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Elias Stengel-Eskin

Publications and source records attributed to Elias Stengel-Eskin.

At least 73 records · Page 4Linked to original sources

CLaMR: Contextualized Late-Interaction for Multimodal Content Retrieval

Online video web content is richly multimodal: a single video blends vision, speech, ambient audio, and on-screen text. Retrieval systems typically treat these modalities as independent retrieval sources, which can lead to noisy and subpar retrieval. We explore multimodal video content retrieval, where relevance can be scored from one particular modality or jointly across multiple modalities simultaneously. Consequently, an effective retriever must dynamically choose which modality (or set of modalities) best addresses the query. We introduce CLaMR, a multimodal, late-interaction retriever that jointly indexes 4 modalities: video frames, transcribed speech, on-screen text, and metadata. CLaMR jointly encodes all modalities with a unified multimodal backbone for improved contextualization and is trained to enhance dynamic modality selection via two key innovations. First, given the lack of training data for multimodal retrieval, we introduce MultiVENT 2.0++, a large-scale synthetic training dataset built on MultiVENT 2.0 (event-centric videos in various languages paired with queries) with modality-targeted queries. Next, we propose a modality-aware loss that jointly trains according to a standard contrastive objective alongside an objective for learning correct modality usage. On the test sets of MultiVENT 2.0++ and MSRVTT, conventional aggregation strategies, such as averaging similarities for baseline retrievers, degrade performance by introducing noise from irrelevant modalities. In contrast, CLaMR consistently outperforms existing retrievers: on MultiVENT 2.0++, CLaMR improves nDCG@10 by 25.6 over the best single-modality retriever and by 35.4 over the best multi-modality retriever. We illustrate CLaMR's downstream utility on long-video QA, retrieving relevant frames and obtaining a 3.50% boost over LanguageBind on Video-MME and 1.42% over dense sampling on LongVideoBench.

cs.CV↗

Movie Facts and Fibs (MF$^2$): A Benchmark for Long Movie Understanding

Despite recent progress in vision-language models (VLMs), holistic understanding of long-form video content remains a significant challenge, partly due to limitations in current benchmarks. Many focus on peripheral, ``needle-in-a-haystack'' details, encouraging context-insensitive retrieval over deep comprehension. Others rely on large-scale, semi-automatically generated questions (often produced by language models themselves) that are easier for models to answer but fail to reflect genuine understanding. In this paper, we introduce MF$^2$, a new benchmark for evaluating whether models can comprehend, consolidate, and recall key narrative information from full-length movies (50-170 minutes long). MF$^2$ includes over 50 full-length, open-licensed movies, each paired with manually constructed sets of claim pairs -- one true (fact) and one plausible but false (fib), totalling over 850 pairs. These claims target core narrative elements such as character motivations and emotions, causal chains, and event order, and refer to memorable moments that humans can recall without rewatching the movie. Instead of multiple-choice formats, we adopt a binary claim evaluation protocol: for each pair, models must correctly identify both the true and false claims. This reduces biases like answer ordering and enables a more precise assessment of reasoning. Our experiments demonstrate that both open-weight and closed state-of-the-art models fall well short of human performance, underscoring the relative ease of the task for humans and their superior ability to retain and reason over critical narrative information -- an ability current VLMs lack.

cs.CV↗

CLATTER: Comprehensive Entailment Reasoning for Hallucination Detection

A common approach to hallucination detection casts it as a natural language inference (NLI) task, often using LLMs to classify whether the generated text is entailed by corresponding reference texts. Since entailment classification is a complex reasoning task, one would expect that LLMs could benefit from generating an explicit reasoning process, as in CoT reasoning or the explicit ``thinking'' of recent reasoning models. In this work, we propose that guiding such models to perform a systematic and comprehensive reasoning process -- one that both decomposes the text into smaller facts and also finds evidence in the source for each fact -- allows models to execute much finer-grained and accurate entailment decisions, leading to increased performance. To that end, we define a 3-step reasoning process, consisting of (i) claim decomposition, (ii) sub-claim attribution and entailment classification, and (iii) aggregated classification, showing that such guided reasoning indeed yields improved hallucination detection. Following this reasoning framework, we introduce an analysis scheme, consisting of several metrics that measure the quality of the intermediate reasoning steps, which provided additional empirical evidence for the improved quality of our guided reasoning scheme.

cs.CL↗

LAQuer: Localized Attribution Queries in Content-grounded Generation

Grounded text generation models often produce content that deviates from their source material, requiring user verification to ensure accuracy. Existing attribution methods associate entire sentences with source documents, which can be overwhelming for users seeking to fact-check specific claims. In contrast, existing sub-sentence attribution methods may be more precise but fail to align with users' interests. In light of these limitations, we introduce Localized Attribution Queries (LAQuer), a new task that localizes selected spans of generated output to their corresponding source spans, allowing fine-grained and user-directed attribution. We compare two approaches for the LAQuer task, including prompting large language models (LLMs) and leveraging LLM internal representations. We then explore a modeling framework that extends existing attributed text generation methods to LAQuer. We evaluate this framework across two grounded text generation tasks: Multi-document Summarization (MDS) and Long-form Question Answering (LFQA). Our findings show that LAQuer methods significantly reduce the length of the attributed text. Our contributions include: (1) proposing the LAQuer task to enhance attribution usability, (2) suggesting a modeling framework and benchmarking multiple baselines, and (3) proposing a new evaluation setting to promote future research on localized attribution in content-grounded generation.

cs.CL↗

AdaCAD: Adaptively Decoding to Balance Conflicts between Contextual and Parametric Knowledge

Knowledge conflict arises from discrepancies between information in the context of a large language model (LLM) and the knowledge stored in its parameters. This can hurt performance when using standard decoding techniques, which tend to ignore the context. Existing test-time contrastive methods seek to address this by comparing the LLM's output distribution with and without the context and adjust the model according to the contrast between them. However, we find that these methods frequently misjudge the degree of conflict and struggle to handle instances that vary in their amount of conflict, with static methods over-adjusting when conflict is absent. We propose a fine-grained, instance-level approach called AdaCAD, which dynamically infers the weight of adjustment based on the degree of conflict, as measured by the Jensen-Shannon divergence between distributions representing contextual and parametric knowledge. Across four LLMs, six question-answering (QA) and three summarization datasets, we demonstrate that ADACAD consistently outperforms other decoding baselines with average QA accuracy gains of 14.21% (absolute) over a static contrastive baseline, and improves the factuality of summaries by 6.19 (AlignScore). Lastly, we show that while contrastive baselines hurt performance when conflict is absent, ADACAD mitigates these losses, making it more applicable to real-world datasets in which some examples have conflict and others do not.

cs.CL↗

System-1.x: Learning to Balance Fast and Slow Planning with Language Models

Language models can be used to solve long-horizon planning problems in two distinct modes: a fast 'System-1' mode, directly generating plans without any explicit search or backtracking, and a slow 'System-2' mode, planning step-by-step by explicitly searching over possible actions. While System-2 is typically more effective, it is also more computationally expensive, making it infeasible for long plans or large action spaces. Moreover, isolated System-1 or 2 ignores the user's end goals, failing to provide ways to control the model's behavior. To this end, we propose the System-1.x Planner, a controllable planning framework with LLMs that is capable of generating hybrid plans and balancing between the two planning modes based on the difficulty of the problem at hand. System-1.x consists of (i) a controller, (ii) a System-1 Planner, and (iii) a System-2 Planner. Based on a user-specified hybridization factor (x) governing the mixture between System-1 and 2, the controller decomposes a problem into sub-goals, and classifies them as easy or hard to be solved by either System-1 or 2, respectively. We fine-tune all three components on top of a single base LLM, requiring only search traces as supervision. Experiments with two diverse planning tasks -- Maze Navigation and Blocksworld -- show that our System-1.x Planner outperforms a System-1 Planner, a System-2 Planner trained to approximate A* search, and also a symbolic planner (A*). We demonstrate the following key properties of our planner: (1) controllability: increasing the hybridization factor (e.g., System-1.75 vs 1.5) performs more search, improving performance, (2) flexibility: by building a neuro-symbolic variant with a neural System-1 and a symbolic System-2, we can use existing symbolic methods, and (3) generalizability: by being able to learn from different search algorithms, our method is robust to the choice of search algorithm.

cs.AI↗

MAMM-Refine: A Recipe for Improving Faithfulness in Generation with Multi-Agent Collaboration

Multi-agent collaboration among models has shown promise in reasoning tasks but is underexplored in long-form generation tasks like summarization and question-answering. We extend multi-agent multi-model reasoning to generation, specifically to improving faithfulness through refinement, i.e., revising model-generated outputs to remove factual inconsistencies. We investigate how iterative collaboration among multiple instances and types of large language models (LLMs) enhances subtasks in the refinement process, such as error detection, critiquing unfaithful sentences, and making corrections based on critiques. We design intrinsic evaluations for each subtask, with our findings indicating that both multi-agent (multiple instances) and multi-model (diverse LLM types) approaches benefit error detection and critiquing. Additionally, reframing critiquing and refinement as reranking rather than generation tasks improves multi-agent performance. We consolidate these insights into a final "recipe" called Multi-Agent Multi-Model Refinement (MAMM-Refine), where multi-agent and multi-model collaboration significantly boosts performance on three summarization datasets as well as on long-form question answering, demonstrating the effectiveness and generalizability of our recipe.

cs.CL↗

VideoTree: Adaptive Tree-based Video Representation for LLM Reasoning on Long Videos

Long-form video understanding is complicated by the high redundancy of video data and the abundance of query-irrelevant information. To tackle these challenges, we propose VideoTree, a training-free framework which builds a query-adaptive and hierarchical video representation for LLM reasoning over long-form videos. First, VideoTree extracts query-relevant information from the input video through an iterative process, progressively refining the selection of keyframes based on their relevance to the query. Furthermore, VideoTree leverages the inherent hierarchical structure of long video data, which is often overlooked by existing LLM-based methods. Specifically, we incorporate multi-granularity information into a tree-based representation, allowing VideoTree to extract query-relevant details from long videos in a coarse-to-fine manner. This enables the model to effectively handle a wide range of video queries with varying levels of detail. Finally, VideoTree aggregates the hierarchical query-relevant information within the tree structure and feeds it into an LLM reasoning model to answer the query. Our experiments show that our method improves both reasoning accuracy and efficiency. Specifically, VideoTree outperforms existing training-free approaches on EgoSchema and NExT-QA with less inference time, achieving 61.1% and 75.6% accuracy on the test set without additional video-specific training. Moreover, on the long split of Video-MME (average 44 minutes), VideoTree achieves better performance than GPT-4V and many other MLLMs that were extensively trained on video data.

cs.CV↗

DataEnvGym: Data Generation Agents in Teacher Environments with Student Feedback

The process of creating training data to teach models is currently driven by humans, who manually analyze model weaknesses and plan how to create data that improves a student model. Approaches using LLMs as annotators reduce human effort, but still require humans to interpret feedback from evaluations and control the LLM to produce data the student needs. Automating this labor-intensive process by creating autonomous data generation agents - or teachers - is desirable, but requires environments that can simulate the feedback-driven, iterative, closed loop of data creation. To enable rapid, scalable testing for such agents and their modules, we introduce DataEnvGym, a testbed of teacher environments for data generation agents. DataEnvGym frames data generation as a sequential decision-making task, involving an agent consisting of a data generation policy (which generates a plan for creating training data) and a data generation engine (which transforms the plan into data), inside an environment that provides student feedback. The agent's goal is to improve student performance. Students are iteratively trained and evaluated on generated data, and their feedback (in the form of errors or weak skills) is reported to the agent after each iteration. DataEnvGym includes multiple teacher environment instantiations across 3 levels of structure in the state representation and action space. More structured environments are based on inferred skills and offer more interpretability and curriculum control. We support 4 domains (math, code, VQA, and tool-use) and test multiple students and teachers. Example agents in our teaching environments can iteratively improve students across tasks and settings. Moreover, we show that environments teach different skill levels and test variants of key modules, pointing to future work in improving data generation agents, engines, and feedback mechanisms.

cs.CL↗

See It from My Perspective: How Language Affects Cultural Bias in Image Understanding

Vision-language models (VLMs) can respond to queries about images in many languages. However, beyond language, culture affects how we see things. For example, individuals from Western cultures focus more on the central figure in an image while individuals from East Asian cultures attend more to scene context. In this work, we characterize the Western bias of VLMs in image understanding and investigate the role that language plays in this disparity. We evaluate VLMs across subjective and objective visual tasks with culturally diverse images and annotations. We find that VLMs perform better on the Western split than on the East Asian split of each task. Through controlled experimentation, we trace one source of this bias in image understanding to the lack of diversity in language model construction. While inference in a language nearer to a culture can lead to reductions in bias, we show it is much more effective when that language was well-represented during text-only pre-training. Interestingly, this yields bias reductions even when prompting in English. Our work highlights the importance of richer representation of all languages in building equitable VLMs.

cs.CL↗

Teaching Models to Balance Resisting and Accepting Persuasion

Large language models (LLMs) are susceptible to persuasion, which can pose risks when models are faced with an adversarial interlocutor. We take a first step towards defending models against persuasion while also arguing that defense against adversarial (i.e. negative) persuasion is only half of the equation: models should also be able to accept beneficial (i.e. positive) persuasion to improve their answers. We show that optimizing models for only one side results in poor performance on the other. In order to balance positive and negative persuasion, we introduce Persuasion-Training (or PBT), which leverages multi-agent recursive dialogue trees to create data and trains models via preference optimization to accept persuasion when appropriate. PBT allows us to use data generated from dialogues between smaller 7-8B models for training much larger 70B models. Moreover, PBT consistently improves resistance to misinformation and resilience to being challenged while also resulting in the best overall performance on holistic data containing both positive and negative persuasion. Crucially, we show that PBT models are better teammates in multi-agent debates across two domains (trivia and commonsense QA). We find that without PBT, pairs of stronger and weaker models have unstable performance, with the order in which the models present their answers determining whether the team obtains the stronger or weaker model's performance. PBT leads to better and more stable results and less order dependence, with the stronger model consistently pulling the weaker one up.

cs.CL↗

LACIE: Listener-Aware Finetuning for Confidence Calibration in Large Language Models

When answering questions, LLMs can convey not only an answer, but a level of confidence about the answer being correct. This includes explicit confidence markers (e.g. giving a numeric score) as well as implicit markers, like an authoritative tone or elaborating with additional knowledge. For LLMs to be trustworthy knowledge sources, the confidence they convey should match their actual expertise; however, most current models tend towards overconfidence. To calibrate both implicit and explicit confidence markers, we introduce a pragmatic, listener-aware finetuning method (LACIE) that models the listener, considering not only whether an answer is right, but whether it will be accepted by a listener. We cast calibration as preference optimization, creating data via a two-agent game, where a speaker model's outputs are judged by a simulated listener. We then finetune three LLMs (Mistral-7B, Llama3-8B, Llama3-70B) with LACIE, and show that the resulting models are better calibrated w.r.t. a simulated listener. Crucially, these trends transfer to human listeners, helping them correctly predict model correctness: we conduct a human evaluation where annotators accept or reject an LLM's answers, finding that training with LACIE results in 47% fewer incorrect answers being accepted while maintaining the same level of acceptance for correct answers. Furthermore, LACIE generalizes to another dataset, resulting in a large increase in truthfulness on TruthfulQA when trained on TriviaQA. Our analysis indicates that LACIE leads to a better confidence separation between correct and incorrect examples. Qualitatively, we find that a LACIE-trained model hedges more and implicitly signals certainty when it is correct by using an authoritative tone or including details. Finally, LACIE finetuning leads to an emergent increase in model abstention (e.g. saying "I don't know") for answers that are likely wrong.

cs.CL↗

Fundamental Problems With Model Editing: How Should Rational Belief Revision Work in LLMs?

The model editing problem concerns how language models should learn new facts about the world over time. While empirical research on model editing has drawn widespread attention, the conceptual foundations of model editing remain shaky -- perhaps unsurprisingly, since model editing is essentially belief revision, a storied problem in philosophy that has eluded succinct solutions for decades. Model editing nonetheless demands a solution, since we need to be able to control the knowledge within language models. With this goal in mind, this paper critiques the standard formulation of the model editing problem and proposes a formal testbed for model editing research. We first describe 12 open problems with model editing, based on challenges with (1) defining the problem, (2) developing benchmarks, and (3) assuming LLMs have editable beliefs in the first place. Many of these challenges are extremely difficult to address, e.g. determining far-reaching consequences of edits, labeling probabilistic entailments between facts, and updating beliefs of agent simulators. Next, we introduce a semi-synthetic dataset for model editing based on Wikidata, where we can evaluate edits against labels given by an idealized Bayesian agent. This enables us to say exactly how belief revision in language models falls short of a desirable epistemic standard. We encourage further research exploring settings where such a gold standard can be compared against. Our code is publicly available at: https://github.com/peterbhase/LLM-belief-revision

cs.CL↗

GTBench: Uncovering the Strategic Reasoning Limitations of LLMs via Game-Theoretic Evaluations

As Large Language Models (LLMs) are integrated into critical real-world applications, their strategic and logical reasoning abilities are increasingly crucial. This paper evaluates LLMs' reasoning abilities in competitive environments through game-theoretic tasks, e.g., board and card games that require pure logic and strategic reasoning to compete with opponents. We first propose GTBench, a language-driven environment composing 10 widely recognized tasks, across a comprehensive game taxonomy: complete versus incomplete information, dynamic versus static, and probabilistic versus deterministic scenarios. Then, we (1) Characterize the game-theoretic reasoning of LLMs; and (2) Perform LLM-vs.-LLM competitions as reasoning evaluation. We observe that (1) LLMs have distinct behaviors regarding various gaming scenarios; for example, LLMs fail in complete and deterministic games yet they are competitive in probabilistic gaming scenarios; (2) Most open-source LLMs, e.g., CodeLlama-34b-Instruct and Llama-2-70b-chat, are less competitive than commercial LLMs, e.g., GPT-4, in complex games, yet the recently released Llama-3-70b-Instruct makes up for this shortcoming. In addition, code-pretraining greatly benefits strategic reasoning, while advanced reasoning methods such as Chain-of-Thought (CoT) and Tree-of-Thought (ToT) do not always help. We further characterize the game-theoretic properties of LLMs, such as equilibrium and Pareto Efficiency in repeated games. Detailed error profiles are provided for a better understanding of LLMs' behavior. We hope our research provides standardized protocols and serves as a foundation to spur further explorations in the strategic reasoning of LLMs.

cs.CL↗

MAGDi: Structured Distillation of Multi-Agent Interaction Graphs Improves Reasoning in Smaller Language Models

Multi-agent interactions between Large Language Model (LLM) agents have shown major improvements on diverse reasoning tasks. However, these involve long generations from multiple models across several rounds, making them expensive. Moreover, these multi-agent approaches fail to provide a final, single model for efficient inference. To address this, we introduce MAGDi, a new method for structured distillation of the reasoning interactions between multiple LLMs into smaller LMs. MAGDi teaches smaller models by representing multi-agent interactions as graphs, augmenting a base student model with a graph encoder, and distilling knowledge using three objective functions: next-token prediction, a contrastive loss between correct and incorrect reasoning, and a graph-based objective to model the interaction structure. Experiments on seven widely used commonsense and math reasoning benchmarks show that MAGDi improves the reasoning capabilities of smaller models, outperforming several methods that distill from a single teacher and multiple teachers. Moreover, MAGDi also demonstrates an order of magnitude higher efficiency over its teachers. We conduct extensive analyses to show that MAGDi (1) enhances the generalizability to out-of-domain tasks, (2) scales positively with the size and strength of the base student model, and (3) obtains larger improvements (via our multi-teacher training) when applying self-consistency -- an inference technique that relies on model diversity.

cs.CL↗

ReGAL: Refactoring Programs to Discover Generalizable Abstractions

While large language models (LLMs) are increasingly being used for program synthesis, they lack the global view needed to develop useful abstractions; they generally predict programs one at a time, often repeating the same functionality. Generating redundant code from scratch is both inefficient and error-prone. To address this, we propose Refactoring for Generalizable Abstraction Learning (ReGAL), a gradient-free method for learning a library of reusable functions via code refactorization, i.e., restructuring code without changing its execution output. ReGAL learns from a small set of existing programs, iteratively verifying and refining its abstractions via execution. We find that the shared function libraries discovered by ReGAL make programs easier to predict across diverse domains. On five datasets -- LOGO graphics generation, Date reasoning, TextCraft (a Minecraft-based text-game) MATH, and TabMWP -- both open-source and proprietary LLMs improve in accuracy when predicting programs with ReGAL functions. For CodeLlama-13B, ReGAL results in absolute accuracy increases of 11.5% on LOGO, 26.1% on date understanding, and 8.1% on TextCraft, outperforming GPT-3.5 in two of three domains. Our analysis reveals ReGAL's abstractions encapsulate frequently-used subroutines as well as environment dynamics.

cs.SE↗

Soft Self-Consistency Improves Language Model Agents

Generations from large language models (LLMs) can be improved by sampling and scoring multiple solutions to select a final answer. Current "sample and select" methods such as self-consistency (SC) rely on majority voting to score answers. However, when tasks have many distinct and valid answers, selection by voting requires a large number of samples. This makes SC prohibitively expensive for interactive tasks that involve generating multiple actions (answers) sequentially. After establishing that majority voting fails to provide consistent gains on such tasks, we demonstrate how to increase success rates by softening the scoring criterion. We introduce Soft Self-Consistency (SOFT-SC), which replaces SC's discontinuous scoring with a continuous score computed from model likelihoods, allowing for selection even when actions are sparsely distributed. SOFT-SC improves both performance and efficiency on long-horizon interactive tasks, requiring half as many samples as SC for comparable or better performance. For a fixed number of samples, SOFT-SC leads to a 1.3% increase over SC in absolute success rate on writing bash programs, a 6.6% increase on online shopping (WebShop), and a 4.7% increase for an interactive household game (ALFWorld). Finally, we show that SOFT-SC can be applied to both open-source and black-box models.

cs.CL↗

Language-guided Skill Learning with Temporal Variational Inference

We present an algorithm for skill discovery from expert demonstrations. The algorithm first utilizes Large Language Models (LLMs) to propose an initial segmentation of the trajectories. Following that, a hierarchical variational inference framework incorporates the LLM-generated segmentation information to discover reusable skills by merging trajectory segments. To further control the trade-off between compression and reusability, we introduce a novel auxiliary objective based on the Minimum Description Length principle that helps guide this skill discovery process. Our results demonstrate that agents equipped with our method are able to discover skills that help accelerate learning and outperform baseline skill learning approaches on new long-horizon tasks in BabyAI, a grid world navigation environment, as well as ALFRED, a household simulation environment.

cs.LG↗