset based on judgements from the European Court of Human Rights (ECtHR), which explicitly separate facts from arguments and exhibit precedential practices, aiding us to develop this PCR dataset to foster systems' comprehensive understanding. We benchmark different lexical and dense retrieval approaches with various negative sampling strategies, adapting them to deal with long text sequences using hierarchical variants. We found that difficulty-based negative sampling strategies were not effective for the PCR task, highlighting the need for investigation into domain-specific difficulty criteria. Furthermore, we observe performance of the dense models degrade with time and calls for further research into temporal adaptation of retrieval models. Additionally, we assess the influence of different views , Halsbury's and Goodhart's, in practice in ECtHR jurisdiction using PCR task.

Read, Revise, Repeat: A System Demonstration for Human-in-the-loop Iterative Text Revision

Revision is an essential part of the human writing process. It tends to be strategic, adaptive, and, more importantly, iterative in nature. Despite the success of large language models on text revision tasks, they are limited to non-iterative, one-shot revisions. Examining and evaluating the capability of large language models for making continuous revisions and collaborating with human writers is a critical step towards building effective writing assistants. In this work, we present a human-in-the-loop iterative text revision system, Read, Revise, Repeat (R3), which aims at achieving high quality text revisions with minimal human efforts by reading model-generated revisions and user feedbacks, revising documents, and repeating human-machine interactions. In R3, a text revision model provides text editing suggestions for human writers, who can accept or reject the suggested edits. The accepted edits are then incorporated into the model for the next iteration of document revision. Writers can therefore revise documents iteratively by interacting with the system and simply accepting/rejecting its suggested edits until the text revision model stops making further revisions or reaches a predefined maximum number of revisions. Empirical experiments show that R3 can generate revisions with comparable acceptance rate to human writers at early revision depths, and the human-machine interaction can get higher quality revisions with fewer iterations and edits. The collected human-model interaction dataset and system code are available at https://github.com/vipulraheja/IteraTeR. Our system demonstration is available at https://youtu.be/lK08tIpEoaE.

Enhancing Retrieval and Managing Retrieval: A Four-Module Synergy for Improved Quality and Efficiency in RAG Systems

Retrieval-augmented generation (RAG) techniques leverage the in-context learning capabilities of large language models (LLMs) to produce more accurate and relevant responses. Originating from the simple 'retrieve-then-read' approach, the RAG framework has evolved into a highly flexible and modular paradigm. A critical component, the Query Rewriter module, enhances knowledge retrieval by generating a search-friendly query. This method aligns input questions more closely with the knowledge base. Our research identifies opportunities to enhance the Query Rewriter module to Query Rewriter+ by generating multiple queries to overcome the Information Plateaus associated with a single query and by rewriting questions to eliminate Ambiguity, thereby clarifying the underlying intent. We also find that current RAG systems exhibit issues with Irrelevant Knowledge; to overcome this, we propose the Knowledge Filter. These two modules are both based on the instruction-tuned Gemma-2B model, which together enhance response quality. The final identified issue is Redundant Retrieval; we introduce the Memory Knowledge Reservoir and the Retriever Trigger to solve this. The former supports the dynamic expansion of the RAG system's knowledge base in a parameter-free manner, while the latter optimizes the cost for accessing external knowledge, thereby improving resource utilization and response efficiency. These four RAG modules synergistically improve the response quality and efficiency of the RAG system. The effectiveness of these modules has been validated through experiments and ablation studies across six common QA datasets. The source code can be accessed at https://github.com/Ancientshi/ERM4.

StarCraft II: A New Challenge for Reinforcement Learning

This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.

SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations

We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.

Learning to Actively Learn: A Robust Approach

This work proposes a procedure for designing algorithms for specific adaptive data collection tasks like active learning and pure-exploration multi-armed bandits. Unlike the design of traditional adaptive algorithms that rely on concentration of measure and careful analysis to justify the correctness and sample complexity of the procedure, our adaptive algorithm is learned via adversarial training over equivalence classes of problems derived from information theoretic lower bounds. In particular, a single adaptive learning algorithm is learned that competes with the best adaptive algorithm learned for each equivalence class. Our procedure takes as input just the available queries, set of hypotheses, loss function, and total query budget. This is in contrast to existing meta-learning work that learns an adaptive algorithm relative to an explicit, user-defined subset or prior distribution over problems which can be challenging to define and be mismatched to the instance encountered at test time. This work is particularly focused on the regime when the total query budget is very small, such as a few dozen, which is much smaller than those budgets typically considered by theoretically derived algorithms. We perform synthetic experiments to justify the stability and effectiveness of the training procedure, and then evaluate the method on tasks derived from real data including a noisy 20 Questions game and a joke recommendation task.

Self-RAG: Learning to Retrieve, Generate, and Critique through Self-Reflection

Despite their remarkable capabilities, large language models (LLMs) often produce responses containing factual inaccuracies due to their sole reliance on the parametric knowledge they encapsulate. Retrieval-Augmented Generation (RAG), an ad hoc approach that augments LMs with retrieval of relevant knowledge, decreases such issues. However, indiscriminately retrieving and incorporating a fixed number of retrieved passages, regardless of whether retrieval is necessary, or passages are relevant, diminishes LM versatility or can lead to unhelpful response generation. We introduce a new framework called Self-Reflective Retrieval-Augmented Generation (Self-RAG) that enhances an LM's quality and factuality through retrieval and self-reflection. Our framework trains a single arbitrary LM that adaptively retrieves passages on-demand, and generates and reflects on retrieved passages and its own generations using special tokens, called reflection tokens. Generating reflection tokens makes the LM controllable during the inference phase, enabling it to tailor its behavior to diverse task requirements. Experiments show that Self-RAG (7B and 13B parameters) significantly outperforms state-of-the-art LLMs and retrieval-augmented models on a diverse set of tasks. Specifically, Self-RAG outperforms ChatGPT and retrieval-augmented Llama2-chat on Open-domain QA, reasoning and fact verification tasks, and it shows significant gains in improving factuality and citation accuracy for long-form generations relative to these models.

OVOR: OnePrompt with Virtual Outlier Regularization for Rehearsal-Free Class-Incremental Learning

Recent works have shown that by using large pre-trained models along with learnable prompts, rehearsal-free methods for class-incremental learning (CIL) settings can achieve superior performance to prominent rehearsal-based ones. Rehearsal-free CIL methods struggle with distinguishing classes from different tasks, as those are not trained together. In this work we propose a regularization method based on virtual outliers to tighten decision boundaries of the classifier, such that confusion of classes among different tasks is mitigated. Recent prompt-based methods often require a pool of task-specific prompts, in order to prevent overwriting knowledge of previous tasks with that of the new task, leading to extra computation in querying and composing an appropriate prompt from the pool. This additional cost can be eliminated, without sacrificing accuracy, as we reveal in the paper. We illustrate that a simplified prompt-based method can achieve results comparable to previous state-of-the-art (SOTA) methods equipped with a prompt pool, using much less learnable parameters and lower inference cost. Our regularization method has demonstrated its compatibility with different prompt-based methods, boosting those previous SOTA rehearsal-free CIL methods' accuracy on the ImageNet-R and CIFAR-100 benchmarks. Our source code is available at https://github.com/jpmorganchase/ovor.

Can Open-Source LLMs Compete with Commercial Models? Exploring the Few-Shot Performance of Current GPT Models in Biomedical Tasks

Commercial large language models (LLMs), like OpenAI's GPT-4 powering ChatGPT and Anthropic's Claude 3 Opus, have dominated natural language processing (NLP) benchmarks across different domains. New competing Open-Source alternatives like Mixtral 8x7B or Llama 3 have emerged and seem to be closing the gap while often offering higher throughput and being less costly to use. Open-Source LLMs can also be self-hosted, which makes them interesting for enterprise and clinical use cases where sensitive data should not be processed by third parties. We participated in the 12th BioASQ challenge, which is a retrieval augmented generation (RAG) setting, and explored the performance of current GPT models Claude 3 Opus, GPT-3.5-turbo and Mixtral 8x7b with in-context learning (zero-shot, few-shot) and QLoRa fine-tuning. We also explored how additional relevant knowledge from Wikipedia added to the context-window of the LLM might improve their performance. Mixtral 8x7b was competitive in the 10-shot setting, both with and without fine-tuning, but failed to produce usable results in the zero-shot setting. QLoRa fine-tuning and Wikipedia context did not lead to measurable performance gains. Our results indicate that the performance gap between commercial and open-source models in RAG setups exists mainly in the zero-shot setting and can be closed by simply collecting few-shot examples for domain-specific use cases. The code needed to rerun these experiments is available through GitHub.

Prompt Optimization with Human Feedback

Large language models (LLMs) have demonstrated remarkable performances in various tasks. However, the performance of LLMs heavily depends on the input prompt, which has given rise to a number of recent works on prompt optimization. However, previous works often require the availability of a numeric score to assess the quality of every prompt. Unfortunately, when a human user interacts with a black-box LLM, attaining such a score is often infeasible and unreliable. Instead, it is usually significantly easier and more reliable to obtain preference feedback from a human user, i.e., showing the user the responses generated from a pair of prompts and asking the user which one is preferred. Therefore, in this paper, we study the problem of prompt optimization with human feedback (POHF), in which we aim to optimize the prompt for a black-box LLM using only human preference feedback. Drawing inspiration from dueling bandits, we design a theoretically principled strategy to select a pair of prompts to query for preference feedback in every iteration, and hence introduce our algorithm named automated POHF (APOHF). We apply our APOHF algorithm to various tasks, including optimizing user instructions, prompt optimization for text-to-image generative models, and response optimization with human feedback (i.e., further refining the response using a variant of our APOHF). The results demonstrate that our APOHF can efficiently find a good prompt using a small number of preference feedback instances. Our code can be found at https://github.com/xqlin98/APOHF.

Go-Explore: a New Approach for Hard-Exploration Problems

A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).

Weighted Tallying Bandits: Overcoming Intractability via Repeated Exposure Optimality

In recommender system or crowdsourcing applications of online learning, a human's preferences or abilities are often a function of the algorithm's recent actions. Motivated by this, a significant line of work has formalized settings where an action's loss is a function of the number of times that action was recently played in the prior m timesteps, where m corresponds to a bound on human memory capacity. To more faithfully capture decay of human memory with time, we introduce the Weighted Tallying Bandit (WTB), which generalizes this setting by requiring that an action's loss is a function of a weighted summation of the number of times that arm was played in the last m timesteps. This WTB setting is intractable without further assumption. So we study it under Repeated Exposure Optimality (REO), a condition motivated by the literature on human physiology, which requires the existence of an action that when repetitively played will eventually yield smaller loss than any other sequence of actions. We study the minimization of the complete policy regret (CPR), which is the strongest notion of regret, in WTB under REO. Since m is typically unknown, we assume we only have access to an upper bound M on m. We show that for problems with K actions and horizon T, a simple modification of the successive elimination algorithm has O left( KT + (m+M)K right) CPR. Interestingly, upto an additive (in lieu of mutliplicative) factor in (m+M)K, this recovers the classical guarantee for the simpler stochastic multi-armed bandit with traditional regret. We additionally show that in our setting, any algorithm will suffer additive CPR of Omega left( mK + M right), demonstrating our result is nearly optimal. Our algorithm is computationally efficient, and we experimentally demonstrate its practicality and superiority over natural baselines.

AlpacaFarm: A Simulation Framework for Methods that Learn from Human Feedback

Large language models (LLMs) such as ChatGPT have seen widespread adoption due to their ability to follow user instructions well. Developing these LLMs involves a complex yet poorly understood workflow requiring training with human feedback. Replicating and understanding this instruction-following process faces three major challenges: the high cost of data collection, the lack of trustworthy evaluation, and the absence of reference method implementations. We address these challenges with AlpacaFarm, a simulator that enables research and development for learning from feedback at a low cost. First, we design LLM prompts to simulate human feedback that are 45x cheaper than crowdworkers and display high agreement with humans. Second, we propose an automatic evaluation and validate it against human instructions obtained on real-world interactions. Third, we contribute reference implementations for several methods (PPO, best-of-n, expert iteration, and more) that learn from pairwise feedback. Finally, as an end-to-end validation of AlpacaFarm, we train and evaluate eleven models on 10k pairs of real human feedback and show that rankings of models trained in AlpacaFarm match rankings of models trained on human data. As a demonstration of the research possible in AlpacaFarm, we find that methods that use a reward model can substantially improve over supervised fine-tuning and that our reference PPO implementation leads to a +10% improvement in win-rate against Davinci003. We release all components of AlpacaFarm at https://github.com/tatsu-lab/alpaca_farm.

Agent-R: Training Language Model Agents to Reflect via Iterative Self-Training

Large Language Models (LLMs) agents are increasingly pivotal for addressing complex tasks in interactive environments. Existing work mainly focuses on enhancing performance through behavior cloning from stronger experts, yet such approaches often falter in real-world applications, mainly due to the inability to recover from errors. However, step-level critique data is difficult and expensive to collect. Automating and dynamically constructing self-critique datasets is thus crucial to empowering models with intelligent agent capabilities. In this work, we propose an iterative self-training framework, Agent-R, that enables language Agent to Reflect on the fly. Unlike traditional methods that reward or penalize actions based on correctness, Agent-R leverages MCTS to construct training data that recover correct trajectories from erroneous ones. A key challenge of agent reflection lies in the necessity for timely revision rather than waiting until the end of a rollout. To address this, we introduce a model-guided critique construction mechanism: the actor model identifies the first error step (within its current capability) in a failed trajectory. Starting from it, we splice it with the adjacent correct path, which shares the same parent node in the tree. This strategy enables the model to learn reflection based on its current policy, therefore yielding better learning efficiency. To further explore the scalability of this self-improvement paradigm, we investigate iterative refinement of both error correction capabilities and dataset construction. Our findings demonstrate that Agent-R continuously improves the model's ability to recover from errors and enables timely error correction. Experiments on three interactive environments show that Agent-R effectively equips agents to correct erroneous actions while avoiding loops, achieving superior performance compared to baseline methods (+5.59%).

Prompt-augmented Temporal Point Process for Streaming Event Sequence

Neural Temporal Point Processes (TPPs) are the prevalent paradigm for modeling continuous-time event sequences, such as user activities on the web and financial transactions. In real-world applications, event data is typically received in a streaming manner, where the distribution of patterns may shift over time. Additionally, privacy and memory constraints are commonly observed in practical scenarios, further compounding the challenges. Therefore, the continuous monitoring of a TPP to learn the streaming event sequence is an important yet under-explored problem. Our work paper addresses this challenge by adopting Continual Learning (CL), which makes the model capable of continuously learning a sequence of tasks without catastrophic forgetting under realistic constraints. Correspondingly, we propose a simple yet effective framework, PromptTPPOur code is available at {\small \url{ https://github.com/yanyanSann/PromptTPP}}, by integrating the base TPP with a continuous-time retrieval prompt pool. The prompts, small learnable parameters, are stored in a memory space and jointly optimized with the base TPP, ensuring that the model learns event streams sequentially without buffering past examples or task-specific attributes. We present a novel and realistic experimental setup for modeling event streams, where PromptTPP consistently achieves state-of-the-art performance across three real user behavior datasets.

RethinkMCTS: Refining Erroneous Thoughts in Monte Carlo Tree Search for Code Generation

LLM agents enhanced by tree search algorithms have yielded notable performances in code generation. However, current search algorithms in this domain suffer from low search quality due to several reasons: 1) Ineffective design of the search space for the high-reasoning demands of code generation tasks, 2) Inadequate integration of code feedback with the search algorithm, and 3) Poor handling of negative feedback during the search, leading to reduced search efficiency and quality. To address these challenges, we propose to search for the reasoning process of the code and use the detailed feedback of code execution to refine erroneous thoughts during the search. In this paper, we introduce RethinkMCTS, which employs the Monte Carlo Tree Search (MCTS) algorithm to conduct thought-level searches before generating code, thereby exploring a wider range of strategies. More importantly, we construct verbal feedback from fine-grained code execution feedback to refine erroneous thoughts during the search. This ensures that the search progresses along the correct reasoning paths, thus improving the overall search quality of the tree by leveraging execution feedback. Through extensive experiments, we demonstrate that RethinkMCTS outperforms previous search-based and feedback-based code generation baselines. On the HumanEval dataset, it improves the pass@1 of GPT-3.5-turbo from 70.12 to 89.02 and GPT-4o-mini from 87.20 to 94.51. It effectively conducts more thorough exploration through thought-level searches and enhances the search quality of the entire tree by incorporating rethink operation.

Overcoming Slow Decision Frequencies in Continuous Control: Model-Based Sequence Reinforcement Learning for Model-Free Control

Reinforcement learning (RL) is rapidly reaching and surpassing human-level control capabilities. However, state-of-the-art RL algorithms often require timesteps and reaction times significantly faster than human capabilities, which is impractical in real-world settings and typically necessitates specialized hardware. Such speeds are difficult to achieve in the real world and often requires specialized hardware. We introduce Sequence Reinforcement Learning (SRL), an RL algorithm designed to produce a sequence of actions for a given input state, enabling effective control at lower decision frequencies. SRL addresses the challenges of learning action sequences by employing both a model and an actor-critic architecture operating at different temporal scales. We propose a "temporal recall" mechanism, where the critic uses the model to estimate intermediate states between primitive actions, providing a learning signal for each individual action within the sequence. Once training is complete, the actor can generate action sequences independently of the model, achieving model-free control at a slower frequency. We evaluate SRL on a suite of continuous control tasks, demonstrating that it achieves performance comparable to state-of-the-art algorithms while significantly reducing actor sample complexity. To better assess performance across varying decision frequencies, we introduce the Frequency-Averaged Score (FAS) metric. Our results show that SRL significantly outperforms traditional RL algorithms in terms of FAS, making it particularly suitable for applications requiring variable decision frequencies. Additionally, we compare SRL with model-based online planning, showing that SRL achieves superior FAS while leveraging the same model during training that online planners use for planning.