Zhang, Yufeng
Seed-CTS: Unleashing the Power of Tree Search for Superior Performance in Competitive Coding Tasks
Wang, Hao, Liu, Boyi, Zhang, Yufeng, Chen, Jie
Competition-level code generation tasks pose significant challenges for current state-of-the-art large language models (LLMs). For example, on the LiveCodeBench-Hard dataset, models such as O1-Mini and O1-Preview achieve pass@1 rates of only 0.366 and 0.143, respectively. While tree search techniques have proven effective in domains like mathematics and general coding, their potential in competition-level code generation remains under-explored. In this work, we propose a novel token-level tree search method specifically designed for code generation. Leveraging Qwen2.5-Coder-32B-Instruct, our approach achieves a pass rate of 0.305 on LiveCodeBench-Hard, surpassing the pass@100 performance of GPT4o-0513 (0.245). Furthermore, by integrating Chain-of-Thought (CoT) prompting, we improve our method's performance to 0.351, approaching O1-Mini's pass@1 rate. To ensure reproducibility, we report the average number of generations required per problem by our tree search method on the test set. Our findings underscore the potential of tree search to significantly enhance performance on competition-level code generation tasks. This opens up new possibilities for large-scale synthesis of challenging code problems supervised fine-tuning (SFT) data, advancing competition-level code generation tasks.
FullStack Bench: Evaluating LLMs as Full Stack Coders
Bytedance-Seed-Foundation-Code-Team, null, :, null, Cheng, Yao, Chen, Jianfeng, Chen, Jie, Chen, Li, Chen, Liyu, Chen, Wentao, Chen, Zhengyu, Geng, Shijie, Li, Aoyan, Li, Bo, Li, Bowen, Li, Linyi, Liu, Boyi, Liu, Jerry, Liu, Kaibo, Liu, Qi, Liu, Shukai, Liu, Siyao, Liu, Tianyi, Liu, Tingkai, Liu, Yongfei, Long, Rui, Mai, Jing, Ning, Guanghan, Peng, Z. Y., Shen, Kai, Su, Jiahao, Su, Jing, Sun, Tao, Sun, Yifan, Tao, Yunzhe, Wang, Guoyin, Wang, Siwei, Wang, Xuwu, Wang, Yite, Wang, Zihan, Xia, Jinxiang, Xiang, Liang, Xiao, Xia, Xiao, Yongsheng, Xi, Chenguang, Xin, Shulin, Xu, Jingjing, Xu, Shikun, Yang, Hongxia, Yang, Jack, Yang, Yingxiang, Yuan, Jianbo, Zhang, Jun, Zhang, Yufeng, Zhang, Yuyu, Zheng, Shen, Zhu, He, Zhu, Ming
As the capabilities of code large language models (LLMs) continue to expand, their applications across diverse code intelligence domains are rapidly increasing. However, most existing datasets only evaluate limited application domains. To address this gap, we have developed a comprehensive code evaluation dataset FullStack Bench focusing on full-stack programming, which encompasses a wide range of application domains (e.g., basic programming, data analysis, software engineering, mathematics, and machine learning). Besides, to assess multilingual programming capabilities, in FullStack Bench, we design real-world instructions and corresponding unit test cases from 16 widely-used programming languages to reflect real-world usage scenarios rather than simple translations. Moreover, we also release an effective code sandbox execution tool (i.e., SandboxFusion) supporting various programming languages and packages to evaluate the performance of our FullStack Bench efficiently. Comprehensive experimental results on our FullStack Bench demonstrate the necessity and effectiveness of our FullStack Bench and SandboxFusion.
Detecting Emotional Incongruity of Sarcasm by Commonsense Reasoning
Qiu, Ziqi, Yu, Jianxing, Zhang, Yufeng, Lai, Hanjiang, Rao, Yanghui, Su, Qinliang, Yin, Jian
This paper focuses on sarcasm detection, which aims to identify whether given statements convey criticism, mockery, or other negative sentiment opposite to the literal meaning. To detect sarcasm, humans often require a comprehensive understanding of the semantics in the statement and even resort to external commonsense to infer the fine-grained incongruity. However, existing methods lack commonsense inferential ability when they face complex real-world scenarios, leading to unsatisfactory performance. To address this problem, we propose a novel framework for sarcasm detection, which conducts incongruity reasoning based on commonsense augmentation, called EICR. Concretely, we first employ retrieval-augmented large language models to supplement the missing but indispensable commonsense background knowledge. To capture complex contextual associations, we construct a dependency graph and obtain the optimized topology via graph refinement. We further introduce an adaptive reasoning skeleton that integrates prior rules to extract sentiment-inconsistent subgraphs explicitly. To eliminate the possible spurious relations between words and labels, we employ adversarial contrastive learning to enhance the robustness of the detector. Experiments conducted on five datasets demonstrate the effectiveness of EICR.
BabelBench: An Omni Benchmark for Code-Driven Analysis of Multimodal and Multistructured Data
Wang, Xuwu, Cui, Qiwen, Tao, Yunzhe, Wang, Yiran, Chai, Ziwei, Han, Xiaotian, Liu, Boyi, Yuan, Jianbo, Su, Jing, Wang, Guoyin, Liu, Tingkai, Chen, Liyu, Liu, Tianyi, Sun, Tao, Zhang, Yufeng, Zheng, Sirui, You, Quanzeng, Yang, Yang, Yang, Hongxia
Large language models (LLMs) have become increasingly pivotal across various domains, especially in handling complex data types. This includes structured data processing, as exemplified by ChartQA and ChatGPT-Ada, and multimodal unstructured data processing as seen in Visual Question Answering (VQA). These areas have attracted significant attention from both industry and academia. Despite this, there remains a lack of unified evaluation methodologies for these diverse data handling scenarios. In response, we introduce BabelBench, an innovative benchmark framework that evaluates the proficiency of LLMs in managing multimodal multistructured data with code execution. BabelBench incorporates a dataset comprising 247 meticulously curated problems that challenge the models with tasks in perception, commonsense reasoning, logical reasoning, and so on. Besides the basic capabilities of multimodal understanding, structured data processing as well as code generation, these tasks demand advanced capabilities in exploration, planning, reasoning and debugging. Our experimental findings on BabelBench indicate that even cutting-edge models like ChatGPT 4 exhibit substantial room for improvement. The insights derived from our comprehensive analysis offer valuable guidance for future research within the community. The benchmark data can be found at https://github.com/FFD8FFE/babelbench.
Lifelike Agility and Play in Quadrupedal Robots using Reinforcement Learning and Generative Pre-trained Models
Han, Lei, Zhu, Qingxu, Sheng, Jiapeng, Zhang, Chong, Li, Tingguang, Zhang, Yizheng, Zhang, He, Liu, Yuzhen, Zhou, Cheng, Zhao, Rui, Li, Jie, Zhang, Yufeng, Wang, Rui, Chi, Wanchao, Li, Xiong, Zhu, Yonghui, Xiang, Lingzhu, Teng, Xiao, Zhang, Zhengyou
Knowledge from animals and humans inspires robotic innovations. Numerous efforts have been made to achieve agile locomotion in quadrupedal robots through classical controllers or reinforcement learning approaches. These methods usually rely on physical models or handcrafted rewards to accurately describe the specific system, rather than on a generalized understanding like animals do. Here we propose a hierarchical framework to construct primitive-, environmental- and strategic-level knowledge that are all pre-trainable, reusable and enrichable for legged robots. The primitive module summarizes knowledge from animal motion data, where, inspired by large pre-trained models in language and image understanding, we introduce deep generative models to produce motor control signals stimulating legged robots to act like real animals. Then, we shape various traversing capabilities at a higher level to align with the environment by reusing the primitive module. Finally, a strategic module is trained focusing on complex downstream tasks by reusing the knowledge from previous levels. We apply the trained hierarchical controllers to the MAX robot, a quadrupedal robot developed in-house, to mimic animals, traverse complex obstacles and play in a designed challenging multi-agent chase tag game, where lifelike agility and strategy emerge in the robots.
Pattern-Aware Chain-of-Thought Prompting in Large Language Models
Zhang, Yufeng, Wang, Xuepeng, Wu, Lingxiang, Wang, Jinqiao
Chain-of-thought (CoT) prompting can guide language models to engage in complex multi-step reasoning. The quality of provided demonstrations significantly impacts the success of downstream inference tasks. While existing automated methods prioritize accuracy and semantics in these demonstrations, we show that the underlying reasoning patterns play a more crucial role in such tasks. In this paper, we propose Pattern-Aware CoT, a prompting method that considers the diversity of demonstration patterns. By incorporating patterns such as step length and reasoning process within intermediate steps, PA-CoT effectively mitigates the issue of bias induced by demonstrations and enables better generalization to diverse scenarios. We conduct experiments on nine reasoning benchmark tasks using two open-source LLMs. The results show that our method substantially enhances reasoning performance and exhibits robustness to errors. The code will be made publicly available.
A Mean-Field Analysis of Neural Gradient Descent-Ascent: Applications to Functional Conditional Moment Equations
Zhu, Yuchen, Zhang, Yufeng, Wang, Zhaoran, Yang, Zhuoran, Chen, Xiaohong
We study minimax optimization problems defined over infinite-dimensional function classes. In particular, we restrict the functions to the class of overparameterized two-layer neural networks and study (i) the convergence of the gradient descent-ascent algorithm and (ii) the representation learning of the neural network. As an initial step, we consider the minimax optimization problem stemming from estimating a functional equation defined by conditional expectations via adversarial estimation, where the objective function is quadratic in the functional space. For this problem, we establish convergence under the mean-field regime by considering the continuous-time and infinite-width limit of the optimization dynamics. Under this regime, gradient descent-ascent corresponds to a Wasserstein gradient flow over the space of probability measures defined over the space of neural network parameters. We prove that the Wasserstein gradient flow converges globally to a stationary point of the minimax objective at a $\mathcal{O}(T^{-1} + \alpha^{-1} ) $ sublinear rate, and additionally finds the solution to the functional equation when the regularizer of the minimax objective is strongly convex. Here $T$ denotes the time and $\alpha$ is a scaling parameter of the neural network. In terms of representation learning, our results show that the feature representation induced by the neural networks is allowed to deviate from the initial one by the magnitude of $\mathcal{O}(\alpha^{-1})$, measured in terms of the Wasserstein distance. Finally, we apply our general results to concrete examples including policy evaluation, nonparametric instrumental variable regression, and asset pricing.
$\mathbf{(N,K)}$-Puzzle: A Cost-Efficient Testbed for Benchmarking Reinforcement Learning Algorithms in Generative Language Model
Zhang, Yufeng, Chen, Liyu, Liu, Boyi, Yang, Yingxiang, Cui, Qiwen, Tao, Yunzhe, Yang, Hongxia
Recent advances in reinforcement learning (RL) algorithms aim to enhance the performance of language models at scale. Yet, there is a noticeable absence of a cost-effective and standardized testbed tailored to evaluating and comparing these algorithms. To bridge this gap, we present a generalized version of the 24-Puzzle: the $(N,K)$-Puzzle, which challenges language models to reach a target value $K$ with $N$ integers. We evaluate the effectiveness of established RL algorithms such as Proximal Policy Optimization (PPO), alongside novel approaches like Identity Policy Optimization (IPO) and Direct Policy Optimization (DPO).
Can Large Language Models Play Games? A Case Study of A Self-Play Approach
Guo, Hongyi, Liu, Zhihan, Zhang, Yufeng, Wang, Zhaoran
Large Language Models (LLMs) harness extensive data from the Internet, storing a broad spectrum of prior knowledge. While LLMs have proven beneficial as decision-making aids, their reliability is hampered by limitations in reasoning, hallucination phenomenon, and so on. On the other hand, Monte-Carlo Tree Search (MCTS) is a heuristic search algorithm that provides reliable decision-making solutions, achieved through recursive rollouts and self-play. However, the effectiveness of MCTS relies heavily on heuristic pruning and external value functions, particularly in complex decision scenarios. This work introduces an innovative approach that bolsters LLMs with MCTS self-play to efficiently resolve deterministic turn-based zero-sum games (DTZG), such as chess and go, without the need for additional training. Specifically, we utilize LLMs as both action pruners and proxies for value functions without the need for additional training. We theoretically prove that the suboptimality of the estimated value in our proposed method scales with $\tilde{\mathcal O}\Bigl(\frac{|\tilde {\mathcal A}|}{\sqrt{N}} + \epsilon_\mathrm{pruner} + \epsilon_\mathrm{critic}\Bigr)$, where \(N\) is the number of simulations, $|\tilde {\mathcal A}|$ is the cardinality of the pruned action space by LLM, and $\epsilon_\mathrm{pruner}$ and $\epsilon_\mathrm{critic}$ quantify the errors incurred by adopting LLMs as action space pruner and value function proxy, respectively. Our experiments in chess and go demonstrate the capability of our method to address challenges beyond the scope of MCTS and improve the performance of the directly application of LLMs.
CPT: Competence-progressive Training Strategy for Few-shot Node Classification
Yan, Qilong, Zhang, Yufeng, Zhang, Jinghao, Duan, Jingpu, Yin, Jian
Graph Neural Networks (GNNs) have made significant advancements in node classification, but their success relies on sufficient labeled nodes per class in the training data. Real-world graph data often exhibits a long-tail distribution with sparse labels, emphasizing the importance of GNNs' ability in few-shot node classification, which entails categorizing nodes with limited data. Traditional episodic meta-learning approaches have shown promise in this domain, but they face an inherent limitation: it might lead the model to converge to suboptimal solutions because of random and uniform task assignment, ignoring task difficulty levels. This could lead the meta-learner to face complex tasks too soon, hindering proper learning. Ideally, the meta-learner should start with simple concepts and advance to more complex ones, like human learning. So, we introduce CPT, a novel two-stage curriculum learning method that aligns task difficulty with the meta-learner's progressive competence, enhancing overall performance. Specifically, in CPT's initial stage, the focus is on simpler tasks, fostering foundational skills for engaging with complex tasks later. Importantly, the second stage dynamically adjusts task difficulty based on the meta-learner's growing competence, aiming for optimal knowledge acquisition. Extensive experiments on popular node classification datasets demonstrate significant improvements of our strategy over existing methods.