Education
How Far Can Transformers Reason? The Locality Barrier and Inductive Scratchpad
Abbe, Emmanuel, Bengio, Samy, Lotfi, Aryo, Sandon, Colin, Saremi, Omid
Can Transformers predict new syllogisms by composing established ones? More generally, what type of targets can be learned by such models from scratch? Recent works show that Transformers can be Turing-complete in terms of expressivity, but this does not address the learnability objective. This paper puts forward the notion of 'distribution locality' to capture when weak learning is efficiently achievable by regular Transformers, where the locality measures the least number of tokens required in addition to the tokens histogram to correlate nontrivially with the target. As shown experimentally and theoretically under additional assumptions, distributions with high locality cannot be learned efficiently. In particular, syllogisms cannot be composed on long chains. Furthermore, we show that (i) an agnostic scratchpad cannot help to break the locality barrier, (ii) an educated scratchpad can help if it breaks the locality at each step, (iii) a notion of 'inductive scratchpad' can both break the locality and improve the out-of-distribution generalization, e.g., generalizing to almost double input size for some arithmetic tasks.
Training Dynamics of Nonlinear Contrastive Learning Model in the High Dimensional Limit
This letter presents a high-dimensional analysis of the training dynamics for a single-layer nonlinear contrastive learning model. The empirical distribution of the model weights converges to a deterministic measure governed by a McKean-Vlasov nonlinear partial differential equation (PDE). Under L2 regularization, this PDE reduces to a closed set of low-dimensional ordinary differential equations (ODEs), reflecting the evolution of the model performance during the training process. We analyze the fixed point locations and their stability of the ODEs unveiling several interesting findings. First, only the hidden variable's second moment affects feature learnability at the state with uninformative initialization. Second, higher moments influence the probability of feature selection by controlling the attraction region, rather than affecting local stability. Finally, independent noises added in the data argumentation degrade performance but negatively correlated noise can reduces the variance of gradient estimation yielding better performance. Despite of the simplicity of the analyzed model, it exhibits a rich phenomena of training dynamics, paving a way to understand more complex mechanism behind practical large models. Ontrastive learning (CL) is a promising self-supervised strategy to learn semantic representations in an unsupervised way. The model is trained by encouraging representations of different views from the same image to be similar and pushing representations of distinct images apart. This pre-trained model services as a fundamental backbone for downstream tasks, e.g., classification, segmentation and object recognition.
CVQA: Culturally-diverse Multilingual Visual Question Answering Benchmark
Romero, David, Lyu, Chenyang, Wibowo, Haryo Akbarianto, Lynn, Teresa, Hamed, Injy, Kishore, Aditya Nanda, Mandal, Aishik, Dragonetti, Alina, Abzaliev, Artem, Tonja, Atnafu Lambebo, Balcha, Bontu Fufa, Whitehouse, Chenxi, Salamea, Christian, Velasco, Dan John, Adelani, David Ifeoluwa, Meur, David Le, Villa-Cueva, Emilio, Koto, Fajri, Farooqui, Fauzan, Belcavello, Frederico, Batnasan, Ganzorig, Vallejo, Gisela, Caulfield, Grainne, Ivetta, Guido, Song, Haiyue, Ademtew, Henok Biadglign, Maina, Hernán, Lovenia, Holy, Azime, Israel Abebe, Cruz, Jan Christian Blaise, Gala, Jay, Geng, Jiahui, Ortiz-Barajas, Jesus-German, Baek, Jinheon, Dunstan, Jocelyn, Alemany, Laura Alonso, Nagasinghe, Kumaranage Ravindu Yasas, Benotti, Luciana, D'Haro, Luis Fernando, Viridiano, Marcelo, Estecha-Garitagoitia, Marcos, Cabrera, Maria Camila Buitrago, Rodríguez-Cantelar, Mario, Jouitteau, Mélanie, Mihaylov, Mihail, Imam, Mohamed Fazli Mohamed, Adilazuarda, Muhammad Farid, Gochoo, Munkhjargal, Otgonbold, Munkh-Erdene, Etori, Naome, Niyomugisha, Olivier, Silva, Paula Mónica, Chitale, Pranjal, Dabre, Raj, Chevi, Rendi, Zhang, Ruochen, Diandaru, Ryandito, Cahyawijaya, Samuel, Góngora, Santiago, Jeong, Soyeong, Purkayastha, Sukannya, Kuribayashi, Tatsuki, Jayakumar, Thanmay, Torrent, Tiago Timponi, Ehsan, Toqeer, Araujo, Vladimir, Kementchedjhieva, Yova, Burzo, Zara, Lim, Zheng Wei, Yong, Zheng Xin, Ignat, Oana, Nwatu, Joan, Mihalcea, Rada, Solorio, Thamar, Aji, Alham Fikri
Visual Question Answering (VQA) is an important task in multimodal AI, and it is often used to test the ability of vision-language models to understand and reason on knowledge present in both visual and textual data. However, most of the current VQA models use datasets that are primarily focused on English and a few major world languages, with images that are typically Western-centric. While recent efforts have tried to increase the number of languages covered on VQA datasets, they still lack diversity in low-resource languages. More importantly, although these datasets often extend their linguistic range via translation or some other approaches, they usually keep images the same, resulting in narrow cultural representation. To address these limitations, we construct CVQA, a new Culturally-diverse multilingual Visual Question Answering benchmark, designed to cover a rich set of languages and cultures, where we engage native speakers and cultural experts in the data collection process. As a result, CVQA includes culturally-driven images and questions from across 28 countries on four continents, covering 26 languages with 11 scripts, providing a total of 9k questions. We then benchmark several Multimodal Large Language Models (MLLMs) on CVQA, and show that the dataset is challenging for the current state-of-the-art models. This benchmark can serve as a probing evaluation suite for assessing the cultural capability and bias of multimodal models and hopefully encourage more research efforts toward increasing cultural awareness and linguistic diversity in this field.
LLMs Meet Multimodal Generation and Editing: A Survey
He, Yingqing, Liu, Zhaoyang, Chen, Jingye, Tian, Zeyue, Liu, Hongyu, Chi, Xiaowei, Liu, Runtao, Yuan, Ruibin, Xing, Yazhou, Wang, Wenhai, Dai, Jifeng, Zhang, Yong, Xue, Wei, Liu, Qifeng, Guo, Yike, Chen, Qifeng
With the recent advancement in large language models (LLMs), there is a growing interest in combining LLMs with multimodal learning. Previous surveys of multimodal large language models (MLLMs) mainly focus on multimodal understanding. This survey elaborates on multimodal generation and editing across various domains, comprising image, video, 3D, and audio. Specifically, we summarize the notable advancements with milestone works in these fields and categorize these studies into LLM-based and CLIP/T5-based methods. Then, we summarize the various roles of LLMs in multimodal generation and exhaustively investigate the critical technical components behind these methods and the multimodal datasets utilized in these studies. Additionally, we dig into tool-augmented multimodal agents that can leverage existing generative models for human-computer interaction. Lastly, we discuss the advancements in the generative AI safety field, investigate emerging applications, and discuss future prospects. Our work provides a systematic and insightful overview of multimodal generation and processing, which is expected to advance the development of Artificial Intelligence for Generative Content (AIGC) and world models. A curated list of all related papers can be found at https://github.com/YingqingHe/Awesome-LLMs-meet-Multimodal-Generation
Aligning LLM Agents by Learning Latent Preference from User Edits
Gao, Ge, Taymanov, Alexey, Salinas, Eduardo, Mineiro, Paul, Misra, Dipendra
We study interactive learning of LLM-based language agents based on user edits made to the agent's output. In a typical setting such as writing assistants, the user interacts with a language agent to generate a response given a context, and may optionally edit the agent response to personalize it based on their latent preference, in addition to improving the correctness. The edit feedback is naturally generated, making it a suitable candidate for improving the agent's alignment with the user's preference, and for reducing the cost of user edits over time. We propose a learning framework, PRELUDE that infers a description of the user's latent preference based on historic edit data. The inferred user preference descriptions are used to define prompts for generating responses in the future. This avoids fine-tuning the agent, which is costly, challenging to scale with the number of users, and may even degrade its performance on other tasks. Furthermore, learning descriptive preference improves interpretability, allowing the user to view and modify the learned preference. However, user preference can be complex, subtle, and vary based on context, making it challenging to learn. To address this, we propose a simple yet effective algorithm named CIPHER that leverages the LLM to infer the user preference for a given context based on user edits. In the future, CIPHER retrieves inferred preferences from the k-closest contexts in the history, and forms an aggregate preference for response generation. We introduce two interactive environments -- summarization and email writing, and use a GPT-4 simulated user for evaluation. On both tasks, CIPHER outperforms several baselines by achieving the lowest edit distance cost while only having a small overhead in LLM query cost. Our analysis reports that user preferences learned by CIPHER show significant similarity to the ground truth latent preferences.
Combinatorial Optimization with Automated Graph Neural Networks
Liu, Yang, Zhang, Peng, Gao, Yang, Zhou, Chuan, Li, Zhao, Chen, Hongyang
In recent years, graph neural networks (GNNs) have become increasingly popular for solving NP-hard combinatorial optimization (CO) problems, such as maximum cut and maximum independent set. The core idea behind these methods is to represent a CO problem as a graph and then use GNNs to learn the node/graph embedding with combinatorial information. Although these methods have achieved promising results, given a specific CO problem, the design of GNN architectures still requires heavy manual work with domain knowledge. Existing automated GNNs are mostly focused on traditional graph learning problems, which is inapplicable to solving NP-hard CO problems. To this end, we present a new class of \textbf{AUTO}mated \textbf{G}NNs for solving \textbf{NP}-hard problems, namely \textbf{AutoGNP}. We represent CO problems by GNNs and focus on two specific problems, i.e., mixed integer linear programming and quadratic unconstrained binary optimization. The idea of AutoGNP is to use graph neural architecture search algorithms to automatically find the best GNNs for a given NP-hard combinatorial optimization problem. Compared with existing graph neural architecture search algorithms, AutoGNP utilizes two-hop operators in the architecture search space. Moreover, AutoGNP utilizes simulated annealing and a strict early stopping policy to avoid local optimal solutions. Empirical results on benchmark combinatorial problems demonstrate the superiority of our proposed model.
ProFeAT: Projected Feature Adversarial Training for Self-Supervised Learning of Robust Representations
Addepalli, Sravanti, Dey, Priyam, Babu, R. Venkatesh
The need for abundant labelled data in supervised Adversarial Training (AT) has prompted the use of Self-Supervised Learning (SSL) techniques with AT. However, the direct application of existing SSL methods to adversarial training has been sub-optimal due to the increased training complexity of combining SSL with AT. A recent approach DeACL (Zhang et al., 2022) mitigates this by utilizing supervision from a standard SSL teacher in a distillation setting, to mimic supervised AT. However, we find that there is still a large performance gap when compared to supervised adversarial training, specifically on larger models. In this work, investigate the key reason for this gap and propose Projected Feature Adversarial Training (ProFeAT) to bridge the same. We show that the sub-optimal distillation performance is a result of mismatch in training objectives of the teacher and student, and propose to use a projection head at the student, that allows it to leverage weak supervision from the teacher while also being able to learn adversarially robust representations that are distinct from the teacher. We further propose appropriate attack and defense losses at the feature and projector, alongside a combination of weak and strong augmentations for the teacher and student respectively, to improve the training data diversity without increasing the training complexity. Through extensive experiments on several benchmark datasets and models, we demonstrate significant improvements in both clean and robust accuracy when compared to existing SSL-AT methods, setting a new state-of-the-art. We further report on-par/ improved performance when compared to TRADES, a popular supervised-AT method.
The BiGGen Bench: A Principled Benchmark for Fine-grained Evaluation of Language Models with Language Models
Kim, Seungone, Suk, Juyoung, Cho, Ji Yong, Longpre, Shayne, Kim, Chaeeun, Yoon, Dongkeun, Son, Guijin, Cho, Yejin, Shafayat, Sheikh, Baek, Jinheon, Park, Sue Hyun, Hwang, Hyeonbin, Jo, Jinkyung, Cho, Hyowon, Shin, Haebin, Lee, Seongyun, Oh, Hanseok, Lee, Noah, Ho, Namgyu, Joo, Se June, Ko, Miyoung, Lee, Yoonjoo, Chae, Hyungjoo, Shin, Jamin, Jang, Joel, Ye, Seonghyeon, Lin, Bill Yuchen, Welleck, Sean, Neubig, Graham, Lee, Moontae, Lee, Kyungjae, Seo, Minjoon
As language models (LMs) become capable of handling a wide range of tasks, their evaluation is becoming as challenging as their development. Most generation benchmarks currently assess LMs using abstract evaluation criteria like helpfulness and harmlessness, which often lack the flexibility and granularity of human assessment. Additionally, these benchmarks tend to focus disproportionately on specific capabilities such as instruction following, leading to coverage bias. To overcome these limitations, we introduce the BiGGen Bench, a principled generation benchmark designed to thoroughly evaluate nine distinct capabilities of LMs across 77 diverse tasks. A key feature of the BiGGen Bench is its use of instance-specific evaluation criteria, closely mirroring the nuanced discernment of human evaluation. We apply this benchmark to assess 103 frontier LMs using five evaluator LMs. Our code, data, and evaluation results are all publicly available at https://github.com/prometheus-eval/prometheus-eval/tree/main/BiGGen-Bench.
Whose Preferences? Differences in Fairness Preferences and Their Impact on the Fairness of AI Utilizing Human Feedback
Lerner, Emilia Agis, Dorner, Florian E., Ash, Elliott, Goel, Naman
There is a growing body of work on learning from human feedback to align various aspects of machine learning systems with human values and preferences. We consider the setting of fairness in content moderation, in which human feedback is used to determine how two comments -- referencing different sensitive attribute groups -- should be treated in comparison to one another. With a novel dataset collected from Prolific and MTurk, we find significant gaps in fairness preferences depending on the race, age, political stance, educational level, and LGBTQ+ identity of annotators. We also demonstrate that demographics mentioned in text have a strong influence on how users perceive individual fairness in moderation. Further, we find that differences also exist in downstream classifiers trained to predict human preferences. Finally, we observe that an ensemble, giving equal weight to classifiers trained on annotations from different demographics, performs better for different demographic intersections; compared to a single classifier that gives equal weight to each annotation.
STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models
Basavatia, Shreyas, Murugesan, Keerthiram, Ratnakar, Shivam
Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.