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Shunyu Yao

Publications and source records attributed to Shunyu Yao.

At least 73 records · Page 4Linked to original sources

$τ$-bench: A Benchmark for Tool-Agent-User Interaction in Real-World Domains

Existing benchmarks do not test language agents on their interaction with human users or ability to follow domain-specific rules, both of which are vital for deploying them in real world applications. We propose $τ$-bench, a benchmark emulating dynamic conversations between a user (simulated by language models) and a language agent provided with domain-specific API tools and policy guidelines. We employ an efficient and faithful evaluation process that compares the database state at the end of a conversation with the annotated goal state. We also propose a new metric (pass^k) to evaluate the reliability of agent behavior over multiple trials. Our experiments show that even state-of-the-art function calling agents (like gpt-4o) succeed on <50% of the tasks, and are quite inconsistent (pass^8 <25% in retail). Our findings point to the need for methods that can improve the ability of agents to act consistently and follow rules reliably.

cs.AI↗

Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion

In recent years, there has been rapid development in 3D generation models, opening up new possibilities for applications such as simulating the dynamic movements of 3D objects and customizing their behaviors. However, current 3D generative models tend to focus only on surface features such as color and shape, neglecting the inherent physical properties that govern the behavior of objects in the real world. To accurately simulate physics-aligned dynamics, it is essential to predict the physical properties of materials and incorporate them into the behavior prediction process. Nonetheless, predicting the diverse materials of real-world objects is still challenging due to the complex nature of their physical attributes. In this paper, we propose \textbf{Physics3D}, a novel method for learning various physical properties of 3D objects through a video diffusion model. Our approach involves designing a highly generalizable physical simulation system based on a viscoelastic material model, which enables us to simulate a wide range of materials with high-fidelity capabilities. Moreover, we distill the physical priors from a video diffusion model that contains more understanding of realistic object materials. Extensive experiments demonstrate the effectiveness of our method with both elastic and plastic materials. Physics3D shows great potential for bridging the gap between the physical world and virtual neural space, providing a better integration and application of realistic physical principles in virtual environments. Project page: https://liuff19.github.io/Physics3D.

cs.CV↗

DPN: Decoupling Partition and Navigation for Neural Solvers of Min-max Vehicle Routing Problems

The min-max vehicle routing problem (min-max VRP) traverses all given customers by assigning several routes and aims to minimize the length of the longest route. Recently, reinforcement learning (RL)-based sequential planning methods have exhibited advantages in solving efficiency and optimality. However, these methods fail to exploit the problem-specific properties in learning representations, resulting in less effective features for decoding optimal routes. This paper considers the sequential planning process of min-max VRPs as two coupled optimization tasks: customer partition for different routes and customer navigation in each route (i.e., partition and navigation). To effectively process min-max VRP instances, we present a novel attention-based Partition-and-Navigation encoder (P&N Encoder) that learns distinct embeddings for partition and navigation. Furthermore, we utilize an inherent symmetry in decoding routes and develop an effective agent-permutation-symmetric (APS) loss function. Experimental results demonstrate that the proposed Decoupling-Partition-Navigation (DPN) method significantly surpasses existing learning-based methods in both single-depot and multi-depot min-max VRPs. Our code is available at

cs.LG↗

NTIRE 2024 Challenge on Short-form UGC Video Quality Assessment: Methods and Results

This paper reviews the NTIRE 2024 Challenge on Shortform UGC Video Quality Assessment (S-UGC VQA), where various excellent solutions are submitted and evaluated on the collected dataset KVQ from popular short-form video platform, i.e., Kuaishou/Kwai Platform. The KVQ database is divided into three parts, including 2926 videos for training, 420 videos for validation, and 854 videos for testing. The purpose is to build new benchmarks and advance the development of S-UGC VQA. The competition had 200 participants and 13 teams submitted valid solutions for the final testing phase. The proposed solutions achieved state-of-the-art performances for S-UGC VQA. The project can be found at https://github.com/lixinustc/KVQChallenge-CVPR-NTIRE2024.

eess.IV↗

Can Language Models Solve Olympiad Programming?

Computing olympiads contain some of the most challenging problems for humans, requiring complex algorithmic reasoning, puzzle solving, in addition to generating efficient code. However, it has been understudied as a domain to evaluate language models (LMs). In this paper, we introduce the USACO benchmark with 307 problems from the USA Computing Olympiad, along with high-quality unit tests, reference code, and official analyses for each problem. These resources enable us to construct and test a range of LM inference methods for competitive programming for the first time. We find GPT-4 only achieves a 8.7% pass@1 accuracy with zero-shot chain-of-thought prompting, and our best inference method improves it to 20.2% using a combination of self-reflection and retrieval over episodic knowledge. However, this is far from solving the benchmark. To better understand the remaining challenges, we design a novel human-in-the-loop study and surprisingly find that a small number of targeted hints enable GPT-4 to solve 13 out of 15 problems previously unsolvable by any model and method. Our benchmark, baseline methods, quantitative results, and qualitative analysis serve as an initial step toward LMs with grounded, creative, and algorithmic reasoning.

cs.CL↗

Large Language Model for Multi-objective Evolutionary Optimization

Multiobjective evolutionary algorithms (MOEAs) are major methods for solving multiobjective optimization problems (MOPs). Many MOEAs have been proposed in the past decades, of which the search operators need a carefully handcrafted design with domain knowledge. Recently, some attempts have been made to replace the manually designed operators in MOEAs with learning-based operators (e.g., neural network models). However, much effort is still required for designing and training such models, and the learned operators might not generalize well on new problems. To tackle the above challenges, this work investigates a novel approach that leverages the powerful large language model (LLM) to design MOEA operators. With proper prompt engineering, we successfully let a general LLM serve as a black-box search operator for decomposition-based MOEA (MOEA/D) in a zero-shot manner. In addition, by learning from the LLM behavior, we further design an explicit white-box operator with randomness and propose a new version of decomposition-based MOEA, termed MOEA/D-LO. Experimental studies on different test benchmarks show that our proposed method can achieve competitive performance with widely used MOEAs. It is also promising to see the operator only learned from a few instances can have robust generalization performance on unseen problems with quite different patterns and settings. The results reveal the potential benefits of using pre-trained LLMs in the design of MOEAs.To foster reproducibility and accessibility, the source code is https://github.com/FeiLiu36/LLM4MOEA.

cs.NE↗

Cognitive Architectures for Language Agents

Recent efforts have augmented large language models (LLMs) with external resources (e.g., the Internet) or internal control flows (e.g., prompt chaining) for tasks requiring grounding or reasoning, leading to a new class of language agents. While these agents have achieved substantial empirical success, we lack a systematic framework to organize existing agents and plan future developments. In this paper, we draw on the rich history of cognitive science and symbolic artificial intelligence to propose Cognitive Architectures for Language Agents (CoALA). CoALA describes a language agent with modular memory components, a structured action space to interact with internal memory and external environments, and a generalized decision-making process to choose actions. We use CoALA to retrospectively survey and organize a large body of recent work, and prospectively identify actionable directions towards more capable agents. Taken together, CoALA contextualizes today's language agents within the broader history of AI and outlines a path towards language-based general intelligence.

cs.AI↗

Dynamical actions and q-representation theory for double-scaled SYK

We show that DSSYK amplitudes are reproduced by considering the quantum mechanics of a constrained particle on the quantum group SU$_q(1,1)$. We construct its left-and right-regular representations, and show that the representation matrices reproduce two-sided wavefunctions and correlation functions of DSSYK. We then construct a dynamical action and path integral for a particle on SU$_q(1,1)$, whose quantization reproduces the aforementioned representation theory. By imposing boundary conditions or constraining the system we find the $q$-analog of the Schwarzian and Liouville boundary path integral descriptions. This lays the technical groundwork for identifying the gravitational bulk description of DSSYK. We find evidence the theory in question is a sine dilaton gravity, which interestingly is capable of describing both AdS and dS quantum gravity.

hep-th↗

OS-Copilot: Towards Generalist Computer Agents with Self-Improvement

Autonomous interaction with the computer has been a longstanding challenge with great potential, and the recent proliferation of large language models (LLMs) has markedly accelerated progress in building digital agents. However, most of these agents are designed to interact with a narrow domain, such as a specific software or website. This narrow focus constrains their applicability for general computer tasks. To this end, we introduce OS-Copilot, a framework to build generalist agents capable of interfacing with comprehensive elements in an operating system (OS), including the web, code terminals, files, multimedia, and various third-party applications. We use OS-Copilot to create FRIDAY, a self-improving embodied agent for automating general computer tasks. On GAIA, a general AI assistants benchmark, FRIDAY outperforms previous methods by 35%, showcasing strong generalization to unseen applications via accumulated skills from previous tasks. We also present numerical and quantitative evidence that FRIDAY learns to control and self-improve on Excel and Powerpoint with minimal supervision. Our OS-Copilot framework and empirical findings provide infrastructure and insights for future research toward more capable and general-purpose computer agents.

cs.AI↗

Tree of Thoughts: Deliberate Problem Solving with Large Language Models

Language models are increasingly being deployed for general problem solving across a wide range of tasks, but are still confined to token-level, left-to-right decision-making processes during inference. This means they can fall short in tasks that require exploration, strategic lookahead, or where initial decisions play a pivotal role. To surmount these challenges, we introduce a new framework for language model inference, Tree of Thoughts (ToT), which generalizes over the popular Chain of Thought approach to prompting language models, and enables exploration over coherent units of text (thoughts) that serve as intermediate steps toward problem solving. ToT allows LMs to perform deliberate decision making by considering multiple different reasoning paths and self-evaluating choices to decide the next course of action, as well as looking ahead or backtracking when necessary to make global choices. Our experiments show that ToT significantly enhances language models' problem-solving abilities on three novel tasks requiring non-trivial planning or search: Game of 24, Creative Writing, and Mini Crosswords. For instance, in Game of 24, while GPT-4 with chain-of-thought prompting only solved 4% of tasks, our method achieved a success rate of 74%. Code repo with all prompts: https://github.com/princeton-nlp/tree-of-thought-llm.

cs.CL↗

Scramblon loops

In large $N$ chaotic quantum systems, the butterfly effect is mediated by a collective field mode known as the ``scramblon.'' We study self-interactions of the scramblon in variants of the Sachdev-Ye-Kitaev model. In spatially extended versions of the model and for large spatial separation, fluctuations described by loop diagrams can invalidate the single-scramblon approximation well before its contribution to out-of-time-order correlators becomes of order one. We find a qualitative difference between an incoherent regime at high temperaure (or in a Brownian version of the model) and a coherent regime at low temperature.

hep-th↗

InterCode: Standardizing and Benchmarking Interactive Coding with Execution Feedback

Humans write code in a fundamentally interactive manner and rely on constant execution feedback to correct errors, resolve ambiguities, and decompose tasks. While LLMs have recently exhibited promising coding capabilities, current coding benchmarks mostly consider a static instruction-to-code sequence transduction process, which has the potential for error propagation and a disconnect between the generated code and its final execution environment. To address this gap, we introduce InterCode, a lightweight, flexible, and easy-to-use framework of interactive coding as a standard reinforcement learning (RL) environment, with code as actions and execution feedback as observations. Our framework is language and platform agnostic, uses self-contained Docker environments to provide safe and reproducible execution, and is compatible out-of-the-box with traditional seq2seq coding methods, while enabling the development of new methods for interactive code generation. We use InterCode to create three interactive code environments with Bash, SQL, and Python as action spaces, leveraging data from the static NL2Bash, Spider, and MBPP datasets. We demonstrate InterCode's viability as a testbed by evaluating multiple state-of-the-art LLMs configured with different prompting strategies such as ReAct and Plan & Solve. Our results showcase the benefits of interactive code generation and demonstrate that InterCode can serve as a challenging benchmark for advancing code understanding and generation capabilities. InterCode is designed to be easily extensible and can even be used to create new tasks such as Capture the Flag, a popular coding puzzle that is inherently multi-step and involves multiple programming languages. Project site with code and data: https://intercode-benchmark.github.io

cs.CL↗

Personality Understanding of Fictional Characters during Book Reading

Comprehending characters' personalities is a crucial aspect of story reading. As readers engage with a story, their understanding of a character evolves based on new events and information; and multiple fine-grained aspects of personalities can be perceived. This leads to a natural problem of situated and fine-grained personality understanding. The problem has not been studied in the NLP field, primarily due to the lack of appropriate datasets mimicking the process of book reading. We present the first labeled dataset PersoNet for this problem. Our novel annotation strategy involves annotating user notes from online reading apps as a proxy for the original books. Experiments and human studies indicate that our dataset construction is both efficient and accurate; and our task heavily relies on long-term context to achieve accurate predictions for both machines and humans. The dataset is available at https://github.com/Gorov/personet_acl23.

cs.CL↗

Reflexion: Language Agents with Verbal Reinforcement Learning

Large language models (LLMs) have been increasingly used to interact with external environments (e.g., games, compilers, APIs) as goal-driven agents. However, it remains challenging for these language agents to quickly and efficiently learn from trial-and-error as traditional reinforcement learning methods require extensive training samples and expensive model fine-tuning. We propose Reflexion, a novel framework to reinforce language agents not by updating weights, but instead through linguistic feedback. Concretely, Reflexion agents verbally reflect on task feedback signals, then maintain their own reflective text in an episodic memory buffer to induce better decision-making in subsequent trials. Reflexion is flexible enough to incorporate various types (scalar values or free-form language) and sources (external or internally simulated) of feedback signals, and obtains significant improvements over a baseline agent across diverse tasks (sequential decision-making, coding, language reasoning). For example, Reflexion achieves a 91% pass@1 accuracy on the HumanEval coding benchmark, surpassing the previous state-of-the-art GPT-4 that achieves 80%. We also conduct ablation and analysis studies using different feedback signals, feedback incorporation methods, and agent types, and provide insights into how they affect performance.

cs.AI↗

FireAct: Toward Language Agent Fine-tuning

Recent efforts have augmented language models (LMs) with external tools or environments, leading to the development of language agents that can reason and act. However, most of these agents rely on few-shot prompting techniques with off-the-shelf LMs. In this paper, we investigate and argue for the overlooked direction of fine-tuning LMs to obtain language agents. Using a setup of question answering (QA) with a Google search API, we explore a variety of base LMs, prompting methods, fine-tuning data, and QA tasks, and find language agents are consistently improved after fine-tuning their backbone LMs. For example, fine-tuning Llama2-7B with 500 agent trajectories generated by GPT-4 leads to a 77% HotpotQA performance increase. Furthermore, we propose FireAct, a novel approach to fine-tuning LMs with trajectories from multiple tasks and prompting methods, and show having more diverse fine-tuning data can further improve agents. Along with other findings regarding scaling effects, robustness, generalization, efficiency and cost, our work establishes comprehensive benefits of fine-tuning LMs for agents, and provides an initial set of experimental designs, insights, as well as open questions toward language agent fine-tuning.

cs.CL↗

Embers of Autoregression: Understanding Large Language Models Through the Problem They are Trained to Solve

The widespread adoption of large language models (LLMs) makes it important to recognize their strengths and limitations. We argue that in order to develop a holistic understanding of these systems we need to consider the problem that they were trained to solve: next-word prediction over Internet text. By recognizing the pressures that this task exerts we can make predictions about the strategies that LLMs will adopt, allowing us to reason about when they will succeed or fail. This approach - which we call the teleological approach - leads us to identify three factors that we hypothesize will influence LLM accuracy: the probability of the task to be performed, the probability of the target output, and the probability of the provided input. We predict that LLMs will achieve higher accuracy when these probabilities are high than when they are low - even in deterministic settings where probability should not matter. To test our predictions, we evaluate two LLMs (GPT-3.5 and GPT-4) on eleven tasks, and we find robust evidence that LLMs are influenced by probability in the ways that we have hypothesized. In many cases, the experiments reveal surprising failure modes. For instance, GPT-4's accuracy at decoding a simple cipher is 51% when the output is a high-probability word sequence but only 13% when it is low-probability. These results show that AI practitioners should be careful about using LLMs in low-probability situations. More broadly, we conclude that we should not evaluate LLMs as if they are humans but should instead treat them as a distinct type of system - one that has been shaped by its own particular set of pressures.

cs.CL↗

Understanding and Optimizing Serverless Workloads in CXL-Enabled Tiered Memory

Recent Serverless workloads tend to be largescaled/CPU-memory intensive, such as DL, graph applications, that require dynamic memory-to-compute resources provisioning. Meanwhile, recent solutions seek to design page management strategies for multi-tiered memory systems, to efficiently run heavy workloads. Compute Express Link (CXL) is an ideal platform for serverless workloads runtime that offers a holistic memory namespace thanks to its cache coherent feature and large memory capacity. However, naively offloading Serverless applications to CXL brings substantial latencies. In this work, we first quantify CXL impacts on various Serverless applications. Second, we argue the opportunity of provisioning DRAM and CXL in a fine-grained, application-specific manner to Serverless workloads, by creating a shim layer to identify, and naively place hot regions to DRAM, while leaving cold/warm regions to CXL. Based on the observation, we finally propose the prototype of Porter, a middleware in-between modern Serverless architecture and CXL-enabled tiered memory system, to efficiently utilize memory resources, while saving costs.

cs.DC↗

COLLIE: Systematic Construction of Constrained Text Generation Tasks

Text generation under constraints have seen increasing interests in natural language processing, especially with the rapidly improving capabilities of large language models. However, existing benchmarks for constrained generation usually focus on fixed constraint types (e.g.,generate a sentence containing certain words) that have proved to be easy for state-of-the-art models like GPT-4. We present COLLIE, a grammar-based framework that allows the specification of rich, compositional constraints with diverse generation levels (word, sentence, paragraph, passage) and modeling challenges (e.g.,language understanding, logical reasoning, counting, semantic planning). We also develop tools for automatic extraction of task instances given a constraint structure and a raw text corpus. Using COLLIE, we compile the COLLIE-v1 dataset with 2080 instances comprising 13 constraint structures. We perform systematic experiments across five state-of-the-art instruction-tuned language models and analyze their performances to reveal shortcomings. COLLIE is designed to be extensible and lightweight, and we hope the community finds it useful to develop more complex constraints and evaluations in the future.

cs.CL↗