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Sherzod Hakimov

Publications and source records attributed to Sherzod Hakimov.

At least 19 recordsLinked to original sources

Don't Let Me Ask for It: LLMs Show Deficiencies in Active Multi-Turn Information Acquisition for Abductive Inference

Abductive reasoning requires forming hypotheses that explain observed evidence and revising them as new evidence becomes available. While large language models (LLMs) are often evaluated on whether they solve abductive reasoning tasks correctly, less is known about how they acquire evidence, update their hypotheses, and decide when to stop. We introduce Alien Abduction game, an interactive probe for studying these behaviours under different interaction modes. The modes vary in whether evidence is provided upfront or across turns, and whether queries are selected by the model or examples are provided by the oracle. Across models, providing evidence upfront leads to higher success rates than distributing it across turns. In multi-turn settings, some models commit before using the available evidence, while others exhaust the turn budget without converging. Models also achieve higher success rates when examples are provided by the oracle than when they select their own queries, although their final hypotheses are more consistent with the evidence they selected. These findings suggest that models may form hypotheses that fit self-selected evidence without sufficiently distinguishing them from alternatives, and may struggle to validate and refine their hypotheses or determine when to stop.

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Language Equality has a Price: A Systematic Investigation of Multi-turn LLM Performance for EU-24+

We evaluate large language models (LLMs) as language agents playing goal-directed dialogue games in self-play across 30 languages: the 24 official EU languages plus six others. Unlike static or preference-based evaluation, this paradigm is multi-turn, reference-free and programmatically scored, and because the game mechanics are language-agnostic it extends to a new language by localising a fixed set of prompt and word-list files. Evaluating nine open-weight and commercial LLMs, we find that no open-weight model covers the EU-24 well: in every official language both commercial systems outscore every open-weight model, and the two weakest average below 40 points across the EU-24. The commercial systems stay ahead even in languages with four orders of magnitude less public web text, showing that linguistic parity is achievable, but not from public crawls alone. A model's home region lifts it without closing the gap: Chinese is the strongest of all 30 languages for two Chinese-developed models, yet the best Chinese score of any model belongs to a US commercial system. Coverage is also not parity of service. Pooled over models and languages, the median non-English language costs 31% more to run than English, and scores 10% lower.

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The Image Reconstruction Game: Drawing Common Ground Through Iterative Multimodal Dialogue

We introduce the Image Reconstruction Game, a fully automated benchmark in which a vision-language model issues corrective instructions to an image generator across multiple turns, making accumulated common ground directly observable as a rendered image. Benchmarking two Describer models crossed with two Generator models across seven image categories, we find that the describer is the dominant factor in reconstruction quality, while the generator determines whether iterative refinement helps or hurts. Mathematical and geometric images pose the greatest challenge. The describer's token budget strongly affects convergence: shorter budgets yield sparser first renderings with more room for visible improvement, while longer budgets raise absolute quality but leave less to fix. Stronger describers use a richer correction vocabulary spanning spatial, numeric, and structural categories, while weaker describers concentrate on surface properties and tend to stop after a few turns. Human validation shows that the best automated judge reaches only slight-to-fair agreement with human preferences, and automated scores require human recalibration to be used reliably.

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Multi-Turn Multi-Agent Dialogue for Collaborative Reconstruction Improves VLM Performance on Spatial Reasoning, But Only Barely

Robots operating in diverse environments rely on visual input to interpret objects and spatial layouts. In human-collaborative tasks, they are expected to communicate this understanding through language. Vision-language models (VLMs) support robotic tasks involving visual interpretation, question answering, and instruction following, but their capabilities in collaborative dialogue tasks requiring spatial reasoning remain underexplored. We study this gap through a collaborative structure-building task that combines visual interpretation, grounding, language-guided interaction, and action generation. We develop a framework in which VLMs use dialogue to reconstruct a target structure from visual and textual inputs. We evaluate open-weight and closed VLMs across interaction settings, input modalities, and image representations. Results show that spatial reasoning over visual representations remains difficult for the evaluated VLMs. Detailed text representations of the target yield higher reconstruction success across modality conditions, while decomposed image representations improve performance. These findings reveal limits in visual spatial grounding and grounded instruction generation for collaborative VLM agents.

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What Are We Measuring in NLG? A Meta-Analysis of Evaluation Trends 2020-2025

As Natural Language Generation (NLG) dominates modern NLP, scalable evaluation remains a critical bottleneck. Consequently, LLM-as-a-judge (LaaJ) adoption has accelerated rapidly, appearing in more papers than human evaluation in 2025. This pivotal shift motivates a critical analysis of current evaluation practices. Overcoming the limits of rigid keyword filtering and manual review, we employ a multi-LLM information extraction pipeline to gather structured metadata from 14,171 papers across four major NLP conferences (2020-2025). Analyzing 3,334 filtered NLG papers, we identify three systemic challenges. (1) Metric inertia: despite the shift toward open-ended generation, legacy lexical metrics (BLEU, ROUGE) persist as primary indicators, typically used alongside rather than replaced by semantic alternatives. (2) Metric-criteria mapping problem: our paper-level co-occurrence data reveals that general-purpose automatic metrics are applied as broad proxies for quality, without specifying which dimension of text generation they are intended to evaluate. (3) Validation gap: LaaJ has grown rapidly without commensurate human validation (fewer than 8% of papers). Crucially, while LaaJ correlates with aggregate quality, alignment collapses on fine-grained criteria like fluency. To address these gaps, we distill our findings into a minimal Evaluation Checklist to guide metric selection, construct validity, and LaaJ deployment.

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TurkicNLP: An NLP Toolkit for Turkic Languages

Natural language processing for the Turkic language family, spoken by over 200 million people across Eurasia, remains fragmented, with most languages lacking unified tooling and resources. We present TurkicNLP, an open-source Python library providing a single, consistent NLP pipeline for Turkic languages across four script families: Latin, Cyrillic, Perso-Arabic, and Old Turkic Runic. The library covers tokenization, morphological analysis, part-of-speech tagging, dependency parsing, named entity recognition, bidirectional script transliteration, cross-lingual sentence embeddings, and machine translation through one language-agnostic API. A modular multi-backend architecture integrates rule-based finite-state transducers and neural models transparently, with automatic script detection and routing between script variants. Outputs follow the CoNLL-U standard for full interoperability and extension. Code and documentation are hosted at https://github.com/turkic-nlp/turkicnlp .

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A Third Paradigm for LLM Evaluation: Dialogue Game-Based Evaluation using clembench

There are currently two main paradigms for evaluating large language models (LLMs), reference-based evaluation and preference-based evaluation. The first, carried over from the evaluation of machine learning models in general, relies on pre-defined task instances, for which reference task executions are available. The second, best exemplified by the LM-arena, relies on (often self-selected) users bringing their own intents to a site that routes these to several models in parallel, among whose responses the user then selects their most preferred one. The former paradigm hence excels at control over what is tested, while the latter comes with higher ecological validity, testing actual use cases interactively. Recently, a third complementary paradigm has emerged that combines some of the strengths of these approaches, offering control over multi-turn, reference-free, repeatable interactions, while stressing goal-directedness: dialogue game based evaluation. While the utility of this approach has been shown by several projects, its adoption has been held back by the lack of a mature, easily re-usable implementation. In this paper, we present clembench, which has been in continuous development since 2023 and has in its latest release been optimized for ease of general use. We describe how it can be used to benchmark one's own models (using a provided set of benchmark game instances in English), as well as how easily the benchmark itself can be extended with new, tailor-made targeted tests.

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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.

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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.

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Towards No-Code Programming of Cobots: Experiments with Code Synthesis by Large Code Models for Conversational Programming

While there has been a lot of research recently on robots in household environments, at the present time, most robots in existence can be found on shop floors, and most interactions between humans and robots happen there. ``Collaborative robots'' (cobots) designed to work alongside humans on assembly lines traditionally require expert programming, limiting ability to make changes, or manual guidance, limiting expressivity of the resulting programs. To address these limitations, we explore using Large Language Models (LLMs), and in particular, their abilities of doing in-context learning, for conversational code generation. As a first step, we define RATS, the ``Repetitive Assembly Task'', a 2D building task designed to lay the foundation for simulating industry assembly scenarios. In this task, a `programmer' instructs a cobot, using natural language, on how a certain assembly is to be built; that is, the programmer induces a program, through natural language. We create a dataset that pairs target structures with various example instructions (human-authored, template-based, and model-generated) and example code. With this, we systematically evaluate the capabilities of state-of-the-art LLMs for synthesising this kind of code, given in-context examples. Evaluating in a simulated environment, we find that LLMs are capable of generating accurate `first order code' (instruction sequences), but have problems producing `higher-order code' (abstractions such as functions, or use of loops).

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From Templates to Natural Language: Generalization Challenges in Instruction-Tuned LLMs for Spatial Reasoning

Instruction-tuned large language models (LLMs) have shown strong performance on a variety of tasks; however, generalizing from synthetic to human-authored instructions in grounded environments remains a challenge for them. In this work, we study generalization challenges in spatial grounding tasks where models interpret and translate instructions for building object arrangements on a $2.5$D grid. We fine-tune LLMs using only synthetic instructions and evaluate their performance on a benchmark dataset containing both synthetic and human-written instructions. Our results reveal that while models generalize well on simple tasks, their performance degrades significantly on more complex tasks. We present a detailed error analysis of the gaps in instruction generalization.

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clem:todd: A Framework for the Systematic Benchmarking of LLM-Based Task-Oriented Dialogue System Realisations

The emergence of instruction-tuned large language models (LLMs) has advanced the field of dialogue systems, enabling both realistic user simulations and robust multi-turn conversational agents. However, existing research often evaluates these components in isolation-either focusing on a single user simulator or a specific system design-limiting the generalisability of insights across architectures and configurations. In this work, we propose clem todd (chat-optimized LLMs for task-oriented dialogue systems development), a flexible framework for systematically evaluating dialogue systems under consistent conditions. clem todd enables detailed benchmarking across combinations of user simulators and dialogue systems, whether existing models from literature or newly developed ones. It supports plug-and-play integration and ensures uniform datasets, evaluation metrics, and computational constraints. We showcase clem todd's flexibility by re-evaluating existing task-oriented dialogue systems within this unified setup and integrating three newly proposed dialogue systems into the same evaluation pipeline. Our results provide actionable insights into how architecture, scale, and prompting strategies affect dialogue performance, offering practical guidance for building efficient and effective conversational AI systems.

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Plant in Cupboard, Orange on Rably, Inat Aphone. Benchmarking Incremental Learning of Situation and Language Model using a Text-Simulated Situated Environment

Large Language Models (LLMs) serve not only as chatbots but as key components in agent systems, where their common-sense knowledge significantly impacts performance as language-based planners for situated or embodied action. We assess LLMs' incremental learning (based on feedback from the environment), and controlled in-context learning abilities using a text-based environment. We introduce challenging yet interesting set of experiments to test i) how agents can incrementally solve tasks related to every day objects in typical rooms in a house where each of them are discovered by interacting within the environment, ii) controlled in-context learning abilities and efficiency of agents by providing short info about locations of objects and rooms to check how faster the task can be solved, and finally iii) using synthetic pseudo-English words to gauge how well LLMs are at inferring meaning of unknown words from environmental feedback. Results show that larger commercial models have a substantial gap in performance compared to open-weight but almost all models struggle with the synthetic words experiments.

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Ad-hoc Concept Forming in the Game Codenames as a Means for Evaluating Large Language Models

This study utilizes the game Codenames as a benchmarking tool to evaluate large language models (LLMs) with respect to specific linguistic and cognitive skills. LLMs play each side of the game, where one side generates a clue word covering several target words and the other guesses those target words. We designed various experiments by controlling the choice of words (abstract vs. concrete words, ambiguous vs. monosemic) or the opponent (programmed to be faster or slower in revealing words). Recent commercial and open-weight models were compared side-by-side to find out factors affecting their performance. The evaluation reveals details about their strategies, challenging cases, and limitations of LLMs.

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Free-text Rationale Generation under Readability Level Control

Free-text rationales justify model decisions in natural language and thus become likable and accessible among approaches to explanation across many tasks. However, their effectiveness can be hindered by misinterpretation and hallucination. As a perturbation test, we investigate how large language models (LLMs) perform rationale generation under the effects of readability level control, i.e., being prompted for an explanation targeting a specific expertise level, such as sixth grade or college. We find that explanations are adaptable to such instruction, though the observed distinction between readability levels does not fully match the defined complexity scores according to traditional readability metrics. Furthermore, the generated rationales tend to feature medium level complexity, which correlates with the measured quality using automatic metrics. Finally, our human annotators confirm a generally satisfactory impression on rationales at all readability levels, with high-school-level readability being most commonly perceived and favored.

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Using Game Play to Investigate Multimodal and Conversational Grounding in Large Multimodal Models

While the situation has improved for text-only models, it again seems to be the case currently that multimodal (text and image) models develop faster than ways to evaluate them. In this paper, we bring a recently developed evaluation paradigm from text models to multimodal models, namely evaluation through the goal-oriented game (self) play, complementing reference-based and preference-based evaluation. Specifically, we define games that challenge a model's capability to represent a situation from visual information and align such representations through dialogue. We find that the largest closed models perform rather well on the games that we define, while even the best open-weight models struggle with them. On further analysis, we find that the exceptional deep captioning capabilities of the largest models drive some of the performance. There is still room to grow for both kinds of models, ensuring the continued relevance of the benchmark.

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Retrieval-Augmented Code Generation for Situated Action Generation: A Case Study on Minecraft

In the Minecraft Collaborative Building Task, two players collaborate: an Architect (A) provides instructions to a Builder (B) to assemble a specified structure using 3D blocks. In this work, we investigate the use of large language models (LLMs) to predict the sequence of actions taken by the Builder. Leveraging LLMs' in-context learning abilities, we use few-shot prompting techniques, that significantly improve performance over baseline methods. Additionally, we present a detailed analysis of the gaps in performance for future work

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How Many Parameters Does it Take to Change a Light Bulb? Evaluating Performance in Self-Play of Conversational Games as a Function of Model Characteristics

What makes a good Large Language Model (LLM)? That it performs well on the relevant benchmarks -- which hopefully measure, with some validity, the presence of capabilities that are also challenged in real application. But what makes the model perform well? What gives a model its abilities? We take a recently introduced type of benchmark that is meant to challenge capabilities in a goal-directed, agentive context through self-play of conversational games, and analyse how performance develops as a function of model characteristics like number of parameters, or type of training. We find that while there is a clear relationship between number of parameters and performance, there is still a wide spread of performance points within a given size bracket, which is to be accounted for by training parameters such as fine-tuning data quality and method. From a more practical angle, we also find a certain degree of unpredictability about performance across access methods, possible due to unexposed sampling parameters, and a, very welcome, performance stability against at least moderate weight quantisation during inference.

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