SearcharxivSearch

arXiv subjects

Edward Grefenstette

Publications and source records attributed to Edward Grefenstette.

At least 19 recordsLinked to original sources

Fabula: Building a Narrative Storytelling Sidekick with the Writers' Community

We design and evaluate Fabula, an interactive app for fiction writers. Fabula uses detailed narrative plans informed by general narratological theory. Stories are structured hierarchically into scenes and beats that can be (re)generated and revised at script and story plan level. Using participatory AI, we critically evaluate and improve Fabula with casual and published writers, via design interviews and writing sessions with 42 experts, and large-scale internal and external testing. We interrogate our design choices: (1) whether a language model-based auto-evaluator, optimized on human experts' preferences, can improve story quality, (2) whether users want UI that exposes the detailed narrative plan alongside the story script, (3) to what extent our narratology assumptions fit localised storytelling traditions and serve screenwriters or playwrights, and (4) whether convergent iteration over the story plan supports writers' creativity. Building on critical feedback and concerns, we use Fabula as a cultural probe in adversarial design, and identify potentials for writing feedback and for interactive storytelling.

cs.HC

A Subgoal-driven Framework for Improving Long-Horizon LLM Agents

Large language model (LLM)-based agents have emerged as powerful autonomous controllers for digital environments, including mobile interfaces, operating systems, and web browsers. Web navigation, for example, requires handling dynamic content and long sequences of actions, making it particularly challenging. Existing LLM-based agents struggle with long-horizon planning in two main ways. During online execution, they often lose track as new information arrives, lacking a clear and adaptive path toward the final goal. This issue is further exacerbated during reinforcement learning (RL) fine-tuning, where sparse and delayed rewards make it difficult for agents to identify which actions lead to success, preventing them from maintaining coherent reasoning over extended tasks. To address these challenges, we propose two contributions. First, we introduce an agent framework that leverages proprietary models for online planning through subgoal decomposition. Second, we present MiRA (Milestoning your Reinforcement Learning Enhanced Agent), an RL training framework that uses dense, milestone-based reward signals. The real-time planning mechanism improves proprietary models such as Gemini by approximately a 10% absolute increase in success rate (SR) on the WebArena-Lite benchmark. Meanwhile, applying MiRA to the open Gemma3-12B model increases its success rate from 6.4% to 43.0%. This performance surpasses proprietary systems such as GPT-4-Turbo (17.6%) and GPT-4o (13.9%), as well as the previous open-model state of the art, WebRL (38.4%). Overall, our findings demonstrate that combining explicit inference-time planning with milestone-based rewards significantly improves an agent's long-horizon capabilities, paving the way for more robust and general-purpose autonomous systems.

cs.AI

Learning to Learn from Language Feedback with Social Meta-Learning

Large language models (LLMs) often struggle to learn from corrective feedback within a conversational context. They are rarely proactive in soliciting this feedback, even when faced with ambiguity, which can make their dialogues feel static, one-sided, and lacking the adaptive qualities of human conversation. To address these limitations, we draw inspiration from social meta-learning (SML) in humans - the process of learning how to learn from others. We formulate SML as a finetuning methodology, training LLMs to solicit and learn from language feedback in simulated pedagogical dialogues, where static tasks are converted into interactive social learning problems. SML effectively teaches models to use conversation to solve problems they are unable to solve in a single turn. This capability generalises across domains; SML on math problems produces models that better use feedback to solve coding problems and vice versa. Furthermore, despite being trained only on fully-specified problems, these models are better able to solve underspecified tasks where critical information is revealed over multiple turns. When faced with this ambiguity, SML-trained models make fewer premature answer attempts and are more likely to ask for the information they need. This work presents a scalable approach to developing AI systems that effectively learn from language feedback.

cs.CL

Improving Interactive In-Context Learning from Natural Language Feedback

Adapting one's thought process based on corrective feedback is an essential ability in human learning, particularly in collaborative settings. In contrast, the current large language model training paradigm relies heavily on modeling vast, static corpora. While effective for knowledge acquisition, it overlooks the interactive feedback loops essential for models to adapt dynamically to their context. In this work, we propose a framework that treats this interactive in-context learning ability not as an emergent property, but as a distinct, trainable skill. We introduce a scalable method that transforms single-turn verifiable tasks into multi-turn didactic interactions driven by information asymmetry. We first show that current flagship models struggle to integrate corrective feedback on hard reasoning tasks. We then demonstrate that models trained with our approach dramatically improve the ability to interactively learn from language feedback. More specifically, the multi-turn performance of a smaller model nearly reaches that of a model an order of magnitude larger. We also observe robust out-of-distribution generalization: interactive training on math problems transfers to diverse domains like coding, puzzles and maze navigation. Our qualitative analysis suggests that this improvement is due to an enhanced in-context plasticity. Finally, we show that this paradigm offers a unified path to self-improvement. By training the model to predict the teacher's critiques, effectively modeling the feedback environment, we convert this external signal into an internal capability, allowing the model to self-correct even without a teacher.

cs.AI

Infusion: Shaping Model Behavior by Editing Training Data via Influence Functions

Influence functions are commonly used to attribute model behavior to training documents. We explore the reverse: crafting training data that induces model behavior. Our framework, Infusion, uses scalable influence-function approximations to compute small perturbations to training documents that induce targeted changes in model behavior through parameter shifts. We evaluate Infusion on data poisoning tasks across vision and language domains. On CIFAR-10, we show that making subtle edits via Infusion to just 0.2% (100/45,000) of the training documents can be competitive with the baseline of inserting a small number of explicit behavior examples. We also find that Infusion transfers across architectures (ResNet $\leftrightarrow$ CNN), suggesting a single poisoned corpus can affect multiple independently trained models. In preliminary language experiments, we characterize when our approach increases the probability of target behaviors and when it fails, finding it most effective at amplifying behaviors the model has already learned. Taken together, these results show that small, subtle edits to training data can systematically shape model behavior, underscoring the importance of training data interpretability for adversaries and defenders alike. We provide the code here: https://github.com/jrosseruk/infusion.

cs.LG

Interaction Dynamics as a Reward Signal for LLMs

The alignment of Large Language Models (LLMs) for multi-turn conversations typically relies on reward signals derived from the content of the text. This approach, however, overlooks a rich, complementary source of signal: the dynamics of the interaction itself. This paper introduces TRACE (Trajectory-based Reward for Agent Collaboration Estimation), a novel reward signal derived from the geometric properties of a dialogue's embedding trajectory--a concept we term 'conversational geometry'. Our central finding is that a reward model trained only on these structural signals achieves a pairwise accuracy (68.20%) comparable to a powerful LLM baseline that analyzes the full transcript (70.04%). Furthermore, a hybrid model combining interaction dynamics with textual analysis achieves the highest performance (80.17%), demonstrating their complementary nature. This work provides strong evidence that for interactive settings, how an agent communicates is as powerful a predictor of success as what it says, offering a new, privacy-preserving framework that not only aligns agents but also serves as a diagnostic tool for understanding the distinct interaction patterns that drive successful collaboration.

cs.CL

Generative Data Refinement: Just Ask for Better Data

For a fixed parameter size, the capabilities of large models are primarily determined by the quality and quantity of its training data. Consequently, training datasets now grow faster than the rate at which new data is indexed on the web, leading to projected data exhaustion over the next decade. Much more data exists as user-generated content that is not publicly indexed, but incorporating such data comes with considerable risks, such as leaking private information and other undesirable content. We introduce a framework, Generative Data Refinement (GDR), for using pretrained generative models to transform a dataset with undesirable content into a refined dataset that is more suitable for training. Our experiments show that GDR can outperform industry-grade solutions for dataset anonymization, as well as enable direct detoxification of highly unsafe datasets. Moreover, we show that by generating synthetic data that is conditioned on each example in the real dataset, GDR's refined outputs naturally match the diversity of web scale datasets, and thereby avoid the often challenging task of generating diverse synthetic data via model prompting. The simplicity and effectiveness of GDR make it a powerful tool for scaling up the total stock of training data for frontier models.

cs.LG

Learning When to Plan: Efficiently Allocating Test-Time Compute for LLM Agents

Training large language models (LLMs) to reason via reinforcement learning (RL) significantly improves their problem-solving capabilities. In agentic settings, existing methods like ReAct prompt LLMs to explicitly plan before every action; however, we demonstrate that always planning is computationally expensive and degrades performance on long-horizon tasks, while never planning further limits performance. To address this, we introduce a conceptual framework formalizing dynamic planning for LLM agents, enabling them to flexibly decide when to allocate test-time compute for planning. We propose a simple two-stage training pipeline: (1) supervised fine-tuning on diverse synthetic data to prime models for dynamic planning, and (2) RL to refine this capability in long-horizon environments. Experiments on the Crafter environment show that dynamic planning agents trained with this approach are more sample-efficient and consistently achieve more complex objectives. Additionally, we demonstrate that these agents can be effectively steered by human-written plans, surpassing their independent capabilities and highlighting the potential for safer and more collaborative agentic systems.

cs.AI

Writing as a testbed for open ended agents

Open-ended tasks are particularly challenging for LLMs due to the vast solution space, demanding both expansive exploration and adaptable strategies, especially when success lacks a clear, objective definition. Writing, with its vast solution space and subjective evaluation criteria, provides a compelling testbed for studying such problems. In this paper, we investigate the potential of LLMs to act as collaborative co-writers, capable of suggesting and implementing text improvements autonomously. We analyse three prominent LLMs - Gemini 1.5 Pro, Claude 3.5 Sonnet, and GPT-4o - focusing on how their action diversity, human alignment, and iterative improvement capabilities impact overall performance. This work establishes a framework for benchmarking autonomous writing agents and, more broadly, highlights fundamental challenges and potential solutions for building systems capable of excelling in diverse open-ended domains.

cs.CL

Procedural Knowledge in Pretraining Drives Reasoning in Large Language Models

The capabilities and limitations of Large Language Models have been sketched out in great detail in recent years, providing an intriguing yet conflicting picture. On the one hand, LLMs demonstrate a general ability to solve problems. On the other hand, they show surprising reasoning gaps when compared to humans, casting doubt on the robustness of their generalisation strategies. The sheer volume of data used in the design of LLMs has precluded us from applying the method traditionally used to measure generalisation: train-test set separation. To overcome this, we study what kind of generalisation strategies LLMs employ when performing reasoning tasks by investigating the pretraining data they rely on. For two models of different sizes (7B and 35B) and 2.5B of their pretraining tokens, we identify what documents influence the model outputs for three simple mathematical reasoning tasks and contrast this to the data that are influential for answering factual questions. We find that, while the models rely on mostly distinct sets of data for each factual question, a document often has a similar influence across different reasoning questions within the same task, indicating the presence of procedural knowledge. We further find that the answers to factual questions often show up in the most influential data. However, for reasoning questions the answers usually do not show up as highly influential, nor do the answers to the intermediate reasoning steps. When we characterise the top ranked documents for the reasoning questions qualitatively, we confirm that the influential documents often contain procedural knowledge, like demonstrating how to obtain a solution using formulae or code. Our findings indicate that the approach to reasoning the models use is unlike retrieval, and more like a generalisable strategy that synthesises procedural knowledge from documents doing a similar form of reasoning.

cs.CL

Assessing the Zero-Shot Capabilities of LLMs for Action Evaluation in RL

The temporal credit assignment problem is a central challenge in Reinforcement Learning (RL), concerned with attributing the appropriate influence to each actions in a trajectory for their ability to achieve a goal. However, when feedback is delayed and sparse, the learning signal is poor, and action evaluation becomes harder. Canonical solutions, such as reward shaping and options, require extensive domain knowledge and manual intervention, limiting their scalability and applicability. In this work, we lay the foundations for Credit Assignment with Language Models (CALM), a novel approach that leverages Large Language Models (LLMs) to automate credit assignment via reward shaping and options discovery. CALM uses LLMs to decompose a task into elementary subgoals and assess the achievement of these subgoals in state-action transitions. Every time an option terminates, a subgoal is achieved, and CALM provides an auxiliary reward. This additional reward signal can enhance the learning process when the task reward is sparse and delayed without the need for human-designed rewards. We provide a preliminary evaluation of CALM using a dataset of human-annotated demonstrations from MiniHack, suggesting that LLMs can be effective in assigning credit in zero-shot settings, without examples or LLM fine-tuning. Our preliminary results indicate that the knowledge of LLMs is a promising prior for credit assignment in RL, facilitating the transfer of human knowledge into value functions.

cs.LG

Debating with More Persuasive LLMs Leads to More Truthful Answers

Common methods for aligning large language models (LLMs) with desired behaviour heavily rely on human-labelled data. However, as models grow increasingly sophisticated, they will surpass human expertise, and the role of human evaluation will evolve into non-experts overseeing experts. In anticipation of this, we ask: can weaker models assess the correctness of stronger models? We investigate this question in an analogous setting, where stronger models (experts) possess the necessary information to answer questions and weaker models (non-experts) lack this information. The method we evaluate is debate, where two LLM experts each argue for a different answer, and a non-expert selects the answer. We find that debate consistently helps both non-expert models and humans answer questions, achieving 76% and 88% accuracy respectively (naive baselines obtain 48% and 60%). Furthermore, optimising expert debaters for persuasiveness in an unsupervised manner improves non-expert ability to identify the truth in debates. Our results provide encouraging empirical evidence for the viability of aligning models with debate in the absence of ground truth.

cs.AI

Leading the Pack: N-player Opponent Shaping

Reinforcement learning solutions have great success in the 2-player general sum setting. In this setting, the paradigm of Opponent Shaping (OS), in which agents account for the learning of their co-players, has led to agents which are able to avoid collectively bad outcomes, whilst also maximizing their reward. These methods have currently been limited to 2-player game. However, the real world involves interactions with many more agents, with interactions on both local and global scales. In this paper, we extend Opponent Shaping (OS) methods to environments involving multiple co-players and multiple shaping agents. We evaluate on over 4 different environments, varying the number of players from 3 to 5, and demonstrate that model-based OS methods converge to equilibrium with better global welfare than naive learning. However, we find that when playing with a large number of co-players, OS methods' relative performance reduces, suggesting that in the limit OS methods may not perform well. Finally, we explore scenarios where more than one OS method is present, noticing that within games requiring a majority of cooperating agents, OS methods converge to outcomes with poor global welfare.

cs.LG

Scaling Opponent Shaping to High Dimensional Games

In multi-agent settings with mixed incentives, methods developed for zero-sum games have been shown to lead to detrimental outcomes. To address this issue, opponent shaping (OS) methods explicitly learn to influence the learning dynamics of co-players and empirically lead to improved individual and collective outcomes. However, OS methods have only been evaluated in low-dimensional environments due to the challenges associated with estimating higher-order derivatives or scaling model-free meta-learning. Alternative methods that scale to more complex settings either converge to undesirable solutions or rely on unrealistic assumptions about the environment or co-players. In this paper, we successfully scale an OS-based approach to general-sum games with temporally-extended actions and long-time horizons for the first time. After analysing the representations of the meta-state and history used by previous algorithms, we propose a simplified version called Shaper. We show empirically that Shaper leads to improved individual and collective outcomes in a range of challenging settings from literature. We further formalize a technique previously implicit in the literature, and analyse its contribution to opponent shaping. We show empirically that this technique is helpful for the functioning of prior methods in certain environments. Lastly, we show that previous environments, such as the CoinGame, are inadequate for analysing temporally-extended general-sum interactions.

cs.AI

H-GAP: Humanoid Control with a Generalist Planner

Humanoid control is an important research challenge offering avenues for integration into human-centric infrastructures and enabling physics-driven humanoid animations. The daunting challenges in this field stem from the difficulty of optimizing in high-dimensional action spaces and the instability introduced by the bipedal morphology of humanoids. However, the extensive collection of human motion-captured data and the derived datasets of humanoid trajectories, such as MoCapAct, paves the way to tackle these challenges. In this context, we present Humanoid Generalist Autoencoding Planner (H-GAP), a state-action trajectory generative model trained on humanoid trajectories derived from human motion-captured data, capable of adeptly handling downstream control tasks with Model Predictive Control (MPC). For 56 degrees of freedom humanoid, we empirically demonstrate that H-GAP learns to represent and generate a wide range of motor behaviours. Further, without any learning from online interactions, it can also flexibly transfer these behaviors to solve novel downstream control tasks via planning. Notably, H-GAP excels established MPC baselines that have access to the ground truth dynamics model, and is superior or comparable to offline RL methods trained for individual tasks. Finally, we do a series of empirical studies on the scaling properties of H-GAP, showing the potential for performance gains via additional data but not computing. Code and videos are available at https://ycxuyingchen.github.io/hgap/.

cs.LG

minimax: Efficient Baselines for Autocurricula in JAX

Unsupervised environment design (UED) is a form of automatic curriculum learning for training robust decision-making agents to zero-shot transfer into unseen environments. Such autocurricula have received much interest from the RL community. However, UED experiments, based on CPU rollouts and GPU model updates, have often required several weeks of training. This compute requirement is a major obstacle to rapid innovation for the field. This work introduces the minimax library for UED training on accelerated hardware. Using JAX to implement fully-tensorized environments and autocurriculum algorithms, minimax allows the entire training loop to be compiled for hardware acceleration. To provide a petri dish for rapid experimentation, minimax includes a tensorized grid-world based on MiniGrid, in addition to reusable abstractions for conducting autocurricula in procedurally-generated environments. With these components, minimax provides strong UED baselines, including new parallelized variants, which achieve over 120$\times$ speedups in wall time compared to previous implementations when training with equal batch sizes. The minimax library is available under the Apache 2.0 license at https://github.com/facebookresearch/minimax.

cs.LG

Mechanistically analyzing the effects of fine-tuning on procedurally defined tasks

Fine-tuning large pre-trained models has become the de facto strategy for developing both task-specific and general-purpose machine learning systems, including developing models that are safe to deploy. Despite its clear importance, there has been minimal work that explains how fine-tuning alters the underlying capabilities learned by a model during pretraining: does fine-tuning yield entirely novel capabilities or does it just modulate existing ones? We address this question empirically in synthetic, controlled settings where we can use mechanistic interpretability tools (e.g., network pruning and probing) to understand how the model's underlying capabilities are changing. We perform an extensive analysis of the effects of fine-tuning in these settings, and show that: (i) fine-tuning rarely alters the underlying model capabilities; (ii) a minimal transformation, which we call a 'wrapper', is typically learned on top of the underlying model capabilities, creating the illusion that they have been modified; and (iii) further fine-tuning on a task where such hidden capabilities are relevant leads to sample-efficient 'revival' of the capability, i.e., the model begins reusing these capability after only a few gradient steps. This indicates that practitioners can unintentionally remove a model's safety wrapper merely by fine-tuning it on a, e.g., superficially unrelated, downstream task. We additionally perform analysis on language models trained on the TinyStories dataset to support our claims in a more realistic setup.

cs.LG

Understanding the Effects of RLHF on LLM Generalisation and Diversity

Large language models (LLMs) fine-tuned with reinforcement learning from human feedback (RLHF) have been used in some of the most widely deployed AI models to date, such as OpenAI's ChatGPT or Anthropic's Claude. While there has been significant work developing these methods, our understanding of the benefits and downsides of each stage in RLHF is still limited. To fill this gap, we present an extensive analysis of how each stage of the process (i.e. supervised fine-tuning (SFT), reward modelling, and RLHF) affects two key properties: out-of-distribution (OOD) generalisation and output diversity. OOD generalisation is crucial given the wide range of real-world scenarios in which these models are being used, while output diversity refers to the model's ability to generate varied outputs and is important for a variety of use cases. We perform our analysis across two base models on both summarisation and instruction following tasks, the latter being highly relevant for current LLM use cases. We find that RLHF generalises better than SFT to new inputs, particularly as the distribution shift between train and test becomes larger. However, RLHF significantly reduces output diversity compared to SFT across a variety of measures, implying a tradeoff in current LLM fine-tuning methods between generalisation and diversity. Our results provide guidance on which fine-tuning method should be used depending on the application, and show that more research is needed to improve the tradeoff between generalisation and diversity.

cs.LG