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IgnitionInnovators at "Discharge Me!": Chain-of-Thought Instruction Finetuning Large Language Models for Discharge Summaries

arXiv.org Artificial Intelligence

This paper presents our proposed approach to the Discharge Me! shared task, collocated with the 23th Workshop on Biomedical Natural Language Processing (BioNLP). In this work, we develop an LLM-based framework for solving the Discharge Summary Documentation (DSD) task, i.e., generating the two critical target sections `Brief Hospital Course' and `Discharge Instructions' in the discharge summary. By streamlining the recent instruction-finetuning process on LLMs, we explore several prompting strategies for optimally adapting LLMs to specific generation task of DSD. Experimental results show that providing a clear output structure, complimented by a set of comprehensive Chain-of-Thoughts (CoT) questions, effectively improves the model's reasoning capability, and thereby, enhancing the structural correctness and faithfulness of clinical information in the generated text. Source code is available at: https://github.com/antangrocket1312/Discharge_LLM


A Novel Two-Step Fine-Tuning Pipeline for Cold-Start Active Learning in Text Classification Tasks

arXiv.org Artificial Intelligence

This is the first work to investigate the effectiveness of BERT-based contextual embeddings in active learning (AL) tasks on cold-start scenarios, where traditional fine-tuning is infeasible due to the absence of labeled data. Our primary contribution is the proposal of a more robust fine-tuning pipeline - DoTCAL - that diminishes the reliance on labeled data in AL using two steps: (1) fully leveraging unlabeled data through domain adaptation of the embeddings via masked language modeling and (2) further adjusting model weights using labeled data selected by AL. Our evaluation contrasts BERT-based embeddings with other prevalent text representation paradigms, including Bag of Words (BoW), Latent Semantic Indexing (LSI), and FastText, at two critical stages of the AL process: instance selection and classification. Experiments conducted on eight ATC benchmarks with varying AL budgets (number of labeled instances) and number of instances (about 5,000 to 300,000) demonstrate DoTCAL's superior effectiveness, achieving up to a 33% improvement in Macro-F1 while reducing labeling efforts by half compared to the traditional one-step method. We also found that in several tasks, BoW and LSI (due to information aggregation) produce results superior (up to 59% ) to BERT, especially in low-budget scenarios and hard-to-classify tasks, which is quite surprising.


Are Large Language Models Possible to Conduct Cognitive Behavioral Therapy?

arXiv.org Artificial Intelligence

In contemporary society, the issue of psychological health has become increasingly prominent, characterized by the diversification, complexity, and universality of mental disorders. Cognitive Behavioral Therapy (CBT), currently the most influential and clinically effective psychological treatment method with no side effects, has limited coverage and poor quality in most countries. In recent years, researches on the recognition and intervention of emotional disorders using large language models (LLMs) have been validated, providing new possibilities for psychological assistance therapy. However, are LLMs truly possible to conduct cognitive behavioral therapy? Many concerns have been raised by mental health experts regarding the use of LLMs for therapy. Seeking to answer this question, we collected real CBT corpus from online video websites, designed and conducted a targeted automatic evaluation framework involving the evaluation of emotion tendency of generated text, structured dialogue pattern and proactive inquiry ability. For emotion tendency, we calculate the emotion tendency score of the CBT dialogue text generated by each model. For structured dialogue pattern, we use a diverse range of automatic evaluation metrics to compare speaking style, the ability to maintain consistency of topic and the use of technology in CBT between different models . As for inquiring to guide the patient, we utilize PQA (Proactive Questioning Ability) metric. We also evaluated the CBT ability of the LLM after integrating a CBT knowledge base to explore the help of introducing additional knowledge to enhance the model's CBT counseling ability. Four LLM variants with excellent performance on natural language processing are evaluated, and the experimental result shows the great potential of LLMs in psychological counseling realm, especially after combining with other technological means.


Grammar-based Game Description Generation using Large Language Models

arXiv.org Artificial Intelligence

--Game Description Language (GDL) provides a standardized way to express diverse games in a machine-readable format, enabling automated game simulation, and evaluation. While previous research has explored game description generation using search-based methods, generating GDL descriptions from natural language remains a challenging task. This paper presents a novel framework that leverages Large Language Models (LLMs) to generate grammatically accurate game descriptions from natural language. Our approach consists of two stages: first, we gradually generate a minimal grammar based on GDL specifications; second, we iteratively improve the game description through grammar-guided generation. Our framework employs a specialized parser that identifies valid subsequences and candidate symbols from LLM responses, enabling gradual refinement of the output to ensure grammatical correctness. Experimental results demonstrate that our iterative improvement approach significantly outperforms baseline methods that directly use LLM outputs. Our code is available at https://github.com/ A Game Description Language (GDL) [1]-[5] is a domain-specific language that expresses a wide range of games in a unified notation. For example, Ludii GDL [5] models over 1,000 games, primarily board games, as shown in Figure 1. Game descriptions represented in GDLs are highly machine-readable, making it easy to simulate gameplay using dedicated game engines. Given the amenability of GDLs for automatic game evaluation, they have been extensively used in research on automated game design. In particular, search-based methods such as evolutionary algorithms [4], MCTS [6], [7], and random forests [8] have proven successful in generating game descriptions. Most research primarily focused on mutating existing games based on fitness functions to generate novel games. However, the task of generating game descriptions from natural language texts has not yet been sufficiently explored, and has the potential to lower the bar of entry to game design to non-specialists. In this research, we use Large Language Models (LLMs) [9], [10], which excel at understanding textual context, to generate game descriptions from natural language text in a two-stage process to enforce grammatical correctness. LLMs are language models with an enormous number of parameters, pre-trained on vast amounts of text data. The authors are with Waseda University, Tokyo, Japan. Their results have shown that more accurate game descriptions can be generated by appropriately refining the prompt context. However, LLMs may still generate grammatically incorrect game descriptions.


Pensieve Discuss: Scalable Small-Group CS Tutoring System with AI

arXiv.org Artificial Intelligence

Small-group tutoring in Computer Science (CS) is effective, but presents the challenge of providing a dedicated tutor for each group and encouraging collaboration among group members at scale. We present Pensieve Discuss, a software platform that integrates synchronous editing for scaffolded programming problems with online human and AI tutors, designed to improve student collaboration and experience during group tutoring sessions. Our semester-long deployment to 800 students in a CS1 course demonstrated consistently high collaboration rates, positive feedback about the AI tutor's helpfulness and correctness, increased satisfaction with the group tutoring experience, and a substantial increase in question volume. The use of our system was preferred over an interface lacking AI tutors and synchronous editing capabilities. Our experiences suggest that small-group tutoring sessions are an important avenue for future research in educational AI.


SDoH-GPT: Using Large Language Models to Extract Social Determinants of Health (SDoH)

arXiv.org Artificial Intelligence

Extracting social determinants of health (SDoH) from unstructured medical notes depends heavily on labor-intensive annotations, which are typically task-specific, hampering reusability and limiting sharing. In this study we introduced SDoH-GPT, a simple and effective few-shot Large Language Model (LLM) method leveraging contrastive examples and concise instructions to extract SDoH without relying on extensive medical annotations or costly human intervention. It achieved tenfold and twentyfold reductions in time and cost respectively, and superior consistency with human annotators measured by Cohen's kappa of up to 0.92. The innovative combination of SDoH-GPT and XGBoost leverages the strengths of both, ensuring high accuracy and computational efficiency while consistently maintaining 0.90+ AUROC scores. Testing across three distinct datasets has confirmed its robustness and accuracy. This study highlights the potential of leveraging LLMs to revolutionize medical note classification, demonstrating their capability to achieve highly accurate classifications with significantly reduced time and cost.


Artificial Agency and Large Language Models

arXiv.org Artificial Intelligence

The arrival of Large Language Models (LLMs) has stirred up philosophical debates about the possibility of realizing agency in an artificial manner. In this work we contribute to the debate by presenting a theoretical model that can be used as a threshold conception for artificial agents. The model defines agents as systems whose actions and goals are always influenced by a dynamic framework of factors that consists of the agent's accessible history, its adaptive repertoire and its external environment. This framework, in turn, is influenced by the actions that the agent takes and the goals that it forms. We show with the help of the model that state-of-the-art LLMs are not agents yet, but that there are elements to them that suggest a way forward. The paper argues that a combination of the agent architecture presented in Park et al. (2023) together with the use of modules like the Coscientist in Boiko et al. (2023) could potentially be a way to realize agency in an artificial manner. We end the paper by reflecting on the obstacles one might face in building such an artificial agent and by presenting possible directions for future research.


Speech Editing -- a Summary

arXiv.org Artificial Intelligence

With the rise of video production and social media, speech editing has become crucial for creators to address issues like mispronunciations, missing words, or stuttering in audio recordings. This paper explores text-based speech editing methods that modify audio via text transcripts without manual waveform editing. These approaches ensure edited audio is indistinguishable from the original by altering the mel-spectrogram. Recent advancements, such as context-aware prosody correction and advanced attention mechanisms, have improved speech editing quality. This paper reviews state-of-the-art methods, compares key metrics, and examines widely used datasets. The aim is to highlight ongoing issues and inspire further research and innovation in speech editing.


PERSONA: A Reproducible Testbed for Pluralistic Alignment

arXiv.org Artificial Intelligence

The rapid advancement of language models (LMs) necessitates robust alignment with diverse user values. However, current preference optimization approaches often fail to capture the plurality of user opinions, instead reinforcing majority viewpoints and marginalizing minority perspectives. We introduce PERSONA, a reproducible test bed designed to evaluate and improve pluralistic alignment of LMs. We procedurally generate diverse user profiles from US census data, resulting in 1,586 synthetic personas with varied demographic and idiosyncratic attributes. We then generate a large-scale evaluation dataset containing 3,868 prompts and 317,200 feedback pairs obtained from our synthetic personas. Leveraging this dataset, we systematically evaluate LM capabilities in role-playing diverse users, verified through human judges, and the establishment of both a benchmark, PERSONA Bench, for pluralistic alignment approaches as well as an extensive dataset to create new and future benchmarks. The full dataset and benchmarks are available here: https://www.synthlabs.ai/research/persona.


WildHallucinations: Evaluating Long-form Factuality in LLMs with Real-World Entity Queries

arXiv.org Artificial Intelligence

While hallucinations of large language models (LLMs) prevail as a major challenge, existing evaluation benchmarks on factuality do not cover the diverse domains of knowledge that the real-world users of LLMs seek information about. To bridge this gap, we introduce WildHallucinations, a benchmark that evaluates factuality. It does so by prompting LLMs to generate information about entities mined from user-chatbot conversations in the wild. These generations are then automatically fact-checked against a systematically curated knowledge source collected from web search. Notably, half of these real-world entities do not have associated Wikipedia pages. We evaluate 118,785 generations from 15 LLMs on 7,919 entities. We find that LLMs consistently hallucinate more on entities without Wikipedia pages and exhibit varying hallucination rates across different domains. Finally, given the same base models, adding a retrieval component only slightly reduces hallucinations but does not eliminate hallucinations.