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 elo rating system


Elo Uncovered: Robustness and Best Practices in Language Model Evaluation

Neural Information Processing Systems

However, while popular, the system's suitability for assessing entities with constant skill levels, such as LLMs, remains relatively unexplored. We study two fundamental axioms that evaluation methods should adhere to: reliability and transitivity .


Elo Uncovered: Robustness and Best Practices in Language Model Evaluation

Neural Information Processing Systems

However, while popular, the system's suitability for assessing entities with constant skill levels, such as LLMs, remains relatively unexplored. We study two fundamental axioms that evaluation methods should adhere to: reliability and transitivity .


An Analysis of Elo Rating Systems via Markov Chains

Neural Information Processing Systems

We present a theoretical analysis of the Elo rating system, a popular method for ranking skills of players in an online setting. In particular, we study Elo under the Bradley-Terry-Luce model and, using techniques from Markov chain theory, show that Elo learns the model parameters at a rate competitive with the state-of-the-art. We apply our results to the problem of efficient tournament design and discuss a connection with the fastest-mixing Markov chain problem.


Multi-Agent Training for Pommerman: Curriculum Learning and Population-based Self-Play Approach

arXiv.org Artificial Intelligence

Pommerman is a multi-agent environment that has received considerable attention from researchers in recent years. This environment is an ideal benchmark for multi-agent training, providing a battleground for two teams with communication capabilities among allied agents. Pommerman presents significant challenges for model-free reinforcement learning due to delayed action effects, sparse rewards, and false positives, where opponent players can lose due to their own mistakes. This study introduces a system designed to train multi-agent systems to play Pommerman using a combination of curriculum learning and population-based self-play. We also tackle two challenging problems when deploying the multi-agent training system for competitive games: sparse reward and suitable matchmaking mechanism. Specifically, we propose an adaptive annealing factor based on agents' performance to adjust the dense exploration reward during training dynamically. Additionally, we implement a matchmaking mechanism utilizing the Elo rating system to pair agents effectively. Our experimental results demonstrate that our trained agent can outperform top learning agents without requiring communication among allied agents.


LLMEval: A Preliminary Study on How to Evaluate Large Language Models

arXiv.org Artificial Intelligence

Recently, the evaluation of Large Language Models has emerged as a popular area of research. The three crucial questions for LLM evaluation are ``what, where, and how to evaluate''. However, the existing research mainly focuses on the first two questions, which are basically what tasks to give the LLM during testing and what kind of knowledge it should deal with. As for the third question, which is about what standards to use, the types of evaluators, how to score, and how to rank, there hasn't been much discussion. In this paper, we analyze evaluation methods by comparing various criteria with both manual and automatic evaluation, utilizing onsite, crowd-sourcing, public annotators and GPT-4, with different scoring methods and ranking systems. We propose a new dataset, LLMEval and conduct evaluations on 20 LLMs. A total of 2,186 individuals participated, leading to the generation of 243,337 manual annotations and 57,511 automatic evaluation results. We perform comparisons and analyses of different settings and conduct 10 conclusions that can provide some insights for evaluating LLM in the future. The dataset and the results are publicly available at https://github.com/llmeval .


Elo Uncovered: Robustness and Best Practices in Language Model Evaluation

arXiv.org Artificial Intelligence

In Natural Language Processing (NLP), the Elo rating system, originally designed for ranking players in dynamic games such as chess, is increasingly being used to evaluate Large Language Models (LLMs) through "A vs B" paired comparisons. However, while popular, the system's suitability for assessing entities with constant skill levels, such as LLMs, remains relatively unexplored. We study two fundamental axioms that evaluation methods should adhere to: reliability and transitivity. We conduct extensive evaluation of Elo behaviour, illustrating that individual Elo computations exhibit volatility and delving into the impact of varying the Elo rating system's hyperparameters. We show that these axioms are not always satisfied raising questions about the reliability of current comparative evaluations of LLMs. If the current use of Elo scores is intended to substitute the costly head-to-head comparison of LLMs, it is crucial to ensure the ranking is as robust as possible. Guided by the axioms, our findings offer concrete guidelines for enhancing the reliability of LLM evaluation methods, suggesting a need for reassessment of existing comparative approaches.


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There are many reasons England did not reach the World Cup final this year. There are myriad factors which contributed to Croatia stopping football coming home. I could probably spend a while talking about Harry Kane's missed opportunity, Modric's masterclass or general fatigue setting in during Extra Time. Instead, working at a technology company, I spoke with our AI Department Skunkworx and they took the opportunity to look at things from a different perspective. After using their machine-learning tools to analyse data from every world cup game ever, they presented me with multiple patterns.