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David Schlangen

Publications and source records attributed to David Schlangen.

At least 19 recordsLinked to original sources

Don't Let Me Ask for It: LLMs Show Deficiencies in Active Multi-Turn Information Acquisition for Abductive Inference

Abductive reasoning requires forming hypotheses that explain observed evidence and revising them as new evidence becomes available. While large language models (LLMs) are often evaluated on whether they solve abductive reasoning tasks correctly, less is known about how they acquire evidence, update their hypotheses, and decide when to stop. We introduce Alien Abduction game, an interactive probe for studying these behaviours under different interaction modes. The modes vary in whether evidence is provided upfront or across turns, and whether queries are selected by the model or examples are provided by the oracle. Across models, providing evidence upfront leads to higher success rates than distributing it across turns. In multi-turn settings, some models commit before using the available evidence, while others exhaust the turn budget without converging. Models also achieve higher success rates when examples are provided by the oracle than when they select their own queries, although their final hypotheses are more consistent with the evidence they selected. These findings suggest that models may form hypotheses that fit self-selected evidence without sufficiently distinguishing them from alternatives, and may struggle to validate and refine their hypotheses or determine when to stop.

cs.CL

Language Equality has a Price: A Systematic Investigation of Multi-turn LLM Performance for EU-24+

We evaluate large language models (LLMs) as language agents playing goal-directed dialogue games in self-play across 30 languages: the 24 official EU languages plus six others. Unlike static or preference-based evaluation, this paradigm is multi-turn, reference-free and programmatically scored, and because the game mechanics are language-agnostic it extends to a new language by localising a fixed set of prompt and word-list files. Evaluating nine open-weight and commercial LLMs, we find that no open-weight model covers the EU-24 well: in every official language both commercial systems outscore every open-weight model, and the two weakest average below 40 points across the EU-24. The commercial systems stay ahead even in languages with four orders of magnitude less public web text, showing that linguistic parity is achievable, but not from public crawls alone. A model's home region lifts it without closing the gap: Chinese is the strongest of all 30 languages for two Chinese-developed models, yet the best Chinese score of any model belongs to a US commercial system. Coverage is also not parity of service. Pooled over models and languages, the median non-English language costs 31% more to run than English, and scores 10% lower.

cs.CL

The Image Reconstruction Game: Drawing Common Ground Through Iterative Multimodal Dialogue

We introduce the Image Reconstruction Game, a fully automated benchmark in which a vision-language model issues corrective instructions to an image generator across multiple turns, making accumulated common ground directly observable as a rendered image. Benchmarking two Describer models crossed with two Generator models across seven image categories, we find that the describer is the dominant factor in reconstruction quality, while the generator determines whether iterative refinement helps or hurts. Mathematical and geometric images pose the greatest challenge. The describer's token budget strongly affects convergence: shorter budgets yield sparser first renderings with more room for visible improvement, while longer budgets raise absolute quality but leave less to fix. Stronger describers use a richer correction vocabulary spanning spatial, numeric, and structural categories, while weaker describers concentrate on surface properties and tend to stop after a few turns. Human validation shows that the best automated judge reaches only slight-to-fair agreement with human preferences, and automated scores require human recalibration to be used reliably.

cs.CV

Multi-Turn Multi-Agent Dialogue for Collaborative Reconstruction Improves VLM Performance on Spatial Reasoning, But Only Barely

Robots operating in diverse environments rely on visual input to interpret objects and spatial layouts. In human-collaborative tasks, they are expected to communicate this understanding through language. Vision-language models (VLMs) support robotic tasks involving visual interpretation, question answering, and instruction following, but their capabilities in collaborative dialogue tasks requiring spatial reasoning remain underexplored. We study this gap through a collaborative structure-building task that combines visual interpretation, grounding, language-guided interaction, and action generation. We develop a framework in which VLMs use dialogue to reconstruct a target structure from visual and textual inputs. We evaluate open-weight and closed VLMs across interaction settings, input modalities, and image representations. Results show that spatial reasoning over visual representations remains difficult for the evaluated VLMs. Detailed text representations of the target yield higher reconstruction success across modality conditions, while decomposed image representations improve performance. These findings reveal limits in visual spatial grounding and grounded instruction generation for collaborative VLM agents.

cs.CL

What Are We Measuring in NLG? A Meta-Analysis of Evaluation Trends 2020-2025

As Natural Language Generation (NLG) dominates modern NLP, scalable evaluation remains a critical bottleneck. Consequently, LLM-as-a-judge (LaaJ) adoption has accelerated rapidly, appearing in more papers than human evaluation in 2025. This pivotal shift motivates a critical analysis of current evaluation practices. Overcoming the limits of rigid keyword filtering and manual review, we employ a multi-LLM information extraction pipeline to gather structured metadata from 14,171 papers across four major NLP conferences (2020-2025). Analyzing 3,334 filtered NLG papers, we identify three systemic challenges. (1) Metric inertia: despite the shift toward open-ended generation, legacy lexical metrics (BLEU, ROUGE) persist as primary indicators, typically used alongside rather than replaced by semantic alternatives. (2) Metric-criteria mapping problem: our paper-level co-occurrence data reveals that general-purpose automatic metrics are applied as broad proxies for quality, without specifying which dimension of text generation they are intended to evaluate. (3) Validation gap: LaaJ has grown rapidly without commensurate human validation (fewer than 8% of papers). Crucially, while LaaJ correlates with aggregate quality, alignment collapses on fine-grained criteria like fluency. To address these gaps, we distill our findings into a minimal Evaluation Checklist to guide metric selection, construct validity, and LaaJ deployment.

cs.CL

The Price of Thought: A Multilingual Analysis of Reasoning, Performance, and Cost of Negotiation in Large Language Models

Negotiation is a fundamental challenge for AI agents, as it requires an ability to reason strategically, model opponents, and balance cooperation with competition. We present the first comprehensive study that systematically evaluates how explicit reasoning training affects the negotiation abilities of both commercial and open-weight large language models, comparing these models to their vanilla counterparts across three languages. Using a self-play setup across three diverse dialogue games, we analyse trade-offs between performance and cost, the language consistency of reasoning processes, and the nature of strategic adaptation exhibited by models. Our findings show that enabling reasoning -- that is, scaling test time compute -- significantly improves negotiation outcomes by enhancing collaboration and helping models overcome task complexities, but comes at a substantial computational cost: reasoning improves GPT-5's performance by 31.4 % while increasing its cost by nearly 400 %. Most critically, we uncover a significant multilingual reasoning distinction: open-weight models consistently switch to English for their internal reasoning steps, even when negotiating in German or Italian (and thus possibly impacting potential explainability gains through the disclosure of reasoning traces), while a leading commercial model maintains language consistency between reasoning and final output.

cs.CL

A Third Paradigm for LLM Evaluation: Dialogue Game-Based Evaluation using clembench

There are currently two main paradigms for evaluating large language models (LLMs), reference-based evaluation and preference-based evaluation. The first, carried over from the evaluation of machine learning models in general, relies on pre-defined task instances, for which reference task executions are available. The second, best exemplified by the LM-arena, relies on (often self-selected) users bringing their own intents to a site that routes these to several models in parallel, among whose responses the user then selects their most preferred one. The former paradigm hence excels at control over what is tested, while the latter comes with higher ecological validity, testing actual use cases interactively. Recently, a third complementary paradigm has emerged that combines some of the strengths of these approaches, offering control over multi-turn, reference-free, repeatable interactions, while stressing goal-directedness: dialogue game based evaluation. While the utility of this approach has been shown by several projects, its adoption has been held back by the lack of a mature, easily re-usable implementation. In this paper, we present clembench, which has been in continuous development since 2023 and has in its latest release been optimized for ease of general use. We describe how it can be used to benchmark one's own models (using a provided set of benchmark game instances in English), as well as how easily the benchmark itself can be extended with new, tailor-made targeted tests.

cs.CL

Could the Road to Grounded, Neuro-symbolic AI be Paved with Words-as-Classifiers?

Formal, Distributional, and Grounded theories of computational semantics each have their uses and their drawbacks. There has been a shift to ground models of language by adding visual knowledge, and there has been a call to enrich models of language with symbolic methods to gain the benefits from formal, distributional, and grounded theories. In this paper, we attempt to make the case that one potential path forward in unifying all three semantic fields is paved with the words-as-classifier model, a model of word-level grounded semantics that has been incorporated into formalisms and distributional language models in the literature, and it has been well-tested within interactive dialogue settings. We review that literature, motivate the words-as-classifiers model with an appeal to recent work in cognitive science, and describe a small experiment. Finally, we sketch a model of semantics unified through words-as-classifiers.

cs.CL

Representations of Fact, Fiction and Forecast in Large Language Models: Epistemics and Attitudes

Rational speakers are supposed to know what they know and what they do not know, and to generate expressions matching the strength of evidence. In contrast, it is still a challenge for current large language models to generate corresponding utterances based on the assessment of facts and confidence in an uncertain real-world environment. While it has recently become popular to estimate and calibrate confidence of LLMs with verbalized uncertainty, what is lacking is a careful examination of the linguistic knowledge of uncertainty encoded in the latent space of LLMs. In this paper, we draw on typological frameworks of epistemic expressions to evaluate LLMs' knowledge of epistemic modality, using controlled stories. Our experiments show that the performance of LLMs in generating epistemic expressions is limited and not robust, and hence the expressions of uncertainty generated by LLMs are not always reliable. To build uncertainty-aware LLMs, it is necessary to enrich semantic knowledge of epistemic modality in LLMs.

cs.CL

From Templates to Natural Language: Generalization Challenges in Instruction-Tuned LLMs for Spatial Reasoning

Instruction-tuned large language models (LLMs) have shown strong performance on a variety of tasks; however, generalizing from synthetic to human-authored instructions in grounded environments remains a challenge for them. In this work, we study generalization challenges in spatial grounding tasks where models interpret and translate instructions for building object arrangements on a $2.5$D grid. We fine-tune LLMs using only synthetic instructions and evaluate their performance on a benchmark dataset containing both synthetic and human-written instructions. Our results reveal that while models generalize well on simple tasks, their performance degrades significantly on more complex tasks. We present a detailed error analysis of the gaps in instruction generalization.

cs.CL

clem:todd: A Framework for the Systematic Benchmarking of LLM-Based Task-Oriented Dialogue System Realisations

The emergence of instruction-tuned large language models (LLMs) has advanced the field of dialogue systems, enabling both realistic user simulations and robust multi-turn conversational agents. However, existing research often evaluates these components in isolation-either focusing on a single user simulator or a specific system design-limiting the generalisability of insights across architectures and configurations. In this work, we propose clem todd (chat-optimized LLMs for task-oriented dialogue systems development), a flexible framework for systematically evaluating dialogue systems under consistent conditions. clem todd enables detailed benchmarking across combinations of user simulators and dialogue systems, whether existing models from literature or newly developed ones. It supports plug-and-play integration and ensures uniform datasets, evaluation metrics, and computational constraints. We showcase clem todd's flexibility by re-evaluating existing task-oriented dialogue systems within this unified setup and integrating three newly proposed dialogue systems into the same evaluation pipeline. Our results provide actionable insights into how architecture, scale, and prompting strategies affect dialogue performance, offering practical guidance for building efficient and effective conversational AI systems.

cs.CL

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

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

Ad-hoc Concept Forming in the Game Codenames as a Means for Evaluating Large Language Models

This study utilizes the game Codenames as a benchmarking tool to evaluate large language models (LLMs) with respect to specific linguistic and cognitive skills. LLMs play each side of the game, where one side generates a clue word covering several target words and the other guesses those target words. We designed various experiments by controlling the choice of words (abstract vs. concrete words, ambiguous vs. monosemic) or the opponent (programmed to be faster or slower in revealing words). Recent commercial and open-weight models were compared side-by-side to find out factors affecting their performance. The evaluation reveals details about their strategies, challenging cases, and limitations of LLMs.

cs.CL

Plant in Cupboard, Orange on Rably, Inat Aphone. Benchmarking Incremental Learning of Situation and Language Model using a Text-Simulated Situated Environment

Large Language Models (LLMs) serve not only as chatbots but as key components in agent systems, where their common-sense knowledge significantly impacts performance as language-based planners for situated or embodied action. We assess LLMs' incremental learning (based on feedback from the environment), and controlled in-context learning abilities using a text-based environment. We introduce challenging yet interesting set of experiments to test i) how agents can incrementally solve tasks related to every day objects in typical rooms in a house where each of them are discovered by interacting within the environment, ii) controlled in-context learning abilities and efficiency of agents by providing short info about locations of objects and rooms to check how faster the task can be solved, and finally iii) using synthetic pseudo-English words to gauge how well LLMs are at inferring meaning of unknown words from environmental feedback. Results show that larger commercial models have a substantial gap in performance compared to open-weight but almost all models struggle with the synthetic words experiments.

cs.CL

Prior Lessons of Incremental Dialogue and Robot Action Management for the Age of Language Models

Efforts towards endowing robots with the ability to speak have benefited from recent advancements in natural language processing, in particular large language models. However, current language models are not fully incremental, as their processing is inherently monotonic and thus lack the ability to revise their interpretations or output in light of newer observations. This monotonicity has important implications for the development of dialogue systems for human--robot interaction. In this paper, we review the literature on interactive systems that operate incrementally (i.e., at the word level or below it). We motivate the need for incremental systems, survey incremental modeling of important aspects of dialogue like speech recognition and language generation. Primary focus is on the part of the system that makes decisions, known as the dialogue manager. We find that there is very little research on incremental dialogue management, offer some requirements for practical incremental dialogue management, and the implications of incremental dialogue for embodied, robotic platforms in the age of large language models.

cs.CL

Towards No-Code Programming of Cobots: Experiments with Code Synthesis by Large Code Models for Conversational Programming

While there has been a lot of research recently on robots in household environments, at the present time, most robots in existence can be found on shop floors, and most interactions between humans and robots happen there. ``Collaborative robots'' (cobots) designed to work alongside humans on assembly lines traditionally require expert programming, limiting ability to make changes, or manual guidance, limiting expressivity of the resulting programs. To address these limitations, we explore using Large Language Models (LLMs), and in particular, their abilities of doing in-context learning, for conversational code generation. As a first step, we define RATS, the ``Repetitive Assembly Task'', a 2D building task designed to lay the foundation for simulating industry assembly scenarios. In this task, a `programmer' instructs a cobot, using natural language, on how a certain assembly is to be built; that is, the programmer induces a program, through natural language. We create a dataset that pairs target structures with various example instructions (human-authored, template-based, and model-generated) and example code. With this, we systematically evaluate the capabilities of state-of-the-art LLMs for synthesising this kind of code, given in-context examples. Evaluating in a simulated environment, we find that LLMs are capable of generating accurate `first order code' (instruction sequences), but have problems producing `higher-order code' (abstractions such as functions, or use of loops).

cs.CL

The Unreasonable Ineffectiveness of Nucleus Sampling on Mitigating Text Memorization

This work analyses the text memorization behavior of large language models (LLMs) when subjected to nucleus sampling. Stochastic decoding methods like nucleus sampling are typically applied to overcome issues such as monotonous and repetitive text generation, which are often observed with maximization-based decoding techniques. We hypothesize that nucleus sampling might also reduce the occurrence of memorization patterns, because it could lead to the selection of tokens outside the memorized sequence. To test this hypothesis we create a diagnostic dataset with a known distribution of duplicates that gives us some control over the likelihood of memorization of certain parts of the training data. Our analysis of two GPT-Neo models fine-tuned on this dataset interestingly shows that (i) an increase of the nucleus size reduces memorization only modestly, and (ii) even when models do not engage in "hard" memorization -- a verbatim reproduction of training samples -- they may still display "soft" memorization whereby they generate outputs that echo the training data but without a complete one-by-one resemblance.

cs.CL