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Mohit Bansal

Publications and source records attributed to Mohit Bansal.

At least 163 records · Page 9Linked to original sources

Diagnostic Benchmark and Iterative Inpainting for Layout-Guided Image Generation

Spatial control is a core capability in controllable image generation. Advancements in layout-guided image generation have shown promising results on in-distribution (ID) datasets with similar spatial configurations. However, it is unclear how these models perform when facing out-of-distribution (OOD) samples with arbitrary, unseen layouts. In this paper, we propose LayoutBench, a diagnostic benchmark for layout-guided image generation that examines four categories of spatial control skills: number, position, size, and shape. We benchmark two recent representative layout-guided image generation methods and observe that the good ID layout control may not generalize well to arbitrary layouts in the wild (e.g., objects at the boundary). Next, we propose IterInpaint, a new baseline that generates foreground and background regions step-by-step via inpainting, demonstrating stronger generalizability than existing models on OOD layouts in LayoutBench. We perform quantitative and qualitative evaluation and fine-grained analysis on the four LayoutBench skills to pinpoint the weaknesses of existing models. We show comprehensive ablation studies on IterInpaint, including training task ratio, crop&paste vs. repaint, and generation order. Lastly, we evaluate the zero-shot performance of different pretrained layout-guided image generation models on LayoutBench-COCO, our new benchmark for OOD layouts with real objects, where our IterInpaint consistently outperforms SOTA baselines in all four splits. Project website: https://layoutbench.github.io

cs.CV↗

DiagrammerGPT: Generating Open-Domain, Open-Platform Diagrams via LLM Planning

Text-to-image (T2I) generation has seen significant growth over the past few years. Despite this, there has been little work on generating diagrams with T2I models. A diagram is a symbolic/schematic representation that explains information using structurally rich and spatially complex visualizations (e.g., a dense combination of related objects, text labels, directional arrows/lines, etc.). Existing state-of-the-art T2I models often fail at diagram generation because they lack fine-grained object layout control when many objects are densely connected via complex relations such as arrows/lines, and also often fail to render comprehensible text labels. To address this gap, we present DiagrammerGPT, a novel two-stage text-to-diagram generation framework leveraging the layout guidance capabilities of LLMs to generate more accurate diagrams. In the first stage, we use LLMs to generate and iteratively refine 'diagram plans' (in a planner-auditor feedback loop). In the second stage, we use a diagram generator, DiagramGLIGEN, and a text label rendering module to generate diagrams (with clear text labels) following the diagram plans. To benchmark the text-to-diagram generation task, we introduce AI2D-Caption, a densely annotated diagram dataset built on top of the AI2D dataset. We show that our DiagrammerGPT framework produces more accurate diagrams, outperforming existing T2I models. We also provide comprehensive analysis, including open-domain diagram generation, multi-platform vector graphic diagram generation, human-in-the-loop editing, and multimodal planner/auditor LLMs.

cs.CV↗

VideoDirectorGPT: Consistent Multi-scene Video Generation via LLM-Guided Planning

Recent text-to-video (T2V) generation methods have seen significant advancements. However, the majority of these works focus on producing short video clips of a single event (i.e., single-scene videos). Meanwhile, recent large language models (LLMs) have demonstrated their capability in generating layouts and programs to control downstream visual modules. This prompts an important question: can we leverage the knowledge embedded in these LLMs for temporally consistent long video generation? In this paper, we propose VideoDirectorGPT, a novel framework for consistent multi-scene video generation that uses the knowledge of LLMs for video content planning and grounded video generation. Specifically, given a single text prompt, we first ask our video planner LLM (GPT-4) to expand it into a 'video plan', which includes the scene descriptions, the entities with their respective layouts, the background for each scene, and consistency groupings of the entities. Next, guided by this video plan, our video generator, named Layout2Vid, has explicit control over spatial layouts and can maintain temporal consistency of entities across multiple scenes, while being trained only with image-level annotations. Our experiments demonstrate that our proposed VideoDirectorGPT framework substantially improves layout and movement control in both single- and multi-scene video generation and can generate multi-scene videos with consistency, while achieving competitive performance with SOTAs in open-domain single-scene T2V generation. Detailed ablation studies, including dynamic adjustment of layout control strength with an LLM and video generation with user-provided images, confirm the effectiveness of each component of our framework and its future potential.

cs.CV↗

EnvGen: Generating and Adapting Environments via LLMs for Training Embodied Agents

Recent SOTA approaches for embodied learning via interaction directly employ large language models (LLMs) as agents to determine the next steps in an environment. Due to their world knowledge and reasoning capabilities, LLM agents achieve stronger performance than previous smaller agents based on reinforcement learning (RL); however, frequently calling LLMs is slow and expensive. Instead of directly employing LLMs as agents, can we use LLMs' reasoning capabilities to adaptively create training environments to help smaller RL agents learn useful skills that they are weak at? We propose EnvGen, a novel framework to address this question. We first prompt an LLM to generate training environments by giving it the task description and simulator objectives that the agents should learn and then asking it to generate a set of environment configurations (e.g., different terrains, items initially given to agents, etc.). Next, we train a small RL agent in a mixture of the original and LLM-generated environments. Then, we enable the LLM to continuously adapt the generated environments to progressively improve the skills that the agent is weak at, by providing feedback to the LLM in the form of the agent's performance. We demonstrate the usefulness of EnvGen with comprehensive experiments in Crafter and Heist environments. We find that a small RL agent trained with EnvGen can outperform SOTA methods, including a GPT-4 agent, and learns long-horizon tasks significantly faster. We also show that using an LLM to adapt environments dynamically outperforms curriculum learning approaches and how the environments are adapted to help improve RL agents' weaker skills over time. Additionally, EnvGen is substantially more efficient as it only uses a small number of LLM calls (e.g., 4 in total), whereas LLM agents require thousands of calls. Lastly, we present detailed ablation studies for EnvGen design choices.

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.

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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

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ReConcile: Round-Table Conference Improves Reasoning via Consensus among Diverse LLMs

Large Language Models (LLMs) still struggle with natural language reasoning tasks. Motivated by the society of minds (Minsky, 1988), we propose ReConcile, a multi-model multi-agent framework designed as a round table conference among diverse LLM agents. ReConcile enhances collaborative reasoning between LLM agents via multiple rounds of discussion, learning to convince other agents to improve their answers, and employing a confidence-weighted voting mechanism that leads to a better consensus. In each round, ReConcile initiates discussion between agents via a 'discussion prompt' that consists of (a) grouped answers and explanations generated by each agent in the previous round, (b) their confidence scores, and (c) demonstrations of answer-rectifying human explanations, used for convincing other agents. Experiments on seven benchmarks demonstrate that ReConcile significantly improves LLMs' reasoning -- both individually and as a team -- surpassing prior single-agent and multi-agent baselines by up to 11.4% and even outperforming GPT-4 on three datasets. ReConcile also flexibly incorporates different combinations of agents, including API-based, open-source, and domain-specific models, leading to an 8% improvement on MATH. Finally, we analyze the individual components of ReConcile, demonstrating that the diversity originating from different models is critical to its superior performance. Code: https://github.com/dinobby/ReConcile

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NewsQs: Multi-Source Question Generation for the Inquiring Mind

We present NewsQs (news-cues), a dataset that provides question-answer pairs for multiple news documents. To create NewsQs, we augment a traditional multi-document summarization dataset with questions automatically generated by a T5-Large model fine-tuned on FAQ-style news articles from the News On the Web corpus. We show that fine-tuning a model with control codes produces questions that are judged acceptable more often than the same model without them as measured through human evaluation. We use a QNLI model with high correlation with human annotations to filter our data. We release our final dataset of high-quality questions, answers, and document clusters as a resource for future work in query-based multi-document summarization.

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REAL Sampling: Boosting Factuality and Diversity of Open-Ended Generation via Asymptotic Entropy

Decoding methods for large language models (LLMs) usually struggle with the tradeoff between ensuring factuality and maintaining diversity. For example, a higher p threshold in the nucleus (top-p) sampling increases the diversity but decreases the factuality, and vice versa. In this paper, we propose REAL (Residual Entropy from Asymptotic Line) sampling, a decoding method that achieves improved factuality and diversity over nucleus sampling by predicting an adaptive threshold of $p$. Specifically, REAL sampling predicts the step-wise likelihood of an LLM to hallucinate, and lowers the p threshold when an LLM is likely to hallucinate. Otherwise, REAL sampling increases the p threshold to boost the diversity. To predict the step-wise hallucination likelihood without supervision, we construct a Token-level Hallucination Forecasting (THF) model to predict the asymptotic entropy (i.e., inherent uncertainty) of the next token by extrapolating the next-token entropies from a series of LLMs with different sizes. If a LLM's entropy is higher than the asymptotic entropy (i.e., the LLM is more uncertain than it should be), the THF model predicts a high hallucination hazard, which leads to a lower p threshold in REAL sampling. In the FactualityPrompts benchmark, we demonstrate that REAL sampling based on a 70M THF model can substantially improve the factuality and diversity of 7B LLMs simultaneously, judged by both retrieval-based metrics and human evaluation. After combined with contrastive decoding, REAL sampling outperforms 9 sampling methods, and generates texts that are more factual than the greedy sampling and more diverse than the nucleus sampling with $p=0.5$. Furthermore, the predicted asymptotic entropy is also a useful unsupervised signal for hallucination detection tasks.

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.

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Branch-Solve-Merge Improves Large Language Model Evaluation and Generation

Large Language Models (LLMs) are frequently used for multi-faceted language generation and evaluation tasks that involve satisfying intricate user constraints or taking into account multiple aspects and criteria. However, their performance can fall short, due to the model's lack of coherence and inability to plan and decompose the problem. We propose Branch-Solve-Merge (BSM), a Large Language Model program (Schlag et al., 2023) for tackling such challenging natural language tasks. It consists of branch, solve, and merge modules that are parameterized with specific prompts to the base LLM. These three modules plan a decomposition of the task into multiple parallel sub-tasks, independently solve them, and fuse the solutions to the sub-tasks. We apply our method to the tasks of LLM response evaluation and constrained text generation and evaluate its effectiveness with multiple LLMs, including Vicuna, LLaMA-2-chat, and GPT-4. BSM improves the evaluation correctness and consistency for each LLM by enhancing human-LLM agreement by up to 26%, reducing length and pairwise position biases by up to 50%, and allowing LLaMA2-chat to match or outperform GPT-4 on most domains. On a constraint story generation task, BSM improves the coherence of stories while also improving constraint satisfaction by 12%.

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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↗

The Unreasonable Effectiveness of Easy Training Data for Hard Tasks

How can we train models to perform well on hard test data when hard training data is by definition difficult to label correctly? This question has been termed the scalable oversight problem and has drawn increasing attention as language models have continually improved. In this paper, we present the surprising conclusion that current pretrained language models often generalize relatively well from easy to hard data, even performing as well as oracle models finetuned on hard data. We demonstrate this kind of easy-to-hard generalization using simple finetuning methods like in-context learning, linear classifier heads, and QLoRA for seven different measures of datapoint hardness, including six empirically diverse human hardness measures (like grade level) and one model-based measure (loss-based). Furthermore, we show that even if one cares most about model performance on hard data, it can be better to collect easy data rather than hard data for finetuning, since hard data is generally noisier and costlier to collect. Our experiments use open models up to 70b in size and four publicly available question-answering datasets with questions ranging in difficulty from 3rd grade science questions to college level STEM questions and general-knowledge trivia. We conclude that easy-to-hard generalization in LMs is surprisingly strong for the tasks studied. Our code is available at: https://github.com/allenai/easy-to-hard-generalization

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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↗

The Power of Summary-Source Alignments

Multi-document summarization (MDS) is a challenging task, often decomposed to subtasks of salience and redundancy detection, followed by text generation. In this context, alignment of corresponding sentences between a reference summary and its source documents has been leveraged to generate training data for some of the component tasks. Yet, this enabling alignment step has usually been applied heuristically on the sentence level on a limited number of subtasks. In this paper, we propose extending the summary-source alignment framework by (1) applying it at the more fine-grained proposition span level, (2) annotating alignment manually in a multi-document setup, and (3) revealing the great potential of summary-source alignments to yield several datasets for at least six different tasks. Specifically, for each of the tasks, we release a manually annotated test set that was derived automatically from the alignment annotation. We also release development and train sets in the same way, but from automatically derived alignments. Using the datasets, each task is demonstrated with baseline models and corresponding evaluation metrics to spur future research on this broad challenge.

cs.CL↗

MixCE: Training Autoregressive Language Models by Mixing Forward and Reverse Cross-Entropies

Autoregressive language models are trained by minimizing the cross-entropy of the model distribution Q relative to the data distribution P -- that is, minimizing the forward cross-entropy, which is equivalent to maximum likelihood estimation (MLE). We have observed that models trained in this way may "over-generalize", in the sense that they produce non-human-like text. Moreover, we believe that reverse cross-entropy, i.e., the cross-entropy of P relative to Q, is a better reflection of how a human would evaluate text generated by a model. Hence, we propose learning with MixCE, an objective that mixes the forward and reverse cross-entropies. We evaluate models trained with this objective on synthetic data settings (where P is known) and real data, and show that the resulting models yield better generated text without complex decoding strategies. Our code and models are publicly available at https://github.com/bloomberg/mixce-acl2023

cs.CL↗

Ctrl-Adapter: An Efficient and Versatile Framework for Adapting Diverse Controls to Any Diffusion Model

ControlNets are widely used for adding spatial control to text-to-image diffusion models with different conditions, such as depth maps, scribbles/sketches, and human poses. However, when it comes to controllable video generation, ControlNets cannot be directly integrated into new backbones due to feature space mismatches, and training ControlNets for new backbones can be a significant burden for many users. Furthermore, applying ControlNets independently to different frames cannot effectively maintain object temporal consistency. To address these challenges, we introduce Ctrl-Adapter, an efficient and versatile framework that adds diverse controls to any image/video diffusion model through the adaptation of pretrained ControlNets. Ctrl-Adapter offers strong and diverse capabilities, including image and video control, sparse-frame video control, fine-grained patch-level multi-condition control (via an MoE router), zero-shot adaptation to unseen conditions, and supports a variety of downstream tasks beyond spatial control, including video editing, video style transfer, and text-guided motion control. With six diverse U-Net/DiT-based image/video diffusion models (SDXL, PixArt-$α$, I2VGen-XL, SVD, Latte, Hotshot-XL), Ctrl-Adapter matches the performance of pretrained ControlNets on COCO and achieves the state-of-the-art on DAVIS 2017 with significantly lower computation (< 10 GPU hours).

cs.CV↗