SearcharxivSearch

arXiv subjects

Raffaella Bernardi

Publications and source records attributed to Raffaella Bernardi.

At least 19 recordsLinked to original sources

Investigating Knowledge Transfer Across Interactive Dialogue Games

Dialogue games represent a challenging setting where complex cognitive skills are required to accomplish tasks while coordinating with other players. Considering that language represents an interface for both understanding the game rules and executing actions, it is reasonable to assume that training on a specific language game will enhance specific capabilities that might be relevant for other tasks as well. Motivated by this rationale, in this paper, we investigate how knowledge transfers across different dialogue games. We study transferability by finetuning LLM models on games from the clembench suite (Chalamalasetti et al., 2023) and performing two analyses: i) we derive a task-transferability graph using a binary integer optimization program from Zamir et al. (2018), using task performance as the main metric; and ii) we compute task vectors (Ilharco et al., 2022) for each game to study similarities across finetuned models and their task transferability. In our first analysis, we find that some games benefit more from transfer than finetuning, and that the visuospatial family (e.g., exploration games) transfers best. With our task vector analysis instead, we find that similarity-based approaches capture game-role relationships but almost no transferability patterns, suggesting that more complex metrics are required.

cs.CL

Different Facets of Verbalised Overconfidence: an Interpretability Study

Large language models tend to overconfidence, giving assertive answers when the evidence suggests hedging or abstention. Using controlled reasoning scenarios that manipulate logical necessity and possibility, we study this behavior in Qwen3-4B, across three ways to express uncertainty: verbal epistemic markers, abstention, and numeric confidence scores. Our results confirm this tendency toward overconfidence, particularly when the model is prompted to output a numeric confidence score. At the interpretability level, we propose a method that differentially identifies transcoder features responsible for uncertainty and certainty. Our analysis reveals Qwen3-4B's default mechanism favors certainty generation through a broad coalition of shared features, while uncertainty is implemented as a sparse override mediated by a small set of dedicated features. Intervening on these uncertainty features both causally proves this imbalance underlying overconfidence and also mitigate overconfident errors. The same set of features generalise across the three uncertainty-expression settings, languages, and an out-of-distribution modality task.

cs.CL

FALSIFYBENCH: Evaluating Inductive Reasoning in LLMs with Rule Discovery Games

Large language models (LLMs) are increasingly deployed as autonomous agents in scientific tasks. Yet whether these systems can effectively engage in forms of inductive reasoning relevant to scientific discovery remains an open question. In this work, we introduce FALSIFYBENCH, an evaluation framework for hypothesis-driven reasoning inspired by the classic Wason 2-4-6 task, in which agents must discover hidden semantic properties by iteratively proposing examples and receiving feedback. This task captures key elements of scientific reasoning: hypothesis generation, evidence gathering, and belief revision in response to both confirming and disconfirming evidence. Our evaluation of 12 LLMs across model families and scales shows that reasoning models are generally stronger scientific reasoners than instruction-tuned models, although no model comes close to optimal performance. The primary driver of success is the capacity for negative testing: models that actively seek to falsify their hypotheses consistently outperform those that primarily seek confirmation. Moreover, a fine-grained turn-level analysis, neglected in previous work, reveals that failure is tied to identifiable patterns in how models navigate the hypothesis space.

cs.AI

The Price of Thought: A Multilingual Analysis of Reasoning, Performance, and Cost of Negotiation in Large Language Models

Negotiation is a fundamental challenge for AI agents, as it requires an ability to reason strategically, model opponents, and balance cooperation with competition. We present the first comprehensive study that systematically evaluates how explicit reasoning training affects the negotiation abilities of both commercial and open-weight large language models, comparing these models to their vanilla counterparts across three languages. Using a self-play setup across three diverse dialogue games, we analyse trade-offs between performance and cost, the language consistency of reasoning processes, and the nature of strategic adaptation exhibited by models. Our findings show that enabling reasoning -- that is, scaling test time compute -- significantly improves negotiation outcomes by enhancing collaboration and helping models overcome task complexities, but comes at a substantial computational cost: reasoning improves GPT-5's performance by 31.4 % while increasing its cost by nearly 400 %. Most critically, we uncover a significant multilingual reasoning distinction: open-weight models consistently switch to English for their internal reasoning steps, even when negotiating in German or Italian (and thus possibly impacting potential explainability gains through the disclosure of reasoning traces), while a leading commercial model maintains language consistency between reasoning and final output.

cs.CL

How Language Models Conflate Logical Validity with Plausibility: A Representational Analysis of Content Effects

Both humans and large language models (LLMs) exhibit content effects: biases in which the plausibility of the semantic content of a reasoning problem influences judgments regarding its logical validity. While this phenomenon in humans is best explained by the dual-process theory of reasoning, the mechanisms behind content effects in LLMs remain unclear. In this work, we address this issue by investigating how LLMs encode the concepts of validity and plausibility within their internal representations. We show that both concepts are linearly represented and strongly aligned in representational geometry, leading models to conflate plausibility with validity. Using steering vectors, we demonstrate that plausibility vectors can causally bias validity judgements, and vice versa, and that the degree of alignment between these two concepts predicts the magnitude of behavioral content effects across models. Finally, we construct debiasing vectors that disentangle these concepts, reducing content effects and improving reasoning accuracy. Our findings advance understanding of how abstract logical concepts are represented in LLMs and highlight representational interventions as a path toward more logical systems.

cs.CL

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

Teaching Small Language Models to Learn Logic through Meta-Learning

Large language models (LLMs) are increasingly evaluated on reasoning tasks, yet their logical abilities remain contested. To address this, we study LLMs' reasoning in a well-defined fragment of logic: syllogistic reasoning. We cast the problem as premise selection and construct controlled datasets to isolate logical competence. Beyond evaluation, an open challenge is enabling LLMs to acquire abstract inference patterns that generalize to novel structures. We propose to apply few-shot meta-learning to this domain, thereby encouraging models to extract rules across tasks rather than memorize patterns within tasks. Although meta-learning has been little explored in the context of logic learnability, our experiments show that it is effective: small models (1.5B-7B) fine-tuned with meta-learning demonstrate strong gains in generalization, with especially pronounced benefits in low-data regimes. These meta-learned models outperform GPT-4o and o3-mini on our syllogistic reasoning task.

cs.CL

Playpen: An Environment for Exploring Learning Through Conversational Interaction

Interaction between learner and feedback-giver has come into focus recently for post-training of Large Language Models (LLMs), through the use of reward models that judge the appropriateness of a model's response. In this paper, we investigate whether Dialogue Games -- goal-directed and rule-governed activities driven predominantly by verbal actions -- can also serve as a source of feedback signals for learning. We introduce Playpen, an environment for off- and online learning through Dialogue Game self-play, and investigate a representative set of post-training methods: supervised fine-tuning; direct alignment (DPO); and reinforcement learning with GRPO. We experiment with post-training a small LLM (Llama-3.1-8B-Instruct), evaluating performance on unseen instances of training games as well as unseen games, and on standard benchmarks. We find that imitation learning through SFT improves performance on unseen instances, but negatively impacts other skills, while interactive learning with GRPO shows balanced improvements without loss of skills. We release the framework and the baseline training setups to foster research in the promising new direction of learning in (synthetic) interaction.

cs.CL

All-in-one: Understanding and Generation in Multimodal Reasoning with the MAIA Benchmark

We introduce MAIA (Multimodal AI Assessment), a native-Italian benchmark designed for fine-grained investigation of the reasoning abilities of visual language models on videos. MAIA differs from other available video benchmarks for its design, its reasoning categories, the metric it uses, and the language and culture of the videos. MAIA evaluates Vision Language Models (VLMs) on two aligned tasks: a visual statement verification task, and an open-ended visual question-answering task, both on the same set of video-related questions. It considers twelve reasoning categories that aim to disentangle language and vision relations by highlighting the role of the visual input. Thanks to its carefully taught design, it evaluates VLMs' consistency and visually grounded natural language comprehension and generation simultaneously through an aggregated metric revealing low results that highlight models' fragility. Last but not least, the video collection has been carefully selected to reflect the Italian culture, and the language data are produced by native-speakers.

cs.CL

Triangulating LLM Progress through Benchmarks, Games, and Cognitive Tests

We examine three evaluation paradigms: standard benchmarks (e.g., MMLU and BBH), interactive games (e.g., Signalling Games or Taboo), and cognitive tests (e.g., for working memory or theory of mind). First, we investigate which of the former two-benchmarks or games-is most effective at discriminating LLMs of varying quality. Then, inspired by human cognitive assessments, we compile a suite of targeted tests that measure cognitive abilities deemed essential for effective language use, and we investigate their correlation with model performance in benchmarks and games. Our analyses reveal that interactive games are superior to standard benchmarks in discriminating models. Causal and logical reasoning correlate with both static and interactive tests, while differences emerge regarding core executive functions and social/emotional skills, which correlate more with games. We advocate for the development of new interactive benchmarks and targeted cognitive tasks inspired by assessing human abilities but designed specifically for LLMs.

cs.CL

The Validation Gap: A Mechanistic Analysis of How Language Models Compute Arithmetic but Fail to Validate It

The ability of large language models (LLMs) to validate their output and identify potential errors is crucial for ensuring robustness and reliability. However, current research indicates that LLMs struggle with self-correction, encountering significant challenges in detecting errors. While studies have explored methods to enhance self-correction in LLMs, relatively little attention has been given to understanding the models' internal mechanisms underlying error detection. In this paper, we present a mechanistic analysis of error detection in LLMs, focusing on simple arithmetic problems. Through circuit analysis, we identify the computational subgraphs responsible for detecting arithmetic errors across four smaller-sized LLMs. Our findings reveal that all models heavily rely on $\textit{consistency heads}$--attention heads that assess surface-level alignment of numerical values in arithmetic solutions. Moreover, we observe that the models' internal arithmetic computation primarily occurs in higher layers, whereas validation takes place in middle layers, before the final arithmetic results are fully encoded. This structural dissociation between arithmetic computation and validation seems to explain why smaller-sized LLMs struggle to detect even simple arithmetic errors.

cs.CL

LLMs instead of Human Judges? A Large Scale Empirical Study across 20 NLP Evaluation Tasks

There is an increasing trend towards evaluating NLP models with LLMs instead of human judgments, raising questions about the validity of these evaluations, as well as their reproducibility in the case of proprietary models. We provide JUDGE-BENCH, an extensible collection of 20 NLP datasets with human annotations covering a broad range of evaluated properties and types of data, and comprehensively evaluate 11 current LLMs, covering both open-weight and proprietary models, for their ability to replicate the annotations. Our evaluations show substantial variance across models and datasets. Models are reliable evaluators on some tasks, but overall display substantial variability depending on the property being evaluated, the expertise level of the human judges, and whether the language is human or model-generated. We conclude that LLMs should be carefully validated against human judgments before being used as evaluators.

cs.CL

Learning to Ask Informative Questions: Enhancing LLMs with Preference Optimization and Expected Information Gain

Questions are essential tools for acquiring the necessary information to complete information-seeking tasks. However, large language models (LLMs), especially open-source models, often perform poorly in generating informative questions, as measured by expected information gain (EIG). In this paper, we propose a method to enhance the informativeness of LLM-generated questions in 20-question game dialogues. We sample multiple questions from the same model (LLAMA 2-CHAT 7B) for each game and create pairs of low-EIG and high-EIG questions to apply a Direct Preference Optimization (DPO) algorithm. Our results show that this method produces more effective questions (in terms of EIG), even in domains different from those used to train the DPO model.

cs.CL

A Systematic Analysis of Large Language Models as Soft Reasoners: The Case of Syllogistic Inferences

The reasoning abilities of Large Language Models (LLMs) are becoming a central focus of study in NLP. In this paper, we consider the case of syllogistic reasoning, an area of deductive reasoning studied extensively in logic and cognitive psychology. Previous research has shown that pre-trained LLMs exhibit reasoning biases, such as $\textit{content effects}$, avoid answering that $\textit{no conclusion follows}$, display human-like difficulties, and struggle with multi-step reasoning. We contribute to this research line by systematically investigating the effects of chain-of-thought reasoning, in-context learning (ICL), and supervised fine-tuning (SFT) on syllogistic reasoning, considering syllogisms with conclusions that support or violate world knowledge, as well as ones with multiple premises. Crucially, we go beyond the standard focus on accuracy, with an in-depth analysis of the conclusions generated by the models. Our results suggest that the behavior of pre-trained LLMs can be explained by heuristics studied in cognitive science and that both ICL and SFT improve model performance on valid inferences, although only the latter mitigates most reasoning biases without harming model consistency.

cs.CL

Looking for Confirmations: An Effective and Human-Like Visual Dialogue Strategy

Generating goal-oriented questions in Visual Dialogue tasks is a challenging and long-standing problem. State-Of-The-Art systems are shown to generate questions that, although grammatically correct, often lack an effective strategy and sound unnatural to humans. Inspired by the cognitive literature on information search and cross-situational word learning, we design Confirm-it, a model based on a beam search re-ranking algorithm that guides an effective goal-oriented strategy by asking questions that confirm the model's conjecture about the referent. We take the GuessWhat?! game as a case-study. We show that dialogues generated by Confirm-it are more natural and effective than beam search decoding without re-ranking.

cs.CL

Overprotective Training Environments Fall Short at Testing Time: Let Models Contribute to Their Own Training

Despite important progress, conversational systems often generate dialogues that sound unnatural to humans. We conjecture that the reason lies in their different training and testing conditions: agents are trained in a controlled "lab" setting but tested in the "wild". During training, they learn to generate an utterance given the human dialogue history. On the other hand, during testing, they must interact with each other, and hence deal with noisy data. We propose to fill this gap by training the model with mixed batches containing both samples of human and machine-generated dialogues. We assess the validity of the proposed method on GuessWhat?!, a visual referential game.

cs.CL

The Interplay of Task Success and Dialogue Quality: An in-depth Evaluation in Task-Oriented Visual Dialogues

When training a model on referential dialogue guessing games, the best model is usually chosen based on its task success. We show that in the popular end-to-end approach, this choice prevents the model from learning to generate linguistically richer dialogues, since the acquisition of language proficiency takes longer than learning the guessing task. By comparing models playing different games (GuessWhat, GuessWhich, and Mutual Friends), we show that this discrepancy is model- and task-agnostic. We investigate whether and when better language quality could lead to higher task success. We show that in GuessWhat, models could increase their accuracy if they learn to ground, encode, and decode also words that do not occur frequently in the training set.

cs.CL

Psycholinguistics meets Continual Learning: Measuring Catastrophic Forgetting in Visual Question Answering

We study the issue of catastrophic forgetting in the context of neural multimodal approaches to Visual Question Answering (VQA). Motivated by evidence from psycholinguistics, we devise a set of linguistically-informed VQA tasks, which differ by the types of questions involved (Wh-questions and polar questions). We test what impact task difficulty has on continual learning, and whether the order in which a child acquires question types facilitates computational models. Our results show that dramatic forgetting is at play and that task difficulty and order matter. Two well-known current continual learning methods mitigate the problem only to a limiting degree.

cs.CL