Searcharxiv⌕ Search

arXiv subjects

David Schlangen

Publications and source records attributed to David Schlangen.

At least 37 records · Page 2Linked to original sources

Can Visual Dialogue Models Do Scorekeeping? Exploring How Dialogue Representations Incrementally Encode Shared Knowledge

Cognitively plausible visual dialogue models should keep a mental scoreboard of shared established facts in the dialogue context. We propose a theory-based evaluation method for investigating to what degree models pretrained on the VisDial dataset incrementally build representations that appropriately do scorekeeping. Our conclusion is that the ability to make the distinction between shared and privately known statements along the dialogue is moderately present in the analysed models, but not always incrementally consistent, which may partially be due to the limited need for grounding interactions in the original task.

cs.CL↗

Using Game Play to Investigate Multimodal and Conversational Grounding in Large Multimodal Models

While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation paradigm from text models to multimodal models, namely evaluation through the goal-oriented game (self) play, complementing reference-based and preference-based evaluation. Specifically, we define games that challenge a model's capability to represent a situation from visual information and align such representations through dialogue. We find that the largest closed models perform rather well on the games that we define, while even the best open-weight models struggle with them. On further analysis, we find that the exceptional deep captioning capabilities of the largest models drive some of the performance. There is still room to grow for both kinds of models, ensuring the continued relevance of the benchmark.

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↗

It Couldn't Help But Overhear: On the Limits of Modelling Meta-Communicative Grounding Acts with Supervised Learning

Active participation in a conversation is key to building common ground, since understanding is jointly tailored by producers and recipients. Overhearers are deprived of the privilege of performing grounding acts and can only conjecture about intended meanings. Still, data generation and annotation, modelling, training and evaluation of NLP dialogue models place reliance on the overhearing paradigm. How much of the underlying grounding processes are thereby forfeited? As we show, there is evidence pointing to the impossibility of properly modelling human meta-communicative acts with data-driven learning models. In this paper, we discuss this issue and provide a preliminary analysis on the variability of human decisions for requesting clarification. Most importantly, we wish to bring this topic back to the community's table, encouraging discussion on the consequences of having models designed to only "listen in".

cs.CL↗

LLMs as Function Approximators: Terminology, Taxonomy, and Questions for Evaluation

Natural Language Processing has moved rather quickly from modelling specific tasks to taking more general pre-trained models and fine-tuning them for specific tasks, to a point where we now have what appear to be inherently generalist models. This paper argues that the resultant loss of clarity on what these models model leads to metaphors like "artificial general intelligences" that are not helpful for evaluating their strengths and weaknesses. The proposal is to see their generality, and their potential value, in their ability to approximate specialist function, based on a natural language specification. This framing brings to the fore questions of the quality of the approximation, but beyond that, also questions of discoverability, stability, and protectability of these functions. As the paper will show, this framing hence brings together in one conceptual framework various aspects of evaluation, both from a practical and a theoretical perspective, as well as questions often relegated to a secondary status (such as "prompt injection" and "jailbreaking").

cs.CL↗

A Dialogue Game for Eliciting Balanced Collaboration

Collaboration is an integral part of human dialogue. Typical task-oriented dialogue games assign asymmetric roles to the participants, which limits their ability to elicit naturalistic role-taking in collaboration and its negotiation. We present a novel and simple online setup that favors balanced collaboration: a two-player 2D object placement game in which the players must negotiate the goal state themselves. We show empirically that human players exhibit a variety of role distributions, and that balanced collaboration improves task performance. We also present an LLM-based baseline agent which demonstrates that automatic playing of our game is an interesting challenge for artificial systems.

cs.CL↗

Retrieval-Augmented Code Generation for Situated Action Generation: A Case Study on Minecraft

In the Minecraft Collaborative Building Task, two players collaborate: an Architect (A) provides instructions to a Builder (B) to assemble a specified structure using 3D blocks. In this work, we investigate the use of large language models (LLMs) to predict the sequence of actions taken by the Builder. Leveraging LLMs' in-context learning abilities, we use few-shot prompting techniques, that significantly improve performance over baseline methods. Additionally, we present a detailed analysis of the gaps in performance for future work

cs.CL↗

How Many Parameters Does it Take to Change a Light Bulb? Evaluating Performance in Self-Play of Conversational Games as a Function of Model Characteristics

What makes a good Large Language Model (LLM)? That it performs well on the relevant benchmarks -- which hopefully measure, with some validity, the presence of capabilities that are also challenged in real application. But what makes the model perform well? What gives a model its abilities? We take a recently introduced type of benchmark that is meant to challenge capabilities in a goal-directed, agentive context through self-play of conversational games, and analyse how performance develops as a function of model characteristics like number of parameters, or type of training. We find that while there is a clear relationship between number of parameters and performance, there is still a wide spread of performance points within a given size bracket, which is to be accounted for by training parameters such as fine-tuning data quality and method. From a more practical angle, we also find a certain degree of unpredictability about performance across access methods, possible due to unexposed sampling parameters, and a, very welcome, performance stability against at least moderate weight quantisation during inference.

cs.CL↗

When Only Time Will Tell: Interpreting How Transformers Process Local Ambiguities Through the Lens of Restart-Incrementality

Incremental models that process sentences one token at a time will sometimes encounter points where more than one interpretation is possible. Causal models are forced to output one interpretation and continue, whereas models that can revise may edit their previous output as the ambiguity is resolved. In this work, we look at how restart-incremental Transformers build and update internal states, in an effort to shed light on what processes cause revisions not viable in autoregressive models. We propose an interpretable way to analyse the incremental states, showing that their sequential structure encodes information on the garden path effect and its resolution. Our method brings insights on various bidirectional encoders for contextualised meaning representation and dependency parsing, contributing to show their advantage over causal models when it comes to revisions.

cs.CL↗

clembench-2024: A Challenging, Dynamic, Complementary, Multilingual Benchmark and Underlying Flexible Framework for LLMs as Multi-Action Agents

It has been established in recent work that Large Language Models (LLMs) can be prompted to "self-play" conversational games that probe certain capabilities (general instruction following, strategic goal orientation, language understanding abilities), where the resulting interactive game play can be automatically scored. In this paper, we take one of the proposed frameworks for setting up such game-play environments, and further test its usefulness as an evaluation instrument, along a number of dimensions: We show that it can easily keep up with new developments while avoiding data contamination, we show that the tests implemented within it are not yet saturated (human performance is substantially higher than that of even the best models), and we show that it lends itself to investigating additional questions, such as the impact of the prompting language on performance. We believe that the approach forms a good basis for making decisions on model choice for building applied interactive systems, and perhaps ultimately setting up a closed-loop development environment of system and simulated evaluator.

cs.CL↗

Towards Incremental Transformers: An Empirical Analysis of Transformer Models for Incremental NLU

Incremental processing allows interactive systems to respond based on partial inputs, which is a desirable property e.g. in dialogue agents. The currently popular Transformer architecture inherently processes sequences as a whole, abstracting away the notion of time. Recent work attempts to apply Transformers incrementally via restart-incrementality by repeatedly feeding, to an unchanged model, increasingly longer input prefixes to produce partial outputs. However, this approach is computationally costly and does not scale efficiently for long sequences. In parallel, we witness efforts to make Transformers more efficient, e.g. the Linear Transformer (LT) with a recurrence mechanism. In this work, we examine the feasibility of LT for incremental NLU in English. Our results show that the recurrent LT model has better incremental performance and faster inference speed compared to the standard Transformer and LT with restart-incrementality, at the cost of part of the non-incremental (full sequence) quality. We show that the performance drop can be mitigated by training the model to wait for right context before committing to an output and that training with input prefixes is beneficial for delivering correct partial outputs.

cs.CL↗

Incremental Processing in the Age of Non-Incremental Encoders: An Empirical Assessment of Bidirectional Models for Incremental NLU

While humans process language incrementally, the best language encoders currently used in NLP do not. Both bidirectional LSTMs and Transformers assume that the sequence that is to be encoded is available in full, to be processed either forwards and backwards (BiLSTMs) or as a whole (Transformers). We investigate how they behave under incremental interfaces, when partial output must be provided based on partial input seen up to a certain time step, which may happen in interactive systems. We test five models on various NLU datasets and compare their performance using three incremental evaluation metrics. The results support the possibility of using bidirectional encoders in incremental mode while retaining most of their non-incremental quality. The "omni-directional" BERT model, which achieves better non-incremental performance, is impacted more by the incremental access. This can be alleviated by adapting the training regime (truncated training), or the testing procedure, by delaying the output until some right context is available or by incorporating hypothetical right contexts generated by a language model like GPT-2.

cs.CL↗

Sharing the Cost of Success: A Game for Evaluating and Learning Collaborative Multi-Agent Instruction Giving and Following Policies

In collaborative goal-oriented settings, the participants are not only interested in achieving a successful outcome, but do also implicitly negotiate the effort they put into the interaction (by adapting to each other). In this work, we propose a challenging interactive reference game that requires two players to coordinate on vision and language observations. The learning signal in this game is a score (given after playing) that takes into account the achieved goal and the players' assumed efforts during the interaction. We show that a standard Proximal Policy Optimization (PPO) setup achieves a high success rate when bootstrapped with heuristic partner behaviors that implement insights from the analysis of human-human interactions. And we find that a pairing of neural partners indeed reduces the measured joint effort when playing together repeatedly. However, we observe that in comparison to a reasonable heuristic pairing there is still room for improvement -- which invites further research in the direction of cost-sharing in collaborative interactions.

cs.CL↗

Learning Communication Policies for Different Follower Behaviors in a Collaborative Reference Game

Albrecht and Stone (2018) state that modeling of changing behaviors remains an open problem "due to the essentially unconstrained nature of what other agents may do". In this work we evaluate the adaptability of neural artificial agents towards assumed partner behaviors in a collaborative reference game. In this game success is achieved when a knowledgeable Guide can verbally lead a Follower to the selection of a specific puzzle piece among several distractors. We frame this language grounding and coordination task as a reinforcement learning problem and measure to which extent a common reinforcement training algorithm (PPO) is able to produce neural agents (the Guides) that perform well with various heuristic Follower behaviors that vary along the dimensions of confidence and autonomy. We experiment with a learning signal that in addition to the goal condition also respects an assumed communicative effort. Our results indicate that this novel ingredient leads to communicative strategies that are less verbose (staying silent in some of the steps) and that with respect to that the Guide's strategies indeed adapt to the partner's level of confidence and autonomy.

cs.CL↗

Taking Action Towards Graceful Interaction: The Effects of Performing Actions on Modelling Policies for Instruction Clarification Requests

Clarification requests are a mechanism to help solve communication problems, e.g. due to ambiguity or underspecification, in instruction-following interactions. Despite their importance, even skilful models struggle with producing or interpreting such repair acts. In this work, we test three hypotheses concerning the effects of action taking as an auxiliary task in modelling iCR policies. Contrary to initial expectations, we conclude that its contribution to learning an iCR policy is limited, but some information can still be extracted from prediction uncertainty. We present further evidence that even well-motivated, Transformer-based models fail to learn good policies for when to ask Instruction CRs (iCRs), while the task of determining what to ask about can be more successfully modelled. Considering the implications of these findings, we further discuss the shortcomings of the data-driven paradigm for learning meta-communication acts.

cs.CL↗

Clembench: Using Game Play to Evaluate Chat-Optimized Language Models as Conversational Agents

Recent work has proposed a methodology for the systematic evaluation of "Situated Language Understanding Agents"-agents that operate in rich linguistic and non-linguistic contexts-through testing them in carefully constructed interactive settings. Other recent work has argued that Large Language Models (LLMs), if suitably set up, can be understood as (simulators of) such agents. A connection suggests itself, which this paper explores: Can LLMs be evaluated meaningfully by exposing them to constrained game-like settings that are built to challenge specific capabilities? As a proof of concept, this paper investigates five interaction settings, showing that current chat-optimised LLMs are, to an extent, capable to follow game-play instructions. Both this capability and the quality of the game play, measured by how well the objectives of the different games are met, follows the development cycle, with newer models performing better. The metrics even for the comparatively simple example games are far from being saturated, suggesting that the proposed instrument will remain to have diagnostic value. Our general framework for implementing and evaluating games with LLMs is available at https://github.com/clembench .

cs.CL↗

On General Language Understanding

Natural Language Processing prides itself to be an empirically-minded, if not outright empiricist field, and yet lately it seems to get itself into essentialist debates on issues of meaning and measurement ("Do Large Language Models Understand Language, And If So, How Much?"). This is not by accident: Here, as everywhere, the evidence underspecifies the understanding. As a remedy, this paper sketches the outlines of a model of understanding, which can ground questions of the adequacy of current methods of measurement of model quality. The paper makes three claims: A) That different language use situation types have different characteristics, B) That language understanding is a multifaceted phenomenon, bringing together individualistic and social processes, and C) That the choice of Understanding Indicator marks the limits of benchmarking, and the beginnings of considerations of the ethics of NLP use.

cs.CL↗

Revising with a Backward Glance: Regressions and Skips during Reading as Cognitive Signals for Revision Policies in Incremental Processing

In NLP, incremental processors produce output in instalments, based on incoming prefixes of the linguistic input. Some tokens trigger revisions, causing edits to the output hypothesis, but little is known about why models revise when they revise. A policy that detects the time steps where revisions should happen can improve efficiency. Still, retrieving a suitable signal to train a revision policy is an open problem, since it is not naturally available in datasets. In this work, we investigate the appropriateness of regressions and skips in human reading eye-tracking data as signals to inform revision policies in incremental sequence labelling. Using generalised mixed-effects models, we find that the probability of regressions and skips by humans can potentially serve as useful predictors for revisions in BiLSTMs and Transformer models, with consistent results for various languages.

cs.CL↗