PDDLEGO: Iterative Planning in Textual Environments

Fuente: arXiv
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Autori principali: Zhang, Li, Jansen, Peter, Zhang, Tianyi, Clark, Peter, Callison-Burch, Chris, Tandon, Niket
Natura: Preprint
Pubblicazione: 2024
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author Zhang, Li
Jansen, Peter
Zhang, Tianyi
Clark, Peter
Callison-Burch, Chris
Tandon, Niket
author_facet Zhang, Li
Jansen, Peter
Zhang, Tianyi
Clark, Peter
Callison-Burch, Chris
Tandon, Niket
contents Planning in textual environments have been shown to be a long-standing challenge even for current models. A recent, promising line of work uses LLMs to generate a formal representation of the environment that can be solved by a symbolic planner. However, existing methods rely on a fully-observed environment where all entity states are initially known, so a one-off representation can be constructed, leading to a complete plan. In contrast, we tackle partially-observed environments where there is initially no sufficient information to plan for the end-goal. We propose PDDLEGO that iteratively construct a planning representation that can lead to a partial plan for a given sub-goal. By accomplishing the sub-goal, more information is acquired to augment the representation, eventually achieving the end-goal. We show that plans produced by few-shot PDDLEGO are 43% more efficient than generating plans end-to-end on the Coin Collector simulation, with strong performance (98%) on the more complex Cooking World simulation where end-to-end LLMs fail to generate coherent plans (4%).
format Preprint
id arxiv_https___arxiv_org_abs_2405_19793
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle PDDLEGO: Iterative Planning in Textual Environments
Zhang, Li
Jansen, Peter
Zhang, Tianyi
Clark, Peter
Callison-Burch, Chris
Tandon, Niket
Computation and Language
Planning in textual environments have been shown to be a long-standing challenge even for current models. A recent, promising line of work uses LLMs to generate a formal representation of the environment that can be solved by a symbolic planner. However, existing methods rely on a fully-observed environment where all entity states are initially known, so a one-off representation can be constructed, leading to a complete plan. In contrast, we tackle partially-observed environments where there is initially no sufficient information to plan for the end-goal. We propose PDDLEGO that iteratively construct a planning representation that can lead to a partial plan for a given sub-goal. By accomplishing the sub-goal, more information is acquired to augment the representation, eventually achieving the end-goal. We show that plans produced by few-shot PDDLEGO are 43% more efficient than generating plans end-to-end on the Coin Collector simulation, with strong performance (98%) on the more complex Cooking World simulation where end-to-end LLMs fail to generate coherent plans (4%).
title PDDLEGO: Iterative Planning in Textual Environments
topic Computation and Language
url https://arxiv.org/abs/2405.19793