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Neural spell-checker: Beyond words with synthetic data generation

arXiv.org Artificial Intelligence

Spell-checkers are valuable tools that enhance communication by identifying misspelled words in written texts. Recent improvements in deep learning, and in particular in large language models, have opened new opportunities to improve traditional spell-checkers with new functionalities that not only assess spelling correctness but also the suitability of a word for a given context. In our work, we present and compare two new spell-checkers and evaluate them on synthetic, learner, and more general-domain Slovene datasets. The first spell-checker is a traditional, fast, word-based approach, based on a morphological lexicon with a significantly larger word list compared to existing spell-checkers. The second approach uses a language model trained on a large corpus with synthetically inserted errors. We present the training data construction strategies, which turn out to be a crucial component of neural spell-checkers. Further, the proposed neural model significantly outperforms all existing spell-checkers for Slovene in both precision and recall.


Social Science Meets LLMs: How Reliable Are Large Language Models in Social Simulations?

arXiv.org Artificial Intelligence

Large Language Models (LLMs) are increasingly employed for simulations, enabling applications in role-playing agents and Computational Social Science (CSS). However, the reliability of these simulations is under-explored, which raises concerns about the trustworthiness of LLMs in these applications. In this paper, we aim to answer ``How reliable is LLM-based simulation?'' To address this, we introduce TrustSim, an evaluation dataset covering 10 CSS-related topics, to systematically investigate the reliability of the LLM simulation. We conducted experiments on 14 LLMs and found that inconsistencies persist in the LLM-based simulated roles. In addition, the consistency level of LLMs does not strongly correlate with their general performance. To enhance the reliability of LLMs in simulation, we proposed Adaptive Learning Rate Based ORPO (AdaORPO), a reinforcement learning-based algorithm to improve the reliability in simulation across 7 LLMs. Our research provides a foundation for future studies to explore more robust and trustworthy LLM-based simulations.


Dynamic Information Sub-Selection for Decision Support

arXiv.org Artificial Intelligence

We introduce Dynamic Information Sub-Selection (DISS), a novel framework of AI assistance designed to enhance the performance of black-box decision-makers by tailoring their information processing on a per-instance basis. Blackbox decision-makers (e.g., humans or real-time systems) often face challenges in processing all possible information at hand (e.g., due to cognitive biases or resource constraints), which can degrade decision efficacy. DISS addresses these challenges through policies that dynamically select the most effective features and options to forward to the black-box decision-maker for prediction. We develop a scalable frequentist data acquisition strategy and a decision-maker mimicking technique for enhanced budget efficiency. We explore several impactful applications of DISS, including biased decision-maker support, expert assignment optimization, large language model decision support, and interpretability. Empirical validation of our proposed DISS methodology shows superior performance to state-of-the-art methods across various applications.


On the Optimality of Dilated Entropy and Lower Bounds for Online Learning in Extensive-Form Games

arXiv.org Artificial Intelligence

First-order methods (FOMs) are arguably the most scalable algorithms for equilibrium computation in large extensive-form games. To operationalize these methods, a distance-generating function, acting as a regularizer for the strategy space, must be chosen. The ratio between the strong convexity modulus and the diameter of the regularizer is a key parameter in the analysis of FOMs. A natural question is then: what is the optimal distance-generating function for extensive-form decision spaces? In this paper, we make a number of contributions, ultimately establishing that the weight-one dilated entropy (DilEnt) distance-generating function is optimal up to logarithmic factors. The DilEnt regularizer is notable due to its iterate-equivalence with Kernelized OMWU (KOMWU) -- the algorithm with state-of-the-art dependence on the game tree size in extensive-form games -- when used in conjunction with the online mirror descent (OMD) algorithm. However, the standard analysis for OMD is unable to establish such a result; the only current analysis is by appealing to the iterate equivalence to KOMWU. We close this gap by introducing a pair of primal-dual treeplex norms, which we contend form the natural analytic viewpoint for studying the strong convexity of DilEnt. Using these norm pairs, we recover the diameter-to-strong-convexity ratio that predicts the same performance as KOMWU. Along with a new regret lower bound for online learning in sequence-form strategy spaces, we show that this ratio is nearly optimal. Finally, we showcase our analytic techniques by refining the analysis of Clairvoyant OMD when paired with DilEnt, establishing an $\mathcal{O}(n \log |\mathcal{V}| \log T/T)$ approximation rate to coarse correlated equilibrium in $n$-player games, where $|\mathcal{V}|$ is the number of reduced normal-form strategies of the players, establishing the new state of the art.


Adaptive Network Intervention for Complex Systems: A Hierarchical Graph Reinforcement Learning Approach

arXiv.org Artificial Intelligence

Effective governance and steering of behavior in complex multi-agent systems (MAS) are essential for managing system-wide outcomes, particularly in environments where interactions are structured by dynamic networks. In many applications, the goal is to promote pro-social behavior among agents, where network structure plays a pivotal role in shaping these interactions. This paper introduces a Hierarchical Graph Reinforcement Learning (HGRL) framework that governs such systems through targeted interventions in the network structure. Operating within the constraints of limited managerial authority, the HGRL framework demonstrates superior performance across a range of environmental conditions, outperforming established baseline methods. Our findings highlight the critical influence of agent-to-agent learning (social learning) on system behavior: under low social learning, the HGRL manager preserves cooperation, forming robust core-periphery networks dominated by cooperators. In contrast, high social learning accelerates defection, leading to sparser, chain-like networks. Additionally, the study underscores the importance of the system manager's authority level in preventing system-wide failures, such as agent rebellion or collapse, positioning HGRL as a powerful tool for dynamic network-based governance.


MoLE: Enhancing Human-centric Text-to-image Diffusion via Mixture of Low-rank Experts

arXiv.org Artificial Intelligence

Text-to-image diffusion has attracted vast attention due to its impressive image-generation capabilities. However, when it comes to human-centric text-to-image generation, particularly in the context of faces and hands, the results often fall short of naturalness due to insufficient training priors. We alleviate the issue in this work from two perspectives. 1) From the data aspect, we carefully collect a human-centric dataset comprising over one million high-quality human-in-the-scene images and two specific sets of close-up images of faces and hands. These datasets collectively provide a rich prior knowledge base to enhance the human-centric image generation capabilities of the diffusion model. 2) On the methodological front, we propose a simple yet effective method called Mixture of Low-rank Experts (MoLE) by considering low-rank modules trained on close-up hand and face images respectively as experts. This concept draws inspiration from our observation of low-rank refinement, where a low-rank module trained by a customized close-up dataset has the potential to enhance the corresponding image part when applied at an appropriate scale. To validate the superiority of MoLE in the context of human-centric image generation compared to state-of-the-art, we construct two benchmarks and perform evaluations with diverse metrics and human studies. Datasets, model, and code are released at https://sites.google.com/view/mole4diffuser/.


Can Models Help Us Create Better Models? Evaluating LLMs as Data Scientists

arXiv.org Artificial Intelligence

We present a benchmark for large language models designed to tackle one of the most knowledge-intensive tasks in data science: writing feature engineering code, which requires domain knowledge in addition to a deep understanding of the underlying problem and data structure. The model is provided with a dataset description in a prompt and asked to generate code transforming it. The evaluation score is derived from the improvement achieved by an XGBoost model fit on the modified dataset compared to the original data. By an extensive evaluation of state-of-the-art models and comparison to well-established benchmarks, we demonstrate that the FeatEng of our proposal can cheaply and efficiently assess the broad capabilities of LLMs, in contrast to the existing methods. The reference implementation is available at https://github.com/FeatEng/FeatEng. The rapid evolution of LLMs has significantly expanded their capabilities in processing and generating human-like text. As these models become increasingly sophisticated, defining what constitutes a meaningful benchmark is becoming harder and harder, as it is much easier to distinguish between bad and good models than between good and better. Today, the limitations of LLMs are predominantly assessed using benchmarks focused on language understanding, world knowledge, code generation, or mathematical reasoning in separation. This setup, however, overlooks some critical capabilities that can be measured in scenarios requiring inregration of skills and verification of their instrumental value in complex, real-world problems. We argue that well-designed LLM benchmarks should embody the following qualities, each reflecting a fundamental aspect of problem-solving ability: 1. Practical Usability. We demand that tasks are grounded in real-world problems where solutions have high functional value. This ensures that improvements in the observed performance translates into tangible benefits, aligning with the pragmatist view on the instrumental value of knowledge and truth, meaning that the validity of an idea depends on its practical utility in achieving desired outcomes (James, 1907). We would value LLM's knowledge for its role in enabling reasoning, decision-making, and problem-solving. The benchmark should be designed to evaluate not only the breadth of a model's knowledge base but also, more importantly, its capacity to dynamically and effectively apply this knowledge within various functional contexts, similarly to how functionalism frames it (Block, 1980). We opt for assessing models concerning their ability to seamlessly combine various competencies, in contrast to measuring them in separation.


Transfer Learning in Vocal Education: Technical Evaluation of Limited Samples Describing Mezzo-soprano

arXiv.org Artificial Intelligence

Vocal education in the music field is difficult to quantify due to the individual differences in singers' voices and the different quantitative criteria of singing techniques. Deep learning has great potential to be applied in music education due to its efficiency to handle complex data and perform quantitative analysis. However, accurate evaluations with limited samples over rare vocal types, such as Mezzo-soprano, requires extensive well-annotated data support using deep learning models. In order to attain the objective, we perform transfer learning by employing deep learning models pre-trained on the ImageNet and Urbansound8k datasets for the improvement on the precision of vocal technique evaluation. Furthermore, we tackle the problem of the lack of samples by constructing a dedicated dataset, the Mezzo-soprano Vocal Set (MVS), for vocal technique assessment. Our experimental results indicate that transfer learning increases the overall accuracy (OAcc) of all models by an average of 8.3%, with the highest accuracy at 94.2%. We not only provide a novel approach to evaluating Mezzo-soprano vocal techniques but also introduce a new quantitative assessment method for music education.


$100K or 100 Days: Trade-offs when Pre-Training with Academic Resources

arXiv.org Artificial Intelligence

Pre-training is notoriously compute-intensive and academic researchers are notoriously under-resourced. It is, therefore, commonly assumed that academics can't pre-train models. In this paper, we seek to clarify this assumption. We first survey academic researchers to learn about their available compute and then empirically measure the time to replicate models on such resources. We introduce a benchmark to measure the time to pre-train models on given GPUs and also identify ideal settings for maximizing training speed. We run our benchmark on a range of models and academic GPUs, spending 2,000 GPU-hours on our experiments. Our results reveal a brighter picture for academic pre-training: for example, although Pythia-1B was originally trained on 64 GPUs for 3 days, we find it is also possible to replicate this model (with the same hyper-parameters) in 3x fewer GPU-days: i.e. on 4 GPUs in 18 days. We conclude with a cost-benefit analysis to help clarify the trade-offs between price and pre-training time. We believe our benchmark will help academic researchers conduct experiments that require training larger models on more data. We fully release our codebase at: https://github.com/apoorvkh/academic-pretraining.


Kinetix: Investigating the Training of General Agents through Open-Ended Physics-Based Control Tasks

arXiv.org Artificial Intelligence

While large models trained with self-supervised learning on offline datasets have shown remarkable capabilities in text and image domains, achieving the same generalisation for agents that act in sequential decision problems remains an open challenge. In this work, we take a step towards this goal by procedurally generating tens of millions of 2D physics-based tasks and using these to train a general reinforcement learning (RL) agent for physical control. To this end, we introduce Kinetix: an open-ended space of physics-based RL environments that can represent tasks ranging from robotic locomotion and grasping to video games and classic RL environments, all within a unified framework. Kinetix makes use of our novel hardware-accelerated physics engine Jax2D that allows us to cheaply simulate billions of environment steps during training. Our trained agent exhibits strong physical reasoning capabilities, being able to zero-shot solve unseen human-designed environments. Furthermore, fine-tuning this general agent on tasks of interest shows significantly stronger performance than training an RL agent *tabula rasa*. This includes solving some environments that standard RL training completely fails at. We believe this demonstrates the feasibility of large scale, mixed-quality pre-training for online RL and we hope that Kinetix will serve as a useful framework to investigate this further.