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Alexander Koller

Publications and source records attributed to Alexander Koller.

At least 19 recordsLinked to original sources

TEVI: Text-Conditioned Editing of Visual Representations via Sparse Autoencoders for Improved Vision-Language Alignment

Vision-language models such as CLIP are highly useful for diverse tasks due to their shared image-text embedding space. Despite this, the image and text embeddings are often poorly aligned, affecting downstream performance. Recent work has hypothesized that this can be attributed to an information imbalance: images contain more information than their captions describe. In this work, we propose TEVI, a framework that uses captions as a signal for what to retain from image embeddings. Specifically, we use sparse autoencoders to disentangle image embeddings and train a masking module to selectively reconstruct the embedding based on a given caption. In a controlled setup with synthetic captions, we show that TEVI is effective at preserving caption-described attributes while discarding others. We find that this extends to CLIP models trained on natural images, where TEVI learns to mask meaningfully and allows retrieval based on conditioning. Finally, we use TEVI to achieve improved retrieval performance across coarse-grained and fine-grained benchmarks. Code available at https://github.com/neuroexplicit-saar/TEVI.

cs.CV

Accelerating Constrained Decoding with Token Space Compression

To guarantee that an LLM's outputs conform to a specified structure, context-free grammar (CFG) decoding engines force the selection of next tokens that produce strings that conform to a given CFG. While current CFG-constrained decoding engines are highly optimized, the inherent costs arising from the massive per-step search space -- i.e. the entire token vocabulary -- result in intractably high overhead for more complex CFGs: precisely the situation where CFG engines are most useful. In this paper, we introduce CFGzip, an offline technique for compressing the token search space, which massively reduces CFG engine overhead. In experiments, we report latency reduction of up to two orders of magnitude when CFGzip is used with a SoTA grammar engine, yielding an up to 7.5x speedup in total constrained generation time: with CFGzip, constrained decoding is now feasible at scale for complex CFGs.

cs.AI

Barriers to Universal Reasoning With Transformers (And How to Overcome Them)

Chain-of-Thought (CoT) has been shown to empirically improve Transformers' performance, and theoretically increase their expressivity to Turing completeness. However, whether Transformers can learn to generalize to CoT traces longer than those seen during training is understudied. We use recent theoretical frameworks for Transformer length generalization and find that -- under standard positional encodings and a finite alphabet -- Transformers with CoT cannot solve problems beyond $TC^0$, i.e. the expressivity benefits do not hold under the stricter requirement of length-generalizable learnability. However, if we allow the vocabulary to grow with problem size, we attain a length-generalizable simulation of Turing machines where the CoT trace length is linear in the simulated runtime up to a constant. Our construction overcomes two core obstacles to reliable length generalization: repeated copying and last-occurrence retrieval. We assign each tape position a unique signpost token, and log only value changes to enable recovery of the current tape symbol through counts circumventing both barriers. Further, we empirically show that the use of such signpost tokens and value change encodings provide actionable guidance to improve length generalization on hard problems.

cs.LG

LLMs Generate Kitsch

Large Language Models (LLMs) are increasingly used to generate pictures, texts, music, videos, and other works that have traditionally required human creativity. LLM-generated artifacts are often rated better than human-generated works in controlled studies. At the same time, they can come across as generic and hollow. We propose to resolve this tension by arguing that LLMs systematically generate kitsch, and that this is a consequence of the way in which they are trained. We also show empirically that readers perceive LLM-generated stories as kitschier, if we control for their definition of "kitsch". We discuss implications for the design of future studies and for creative tasks such as research and coding.

cs.CL

AuthorMix: Modular Authorship Style Transfer via Layer-wise Adapter Mixing

The task of authorship style transfer involves rewriting text in the style of a target author while preserving the meaning of the original text. Existing style transfer methods train a single model on large corpora to model all target styles at once: this high-cost approach offers limited flexibility for target-specific adaptation, and often sacrifices meaning preservation for style transfer. In this paper, we propose AuthorMix: a lightweight, modular, and interpretable style transfer framework. We train individual, style-specific LoRA adapters on a small set of high-resource authors, allowing the rapid training of specialized adaptation models for each new target via learned, layer-wise adapter mixing, using only a handful of target-style training examples. AuthorMix outperforms existing, SoTA style-transfer baselines-as well as GPT-5.1-for low-resource targets, achieving the highest overall score and substantially improving meaning preservation in both automatic and human evaluations.

cs.CL

On the Ability of Transformers to Verify Plans

Transformers have shown inconsistent success in AI planning tasks, and theoretical understanding of when generalization should be expected has been limited. We take important steps towards addressing this gap by analyzing the ability of decoder-only models to verify whether a given plan correctly solves a given planning instance. To analyse the general setting where the number of objects -- and thus the effective input alphabet -- grows at test time, we introduce C*-RASP, an extension of C-RASP designed to establish length generalization guarantees for transformers under the simultaneous growth in sequence length and vocabulary size. Our results identify a large class of classical planning domains for which transformers can provably learn to verify long plans, and structural properties that significantly affects the learnability of length generalizable solutions. Empirical experiments corroborate our theory.

cs.AI

Characterizing Language Use in a Collaborative Situated Game

Cooperative video games, where multiple participants must coordinate by communicating and reasoning under uncertainty in complex environments, yield a rich source of language data. We collect the Portal Dialogue Corpus: a corpus of 11.5 hours of spoken human dialogue in the co-op mode of the popular Portal 2 virtual puzzle game, comprising 24.5K total utterances. We analyze player language and behavior, identifying a number of linguistic phenomena that rarely appear in most existing chitchat or task-oriented dialogue corpora, including complex spatial reference, clarification and repair, and ad-hoc convention formation. To support future analyses of language use in complex, situated, collaborative problem-solving scenarios, we publicly release the corpus, which comprises player videos, audio, transcripts, game state data, and both manual and automatic annotations of language data.

cs.CL

Evaluating Spatiotemporal Consistency in Automatically Generated Sewing Instructions

In this paper, we propose a novel, automatic tree-based evaluation metric for LLM-generated step-by-step assembly instructions, that more accurately reflects spatiotemporal aspects of construction than traditional metrics such as BLEU and BERT similarity scores. We apply our proposed metric to the domain of sewing instructions, and show that our metric better correlates with manually-annotated error counts as well as human quality ratings, demonstrating our metric's superiority for evaluating the spatiotemporal soundness of sewing instructions. Further experiments show that our metric is more robust than traditional approaches against artificially-constructed counterfactual examples that are specifically constructed to confound metrics that rely on textual similarity.

cs.CL

GRPO is Secretly a Process Reward Model

Process reward models (PRMs) allow for fine-grained credit assignment in reinforcement learning (RL), and seemingly contrast with outcome reward models (ORMs), which assign a single reward to an entire trajectory. However, we provide theoretical proof in this work that the Group Relative Policy Optimization (GRPO) RL algorithm equipped with an ORM is in fact equivalent to a PRM-aware RL objective equipped with a non-trivial, Monte-Carlo-based PRM (given mild assumptions). Leveraging the framework of GRPO-as-a-PRM, we identify a flaw in the GRPO objective that interacts with imbalanced process steps and rewards to hinder both exploration and exploitation (under different conditions). We propose a simple modification to the algorithm to mitigate this defect ($\lambda$-GRPO), and show that LLMs tuned with $\lambda$-GRPO outperform LLMs tuned with standard GRPO on downstream reasoning tasks\textemdash and reach peak performance more rapidly. These results show that we can leverage the hidden, built-in PRM structure within the vanilla GRPO algorithm to boost model performance without employing an explicit PRM, and with a negligible impact on training time and cost.

cs.LG

Improved Generalized Planning with LLMs through Strategy Refinement and Reflection

LLMs have recently been used to generate Python programs representing generalized plans in PDDL planning, i.e., plans that generalize across the tasks of a given PDDL domain. Previous work proposed a framework consisting of three steps: the LLM first generates a summary and then a strategy for the domain, both in natural language, and then implements that strategy as a Python program, that gets debugged on example planning tasks. In that work, only one strategy is generated and passed directly to the program generation. If the strategy is incorrect, its implementation will therefore result in an incorrect generalized plan. Here, we introduce an approach that generates the strategy in the form of pseudocode and enables automatic debugging of the pseudocode, hence allowing us to identify and fix errors prior to the generation of the generalized plan itself. Additionally, we extend the Python debugging phase with a reflection step prompting the LLM to pinpoint the reason for the observed plan failure. Finally, we take inspiration from LLM code generation to produce several program variants and pick the best one. Running experiments on 17 benchmark domains with two reasoning and two non-reasoning LLMs, we show that these extensions substantially improve the quality of the generalized plans. Our best performing configuration achieves an average coverage of 82% across the domains.

cs.AI

Positional Biases Shift as Inputs Approach Context Window Limits

Large Language Models (LLMs) often struggle to use information across long inputs effectively. Prior work has identified positional biases, such as the Lost in the Middle (LiM) effect, where models perform better when information appears at the beginning (primacy bias) or end (recency bias) of the input, rather than in the middle. However, long-context studies have not consistently replicated these effects, raising questions about their intensity and the conditions under which they manifest. To address this, we conducted a comprehensive analysis using relative rather than absolute input lengths, defined with respect to each model's context window. Our findings reveal that the LiM effect is strongest when inputs occupy up to 50% of a model's context window. Beyond that, the primacy bias weakens, while recency bias remains relatively stable. This effectively eliminates the LiM effect; instead, we observe a distance-based bias, where model performance is better when relevant information is closer to the end of the input. Furthermore, our results suggest that successful retrieval is a prerequisite for reasoning in LLMs, and that the observed positional biases in reasoning are largely inherited from retrieval. These insights have implications for long-context tasks, the design of future LLM benchmarks, and evaluation methodologies for LLMs handling extended inputs.

cs.CL

Language models can learn implicit multi-hop reasoning, but only if they have lots of training data

Implicit reasoning is the ability of a language model to solve multi-hop reasoning tasks in a single forward pass, without chain of thought. We investigate this capability using GPT2-style language models trained from scratch on controlled $k$-hop reasoning datasets ($k = 2, 3, 4$). We show that while such models can indeed learn implicit $k$-hop reasoning, the required training data grows exponentially in $k$, and the required number of transformer layers grows linearly in $k$. We offer a theoretical explanation for why this depth growth is necessary. We further find that the data requirement can be mitigated, but not eliminated, through curriculum learning.

cs.CL

Collaborative Problem-Solving in an Optimization Game

Dialogue agents that support human users in solving complex tasks have received much attention recently. Many such tasks are NP-hard optimization problems that require careful collaborative exploration of the solution space. We introduce a novel dialogue game in which the agents collaboratively solve a two-player Traveling Salesman problem, along with an agent that combines LLM prompting with symbolic mechanisms for state tracking and grounding. Our best agent solves 45% of games optimally in self-play. It also demonstrates an ability to collaborate successfully with human users and generalize to unfamiliar graphs.

cs.CL

Procedural Environment Generation for Tool-Use Agents

Although the power of LLM tool-use agents has ignited a flurry of recent research in this area, the curation of tool-use training data remains an open problem$-$especially for online RL training. Existing approaches to synthetic tool-use data generation tend to be non-interactive, and/or non-compositional. We introduce RandomWorld, a pipeline for the procedural generation of interactive tools and compositional tool-use data. We show that models tuned via SFT and RL on synthetic RandomWorld data improve on a range of tool-use benchmarks, and set the new SoTA for two metrics on the NESTFUL dataset. Further experiments show that downstream performance scales with the amount of RandomWorld-generated training data, opening up the possibility of further improvement through the use of entirely synthetic data.

cs.LG

Playpen: An Environment for Exploring Learning Through Conversational Interaction

Interaction between learner and feedback-giver has come into focus recently for post-training of Large Language Models (LLMs), through the use of reward models that judge the appropriateness of a model's response. In this paper, we investigate whether Dialogue Games -- goal-directed and rule-governed activities driven predominantly by verbal actions -- can also serve as a source of feedback signals for learning. We introduce Playpen, an environment for off- and online learning through Dialogue Game self-play, and investigate a representative set of post-training methods: supervised fine-tuning; direct alignment (DPO); and reinforcement learning with GRPO. We experiment with post-training a small LLM (Llama-3.1-8B-Instruct), evaluating performance on unseen instances of training games as well as unseen games, and on standard benchmarks. We find that imitation learning through SFT improves performance on unseen instances, but negatively impacts other skills, while interactive learning with GRPO shows balanced improvements without loss of skills. We release the framework and the baseline training setups to foster research in the promising new direction of learning in (synthetic) interaction.

cs.CL

LLMs syntactically adapt their language use to their conversational partner

It has been frequently observed that human speakers align their language use with each other during conversations. In this paper, we study empirically whether large language models (LLMs) exhibit the same behavior of conversational adaptation. We construct a corpus of conversations between LLMs and find that two LLM agents end up making more similar syntactic choices as conversations go on, confirming that modern LLMs adapt their language use to their conversational partners in at least a rudimentary way.

cs.CL

Triangulating LLM Progress through Benchmarks, Games, and Cognitive Tests

We examine three evaluation paradigms: standard benchmarks (e.g., MMLU and BBH), interactive games (e.g., Signalling Games or Taboo), and cognitive tests (e.g., for working memory or theory of mind). First, we investigate which of the former two-benchmarks or games-is most effective at discriminating LLMs of varying quality. Then, inspired by human cognitive assessments, we compile a suite of targeted tests that measure cognitive abilities deemed essential for effective language use, and we investigate their correlation with model performance in benchmarks and games. Our analyses reveal that interactive games are superior to standard benchmarks in discriminating models. Causal and logical reasoning correlate with both static and interactive tests, while differences emerge regarding core executive functions and social/emotional skills, which correlate more with games. We advocate for the development of new interactive benchmarks and targeted cognitive tasks inspired by assessing human abilities but designed specifically for LLMs.

cs.CL

A Knapsack by Any Other Name: Presentation impacts LLM performance on NP-hard problems

To investigate the effect of problem presentation on LLMs' ability to solve optimization problems, we introduce the dataset of Everyday Hard Optimization Problems (EHOP), a collection of NP-hard problems expressed in natural language. EHOP includes problem formulations that could be found in computer science textbooks (e.g., graph coloring), versions that are dressed up as problems that could arise in real life (e.g., party planning), and variants with inverted rules. We find that state-of-the-art LLMs, across multiple prompting strategies, systematically solve textbook problems more accurately than their real-life and inverted counterparts. While reasoning models are more capable, they nonetheless show high variance across problem presentations, suggesting they lack a truly robust reasoning mechanism. We argue that this constitutes evidence that LLMs are still heavily dependent on what was seen in training and struggle to generalize to novel problems.

cs.CL