Education
High School Is Becoming a Cesspool of Sexually Explicit Deepfakes
For years now, generative AI has been used to conjure all sorts of realities--dazzling paintings and startling animations of worlds and people, both real and imagined. This power has brought with it a tremendous dark side that many experts are only now beginning to contend with: AI is being used to create nonconsensual, sexually explicit images and videos of children. And not just in a handful of cases--perhaps millions of kids nationwide have been affected in some way by the emergence of this technology, either directly victimized themselves or made aware of other students who have been. This morning, the Center for Democracy and Technology, a nonprofit that advocates for digital rights and privacy, released a report on the alarming prevalence of nonconsensual intimate imagery (or NCII) in American schools. In the past school year, the center's polling found, 15 percent of high schoolers reported hearing about a "deepfake"--or AI-generated image--that depicted someone associated with their school in a sexually explicit or intimate manner.
DMC-VB: A Benchmark for Representation Learning for Control with Visual Distractors
Ortiz, Joseph, Dedieu, Antoine, Lehrach, Wolfgang, Guntupalli, Swaroop, Wendelken, Carter, Humayun, Ahmad, Zhou, Guangyao, Swaminathan, Sivaramakrishnan, Lรกzaro-Gredilla, Miguel, Murphy, Kevin
Learning from previously collected data via behavioral cloning or offline reinforcement learning (RL) is a powerful recipe for scaling generalist agents by avoiding the need for expensive online learning. Despite strong generalization in some respects, agents are often remarkably brittle to minor visual variations in control-irrelevant factors such as the background or camera viewpoint. In this paper, we present theDeepMind Control Visual Benchmark (DMC-VB), a dataset collected in the DeepMind Control Suite to evaluate the robustness of offline RL agents for solving continuous control tasks from visual input in the presence of visual distractors. In contrast to prior works, our dataset (a) combines locomotion and navigation tasks of varying difficulties, (b) includes static and dynamic visual variations, (c) considers data generated by policies with different skill levels, (d) systematically returns pairs of state and pixel observation, (e) is an order of magnitude larger, and (f) includes tasks with hidden goals. Accompanying our dataset, we propose three benchmarks to evaluate representation learning methods for pretraining, and carry out experiments on several recently proposed methods. First, we find that pretrained representations do not help policy learning on DMC-VB, and we highlight a large representation gap between policies learned on pixel observations and on states. Second, we demonstrate when expert data is limited, policy learning can benefit from representations pretrained on (a) suboptimal data, and (b) tasks with stochastic hidden goals. Our dataset and benchmark code to train and evaluate agents are available at: https://github.com/google-deepmind/dmc_vision_benchmark.
Code Generation and Algorithmic Problem Solving Using Llama 3.1 405B
Deroy, Aniket, Maity, Subhankar
Code generation by Llama 3.1 models, such as Meta's Llama 3.1 405B, represents a significant advancement in the field of artificial intelligence, particularly in natural language processing and programming automation. This paper explores the capabilities and applications of Llama-driven code generation, highlighting its ability to translate natural language prompts into executable code across multiple programming languages. Key features include contextual awareness, multi-language support, and enhanced debugging and optimization functionalities. By examining these aspects, we illustrate how Llama can serve as a versatile tool for developers of all skill levels, improving productivity and efficiency in software development. The potential implications for education, industry, and the future of coding practices are also discussed, underscoring the transformative impact of AI in programming. Experimentation shows that while Llama 3.1 405B performs well with simple algorithmic and data structure based problems, it still struggles with problems on Quantum Computing, Bioinformatics, and Artificial Intelligence.
Learning to Drive via Asymmetric Self-Play
Zhang, Chris, Biswas, Sourav, Wong, Kelvin, Fallah, Kion, Zhang, Lunjun, Chen, Dian, Casas, Sergio, Urtasun, Raquel
Large-scale data is crucial for learning realistic and capable driving policies. However, it can be impractical to rely on scaling datasets with real data alone. The majority of driving data is uninteresting, and deliberately collecting new long-tail scenarios is expensive and unsafe. We propose asymmetric self-play to scale beyond real data with additional challenging, solvable, and realistic synthetic scenarios. Our approach pairs a teacher that learns to generate scenarios it can solve but the student cannot, with a student that learns to solve them. When applied to traffic simulation, we learn realistic policies with significantly fewer collisions in both nominal and long-tail scenarios. Our policies further zero-shot transfer to generate training data for end-to-end autonomy, significantly outperforming state-of-the-art adversarial approaches, or using real data alone. For more information, visit https://waabi.ai/selfplay .
Dealing with Controversy: An Emotion and Coping Strategy Corpus Based on Role Playing
Troiano, Enrica, Labat, Sofie, Stranisci, Marco Antonio, Patti, Viviana, Damiano, Rossana, Klinger, Roman
There is a mismatch between psychological and computational studies on emotions. Psychological research aims at explaining and documenting internal mechanisms of these phenomena, while computational work often simplifies them into labels. Many emotion fundamentals remain under-explored in natural language processing, particularly how emotions develop and how people cope with them. To help reduce this gap, we follow theories on coping, and treat emotions as strategies to cope with salient situations (i.e., how people deal with emotion-eliciting events). This approach allows us to investigate the link between emotions and behavior, which also emerges in language. We introduce the task of coping identification, together with a corpus to do so, constructed via role-playing. We find that coping strategies realize in text even though they are challenging to recognize, both for humans and automatic systems trained and prompted on the same task. We thus open up a promising research direction to enhance the capability of models to better capture emotion mechanisms from text.
CurricuLLM: Automatic Task Curricula Design for Learning Complex Robot Skills using Large Language Models
Ryu, Kanghyun, Liao, Qiayuan, Li, Zhongyu, Sreenath, Koushil, Mehr, Negar
Curriculum learning is a training mechanism in reinforcement learning (RL) that facilitates the achievement of complex policies by progressively increasing the task difficulty during training. However, designing effective curricula for a specific task often requires extensive domain knowledge and human intervention, which limits its applicability across various domains. Our core idea is that large language models (LLMs), with their extensive training on diverse language data and ability to encapsulate world knowledge, present significant potential for efficiently breaking down tasks and decomposing skills across various robotics environments. Additionally, the demonstrated success of LLMs in translating natural language into executable code for RL agents strengthens their role in generating task curricula. In this work, we propose CurricuLLM, which leverages the high-level planning and programming capabilities of LLMs for curriculum design, thereby enhancing the efficient learning of complex target tasks. CurricuLLM consists of: (Step 1) Generating sequence of subtasks that aid target task learning in natural language form, (Step 2) Translating natural language description of subtasks in executable task code, including the reward code and goal distribution code, and (Step 3) Evaluating trained policies based on trajectory rollout and subtask description. We evaluate CurricuLLM in various robotics simulation environments, ranging from manipulation, navigation, and locomotion, to show that CurricuLLM can aid learning complex robot control tasks. In addition, we validate humanoid locomotion policy learned through CurricuLLM in real-world. The code is provided in https://github.com/labicon/CurricuLLM
DisGeM: Distractor Generation for Multiple Choice Questions with Span Masking
Cavusoglu, Devrim, Sen, Secil, Sert, Ulas
Recent advancements in Natural Language Processing (NLP) have impacted numerous sub-fields such as natural language generation, natural language inference, question answering, and more. However, in the field of question generation, the creation of distractors for multiple-choice questions (MCQ) remains a challenging task. In this work, we present a simple, generic framework for distractor generation using readily available Pre-trained Language Models (PLMs). Unlike previous methods, our framework relies solely on pre-trained language models and does not require additional training on specific datasets. Building upon previous research, we introduce a two-stage framework consisting of candidate generation and candidate selection. Our proposed distractor generation framework outperforms previous methods without the need for training or fine-tuning. Human evaluations confirm that our approach produces more effective and engaging distractors. The related codebase is publicly available at https://github.com/obss/disgem.
Scaling Behavior for Large Language Models regarding Numeral Systems: An Example using Pythia
Zhou, Zhejian, Wang, Jiayu, Lin, Dahua, Chen, Kai
Though Large Language Models (LLMs) have shown remarkable abilities in mathematics reasoning, they are still struggling with performing numeric operations accurately, such as addition and multiplication. Numbers can be tokenized into tokens in various ways by different LLMs and affect the numeric operations performance. Currently, there are two representatives: 1) Tokenize into $1$-digit, and 2) Tokenize into $1\sim 3$ digit. The difference is roughly equivalent to using different numeral systems (namely base $10$ or base $10^{3}$). In light of this, we study the scaling behavior of different numeral systems in the context of transformer-based large language models. We empirically show that a base $10$ system is consistently more data-efficient than a base $10^{2}$ or $10^{3}$ system across training data scale, model sizes under from-scratch training settings, while different number systems have very similar fine-tuning performances. We attribute this to higher token frequencies of a base $10$ system. Additionally, we reveal extrapolation behavior patterns on addition and multiplication. We identify that base $100$ and base $1000$ systems struggle on token-level discernment and token-level operations. We also sheds light on the mechanism learnt by the models.
Easy2Hard-Bench: Standardized Difficulty Labels for Profiling LLM Performance and Generalization
Ding, Mucong, Deng, Chenghao, Choo, Jocelyn, Wu, Zichu, Agrawal, Aakriti, Schwarzschild, Avi, Zhou, Tianyi, Goldstein, Tom, Langford, John, Anandkumar, Anima, Huang, Furong
While generalization over tasks from easy to hard is crucial to profile language models (LLMs), the datasets with fine-grained difficulty annotations for each problem across a broad range of complexity are still blank. Aiming to address this limitation, we present Easy2Hard-Bench, a consistently formatted collection of 6 benchmark datasets spanning various domains, such as mathematics and programming problems, chess puzzles, and reasoning questions. Each problem within these datasets is annotated with numerical difficulty scores. To systematically estimate problem difficulties, we collect abundant performance data on attempts to each problem by humans in the real world or LLMs on the prominent leaderboard. Leveraging the rich performance data, we apply well-established difficulty ranking systems, such as Item Response Theory (IRT) and Glicko-2 models, to uniformly assign numerical difficulty scores to problems. Moreover, datasets in Easy2Hard-Bench distinguish themselves from previous collections by a higher proportion of challenging problems. Through extensive experiments with six state-of-the-art LLMs, we provide a comprehensive analysis of their performance and generalization capabilities across varying levels of difficulty, with the aim of inspiring future research in LLM generalization. The datasets are available at https://huggingface.co/datasets/furonghuang-lab/Easy2Hard-Bench.
GPT's Judgements Under Uncertainty
Saeedi, Payam, Goodarzi, Mahsa
--We investigate the presence of cognitive biases in three large language models (LLMs): GPT -4o, Gemma 2, and Llama 3.1. The study uses 1,500 experiments across nine established cognitive biases to evaluate the responses and consistency of the models. GPT -4o demonstrated the strongest overall performance. Gemma 2 showed strengths in addressing the sunk cost fallacy and prospect theory; however, its performance varied across different biases. Llama 3.1 consistently underperformed, relying on heuristics and exhibiting frequent inconsistencies and contradictions. The findings highlight the challenges of achieving robust and generalizable reasoning in LLMs, and underscore the need for further development to mitigate biases in artificial general intelligence (AGI). The study emphasizes the importance of integrating statistical reasoning and ethical considerations in future AI development. Cognitive biases and heuristics are well-established phenomena of the human mind, shaping how individuals process information, make judgments, and make decisions. These biases emerge from heuristics -- mental shortcuts that simplify complex tasks by substituting them with cognitively easier alternatives [1]. While heuristics enable quick and efficient reasoning, they also introduce systematic errors that impact judgment and decision-making [2]-[4]. Understanding whether such biases, embedded in the data and interactions that shape Large Language Models (LLMs), are reflected in their outputs is not only critical for evaluating their alignment with human cognition but also vital for the development of Artificial General Intelligence (AGI). AGI, envisioned as systems capable of performing any intellectual task a human can, must navigate the intricacies of human-like reasoning while avoiding harmful or irresponsible biases.