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Bonnie Li

Publications and source records attributed to Bonnie Li.

4 recordsLinked to original sources

Contrastive World Models

World models trained via pixel reconstruction can struggle in visually complex environments, where irrelevant information dominates the objective and distract the model from information relevant to planning and control. We present Contrastive World Models, an approach for learning latent dynamics models without pixel reconstruction. Building on Dreamer, we replace observation reconstruction in the standard world model objective with a Deep InfoMax-like lower bound that maximizes the mutual information between state-action sequences and local patch features of future observations, encouraging state representations to retain information that is predictive of the future without requiring the model to reconstruct visually irrelevant details. We evaluate our approach in small-scale experiments across three settings of increasing visual complexity. Our method matches Dreamer and a momentum prediction baseline in the default setting, and substantially outperforms both once distractors or natural video backgrounds are introduced, while also training more efficiently by removing the pixel decoder entirely. Our approach is general and makes minimal assumptions beyond access to state-action sequences and future observations. These results suggest that contrastive, infomax-based objectives are a principled and promising direction for building world models that are robust to visual nuisance factors, a property particularly relevant for transferring model-based RL agents to the real world.

cs.LG↗

SIMA 2: A Generalist Embodied Agent for Virtual Worlds

We introduce SIMA 2, a generalist embodied agent that understands and acts in a wide variety of 3D virtual worlds. Built upon a Gemini foundation model, SIMA 2 represents a significant step toward active, goal-directed interaction within an embodied environment. Unlike prior work (e.g., SIMA 1) limited to simple language commands, SIMA 2 acts as an interactive partner, capable of reasoning about high-level goals, conversing with the user, and handling complex instructions given through language and images. Across a diverse portfolio of games, SIMA 2 substantially closes the gap with human performance and demonstrates robust generalization to previously unseen environments, all while retaining the base model's core reasoning capabilities. Furthermore, we demonstrate a capacity for open-ended self-improvement: by leveraging Gemini to generate tasks and provide rewards, SIMA 2 can autonomously learn new skills from scratch in a new environment. This work validates a path toward creating versatile and continuously learning agents for both virtual and, eventually, physical worlds.

cs.AI↗

LMAct: A Benchmark for In-Context Imitation Learning with Long Multimodal Demonstrations

In this paper, we present a benchmark to pressure-test today's frontier models' multimodal decision-making capabilities in the very long-context regime (up to one million tokens) and investigate whether these models can learn from large numbers of expert demonstrations in their context. We evaluate the performance of Claude 3.5 Sonnet, Gemini 1.5 Flash, Gemini 1.5 Pro, Gemini 2.0 Flash Experimental, GPT-4o, o1-mini, o1-preview, and o1 as policies across a battery of simple interactive decision-making tasks: playing tic-tac-toe, chess, and Atari, navigating grid worlds, solving crosswords, and controlling a simulated cheetah. We study increasing amounts of expert demonstrations in the context $\unicode{x2013}$ from no demonstrations to 512 full episodes. Across our tasks, models rarely manage to fully reach expert performance, and often, presenting more demonstrations has little effect. Some models steadily improve with more demonstrations on a few tasks. We investigate the effect of encoding observations as text or images and the impact of chain-of-thought prompting. To help quantify the impact of other approaches and future innovations, we open source our benchmark that covers the zero-, few-, and many-shot regimes in a unified evaluation.

cs.AI↗

Domain Adversarial Reinforcement Learning

We consider the problem of generalization in reinforcement learning where visual aspects of the observations might differ, e.g. when there are different backgrounds or change in contrast, brightness, etc. We assume that our agent has access to only a few of the MDPs from the MDP distribution during training. The performance of the agent is then reported on new unknown test domains drawn from the distribution (e.g. unseen backgrounds). For this "zero-shot RL" task, we enforce invariance of the learned representations to visual domains via a domain adversarial optimization process. We empirically show that this approach allows achieving a significant generalization improvement to new unseen domains.

cs.LG↗