SearcharxivSearch

arXiv subjects

Téa Wright

Publications and source records attributed to Téa Wright.

8 recordsLinked to original sources

Pretrained Persona Mixture Models and Tandem Models for Human Simulation

We argue here that the current dominant practice in LLM human simulation: prompting instruction-tuned assistant language models to role-play personas, is inaccurate and produces stereotyped predictions (lacking natural diversity). It has previously been shown that LLMs can be bound to personas using naturalistic, freetext dialog avoiding stereotyping. Here we show that binding can also be achieved using short, individual samples of dialog from specific people. Demographics can be added later without negative effects by simply querying the model. We use the term Persona Mixture Models (PMMs) for well-calibrated human models, currently realized as pretrained base models. We show that PMMs produce more accurate predictions than instruction-tuned models and retain more of the lexical, semantic, and pragmatic diversity found in human dialog. We measure realism and diversity of LLMs simulating human interlocutors across a diverse set of corpora spanning open-domain text, human-AI chat, and task-oriented dialogue between human speakers. However, base pretrained models can produce out-of-domain dialog and may lose some of the human's internal state over long contexts. We propose and explore tandem models which combine a pre-trained model with an instruction-tuned supervisor. Tandem models achieve the best overall accuracy and diversity in our experiments.

cs.CL

Learning to Refer from Estimated Listener Gaze

We propose to finetune vision-language models to generate more pragmatically optimal referring expressions by transforming observations of incremental listener comprehension, in the form of gaze scanpaths, into learning signals. During training, referring expressions are sampled from the speaker policy being optimized, conditioned on images and target referents; then, a neural listener estimating human gaze behavior maps from images and sampled referring expressions to scanpaths, each represented by a sequence of fixations, with each fixation corresponding to a word in the referring expression. We experiment with several approaches to convert fixation sequences and target referents into token- and sequence-level rewards, which are used to optimize policy parameters. Through evaluation with human listeners, we find that speaker policies trained with gaze-estimating listeners result in significantly more pragmatically-optimal references than base models, reducing sequence length from 15.4 down to 4.0 words while increasing referential success from 75.2 up to 80.0%. Our work demonstrates a promising opportunity for learning to generate utterances through language-based interaction, not only from the explicit signal of communicative success, but also from implicitly-available observations of a listener's process of comprehension.

cs.CL

An Investigation of Translationese in the Generations of Multilingual Large Language Models

Text which has been translated from another language tends to carry with it evidence of translation$\unicode{x2014}$hence, it is often referred to as $\textit{translationese}$. Multilingual large language models (MLLMs) generate text in a variety of languages. However, it is still unclear if MLLMs' generations resemble internal translation (from English or, potentially, other languages) and, thus, result in translationese. Here, we ask the following research questions: (1) Does text generated by MLLMs resemble translationese? (2) How does translationese produced by MLLMs differ from translationese produced through direct translation? We leverage established indicators of translated text to evaluate text generated by state-of-the-art MLLMs in five languages, comparing to both non-translated and human-written baselines in order to isolate translationese from other kinds of interference. Through the use of high-accuracy classification models, analyses of variance on individual linguistic features, and the collection of human annotations in a subset of two languages (German and Spanish), we assess the translationese content of MLLM generations and examine the key features that distinguish MLLM-generated text from typical translation-related interference.

cs.CL

Transformers with Selective Access to Early Representations

Several recent Transformer architectures expose later layers to representations computed in the earliest layers, motivated by the observation that low-level features can become harder to recover as the residual stream is repeatedly transformed through depth. The cheapest among these methods add static value residuals: learned mixing coefficients that expose the first-layer value projection V_1 uniformly across tokens and heads. More expressive dense or dynamic alternatives recover finer-grained access, but at higher memory cost and lower throughput. The usefulness of V_1 is unlikely to be constant across tokens, heads, and contexts; different positions plausibly require different amounts of access to early lexical or semantic information. We therefore treat early-representation reuse as a retrieval problem rather than a connectivity problem, and introduce Selective Access Transformer (SATFormer), which preserves the first-layer value pathway while controlling access with a context-dependent gate. Across models from 130M to 1.3B parameters, SATFormer consistently improves validation loss and zero-shot accuracy over the static value-residual and Transformer baselines. Its strongest gains appear on retrieval-intensive benchmarks, where it improves over static value residuals by approximately 1.5 average points, while maintaining throughput and memory usage close to the baseline Transformer. Gate analyses suggest sparse, depth-dependent, head-specific, and category-sensitive access patterns, supporting the interpretation that SATFormer learns selective reuse of early representations rather than uniform residual copying. Our code is available at https://github.com/SkyeGunasekaran/SATFormer.

cs.LG

ScribbleEdit: Synthetic Data for Image Editing with Scribbles and Text

Recent progress in generative models has significantly advanced image editing capabilities, yet precise and intuitive user control remains difficult. Specifically, users often struggle to communicate both exact spatial layouts and specific semantic details simultaneously. While natural language instructions effectively convey high-level semantics like texture and color, they lack spatial specificity. Conversely, freehand scribbles provide rough spatial boundaries but cannot express detailed visual attributes. Consequently, achieving precise control requires combining both modalities. However, existing models struggle to jointly interpret abstract scribbles alongside text due to a lack of specialized training data. In this work, we introduce ScribbleEdit, a large-scale synthetic dataset designed to bridge this gap by combining natural language instructions with freehand scribble inputs for more accurate, controllable edits. We construct this dataset through a synthetic pipeline that automatically generates source-target image pairs via inpainting, which are then paired with human-drawn scribbles and VLM-generated text instructions. Using ScribbleEdit, we evaluate and finetune both diffusion-based and autoregressive unified multimodal image editing models. Our experiments reveal that while off-the-shelf models struggle with abstract scribble inputs, finetuning on our synthetic dataset significantly improves their ability to generate spatially aligned and semantically consistent edits.

cs.CV

Characterizing Language Use in a Collaborative Situated Game

Cooperative video games, where multiple participants must coordinate by communicating and reasoning under uncertainty in complex environments, yield a rich source of language data. We collect the Portal Dialogue Corpus: a corpus of 11.5 hours of spoken human dialogue in the co-op mode of the popular Portal 2 virtual puzzle game, comprising 24.5K total utterances. We analyze player language and behavior, identifying a number of linguistic phenomena that rarely appear in most existing chitchat or task-oriented dialogue corpora, including complex spatial reference, clarification and repair, and ad-hoc convention formation. To support future analyses of language use in complex, situated, collaborative problem-solving scenarios, we publicly release the corpus, which comprises player videos, audio, transcripts, game state data, and both manual and automatic annotations of language data.

cs.CL

Measuring Contextual Informativeness in Child-Directed Text

To address an important gap in creating children's stories for vocabulary enrichment, we investigate the automatic evaluation of how well stories convey the semantics of target vocabulary words, a task with substantial implications for generating educational content. We motivate this task, which we call measuring contextual informativeness in children's stories, and provide a formal task definition as well as a dataset for the task. We further propose a method for automating the task using a large language model (LLM). Our experiments show that our approach reaches a Spearman correlation of 0.4983 with human judgments of informativeness, while the strongest baseline only obtains a correlation of 0.3534. An additional analysis shows that the LLM-based approach is able to generalize to measuring contextual informativeness in adult-directed text, on which it also outperforms all baselines.

cs.CL

On the Automatic Generation and Simplification of Children's Stories

With recent advances in large language models (LLMs), the concept of automatically generating children's educational materials has become increasingly realistic. Working toward the goal of age-appropriate simplicity in generated educational texts, we first examine the ability of several popular LLMs to generate stories with properly adjusted lexical and readability levels. We find that, in spite of the growing capabilities of LLMs, they do not yet possess the ability to limit their vocabulary to levels appropriate for younger age groups. As a second experiment, we explore the ability of state-of-the-art lexical simplification models to generalize to the domain of children's stories and, thus, create an efficient pipeline for their automatic generation. In order to test these models, we develop a dataset of child-directed lexical simplification instances, with examples taken from the LLM-generated stories in our first experiment. We find that, while the strongest-performing current lexical simplification models do not perform as well on material designed for children due to their reliance on large language models behind the scenes, some models that still achieve fairly strong results on general data can mimic or even improve their performance on children-directed data with proper fine-tuning, which we conduct using our newly created child-directed simplification dataset.

cs.CL