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Asim Munawar

Publications and source records attributed to Asim Munawar.

At least 19 recordsLinked to original sources

Synthesize and Reward -- Reinforcement Learning for Multi-Step Tool Use in Live Environments

Training LLMs to orchestrate multi-step tool calls is held back by three coupled obstacles: realistic stateful execution environments are costly to build, synthetic training queries are often detached from the server's actual state (so the generated tool calls fail to execute), and recall-based RL rewards incentivize verbose tool-calling patterns. We present PROVE (Programmatic Rewards On Verified Environments), a framework with three contributions: (1) a library of 20 stateful MCP (Model Context Protocol) servers exposing 343 tools, enabling live-execution RL training with session-scoped state isolation; (2) a state-machine data synthesis pipeline that generates multi-turn tool-call trajectories grounded in live-sampled server state, so generated queries reference entities that actually exist; and (3) a multi-component programmatic reward with an adaptive efficiency penalty that counters the verbosity incentive of recall-based rewards. We train four models (Qwen3-4B, Qwen3-8B, Qwen2.5-7B, Granite-4.1-8B) with GRPO on the resulting ~13K training examples. On BFCL Multi-Turn, tau2-bench, and T-Eval, PROVE yields improvements of up to +10.2, +6.8, and +6.5 points respectively, demonstrating that this framework yields consistent gains on multi-step tool orchestration across two model families.

cs.CL

Simulating Complex Multi-Turn Tool Calling Interactions in Stateless Execution Environments

Synthetic data has proven itself to be a valuable resource for tuning smaller, cost-effective language models to handle the complexities of multi-turn tool calling conversations. While many frameworks and systems for producing synthetic multi-turn tool calling data have been proposed, prior works have frequently assumed that any tool calling interactions will take place in an execution environment that maintains state. When such an environment is available, this is advantageous as it allows for the validity of an interaction to be determined by whether or not the state of the execution environment matches to some prespecified objective. Unfortunately, this does not hold in many real-world tool use settings, e.g., in enterprise settings where data security is of the utmost importance or in cases where tool specifications are synthesized from multiple sources. In this work, we address this gap by introducing a data generation method, DiGiT-TC, that is designed to produce tool calling conversations that have the characteristics of conversations generated through search in a stateful environment. The key to our technique lies in a novel generation pattern that allows our approach to implicitly represent certain tool calls in the user request. We validate our approach on standard tool calling benchmarks and demonstrate that, even in stateful problem settings, our approach results in strong performance gains.

cs.CL

NESTFUL: A Benchmark for Evaluating LLMs on Nested Sequences of API Calls

The resurgence of autonomous agents built using large language models (LLMs) to solve complex real-world tasks has brought increased focus on LLMs' fundamental ability of tool or function calling. At the core of these agents, an LLM must plan, execute, and respond using external tools, APIs, and custom functions. Research on tool calling has gathered momentum, but evaluation benchmarks and datasets representing the complexity of the tasks have lagged behind. In this work, we focus on one such complexity, nested sequencing, with the goal of extending existing benchmarks and evaluation. Specifically, we present NESTFUL, a benchmark to evaluate LLMs on nested sequences of API calls, i.e., sequences where the output of one API call is passed as input to a subsequent call. NESTFUL contains 1800+ nested sequences where all the function calls are executable. Experimental results on a variety of models show that the best-performing model (GPT-4o) achieves a full sequence match accuracy of 28% and a win-rate of 60%, necessitating a large scope for improvement in the nested sequencing aspect of function calling. Our analysis of these results provides possible future research directions for the community, in addition to a benchmark to track progress. We have released the NESTFUL dataset under the Apache 2.0 license at https://github.com/IBM/NESTFUL.

cs.AI

Granite-Function Calling Model: Introducing Function Calling Abilities via Multi-task Learning of Granular Tasks

Large language models (LLMs) have recently shown tremendous promise in serving as the backbone to agentic systems, as demonstrated by their performance in multi-faceted, challenging benchmarks like SWE-Bench and Agent-Bench. However, to realize the true potential of LLMs as autonomous agents, they must learn to identify, call, and interact with external tools and application program interfaces (APIs) to complete complex tasks. These tasks together are termed function calling. Endowing LLMs with function calling abilities leads to a myriad of advantages, such as access to current and domain-specific information in databases and knowledge sources, and the ability to outsource tasks that can be reliably performed by tools, e.g., a Python interpreter or calculator. While there has been significant progress in function calling with LLMs, there is still a dearth of open models that perform on par with proprietary LLMs like GPT, Claude, and Gemini. Therefore, in this work, we introduce the GRANITE-20B-FUNCTIONCALLING model under an Apache 2.0 license. The model is trained using a multi-task training approach on seven fundamental tasks encompassed in function calling, those being Nested Function Calling, Function Chaining, Parallel Functions, Function Name Detection, Parameter-Value Pair Detection, Next-Best Function, and Response Generation. We present a comprehensive evaluation on multiple out-of-domain datasets comparing GRANITE-20B-FUNCTIONCALLING to more than 15 other best proprietary and open models. GRANITE-20B-FUNCTIONCALLING provides the best performance among all open models on the Berkeley Function Calling Leaderboard and fourth overall. As a result of the diverse tasks and datasets used for training our model, we show that GRANITE-20B-FUNCTIONCALLING has better generalizability on multiple tasks in seven different evaluation datasets.

cs.LG

BRAIn: Bayesian Reward-conditioned Amortized Inference for natural language generation from feedback

Distribution matching methods for language model alignment such as Generation with Distributional Control (GDC) and Distributional Policy Gradient (DPG) have not received the same level of attention in reinforcement learning from human feedback (RLHF) as contrastive methods such as Sequence Likelihood Calibration (SLiC), Direct Preference Optimization (DPO) and its variants. We identify high variance of the gradient estimate as the primary reason for the lack of success of these methods and propose a self-normalized baseline to reduce the variance. We further generalize the target distribution in DPG, GDC and DPO by using Bayes' rule to define the reward-conditioned posterior. The resulting approach, referred to as BRAIn - Bayesian Reward-conditioned Amortized Inference acts as a bridge between distribution matching methods and DPO and significantly outperforms prior art in summarization and Antropic HH tasks.

cs.LG

API-BLEND: A Comprehensive Corpora for Training and Benchmarking API LLMs

There is a growing need for Large Language Models (LLMs) to effectively use tools and external Application Programming Interfaces (APIs) to plan and complete tasks. As such, there is tremendous interest in methods that can acquire sufficient quantities of train and test data that involve calls to tools / APIs. Two lines of research have emerged as the predominant strategies for addressing this challenge. The first has focused on synthetic data generation techniques, while the second has involved curating task-adjacent datasets which can be transformed into API / Tool-based tasks. In this paper, we focus on the task of identifying, curating, and transforming existing datasets and, in turn, introduce API-BLEND, a large corpora for training and systematic testing of tool-augmented LLMs. The datasets mimic real-world scenarios involving API-tasks such as API / tool detection, slot filling, and sequencing of the detected APIs. We demonstrate the utility of the API-BLEND dataset for both training and benchmarking purposes.

cs.CL

Granite Code Models: A Family of Open Foundation Models for Code Intelligence

Large Language Models (LLMs) trained on code are revolutionizing the software development process. Increasingly, code LLMs are being integrated into software development environments to improve the productivity of human programmers, and LLM-based agents are beginning to show promise for handling complex tasks autonomously. Realizing the full potential of code LLMs requires a wide range of capabilities, including code generation, fixing bugs, explaining and documenting code, maintaining repositories, and more. In this work, we introduce the Granite series of decoder-only code models for code generative tasks, trained with code written in 116 programming languages. The Granite Code models family consists of models ranging in size from 3 to 34 billion parameters, suitable for applications ranging from complex application modernization tasks to on-device memory-constrained use cases. Evaluation on a comprehensive set of tasks demonstrates that Granite Code models consistently reaches state-of-the-art performance among available open-source code LLMs. The Granite Code model family was optimized for enterprise software development workflows and performs well across a range of coding tasks (e.g. code generation, fixing and explanation), making it a versatile all around code model. We release all our Granite Code models under an Apache 2.0 license for both research and commercial use.

cs.AI

Self-Refinement of Language Models from External Proxy Metrics Feedback

It is often desirable for Large Language Models (LLMs) to capture multiple objectives when providing a response. In document-grounded response generation, for example, agent responses are expected to be relevant to a user's query while also being grounded in a given document. In this paper, we introduce Proxy Metric-based Self-Refinement (ProMiSe), which enables an LLM to refine its own initial response along key dimensions of quality guided by external metrics feedback, yielding an overall better final response. ProMiSe leverages feedback on response quality through principle-specific proxy metrics, and iteratively refines its response one principle at a time. We apply ProMiSe to open source language models Flan-T5-XXL and Llama-2-13B-Chat, to evaluate its performance on document-grounded question answering datasets, MultiDoc2Dial and QuAC, demonstrating that self-refinement improves response quality. We further show that fine-tuning Llama-2-13B-Chat on the synthetic dialogue data generated by ProMiSe yields significant performance improvements over the zero-shot baseline as well as a supervised fine-tuned model on human annotated data.

cs.CL

Using Large Language Models to Automate Category and Trend Analysis of Scientific Articles: An Application in Ophthalmology

Purpose: In this paper, we present an automated method for article classification, leveraging the power of Large Language Models (LLM). The primary focus is on the field of ophthalmology, but the model is extendable to other fields. Methods: We have developed a model based on Natural Language Processing (NLP) techniques, including advanced LLMs, to process and analyze the textual content of scientific papers. Specifically, we have employed zero-shot learning (ZSL) LLM models and compared against Bidirectional and Auto-Regressive Transformers (BART) and its variants, and Bidirectional Encoder Representations from Transformers (BERT), and its variant such as distilBERT, SciBERT, PubmedBERT, BioBERT. Results: The classification results demonstrate the effectiveness of LLMs in categorizing large number of ophthalmology papers without human intervention. Results: To evalute the LLMs, we compiled a dataset (RenD) of 1000 ocular disease-related articles, which were expertly annotated by a panel of six specialists into 15 distinct categories. The model achieved mean accuracy of 0.86 and mean F1 of 0.85 based on the RenD dataset. Conclusion: The proposed framework achieves notable improvements in both accuracy and efficiency. Its application in the domain of ophthalmology showcases its potential for knowledge organization and retrieval in other domains too. We performed trend analysis that enables the researchers and clinicians to easily categorize and retrieve relevant papers, saving time and effort in literature review and information gathering as well as identification of emerging scientific trends within different disciplines. Moreover, the extendibility of the model to other scientific fields broadens its impact in facilitating research and trend analysis across diverse disciplines.

cs.CL

Learning Symbolic Rules over Abstract Meaning Representations for Textual Reinforcement Learning

Text-based reinforcement learning agents have predominantly been neural network-based models with embeddings-based representation, learning uninterpretable policies that often do not generalize well to unseen games. On the other hand, neuro-symbolic methods, specifically those that leverage an intermediate formal representation, are gaining significant attention in language understanding tasks. This is because of their advantages ranging from inherent interpretability, the lesser requirement of training data, and being generalizable in scenarios with unseen data. Therefore, in this paper, we propose a modular, NEuro-Symbolic Textual Agent (NESTA) that combines a generic semantic parser with a rule induction system to learn abstract interpretable rules as policies. Our experiments on established text-based game benchmarks show that the proposed NESTA method outperforms deep reinforcement learning-based techniques by achieving better generalization to unseen test games and learning from fewer training interactions.

cs.CL

Neuro-Symbolic Reinforcement Learning with First-Order Logic

Deep reinforcement learning (RL) methods often require many trials before convergence, and no direct interpretability of trained policies is provided. In order to achieve fast convergence and interpretability for the policy in RL, we propose a novel RL method for text-based games with a recent neuro-symbolic framework called Logical Neural Network, which can learn symbolic and interpretable rules in their differentiable network. The method is first to extract first-order logical facts from text observation and external word meaning network (ConceptNet), then train a policy in the network with directly interpretable logical operators. Our experimental results show RL training with the proposed method converges significantly faster than other state-of-the-art neuro-symbolic methods in a TextWorld benchmark.

cs.AI

LOA: Logical Optimal Actions for Text-based Interaction Games

We present Logical Optimal Actions (LOA), an action decision architecture of reinforcement learning applications with a neuro-symbolic framework which is a combination of neural network and symbolic knowledge acquisition approach for natural language interaction games. The demonstration for LOA experiments consists of a web-based interactive platform for text-based games and visualization for acquired knowledge for improving interpretability for trained rules. This demonstration also provides a comparison module with other neuro-symbolic approaches as well as non-symbolic state-of-the-art agent models on the same text-based games. Our LOA also provides open-sourced implementation in Python for the reinforcement learning environment to facilitate an experiment for studying neuro-symbolic agents. Code: https://github.com/ibm/loa

cs.AI

Data-Efficient Framework for Real-world Multiple Sound Source 2D Localization

Deep neural networks have recently led to promising results for the task of multiple sound source localization. Yet, they require a lot of training data to cover a variety of acoustic conditions and microphone array layouts. One can leverage acoustic simulators to inexpensively generate labeled training data. However, models trained on synthetic data tend to perform poorly with real-world recordings due to the domain mismatch. Moreover, learning for different microphone array layouts makes the task more complicated due to the infinite number of possible layouts. We propose to use adversarial learning methods to close the gap between synthetic and real domains. Our novel ensemble-discrimination method significantly improves the localization performance without requiring any label from the real data. Furthermore, we propose a novel explicit transformation layer to be embedded in the localization architecture. It enables the model to be trained with data from specific microphone array layouts while generalizing well to unseen layouts during inference.

eess.AS

Ensemble of Discriminators for Domain Adaptation in Multiple Sound Source 2D Localization

This paper introduces an ensemble of discriminators that improves the accuracy of a domain adaptation technique for the localization of multiple sound sources. Recently, deep neural networks have led to promising results for this task, yet they require a large amount of labeled data for training. Recording and labeling such datasets is very costly, especially because data needs to be diverse enough to cover different acoustic conditions. In this paper, we leverage acoustic simulators to inexpensively generate labeled training samples. However, models trained on synthetic data tend to perform poorly with real-world recordings due to the domain mismatch. For this, we explore two domain adaptation methods using adversarial learning for sound source localization which use labeled synthetic data and unlabeled real data. We propose a novel ensemble approach that combines discriminators applied at different feature levels of the localization model. Experiments show that our ensemble discrimination method significantly improves the localization performance without requiring any label from the real data.

eess.AS

Reinforcement Learning with External Knowledge by using Logical Neural Networks

Conventional deep reinforcement learning methods are sample-inefficient and usually require a large number of training trials before convergence. Since such methods operate on an unconstrained action set, they can lead to useless actions. A recent neuro-symbolic framework called the Logical Neural Networks (LNNs) can simultaneously provide key-properties of both neural networks and symbolic logic. The LNNs functions as an end-to-end differentiable network that minimizes a novel contradiction loss to learn interpretable rules. In this paper, we utilize LNNs to define an inference graph using basic logical operations, such as AND and NOT, for faster convergence in reinforcement learning. Specifically, we propose an integrated method that enables model-free reinforcement learning from external knowledge sources in an LNNs-based logical constrained framework such as action shielding and guide. Our results empirically demonstrate that our method converges faster compared to a model-free reinforcement learning method that doesn't have such logical constraints.

cs.AI

Learning Multiple Sound Source 2D Localization

In this paper, we propose novel deep learning based algorithms for multiple sound source localization. Specifically, we aim to find the 2D Cartesian coordinates of multiple sound sources in an enclosed environment by using multiple microphone arrays. To this end, we use an encoding-decoding architecture and propose two improvements on it to accomplish the task. In addition, we also propose two novel localization representations which increase the accuracy. Lastly, new metrics are developed relying on resolution-based multiple source association which enables us to evaluate and compare different localization approaches. We tested our method on both synthetic and real world data. The results show that our method improves upon the previous baseline approach for this problem.

eess.AS

Bootstrapped Q-learning with Context Relevant Observation Pruning to Generalize in Text-based Games

We show that Reinforcement Learning (RL) methods for solving Text-Based Games (TBGs) often fail to generalize on unseen games, especially in small data regimes. To address this issue, we propose Context Relevant Episodic State Truncation (CREST) for irrelevant token removal in observation text for improved generalization. Our method first trains a base model using Q-learning, which typically overfits the training games. The base model's action token distribution is used to perform observation pruning that removes irrelevant tokens. A second bootstrapped model is then retrained on the pruned observation text. Our bootstrapped agent shows improved generalization in solving unseen TextWorld games, using 10x-20x fewer training games compared to previous state-of-the-art methods despite requiring less number of training episodes.

cs.LG

Unsupervised Temporal Feature Aggregation for Event Detection in Unstructured Sports Videos

Image-based sports analytics enable automatic retrieval of key events in a game to speed up the analytics process for human experts. However, most existing methods focus on structured television broadcast video datasets with a straight and fixed camera having minimum variability in the capturing pose. In this paper, we study the case of event detection in sports videos for unstructured environments with arbitrary camera angles. The transition from structured to unstructured video analysis produces multiple challenges that we address in our paper. Specifically, we identify and solve two major problems: unsupervised identification of players in an unstructured setting and generalization of the trained models to pose variations due to arbitrary shooting angles. For the first problem, we propose a temporal feature aggregation algorithm using person re-identification features to obtain high player retrieval precision by boosting a weak heuristic scoring method. Additionally, we propose a data augmentation technique, based on multi-modal image translation model, to reduce bias in the appearance of training samples. Experimental evaluations show that our proposed method improves precision for player retrieval from 0.78 to 0.86 for obliquely angled videos. Additionally, we obtain an improvement in F1 score for rally detection in table tennis videos from 0.79 in case of global frame-level features to 0.89 using our proposed player-level features. Please see the supplementary video submission at https://ibm.biz/BdzeZA.

cs.CV