Zhang, Yiran
Commenting Higher-level Code Unit: Full Code, Reduced Code, or Hierarchical Code Summarization
Sun, Weisong, Zhang, Yiran, Zhu, Jie, Wang, Zhihui, Fang, Chunrong, Zhang, Yonglong, Feng, Yebo, Huang, Jiangping, Wang, Xingya, Jin, Zhi, Liu, Yang
Commenting code is a crucial activity in software development, as it aids in facilitating future maintenance and updates. To enhance the efficiency of writing comments and reduce developers' workload, researchers has proposed various automated code summarization (ACS) techniques to automatically generate comments/summaries for given code units. However, these ACS techniques primarily focus on generating summaries for code units at the method level. There is a significant lack of research on summarizing higher-level code units, such as file-level and module-level code units, despite the fact that summaries of these higher-level code units are highly useful for quickly gaining a macro-level understanding of software components and architecture. To fill this gap, in this paper, we conduct a systematic study on how to use LLMs for commenting higher-level code units, including file level and module level. These higher-level units are significantly larger than method-level ones, which poses challenges in handling long code inputs within LLM constraints and maintaining efficiency. To address these issues, we explore various summarization strategies for ACS of higher-level code units, which can be divided into three types: full code summarization, reduced code summarization, and hierarchical code summarization. The experimental results suggest that for summarizing file-level code units, using the full code is the most effective approach, with reduced code serving as a cost-efficient alternative. However, for summarizing module-level code units, hierarchical code summarization becomes the most promising strategy. In addition, inspired by the research on method-level ACS, we also investigate using the LLM as an evaluator to evaluate the quality of summaries of higher-level code units. The experimental results demonstrate that the LLM's evaluation results strongly correlate with human evaluations.
RU-AI: A Large Multimodal Dataset for Machine Generated Content Detection
Huang, Liting, Zhang, Zhihao, Zhang, Yiran, Zhou, Xiyue, Wang, Shoujin
The recent advancements in generative AI models, which can create realistic and human-like content, are significantly transforming how people communicate, create, and work. While the appropriate use of generative AI models can benefit the society, their misuse poses significant threats to data reliability and authentication. However, due to a lack of aligned multimodal datasets, effective and robust methods for detecting machine-generated content are still in the early stages of development. In this paper, we introduce RU-AI, a new large-scale multimodal dataset designed for the robust and efficient detection of machine-generated content in text, image, and voice. Our dataset is constructed from three large publicly available datasets: Flickr8K, COCO, and Places205, by combining the original datasets and their corresponding machine-generated pairs. Additionally, experimental results show that our proposed unified model, which incorporates a multimodal embedding module with a multilayer perceptron network, can effectively determine the origin of the data (i.e., original data samples or machine-generated ones) from RU-AI. However, future work is still required to address the remaining challenges posed by RU-AI. The source code and dataset are available at https://github.com/ZhihaoZhang97/RU-AI.
Game-MUG: Multimodal Oriented Game Situation Understanding and Commentary Generation Dataset
Zhang, Zhihao, Cao, Feiqi, Mo, Yingbin, Zhang, Yiran, Poon, Josiah, Han, Caren
The dynamic nature of esports makes the situation relatively complicated for average viewers. Esports broadcasting involves game expert casters, but the caster-dependent game commentary is not enough to fully understand the game situation. It will be richer by including diverse multimodal esports information, including audiences' talks/emotions, game audio, and game match event information. This paper introduces GAME-MUG, a new multimodal game situation understanding and audience-engaged commentary generation dataset and its strong baseline. Our dataset is collected from 2020-2022 LOL game live streams from YouTube and Twitch, and includes multimodal esports game information, including text, audio, and time-series event logs, for detecting the game situation. In addition, we also propose a new audience conversation augmented commentary dataset by covering the game situation and audience conversation understanding, and introducing a robust joint multimodal dual learning model as a baseline. We examine the model's game situation/event understanding ability and commentary generation capability to show the effectiveness of the multimodal aspects coverage and the joint integration learning approach.
FedRDMA: Communication-Efficient Cross-Silo Federated LLM via Chunked RDMA Transmission
Zhang, Zeling, Cai, Dongqi, Zhang, Yiran, Xu, Mengwei, Wang, Shangguang, Zhou, Ao
Communication overhead is a significant bottleneck in federated learning (FL), which has been exaggerated with the increasing size of AI models. In this paper, we propose FedRDMA, a communication-efficient cross-silo FL system that integrates RDMA into the FL communication protocol. To overcome the limitations of RDMA in wide-area networks (WANs), FedRDMA divides the updated model into chunks and designs a series of optimization techniques to improve the efficiency and robustness of RDMA-based communication. We implement FedRDMA atop the industrial federated learning framework and evaluate it on a real-world cross-silo FL scenario. The experimental results show that \sys can achieve up to 3.8$\times$ speedup in communication efficiency compared to traditional TCP/IP-based FL systems.