Related papers: Chess-World-Model: A 10M-Game Benchmark for Exact …
World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended…
World models aim to improve robotic decision making by predicting the consequences of actions. However, in practice, their predictions often become unreliable once the robot encounters states outside the training distribution, limiting…
Current chess rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to…
We introduce a new model, the Recurrent Entity Network (EntNet). It is equipped with a dynamic long-term memory which allows it to maintain and update a representation of the state of the world as it receives new data. For language…
Although AlphaZero has achieved superhuman performance in board games, recent studies reveal its limitations in handling scenarios requiring a comprehensive understanding of the entire board, such as recognizing long-sequence patterns in…
Large Language Models (LLMs) have demonstrated impressive capabilities in solving complex tasks, including those requiring a certain level of reasoning. In this paper, we focus on state tracking, a problem where models need to keep track of…
Network games provide a natural machinery to compactly represent strategic interactions among agents whose payoffs exhibit sparsity in their dependence on the actions of others. Besides encoding interaction sparsity, however, real networks…
Existing tabular reasoning benchmarks mostly test models on small, uniform tables, underrepresenting the complexity of real-world data and giving an incomplete view of Large Language Models' (LLMs) reasoning abilities. Real tables are long,…
Transformers encode structure in sequences via an expanding contextual history. However, their purely feedforward architecture fundamentally limits dynamic state tracking. State tracking -- the iterative updating of latent variables…
Dominant sequence models like the Transformer represent structure implicitly through dense attention weights, incurring quadratic complexity. We propose RewriteNets, a novel neural architecture built on an alternative paradigm: explicit,…
Foundation models must handle multiple generative processes, yet mechanistic interpretability largely studies capabilities in isolation; it remains unclear how a single transformer organizes multiple, potentially conflicting "world models".…
Understanding the properties of games played under computational constraints remains challenging. For example, how do we expect rational (but computationally bounded) players to play games with a prohibitively large number of states, such…
This paper investigates the limitations of transformers for entity-tracking tasks in large language models. We identify a theoretical constraint, showing that transformers require at least $\log_2 (n+1)$ layers to handle entity tracking…
Effectively learning from sequential data is a longstanding goal of Artificial Intelligence, especially in the case of long sequences. From the dawn of Machine Learning, several researchers have pursued algorithms and architectures capable…
We propose a state estimation method that can accurately predict the robot's privileged states to push the limits of quadruped robots in executing advanced skills such as jumping in the wild. In particular, we present the State Estimation…
Chess recognition is the task of extracting the chess piece configuration from a chessboard image. Current approaches use a pipeline of separate, independent, modules such as chessboard detection, square localization, and piece…
World models learn to predict future states of an environment, enabling planning and mental simulation. Current approaches default to Transformer-based predictors operating in learned latent spaces. This comes at a cost: O(N^2) computation…
Dialogue state tracking is the core part of a spoken dialogue system. It estimates the beliefs of possible user's goals at every dialogue turn. However, for most current approaches, it's difficult to scale to large dialogue domains. They…
In many spatial trajectory-based applications, it is necessary to map raw trajectory data points onto road networks in digital maps, which is commonly referred to as a map-matching process. While most previous map-matching methods have…
Action-conditioned video models offer a promising path to building general-purpose robot simulators that can improve directly from data. Yet, despite training on large-scale robot datasets, current state-of-the-art video models still…