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Large language models (LLMs), trained on vast amounts of internet data, have developed a broad understanding of the world, enhancing the decision-making capabilities of embodied agents. This success is largely due to the comprehensive and in-depth domain knowledge within their training datasets. However, the extent of this knowledge can vary across different domains, and existing methods often assume that LLMs have a complete understanding of their environment, overlooking potential gaps in their grasp of actual world dynamics. To address this gap, we introduce Discover, Verify, and Evolve (DiVE), a framework that discovers world dynamics from a small number of demonstrations, verifies the correctness of these dynamics, and evolves new, advanced dynamics tailored to the current situation. Through extensive evaluations, we analyze the impact of each component on performance and compare the automatically generated dynamics from with human-annotated world dynamics. Our results demonstrate that LLMs guided by can make better decisions, achieving rewards comparable to human players in the Crafter environment.
Embodied Instruction Following (EIF) is a crucial task in embodied learning, requiring agents to interact with their environment through egocentric observations to fulfill natural language instructions. Recent advancements have seen a surge in employing large language models (LLMs) within a framework-centric approach to enhance performance in embodied learning tasks, including EIF. Despite these efforts, there exists a lack of a unified understanding regarding the impact of various components—ranging from visual perception to action execution—on task performance. To address this gap, we introduce OPEx, a comprehensive framework that delineates the core components essential for solving embodied learning tasks: Observer, Planner, and Executor. Through extensive evaluations, we provide a deep analysis of how each component influences EIF task performance. Furthermore, we innovate within this space by integrating a multi-agent design into the Planner component of our LLM-centric architecture, further enhancing task performance. Our findings reveal that LLM-centric design markedly improves EIF outcomes, identify visual perception and low-level action execution as critical bottlenecks, and demonstrate that augmenting LLMs with a multi-agent framework further elevates performance.
Virtual environments play a key role in benchmarking advances in complex planning and decision-making tasks but are expensive and complicated to build by hand. Can current language models themselves serve as world simulators, correctly predicting how actions change different world states, thus bypassing the need for extensive manual coding? Our goal is to answer this question in the context of text-based simulators. Our approach is to build and use a new benchmark, called ByteSized32-State-Prediction, containing a dataset of text game state transitions and accompanying game tasks. We use this to directly quantify, for the first time, how well LLMs can serve as text-based world simulators. We test GPT-4 on this dataset and find that, despite its impressive performance, it is still an unreliable world simulator without further innovations. This work thus contributes both new insights into current LLM’s capabilities and weaknesses, as well as a novel benchmark to track future progress as new models appear.
Training keyphrase generation (KPG) models require a large amount of annotated data, which can be prohibitively expensive and often limited to specific domains. In this study, we first demonstrate that large distribution shifts among different domains severely hinder the transferability of KPG models. We then propose a three-stage pipeline, which gradually guides KPG models’ learning focus from general syntactical features to domain-related semantics, in a data-efficient manner. With domain-general phrase pre-training, we pre-train Sequence-to-Sequence models with generic phrase annotations that are widely available on the web, which enables the models to generate phrases in a wide range of domains. The resulting model is then applied in the Transfer Labeling stage to produce domain-specific pseudo keyphrases, which help adapt models to a new domain. Finally, we fine-tune the model with limited data with true labels to fully adapt it to the target domain. Our experiment results show that the proposed process can produce good quality keyphrases in new domains and achieve consistent improvements after adaptation with limited in-domain annotated data. All code and datasets are available at https://github.com/memray/OpenNMT-kpg-release.
Progress in NLP is increasingly measured through benchmarks; hence, contextualizing progress requires understanding when and why practitioners may disagree about the validity of benchmarks. We develop a taxonomy of disagreement, drawing on tools from measurement modeling, and distinguish between two types of disagreement: 1) how tasks are conceptualized and 2) how measurements of model performance are operationalized. To provide evidence for our taxonomy, we conduct a meta-analysis of relevant literature to understand how NLP tasks are conceptualized, as well as a survey of practitioners about their impressions of different factors that affect benchmark validity. Our meta-analysis and survey across eight tasks, ranging from coreference resolution to question answering, uncover that tasks are generally not clearly and consistently conceptualized and benchmarks suffer from operationalization disagreements. These findings support our proposed taxonomy of disagreement. Finally, based on our taxonomy, we present a framework for constructing benchmarks and documenting their limitations.
Large Language Models (LLMs) have in recent years demonstrated impressive prowess in natural language generation. A common practice to improve generation diversity is to sample multiple outputs from the model. However, partly due to the inaccessibility of LLMs, there lacks a simple and robust way of selecting the best output from these stochastic samples. As a case study framed in the context of question generation, we propose two prompt-based approaches, namely round-trip and prompt-based score, to selecting high-quality questions from a set of LLM-generated candidates. Our method works without the need to modify the underlying model, nor does it rely on human-annotated references — both of which are realistic constraints for real-world deployment of LLMs. With automatic as well as human evaluations, we empirically demonstrate that our approach can effectively select questions of higher qualities than greedy generation.
In this work we investigate the capacity of language models to generate explicit, interpretable, and interactive world models of scientific and common-sense reasoning tasks. We operationalize this as a task of generating text games, expressed as hundreds of lines of Python code. To facilitate this task, we introduce ByteSized32, a corpus of 32 reasoning-focused text games totalling 20k lines of Python code. We empirically demonstrate that GPT-4 can use these games as templates for single-shot in-context learning, successfully producing runnable games on unseen topics in 28% of cases. When allowed to self-reflect on program errors, game runnability substantially increases to 58%. While evaluating simulation fidelity is labor intensive, we introduce a suite of automated metrics to assess game fidelity, technical validity, adherence to task specifications, and winnability, showing a high-degree of agreement with expert human ratings. We pose this as a challenge task to spur further development at the juncture of world modeling and code generation.
The purpose of this extended abstract is to discuss the possible fruitful interactions between intrinsically-motivated language-conditioned agents and textual environments. We define autotelic agents as agents able to set their own goals. We identify desirable properties of textual nenvironments that makes them a good testbed for autotelic agents. We them list drivers of exploration for such agents that would allow them to achieve large repertoires of skills in these environments, enabling such agents to be repurposed for solving the benchmarks implemented in textual environments. We then discuss challenges and further perspectives brought about by this interaction.
Faceted summarization provides briefings of a document from different perspectives. Readers can quickly comprehend the main points of a long document with the help of a structured outline. However, little research has been conducted on this subject, partially due to the lack of large-scale faceted summarization datasets. In this study, we present FacetSum, a faceted summarization benchmark built on Emerald journal articles, covering a diverse range of domains. Different from traditional document-summary pairs, FacetSum provides multiple summaries, each targeted at specific sections of a long document, including the purpose, method, findings, and value. Analyses and empirical results on our dataset reveal the importance of bringing structure into summaries. We believe FacetSum will spur further advances in summarization research and foster the development of NLP systems that can leverage the structured information in both long texts and summaries.
Recent years have seen a flourishing of neural keyphrase generation (KPG) works, including the release of several large-scale datasets and a host of new models to tackle them. Model performance on KPG tasks has increased significantly with evolving deep learning research. However, there lacks a comprehensive comparison among different model designs, and a thorough investigation on related factors that may affect a KPG system’s generalization performance. In this empirical study, we aim to fill this gap by providing extensive experimental results and analyzing the most crucial factors impacting the generalizability of KPG models. We hope this study can help clarify some of the uncertainties surrounding the KPG task and facilitate future research on this topic.
Interactive machine reading comprehension (iMRC) is machine comprehension tasks where knowledge sources are partially observable. An agent must interact with an environment sequentially to gather necessary knowledge in order to answer a question. We hypothesize that graph representations are good inductive biases, which can serve as an agent’s memory mechanism in iMRC tasks. We explore four different categories of graphs that can capture text information at various levels. We describe methods that dynamically build and update these graphs during information gathering, as well as neural models to encode graph representations in RL agents. Extensive experiments on iSQuAD suggest that graph representations can result in significant performance improvements for RL agents.
Existing machine reading comprehension (MRC) models do not scale effectively to real-world applications like web-level information retrieval and question answering (QA). We argue that this stems from the nature of MRC datasets: most of these are static environments wherein the supporting documents and all necessary information are fully observed. In this paper, we propose a simple method that reframes existing MRC datasets as interactive, partially observable environments. Specifically, we “occlude” the majority of a document’s text and add context-sensitive commands that reveal “glimpses” of the hidden text to a model. We repurpose SQuAD and NewsQA as an initial case study, and then show how the interactive corpora can be used to train a model that seeks relevant information through sequential decision making. We believe that this setting can contribute in scaling models to web-level QA scenarios.
Different texts shall by nature correspond to different number of keyphrases. This desideratum is largely missing from existing neural keyphrase generation models. In this study, we address this problem from both modeling and evaluation perspectives. We first propose a recurrent generative model that generates multiple keyphrases as delimiter-separated sequences. Generation diversity is further enhanced with two novel techniques by manipulating decoder hidden states. In contrast to previous approaches, our model is capable of generating diverse keyphrases and controlling number of outputs. We further propose two evaluation metrics tailored towards the variable-number generation. We also introduce a new dataset StackEx that expands beyond the only existing genre (i.e., academic writing) in keyphrase generation tasks. With both previous and new evaluation metrics, our model outperforms strong baselines on all datasets.
This paper tackles the problem of reading comprehension over long narratives where documents easily span over thousands of tokens. We propose a curriculum learning (CL) based Pointer-Generator framework for reading/sampling over large documents, enabling diverse training of the neural model based on the notion of alternating contextual difficulty. This can be interpreted as a form of domain randomization and/or generative pretraining during training. To this end, the usage of the Pointer-Generator softens the requirement of having the answer within the context, enabling us to construct diverse training samples for learning. Additionally, we propose a new Introspective Alignment Layer (IAL), which reasons over decomposed alignments using block-based self-attention. We evaluate our proposed method on the NarrativeQA reading comprehension benchmark, achieving state-of-the-art performance, improving existing baselines by 51% relative improvement on BLEU-4 and 17% relative improvement on Rouge-L. Extensive ablations confirm the effectiveness of our proposed IAL and CL components.
Humans observe and interact with the world to acquire knowledge. However, most existing machine reading comprehension (MRC) tasks miss the interactive, information-seeking component of comprehension. Such tasks present models with static documents that contain all necessary information, usually concentrated in a single short substring. Thus, models can achieve strong performance through simple word- and phrase-based pattern matching. We address this problem by formulating a novel text-based question answering task: Question Answering with Interactive Text (QAit). In QAit, an agent must interact with a partially observable text-based environment to gather information required to answer questions. QAit poses questions about the existence, location, and attributes of objects found in the environment. The data is built using a text-based game generator that defines the underlying dynamics of interaction with the environment. We propose and evaluate a set of baseline models for the QAit task that includes deep reinforcement learning agents. Experiments show that the task presents a major challenge for machine reading systems, while humans solve it with relative ease.
We propose a two-stage neural model to tackle question generation from documents. First, our model estimates the probability that word sequences in a document are ones that a human would pick when selecting candidate answers by training a neural key-phrase extractor on the answers in a question-answering corpus. Predicted key phrases then act as target answers and condition a sequence-to-sequence question-generation model with a copy mechanism. Empirically, our key-phrase extraction model significantly outperforms an entity-tagging baseline and existing rule-based approaches. We further demonstrate that our question generation system formulates fluent, answerable questions from key phrases. This two-stage system could be used to augment or generate reading comprehension datasets, which may be leveraged to improve machine reading systems or in educational settings.
We propose a recurrent neural model that generates natural-language questions from documents, conditioned on answers. We show how to train the model using a combination of supervised and reinforcement learning. After teacher forcing for standard maximum likelihood training, we fine-tune the model using policy gradient techniques to maximize several rewards that measure question quality. Most notably, one of these rewards is the performance of a question-answering system. We motivate question generation as a means to improve the performance of question answering systems. Our model is trained and evaluated on the recent question-answering dataset SQuAD.
We present NewsQA, a challenging machine comprehension dataset of over 100,000 human-generated question-answer pairs. Crowdworkers supply questions and answers based on a set of over 10,000 news articles from CNN, with answers consisting of spans of text in the articles. We collect this dataset through a four-stage process designed to solicit exploratory questions that require reasoning. Analysis confirms that NewsQA demands abilities beyond simple word matching and recognizing textual entailment. We measure human performance on the dataset and compare it to several strong neural models. The performance gap between humans and machines (13.3% F1) indicates that significant progress can be made on NewsQA through future research. The dataset is freely available online.