Part X ยท Other kinds of models
Ch 41. Choosing actions
Moves instead of words
An agent acts by writing text: the model writes a tool call, and the harness carries it out (Ch 29). A game player or a robot needs moves, not sentences. Could a model predict the moves directly?
The classic way to learn moves is reinforcement learningreinforcement learning: Learning to act by trial and error: try moves, collect rewards, and do more of what earned them. Ch 41: try things, collect rewards, and do more of what earned them.[1] This chapter shows another way, a Decision TransformerDecision Transformer: A transformer trained on recorded runs of a task that predicts the next action from the reward still to earn, what it sees, and what it did before. Ch 41. Record lots of games, write each one down as tokens, and train a transformer to predict the next move the way GPT-2 predicts the next word (Ch 11).[2]
In Ch 29, a language model acts by writing text: it describes a tool call, and the harness carries it out. A game player or a robot arm needs moves, many of them, not paragraphs. Could a model predict the moves themselves?
The classic answer is reinforcement learningreinforcement learning: Learning to act by trial and error: try moves, collect rewards, and do more of what earned them. Ch 41: a player tries moves, collects rewards, and does more of what earned them, by trial and error.[1][1] A Decision TransformerDecision Transformer: A transformer trained on recorded runs of a task that predicts the next action from the reward still to earn, what it sees, and what it did before. Ch 41 takes another route, and never plays while it learns. Record many runs of the game by any players, good or bad, and write each run down as a sequence of tokens. Then train a transformer to predict the next move, the same way GPT-2 learned to predict the next word (Ch 7, 11).[2][2]
The game
The game is a 5 by 5 grid. The player starts in the bottom-left corner and wants the flag in the top-right corner. Each move costs 1 point, the flag earns 20, and stepping into one of the three pits costs 10 more and ends the game. After 16 moves the game ends anyway. The best score is 12: the shortest route is 8 moves, and 20 โ 8 = 12.
The model learns from 4,000 recorded games. Some players moved at random; others headed for the flag but often slipped. Most games went badly, and only 413, about one in ten, scored 12.
The game is a 5 by 5 grid. The player starts in the bottom-left corner, A1, and wants the flag in the top-right corner, E5. Each move costs 1 point, reaching the flag earns 20, and three cells are pits: stepping into one costs 10 more and ends the run. After 16 moves the run ends anyway. The best possible score is 12: the shortest route takes 8 moves, and 20 โ 8 = 12.
The training data is 4,000 recorded runs. A third of them (1,365) come from a player that moves at random. The rest (2,635) come from a scripted player that heads for the flag but, on every move, has a chance of moving at random instead, set anywhere from 10% to 70% for each run. Most runs went badly: 2,272 fell into a pit, and 368 ran out of moves. Of the 1,360 that reached the flag, only 413, about one run in ten overall, did it in the fewest moves and scored 12.
A game as tokens
Each step of a game becomes three tokens: the score still to earn, the cell the player is in, and the move it made. A game that scored 12 starts with the tokens 12, A1, โ. The model reads the tokens so far and predicts the next move.
Each step of a run becomes three tokens: the score still to earn from here on, the cell the player is in, and the move it made. A run that scored 12 starts with the tokens 12, A1, โ. GPT-2 reads text tokens and predicts the next one; this model reads these tokens and predicts the next move. It is a tiny transformer with the same masked attention as GPT-2 (Ch 9), so each token sees only the ones before it.
Ask for a score
Here is the trained model. Choose a score to aim for: the model gets it as its first token, then plays one move at a time.
Aim for 12 and it takes a shortest route to the flag. Aim for 8 and it still gets there, but takes the long way and scores exactly 8. Aim for โ14 and it walks into a pit on its fourth move. The model doesnโt try to win: it copies the games that scored what you asked for.
For scores no game reached, it has nothing to copy, and its play is odd. Ask for more than 12 and it plays the same 8 moves as for 12: it canโt beat the best game it has seen.
Aim for 12 and it takes a shortest route, 8 moves to the flag. Aim for 8 and it still reaches the flag, but in 12 moves, scoring exactly 8: it wanders on purpose, because runs that scored 8 did. Every target from 4 to 12 comes out exact. Aim low, at โ14, and it walks into a pit on its fourth move, scoring โ14. The model doesnโt want to win. It plays like the runs that scored what you asked for.
Two kinds of target fall outside its data. No training run scored from โ11 to 3, so for those the model has nothing to copy: from โ10 to โ2 it wanders until its 16 moves run out (โ16), and from โ1 to 3 it reaches the flag on its very last move (4). Above 12 is impossible, and there it plays the same 8 moves as for 12: the best it has seen, and nothing better.
Inside the toy
Each token becomes a list of 24 numbers. The score still to earn is divided by 20 and multiplied into 24 learned numbers; cells and moves each have a row in a learned table, like the word vectors in Ch 5. Every token also gets the row for its step number, so the model can tell how many moves have passed. Two transformer blocks (Ch 10), each with two attention heads, refine the vectors, and the vector at each cell token is turned into scores for the four moves. A full 16-move run is 48 tokens. The model has 15,772 weights, trained for 4,000 steps of 128 runs each with the same cross-entropy as GPT-2, scored on the moves only. The browser runs the same network with the recorded weights, and a test checks it makes the same moves as the training script.
The score still to earn
If is the reward for move , the token before it is what the rest of the run earns,
so after each move the game subtracts its reward and passes on whatโs left.[2] Aim for 12 and every move costs 1, so the tokens go 12, 13, 14, and so on up to 19 at the eighth move. Then the flag pays 20 โ 1 = 19, and nothing is left to earn.
Aiming high from mediocre runs
Most of the training runs were bad, yet aiming for 12 gives a perfect route. Training never said which runs were good; the score token did. Asking for 12 picks out what the 413 runs that scored 12 did in each cell. The same token sets the limit: asking for 20 canโt produce a run better than any it saw. Many reinforcement-learning methods work differently: they estimate how much reward each move leads to and improve by picking the best, so they can, in principle, find routes better than any they were shown.[1]
Bigger versions
Bigger Decision Transformers learned to play video games from recorded play, and did as well as or better than the best reinforcement-learning methods given the same recordings.[2] A model called Gato uses the same weights to play video games, describe pictures, chat, and stack blocks with a robot arm.[3]
Chen and colleagues trained Decision Transformers on recorded Atari games and simulated robots, and they matched or beat the best reinforcement-learning methods that learn from recorded data alone.[2][2] Gato went further: one transformer, with the same weights, plays Atari, captions images, chats, and stacks blocks with a real robot arm, choosing from its context whether to output text, button presses, or joint torques.[3][3] Underneath is the idea from this chapter: if something can be written as tokens, a transformer can learn to predict it.
Recipe card
Recap
- A game can be written as tokens: for each step, the score still to earn, the cell, and the move.
- A Decision Transformer learns from recorded runs to predict the next move, the way GPT-2 predicts the next word.
- You choose the score to aim for, and it plays like the runs that scored that. It canโt beat the best run it has seen.
- Reinforcement learning instead learns by trial and error, from rewards.
- After each move the score still to earn drops by that moveโs reward: aiming for 12, it goes 12, 13, โฆ 19, and the flag pays the last 19.
Next question: how do all the pieces fit together?
Sources
- Richard S. Sutton and Andrew G. Barto (2018). Reinforcement Learning: An Introduction (2nd edition). MIT Press.
- Lili Chen et al. (2021). Decision Transformer: Reinforcement Learning via Sequence Modeling. NeurIPS 2021.
- Scott Reed et al. (2022). A Generalist Agent. Transactions on Machine Learning Research.
Sources
- Richard S. Sutton and Andrew G. Barto (2018). Reinforcement Learning: An Introduction (2nd edition). MIT Press.
- Lili Chen et al. (2021). Decision Transformer: Reinforcement Learning via Sequence Modeling. NeurIPS 2021.
- Scott Reed et al. (2022). A Generalist Agent. Transactions on Machine Learning Research.
Sources
- Richard S. Sutton and Andrew G. Barto (2018). Reinforcement Learning: An Introduction (2nd edition). MIT Press.
- Lili Chen et al. (2021). Decision Transformer: Reinforcement Learning via Sequence Modeling. NeurIPS 2021.
- Scott Reed et al. (2022). A Generalist Agent. Transactions on Machine Learning Research.