The deployment of large-scale generative models is often restricted by their potential risk of causing harm to users in unpredictable ways. We focus on the problem of black-box red teaming, where a red team generates test cases and interacts with the victim model to discover a diverse set of failures with limited query access. Existing red teaming methods construct test cases based on human supervision or language model (LM) and query all test cases in a brute-force manner without incorporating any information from past evaluations, resulting in a prohibitively large number of queries. To this end, we propose
Bayesian red teaming (BRT), novel query-efficient black-box red teaming methods based on Bayesian optimization, which iteratively identify diverse positive test cases leading to model failures by utilizing the pre-defined user input pool and the past evaluations. Experimental results on various user input pools demonstrate that our method consistently finds a significantly larger number of diverse positive test cases under the limited query budget than the baseline methods.The source code is available at
https://github.com/snu-mllab/Bayesian-Red-Teaming.
There are growing interests in adapting large-scale language models using parameter-efficient fine-tuning methods. However, accelerating the model itself and achieving better inference efficiency through model compression has not been thoroughly explored yet.Model compression could provide the benefits of reducing memory footprints, enabling low-precision computations, and ultimately achieving cost-effective inference.To combine parameter-efficient adaptation and model compression, we propose AlphaTuning consisting of post-training quantization of the pre-trained language model and fine-tuning only some parts of quantized parameters for a target task.Specifically, AlphaTuning works by employing binary-coding quantization, which factorizes the full-precision parameters into binary parameters and a separate set of scaling factors.During the adaptation phase, the binary values are frozen for all tasks, while the scaling factors are fine-tuned for the downstream task.We demonstrate that AlphaTuning, when applied to GPT-2 and OPT, performs competitively with full fine-tuning on a variety of downstream tasks while achieving >10x compression ratio under 4-bit quantization and >1,000x reduction in the number of trainable parameters.
Video corpus moment retrieval (VCMR) is the task to retrieve the most relevant video moment from a large video corpus using a natural language query.For narrative videos, e.g., drama or movies, the holistic understanding of temporal dynamics and multimodal reasoning are crucial.Previous works have shown promising results; however, they relied on the expensive query annotations for the VCMR, i.e., the corresponding moment intervals.To overcome this problem, we propose a self-supervised learning framework: Modal-specific Pseudo Query Generation Network (MPGN).First, MPGN selects candidate temporal moments via subtitle-based moment sampling.Then, it generates pseudo queries exploiting both visualand textual information from the selected temporal moments.Through the multimodal information in the pseudo queries, we show that MPGN successfully learns to localize the video corpus moment without any explicit annotation.We validate the effectiveness of MPGN on TVR dataset, showing the competitive results compared with both supervised models and unsupervised setting models.
In this work, we propose a goal-driven collaborative task that combines language, perception, and action. Specifically, we develop a Collaborative image-Drawing game between two agents, called CoDraw. Our game is grounded in a virtual world that contains movable clip art objects. The game involves two players: a Teller and a Drawer. The Teller sees an abstract scene containing multiple clip art pieces in a semantically meaningful configuration, while the Drawer tries to reconstruct the scene on an empty canvas using available clip art pieces. The two players communicate with each other using natural language. We collect the CoDraw dataset of ~10K dialogs consisting of ~138K messages exchanged between human players. We define protocols and metrics to evaluate learned agents in this testbed, highlighting the need for a novel “crosstalk” evaluation condition which pairs agents trained independently on disjoint subsets of the training data. We present models for our task and benchmark them using both fully automated evaluation and by having them play the game live with humans.