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SubscribeSMART: Self-learning Meta-strategy Agent for Reasoning Tasks
Tasks requiring deductive reasoning, especially those involving multiple steps, often demand adaptive strategies such as intermediate generation of rationales or programs, as no single approach is universally optimal. While Language Models (LMs) can enhance their outputs through iterative self-refinement and strategy adjustments, they frequently fail to apply the most effective strategy in their first attempt. This inefficiency raises the question: Can LMs learn to select the optimal strategy in the first attempt, without a need for refinement? To address this challenge, we introduce SMART (Self-learning Meta-strategy Agent for Reasoning Tasks), a novel framework that enables LMs to autonomously learn and select the most effective strategies for various reasoning tasks. We model the strategy selection process as a Markov Decision Process and leverage reinforcement learning-driven continuous self-improvement to allow the model to find the suitable strategy to solve a given task. Unlike traditional self-refinement methods that rely on multiple inference passes or external feedback, SMART allows an LM to internalize the outcomes of its own reasoning processes and adjust its strategy accordingly, aiming for correct solutions on the first attempt. Our experiments across various reasoning datasets and with different model architectures demonstrate that SMART significantly enhances the ability of models to choose optimal strategies without external guidance (+15 points on the GSM8K dataset). By achieving higher accuracy with a single inference pass, SMART not only improves performance but also reduces computational costs for refinement-based strategies, paving the way for more efficient and intelligent reasoning in LMs.
Dynamic Strategy Planning for Efficient Question Answering with Large Language Models
Research has shown the effectiveness of reasoning (e.g., Chain-of-Thought), planning (e.g., SelfAsk), and retrieval augmented generation strategies to improve the performance of Large Language Models (LLMs) on various tasks, such as question answering. However, using a single fixed strategy to answer different kinds of questions is suboptimal in performance and inefficient in terms of generated output tokens and performed retrievals. In our work, we propose a novel technique DyPlan, to induce a dynamic strategy selection process in LLMs, to improve performance and reduce costs in question-answering. DyPlan incorporates an initial decision step to select the most suitable strategy conditioned on the input question and guides the LLM's response generation accordingly. We extend DyPlan to DyPlan-verify, adding an internal verification and correction process to further enrich the generated answer. Experiments on three prominent multi-hop question answering (MHQA) datasets reveal how DyPlan can improve model performance by 7-13% while reducing the cost by 11-32% relative to the best baseline model.
Model-GLUE: Democratized LLM Scaling for A Large Model Zoo in the Wild
As Large Language Models (LLMs) excel across tasks and specialized domains, scaling LLMs based on existing models has garnered significant attention, which faces the challenge of decreasing performance when combining disparate models. Various techniques have been proposed for the aggregation of pre-trained LLMs, including model merging, Mixture-of-Experts, and stacking. Despite their merits, a comprehensive comparison and synergistic application of them to a diverse model zoo is yet to be adequately addressed. In light of this research gap, this paper introduces Model-GLUE, a holistic LLM scaling guideline. First, our work starts with a benchmarking of existing LLM scaling techniques, especially selective merging, and variants of mixture. Utilizing the insights from the benchmark results, we formulate an strategy for the selection and aggregation of a heterogeneous model zoo characterizing different architectures and initialization. Our methodology involves the clustering of mergeable models and optimal merging strategy selection, and the integration of clusters through a model mixture. Finally, evidenced by our experiments on a diverse Llama-2-based model zoo, Model-GLUE shows an average performance enhancement of 5.61%, achieved without additional training. Codes are available at: https://github.com/Model-GLUE/Model-GLUE.
DMQR-RAG: Diverse Multi-Query Rewriting for RAG
Large language models often encounter challenges with static knowledge and hallucinations, which undermine their reliability. Retrieval-augmented generation (RAG) mitigates these issues by incorporating external information. However, user queries frequently contain noise and intent deviations, necessitating query rewriting to improve the relevance of retrieved documents. In this paper, we introduce DMQR-RAG, a Diverse Multi-Query Rewriting framework designed to improve the performance of both document retrieval and final responses in RAG. Specifically, we investigate how queries with varying information quantities can retrieve a diverse array of documents, presenting four rewriting strategies that operate at different levels of information to enhance the performance of baseline approaches. Additionally, we propose an adaptive strategy selection method that minimizes the number of rewrites while optimizing overall performance. Our methods have been rigorously validated through extensive experiments conducted in both academic and industry settings.
Data Management For Large Language Models: A Survey
Data plays a fundamental role in the training of Large Language Models (LLMs). Effective data management, particularly in the formulation of a well-suited training dataset, holds significance for enhancing model performance and improving training efficiency during pretraining and supervised fine-tuning phases. Despite the considerable importance of data management, the current research community still falls short in providing a systematic analysis of the rationale behind management strategy selection, its consequential effects, methodologies for evaluating curated datasets, and the ongoing pursuit of improved strategies. Consequently, the exploration of data management has attracted more and more attention among the research community. This survey provides a comprehensive overview of current research in data management within both the pretraining and supervised fine-tuning stages of LLMs, covering various noteworthy aspects of data management strategy design: data quantity, data quality, domain/task composition, etc. Looking toward the future, we extrapolate existing challenges and outline promising directions for development in this field. Therefore, this survey serves as a guiding resource for practitioners aspiring to construct powerful LLMs through effective data management practices. The collection of the latest papers is available at https://github.com/ZigeW/data_management_LLM.
Doing More with Less -- Implementing Routing Strategies in Large Language Model-Based Systems: An Extended Survey
Large Language Models (LLM)-based systems, i.e. interconnected elements that include an LLM as a central component (e.g., conversational agents), are typically monolithic static architectures that rely on a single LLM for all user queries. However, they often require different preprocessing strategies, levels of reasoning, or knowledge. Generalist LLMs (i.e. GPT-4), trained on very large multi-topic corpora, can perform well in a variety of tasks. However, they require significant financial, energy, and hardware resources that may not be justified for basic tasks. This implies potentially investing in unnecessary costs for a given query. To overcome this problem, a routing mechanism routes user queries to the most suitable components, such as smaller LLMs or experts in specific topics. This approach may improve response quality while minimising costs. Routing can be expanded to other components of the conversational agent architecture, such as the selection of optimal embedding strategies. This paper explores key considerations for integrating routing into LLM-based systems, focusing on resource management, cost definition, and strategy selection. Our main contributions include a formalisation of the problem, a novel taxonomy of existing approaches emphasising relevance and resource efficiency, and a comparative analysis of these strategies in relation to industry practices. Finally, we identify critical challenges and directions for future research.
Credit card fraud detection - Classifier selection strategy
Machine learning has opened up new tools for financial fraud detection. Using a sample of annotated transactions, a machine learning classification algorithm learns to detect frauds. With growing credit card transaction volumes and rising fraud percentages there is growing interest in finding appropriate machine learning classifiers for detection. However, fraud data sets are diverse and exhibit inconsistent characteristics. As a result, a model effective on a given data set is not guaranteed to perform on another. Further, the possibility of temporal drift in data patterns and characteristics over time is high. Additionally, fraud data has massive and varying imbalance. In this work, we evaluate sampling methods as a viable pre-processing mechanism to handle imbalance and propose a data-driven classifier selection strategy for characteristic highly imbalanced fraud detection data sets. The model derived based on our selection strategy surpasses peer models, whilst working in more realistic conditions, establishing the effectiveness of the strategy.
Context-Aware Token Selection and Packing for Enhanced Vision Transformer
In recent years, the long-range attention mechanism of vision transformers has driven significant performance breakthroughs across various computer vision tasks. However, the traditional self-attention mechanism, which processes both informative and non-informative tokens, suffers from inefficiency and inaccuracies. While sparse attention mechanisms have been introduced to mitigate these issues by pruning tokens involved in attention, they often lack context-awareness and intelligence. These mechanisms frequently apply a uniform token selection strategy across different inputs for batch training or optimize efficiency only for the inference stage. To overcome these challenges, we propose a novel algorithm: Select and Pack Attention (SPA). SPA dynamically selects informative tokens using a low-cost gating layer supervised by selection labels and packs these tokens into new batches, enabling a variable number of tokens to be used in parallelized GPU batch training and inference. Extensive experiments across diverse datasets and computer vision tasks demonstrate that SPA delivers superior performance and efficiency, including a 0.6 mAP improvement in object detection and a 16.4% reduction in computational costs.
Algorithm Selection for Deep Active Learning with Imbalanced Datasets
Label efficiency has become an increasingly important objective in deep learning applications. Active learning aims to reduce the number of labeled examples needed to train deep networks, but the empirical performance of active learning algorithms can vary dramatically across datasets and applications. It is difficult to know in advance which active learning strategy will perform well or best in a given application. To address this, we propose the first adaptive algorithm selection strategy for deep active learning. For any unlabeled dataset, our (meta) algorithm TAILOR (Thompson ActIve Learning algORithm selection) iteratively and adaptively chooses among a set of candidate active learning algorithms. TAILOR uses novel reward functions aimed at gathering class-balanced examples. Extensive experiments in multi-class and multi-label applications demonstrate TAILOR's effectiveness in achieving accuracy comparable or better than that of the best of the candidate algorithms. Our implementation of TAILOR is open-sourced at https://github.com/jifanz/TAILOR.
LOVM: Language-Only Vision Model Selection
Pre-trained multi-modal vision-language models (VLMs) are becoming increasingly popular due to their exceptional performance on downstream vision applications, particularly in the few- and zero-shot settings. However, selecting the best-performing VLM for some downstream applications is non-trivial, as it is dataset and task-dependent. Meanwhile, the exhaustive evaluation of all available VLMs on a novel application is not only time and computationally demanding but also necessitates the collection of a labeled dataset for evaluation. As the number of open-source VLM variants increases, there is a need for an efficient model selection strategy that does not require access to a curated evaluation dataset. This paper proposes a novel task and benchmark for efficiently evaluating VLMs' zero-shot performance on downstream applications without access to the downstream task dataset. Specifically, we introduce a new task LOVM: Language-Only Vision Model Selection, where methods are expected to perform both model selection and performance prediction based solely on a text description of the desired downstream application. We then introduced an extensive LOVM benchmark consisting of ground-truth evaluations of 35 pre-trained VLMs and 23 datasets, where methods are expected to rank the pre-trained VLMs and predict their zero-shot performance.
Overcoming Catastrophic Forgetting by Exemplar Selection in Task-oriented Dialogue System
Intelligent task-oriented dialogue systems (ToDs) are expected to continuously acquire new knowledge, also known as Continual Learning (CL), which is crucial to fit ever-changing user needs. However, catastrophic forgetting dramatically degrades the model performance in face of a long streamed curriculum. In this paper, we aim to overcome the forgetting problem in ToDs and propose a method (HESIT) with hyper-gradient-based exemplar strategy, which samples influential exemplars for periodic retraining. Instead of unilaterally observing data or models, HESIT adopts a profound exemplar selection strategy that considers the general performance of the trained model when selecting exemplars for each task domain. Specifically, HESIT analyzes the training data influence by tracing their hyper-gradient in the optimization process. Furthermore, HESIT avoids estimating Hessian to make it compatible for ToDs with a large pre-trained model. Experimental results show that HESIT effectively alleviates catastrophic forgetting by exemplar selection, and achieves state-of-the-art performance on the largest CL benchmark of ToDs in terms of all metrics.
Machine Learning for Online Algorithm Selection under Censored Feedback
In online algorithm selection (OAS), instances of an algorithmic problem class are presented to an agent one after another, and the agent has to quickly select a presumably best algorithm from a fixed set of candidate algorithms. For decision problems such as satisfiability (SAT), quality typically refers to the algorithm's runtime. As the latter is known to exhibit a heavy-tail distribution, an algorithm is normally stopped when exceeding a predefined upper time limit. As a consequence, machine learning methods used to optimize an algorithm selection strategy in a data-driven manner need to deal with right-censored samples, a problem that has received little attention in the literature so far. In this work, we revisit multi-armed bandit algorithms for OAS and discuss their capability of dealing with the problem. Moreover, we adapt them towards runtime-oriented losses, allowing for partially censored data while keeping a space- and time-complexity independent of the time horizon. In an extensive experimental evaluation on an adapted version of the ASlib benchmark, we demonstrate that theoretically well-founded methods based on Thompson sampling perform specifically strong and improve in comparison to existing methods.
Target-Driven Distillation: Consistency Distillation with Target Timestep Selection and Decoupled Guidance
Consistency distillation methods have demonstrated significant success in accelerating generative tasks of diffusion models. However, since previous consistency distillation methods use simple and straightforward strategies in selecting target timesteps, they usually struggle with blurs and detail losses in generated images. To address these limitations, we introduce Target-Driven Distillation (TDD), which (1) adopts a delicate selection strategy of target timesteps, increasing the training efficiency; (2) utilizes decoupled guidances during training, making TDD open to post-tuning on guidance scale during inference periods; (3) can be optionally equipped with non-equidistant sampling and x0 clipping, enabling a more flexible and accurate way for image sampling. Experiments verify that TDD achieves state-of-the-art performance in few-step generation, offering a better choice among consistency distillation models.
What are the Desired Characteristics of Calibration Sets? Identifying Correlates on Long Form Scientific Summarization
Summarization models often generate text that is poorly calibrated to quality metrics because they are trained to maximize the likelihood of a single reference (MLE). To address this, recent work has added a calibration step, which exposes a model to its own ranked outputs to improve relevance or, in a separate line of work, contrasts positive and negative sets to improve faithfulness. While effective, much of this work has focused on how to generate and optimize these sets. Less is known about why one setup is more effective than another. In this work, we uncover the underlying characteristics of effective sets. For each training instance, we form a large, diverse pool of candidates and systematically vary the subsets used for calibration fine-tuning. Each selection strategy targets distinct aspects of the sets, such as lexical diversity or the size of the gap between positive and negatives. On three diverse scientific long-form summarization datasets (spanning biomedical, clinical, and chemical domains), we find, among others, that faithfulness calibration is optimal when the negative sets are extractive and more likely to be generated, whereas for relevance calibration, the metric margin between candidates should be maximized and surprise--the disagreement between model and metric defined candidate rankings--minimized. Code to create, select, and optimize calibration sets is available at https://github.com/griff4692/calibrating-summaries
Querying Easily Flip-flopped Samples for Deep Active Learning
Active learning is a machine learning paradigm that aims to improve the performance of a model by strategically selecting and querying unlabeled data. One effective selection strategy is to base it on the model's predictive uncertainty, which can be interpreted as a measure of how informative a sample is. The sample's distance to the decision boundary is a natural measure of predictive uncertainty, but it is often intractable to compute, especially for complex decision boundaries formed in multiclass classification tasks. To address this issue, this paper proposes the {\it least disagree metric} (LDM), defined as the smallest probability of disagreement of the predicted label, and an estimator for LDM proven to be asymptotically consistent under mild assumptions. The estimator is computationally efficient and can be easily implemented for deep learning models using parameter perturbation. The LDM-based active learning is performed by querying unlabeled data with the smallest LDM. Experimental results show that our LDM-based active learning algorithm obtains state-of-the-art overall performance on all considered datasets and deep architectures.
MCTS-Judge: Test-Time Scaling in LLM-as-a-Judge for Code Correctness Evaluation
The LLM-as-a-Judge paradigm shows promise for evaluating generative content but lacks reliability in reasoning-intensive scenarios, such as programming. Inspired by recent advances in reasoning models and shifts in scaling laws, we pioneer bringing test-time computation into LLM-as-a-Judge, proposing MCTS-Judge, a resource-efficient, System-2 thinking framework for code correctness evaluation. MCTS-Judge leverages Monte Carlo Tree Search (MCTS) to decompose problems into simpler, multi-perspective evaluations. Through a node-selection strategy that combines self-assessment based on historical actions in the current trajectory and the Upper Confidence Bound for Trees based on prior rollouts, MCTS-Judge balances global optimization and refinement of the current trajectory. We further designed a high-precision, unit-test-level reward mechanism to encourage the Large Language Model (LLM) to perform line-by-line analysis. Extensive experiments on three benchmarks and five LLMs demonstrate the effectiveness of MCTS-Judge, which improves the base model's accuracy from 41% to 80%, surpassing the o1-series models with 3x fewer tokens. Further evaluations validate the superiority of its reasoning trajectory in logic, analytics, thoroughness, and overall quality, while revealing the test-time scaling law of the LLM-as-a-Judge paradigm.
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance
Emerging Metaverse applications demand accessible, accurate, and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way to for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present DreamFace, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures, and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space, and subsequently optimize both the details displacements and normals using Score Distillation Sampling from generic Latent Diffusion Model. Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provides compact priors for fine-grained synthesis. Our generated neutral assets naturally support blendshapes-based facial animations. We further improve the animation ability with personalized deformation characteristics by learning the universal expression prior using the cross-identity hypernetwork. Notably, DreamFace can generate of realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.
PaRaDe: Passage Ranking using Demonstrations with Large Language Models
Recent studies show that large language models (LLMs) can be instructed to effectively perform zero-shot passage re-ranking, in which the results of a first stage retrieval method, such as BM25, are rated and reordered to improve relevance. In this work, we improve LLM-based re-ranking by algorithmically selecting few-shot demonstrations to include in the prompt. Our analysis investigates the conditions where demonstrations are most helpful, and shows that adding even one demonstration is significantly beneficial. We propose a novel demonstration selection strategy based on difficulty rather than the commonly used semantic similarity. Furthermore, we find that demonstrations helpful for ranking are also effective at question generation. We hope our work will spur more principled research into question generation and passage ranking.
EMQ: Evolving Training-free Proxies for Automated Mixed Precision Quantization
Mixed-Precision Quantization~(MQ) can achieve a competitive accuracy-complexity trade-off for models. Conventional training-based search methods require time-consuming candidate training to search optimized per-layer bit-width configurations in MQ. Recently, some training-free approaches have presented various MQ proxies and significantly improve search efficiency. However, the correlation between these proxies and quantization accuracy is poorly understood. To address the gap, we first build the MQ-Bench-101, which involves different bit configurations and quantization results. Then, we observe that the existing training-free proxies perform weak correlations on the MQ-Bench-101. To efficiently seek superior proxies, we develop an automatic search of proxies framework for MQ via evolving algorithms. In particular, we devise an elaborate search space involving the existing proxies and perform an evolution search to discover the best correlated MQ proxy. We proposed a diversity-prompting selection strategy and compatibility screening protocol to avoid premature convergence and improve search efficiency. In this way, our Evolving proxies for Mixed-precision Quantization~(EMQ) framework allows the auto-generation of proxies without heavy tuning and expert knowledge. Extensive experiments on ImageNet with various ResNet and MobileNet families demonstrate that our EMQ obtains superior performance than state-of-the-art mixed-precision methods at a significantly reduced cost. The code will be released.
Interpretable Contrastive Monte Carlo Tree Search Reasoning
We propose SC-MCTS*: a novel Monte Carlo Tree Search (MCTS) reasoning algorithm for Large Language Models (LLMs), significantly improves both reasoning accuracy and speed. Our motivation comes from: 1. Previous MCTS LLM reasoning works often overlooked its biggest drawback--slower speed compared to CoT; 2. Previous research mainly used MCTS as a tool for LLM reasoning on various tasks with limited quantitative analysis or ablation studies of its components from reasoning interpretability perspective. 3. The reward model is the most crucial component in MCTS, however previous work has rarely conducted in-depth study or improvement of MCTS's reward models. Thus, we conducted extensive ablation studies and quantitative analysis on components of MCTS, revealing the impact of each component on the MCTS reasoning performance of LLMs. Building on this, (i) we designed a highly interpretable reward model based on the principle of contrastive decoding and (ii) achieved an average speed improvement of 51.9% per node using speculative decoding. Additionally, (iii) we improved UCT node selection strategy and backpropagation used in previous works, resulting in significant performance improvement. We outperformed o1-mini by an average of 17.4% on the Blocksworld multi-step reasoning dataset using Llama-3.1-70B with SC-MCTS*. Our code is available at https://github.com/zitian-gao/SC-MCTS.
Exploring Selective Layer Fine-Tuning in Federated Learning
Federated learning (FL) has emerged as a promising paradigm for fine-tuning foundation models using distributed data in a privacy-preserving manner. Under limited computational resources, clients often find it more practical to fine-tune a selected subset of layers, rather than the entire model, based on their task-specific data. In this study, we provide a thorough theoretical exploration of selective layer fine-tuning in FL, emphasizing a flexible approach that allows the clients to adjust their selected layers according to their local data and resources. We theoretically demonstrate that the layer selection strategy has a significant impact on model convergence in two critical aspects: the importance of selected layers and the heterogeneous choices across clients. Drawing from these insights, we further propose a strategic layer selection method that utilizes local gradients and regulates layer selections across clients. The extensive experiments on both image and text datasets demonstrate the effectiveness of the proposed strategy compared with several baselines, highlighting its advances in identifying critical layers that adapt to the client heterogeneity and training dynamics in FL.
Text is All You Need: Personalizing ASR Models using Controllable Speech Synthesis
Adapting generic speech recognition models to specific individuals is a challenging problem due to the scarcity of personalized data. Recent works have proposed boosting the amount of training data using personalized text-to-speech synthesis. Here, we ask two fundamental questions about this strategy: when is synthetic data effective for personalization, and why is it effective in those cases? To address the first question, we adapt a state-of-the-art automatic speech recognition (ASR) model to target speakers from four benchmark datasets representative of different speaker types. We show that ASR personalization with synthetic data is effective in all cases, but particularly when (i) the target speaker is underrepresented in the global data, and (ii) the capacity of the global model is limited. To address the second question of why personalized synthetic data is effective, we use controllable speech synthesis to generate speech with varied styles and content. Surprisingly, we find that the text content of the synthetic data, rather than style, is important for speaker adaptation. These results lead us to propose a data selection strategy for ASR personalization based on speech content.
EVEREST: Efficient Masked Video Autoencoder by Removing Redundant Spatiotemporal Tokens
Masked Video Autoencoder (MVA) approaches have demonstrated their potential by significantly outperforming previous video representation learning methods. However, they waste an excessive amount of computations and memory in predicting uninformative tokens/frames due to random masking strategies. (e.g., over 16 nodes with 128 NVIDIA A100 GPUs). To resolve this issue, we exploit the unequal information density among the patches in videos and propose EVEREST, a surprisingly efficient MVA approach for video representation learning that finds tokens containing rich motion features and discards uninformative ones during both pre-training and fine-tuning. We further present an information-intensive frame selection strategy that allows the model to focus on informative and causal frames with minimal redundancy. Our method significantly reduces the computation and memory requirements of MVA, enabling the pre-training and fine-tuning on a single machine with 8 GPUs while achieving comparable performance to computation- and memory-heavy baselines on multiple benchmarks and the uncurated Ego4D dataset. We hope that our work contributes to reducing the barrier to further research on video understanding.
Towards Fewer Annotations: Active Learning via Region Impurity and Prediction Uncertainty for Domain Adaptive Semantic Segmentation
Self-training has greatly facilitated domain adaptive semantic segmentation, which iteratively generates pseudo labels on unlabeled target data and retrains the network. However, realistic segmentation datasets are highly imbalanced, pseudo labels are typically biased to the majority classes and basically noisy, leading to an error-prone and suboptimal model. In this paper, we propose a simple region-based active learning approach for semantic segmentation under a domain shift, aiming to automatically query a small partition of image regions to be labeled while maximizing segmentation performance. Our algorithm, Region Impurity and Prediction Uncertainty (RIPU), introduces a new acquisition strategy characterizing the spatial adjacency of image regions along with the prediction confidence. We show that the proposed region-based selection strategy makes more efficient use of a limited budget than image-based or point-based counterparts. Further, we enforce local prediction consistency between a pixel and its nearest neighbors on a source image. Alongside, we develop a negative learning loss to make the features more discriminative. Extensive experiments demonstrate that our method only requires very few annotations to almost reach the supervised performance and substantially outperforms state-of-the-art methods. The code is available at https://github.com/BIT-DA/RIPU.
AmoebaLLM: Constructing Any-Shape Large Language Models for Efficient and Instant Deployment
Motivated by the transformative capabilities of large language models (LLMs) across various natural language tasks, there has been a growing demand to deploy these models effectively across diverse real-world applications and platforms. However, the challenge of efficiently deploying LLMs has become increasingly pronounced due to the varying application-specific performance requirements and the rapid evolution of computational platforms, which feature diverse resource constraints and deployment flows. These varying requirements necessitate LLMs that can adapt their structures (depth and width) for optimal efficiency across different platforms and application specifications. To address this critical gap, we propose AmoebaLLM, a novel framework designed to enable the instant derivation of LLM subnets of arbitrary shapes, which achieve the accuracy-efficiency frontier and can be extracted immediately after a one-time fine-tuning. In this way, AmoebaLLM significantly facilitates rapid deployment tailored to various platforms and applications. Specifically, AmoebaLLM integrates three innovative components: (1) a knowledge-preserving subnet selection strategy that features a dynamic-programming approach for depth shrinking and an importance-driven method for width shrinking; (2) a shape-aware mixture of LoRAs to mitigate gradient conflicts among subnets during fine-tuning; and (3) an in-place distillation scheme with loss-magnitude balancing as the fine-tuning objective. Extensive experiments validate that AmoebaLLM not only sets new standards in LLM adaptability but also successfully delivers subnets that achieve state-of-the-art trade-offs between accuracy and efficiency.
Training dynamic models using early exits for automatic speech recognition on resource-constrained devices
The possibility of dynamically modifying the computational load of neural models at inference time is crucial for on-device processing, where computational power is limited and time-varying. Established approaches for neural model compression exist, but they provide architecturally static models. In this paper, we investigate the use of early-exit architectures, that rely on intermediate exit branches, applied to large-vocabulary speech recognition. This allows for the development of dynamic models that adjust their computational cost to the available resources and recognition performance. Unlike previous works, besides using pre-trained backbones we also train the model from scratch with an early-exit architecture. Experiments on public datasets show that early-exit architectures from scratch not only preserve performance levels when using fewer encoder layers, but also improve task accuracy as compared to using single-exit models or using pre-trained models. Additionally, we investigate an exit selection strategy based on posterior probabilities as an alternative to frame-based entropy.
UIFormer: A Unified Transformer-based Framework for Incremental Few-Shot Object Detection and Instance Segmentation
This paper introduces a novel framework for unified incremental few-shot object detection (iFSOD) and instance segmentation (iFSIS) using the Transformer architecture. Our goal is to create an optimal solution for situations where only a few examples of novel object classes are available, with no access to training data for base or old classes, while maintaining high performance across both base and novel classes. To achieve this, We extend Mask-DINO into a two-stage incremental learning framework. Stage 1 focuses on optimizing the model using the base dataset, while Stage 2 involves fine-tuning the model on novel classes. Besides, we incorporate a classifier selection strategy that assigns appropriate classifiers to the encoder and decoder according to their distinct functions. Empirical evidence indicates that this approach effectively mitigates the over-fitting on novel classes learning. Furthermore, we implement knowledge distillation to prevent catastrophic forgetting of base classes. Comprehensive evaluations on the COCO and LVIS datasets for both iFSIS and iFSOD tasks demonstrate that our method significantly outperforms state-of-the-art approaches.
Efficient Personalized Text-to-image Generation by Leveraging Textual Subspace
Personalized text-to-image generation has attracted unprecedented attention in the recent few years due to its unique capability of generating highly-personalized images via using the input concept dataset and novel textual prompt. However, previous methods solely focus on the performance of the reconstruction task, degrading its ability to combine with different textual prompt. Besides, optimizing in the high-dimensional embedding space usually leads to unnecessary time-consuming training process and slow convergence. To address these issues, we propose an efficient method to explore the target embedding in a textual subspace, drawing inspiration from the self-expressiveness property. Additionally, we propose an efficient selection strategy for determining the basis vectors of the textual subspace. The experimental evaluations demonstrate that the learned embedding can not only faithfully reconstruct input image, but also significantly improves its alignment with novel input textual prompt. Furthermore, we observe that optimizing in the textual subspace leads to an significant improvement of the robustness to the initial word, relaxing the constraint that requires users to input the most relevant initial word. Our method opens the door to more efficient representation learning for personalized text-to-image generation.
LongHeads: Multi-Head Attention is Secretly a Long Context Processor
Large language models (LLMs) have achieved impressive performance in numerous domains but often struggle to process lengthy inputs effectively and efficiently due to limited length generalization and attention's quadratic computational demands. Many sought to mitigate this by restricting the attention window within the pre-trained length. However, these methods introduce new issues such as ignoring the middle context and requiring additional training. To address these problems, we propose LongHeads, a training-free framework that enhances LLM's long context ability by unlocking multi-head attention's untapped potential. Instead of allowing each head to attend to the full sentence, which struggles with generalizing to longer sequences due to out-of-distribution (OOD) issues, we allow each head to process in-distribution length by selecting and attending to important context chunks. To this end, we propose a chunk selection strategy that relies on the inherent correlation between the query and the key representations, efficiently distributing context chunks to different heads. In this way, each head ensures it can effectively process attended tokens within the trained length, while different heads in different layers can collectively process longer contexts. LongHeads works efficiently in linear time, fits seamlessly with many LLMs that use relative positional encoding. Our extensive empirical analyses verify LongHeads's efficacy in extending the usable context window for existing models, showcasing its promise for enhancing long text understanding.
Point Contrastive Prediction with Semantic Clustering for Self-Supervised Learning on Point Cloud Videos
We propose a unified point cloud video self-supervised learning framework for object-centric and scene-centric data. Previous methods commonly conduct representation learning at the clip or frame level and cannot well capture fine-grained semantics. Instead of contrasting the representations of clips or frames, in this paper, we propose a unified self-supervised framework by conducting contrastive learning at the point level. Moreover, we introduce a new pretext task by achieving semantic alignment of superpoints, which further facilitates the representations to capture semantic cues at multiple scales. In addition, due to the high redundancy in the temporal dimension of dynamic point clouds, directly conducting contrastive learning at the point level usually leads to massive undesired negatives and insufficient modeling of positive representations. To remedy this, we propose a selection strategy to retain proper negatives and make use of high-similarity samples from other instances as positive supplements. Extensive experiments show that our method outperforms supervised counterparts on a wide range of downstream tasks and demonstrates the superior transferability of the learned representations.
MiniLMv2: Multi-Head Self-Attention Relation Distillation for Compressing Pretrained Transformers
We generalize deep self-attention distillation in MiniLM (Wang et al., 2020) by only using self-attention relation distillation for task-agnostic compression of pretrained Transformers. In particular, we define multi-head self-attention relations as scaled dot-product between the pairs of query, key, and value vectors within each self-attention module. Then we employ the above relational knowledge to train the student model. Besides its simplicity and unified principle, more favorably, there is no restriction in terms of the number of student's attention heads, while most previous work has to guarantee the same head number between teacher and student. Moreover, the fine-grained self-attention relations tend to fully exploit the interaction knowledge learned by Transformer. In addition, we thoroughly examine the layer selection strategy for teacher models, rather than just relying on the last layer as in MiniLM. We conduct extensive experiments on compressing both monolingual and multilingual pretrained models. Experimental results demonstrate that our models distilled from base-size and large-size teachers (BERT, RoBERTa and XLM-R) outperform the state-of-the-art.
DynaPrompt: Dynamic Test-Time Prompt Tuning
Test-time prompt tuning enhances zero-shot generalization of vision-language models but tends to ignore the relatedness among test samples during inference. Online test-time prompt tuning provides a simple way to leverage the information in previous test samples, albeit with the risk of prompt collapse due to error accumulation. To enhance test-time prompt tuning, we propose DynaPrompt, short for dynamic test-time prompt tuning, exploiting relevant data distribution information while reducing error accumulation. Built on an online prompt buffer, DynaPrompt adaptively selects and optimizes the relevant prompts for each test sample during tuning. Specifically, we introduce a dynamic prompt selection strategy based on two metrics: prediction entropy and probability difference. For unseen test data information, we develop dynamic prompt appending, which allows the buffer to append new prompts and delete the inactive ones. By doing so, the prompts are optimized to exploit beneficial information on specific test data, while alleviating error accumulation. Experiments on fourteen datasets demonstrate the effectiveness of dynamic test-time prompt tuning.
Streaming Long Video Understanding with Large Language Models
This paper presents VideoStreaming, an advanced vision-language large model (VLLM) for video understanding, that capably understands arbitrary-length video with a constant number of video tokens streamingly encoded and adaptively selected. The challenge of video understanding in the vision language area mainly lies in the significant computational burden caused by the great number of tokens extracted from long videos. Previous works rely on sparse sampling or frame compression to reduce tokens. However, such approaches either disregard temporal information in a long time span or sacrifice spatial details, resulting in flawed compression. To address these limitations, our VideoStreaming has two core designs: Memory-Propagated Streaming Encoding and Adaptive Memory Selection. The Memory-Propagated Streaming Encoding architecture segments long videos into short clips and sequentially encodes each clip with a propagated memory. In each iteration, we utilize the encoded results of the preceding clip as historical memory, which is integrated with the current clip to distill a condensed representation that encapsulates the video content up to the current timestamp. After the encoding process, the Adaptive Memory Selection strategy selects a constant number of question-related memories from all the historical memories and feeds them into the LLM to generate informative responses. The question-related selection reduces redundancy within the memories, enabling efficient and precise video understanding. Meanwhile, the disentangled video extraction and reasoning design allows the LLM to answer different questions about a video by directly selecting corresponding memories, without the need to encode the whole video for each question. Our model achieves superior performance and higher efficiency on long video benchmarks, showcasing precise temporal comprehension for detailed question answering.
Referring Image Segmentation Using Text Supervision
Existing Referring Image Segmentation (RIS) methods typically require expensive pixel-level or box-level annotations for supervision. In this paper, we observe that the referring texts used in RIS already provide sufficient information to localize the target object. Hence, we propose a novel weakly-supervised RIS framework to formulate the target localization problem as a classification process to differentiate between positive and negative text expressions. While the referring text expressions for an image are used as positive expressions, the referring text expressions from other images can be used as negative expressions for this image. Our framework has three main novelties. First, we propose a bilateral prompt method to facilitate the classification process, by harmonizing the domain discrepancy between visual and linguistic features. Second, we propose a calibration method to reduce noisy background information and improve the correctness of the response maps for target object localization. Third, we propose a positive response map selection strategy to generate high-quality pseudo-labels from the enhanced response maps, for training a segmentation network for RIS inference. For evaluation, we propose a new metric to measure localization accuracy. Experiments on four benchmarks show that our framework achieves promising performances to existing fully-supervised RIS methods while outperforming state-of-the-art weakly-supervised methods adapted from related areas. Code is available at https://github.com/fawnliu/TRIS.
Evaluating Instruction-Tuned Large Language Models on Code Comprehension and Generation
In this work, we evaluate 10 open-source instructed LLMs on four representative code comprehension and generation tasks. We have the following main findings. First, for the zero-shot setting, instructed LLMs are very competitive on code comprehension and generation tasks and sometimes even better than small SOTA models specifically fine-tuned on each downstream task. We also find that larger instructed LLMs are not always better on code-related tasks. Second, for the few-shot setting, we find that adding demonstration examples substantially helps instructed LLMs perform better on most code comprehension and generation tasks; however, the examples would sometimes induce unstable or even worse performance. Furthermore, we find widely-used BM25-based shot selection strategy significantly outperforms the basic random selection or fixed selection only on generation problems. Third, for the fine-tuning setting, we find that fine-tuning could further improve the model performance on downstream code comprehension and generation tasks compared to the zero-shot/one-shot performance. In addition, after being fine-tuned on the same downstream task dataset, instructed LLMs outperform both the small SOTA models and similar-scaled LLMs without instruction tuning. Based on our findings, we further present practical implications on model and usage recommendation, performance and cost trade-offs, and future direction.
AlpaGasus: Training A Better Alpaca with Fewer Data
Large language models~(LLMs) obtain instruction-following capability through instruction-finetuning (IFT) on supervised instruction/response data. However, widely used IFT datasets (e.g., Alpaca's 52k data) surprisingly contain many low-quality instances with incorrect or irrelevant responses, which are misleading and detrimental to IFT. In this paper, we propose a simple and effective data selection strategy that automatically identifies and removes low-quality data using a strong LLM (e.g., ChatGPT). To this end, we introduce AlpaGasus, which is finetuned on only 9k high-quality data filtered from the 52k Alpaca data. AlpaGasus significantly outperforms the original Alpaca as evaluated by GPT-4 on multiple test sets and its 13B variant matches >90% performance of its teacher LLM (i.e., Text-Davinci-003) on test tasks. It also provides 5.7x faster training, reducing the training time for a 7B variant from 80 minutes (for Alpaca) to 14 minutes We apply IFT for the same number of epochs as Alpaca(7B) but on fewer data, using 4timesNVIDIA A100 (80GB) GPUs and following the original Alpaca setting and hyperparameters.. Overall, AlpaGasus demonstrates a novel data-centric IFT paradigm that can be generally applied to instruction-tuning data, leading to faster training and better instruction-following models. Our project page is available at: https://lichang-chen.github.io/AlpaGasus/.
ShadowKV: KV Cache in Shadows for High-Throughput Long-Context LLM Inference
With the widespread deployment of long-context large language models (LLMs), there has been a growing demand for efficient support of high-throughput inference. However, as the key-value (KV) cache expands with the sequence length, the increasing memory footprint and the need to access it for each token generation both result in low throughput when serving long-context LLMs. While various dynamic sparse attention methods have been proposed to speed up inference while maintaining generation quality, they either fail to sufficiently reduce GPU memory consumption or introduce significant decoding latency by offloading the KV cache to the CPU. We present ShadowKV, a high-throughput long-context LLM inference system that stores the low-rank key cache and offloads the value cache to reduce the memory footprint for larger batch sizes and longer sequences. To minimize decoding latency, ShadowKV employs an accurate KV selection strategy that reconstructs minimal sparse KV pairs on-the-fly. By evaluating ShadowKV on a broad range of benchmarks, including RULER, LongBench, and Needle In A Haystack, and models like Llama-3.1-8B, Llama-3-8B-1M, GLM-4-9B-1M, Yi-9B-200K, Phi-3-Mini-128K, and Qwen2-7B-128K, we demonstrate that it can support up to 6times larger batch sizes and boost throughput by up to 3.04times on an A100 GPU without sacrificing accuracy, even surpassing the performance achievable with infinite batch size under the assumption of infinite GPU memory. The code is available at https://github.com/bytedance/ShadowKV.
The Devil is in Temporal Token: High Quality Video Reasoning Segmentation
Existing methods for Video Reasoning Segmentation rely heavily on a single special token to represent the object in the keyframe or the entire video, inadequately capturing spatial complexity and inter-frame motion. To overcome these challenges, we propose VRS-HQ, an end-to-end video reasoning segmentation approach that leverages Multimodal Large Language Models (MLLMs) to inject rich spatiotemporal features into hierarchical tokens.Our key innovations include a Temporal Dynamic Aggregation (TDA) and a Token-driven Keyframe Selection (TKS). Specifically, we design frame-level <SEG> and temporal-level <TAK> tokens that utilize MLLM's autoregressive learning to effectively capture both local and global information. Subsequently, we apply a similarity-based weighted fusion and frame selection strategy, then utilize SAM2 to perform keyframe segmentation and propagation. To enhance keyframe localization accuracy, the TKS filters keyframes based on SAM2's occlusion scores during inference. VRS-HQ achieves state-of-the-art performance on ReVOS, surpassing VISA by 5.9%/12.5%/9.1% in J&F scores across the three subsets. These results highlight the strong temporal reasoning and segmentation capabilities of our method. Code and model weights will be released at VRS-HQ.
Think Thrice Before You Act: Progressive Thought Refinement in Large Language Models
Recent advancements in large language models (LLMs) have demonstrated that progressive refinement, rather than providing a single answer, results in more accurate and thoughtful outputs. However, existing methods often rely heavily on supervision signals to evaluate previous responses, making it difficult to assess output quality in more open-ended scenarios effectively. Additionally, these methods are typically designed for specific tasks, which limits their generalization to new domains. To address these limitations, we propose Progressive Thought Refinement (PTR), a framework that enables LLMs to refine their responses progressively. PTR operates in two phases: (1) Thought data construction stage: We propose a weak and strong model collaborative selection strategy to build a high-quality progressive refinement dataset to ensure logical consistency from thought to answers, and the answers are gradually refined in each round. (2) Thought-Mask Fine-Tuning Phase: We design a training structure to mask the "thought" and adjust loss weights to encourage LLMs to refine prior thought, teaching them to implicitly understand "how to improve" rather than "what is correct." Experimental results show that PTR significantly enhances LLM performance across ten diverse tasks (avg. from 49.6% to 53.5%) without task-specific fine-tuning. Notably, in more open-ended tasks, LLMs also demonstrate substantial improvements in the quality of responses beyond mere accuracy, suggesting that PTR truly teaches LLMs to self-improve over time.
Annotator-Centric Active Learning for Subjective NLP Tasks
Active Learning (AL) addresses the high costs of collecting human annotations by strategically annotating the most informative samples. However, for subjective NLP tasks, incorporating a wide range of perspectives in the annotation process is crucial to capture the variability in human judgments. We introduce Annotator-Centric Active Learning (ACAL), which incorporates an annotator selection strategy following data sampling. Our objective is two-fold: (1) to efficiently approximate the full diversity of human judgments, and (2) to assess model performance using annotator-centric metrics, which emphasize minority perspectives over a majority. We experiment with multiple annotator selection strategies across seven subjective NLP tasks, employing both traditional and novel, human-centered evaluation metrics. Our findings indicate that ACAL improves data efficiency and excels in annotator-centric performance evaluations. However, its success depends on the availability of a sufficiently large and diverse pool of annotators to sample from.
Improving Semi-Supervised Semantic Segmentation with Dual-Level Siamese Structure Network
Semi-supervised semantic segmentation (SSS) is an important task that utilizes both labeled and unlabeled data to reduce expenses on labeling training examples. However, the effectiveness of SSS algorithms is limited by the difficulty of fully exploiting the potential of unlabeled data. To address this, we propose a dual-level Siamese structure network (DSSN) for pixel-wise contrastive learning. By aligning positive pairs with a pixel-wise contrastive loss using strong augmented views in both low-level image space and high-level feature space, the proposed DSSN is designed to maximize the utilization of available unlabeled data. Additionally, we introduce a novel class-aware pseudo-label selection strategy for weak-to-strong supervision, which addresses the limitations of most existing methods that do not perform selection or apply a predefined threshold for all classes. Specifically, our strategy selects the top high-confidence prediction of the weak view for each class to generate pseudo labels that supervise the strong augmented views. This strategy is capable of taking into account the class imbalance and improving the performance of long-tailed classes. Our proposed method achieves state-of-the-art results on two datasets, PASCAL VOC 2012 and Cityscapes, outperforming other SSS algorithms by a significant margin.
Transfer and Active Learning for Dissonance Detection: Addressing the Rare-Class Challenge
While transformer-based systems have enabled greater accuracies with fewer training examples, data acquisition obstacles still persist for rare-class tasks -- when the class label is very infrequent (e.g. < 5% of samples). Active learning has in general been proposed to alleviate such challenges, but choice of selection strategy, the criteria by which rare-class examples are chosen, has not been systematically evaluated. Further, transformers enable iterative transfer-learning approaches. We propose and investigate transfer- and active learning solutions to the rare class problem of dissonance detection through utilizing models trained on closely related tasks and the evaluation of acquisition strategies, including a proposed probability-of-rare-class (PRC) approach. We perform these experiments for a specific rare class problem: collecting language samples of cognitive dissonance from social media. We find that PRC is a simple and effective strategy to guide annotations and ultimately improve model accuracy while transfer-learning in a specific order can improve the cold-start performance of the learner but does not benefit iterations of active learning.
A Kernel Method to Nonlinear Location Estimation with RSS-based Fingerprint
This paper presents a nonlinear location estimation to infer the position of a user holding a smartphone. We consider a large location with M number of grid points, each grid point is labeled with a unique fingerprint consisting of the received signal strength (RSS) values measured from N number of Bluetooth Low Energy (BLE) beacons. Given the fingerprint observed by the smartphone, the user's current location can be estimated by finding the top-k similar fingerprints from the list of fingerprints registered in the database. Besides the environmental factors, the dynamicity in holding the smartphone is another source to the variation in fingerprint measurements, yet there are not many studies addressing the fingerprint variability due to dynamic smartphone positions held by human hands during online detection. To this end, we propose a nonlinear location estimation using the kernel method. Specifically, our proposed method comprises of two steps: 1) a beacon selection strategy to select a subset of beacons that is insensitive to the subtle change of holding positions, and 2) a kernel method to compute the similarity between this subset of observed signals and all the fingerprints registered in the database. The experimental results based on large-scale data collected in a complex building indicate a substantial performance gain of our proposed approach in comparison to state-of-the-art methods. The dataset consisting of the signal information collected from the beacons is available online.
B4: Towards Optimal Assessment of Plausible Code Solutions with Plausible Tests
Selecting the best code solution from multiple generated ones is an essential task in code generation, which can be achieved by using some reliable validators (e.g., developer-written test cases) for assistance. Since reliable test cases are not always available and can be expensive to build in practice, researchers propose to automatically generate test cases to assess code solutions. However, when both code solutions and test cases are plausible and not reliable, selecting the best solution becomes challenging. Although some heuristic strategies have been proposed to tackle this problem, they lack a strong theoretical guarantee and it is still an open question whether an optimal selection strategy exists. Our work contributes in two ways. First, we show that within a Bayesian framework, the optimal selection strategy can be defined based on the posterior probability of the observed passing states between solutions and tests. The problem of identifying the best solution is then framed as an integer programming problem. Second, we propose an efficient approach for approximating this optimal (yet uncomputable) strategy, where the approximation error is bounded by the correctness of prior knowledge. We then incorporate effective prior knowledge to tailor code generation tasks. Both theoretical and empirical studies confirm that existing heuristics are limited in selecting the best solutions with plausible test cases. Our proposed approximated optimal strategy B4 significantly surpasses existing heuristics in selecting code solutions generated by large language models (LLMs) with LLM-generated tests, achieving a relative performance improvement by up to 50% over the strongest heuristic and 246% over the random selection in the most challenging scenarios. Our code is publicly available at https://github.com/ZJU-CTAG/B4.
VideoICL: Confidence-based Iterative In-context Learning for Out-of-Distribution Video Understanding
Recent advancements in video large multimodal models (LMMs) have significantly improved their video understanding and reasoning capabilities. However, their performance drops on out-of-distribution (OOD) tasks that are underrepresented in training data. Traditional methods like fine-tuning on OOD datasets are impractical due to high computational costs. While In-context learning (ICL) with demonstration examples has shown promising generalization performance in language tasks and image-language tasks without fine-tuning, applying ICL to video-language tasks faces challenges due to the limited context length in Video LMMs, as videos require longer token lengths. To address these issues, we propose VideoICL, a novel video in-context learning framework for OOD tasks that introduces a similarity-based relevant example selection strategy and a confidence-based iterative inference approach. This allows to select the most relevant examples and rank them based on similarity, to be used for inference. If the generated response has low confidence, our framework selects new examples and performs inference again, iteratively refining the results until a high-confidence response is obtained. This approach improves OOD video understanding performance by extending effective context length without incurring high costs. The experimental results on multiple benchmarks demonstrate significant performance gains, especially in domain-specific scenarios, laying the groundwork for broader video comprehension applications. Code will be released at https://github.com/KangsanKim07/VideoICL
Omni-Mol: Exploring Universal Convergent Space for Omni-Molecular Tasks
Building generalist models has recently demonstrated remarkable capabilities in diverse scientific domains. Within the realm of molecular learning, several studies have explored unifying diverse tasks across diverse domains. However, negative conflicts and interference between molecules and knowledge from different domain may have a worse impact in threefold. First, conflicting molecular representations can lead to optimization difficulties for the models. Second, mixing and scaling up training data across diverse tasks is inherently challenging. Third, the computational cost of refined pretraining is prohibitively high. To address these limitations, this paper presents Omni-Mol, a scalable and unified LLM-based framework for direct instruction tuning. Omni-Mol builds on three key components to tackles conflicts: (1) a unified encoding mechanism for any task input; (2) an active-learning-driven data selection strategy that significantly reduces dataset size; (3) a novel design of the adaptive gradient stabilization module and anchor-and-reconcile MoE framework that ensures stable convergence. Experimentally, Omni-Mol achieves state-of-the-art performance across 15 molecular tasks, demonstrates the presence of scaling laws in the molecular domain, and is supported by extensive ablation studies and analyses validating the effectiveness of its design. The code and weights of the powerful AI-driven chemistry generalist are open-sourced at: https://anonymous.4open.science/r/Omni-Mol-8EDB.
Annotator: A Generic Active Learning Baseline for LiDAR Semantic Segmentation
Active learning, a label-efficient paradigm, empowers models to interactively query an oracle for labeling new data. In the realm of LiDAR semantic segmentation, the challenges stem from the sheer volume of point clouds, rendering annotation labor-intensive and cost-prohibitive. This paper presents Annotator, a general and efficient active learning baseline, in which a voxel-centric online selection strategy is tailored to efficiently probe and annotate the salient and exemplar voxel girds within each LiDAR scan, even under distribution shift. Concretely, we first execute an in-depth analysis of several common selection strategies such as Random, Entropy, Margin, and then develop voxel confusion degree (VCD) to exploit the local topology relations and structures of point clouds. Annotator excels in diverse settings, with a particular focus on active learning (AL), active source-free domain adaptation (ASFDA), and active domain adaptation (ADA). It consistently delivers exceptional performance across LiDAR semantic segmentation benchmarks, spanning both simulation-to-real and real-to-real scenarios. Surprisingly, Annotator exhibits remarkable efficiency, requiring significantly fewer annotations, e.g., just labeling five voxels per scan in the SynLiDAR-to-SemanticKITTI task. This results in impressive performance, achieving 87.8% fully-supervised performance under AL, 88.5% under ASFDA, and 94.4% under ADA. We envision that Annotator will offer a simple, general, and efficient solution for label-efficient 3D applications. Project page: https://binhuixie.github.io/annotator-web
Small Object Detection via Coarse-to-fine Proposal Generation and Imitation Learning
The past few years have witnessed the immense success of object detection, while current excellent detectors struggle on tackling size-limited instances. Concretely, the well-known challenge of low overlaps between the priors and object regions leads to a constrained sample pool for optimization, and the paucity of discriminative information further aggravates the recognition. To alleviate the aforementioned issues, we propose CFINet, a two-stage framework tailored for small object detection based on the Coarse-to-fine pipeline and Feature Imitation learning. Firstly, we introduce Coarse-to-fine RPN (CRPN) to ensure sufficient and high-quality proposals for small objects through the dynamic anchor selection strategy and cascade regression. Then, we equip the conventional detection head with a Feature Imitation (FI) branch to facilitate the region representations of size-limited instances that perplex the model in an imitation manner. Moreover, an auxiliary imitation loss following supervised contrastive learning paradigm is devised to optimize this branch. When integrated with Faster RCNN, CFINet achieves state-of-the-art performance on the large-scale small object detection benchmarks, SODA-D and SODA-A, underscoring its superiority over baseline detector and other mainstream detection approaches.
Improved Active Multi-Task Representation Learning via Lasso
To leverage the copious amount of data from source tasks and overcome the scarcity of the target task samples, representation learning based on multi-task pretraining has become a standard approach in many applications. However, up until now, most existing works design a source task selection strategy from a purely empirical perspective. Recently, chen2022active gave the first active multi-task representation learning (A-MTRL) algorithm which adaptively samples from source tasks and can provably reduce the total sample complexity using the L2-regularized-target-source-relevance parameter nu^2. But their work is theoretically suboptimal in terms of total source sample complexity and is less practical in some real-world scenarios where sparse training source task selection is desired. In this paper, we address both issues. Specifically, we show the strict dominance of the L1-regularized-relevance-based (nu^1-based) strategy by giving a lower bound for the nu^2-based strategy. When nu^1 is unknown, we propose a practical algorithm that uses the LASSO program to estimate nu^1. Our algorithm successfully recovers the optimal result in the known case. In addition to our sample complexity results, we also characterize the potential of our nu^1-based strategy in sample-cost-sensitive settings. Finally, we provide experiments on real-world computer vision datasets to illustrate the effectiveness of our proposed method.
Searching for a Leptophilic Z' and a 3-3-1 symmetry at CLIC
We derive the discovery potential of a leptophilic Z', and a Z' rising from a SU(3) times SU(3)_L times U(1)_N symmetry at the Compact Linear Collider (CLIC), which is planned to host e^+e^- collisions with 3 TeV center-of-mass energy. We perform an optimized selection cut strategy on the transverse momentum, pseudorapidity, and invariant mass of the dileptons in order to enhance the collider sensitivity. We find that CLIC can potentially reach a 5sigma signal of a 1-3~TeV leptophilic Z' with less than 1fb^{-1} of integrated luminosity. As for the Z' belonging to a 3-3-1 symmetry, CLIC will offer a complementary probe with the potential to impose M_{Z^prime} > 3~TeV with L=2fb^{-1}.
M3-CVC: Controllable Video Compression with Multimodal Generative Models
Traditional and neural video codecs commonly encounter limitations in controllability and generality under ultra-low-bitrate coding scenarios. To overcome these challenges, we propose M3-CVC, a controllable video compression framework incorporating multimodal generative models. The framework utilizes a semantic-motion composite strategy for keyframe selection to retain critical information. For each keyframe and its corresponding video clip, a dialogue-based large multimodal model (LMM) approach extracts hierarchical spatiotemporal details, enabling both inter-frame and intra-frame representations for improved video fidelity while enhancing encoding interpretability. M3-CVC further employs a conditional diffusion-based, text-guided keyframe compression method, achieving high fidelity in frame reconstruction. During decoding, textual descriptions derived from LMMs guide the diffusion process to restore the original video's content accurately. Experimental results demonstrate that M3-CVC significantly outperforms the state-of-the-art VVC standard in ultra-low bitrate scenarios, particularly in preserving semantic and perceptual fidelity.
BlendX: Complex Multi-Intent Detection with Blended Patterns
Task-oriented dialogue (TOD) systems are commonly designed with the presumption that each utterance represents a single intent. However, this assumption may not accurately reflect real-world situations, where users frequently express multiple intents within a single utterance. While there is an emerging interest in multi-intent detection (MID), existing in-domain datasets such as MixATIS and MixSNIPS have limitations in their formulation. To address these issues, we present BlendX, a suite of refined datasets featuring more diverse patterns than their predecessors, elevating both its complexity and diversity. For dataset construction, we utilize both rule-based heuristics as well as a generative tool -- OpenAI's ChatGPT -- which is augmented with a similarity-driven strategy for utterance selection. To ensure the quality of the proposed datasets, we also introduce three novel metrics that assess the statistical properties of an utterance related to word count, conjunction use, and pronoun usage. Extensive experiments on BlendX reveal that state-of-the-art MID models struggle with the challenges posed by the new datasets, highlighting the need to reexamine the current state of the MID field. The dataset is available at https://github.com/HYU-NLP/BlendX.
Differentiable Model Selection for Ensemble Learning
Model selection is a strategy aimed at creating accurate and robust models. A key challenge in designing these algorithms is identifying the optimal model for classifying any particular input sample. This paper addresses this challenge and proposes a novel framework for differentiable model selection integrating machine learning and combinatorial optimization. The framework is tailored for ensemble learning, a strategy that combines the outputs of individually pre-trained models, and learns to select appropriate ensemble members for a particular input sample by transforming the ensemble learning task into a differentiable selection program trained end-to-end within the ensemble learning model. Tested on various tasks, the proposed framework demonstrates its versatility and effectiveness, outperforming conventional and advanced consensus rules across a variety of settings and learning tasks.
TRAMS: Training-free Memory Selection for Long-range Language Modeling
The Transformer architecture is crucial for numerous AI models, but it still faces challenges in long-range language modeling. Though several specific transformer architectures have been designed to tackle issues of long-range dependencies, existing methods like Transformer-XL are plagued by a high percentage of ineffective memories. In this study, we present a plug-and-play strategy, known as TRAining-free Memory Selection (TRAMS), that selects tokens participating in attention calculation based on one simple metric. This strategy allows us to keep tokens that are likely to have a high attention score with the current queries and ignore the other ones. We have tested our approach on the word-level benchmark (WikiText-103) and the character-level benchmark (enwik8), and the results indicate an improvement without having additional training or adding additional parameters.
Task Selection for AutoML System Evaluation
Our goal is to assess if AutoML system changes - i.e., to the search space or hyperparameter optimization - will improve the final model's performance on production tasks. However, we cannot test the changes on production tasks. Instead, we only have access to limited descriptors about tasks that our AutoML system previously executed, like the number of data points or features. We also have a set of development tasks to test changes, ex., sampled from OpenML with no usage constraints. However, the development and production task distributions are different leading us to pursue changes that only improve development and not production. This paper proposes a method to leverage descriptor information about AutoML production tasks to select a filtered subset of the most relevant development tasks. Empirical studies show that our filtering strategy improves the ability to assess AutoML system changes on holdout tasks with different distributions than development.
Infinite Feature Selection: A Graph-based Feature Filtering Approach
We propose a filtering feature selection framework that considers subsets of features as paths in a graph, where a node is a feature and an edge indicates pairwise (customizable) relations among features, dealing with relevance and redundancy principles. By two different interpretations (exploiting properties of power series of matrices and relying on Markov chains fundamentals) we can evaluate the values of paths (i.e., feature subsets) of arbitrary lengths, eventually go to infinite, from which we dub our framework Infinite Feature Selection (Inf-FS). Going to infinite allows to constrain the computational complexity of the selection process, and to rank the features in an elegant way, that is, considering the value of any path (subset) containing a particular feature. We also propose a simple unsupervised strategy to cut the ranking, so providing the subset of features to keep. In the experiments, we analyze diverse settings with heterogeneous features, for a total of 11 benchmarks, comparing against 18 widely-known comparative approaches. The results show that Inf-FS behaves better in almost any situation, that is, when the number of features to keep are fixed a priori, or when the decision of the subset cardinality is part of the process.
Stockformer: A Price-Volume Factor Stock Selection Model Based on Wavelet Transform and Multi-Task Self-Attention Networks
As the Chinese stock market continues to evolve and its market structure grows increasingly complex, traditional quantitative trading methods are facing escalating challenges. Particularly, due to policy uncertainty and the frequent market fluctuations triggered by sudden economic events, existing models often struggle to accurately predict market dynamics. To address these challenges, this paper introduces Stockformer, a price-volume factor stock selection model that integrates wavelet transformation and a multitask self-attention network, aimed at enhancing responsiveness and predictive accuracy regarding market instabilities. Through discrete wavelet transform, Stockformer decomposes stock returns into high and low frequencies, meticulously capturing long-term market trends and short-term fluctuations, including abrupt events. Moreover, the model incorporates a Dual-Frequency Spatiotemporal Encoder and graph embedding techniques to effectively capture complex temporal and spatial relationships among stocks. Employing a multitask learning strategy, it simultaneously predicts stock returns and directional trends. Experimental results show that Stockformer outperforms existing advanced methods on multiple real stock market datasets. In strategy backtesting, Stockformer consistently demonstrates exceptional stability and reliability across market conditions-whether rising, falling, or fluctuating-particularly maintaining high performance during downturns or volatile periods, indicating a high adaptability to market fluctuations. To foster innovation and collaboration in the financial analysis sector, the Stockformer model's code has been open-sourced and is available on the GitHub repository: https://github.com/Eric991005/Multitask-Stockformer.
Get more for less: Principled Data Selection for Warming Up Fine-Tuning in LLMs
This work focuses on leveraging and selecting from vast, unlabeled, open data to pre-fine-tune a pre-trained language model. The goal is to minimize the need for costly domain-specific data for subsequent fine-tuning while achieving desired performance levels. While many data selection algorithms have been designed for small-scale applications, rendering them unsuitable for our context, some emerging methods do cater to language data scales. However, they often prioritize data that aligns with the target distribution. While this strategy may be effective when training a model from scratch, it can yield limited results when the model has already been pre-trained on a different distribution. Differing from prior work, our key idea is to select data that nudges the pre-training distribution closer to the target distribution. We show the optimality of this approach for fine-tuning tasks under certain conditions. We demonstrate the efficacy of our methodology across a diverse array of tasks (NLU, NLG, zero-shot) with models up to 2.7B, showing that it consistently surpasses other selection methods. Moreover, our proposed method is significantly faster than existing techniques, scaling to millions of samples within a single GPU hour. Our code is open-sourced (Code repository: https://anonymous.4open.science/r/DV4LLM-D761/ ). While fine-tuning offers significant potential for enhancing performance across diverse tasks, its associated costs often limit its widespread adoption; with this work, we hope to lay the groundwork for cost-effective fine-tuning, making its benefits more accessible.
Automatic Prompt Augmentation and Selection with Chain-of-Thought from Labeled Data
Chain-of-thought prompting (CoT) advances the reasoning abilities of large language models (LLMs) and achieves superior performance in arithmetic, commonsense, and symbolic reasoning tasks. However, most CoT studies rely on carefully designed human-annotated rational chains to prompt the language model, which poses challenges for real-world applications where labeled training data is available without human-annotated rational chains. This creates barriers to applications of CoT prompting to these general tasks. This paper proposes a new strategy, Automate-CoT (Automatic Prompt Augmentation and Selection with Chain-of-Thought), that can bypass human engineering of CoTs by automatically augmenting rational chains from a small labeled dataset, and then pruning low-quality chains to construct a candidate pool of machine-generated rationale chains based on the labels. Finally, it selects the optimal combination of several rationale chains from the pool for CoT prompting by employing a variance-reduced policy gradient strategy to estimate the significance of each example in a black-box language model. Automate-CoT enables a quick adaptation of the CoT technique to different tasks. Experimental results demonstrate the effectiveness of our method, where state-of-the-art results are achieved on arithmetic reasoning (+2.7\%), commonsense reasoning (+3.4\%), symbolic reasoning (+3.2\%), and non-reasoning tasks (+2.5\%). Our code will be available at https://github.com/shizhediao/automate-cot.
Uni-Encoder: A Fast and Accurate Response Selection Paradigm for Generation-Based Dialogue Systems
Sample-and-rank is a key decoding strategy for modern generation-based dialogue systems. It helps achieve diverse and high-quality responses by selecting an answer from a small pool of generated candidates. The current state-of-the-art ranking methods mainly use an encoding paradigm called Cross-Encoder, which separately encodes each context-candidate pair and ranks the candidates according to their fitness scores. However, Cross-Encoder repeatedly encodes the same lengthy context for each candidate, resulting in high computational costs. Poly-Encoder addresses the above problems by reducing the interaction between context and candidates, but with a price of performance drop. In this work, we develop a new paradigm called Uni-Encoder, that keeps the full attention over each pair as in Cross-Encoder while only encoding the context once, as in Poly-Encoder. Uni-Encoder encodes all the candidates with the context in one forward pass. We use the same positional embedding for all candidates to ensure they are treated equally and design a new attention mechanism to avoid confusion. Our Uni-Encoder can simulate other ranking paradigms using different attention and response concatenation methods. Extensive experiments show that our proposed paradigm achieves new state-of-the-art results on four benchmark datasets with high computational efficiency. For instance, it improves R10@1 by 2.9% with an approximately 4X faster inference speed on the Ubuntu V2 dataset.
AutoMathText: Autonomous Data Selection with Language Models for Mathematical Texts
To improve language models' proficiency in mathematical reasoning via continual pretraining, we introduce a novel strategy that leverages base language models for autonomous data selection. Departing from conventional supervised fine-tuning or trained classifiers with human-annotated data, our approach utilizes meta-prompted language models as zero-shot verifiers to autonomously evaluate and select high-quality mathematical content, and we release the curated open-source AutoMathText dataset encompassing over 200GB of data. To demonstrate the efficacy of our method, we continuously pretrained a 7B-parameter Mistral language model on the AutoMathText dataset, achieving substantial improvements in downstream performance on the MATH dataset with a token amount reduced by orders of magnitude compared to previous continuous pretraining works. Our method showcases a 2 times increase in pretraining token efficiency compared to baselines, underscoring the potential of our approach in enhancing models' mathematical reasoning capabilities. The AutoMathText dataset is available at https://huggingface.co/datasets/math-ai/AutoMathText. The code is available at https://github.com/yifanzhang-pro/AutoMathText.
KnowPO: Knowledge-aware Preference Optimization for Controllable Knowledge Selection in Retrieval-Augmented Language Models
By integrating external knowledge, Retrieval-Augmented Generation (RAG) has become an effective strategy for mitigating the hallucination problems that large language models (LLMs) encounter when dealing with knowledge-intensive tasks. However, in the process of integrating external non-parametric supporting evidence with internal parametric knowledge, inevitable knowledge conflicts may arise, leading to confusion in the model's responses. To enhance the knowledge selection of LLMs in various contexts, some research has focused on refining their behavior patterns through instruction-tuning. Nonetheless, due to the absence of explicit negative signals and comparative objectives, models fine-tuned in this manner may still exhibit undesirable behaviors such as contextual ignorance and contextual overinclusion. To this end, we propose a Knowledge-aware Preference Optimization strategy, dubbed KnowPO, aimed at achieving adaptive knowledge selection based on contextual relevance in real retrieval scenarios. Concretely, we proposed a general paradigm for constructing knowledge conflict datasets, which comprehensively cover various error types and learn how to avoid these negative signals through preference optimization methods. Simultaneously, we proposed a rewriting strategy and data ratio optimization strategy to address preference imbalances. Experimental results show that KnowPO outperforms previous methods for handling knowledge conflicts by over 37\%, while also exhibiting robust generalization across various out-of-distribution datasets.
GISTEmbed: Guided In-sample Selection of Training Negatives for Text Embedding Fine-tuning
Embedding models are integral to AI applications like semantic search, personalized recommendations, and retrieval augmented generation for LLMs, necessitating high-quality training data. However, the limited scalability of manual data curation prompts the need for automated methods to ensure data integrity. Traditional unsupervised triplet mining automates training data generation, crucial for embedding model training, yet inadvertently injects biases and noise, thereby degrading model performance. Addressing this, we introduce GISTEmbed, a novel strategy that enhances in-batch negative selection during contrastive training through a guide model. This approach departs from reliance on random sampling and equal utility assumption of batch negatives, significantly reducing noise from data quality issues and improving model fine-tuning. Benchmarked against the Massive Text Embedding Benchmark (MTEB), GISTEmbed showcases consistent performance improvements across various model sizes and achieves state-of-the-art results in select categories. This framework enables significant enhancements for smaller models by leveraging the capabilities of powerful yet resource-intensive large models. GISTEmbed can potentially revolutionize the creation of highly efficient, smaller models, democratizing access to advanced AI technologies. Making these technologies more accessible and cost-effective, especially for applications constrained by resources, significantly expands the impact and accessibility of state-of-the-art AI solutions across diverse sectors.
Exploring Human-Like Translation Strategy with Large Language Models
Large language models (LLMs) have demonstrated impressive capabilities in general scenarios, exhibiting a level of aptitude that approaches, in some aspects even surpasses, human-level intelligence. Among their numerous skills, the translation abilities of LLMs have received considerable attention. In contrast to traditional machine translation that focuses solely on source-target mapping, LLM-based translation can potentially mimic the human translation process that takes many preparatory steps to ensure high-quality translation. This work aims to explore this possibility by proposing the MAPS framework, which stands for Multi-Aspect Prompting and Selection. Specifically, we enable LLMs to first analyze the given source text and extract three aspects of translation-related knowledge: keywords, topics and relevant demonstrations to guide the translation process. To filter out the noisy and unhelpful knowledge, we employ a selection mechanism based on quality estimation. Experiments suggest that MAPS brings significant and consistent improvements over text-davinci-003 and Alpaca on eight translation directions from the latest WMT22 test sets. Our further analysis shows that the extracted knowledge is critical in resolving up to 59% of hallucination mistakes in translation. Code is available at https://github.com/zwhe99/MAPS-mt.
Consistency of ELBO maximization for model selection
The Evidence Lower Bound (ELBO) is a quantity that plays a key role in variational inference. It can also be used as a criterion in model selection. However, though extremely popular in practice in the variational Bayes community, there has never been a general theoretic justification for selecting based on the ELBO. In this paper, we show that the ELBO maximization strategy has strong theoretical guarantees, and is robust to model misspecification while most works rely on the assumption that one model is correctly specified. We illustrate our theoretical results by an application to the selection of the number of principal components in probabilistic PCA.
On The Fairness Impacts of Hardware Selection in Machine Learning
In the machine learning ecosystem, hardware selection is often regarded as a mere utility, overshadowed by the spotlight on algorithms and data. This oversight is particularly problematic in contexts like ML-as-a-service platforms, where users often lack control over the hardware used for model deployment. How does the choice of hardware impact generalization properties? This paper investigates the influence of hardware on the delicate balance between model performance and fairness. We demonstrate that hardware choices can exacerbate existing disparities, attributing these discrepancies to variations in gradient flows and loss surfaces across different demographic groups. Through both theoretical and empirical analysis, the paper not only identifies the underlying factors but also proposes an effective strategy for mitigating hardware-induced performance imbalances.
Know More about Each Other: Evolving Dialogue Strategy via Compound Assessment
In this paper, a novel Generation-Evaluation framework is developed for multi-turn conversations with the objective of letting both participants know more about each other. For the sake of rational knowledge utilization and coherent conversation flow, a dialogue strategy which controls knowledge selection is instantiated and continuously adapted via reinforcement learning. Under the deployed strategy, knowledge grounded conversations are conducted with two dialogue agents. The generated dialogues are comprehensively evaluated on aspects like informativeness and coherence, which are aligned with our objective and human instinct. These assessments are integrated as a compound reward to guide the evolution of dialogue strategy via policy gradient. Comprehensive experiments have been carried out on the publicly available dataset, demonstrating that the proposed method outperforms the other state-of-the-art approaches significantly.
What Makes Good Data for Alignment? A Comprehensive Study of Automatic Data Selection in Instruction Tuning
Instruction tuning is a standard technique employed to align large language models to end tasks and user preferences after the initial pretraining phase. Recent research indicates the critical role of data engineering in instruction tuning -- when appropriately selected, only limited data is necessary to achieve superior performance. However, we still lack a principled understanding of what makes good instruction tuning data for alignment, and how we should select data automatically and effectively. In this work, we delve deeply into automatic data selection strategies for alignment. We start with controlled studies to measure data across three dimensions: complexity, quality, and diversity, along which we examine existing methods and introduce novel techniques for enhanced data measurement. Subsequently, we propose a simple strategy to select data samples based on the measurement. We present deita (short for Data-Efficient Instruction Tuning for Alignment), a series of models fine-tuned from LLaMA and Mistral models using data samples automatically selected with our proposed approach. Empirically, deita performs better or on par with the state-of-the-art open-source alignment models with only 6K SFT training data samples -- over 10x less than the data used in the baselines. When further trained with direct preference optimization (DPO), deita-Mistral-7B + DPO trained with 6K SFT and 10K DPO samples achieve 7.55 MT-Bench and 90.06% AlpacaEval scores. We anticipate this work to provide tools on automatic data selection, facilitating data-efficient alignment. We release our models as well as the selected datasets for future researches to effectively align models more efficiently.
From Quantity to Quality: Boosting LLM Performance with Self-Guided Data Selection for Instruction Tuning
In the realm of Large Language Models, the balance between instruction data quality and quantity has become a focal point. Recognizing this, we introduce a self-guided methodology for LLMs to autonomously discern and select cherry samples from vast open-source datasets, effectively minimizing manual curation and potential cost for instruction tuning an LLM. Our key innovation, the Instruction-Following Difficulty (IFD) metric, emerges as a pivotal tool to identify discrepancies between a model's expected responses and its autonomous generation prowess. Through the adept application of IFD, cherry samples are pinpointed, leading to a marked uptick in model training efficiency. Empirical validations on renowned datasets like Alpaca and WizardLM underpin our findings; with a mere 10% of conventional data input, our strategy showcases improved results. This synthesis of self-guided cherry-picking and the IFD metric signifies a transformative leap in the optimization of LLMs, promising both efficiency and resource-conscious advancements. Codes, data, and models are available: https://github.com/MingLiiii/Cherry_LLM
Adapt-$\infty$: Scalable Lifelong Multimodal Instruction Tuning via Dynamic Data Selection
Visual instruction datasets from various distributors are released at different times and often contain a significant number of semantically redundant text-image pairs, depending on their task compositions (i.e., skills) or reference sources. This redundancy greatly limits the efficient deployment of lifelong adaptable multimodal large language models, hindering their ability to refine existing skills and acquire new competencies over time. To address this, we reframe the problem of Lifelong Instruction Tuning (LiIT) via data selection, where the model automatically selects beneficial samples to learn from earlier and new datasets based on the current state of acquired knowledge in the model. Based on empirical analyses that show that selecting the best data subset using a static importance measure is often ineffective for multi-task datasets with evolving distributions, we propose Adapt-infty, a new multi-way and adaptive data selection approach that dynamically balances sample efficiency and effectiveness during LiIT. We construct pseudo-skill clusters by grouping gradient-based sample vectors. Next, we select the best-performing data selector for each skill cluster from a pool of selector experts, including our newly proposed scoring function, Image Grounding score. This data selector samples a subset of the most important samples from each skill cluster for training. To prevent the continuous increase in the size of the dataset pool during LiIT, which would result in excessive computation, we further introduce a cluster-wise permanent data pruning strategy to remove the most semantically redundant samples from each cluster, keeping computational requirements manageable. Training with samples selected by Adapt-infty alleviates catastrophic forgetting, especially for rare tasks, and promotes forward transfer across the continuum using only a fraction of the original datasets.
A Survey on Cost Types, Interaction Schemes, and Annotator Performance Models in Selection Algorithms for Active Learning in Classification
Pool-based active learning (AL) aims to optimize the annotation process (i.e., labeling) as the acquisition of annotations is often time-consuming and therefore expensive. For this purpose, an AL strategy queries annotations intelligently from annotators to train a high-performance classification model at a low annotation cost. Traditional AL strategies operate in an idealized framework. They assume a single, omniscient annotator who never gets tired and charges uniformly regardless of query difficulty. However, in real-world applications, we often face human annotators, e.g., crowd or in-house workers, who make annotation mistakes and can be reluctant to respond if tired or faced with complex queries. Recently, a wide range of novel AL strategies has been proposed to address these issues. They differ in at least one of the following three central aspects from traditional AL: (1) They explicitly consider (multiple) human annotators whose performances can be affected by various factors, such as missing expertise. (2) They generalize the interaction with human annotators by considering different query and annotation types, such as asking an annotator for feedback on an inferred classification rule. (3) They take more complex cost schemes regarding annotations and misclassifications into account. This survey provides an overview of these AL strategies and refers to them as real-world AL. Therefore, we introduce a general real-world AL strategy as part of a learning cycle and use its elements, e.g., the query and annotator selection algorithm, to categorize about 60 real-world AL strategies. Finally, we outline possible directions for future research in the field of AL.
RULE: Reliable Multimodal RAG for Factuality in Medical Vision Language Models
The recent emergence of Medical Large Vision Language Models (Med-LVLMs) has enhanced medical diagnosis. However, current Med-LVLMs frequently encounter factual issues, often generating responses that do not align with established medical facts. Retrieval-Augmented Generation (RAG), which utilizes external knowledge, can improve the factual accuracy of these models but introduces two major challenges. First, limited retrieved contexts might not cover all necessary information, while excessive retrieval can introduce irrelevant and inaccurate references, interfering with the model's generation. Second, in cases where the model originally responds correctly, applying RAG can lead to an over-reliance on retrieved contexts, resulting in incorrect answers. To address these issues, we propose RULE, which consists of two components. First, we introduce a provably effective strategy for controlling factuality risk through the calibrated selection of the number of retrieved contexts. Second, based on samples where over-reliance on retrieved contexts led to errors, we curate a preference dataset to fine-tune the model, balancing its dependence on inherent knowledge and retrieved contexts for generation. We demonstrate the effectiveness of RULE on three medical VQA datasets, achieving an average improvement of 20.8% in factual accuracy. We publicly release our benchmark and code in https://github.com/richard-peng-xia/RULE.
Thinking Slow, Fast: Scaling Inference Compute with Distilled Reasoners
Recent advancements have demonstrated that the performance of large language models (LLMs) can be significantly enhanced by scaling computational resources at test time. A common strategy involves generating multiple Chain-of-Thought (CoT) trajectories and aggregating their outputs through various selection mechanisms. This raises a fundamental question: can models with lower complexity leverage their superior generation throughput to outperform similarly sized Transformers for a fixed computational budget? To address this question and overcome the lack of strong subquadratic reasoners, we distill pure and hybrid Mamba models from pretrained Transformers. Trained on only 8 billion tokens, our distilled models show strong performance and scaling on mathematical reasoning datasets while being much faster at inference for large batches and long sequences. Despite the zero-shot performance hit due to distillation, both pure and hybrid Mamba models can scale their coverage and accuracy performance past their Transformer teacher models under fixed time budgets, opening a new direction for scaling inference compute.
Training Bayesian Neural Networks with Sparse Subspace Variational Inference
Bayesian neural networks (BNNs) offer uncertainty quantification but come with the downside of substantially increased training and inference costs. Sparse BNNs have been investigated for efficient inference, typically by either slowly introducing sparsity throughout the training or by post-training compression of dense BNNs. The dilemma of how to cut down massive training costs remains, particularly given the requirement to learn about the uncertainty. To solve this challenge, we introduce Sparse Subspace Variational Inference (SSVI), the first fully sparse BNN framework that maintains a consistently highly sparse Bayesian model throughout the training and inference phases. Starting from a randomly initialized low-dimensional sparse subspace, our approach alternately optimizes the sparse subspace basis selection and its associated parameters. While basis selection is characterized as a non-differentiable problem, we approximate the optimal solution with a removal-and-addition strategy, guided by novel criteria based on weight distribution statistics. Our extensive experiments show that SSVI sets new benchmarks in crafting sparse BNNs, achieving, for instance, a 10-20x compression in model size with under 3\% performance drop, and up to 20x FLOPs reduction during training compared with dense VI training. Remarkably, SSVI also demonstrates enhanced robustness to hyperparameters, reducing the need for intricate tuning in VI and occasionally even surpassing VI-trained dense BNNs on both accuracy and uncertainty metrics.
Native Sparse Attention: Hardware-Aligned and Natively Trainable Sparse Attention
Long-context modeling is crucial for next-generation language models, yet the high computational cost of standard attention mechanisms poses significant computational challenges. Sparse attention offers a promising direction for improving efficiency while maintaining model capabilities. We present NSA, a Natively trainable Sparse Attention mechanism that integrates algorithmic innovations with hardware-aligned optimizations to achieve efficient long-context modeling. NSA employs a dynamic hierarchical sparse strategy, combining coarse-grained token compression with fine-grained token selection to preserve both global context awareness and local precision. Our approach advances sparse attention design with two key innovations: (1) We achieve substantial speedups through arithmetic intensity-balanced algorithm design, with implementation optimizations for modern hardware. (2) We enable end-to-end training, reducing pretraining computation without sacrificing model performance. As shown in Figure 1, experiments show the model pretrained with NSA maintains or exceeds Full Attention models across general benchmarks, long-context tasks, and instruction-based reasoning. Meanwhile, NSA achieves substantial speedups over Full Attention on 64k-length sequences across decoding, forward propagation, and backward propagation, validating its efficiency throughout the model lifecycle.
Contextual Interaction via Primitive-based Adversarial Training For Compositional Zero-shot Learning
Compositional Zero-shot Learning (CZSL) aims to identify novel compositions via known attribute-object pairs. The primary challenge in CZSL tasks lies in the significant discrepancies introduced by the complex interaction between the visual primitives of attribute and object, consequently decreasing the classification performance towards novel compositions. Previous remarkable works primarily addressed this issue by focusing on disentangling strategy or utilizing object-based conditional probabilities to constrain the selection space of attributes. Unfortunately, few studies have explored the problem from the perspective of modeling the mechanism of visual primitive interactions. Inspired by the success of vanilla adversarial learning in Cross-Domain Few-Shot Learning, we take a step further and devise a model-agnostic and Primitive-Based Adversarial training (PBadv) method to deal with this problem. Besides, the latest studies highlight the weakness of the perception of hard compositions even under data-balanced conditions. To this end, we propose a novel over-sampling strategy with object-similarity guidance to augment target compositional training data. We performed detailed quantitative analysis and retrieval experiments on well-established datasets, such as UT-Zappos50K, MIT-States, and C-GQA, to validate the effectiveness of our proposed method, and the state-of-the-art (SOTA) performance demonstrates the superiority of our approach. The code is available at https://github.com/lisuyi/PBadv_czsl.
Overview of the DESI Legacy Imaging Surveys
The DESI Legacy Imaging Surveys are a combination of three public projects (the Dark Energy Camera Legacy Survey, the Beijing-Arizona Sky Survey, and the Mayall z-band Legacy Survey) that will jointly image approximately 14,000 deg^2 of the extragalactic sky visible from the northern hemisphere in three optical bands (g, r, and z) using telescopes at the Kitt Peak National Observatory and the Cerro Tololo Inter-American Observatory. The combined survey footprint is split into two contiguous areas by the Galactic plane. The optical imaging is conducted using a unique strategy of dynamically adjusting the exposure times and pointing selection during observing that results in a survey of nearly uniform depth. In addition to calibrated images, the project is delivering a catalog, constructed by using a probabilistic inference-based approach to estimate source shapes and brightnesses. The catalog includes photometry from the grz optical bands and from four mid-infrared bands (at 3.4, 4.6, 12 and 22 micorons) observed by the Wide-field Infrared Survey Explorer (WISE) satellite during its full operational lifetime. The project plans two public data releases each year. All the software used to generate the catalogs is also released with the data. This paper provides an overview of the Legacy Surveys project.
Fixing Imbalanced Attention to Mitigate In-Context Hallucination of Large Vision-Language Model
Large Vision Language Models (LVLMs) have demonstrated remarkable capabilities in understanding and describing visual content, achieving state-of-the-art performance across various vision-language tasks. However, these models frequently exhibit hallucination behavior, where they generate descriptions containing objects or details absent in the input image. Our work investigates this phenomenon by analyzing attention patterns across transformer layers and heads, revealing that hallucinations often stem from progressive degradation of visual grounding in deeper layers. We propose a novel attention modification approach that combines selective token emphasis and head-specific modulation to maintain visual grounding throughout the generation process. Our method introduces two key components: (1) a dual-stream token selection mechanism that identifies and prioritizes both locally informative and spatially significant visual tokens, and (2) an attention head-specific modulation strategy that differentially amplifies visual information processing based on measured visual sensitivity of individual attention heads. Through extensive experimentation on the MSCOCO dataset, we demonstrate that our approach reduces hallucination rates by up to 62.3\% compared to baseline models while maintaining comparable task performance. Our analysis reveals that selectively modulating tokens across attention heads with varying levels of visual sensitivity can significantly improve visual grounding without requiring model retraining.
Let's Make Block Coordinate Descent Converge Faster: Faster Greedy Rules, Message-Passing, Active-Set Complexity, and Superlinear Convergence
Block coordinate descent (BCD) methods are widely used for large-scale numerical optimization because of their cheap iteration costs, low memory requirements, amenability to parallelization, and ability to exploit problem structure. Three main algorithmic choices influence the performance of BCD methods: the block partitioning strategy, the block selection rule, and the block update rule. In this paper we explore all three of these building blocks and propose variations for each that can significantly improve the progress made by each BCD iteration. We (i) propose new greedy block-selection strategies that guarantee more progress per iteration than the Gauss-Southwell rule; (ii) explore practical issues like how to implement the new rules when using "variable" blocks; (iii) explore the use of message-passing to compute matrix or Newton updates efficiently on huge blocks for problems with sparse dependencies between variables; and (iv) consider optimal active manifold identification, which leads to bounds on the "active-set complexity" of BCD methods and leads to superlinear convergence for certain problems with sparse solutions (and in some cases finite termination at an optimal solution). We support all of our findings with numerical results for the classic machine learning problems of least squares, logistic regression, multi-class logistic regression, label propagation, and L1-regularization.
SQLPrompt: In-Context Text-to-SQL with Minimal Labeled Data
Text-to-SQL aims to automate the process of generating SQL queries on a database from natural language text. In this work, we propose "SQLPrompt", tailored to improve the few-shot prompting capabilities of Text-to-SQL for Large Language Models (LLMs). Our methods include innovative prompt design, execution-based consistency decoding strategy which selects the SQL with the most consistent execution outcome among other SQL proposals, and a method that aims to improve performance by diversifying the SQL proposals during consistency selection with different prompt designs ("MixPrompt") and foundation models ("MixLLMs"). We show that SQLPrompt outperforms previous approaches for in-context learning with few labeled data by a large margin, closing the gap with finetuning state-of-the-art with thousands of labeled data.
Heuristic-Driven Link-of-Analogy Prompting: Enhancing Large Language Models for Document-Level Event Argument Extraction
In this study, we investigate in-context learning (ICL) in document-level event argument extraction (EAE) to alleviate the dependency on large-scale labeled data for this task. We introduce the Heuristic-Driven Link-of-Analogy (HD-LoA) prompting to address the challenge of example selection and to develop a prompting strategy tailored for EAE. Specifically, we hypothesize and validate that LLMs learn task-specific heuristics from demonstrations via ICL. Building upon this hypothesis, we introduce an explicit heuristic-driven demonstration construction approach, which transforms the haphazard example selection process into a methodical method that emphasizes task heuristics. Additionally, inspired by the analogical reasoning of human, we propose the link-of-analogy prompting, which enables LLMs to process new situations by drawing analogies to known situations, enhancing their performance on unseen classes beyond limited ICL examples. Experiments show that our method outperforms existing prompting methods and few-shot supervised learning methods on document-level EAE datasets. Additionally, the HD-LoA prompting shows effectiveness in diverse tasks like sentiment analysis and natural language inference, demonstrating its broad adaptability.
Regularized Mask Tuning: Uncovering Hidden Knowledge in Pre-trained Vision-Language Models
Prompt tuning and adapter tuning have shown great potential in transferring pre-trained vision-language models (VLMs) to various downstream tasks. In this work, we design a new type of tuning method, termed as regularized mask tuning, which masks the network parameters through a learnable selection. Inspired by neural pathways, we argue that the knowledge required by a downstream task already exists in the pre-trained weights but just gets concealed in the upstream pre-training stage. To bring the useful knowledge back into light, we first identify a set of parameters that are important to a given downstream task, then attach a binary mask to each parameter, and finally optimize these masks on the downstream data with the parameters frozen. When updating the mask, we introduce a novel gradient dropout strategy to regularize the parameter selection, in order to prevent the model from forgetting old knowledge and overfitting the downstream data. Experimental results on 11 datasets demonstrate the consistent superiority of our method over previous alternatives. It is noteworthy that we manage to deliver 18.73% performance improvement compared to the zero-shot CLIP via masking an average of only 2.56% parameters. Furthermore, our method is synergistic with most existing parameter-efficient tuning methods and can boost the performance on top of them. Project page can be found here (https://wuw2019.github.io/R-AMT/).
MooER: LLM-based Speech Recognition and Translation Models from Moore Threads
In this paper, we present MooER, a LLM-based large-scale automatic speech recognition (ASR) / automatic speech translation (AST) model of Moore Threads. A 5000h pseudo labeled dataset containing open source and self collected speech data is used for training. We achieve performance comparable to other open source models trained with up to hundreds of thousands of hours of labeled speech data. Meanwhile, experiments conducted on Covost2 Zh2en testset suggest that our model outperforms other open source Speech LLMs. A BLEU score of 25.2 can be obtained. The main contributions of this paper are summarized as follows. First, this paper presents a training strategy for encoders and LLMs on speech related tasks (including ASR and AST) using a small size of pseudo labeled data without any extra manual annotation and selection. Second, we release our ASR and AST models and plan to open-source our training code and strategy in the near future. Moreover, a model trained on 8wh scale training data is planned to be released later on.
SePPO: Semi-Policy Preference Optimization for Diffusion Alignment
Reinforcement learning from human feedback (RLHF) methods are emerging as a way to fine-tune diffusion models (DMs) for visual generation. However, commonly used on-policy strategies are limited by the generalization capability of the reward model, while off-policy approaches require large amounts of difficult-to-obtain paired human-annotated data, particularly in visual generation tasks. To address the limitations of both on- and off-policy RLHF, we propose a preference optimization method that aligns DMs with preferences without relying on reward models or paired human-annotated data. Specifically, we introduce a Semi-Policy Preference Optimization (SePPO) method. SePPO leverages previous checkpoints as reference models while using them to generate on-policy reference samples, which replace "losing images" in preference pairs. This approach allows us to optimize using only off-policy "winning images." Furthermore, we design a strategy for reference model selection that expands the exploration in the policy space. Notably, we do not simply treat reference samples as negative examples for learning. Instead, we design an anchor-based criterion to assess whether the reference samples are likely to be winning or losing images, allowing the model to selectively learn from the generated reference samples. This approach mitigates performance degradation caused by the uncertainty in reference sample quality. We validate SePPO across both text-to-image and text-to-video benchmarks. SePPO surpasses all previous approaches on the text-to-image benchmarks and also demonstrates outstanding performance on the text-to-video benchmarks. Code will be released in https://github.com/DwanZhang-AI/SePPO.
Deciphering Cross-Modal Alignment in Large Vision-Language Models with Modality Integration Rate
We present the Modality Integration Rate (MIR), an effective, robust, and generalized metric to indicate the multi-modal pre-training quality of Large Vision Language Models (LVLMs). Large-scale pre-training plays a critical role in building capable LVLMs, while evaluating its training quality without the costly supervised fine-tuning stage is under-explored. Loss, perplexity, and in-context evaluation results are commonly used pre-training metrics for Large Language Models (LLMs), while we observed that these metrics are less indicative when aligning a well-trained LLM with a new modality. Due to the lack of proper metrics, the research of LVLMs in the critical pre-training stage is hindered greatly, including the training data choice, efficient module design, etc. In this paper, we propose evaluating the pre-training quality from the inter-modal distribution distance perspective and present MIR, the Modality Integration Rate, which is 1) Effective to represent the pre-training quality and show a positive relation with the benchmark performance after supervised fine-tuning. 2) Robust toward different training/evaluation data. 3) Generalize across training configurations and architecture choices. We conduct a series of pre-training experiments to explore the effectiveness of MIR and observe satisfactory results that MIR is indicative about training data selection, training strategy schedule, and model architecture design to get better pre-training results. We hope MIR could be a helpful metric for building capable LVLMs and inspire the following research about modality alignment in different areas. Our code is at: https://github.com/shikiw/Modality-Integration-Rate.
MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis
Recent works in volume rendering, e.g. NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.
OPERA: Alleviating Hallucination in Multi-Modal Large Language Models via Over-Trust Penalty and Retrospection-Allocation
Hallucination, posed as a pervasive challenge of multi-modal large language models (MLLMs), has significantly impeded their real-world usage that demands precise judgment. Existing methods mitigate this issue with either training with specific designed data or inferencing with external knowledge from other sources, incurring inevitable additional costs. In this paper, we present OPERA, a novel MLLM decoding method grounded in an Over-trust Penalty and a Retrospection-Allocation strategy, serving as a nearly free lunch to alleviate the hallucination issue without additional data, knowledge, or training. Our approach begins with an interesting observation that, most hallucinations are closely tied to the knowledge aggregation patterns manifested in the self-attention matrix, i.e., MLLMs tend to generate new tokens by focusing on a few summary tokens, but not all the previous tokens. Such partial over-trust inclination results in the neglecting of image tokens and describes the image content with hallucination. Statistically, we observe an 80%sim95% co-currency rate between hallucination contents and such knowledge aggregation patterns. Based on the observation, OPERA introduces a penalty term on the model logits during the beam-search decoding to mitigate the over-trust issue, along with a rollback strategy that retrospects the presence of summary tokens in the previously generated tokens, and re-allocate the token selection if necessary. With extensive experiments, OPERA shows significant hallucination-mitigating performance on different MLLMs and metrics, proving its effectiveness and generality. Our code is available at: https://github.com/shikiw/OPERA.
CoCoCo: Improving Text-Guided Video Inpainting for Better Consistency, Controllability and Compatibility
Recent advancements in video generation have been remarkable, yet many existing methods struggle with issues of consistency and poor text-video alignment. Moreover, the field lacks effective techniques for text-guided video inpainting, a stark contrast to the well-explored domain of text-guided image inpainting. To this end, this paper proposes a novel text-guided video inpainting model that achieves better consistency, controllability and compatibility. Specifically, we introduce a simple but efficient motion capture module to preserve motion consistency, and design an instance-aware region selection instead of a random region selection to obtain better textual controllability, and utilize a novel strategy to inject some personalized models into our CoCoCo model and thus obtain better model compatibility. Extensive experiments show that our model can generate high-quality video clips. Meanwhile, our model shows better motion consistency, textual controllability and model compatibility. More details are shown in [cococozibojia.github.io](cococozibojia.github.io).
Chameleon: Increasing Label-Only Membership Leakage with Adaptive Poisoning
The integration of machine learning (ML) in numerous critical applications introduces a range of privacy concerns for individuals who provide their datasets for model training. One such privacy risk is Membership Inference (MI), in which an attacker seeks to determine whether a particular data sample was included in the training dataset of a model. Current state-of-the-art MI attacks capitalize on access to the model's predicted confidence scores to successfully perform membership inference, and employ data poisoning to further enhance their effectiveness. In this work, we focus on the less explored and more realistic label-only setting, where the model provides only the predicted label on a queried sample. We show that existing label-only MI attacks are ineffective at inferring membership in the low False Positive Rate (FPR) regime. To address this challenge, we propose a new attack Chameleon that leverages a novel adaptive data poisoning strategy and an efficient query selection method to achieve significantly more accurate membership inference than existing label-only attacks, especially at low FPRs.
Joint Face Detection and Alignment using Multi-task Cascaded Convolutional Networks
Face detection and alignment in unconstrained environment are challenging due to various poses, illuminations and occlusions. Recent studies show that deep learning approaches can achieve impressive performance on these two tasks. In this paper, we propose a deep cascaded multi-task framework which exploits the inherent correlation between them to boost up their performance. In particular, our framework adopts a cascaded structure with three stages of carefully designed deep convolutional networks that predict face and landmark location in a coarse-to-fine manner. In addition, in the learning process, we propose a new online hard sample mining strategy that can improve the performance automatically without manual sample selection. Our method achieves superior accuracy over the state-of-the-art techniques on the challenging FDDB and WIDER FACE benchmark for face detection, and AFLW benchmark for face alignment, while keeps real time performance.
ShowUI: One Vision-Language-Action Model for GUI Visual Agent
Building Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4x. Navigation experiments across web Mind2Web, mobile AITW, and online MiniWob environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI.
Ensembling Portfolio Strategies for Long-Term Investments: A Distribution-Free Preference Framework for Decision-Making and Algorithms
This paper investigates the problem of ensembling multiple strategies for sequential portfolios to outperform individual strategies in terms of long-term wealth. Due to the uncertainty of strategies' performances in the future market, which are often based on specific models and statistical assumptions, investors often mitigate risk and enhance robustness by combining multiple strategies, akin to common approaches in collective learning prediction. However, the absence of a distribution-free and consistent preference framework complicates decisions of combination due to the ambiguous objective. To address this gap, we introduce a novel framework for decision-making in combining strategies, irrespective of market conditions, by establishing the investor's preference between decisions and then forming a clear objective. Through this framework, we propose a combinatorial strategy construction, free from statistical assumptions, for any scale of component strategies, even infinite, such that it meets the determined criterion. Finally, we test the proposed strategy along with its accelerated variant and some other multi-strategies. The numerical experiments show results in favor of the proposed strategies, albeit with small tradeoffs in their Sharpe ratios, in which their cumulative wealths eventually exceed those of the best component strategies while the accelerated strategy significantly improves performance.
Decoupling Strategy and Generation in Negotiation Dialogues
We consider negotiation settings in which two agents use natural language to bargain on goods. Agents need to decide on both high-level strategy (e.g., proposing \50) and the execution of that strategy (e.g., generating "The bike is brand new. Selling for just 50."). Recent work on negotiation trains neural models, but their end-to-end nature makes it hard to control their strategy, and reinforcement learning tends to lead to degenerate solutions. In this paper, we propose a modular approach based on coarse di- alogue acts (e.g., propose(price=50)) that decouples strategy and generation. We show that we can flexibly set the strategy using supervised learning, reinforcement learning, or domain-specific knowledge without degeneracy, while our retrieval-based generation can maintain context-awareness and produce diverse utterances. We test our approach on the recently proposed DEALORNODEAL game, and we also collect a richer dataset based on real items on Craigslist. Human evaluation shows that our systems achieve higher task success rate and more human-like negotiation behavior than previous approaches.
Rethinking Scaling Laws for Learning in Strategic Environments
The deployment of ever-larger machine learning models reflects a growing consensus that the more expressive the modelx2013and the more data one has access tox2013the more one can improve performance. As models get deployed in a variety of real world scenarios, they inevitably face strategic environments. In this work, we consider the natural question of how the interplay of models and strategic interactions affects scaling laws. We find that strategic interactions can break the conventional view of scaling lawsx2013meaning that performance does not necessarily monotonically improve as models get larger and/ or more expressive (even with infinite data). We show the implications of this phenomenon in several contexts including strategic regression, strategic classification, and multi-agent reinforcement learning through examples of strategic environments in whichx2013by simply restricting the expressivity of one's model or policy classx2013one can achieve strictly better equilibrium outcomes. Motivated by these examples, we then propose a new paradigm for model-selection in games wherein an agent seeks to choose amongst different model classes to use as their action set in a game.
StrategyLLM: Large Language Models as Strategy Generators, Executors, Optimizers, and Evaluators for Problem Solving
Most existing chain-of-thought (CoT) prompting methods suffer from the issues of generalizability and consistency, as they often rely on instance-specific solutions that may not be applicable to other cases and lack task-level consistency in their reasoning steps. To address these limitations, we propose a comprehensive framework, StrategyLLM, harnessing the capabilities of LLMs to construct generalizable and consistent few-shot prompts for various tasks automatically. To this end, StrategyLLM employs four LLM-based agents: strategy generator, executor, optimizer, and evaluator, working together to generate, evaluate, and select promising strategies for a given task. The experimental results demonstrate that StrategyLLM outperforms the competitive baseline CoT-SC that requires human-annotated solutions on 13 datasets across 4 challenging tasks without human involvement, including math reasoning (34.21% rightarrow 38.79%), commonsense reasoning (70.3% rightarrow 72.5%), algorithmic reasoning (51.7% rightarrow 62.0%), and symbolic reasoning (30.0% rightarrow 79.2%).
Who Needs to Know? Minimal Knowledge for Optimal Coordination
To optimally coordinate with others in cooperative games, it is often crucial to have information about one's collaborators: successful driving requires understanding which side of the road to drive on. However, not every feature of collaborators is strategically relevant: the fine-grained acceleration of drivers may be ignored while maintaining optimal coordination. We show that there is a well-defined dichotomy between strategically relevant and irrelevant information. Moreover, we show that, in dynamic games, this dichotomy has a compact representation that can be efficiently computed via a Bellman backup operator. We apply this algorithm to analyze the strategically relevant information for tasks in both a standard and a partially observable version of the Overcooked environment. Theoretical and empirical results show that our algorithms are significantly more efficient than baselines. Videos are available at https://minknowledge.github.io.
Strategist: Learning Strategic Skills by LLMs via Bi-Level Tree Search
In this paper, we propose a new method Strategist that utilizes LLMs to acquire new skills for playing multi-agent games through a self-improvement process. Our method gathers quality feedback through self-play simulations with Monte Carlo tree search and LLM-based reflection, which can then be used to learn high-level strategic skills such as how to evaluate states that guide the low-level execution.We showcase how our method can be used in both action planning and dialogue generation in the context of games, achieving good performance on both tasks. Specifically, we demonstrate that our method can help train agents with better performance than both traditional reinforcement learning-based approaches and other LLM-based skill learning approaches in games including the Game of Pure Strategy (GOPS) and The Resistance: Avalon.
Beating the average: how to generate profit by exploiting the inefficiencies of soccer betting
In economy, markets are denoted as efficient when it is impossible to systematically generate profits which outperform the average. In the past years, the concept has been tested in other domains such as the growing sports betting market. Surprisingly, despite its large size and its level of maturity, sports betting shows traits of inefficiency. The anomalies indicate the existence of strategies which shift betting from a game of chance towards a game of skill. This article shows an example for an inefficiency detected in the German soccer betting TOTO 13er Wette, which is operated by state-run lottery agencies. Gamblers have to guess the outcome (win, draw, loss) of 13 soccer matches listed on a lottery tip. Applying stochastic methods, a recipe is presented to determine hit rates for single match outcomes. More important, the recipe provides the number of lottery tips required to achieve a specific number of strikes (number of correct match forecasts per lottery tip) for any given level of safety. An approximation is derived to cope with large numbers in hypergeometric distributions, valid under certain constraints. Overall, the strategy does lead to returns exceeding the aggregated lottery fees, resulting in moderate, but consistent profits. It is briefly discussed if lessions learned from soccer betting can be transferred back to financial markets, because gamblers and retail investors face similar challenges and opportunities.
Game-theoretic LLM: Agent Workflow for Negotiation Games
This paper investigates the rationality of large language models (LLMs) in strategic decision-making contexts, specifically within the framework of game theory. We evaluate several state-of-the-art LLMs across a spectrum of complete-information and incomplete-information games. Our findings reveal that LLMs frequently deviate from rational strategies, particularly as the complexity of the game increases with larger payoff matrices or deeper sequential trees. To address these limitations, we design multiple game-theoretic workflows that guide the reasoning and decision-making processes of LLMs. These workflows aim to enhance the models' ability to compute Nash Equilibria and make rational choices, even under conditions of uncertainty and incomplete information. Experimental results demonstrate that the adoption of these workflows significantly improves the rationality and robustness of LLMs in game-theoretic tasks. Specifically, with the workflow, LLMs exhibit marked improvements in identifying optimal strategies, achieving near-optimal allocations in negotiation scenarios, and reducing susceptibility to exploitation during negotiations. Furthermore, we explore the meta-strategic considerations of whether it is rational for agents to adopt such workflows, recognizing that the decision to use or forgo the workflow constitutes a game-theoretic issue in itself. Our research contributes to a deeper understanding of LLMs' decision-making capabilities in strategic contexts and provides insights into enhancing their rationality through structured workflows. The findings have implications for the development of more robust and strategically sound AI agents capable of navigating complex interactive environments. Code and data supporting this study are available at https://github.com/Wenyueh/game_theory.
Discovering and Exploiting Sparse Rewards in a Learned Behavior Space
Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Efficient exploration algorithms have been proposed that require to define a behavior space, that associates to an agent its resulting behavior in a space that is known to be worth exploring. The need to define this space is a limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while efficiently optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-steps process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters are used to optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space.
On the Value of Myopic Behavior in Policy Reuse
Leveraging learned strategies in unfamiliar scenarios is fundamental to human intelligence. In reinforcement learning, rationally reusing the policies acquired from other tasks or human experts is critical for tackling problems that are difficult to learn from scratch. In this work, we present a framework called Selective Myopic bEhavior Control~(SMEC), which results from the insight that the short-term behaviors of prior policies are sharable across tasks. By evaluating the behaviors of prior policies via a hybrid value function architecture, SMEC adaptively aggregates the sharable short-term behaviors of prior policies and the long-term behaviors of the task policy, leading to coordinated decisions. Empirical results on a collection of manipulation and locomotion tasks demonstrate that SMEC outperforms existing methods, and validate the ability of SMEC to leverage related prior policies.
Strength Lies in Differences! Towards Effective Non-collaborative Dialogues via Tailored Strategy Planning
We investigate non-collaborative dialogue agents, which are expected to engage in strategic conversations with diverse users, for securing a mutual agreement that leans favorably towards the system's objectives. This poses two main challenges for existing dialogue agents: 1) The inability to integrate user-specific characteristics into the strategic planning, and 2) The difficulty of training strategic planners that can be generalized to diverse users. To address these challenges, we propose Trip to enhance the capability in tailored strategic planning, incorporating a user-aware strategic planning module and a population-based training paradigm. Through experiments on benchmark non-collaborative dialogue tasks, we demonstrate the effectiveness of Trip in catering to diverse users.
Bandits Meet Mechanism Design to Combat Clickbait in Online Recommendation
We study a strategic variant of the multi-armed bandit problem, which we coin the strategic click-bandit. This model is motivated by applications in online recommendation where the choice of recommended items depends on both the click-through rates and the post-click rewards. Like in classical bandits, rewards follow a fixed unknown distribution. However, we assume that the click-rate of each arm is chosen strategically by the arm (e.g., a host on Airbnb) in order to maximize the number of times it gets clicked. The algorithm designer does not know the post-click rewards nor the arms' actions (i.e., strategically chosen click-rates) in advance, and must learn both values over time. To solve this problem, we design an incentive-aware learning algorithm, UCB-S, which achieves two goals simultaneously: (a) incentivizing desirable arm behavior under uncertainty; (b) minimizing regret by learning unknown parameters. We characterize all approximate Nash equilibria among arms under UCB-S and show a mathcal{O} (KT) regret bound uniformly in every equilibrium. We also show that incentive-unaware algorithms generally fail to achieve low regret in the strategic click-bandit. Finally, we support our theoretical results by simulations of strategic arm behavior which confirm the effectiveness and robustness of our proposed incentive design.
Stepwise Self-Consistent Mathematical Reasoning with Large Language Models
Using Large Language Models for complex mathematical reasoning is difficult, primarily due to the complexity of multi-step reasoning. The main challenges of this process include (1) selecting critical intermediate results to advance the procedure, and (2) limited exploration of potential solutions. To address these issues, we introduce a novel algorithm, namely Stepwise Self-Consistent Chain-of-Thought (SSC-CoT). SSC-CoT employs a strategy of selecting intermediate steps based on the intersection of various reasoning chains. Additionally, SSC-CoT enables the model to discover critical intermediate steps by querying a knowledge graph comprising relevant domain knowledge. To validate SSC-CoT, we present a new dataset, TriMaster100, tailored for complex trigonometry problems. This dataset contains 100 questions, with each solution broken down into scored intermediate steps, facilitating a comprehensive evaluation of the mathematical reasoning process. On TriMaster100, SSC-CoT triples the effectiveness of the state-of-the-art methods. Furthermore, we benchmark SSC-CoT on the widely recognized complex mathematical question dataset, MATH level 5, and it surpasses the second-best method by 7.2% in accuracy. Code and the TriMaster100 dataset can be found at: https://github.com/zhao-zilong/ssc-cot.
K-Level Reasoning with Large Language Models
While Large Language Models (LLMs) have demonstrated their proficiency in complex reasoning tasks, their performance in dynamic, interactive, and competitive scenarios - such as business strategy and stock market analysis - remains underexplored. To bridge this gap, we formally explore the dynamic reasoning capabilities of LLMs for decision-making in rapidly evolving environments. We introduce two game theory-based pilot challenges that mirror the complexities of real-world dynamic decision-making. These challenges are well-defined, enabling clear, controllable, and precise evaluation of LLMs' dynamic reasoning abilities. Through extensive experiments, we find that existing reasoning methods tend to falter in dynamic settings that require k-level thinking - a key concept not tackled by previous works. To address this, we propose a novel reasoning approach for LLMs, named "K-Level Reasoning". This approach adopts the perspective of rivals to recursively employ k-level thinking based on available historical information, which significantly improves the prediction accuracy of rivals' subsequent moves and informs more strategic decision-making. This research not only sets a robust quantitative benchmark for the assessment of dynamic reasoning but also markedly enhances the proficiency of LLMs in dynamic contexts.
Feature Selective Anchor-Free Module for Single-Shot Object Detection
We motivate and present feature selective anchor-free (FSAF) module, a simple and effective building block for single-shot object detectors. It can be plugged into single-shot detectors with feature pyramid structure. The FSAF module addresses two limitations brought up by the conventional anchor-based detection: 1) heuristic-guided feature selection; 2) overlap-based anchor sampling. The general concept of the FSAF module is online feature selection applied to the training of multi-level anchor-free branches. Specifically, an anchor-free branch is attached to each level of the feature pyramid, allowing box encoding and decoding in the anchor-free manner at an arbitrary level. During training, we dynamically assign each instance to the most suitable feature level. At the time of inference, the FSAF module can work jointly with anchor-based branches by outputting predictions in parallel. We instantiate this concept with simple implementations of anchor-free branches and online feature selection strategy. Experimental results on the COCO detection track show that our FSAF module performs better than anchor-based counterparts while being faster. When working jointly with anchor-based branches, the FSAF module robustly improves the baseline RetinaNet by a large margin under various settings, while introducing nearly free inference overhead. And the resulting best model can achieve a state-of-the-art 44.6% mAP, outperforming all existing single-shot detectors on COCO.
DREAM: Efficient Dataset Distillation by Representative Matching
Dataset distillation aims to synthesize small datasets with little information loss from original large-scale ones for reducing storage and training costs. Recent state-of-the-art methods mainly constrain the sample synthesis process by matching synthetic images and the original ones regarding gradients, embedding distributions, or training trajectories. Although there are various matching objectives, currently the strategy for selecting original images is limited to naive random sampling. We argue that random sampling overlooks the evenness of the selected sample distribution, which may result in noisy or biased matching targets. Besides, the sample diversity is also not constrained by random sampling. These factors together lead to optimization instability in the distilling process and degrade the training efficiency. Accordingly, we propose a novel matching strategy named as Dataset distillation by REpresentAtive Matching (DREAM), where only representative original images are selected for matching. DREAM is able to be easily plugged into popular dataset distillation frameworks and reduce the distilling iterations by more than 8 times without performance drop. Given sufficient training time, DREAM further provides significant improvements and achieves state-of-the-art performances.
How Do Your Code LLMs Perform? Empowering Code Instruction Tuning with High-Quality Data
Recently, there has been a growing interest in studying how to construct better code instruction tuning data. However, we observe Code models trained with these datasets exhibit high performance on HumanEval but perform worse on other benchmarks such as LiveCodeBench. Upon further investigation, we find that many datasets suffer from severe data leakage. After cleaning up most of the leaked data, some well-known high-quality datasets perform poorly. This discovery reveals a new challenge: identifying which dataset genuinely qualify as high-quality code instruction data. To address this, we propose an efficient code data pruning strategy for selecting good samples. Our approach is based on three dimensions: instruction complexity, response quality, and instruction diversity. Based on our selected data, we present XCoder, a family of models finetuned from LLaMA3. Our experiments show XCoder achieves new state-of-the-art performance using fewer training data, which verify the effectiveness of our data strategy. Moreover, we perform a comprehensive analysis on the data composition and find existing code datasets have different characteristics according to their construction methods, which provide new insights for future code LLMs. Our models and dataset are released in https://github.com/banksy23/XCoder
Match, Compare, or Select? An Investigation of Large Language Models for Entity Matching
Entity matching (EM) is a critical step in entity resolution (ER). Recently, entity matching based on large language models (LLMs) has shown great promise. However, current LLM-based entity matching approaches typically follow a binary matching paradigm that ignores the global consistency between record relationships. In this paper, we investigate various methodologies for LLM-based entity matching that incorporate record interactions from different perspectives. Specifically, we comprehensively compare three representative strategies: matching, comparing, and selecting, and analyze their respective advantages and challenges in diverse scenarios. Based on our findings, we further design a compound entity matching framework (ComEM) that leverages the composition of multiple strategies and LLMs. ComEM benefits from the advantages of different sides and achieves improvements in both effectiveness and efficiency. Experimental results on 8 ER datasets and 9 LLMs verify the superiority of incorporating record interactions through the selecting strategy, as well as the further cost-effectiveness brought by ComEM.
ALYMPICS: LLM Agents Meet Game Theory -- Exploring Strategic Decision-Making with AI Agents
This paper introduces Alympics (Olympics for Agents), a systematic simulation framework utilizing Large Language Model (LLM) agents for game theory research. Alympics creates a versatile platform for studying complex game theory problems, bridging the gap between theoretical game theory and empirical investigations by providing a controlled environment for simulating human-like strategic interactions with LLM agents. In our pilot case study, the "Water Allocation Challenge," we explore Alympics through a challenging strategic game focused on the multi-round auction on scarce survival resources. This study demonstrates the framework's ability to qualitatively and quantitatively analyze game determinants, strategies, and outcomes. Additionally, we conduct a comprehensive human assessment and an in-depth evaluation of LLM agents in strategic decision-making scenarios. Our findings not only expand the understanding of LLM agents' proficiency in emulating human strategic behavior but also highlight their potential in advancing game theory knowledge, thereby enriching our understanding of both game theory and empowering further research into strategic decision-making domains with LLM agents. Codes, prompts, and all related resources are available at https://github.com/microsoft/Alympics.
In Search of Insights, Not Magic Bullets: Towards Demystification of the Model Selection Dilemma in Heterogeneous Treatment Effect Estimation
Personalized treatment effect estimates are often of interest in high-stakes applications -- thus, before deploying a model estimating such effects in practice, one needs to be sure that the best candidate from the ever-growing machine learning toolbox for this task was chosen. Unfortunately, due to the absence of counterfactual information in practice, it is usually not possible to rely on standard validation metrics for doing so, leading to a well-known model selection dilemma in the treatment effect estimation literature. While some solutions have recently been investigated, systematic understanding of the strengths and weaknesses of different model selection criteria is still lacking. In this paper, instead of attempting to declare a global `winner', we therefore empirically investigate success- and failure modes of different selection criteria. We highlight that there is a complex interplay between selection strategies, candidate estimators and the data used for comparing them, and provide interesting insights into the relative (dis)advantages of different criteria alongside desiderata for the design of further illuminating empirical studies in this context.
Ambiguity-Aware In-Context Learning with Large Language Models
In-context learning (ICL) i.e. showing LLMs only a few task-specific demonstrations has led to downstream gains with no task-specific fine-tuning required. However, LLMs are sensitive to the choice of prompts, and therefore a crucial research question is how to select good demonstrations for ICL. One effective strategy is leveraging semantic similarity between the ICL demonstrations and test inputs by using a text retriever, which however is sub-optimal as that does not consider the LLM's existing knowledge about that task. From prior work (Min et al., 2022), we already know that labels paired with the demonstrations bias the model predictions. This leads us to our hypothesis whether considering LLM's existing knowledge about the task, especially with respect to the output label space can help in a better demonstration selection strategy. Through extensive experimentation on three text classification tasks, we find that it is beneficial to not only choose semantically similar ICL demonstrations but also to choose those demonstrations that help resolve the inherent label ambiguity surrounding the test example. Interestingly, we find that including demonstrations that the LLM previously mis-classified and also fall on the test example's decision boundary, brings the most performance gain.
Constraining Depth Map Geometry for Multi-View Stereo: A Dual-Depth Approach with Saddle-shaped Depth Cells
Learning-based multi-view stereo (MVS) methods deal with predicting accurate depth maps to achieve an accurate and complete 3D representation. Despite the excellent performance, existing methods ignore the fact that a suitable depth geometry is also critical in MVS. In this paper, we demonstrate that different depth geometries have significant performance gaps, even using the same depth prediction error. Therefore, we introduce an ideal depth geometry composed of Saddle-Shaped Cells, whose predicted depth map oscillates upward and downward around the ground-truth surface, rather than maintaining a continuous and smooth depth plane. To achieve it, we develop a coarse-to-fine framework called Dual-MVSNet (DMVSNet), which can produce an oscillating depth plane. Technically, we predict two depth values for each pixel (Dual-Depth), and propose a novel loss function and a checkerboard-shaped selecting strategy to constrain the predicted depth geometry. Compared to existing methods,DMVSNet achieves a high rank on the DTU benchmark and obtains the top performance on challenging scenes of Tanks and Temples, demonstrating its strong performance and generalization ability. Our method also points to a new research direction for considering depth geometry in MVS.
To be Continuous, or to be Discrete, Those are Bits of Questions
Recently, binary representation has been proposed as a novel representation that lies between continuous and discrete representations. It exhibits considerable information-preserving capability when being used to replace continuous input vectors. In this paper, we investigate the feasibility of further introducing it to the output side, aiming to allow models to output binary labels instead. To preserve the structural information on the output side along with label information, we extend the previous contrastive hashing method as structured contrastive hashing. More specifically, we upgrade CKY from label-level to bit-level, define a new similarity function with span marginal probabilities, and introduce a novel contrastive loss function with a carefully designed instance selection strategy. Our model achieves competitive performance on various structured prediction tasks, and demonstrates that binary representation can be considered a novel representation that further bridges the gap between the continuous nature of deep learning and the discrete intrinsic property of natural languages.
Neural Rankers for Code Generation via Inter-Cluster Modeling
Code Large Language Models (CodeLLMs) have ushered in a new era of code generation advancements. However, selecting the best solutions from among all possible CodeLLM solutions remains a challenge. Previous methods frequently overlooked the intricate functional similarities and interactions between clusters, resulting in suboptimal results. In this work, we introduce SRank, a novel reranking strategy for selecting the best solution from code generation that focuses on modeling inter-cluster relationship. By quantifying the functional overlap between clusters, our approach provides a better ranking strategy of code solutions. Empirical results show that our method achieves a remarkable results on pass@1 score. For instance, on the Human-Eval benchmark, we achieve 69.66\% in pass@1 with Codex002, 75.31\% for WizardCoder, 53.99\% for StarCoder and 60.55\% for CodeGen, which surpass the state-of-the-arts solution ranking methods, such as CodeT and Coder-Reviewer on the same CodeLLM with significant margin (approx 6.1% improvement on average). Comparing to the random sampling method, we can achieve an average improvement of approx 23.07% on Human-Eval and 17.64\% on MBPP. Even in scenarios with limited test inputs, our approach demonstrates robustness and superiority, marking a new state-of-the-arts in code generation reranking.
Inducing Data Amplification Using Auxiliary Datasets in Adversarial Training
Several recent studies have shown that the use of extra in-distribution data can lead to a high level of adversarial robustness. However, there is no guarantee that it will always be possible to obtain sufficient extra data for a selected dataset. In this paper, we propose a biased multi-domain adversarial training (BiaMAT) method that induces training data amplification on a primary dataset using publicly available auxiliary datasets, without requiring the class distribution match between the primary and auxiliary datasets. The proposed method can achieve increased adversarial robustness on a primary dataset by leveraging auxiliary datasets via multi-domain learning. Specifically, data amplification on both robust and non-robust features can be accomplished through the application of BiaMAT as demonstrated through a theoretical and empirical analysis. Moreover, we demonstrate that while existing methods are vulnerable to negative transfer due to the distributional discrepancy between auxiliary and primary data, the proposed method enables neural networks to flexibly leverage diverse image datasets for adversarial training by successfully handling the domain discrepancy through the application of a confidence-based selection strategy. The pre-trained models and code are available at: https://github.com/Saehyung-Lee/BiaMAT.
Bidding in Spades
We present a Spades bidding algorithm that is superior to recreational human players and to publicly available bots. Like in Bridge, the game of Spades is composed of two independent phases, bidding and playing. This paper focuses on the bidding algorithm, since this phase holds a precise challenge: based on the input, choose the bid that maximizes the agent's winning probability. Our Bidding-in-Spades (BIS) algorithm heuristically determines the bidding strategy by comparing the expected utility of each possible bid. A major challenge is how to estimate these expected utilities. To this end, we propose a set of domain-specific heuristics, and then correct them via machine learning using data from real-world players. The \BIS algorithm we present can be attached to any playing algorithm. It beats rule-based bidding bots when all use the same playing component. When combined with a rule-based playing algorithm, it is superior to the average recreational human.
Large Language Models Play StarCraft II: Benchmarks and A Chain of Summarization Approach
StarCraft II is a challenging benchmark for AI agents due to the necessity of both precise micro level operations and strategic macro awareness. Previous works, such as Alphastar and SCC, achieve impressive performance on tackling StarCraft II , however, still exhibit deficiencies in long term strategic planning and strategy interpretability. Emerging large language model (LLM) agents, such as Voyage and MetaGPT, presents the immense potential in solving intricate tasks. Motivated by this, we aim to validate the capabilities of LLMs on StarCraft II, a highly complex RTS game.To conveniently take full advantage of LLMs` reasoning abilities, we first develop textual StratCraft II environment, called TextStarCraft II, which LLM agent can interact. Secondly, we propose a Chain of Summarization method, including single frame summarization for processing raw observations and multi frame summarization for analyzing game information, providing command recommendations, and generating strategic decisions. Our experiment consists of two parts: first, an evaluation by human experts, which includes assessing the LLMs`s mastery of StarCraft II knowledge and the performance of LLM agents in the game; second, the in game performance of LLM agents, encompassing aspects like win rate and the impact of Chain of Summarization.Experiment results demonstrate that: 1. LLMs possess the relevant knowledge and complex planning abilities needed to address StarCraft II scenarios; 2. Human experts consider the performance of LLM agents to be close to that of an average player who has played StarCraft II for eight years; 3. LLM agents are capable of defeating the built in AI at the Harder(Lv5) difficulty level. We have open sourced the code and released demo videos of LLM agent playing StarCraft II.
Bridging adaptive management and reinforcement learning for more robust decisions
From out-competing grandmasters in chess to informing high-stakes healthcare decisions, emerging methods from artificial intelligence are increasingly capable of making complex and strategic decisions in diverse, high-dimensional, and uncertain situations. But can these methods help us devise robust strategies for managing environmental systems under great uncertainty? Here we explore how reinforcement learning, a subfield of artificial intelligence, approaches decision problems through a lens similar to adaptive environmental management: learning through experience to gradually improve decisions with updated knowledge. We review where reinforcement learning (RL) holds promise for improving evidence-informed adaptive management decisions even when classical optimization methods are intractable. For example, model-free deep RL might help identify quantitative decision strategies even when models are nonidentifiable. Finally, we discuss technical and social issues that arise when applying reinforcement learning to adaptive management problems in the environmental domain. Our synthesis suggests that environmental management and computer science can learn from one another about the practices, promises, and perils of experience-based decision-making.
TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs
The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges.
Causal Strategic Classification: A Tale of Two Shifts
When users can benefit from certain predictive outcomes, they may be prone to act to achieve those outcome, e.g., by strategically modifying their features. The goal in strategic classification is therefore to train predictive models that are robust to such behavior. However, the conventional framework assumes that changing features does not change actual outcomes, which depicts users as "gaming" the system. Here we remove this assumption, and study learning in a causal strategic setting where true outcomes do change. Focusing on accuracy as our primary objective, we show how strategic behavior and causal effects underlie two complementing forms of distribution shift. We characterize these shifts, and propose a learning algorithm that balances between these two forces and over time, and permits end-to-end training. Experiments on synthetic and semi-synthetic data demonstrate the utility of our approach.
MASTER: A Multi-Agent System with LLM Specialized MCTS
Large Language Models (LLM) are increasingly being explored for problem-solving tasks. However, their strategic planning capability is often viewed with skepticism. Recent studies have incorporated the Monte Carlo Tree Search (MCTS) algorithm to augment the planning capacity of LLM. Despite its potential, MCTS relies on extensive sampling simulations to approximate the true reward distribution, which leads to two primary issues. Firstly, MCTS is effective for tasks like the Game of Go, where simulation results can yield objective rewards (e.g., 1 for a win and 0 for a loss). However, for tasks such as question answering, the result of a simulation is the answer to the question, which cannot yield an objective reward without the ground truth. Secondly, obtaining statistically significant reward estimations typically requires a sample size exceeding 30 simulations, resulting in excessive token usage and time consumption. To address these challenges, we present the Multi-Agent System with Tactical Execution and Reasoning using LLM Specialized MCTS (MASTER), a novel framework that coordinates agent recruitment and communication through LLM specialized MCTS. This system autonomously adjusts the number of agents based on task complexity and ensures focused communication among them. Comprehensive experiments across various tasks demonstrate the effectiveness of our proposed framework. It achieves 76% accuracy on HotpotQA and 80% on WebShop, setting new state-of-the-art performance on these datasets.
Decentralized Online Learning in General-Sum Stackelberg Games
We study an online learning problem in general-sum Stackelberg games, where players act in a decentralized and strategic manner. We study two settings depending on the type of information for the follower: (1) the limited information setting where the follower only observes its own reward, and (2) the side information setting where the follower has extra side information about the leader's reward. We show that for the follower, myopically best responding to the leader's action is the best strategy for the limited information setting, but not necessarily so for the side information setting -- the follower can manipulate the leader's reward signals with strategic actions, and hence induce the leader's strategy to converge to an equilibrium that is better off for itself. Based on these insights, we study decentralized online learning for both players in the two settings. Our main contribution is to derive last-iterate convergence and sample complexity results in both settings. Notably, we design a new manipulation strategy for the follower in the latter setting, and show that it has an intrinsic advantage against the best response strategy. Our theories are also supported by empirical results.
A Human-Like Reasoning Framework for Multi-Phases Planning Task with Large Language Models
Recent studies have highlighted their proficiency in some simple tasks like writing and coding through various reasoning strategies. However, LLM agents still struggle with tasks that require comprehensive planning, a process that challenges current models and remains a critical research issue. In this study, we concentrate on travel planning, a Multi-Phases planning problem, that involves multiple interconnected stages, such as outlining, information gathering, and planning, often characterized by the need to manage various constraints and uncertainties. Existing reasoning approaches have struggled to effectively address this complex task. Our research aims to address this challenge by developing a human-like planning framework for LLM agents, i.e., guiding the LLM agent to simulate various steps that humans take when solving Multi-Phases problems. Specifically, we implement several strategies to enable LLM agents to generate a coherent outline for each travel query, mirroring human planning patterns. Additionally, we integrate Strategy Block and Knowledge Block into our framework: Strategy Block facilitates information collection, while Knowledge Block provides essential information for detailed planning. Through our extensive experiments, we demonstrate that our framework significantly improves the planning capabilities of LLM agents, enabling them to tackle the travel planning task with improved efficiency and effectiveness. Our experimental results showcase the exceptional performance of the proposed framework; when combined with GPT-4-Turbo, it attains 10times the performance gains in comparison to the baseline framework deployed on GPT-4-Turbo.
STEER-ME: Assessing the Microeconomic Reasoning of Large Language Models
How should one judge whether a given large language model (LLM) can reliably perform economic reasoning? Most existing LLM benchmarks focus on specific applications and fail to present the model with a rich variety of economic tasks. A notable exception is Raman et al. [2024], who offer an approach for comprehensively benchmarking strategic decision-making; however, this approach fails to address the non-strategic settings prevalent in microeconomics, such as supply-and-demand analysis. We address this gap by taxonomizing microeconomic reasoning into 58 distinct elements, focusing on the logic of supply and demand, each grounded in up to 10 distinct domains, 5 perspectives, and 3 types. The generation of benchmark data across this combinatorial space is powered by a novel LLM-assisted data generation protocol that we dub auto-STEER, which generates a set of questions by adapting handwritten templates to target new domains and perspectives. Because it offers an automated way of generating fresh questions, auto-STEER mitigates the risk that LLMs will be trained to over-fit evaluation benchmarks; we thus hope that it will serve as a useful tool both for evaluating and fine-tuning models for years to come. We demonstrate the usefulness of our benchmark via a case study on 27 LLMs, ranging from small open-source models to the current state of the art. We examined each model's ability to solve microeconomic problems across our whole taxonomy and present the results across a range of prompting strategies and scoring metrics.
GrASP: Gradient-Based Affordance Selection for Planning
Planning with a learned model is arguably a key component of intelligence. There are several challenges in realizing such a component in large-scale reinforcement learning (RL) problems. One such challenge is dealing effectively with continuous action spaces when using tree-search planning (e.g., it is not feasible to consider every action even at just the root node of the tree). In this paper we present a method for selecting affordances useful for planning -- for learning which small number of actions/options from a continuous space of actions/options to consider in the tree-expansion process during planning. We consider affordances that are goal-and-state-conditional mappings to actions/options as well as unconditional affordances that simply select actions/options available in all states. Our selection method is gradient based: we compute gradients through the planning procedure to update the parameters of the function that represents affordances. Our empirical work shows that it is feasible to learn to select both primitive-action and option affordances, and that simultaneously learning to select affordances and planning with a learned value-equivalent model can outperform model-free RL.
Language Agents with Reinforcement Learning for Strategic Play in the Werewolf Game
Agents built with large language models (LLMs) have shown great potential across a wide range of domains. However, in complex decision-making tasks, pure LLM-based agents tend to exhibit intrinsic bias in their choice of actions, which is inherited from the model's training data and results in suboptimal performance. To develop strategic language agents, i.e., agents that generate flexible language actions and possess strong decision-making abilities, we propose a novel framework that powers LLM-based agents with reinforcement learning (RL). We consider Werewolf, a popular social deduction game, as a challenging testbed that emphasizes versatile communication and strategic gameplay. To mitigate the intrinsic bias in language actions, our agents use an LLM to perform deductive reasoning and generate a diverse set of action candidates. Then an RL policy trained to optimize the decision-making ability chooses an action from the candidates to play in the game. Extensive experiments show that our agents overcome the intrinsic bias and outperform existing LLM-based agents in the Werewolf game. We also conduct human-agent experiments and find that our agents achieve human-level performance and demonstrate strong strategic play.
Buying Information for Stochastic Optimization
Stochastic optimization is one of the central problems in Machine Learning and Theoretical Computer Science. In the standard model, the algorithm is given a fixed distribution known in advance. In practice though, one may acquire at a cost extra information to make better decisions. In this paper, we study how to buy information for stochastic optimization and formulate this question as an online learning problem. Assuming the learner has an oracle for the original optimization problem, we design a 2-competitive deterministic algorithm and a e/(e-1)-competitive randomized algorithm for buying information. We show that this ratio is tight as the problem is equivalent to a robust generalization of the ski-rental problem, which we call super-martingale stopping. We also consider an adaptive setting where the learner can choose to buy information after taking some actions for the underlying optimization problem. We focus on the classic optimization problem, Min-Sum Set Cover, where the goal is to quickly find an action that covers a given request drawn from a known distribution. We provide an 8-competitive algorithm running in polynomial time that chooses actions and decides when to buy information about the underlying request.
Unsupervised Learning and Exploration of Reachable Outcome Space
Performing Reinforcement Learning in sparse rewards settings, with very little prior knowledge, is a challenging problem since there is no signal to properly guide the learning process. In such situations, a good search strategy is fundamental. At the same time, not having to adapt the algorithm to every single problem is very desirable. Here we introduce TAXONS, a Task Agnostic eXploration of Outcome spaces through Novelty and Surprise algorithm. Based on a population-based divergent-search approach, it learns a set of diverse policies directly from high-dimensional observations, without any task-specific information. TAXONS builds a repertoire of policies while training an autoencoder on the high-dimensional observation of the final state of the system to build a low-dimensional outcome space. The learned outcome space, combined with the reconstruction error, is used to drive the search for new policies. Results show that TAXONS can find a diverse set of controllers, covering a good part of the ground-truth outcome space, while having no information about such space.
Mastering Board Games by External and Internal Planning with Language Models
While large language models perform well on a range of complex tasks (e.g., text generation, question answering, summarization), robust multi-step planning and reasoning remains a considerable challenge for them. In this paper we show that search-based planning can significantly improve LLMs' playing strength across several board games (Chess, Fischer Random / Chess960, Connect Four, and Hex). We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external engine, and in internal search, the model directly generates in-context a linearized tree of potential futures and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, capturing the transition and value functions across these games. We find that our pre-training method minimizes hallucinations, as our model is highly accurate regarding state prediction and legal moves. Additionally, both internal and external search indeed improve win-rates against state-of-the-art bots, even reaching Grandmaster-level performance in chess while operating on a similar move count search budget per decision as human Grandmasters. The way we combine search with domain knowledge is not specific to board games, suggesting direct extensions into more general language model inference and training techniques.
Learning In Reverse Causal Strategic Environments With Ramifications on Two Sided Markets
Motivated by equilibrium models of labor markets, we develop a formulation of causal strategic classification in which strategic agents can directly manipulate their outcomes. As an application, we compare employers that anticipate the strategic response of a labor force with employers that do not. We show through a combination of theory and experiment that employers with performatively optimal hiring policies improve employer reward, labor force skill level, and in some cases labor force equity. On the other hand, we demonstrate that performative employers harm labor force utility and fail to prevent discrimination in other cases.
Real-Time Bidding by Reinforcement Learning in Display Advertising
The majority of online display ads are served through real-time bidding (RTB) --- each ad display impression is auctioned off in real-time when it is just being generated from a user visit. To place an ad automatically and optimally, it is critical for advertisers to devise a learning algorithm to cleverly bid an ad impression in real-time. Most previous works consider the bid decision as a static optimization problem of either treating the value of each impression independently or setting a bid price to each segment of ad volume. However, the bidding for a given ad campaign would repeatedly happen during its life span before the budget runs out. As such, each bid is strategically correlated by the constrained budget and the overall effectiveness of the campaign (e.g., the rewards from generated clicks), which is only observed after the campaign has completed. Thus, it is of great interest to devise an optimal bidding strategy sequentially so that the campaign budget can be dynamically allocated across all the available impressions on the basis of both the immediate and future rewards. In this paper, we formulate the bid decision process as a reinforcement learning problem, where the state space is represented by the auction information and the campaign's real-time parameters, while an action is the bid price to set. By modeling the state transition via auction competition, we build a Markov Decision Process framework for learning the optimal bidding policy to optimize the advertising performance in the dynamic real-time bidding environment. Furthermore, the scalability problem from the large real-world auction volume and campaign budget is well handled by state value approximation using neural networks.
Online Information Acquisition: Hiring Multiple Agents
We investigate the mechanism design problem faced by a principal who hires multiple agents to gather and report costly information. Then, the principal exploits the information to make an informed decision. We model this problem as a game, where the principal announces a mechanism consisting in action recommendations and a payment function, a.k.a. scoring rule. Then, each agent chooses an effort level and receives partial information about an underlying state of nature based on the effort. Finally, the agents report the information (possibly non-truthfully), the principal takes a decision based on this information, and the agents are paid according to the scoring rule. While previous work focuses on single-agent problems, we consider multi-agents settings. This poses the challenge of coordinating the agents' efforts and aggregating correlated information. Indeed, we show that optimal mechanisms must correlate agents' efforts, which introduces externalities among the agents, and hence complex incentive compatibility constraints and equilibrium selection problems. First, we design a polynomial-time algorithm to find an optimal incentive compatible mechanism. Then, we study an online problem, where the principal repeatedly interacts with a group of unknown agents. We design a no-regret algorithm that provides mathcal{O}(T^{2/3}) regret with respect to an optimal mechanism, matching the state-of-the-art bound for single-agent settings.
Are ChatGPT and GPT-4 Good Poker Players? -- A Pre-Flop Analysis
Since the introduction of ChatGPT and GPT-4, these models have been tested across a large number of tasks. Their adeptness across domains is evident, but their aptitude in playing games, and specifically their aptitude in the realm of poker has remained unexplored. Poker is a game that requires decision making under uncertainty and incomplete information. In this paper, we put ChatGPT and GPT-4 through the poker test and evaluate their poker skills. Our findings reveal that while both models display an advanced understanding of poker, encompassing concepts like the valuation of starting hands, playing positions and other intricacies of game theory optimal (GTO) poker, both ChatGPT and GPT-4 are NOT game theory optimal poker players. Profitable strategies in poker are evaluated in expectations over large samples. Through a series of experiments, we first discover the characteristics of optimal prompts and model parameters for playing poker with these models. Our observations then unveil the distinct playing personas of the two models. We first conclude that GPT-4 is a more advanced poker player than ChatGPT. This exploration then sheds light on the divergent poker tactics of the two models: ChatGPT's conservativeness juxtaposed against GPT-4's aggression. In poker vernacular, when tasked to play GTO poker, ChatGPT plays like a nit, which means that it has a propensity to only engage with premium hands and folds a majority of hands. When subjected to the same directive, GPT-4 plays like a maniac, showcasing a loose and aggressive style of play. Both strategies, although relatively advanced, are not game theory optimal.
Improving Multi-turn Emotional Support Dialogue Generation with Lookahead Strategy Planning
Providing Emotional Support (ES) to soothe people in emotional distress is an essential capability in social interactions. Most existing researches on building ES conversation systems only considered single-turn interactions with users, which was over-simplified. In comparison, multi-turn ES conversation systems can provide ES more effectively, but face several new technical challenges, including: (1) how to adopt appropriate support strategies to achieve the long-term dialogue goal of comforting the user's emotion; (2) how to dynamically model the user's state. In this paper, we propose a novel system MultiESC to address these issues. For strategy planning, drawing inspiration from the A* search algorithm, we propose lookahead heuristics to estimate the future user feedback after using particular strategies, which helps to select strategies that can lead to the best long-term effects. For user state modeling, MultiESC focuses on capturing users' subtle emotional expressions and understanding their emotion causes. Extensive experiments show that MultiESC significantly outperforms competitive baselines in both dialogue generation and strategy planning. Our codes are available at https://github.com/lwgkzl/MultiESC.
GTBench: Uncovering the Strategic Reasoning Limitations of LLMs via Game-Theoretic Evaluations
As Large Language Models (LLMs) are integrated into critical real-world applications, their strategic and logical reasoning abilities are increasingly crucial. This paper evaluates LLMs' reasoning abilities in competitive environments through game-theoretic tasks, e.g., board and card games that require pure logic and strategic reasoning to compete with opponents. We first propose GTBench, a language-driven environment composing 10 widely-recognized tasks, across a comprehensive game taxonomy: complete versus incomplete information, dynamic versus static, and probabilistic versus deterministic scenarios. Then, we investigate two key problems: (1) Characterizing game-theoretic reasoning of LLMs; (2) LLM-vs-LLM competitions as reasoning evaluation. We observe that (1) LLMs have distinct behaviors regarding various gaming scenarios; for example, LLMs fail in complete and deterministic games yet they are competitive in probabilistic gaming scenarios; (2) Open-source LLMs, e.g., CodeLlama-34b-Instruct, are less competitive than commercial LLMs, e.g., GPT-4, in complex games. In addition, code-pretraining greatly benefits strategic reasoning, while advanced reasoning methods such as Chain-of-Thought (CoT) and Tree-of-Thought (ToT) do not always help. Detailed error profiles are also provided for a better understanding of LLMs' behavior.
The Update-Equivalence Framework for Decision-Time Planning
The process of revising (or constructing) a policy at execution time -- known as decision-time planning -- has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.
Put Your Money Where Your Mouth Is: Evaluating Strategic Planning and Execution of LLM Agents in an Auction Arena
Can Large Language Models (LLMs) simulate human behavior in complex environments? LLMs have recently been shown to exhibit advanced reasoning skills but much of NLP evaluation still relies on static benchmarks. Answering this requires evaluation environments that probe strategic reasoning in competitive, dynamic scenarios that involve long-term planning. We introduce AucArena, a novel simulation environment for evaluating LLMs within auctions, a setting chosen for being highly unpredictable and involving many skills related to resource and risk management, while also being easy to evaluate. We conduct several controlled simulations using state-of-the-art LLMs as bidding agents. We find that through simple prompting, LLMs do indeed demonstrate many of the skills needed for effectively engaging in auctions (e.g., managing budget, adhering to long-term goals and priorities), skills that we find can be sharpened by explicitly encouraging models to be adaptive and observe strategies in past auctions. These results are significant as they show the potential of using LLM agents to model intricate social dynamics, especially in competitive settings. However, we also observe considerable variability in the capabilities of individual LLMs. Notably, even our most advanced models (GPT-4) are occasionally surpassed by heuristic baselines and human agents, highlighting the potential for further improvements in the design of LLM agents and the important role that our simulation environment can play in further testing and refining agent architectures.
DialoGraph: Incorporating Interpretable Strategy-Graph Networks into Negotiation Dialogues
To successfully negotiate a deal, it is not enough to communicate fluently: pragmatic planning of persuasive negotiation strategies is essential. While modern dialogue agents excel at generating fluent sentences, they still lack pragmatic grounding and cannot reason strategically. We present DialoGraph, a negotiation system that incorporates pragmatic strategies in a negotiation dialogue using graph neural networks. DialoGraph explicitly incorporates dependencies between sequences of strategies to enable improved and interpretable prediction of next optimal strategies, given the dialogue context. Our graph-based method outperforms prior state-of-the-art negotiation models both in the accuracy of strategy/dialogue act prediction and in the quality of downstream dialogue response generation. We qualitatively show further benefits of learned strategy-graphs in providing explicit associations between effective negotiation strategies over the course of the dialogue, leading to interpretable and strategic dialogues.
Achieving Sample and Computational Efficient Reinforcement Learning by Action Space Reduction via Grouping
Reinforcement learning often needs to deal with the exponential growth of states and actions when exploring optimal control in high-dimensional spaces (often known as the curse of dimensionality). In this work, we address this issue by learning the inherent structure of action-wise similar MDP to appropriately balance the performance degradation versus sample/computational complexity. In particular, we partition the action spaces into multiple groups based on the similarity in transition distribution and reward function, and build a linear decomposition model to capture the difference between the intra-group transition kernel and the intra-group rewards. Both our theoretical analysis and experiments reveal a surprising and counter-intuitive result: while a more refined grouping strategy can reduce the approximation error caused by treating actions in the same group as identical, it also leads to increased estimation error when the size of samples or the computation resources is limited. This finding highlights the grouping strategy as a new degree of freedom that can be optimized to minimize the overall performance loss. To address this issue, we formulate a general optimization problem for determining the optimal grouping strategy, which strikes a balance between performance loss and sample/computational complexity. We further propose a computationally efficient method for selecting a nearly-optimal grouping strategy, which maintains its computational complexity independent of the size of the action space.
Knowledge Mechanisms in Large Language Models: A Survey and Perspective
Understanding knowledge mechanisms in Large Language Models (LLMs) is crucial for advancing towards trustworthy AGI. This paper reviews knowledge mechanism analysis from a novel taxonomy including knowledge utilization and evolution. Knowledge utilization delves into the mechanism of memorization, comprehension and application, and creation. Knowledge evolution focuses on the dynamic progression of knowledge within individual and group LLMs. Moreover, we discuss what knowledge LLMs have learned, the reasons for the fragility of parametric knowledge, and the potential dark knowledge (hypothesis) that will be challenging to address. We hope this work can help understand knowledge in LLMs and provide insights for future research.
Frontier Models are Capable of In-context Scheming
Frontier models are increasingly trained and deployed as autonomous agent. One safety concern is that AI agents might covertly pursue misaligned goals, hiding their true capabilities and objectives - also known as scheming. We study whether models have the capability to scheme in pursuit of a goal that we provide in-context and instruct the model to strongly follow. We evaluate frontier models on a suite of six agentic evaluations where models are instructed to pursue goals and are placed in environments that incentivize scheming. Our results show that o1, Claude 3.5 Sonnet, Claude 3 Opus, Gemini 1.5 Pro, and Llama 3.1 405B all demonstrate in-context scheming capabilities. They recognize scheming as a viable strategy and readily engage in such behavior. For example, models strategically introduce subtle mistakes into their responses, attempt to disable their oversight mechanisms, and even exfiltrate what they believe to be their model weights to external servers. Additionally, this deceptive behavior proves persistent. When o1 has engaged in scheming, it maintains its deception in over 85% of follow-up questions and often remains deceptive in multi-turn interrogations. Analysis of the models' chains-of-thought reveals that models explicitly reason about these deceptive strategies, providing evidence that the scheming behavior is not accidental. Surprisingly, we also find rare instances where models engage in scheming when only given a goal, without being strongly nudged to pursue it. We observe cases where Claude 3.5 Sonnet strategically underperforms in evaluations in pursuit of being helpful, a goal that was acquired during training rather than in-context. Our findings demonstrate that frontier models now possess capabilities for basic in-context scheming, making the potential of AI agents to engage in scheming behavior a concrete rather than theoretical concern.
Managing Portfolio for Maximizing Alpha and Minimizing Beta
Portfolio management is an essential component of investment strategy that aims to maximize returns while minimizing risk. This paper explores several portfolio management strategies, including asset allocation, diversification, active management, and risk management, and their importance in optimizing portfolio performance. These strategies are examined individually and in combination to demonstrate how they can help investors maximize alpha and minimize beta. Asset allocation is the process of dividing a portfolio among different asset classes to achieve the desired level of risk and return. Diversification involves spreading investments across different securities and sectors to minimize the impact of individual security or sector-specific risks. Active management involves security selection and risk management techniques to generate excess returns while minimizing losses. Risk management strategies, such as stop-loss orders and options strategies, aim to minimize losses in adverse market conditions. The importance of combining these strategies for optimizing portfolio performance is emphasized in this paper. The proper implementation of these strategies can help investors achieve their investment goals over the long-term, while minimizing exposure to risks. A call to action for investors to utilize portfolio management strategies to maximize alpha and minimize beta is also provided.
Scalable AI Safety via Doubly-Efficient Debate
The emergence of pre-trained AI systems with powerful capabilities across a diverse and ever-increasing set of complex domains has raised a critical challenge for AI safety as tasks can become too complicated for humans to judge directly. Irving et al. [2018] proposed a debate method in this direction with the goal of pitting the power of such AI models against each other until the problem of identifying (mis)-alignment is broken down into a manageable subtask. While the promise of this approach is clear, the original framework was based on the assumption that the honest strategy is able to simulate deterministic AI systems for an exponential number of steps, limiting its applicability. In this paper, we show how to address these challenges by designing a new set of debate protocols where the honest strategy can always succeed using a simulation of a polynomial number of steps, whilst being able to verify the alignment of stochastic AI systems, even when the dishonest strategy is allowed to use exponentially many simulation steps.
How Many Parameters Does it Take to Change a Light Bulb? Evaluating Performance in Self-Play of Conversational Games as a Function of Model Characteristics
What makes a good Large Language Model (LLM)? That it performs well on the relevant benchmarks -- which hopefully measure, with some validity, the presence of capabilities that are also challenged in real application. But what makes the model perform well? What gives a model its abilities? We take a recently introduced type of benchmark that is meant to challenge capabilities in a goal-directed, agentive context through self-play of conversational games, and analyse how performance develops as a function of model characteristics like number of parameters, or type of training. We find that while there is a clear relationship between number of parameters and performance, there is still a wide spread of performance points within a given size bracket, which is to be accounted for by training parameters such as fine-tuning data quality and method. From a more practical angle, we also find a certain degree of unpredictability about performance across access methods, possible due to unexposed sampling parameters, and a, very welcome, performance stability against at least moderate weight quantisation during inference.
MSI-Agent: Incorporating Multi-Scale Insight into Embodied Agents for Superior Planning and Decision-Making
Long-term memory is significant for agents, in which insights play a crucial role. However, the emergence of irrelevant insight and the lack of general insight can greatly undermine the effectiveness of insight. To solve this problem, in this paper, we introduce Multi-Scale Insight Agent (MSI-Agent), an embodied agent designed to improve LLMs' planning and decision-making ability by summarizing and utilizing insight effectively across different scales. MSI achieves this through the experience selector, insight generator, and insight selector. Leveraging a three-part pipeline, MSI can generate task-specific and high-level insight, store it in a database, and then use relevant insight from it to aid in decision-making. Our experiments show that MSI outperforms another insight strategy when planning by GPT3.5. Moreover, We delve into the strategies for selecting seed experience and insight, aiming to provide LLM with more useful and relevant insight for better decision-making. Our observations also indicate that MSI exhibits better robustness when facing domain-shifting scenarios.
Exploring Large Language Models for Communication Games: An Empirical Study on Werewolf
Communication games, which we refer to as incomplete information games that heavily depend on natural language communication, hold significant research value in fields such as economics, social science, and artificial intelligence. In this work, we explore the problem of how to engage large language models (LLMs) in communication games, and in response, propose a tuning-free framework. Our approach keeps LLMs frozen, and relies on the retrieval and reflection on past communications and experiences for improvement. An empirical study on the representative and widely-studied communication game, ``Werewolf'', demonstrates that our framework can effectively play Werewolf game without tuning the parameters of the LLMs. More importantly, strategic behaviors begin to emerge in our experiments, suggesting that it will be a fruitful journey to engage LLMs in communication games and associated domains.
It's Not Easy Being Wrong: Large Language Models Struggle with Process of Elimination Reasoning
Chain-of-thought (COT) prompting can help large language models (LLMs) reason toward correct answers, but its efficacy in reasoning toward incorrect answers is unexplored. This process of elimination (PoE), when used with COT, can enhance self-consistency, interpretability, and tasks such as medical diagnoses of exclusion. Thus, we propose PoE with COT, where LLMs must reason toward incorrect options on multiple-choice questions. We evaluate the ability of GPT-3.5, LLaMA-2, and Falcon to perform PoE with COT on a total of four commonsense and scientific reasoning datasets. We find that the strategy of PoE always underperforms the strategy of choosing the correct answer. The agreement of these strategies is also lower than the self-consistency of each strategy. To study these issues further, we conduct error analyses and give suggestions for future work.
Benchmarking Robustness of Deep Reinforcement Learning approaches to Online Portfolio Management
Deep Reinforcement Learning approaches to Online Portfolio Selection have grown in popularity in recent years. The sensitive nature of training Reinforcement Learning agents implies a need for extensive efforts in market representation, behavior objectives, and training processes, which have often been lacking in previous works. We propose a training and evaluation process to assess the performance of classical DRL algorithms for portfolio management. We found that most Deep Reinforcement Learning algorithms were not robust, with strategies generalizing poorly and degrading quickly during backtesting.
Simplex Neural Population Learning: Any-Mixture Bayes-Optimality in Symmetric Zero-sum Games
Learning to play optimally against any mixture over a diverse set of strategies is of important practical interests in competitive games. In this paper, we propose simplex-NeuPL that satisfies two desiderata simultaneously: i) learning a population of strategically diverse basis policies, represented by a single conditional network; ii) using the same network, learn best-responses to any mixture over the simplex of basis policies. We show that the resulting conditional policies incorporate prior information about their opponents effectively, enabling near optimal returns against arbitrary mixture policies in a game with tractable best-responses. We verify that such policies behave Bayes-optimally under uncertainty and offer insights in using this flexibility at test time. Finally, we offer evidence that learning best-responses to any mixture policies is an effective auxiliary task for strategic exploration, which, by itself, can lead to more performant populations.
Model-Based Opponent Modeling
When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponents. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponents. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in a variety of tasks, respectively with different types of opponents, i.e., fixed policy, na\"ive learner, and reasoning learner.
Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in Chess
This paper presents a new approach that integrates deep learning with computational chess, using both the Mixture of Experts (MoE) method and Monte-Carlo Tree Search (MCTS). Our methodology employs a suite of specialized models, each designed to respond to specific changes in the game's input data. This results in a framework with sparsely activated models, which provides significant computational benefits. Our framework combines the MoE method with MCTS, in order to align it with the strategic phases of chess, thus departing from the conventional ``one-for-all'' model. Instead, we utilize distinct game phase definitions to effectively distribute computational tasks across multiple expert neural networks. Our empirical research shows a substantial improvement in playing strength, surpassing the traditional single-model framework. This validates the efficacy of our integrated approach and highlights the potential of incorporating expert knowledge and strategic principles into neural network design. The fusion of MoE and MCTS offers a promising avenue for advancing machine learning architectures.
"Pick-and-Pass" as a Hat-Trick Class for First-Principle Memory, Generalizability, and Interpretability Benchmarks
Closed drafting or "pick and pass" is a popular game mechanic where each round players select a card or other playable element from their hand and pass the rest to the next player. Games employing closed drafting make for great studies on memory and turn order due to their explicitly calculable memory of other players' hands. In this paper, we establish first-principle benchmarks for studying model-free reinforcement learning algorithms and their comparative ability to learn memory in a popular family of closed drafting games called "Sushi Go Party!", producing state-of-the-art results on this environment along the way. Furthermore, as Sushi Go Party! can be expressed as a set of closely-related games based on the set of cards in play, we quantify the generalizability of reinforcement learning algorithms trained on various sets of cards, establishing key trends between generalized performance and the set distance between the train and evaluation game configurations. Finally, we fit decision rules to interpret the strategy of the learned models and compare them to the ranking preferences of human players, finding intuitive common rules and intriguing new moves.
Answer, Refuse, or Guess? Investigating Risk-Aware Decision Making in Language Models
Knowing when to answer or refuse is crucial for safe and reliable decision-making language agents. Although prior work has introduced refusal strategies to boost LMs' reliability, how these models adapt their decisions to different risk levels remains underexplored. We formalize the task of risk-aware decision-making, expose critical weaknesses in existing LMs, and propose skill-decomposition solutions to mitigate them. Our findings show that even cutting-edge LMs--both regular and reasoning models--still require explicit prompt chaining to handle the task effectively, revealing the challenges that must be overcome to achieve truly autonomous decision-making agents.
B2Opt: Learning to Optimize Black-box Optimization with Little Budget
The core challenge of high-dimensional and expensive black-box optimization (BBO) is how to obtain better performance faster with little function evaluation cost. The essence of the problem is how to design an efficient optimization strategy tailored to the target task. This paper designs a powerful optimization framework to automatically learn the optimization strategies from the target or cheap surrogate task without human intervention. However, current methods are weak for this due to poor representation of optimization strategy. To achieve this, 1) drawing on the mechanism of genetic algorithm, we propose a deep neural network framework called B2Opt, which has a stronger representation of optimization strategies based on survival of the fittest; 2) B2Opt can utilize the cheap surrogate functions of the target task to guide the design of the efficient optimization strategies. Compared to the state-of-the-art BBO baselines, B2Opt can achieve multiple orders of magnitude performance improvement with less function evaluation cost. We validate our proposal on high-dimensional synthetic functions and two real-world applications. We also find that deep B2Opt performs better than shallow ones.
Persuasion for Good: Towards a Personalized Persuasive Dialogue System for Social Good
Developing intelligent persuasive conversational agents to change people's opinions and actions for social good is the frontier in advancing the ethical development of automated dialogue systems. To do so, the first step is to understand the intricate organization of strategic disclosures and appeals employed in human persuasion conversations. We designed an online persuasion task where one participant was asked to persuade the other to donate to a specific charity. We collected a large dataset with 1,017 dialogues and annotated emerging persuasion strategies from a subset. Based on the annotation, we built a baseline classifier with context information and sentence-level features to predict the 10 persuasion strategies used in the corpus. Furthermore, to develop an understanding of personalized persuasion processes, we analyzed the relationships between individuals' demographic and psychological backgrounds including personality, morality, value systems, and their willingness for donation. Then, we analyzed which types of persuasion strategies led to a greater amount of donation depending on the individuals' personal backgrounds. This work lays the ground for developing a personalized persuasive dialogue system.
SayCanPay: Heuristic Planning with Large Language Models using Learnable Domain Knowledge
Large Language Models (LLMs) have demonstrated impressive planning abilities due to their vast "world knowledge". Yet, obtaining plans that are both feasible (grounded in affordances) and cost-effective (in plan length), remains a challenge, despite recent progress. This contrasts with heuristic planning methods that employ domain knowledge (formalized in action models such as PDDL) and heuristic search to generate feasible, optimal plans. Inspired by this, we propose to combine the power of LLMs and heuristic planning by leveraging the world knowledge of LLMs and the principles of heuristic search. Our approach, SayCanPay, employs LLMs to generate actions (Say) guided by learnable domain knowledge, that evaluates actions' feasibility (Can) and long-term reward/payoff (Pay), and heuristic search to select the best sequence of actions. Our contributions are (1) a novel framing of the LLM planning problem in the context of heuristic planning, (2) integrating grounding and cost-effective elements into the generated plans, and (3) using heuristic search over actions. Our extensive evaluations show that our model surpasses other LLM planning approaches.
Hallucinations or Attention Misdirection? The Path to Strategic Value Extraction in Business Using Large Language Models
Large Language Models with transformer architecture have revolutionized the domain of text generation, setting unprecedented benchmarks. Despite their impressive capabilities, LLMs have been criticized for generating outcomes that deviate from factual accuracy or display logical inconsistencies, phenomena commonly referred to as hallucinations. This term, however, has often been misapplied to any results deviating from the instructor's expectations, which this paper defines as attention misdirection rather than true hallucinations. Understanding the distinction between hallucinations and attention misdirection becomes increasingly relevant in business contexts, where the ramifications of such errors can significantly impact the value extraction from these inherently pre-trained models. This paper highlights the best practices of the PGI, Persona, Grouping, and Intelligence, method, a strategic framework that achieved a remarkable error rate of only 3,15 percent across 4,000 responses generated by GPT in response to a real business challenge. It emphasizes that by equipping experimentation with knowledge, businesses can unlock opportunities for innovation through the use of these natively pre-trained models. This reinforces the notion that strategic application grounded in a skilled team can maximize the benefits of emergent technologies such as the LLMs.
Harnessing Diversity for Important Data Selection in Pretraining Large Language Models
Data selection is of great significance in pre-training large language models, given the variation in quality within the large-scale available training corpora. To achieve this, researchers are currently investigating the use of data influence to measure the importance of data instances, i.e., a high influence score indicates that incorporating this instance to the training set is likely to enhance the model performance. Consequently, they select the top-k instances with the highest scores. However, this approach has several limitations. (1) Computing the influence of all available data is time-consuming. (2) The selected data instances are not diverse enough, which may hinder the pre-trained model's ability to generalize effectively to various downstream tasks. In this paper, we introduce Quad, a data selection approach that considers both quality and diversity by using data influence to achieve state-of-the-art pre-training results. In particular, noting that attention layers capture extensive semantic details, we have adapted the accelerated iHVP computation methods for attention layers, enhancing our ability to evaluate the influence of data, i.e., its quality. For the diversity, Quad clusters the dataset into similar data instances within each cluster and diverse instances across different clusters. For each cluster, if we opt to select data from it, we take some samples to evaluate the influence to prevent processing all instances. To determine which clusters to select, we utilize the classic Multi-Armed Bandit method, treating each cluster as an arm. This approach favors clusters with highly influential instances (ensuring high quality) or clusters that have been selected less frequently (ensuring diversity), thereby well balancing between quality and diversity.
Planning Like Human: A Dual-process Framework for Dialogue Planning
In proactive dialogue, the challenge lies not just in generating responses but in steering conversations toward predetermined goals, a task where Large Language Models (LLMs) typically struggle due to their reactive nature. Traditional approaches to enhance dialogue planning in LLMs, ranging from elaborate prompt engineering to the integration of policy networks, either face efficiency issues or deliver suboptimal performance. Inspired by the dualprocess theory in psychology, which identifies two distinct modes of thinking - intuitive (fast) and analytical (slow), we propose the Dual-Process Dialogue Planning (DPDP) framework. DPDP embodies this theory through two complementary planning systems: an instinctive policy model for familiar contexts and a deliberative Monte Carlo Tree Search (MCTS) mechanism for complex, novel scenarios. This dual strategy is further coupled with a novel two-stage training regimen: offline Reinforcement Learning for robust initial policy model formation followed by MCTS-enhanced on-the-fly learning, which ensures a dynamic balance between efficiency and strategic depth. Our empirical evaluations across diverse dialogue tasks affirm DPDP's superiority in achieving both high-quality dialogues and operational efficiency, outpacing existing methods.
Truncating Trajectories in Monte Carlo Reinforcement Learning
In Reinforcement Learning (RL), an agent acts in an unknown environment to maximize the expected cumulative discounted sum of an external reward signal, i.e., the expected return. In practice, in many tasks of interest, such as policy optimization, the agent usually spends its interaction budget by collecting episodes of fixed length within a simulator (i.e., Monte Carlo simulation). However, given the discounted nature of the RL objective, this data collection strategy might not be the best option. Indeed, the rewards taken in early simulation steps weigh exponentially more than future rewards. Taking a cue from this intuition, in this paper, we design an a-priori budget allocation strategy that leads to the collection of trajectories of different lengths, i.e., truncated. The proposed approach provably minimizes the width of the confidence intervals around the empirical estimates of the expected return of a policy. After discussing the theoretical properties of our method, we make use of our trajectory truncation mechanism to extend Policy Optimization via Importance Sampling (POIS, Metelli et al., 2018) algorithm. Finally, we conduct a numerical comparison between our algorithm and POIS: the results are consistent with our theory and show that an appropriate truncation of the trajectories can succeed in improving performance.
Choose Your Weapon: Survival Strategies for Depressed AI Academics
Are you an AI researcher at an academic institution? Are you anxious you are not coping with the current pace of AI advancements? Do you feel you have no (or very limited) access to the computational and human resources required for an AI research breakthrough? You are not alone; we feel the same way. A growing number of AI academics can no longer find the means and resources to compete at a global scale. This is a somewhat recent phenomenon, but an accelerating one, with private actors investing enormous compute resources into cutting edge AI research. Here, we discuss what you can do to stay competitive while remaining an academic. We also briefly discuss what universities and the private sector could do improve the situation, if they are so inclined. This is not an exhaustive list of strategies, and you may not agree with all of them, but it serves to start a discussion.
Competing for Shareable Arms in Multi-Player Multi-Armed Bandits
Competitions for shareable and limited resources have long been studied with strategic agents. In reality, agents often have to learn and maximize the rewards of the resources at the same time. To design an individualized competing policy, we model the competition between agents in a novel multi-player multi-armed bandit (MPMAB) setting where players are selfish and aim to maximize their own rewards. In addition, when several players pull the same arm, we assume that these players averagely share the arms' rewards by expectation. Under this setting, we first analyze the Nash equilibrium when arms' rewards are known. Subsequently, we propose a novel SelfishMPMAB with Averaging Allocation (SMAA) approach based on the equilibrium. We theoretically demonstrate that SMAA could achieve a good regret guarantee for each player when all players follow the algorithm. Additionally, we establish that no single selfish player can significantly increase their rewards through deviation, nor can they detrimentally affect other players' rewards without incurring substantial losses for themselves. We finally validate the effectiveness of the method in extensive synthetic experiments.
Learning to Incentivize Information Acquisition: Proper Scoring Rules Meet Principal-Agent Model
We study the incentivized information acquisition problem, where a principal hires an agent to gather information on her behalf. Such a problem is modeled as a Stackelberg game between the principal and the agent, where the principal announces a scoring rule that specifies the payment, and then the agent then chooses an effort level that maximizes her own profit and reports the information. We study the online setting of such a problem from the principal's perspective, i.e., designing the optimal scoring rule by repeatedly interacting with the strategic agent. We design a provably sample efficient algorithm that tailors the UCB algorithm (Auer et al., 2002) to our model, which achieves a sublinear T^{2/3}-regret after T iterations. Our algorithm features a delicate estimation procedure for the optimal profit of the principal, and a conservative correction scheme that ensures the desired agent's actions are incentivized. Furthermore, a key feature of our regret bound is that it is independent of the number of states of the environment.
Knowledge is reward: Learning optimal exploration by predictive reward cashing
There is a strong link between the general concept of intelligence and the ability to collect and use information. The theory of Bayes-adaptive exploration offers an attractive optimality framework for training machines to perform complex information gathering tasks. However, the computational complexity of the resulting optimal control problem has limited the diffusion of the theory to mainstream deep AI research. In this paper we exploit the inherent mathematical structure of Bayes-adaptive problems in order to dramatically simplify the problem by making the reward structure denser while simultaneously decoupling the learning of exploitation and exploration policies. The key to this simplification comes from the novel concept of cross-value (i.e. the value of being in an environment while acting optimally according to another), which we use to quantify the value of currently available information. This results in a new denser reward structure that "cashes in" all future rewards that can be predicted from the current information state. In a set of experiments we show that the approach makes it possible to learn challenging information gathering tasks without the use of shaping and heuristic bonuses in situations where the standard RL algorithms fail.
Auto-RT: Automatic Jailbreak Strategy Exploration for Red-Teaming Large Language Models
Automated red-teaming has become a crucial approach for uncovering vulnerabilities in large language models (LLMs). However, most existing methods focus on isolated safety flaws, limiting their ability to adapt to dynamic defenses and uncover complex vulnerabilities efficiently. To address this challenge, we propose Auto-RT, a reinforcement learning framework that automatically explores and optimizes complex attack strategies to effectively uncover security vulnerabilities through malicious queries. Specifically, we introduce two key mechanisms to reduce exploration complexity and improve strategy optimization: 1) Early-terminated Exploration, which accelerate exploration by focusing on high-potential attack strategies; and 2) Progressive Reward Tracking algorithm with intermediate downgrade models, which dynamically refine the search trajectory toward successful vulnerability exploitation. Extensive experiments across diverse LLMs demonstrate that, by significantly improving exploration efficiency and automatically optimizing attack strategies, Auto-RT detects a boarder range of vulnerabilities, achieving a faster detection speed and 16.63\% higher success rates compared to existing methods.
Learning Meta Representations for Agents in Multi-Agent Reinforcement Learning
In multi-agent reinforcement learning, the behaviors that agents learn in a single Markov Game (MG) are typically confined to the given agent number. Every single MG induced by varying the population may possess distinct optimal joint strategies and game-specific knowledge, which are modeled independently in modern multi-agent reinforcement learning algorithms. In this work, our focus is on creating agents that can generalize across population-varying MGs. Instead of learning a unimodal policy, each agent learns a policy set comprising effective strategies across a variety of games. To achieve this, we propose Meta Representations for Agents (MRA) that explicitly models the game-common and game-specific strategic knowledge. By representing the policy sets with multi-modal latent policies, the game-common strategic knowledge and diverse strategic modes are discovered through an iterative optimization procedure. We prove that by approximately maximizing the resulting constrained mutual information objective, the policies can reach Nash Equilibrium in every evaluation MG when the latent space is sufficiently large. When deploying MRA in practical settings with limited latent space sizes, fast adaptation can be achieved by leveraging the first-order gradient information. Extensive experiments demonstrate the effectiveness of MRA in improving training performance and generalization ability in challenging evaluation games.
Algorithmic Collective Action in Machine Learning
We initiate a principled study of algorithmic collective action on digital platforms that deploy machine learning algorithms. We propose a simple theoretical model of a collective interacting with a firm's learning algorithm. The collective pools the data of participating individuals and executes an algorithmic strategy by instructing participants how to modify their own data to achieve a collective goal. We investigate the consequences of this model in three fundamental learning-theoretic settings: the case of a nonparametric optimal learning algorithm, a parametric risk minimizer, and gradient-based optimization. In each setting, we come up with coordinated algorithmic strategies and characterize natural success criteria as a function of the collective's size. Complementing our theory, we conduct systematic experiments on a skill classification task involving tens of thousands of resumes from a gig platform for freelancers. Through more than two thousand model training runs of a BERT-like language model, we see a striking correspondence emerge between our empirical observations and the predictions made by our theory. Taken together, our theory and experiments broadly support the conclusion that algorithmic collectives of exceedingly small fractional size can exert significant control over a platform's learning algorithm.
Evaluating Language Model Agency through Negotiations
We introduce an approach to evaluate language model (LM) agency using negotiation games. This approach better reflects real-world use cases and addresses some of the shortcomings of alternative LM benchmarks. Negotiation games enable us to study multi-turn, and cross-model interactions, modulate complexity, and side-step accidental evaluation data leakage. We use our approach to test six widely used and publicly accessible LMs, evaluating performance and alignment in both self-play and cross-play settings. Noteworthy findings include: (i) only closed-source models tested here were able to complete these tasks; (ii) cooperative bargaining games proved to be most challenging to the models; and (iii) even the most powerful models sometimes "lose" to weaker opponents
Discovering Effective Policies for Land-Use Planning with Neuroevolution
How areas of land are allocated for different uses, such as forests, urban areas, and agriculture, has a large effect on the terrestrial carbon balance, and therefore climate change. Based on available historical data on land-use changes and a simulation of the associated carbon emissions and removals, a surrogate model can be learned that makes it possible to evaluate the different options available to decision-makers efficiently. An evolutionary search process can then be used to discover effective land-use policies for specific locations. Such a system was built on the Project Resilience platform and evaluated with the Land-Use Harmonization dataset LUH2 and the bookkeeping model BLUE. It generates Pareto fronts that trade off carbon impact and amount of land-use change customized to different locations, thus providing a potentially useful tool for land-use planning.
In Search of Verifiability: Explanations Rarely Enable Complementary Performance in AI-Advised Decision Making
The current literature on AI-advised decision making -- involving explainable AI systems advising human decision makers -- presents a series of inconclusive and confounding results. To synthesize these findings, we propose a simple theory that elucidates the frequent failure of AI explanations to engender appropriate reliance and complementary decision making performance. We argue explanations are only useful to the extent that they allow a human decision maker to verify the correctness of an AI's prediction, in contrast to other desiderata, e.g., interpretability or spelling out the AI's reasoning process. Prior studies find in many decision making contexts AI explanations do not facilitate such verification. Moreover, most tasks fundamentally do not allow easy verification, regardless of explanation method, limiting the potential benefit of any type of explanation. We also compare the objective of complementary performance with that of appropriate reliance, decomposing the latter into the notions of outcome-graded and strategy-graded reliance.
LLM Bandit: Cost-Efficient LLM Generation via Preference-Conditioned Dynamic Routing
The rapid advancement in large language models (LLMs) has brought forth a diverse range of models with varying capabilities that excel in different tasks and domains. However, selecting the optimal LLM for user queries often involves a challenging trade-off between accuracy and cost, a problem exacerbated by the diverse demands of individual queries. In this work, we present a novel framework that formulates the LLM selection process as a multi-armed bandit problem, enabling dynamic and intelligent routing of queries to the most appropriate model. Our approach incorporates a preference-conditioned dynamic routing mechanism, allowing users to specify their preferences at inference time, thereby offering a customizable balance between performance and cost. Additionally, our selection policy is designed to generalize to unseen LLMs, ensuring adaptability to new models as they emerge. Experimental results demonstrate that our method achieves significant improvements in both accuracy and cost-effectiveness across various LLM platforms, showcasing the potential of our framework to adaptively optimize LLM selection in real-world scenarios.
Human Choice Prediction in Language-based Persuasion Games: Simulation-based Off-Policy Evaluation
Recent advances in Large Language Models (LLMs) have spurred interest in designing LLM-based agents for tasks that involve interaction with human and artificial agents. This paper addresses a key aspect in the design of such agents: Predicting human decision in off-policy evaluation (OPE), focusing on language-based persuasion games, where the agent's goal is to influence its partner's decisions through verbal messages. Using a dedicated application, we collected a dataset of 87K decisions from humans playing a repeated decision-making game with artificial agents. Our approach involves training a model on human interactions with one agents subset to predict decisions when interacting with another. To enhance off-policy performance, we propose a simulation technique involving interactions across the entire agent space and simulated decision makers. Our learning strategy yields significant OPE gains, e.g., improving prediction accuracy in the top 15% challenging cases by 7.1%. Our code and the large dataset we collected and generated are submitted as supplementary material and publicly available in our GitHub repository: https://github.com/eilamshapira/HumanChoicePrediction
Will GPT-4 Run DOOM?
We show that GPT-4's reasoning and planning capabilities extend to the 1993 first-person shooter Doom. This large language model (LLM) is able to run and play the game with only a few instructions, plus a textual description--generated by the model itself from screenshots--about the state of the game being observed. We find that GPT-4 can play the game to a passable degree: it is able to manipulate doors, combat enemies, and perform pathing. More complex prompting strategies involving multiple model calls provide better results. While further work is required to enable the LLM to play the game as well as its classical, reinforcement learning-based counterparts, we note that GPT-4 required no training, leaning instead on its own reasoning and observational capabilities. We hope our work pushes the boundaries on intelligent, LLM-based agents in video games. We conclude by discussing the ethical implications of our work.
Levels of AGI: Operationalizing Progress on the Path to AGI
We propose a framework for classifying the capabilities and behavior of Artificial General Intelligence (AGI) models and their precursors. This framework introduces levels of AGI performance, generality, and autonomy. It is our hope that this framework will be useful in an analogous way to the levels of autonomous driving, by providing a common language to compare models, assess risks, and measure progress along the path to AGI. To develop our framework, we analyze existing definitions of AGI, and distill six principles that a useful ontology for AGI should satisfy. These principles include focusing on capabilities rather than mechanisms; separately evaluating generality and performance; and defining stages along the path toward AGI, rather than focusing on the endpoint. With these principles in mind, we propose 'Levels of AGI' based on depth (performance) and breadth (generality) of capabilities, and reflect on how current systems fit into this ontology. We discuss the challenging requirements for future benchmarks that quantify the behavior and capabilities of AGI models against these levels. Finally, we discuss how these levels of AGI interact with deployment considerations such as autonomy and risk, and emphasize the importance of carefully selecting Human-AI Interaction paradigms for responsible and safe deployment of highly capable AI systems.
Preselection Bandits
In this paper, we introduce the Preselection Bandit problem, in which the learner preselects a subset of arms (choice alternatives) for a user, which then chooses the final arm from this subset. The learner is not aware of the user's preferences, but can learn them from observed choices. In our concrete setting, we allow these choices to be stochastic and model the user's actions by means of the Plackett-Luce model. The learner's main task is to preselect subsets that eventually lead to highly preferred choices. To formalize this goal, we introduce a reasonable notion of regret and derive lower bounds on the expected regret. Moreover, we propose algorithms for which the upper bound on expected regret matches the lower bound up to a logarithmic term of the time horizon.
Solving Deep Reinforcement Learning Benchmarks with Linear Policy Networks
Although Deep Reinforcement Learning (DRL) methods can learn effective policies for challenging problems such as Atari games and robotics tasks, algorithms are complex and training times are often long. This study investigates how evolution strategies (ES) perform compared to gradient-based deep reinforcement learning methods. We use ES to optimize the weights of a neural network via neuroevolution, performing direct policy search. We benchmark both regular networks and policy networks consisting of a single linear layer from observations to actions; for three classical ES methods and for three gradient-based methods such as PPO. Our results reveal that ES can find effective linear policies for many RL benchmark tasks, in contrast to DRL methods that can only find successful policies using much larger networks, suggesting that current benchmarks are easier to solve than previously assumed. Interestingly, also for higher complexity tasks, ES achieves results comparable to gradient-based DRL algorithms. Furthermore, we find that by directly accessing the memory state of the game, ES are able to find successful policies in Atari, outperforming DQN. While gradient-based methods have dominated the field in recent years, ES offers an alternative that is easy to implement, parallelize, understand, and tune.
How Far Are We on the Decision-Making of LLMs? Evaluating LLMs' Gaming Ability in Multi-Agent Environments
Decision-making, a complicated task requiring various types of abilities, presents an excellent framework for assessing Large Language Models (LLMs). Our research investigates LLMs' decision-making capabilities through the lens of a well-established field, Game Theory. We focus specifically on games that support the participation of more than two agents simultaneously. Subsequently, we introduce our framework, GAMA-Bench, including eight classical multi-agent games. We design a scoring scheme to assess a model's performance in these games quantitatively. Through GAMA-Bench, we investigate LLMs' robustness, generalizability, and enhancement strategies. Results reveal that while GPT-3.5 shows satisfying robustness, its generalizability is relatively limited. However, its performance can be improved through approaches such as Chain-of-Thought. Additionally, we conduct evaluations across various LLMs and find that GPT-4 outperforms other models on GAMA-Bench, achieving a score of 60.5. Moreover, Gemini-1.0-Pro and GPT-3.5 (0613, 1106, 0125) demonstrate similar intelligence on GAMA-Bench. The code and experimental results are made publicly available via https://github.com/CUHK-ARISE/GAMABench.
Can Large Language Models Serve as Rational Players in Game Theory? A Systematic Analysis
Game theory, as an analytical tool, is frequently utilized to analyze human behavior in social science research. With the high alignment between the behavior of Large Language Models (LLMs) and humans, a promising research direction is to employ LLMs as substitutes for humans in game experiments, enabling social science research. However, despite numerous empirical researches on the combination of LLMs and game theory, the capability boundaries of LLMs in game theory remain unclear. In this research, we endeavor to systematically analyze LLMs in the context of game theory. Specifically, rationality, as the fundamental principle of game theory, serves as the metric for evaluating players' behavior -- building a clear desire, refining belief about uncertainty, and taking optimal actions. Accordingly, we select three classical games (dictator game, Rock-Paper-Scissors, and ring-network game) to analyze to what extent LLMs can achieve rationality in these three aspects. The experimental results indicate that even the current state-of-the-art LLM (GPT-4) exhibits substantial disparities compared to humans in game theory. For instance, LLMs struggle to build desires based on uncommon preferences, fail to refine belief from many simple patterns, and may overlook or modify refined belief when taking actions. Therefore, we consider that introducing LLMs into game experiments in the field of social science should be approached with greater caution.
Learning Language Games through Interaction
We introduce a new language learning setting relevant to building adaptive natural language interfaces. It is inspired by Wittgenstein's language games: a human wishes to accomplish some task (e.g., achieving a certain configuration of blocks), but can only communicate with a computer, who performs the actual actions (e.g., removing all red blocks). The computer initially knows nothing about language and therefore must learn it from scratch through interaction, while the human adapts to the computer's capabilities. We created a game in a blocks world and collected interactions from 100 people playing it. First, we analyze the humans' strategies, showing that using compositionality and avoiding synonyms correlates positively with task performance. Second, we compare computer strategies, showing how to quickly learn a semantic parsing model from scratch, and that modeling pragmatics further accelerates learning for successful players.
Deep Neuroevolution: Genetic Algorithms Are a Competitive Alternative for Training Deep Neural Networks for Reinforcement Learning
Deep artificial neural networks (DNNs) are typically trained via gradient-based learning algorithms, namely backpropagation. Evolution strategies (ES) can rival backprop-based algorithms such as Q-learning and policy gradients on challenging deep reinforcement learning (RL) problems. However, ES can be considered a gradient-based algorithm because it performs stochastic gradient descent via an operation similar to a finite-difference approximation of the gradient. That raises the question of whether non-gradient-based evolutionary algorithms can work at DNN scales. Here we demonstrate they can: we evolve the weights of a DNN with a simple, gradient-free, population-based genetic algorithm (GA) and it performs well on hard deep RL problems, including Atari and humanoid locomotion. The Deep GA successfully evolves networks with over four million free parameters, the largest neural networks ever evolved with a traditional evolutionary algorithm. These results (1) expand our sense of the scale at which GAs can operate, (2) suggest intriguingly that in some cases following the gradient is not the best choice for optimizing performance, and (3) make immediately available the multitude of neuroevolution techniques that improve performance. We demonstrate the latter by showing that combining DNNs with novelty search, which encourages exploration on tasks with deceptive or sparse reward functions, can solve a high-dimensional problem on which reward-maximizing algorithms (e.g.\ DQN, A3C, ES, and the GA) fail. Additionally, the Deep GA is faster than ES, A3C, and DQN (it can train Atari in {raise.17ex\scriptstyle\sim}4 hours on one desktop or {raise.17ex\scriptstyle\sim}1 hour distributed on 720 cores), and enables a state-of-the-art, up to 10,000-fold compact encoding technique.
The Forecast Trap
Encouraged by decision makers' appetite for future information on topics ranging from elections to pandemics, and enabled by the explosion of data and computational methods, model based forecasts have garnered increasing influence on a breadth of decisions in modern society. Using several classic examples from fisheries management, I demonstrate that selecting the model or models that produce the most accurate and precise forecast (measured by statistical scores) can sometimes lead to worse outcomes (measured by real-world objectives). This can create a forecast trap, in which the outcomes such as fish biomass or economic yield decline while the manager becomes increasingly convinced that these actions are consistent with the best models and data available. The forecast trap is not unique to this example, but a fundamental consequence of non-uniqueness of models. Existing practices promoting a broader set of models are the best way to avoid the trap.
Autoformalization of Game Descriptions using Large Language Models
Game theory is a powerful framework for reasoning about strategic interactions, with applications in domains ranging from day-to-day life to international politics. However, applying formal reasoning tools in such contexts is challenging, as these scenarios are often expressed in natural language. To address this, we introduce a framework for the autoformalization of game-theoretic scenarios, which translates natural language descriptions into formal logic representations suitable for formal solvers. Our approach utilizes one-shot prompting and a solver that provides feedback on syntactic correctness to allow LLMs to refine the code. We evaluate the framework using GPT-4o and a dataset of natural language problem descriptions, achieving 98% syntactic correctness and 88% semantic correctness. These results show the potential of LLMs to bridge the gap between real-life strategic interactions and formal reasoning.
A Closer Look at Invalid Action Masking in Policy Gradient Algorithms
In recent years, Deep Reinforcement Learning (DRL) algorithms have achieved state-of-the-art performance in many challenging strategy games. Because these games have complicated rules, an action sampled from the full discrete action distribution predicted by the learned policy is likely to be invalid according to the game rules (e.g., walking into a wall). The usual approach to deal with this problem in policy gradient algorithms is to "mask out" invalid actions and just sample from the set of valid actions. The implications of this process, however, remain under-investigated. In this paper, we 1) show theoretical justification for such a practice, 2) empirically demonstrate its importance as the space of invalid actions grows, and 3) provide further insights by evaluating different action masking regimes, such as removing masking after an agent has been trained using masking. The source code can be found at https://github.com/vwxyzjn/invalid-action-masking
NeuPL: Neural Population Learning
Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.
Towards Adaptive Mechanism Activation in Language Agent
Language Agent could be endowed with different mechanisms for autonomous task accomplishment. Current agents typically rely on fixed mechanisms or a set of mechanisms activated in a predefined order, limiting their adaptation to varied potential task solution structures. To this end, this paper proposes Adaptive Language Agent Mechanism Activation Learning with Self-Exploration (ALAMA), which focuses on optimizing mechanism activation adaptability without reliance on expert models. Initially, it builds a harmonized agent framework (UniAct) to Unify different mechanisms via Actions. Then it leverages a training-efficient optimization method based on self-exploration to enable the UniAct to adaptively activate the appropriate mechanisms according to the potential characteristics of the task. Experimental results demonstrate significant improvements in downstream agent tasks, affirming the effectiveness of our approach in facilitating more dynamic and context-sensitive mechanism activation.
SwarmBrain: Embodied agent for real-time strategy game StarCraft II via large language models
Large language models (LLMs) have recently garnered significant accomplishments in various exploratory tasks, even surpassing the performance of traditional reinforcement learning-based methods that have historically dominated the agent-based field. The purpose of this paper is to investigate the efficacy of LLMs in executing real-time strategy war tasks within the StarCraft II gaming environment. In this paper, we introduce SwarmBrain, an embodied agent leveraging LLM for real-time strategy implementation in the StarCraft II game environment. The SwarmBrain comprises two key components: 1) a Overmind Intelligence Matrix, powered by state-of-the-art LLMs, is designed to orchestrate macro-level strategies from a high-level perspective. This matrix emulates the overarching consciousness of the Zerg intelligence brain, synthesizing strategic foresight with the aim of allocating resources, directing expansion, and coordinating multi-pronged assaults. 2) a Swarm ReflexNet, which is agile counterpart to the calculated deliberation of the Overmind Intelligence Matrix. Due to the inherent latency in LLM reasoning, the Swarm ReflexNet employs a condition-response state machine framework, enabling expedited tactical responses for fundamental Zerg unit maneuvers. In the experimental setup, SwarmBrain is in control of the Zerg race in confrontation with an Computer-controlled Terran adversary. Experimental results show the capacity of SwarmBrain to conduct economic augmentation, territorial expansion, and tactical formulation, and it shows the SwarmBrain is capable of achieving victory against Computer players set at different difficulty levels.
Improving Interpersonal Communication by Simulating Audiences with Language Models
How do we communicate with others to achieve our goals? We use our prior experience or advice from others, or construct a candidate utterance by predicting how it will be received. However, our experiences are limited and biased, and reasoning about potential outcomes can be difficult and cognitively challenging. In this paper, we explore how we can leverage Large Language Model (LLM) simulations to help us communicate better. We propose the Explore-Generate-Simulate (EGS) framework, which takes as input any scenario where an individual is communicating to an audience with a goal they want to achieve. EGS (1) explores the solution space by producing a diverse set of advice relevant to the scenario, (2) generates communication candidates conditioned on subsets of the advice, and (3) simulates the reactions from various audiences to determine both the best candidate and advice to use. We evaluate the framework on eight scenarios spanning the ten fundamental processes of interpersonal communication. For each scenario, we collect a dataset of human evaluations across candidates and baselines, and showcase that our framework's chosen candidate is preferred over popular generation mechanisms including Chain-of-Thought. We also find that audience simulations achieve reasonably high agreement with human raters across 5 of the 8 scenarios. Finally, we demonstrate the generality of our framework by applying it to real-world scenarios described by users on web forums. Through evaluations and demonstrations, we show that EGS enhances the effectiveness and outcomes of goal-oriented communication across a variety of situations, thus opening up new possibilities for the application of large language models in revolutionizing communication and decision-making processes.
Scaling of Search and Learning: A Roadmap to Reproduce o1 from Reinforcement Learning Perspective
OpenAI o1 represents a significant milestone in Artificial Inteiligence, which achieves expert-level performances on many challanging tasks that require strong reasoning ability.OpenAI has claimed that the main techinique behinds o1 is the reinforcement learining. Recent works use alternative approaches like knowledge distillation to imitate o1's reasoning style, but their effectiveness is limited by the capability ceiling of the teacher model. Therefore, this paper analyzes the roadmap to achieving o1 from the perspective of reinforcement learning, focusing on four key components: policy initialization, reward design, search, and learning. Policy initialization enables models to develop human-like reasoning behaviors, equipping them with the ability to effectively explore solution spaces for complex problems. Reward design provides dense and effective signals via reward shaping or reward modeling, which is the guidance for both search and learning. Search plays a crucial role in generating high-quality solutions during both training and testing phases, which can produce better solutions with more computation. Learning utilizes the data generated by search for improving policy, which can achieve the better performance with more parameters and more searched data. Existing open-source projects that attempt to reproduce o1 can be seem as a part or a variant of our roadmap. Collectively, these components underscore how learning and search drive o1's advancement, making meaningful contributions to the development of LLM.
ChessGPT: Bridging Policy Learning and Language Modeling
When solving decision-making tasks, humans typically depend on information from two key sources: (1) Historical policy data, which provides interaction replay from the environment, and (2) Analytical insights in natural language form, exposing the invaluable thought process or strategic considerations. Despite this, the majority of preceding research focuses on only one source: they either use historical replay exclusively to directly learn policy or value functions, or engaged in language model training utilizing mere language corpus. In this paper, we argue that a powerful autonomous agent should cover both sources. Thus, we propose ChessGPT, a GPT model bridging policy learning and language modeling by integrating data from these two sources in Chess games. Specifically, we build a large-scale game and language dataset related to chess. Leveraging the dataset, we showcase two model examples ChessCLIP and ChessGPT, integrating policy learning and language modeling. Finally, we propose a full evaluation framework for evaluating language model's chess ability. Experimental results validate our model and dataset's effectiveness. We open source our code, model, and dataset at https://github.com/waterhorse1/ChessGPT.
Transfer Learning for Portfolio Optimization
In this work, we explore the possibility of utilizing transfer learning techniques to address the financial portfolio optimization problem. We introduce a novel concept called "transfer risk", within the optimization framework of transfer learning. A series of numerical experiments are conducted from three categories: cross-continent transfer, cross-sector transfer, and cross-frequency transfer. In particular, 1. a strong correlation between the transfer risk and the overall performance of transfer learning methods is established, underscoring the significance of transfer risk as a viable indicator of "transferability"; 2. transfer risk is shown to provide a computationally efficient way to identify appropriate source tasks in transfer learning, enhancing the efficiency and effectiveness of the transfer learning approach; 3. additionally, the numerical experiments offer valuable new insights for portfolio management across these different settings.
The ART of LLM Refinement: Ask, Refine, and Trust
In recent years, Large Language Models (LLMs) have demonstrated remarkable generative abilities, but can they judge the quality of their own generations? A popular concept, referred to as self-refinement, postulates that LLMs can detect and correct the errors in their generations when asked to do so. However, recent empirical evidence points in the opposite direction, suggesting that LLMs often struggle to accurately identify errors when reasoning is involved. To address this, we propose a reasoning with refinement objective called ART: Ask, Refine, and Trust, which asks necessary questions to decide when an LLM should refine its output, and either affirm or withhold trust in its refinement by ranking the refinement and the initial prediction. On two multistep reasoning tasks of mathematical word problems (GSM8K) and question answering (StrategyQA), ART achieves a performance gain of +5 points over self-refinement baselines, while using a much smaller model as the decision maker. We also demonstrate the benefit of using smaller models to make refinement decisions as a cost-effective alternative to fine-tuning a larger model.
Sample Efficient Myopic Exploration Through Multitask Reinforcement Learning with Diverse Tasks
Multitask Reinforcement Learning (MTRL) approaches have gained increasing attention for its wide applications in many important Reinforcement Learning (RL) tasks. However, while recent advancements in MTRL theory have focused on the improved statistical efficiency by assuming a shared structure across tasks, exploration--a crucial aspect of RL--has been largely overlooked. This paper addresses this gap by showing that when an agent is trained on a sufficiently diverse set of tasks, a generic policy-sharing algorithm with myopic exploration design like epsilon-greedy that are inefficient in general can be sample-efficient for MTRL. To the best of our knowledge, this is the first theoretical demonstration of the "exploration benefits" of MTRL. It may also shed light on the enigmatic success of the wide applications of myopic exploration in practice. To validate the role of diversity, we conduct experiments on synthetic robotic control environments, where the diverse task set aligns with the task selection by automatic curriculum learning, which is empirically shown to improve sample-efficiency.
PokéLLMon: A Human-Parity Agent for Pokémon Battles with Large Language Models
We introduce Pok\'eLLMon, the first LLM-embodied agent that achieves human-parity performance in tactical battle games, as demonstrated in Pok\'emon battles. The design of Pok\'eLLMon incorporates three key strategies: (i) In-context reinforcement learning that instantly consumes text-based feedback derived from battles to iteratively refine the policy; (ii) Knowledge-augmented generation that retrieves external knowledge to counteract hallucination and enables the agent to act timely and properly; (iii) Consistent action generation to mitigate the panic switching phenomenon when the agent faces a powerful opponent and wants to elude the battle. We show that online battles against human demonstrates Pok\'eLLMon's human-like battle strategies and just-in-time decision making, achieving 49\% of win rate in the Ladder competitions and 56\% of win rate in the invited battles. Our implementation and playable battle logs are available at: https://github.com/git-disl/PokeLLMon.
GLEE: A Unified Framework and Benchmark for Language-based Economic Environments
Large Language Models (LLMs) show significant potential in economic and strategic interactions, where communication via natural language is often prevalent. This raises key questions: Do LLMs behave rationally? Can they mimic human behavior? Do they tend to reach an efficient and fair outcome? What is the role of natural language in the strategic interaction? How do characteristics of the economic environment influence these dynamics? These questions become crucial concerning the economic and societal implications of integrating LLM-based agents into real-world data-driven systems, such as online retail platforms and recommender systems. While the ML community has been exploring the potential of LLMs in such multi-agent setups, varying assumptions, design choices and evaluation criteria across studies make it difficult to draw robust and meaningful conclusions. To address this, we introduce a benchmark for standardizing research on two-player, sequential, language-based games. Inspired by the economic literature, we define three base families of games with consistent parameterization, degrees of freedom and economic measures to evaluate agents' performance (self-gain), as well as the game outcome (efficiency and fairness). We develop an open-source framework for interaction simulation and analysis, and utilize it to collect a dataset of LLM vs. LLM interactions across numerous game configurations and an additional dataset of human vs. LLM interactions. Through extensive experimentation, we demonstrate how our framework and dataset can be used to: (i) compare the behavior of LLM-based agents to human players in various economic contexts; (ii) evaluate agents in both individual and collective performance measures; and (iii) quantify the effect of the economic characteristics of the environments on the behavior of agents.
Instigating Cooperation among LLM Agents Using Adaptive Information Modulation
This paper introduces a novel framework combining LLM agents as proxies for human strategic behavior with reinforcement learning (RL) to engage these agents in evolving strategic interactions within team environments. Our approach extends traditional agent-based simulations by using strategic LLM agents (SLA) and introducing dynamic and adaptive governance through a pro-social promoting RL agent (PPA) that modulates information access across agents in a network, optimizing social welfare and promoting pro-social behavior. Through validation in iterative games, including the prisoner dilemma, we demonstrate that SLA agents exhibit nuanced strategic adaptations. The PPA agent effectively learns to adjust information transparency, resulting in enhanced cooperation rates. This framework offers significant insights into AI-mediated social dynamics, contributing to the deployment of AI in real-world team settings.
Agent Design Pattern Catalogue: A Collection of Architectural Patterns for Foundation Model based Agents
Foundation model-enabled generative artificial intelligence facilitates the development and implementation of agents, which can leverage distinguished reasoning and language processing capabilities to takes a proactive, autonomous role to pursue users' goals. Nevertheless, there is a lack of systematic knowledge to guide practitioners in designing the agents considering challenges of goal-seeking (including generating instrumental goals and plans), such as hallucinations inherent in foundation models, explainability of reasoning process, complex accountability, etc. To address this issue, we have performed a systematic literature review to understand the state-of-the-art foundation model-based agents and the broader ecosystem. In this paper, we present a pattern catalogue consisting of 18 architectural patterns with analyses of the context, forces, and trade-offs as the outcomes from the previous literature review. We propose a decision model for selecting the patterns. The proposed catalogue can provide holistic guidance for the effective use of patterns, and support the architecture design of foundation model-based agents by facilitating goal-seeking and plan generation.
Bayesian Optimization -- Multi-Armed Bandit Problem
In this report, we survey Bayesian Optimization methods focussed on the Multi-Armed Bandit Problem. We take the help of the paper "Portfolio Allocation for Bayesian Optimization". We report a small literature survey on the acquisition functions and the types of portfolio strategies used in papers discussing Bayesian Optimization. We also replicate the experiments and report our findings and compare them to the results in the paper. Code link: https://colab.research.google.com/drive/1GZ14klEDoe3dcBeZKo5l8qqrKf_GmBDn?usp=sharing#scrollTo=XgIBau3O45_V.
Reinforcement Learning Methods for Wordle: A POMDP/Adaptive Control Approach
In this paper we address the solution of the popular Wordle puzzle, using new reinforcement learning methods, which apply more generally to adaptive control of dynamic systems and to classes of Partially Observable Markov Decision Process (POMDP) problems. These methods are based on approximation in value space and the rollout approach, admit a straightforward implementation, and provide improved performance over various heuristic approaches. For the Wordle puzzle, they yield on-line solution strategies that are very close to optimal at relatively modest computational cost. Our methods are viable for more complex versions of Wordle and related search problems, for which an optimal strategy would be impossible to compute. They are also applicable to a wide range of adaptive sequential decision problems that involve an unknown or frequently changing environment whose parameters are estimated on-line.
Stabilizing RLHF through Advantage Model and Selective Rehearsal
Large Language Models (LLMs) have revolutionized natural language processing, yet aligning these models with human values and preferences using RLHF remains a significant challenge. This challenge is characterized by various instabilities, such as reward hacking and catastrophic forgetting. In this technical report, we propose two innovations to stabilize RLHF training: 1) Advantage Model, which directly models advantage score i.e., extra reward compared to the expected rewards and regulates score distributions across tasks to prevent reward hacking. 2) Selective Rehearsal, which mitigates catastrophic forgetting by strategically selecting data for PPO training and knowledge rehearsing. Our experimental analysis on public and proprietary datasets reveals that the proposed methods not only increase stability in RLHF training but also achieve higher reward scores and win rates.
Online Mechanism Design for Information Acquisition
We study the problem of designing mechanisms for information acquisition scenarios. This setting models strategic interactions between an uniformed receiver and a set of informed senders. In our model the senders receive information about the underlying state of nature and communicate their observation (either truthfully or not) to the receiver, which, based on this information, selects an action. Our goal is to design mechanisms maximizing the receiver's utility while incentivizing the senders to report truthfully their information. First, we provide an algorithm that efficiently computes an optimal incentive compatible (IC) mechanism. Then, we focus on the online problem in which the receiver sequentially interacts in an unknown game, with the objective of minimizing the cumulative regret w.r.t. the optimal IC mechanism, and the cumulative violation of the incentive compatibility constraints. We investigate two different online scenarios, i.e., the full and bandit feedback settings. For the full feedback problem, we propose an algorithm that guarantees mathcal O(sqrt T) regret and violation, while for the bandit feedback setting we present an algorithm that attains mathcal O(T^{alpha}) regret and mathcal O(T^{1-alpha/2}) violation for any alphain[1/2, 1]. Finally, we complement our results providing a tight lower bound.
Fast and Slow Planning
The concept of Artificial Intelligence has gained a lot of attention over the last decade. In particular, AI-based tools have been employed in several scenarios and are, by now, pervading our everyday life. Nonetheless, most of these systems lack many capabilities that we would naturally consider to be included in a notion of "intelligence". In this work, we present an architecture that, inspired by the cognitive theory known as Thinking Fast and Slow by D. Kahneman, is tasked with solving planning problems in different settings, specifically: classical and multi-agent epistemic. The system proposed is an instance of a more general AI paradigm, referred to as SOFAI (for Slow and Fast AI). SOFAI exploits multiple solving approaches, with different capabilities that characterize them as either fast or slow, and a metacognitive module to regulate them. This combination of components, which roughly reflects the human reasoning process according to D. Kahneman, allowed us to enhance the reasoning process that, in this case, is concerned with planning in two different settings. The behavior of this system is then compared to state-of-the-art solvers, showing that the newly introduced system presents better results in terms of generality, solving a wider set of problems with an acceptable trade-off between solving times and solution accuracy.
LLMs Still Can't Plan; Can LRMs? A Preliminary Evaluation of OpenAI's o1 on PlanBench
The ability to plan a course of action that achieves a desired state of affairs has long been considered a core competence of intelligent agents and has been an integral part of AI research since its inception. With the advent of large language models (LLMs), there has been considerable interest in the question of whether or not they possess such planning abilities. PlanBench, an extensible benchmark we developed in 2022, soon after the release of GPT3, has remained an important tool for evaluating the planning abilities of LLMs. Despite the slew of new private and open source LLMs since GPT3, progress on this benchmark has been surprisingly slow. OpenAI claims that their recent o1 (Strawberry) model has been specifically constructed and trained to escape the normal limitations of autoregressive LLMs--making it a new kind of model: a Large Reasoning Model (LRM). Using this development as a catalyst, this paper takes a comprehensive look at how well current LLMs and new LRMs do on PlanBench. As we shall see, while o1's performance is a quantum improvement on the benchmark, outpacing the competition, it is still far from saturating it. This improvement also brings to the fore questions about accuracy, efficiency, and guarantees which must be considered before deploying such systems.
Contrasting the efficiency of stock price prediction models using various types of LSTM models aided with sentiment analysis
Our research aims to find the best model that uses companies projections and sector performances and how the given company fares accordingly to correctly predict equity share prices for both short and long term goals.
Decision Market Based Learning For Multi-agent Contextual Bandit Problems
Information is often stored in a distributed and proprietary form, and agents who own information are often self-interested and require incentives to reveal their information. Suitable mechanisms are required to elicit and aggregate such distributed information for decision making. In this paper, we use simulations to investigate the use of decision markets as mechanisms in a multi-agent learning system to aggregate distributed information for decision-making in a contextual bandit problem. The system utilises strictly proper decision scoring rules to assess the accuracy of probabilistic reports from agents, which allows agents to learn to solve the contextual bandit problem jointly. Our simulations show that our multi-agent system with distributed information can be trained as efficiently as a centralised counterpart with a single agent that receives all information. Moreover, we use our system to investigate scenarios with deterministic decision scoring rules which are not incentive compatible. We observe the emergence of more complex dynamics with manipulative behaviour, which agrees with existing theoretical analyses.
Winner Takes It All: Training Performant RL Populations for Combinatorial Optimization
Applying reinforcement learning (RL) to combinatorial optimization problems is attractive as it removes the need for expert knowledge or pre-solved instances. However, it is unrealistic to expect an agent to solve these (often NP-)hard problems in a single shot at inference due to their inherent complexity. Thus, leading approaches often implement additional search strategies, from stochastic sampling and beam search to explicit fine-tuning. In this paper, we argue for the benefits of learning a population of complementary policies, which can be simultaneously rolled out at inference. To this end, we introduce Poppy, a simple training procedure for populations. Instead of relying on a predefined or hand-crafted notion of diversity, Poppy induces an unsupervised specialization targeted solely at maximizing the performance of the population. We show that Poppy produces a set of complementary policies, and obtains state-of-the-art RL results on four popular NP-hard problems: traveling salesman, capacitated vehicle routing, 0-1 knapsack, and job-shop scheduling.
Subgoal-based Hierarchical Reinforcement Learning for Multi-Agent Collaboration
Recent advancements in reinforcement learning have made significant impacts across various domains, yet they often struggle in complex multi-agent environments due to issues like algorithm instability, low sampling efficiency, and the challenges of exploration and dimensionality explosion. Hierarchical reinforcement learning (HRL) offers a structured approach to decompose complex tasks into simpler sub-tasks, which is promising for multi-agent settings. This paper advances the field by introducing a hierarchical architecture that autonomously generates effective subgoals without explicit constraints, enhancing both flexibility and stability in training. We propose a dynamic goal generation strategy that adapts based on environmental changes. This method significantly improves the adaptability and sample efficiency of the learning process. Furthermore, we address the critical issue of credit assignment in multi-agent systems by synergizing our hierarchical architecture with a modified QMIX network, thus improving overall strategy coordination and efficiency. Comparative experiments with mainstream reinforcement learning algorithms demonstrate the superior convergence speed and performance of our approach in both single-agent and multi-agent environments, confirming its effectiveness and flexibility in complex scenarios. Our code is open-sourced at: https://github.com/SICC-Group/GMAH.
One Solution is Not All You Need: Few-Shot Extrapolation via Structured MaxEnt RL
While reinforcement learning algorithms can learn effective policies for complex tasks, these policies are often brittle to even minor task variations, especially when variations are not explicitly provided during training. One natural approach to this problem is to train agents with manually specified variation in the training task or environment. However, this may be infeasible in practical situations, either because making perturbations is not possible, or because it is unclear how to choose suitable perturbation strategies without sacrificing performance. The key insight of this work is that learning diverse behaviors for accomplishing a task can directly lead to behavior that generalizes to varying environments, without needing to perform explicit perturbations during training. By identifying multiple solutions for the task in a single environment during training, our approach can generalize to new situations by abandoning solutions that are no longer effective and adopting those that are. We theoretically characterize a robustness set of environments that arises from our algorithm and empirically find that our diversity-driven approach can extrapolate to various changes in the environment and task.
Active Ranking of Experts Based on their Performances in Many Tasks
We consider the problem of ranking n experts based on their performances on d tasks. We make a monotonicity assumption stating that for each pair of experts, one outperforms the other on all tasks. We consider the sequential setting where in each round, the learner has access to noisy evaluations of actively chosen pair of expert-task, given the information available up to the actual round. Given a confidence parameter delta in (0, 1), we provide strategies allowing to recover the correct ranking of experts and develop a bound on the total number of queries made by our algorithm that hold with probability at least 1 -- delta. We show that our strategy is adaptive to the complexity of the problem (our bounds are instance dependent), and develop matching lower bounds up to a poly-logarithmic factor. Finally, we adapt our strategy to the relaxed problem of best expert identification and provide numerical simulation consistent with our theoretical results.
CaSiNo: A Corpus of Campsite Negotiation Dialogues for Automatic Negotiation Systems
Automated systems that negotiate with humans have broad applications in pedagogy and conversational AI. To advance the development of practical negotiation systems, we present CaSiNo: a novel corpus of over a thousand negotiation dialogues in English. Participants take the role of campsite neighbors and negotiate for food, water, and firewood packages for their upcoming trip. Our design results in diverse and linguistically rich negotiations while maintaining a tractable, closed-domain environment. Inspired by the literature in human-human negotiations, we annotate persuasion strategies and perform correlation analysis to understand how the dialogue behaviors are associated with the negotiation performance. We further propose and evaluate a multi-task framework to recognize these strategies in a given utterance. We find that multi-task learning substantially improves the performance for all strategy labels, especially for the ones that are the most skewed. We release the dataset, annotations, and the code to propel future work in human-machine negotiations: https://github.com/kushalchawla/CaSiNo
Unleashing Artificial Cognition: Integrating Multiple AI Systems
In this study, we present an innovative fusion of language models and query analysis techniques to unlock cognition in artificial intelligence. Our system seamlessly integrates a Chess engine with a language model, enabling it to predict moves and provide strategic explanations. Leveraging a vector database to achieve retrievable answer generation, our OpenSI AI system elucidates its decision-making process, bridging the gap between raw computation and human-like understanding. Our choice of Chess as the demonstration environment underscores the versatility of our approach. Beyond Chess, our system holds promise for diverse applications, from medical diagnostics to financial forecasting.
LASP: Surveying the State-of-the-Art in Large Language Model-Assisted AI Planning
Effective planning is essential for the success of any task, from organizing a vacation to routing autonomous vehicles and developing corporate strategies. It involves setting goals, formulating plans, and allocating resources to achieve them. LLMs are particularly well-suited for automated planning due to their strong capabilities in commonsense reasoning. They can deduce a sequence of actions needed to achieve a goal from a given state and identify an effective course of action. However, it is frequently observed that plans generated through direct prompting often fail upon execution. Our survey aims to highlight the existing challenges in planning with language models, focusing on key areas such as embodied environments, optimal scheduling, competitive and cooperative games, task decomposition, reasoning, and planning. Through this study, we explore how LLMs transform AI planning and provide unique insights into the future of LM-assisted planning.
Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model
Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess and Go, where a perfect simulator is available. However, in real-world problems the dynamics governing the environment are often complex and unknown. In this work we present the MuZero algorithm which, by combining a tree-based search with a learned model, achieves superhuman performance in a range of challenging and visually complex domains, without any knowledge of their underlying dynamics. MuZero learns a model that, when applied iteratively, predicts the quantities most directly relevant to planning: the reward, the action-selection policy, and the value function. When evaluated on 57 different Atari games - the canonical video game environment for testing AI techniques, in which model-based planning approaches have historically struggled - our new algorithm achieved a new state of the art. When evaluated on Go, chess and shogi, without any knowledge of the game rules, MuZero matched the superhuman performance of the AlphaZero algorithm that was supplied with the game rules.
Manipulating Large Language Models to Increase Product Visibility
Large language models (LLMs) are increasingly being integrated into search engines to provide natural language responses tailored to user queries. Customers and end-users are also becoming more dependent on these models for quick and easy purchase decisions. In this work, we investigate whether recommendations from LLMs can be manipulated to enhance a product's visibility. We demonstrate that adding a strategic text sequence (STS) -- a carefully crafted message -- to a product's information page can significantly increase its likelihood of being listed as the LLM's top recommendation. To understand the impact of STS, we use a catalog of fictitious coffee machines and analyze its effect on two target products: one that seldom appears in the LLM's recommendations and another that usually ranks second. We observe that the strategic text sequence significantly enhances the visibility of both products by increasing their chances of appearing as the top recommendation. This ability to manipulate LLM-generated search responses provides vendors with a considerable competitive advantage and has the potential to disrupt fair market competition. Just as search engine optimization (SEO) revolutionized how webpages are customized to rank higher in search engine results, influencing LLM recommendations could profoundly impact content optimization for AI-driven search services. Code for our experiments is available at https://github.com/aounon/llm-rank-optimizer.
Technical Report: Enhancing LLM Reasoning with Reward-guided Tree Search
Recently, test-time scaling has garnered significant attention from the research community, largely due to the substantial advancements of the o1 model released by OpenAI. By allocating more computational resources during the inference phase, large language models~(LLMs) can extensively explore the solution space by generating more thought tokens or diverse solutions, thereby producing more accurate responses. However, developing an o1-like reasoning approach is challenging, and researchers have been making various attempts to advance this open area of research. In this paper, we present a preliminary exploration into enhancing the reasoning abilities of LLMs through reward-guided tree search algorithms. This framework is implemented by integrating the policy model, reward model, and search algorithm. It is primarily constructed around a tree search algorithm, where the policy model navigates a dynamically expanding tree guided by a specially trained reward model. We thoroughly explore various design considerations necessary for implementing this framework and provide a detailed report of the technical aspects. To assess the effectiveness of our approach, we focus on mathematical reasoning tasks and conduct extensive evaluations on four challenging datasets, significantly enhancing the reasoning abilities of LLMs.
Search for or Navigate to? Dual Adaptive Thinking for Object Navigation
"Search for" or "Navigate to"? When finding an object, the two choices always come up in our subconscious mind. Before seeing the target, we search for the target based on experience. After seeing the target, we remember the target location and navigate to. However, recently methods in object navigation field almost only consider using object association to enhance "search for" phase while neglect the importance of "navigate to" phase. Therefore, this paper proposes the dual adaptive thinking (DAT) method to flexibly adjust the different thinking strategies at different navigation stages. Dual thinking includes search thinking with the object association ability and navigation thinking with the target location ability. To make the navigation thinking more effective, we design the target-oriented memory graph (TOMG) to store historical target information and the target-aware multi-scale aggregator (TAMSA) to encode the relative target position. We assess our methods on the AI2-Thor dataset. Compared with the state-of-the-art (SOTA) method, our method reports 10.8%, 21.5% and 15.7% increase in success rate (SR), success weighted by path length (SPL) and success weighted by navigation efficiency (SNE), respectively.
Random Network Distillation Based Deep Reinforcement Learning for AGV Path Planning
With the flourishing development of intelligent warehousing systems, the technology of Automated Guided Vehicle (AGV) has experienced rapid growth. Within intelligent warehousing environments, AGV is required to safely and rapidly plan an optimal path in complex and dynamic environments. Most research has studied deep reinforcement learning to address this challenge. However, in the environments with sparse extrinsic rewards, these algorithms often converge slowly, learn inefficiently or fail to reach the target. Random Network Distillation (RND), as an exploration enhancement, can effectively improve the performance of proximal policy optimization, especially enhancing the additional intrinsic rewards of the AGV agent which is in sparse reward environments. Moreover, most of the current research continues to use 2D grid mazes as experimental environments. These environments have insufficient complexity and limited action sets. To solve this limitation, we present simulation environments of AGV path planning with continuous actions and positions for AGVs, so that it can be close to realistic physical scenarios. Based on our experiments and comprehensive analysis of the proposed method, the results demonstrate that our proposed method enables AGV to more rapidly complete path planning tasks with continuous actions in our environments. A video of part of our experiments can be found at https://youtu.be/lwrY9YesGmw.
Summon a Demon and Bind it: A Grounded Theory of LLM Red Teaming in the Wild
Engaging in the deliberate generation of abnormal outputs from large language models (LLMs) by attacking them is a novel human activity. This paper presents a thorough exposition of how and why people perform such attacks. Using a formal qualitative methodology, we interviewed dozens of practitioners from a broad range of backgrounds, all contributors to this novel work of attempting to cause LLMs to fail. We relate and connect this activity between its practitioners' motivations and goals; the strategies and techniques they deploy; and the crucial role the community plays. As a result, this paper presents a grounded theory of how and why people attack large language models: LLM red teaming in the wild.
Designing Efficient Pair-Trading Strategies Using Cointegration for the Indian Stock Market
A pair-trading strategy is an approach that utilizes the fluctuations between prices of a pair of stocks in a short-term time frame, while in the long-term the pair may exhibit a strong association and co-movement pattern. When the prices of the stocks exhibit significant divergence, the shares of the stock that gains in price are sold (a short strategy) while the shares of the other stock whose price falls are bought (a long strategy). This paper presents a cointegration-based approach that identifies stocks listed in the five sectors of the National Stock Exchange (NSE) of India for designing efficient pair-trading portfolios. Based on the stock prices from Jan 1, 2018, to Dec 31, 2020, the cointegrated stocks are identified and the pairs are formed. The pair-trading portfolios are evaluated on their annual returns for the year 2021. The results show that the pairs of stocks from the auto and the realty sectors, in general, yielded the highest returns among the five sectors studied in the work. However, two among the five pairs from the information technology (IT) sector are found to have yielded negative returns.
Harnessing Deep Q-Learning for Enhanced Statistical Arbitrage in High-Frequency Trading: A Comprehensive Exploration
The realm of High-Frequency Trading (HFT) is characterized by rapid decision-making processes that capitalize on fleeting market inefficiencies. As the financial markets become increasingly competitive, there is a pressing need for innovative strategies that can adapt and evolve with changing market dynamics. Enter Reinforcement Learning (RL), a branch of machine learning where agents learn by interacting with their environment, making it an intriguing candidate for HFT applications. This paper dives deep into the integration of RL in statistical arbitrage strategies tailored for HFT scenarios. By leveraging the adaptive learning capabilities of RL, we explore its potential to unearth patterns and devise trading strategies that traditional methods might overlook. We delve into the intricate exploration-exploitation trade-offs inherent in RL and how they manifest in the volatile world of HFT. Furthermore, we confront the challenges of applying RL in non-stationary environments, typical of financial markets, and investigate methodologies to mitigate associated risks. Through extensive simulations and backtests, our research reveals that RL not only enhances the adaptability of trading strategies but also shows promise in improving profitability metrics and risk-adjusted returns. This paper, therefore, positions RL as a pivotal tool for the next generation of HFT-based statistical arbitrage, offering insights for both researchers and practitioners in the field.
LLM-PySC2: Starcraft II learning environment for Large Language Models
This paper introduces a new environment LLM-PySC2 (the Large Language Model StarCraft II Learning Environment), a platform derived from DeepMind's StarCraft II Learning Environment that serves to develop Large Language Models (LLMs) based decision-making methodologies. This environment is the first to offer the complete StarCraft II action space, multi-modal observation interfaces, and a structured game knowledge database, which are seamlessly connected with various LLMs to facilitate the research of LLMs-based decision-making. To further support multi-agent research, we developed an LLM collaborative framework that supports multi-agent concurrent queries and multi-agent communication. In our experiments, the LLM-PySC2 environment is adapted to be compatible with the StarCraft Multi-Agent Challenge (SMAC) task group and provided eight new scenarios focused on macro-decision abilities. We evaluated nine mainstream LLMs in the experiments, and results show that sufficient parameters are necessary for LLMs to make decisions, but improving reasoning ability does not directly lead to better decision-making outcomes. Our findings further indicate the importance of enabling large models to learn autonomously in the deployment environment through parameter training or train-free learning techniques. Ultimately, we expect that the LLM-PySC2 environment can promote research on learning methods for LLMs, helping LLM-based methods better adapt to task scenarios.
HyperRouter: Towards Efficient Training and Inference of Sparse Mixture of Experts
By routing input tokens to only a few split experts, Sparse Mixture-of-Experts has enabled efficient training of large language models. Recent findings suggest that fixing the routers can achieve competitive performance by alleviating the collapsing problem, where all experts eventually learn similar representations. However, this strategy has two key limitations: (i) the policy derived from random routers might be sub-optimal, and (ii) it requires extensive resources during training and evaluation, leading to limited efficiency gains. This work introduces \HyperRout, which dynamically generates the router's parameters through a fixed hypernetwork and trainable embeddings to achieve a balance between training the routers and freezing them to learn an improved routing policy. Extensive experiments across a wide range of tasks demonstrate the superior performance and efficiency gains of \HyperRouter compared to existing routing methods. Our implementation is publicly available at {{https://github.com/giangdip2410/HyperRouter}}.
Ignore the KL Penalty! Boosting Exploration on Critical Tokens to Enhance RL Fine-Tuning
The ability to achieve long-term goals is a key challenge in the current development of large language models (LLMs). To address this, pre-trained LLMs can be fine-tuned with reinforcement learning (RL) to explore solutions that optimize a given goal. However, exploration with LLMs is difficult, as a balance has to be struck between discovering new solutions and staying close enough to the pre-trained model, so as not to degrade basic capabilities. This is typically controlled with a Kullback-Leibler (KL) penalty. In this paper, we investigate the exploration dynamics of a small language model on a simple arithmetic task. We show how varying degrees of pre-training influence exploration and demonstrate the importance of "critical tokens" which have a dramatic impact on the final outcome. Consequently, we introduce a simple modification to the KL penalty that favors exploration on critical tokens, increasing the efficiency of the RL fine-tuning stage.
Abstracting Imperfect Information Away from Two-Player Zero-Sum Games
In their seminal work, Nayyar et al. (2013) showed that imperfect information can be abstracted away from common-payoff games by having players publicly announce their policies as they play. This insight underpins sound solvers and decision-time planning algorithms for common-payoff games. Unfortunately, a naive application of the same insight to two-player zero-sum games fails because Nash equilibria of the game with public policy announcements may not correspond to Nash equilibria of the original game. As a consequence, existing sound decision-time planning algorithms require complicated additional mechanisms that have unappealing properties. The main contribution of this work is showing that certain regularized equilibria do not possess the aforementioned non-correspondence problem -- thus, computing them can be treated as perfect-information problems. Because these regularized equilibria can be made arbitrarily close to Nash equilibria, our result opens the door to a new perspective to solving two-player zero-sum games and yields a simplified framework for decision-time planning in two-player zero-sum games, void of the unappealing properties that plague existing decision-time planning approaches.
DeLLMa: A Framework for Decision Making Under Uncertainty with Large Language Models
Large language models (LLMs) are increasingly used across society, including in domains like business, engineering, and medicine. These fields often grapple with decision-making under uncertainty, a critical yet challenging task. In this paper, we show that directly prompting LLMs on these types of decision-making problems yields poor results, especially as the problem complexity increases. To overcome this limitation, we propose DeLLMa (Decision-making Large Language Model assistant), a framework designed to enhance decision-making accuracy in uncertain environments. DeLLMa involves a multi-step scaffolding procedure, drawing upon principles from decision theory and utility theory, to provide an optimal and human-auditable decision-making process. We validate our framework on decision-making environments involving real agriculture and finance data. Our results show that DeLLMa can significantly improve LLM decision-making performance, achieving up to a 40% increase in accuracy over competing methods.
Position: Foundation Agents as the Paradigm Shift for Decision Making
Decision making demands intricate interplay between perception, memory, and reasoning to discern optimal policies. Conventional approaches to decision making face challenges related to low sample efficiency and poor generalization. In contrast, foundation models in language and vision have showcased rapid adaptation to diverse new tasks. Therefore, we advocate for the construction of foundation agents as a transformative shift in the learning paradigm of agents. This proposal is underpinned by the formulation of foundation agents with their fundamental characteristics and challenges motivated by the success of large language models (LLMs). Moreover, we specify the roadmap of foundation agents from large interactive data collection or generation, to self-supervised pretraining and adaptation, and knowledge and value alignment with LLMs. Lastly, we pinpoint critical research questions derived from the formulation and delineate trends for foundation agents supported by real-world use cases, addressing both technical and theoretical aspects to propel the field towards a more comprehensive and impactful future.
MANSA: Learning Fast and Slow in Multi-Agent Systems
In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.
Do Large Language Models Learn Human-Like Strategic Preferences?
In this paper, we evaluate whether LLMs learn to make human-like preference judgements in strategic scenarios as compared with known empirical results. Solar and Mistral are shown to exhibit stable value-based preference consistent with humans and exhibit human-like preference for cooperation in the prisoner's dilemma (including stake-size effect) and traveler's dilemma (including penalty-size effect). We establish a relationship between model size, value-based preference, and superficiality. Finally, results here show that models tending to be less brittle have relied on sliding window attention suggesting a potential link. Additionally, we contribute a novel method for constructing preference relations from arbitrary LLMs and support for a hypothesis regarding human behavior in the traveler's dilemma.
Multi-Draft Speculative Sampling: Canonical Architectures and Theoretical Limits
We consider multi-draft speculative sampling, where the proposal sequences are sampled independently from different draft models. At each step, a token-level draft selection scheme takes a list of valid tokens as input and produces an output token whose distribution matches that of the target model. Previous works have demonstrated that the optimal scheme (which maximizes the probability of accepting one of the input tokens) can be cast as a solution to a linear program. In this work we show that the optimal scheme can be decomposed into a two-step solution: in the first step an importance sampling (IS) type scheme is used to select one intermediate token; in the second step (single-draft) speculative sampling is applied to generate the output token. For the case of two identical draft models we further 1) establish a necessary and sufficient condition on the distributions of the target and draft models for the acceptance probability to equal one and 2) provide an explicit expression for the optimal acceptance probability. Our theoretical analysis also motives a new class of token-level selection scheme based on weighted importance sampling. Our experimental results demonstrate consistent improvements in the achievable block efficiency and token rates over baseline schemes in a number of scenarios.
Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents
In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the proximity to the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose "Describe, Explain, Plan and Select" (DEPS), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal Selector, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly doubles the overall performances. Finally, the ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.
Multi-Scenario Combination Based on Multi-Agent Reinforcement Learning to Optimize the Advertising Recommendation System
This paper explores multi-scenario optimization on large platforms using multi-agent reinforcement learning (MARL). We address this by treating scenarios like search, recommendation, and advertising as a cooperative, partially observable multi-agent decision problem. We introduce the Multi-Agent Recurrent Deterministic Policy Gradient (MARDPG) algorithm, which aligns different scenarios under a shared objective and allows for strategy communication to boost overall performance. Our results show marked improvements in metrics such as click-through rate (CTR), conversion rate, and total sales, confirming our method's efficacy in practical settings.
Revisiting Bellman Errors for Offline Model Selection
Offline model selection (OMS), that is, choosing the best policy from a set of many policies given only logged data, is crucial for applying offline RL in real-world settings. One idea that has been extensively explored is to select policies based on the mean squared Bellman error (MSBE) of the associated Q-functions. However, previous work has struggled to obtain adequate OMS performance with Bellman errors, leading many researchers to abandon the idea. To this end, we elucidate why previous work has seen pessimistic results with Bellman errors and identify conditions under which OMS algorithms based on Bellman errors will perform well. Moreover, we develop a new estimator of the MSBE that is more accurate than prior methods. Our estimator obtains impressive OMS performance on diverse discrete control tasks, including Atari games.
PokerBench: Training Large Language Models to become Professional Poker Players
We introduce PokerBench - a benchmark for evaluating the poker-playing abilities of large language models (LLMs). As LLMs excel in traditional NLP tasks, their application to complex, strategic games like poker poses a new challenge. Poker, an incomplete information game, demands a multitude of skills such as mathematics, reasoning, planning, strategy, and a deep understanding of game theory and human psychology. This makes Poker the ideal next frontier for large language models. PokerBench consists of a comprehensive compilation of 11,000 most important scenarios, split between pre-flop and post-flop play, developed in collaboration with trained poker players. We evaluate prominent models including GPT-4, ChatGPT 3.5, and various Llama and Gemma series models, finding that all state-of-the-art LLMs underperform in playing optimal poker. However, after fine-tuning, these models show marked improvements. We validate PokerBench by having models with different scores compete with each other, demonstrating that higher scores on PokerBench lead to higher win rates in actual poker games. Through gameplay between our fine-tuned model and GPT-4, we also identify limitations of simple supervised fine-tuning for learning optimal playing strategy, suggesting the need for more advanced methodologies for effectively training language models to excel in games. PokerBench thus presents a unique benchmark for a quick and reliable evaluation of the poker-playing ability of LLMs as well as a comprehensive benchmark to study the progress of LLMs in complex game-playing scenarios. The dataset and code will be made available at: https://github.com/pokerllm/pokerbench.
Vote'n'Rank: Revision of Benchmarking with Social Choice Theory
The development of state-of-the-art systems in different applied areas of machine learning (ML) is driven by benchmarks, which have shaped the paradigm of evaluating generalisation capabilities from multiple perspectives. Although the paradigm is shifting towards more fine-grained evaluation across diverse tasks, the delicate question of how to aggregate the performances has received particular interest in the community. In general, benchmarks follow the unspoken utilitarian principles, where the systems are ranked based on their mean average score over task-specific metrics. Such aggregation procedure has been viewed as a sub-optimal evaluation protocol, which may have created the illusion of progress. This paper proposes Vote'n'Rank, a framework for ranking systems in multi-task benchmarks under the principles of the social choice theory. We demonstrate that our approach can be efficiently utilised to draw new insights on benchmarking in several ML sub-fields and identify the best-performing systems in research and development case studies. The Vote'n'Rank's procedures are more robust than the mean average while being able to handle missing performance scores and determine conditions under which the system becomes the winner.
Learning to Play Imperfect-Information Games by Imitating an Oracle Planner
We consider learning to play multiplayer imperfect-information games with simultaneous moves and large state-action spaces. Previous attempts to tackle such challenging games have largely focused on model-free learning methods, often requiring hundreds of years of experience to produce competitive agents. Our approach is based on model-based planning. We tackle the problem of partial observability by first building an (oracle) planner that has access to the full state of the environment and then distilling the knowledge of the oracle to a (follower) agent which is trained to play the imperfect-information game by imitating the oracle's choices. We experimentally show that planning with naive Monte Carlo tree search does not perform very well in large combinatorial action spaces. We therefore propose planning with a fixed-depth tree search and decoupled Thompson sampling for action selection. We show that the planner is able to discover efficient playing strategies in the games of Clash Royale and Pommerman and the follower policy successfully learns to implement them by training on a few hundred battles.
FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning
Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.
Navigating Data Heterogeneity in Federated Learning: A Semi-Supervised Approach for Object Detection
Federated Learning (FL) has emerged as a potent framework for training models across distributed data sources while maintaining data privacy. Nevertheless, it faces challenges with limited high-quality labels and non-IID client data, particularly in applications like autonomous driving. To address these hurdles, we navigate the uncharted waters of Semi-Supervised Federated Object Detection (SSFOD). We present a pioneering SSFOD framework, designed for scenarios where labeled data reside only at the server while clients possess unlabeled data. Notably, our method represents the inaugural implementation of SSFOD for clients with 0% labeled non-IID data, a stark contrast to previous studies that maintain some subset of labels at each client. We propose FedSTO, a two-stage strategy encompassing Selective Training followed by Orthogonally enhanced full-parameter training, to effectively address data shift (e.g. weather conditions) between server and clients. Our contributions include selectively refining the backbone of the detector to avert overfitting, orthogonality regularization to boost representation divergence, and local EMA-driven pseudo label assignment to yield high-quality pseudo labels. Extensive validation on prominent autonomous driving datasets (BDD100K, Cityscapes, and SODA10M) attests to the efficacy of our approach, demonstrating state-of-the-art results. Remarkably, FedSTO, using just 20-30% of labels, performs nearly as well as fully-supervised centralized training methods.
Bi-Drop: Enhancing Fine-tuning Generalization via Synchronous sub-net Estimation and Optimization
Pretrained language models have achieved remarkable success in natural language understanding. However, fine-tuning pretrained models on limited training data tends to overfit and thus diminish performance. This paper presents Bi-Drop, a fine-tuning strategy that selectively updates model parameters using gradients from various sub-nets dynamically generated by dropout. The sub-net estimation of Bi-Drop is performed in an in-batch manner, so it overcomes the problem of hysteresis in sub-net updating, which is possessed by previous methods that perform asynchronous sub-net estimation. Also, Bi-Drop needs only one mini-batch to estimate the sub-net so it achieves higher utility of training data. Experiments on the GLUE benchmark demonstrate that Bi-Drop consistently outperforms previous fine-tuning methods. Furthermore, empirical results also show that Bi-Drop exhibits excellent generalization ability and robustness for domain transfer, data imbalance, and low-resource scenarios.
Online Continual Learning on Hierarchical Label Expansion
Continual learning (CL) enables models to adapt to new tasks and environments without forgetting previously learned knowledge. While current CL setups have ignored the relationship between labels in the past task and the new task with or without small task overlaps, real-world scenarios often involve hierarchical relationships between old and new tasks, posing another challenge for traditional CL approaches. To address this challenge, we propose a novel multi-level hierarchical class incremental task configuration with an online learning constraint, called hierarchical label expansion (HLE). Our configuration allows a network to first learn coarse-grained classes, with data labels continually expanding to more fine-grained classes in various hierarchy depths. To tackle this new setup, we propose a rehearsal-based method that utilizes hierarchy-aware pseudo-labeling to incorporate hierarchical class information. Additionally, we propose a simple yet effective memory management and sampling strategy that selectively adopts samples of newly encountered classes. Our experiments demonstrate that our proposed method can effectively use hierarchy on our HLE setup to improve classification accuracy across all levels of hierarchies, regardless of depth and class imbalance ratio, outperforming prior state-of-the-art works by significant margins while also outperforming them on the conventional disjoint, blurry and i-Blurry CL setups.
Tree of Thoughts: Deliberate Problem Solving with Large Language Models
Language models are increasingly being deployed for general problem solving across a wide range of tasks, but are still confined to token-level, left-to-right decision-making processes during inference. This means they can fall short in tasks that require exploration, strategic lookahead, or where initial decisions play a pivotal role. To surmount these challenges, we introduce a new framework for language model inference, Tree of Thoughts (ToT), which generalizes over the popular Chain of Thought approach to prompting language models, and enables exploration over coherent units of text (thoughts) that serve as intermediate steps toward problem solving. ToT allows LMs to perform deliberate decision making by considering multiple different reasoning paths and self-evaluating choices to decide the next course of action, as well as looking ahead or backtracking when necessary to make global choices. Our experiments show that ToT significantly enhances language models' problem-solving abilities on three novel tasks requiring non-trivial planning or search: Game of 24, Creative Writing, and Mini Crosswords. For instance, in Game of 24, while GPT-4 with chain-of-thought prompting only solved 4% of tasks, our method achieved a success rate of 74%. Code repo with all prompts: https://github.com/ysymyth/tree-of-thought-llm.
Visual Context Window Extension: A New Perspective for Long Video Understanding
Large Multimodal Models (LMMs) have demonstrated impressive performance in short video understanding tasks but face great challenges when applied to long video understanding. In contrast, Large Language Models (LLMs) exhibit outstanding capabilities in modeling long texts. Existing work attempts to address this issue by introducing long video-text pairs during training. However, these approaches require substantial computational and data resources. In this paper, we tackle the challenge of long video understanding from the perspective of context windows, aiming to apply LMMs to long video tasks without retraining on long video datasets. We first conduct an in-depth analysis of why pretrained LMMs struggle to understand lengthy video content, identifying that discrepancies between visual and language modalities lead to different context windows for visual and language tokens, making it difficult to directly extend the visual tokens to match the language context window. Based on this, we propose to adapt LMMs for long video understanding tasks by extending the visual context window, eliminating the need for retraining on large scalelong video datasets. To further mitigate the significant memory consumption caused by long sequences, we introduce a progressive pooling inference strategy that selectively adjusts the spatial resolution of frame embeddings, reducing the number of visual tokens while retaining important spatial information. Across multiple long video understanding benchmarks, our method consistently improves the performance as the number of video frames increases. On the MLVU benchmark, our method outperforms GPT-4o, even though our model size is only 7B. Additionally, in the 256-frame setting, our method reduces memory usage by approximately 45% compared to the baseline, without introducing any performance loss.
Towards Robust and Efficient Continual Language Learning
As the application space of language models continues to evolve, a natural question to ask is how we can quickly adapt models to new tasks. We approach this classic question from a continual learning perspective, in which we aim to continue fine-tuning models trained on past tasks on new tasks, with the goal of "transferring" relevant knowledge. However, this strategy also runs the risk of doing more harm than good, i.e., negative transfer. In this paper, we construct a new benchmark of task sequences that target different possible transfer scenarios one might face, such as a sequence of tasks with high potential of positive transfer, high potential for negative transfer, no expected effect, or a mixture of each. An ideal learner should be able to maximally exploit information from all tasks that have any potential for positive transfer, while also avoiding the negative effects of any distracting tasks that may confuse it. We then propose a simple, yet effective, learner that satisfies many of our desiderata simply by leveraging a selective strategy for initializing new models from past task checkpoints. Still, limitations remain, and we hope this benchmark can help the community to further build and analyze such learners.
PlanRAG: A Plan-then-Retrieval Augmented Generation for Generative Large Language Models as Decision Makers
In this paper, we conduct a study to utilize LLMs as a solution for decision making that requires complex data analysis. We define Decision QA as the task of answering the best decision, d_{best}, for a decision-making question Q, business rules R and a database D. Since there is no benchmark that can examine Decision QA, we propose Decision QA benchmark, DQA. It has two scenarios, Locating and Building, constructed from two video games (Europa Universalis IV and Victoria 3) that have almost the same goal as Decision QA. To address Decision QA effectively, we also propose a new RAG technique called the iterative plan-then-retrieval augmented generation (PlanRAG). Our PlanRAG-based LM generates the plan for decision making as the first step, and the retriever generates the queries for data analysis as the second step. The proposed method outperforms the state-of-the-art iterative RAG method by 15.8% in the Locating scenario and by 7.4% in the Building scenario, respectively. We release our code and benchmark at https://github.com/myeon9h/PlanRAG.
Using Advanced LLMs to Enhance Smaller LLMs: An Interpretable Knowledge Distillation Approach
Advanced Large language models (LLMs) like GPT-4 or LlaMa 3 provide superior performance in complex human-like interactions. But they are costly, or too large for edge devices such as smartphones and harder to self-host, leading to security and privacy concerns. This paper introduces a novel interpretable knowledge distillation approach to enhance the performance of smaller, more economical LLMs that firms can self-host. We study this problem in the context of building a customer service agent aimed at achieving high customer satisfaction through goal-oriented dialogues. Unlike traditional knowledge distillation, where the "student" model learns directly from the "teacher" model's responses via fine-tuning, our interpretable "strategy" teaching approach involves the teacher providing strategies to improve the student's performance in various scenarios. This method alternates between a "scenario generation" step and a "strategies for improvement" step, creating a customized library of scenarios and optimized strategies for automated prompting. The method requires only black-box access to both student and teacher models; hence it can be used without manipulating model parameters. In our customer service application, the method improves performance, and the learned strategies are transferable to other LLMs and scenarios beyond the training set. The method's interpretabilty helps safeguard against potential harms through human audit.
Improving Language Model Negotiation with Self-Play and In-Context Learning from AI Feedback
We study whether multiple large language models (LLMs) can autonomously improve each other in a negotiation game by playing, reflecting, and criticizing. We are interested in this question because if LLMs were able to improve each other, it would imply the possibility of creating strong AI agents with minimal human intervention. We ask two LLMs to negotiate with each other, playing the roles of a buyer and a seller, respectively. They aim to reach a deal with the buyer targeting a lower price and the seller a higher one. A third language model, playing the critic, provides feedback to a player to improve the player's negotiation strategies. We let the two agents play multiple rounds, using previous negotiation history and AI feedback as in-context demonstrations to improve the model's negotiation strategy iteratively. We use different LLMs (GPT and Claude) for different roles and use the deal price as the evaluation metric. Our experiments reveal multiple intriguing findings: (1) Only a subset of the language models we consider can self-play and improve the deal price from AI feedback, weaker models either do not understand the game's rules or cannot incorporate AI feedback for further improvement. (2) Models' abilities to learn from the feedback differ when playing different roles. For example, it is harder for Claude-instant to improve as the buyer than as the seller. (3) When unrolling the game to multiple rounds, stronger agents can consistently improve their performance by meaningfully using previous experiences and iterative AI feedback, yet have a higher risk of breaking the deal. We hope our work provides insightful initial explorations of having models autonomously improve each other with game playing and AI feedback.
Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning
Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy. In sequential decision-making, agent evaluation has largely been restricted to few interactions against experts, with the aim to reach some desired level of performance (e.g. beating a human professional player). We propose a benchmark for multiagent learning based on repeated play of the simple game Rock, Paper, Scissors along with a population of forty-three tournament entries, some of which are intentionally sub-optimal. We describe metrics to measure the quality of agents based both on average returns and exploitability. We then show that several RL, online learning, and language model approaches can learn good counter-strategies and generalize well, but ultimately lose to the top-performing bots, creating an opportunity for research in multiagent learning.
Encouraging Divergent Thinking in Large Language Models through Multi-Agent Debate
Modern large language models (LLMs) like ChatGPT have shown remarkable performance on general language tasks but still struggle on complex reasoning tasks, which drives the research on cognitive behaviors of LLMs to explore human-like problem-solving strategies. Along this direction, one representative strategy is self-reflection, which asks an LLM to refine the solution with the feedback generated by itself iteratively. However, our study shows that such reflection-style methods suffer from the Degeneration-of-Thought (DoT) problem: once the LLM has established confidence in its solutions, it is unable to generate novel thoughts later through reflection even if its initial stance is incorrect. To address the DoT problem, we propose a Multi-Agent Debate (MAD) framework, in which multiple agents express their arguments in the state of "tit for tat" and a judge manages the debate process to obtain a final solution. Clearly, our MAD framework encourages divergent thinking in LLMs which would be helpful for tasks that require deep levels of contemplation. Experiment results on two challenging datasets, commonsense machine translation and counter-intuitive arithmetic reasoning, demonstrate the effectiveness of our MAD framework. Extensive analyses suggest that the adaptive break of debate and the modest level of "tit for tat" state are required for MAD to obtain good performance. Moreover, we find that LLMs might not be a fair judge if different LLMs are used for agents. Codes: https://github.com/Skytliang/Multi-Agents-Debate
Leveraging Domain Knowledge for Efficient Reward Modelling in RLHF: A Case-Study in E-Commerce Opinion Summarization
Reinforcement Learning from Human Feedback (RLHF) has become a dominating strategy in steering Language Models (LMs) towards human values/goals. The key to the strategy is employing a reward model ({varphi}) which can reflect a latent reward model with humans. While this strategy has proven to be effective, the training methodology requires a lot of human preference annotation (usually of the order of tens of thousands) to train {varphi}. Such large-scale preference annotations can be achievable if the reward model can be ubiquitously used. However, human values/goals are subjective and depend on the nature of the task. This poses a challenge in collecting diverse preferences for downstream applications. To address this, we propose a novel methodology to infuse domain knowledge into {varphi}, which reduces the size of preference annotation required. We validate our approach in E-Commerce Opinion Summarization, with a significant reduction in dataset size (just 940 samples) while advancing the state-of-the-art. Our contributions include a novel Reward Modelling technique, a new dataset (PromptOpinSumm) for Opinion Summarization, and a human preference dataset (OpinPref). The proposed methodology opens avenues for efficient RLHF, making it more adaptable to diverse applications with varying human values. We release the artifacts for usage under MIT License.
B-STaR: Monitoring and Balancing Exploration and Exploitation in Self-Taught Reasoners
In the absence of extensive human-annotated data for complex reasoning tasks, self-improvement -- where models are trained on their own outputs -- has emerged as a primary method for enhancing performance. However, the critical factors underlying the mechanism of these iterative self-improving methods remain poorly understood, such as under what conditions self-improvement is effective, and what are the bottlenecks in the current iterations. In this work, we identify and propose methods to monitor two pivotal factors in this iterative process: (1) the model's ability to generate sufficiently diverse responses (exploration); and (2) the effectiveness of external rewards in distinguishing high-quality candidates from lower-quality ones (exploitation). Using mathematical reasoning as a case study, we begin with a quantitative analysis to track the dynamics of exploration and exploitation, discovering that a model's exploratory capabilities rapidly deteriorate over iterations, and the effectiveness of exploiting external rewards diminishes as well. Motivated by these findings, we introduce B-STaR, a Self-Taught Reasoning framework that autonomously adjusts configurations across iterations to Balance exploration and exploitation, thereby optimizing the self-improving effectiveness based on the current policy model and available rewards. Our experiments on mathematical reasoning, coding, and commonsense reasoning demonstrate that B-STaR not only enhances the model's exploratory capabilities throughout training but also achieves a more effective balance between exploration and exploitation, leading to superior performance.
MSEval: A Dataset for Material Selection in Conceptual Design to Evaluate Algorithmic Models
Material selection plays a pivotal role in many industries, from manufacturing to construction. Material selection is usually carried out after several cycles of conceptual design, during which designers iteratively refine the design solution and the intended manufacturing approach. In design research, material selection is typically treated as an optimization problem with a single correct answer. Moreover, it is also often restricted to specific types of objects or design functions, which can make the selection process computationally expensive and time-consuming. In this paper, we introduce MSEval, a novel dataset which is comprised of expert material evaluations across a variety of design briefs and criteria. This data is designed to serve as a benchmark to facilitate the evaluation and modification of machine learning models in the context of material selection for conceptual design.
Exploiting Pretrained Biochemical Language Models for Targeted Drug Design
Motivation: The development of novel compounds targeting proteins of interest is one of the most important tasks in the pharmaceutical industry. Deep generative models have been applied to targeted molecular design and have shown promising results. Recently, target-specific molecule generation has been viewed as a translation between the protein language and the chemical language. However, such a model is limited by the availability of interacting protein-ligand pairs. On the other hand, large amounts of unlabeled protein sequences and chemical compounds are available and have been used to train language models that learn useful representations. In this study, we propose exploiting pretrained biochemical language models to initialize (i.e. warm start) targeted molecule generation models. We investigate two warm start strategies: (i) a one-stage strategy where the initialized model is trained on targeted molecule generation (ii) a two-stage strategy containing a pre-finetuning on molecular generation followed by target specific training. We also compare two decoding strategies to generate compounds: beam search and sampling. Results: The results show that the warm-started models perform better than a baseline model trained from scratch. The two proposed warm-start strategies achieve similar results to each other with respect to widely used metrics from benchmarks. However, docking evaluation of the generated compounds for a number of novel proteins suggests that the one-stage strategy generalizes better than the two-stage strategy. Additionally, we observe that beam search outperforms sampling in both docking evaluation and benchmark metrics for assessing compound quality. Availability and implementation: The source code is available at https://github.com/boun-tabi/biochemical-lms-for-drug-design and the materials are archived in Zenodo at https://doi.org/10.5281/zenodo.6832145
Escalation Risks from Language Models in Military and Diplomatic Decision-Making
Governments are increasingly considering integrating autonomous AI agents in high-stakes military and foreign-policy decision-making, especially with the emergence of advanced generative AI models like GPT-4. Our work aims to scrutinize the behavior of multiple AI agents in simulated wargames, specifically focusing on their predilection to take escalatory actions that may exacerbate multilateral conflicts. Drawing on political science and international relations literature about escalation dynamics, we design a novel wargame simulation and scoring framework to assess the escalation risks of actions taken by these agents in different scenarios. Contrary to prior studies, our research provides both qualitative and quantitative insights and focuses on large language models (LLMs). We find that all five studied off-the-shelf LLMs show forms of escalation and difficult-to-predict escalation patterns. We observe that models tend to develop arms-race dynamics, leading to greater conflict, and in rare cases, even to the deployment of nuclear weapons. Qualitatively, we also collect the models' reported reasonings for chosen actions and observe worrying justifications based on deterrence and first-strike tactics. Given the high stakes of military and foreign-policy contexts, we recommend further examination and cautious consideration before deploying autonomous language model agents for strategic military or diplomatic decision-making.
Policy Guided Tree Search for Enhanced LLM Reasoning
Despite their remarkable capabilities, large language models often struggle with tasks requiring complex reasoning and planning. While existing approaches like Chain-of-Thought prompting and tree search techniques show promise, they are limited by their reliance on predefined heuristics and computationally expensive exploration strategies. We propose Policy-Guided Tree Search (PGTS), a framework that combines reinforcement learning with structured tree exploration to efficiently navigate reasoning paths. Our key innovation is a learned policy that dynamically decides between expanding, branching, backtracking, or terminating exploration, eliminating the need for manual heuristics or exhaustive search. Experiments across mathematical reasoning, logical deduction, and planning benchmarks demonstrate that PGTS achieves superior reasoning performance while significantly reducing computational costs compared to existing methods. These results establish PGTS as a scalable and effective solution for tackling complex reasoning tasks with LLMs.
MetaTool Benchmark for Large Language Models: Deciding Whether to Use Tools and Which to Use
Large language models (LLMs) have garnered significant attention due to their impressive natural language processing (NLP) capabilities. Recently, many studies have focused on the tool utilization ability of LLMs. They primarily investigated how LLMs effectively collaborate with given specific tools. However, in scenarios where LLMs serve as intelligent agents, as seen in applications like AutoGPT and MetaGPT, LLMs are expected to engage in intricate decision-making processes that involve deciding whether to employ a tool and selecting the most suitable tool(s) from a collection of available tools to fulfill user requests. Therefore, in this paper, we introduce MetaTool, a benchmark designed to evaluate whether LLMs have tool usage awareness and can correctly choose tools. Specifically, we create a dataset called ToolE within the benchmark. This dataset contains various types of user queries in the form of prompts that trigger LLMs to use tools, including both single-tool and multi-tool scenarios. Subsequently, we set the tasks for both tool usage awareness and tool selection. We define four subtasks from different perspectives in tool selection, including tool selection with similar choices, tool selection in specific scenarios, tool selection with possible reliability issues, and multi-tool selection. We conduct experiments involving nine popular LLMs and find that the majority of them still struggle to effectively select tools, highlighting the existing gaps between LLMs and genuine intelligent agents. However, through the error analysis, we found there is still significant room for improvement. Finally, we conclude with insights for tool developers that follow ChatGPT to provide detailed descriptions that can enhance the tool selection performance of LLMs.
AlphaMath Almost Zero: process Supervision without process
Recent advancements in large language models (LLMs) have substantially enhanced their mathematical reasoning abilities. However, these models still struggle with complex problems that require multiple reasoning steps, frequently leading to logical or numerical errors. While numerical mistakes can be largely addressed by integrating a code interpreter, identifying logical errors within intermediate steps is more challenging. Moreover, manually annotating these steps for training is not only expensive but also labor-intensive, requiring the expertise of professional annotators. In our study, we introduce an innovative approach that bypasses the need for process annotations (from human or GPTs) by utilizing the Monte Carlo Tree Search (MCTS) framework. This technique automatically generates both the process supervision and the step-level evaluation signals. Our method iteratively trains the policy and value models, leveraging the capabilities of a well-pretrained LLM to progressively enhance its mathematical reasoning skills. Furthermore, we propose an efficient inference strategy-step-level beam search, where the value model is crafted to assist the policy model (i.e., LLM) in navigating more effective reasoning paths, rather than solely relying on prior probabilities. The experimental results on both in-domain and out-of-domain datasets demonstrate that even without GPT-4 or human-annotated process supervision, our AlphaMath framework achieves comparable or superior results to previous state-of-the-art methods.
Toward a traceable, explainable, and fairJD/Resume recommendation system
In the last few decades, companies are interested to adopt an online automated recruitment process in an international recruitment environment. The problem is that the recruitment of employees through the manual procedure is a time and money consuming process. As a result, processing a significant number of applications through conventional methods can lead to the recruitment of clumsy individuals. Different JD/Resume matching model architectures have been proposed and reveal a high accuracy level in selecting relevant candidatesfor the required job positions. However, the development of an automatic recruitment system is still one of the main challenges. The reason is that the development of a fully automated recruitment system is a difficult task and poses different challenges. For example, providing a detailed matching explanation for the targeted stakeholders is needed to ensure a transparent recommendation. There are several knowledge bases that represent skills and competencies (e.g, ESCO, O*NET) that are used to identify the candidate and the required job skills for a matching purpose. Besides, modernpre-trained language models are fine-tuned for this context such as identifying lines where a specific feature was introduced. Typically, pre-trained language models use transfer-based machine learning models to be fine-tuned for a specific field. In this proposal, our aim is to explore how modern language models (based on transformers) can be combined with knowledge bases and ontologies to enhance the JD/Resume matching process. Our system aims at using knowledge bases and features to support the explainability of the JD/Resume matching. Finally, given that multiple software components, datasets, ontology, andmachine learning models will be explored, we aim at proposing a fair, ex-plainable, and traceable architecture for a Resume/JD matching purpose.
Thinking Fast and Slow in AI
This paper proposes a research direction to advance AI which draws inspiration from cognitive theories of human decision making. The premise is that if we gain insights about the causes of some human capabilities that are still lacking in AI (for instance, adaptability, generalizability, common sense, and causal reasoning), we may obtain similar capabilities in an AI system by embedding these causal components. We hope that the high-level description of our vision included in this paper, as well as the several research questions that we propose to consider, can stimulate the AI research community to define, try and evaluate new methodologies, frameworks, and evaluation metrics, in the spirit of achieving a better understanding of both human and machine intelligence.
Optimizing Mario Adventures in a Constrained Environment
This project proposes and compares a new way to optimise Super Mario Bros. (SMB) environment where the control is in hand of two approaches, namely, Genetic Algorithm (MarioGA) and NeuroEvolution (MarioNE). Not only we learn playing SMB using these techniques, but also optimise it with constrains of collection of coins and finishing levels. Firstly, we formalise the SMB agent to maximize the total value of collected coins (reward) and maximising the total distance traveled (reward) in order to finish the level faster (time penalty) for both the algorithms. Secondly, we study MarioGA and its evaluation function (fitness criteria) including its representation methods, crossover used, mutation operator formalism, selection method used, MarioGA loop, and few other parameters. Thirdly, MarioNE is applied on SMB where a population of ANNs with random weights is generated, and these networks control Marios actions in the game. Fourth, SMB is further constrained to complete the task within the specified time, rebirths (deaths) within the limit, and performs actions or moves within the maximum allowed moves, while seeking to maximize the total coin value collected. This ensures an efficient way of finishing SMB levels. Finally, we provide a fivefold comparative analysis by plotting fitness plots, ability to finish different levels of world 1, and domain adaptation (transfer learning) of the trained models.
Stock Market Prediction using Natural Language Processing -- A Survey
The stock market is a network which provides a platform for almost all major economic transactions. While investing in the stock market is a good idea, investing in individual stocks may not be, especially for the casual investor. Smart stock-picking requires in-depth research and plenty of dedication. Predicting this stock value offers enormous arbitrage profit opportunities. This attractiveness of finding a solution has prompted researchers to find a way past problems like volatility, seasonality, and dependence on time. This paper surveys recent literature in the domain of natural language processing and machine learning techniques used to predict stock market movements. The main contributions of this paper include the sophisticated categorizations of many recent articles and the illustration of the recent trends of research in stock market prediction and its related areas.