Large Language Model
Graph-Aware Language Model Pre-Training on a Large Graph Corpus Can Help Multiple Graph Applications
Xie, Han, Zheng, Da, Ma, Jun, Zhang, Houyu, Ioannidis, Vassilis N., Song, Xiang, Ping, Qing, Wang, Sheng, Yang, Carl, Xu, Yi, Zeng, Belinda, Chilimbi, Trishul
Model pre-training on large text corpora has been demonstrated effective for various downstream applications in the NLP domain. In the graph mining domain, a similar analogy can be drawn for pre-training graph models on large graphs in the hope of benefiting downstream graph applications, which has also been explored by several recent studies. However, no existing study has ever investigated the pre-training of text plus graph models on large heterogeneous graphs with abundant textual information (a.k.a. large graph corpora) and then fine-tuning the model on different related downstream applications with different graph schemas. To address this problem, we propose a framework of graph-aware language model pre-training (GALM) on a large graph corpus, which incorporates large language models and graph neural networks, and a variety of fine-tuning methods on downstream applications. We conduct extensive experiments on Amazon's real internal datasets and large public datasets. Comprehensive empirical results and in-depth analysis demonstrate the effectiveness of our proposed methods along with lessons learned.
A Technical Report for Polyglot-Ko: Open-Source Large-Scale Korean Language Models
Ko, Hyunwoong, Yang, Kichang, Ryu, Minho, Choi, Taekyoon, Yang, Seungmu, Hyun, Jiwung, Park, Sungho, Park, Kyubyong
Polyglot is a pioneering project aimed at enhancing the non-English language performance of multilingual language models. Despite the availability of various multilingual models such as mBERT (Devlin et al., 2019), XGLM (Lin et al., 2022), and BLOOM (Scao et al., 2022), researchers and developers often resort to building monolingual models in their respective languages due to the dissatisfaction with the current multilingual models non-English language capabilities. Addressing this gap, we seek to develop advanced multilingual language models that offer improved performance in non-English languages. In this paper, we introduce the Polyglot Korean models, which represent a specific focus rather than being multilingual in nature. In collaboration with TUNiB, our team collected 1.2TB of Korean data meticulously curated for our research journey. We made a deliberate decision to prioritize the development of Korean models before venturing into multilingual models. This choice was motivated by multiple factors: firstly, the Korean models facilitated performance comparisons with existing multilingual models; and finally, they catered to the specific needs of Korean companies and researchers. This paper presents our work in developing the Polyglot Korean models, which propose some steps towards addressing the non-English language performance gap in multilingual language models.
STEVE-1: A Generative Model for Text-to-Behavior in Minecraft
Lifshitz, Shalev, Paster, Keiran, Chan, Harris, Ba, Jimmy, McIlraith, Sheila
Constructing AI models that respond to text instructions is challenging, especially for sequential decision-making tasks. This work introduces an instruction-tuned Video Pretraining (VPT) model for Minecraft called STEVE-1, demonstrating that the unCLIP approach, utilized in DALL-E 2, is also effective for creating instruction-following sequential decision-making agents. STEVE-1 is trained in two steps: adapting the pretrained VPT model to follow commands in MineCLIP's latent space, then training a prior to predict latent codes from text. This allows us to finetune VPT through self-supervised behavioral cloning and hindsight relabeling, bypassing the need for costly human text annotations. By leveraging pretrained models like VPT and MineCLIP and employing best practices from text-conditioned image generation, STEVE-1 costs just $60 to train and can follow a wide range of short-horizon open-ended text and visual instructions in Minecraft. STEVE-1 sets a new bar for open-ended instruction following in Minecraft with low-level controls (mouse and keyboard) and raw pixel inputs, far outperforming previous baselines. We provide experimental evidence highlighting key factors for downstream performance, including pretraining, classifier-free guidance, and data scaling. All resources, including our model weights, training scripts, and evaluation tools are made available for further research.
CapText: Large Language Model-based Caption Generation From Image Context and Description
Ghosh, Shinjini, Anupam, Sagnik
While deep-learning models have been shown to perform well on image-to-text datasets, it is difficult to use them in practice for captioning images. This is because captions traditionally tend to be context-dependent and offer complementary information about an image, while models tend to produce descriptions that describe the visual features of the image. Prior research in caption generation has explored the use of models that generate captions when provided with the images alongside their respective descriptions or contexts. We propose and evaluate a new approach, which leverages existing large language models to generate captions from textual descriptions and context alone, without ever processing the image directly. We demonstrate that after fine-tuning, our approach outperforms current state-of-the-art image-text alignment models like OSCAR-VinVL on this task on the CIDEr metric.
In-Context Analogical Reasoning with Pre-Trained Language Models
Hu, Xiaoyang, Storks, Shane, Lewis, Richard L., Chai, Joyce
Analogical reasoning is a fundamental capacity of human cognition that allows us to reason abstractly about novel situations by relating them to past experiences. While it is thought to be essential for robust reasoning in AI systems, conventional approaches require significant training and/or hard-coding of domain knowledge to be applied to benchmark tasks. Inspired by cognitive science research that has found connections between human language and analogy-making, we explore the use of intuitive language-based abstractions to support analogy in AI systems. Specifically, we apply large pre-trained language models (PLMs) to visual Raven's Progressive Matrices (RPM), a common relational reasoning test. By simply encoding the perceptual features of the problem into language form, we find that PLMs exhibit a striking capacity for zero-shot relational reasoning, exceeding human performance and nearing supervised vision-based methods. We explore different encodings that vary the level of abstraction over task features, finding that higher-level abstractions further strengthen PLMs' analogical reasoning. Our detailed analysis reveals insights on the role of model complexity, in-context learning, and prior knowledge in solving RPM tasks.
Do GPTs Produce Less Literal Translations?
Raunak, Vikas, Menezes, Arul, Post, Matt, Awadalla, Hany Hassan
Large Language Models (LLMs) such as GPT-3 have emerged as general-purpose language models capable of addressing many natural language generation or understanding tasks. On the task of Machine Translation (MT), multiple works have investigated few-shot prompting mechanisms to elicit better translations from LLMs. However, there has been relatively little investigation on how such translations differ qualitatively from the translations generated by standard Neural Machine Translation (NMT) models. In this work, we investigate these differences in terms of the literalness of translations produced by the two systems. Using literalness measures involving word alignment and monotonicity, we find that translations out of English (E-X) from GPTs tend to be less literal, while exhibiting similar or better scores on MT quality metrics. We demonstrate that this finding is borne out in human evaluations as well. We then show that these differences are especially pronounced when translating sentences that contain idiomatic expressions.
Joint Repetition Suppression and Content Moderation of Large Language Models
Zhang, Minghui, Sokolov, Alex, Cai, Weixin, Chen, Si-Qing
Natural language generation (NLG) is one of the most impactful fields in NLP, and recent years have witnessed its evolution brought about by large language models (LLMs). As the key instrument for writing assistance applications, they are generally prone to replicating or extending offensive content provided in the input. In low-resource data regime, they can also lead to repetitive outputs. Usually, offensive content and repetitions are mitigated with post-hoc methods, including n-gram level blocklists, top-k and nucleus sampling. In this paper, we apply non-exact repetition suppression using token and sequence level unlikelihood loss, and further explore the framework of unlikelihood training objective in order to jointly endow the model with abilities to avoid generating offensive words and phrases from the beginning. Finally, with comprehensive experiments, we demonstrate that our proposed methods work exceptionally in controlling the repetition and content quality of LLM outputs.
LIDA: A Tool for Automatic Generation of Grammar-Agnostic Visualizations and Infographics using Large Language Models
Systems that support users in the automatic creation of visualizations must address several subtasks - understand the semantics of data, enumerate relevant visualization goals and generate visualization specifications. In this work, we pose visualization generation as a multi-stage generation problem and argue that well-orchestrated pipelines based on large language models (LLMs) such as ChatGPT/GPT-4 and image generation models (IGMs) are suitable to addressing these tasks. We present LIDA, a novel tool for generating grammar-agnostic visualizations and infographics. LIDA comprises of 4 modules - A SUMMARIZER that converts data into a rich but compact natural language summary, a GOAL EXPLORER that enumerates visualization goals given the data, a VISGENERATOR that generates, refines, executes and filters visualization code and an INFOGRAPHER module that yields data-faithful stylized graphics using IGMs. LIDA provides a python api, and a hybrid user interface (direct manipulation and multilingual natural language) for interactive chart, infographics and data story generation. Learn more about the project here - https://microsoft.github.io/lida/
In-context Example Selection with Influences
In-context learning (ICL) is a powerful paradigm emerged from large language models (LLMs). Despite its promises, ICL performance is known to be highly sensitive to input examples. In this work, we use $\textit{in-context influences}$ to analyze few-shot ICL performance directly from the in-context examples. Our proposed influence-based example selection method can identify both positive and negative examples, outperforming several baselines when evaluated on 9 SuperGLUE tasks. Our analysis uncovers up to a $16.3\%$ performance gap between using the most negative in-context examples compared to the most positive. In a case study, we apply our influence-based framework to quantify the phenomena of recency bias in example ordering for few-shot ICL.
Cooperative Open-ended Learning Framework for Zero-shot Coordination
Li, Yang, Zhang, Shao, Sun, Jichen, Du, Yali, Wen, Ying, Wang, Xinbing, Pan, Wei
Zero-shot coordination in cooperative artificial intelligence (AI) remains a significant challenge, which means effectively coordinating with a wide range of unseen partners. Previous algorithms have attempted to address this challenge by optimizing fixed objectives within a population to improve strategy or behaviour diversity. However, these approaches can result in a loss of learning and an inability to cooperate with certain strategies within the population, known as cooperative incompatibility. To address this issue, we propose the Cooperative Open-ended LEarning (COLE) framework, which constructs open-ended objectives in cooperative games with two players from the perspective of graph theory to assess and identify the cooperative ability of each strategy. We further specify the framework and propose a practical algorithm that leverages knowledge from game theory and graph theory. Furthermore, an analysis of the learning process of the algorithm shows that it can efficiently overcome cooperative incompatibility. The experimental results in the Overcooked game environment demonstrate that our method outperforms current state-of-the-art methods when coordinating with different-level partners. Our demo is available at https://sites.google.com/view/cole-2023.