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5.15.0
Random Walks: Decision Tree Example
This example uses the Toy Problem described in Decision Transformer (Lili Chen et al. 2021).
Game Description
The task is to find the shortest path on a directed graph. The reward is based on how optimal the path is compared to the shortest possible (bounded in [0, 1]).
Note this is different to the paper, which gave rewards of -1 for every turn not at the goal state, and 0 at the goal state. Here the model instead receives its reward at the end of the full trajectory, based on how optimal it is compared to the minimum number of steps to reach the goal state (bounded in [0, 1]).
Paths are represented as strings of letters, with each letter corresponding to a node in the graph.
Training
Source: Decision Transformer (Lili Chen et al. 2021)
For PPO, a language model was fine-tuned to predict the next token in a sequence of returns-to-go (sum of future rewards), states and actions. It was trained only on random walk data.
ILQL by contrast learns from the samples directly.