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Kevin A. Wang

Publications and source records attributed to Kevin A. Wang.

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Lessons from the Trenches on Reproducible Evaluation of Language Models

Reliable evaluation of language models (LMs) remains an open challenge. Re- searchers and engineers face methodological issues such as the sensitivity of models to evaluation setup, difficulty of proper comparisons across methods, and the lack of reproducibility and transparency. Evaluation difficulties are exacer- bated by the fracturing and siloing of information about conventions and common practices. In this paper we draw on three years of experience in evaluating large lan- guage models (LMs) as developers of the popular Language Model Evaluation Harness (lm-eval) (Gao et al., 2023) framework to provide guidance and lessons for the field moving forward. We document a variety of challenges faced by prac- titioners and provide concrete instances where these challenges or the absence of best practices have come into effect. We make recommendations to the field for improving evaluation rigor and confidence, and attempt to codify much of the tacit or folk knowledge surrounding LM evaluation, for a solid ground to move forward.

cs.CL

Opponent Modeling in Multiplayer Imperfect-Information Games

In many real-world settings agents engage in strategic interactions with multiple opposing agents who can employ a wide variety of strategies. The standard approach for designing agents for such settings is to compute or approximate a relevant game-theoretic solution concept such as Nash equilibrium and then follow the prescribed strategy. However, such a strategy ignores any observations of opponents' play, which may indicate shortcomings that can be exploited. We present an approach for opponent modeling in multiplayer imperfect-information games where we collect observations of opponents' play through repeated interactions. We run experiments against a wide variety of real opponents and exact Nash equilibrium strategies in three-player Kuhn poker and show that our algorithm significantly outperforms all of the agents, including the exact Nash equilibrium strategies.

cs.GT

The Update-Equivalence Framework for Decision-Time Planning

The process of revising (or constructing) a policy at execution time -- known as decision-time planning -- has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.

cs.AI