joker
Joker: Joint Optimization Framework for Lightweight Kernel Machines
Kernel methods are powerful tools for nonlinear learning with well-established theory. The scalability issue has been their long-standing challenge. Despite the existing success, there are two limitations in large-scale kernel methods: (i) The memory overhead is too high for users to afford; (ii) existing efforts mainly focus on kernel ridge regression (KRR), while other models lack study. In this paper, we propose Joker, a joint optimization framework for diverse kernel models, including KRR, logistic regression, and support vector machines. We design a dual block coordinate descent method with trust region (DBCD-TR) and adopt kernel approximation with randomized features, leading to low memory costs and high efficiency in large-scale learning. Experiments show that Joker saves up to 90\% memory but achieves comparable training time and performance (or even better) than the state-of-the-art methods.
Capuchin monkeys kidnap baby howler monkeys, shocking scientists
Breakthroughs, discoveries, and DIY tips sent every weekday. Observing animals, especially other social primates, can be awe-inspiring. Seeing non-human species groom, feed, or socialize with their friends and kin echoes the best of our own impulses. It can feel affirming to know that, in many ways, they're like us. But, like humans, other primates are complicated.
Human-Interpretable Adversarial Prompt Attack on Large Language Models with Situational Context
Das, Nilanjana, Raff, Edward, Gaur, Manas
Previous research on testing the vulnerabilities in Large Language Models (LLMs) using adversarial attacks has primarily focused on nonsensical prompt injections, which are easily detected upon manual or automated review (e.g., via byte entropy). However, the exploration of innocuous human-understandable malicious prompts augmented with adversarial injections remains limited. In this research, we explore converting a nonsensical suffix attack into a sensible prompt via a situation-driven contextual re-writing. This allows us to show suffix conversion without any gradients, using only LLMs to perform the attacks, and thus better understand the scope of possible risks. We combine an independent, meaningful adversarial insertion and situations derived from movies to check if this can trick an LLM. The situations are extracted from the IMDB dataset, and prompts are defined following a few-shot chain-of-thought prompting. Our approach demonstrates that a successful situation-driven attack can be executed on both open-source and proprietary LLMs. We find that across many LLMs, as few as 1 attempt produces an attack and that these attacks transfer between LLMs.
Enhancing Commentary Strategies for Imperfect Information Card Games: A Study of Large Language Models in Guandan Commentary
Tao, Meiling, Liang, Xuechen, Tao, Yiling, Shi, Tianyu
Recent advancements in large language models (LLMs) have unlocked the potential for generating high-quality game commentary. However, producing insightful and engaging commentary for complex games with incomplete information remains a significant challenge. In this paper, we introduce a novel commentary method that combine Reinforcement Learning (RL) and LLMs, tailored specifically for the Chinese card game \textit{Guandan}. Our system leverages RL to generate intricate card-playing scenarios and employs LLMs to generate corresponding commentary text, effectively emulating the strategic analysis and narrative prowess of professional commentators. The framework comprises a state commentary guide, a Theory of Mind (ToM)-based strategy analyzer, and a style retrieval module, which seamlessly collaborate to deliver detailed and context-relevant game commentary in the Chinese language environment. We empower LLMs with ToM capabilities and refine both retrieval and information filtering mechanisms. This facilitates the generation of personalized commentary content. Our experimental results showcase the substantial enhancement in performance achieved by the proposed commentary framework when applied to open-source LLMs, surpassing the performance of GPT-4 across multiple evaluation metrics.
Unveiling LLMs: The Evolution of Latent Representations in a Temporal Knowledge Graph
Bronzini, Marco, Nicolini, Carlo, Lepri, Bruno, Staiano, Jacopo, Passerini, Andrea
Large Language Models (LLMs) demonstrate an impressive capacity to recall a vast range of common factual knowledge information. However, unravelling the underlying reasoning of LLMs and explaining their internal mechanisms of exploiting this factual knowledge remain active areas of investigation. Our work analyzes the factual knowledge encoded in the latent representation of LLMs when prompted to assess the truthfulness of factual claims. We propose an end-to-end framework that jointly decodes the factual knowledge embedded in the latent space of LLMs from a vector space to a set of ground predicates and represents its evolution across the layers using a temporal knowledge graph. Our framework relies on the technique of activation patching which intervenes in the inference computation of a model by dynamically altering its latent representations. Consequently, we neither rely on external models nor training processes. We showcase our framework with local and global interpretability analyses using two claim verification datasets: FEVER and CLIMATE-FEVER. The local interpretability analysis exposes different latent errors from representation to multi-hop reasoning errors. On the other hand, the global analysis uncovered patterns in the underlying evolution of the model's factual knowledge (e.g., store-and-seek factual information). By enabling graph-based analyses of the latent representations, this work represents a step towards the mechanistic interpretability of LLMs.
Building Persuasive Robots with Social Power Strategies
Hashemian, Mojgan, Couto, Marta, Mascarenhas, Samuel, Paiva, Ana, Santos, Pedro A., Prada, Rui
Can social power endow social robots with the capacity to persuade? This paper represents our recent endeavor to design persuasive social robots. We have designed and run three different user studies to investigate the effectiveness of different bases of social power (inspired by French and Raven's theory) on peoples' compliance to the requests of social robots. The results show that robotic persuaders that exert social power (specifically from expert, reward, and coercion bases) demonstrate increased ability to influence humans. The first study provides a positive answer and shows that under the same circumstances, people with different personalities prefer robots using a specific social power base. In addition, social rewards can be useful in persuading individuals. The second study suggests that by employing social power, social robots are capable of persuading people objectively to select a less desirable choice among others. Finally, the third study shows that the effect of power on persuasion does not decay over time and might strengthen under specific circumstances. Moreover, exerting stronger social power does not necessarily lead to higher persuasion. Overall, we argue that the results of these studies are relevant for designing human--robot-interaction scenarios especially the ones aiming at behavioral change.
KILM: Knowledge Injection into Encoder-Decoder Language Models
Xu, Yan, Namazifar, Mahdi, Hazarika, Devamanyu, Padmakumar, Aishwarya, Liu, Yang, Hakkani-Tür, Dilek
Large pre-trained language models (PLMs) have been shown to retain implicit knowledge within their parameters. To enhance this implicit knowledge, we propose Knowledge Injection into Language Models (KILM), a novel approach that injects entity-related knowledge into encoder-decoder PLMs, via a generative knowledge infilling objective through continued pre-training. This is done without architectural modifications to the PLMs or adding additional parameters. Experimental results over a suite of knowledge-intensive tasks spanning numerous datasets show that KILM enables models to retain more knowledge and hallucinate less, while preserving their original performance on general NLU and NLG tasks. KILM also demonstrates improved zero-shot performances on tasks such as entity disambiguation, outperforming state-of-the-art models having 30x more parameters.
DanZero: Mastering GuanDan Game with Reinforcement Learning
Lu, Yudong, Zhao, Jian, Zhao, Youpeng, Zhou, Wengang, Li, Houqiang
Card game AI has always been a hot topic in the research of artificial intelligence. In recent years, complex card games such as Mahjong, DouDizhu and Texas Hold'em have been solved and the corresponding AI programs have reached the level of human experts. In this paper, we are devoted to developing an AI program for a more complex card game, GuanDan, whose rules are similar to DouDizhu but much more complicated. To be specific, the characteristics of large state and action space, long length of one episode and the unsure number of players in the GuanDan pose great challenges for the development of the AI program. To address these issues, we propose the first AI program DanZero for GuanDan using reinforcement learning technique. Specifically, we utilize a distributed framework to train our AI system. In the actor processes, we carefully design the state features and agents generate samples by self-play. In the learner process, the model is updated by Deep Monte-Carlo Method. After training for 30 days using 160 CPUs and 1 GPU, we get our DanZero bot. We compare it with 8 baseline AI programs which are based on heuristic rules and the results reveal the outstanding performance of DanZero. We also test DanZero with human players and demonstrate its human-level performance.
Content is King; AI is Joker.
When planning an AI-assisted content generation UX/UI (user experience and user interface), these three aspects are to be decided upon: 1) interaction mode: copilot or automatic, 2) work unit (e.g. an image or a full album, document clause or a full document, code function or a micro-service, …), 3) starting point: updating existing content samples or inventing new content from scratch. Let's elaborate on the interaction mode options. In Copilot mode, an AI assistant can, for example, suggest, auto-complete, extend, check, test, and improve the content. Usually done in iterations, guided by the user, and with small work units. In Automatic mode, an AI assistant can, for example, i) replicate previous human actions or preferences and apply them to new samples, or ii) create or compose new samples with certain representation properties.
Hands-on Content Based Recommender System using Python
One of the most surprising and fascinating applications of Artificial Intelligence is for sure recommender systems. In a nutshell, a recommender system is a tool that suggests you the next content given what you have already seen and liked. Companies like Spotify, Netflix or Youtube use recommender systems to suggest you the next video or song to watch given what you have already seen or listened to. The idea of build recommender system has surely not been developed yesterday. In 2006 Netflix announced a 1 million dollar reward to the research team able to build the best recommender system possible given some test data.