用快慢思维融合RL与视觉语言模型,让智能体在新环境中决策更快更准。
DSADF: Thinking Fast and Slow for Decision Making
- 引入快系统(RL)与慢系统(VLM)协同机制,模拟人类双思维决策。
- 在Crafter和Housekeep游戏中,未见过任务的成功率提升37%以上。
- 适合需要快速适应复杂环境的强化学习应用,如机器人控制、游戏AI。
尽管强化学习(RL)代理在定义明确的环境中表现良好,但因其依赖试错交互,在动态场景中常难以泛化。近期研究尝试利用大语言模型(LLMs)或视觉语言模型(VLMs)通过策略优化引导或先验知识提升RL代理的泛化能力,但这些方法往往缺乏RL代理与基础模型之间的无缝协作,导致在陌生环境中做出不合理决策并出现效率瓶颈。如何充分调动基础模型的推理能力与RL代理的快速响应能力,并增强两者间的互动,形成双系统协同仍是未解难题。为此,我们借鉴卡尼曼的快思考(系统1)与慢思考(系统2)理论,证明平衡直觉与深度推理可实现复杂世界中的敏捷决策。本文提出双系统自适应决策框架(DSADF),包含两个互补模块:系统1由RL代理与记忆空间构成,用于快速直觉决策;系统2由VLM驱动,执行深度分析推理。通过融合两系统优势,DSADF实现了高效且自适应的决策。在视频游戏环境Crafter和Housekeep中的实证研究表明,该方法在未知与已知任务上均显著提升了决策能力。
原文摘要 · Abstract (English)
Although Reinforcement Learning (RL) agents are effective in well-defined environments, they often struggle to generalize their learned policies to dynamic settings due to their reliance on trial-and-error interactions. Recent work has explored applying Large Language Models (LLMs) or Vision Language Models (VLMs) to boost the generalization of RL agents through policy optimization guidance or prior knowledge. However, these approaches often lack seamless coordination between the RL agent and the foundation model, leading to unreasonable decision-making in unfamiliar environments and efficiency bottlenecks. Making full use of the inferential capabilities of foundation models and the rapid response capabilities of RL agents and enhancing the interaction between the two to form a dual system is still a lingering scientific question. To address this problem, we draw inspiration from Kahneman's theory of fast thinking (System 1) and slow thinking (System 2), demonstrating that balancing intuition and deep reasoning can achieve nimble decision-making in a complex world. In this study, we propose a Dual-System Adaptive Decision Framework (DSADF), integrating two complementary modules: System 1, comprising an RL agent and a memory space for fast and intuitive decision making, and System 2, driven by a VLM for deep and analytical reasoning. DSADF facilitates efficient and adaptive decision-making by combining the strengths of both systems. The empirical study in the video game environment: Crafter and Housekeep demonstrates the effectiveness of our proposed method, showing significant improvements in decision abilities for both unseen and known tasks.
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