Searcharxiv⌕ Search

arXiv subjects

Adrian de Wynter

Publications and source records attributed to Adrian de Wynter.

30 records · Page 2Linked to original sources

RTP-LX: Can LLMs Evaluate Toxicity in Multilingual Scenarios?

Large language models (LLMs) and small language models (SLMs) are being adopted at remarkable speed, although their safety still remains a serious concern. With the advent of multilingual S/LLMs, the question now becomes a matter of scale: can we expand multilingual safety evaluations of these models with the same velocity at which they are deployed? To this end, we introduce RTP-LX, a human-transcreated and human-annotated corpus of toxic prompts and outputs in 28 languages. RTP-LX follows participatory design practices, and a portion of the corpus is especially designed to detect culturally-specific toxic language. We evaluate 10 S/LLMs on their ability to detect toxic content in a culturally-sensitive, multilingual scenario. We find that, although they typically score acceptably in terms of accuracy, they have low agreement with human judges when scoring holistically the toxicity of a prompt; and have difficulty discerning harm in context-dependent scenarios, particularly with subtle-yet-harmful content (e.g. microaggressions, bias). We release this dataset to contribute to further reduce harmful uses of these models and improve their safe deployment.

cs.CL↗

"I'd Like to Have an Argument, Please": Argumentative Reasoning in Large Language Models

We evaluate two large language models (LLMs) ability to perform argumentative reasoning. We experiment with argument mining (AM) and argument pair extraction (APE), and evaluate the LLMs' ability to recognize arguments under progressively more abstract input and output (I/O) representations (e.g., arbitrary label sets, graphs, etc.). Unlike the well-known evaluation of prompt phrasings, abstraction evaluation retains the prompt's phrasing but tests reasoning capabilities. We find that scoring-wise the LLMs match or surpass the SOTA in AM and APE, and under certain I/O abstractions LLMs perform well, even beating chain-of-thought--we call this symbolic prompting. However, statistical analysis on the LLMs outputs when subject to small, yet still human-readable, alterations in the I/O representations (e.g., asking for BIO tags as opposed to line numbers) showed that the models are not performing reasoning. This suggests that LLM applications to some tasks, such as data labelling and paper reviewing, must be done with care.

cs.CL↗

LLM as a Mastermind: A Survey of Strategic Reasoning with Large Language Models

This paper presents a comprehensive survey of the current status and opportunities for Large Language Models (LLMs) in strategic reasoning, a sophisticated form of reasoning that necessitates understanding and predicting adversary actions in multi-agent settings while adjusting strategies accordingly. Strategic reasoning is distinguished by its focus on the dynamic and uncertain nature of interactions among multi-agents, where comprehending the environment and anticipating the behavior of others is crucial. We explore the scopes, applications, methodologies, and evaluation metrics related to strategic reasoning with LLMs, highlighting the burgeoning development in this area and the interdisciplinary approaches enhancing their decision-making performance. It aims to systematize and clarify the scattered literature on this subject, providing a systematic review that underscores the importance of strategic reasoning as a critical cognitive capability and offers insights into future research directions and potential improvements.

cs.CL↗

Will GPT-4 Run DOOM?

We show that GPT-4's reasoning and planning capabilities extend to the 1993 first-person shooter Doom. This large language model (LLM) is able to run and play the game with only a few instructions, plus a textual description--generated by the model itself from screenshots--about the state of the game being observed. We find that GPT-4 can play the game to a passable degree: it is able to manipulate doors, combat enemies, and perform pathing. More complex prompting strategies involving multiple model calls provide better results. While further work is required to enable the LLM to play the game as well as its classical, reinforcement learning-based counterparts, we note that GPT-4 required no training, leaning instead on its own reasoning and observational capabilities. We hope our work pushes the boundaries on intelligent, LLM-based agents in video games. We conclude by discussing the ethical implications of our work.

cs.CL↗

Are Large Language Model-based Evaluators the Solution to Scaling Up Multilingual Evaluation?

Large Language Models (LLMs) excel in various Natural Language Processing (NLP) tasks, yet their evaluation, particularly in languages beyond the top $20$, remains inadequate due to existing benchmarks and metrics limitations. Employing LLMs as evaluators to rank or score other models' outputs emerges as a viable solution, addressing the constraints tied to human annotators and established benchmarks. In this study, we explore the potential of LLM-based evaluators, specifically GPT-4 in enhancing multilingual evaluation by calibrating them against $20$K human judgments across three text-generation tasks, five metrics, and eight languages. Our analysis reveals a bias in GPT4-based evaluators towards higher scores, underscoring the necessity of calibration with native speaker judgments, especially in low-resource and non-Latin script languages, to ensure accurate evaluation of LLM performance across diverse languages.

cs.CL↗

A User-Centered Evaluation of Spanish Text Simplification

We present an evaluation of text simplification (TS) in Spanish for a production system, by means of two corpora focused in both complex-sentence and complex-word identification. We compare the most prevalent Spanish-specific readability scores with neural networks, and show that the latter are consistently better at predicting user preferences regarding TS. As part of our analysis, we find that multilingual models underperform against equivalent Spanish-only models on the same task, yet all models focus too often on spurious statistical features, such as sentence length. We release the corpora in our evaluation to the broader community with the hopes of pushing forward the state-of-the-art in Spanish natural language processing.

cs.CL↗

Turing Completeness and Sid Meier's Civilization

We prove that three strategy video games from the Sid Meier's Civilization series: Sid Meier's Civilization: Beyond Earth, Sid Meier's Civilization V, and Sid Meier's Civilization VI, are Turing complete. We achieve this by building three universal Turing machines-one for each game-using only the elements present in the games, and using their internal rules and mechanics as the transition function. The existence of such machines imply that under the assumptions made, the games are undecidable. We show constructions of these machines within a running game session, and we provide a sample execution of an algorithm-the three-state Busy Beaver-with one of our machines.

cs.CC↗

Optimal Subarchitecture Extraction For BERT

We extract an optimal subset of architectural parameters for the BERT architecture from Devlin et al. (2018) by applying recent breakthroughs in algorithms for neural architecture search. This optimal subset, which we refer to as "Bort", is demonstrably smaller, having an effective (that is, not counting the embedding layer) size of $5.5\%$ the original BERT-large architecture, and $16\%$ of the net size. Bort is also able to be pretrained in $288$ GPU hours, which is $1.2\%$ of the time required to pretrain the highest-performing BERT parametric architectural variant, RoBERTa-large (Liu et al., 2019), and about $33\%$ of that of the world-record, in GPU hours, required to train BERT-large on the same hardware. It is also $7.9$x faster on a CPU, as well as being better performing than other compressed variants of the architecture, and some of the non-compressed variants: it obtains performance improvements of between $0.3\%$ and $31\%$, absolute, with respect to BERT-large, on multiple public natural language understanding (NLU) benchmarks.

cs.CL↗

An Approximation Algorithm for Optimal Subarchitecture Extraction

We consider the problem of finding the set of architectural parameters for a chosen deep neural network which is optimal under three metrics: parameter size, inference speed, and error rate. In this paper we state the problem formally, and present an approximation algorithm that, for a large subset of instances behaves like an FPTAS with an approximation error of $ρ\leq |{1- ε}|$, and that runs in $O(|Ξ| + |{W^*_T}|(1 + |Θ||{B}||Ξ|/({ε\, s^{3/2})}))$ steps, where $ε$ and $s$ are input parameters; $|{B}|$ is the batch size; $|{W^*_T}|$ denotes the cardinality of the largest weight set assignment; and $|Ξ|$ and $|Θ|$ are the cardinalities of the candidate architecture and hyperparameter spaces, respectively.

cs.LG↗

Mischief: A Simple Black-Box Attack Against Transformer Architectures

We introduce Mischief, a simple and lightweight method to produce a class of human-readable, realistic adversarial examples for language models. We perform exhaustive experimentations of our algorithm on four transformer-based architectures, across a variety of downstream tasks, as well as under varying concentrations of said examples. Our findings show that the presence of Mischief-generated adversarial samples in the test set significantly degrades (by up to $20\%$) the performance of these models with respect to their reported baselines. Nonetheless, we also demonstrate that, by including similar examples in the training set, it is possible to restore the baseline scores on the adversarial test set. Moreover, for certain tasks, the models trained with Mischief set show a modest increase on performance with respect to their original, non-adversarial baseline.

cs.CL↗

Leveraging External Knowledge for Out-Of-Vocabulary Entity Labeling

Dealing with previously unseen slots is a challenging problem in a real-world multi-domain dialogue state tracking task. Other approaches rely on predefined mappings to generate candidate slot keys, as well as their associated values. This, however, may fail when the key, the value, or both, are not seen during training. To address this problem we introduce a neural network that leverages external knowledge bases (KBs) to better classify out-of-vocabulary slot keys and values. This network projects the slot into an attribute space derived from the KB, and, by leveraging similarities in this space, we propose candidate slot keys and values to the dialogue state tracker. We provide extensive experiments that demonstrate that our stratagem can improve upon a previous approach, which relies on predefined candidate mappings. In particular, we evaluate this approach by training a state-of-the-art model with candidates generated from our network, and obtained relative increases of 57.7% and 82.7% in F1 score and accuracy, respectively, for the aforementioned model, when compared to the current candidate generation strategy.

cs.LG↗

On the Bounds of Function Approximations

Within machine learning, the subfield of Neural Architecture Search (NAS) has recently garnered research attention due to its ability to improve upon human-designed models. However, the computational requirements for finding an exact solution to this problem are often intractable, and the design of the search space still requires manual intervention. In this paper we attempt to establish a formalized framework from which we can better understand the computational bounds of NAS in relation to its search space. For this, we first reformulate the function approximation problem in terms of sequences of functions, and we call it the Function Approximation (FA) problem; then we show that it is computationally infeasible to devise a procedure that solves FA for all functions to zero error, regardless of the search space. We show also that such error will be minimal if a specific class of functions is present in the search space. Subsequently, we show that machine learning as a mathematical problem is a solution strategy for FA, albeit not an effective one, and further describe a stronger version of this approach: the Approximate Architectural Search Problem (a-ASP), which is the mathematical equivalent of NAS. We leverage the framework from this paper and results from the literature to describe the conditions under which a-ASP can potentially solve FA as well as an exhaustive search, but in polynomial time.

cs.LG↗