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Xiangyu Peng

Publications and source records attributed to Xiangyu Peng.

At least 37 records · Page 2Linked to original sources

Measuring Trust for Exoskeleton Systems

Wearable robotic systems are a class of robots that have a tight coupling between human and robot movements. Similar to non-wearable robots, it is important to measure the trust a person has that the robot can support achieving the desired goals. While some measures of trust may apply to all potential robotic roles, there are key distinctions between wearable and non-wearable robotic systems. In this paper, we considered the dimensions and sub-dimensions of trust, with example attributes defined for exoskeleton applications. As the research community comes together to discuss measures of trust, it will be important to consider how the selected measures support interpreting trust along different dimensions for the variety of robotic systems that are emerging in the field in a way that leads to actionable outcomes.

cs.RO↗

Automatic Bug Detection in LLM-Powered Text-Based Games Using LLMs

Advancements in large language models (LLMs) are revolutionizing interactive game design, enabling dynamic plotlines and interactions between players and non-player characters (NPCs). However, LLMs may exhibit flaws such as hallucinations, forgetfulness, or misinterpretations of prompts, causing logical inconsistencies and unexpected deviations from intended designs. Automated techniques for detecting such game bugs are still lacking. To address this, we propose a systematic LLM-based method for automatically identifying such bugs from player game logs, eliminating the need for collecting additional data such as post-play surveys. Applied to a text-based game DejaBoom!, our approach effectively identifies bugs inherent in LLM-powered interactive games, surpassing unstructured LLM-powered bug-catching methods and filling the gap in automated detection of logical and design flaws.

cs.CL↗

Player-Driven Emergence in LLM-Driven Game Narrative

We explore how interaction with large language models (LLMs) can give rise to emergent behaviors, empowering players to participate in the evolution of game narratives. Our testbed is a text-adventure game in which players attempt to solve a mystery under a fixed narrative premise, but can freely interact with non-player characters generated by GPT-4, a large language model. We recruit 28 gamers to play the game and use GPT-4 to automatically convert the game logs into a node-graph representing the narrative in the player's gameplay. We find that through their interactions with the non-deterministic behavior of the LLM, players are able to discover interesting new emergent nodes that were not a part of the original narrative but have potential for being fun and engaging. Players that created the most emergent nodes tended to be those that often enjoy games that facilitate discovery, exploration and experimentation.

cs.CL↗

A Mixture-of-Experts Approach to Few-Shot Task Transfer in Open-Ended Text Worlds

Open-ended worlds are those in which there are no pre-specified goals or environmental reward signal. As a consequence, an agent must know how to perform a multitude of tasks. However, when a new task is presented to an agent, we expect it to be able to reuse some of what it knows from previous tasks to rapidly learn that new task. We introduce a novel technique whereby policies for different a priori known tasks are combined into a Mixture-of-Experts model with an attention mechanism across a mix of frozen and unfrozen experts. The model learns when to attend to frozen task-specific experts when appropriate and learns new experts to handle novel situations. We work in an open-ended text-based environment in which the agent is tasked with behaving like different types of character roles and must rapidly learn behaviors associated with new character role types. We show that our agent both obtains more rewards in the zero-shot setting, and discovers these rewards with greater sample efficiency in the few-shot learning settings.

cs.CL↗

Inferring the Reader: Guiding Automated Story Generation with Commonsense Reasoning

Transformer-based language model approaches to automated story generation currently provide state-of-the-art results. However, they still suffer from plot incoherence when generating narratives over time, and critically lack basic commonsense reasoning. Furthermore, existing methods generally focus only on single-character stories, or fail to track characters at all. To improve the coherence of generated narratives and to expand the scope of character-centric narrative generation, we introduce Commonsense-inference Augmented neural StoryTelling (CAST), a framework for introducing commonsense reasoning into the generation process with the option to model the interaction between multiple characters. We find that our CAST method produces significantly more coherent, on-topic, enjoyable and fluent stories than existing models in both the single-character and two-character settings in three storytelling domains.

cs.CL↗

InfoBatch: Lossless Training Speed Up by Unbiased Dynamic Data Pruning

Data pruning aims to obtain lossless performances with less overall cost. A common approach is to filter out samples that make less contribution to the training. This could lead to gradient expectation bias compared to the original data. To solve this problem, we propose \textbf{InfoBatch}, a novel framework aiming to achieve lossless training acceleration by unbiased dynamic data pruning. Specifically, InfoBatch randomly prunes a portion of less informative samples based on the loss distribution and rescales the gradients of the remaining samples to approximate the original gradient. As a plug-and-play and architecture-agnostic framework, InfoBatch consistently obtains lossless training results on classification, semantic segmentation, vision pertaining, and instruction fine-tuning tasks. On CIFAR10/100, ImageNet-1K, and ADE20K, InfoBatch losslessly saves 40\% overall cost. For pertaining MAE and diffusion model, InfoBatch can respectively save 24.8\% and 27\% cost. For LLaMA instruction fine-tuning, InfoBatch is also able to save 20\% cost and is compatible with coreset selection methods. The code is publicly available at \href{https://github.com/henryqin1997/InfoBatch}{github.com/NUS-HPC-AI-Lab/InfoBatch}.

cs.CV↗

Dataset Quantization

State-of-the-art deep neural networks are trained with large amounts (millions or even billions) of data. The expensive computation and memory costs make it difficult to train them on limited hardware resources, especially for recent popular large language models (LLM) and computer vision models (CV). Recent popular dataset distillation methods are thus developed, aiming to reduce the number of training samples via synthesizing small-scale datasets via gradient matching. However, as the gradient calculation is coupled with the specific network architecture, the synthesized dataset is biased and performs poorly when used for training unseen architectures. To address these limitations, we present dataset quantization (DQ), a new framework to compress large-scale datasets into small subsets which can be used for training any neural network architectures. Extensive experiments demonstrate that DQ is able to generate condensed small datasets for training unseen network architectures with state-of-the-art compression ratios for lossless model training. To the best of our knowledge, DQ is the first method that can successfully distill large-scale datasets such as ImageNet-1k with a state-of-the-art compression ratio. Notably, with 60% data from ImageNet and 20% data from Alpaca's instruction tuning data, the models can be trained with negligible or no performance drop for both vision tasks (including classification, semantic segmentation, and object detection) as well as language tasks (including instruction tuning tasks such as BBH and DROP).

cs.CV↗

Ambient Adventures: Teaching ChatGPT on Developing Complex Stories

Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and locations in virtual scenarios. We adopted the story generation capability of large language models (LLMs) to obtain the stories used for imaginary play with human-written prompts. Those generated stories will be simplified and mapped into action sequences that can guide the agent in imaginary play. To evaluate whether the agent can successfully finish the imaginary play, we also designed a text adventure game to simulate a house as the playground for the agent to interact.

cs.CL↗

Thespian: Multi-Character Text Role-Playing Game Agents

Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.

cs.AI↗

Dialogue Shaping: Empowering Agents through NPC Interaction

One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based game environments where the action space is extensive. However, non-player characters (NPCs) sometimes hold some key information about the game, which can potentially help to train RL agents faster. Thus, this paper explores how to interact and converse with NPC agents to get the key information using large language models (LLMs), as well as incorporate this information to speed up RL agent's training using knowledge graphs (KGs) and Story Shaping.

cs.CL↗

Model ensemble instead of prompt fusion: a sample-specific knowledge transfer method for few-shot prompt tuning

Prompt tuning approaches, which learn task-specific soft prompts for a downstream task conditioning on frozen pre-trained models, have attracted growing interest due to its parameter efficiency. With large language models and sufficient training data, prompt tuning performs comparably to full-model tuning. However, with limited training samples in few-shot settings, prompt tuning fails to match the performance of full-model fine-tuning. In this work, we focus on improving the few-shot performance of prompt tuning by transferring knowledge from soft prompts of source tasks. Recognizing the good generalization capabilities of ensemble methods in low-data regime, we first experiment and show that a simple ensemble of model predictions based on different source prompts, outperforms existing multi-prompt knowledge transfer approaches such as source prompt fusion in the few-shot setting. Motivated by this observation, we further investigate model ensembles and propose Sample-specific Ensemble of Source Models (SESoM). SESoM learns to adjust the contribution of each source model for each target sample separately when ensembling source model outputs. Through this way, SESoM inherits the superior generalization of model ensemble approaches and simultaneously captures the sample-specific competence of each source prompt. We conduct experiments across a diverse set of eight NLP tasks using models of different scales (T5-{base, large, XL}) and find that SESoM consistently outperforms the existing models of the same as well as larger parametric scale by a large margin.

cs.CL↗

Story Shaping: Teaching Agents Human-like Behavior with Stories

Reward design for reinforcement learning agents can be difficult in situations where one not only wants the agent to achieve some effect in the world but where one also cares about how that effect is achieved. For example, we might wish for an agent to adhere to a tacit understanding of commonsense, align itself to a preference for how to behave for purposes of safety, or taking on a particular role in an interactive game. Storytelling is a mode for communicating tacit procedural knowledge. We introduce a technique, Story Shaping, in which a reinforcement learning agent infers tacit knowledge from an exemplar story of how to accomplish a task and intrinsically rewards itself for performing actions that make its current environment adhere to that of the inferred story world. Specifically, Story Shaping infers a knowledge graph representation of the world state from observations, and also infers a knowledge graph from the exemplar story. An intrinsic reward is generated based on the similarity between the agent's inferred world state graph and the inferred story world graph. We conducted experiments in text-based games requiring commonsense reasoning and shaping the behaviors of agents as virtual game characters.

cs.AI↗

Neuro-Symbolic World Models for Adapting to Open World Novelty

Open-world novelty--a sudden change in the mechanics or properties of an environment--is a common occurrence in the real world. Novelty adaptation is an agent's ability to improve its policy performance post-novelty. Most reinforcement learning (RL) methods assume that the world is a closed, fixed process. Consequentially, RL policies adapt inefficiently to novelties. To address this, we introduce WorldCloner, an end-to-end trainable neuro-symbolic world model for rapid novelty adaptation. WorldCloner learns an efficient symbolic representation of the pre-novelty environment transitions, and uses this transition model to detect novelty and efficiently adapt to novelty in a single-shot fashion. Additionally, WorldCloner augments the policy learning process using imagination-based adaptation, where the world model simulates transitions of the post-novelty environment to help the policy adapt. By blending ''imagined'' transitions with interactions in the post-novelty environment, performance can be recovered with fewer total environment interactions. Using environments designed for studying novelty in sequential decision-making problems, we show that the symbolic world model helps its neural policy adapt more efficiently than model-based and model-based neural-only reinforcement learning methods.

cs.AI↗

Inherently Explainable Reinforcement Learning in Natural Language

We focus on the task of creating a reinforcement learning agent that is inherently explainable -- with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce causal explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed -- providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.

cs.HC↗

Reliable Label Correction is a Good Booster When Learning with Extremely Noisy Labels

Learning with noisy labels has aroused much research interest since data annotations, especially for large-scale datasets, may be inevitably imperfect. Recent approaches resort to a semi-supervised learning problem by dividing training samples into clean and noisy sets. This paradigm, however, is prone to significant degeneration under heavy label noise, as the number of clean samples is too small for conventional methods to behave well. In this paper, we introduce a novel framework, termed as LC-Booster, to explicitly tackle learning under extreme noise. The core idea of LC-Booster is to incorporate label correction into the sample selection, so that more purified samples, through the reliable label correction, can be utilized for training, thereby alleviating the confirmation bias. Experiments show that LC-Booster advances state-of-the-art results on several noisy-label benchmarks, including CIFAR-10, CIFAR-100, Clothing1M and WebVision. Remarkably, under the extreme 90\% noise ratio, LC-Booster achieves 92.9\% and 48.4\% accuracy on CIFAR-10 and CIFAR-100, surpassing state-of-the-art methods by a large margin.

cs.CV↗

Divide to Adapt: Mitigating Confirmation Bias for Domain Adaptation of Black-Box Predictors

Domain Adaptation of Black-box Predictors (DABP) aims to learn a model on an unlabeled target domain supervised by a black-box predictor trained on a source domain. It does not require access to both the source-domain data and the predictor parameters, thus addressing the data privacy and portability issues of standard domain adaptation. Existing DABP approaches mostly rely on model distillation from the black-box predictor, \emph{i.e.}, training the model with its noisy target-domain predictions, which however inevitably introduces the confirmation bias accumulated from the prediction noises. To mitigate such bias, we propose a new method, named BETA, to incorporate knowledge distillation and noisy label learning into one coherent framework. This is enabled by a new divide-to-adapt strategy. BETA divides the target domain into an easy-to-adapt subdomain with less noise and a hard-to-adapt subdomain. Then it deploys mutually-teaching twin networks to filter the predictor errors for each other and improve them progressively, from the easy to hard subdomains. As such, BETA effectively purifies the noisy labels and reduces error accumulation. We theoretically show that the target error of BETA is minimized by decreasing the noise ratio of the subdomains. Extensive experiments demonstrate BETA outperforms existing methods on all DABP benchmarks, and is even comparable with the standard domain adaptation methods that use the source-domain data.

cs.LG↗

FaceMAE: Privacy-Preserving Face Recognition via Masked Autoencoders

Face recognition, as one of the most successful applications in artificial intelligence, has been widely used in security, administration, advertising, and healthcare. However, the privacy issues of public face datasets have attracted increasing attention in recent years. Previous works simply mask most areas of faces or synthesize samples using generative models to construct privacy-preserving face datasets, which overlooks the trade-off between privacy protection and data utility. In this paper, we propose a novel framework FaceMAE, where the face privacy and recognition performance are considered simultaneously. Firstly, randomly masked face images are used to train the reconstruction module in FaceMAE. We tailor the instance relation matching (IRM) module to minimize the distribution gap between real faces and FaceMAE reconstructed ones. During the deployment phase, we use trained FaceMAE to reconstruct images from masked faces of unseen identities without extra training. The risk of privacy leakage is measured based on face retrieval between reconstructed and original datasets. Experiments prove that the identities of reconstructed images are difficult to be retrieved. We also perform sufficient privacy-preserving face recognition on several public face datasets (i.e. CASIA-WebFace and WebFace260M). Compared to previous state of the arts, FaceMAE consistently \textbf{reduces at least 50\% error rate} on LFW, CFP-FP and AgeDB.

cs.CV↗

Guiding Neural Story Generation with Reader Models

Automated storytelling has long captured the attention of researchers for the ubiquity of narratives in everyday life. However, it is challenging to maintain coherence and stay on-topic toward a specific ending when generating narratives with neural language models. In this paper, we introduce Story generation with Reader Models (StoRM), a framework in which a reader model is used to reason about the story should progress. A reader model infers what a human reader believes about the concepts, entities, and relations about the fictional story world. We show how an explicit reader model represented as a knowledge graph affords story coherence and provides controllability in the form of achieving a given story world state goal. Experiments show that our model produces significantly more coherent and on-topic stories, outperforming baselines in dimensions including plot plausibility and staying on topic.

cs.CL↗