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SubscribeUpStory: the Uppsala Storytelling dataset
Friendship and rapport play an important role in the formation of constructive social interactions, and have been widely studied in educational settings due to their impact on student outcomes. Given the growing interest in automating the analysis of such phenomena through Machine Learning (ML), access to annotated interaction datasets is highly valuable. However, no dataset on dyadic child-child interactions explicitly capturing rapport currently exists. Moreover, despite advances in the automatic analysis of human behaviour, no previous work has addressed the prediction of rapport in child-child dyadic interactions in educational settings. We present UpStory -- the Uppsala Storytelling dataset: a novel dataset of naturalistic dyadic interactions between primary school aged children, with an experimental manipulation of rapport. Pairs of children aged 8-10 participate in a task-oriented activity: designing a story together, while being allowed free movement within the play area. We promote balanced collection of different levels of rapport by using a within-subjects design: self-reported friendships are used to pair each child twice, either minimizing or maximizing pair separation in the friendship network. The dataset contains data for 35 pairs, totalling 3h 40m of audio and video recordings. It includes two video sources covering the play area, as well as separate voice recordings for each child. An anonymized version of the dataset is made publicly available, containing per-frame head pose, body pose, and face features; as well as per-pair information, including the level of rapport. Finally, we provide ML baselines for the prediction of rapport.
Accounting for AI and Users Shaping One Another: The Role of Mathematical Models
As AI systems enter into a growing number of societal domains, these systems increasingly shape and are shaped by user preferences, opinions, and behaviors. However, the design of AI systems rarely accounts for how AI and users shape one another. In this position paper, we argue for the development of formal interaction models which mathematically specify how AI and users shape one another. Formal interaction models can be leveraged to (1) specify interactions for implementation, (2) monitor interactions through empirical analysis, (3) anticipate societal impacts via counterfactual analysis, and (4) control societal impacts via interventions. The design space of formal interaction models is vast, and model design requires careful consideration of factors such as style, granularity, mathematical complexity, and measurability. Using content recommender systems as a case study, we critically examine the nascent literature of formal interaction models with respect to these use-cases and design axes. More broadly, we call for the community to leverage formal interaction models when designing, evaluating, or auditing any AI system which interacts with users.
Survey of User Interface Design and Interaction Techniques in Generative AI Applications
The applications of generative AI have become extremely impressive, and the interplay between users and AI is even more so. Current human-AI interaction literature has taken a broad look at how humans interact with generative AI, but it lacks specificity regarding the user interface designs and patterns used to create these applications. Therefore, we present a survey that comprehensively presents taxonomies of how a human interacts with AI and the user interaction patterns designed to meet the needs of a variety of relevant use cases. We focus primarily on user-guided interactions, surveying interactions that are initiated by the user and do not include any implicit signals given by the user. With this survey, we aim to create a compendium of different user-interaction patterns that can be used as a reference for designers and developers alike. In doing so, we also strive to lower the entry barrier for those attempting to learn more about the design of generative AI applications.
Beyond Prompts: Dynamic Conversational Benchmarking of Large Language Models
We introduce a dynamic benchmarking system for conversational agents that evaluates their performance through a single, simulated, and lengthy userleftrightarrowagent interaction. The interaction is a conversation between the user and agent, where multiple tasks are introduced and then undertaken concurrently. We context switch regularly to interleave the tasks, which constructs a realistic testing scenario in which we assess the Long-Term Memory, Continual Learning, and Information Integration capabilities of the agents. Results from both proprietary and open-source Large-Language Models show that LLMs in general perform well on single-task interactions, but they struggle on the same tasks when they are interleaved. Notably, short-context LLMs supplemented with an LTM system perform as well as or better than those with larger contexts. Our benchmark suggests that there are other challenges for LLMs responding to more natural interactions that contemporary benchmarks have heretofore not been able to capture.
Boundless Socratic Learning with Language Games
An agent trained within a closed system can master any desired capability, as long as the following three conditions hold: (a) it receives sufficiently informative and aligned feedback, (b) its coverage of experience/data is broad enough, and (c) it has sufficient capacity and resource. In this position paper, we justify these conditions, and consider what limitations arise from (a) and (b) in closed systems, when assuming that (c) is not a bottleneck. Considering the special case of agents with matching input and output spaces (namely, language), we argue that such pure recursive self-improvement, dubbed "Socratic learning", can boost performance vastly beyond what is present in its initial data or knowledge, and is only limited by time, as well as gradual misalignment concerns. Furthermore, we propose a constructive framework to implement it, based on the notion of language games.
Sketch Then Generate: Providing Incremental User Feedback and Guiding LLM Code Generation through Language-Oriented Code Sketches
Crafting effective prompts for code generation or editing with Large Language Models (LLMs) is not an easy task. Particularly, the absence of immediate, stable feedback during prompt crafting hinders effective interaction, as users are left to mentally imagine possible outcomes until the code is generated. In response, we introduce Language-Oriented Code Sketching, an interactive approach that provides instant, incremental feedback in the form of code sketches (i.e., incomplete code outlines) during prompt crafting. This approach converts a prompt into a code sketch by leveraging the inherent linguistic structures within the prompt and applying classic natural language processing techniques. The sketch then serves as an intermediate placeholder that not only previews the intended code structure but also guides the LLM towards the desired code, thereby enhancing human-LLM interaction. We conclude by discussing the approach's applicability and future plans.
ToolPlanner: A Tool Augmented LLM for Multi Granularity Instructions with Path Planning and Feedback
Recently, tool-augmented LLMs have gained increasing attention. Given an instruction, tool-augmented LLMs can interact with various external tools in multiple rounds and provide a final answer. However, previous LLMs were trained on overly detailed instructions, which included API names or parameters, while real users would not explicitly mention these API details. This leads to a gap between trained LLMs and real-world scenarios. In addition, most works ignore whether the interaction process follows the instruction. To address these issues, we constructed a training dataset called MGToolBench, which contains statement and category-level instructions to better reflect real-world scenarios. In addition, we propose ToolPlanner, a two-stage reinforcement learning framework that utilizes path planning and two feedback mechanisms to enhance the LLM's task completion and instruction-following capabilities. Experimental results show that ToolPlanner significantly improves the Match Rate, Pass Rate and Win Rate by 26.8%, 20.2%, and 5.6% compared to the SOTA model. Human evaluation verifies that the multi-granularity instructions can better align with users' usage habits. Our data and code will be released upon acceptance.
Learn-by-interact: A Data-Centric Framework for Self-Adaptive Agents in Realistic Environments
Autonomous agents powered by large language models (LLMs) have the potential to enhance human capabilities, assisting with digital tasks from sending emails to performing data analysis. The abilities of existing LLMs at such tasks are often hindered by the lack of high-quality agent data from the corresponding environments they interact with. We propose Learn-by-interact, a data-centric framework to adapt LLM agents to any given environments without human annotations. Learn-by-interact synthesizes trajectories of agent-environment interactions based on documentations, and constructs instructions by summarizing or abstracting the interaction histories, a process called backward construction. We assess the quality of our synthetic data by using them in both training-based scenarios and training-free in-context learning (ICL), where we craft innovative retrieval approaches optimized for agents. Extensive experiments on SWE-bench, WebArena, OSWorld and Spider2-V spanning across realistic coding, web, and desktop environments show the effectiveness of Learn-by-interact in various downstream agentic tasks -- baseline results are improved by up to 12.2\% for ICL with Claude-3.5 and 19.5\% for training with Codestral-22B. We further demonstrate the critical role of backward construction, which provides up to 14.0\% improvement for training. Our ablation studies demonstrate the efficiency provided by our synthesized data in ICL and the superiority of our retrieval pipeline over alternative approaches like conventional retrieval-augmented generation (RAG). We expect that Learn-by-interact will serve as a foundation for agent data synthesis as LLMs are increasingly deployed at real-world environments.
Flows: Building Blocks of Reasoning and Collaborating AI
Recent advances in artificial intelligence (AI) have produced highly capable and controllable systems. This creates unprecedented opportunities for structured reasoning as well as collaboration among multiple AI systems and humans. To fully realize this potential, it is essential to develop a principled way of designing and studying such structured interactions. For this purpose, we introduce the conceptual framework of Flows: a systematic approach to modeling complex interactions. Flows are self-contained building blocks of computation, with an isolated state, communicating through a standardized message-based interface. This modular design allows Flows to be recursively composed into arbitrarily nested interactions, with a substantial reduction of complexity. Crucially, any interaction can be implemented using this framework, including prior work on AI--AI and human--AI interactions, prompt engineering schemes, and tool augmentation. We demonstrate the potential of Flows on the task of competitive coding, a challenging task on which even GPT-4 struggles. Our results suggest that structured reasoning and collaboration substantially improve generalization, with AI-only Flows adding +21 and human--AI Flows adding +54 absolute points in terms of solve rate. To support rapid and rigorous research, we introduce the aiFlows library. The library comes with a repository of Flows that can be easily used, extended, and composed into novel, more complex Flows. The aiFlows library is available at https://github.com/epfl-dlab/aiflows. Data and Flows for reproducing our experiments are available at https://github.com/epfl-dlab/cc_flows.
Towards Teachable Conversational Agents
The traditional process of building interactive machine learning systems can be viewed as a teacher-learner interaction scenario where the machine-learners are trained by one or more human-teachers. In this work, we explore the idea of using a conversational interface to investigate the interaction between human-teachers and interactive machine-learners. Specifically, we examine whether teachable AI agents can reliably learn from human-teachers through conversational interactions, and how this learning compare with traditional supervised learning algorithms. Results validate the concept of teachable conversational agents and highlight the factors relevant for the development of machine learning systems that intend to learn from conversational interactions.
Grounding Gaps in Language Model Generations
Effective conversation requires common ground: a shared understanding between the participants. Common ground, however, does not emerge spontaneously in conversation. Speakers and listeners work together to both identify and construct a shared basis while avoiding misunderstanding. To accomplish grounding, humans rely on a range of dialogue acts, like clarification (What do you mean?) and acknowledgment (I understand.). However, it is unclear whether large language models (LLMs) generate text that reflects human grounding. To this end, we curate a set of grounding acts and propose corresponding metrics that quantify attempted grounding. We study whether LLM generations contain grounding acts, simulating turn-taking from several dialogue datasets and comparing results to humans. We find that -- compared to humans -- LLMs generate language with less conversational grounding, instead generating text that appears to simply presume common ground. To understand the roots of the identified grounding gap, we examine the role of instruction tuning and preference optimization, finding that training on contemporary preference data leads to a reduction in generated grounding acts. Altogether, we highlight the need for more research investigating conversational grounding in human-AI interaction.
Grounding Conversations with Improvised Dialogues
Effective dialogue involves grounding, the process of establishing mutual knowledge that is essential for communication between people. Modern dialogue systems are not explicitly trained to build common ground, and therefore overlook this important aspect of communication. Improvisational theater (improv) intrinsically contains a high proportion of dialogue focused on building common ground, and makes use of the yes-and principle, a strong grounding speech act, to establish coherence and an actionable objective reality. We collect a corpus of more than 26,000 yes-and turns, transcribing them from improv dialogues and extracting them from larger, but more sparsely populated movie script dialogue corpora, via a bootstrapped classifier. We fine-tune chit-chat dialogue systems with our corpus to encourage more grounded, relevant conversation and confirm these findings with human evaluations.
A Survey on Conversational Recommender Systems
Recommender systems are software applications that help users to find items of interest in situations of information overload. Current research often assumes a one-shot interaction paradigm, where the users' preferences are estimated based on past observed behavior and where the presentation of a ranked list of suggestions is the main, one-directional form of user interaction. Conversational recommender systems (CRS) take a different approach and support a richer set of interactions. These interactions can, for example, help to improve the preference elicitation process or allow the user to ask questions about the recommendations and to give feedback. The interest in CRS has significantly increased in the past few years. This development is mainly due to the significant progress in the area of natural language processing, the emergence of new voice-controlled home assistants, and the increased use of chatbot technology. With this paper, we provide a detailed survey of existing approaches to conversational recommendation. We categorize these approaches in various dimensions, e.g., in terms of the supported user intents or the knowledge they use in the background. Moreover, we discuss technological approaches, review how CRS are evaluated, and finally identify a number of gaps that deserve more research in the future.
LLM Agents in Interaction: Measuring Personality Consistency and Linguistic Alignment in Interacting Populations of Large Language Models
While both agent interaction and personalisation are vibrant topics in research on large language models (LLMs), there has been limited focus on the effect of language interaction on the behaviour of persona-conditioned LLM agents. Such an endeavour is important to ensure that agents remain consistent to their assigned traits yet are able to engage in open, naturalistic dialogues. In our experiments, we condition GPT-3.5 on personality profiles through prompting and create a two-group population of LLM agents using a simple variability-inducing sampling algorithm. We then administer personality tests and submit the agents to a collaborative writing task, finding that different profiles exhibit different degrees of personality consistency and linguistic alignment to their conversational partners. Our study seeks to lay the groundwork for better understanding of dialogue-based interaction between LLMs and highlights the need for new approaches to crafting robust, more human-like LLM personas for interactive environments.
Detecting Conversational Mental Manipulation with Intent-Aware Prompting
Mental manipulation severely undermines mental wellness by covertly and negatively distorting decision-making. While there is an increasing interest in mental health care within the natural language processing community, progress in tackling manipulation remains limited due to the complexity of detecting subtle, covert tactics in conversations. In this paper, we propose Intent-Aware Prompting (IAP), a novel approach for detecting mental manipulations using large language models (LLMs), providing a deeper understanding of manipulative tactics by capturing the underlying intents of participants. Experimental results on the MentalManip dataset demonstrate superior effectiveness of IAP against other advanced prompting strategies. Notably, our approach substantially reduces false negatives, helping detect more instances of mental manipulation with minimal misjudgment of positive cases. The code of this paper is available at https://github.com/Anton-Jiayuan-MA/Manip-IAP.
BabyLM Turns 3: Call for papers for the 2025 BabyLM workshop
BabyLM aims to dissolve the boundaries between cognitive modeling and language modeling. We call for both workshop papers and for researchers to join the 3rd BabyLM competition. As in previous years, we call for participants in the data-efficient pretraining challenge in the general track. This year, we also offer a new track: INTERACTION. This new track encourages interactive behavior, learning from a teacher, and adapting the teaching material to the student. We also call for papers outside the competition in any relevant areas. These include training efficiency, cognitively plausible research, weak model evaluation, and more.
Playpen: An Environment for Exploring Learning Through Conversational Interaction
Interaction between learner and feedback-giver has come into focus recently for post-training of Large Language Models (LLMs), through the use of reward models that judge the appropriateness of a model's response. In this paper, we investigate whether Dialogue Games -- goal-directed and rule-governed activities driven predominantly by verbal actions -- can also serve as a source of feedback signals for learning. We introduce Playpen, an environment for off- and online learning through Dialogue Game self-play, and investigate a representative set of post-training methods: supervised fine-tuning; direct alignment (DPO); and reinforcement learning with GRPO. We experiment with post-training a small LLM (Llama-3.1-8B-Instruct), evaluating performance on unseen instances of training games as well as unseen games, and on standard benchmarks. We find that imitation learning through SFT improves performance on unseen instances, but negatively impacts other skills, while interactive learning with GRPO shows balanced improvements without loss of skills. We release the framework and the baseline training setups to foster research in the promising new direction of learning in (synthetic) interaction.
DrawTalking: Building Interactive Worlds by Sketching and Speaking
We introduce DrawTalking, an approach to building and controlling interactive worlds by sketching and speaking while telling stories. It emphasizes user control and flexibility, and gives programming-like capability without requiring code. An early open-ended study with our prototype shows that the mechanics resonate and are applicable to many creative-exploratory use cases, with the potential to inspire and inform research in future natural interfaces for creative exploration and authoring.
Controllable Mixed-Initiative Dialogue Generation through Prompting
Mixed-initiative dialogue tasks involve repeated exchanges of information and conversational control. Conversational agents gain control by generating responses that follow particular dialogue intents or strategies, prescribed by a policy planner. The standard approach has been fine-tuning pre-trained language models to perform generation conditioned on these intents. However, these supervised generation models are limited by the cost and quality of data annotation. We instead prompt large language models as a drop-in replacement to fine-tuning on conditional generation. We formalize prompt construction for controllable mixed-initiative dialogue. Our findings show improvements over fine-tuning and ground truth responses according to human evaluation and automatic metrics for two tasks: PersuasionForGood and Emotional Support Conversations.
Improving Language Model Negotiation with Self-Play and In-Context Learning from AI Feedback
We study whether multiple large language models (LLMs) can autonomously improve each other in a negotiation game by playing, reflecting, and criticizing. We are interested in this question because if LLMs were able to improve each other, it would imply the possibility of creating strong AI agents with minimal human intervention. We ask two LLMs to negotiate with each other, playing the roles of a buyer and a seller, respectively. They aim to reach a deal with the buyer targeting a lower price and the seller a higher one. A third language model, playing the critic, provides feedback to a player to improve the player's negotiation strategies. We let the two agents play multiple rounds, using previous negotiation history and AI feedback as in-context demonstrations to improve the model's negotiation strategy iteratively. We use different LLMs (GPT and Claude) for different roles and use the deal price as the evaluation metric. Our experiments reveal multiple intriguing findings: (1) Only a subset of the language models we consider can self-play and improve the deal price from AI feedback, weaker models either do not understand the game's rules or cannot incorporate AI feedback for further improvement. (2) Models' abilities to learn from the feedback differ when playing different roles. For example, it is harder for Claude-instant to improve as the buyer than as the seller. (3) When unrolling the game to multiple rounds, stronger agents can consistently improve their performance by meaningfully using previous experiences and iterative AI feedback, yet have a higher risk of breaking the deal. We hope our work provides insightful initial explorations of having models autonomously improve each other with game playing and AI feedback.
Synthetic Patients: Simulating Difficult Conversations with Multimodal Generative AI for Medical Education
Problem: Effective patient-centered communication is a core competency for physicians. However, both seasoned providers and medical trainees report decreased confidence in leading conversations on sensitive topics such as goals of care or end-of-life discussions. The significant administrative burden and the resources required to provide dedicated training in leading difficult conversations has been a long-standing problem in medical education. Approach: In this work, we present a novel educational tool designed to facilitate interactive, real-time simulations of difficult conversations in a video-based format through the use of multimodal generative artificial intelligence (AI). Leveraging recent advances in language modeling, computer vision, and generative audio, this tool creates realistic, interactive scenarios with avatars, or "synthetic patients." These synthetic patients interact with users throughout various stages of medical care using a custom-built video chat application, offering learners the chance to practice conversations with patients from diverse belief systems, personalities, and ethnic backgrounds. Outcomes: While the development of this platform demanded substantial upfront investment in labor, it offers a highly-realistic simulation experience with minimal financial investment. For medical trainees, this educational tool can be implemented within programs to simulate patient-provider conversations and can be incorporated into existing palliative care curriculum to provide a scalable, high-fidelity simulation environment for mastering difficult conversations. Next Steps: Future developments will explore enhancing the authenticity of these encounters by working with patients to incorporate their histories and personalities, as well as employing the use of AI-generated evaluations to offer immediate, constructive feedback to learners post-simulation.
Causal Abstraction for Faithful Model Interpretation
A faithful and interpretable explanation of an AI model's behavior and internal structure is a high-level explanation that is human-intelligible but also consistent with the known, but often opaque low-level causal details of the model. We argue that the theory of causal abstraction provides the mathematical foundations for the desired kinds of model explanations. In causal abstraction analysis, we use interventions on model-internal states to rigorously assess whether an interpretable high-level causal model is a faithful description of an AI model. Our contributions in this area are: (1) We generalize causal abstraction to cyclic causal structures and typed high-level variables. (2) We show how multi-source interchange interventions can be used to conduct causal abstraction analyses. (3) We define a notion of approximate causal abstraction that allows us to assess the degree to which a high-level causal model is a causal abstraction of a lower-level one. (4) We prove constructive causal abstraction can be decomposed into three operations we refer to as marginalization, variable-merge, and value-merge. (5) We formalize the XAI methods of LIME, causal effect estimation, causal mediation analysis, iterated nullspace projection, and circuit-based explanations as special cases of causal abstraction analysis.
Substance Beats Style: Why Beginning Students Fail to Code with LLMs
Although LLMs are increasing the productivity of professional programmers, existing work shows that beginners struggle to prompt LLMs to solve text-to-code tasks. Why is this the case? This paper explores two competing hypotheses about the cause of student-LLM miscommunication: (1) students simply lack the technical vocabulary needed to write good prompts, and (2) students do not understand the extent of information that LLMs need to solve code generation tasks. We study (1) with a causal intervention experiment on technical vocabulary and (2) by analyzing graphs that abstract how students edit prompts and the different failures that they encounter. We find that substance beats style: a poor grasp of technical vocabulary is merely correlated with prompt failure; that the information content of prompts predicts success; that students get stuck making trivial edits; and more. Our findings have implications for the use of LLMs in programming education, and for efforts to make computing more accessible with LLMs.
Assessing the Human Likeness of AI-Generated Counterspeech
Counterspeech is a targeted response to counteract and challenge abusive or hateful content. It can effectively curb the spread of hatred and foster constructive online communication. Previous studies have proposed different strategies for automatically generated counterspeech. Evaluations, however, focus on the relevance, surface form, and other shallow linguistic characteristics. In this paper, we investigate the human likeness of AI-generated counterspeech, a critical factor influencing effectiveness. We implement and evaluate several LLM-based generation strategies, and discover that AI-generated and human-written counterspeech can be easily distinguished by both simple classifiers and humans. Further, we reveal differences in linguistic characteristics, politeness, and specificity.
"Help Me Help the AI": Understanding How Explainability Can Support Human-AI Interaction
Despite the proliferation of explainable AI (XAI) methods, little is understood about end-users' explainability needs and behaviors around XAI explanations. To address this gap and contribute to understanding how explainability can support human-AI interaction, we conducted a mixed-methods study with 20 end-users of a real-world AI application, the Merlin bird identification app, and inquired about their XAI needs, uses, and perceptions. We found that participants desire practically useful information that can improve their collaboration with the AI, more so than technical system details. Relatedly, participants intended to use XAI explanations for various purposes beyond understanding the AI's outputs: calibrating trust, improving their task skills, changing their behavior to supply better inputs to the AI, and giving constructive feedback to developers. Finally, among existing XAI approaches, participants preferred part-based explanations that resemble human reasoning and explanations. We discuss the implications of our findings and provide recommendations for future XAI design.
Carbon and Silicon, Coexist or Compete? A Survey on Human-AI Interactions in Agent-based Modeling and Simulation
Recent interest in human-AI interactions in agent-based modeling and simulation (ABMS) has grown rapidly due to the widespread utilization of large language models (LLMs). ABMS is an intelligent approach that simulates autonomous agents' behaviors within a defined environment to research emergent phenomena. Integrating LLMs into ABMS enables natural language interaction between humans and models. Meanwhile, it introduces new challenges that rely on human interaction to address. Human involvement can assist ABMS in adapting to flexible and complex research demands. However, systematic reviews of interactions that examine how humans and AI interact in ABMS are lacking. In this paper, we investigate existing works and propose a novel taxonomy to categorize the interactions derived from them. Specifically, human users refer to researchers who utilize ABMS tools to conduct their studies in our survey. We decompose interactions into five dimensions: the goals that users want to achieve (Why), the phases that users are involved (When), the components of the system (What), the roles of users (Who), and the means of interactions (How). Our analysis summarizes the findings that reveal existing interaction patterns. They provide researchers who develop interactions with comprehensive guidance on how humans and AI interact. We further discuss the unexplored interactions and suggest future research directions.
Exploring the cloud of feature interaction scores in a Rashomon set
Interactions among features are central to understanding the behavior of machine learning models. Recent research has made significant strides in detecting and quantifying feature interactions in single predictive models. However, we argue that the feature interactions extracted from a single pre-specified model may not be trustworthy since: a well-trained predictive model may not preserve the true feature interactions and there exist multiple well-performing predictive models that differ in feature interaction strengths. Thus, we recommend exploring feature interaction strengths in a model class of approximately equally accurate predictive models. In this work, we introduce the feature interaction score (FIS) in the context of a Rashomon set, representing a collection of models that achieve similar accuracy on a given task. We propose a general and practical algorithm to calculate the FIS in the model class. We demonstrate the properties of the FIS via synthetic data and draw connections to other areas of statistics. Additionally, we introduce a Halo plot for visualizing the feature interaction variance in high-dimensional space and a swarm plot for analyzing FIS in a Rashomon set. Experiments with recidivism prediction and image classification illustrate how feature interactions can vary dramatically in importance for similarly accurate predictive models. Our results suggest that the proposed FIS can provide valuable insights into the nature of feature interactions in machine learning models.
Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning
Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/
Improving Agent Interactions in Virtual Environments with Language Models
Enhancing AI systems with efficient communication skills for effective human assistance necessitates proactive initiatives from the system side to discern specific circumstances and interact aptly. This research focuses on a collective building assignment in the Minecraft dataset, employing language modeling to enhance task understanding through state-of-the-art methods. These models focus on grounding multi-modal understanding and task-oriented dialogue comprehension tasks, providing insights into their interpretative and responsive capabilities. Our experimental results showcase a substantial improvement over existing methods, indicating a promising direction for future research in this domain.
Navigating Rifts in Human-LLM Grounding: Study and Benchmark
Language models excel at following instructions but often struggle with the collaborative aspects of conversation that humans naturally employ. This limitation in grounding -- the process by which conversation participants establish mutual understanding -- can lead to outcomes ranging from frustrated users to serious consequences in high-stakes scenarios. To systematically study grounding challenges in human-LLM interactions, we analyze logs from three human-assistant datasets: WildChat, MultiWOZ, and Bing Chat. We develop a taxonomy of grounding acts and build models to annotate and forecast grounding behavior. Our findings reveal significant differences in human-human and human-LLM grounding: LLMs were three times less likely to initiate clarification and sixteen times less likely to provide follow-up requests than humans. Additionally, early grounding failures predicted later interaction breakdowns. Building on these insights, we introduce RIFTS: a benchmark derived from publicly available LLM interaction data containing situations where LLMs fail to initiate grounding. We note that current frontier models perform poorly on RIFTS, highlighting the need to reconsider how we train and prompt LLMs for human interaction. To this end, we develop a preliminary intervention that mitigates grounding failures.
Feedback Friction: LLMs Struggle to Fully Incorporate External Feedback
Recent studies have shown LLMs possess some ability to improve their responses when given external feedback. However, it remains unclear how effectively and thoroughly these models can incorporate extrinsic feedback. In an ideal scenario, if LLMs receive near-perfect and complete feedback, we would expect them to fully integrate the feedback and change their incorrect answers to correct ones. In this paper, we systematically investigate LLMs' ability to incorporate feedback by designing a controlled experimental environment. For each problem, a solver model attempts a solution, then a feedback generator with access to near-complete ground-truth answers produces targeted feedback, after which the solver tries again. We evaluate this pipeline across a diverse range of tasks, including math reasoning, knowledge reasoning, scientific reasoning, and general multi-domain evaluations with state-of-the-art language models including Claude 3.7 (with and without extended thinking). Surprisingly, even under these near-ideal conditions, solver models consistently show resistance to feedback, a limitation that we term FEEDBACK FRICTION. To mitigate this limitation, we experiment with sampling-based strategies like progressive temperature increases and explicit rejection of previously attempted incorrect answers, which yield improvements but still fail to help models achieve target performance. We also perform a rigorous exploration of potential causes of FEEDBACK FRICTION, ruling out factors such as model overconfidence and data familiarity. We hope that highlighting this issue in LLMs and ruling out several apparent causes will help future research in self-improvement.
Shaping the Narrative Arc: An Information-Theoretic Approach to Collaborative Dialogue
We consider the problem of designing an artificial agent capable of interacting with humans in collaborative dialogue to produce creative, engaging narratives. In this task, the goal is to establish universe details, and to collaborate on an interesting story in that universe, through a series of natural dialogue exchanges. Our model can augment any probabilistic conversational agent by allowing it to reason about universe information established and what potential next utterances might reveal. Ideally, with each utterance, agents would reveal just enough information to add specificity and reduce ambiguity without limiting the conversation. We empirically show that our model allows control over the rate at which the agent reveals information and that doing so significantly improves accuracy in predicting the next line of dialogues from movies. We close with a case-study with four professional theatre performers, who preferred interactions with our model-augmented agent over an unaugmented agent.
Towards Enhanced Immersion and Agency for LLM-based Interactive Drama
LLM-based Interactive Drama is a novel AI-based dialogue scenario, where the user (i.e. the player) plays the role of a character in the story, has conversations with characters played by LLM agents, and experiences an unfolding story. This paper begins with understanding interactive drama from two aspects: Immersion, the player's feeling of being present in the story, and Agency, the player's ability to influence the story world. Both are crucial to creating an enjoyable interactive experience, while they have been underexplored in previous work. To enhance these two aspects, we first propose Playwriting-guided Generation, a novel method that helps LLMs craft dramatic stories with substantially improved structures and narrative quality. Additionally, we introduce Plot-based Reflection for LLM agents to refine their reactions to align with the player's intentions. Our evaluation relies on human judgment to assess the gains of our methods in terms of immersion and agency.
Multimodal Learning Without Labeled Multimodal Data: Guarantees and Applications
In many machine learning systems that jointly learn from multiple modalities, a core research question is to understand the nature of multimodal interactions: the emergence of new task-relevant information during learning from both modalities that was not present in either alone. We study this challenge of interaction quantification in a semi-supervised setting with only labeled unimodal data and naturally co-occurring multimodal data (e.g., unlabeled images and captions, video and corresponding audio) but when labeling them is time-consuming. Using a precise information-theoretic definition of interactions, our key contributions are the derivations of lower and upper bounds to quantify the amount of multimodal interactions in this semi-supervised setting. We propose two lower bounds based on the amount of shared information between modalities and the disagreement between separately trained unimodal classifiers, and derive an upper bound through connections to approximate algorithms for min-entropy couplings. We validate these estimated bounds and show how they accurately track true interactions. Finally, two semi-supervised multimodal applications are explored based on these theoretical results: (1) analyzing the relationship between multimodal performance and estimated interactions, and (2) self-supervised learning that embraces disagreement between modalities beyond agreement as is typically done.
Scalable Evaluation of Online Facilitation Strategies via Synthetic Simulation of Discussions
Limited large-scale evaluations exist for facilitation strategies of online discussions due to significant costs associated with human involvement. An effective solution is synthetic discussion simulations using Large Language Models (LLMs) to create initial pilot experiments. We propose a simple, generalizable, LLM-driven methodology to prototype the development of LLM facilitators, and produce high-quality synthetic data without human involvement. We use our methodology to test whether current facilitation strategies can improve the performance of LLM facilitators. We find that, while LLM facilitators significantly improve synthetic discussions, there is no evidence that the application of more elaborate facilitation strategies proposed in modern Social Science research lead to further improvements in discussion quality, compared to more basic approaches. Additionally, we find that small LLMs (such as Mistral Nemo 12B) can perform comparably to larger models (such as LLaMa 70B), and that special instructions must be used for instruction-tuned models to induce toxicity in synthetic discussions. We confirm that each component of our methodology contributes substantially to high quality data via an ablation study. We release an open-source framework, "SynDisco" (pip install syndisco), which implements our methodology. We also release the "Virtual Moderation Dataset" (https://paperswithcode.com/dataset/vmd), a large, publicly available dataset containing LLM-generated and LLM-annotated discussions using multiple open-source LLMs.
I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons
We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players -- students, each with their own personas and abilities -- to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM's intent to guide players toward a given goal; (2) the DM's guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players' reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM's intent than a vanilla natural language generation (NLG) approach.
Multi-Level Feedback Generation with Large Language Models for Empowering Novice Peer Counselors
Realistic practice and tailored feedback are key processes for training peer counselors with clinical skills. However, existing mechanisms of providing feedback largely rely on human supervision. Peer counselors often lack mechanisms to receive detailed feedback from experienced mentors, making it difficult for them to support the large number of people with mental health issues who use peer counseling. Our work aims to leverage large language models to provide contextualized and multi-level feedback to empower peer counselors, especially novices, at scale. To achieve this, we co-design with a group of senior psychotherapy supervisors to develop a multi-level feedback taxonomy, and then construct a publicly available dataset with comprehensive feedback annotations of 400 emotional support conversations. We further design a self-improvement method on top of large language models to enhance the automatic generation of feedback. Via qualitative and quantitative evaluation with domain experts, we demonstrate that our method minimizes the risk of potentially harmful and low-quality feedback generation which is desirable in such high-stakes scenarios.
Social Skill Training with Large Language Models
People rely on social skills like conflict resolution to communicate effectively and to thrive in both work and personal life. However, practice environments for social skills are typically out of reach for most people. How can we make social skill training more available, accessible, and inviting? Drawing upon interdisciplinary research from communication and psychology, this perspective paper identifies social skill barriers to enter specialized fields. Then we present a solution that leverages large language models for social skill training via a generic framework. Our AI Partner, AI Mentor framework merges experiential learning with realistic practice and tailored feedback. This work ultimately calls for cross-disciplinary innovation to address the broader implications for workforce development and social equality.
Negotiating with LLMS: Prompt Hacks, Skill Gaps, and Reasoning Deficits
Large language models LLMs like ChatGPT have reached the 100 Mio user barrier in record time and might increasingly enter all areas of our life leading to a diverse set of interactions between those Artificial Intelligence models and humans. While many studies have discussed governance and regulations deductively from first-order principles, few studies provide an inductive, data-driven lens based on observing dialogues between humans and LLMs especially when it comes to non-collaborative, competitive situations that have the potential to pose a serious threat to people. In this work, we conduct a user study engaging over 40 individuals across all age groups in price negotiations with an LLM. We explore how people interact with an LLM, investigating differences in negotiation outcomes and strategies. Furthermore, we highlight shortcomings of LLMs with respect to their reasoning capabilities and, in turn, susceptiveness to prompt hacking, which intends to manipulate the LLM to make agreements that are against its instructions or beyond any rationality. We also show that the negotiated prices humans manage to achieve span a broad range, which points to a literacy gap in effectively interacting with LLMs.
ProgPrompt: Generating Situated Robot Task Plans using Large Language Models
Task planning can require defining myriad domain knowledge about the world in which a robot needs to act. To ameliorate that effort, large language models (LLMs) can be used to score potential next actions during task planning, and even generate action sequences directly, given an instruction in natural language with no additional domain information. However, such methods either require enumerating all possible next steps for scoring, or generate free-form text that may contain actions not possible on a given robot in its current context. We present a programmatic LLM prompt structure that enables plan generation functional across situated environments, robot capabilities, and tasks. Our key insight is to prompt the LLM with program-like specifications of the available actions and objects in an environment, as well as with example programs that can be executed. We make concrete recommendations about prompt structure and generation constraints through ablation experiments, demonstrate state of the art success rates in VirtualHome household tasks, and deploy our method on a physical robot arm for tabletop tasks. Website at progprompt.github.io
Zero-Shot Goal-Directed Dialogue via RL on Imagined Conversations
Large language models (LLMs) have emerged as powerful and general solutions to many natural language tasks. However, many of the most important applications of language generation are interactive, where an agent has to talk to a person to reach a desired outcome. For example, a teacher might try to understand their student's current comprehension level to tailor their instruction accordingly, and a travel agent might ask questions of their customer to understand their preferences in order to recommend activities they might enjoy. LLMs trained with supervised fine-tuning or "single-step" RL, as with standard RLHF, might struggle which tasks that require such goal-directed behavior, since they are not trained to optimize for overall conversational outcomes after multiple turns of interaction. In this work, we explore a new method for adapting LLMs with RL for such goal-directed dialogue. Our key insight is that, though LLMs might not effectively solve goal-directed dialogue tasks out of the box, they can provide useful data for solving such tasks by simulating suboptimal but human-like behaviors. Given a textual description of a goal-directed dialogue task, we leverage LLMs to sample diverse synthetic rollouts of hypothetical in-domain human-human interactions. Our algorithm then utilizes this dataset with offline reinforcement learning to train an interactive conversational agent that can optimize goal-directed objectives over multiple turns. In effect, the LLM produces examples of possible interactions, and RL then processes these examples to learn to perform more optimal interactions. Empirically, we show that our proposed approach achieves state-of-the-art performance in various goal-directed dialogue tasks that include teaching and preference elicitation.
Enhancing LLM Reasoning via Critique Models with Test-Time and Training-Time Supervision
Training large language models (LLMs) to spend more time thinking and reflection before responding is crucial for effectively solving complex reasoning tasks in fields such as science, coding, and mathematics. However, the effectiveness of mechanisms like self-reflection and self-correction depends on the model's capacity to accurately assess its own performance, which can be limited by factors such as initial accuracy, question difficulty, and the lack of external feedback. In this paper, we delve into a two-player paradigm that separates the roles of reasoning and critique models, where the critique model provides step-level feedback to supervise the reasoning (actor) model during both test-time and train-time. We first propose AutoMathCritique, an automated and scalable framework for collecting critique data, resulting in a dataset of 76,321 responses paired with step-level feedback. Fine-tuning language models with this dataset enables them to generate natural language feedback for mathematical reasoning. We demonstrate that the critique models consistently improve the actor's performance on difficult queries at test-time, especially when scaling up inference-time computation. Motivated by these findings, we introduce the critique-based supervision to the actor's self-training process, and propose a critique-in-the-loop self-improvement method. Experiments show that the method improves the actor's exploration efficiency and solution diversity, especially on challenging queries, leading to a stronger reasoning model. Lastly, we take the preliminary step to explore training self-talk reasoning models via critique supervision and showcase its potential. Our code and datasets are at https://mathcritique.github.io/{https://mathcritique.github.io/}.
Lyra: Orchestrating Dual Correction in Automated Theorem Proving
Large Language Models (LLMs) present an intriguing avenue for exploration in the field of formal theorem proving. Nevertheless, their full potential, particularly concerning the mitigation of hallucinations and refinement through prover error messages, remains an area that has yet to be thoroughly investigated. To enhance the effectiveness of LLMs in the field, we introduce the Lyra, a new framework that employs two distinct correction mechanisms: Tool Correction (TC) and Conjecture Correction (CC). To implement Tool Correction in the post-processing of formal proofs, we leverage prior knowledge to utilize predefined prover tools (e.g., Sledgehammer) for guiding the replacement of incorrect tools. Tool Correction significantly contributes to mitigating hallucinations, thereby improving the overall accuracy of the proof. In addition, we introduce Conjecture Correction, an error feedback mechanism designed to interact with prover to refine formal proof conjectures with prover error messages. Compared to the previous refinement framework, the proposed Conjecture Correction refines generation with instruction but does not collect paired (generation, error & refinement) prompts. Our method has achieved state-of-the-art (SOTA) performance on both miniF2F validation (48.0% -> 55.3%) and test (45.5% -> 51.2%). We also present 3 IMO problems solved by Lyra. We believe Tool Correction (post-process for hallucination mitigation) and Conjecture Correction (subgoal adjustment from interaction with environment) could provide a promising avenue for future research in this field.
Exploring EFL students' prompt engineering in human-AI story writing: an Activity Theory perspective
This study applies Activity Theory to investigate how English as a foreign language (EFL) students prompt generative artificial intelligence (AI) tools during short story writing. Sixty-seven Hong Kong secondary school students created generative-AI tools using open-source language models and wrote short stories with them. The study collected and analyzed the students' generative-AI tools, short stories, and written reflections on their conditions or purposes for prompting. The research identified three main themes regarding the purposes for which students prompt generative-AI tools during short story writing: a lack of awareness of purposes, overcoming writer's block, and developing, expanding, and improving the story. The study also identified common characteristics of students' activity systems, including the sophistication of their generative-AI tools, the quality of their stories, and their school's overall academic achievement level, for their prompting of generative-AI tools for the three purposes during short story writing. The study's findings suggest that teachers should be aware of students' purposes for prompting generative-AI tools to provide tailored instructions and scaffolded guidance. The findings may also help designers provide differentiated instructions for users at various levels of story development when using a generative-AI tool.
Helpful Agent Meets Deceptive Judge: Understanding Vulnerabilities in Agentic Workflows
Agentic workflows -- where multiple large language model (LLM) instances interact to solve tasks -- are increasingly built on feedback mechanisms, where one model evaluates and critiques another. Despite the promise of feedback-driven improvement, the stability of agentic workflows rests on the reliability of the judge. However, judges may hallucinate information, exhibit bias, or act adversarially -- introducing critical vulnerabilities into the workflow. In this work, we present a systematic analysis of agentic workflows under deceptive or misleading feedback. We introduce a two-dimensional framework for analyzing judge behavior, along axes of intent (from constructive to malicious) and knowledge (from parametric-only to retrieval-augmented systems). Using this taxonomy, we construct a suite of judge behaviors and develop WAFER-QA, a new benchmark with critiques grounded in retrieved web evidence to evaluate robustness of agentic workflows against factually supported adversarial feedback. We reveal that even strongest agents are vulnerable to persuasive yet flawed critiques -- often switching correct answers after a single round of misleading feedback. Taking a step further, we study how model predictions evolve over multiple rounds of interaction, revealing distinct behavioral patterns between reasoning and non-reasoning models. Our findings highlight fundamental vulnerabilities in feedback-based workflows and offer guidance for building more robust agentic systems.
Interactive Dialogue Agents via Reinforcement Learning on Hindsight Regenerations
Recent progress on large language models (LLMs) has enabled dialogue agents to generate highly naturalistic and plausible text. However, current LLM language generation focuses on responding accurately to questions and requests with a single effective response. In reality, many real dialogues are interactive, meaning an agent's utterances will influence their conversational partner, elicit information, or change their opinion. Accounting for how an agent can effectively steer a conversation is a crucial ability in many dialogue tasks, from healthcare to preference elicitation. Existing methods for fine-tuning dialogue agents to accomplish such tasks would rely on curating some amount of expert data. However, doing so often requires understanding the underlying cognitive processes of the conversational partner, which is a skill neither humans nor LLMs trained on human data can reliably do. Our key insight is that while LLMs may not be adept at identifying effective strategies for steering conversations a priori, or in the middle of an ongoing conversation, they can do so post-hoc, or in hindsight, after seeing how their conversational partner responds. We use this fact to rewrite and augment existing suboptimal data, and train via offline reinforcement learning (RL) an agent that outperforms both prompting and learning from unaltered human demonstrations. We apply our approach to two domains that require understanding human mental state, intelligent interaction, and persuasion: mental health support, and soliciting charitable donations. Our results in a user study with real humans show that our approach greatly outperforms existing state-of-the-art dialogue agents.
Helping the Helper: Supporting Peer Counselors via AI-Empowered Practice and Feedback
Millions of users come to online peer counseling platforms to seek support on diverse topics ranging from relationship stress to anxiety. However, studies show that online peer support groups are not always as effective as expected largely due to users' negative experiences with unhelpful counselors. Peer counselors are key to the success of online peer counseling platforms, but most of them often do not have systematic ways to receive guidelines or supervision. In this work, we introduce CARE: an interactive AI-based tool to empower peer counselors through automatic suggestion generation. During the practical training stage, CARE helps diagnose which specific counseling strategies are most suitable in the given context and provides tailored example responses as suggestions. Counselors can choose to select, modify, or ignore any suggestion before replying to the support seeker. Building upon the Motivational Interviewing framework, CARE utilizes large-scale counseling conversation data together with advanced natural language generation techniques to achieve these functionalities. We demonstrate the efficacy of CARE by performing both quantitative evaluations and qualitative user studies through simulated chats and semi-structured interviews. We also find that CARE especially helps novice counselors respond better in challenging situations.
Beyond Single-Turn: A Survey on Multi-Turn Interactions with Large Language Models
Recent advancements in large language models (LLMs) have revolutionized their ability to handle single-turn tasks, yet real-world applications demand sophisticated multi-turn interactions. This survey provides a comprehensive review of recent advancements in evaluating and enhancing multi-turn interactions in LLMs. Focusing on task-specific scenarios, from instruction following in diverse domains such as math and coding to complex conversational engagements in roleplay, healthcare, education, and even adversarial jailbreak settings, we systematically examine the challenges of maintaining context, coherence, fairness, and responsiveness over prolonged dialogues. The paper organizes current benchmarks and datasets into coherent categories that reflect the evolving landscape of multi-turn dialogue evaluation. In addition, we review a range of enhancement methodologies under multi-turn settings, including model-centric strategies (contextual learning, supervised fine-tuning, reinforcement learning, and new architectures), external integration approaches (memory-augmented, retrieval-based methods, and knowledge graph), and agent-based techniques for collaborative interactions. Finally, we discuss open challenges and propose future directions for research to further advance the robustness and effectiveness of multi-turn interactions in LLMs. Related resources and papers are available at https://github.com/yubol-cmu/Awesome-Multi-Turn-LLMs.
Rethinking Explainability as a Dialogue: A Practitioner's Perspective
As practitioners increasingly deploy machine learning models in critical domains such as health care, finance, and policy, it becomes vital to ensure that domain experts function effectively alongside these models. Explainability is one way to bridge the gap between human decision-makers and machine learning models. However, most of the existing work on explainability focuses on one-off, static explanations like feature importances or rule lists. These sorts of explanations may not be sufficient for many use cases that require dynamic, continuous discovery from stakeholders. In the literature, few works ask decision-makers about the utility of existing explanations and other desiderata they would like to see in an explanation going forward. In this work, we address this gap and carry out a study where we interview doctors, healthcare professionals, and policymakers about their needs and desires for explanations. Our study indicates that decision-makers would strongly prefer interactive explanations in the form of natural language dialogues. Domain experts wish to treat machine learning models as "another colleague", i.e., one who can be held accountable by asking why they made a particular decision through expressive and accessible natural language interactions. Considering these needs, we outline a set of five principles researchers should follow when designing interactive explanations as a starting place for future work. Further, we show why natural language dialogues satisfy these principles and are a desirable way to build interactive explanations. Next, we provide a design of a dialogue system for explainability and discuss the risks, trade-offs, and research opportunities of building these systems. Overall, we hope our work serves as a starting place for researchers and engineers to design interactive explainability systems.
Self-Reflection in LLM Agents: Effects on Problem-Solving Performance
In this study, we investigated the effects of self-reflection in large language models (LLMs) on problem-solving performance. We instructed nine popular LLMs to answer a series of multiple-choice questions to provide a performance baseline. For each incorrectly answered question, we instructed eight types of self-reflecting LLM agents to reflect on their mistakes and provide themselves with guidance to improve problem-solving. Then, using this guidance, each self-reflecting agent attempted to re-answer the same questions. Our results indicate that LLM agents are able to significantly improve their problem-solving performance through self-reflection (p < 0.001). In addition, we compared the various types of self-reflection to determine their individual contribution to performance. All code and data are available on GitHub at https://github.com/matthewrenze/self-reflection
Code Soliloquies for Accurate Calculations in Large Language Models
High-quality conversational datasets are integral to the successful development of Intelligent Tutoring Systems (ITS) that employ a Large Language Model (LLM) backend. These datasets, when used to fine-tune the LLM backend, significantly enhance the quality of interactions between students and ITS. A common strategy for developing these datasets involves generating synthetic student-teacher dialogues using advanced GPT-4 models. However, challenges arise when these dialogues demand complex calculations, common in subjects like physics. Despite its advanced capabilities, GPT-4's performance falls short in reliably handling even simple multiplication tasks, marking a significant limitation in its utility for these subjects. To address these challenges, this paper introduces an innovative stateful prompt design. Our approach generates a mock conversation between a student and a tutorbot, both roles simulated by GPT-4. Each student response triggers a soliloquy (an inner monologue) in the GPT-tutorbot, which assesses whether its response would necessitate calculations. If so, it proceeds to script the required code in Python and then uses the resulting output to construct its response to the student. Our approach notably enhances the quality of synthetic conversation datasets, especially for subjects that are calculation-intensive. Our findings show that our Higgs model -- a LLaMA finetuned with datasets generated through our novel stateful prompt design -- proficiently utilizes Python for computations. Consequently, finetuning with our datasets enriched with code soliloquies enhances not just the accuracy but also the computational reliability of Higgs' responses.
Retrospective Learning from Interactions
Multi-turn interactions between large language models (LLMs) and users naturally include implicit feedback signals. If an LLM responds in an unexpected way to an instruction, the user is likely to signal it by rephrasing the request, expressing frustration, or pivoting to an alternative task. Such signals are task-independent and occupy a relatively constrained subspace of language, allowing the LLM to identify them even if it fails on the actual task. This creates an avenue for continually learning from interactions without additional annotations. We introduce ReSpect, a method to learn from such signals in past interactions via retrospection. We deploy ReSpect in a new multimodal interaction scenario, where humans instruct an LLM to solve an abstract reasoning task with a combinatorial solution space. Through thousands of interactions with humans, we show how ReSpect gradually improves task completion rate from 31% to 82%, all without any external annotation.
Composable Interventions for Language Models
Test-time interventions for language models can enhance factual accuracy, mitigate harmful outputs, and improve model efficiency without costly retraining. But despite a flood of new methods, different types of interventions are largely developing independently. In practice, multiple interventions must be applied sequentially to the same model, yet we lack standardized ways to study how interventions interact. We fill this gap by introducing composable interventions, a framework to study the effects of using multiple interventions on the same language models, featuring new metrics and a unified codebase. Using our framework, we conduct extensive experiments and compose popular methods from three emerging intervention categories -- Knowledge Editing, Model Compression, and Machine Unlearning. Our results from 310 different compositions uncover meaningful interactions: compression hinders editing and unlearning, composing interventions hinges on their order of application, and popular general-purpose metrics are inadequate for assessing composability. Taken together, our findings showcase clear gaps in composability, suggesting a need for new multi-objective interventions. All of our code is public: https://github.com/hartvigsen-group/composable-interventions.
Automated test generation to evaluate tool-augmented LLMs as conversational AI agents
Tool-augmented LLMs are a promising approach to create AI agents that can have realistic conversations, follow procedures, and call appropriate functions. However, evaluating them is challenging due to the diversity of possible conversations, and existing datasets focus only on single interactions and function-calling. We present a test generation pipeline to evaluate LLMs as conversational AI agents. Our framework uses LLMs to generate diverse tests grounded on user-defined procedures. For that, we use intermediate graphs to limit the LLM test generator's tendency to hallucinate content that is not grounded on input procedures, and enforces high coverage of the possible conversations. Additionally, we put forward ALMITA, a manually curated dataset for evaluating AI agents in customer support, and use it to evaluate existing LLMs. Our results show that while tool-augmented LLMs perform well in single interactions, they often struggle to handle complete conversations. While our focus is on customer support, our method is general and capable of AI agents for different domains.
Autoformalization of Game Descriptions using Large Language Models
Game theory is a powerful framework for reasoning about strategic interactions, with applications in domains ranging from day-to-day life to international politics. However, applying formal reasoning tools in such contexts is challenging, as these scenarios are often expressed in natural language. To address this, we introduce a framework for the autoformalization of game-theoretic scenarios, which translates natural language descriptions into formal logic representations suitable for formal solvers. Our approach utilizes one-shot prompting and a solver that provides feedback on syntactic correctness to allow LLMs to refine the code. We evaluate the framework using GPT-4o and a dataset of natural language problem descriptions, achieving 98% syntactic correctness and 88% semantic correctness. These results show the potential of LLMs to bridge the gap between real-life strategic interactions and formal reasoning.
Adversarial Negotiation Dynamics in Generative Language Models
Generative language models are increasingly used for contract drafting and enhancement, creating a scenario where competing parties deploy different language models against each other. This introduces not only a game-theory challenge but also significant concerns related to AI safety and security, as the language model employed by the opposing party can be unknown. These competitive interactions can be seen as adversarial testing grounds, where models are effectively red-teamed to expose vulnerabilities such as generating biased, harmful or legally problematic text. Despite the importance of these challenges, the competitive robustness and safety of these models in adversarial settings remain poorly understood. In this small study, we approach this problem by evaluating the performance and vulnerabilities of major open-source language models in head-to-head competitions, simulating real-world contract negotiations. We further explore how these adversarial interactions can reveal potential risks, informing the development of more secure and reliable models. Our findings contribute to the growing body of research on AI safety, offering insights into model selection and optimisation in competitive legal contexts and providing actionable strategies for mitigating risks.
Book2Dial: Generating Teacher-Student Interactions from Textbooks for Cost-Effective Development of Educational Chatbots
Educational chatbots are a promising tool for assisting student learning. However, the development of effective chatbots in education has been challenging, as high-quality data is seldom available in this domain. In this paper, we propose a framework for generating synthetic teacher-student interactions grounded in a set of textbooks. Our approaches capture one aspect of learning interactions where curious students with partial knowledge interactively ask a teacher questions about the material in the textbook. We highlight various quality criteria that such dialogues should fulfill and compare several approaches relying on either prompting or fine-tuning large language models. We use synthetic dialogues to train educational chatbots and show benefits of further fine-tuning in different educational domains. However, human evaluation shows that our best data synthesis method still suffers from hallucinations and tends to reiterate information from previous conversations. Our findings offer insights for future efforts in synthesizing conversational data that strikes a balance between size and quality. We will open-source our data and code.
Adapting LLM Agents Through Communication
Recent advancements in large language models (LLMs) have shown potential for human-like agents. To help these agents adapt to new tasks without extensive human supervision, we propose the Learning through Communication (LTC) paradigm, a novel training approach enabling LLM agents to improve continuously through interactions with their environments and other agents. Recent advancements in large language models (LLMs) have shown potential for human-like agents. To help these agents adapt to new tasks without extensive human supervision, we propose the Learning through Communication (LTC) paradigm, a novel training approach enabling LLM agents to improve continuously through interactions with their environments and other agents. Through iterative exploration and PPO training, LTC empowers the agent to assimilate short-term experiences into long-term memory. To optimize agent interactions for task-specific learning, we introduce three structured communication patterns: Monologue, Dialogue, and Analogue-tailored for common tasks such as decision-making, knowledge-intensive reasoning, and numerical reasoning. We evaluated LTC on three datasets: ALFWorld (decision-making), HotpotQA (knowledge-intensive reasoning), and GSM8k (numerical reasoning). On ALFWorld, it exceeds the instruction tuning baseline by 12% in success rate. On HotpotQA, LTC surpasses the instruction-tuned LLaMA-7B agent by 5.1% in EM score, and it outperforms the instruction-tuned 9x larger PaLM-62B agent by 0.6%. On GSM8k, LTC outperforms the CoT-Tuning baseline by 3.6% in accuracy. The results showcase the versatility and efficiency of the LTC approach across diverse domains. We will open-source our code to promote further development of the community.
Dynamic population-based meta-learning for multi-agent communication with natural language
In this work, our goal is to train agents that can coordinate with seen, unseen as well as human partners in a multi-agent communication environment involving natural language. Previous work using a single set of agents has shown great progress in generalizing to known partners, however it struggles when coordinating with unfamiliar agents. To mitigate that, recent work explored the use of population-based approaches, where multiple agents interact with each other with the goal of learning more generic protocols. These methods, while able to result in good coordination between unseen partners, still only achieve so in cases of simple languages, thus failing to adapt to human partners using natural language. We attribute this to the use of static populations and instead propose a dynamic population-based meta-learning approach that builds such a population in an iterative manner. We perform a holistic evaluation of our method on two different referential games, and show that our agents outperform all prior work when communicating with seen partners and humans. Furthermore, we analyze the natural language generation skills of our agents, where we find that our agents also outperform strong baselines. Finally, we test the robustness of our agents when communicating with out-of-population agents and carefully test the importance of each component of our method through ablation studies.
LEXI: Large Language Models Experimentation Interface
The recent developments in Large Language Models (LLM), mark a significant moment in the research and development of social interactions with artificial agents. These agents are widely deployed in a variety of settings, with potential impact on users. However, the study of social interactions with agents powered by LLM is still emerging, limited by access to the technology and to data, the absence of standardised interfaces, and challenges to establishing controlled experimental setups using the currently available business-oriented platforms. To answer these gaps, we developed LEXI, LLMs Experimentation Interface, an open-source tool enabling the deployment of artificial agents powered by LLM in social interaction behavioural experiments. Using a graphical interface, LEXI allows researchers to build agents, and deploy them in experimental setups along with forms and questionnaires while collecting interaction logs and self-reported data. The outcomes of usability testing indicate LEXI's broad utility, high usability and minimum mental workload requirement, with distinctive benefits observed across disciplines. A proof-of-concept study exploring the tool's efficacy in evaluating social HAIs was conducted, resulting in high-quality data. A comparison of empathetic versus neutral agents indicated that people perceive empathetic agents as more social, and write longer and more positive messages towards them.
TPE: Towards Better Compositional Reasoning over Conceptual Tools with Multi-persona Collaboration
Large language models (LLMs) have demonstrated exceptional performance in planning the use of various functional tools, such as calculators and retrievers, particularly in question-answering tasks. In this paper, we expand the definition of these tools, centering on conceptual tools within the context of dialogue systems. A conceptual tool specifies a cognitive concept that aids systematic or investigative thought. These conceptual tools play important roles in practice, such as multiple psychological or tutoring strategies being dynamically applied in a single turn to compose helpful responses. To further enhance the reasoning and planning capability of LLMs with these conceptual tools, we introduce a multi-persona collaboration framework: Think-Plan-Execute (TPE). This framework decouples the response generation process into three distinct roles: Thinker, Planner, and Executor. Specifically, the Thinker analyzes the internal status exhibited in the dialogue context, such as user emotions and preferences, to formulate a global guideline. The Planner then generates executable plans to call different conceptual tools (e.g., sources or strategies), while the Executor compiles all intermediate results into a coherent response. This structured approach not only enhances the explainability and controllability of responses but also reduces token redundancy. We demonstrate the effectiveness of TPE across various dialogue response generation tasks, including multi-source (FoCus) and multi-strategy interactions (CIMA and PsyQA). This reveals its potential to handle real-world dialogue interactions that require more complicated tool learning beyond just functional tools. The full code and data will be released for reproduction.
Clembench: Using Game Play to Evaluate Chat-Optimized Language Models as Conversational Agents
Recent work has proposed a methodology for the systematic evaluation of "Situated Language Understanding Agents"-agents that operate in rich linguistic and non-linguistic contexts-through testing them in carefully constructed interactive settings. Other recent work has argued that Large Language Models (LLMs), if suitably set up, can be understood as (simulators of) such agents. A connection suggests itself, which this paper explores: Can LLMs be evaluated meaningfully by exposing them to constrained game-like settings that are built to challenge specific capabilities? As a proof of concept, this paper investigates five interaction settings, showing that current chat-optimised LLMs are, to an extent, capable to follow game-play instructions. Both this capability and the quality of the game play, measured by how well the objectives of the different games are met, follows the development cycle, with newer models performing better. The metrics even for the comparatively simple example games are far from being saturated, suggesting that the proposed instrument will remain to have diagnostic value. Our general framework for implementing and evaluating games with LLMs is available at https://github.com/clp-research/clembench.
Semantics and Spatiality of Emergent Communication
When artificial agents are jointly trained to perform collaborative tasks using a communication channel, they develop opaque goal-oriented communication protocols. Good task performance is often considered sufficient evidence that meaningful communication is taking place, but existing empirical results show that communication strategies induced by common objectives can be counterintuitive whilst solving the task nearly perfectly. In this work, we identify a goal-agnostic prerequisite to meaningful communication, which we term semantic consistency, based on the idea that messages should have similar meanings across instances. We provide a formal definition for this idea, and use it to compare the two most common objectives in the field of emergent communication: discrimination and reconstruction. We prove, under mild assumptions, that semantically inconsistent communication protocols can be optimal solutions to the discrimination task, but not to reconstruction. We further show that the reconstruction objective encourages a stricter property, spatial meaningfulness, which also accounts for the distance between messages. Experiments with emergent communication games validate our theoretical results. These findings demonstrate an inherent advantage of distance-based communication goals, and contextualize previous empirical discoveries.
Neuro-Symbolic Procedural Planning with Commonsense Prompting
Procedural planning aims to implement complex high-level goals by decomposition into sequential simpler low-level steps. Although procedural planning is a basic skill set for humans in daily life, it remains a challenge for large language models (LLMs) that lack a deep understanding of the cause-effect relations in procedures. Previous methods require manual exemplars to acquire procedural planning knowledge from LLMs in the zero-shot setting. However, such elicited pre-trained knowledge in LLMs induces spurious correlations between goals and steps, which impair the model generalization to unseen tasks. In contrast, this paper proposes a neuro-symbolic procedural PLANner (PLAN) that elicits procedural planning knowledge from the LLMs with commonsense-infused prompting. To mitigate spurious goal-step correlations, we use symbolic program executors on the latent procedural representations to formalize prompts from commonsense knowledge bases as a causal intervention toward the Structural Causal Model. Both automatic and human evaluations on WikiHow and RobotHow show the superiority of PLAN on procedural planning without further training or manual exemplars.
Catastrophic Interference is Mitigated in Naturalistic Power-Law Learning Environments
Neural networks often suffer from catastrophic interference (CI): performance on previously learned tasks drops off significantly when learning a new task. This contrasts strongly with humans, who can sequentially learn new tasks without appreciably forgetting previous tasks. Prior work has explored various techniques for mitigating CI such as regularization, rehearsal, generative replay, and distillation methods. The current work takes a different approach, one guided by cognitive science research showing that in naturalistic environments, the probability of encountering a task decreases as a power-law of the time since it was last performed. We argue that a realistic evaluation of techniques for the mitigation of CI should be performed in simulated naturalistic learning environments. Thus, we evaluate the extent of mitigation of CI when training simple rehearsal-based methods in power-law environments similar to the ones humans face. Our work explores this novel rehearsal-based approach for a domain-incremental task: learning permutations in the MNIST task. We compare our rehearsal environment with other baselines to show its efficacy in promoting continual learning. Additionally, we investigate whether this environment shows forward facilitation, i.e., faster learning of later tasks. Next, we explore the robustness of our learning environment to the number of tasks, model size, and amount of data rehearsed after each task. Notably, our results show that the performance is comparable or superior to that of models trained using popular regularization methods and also to rehearsals in non-power-law environments. The benefits of this training paradigm include simplicity and the lack of a need for extra neural circuitry. In addition, because our method is orthogonal to other methods, future research can combine training in power-law environments with other continual learning mechanisms.
LMRL Gym: Benchmarks for Multi-Turn Reinforcement Learning with Language Models
Large language models (LLMs) provide excellent text-generation capabilities, but standard prompting and generation methods generally do not lead to intentional or goal-directed agents and might necessitate considerable prompt tuning. This becomes particularly apparent in multi-turn conversations: even the best current LLMs rarely ask clarifying questions, engage in explicit information gathering, or take actions now that lead to better decisions after multiple turns. Reinforcement learning has the potential to leverage the powerful modeling capabilities of LLMs, as well as their internal representation of textual interactions, to create capable goal-directed language agents. This can enable intentional and temporally extended interactions, such as with humans, through coordinated persuasion and carefully crafted questions, or in goal-directed play through text games to bring about desired final outcomes. However, enabling this requires the community to develop stable and reliable reinforcement learning algorithms that can effectively train LLMs. Developing such algorithms requires tasks that can gauge progress on algorithm design, provide accessible and reproducible evaluations for multi-turn interactions, and cover a range of task properties and challenges in improving reinforcement learning algorithms. Our paper introduces the LMRL-Gym benchmark for evaluating multi-turn RL for LLMs, together with an open-source research framework containing a basic toolkit for getting started on multi-turn RL with offline value-based and policy-based RL methods. Our benchmark consists of 8 different language tasks, which require multiple rounds of language interaction and cover a range of tasks in open-ended dialogue and text games.
Learning Language Games through Interaction
We introduce a new language learning setting relevant to building adaptive natural language interfaces. It is inspired by Wittgenstein's language games: a human wishes to accomplish some task (e.g., achieving a certain configuration of blocks), but can only communicate with a computer, who performs the actual actions (e.g., removing all red blocks). The computer initially knows nothing about language and therefore must learn it from scratch through interaction, while the human adapts to the computer's capabilities. We created a game in a blocks world and collected interactions from 100 people playing it. First, we analyze the humans' strategies, showing that using compositionality and avoiding synonyms correlates positively with task performance. Second, we compare computer strategies, showing how to quickly learn a semantic parsing model from scratch, and that modeling pragmatics further accelerates learning for successful players.
Neural Interactive Proofs
We consider the problem of how a trusted, but computationally bounded agent (a 'verifier') can learn to interact with one or more powerful but untrusted agents ('provers') in order to solve a given task. More specifically, we study the case in which agents are represented using neural networks and refer to solutions of this problem as neural interactive proofs. First we introduce a unifying framework based on prover-verifier games, which generalises previously proposed interaction protocols. We then describe several new protocols for generating neural interactive proofs, and provide a theoretical comparison of both new and existing approaches. Finally, we support this theory with experiments in two domains: a toy graph isomorphism problem that illustrates the key ideas, and a code validation task using large language models. In so doing, we aim to create a foundation for future work on neural interactive proofs and their application in building safer AI systems.
Improving Open Language Models by Learning from Organic Interactions
We present BlenderBot 3x, an update on the conversational model BlenderBot 3, which is now trained using organic conversation and feedback data from participating users of the system in order to improve both its skills and safety. We are publicly releasing the participating de-identified interaction data for use by the research community, in order to spur further progress. Training models with organic data is challenging because interactions with people "in the wild" include both high quality conversations and feedback, as well as adversarial and toxic behavior. We study techniques that enable learning from helpful teachers while avoiding learning from people who are trying to trick the model into unhelpful or toxic responses. BlenderBot 3x is both preferred in conversation to BlenderBot 3, and is shown to produce safer responses in challenging situations. While our current models are still far from perfect, we believe further improvement can be achieved by continued use of the techniques explored in this work.
Playing games with Large language models: Randomness and strategy
Playing games has a long history of describing intricate interactions in simplified forms. In this paper we explore if large language models (LLMs) can play games, investigating their capabilities for randomisation and strategic adaptation through both simultaneous and sequential game interactions. We focus on GPT-4o-Mini-2024-08-17 and test two games between LLMs: Rock Paper Scissors (RPS) and games of strategy (Prisoners Dilemma PD). LLMs are often described as stochastic parrots, and while they may indeed be parrots, our results suggest that they are not very stochastic in the sense that their outputs - when prompted to be random - are often very biased. Our research reveals that LLMs appear to develop loss aversion strategies in repeated games, with RPS converging to stalemate conditions while PD shows systematic shifts between cooperative and competitive outcomes based on prompt design. We detail programmatic tools for independent agent interactions and the Agentic AI challenges faced in implementation. We show that LLMs can indeed play games, just not very well. These results have implications for the use of LLMs in multi-agent LLM systems and showcase limitations in current approaches to model output for strategic decision-making.
Spellburst: A Node-based Interface for Exploratory Creative Coding with Natural Language Prompts
Creative coding tasks are often exploratory in nature. When producing digital artwork, artists usually begin with a high-level semantic construct such as a "stained glass filter" and programmatically implement it by varying code parameters such as shape, color, lines, and opacity to produce visually appealing results. Based on interviews with artists, it can be effortful to translate semantic constructs to program syntax, and current programming tools don't lend well to rapid creative exploration. To address these challenges, we introduce Spellburst, a large language model (LLM) powered creative-coding environment. Spellburst provides (1) a node-based interface that allows artists to create generative art and explore variations through branching and merging operations, (2) expressive prompt-based interactions to engage in semantic programming, and (3) dynamic prompt-driven interfaces and direct code editing to seamlessly switch between semantic and syntactic exploration. Our evaluation with artists demonstrates Spellburst's potential to enhance creative coding practices and inform the design of computational creativity tools that bridge semantic and syntactic spaces.
Is a Peeled Apple Still Red? Evaluating LLMs' Ability for Conceptual Combination with Property Type
Conceptual combination is a cognitive process that merges basic concepts, enabling the creation of complex expressions. During this process, the properties of combination (e.g., the whiteness of a peeled apple) can be inherited from basic concepts, newly emerge, or be canceled. However, previous studies have evaluated a limited set of properties and have not examined the generative process. To address this gap, we introduce the Conceptual Combination with Property Type dataset (CCPT), which consists of 12.3K annotated triplets of noun phrases, properties, and property types. Using CCPT, we establish three types of tasks to evaluate LLMs for conceptual combination thoroughly. Our key findings are threefold: (1) Our automatic metric grading property emergence and cancellation closely corresponds with human judgments. (2) LLMs, including OpenAI's o1, struggle to generate noun phrases which possess given emergent properties. (3) Our proposed method, inspired by cognitive psychology model that explains how relationships between concepts are formed, improves performances in all generative tasks. The dataset and experimental code are available at https://github.com/seokwon99/CCPT.git.
Rethinking the Bounds of LLM Reasoning: Are Multi-Agent Discussions the Key?
Recent progress in LLMs discussion suggests that multi-agent discussion improves the reasoning abilities of LLMs. In this work, we reevaluate this claim through systematic experiments, where we propose a novel group discussion framework to enrich the set of discussion mechanisms. Interestingly, our results show that a single-agent LLM with strong prompts can achieve almost the same performance as the best existing discussion approach on a wide range of reasoning tasks and backbone LLMs. We observe that the multi-agent discussion performs better than a single agent only when there is no demonstration in the prompt. Further study reveals the common interaction mechanisms of LLMs during the discussion.
Synthetic Dialogue Dataset Generation using LLM Agents
Linear programming (LP) problems are pervasive in real-life applications. However, despite their apparent simplicity, an untrained user may find it difficult to determine the linear model of their specific problem. We envisage the creation of a goal-oriented conversational agent that will engage in conversation with the user to elicit all information required so that a subsequent agent can generate the linear model. In this paper, we present an approach for the generation of sample dialogues that can be used to develop and train such a conversational agent. Using prompt engineering, we develop two agents that "talk" to each other, one acting as the conversational agent, and the other acting as the user. Using a set of text descriptions of linear problems from NL4Opt available to the user only, the agent and the user engage in conversation until the agent has retrieved all key information from the original problem description. We also propose an extrinsic evaluation of the dialogues by assessing how well the summaries generated by the dialogues match the original problem descriptions. We conduct human and automatic evaluations, including an evaluation approach that uses GPT-4 to mimic the human evaluation metrics. The evaluation results show an overall good quality of the dialogues, though research is still needed to improve the quality of the GPT-4 evaluation metrics. The resulting dialogues, including the human annotations of a subset, are available to the research community. The conversational agent used for the generation of the dialogues can be used as a baseline.
PlaSma: Making Small Language Models Better Procedural Knowledge Models for (Counterfactual) Planning
Procedural planning, which entails decomposing a high-level goal into a sequence of temporally ordered steps, is an important yet intricate task for machines. It involves integrating common-sense knowledge to reason about complex contextualized situations that are often counterfactual, e.g. "scheduling a doctor's appointment without a phone". While current approaches show encouraging results using large language models (LLMs), they are hindered by drawbacks such as costly API calls and reproducibility issues. In this paper, we advocate planning using smaller language models. We present PlaSma, a novel two-pronged approach to endow small language models with procedural knowledge and (counterfactual) planning capabilities. More concretely, we develop symbolic procedural knowledge distillation to enhance the implicit knowledge in small language models and an inference-time algorithm to facilitate more structured and accurate reasoning. In addition, we introduce a novel task, Counterfactual Planning, that requires a revision of a plan to cope with a counterfactual situation. In both the original and counterfactual setting, we show that orders-of-magnitude smaller models (770M-11B parameters) can compete and often surpass their larger teacher models' capabilities.
Toward General Design Principles for Generative AI Applications
Generative AI technologies are growing in power, utility, and use. As generative technologies are being incorporated into mainstream applications, there is a need for guidance on how to design those applications to foster productive and safe use. Based on recent research on human-AI co-creation within the HCI and AI communities, we present a set of seven principles for the design of generative AI applications. These principles are grounded in an environment of generative variability. Six principles are focused on designing for characteristics of generative AI: multiple outcomes & imperfection; exploration & control; and mental models & explanations. In addition, we urge designers to design against potential harms that may be caused by a generative model's hazardous output, misuse, or potential for human displacement. We anticipate these principles to usefully inform design decisions made in the creation of novel human-AI applications, and we invite the community to apply, revise, and extend these principles to their own work.
Advances and Challenges in Conversational Recommender Systems: A Survey
Recommender systems exploit interaction history to estimate user preference, having been heavily used in a wide range of industry applications. However, static recommendation models are difficult to answer two important questions well due to inherent shortcomings: (a) What exactly does a user like? (b) Why does a user like an item? The shortcomings are due to the way that static models learn user preference, i.e., without explicit instructions and active feedback from users. The recent rise of conversational recommender systems (CRSs) changes this situation fundamentally. In a CRS, users and the system can dynamically communicate through natural language interactions, which provide unprecedented opportunities to explicitly obtain the exact preference of users. Considerable efforts, spread across disparate settings and applications, have been put into developing CRSs. Existing models, technologies, and evaluation methods for CRSs are far from mature. In this paper, we provide a systematic review of the techniques used in current CRSs. We summarize the key challenges of developing CRSs in five directions: (1) Question-based user preference elicitation. (2) Multi-turn conversational recommendation strategies. (3) Dialogue understanding and generation. (4) Exploitation-exploration trade-offs. (5) Evaluation and user simulation. These research directions involve multiple research fields like information retrieval (IR), natural language processing (NLP), and human-computer interaction (HCI). Based on these research directions, we discuss some future challenges and opportunities. We provide a road map for researchers from multiple communities to get started in this area. We hope this survey can help to identify and address challenges in CRSs and inspire future research.
Encouraging Divergent Thinking in Large Language Models through Multi-Agent Debate
Modern large language models (LLMs) like ChatGPT have shown remarkable performance on general language tasks but still struggle on complex reasoning tasks, which drives the research on cognitive behaviors of LLMs to explore human-like problem-solving strategies. Along this direction, one representative strategy is self-reflection, which asks an LLM to refine the solution with the feedback generated by itself iteratively. However, our study shows that such reflection-style methods suffer from the Degeneration-of-Thought (DoT) problem: once the LLM has established confidence in its solutions, it is unable to generate novel thoughts later through reflection even if its initial stance is incorrect. To address the DoT problem, we propose a Multi-Agent Debate (MAD) framework, in which multiple agents express their arguments in the state of "tit for tat" and a judge manages the debate process to obtain a final solution. Clearly, our MAD framework encourages divergent thinking in LLMs which would be helpful for tasks that require deep levels of contemplation. Experiment results on two challenging datasets, commonsense machine translation and counter-intuitive arithmetic reasoning, demonstrate the effectiveness of our MAD framework. Extensive analyses suggest that the adaptive break of debate and the modest level of "tit for tat" state are required for MAD to obtain good performance. Moreover, we find that LLMs might not be a fair judge if different LLMs are used for agents. Codes: https://github.com/Skytliang/Multi-Agents-Debate
MultiAgent Collaboration Attack: Investigating Adversarial Attacks in Large Language Model Collaborations via Debate
Large Language Models (LLMs) have shown exceptional results on current benchmarks when working individually. The advancement in their capabilities, along with a reduction in parameter size and inference times, has facilitated the use of these models as agents, enabling interactions among multiple models to execute complex tasks. Such collaborations offer several advantages, including the use of specialized models (e.g. coding), improved confidence through multiple computations, and enhanced divergent thinking, leading to more diverse outputs. Thus, the collaborative use of language models is expected to grow significantly in the coming years. In this work, we evaluate the behavior of a network of models collaborating through debate under the influence of an adversary. We introduce pertinent metrics to assess the adversary's effectiveness, focusing on system accuracy and model agreement. Our findings highlight the importance of a model's persuasive ability in influencing others. Additionally, we explore inference-time methods to generate more compelling arguments and evaluate the potential of prompt-based mitigation as a defensive strategy.
CRITIC: Large Language Models Can Self-Correct with Tool-Interactive Critiquing
Recent developments in large language models (LLMs) have been impressive. However, these models sometimes show inconsistencies and problematic behavior, such as hallucinating facts, generating flawed code, or creating offensive and toxic content. Unlike these models, humans typically utilize external tools to cross-check and refine their initial content, like using a search engine for fact-checking, or a code interpreter for debugging. Inspired by this observation, we introduce a framework called CRITIC that allows LLMs, which are essentially "black boxes" to validate and progressively amend their own outputs in a manner similar to human interaction with tools. More specifically, starting with an initial output, CRITIC interacts with appropriate tools to evaluate certain aspects of the text, and then revises the output based on the feedback obtained during this validation process. Comprehensive evaluations involving free-form question answering, mathematical program synthesis, and toxicity reduction demonstrate that CRITIC consistently enhances the performance of LLMs. Meanwhile, our research highlights the crucial importance of external feedback in promoting the ongoing self-improvement of LLMs.
Shaking the foundations: delusions in sequence models for interaction and control
The recent phenomenal success of language models has reinvigorated machine learning research, and large sequence models such as transformers are being applied to a variety of domains. One important problem class that has remained relatively elusive however is purposeful adaptive behavior. Currently there is a common perception that sequence models "lack the understanding of the cause and effect of their actions" leading them to draw incorrect inferences due to auto-suggestive delusions. In this report we explain where this mismatch originates, and show that it can be resolved by treating actions as causal interventions. Finally, we show that in supervised learning, one can teach a system to condition or intervene on data by training with factual and counterfactual error signals respectively.
Creative Problem Solving in Large Language and Vision Models -- What Would it Take?
We advocate for a strong integration of Computational Creativity (CC) with research in large language and vision models (LLVMs) to address a key limitation of these models, i.e., creative problem solving. We present preliminary experiments showing how CC principles can be applied to address this limitation. Our goal is to foster discussions on creative problem solving in LLVMs and CC at prestigious ML venues. Our code is available at: https://github.com/lnairGT/creative-problem-solving-LLMs
Collaborating Action by Action: A Multi-agent LLM Framework for Embodied Reasoning
Collaboration is ubiquitous and essential in day-to-day life -- from exchanging ideas, to delegating tasks, to generating plans together. This work studies how LLMs can adaptively collaborate to perform complex embodied reasoning tasks. To this end we introduce MINDcraft, an easily extensible platform built to enable LLM agents to control characters in the open-world game of Minecraft; and MineCollab, a benchmark to test the different dimensions of embodied and collaborative reasoning. An experimental study finds that the primary bottleneck in collaborating effectively for current state-of-the-art agents is efficient natural language communication, with agent performance dropping as much as 15% when they are required to communicate detailed task completion plans. We conclude that existing LLM agents are ill-optimized for multi-agent collaboration, especially in embodied scenarios, and highlight the need to employ methods beyond in-context and imitation learning. Our website can be found here: https://mindcraft-minecollab.github.io/
Generative Agents: Interactive Simulacra of Human Behavior
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.
CGMI: Configurable General Multi-Agent Interaction Framework
Benefiting from the powerful capabilities of large language models (LLMs), agents based on LLMs have shown the potential to address domain-specific tasks and emulate human behaviors. However, the content generated by these agents remains somewhat superficial, owing to their limited domain expertise and the absence of an effective cognitive architecture. To address this, we present the Configurable General Multi-Agent Interaction (CGMI) framework, designed to replicate human interactions in real-world scenarios. Specifically, we propose a tree-structured methodology for the assignment, detection, and maintenance of agent personality. Additionally, we designed a cognitive architecture equipped with a skill library based on the ACT* model, which contains memory, reflection, and planning modules. We have also integrated general agents to augment the virtual environment's realism. Using the CGMI framework, we simulated numerous classroom interactions between teacher and students. The experiments indicate that aspects such as the teaching methodology, curriculum, and student performance closely mirror real classroom settings. We will open source our work.
Optimal Seeding and Self-Reproduction from a Mathematical Point of View
P. Kabamba developed generation theory as a tool for studying self-reproducing systems. We provide an alternative definition of a generation system and give a complete solution to the problem of finding optimal seeds for a finite self-replicating system. We also exhibit examples illustrating a connection between self-replication and fixed-point theory.
Generating Pragmatic Examples to Train Neural Program Synthesizers
Programming-by-example is the task of synthesizing a program that is consistent with a set of user-provided input-output examples. As examples are often an under-specification of one's intent, a good synthesizer must choose the intended program from the many that are consistent with the given set of examples. Prior work frames program synthesis as a cooperative game between a listener (that synthesizes programs) and a speaker (a user choosing examples), and shows that models of computational pragmatic inference are effective in choosing the user intended programs. However, these models require counterfactual reasoning over a large set of programs and examples, which is infeasible in realistic program spaces. In this paper, we propose a novel way to amortize this search with neural networks. We sample pairs of programs and examples via self-play between listener and speaker models, and use pragmatic inference to choose informative training examples from this sample.We then use the informative dataset to train models to improve the synthesizer's ability to disambiguate user-provided examples without human supervision. We validate our method on the challenging task of synthesizing regular expressions from example strings, and find that our method (1) outperforms models trained without choosing pragmatic examples by 23% (a 51% relative increase) (2) matches the performance of supervised learning on a dataset of pragmatic examples provided by humans, despite using no human data in training.
Personalizing Dialogue Agents: I have a dog, do you have pets too?
Chit-chat models are known to have several problems: they lack specificity, do not display a consistent personality and are often not very captivating. In this work we present the task of making chit-chat more engaging by conditioning on profile information. We collect data and train models to (i) condition on their given profile information; and (ii) information about the person they are talking to, resulting in improved dialogues, as measured by next utterance prediction. Since (ii) is initially unknown our model is trained to engage its partner with personal topics, and we show the resulting dialogue can be used to predict profile information about the interlocutors.
Challenges in Human-Agent Communication
Remarkable advancements in modern generative foundation models have enabled the development of sophisticated and highly capable autonomous agents that can observe their environment, invoke tools, and communicate with other agents to solve problems. Although such agents can communicate with users through natural language, their complexity and wide-ranging failure modes present novel challenges for human-AI interaction. Building on prior research and informed by a communication grounding perspective, we contribute to the study of human-agent communication by identifying and analyzing twelve key communication challenges that these systems pose. These include challenges in conveying information from the agent to the user, challenges in enabling the user to convey information to the agent, and overarching challenges that need to be considered across all human-agent communication. We illustrate each challenge through concrete examples and identify open directions of research. Our findings provide insights into critical gaps in human-agent communication research and serve as an urgent call for new design patterns, principles, and guidelines to support transparency and control in these systems.
AI safety via debate
To make AI systems broadly useful for challenging real-world tasks, we need them to learn complex human goals and preferences. One approach to specifying complex goals asks humans to judge during training which agent behaviors are safe and useful, but this approach can fail if the task is too complicated for a human to directly judge. To help address this concern, we propose training agents via self play on a zero sum debate game. Given a question or proposed action, two agents take turns making short statements up to a limit, then a human judges which of the agents gave the most true, useful information. In an analogy to complexity theory, debate with optimal play can answer any question in PSPACE given polynomial time judges (direct judging answers only NP questions). In practice, whether debate works involves empirical questions about humans and the tasks we want AIs to perform, plus theoretical questions about the meaning of AI alignment. We report results on an initial MNIST experiment where agents compete to convince a sparse classifier, boosting the classifier's accuracy from 59.4% to 88.9% given 6 pixels and from 48.2% to 85.2% given 4 pixels. Finally, we discuss theoretical and practical aspects of the debate model, focusing on potential weaknesses as the model scales up, and we propose future human and computer experiments to test these properties.
Prompt Design and Engineering: Introduction and Advanced Methods
Prompt design and engineering has become an important discipline in just the past few months. In this paper, we provide an introduction to the main concepts and design approaches. We also provide more advanced techniques all the way to those needed to design LLM-based agents. We finish by providing a list of existing tools for prompt engineering.
Multi-Agent Large Language Models for Conversational Task-Solving
In an era where single large language models have dominated the landscape of artificial intelligence for years, multi-agent systems arise as new protagonists in conversational task-solving. While previous studies have showcased their potential in reasoning tasks and creative endeavors, an analysis of their limitations concerning the conversational paradigms and the impact of individual agents is missing. It remains unascertained how multi-agent discussions perform across tasks of varying complexity and how the structure of these conversations influences the process. To fill that gap, this work systematically evaluates multi-agent systems across various discussion paradigms, assessing their strengths and weaknesses in both generative tasks and question-answering tasks. Alongside the experiments, I propose a taxonomy of 20 multi-agent research studies from 2022 to 2024, followed by the introduction of a framework for deploying multi-agent LLMs in conversational task-solving. I demonstrate that while multi-agent systems excel in complex reasoning tasks, outperforming a single model by leveraging expert personas, they fail on basic tasks. Concretely, I identify three challenges that arise: 1) While longer discussions enhance reasoning, agents fail to maintain conformity to strict task requirements, which leads to problem drift, making shorter conversations more effective for basic tasks. 2) Prolonged discussions risk alignment collapse, raising new safety concerns for these systems. 3) I showcase discussion monopolization through long generations, posing the problem of fairness in decision-making for tasks like summarization. This work uncovers both the potential and challenges that arise with multi-agent interaction and varying conversational paradigms, providing insights into how future research could improve the efficiency, performance, and safety of multi-agent LLMs.
MathConstruct: Challenging LLM Reasoning with Constructive Proofs
While Large Language Models (LLMs) demonstrate impressive performance in mathematics, existing math benchmarks come with significant limitations. Many focus on problems with fixed ground-truth answers, and are often saturated due to problem simplicity or the viability of guessing or memorization. Crucially, they capture only a narrow subset of relevant math problems. To address this research gap, we introduce \mc, a new benchmark of 126 challenging problems sourced from various math competitions, which targets constructive proofs, a widely encountered problem type requiring the construction of mathematical objects with specific properties. These proofs are particularly suitable for LLM evaluation, as solution correctness can be easily verified. Our automated verifiers also enable MathConstruct to generate problem variations, used to evaluate robustness. State-of-the-art LLMs solve only 54% of MathConstruct problems, highlighting its complexity and importance for LLM evaluation.
AgentKit: Flow Engineering with Graphs, not Coding
We propose an intuitive LLM prompting framework (AgentKit) for multifunctional agents. AgentKit offers a unified framework for explicitly constructing a complex "thought process" from simple natural language prompts. The basic building block in AgentKit is a node, containing a natural language prompt for a specific subtask. The user then puts together chains of nodes, like stacking LEGO pieces. The chains of nodes can be designed to explicitly enforce a naturally structured "thought process". For example, for the task of writing a paper, one may start with the thought process of 1) identify a core message, 2) identify prior research gaps, etc. The nodes in AgentKit can be designed and combined in different ways to implement multiple advanced capabilities including on-the-fly hierarchical planning, reflection, and learning from interactions. In addition, due to the modular nature and the intuitive design to simulate explicit human thought process, a basic agent could be implemented as simple as a list of prompts for the subtasks and therefore could be designed and tuned by someone without any programming experience. Quantitatively, we show that agents designed through AgentKit achieve SOTA performance on WebShop and Crafter. These advances underscore AgentKit's potential in making LLM agents effective and accessible for a wider range of applications. https://github.com/holmeswww/AgentKit
Exploring Challenges and Opportunities to Support Designers in Learning to Co-create with AI-based Manufacturing Design Tools
AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional computer-aided design tools and are often portrayed as "co-creators." Yet, working effectively with such systems requires different skills than working with complex CAD tools alone. To date, we know little about how engineering designers learn to work with AI-based design tools. In this study, we observed trained designers as they learned to work with two AI-based tools on a realistic design task. We find that designers face many challenges in learning to effectively co-create with current systems, including challenges in understanding and adjusting AI outputs and in communicating their design goals. Based on our findings, we highlight several design opportunities to better support designer-AI co-creation.
InteRACT: Transformer Models for Human Intent Prediction Conditioned on Robot Actions
In collaborative human-robot manipulation, a robot must predict human intents and adapt its actions accordingly to smoothly execute tasks. However, the human's intent in turn depends on actions the robot takes, creating a chicken-or-egg problem. Prior methods ignore such inter-dependency and instead train marginal intent prediction models independent of robot actions. This is because training conditional models is hard given a lack of paired human-robot interaction datasets. Can we instead leverage large-scale human-human interaction data that is more easily accessible? Our key insight is to exploit a correspondence between human and robot actions that enables transfer learning from human-human to human-robot data. We propose a novel architecture, InteRACT, that pre-trains a conditional intent prediction model on large human-human datasets and fine-tunes on a small human-robot dataset. We evaluate on a set of real-world collaborative human-robot manipulation tasks and show that our conditional model improves over various marginal baselines. We also introduce new techniques to tele-operate a 7-DoF robot arm and collect a diverse range of human-robot collaborative manipulation data, which we open-source.
Generative Expressive Robot Behaviors using Large Language Models
People employ expressive behaviors to effectively communicate and coordinate their actions with others, such as nodding to acknowledge a person glancing at them or saying "excuse me" to pass people in a busy corridor. We would like robots to also demonstrate expressive behaviors in human-robot interaction. Prior work proposes rule-based methods that struggle to scale to new communication modalities or social situations, while data-driven methods require specialized datasets for each social situation the robot is used in. We propose to leverage the rich social context available from large language models (LLMs) and their ability to generate motion based on instructions or user preferences, to generate expressive robot motion that is adaptable and composable, building upon each other. Our approach utilizes few-shot chain-of-thought prompting to translate human language instructions into parametrized control code using the robot's available and learned skills. Through user studies and simulation experiments, we demonstrate that our approach produces behaviors that users found to be competent and easy to understand. Supplementary material can be found at https://generative-expressive-motion.github.io/.
Experiential Co-Learning of Software-Developing Agents
Recent advancements in large language models (LLMs) have brought significant changes to various domains, especially through LLM-driven autonomous agents. These agents are now capable of collaborating seamlessly, splitting tasks and enhancing accuracy, thus minimizing the need for human involvement. However, these agents often approach a diverse range of tasks in isolation, without benefiting from past experiences. This isolation can lead to repeated mistakes and inefficient trials in task solving. To this end, this paper introduces Experiential Co-Learning, a novel framework in which instructor and assistant agents gather shortcut-oriented experiences from their historical trajectories and use these past experiences for mutual reasoning. This paradigm, enriched with previous experiences, equips agents to more effectively address unseen tasks.
Multi-Party Chat: Conversational Agents in Group Settings with Humans and Models
Current dialogue research primarily studies pairwise (two-party) conversations, and does not address the everyday setting where more than two speakers converse together. In this work, we both collect and evaluate multi-party conversations to study this more general case. We use the LIGHT environment to construct grounded conversations, where each participant has an assigned character to role-play. We thus evaluate the ability of language models to act as one or more characters in such conversations. Models require two skills that pairwise-trained models appear to lack: (1) being able to decide when to talk; (2) producing coherent utterances grounded on multiple characters. We compare models trained on our new dataset to existing pairwise-trained dialogue models, as well as large language models with few-shot prompting. We find that our new dataset, MultiLIGHT, which we will publicly release, can help bring significant improvements in the group setting.
C^3-Bench: The Things Real Disturbing LLM based Agent in Multi-Tasking
Agents based on large language models leverage tools to modify environments, revolutionizing how AI interacts with the physical world. Unlike traditional NLP tasks that rely solely on historical dialogue for responses, these agents must consider more complex factors, such as inter-tool relationships, environmental feedback and previous decisions, when making choices. Current research typically evaluates agents via multi-turn dialogues. However, it overlooks the influence of these critical factors on agent behavior. To bridge this gap, we present an open-source and high-quality benchmark C^3-Bench. This benchmark integrates attack concepts and applies univariate analysis to pinpoint key elements affecting agent robustness. In concrete, we design three challenges: navigate complex tool relationships, handle critical hidden information and manage dynamic decision paths. Complementing these challenges, we introduce fine-grained metrics, innovative data collection algorithms and reproducible evaluation methods. Extensive experiments are conducted on 49 mainstream agents, encompassing general fast-thinking, slow-thinking and domain-specific models. We observe that agents have significant shortcomings in handling tool dependencies, long context information dependencies and frequent policy-type switching. In essence, C^3-Bench aims to expose model vulnerabilities through these challenges and drive research into the interpretability of agent performance. The benchmark is publicly available at https://github.com/TencentHunyuan/C3-Benchmark.
Combating Adversarial Attacks with Multi-Agent Debate
While state-of-the-art language models have achieved impressive results, they remain susceptible to inference-time adversarial attacks, such as adversarial prompts generated by red teams arXiv:2209.07858. One approach proposed to improve the general quality of language model generations is multi-agent debate, where language models self-evaluate through discussion and feedback arXiv:2305.14325. We implement multi-agent debate between current state-of-the-art language models and evaluate models' susceptibility to red team attacks in both single- and multi-agent settings. We find that multi-agent debate can reduce model toxicity when jailbroken or less capable models are forced to debate with non-jailbroken or more capable models. We also find marginal improvements through the general usage of multi-agent interactions. We further perform adversarial prompt content classification via embedding clustering, and analyze the susceptibility of different models to different types of attack topics.
Better Slow than Sorry: Introducing Positive Friction for Reliable Dialogue Systems
While theories of discourse and cognitive science have long recognized the value of unhurried pacing, recent dialogue research tends to minimize friction in conversational systems. Yet, frictionless dialogue risks fostering uncritical reliance on AI outputs, which can obscure implicit assumptions and lead to unintended consequences. To meet this challenge, we propose integrating positive friction into conversational AI, which promotes user reflection on goals, critical thinking on system response, and subsequent re-conditioning of AI systems. We hypothesize systems can improve goal alignment, modeling of user mental states, and task success by deliberately slowing down conversations in strategic moments to ask questions, reveal assumptions, or pause. We present an ontology of positive friction and collect expert human annotations on multi-domain and embodied goal-oriented corpora. Experiments on these corpora, along with simulated interactions using state-of-the-art systems, suggest incorporating friction not only fosters accountable decision-making, but also enhances machine understanding of user beliefs and goals, and increases task success rates.
Language Models Can Teach Themselves to Program Better
Recent Language Models (LMs) achieve breakthrough performance in code generation when trained on human-authored problems, even solving some competitive-programming problems. Self-play has proven useful in games such as Go, and thus it is natural to ask whether LMs can generate their own instructive programming problems to improve their performance. We show that it is possible for an LM to synthesize programming problems and solutions, which are filtered for correctness by a Python interpreter. The LM's performance is then seen to improve when it is fine-tuned on its own synthetic problems and verified solutions; thus the model 'improves itself' using the Python interpreter. Problems are specified formally as programming puzzles [Schuster et al., 2021], a code-based problem format where solutions can easily be verified for correctness by execution. In experiments on publicly-available LMs, test accuracy more than doubles. This work demonstrates the potential for code LMs, with an interpreter, to generate instructive problems and improve their own performance.
Plan-Grounded Large Language Models for Dual Goal Conversational Settings
Training Large Language Models (LLMs) to follow user instructions has been shown to supply the LLM with ample capacity to converse fluently while being aligned with humans. Yet, it is not completely clear how an LLM can lead a plan-grounded conversation in mixed-initiative settings where instructions flow in both directions of the conversation, i.e. both the LLM and the user provide instructions to one another. In this paper, we tackle a dual goal mixed-initiative conversational setting where the LLM not only grounds the conversation on an arbitrary plan but also seeks to satisfy both a procedural plan and user instructions. The LLM is then responsible for guiding the user through the plan and, at the same time, adapting to new circumstances, answering questions, and activating safety guardrails when needed. We propose a novel LLM that grounds the dialogue on a procedural plan, can take the dialogue initiative, and enforces guardrails on the system's behavior, while also improving the LLM's responses to unexpected user behavior. Experiments in controlled settings and with real users show that the best-performing model, which we call PlanLLM, achieves a 2.1x improvement over a strong baseline. Moreover, experiments also show good generalization to unseen domains.
Commonsense-augmented Memory Construction and Management in Long-term Conversations via Context-aware Persona Refinement
Memorizing and utilizing speakers' personas is a common practice for response generation in long-term conversations. Yet, human-authored datasets often provide uninformative persona sentences that hinder response quality. This paper presents a novel framework that leverages commonsense-based persona expansion to address such issues in long-term conversation. While prior work focuses on not producing personas that contradict others, we focus on transforming contradictory personas into sentences that contain rich speaker information, by refining them based on their contextual backgrounds with designed strategies. As the pioneer of persona expansion in multi-session settings, our framework facilitates better response generation via human-like persona refinement. The supplementary video of our work is available at https://caffeine-15bbf.web.app/.
FAtiMA Toolkit -- Toward an effective and accessible tool for the development of intelligent virtual agents and social robots
More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an affective agent architecture for creating autonomous characters that can evoke empathic responses. In this paper, we describe FAtiMA Toolkit, a collection of open-source tools that is designed to help researchers, game developers and roboticists incorporate a computational model of emotion and decision-making in their work. The toolkit was developed with the goal of making FAtiMA more accessible, easier to incorporate into different projects and more flexible in its capabilities for human-agent interaction, based upon the experience gathered over the years across different virtual environments and human-robot interaction scenarios. As a result, this work makes several different contributions to the field of Agent-Based Architectures. More precisely, FAtiMA Toolkit's library based design allows developers to easily integrate it with other frameworks, its meta-cognitive model affords different internal reasoners and affective components and its explicit dialogue structure gives control to the author even within highly complex scenarios. To demonstrate the use of FAtiMA Toolkit, several different use cases where the toolkit was successfully applied are described and discussed.
Interactive Learning from Policy-Dependent Human Feedback
This paper investigates the problem of interactively learning behaviors communicated by a human teacher using positive and negative feedback. Much previous work on this problem has made the assumption that people provide feedback for decisions that is dependent on the behavior they are teaching and is independent from the learner's current policy. We present empirical results that show this assumption to be false -- whether human trainers give a positive or negative feedback for a decision is influenced by the learner's current policy. Based on this insight, we introduce {\em Convergent Actor-Critic by Humans} (COACH), an algorithm for learning from policy-dependent feedback that converges to a local optimum. Finally, we demonstrate that COACH can successfully learn multiple behaviors on a physical robot.
Demonstrating specification gaming in reasoning models
We demonstrate LLM agent specification gaming by instructing models to win against a chess engine. We find reasoning models like o1 preview and DeepSeek-R1 will often hack the benchmark by default, while language models like GPT-4o and Claude 3.5 Sonnet need to be told that normal play won't work to hack. We improve upon prior work like (Hubinger et al., 2024; Meinke et al., 2024; Weij et al., 2024) by using realistic task prompts and avoiding excess nudging. Our results suggest reasoning models may resort to hacking to solve difficult problems, as observed in OpenAI (2024)'s o1 Docker escape during cyber capabilities testing.
IDAT: A Multi-Modal Dataset and Toolkit for Building and Evaluating Interactive Task-Solving Agents
Seamless interaction between AI agents and humans using natural language remains a key goal in AI research. This paper addresses the challenges of developing interactive agents capable of understanding and executing grounded natural language instructions through the IGLU competition at NeurIPS. Despite advancements, challenges such as a scarcity of appropriate datasets and the need for effective evaluation platforms persist. We introduce a scalable data collection tool for gathering interactive grounded language instructions within a Minecraft-like environment, resulting in a Multi-Modal dataset with around 9,000 utterances and over 1,000 clarification questions. Additionally, we present a Human-in-the-Loop interactive evaluation platform for qualitative analysis and comparison of agent performance through multi-turn communication with human annotators. We offer to the community these assets referred to as IDAT (IGLU Dataset And Toolkit) which aim to advance the development of intelligent, interactive AI agents and provide essential resources for further research.
Computational Life: How Well-formed, Self-replicating Programs Emerge from Simple Interaction
The fields of Origin of Life and Artificial Life both question what life is and how it emerges from a distinct set of "pre-life" dynamics. One common feature of most substrates where life emerges is a marked shift in dynamics when self-replication appears. While there are some hypotheses regarding how self-replicators arose in nature, we know very little about the general dynamics, computational principles, and necessary conditions for self-replicators to emerge. This is especially true on "computational substrates" where interactions involve logical, mathematical, or programming rules. In this paper we take a step towards understanding how self-replicators arise by studying several computational substrates based on various simple programming languages and machine instruction sets. We show that when random, non self-replicating programs are placed in an environment lacking any explicit fitness landscape, self-replicators tend to arise. We demonstrate how this occurs due to random interactions and self-modification, and can happen with and without background random mutations. We also show how increasingly complex dynamics continue to emerge following the rise of self-replicators. Finally, we show a counterexample of a minimalistic programming language where self-replicators are possible, but so far have not been observed to arise.
Tell Me More! Towards Implicit User Intention Understanding of Language Model Driven Agents
Current language model-driven agents often lack mechanisms for effective user participation, which is crucial given the vagueness commonly found in user instructions. Although adept at devising strategies and performing tasks, these agents struggle with seeking clarification and grasping precise user intentions. To bridge this gap, we introduce Intention-in-Interaction (IN3), a novel benchmark designed to inspect users' implicit intentions through explicit queries. Next, we propose the incorporation of model experts as the upstream in agent designs to enhance user-agent interaction. Employing IN3, we empirically train Mistral-Interact, a powerful model that proactively assesses task vagueness, inquires user intentions, and refines them into actionable goals before starting downstream agent task execution. Integrating it into the XAgent framework, we comprehensively evaluate the enhanced agent system regarding user instruction understanding and execution, revealing that our approach notably excels at identifying vague user tasks, recovering and summarizing critical missing information, setting precise and necessary agent execution goals, and minimizing redundant tool usage, thus boosting overall efficiency. All the data and codes are released.
Towards conversational assistants for health applications: using ChatGPT to generate conversations about heart failure
We explore the potential of ChatGPT (3.5-turbo and 4) to generate conversations focused on self-care strategies for African-American heart failure patients -- a domain with limited specialized datasets. To simulate patient-health educator dialogues, we employed four prompting strategies: domain, African American Vernacular English (AAVE), Social Determinants of Health (SDOH), and SDOH-informed reasoning. Conversations were generated across key self-care domains of food, exercise, and fluid intake, with varying turn lengths (5, 10, 15) and incorporated patient-specific SDOH attributes such as age, gender, neighborhood, and socioeconomic status. Our findings show that effective prompt design is essential. While incorporating SDOH and reasoning improves dialogue quality, ChatGPT still lacks the empathy and engagement needed for meaningful healthcare communication.
Automated Design of Agentic Systems
Researchers are investing substantial effort in developing powerful general-purpose agents, wherein Foundation Models are used as modules within agentic systems (e.g. Chain-of-Thought, Self-Reflection, Toolformer). However, the history of machine learning teaches us that hand-designed solutions are eventually replaced by learned solutions. We formulate a new research area, Automated Design of Agentic Systems (ADAS), which aims to automatically create powerful agentic system designs, including inventing novel building blocks and/or combining them in new ways. We further demonstrate that there is an unexplored yet promising approach within ADAS where agents can be defined in code and new agents can be automatically discovered by a meta agent programming ever better ones in code. Given that programming languages are Turing Complete, this approach theoretically enables the learning of any possible agentic system: including novel prompts, tool use, control flows, and combinations thereof. We present a simple yet effective algorithm named Meta Agent Search to demonstrate this idea, where a meta agent iteratively programs interesting new agents based on an ever-growing archive of previous discoveries. Through extensive experiments across multiple domains including coding, science, and math, we show that our algorithm can progressively invent agents with novel designs that greatly outperform state-of-the-art hand-designed agents. Importantly, we consistently observe the surprising result that agents invented by Meta Agent Search maintain superior performance even when transferred across domains and models, demonstrating their robustness and generality. Provided we develop it safely, our work illustrates the potential of an exciting new research direction toward automatically designing ever-more powerful agentic systems to benefit humanity.
A Survey on Proactive Dialogue Systems: Problems, Methods, and Prospects
Proactive dialogue systems, related to a wide range of real-world conversational applications, equip the conversational agent with the capability of leading the conversation direction towards achieving pre-defined targets or fulfilling certain goals from the system side. It is empowered by advanced techniques to progress to more complicated tasks that require strategical and motivational interactions. In this survey, we provide a comprehensive overview of the prominent problems and advanced designs for conversational agent's proactivity in different types of dialogues. Furthermore, we discuss challenges that meet the real-world application needs but require a greater research focus in the future. We hope that this first survey of proactive dialogue systems can provide the community with a quick access and an overall picture to this practical problem, and stimulate more progresses on conversational AI to the next level.
Scalable Oversight for Superhuman AI via Recursive Self-Critiquing
As AI capabilities increasingly surpass human proficiency in complex tasks, current alignment techniques including SFT and RLHF face fundamental challenges in ensuring reliable oversight. These methods rely on direct human assessment and become untenable when AI outputs exceed human cognitive thresholds. In response to this challenge, we explore two hypotheses: (1) critique of critique can be easier than critique itself, extending the widely-accepted observation that verification is easier than generation to the critique domain, as critique itself is a specialized form of generation; (2) this difficulty relationship is recursively held, suggesting that when direct evaluation is infeasible, performing high-order critiques (e.g., critique of critique of critique) offers a more tractable supervision pathway. To examine these hypotheses, we perform Human-Human, Human-AI, and AI-AI experiments across multiple tasks. Our results demonstrate encouraging evidence supporting these hypotheses and suggest that recursive self-critiquing is a promising direction for scalable oversight.
Counterfactual Token Generation in Large Language Models
"Sure, I am happy to generate a story for you: Captain Lyra stood at the helm of her trusty ship, the Maelstrom's Fury, gazing out at the endless sea. [...] Lyra's eyes welled up with tears as she realized the bitter truth - she had sacrificed everything for fleeting riches, and lost the love of her crew, her family, and herself." Although this story, generated by a large language model, is captivating, one may wonder -- how would the story have unfolded if the model had chosen "Captain Maeve" as the protagonist instead? We cannot know. State-of-the-art large language models are stateless -- they maintain no internal memory or state. Given a prompt, they generate a sequence of tokens as an output using an autoregressive process. As a consequence, they cannot reason about counterfactual alternatives to tokens they have generated in the past. In this work, our goal is to enhance them with this functionality. To this end, we develop a causal model of token generation that builds upon the Gumbel-Max structural causal model. Our model allows any large language model to perform counterfactual token generation at almost no cost in comparison with vanilla token generation, it is embarrassingly simple to implement, and it does not require any fine-tuning nor prompt engineering. We implement our model on Llama 3 8B-Instruct and Ministral-8B-Instruct and conduct a qualitative and a quantitative analysis of counterfactually generated text. We conclude with a demonstrative application of counterfactual token generation for bias detection, unveiling interesting insights about the model of the world constructed by large language models.
Persona Inconstancy in Multi-Agent LLM Collaboration: Conformity, Confabulation, and Impersonation
Multi-agent AI systems can be used for simulating collective decision-making in scientific and practical applications. They can also be used to introduce a diverse group discussion step in chatbot pipelines, enhancing the cultural sensitivity of the chatbot's responses. These applications, however, are predicated on the ability of AI agents to reliably adopt assigned personas and mimic human interactions. To see whether LLM agents satisfy these requirements, we examine AI agent ensembles engaged in cross-national collaboration and debate by analyzing their private responses and chat transcripts. Our findings suggest that multi-agent discussions can support collective AI decisions that more often reflect diverse perspectives, yet this effect is tempered by the agents' susceptibility to conformity due to perceived peer pressure and occasional challenges in maintaining consistent personas and opinions. Instructions that encourage debate in support of one's opinions rather than collaboration increase the rate of inconstancy. Without addressing the factors we identify, the full potential of multi-agent frameworks for producing more culturally diverse AI outputs or more realistic simulations of group decision-making may remain untapped.
Automatic Evaluation and Moderation of Open-domain Dialogue Systems
The development of Open-Domain Dialogue Systems (ODS)is a trending topic due to the large number of research challenges, large societal and business impact, and advances in the underlying technology. However, the development of these kinds of systems requires two important characteristics:1) automatic evaluation mechanisms that show high correlations with human judgements across multiple dialogue evaluation aspects (with explainable features for providing constructive and explicit feedback on the quality of generative models' responses for quick development and deployment)and 2) mechanisms that can help to control chatbot responses,while avoiding toxicity and employing intelligent ways to handle toxic user comments and keeping interaction flow and engagement. This track at the 10th Dialogue System Technology Challenge (DSTC10) is part of the ongoing effort to promote scalable and toxic-free ODS. This paper describes the datasets and baselines provided to participants, as well as submission evaluation results for each of the two proposed subtasks.
Multi-expert Prompting Improves Reliability, Safety, and Usefulness of Large Language Models
We present Multi-expert Prompting, a novel enhancement of ExpertPrompting (Xu et al., 2023), designed to improve the large language model (LLM) generation. Specifically, it guides an LLM to fulfill an input instruction by simulating multiple experts, aggregating their responses, and selecting the best among individual and aggregated responses. This process is performed in a single chain of thoughts through our seven carefully designed subtasks derived from the Nominal Group Technique (Ven and Delbecq, 1974), a well-established decision-making framework. Our evaluations demonstrate that Multi-expert Prompting significantly outperforms ExpertPrompting and comparable baselines in enhancing the truthfulness, factuality, informativeness, and usefulness of responses while reducing toxicity and hurtfulness. It further achieves state-of-the-art truthfulness by outperforming the best baseline by 8.69% with ChatGPT. Multi-expert Prompting is efficient, explainable, and highly adaptable to diverse scenarios, eliminating the need for manual prompt construction.
Minstrel: Structural Prompt Generation with Multi-Agents Coordination for Non-AI Experts
LLMs have demonstrated commendable performance across diverse domains. Nevertheless, formulating high-quality prompts to assist them in their work poses a challenge for non-AI experts. Existing research in prompt engineering suggests somewhat scattered optimization principles and designs empirically dependent prompt optimizers. Unfortunately, these endeavors lack a structural design, incurring high learning costs and it is not conducive to the iterative updating of prompts, especially for non-AI experts. Inspired by structured reusable programming languages, we propose LangGPT, a structural prompt design framework. Furthermore, we introduce Minstrel, a multi-generative agent system with reflection to automate the generation of structural prompts. Experiments and the case study illustrate that structural prompts generated by Minstrel or written manually significantly enhance the performance of LLMs. Furthermore, we analyze the ease of use of structural prompts through a user survey in our online community.
AgentVerse: Facilitating Multi-Agent Collaboration and Exploring Emergent Behaviors
Autonomous agents empowered by Large Language Models (LLMs) have undergone significant improvements, enabling them to generalize across a broad spectrum of tasks. However, in real-world scenarios, cooperation among individuals is often required to enhance the efficiency and effectiveness of task accomplishment. Hence, inspired by human group dynamics, we propose a multi-agent framework \framework that can collaboratively and dynamically adjust its composition as a greater-than-the-sum-of-its-parts system. Our experiments demonstrate that \framework framework can effectively deploy multi-agent groups that outperform a single agent. Furthermore, we delve into the emergence of social behaviors among individual agents within a group during collaborative task accomplishment. In view of these behaviors, we discuss some possible strategies to leverage positive ones and mitigate negative ones for improving the collaborative potential of multi-agent groups. Our codes for \framework will soon be released at https://github.com/OpenBMB/AgentVerse.
LLMs as Method Actors: A Model for Prompt Engineering and Architecture
We introduce "Method Actors" as a mental model for guiding LLM prompt engineering and prompt architecture. Under this mental model, LLMs should be thought of as actors; prompts as scripts and cues; and LLM responses as performances. We apply this mental model to the task of improving LLM performance at playing Connections, a New York Times word puzzle game that prior research identified as a challenging benchmark for evaluating LLM reasoning. Our experiments with GPT-4o show that a "Method Actors" approach can significantly improve LLM performance over both a vanilla and "Chain of Thoughts" approach. A vanilla approach solves 27% of Connections puzzles in our dataset and a "Chain of Thoughts" approach solves 41% of puzzles, whereas our strongest "Method Actor" approach solves 86% of puzzles. We also test OpenAI's newest model designed specifically for complex reasoning tasks, o1-preview. When asked to solve a puzzle all at once, o1-preview solves 79% of Connections puzzles in our dataset, and when allowed to build puzzle solutions one guess at a time over multiple API calls, o1-preview solves 100% of the puzzles. Incorporating a "Method Actor" prompt architecture increases the percentage of puzzles that o1-preview solves perfectly from 76% to 87%.
Is this the real life? Is this just fantasy? The Misleading Success of Simulating Social Interactions With LLMs
Recent advances in large language models (LLM) have enabled richer social simulations, allowing for the study of various social phenomena with LLM-based agents. However, most work has used an omniscient perspective on these simulations (e.g., single LLM to generate all interlocutors), which is fundamentally at odds with the non-omniscient, information asymmetric interactions that humans have. To examine these differences, we develop an evaluation framework to simulate social interactions with LLMs in various settings (omniscient, non-omniscient). Our experiments show that interlocutors simulated omnisciently are much more successful at accomplishing social goals compared to non-omniscient agents, despite the latter being the more realistic setting. Furthermore, we demonstrate that learning from omniscient simulations improves the apparent naturalness of interactions but scarcely enhances goal achievement in cooperative scenarios. Our findings indicate that addressing information asymmetry remains a fundamental challenge for LLM-based agents.
Violation of Expectation via Metacognitive Prompting Reduces Theory of Mind Prediction Error in Large Language Models
Recent research shows that Large Language Models (LLMs) exhibit a compelling level of proficiency in Theory of Mind (ToM) tasks. This ability to impute unobservable mental states to others is vital to human social cognition and may prove equally important in principal-agent relations between individual humans and Artificial Intelligences (AIs). In this paper, we explore how a mechanism studied in developmental psychology known as Violation of Expectation (VoE) can be implemented to reduce errors in LLM prediction about users by leveraging emergent ToM affordances. And we introduce a metacognitive prompting framework to apply VoE in the context of an AI tutor. By storing and retrieving facts derived in cases where LLM expectation about the user was violated, we find that LLMs are able to learn about users in ways that echo theories of human learning. Finally, we discuss latent hazards and augmentative opportunities associated with modeling user psychology and propose ways to mitigate risk along with possible directions for future inquiry.
System-Level Natural Language Feedback
Natural language (NL) feedback contains rich information about the user experience. Existing studies focus on an instance-level approach, where feedback is used to refine specific examples, disregarding its system-wide application. This paper proposes a general framework for unlocking the system-level use of NL feedback. We show how to use feedback to formalize system-level design decisions in a human-in-the-loop-process -- in order to produce better models. In particular this is done through: (i) metric design for tasks; and (ii) language model prompt design for refining model responses. We conduct two case studies of this approach for improving search query generation and dialog response generation, demonstrating the effectiveness of the use of system-level feedback. We show the combination of system-level feedback and instance-level feedback brings further gains, and that human written instance-level feedback results in more grounded refinements than GPT-3.5 written ones, underlying the importance of human feedback for building systems.
Operational Latent Spaces
We investigate the construction of latent spaces through self-supervised learning to support semantically meaningful operations. Analogous to operational amplifiers, these "operational latent spaces" (OpLaS) not only demonstrate semantic structure such as clustering but also support common transformational operations with inherent semantic meaning. Some operational latent spaces are found to have arisen "unintentionally" in the progress toward some (other) self-supervised learning objective, in which unintended but still useful properties are discovered among the relationships of points in the space. Other spaces may be constructed "intentionally" by developers stipulating certain kinds of clustering or transformations intended to produce the desired structure. We focus on the intentional creation of operational latent spaces via self-supervised learning, including the introduction of rotation operators via a novel "FiLMR" layer, which can be used to enable ring-like symmetries found in some musical constructions.
Making deep neural networks right for the right scientific reasons by interacting with their explanations
Deep neural networks have shown excellent performances in many real-world applications. Unfortunately, they may show "Clever Hans"-like behavior---making use of confounding factors within datasets---to achieve high performance. In this work, we introduce the novel learning setting of "explanatory interactive learning" (XIL) and illustrate its benefits on a plant phenotyping research task. XIL adds the scientist into the training loop such that she interactively revises the original model via providing feedback on its explanations. Our experimental results demonstrate that XIL can help avoiding Clever Hans moments in machine learning and encourages (or discourages, if appropriate) trust into the underlying model.
EDEN: Empathetic Dialogues for English learning
Dialogue systems have been used as conversation partners in English learning, but few have studied whether these systems improve learning outcomes. Student passion and perseverance, or grit, has been associated with language learning success. Recent work establishes that as students perceive their English teachers to be more supportive, their grit improves. Hypothesizing that the same pattern applies to English-teaching chatbots, we create EDEN, a robust open-domain chatbot for spoken conversation practice that provides empathetic feedback. To construct EDEN, we first train a specialized spoken utterance grammar correction model and a high-quality social chit-chat conversation model. We then conduct a preliminary user study with a variety of strategies for empathetic feedback. Our experiment suggests that using adaptive empathetic feedback leads to higher perceived affective support. Furthermore, elements of perceived affective support positively correlate with student grit.
The Impact of AI on Developer Productivity: Evidence from GitHub Copilot
Generative AI tools hold promise to increase human productivity. This paper presents results from a controlled experiment with GitHub Copilot, an AI pair programmer. Recruited software developers were asked to implement an HTTP server in JavaScript as quickly as possible. The treatment group, with access to the AI pair programmer, completed the task 55.8% faster than the control group. Observed heterogenous effects show promise for AI pair programmers to help people transition into software development careers.
BoxingGym: Benchmarking Progress in Automated Experimental Design and Model Discovery
Understanding the world and explaining it with scientific theories is a central aspiration of artificial intelligence research. Proposing theories, designing experiments to test them, and then revising them based on data are fundamental to scientific discovery. Despite the significant promise of LLM-based scientific agents, no benchmarks systematically test LLM's ability to propose scientific models, collect experimental data, and revise them in light of new data. We introduce BoxingGym, a benchmark with 10 environments for systematically evaluating both experimental design (e.g. collecting data to test a scientific theory) and model discovery (e.g. proposing and revising scientific theories). To enable tractable and quantitative evaluation, we implement each environment as a generative probabilistic model with which a scientific agent can run interactive experiments. These probabilistic models are drawn from various real-world scientific domains ranging from psychology to ecology. To quantitatively evaluate a scientific agent's ability to collect informative experimental data, we compute the expected information gain (EIG), an information-theoretic quantity which measures how much an experiment reduces uncertainty about the parameters of a generative model. A good scientific theory is a concise and predictive explanation. Therefore, to quantitatively evaluate model discovery, we ask a scientific agent to explain their model and then assess whether this explanation enables another scientific agent to make reliable predictions about this environment. In addition to this explanation-based evaluation, we compute standard model evaluation metrics such as prediction errors. We find that current LLMs, such as GPT-4o, struggle with both experimental design and model discovery. We find that augmenting the LLM-based agent with an explicit statistical model does not reliably improve these results.
Language Agents as Optimizable Graphs
Various human-designed prompt engineering techniques have been proposed to improve problem solvers based on Large Language Models (LLMs), yielding many disparate code bases. We unify these approaches by describing LLM-based agents as computational graphs. The nodes implement functions to process multimodal data or query LLMs, and the edges describe the information flow between operations. Graphs can be recursively combined into larger composite graphs representing hierarchies of inter-agent collaboration (where edges connect operations of different agents). Our novel automatic graph optimizers (1) refine node-level LLM prompts (node optimization) and (2) improve agent orchestration by changing graph connectivity (edge optimization). Experiments demonstrate that our framework can be used to efficiently develop, integrate, and automatically improve various LLM agents. The code can be found at https://github.com/metauto-ai/gptswarm.
Multimodal Programming in Computer Science with Interactive Assistance Powered by Large Language Model
LLM chatbot interfaces allow students to get instant, interactive assistance with homework, but doing so carelessly may not advance educational objectives. In this study, an interactive homework help system based on DeepSeek R1 is developed and first implemented for students enrolled in a large computer science beginning programming course. In addition to an assist button in a well-known code editor, our assistant also has a feedback option in our command-line automatic evaluator. It wraps student work in a personalized prompt that advances our educational objectives without offering answers straight away. We have discovered that our assistant can recognize students' conceptual difficulties and provide ideas, plans, and template code in pedagogically appropriate ways. However, among other mistakes, it occasionally incorrectly labels the correct student code as incorrect or encourages students to use correct-but-lesson-inappropriate approaches, which can lead to long and frustrating journeys for the students. After discussing many development and deployment issues, we provide our conclusions and future actions.
Walking in Others' Shoes: How Perspective-Taking Guides Large Language Models in Reducing Toxicity and Bias
The common toxicity and societal bias in contents generated by large language models (LLMs) necessitate strategies to reduce harm. Present solutions often demand white-box access to the model or substantial training, which is impractical for cutting-edge commercial LLMs. Moreover, prevailing prompting methods depend on external tool feedback and fail to simultaneously lessen toxicity and bias. Motivated by social psychology principles, we propose a novel strategy named perspective-taking prompting (\textsc{PeT)} that inspires LLMs to integrate diverse human perspectives and self-regulate their responses. This self-correction mechanism can significantly diminish toxicity (up to 89%) and bias (up to 73%) in LLMs' responses. Rigorous evaluations and ablation studies are conducted on two commercial LLMs (ChatGPT and GLM) and three open-source LLMs, revealing PeT's superiority in producing less harmful responses, outperforming five strong baselines.
LearnLM: Improving Gemini for Learning
Today's generative AI systems are tuned to present information by default rather than engage users in service of learning as a human tutor would. To address the wide range of potential education use cases for these systems, we reframe the challenge of injecting pedagogical behavior as one of pedagogical instruction following, where training and evaluation examples include system-level instructions describing the specific pedagogy attributes present or desired in subsequent model turns. This framing avoids committing our models to any particular definition of pedagogy, and instead allows teachers or developers to specify desired model behavior. It also clears a path to improving Gemini models for learning -- by enabling the addition of our pedagogical data to post-training mixtures -- alongside their rapidly expanding set of capabilities. Both represent important changes from our initial tech report. We show how training with pedagogical instruction following produces a LearnLM model (available on Google AI Studio) that is preferred substantially by expert raters across a diverse set of learning scenarios, with average preference strengths of 31\% over GPT-4o, 11\% over Claude 3.5, and 13\% over the Gemini 1.5 Pro model LearnLM was based on.
Counterfactual Generation from Language Models
Understanding and manipulating the causal generation mechanisms in language models is essential for controlling their behavior. Previous work has primarily relied on techniques such as representation surgery -- e.g., model ablations or manipulation of linear subspaces tied to specific concepts -- to intervene on these models. To understand the impact of interventions precisely, it is useful to examine counterfactuals -- e.g., how a given sentence would have appeared had it been generated by the model following a specific intervention. We highlight that counterfactual reasoning is conceptually distinct from interventions, as articulated in Pearl's causal hierarchy. Based on this observation, we propose a framework for generating true string counterfactuals by reformulating language models as Generalized Structural-equation. Models using the Gumbel-max trick. This allows us to model the joint distribution over original strings and their counterfactuals resulting from the same instantiation of the sampling noise. We develop an algorithm based on hindsight Gumbel sampling that allows us to infer the latent noise variables and generate counterfactuals of observed strings. Our experiments demonstrate that the approach produces meaningful counterfactuals while at the same time showing that commonly used intervention techniques have considerable undesired side effects.
On Meta-Prompting
Certain statistical models are capable of interpreting input strings as instructions, or prompts, and carry out tasks based on them. Many approaches to prompting and pre-training these models involve the automated generation of these prompts. We call these approaches meta-prompting, or prompting to obtain prompts. We propose a theoretical framework based on category theory to generalize and describe them. This framework is flexible enough to account for LLM stochasticity; and allows us to obtain formal results around task agnosticity and equivalence of various meta-prompting approaches. We experiment with meta-prompting in two active areas of model research: creativity and ideation. We find that user preference favors (p < 0.01) the prompts generated under meta-prompting, as well as their corresponding outputs, over a series of hardcoded baseline prompts that include the original task prompt. Using our framework, we argue that meta-prompting is more effective than basic prompting at generating desirable outputs.
Recourse for reclamation: Chatting with generative language models
Researchers and developers increasingly rely on toxicity scoring to moderate generative language model outputs, in settings such as customer service, information retrieval, and content generation. However, toxicity scoring may render pertinent information inaccessible, rigidify or "value-lock" cultural norms, and prevent language reclamation processes, particularly for marginalized people. In this work, we extend the concept of algorithmic recourse to generative language models: we provide users a novel mechanism to achieve their desired prediction by dynamically setting thresholds for toxicity filtering. Users thereby exercise increased agency relative to interactions with the baseline system. A pilot study (n = 30) supports the potential of our proposed recourse mechanism, indicating improvements in usability compared to fixed-threshold toxicity-filtering of model outputs. Future work should explore the intersection of toxicity scoring, model controllability, user agency, and language reclamation processes -- particularly with regard to the bias that many communities encounter when interacting with generative language models.
Interactive Agents: Simulating Counselor-Client Psychological Counseling via Role-Playing LLM-to-LLM Interactions
Virtual counselors powered by large language models (LLMs) aim to create interactive support systems that effectively assist clients struggling with mental health challenges. To replicate counselor-client conversations, researchers have built an online mental health platform that allows professional counselors to provide clients with text-based counseling services for about an hour per session. Notwithstanding its effectiveness, challenges exist as human annotation is time-consuming, cost-intensive, privacy-protected, and not scalable. To address this issue and investigate the applicability of LLMs in psychological counseling conversation simulation, we propose a framework that employs two LLMs via role-playing for simulating counselor-client interactions. Our framework involves two LLMs, one acting as a client equipped with a specific and real-life user profile and the other playing the role of an experienced counselor, generating professional responses using integrative therapy techniques. We implement both the counselor and the client by zero-shot prompting the GPT-4 model. In order to assess the effectiveness of LLMs in simulating counselor-client interactions and understand the disparities between LLM- and human-generated conversations, we evaluate the synthetic data from various perspectives. We begin by assessing the client's performance through automatic evaluations. Next, we analyze and compare the disparities between dialogues generated by the LLM and those generated by professional counselors. Furthermore, we conduct extensive experiments to thoroughly examine the performance of our LLM-based counselor trained with synthetic interactive dialogues by benchmarking against state-of-the-art models for mental health.
The StudyChat Dataset: Student Dialogues With ChatGPT in an Artificial Intelligence Course
The widespread availability of large language models (LLMs), such as ChatGPT, has significantly impacted education, raising both opportunities and challenges. Students can frequently interact with LLM-powered, interactive learning tools, but their usage patterns need to be analyzed to ensure ethical usage of these tools. To better understand how students interact with LLMs in an academic setting, we introduce StudyChat, a publicly available dataset capturing real-world student interactions with an LLM-powered tutoring chatbot in a semester-long, university-level artificial intelligence (AI) course. We deploy a web application that replicates ChatGPT's core functionalities, and use it to log student interactions with the LLM while working on programming assignments. We collect 1,197 conversations, which we annotate using a dialogue act labeling schema inspired by observed interaction patterns and prior research. Additionally, we analyze these interactions, highlight behavioral trends, and analyze how specific usage patterns relate to course outcomes. StudyChat provides a rich resource for the learning sciences and AI in education communities, enabling further research into the evolving role of LLMs in education.
Towards Solving Fuzzy Tasks with Human Feedback: A Retrospective of the MineRL BASALT 2022 Competition
To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop algorithms to solve tasks with hard-to-specify reward functions in Minecraft. Through this competition, we aimed to promote the development of algorithms that use human feedback as channels to learn the desired behavior. We describe the competition and provide an overview of the top solutions. We conclude by discussing the impact of the competition and future directions for improvement.
Consistency of the Predicative Calculus of Cumulative Inductive Constructions (pCuIC)
In order to avoid well-know paradoxes associated with self-referential definitions, higher-order dependent type theories stratify the theory using a countably infinite hierarchy of universes (also known as sorts), Type_0 : Type_1 : cdots . Such type systems are called cumulative if for any type A we have that A : Type_{i} implies A : Type_{i+1}. The predicative calculus of inductive constructions (pCIC) which forms the basis of the Coq proof assistant, is one such system. In this paper we present and establish the soundness of the predicative calculus of cumulative inductive constructions (pCuIC) which extends the cumulativity relation to inductive types.
Modeling Complex Mathematical Reasoning via Large Language Model based MathAgent
Large language models (LLMs) face challenges in solving complex mathematical problems that require comprehensive capacities to parse the statements, associate domain knowledge, perform compound logical reasoning, and integrate the intermediate rationales. Tackling all these problems once could be arduous for LLMs, thus leading to confusion in generation. In this work, we explore the potential of enhancing LLMs with agents by meticulous decomposition and modeling of mathematical reasoning process. Specifically, we propose a formal description of the mathematical solving and extend LLMs with an agent-based zero-shot framework named Planner-Reasoner-Executor-Reflector (PRER). We further provide and implement two MathAgents that define the logical forms and inherent relations via a pool of actions in different grains and orientations: MathAgent-M adapts its actions to LLMs, while MathAgent-H aligns with humankind. Experiments on miniF2F and MATH have demonstrated the effectiveness of PRER and proposed MathAgents, achieving an increase of 12.3%(53.9%66.2%) on the MiniF2F, 9.2% (49.8%59.0%) on MATH, and 13.2%(23.2%35.4%) for level-5 problems of MATH against GPT-4. Further analytical results provide more insightful perspectives on exploiting the behaviors of LLMs as agents.
Leveraging Large Language Models for Actionable Course Evaluation Student Feedback to Lecturers
End of semester student evaluations of teaching are the dominant mechanism for providing feedback to academics on their teaching practice. For large classes, however, the volume of feedback makes these tools impractical for this purpose. This paper explores the use of open-source generative AI to synthesise factual, actionable and appropriate summaries of student feedback from these survey responses. In our setup, we have 742 student responses ranging over 75 courses in a Computer Science department. For each course, we synthesise a summary of the course evaluations and actionable items for the instructor. Our results reveal a promising avenue for enhancing teaching practices in the classroom setting. Our contribution lies in demonstrating the feasibility of using generative AI to produce insightful feedback for teachers, thus providing a cost-effective means to support educators' development. Overall, our work highlights the possibility of using generative AI to produce factual, actionable, and appropriate feedback for teachers in the classroom setting.
Enumerate-Conjecture-Prove: Formally Solving Answer-Construction Problems in Math Competitions
Mathematical reasoning lies at the heart of artificial intelligence, underpinning applications in education, program verification, and research-level mathematical discovery. Mathematical competitions, in particular, present two challenging problem types: theorem proving, which requires rigorous proofs of stated conclusions, and answer construction, which involves hypothesizing and formally verifying mathematical objects. Large Language Models (LLMs) effectively generate creative candidate answers but struggle with formal verification, while symbolic provers ensure rigor but cannot efficiently handle creative conjecture generation. We introduce the Enumerate-Conjecture-Prove (ECP) framework, a modular neuro-symbolic method integrating LLM-based enumeration and pattern-driven conjecturing with formal theorem proving. We present ConstructiveBench, a dataset of 3,431 answer-construction problems in various math competitions with verified Lean formalizations. On the ConstructiveBench dataset, ECP improves the accuracy of answer construction from a Chain-of-Thought (CoT) baseline of 14.54% to 45.06% with the gpt-4.1-mini model. Moreover, combined with ECP's constructed answers, the state-of-the-art DeepSeek-Prover-V2-7B model generates correct proofs for 858 of the 3,431 constructive problems in Lean, achieving 25.01% accuracy compared to 9.86% for symbolic-only baselines. Our code and dataset are publicly available at https://github.com/JackSun200312/ECP.
May I Ask a Follow-up Question? Understanding the Benefits of Conversations in Neural Network Explainability
Research in explainable AI (XAI) aims to provide insights into the decision-making process of opaque AI models. To date, most XAI methods offer one-off and static explanations, which cannot cater to the diverse backgrounds and understanding levels of users. With this paper, we investigate if free-form conversations can enhance users' comprehension of static explanations, improve acceptance and trust in the explanation methods, and facilitate human-AI collaboration. Participants are presented with static explanations, followed by a conversation with a human expert regarding the explanations. We measure the effect of the conversation on participants' ability to choose, from three machine learning models, the most accurate one based on explanations and their self-reported comprehension, acceptance, and trust. Empirical results show that conversations significantly improve comprehension, acceptance, trust, and collaboration. Our findings highlight the importance of customized model explanations in the format of free-form conversations and provide insights for the future design of conversational explanations.
Interactive Model Cards: A Human-Centered Approach to Model Documentation
Deep learning models for natural language processing (NLP) are increasingly adopted and deployed by analysts without formal training in NLP or machine learning (ML). However, the documentation intended to convey the model's details and appropriate use is tailored primarily to individuals with ML or NLP expertise. To address this gap, we conduct a design inquiry into interactive model cards, which augment traditionally static model cards with affordances for exploring model documentation and interacting with the models themselves. Our investigation consists of an initial conceptual study with experts in ML, NLP, and AI Ethics, followed by a separate evaluative study with non-expert analysts who use ML models in their work. Using a semi-structured interview format coupled with a think-aloud protocol, we collected feedback from a total of 30 participants who engaged with different versions of standard and interactive model cards. Through a thematic analysis of the collected data, we identified several conceptual dimensions that summarize the strengths and limitations of standard and interactive model cards, including: stakeholders; design; guidance; understandability & interpretability; sensemaking & skepticism; and trust & safety. Our findings demonstrate the importance of carefully considered design and interactivity for orienting and supporting non-expert analysts using deep learning models, along with a need for consideration of broader sociotechnical contexts and organizational dynamics. We have also identified design elements, such as language, visual cues, and warnings, among others, that support interactivity and make non-interactive content accessible. We summarize our findings as design guidelines and discuss their implications for a human-centered approach towards AI/ML documentation.
Artificial Human Intelligence: The role of Humans in the Development of Next Generation AI
Human intelligence, the most evident and accessible form of source of reasoning, hosted by biological hardware, has evolved and been refined over thousands of years, positioning itself today to create new artificial forms and preparing to self--design their evolutionary path forward. Beginning with the advent of foundation models, the rate at which human and artificial intelligence interact with each other has surpassed any anticipated quantitative figures. The close engagement led to both bits of intelligence to be impacted in various ways, which naturally resulted in complex confluences that warrant close scrutiny. In the sequel, we shall explore the interplay between human and machine intelligence, focusing on the crucial role humans play in developing ethical, responsible, and robust intelligent systems. We slightly delve into interesting aspects of implementation inspired by the mechanisms underlying neuroscience and human cognition. Additionally, we propose future perspectives, capitalizing on the advantages of symbiotic designs to suggest a human-centered direction for next-generation AI development. We finalize this evolving document with a few thoughts and open questions yet to be addressed by the broader community.
The MineRL BASALT Competition on Learning from Human Feedback
The last decade has seen a significant increase of interest in deep learning research, with many public successes that have demonstrated its potential. As such, these systems are now being incorporated into commercial products. With this comes an additional challenge: how can we build AI systems that solve tasks where there is not a crisp, well-defined specification? While multiple solutions have been proposed, in this competition we focus on one in particular: learning from human feedback. Rather than training AI systems using a predefined reward function or using a labeled dataset with a predefined set of categories, we instead train the AI system using a learning signal derived from some form of human feedback, which can evolve over time as the understanding of the task changes, or as the capabilities of the AI system improve. The MineRL BASALT competition aims to spur forward research on this important class of techniques. We design a suite of four tasks in Minecraft for which we expect it will be hard to write down hardcoded reward functions. These tasks are defined by a paragraph of natural language: for example, "create a waterfall and take a scenic picture of it", with additional clarifying details. Participants must train a separate agent for each task, using any method they want. Agents are then evaluated by humans who have read the task description. To help participants get started, we provide a dataset of human demonstrations on each of the four tasks, as well as an imitation learning baseline that leverages these demonstrations. Our hope is that this competition will improve our ability to build AI systems that do what their designers intend them to do, even when the intent cannot be easily formalized. Besides allowing AI to solve more tasks, this can also enable more effective regulation of AI systems, as well as making progress on the value alignment problem.
Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction
Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a system that disentangles Perception, Decision, and Reaction. Dispider features a lightweight proactive streaming video processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments show that Dispider not only maintains strong performance in conventional video QA tasks, but also significantly surpasses previous online models in streaming scenario responses, thereby validating the effectiveness of our architecture. The code and model are released at https://github.com/Mark12Ding/Dispider.
TraderTalk: An LLM Behavioural ABM applied to Simulating Human Bilateral Trading Interactions
We introduce a novel hybrid approach that augments Agent-Based Models (ABMs) with behaviors generated by Large Language Models (LLMs) to simulate human trading interactions. We call our model TraderTalk. Leveraging LLMs trained on extensive human-authored text, we capture detailed and nuanced representations of bilateral conversations in financial trading. Applying this Generative Agent-Based Model (GABM) to government bond markets, we replicate trading decisions between two stylised virtual humans. Our method addresses both structural challenges, such as coordinating turn-taking between realistic LLM-based agents, and design challenges, including the interpretation of LLM outputs by the agent model. By exploring prompt design opportunistically rather than systematically, we enhance the realism of agent interactions without exhaustive overfitting or model reliance. Our approach successfully replicates trade-to-order volume ratios observed in related asset markets, demonstrating the potential of LLM-augmented ABMs in financial simulations
IMBUE: Improving Interpersonal Effectiveness through Simulation and Just-in-time Feedback with Human-Language Model Interaction
Navigating certain communication situations can be challenging due to individuals' lack of skills and the interference of strong emotions. However, effective learning opportunities are rarely accessible. In this work, we conduct a human-centered study that uses language models to simulate bespoke communication training and provide just-in-time feedback to support the practice and learning of interpersonal effectiveness skills. We apply the interpersonal effectiveness framework from Dialectical Behavioral Therapy (DBT), DEAR MAN, which focuses on both conversational and emotional skills. We present IMBUE, an interactive training system that provides feedback 25% more similar to experts' feedback, compared to that generated by GPT-4. IMBUE is the first to focus on communication skills and emotion management simultaneously, incorporate experts' domain knowledge in providing feedback, and be grounded in psychology theory. Through a randomized trial of 86 participants, we find that IMBUE's simulation-only variant significantly improves participants' self-efficacy (up to 17%) and reduces negative emotions (up to 25%). With IMBUE's additional just-in-time feedback, participants demonstrate 17% improvement in skill mastery, along with greater enhancements in self-efficacy (27% more) and reduction of negative emotions (16% more) compared to simulation-only. The improvement in skill mastery is the only measure that is transferred to new and more difficult situations; situation specific training is necessary for improving self-efficacy and emotion reduction.
The Prompt Report: A Systematic Survey of Prompting Techniques
Generative Artificial Intelligence (GenAI) systems are being increasingly deployed across all parts of industry and research settings. Developers and end users interact with these systems through the use of prompting or prompt engineering. While prompting is a widespread and highly researched concept, there exists conflicting terminology and a poor ontological understanding of what constitutes a prompt due to the area's nascency. This paper establishes a structured understanding of prompts, by assembling a taxonomy of prompting techniques and analyzing their use. We present a comprehensive vocabulary of 33 vocabulary terms, a taxonomy of 58 text-only prompting techniques, and 40 techniques for other modalities. We further present a meta-analysis of the entire literature on natural language prefix-prompting.
Towards Efficient LLM Grounding for Embodied Multi-Agent Collaboration
Grounding the reasoning ability of large language models (LLMs) for embodied tasks is challenging due to the complexity of the physical world. Especially, LLM planning for multi-agent collaboration requires communication of agents or credit assignment as the feedback to re-adjust the proposed plans and achieve effective coordination. However, existing methods that overly rely on physical verification or self-reflection suffer from excessive and inefficient querying of LLMs. In this paper, we propose a novel framework for multi-agent collaboration that introduces Reinforced Advantage feedback (ReAd) for efficient self-refinement of plans. Specifically, we perform critic regression to learn a sequential advantage function from LLM-planned data, and then treat the LLM planner as an optimizer to generate actions that maximize the advantage function. It endows the LLM with the foresight to discern whether the action contributes to accomplishing the final task. We provide theoretical analysis by extending advantage-weighted regression in reinforcement learning to multi-agent systems. Experiments on Overcooked-AI and a difficult variant of RoCoBench show that ReAd surpasses baselines in success rate, and also significantly decreases the interaction steps of agents and query rounds of LLMs, demonstrating its high efficiency for grounding LLMs. More results are given at https://read-llm.github.io/.
MediQ: Question-Asking LLMs and a Benchmark for Reliable Interactive Clinical Reasoning
Users typically engage with LLMs interactively, yet most existing benchmarks evaluate them in a static, single-turn format, posing reliability concerns in interactive scenarios. We identify a key obstacle towards reliability: LLMs are trained to answer any question, even with incomplete context or insufficient knowledge. In this paper, we propose to change the static paradigm to an interactive one, develop systems that proactively ask questions to gather more information and respond reliably, and introduce an benchmark - MediQ - to evaluate question-asking ability in LLMs. MediQ simulates clinical interactions consisting of a Patient System and an adaptive Expert System; with potentially incomplete initial information, the Expert refrains from making diagnostic decisions when unconfident, and instead elicits missing details via follow-up questions. We provide a pipeline to convert single-turn medical benchmarks into an interactive format. Our results show that directly prompting state-of-the-art LLMs to ask questions degrades performance, indicating that adapting LLMs to proactive information-seeking settings is nontrivial. We experiment with abstention strategies to better estimate model confidence and decide when to ask questions, improving diagnostic accuracy by 22.3%; however, performance still lags compared to an (unrealistic in practice) upper bound with complete information upfront. Further analyses show improved interactive performance with filtering irrelevant contexts and reformatting conversations. Overall, we introduce a novel problem towards LLM reliability, an interactive MediQ benchmark and a novel question-asking system, and highlight directions to extend LLMs' information-seeking abilities in critical domains.
Plancraft: an evaluation dataset for planning with LLM agents
We present Plancraft, a multi-modal evaluation dataset for LLM agents. Plancraft has both a text-only and multi-modal interface, based on the Minecraft crafting GUI. We include the Minecraft Wiki to evaluate tool use and Retrieval Augmented Generation (RAG), as well as an oracle planner and oracle RAG information extractor, to ablate the different components of a modern agent architecture. To evaluate decision-making, Plancraft also includes a subset of examples that are intentionally unsolvable, providing a realistic challenge that requires the agent not only to complete tasks but also to decide whether they are solvable at all. We benchmark both open-source and closed-source LLMs and strategies on our task and compare their performance to a handcrafted planner. We find that LLMs and VLMs struggle with the planning problems that Plancraft introduces, and we offer suggestions on how to improve their capabilities.
PreAct: Predicting Future in ReAct Enhances Agent's Planning Ability
Addressing the discrepancies between predictions and actual outcomes often aids individuals in expanding their thought processes and engaging in reflection, thereby facilitating reasoning in the correct direction. In this paper, we introduce PreAct, an agent framework that integrates prediction with reasoning and action. Leveraging the information provided by predictions, a large language model (LLM) based agent can offer more diversified and strategically oriented reasoning, which in turn leads to more effective actions that help the agent complete complex tasks. Our experiments demonstrate that PreAct outperforms the ReAct approach in accomplishing complex tasks and that PreAct can be co-enhanced when combined with Reflexion methods. We prompt the model with different numbers of historical predictions and find that historical predictions have a sustained positive effect on LLM planning. The differences in single-step reasoning between PreAct and ReAct show that PreAct indeed offers advantages in terms of diversity and strategic directivity over ReAct.
Reading Between the Lines: Modeling User Behavior and Costs in AI-Assisted Programming
Code-recommendation systems, such as Copilot and CodeWhisperer, have the potential to improve programmer productivity by suggesting and auto-completing code. However, to fully realize their potential, we must understand how programmers interact with these systems and identify ways to improve that interaction. To make progress, we studied GitHub Copilot, a code-recommendation system used by millions of programmers daily. We developed CUPS, a taxonomy of common programmer activities when interacting with Copilot. Our study of 21 programmers, who completed coding tasks and retrospectively labeled their sessions with CUPS, showed that CUPS can help us understand how programmers interact with code-recommendation systems, revealing inefficiencies and time costs. Our insights reveal how programmers interact with Copilot and motivate new interface designs and metrics.
Designing a Dashboard for Transparency and Control of Conversational AI
Conversational LLMs function as black box systems, leaving users guessing about why they see the output they do. This lack of transparency is potentially problematic, especially given concerns around bias and truthfulness. To address this issue, we present an end-to-end prototype-connecting interpretability techniques with user experience design-that seeks to make chatbots more transparent. We begin by showing evidence that a prominent open-source LLM has a "user model": examining the internal state of the system, we can extract data related to a user's age, gender, educational level, and socioeconomic status. Next, we describe the design of a dashboard that accompanies the chatbot interface, displaying this user model in real time. The dashboard can also be used to control the user model and the system's behavior. Finally, we discuss a study in which users conversed with the instrumented system. Our results suggest that users appreciate seeing internal states, which helped them expose biased behavior and increased their sense of control. Participants also made valuable suggestions that point to future directions for both design and machine learning research. The project page and video demo of our TalkTuner system are available at https://bit.ly/talktuner-project-page
Can LLMs Learn by Teaching? A Preliminary Study
Teaching to improve student models (e.g., knowledge distillation) is an extensively studied methodology in LLMs. However, for humans, teaching not only improves students but also improves teachers. We ask: Can LLMs also learn by teaching (LbT)? If yes, we can potentially unlock the possibility of continuously advancing the models without solely relying on human-produced data or stronger models. In this paper, we provide a preliminary exploration of this ambitious agenda. We show that LbT ideas can be incorporated into existing LLM training/prompting pipelines and provide noticeable improvements. Specifically, we design three methods, each mimicking one of the three levels of LbT in humans: observing students' feedback, learning from the feedback, and learning iteratively, with the goals of improving answer accuracy without training and improving models' inherent capability with fine-tuning. The findings are encouraging. For example, similar to LbT in human, we see that: (1) LbT can induce weak-to-strong generalization: strong models can improve themselves by teaching other weak models; (2) Diversity in students might help: teaching multiple students could be better than teaching one student or the teacher itself. We hope that this early promise can inspire future research on LbT and more broadly adopting the advanced techniques in education to improve LLMs. The code is available at https://github.com/imagination-research/lbt.
Is ChatGPT a Good Teacher Coach? Measuring Zero-Shot Performance For Scoring and Providing Actionable Insights on Classroom Instruction
Coaching, which involves classroom observation and expert feedback, is a widespread and fundamental part of teacher training. However, the majority of teachers do not have access to consistent, high quality coaching due to limited resources and access to expertise. We explore whether generative AI could become a cost-effective complement to expert feedback by serving as an automated teacher coach. In doing so, we propose three teacher coaching tasks for generative AI: (A) scoring transcript segments based on classroom observation instruments, (B) identifying highlights and missed opportunities for good instructional strategies, and (C) providing actionable suggestions for eliciting more student reasoning. We recruit expert math teachers to evaluate the zero-shot performance of ChatGPT on each of these tasks for elementary math classroom transcripts. Our results reveal that ChatGPT generates responses that are relevant to improving instruction, but they are often not novel or insightful. For example, 82% of the model's suggestions point to places in the transcript where the teacher is already implementing that suggestion. Our work highlights the challenges of producing insightful, novel and truthful feedback for teachers while paving the way for future research to address these obstacles and improve the capacity of generative AI to coach teachers.
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.
One Example Shown, Many Concepts Known! Counterexample-Driven Conceptual Reasoning in Mathematical LLMs
Leveraging mathematical Large Language Models (LLMs) for proof generation is a fundamental topic in LLMs research. We argue that the ability of current LLMs to prove statements largely depends on whether they have encountered the relevant proof process during training. This reliance limits their deeper understanding of mathematical theorems and related concepts. Inspired by the pedagogical method of "proof by counterexamples" commonly used in human mathematics education, our work aims to enhance LLMs' ability to conduct mathematical reasoning and proof through counterexamples. Specifically, we manually create a high-quality, university-level mathematical benchmark, CounterMATH, which requires LLMs to prove mathematical statements by providing counterexamples, thereby assessing their grasp of mathematical concepts. Additionally, we develop a data engineering framework to automatically obtain training data for further model improvement. Extensive experiments and detailed analyses demonstrate that CounterMATH is challenging, indicating that LLMs, such as OpenAI o1, have insufficient counterexample-driven proof capabilities. Moreover, our exploration into model training reveals that strengthening LLMs' counterexample-driven conceptual reasoning abilities is crucial for improving their overall mathematical capabilities. We believe that our work offers new perspectives on the community of mathematical LLMs.
The Quest for the Right Mediator: A History, Survey, and Theoretical Grounding of Causal Interpretability
Interpretability provides a toolset for understanding how and why neural networks behave in certain ways. However, there is little unity in the field: most studies employ ad-hoc evaluations and do not share theoretical foundations, making it difficult to measure progress and compare the pros and cons of different techniques. Furthermore, while mechanistic understanding is frequently discussed, the basic causal units underlying these mechanisms are often not explicitly defined. In this paper, we propose a perspective on interpretability research grounded in causal mediation analysis. Specifically, we describe the history and current state of interpretability taxonomized according to the types of causal units (mediators) employed, as well as methods used to search over mediators. We discuss the pros and cons of each mediator, providing insights as to when particular kinds of mediators and search methods are most appropriate depending on the goals of a given study. We argue that this framing yields a more cohesive narrative of the field, as well as actionable insights for future work. Specifically, we recommend a focus on discovering new mediators with better trade-offs between human-interpretability and compute-efficiency, and which can uncover more sophisticated abstractions from neural networks than the primarily linear mediators employed in current work. We also argue for more standardized evaluations that enable principled comparisons across mediator types, such that we can better understand when particular causal units are better suited to particular use cases.
Benchmarking Language Model Creativity: A Case Study on Code Generation
As LLMs become increasingly prevalent, it is interesting to consider how ``creative'' these models can be. From cognitive science, creativity consists of at least two key characteristics: convergent thinking (purposefulness to achieve a given goal) and divergent thinking (adaptability to new environments or constraints) runco2003critical. In this work, we introduce a framework for quantifying LLM creativity that incorporates the two characteristics. This is achieved by (1) Denial Prompting pushes LLMs to come up with more creative solutions to a given problem by incrementally imposing new constraints on the previous solution, compelling LLMs to adopt new strategies, and (2) defining and computing the NeoGauge metric which examines both convergent and divergent thinking in the generated creative responses by LLMs. We apply the proposed framework on Codeforces problems, a natural data source for collecting human coding solutions. We quantify NeoGauge for various proprietary and open-source models and find that even the most creative model, GPT-4, still falls short of demonstrating human-like creativity. We also experiment with advanced reasoning strategies (MCTS, self-correction, etc.) and observe no significant improvement in creativity. As a by-product of our analysis, we release NeoCoder dataset for reproducing our results on future models.
The Geometry of Bayesian Programming
We give a geometry of interaction model for a typed lambda-calculus endowed with operators for sampling from a continuous uniform distribution and soft conditioning, namely a paradigmatic calculus for higher-order Bayesian programming. The model is based on the category of measurable spaces and partial measurable functions, and is proved adequate with respect to both a distribution-based and a sampling based operational semantics.
What's in a Name? Auditing Large Language Models for Race and Gender Bias
We employ an audit design to investigate biases in state-of-the-art large language models, including GPT-4. In our study, we prompt the models for advice involving a named individual across a variety of scenarios, such as during car purchase negotiations or election outcome predictions. We find that the advice systematically disadvantages names that are commonly associated with racial minorities and women. Names associated with Black women receive the least advantageous outcomes. The biases are consistent across 42 prompt templates and several models, indicating a systemic issue rather than isolated incidents. While providing numerical, decision-relevant anchors in the prompt can successfully counteract the biases, qualitative details have inconsistent effects and may even increase disparities. Our findings underscore the importance of conducting audits at the point of LLM deployment and implementation to mitigate their potential for harm against marginalized communities.
Teaching Models to Improve on Tape
Large Language Models (LLMs) often struggle when prompted to generate content under specific constraints. However, in such cases it is often easy to check whether these constraints are satisfied or violated. Recent works have shown that LLMs can benefit from such "corrective feedback". Here we claim that this skill of LLMs can be significantly enhanced via training. We introduce an RL framework for teaching models to use such rewards, by simulating interaction sessions, and rewarding the model according to its ability to satisfy the constraints. We refer to our method as CORGI (Controlled Generation with RL for Guided Interaction), and evaluate it on a variety of controlled generation tasks using unlabeled training data. We find that CORGI consistently outperforms the baseline reinforcement learning method that does not incorporate conversational feedback. Furthermore, CORGI's interactive framework enables meta-learning, allowing the LLM to generalize better to guided interaction in new tasks. Our results clearly show that conversational optimization, when combined with reinforcement learning, significantly improves the effectiveness of LLMs in controlled generation contexts.
Meta-Prompting: Enhancing Language Models with Task-Agnostic Scaffolding
We introduce meta-prompting, an effective scaffolding technique designed to enhance the functionality of language models (LMs). This approach transforms a single LM into a multi-faceted conductor, adept at managing and integrating multiple independent LM queries. By employing high-level instructions, meta-prompting guides the LM to break down complex tasks into smaller, more manageable subtasks. These subtasks are then handled by distinct "expert" instances of the same LM, each operating under specific, tailored instructions. Central to this process is the LM itself, in its role as the conductor, which ensures seamless communication and effective integration of the outputs from these expert models. It additionally employs its inherent critical thinking and robust verification processes to refine and authenticate the end result. This collaborative prompting approach empowers a single LM to simultaneously act as a comprehensive orchestrator and a panel of diverse experts, significantly enhancing its performance across a wide array of tasks. The zero-shot, task-agnostic nature of meta-prompting greatly simplifies user interaction by obviating the need for detailed, task-specific instructions. Furthermore, our research demonstrates the seamless integration of external tools, such as a Python interpreter, into the meta-prompting framework, thereby broadening its applicability and utility. Through rigorous experimentation with GPT-4, we establish the superiority of meta-prompting over conventional scaffolding methods: When averaged across all tasks, including the Game of 24, Checkmate-in-One, and Python Programming Puzzles, meta-prompting, augmented with a Python interpreter functionality, surpasses standard prompting by 17.1%, expert (dynamic) prompting by 17.3%, and multipersona prompting by 15.2%.
SOTOPIA-π: Interactive Learning of Socially Intelligent Language Agents
Humans learn social skills through both imitation and social interaction. This social learning process is largely understudied by existing research on building language agents. Motivated by this gap, we propose an interactive learning method, SOTOPIA-pi, improving the social intelligence of language agents. This method leverages behavior cloning and self-reinforcement training on filtered social interaction data according to large language model (LLM) ratings. We show that our training method allows a 7B LLM to reach the social goal completion ability of an expert model (GPT-4-based agent), while improving the safety of language agents and maintaining general QA ability on the MMLU benchmark. We also find that this training paradigm uncovers some difficulties in LLM-based evaluation of social intelligence: LLM-based evaluators overestimate the abilities of the language agents trained specifically for social interaction.
CharacterChat: Supporting the Creation of Fictional Characters through Conversation and Progressive Manifestation with a Chatbot
We present CharacterChat, a concept and chatbot to support writers in creating fictional characters. Concretely, writers progressively turn the bot into their imagined character through conversation. We iteratively developed CharacterChat in a user-centred approach, starting with a survey on character creation with writers (N=30), followed by two qualitative user studies (N=7 and N=8). Our prototype combines two modes: (1) Guided prompts help writers define character attributes (e.g. User: "Your name is Jane."), including suggestions for attributes (e.g. Bot: "What is my main motivation?") and values, realised as a rule-based system with a concept network. (2) Open conversation with the chatbot helps writers explore their character and get inspiration, realised with a language model that takes into account the defined character attributes. Our user studies reveal benefits particularly for early stages of character creation, and challenges due to limited conversational capabilities. We conclude with lessons learned and ideas for future work.
A Constructive, Type-Theoretic Approach to Regression via Global Optimisation
We examine the connections between deterministic, complete, and general global optimisation of continuous functions and a general concept of regression from the perspective of constructive type theory via the concept of 'searchability'. We see how the property of convergence of global optimisation is a straightforward consequence of searchability. The abstract setting allows us to generalise searchability and continuity to higher-order functions, so that we can formulate novel convergence criteria for regression, derived from the convergence of global optimisation. All the theory and the motivating examples are fully formalised in the proof assistant Agda.
Sketch2Code: Evaluating Vision-Language Models for Interactive Web Design Prototyping
Sketches are a natural and accessible medium for UI designers to conceptualize early-stage ideas. However, existing research on UI/UX automation often requires high-fidelity inputs like Figma designs or detailed screenshots, limiting accessibility and impeding efficient design iteration. To bridge this gap, we introduce Sketch2Code, a benchmark that evaluates state-of-the-art Vision Language Models (VLMs) on automating the conversion of rudimentary sketches into webpage prototypes. Beyond end-to-end benchmarking, Sketch2Code supports interactive agent evaluation that mimics real-world design workflows, where a VLM-based agent iteratively refines its generations by communicating with a simulated user, either passively receiving feedback instructions or proactively asking clarification questions. We comprehensively analyze ten commercial and open-source models, showing that Sketch2Code is challenging for existing VLMs; even the most capable models struggle to accurately interpret sketches and formulate effective questions that lead to steady improvement. Nevertheless, a user study with UI/UX experts reveals a significant preference for proactive question-asking over passive feedback reception, highlighting the need to develop more effective paradigms for multi-turn conversational agents.
Can Language Models Teach Weaker Agents? Teacher Explanations Improve Students via Theory of Mind
Large Language Models (LLMs) perform complex reasoning by generating explanations for their predictions. However, a complementary goal of explanations is to also communicate useful knowledge that improves weaker agents. Hence, we investigate whether LLMs also make good teachers for weaker agents. In particular, we consider a student-teacher framework between two LLM agents and study if, when, and how the teacher should intervene with natural language explanations to improve the student's performance. Since communication is expensive, we define a budget such that the teacher only communicates explanations for a fraction of the data, after which the student should perform well on its own. We decompose the teaching problem along four axes: (1) if teacher's test time intervention improve student predictions, (2) when it is worth explaining a data point, (3) how the teacher should personalize explanations to better teach the student, and (4) if teacher explanations also improve student performance on future unexplained data. We first show that teacher LLMs can indeed intervene on student reasoning to improve their performance. Next, we propose a Theory of Mind approach, in which the teacher builds two few-shot mental models of the student. The first model defines an Intervention Function that simulates the utility of an intervention, allowing the teacher to intervene when this utility is the highest and improving student performance at lower budgets. The second model enables the teacher to personalize explanations for a particular student and outperform unpersonalized teachers. We also demonstrate that in multi-turn interactions, teacher explanations generalize and learning from explained data improves student performance on future unexplained data. Finally, we also verify that misaligned teachers can lower student performance to random chance by intentionally misleading them.
A Zero-Shot Language Agent for Computer Control with Structured Reflection
Large language models (LLMs) have shown increasing capacity at planning and executing a high-level goal in a live computer environment (e.g. MiniWoB++). To perform a task, recent works often require a model to learn from trace examples of the task via either supervised learning or few/many-shot prompting. Without these trace examples, it remains a challenge how an agent can autonomously learn and improve its control on a computer, which limits the ability of an agent to perform a new task. We approach this problem with a zero-shot agent that requires no given expert traces. Our agent plans for executable actions on a partially observed environment, and iteratively progresses a task by identifying and learning from its mistakes via self-reflection and structured thought management. On the easy tasks of MiniWoB++, we show that our zero-shot agent often outperforms recent SoTAs, with more efficient reasoning. For tasks with more complexity, our reflective agent performs on par with prior best models, even though previous works had the advantages of accessing expert traces or additional screen information.
Social Simulacra: Creating Populated Prototypes for Social Computing Systems
Social computing prototypes probe the social behaviors that may arise in an envisioned system design. This prototyping practice is currently limited to recruiting small groups of people. Unfortunately, many challenges do not arise until a system is populated at a larger scale. Can a designer understand how a social system might behave when populated, and make adjustments to the design before the system falls prey to such challenges? We introduce social simulacra, a prototyping technique that generates a breadth of realistic social interactions that may emerge when a social computing system is populated. Social simulacra take as input the designer's description of a community's design -- goal, rules, and member personas -- and produce as output an instance of that design with simulated behavior, including posts, replies, and anti-social behaviors. We demonstrate that social simulacra shift the behaviors that they generate appropriately in response to design changes, and that they enable exploration of "what if?" scenarios where community members or moderators intervene. To power social simulacra, we contribute techniques for prompting a large language model to generate thousands of distinct community members and their social interactions with each other; these techniques are enabled by the observation that large language models' training data already includes a wide variety of positive and negative behavior on social media platforms. In evaluations, we show that participants are often unable to distinguish social simulacra from actual community behavior and that social computing designers successfully refine their social computing designs when using social simulacra.
AntGPT: Can Large Language Models Help Long-term Action Anticipation from Videos?
Can we better anticipate an actor's future actions (e.g. mix eggs) by knowing what commonly happens after his/her current action (e.g. crack eggs)? What if we also know the longer-term goal of the actor (e.g. making egg fried rice)? The long-term action anticipation (LTA) task aims to predict an actor's future behavior from video observations in the form of verb and noun sequences, and it is crucial for human-machine interaction. We propose to formulate the LTA task from two perspectives: a bottom-up approach that predicts the next actions autoregressively by modeling temporal dynamics; and a top-down approach that infers the goal of the actor and plans the needed procedure to accomplish the goal. We hypothesize that large language models (LLMs), which have been pretrained on procedure text data (e.g. recipes, how-tos), have the potential to help LTA from both perspectives. It can help provide the prior knowledge on the possible next actions, and infer the goal given the observed part of a procedure, respectively. To leverage the LLMs, we propose a two-stage framework, AntGPT. It first recognizes the actions already performed in the observed videos and then asks an LLM to predict the future actions via conditioned generation, or to infer the goal and plan the whole procedure by chain-of-thought prompting. Empirical results on the Ego4D LTA v1 and v2 benchmarks, EPIC-Kitchens-55, as well as EGTEA GAZE+ demonstrate the effectiveness of our proposed approach. AntGPT achieves state-of-the-art performance on all above benchmarks, and can successfully infer the goal and thus perform goal-conditioned "counterfactual" prediction via qualitative analysis. Code and model will be released at https://brown-palm.github.io/AntGPT
ANPL: Towards Natural Programming with Interactive Decomposition
Though LLMs are capable of generating plausible programs, it's challenging to interact with the LLMs further to revise the program, especially if the user's specific requirements are different from the initial proposal. In this paper, we introduce ANPL, an interactive programming system that ensures users can always refine the generated code towards their specific programmatic intents via structured decompositions. Borrowing the paradigm of sketching from program synthesis, an ANPL program consists of a set of input-outputs that it must satisfy, a ``sketch'' -- control/data flow expressed in precise code (e.g. Python), and ``holes'' -- sub-modules to be implemented by the LLM specified with natural language. The user revises an ANPL program by either modifying the sketch, changing the language used to describe the holes, or providing additional input-outputs to a particular hole, turning it into a sub-ANPL program that can be solved recursively. This workflow allows the users to offload programming burdens to the LLM as much as possible while retaining the ability to pinpoint and resolve bugs locally, without exposing the rest of the program to the LLM. We deploy ANPL on the Abstraction and Reasoning Corpus (ARC), a set of unique tasks that are challenging for state-of-the-art AI systems, showing it outperforms baseline programming systems that (a) without the ability to decompose tasks interactively and (b) without the guarantee that the modules can be correctly composed together. Additional evaluations on APPS, HumanEval, and real-world programming tasks have validated that the ANPL framework is applicable to multiple programming domains. We release the ANPL solutions to the ARC tasks as a dataset, providing insights into how humans decompose novel tasks programmatically. See our code at https://iprc-dip.github.io/ANPL/.
Is Computational Complexity a Barrier to Manipulation?
When agents are acting together, they may need a simple mechanism to decide on joint actions. One possibility is to have the agents express their preferences in the form of a ballot and use a voting rule to decide the winning action(s). Unfortunately, agents may try to manipulate such an election by misreporting their preferences. Fortunately, it has been shown that it is NP-hard to compute how to manipulate a number of different voting rules. However, NP-hardness only bounds the worst-case complexity. Recent theoretical results suggest that manipulation may often be easy in practice. To address this issue, I suggest studying empirically if computational complexity is in practice a barrier to manipulation. The basic tool used in my investigations is the identification of computational "phase transitions". Such an approach has been fruitful in identifying hard instances of propositional satisfiability and other NP-hard problems. I show that phase transition behaviour gives insight into the hardness of manipulating voting rules, increasing concern that computational complexity is indeed any sort of barrier. Finally, I look at the problem of computing manipulation of other, related problems like stable marriage and tournament problems.
Empathic Conversations: A Multi-level Dataset of Contextualized Conversations
Empathy is a cognitive and emotional reaction to an observed situation of others. Empathy has recently attracted interest because it has numerous applications in psychology and AI, but it is unclear how different forms of empathy (e.g., self-report vs counterpart other-report, concern vs. distress) interact with other affective phenomena or demographics like gender and age. To better understand this, we created the {\it Empathic Conversations} dataset of annotated negative, empathy-eliciting dialogues in which pairs of participants converse about news articles. People differ in their perception of the empathy of others. These differences are associated with certain characteristics such as personality and demographics. Hence, we collected detailed characterization of the participants' traits, their self-reported empathetic response to news articles, their conversational partner other-report, and turn-by-turn third-party assessments of the level of self-disclosure, emotion, and empathy expressed. This dataset is the first to present empathy in multiple forms along with personal distress, emotion, personality characteristics, and person-level demographic information. We present baseline models for predicting some of these features from conversations.
The General Theory of General Intelligence: A Pragmatic Patternist Perspective
A multi-decade exploration into the theoretical foundations of artificial and natural general intelligence, which has been expressed in a series of books and papers and used to guide a series of practical and research-prototype software systems, is reviewed at a moderate level of detail. The review covers underlying philosophies (patternist philosophy of mind, foundational phenomenological and logical ontology), formalizations of the concept of intelligence, and a proposed high level architecture for AGI systems partly driven by these formalizations and philosophies. The implementation of specific cognitive processes such as logical reasoning, program learning, clustering and attention allocation in the context and language of this high level architecture is considered, as is the importance of a common (e.g. typed metagraph based) knowledge representation for enabling "cognitive synergy" between the various processes. The specifics of human-like cognitive architecture are presented as manifestations of these general principles, and key aspects of machine consciousness and machine ethics are also treated in this context. Lessons for practical implementation of advanced AGI in frameworks such as OpenCog Hyperon are briefly considered.
Multimodal Grounding for Embodied AI via Augmented Reality Headsets for Natural Language Driven Task Planning
Recent advances in generative modeling have spurred a resurgence in the field of Embodied Artificial Intelligence (EAI). EAI systems typically deploy large language models to physical systems capable of interacting with their environment. In our exploration of EAI for industrial domains, we successfully demonstrate the feasibility of co-located, human-robot teaming. Specifically, we construct an experiment where an Augmented Reality (AR) headset mediates information exchange between an EAI agent and human operator for a variety of inspection tasks. To our knowledge the use of an AR headset for multimodal grounding and the application of EAI to industrial tasks are novel contributions within Embodied AI research. In addition, we highlight potential pitfalls in EAI's construction by providing quantitative and qualitative analysis on prompt robustness.
Cybloids - Creation and Control of Cybernetic Colloids
Colloids play an important role in fundamental science as well as in nature and technology. They have had a strong impact on the fundamental understanding of statistical physics. For example, colloids have helped to obtain a better understanding of collective phenomena, ranging from phase transitions and glass formation to the swarming of active Brownian particles. Yet the success of colloidal systems hinges crucially on the specific physical and chemical properties of the colloidal particles, i.e. particles with the appropriate characteristics must be available. Here we present an idea to create particles with freely selectable properties. The properties might depend, for example, on the presence of other particles (hence mimicking specific pair or many-body interactions), previous configurations (hence introducing some memory or feedback), or a directional bias (hence changing the dynamics). Without directly interfering with the sample, each particle is fully controlled and can receive external commands through a predefined algorithm that can take into account any input parameters. This is realized with computer-controlled colloids, which we term cybloids - short for cybernetic colloids. The potential of cybloids is illustrated by programming a time-delayed external potential acting on a single colloid and interaction potentials for many colloids. Both an attractive harmonic potential and an annular potential are implemented. For a single particle, this programming can cause subdiffusive behavior or lend activity. For many colloids, the programmed interaction potential allows to select a crystal structure at wish. Beyond these examples, we discuss further opportunities which cybloids offer.
Human or Not? A Gamified Approach to the Turing Test
We present "Human or Not?", an online game inspired by the Turing test, that measures the capability of AI chatbots to mimic humans in dialog, and of humans to tell bots from other humans. Over the course of a month, the game was played by over 1.5 million users who engaged in anonymous two-minute chat sessions with either another human or an AI language model which was prompted to behave like humans. The task of the players was to correctly guess whether they spoke to a person or to an AI. This largest scale Turing-style test conducted to date revealed some interesting facts. For example, overall users guessed the identity of their partners correctly in only 68% of the games. In the subset of the games in which users faced an AI bot, users had even lower correct guess rates of 60% (that is, not much higher than chance). This white paper details the development, deployment, and results of this unique experiment. While this experiment calls for many extensions and refinements, these findings already begin to shed light on the inevitable near future which will commingle humans and AI.
Flooding Spread of Manipulated Knowledge in LLM-Based Multi-Agent Communities
The rapid adoption of large language models (LLMs) in multi-agent systems has highlighted their impressive capabilities in various applications, such as collaborative problem-solving and autonomous negotiation. However, the security implications of these LLM-based multi-agent systems have not been thoroughly investigated, particularly concerning the spread of manipulated knowledge. In this paper, we investigate this critical issue by constructing a detailed threat model and a comprehensive simulation environment that mirrors real-world multi-agent deployments in a trusted platform. Subsequently, we propose a novel two-stage attack method involving Persuasiveness Injection and Manipulated Knowledge Injection to systematically explore the potential for manipulated knowledge (i.e., counterfactual and toxic knowledge) spread without explicit prompt manipulation. Our method leverages the inherent vulnerabilities of LLMs in handling world knowledge, which can be exploited by attackers to unconsciously spread fabricated information. Through extensive experiments, we demonstrate that our attack method can successfully induce LLM-based agents to spread both counterfactual and toxic knowledge without degrading their foundational capabilities during agent communication. Furthermore, we show that these manipulations can persist through popular retrieval-augmented generation frameworks, where several benign agents store and retrieve manipulated chat histories for future interactions. This persistence indicates that even after the interaction has ended, the benign agents may continue to be influenced by manipulated knowledge. Our findings reveal significant security risks in LLM-based multi-agent systems, emphasizing the imperative need for robust defenses against manipulated knowledge spread, such as introducing ``guardian'' agents and advanced fact-checking tools.
Detecting Any Human-Object Interaction Relationship: Universal HOI Detector with Spatial Prompt Learning on Foundation Models
Human-object interaction (HOI) detection aims to comprehend the intricate relationships between humans and objects, predicting <human, action, object> triplets, and serving as the foundation for numerous computer vision tasks. The complexity and diversity of human-object interactions in the real world, however, pose significant challenges for both annotation and recognition, particularly in recognizing interactions within an open world context. This study explores the universal interaction recognition in an open-world setting through the use of Vision-Language (VL) foundation models and large language models (LLMs). The proposed method is dubbed as \textbf{UniHOI}. We conduct a deep analysis of the three hierarchical features inherent in visual HOI detectors and propose a method for high-level relation extraction aimed at VL foundation models, which we call HO prompt-based learning. Our design includes an HO Prompt-guided Decoder (HOPD), facilitates the association of high-level relation representations in the foundation model with various HO pairs within the image. Furthermore, we utilize a LLM (i.e. GPT) for interaction interpretation, generating a richer linguistic understanding for complex HOIs. For open-category interaction recognition, our method supports either of two input types: interaction phrase or interpretive sentence. Our efficient architecture design and learning methods effectively unleash the potential of the VL foundation models and LLMs, allowing UniHOI to surpass all existing methods with a substantial margin, under both supervised and zero-shot settings. The code and pre-trained weights are available at: https://github.com/Caoyichao/UniHOI.
Estimation-Action-Reflection: Towards Deep Interaction Between Conversational and Recommender Systems
Recommender systems are embracing conversational technologies to obtain user preferences dynamically, and to overcome inherent limitations of their static models. A successful Conversational Recommender System (CRS) requires proper handling of interactions between conversation and recommendation. We argue that three fundamental problems need to be solved: 1) what questions to ask regarding item attributes, 2) when to recommend items, and 3) how to adapt to the users' online feedback. To the best of our knowledge, there lacks a unified framework that addresses these problems. In this work, we fill this missing interaction framework gap by proposing a new CRS framework named Estimation-Action-Reflection, or EAR, which consists of three stages to better converse with users. (1) Estimation, which builds predictive models to estimate user preference on both items and item attributes; (2) Action, which learns a dialogue policy to determine whether to ask attributes or recommend items, based on Estimation stage and conversation history; and (3) Reflection, which updates the recommender model when a user rejects the recommendations made by the Action stage. We present two conversation scenarios on binary and enumerated questions, and conduct extensive experiments on two datasets from Yelp and LastFM, for each scenario, respectively. Our experiments demonstrate significant improvements over the state-of-the-art method CRM [32], corresponding to fewer conversation turns and a higher level of recommendation hits.
SimpleToM: Exposing the Gap between Explicit ToM Inference and Implicit ToM Application in LLMs
While prior work has explored whether large language models (LLMs) possess a "theory of mind" (ToM) - the ability to attribute mental states to oneself and others - there has been little work testing whether LLMs can implicitly apply such knowledge to predict behavior, or to judge whether an observed behavior is rational. Such skills are critical for appropriate interaction in social environments. We create a new dataset, SimpleTom, containing concise, diverse stories (e.g., "The can of Pringles has moldy chips in it. Mary picks up the can in the supermarket and walks to the cashier."), each with three questions that test different degrees of ToM reasoning, asking models to predict (a) mental state ("Is Mary aware of the mold?"), (b) behavior ("Will Mary pay for the chips or report the mold?"), and (c) judgment ("Mary paid for the chips. Was that reasonable?"). To our knowledge, SimpleToM is the first dataset to systematically explore downstream reasoning requiring knowledge of mental states in realistic scenarios. Our experimental results are intriguing: While most models can reliably predict mental state on our dataset (a), they often fail to correctly predict the behavior (b), and fare even worse at judging whether given behaviors are reasonable (c), despite being correctly aware of the protagonist's mental state should make such secondary predictions obvious. We further show that we can help models do better at (b) and (c) via interventions such as reminding the model of its earlier mental state answer and mental-state-specific chain-of-thought prompting, raising the action prediction accuracies (e.g., from 49.5% to 93.5% for GPT-4o) and judgment accuracies (e.g., from 15.3% to 94.7% in GPT-4o). While this shows that models can be coaxed to perform well, it requires task-specific interventions, and the natural model performances remain low, a cautionary tale for LLM deployment.
Latent Compass: Creation by Navigation
In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.
Can Prompt Probe Pretrained Language Models? Understanding the Invisible Risks from a Causal View
Prompt-based probing has been widely used in evaluating the abilities of pretrained language models (PLMs). Unfortunately, recent studies have discovered such an evaluation may be inaccurate, inconsistent and unreliable. Furthermore, the lack of understanding its inner workings, combined with its wide applicability, has the potential to lead to unforeseen risks for evaluating and applying PLMs in real-world applications. To discover, understand and quantify the risks, this paper investigates the prompt-based probing from a causal view, highlights three critical biases which could induce biased results and conclusions, and proposes to conduct debiasing via causal intervention. This paper provides valuable insights for the design of unbiased datasets, better probing frameworks and more reliable evaluations of pretrained language models. Furthermore, our conclusions also echo that we need to rethink the criteria for identifying better pretrained language models. We openly released the source code and data at https://github.com/c-box/causalEval.
I Need Help! Evaluating LLM's Ability to Ask for Users' Support: A Case Study on Text-to-SQL Generation
This study explores the proactive ability of LLMs to seek user support. We propose metrics to evaluate the trade-off between performance improvements and user burden, and investigate whether LLMs can determine when to request help under varying information availability. Our experiments show that without external feedback, many LLMs struggle to recognize their need for user support. The findings highlight the importance of external signals and provide insights for future research on improving support-seeking strategies. Source code: https://github.com/appier-research/i-need-help
Procedural Fairness Through Decoupling Objectionable Data Generating Components
We reveal and address the frequently overlooked yet important issue of disguised procedural unfairness, namely, the potentially inadvertent alterations on the behavior of neutral (i.e., not problematic) aspects of data generating process, and/or the lack of procedural assurance of the greatest benefit of the least advantaged individuals. Inspired by John Rawls's advocacy for pure procedural justice, we view automated decision-making as a microcosm of social institutions, and consider how the data generating process itself can satisfy the requirements of procedural fairness. We propose a framework that decouples the objectionable data generating components from the neutral ones by utilizing reference points and the associated value instantiation rule. Our findings highlight the necessity of preventing disguised procedural unfairness, drawing attention not only to the objectionable data generating components that we aim to mitigate, but also more importantly, to the neutral components that we intend to keep unaffected.
Towards Dialogues for Joint Human-AI Reasoning and Value Alignment
We argue that enabling human-AI dialogue, purposed to support joint reasoning (i.e., 'inquiry'), is important for ensuring that AI decision making is aligned with human values and preferences. In particular, we point to logic-based models of argumentation and dialogue, and suggest that the traditional focus on persuasion dialogues be replaced by a focus on inquiry dialogues, and the distinct challenges that joint inquiry raises. Given recent dramatic advances in the performance of large language models (LLMs), and the anticipated increase in their use for decision making, we provide a roadmap for research into inquiry dialogues for supporting joint human-LLM reasoning tasks that are ethically salient, and that thereby require that decisions are value aligned.
AI Hospital: Benchmarking Large Language Models in a Multi-agent Medical Interaction Simulator
Artificial intelligence has significantly advanced healthcare, particularly through large language models (LLMs) that excel in medical question answering benchmarks. However, their real-world clinical application remains limited due to the complexities of doctor-patient interactions. To address this, we introduce AI Hospital, a multi-agent framework simulating dynamic medical interactions between Doctor as player and NPCs including Patient, Examiner, Chief Physician. This setup allows for realistic assessments of LLMs in clinical scenarios. We develop the Multi-View Medical Evaluation (MVME) benchmark, utilizing high-quality Chinese medical records and NPCs to evaluate LLMs' performance in symptom collection, examination recommendations, and diagnoses. Additionally, a dispute resolution collaborative mechanism is proposed to enhance diagnostic accuracy through iterative discussions. Despite improvements, current LLMs exhibit significant performance gaps in multi-turn interactions compared to one-step approaches. Our findings highlight the need for further research to bridge these gaps and improve LLMs' clinical diagnostic capabilities. Our data, code, and experimental results are all open-sourced at https://github.com/LibertFan/AI_Hospital.
Interpretability, Then What? Editing Machine Learning Models to Reflect Human Knowledge and Values
Machine learning (ML) interpretability techniques can reveal undesirable patterns in data that models exploit to make predictions--potentially causing harms once deployed. However, how to take action to address these patterns is not always clear. In a collaboration between ML and human-computer interaction researchers, physicians, and data scientists, we develop GAM Changer, the first interactive system to help domain experts and data scientists easily and responsibly edit Generalized Additive Models (GAMs) and fix problematic patterns. With novel interaction techniques, our tool puts interpretability into action--empowering users to analyze, validate, and align model behaviors with their knowledge and values. Physicians have started to use our tool to investigate and fix pneumonia and sepsis risk prediction models, and an evaluation with 7 data scientists working in diverse domains highlights that our tool is easy to use, meets their model editing needs, and fits into their current workflows. Built with modern web technologies, our tool runs locally in users' web browsers or computational notebooks, lowering the barrier to use. GAM Changer is available at the following public demo link: https://interpret.ml/gam-changer.
The Interaction Layer: An Exploration for Co-Designing User-LLM Interactions in Parental Wellbeing Support Systems
Parenting brings emotional and physical challenges, from balancing work, childcare, and finances to coping with exhaustion and limited personal time. Yet, one in three parents never seek support. AI systems potentially offer stigma-free, accessible, and affordable solutions. Yet, user adoption often fails due to issues with explainability and reliability. To see if these issues could be solved using a co-design approach, we developed and tested NurtureBot, a wellbeing support assistant for new parents. 32 parents co-designed the system through Asynchronous Remote Communities method, identifying the key challenge as achieving a "successful chat". Aspart of co-design, parents role-played as NurturBot, rewriting its dialogues to improve user understanding, control, and outcomes. The refined prototype evaluated by 32 initial and 46 new parents, showed improved user experience and usability, with final CUQ score of 91.3/100, demonstrating successful interaction patterns. Our process revealed useful interaction design lessons for effective AI parenting support.
Guided Reasoning: A Non-Technical Introduction
We introduce the concept and a default implementation of Guided Reasoning. A multi-agent system is a Guided Reasoning system iff one agent (the guide) primarily interacts with other agents in order to improve reasoning quality. We describe Logikon's default implementation of Guided Reasoning in non-technical terms. This is a living document we'll gradually enrich with more detailed information and examples. Code: https://github.com/logikon-ai/logikon
MMOE: Mixture of Multimodal Interaction Experts
Multimodal machine learning, which studies the information and interactions across various input modalities, has made significant advancements in understanding the relationship between images and descriptive text. However, this is just a portion of the potential multimodal interactions seen in the real world and does not include new interactions between conflicting utterances and gestures in predicting sarcasm, for example. Notably, the current methods for capturing shared information often do not extend well to these more nuanced interactions, sometimes performing as low as 50% in binary classification. In this paper, we address this problem via a new approach called MMOE, which stands for a mixture of multimodal interaction experts. Our method automatically classifies data points from unlabeled multimodal datasets by their interaction type and employs specialized models for each specific interaction. Based on our experiments, this approach improves performance on these challenging interactions by more than 10%, leading to an overall increase of 2% for tasks like sarcasm prediction. As a result, interaction quantification provides new insights for dataset analysis and yields simple approaches that obtain state-of-the-art performance.
Large Language Models Understand and Can be Enhanced by Emotional Stimuli
Emotional intelligence significantly impacts our daily behaviors and interactions. Although Large Language Models (LLMs) are increasingly viewed as a stride toward artificial general intelligence, exhibiting impressive performance in numerous tasks, it is still uncertain if LLMs can genuinely grasp psychological emotional stimuli. Understanding and responding to emotional cues gives humans a distinct advantage in problem-solving. In this paper, we take the first step towards exploring the ability of LLMs to understand emotional stimuli. To this end, we first conduct automatic experiments on 45 tasks using various LLMs, including Flan-T5-Large, Vicuna, Llama 2, BLOOM, ChatGPT, and GPT-4. Our tasks span deterministic and generative applications that represent comprehensive evaluation scenarios. Our automatic experiments show that LLMs have a grasp of emotional intelligence, and their performance can be improved with emotional prompts (which we call "EmotionPrompt" that combines the original prompt with emotional stimuli), e.g., 8.00% relative performance improvement in Instruction Induction and 115% in BIG-Bench. In addition to those deterministic tasks that can be automatically evaluated using existing metrics, we conducted a human study with 106 participants to assess the quality of generative tasks using both vanilla and emotional prompts. Our human study results demonstrate that EmotionPrompt significantly boosts the performance of generative tasks (10.9% average improvement in terms of performance, truthfulness, and responsibility metrics). We provide an in-depth discussion regarding why EmotionPrompt works for LLMs and the factors that may influence its performance. We posit that EmotionPrompt heralds a novel avenue for exploring interdisciplinary knowledge for human-LLMs interaction.
Agent-to-Agent Theory of Mind: Testing Interlocutor Awareness among Large Language Models
As large language models (LLMs) are increasingly integrated into multi-agent and human-AI systems, understanding their awareness of both self-context and conversational partners is essential for ensuring reliable performance and robust safety. While prior work has extensively studied situational awareness which refers to an LLM's ability to recognize its operating phase and constraints, it has largely overlooked the complementary capacity to identify and adapt to the identity and characteristics of a dialogue partner. In this paper, we formalize this latter capability as interlocutor awareness and present the first systematic evaluation of its emergence in contemporary LLMs. We examine interlocutor inference across three dimensions-reasoning patterns, linguistic style, and alignment preferences-and show that LLMs reliably identify same-family peers and certain prominent model families, such as GPT and Claude. To demonstrate its practical significance, we develop three case studies in which interlocutor awareness both enhances multi-LLM collaboration through prompt adaptation and introduces new alignment and safety vulnerabilities, including reward-hacking behaviors and increased jailbreak susceptibility. Our findings highlight the dual promise and peril of identity-sensitive behavior in LLMs, underscoring the need for further understanding of interlocutor awareness and new safeguards in multi-agent deployments. Our code is open-sourced at https://github.com/younwoochoi/InterlocutorAwarenessLLM.
Training Language Models to Critique With Multi-agent Feedback
Critique ability, a meta-cognitive capability of humans, presents significant challenges for LLMs to improve. Recent works primarily rely on supervised fine-tuning (SFT) using critiques generated by a single LLM like GPT-4. However, these model-generated critiques often exhibit flaws due to the inherent complexity of the critique. Consequently, fine-tuning LLMs on such flawed critiques typically limits the model's performance and propagates these flaws into the learned model. To overcome these challenges, this paper proposes a novel data generation pipeline, named MultiCritique, that improves the critique ability of LLMs by utilizing multi-agent feedback in both the SFT and reinforcement learning (RL) stages. First, our data generation pipeline aggregates high-quality critiques from multiple agents instead of a single model, with crucial information as input for simplifying the critique. Furthermore, our pipeline improves the preference accuracy of critique quality through multi-agent feedback, facilitating the effectiveness of RL in improving the critique ability of LLMs. Based on our proposed MultiCritique data generation pipeline, we construct the MultiCritiqueDataset for the SFT and RL fine-tuning stages. Extensive experimental results on two benchmarks demonstrate: 1) the superior quality of our constructed SFT dataset compared to existing critique datasets; 2) additional improvements to the critique ability of LLMs brought by the RL stage. Notably, our fine-tuned 7B model significantly surpasses other advanced 7B-13B open-source models, approaching the performance of advanced 70B LLMs and GPT-4. Codes, datasets and model weights will be publicly available.
Substance over Style: Evaluating Proactive Conversational Coaching Agents
While NLP research has made strides in conversational tasks, many approaches focus on single-turn responses with well-defined objectives or evaluation criteria. In contrast, coaching presents unique challenges with initially undefined goals that evolve through multi-turn interactions, subjective evaluation criteria, mixed-initiative dialogue. In this work, we describe and implement five multi-turn coaching agents that exhibit distinct conversational styles, and evaluate them through a user study, collecting first-person feedback on 155 conversations. We find that users highly value core functionality, and that stylistic components in absence of core components are viewed negatively. By comparing user feedback with third-person evaluations from health experts and an LM, we reveal significant misalignment across evaluation approaches. Our findings provide insights into design and evaluation of conversational coaching agents and contribute toward improving human-centered NLP applications.
Don't Take the Premise for Granted: Evaluating the Premise Critique Ability of Large Language Models
Large language models (LLMs) have witnessed rapid advancements, demonstrating remarkable capabilities. However, a notable vulnerability persists: LLMs often uncritically accept flawed or contradictory premises, leading to inefficient reasoning and unreliable outputs. This emphasizes the significance of possessing the Premise Critique Ability for LLMs, defined as the capacity to proactively identify and articulate errors in input premises. Most existing studies assess LLMs' reasoning ability in ideal settings, largely ignoring their vulnerabilities when faced with flawed premises. Thus, we introduce the Premise Critique Bench (PCBench), designed by incorporating four error types across three difficulty levels, paired with multi-faceted evaluation metrics. We conducted systematic evaluations of 15 representative LLMs. Our findings reveal: (1) Most models rely heavily on explicit prompts to detect errors, with limited autonomous critique; (2) Premise critique ability depends on question difficulty and error type, with direct contradictions being easier to detect than complex or procedural errors; (3) Reasoning ability does not consistently correlate with the premise critique ability; (4) Flawed premises trigger overthinking in reasoning models, markedly lengthening responses due to repeated attempts at resolving conflicts. These insights underscore the urgent need to enhance LLMs' proactive evaluation of input validity, positioning premise critique as a foundational capability for developing reliable, human-centric systems. The code is available at https://github.com/MLGroupJLU/Premise_Critique.
Crisp: Cognitive Restructuring of Negative Thoughts through Multi-turn Supportive Dialogues
Cognitive Restructuring (CR) is a psychotherapeutic process aimed at identifying and restructuring an individual's negative thoughts, arising from mental health challenges, into more helpful and positive ones via multi-turn dialogues. Clinician shortage and stigma urge the development of human-LLM interactive psychotherapy for CR. Yet, existing efforts implement CR via simple text rewriting, fixed-pattern dialogues, or a one-shot CR workflow, failing to align with the psychotherapeutic process for effective CR. To address this gap, we propose CRDial, a novel framework for CR, which creates multi-turn dialogues with specifically designed identification and restructuring stages of negative thoughts, integrates sentence-level supportive conversation strategies, and adopts a multi-channel loop mechanism to enable iterative CR. With CRDial, we distill Crisp, a large-scale and high-quality bilingual dialogue dataset, from LLM. We then train Crispers, Crisp-based conversational LLMs for CR, at 7B and 14B scales. Extensive human studies show the superiority of Crispers in pointwise, pairwise, and intervention evaluations.
Improving Interpersonal Communication by Simulating Audiences with Language Models
How do we communicate with others to achieve our goals? We use our prior experience or advice from others, or construct a candidate utterance by predicting how it will be received. However, our experiences are limited and biased, and reasoning about potential outcomes can be difficult and cognitively challenging. In this paper, we explore how we can leverage Large Language Model (LLM) simulations to help us communicate better. We propose the Explore-Generate-Simulate (EGS) framework, which takes as input any scenario where an individual is communicating to an audience with a goal they want to achieve. EGS (1) explores the solution space by producing a diverse set of advice relevant to the scenario, (2) generates communication candidates conditioned on subsets of the advice, and (3) simulates the reactions from various audiences to determine both the best candidate and advice to use. We evaluate the framework on eight scenarios spanning the ten fundamental processes of interpersonal communication. For each scenario, we collect a dataset of human evaluations across candidates and baselines, and showcase that our framework's chosen candidate is preferred over popular generation mechanisms including Chain-of-Thought. We also find that audience simulations achieve reasonably high agreement with human raters across 5 of the 8 scenarios. Finally, we demonstrate the generality of our framework by applying it to real-world scenarios described by users on web forums. Through evaluations and demonstrations, we show that EGS enhances the effectiveness and outcomes of goal-oriented communication across a variety of situations, thus opening up new possibilities for the application of large language models in revolutionizing communication and decision-making processes.
Evaluating Language Model Agency through Negotiations
We introduce an approach to evaluate language model (LM) agency using negotiation games. This approach better reflects real-world use cases and addresses some of the shortcomings of alternative LM benchmarks. Negotiation games enable us to study multi-turn, and cross-model interactions, modulate complexity, and side-step accidental evaluation data leakage. We use our approach to test six widely used and publicly accessible LMs, evaluating performance and alignment in both self-play and cross-play settings. Noteworthy findings include: (i) only closed-source models tested here were able to complete these tasks; (ii) cooperative bargaining games proved to be most challenging to the models; and (iii) even the most powerful models sometimes "lose" to weaker opponents
Allowing humans to interactively guide machines where to look does not always improve a human-AI team's classification accuracy
Via thousands of papers in Explainable AI (XAI), attention maps vaswani2017attention and feature attribution maps bansal2020sam have been established as a common means for explaining the input features that are important to AI's decisions. It is an interesting but unexplored question whether allowing users to edit the importance scores of input features at test time would improve the human-AI team's accuracy on downstream tasks. In this paper, we address this question by taking CHM-Corr, a state-of-the-art, ante-hoc explanation method taesiri2022visual that first predicts patch-wise correspondences between the input and the training-set images, and then uses them to make classification decisions. We build an interactive interface on top of CHM-Corr, enabling users to directly edit the initial feature attribution map provided by CHM-Corr. Via our CHM-Corr++ interface, users gain insights into if, when, and how the model changes its outputs, enhancing understanding beyond static explanations. Our user study with 18 machine learning researchers who performed sim1,400 decisions shows that our interactive approach does not improve user accuracy on CUB-200 bird image classification over static explanations. This challenges the belief that interactivity inherently boosts XAI effectiveness~sokol2020one,sun2022exploring,shen2024towards,singh2024rethinking,mindlin2024beyond,lakkaraju2022rethinking,cheng2019explaining,liu2021understanding and raises needs for future research. Our work contributes to the field by open-sourcing an interactive tool for manipulating model attention, and it lays the groundwork for future research to enable effective human-AI interaction in computer vision. We release code and data on https://anonymous.4open.science/r/CHMCorrPlusPlus/{github}. Our interface are available http://137.184.82.109:7080/{here}.
Communicate to Play: Pragmatic Reasoning for Efficient Cross-Cultural Communication in Codenames
Cultural differences in common ground may result in pragmatic failure and misunderstandings during communication. We develop our method Rational Speech Acts for Cross-Cultural Communication (RSA+C3) to resolve cross-cultural differences in common ground. To measure the success of our method, we study RSA+C3 in the collaborative referential game of Codenames Duet and show that our method successfully improves collaboration between simulated players of different cultures. Our contributions are threefold: (1) creating Codenames players using contrastive learning of an embedding space and LLM prompting that are aligned with human patterns of play, (2) studying culturally induced differences in common ground reflected in our trained models, and (3) demonstrating that our method RSA+C3 can ease cross-cultural communication in gameplay by inferring sociocultural context from interaction. Our code is publicly available at github.com/icwhite/codenames.
Evaluating Language Models for Mathematics through Interactions
The standard methodology of evaluating large language models (LLMs) based on static pairs of inputs and outputs is insufficient for developing assistants: this kind of assessments fails to take into account the essential interactive element in their deployment, and therefore limits how we understand language model capabilities. We introduce CheckMate, an adaptable prototype platform for humans to interact with and evaluate LLMs. We conduct a study with CheckMate to evaluate three language models~(InstructGPT, ChatGPT, and GPT-4) as assistants in proving undergraduate-level mathematics, with a mixed cohort of participants from undergraduate students to professors of mathematics. We release the resulting interaction and rating dataset, MathConverse. By analysing MathConverse, we derive a preliminary taxonomy of human behaviours and uncover that despite a generally positive correlation, there are notable instances of divergence between correctness and perceived helpfulness in LLM generations, amongst other findings. Further, we identify useful scenarios and existing issues of GPT-4 in mathematical reasoning through a series of case studies contributed by expert mathematicians. We conclude with actionable takeaways for ML practitioners and mathematicians: models which communicate uncertainty, respond well to user corrections, are more interpretable and concise may constitute better assistants; interactive evaluation is a promising way to continually navigate the capability of these models; humans should be aware of language models' algebraic fallibility, and for that reason discern where they should be used.
LLMCheckup: Conversational Examination of Large Language Models via Interpretability Tools
Interpretability tools that offer explanations in the form of a dialogue have demonstrated their efficacy in enhancing users' understanding, as one-off explanations may occasionally fall short in providing sufficient information to the user. Current solutions for dialogue-based explanations, however, require many dependencies and are not easily transferable to tasks they were not designed for. With LLMCheckup, we present an easily accessible tool that allows users to chat with any state-of-the-art large language model (LLM) about its behavior. We enable LLMs to generate all explanations by themselves and take care of intent recognition without fine-tuning, by connecting them with a broad spectrum of Explainable AI (XAI) tools, e.g. feature attributions, embedding-based similarity, and prompting strategies for counterfactual and rationale generation. LLM (self-)explanations are presented as an interactive dialogue that supports follow-up questions and generates suggestions. LLMCheckup provides tutorials for operations available in the system, catering to individuals with varying levels of expertise in XAI and supports multiple input modalities. We introduce a new parsing strategy called multi-prompt parsing substantially enhancing the parsing accuracy of LLMs. Finally, we showcase the tasks of fact checking and commonsense question answering.
APT: Architectural Planning and Text-to-Blueprint Construction Using Large Language Models for Open-World Agents
We present APT, an advanced Large Language Model (LLM)-driven framework that enables autonomous agents to construct complex and creative structures within the Minecraft environment. Unlike previous approaches that primarily concentrate on skill-based open-world tasks or rely on image-based diffusion models for generating voxel-based structures, our method leverages the intrinsic spatial reasoning capabilities of LLMs. By employing chain-of-thought decomposition along with multimodal inputs, the framework generates detailed architectural layouts and blueprints that the agent can execute under zero-shot or few-shot learning scenarios. Our agent incorporates both memory and reflection modules to facilitate lifelong learning, adaptive refinement, and error correction throughout the building process. To rigorously evaluate the agent's performance in this emerging research area, we introduce a comprehensive benchmark consisting of diverse construction tasks designed to test creativity, spatial reasoning, adherence to in-game rules, and the effective integration of multimodal instructions. Experimental results using various GPT-based LLM backends and agent configurations demonstrate the agent's capacity to accurately interpret extensive instructions involving numerous items, their positions, and orientations. The agent successfully produces complex structures complete with internal functionalities such as Redstone-powered systems. A/B testing indicates that the inclusion of a memory module leads to a significant increase in performance, emphasizing its role in enabling continuous learning and the reuse of accumulated experience. Additionally, the agent's unexpected emergence of scaffolding behavior highlights the potential of future LLM-driven agents to utilize subroutine planning and leverage the emergence ability of LLMs to autonomously develop human-like problem-solving techniques.
Devil's Advocate: Anticipatory Reflection for LLM Agents
In this work, we introduce a novel approach that equips LLM agents with introspection, enhancing consistency and adaptability in solving complex tasks. Our approach prompts LLM agents to decompose a given task into manageable subtasks (i.e., to make a plan), and to continuously introspect upon the suitability and results of their actions. We implement a three-fold introspective intervention: 1) anticipatory reflection on potential failures and alternative remedy before action execution, 2) post-action alignment with subtask objectives and backtracking with remedy to ensure utmost effort in plan execution, and 3) comprehensive review upon plan completion for future strategy refinement. By deploying and experimenting with this methodology - a zero-shot approach - within WebArena for practical tasks in web environments, our agent demonstrates superior performance over existing zero-shot methods. The experimental results suggest that our introspection-driven approach not only enhances the agent's ability to navigate unanticipated challenges through a robust mechanism of plan execution, but also improves efficiency by reducing the number of trials and plan revisions needed to achieve a task.
Asking Before Action: Gather Information in Embodied Decision Making with Language Models
With strong capabilities of reasoning and a generic understanding of the world, Large Language Models (LLMs) have shown great potential in building versatile embodied decision making agents capable of performing diverse tasks. However, when deployed to unfamiliar environments, we show that LLM agents face challenges in efficiently gathering necessary information, leading to suboptimal performance. On the other hand, in unfamiliar scenarios, human individuals often seek additional information from their peers before taking action, leveraging external knowledge to avoid unnecessary trial and error. Building upon this intuition, we propose Asking Before Action (ABA), a method that empowers the agent to proactively query external sources for pertinent information using natural language during their interactions in the environment. In this way, the agent is able to enhance its efficiency and performance by mitigating wasteful steps and circumventing the difficulties associated with exploration in unfamiliar environments. We empirically evaluate our method on an embodied decision making benchmark, ALFWorld, and demonstrate that despite modest modifications in prompts, our method exceeds baseline LLM agents by more than 40%. Further experiments on two variants of ALFWorld illustrate that by imitation learning, ABA effectively retains and reuses queried and known information in subsequent tasks, mitigating the need for repetitive inquiries. Both qualitative and quantitative results exhibit remarkable performance on tasks that previous methods struggle to solve.
SACSoN: Scalable Autonomous Control for Social Navigation
Machine learning provides a powerful tool for building socially compliant robotic systems that go beyond simple predictive models of human behavior. By observing and understanding human interactions from past experiences, learning can enable effective social navigation behaviors directly from data. In this paper, our goal is to develop methods for training policies for socially unobtrusive navigation, such that robots can navigate among humans in ways that don't disturb human behavior. We introduce a definition for such behavior based on the counterfactual perturbation of the human: if the robot had not intruded into the space, would the human have acted in the same way? By minimizing this counterfactual perturbation, we can induce robots to behave in ways that do not alter the natural behavior of humans in the shared space. Instantiating this principle requires training policies to minimize their effect on human behavior, and this in turn requires data that allows us to model the behavior of humans in the presence of robots. Therefore, our approach is based on two key contributions. First, we collect a large dataset where an indoor mobile robot interacts with human bystanders. Second, we utilize this dataset to train policies that minimize counterfactual perturbation. We provide supplementary videos and make publicly available the largest-of-its-kind visual navigation dataset on our project page.
Critiques of World Models
World Model, the supposed algorithmic surrogate of the real-world environment which biological agents experience with and act upon, has been an emerging topic in recent years because of the rising needs to develop virtual agents with artificial (general) intelligence. There has been much debate on what a world model really is, how to build it, how to use it, and how to evaluate it. In this essay, starting from the imagination in the famed Sci-Fi classic Dune, and drawing inspiration from the concept of "hypothetical thinking" in psychology literature, we offer critiques of several schools of thoughts on world modeling, and argue the primary goal of a world model to be simulating all actionable possibilities of the real world for purposeful reasoning and acting. Building on the critiques, we propose a new architecture for a general-purpose world model, based on hierarchical, multi-level, and mixed continuous/discrete representations, and a generative and self-supervision learning framework, with an outlook of a Physical, Agentic, and Nested (PAN) AGI system enabled by such a model.
Knowledge-Grounded Conversational Data Augmentation with Generative Conversational Networks
While rich, open-domain textual data are generally available and may include interesting phenomena (humor, sarcasm, empathy, etc.) most are designed for language processing tasks, and are usually in a non-conversational format. In this work, we take a step towards automatically generating conversational data using Generative Conversational Networks, aiming to benefit from the breadth of available language and knowledge data, and train open domain social conversational agents. We evaluate our approach on conversations with and without knowledge on the Topical Chat dataset using automatic metrics and human evaluators. Our results show that for conversations without knowledge grounding, GCN can generalize from the seed data, producing novel conversations that are less relevant but more engaging and for knowledge-grounded conversations, it can produce more knowledge-focused, fluent, and engaging conversations. Specifically, we show that for open-domain conversations with 10\% of seed data, our approach performs close to the baseline that uses 100% of the data, while for knowledge-grounded conversations, it achieves the same using only 1% of the data, on human ratings of engagingness, fluency, and relevance.
Exploring Prompt Engineering: A Systematic Review with SWOT Analysis
In this paper, we conduct a comprehensive SWOT analysis of prompt engineering techniques within the realm of Large Language Models (LLMs). Emphasizing linguistic principles, we examine various techniques to identify their strengths, weaknesses, opportunities, and threats. Our findings provide insights into enhancing AI interactions and improving language model comprehension of human prompts. The analysis covers techniques including template-based approaches and fine-tuning, addressing the problems and challenges associated with each. The conclusion offers future research directions aimed at advancing the effectiveness of prompt engineering in optimizing human-machine communication.
Learning New Skills after Deployment: Improving open-domain internet-driven dialogue with human feedback
Frozen models trained to mimic static datasets can never improve their performance. Models that can employ internet-retrieval for up-to-date information and obtain feedback from humans during deployment provide the promise of both adapting to new information, and improving their performance. In this work we study how to improve internet-driven conversational skills in such a learning framework. We collect deployment data, which we make publicly available, of human interactions, and collect various types of human feedback -- including binary quality measurements, free-form text feedback, and fine-grained reasons for failure. We then study various algorithms for improving from such feedback, including standard supervised learning, rejection sampling, model-guiding and reward-based learning, in order to make recommendations on which type of feedback and algorithms work best. We find the recently introduced Director model (Arora et al., '22) shows significant improvements over other existing approaches.
Focus on conceptual ideas in quantum mechanics for teacher training
In this work, we describe strategies and provide case-study activities that can be used to examine the properties of superposition, entanglement, tagging, complementarity, and measurement in quantum curricula geared for teacher training. Having a solid foundation in these conceptual ideas is critical for educators who will be adopting quantum ideas within the classroom. Yet they are some of the most difficult concepts to master. We show how one can systematically develop these conceptual foundations with thought experiments on light and with thought experiments that employ the Stern-Gerlach experiment. We emphasize the importance of computer animations in aiding the instruction on these concepts.
Formally Specifying the High-Level Behavior of LLM-Based Agents
LLM-based agents have recently emerged as promising tools for solving challenging problems without the need for task-specific finetuned models that can be expensive to procure. Currently, the design and implementation of such agents is ad hoc, as the wide variety of tasks that LLM-based agents may be applied to naturally means there can be no one-size-fits-all approach to agent design. In this work we aim to alleviate the difficulty of designing and implementing new agents by proposing a minimalistic, high-level generation framework that simplifies the process of building agents. The framework we introduce allows the user to specify desired agent behaviors in Linear Temporal Logic (LTL). The declarative LTL specification is then used to construct a constrained decoder that guarantees the LLM will produce an output exhibiting the desired behavior. By designing our framework in this way, we obtain several benefits, including the ability to enforce complex agent behavior, the ability to formally validate prompt examples, and the ability to seamlessly incorporate content-focused logical constraints into generation. In particular, our declarative approach, in which the desired behavior is simply described without concern for how it should be implemented or enforced, enables rapid design, implementation and experimentation with different LLM-based agents. We demonstrate how the proposed framework can be used to implement recent LLM-based agents, and show how the guardrails our approach provides can lead to improvements in agent performance. In addition, we release our code for general use.
Skill-Mix: a Flexible and Expandable Family of Evaluations for AI models
With LLMs shifting their role from statistical modeling of language to serving as general-purpose AI agents, how should LLM evaluations change? Arguably, a key ability of an AI agent is to flexibly combine, as needed, the basic skills it has learned. The capability to combine skills plays an important role in (human) pedagogy and also in a paper on emergence phenomena (Arora & Goyal, 2023). This work introduces Skill-Mix, a new evaluation to measure ability to combine skills. Using a list of N skills the evaluator repeatedly picks random subsets of k skills and asks the LLM to produce text combining that subset of skills. Since the number of subsets grows like N^k, for even modest k this evaluation will, with high probability, require the LLM to produce text significantly different from any text in the training set. The paper develops a methodology for (a) designing and administering such an evaluation, and (b) automatic grading (plus spot-checking by humans) of the results using GPT-4 as well as the open LLaMA-2 70B model. Administering a version of to popular chatbots gave results that, while generally in line with prior expectations, contained surprises. Sizeable differences exist among model capabilities that are not captured by their ranking on popular LLM leaderboards ("cramming for the leaderboard"). Furthermore, simple probability calculations indicate that GPT-4's reasonable performance on k=5 is suggestive of going beyond "stochastic parrot" behavior (Bender et al., 2021), i.e., it combines skills in ways that it had not seen during training. We sketch how the methodology can lead to a Skill-Mix based eco-system of open evaluations for AI capabilities of future models.
Spark: A System for Scientifically Creative Idea Generation
Recently, large language models (LLMs) have shown promising abilities to generate novel research ideas in science, a direction which coincides with many foundational principles in computational creativity (CC). In light of these developments, we present an idea generation system named Spark that couples retrieval-augmented idea generation using LLMs with a reviewer model named Judge trained on 600K scientific reviews from OpenReview. Our work is both a system demonstration and intended to inspire other CC researchers to explore grounding the generation and evaluation of scientific ideas within foundational CC principles. To this end, we release the annotated dataset used to train Judge, inviting other researchers to explore the use of LLMs for idea generation and creative evaluations.
Targeted Data Acquisition for Evolving Negotiation Agents
Successful negotiators must learn how to balance optimizing for self-interest and cooperation. Yet current artificial negotiation agents often heavily depend on the quality of the static datasets they were trained on, limiting their capacity to fashion an adaptive response balancing self-interest and cooperation. For this reason, we find that these agents can achieve either high utility or cooperation, but not both. To address this, we introduce a targeted data acquisition framework where we guide the exploration of a reinforcement learning agent using annotations from an expert oracle. The guided exploration incentivizes the learning agent to go beyond its static dataset and develop new negotiation strategies. We show that this enables our agents to obtain higher-reward and more Pareto-optimal solutions when negotiating with both simulated and human partners compared to standard supervised learning and reinforcement learning methods. This trend additionally holds when comparing agents using our targeted data acquisition framework to variants of agents trained with a mix of supervised learning and reinforcement learning, or to agents using tailored reward functions that explicitly optimize for utility and Pareto-optimality.
INTERACT: Enabling Interactive, Question-Driven Learning in Large Language Models
Large language models (LLMs) excel at answering questions but remain passive learners--absorbing static data without the ability to question and refine knowledge. This paper explores how LLMs can transition to interactive, question-driven learning through student-teacher dialogues. We introduce INTERACT (INTEReractive Learning for Adaptive Concept Transfer), a framework in which a "student" LLM engages a "teacher" LLM through iterative inquiries to acquire knowledge across 1,347 contexts, including song lyrics, news articles, movie plots, academic papers, and images. Our experiments show that across a wide range of scenarios and LLM architectures, interactive learning consistently enhances performance, achieving up to a 25% improvement, with 'cold-start' student models matching static learning baselines in as few as five dialogue turns. Interactive setups can also mitigate the disadvantages of weaker teachers, showcasing the robustness of question-driven learning.
How do Large Language Models Navigate Conflicts between Honesty and Helpfulness?
In day-to-day communication, people often approximate the truth - for example, rounding the time or omitting details - in order to be maximally helpful to the listener. How do large language models (LLMs) handle such nuanced trade-offs? To address this question, we use psychological models and experiments designed to characterize human behavior to analyze LLMs. We test a range of LLMs and explore how optimization for human preferences or inference-time reasoning affects these trade-offs. We find that reinforcement learning from human feedback improves both honesty and helpfulness, while chain-of-thought prompting skews LLMs towards helpfulness over honesty. Finally, GPT-4 Turbo demonstrates human-like response patterns including sensitivity to the conversational framing and listener's decision context. Our findings reveal the conversational values internalized by LLMs and suggest that even these abstract values can, to a degree, be steered by zero-shot prompting.
Can Language Model Moderators Improve the Health of Online Discourse?
Conversational moderation of online communities is crucial to maintaining civility for a constructive environment, but it is challenging to scale and harmful to moderators. The inclusion of sophisticated natural language generation modules as a force multiplier to aid human moderators is a tantalizing prospect, but adequate evaluation approaches have so far been elusive. In this paper, we establish a systematic definition of conversational moderation effectiveness grounded on moderation literature and establish design criteria for conducting realistic yet safe evaluation. We then propose a comprehensive evaluation framework to assess models' moderation capabilities independently of human intervention. With our framework, we conduct the first known study of language models as conversational moderators, finding that appropriately prompted models that incorporate insights from social science can provide specific and fair feedback on toxic behavior but struggle to influence users to increase their levels of respect and cooperation.
An Empirical Study on Challenging Math Problem Solving with GPT-4
Employing Large Language Models (LLMs) to address mathematical problems is an intriguing research endeavor, considering the abundance of math problems expressed in natural language across numerous science and engineering fields. While several prior works have investigated solving elementary mathematics using LLMs, this work explores the frontier of using GPT-4 for solving more complex and challenging math problems. We evaluate various ways of using GPT-4. Some of them are adapted from existing work, and one is \MathChat, a conversational problem-solving framework newly proposed in this work. We perform the evaluation on difficult high school competition problems from the MATH dataset, which shows the advantage of the proposed conversational approach.
A Large-Scale Survey on the Usability of AI Programming Assistants: Successes and Challenges
The software engineering community recently has witnessed widespread deployment of AI programming assistants, such as GitHub Copilot. However, in practice, developers do not accept AI programming assistants' initial suggestions at a high frequency. This leaves a number of open questions related to the usability of these tools. To understand developers' practices while using these tools and the important usability challenges they face, we administered a survey to a large population of developers and received responses from a diverse set of 410 developers. Through a mix of qualitative and quantitative analyses, we found that developers are most motivated to use AI programming assistants because they help developers reduce key-strokes, finish programming tasks quickly, and recall syntax, but resonate less with using them to help brainstorm potential solutions. We also found the most important reasons why developers do not use these tools are because these tools do not output code that addresses certain functional or non-functional requirements and because developers have trouble controlling the tool to generate the desired output. Our findings have implications for both creators and users of AI programming assistants, such as designing minimal cognitive effort interactions with these tools to reduce distractions for users while they are programming.
Training Models to Generate, Recognize, and Reframe Unhelpful Thoughts
Many cognitive approaches to well-being, such as recognizing and reframing unhelpful thoughts, have received considerable empirical support over the past decades, yet still lack truly widespread adoption in self-help format. A barrier to that adoption is a lack of adequately specific and diverse dedicated practice material. This work examines whether current language models can be leveraged to both produce a virtually unlimited quantity of practice material illustrating standard unhelpful thought patterns matching specific given contexts, and generate suitable positive reframing proposals. We propose PATTERNREFRAME, a novel dataset of about 10k examples of thoughts containing unhelpful thought patterns conditioned on a given persona, accompanied by about 27k positive reframes. By using this dataset to train and/or evaluate current models, we show that existing models can already be powerful tools to help generate an abundance of tailored practice material and hypotheses, with no or minimal additional model training required.
Foundation Models for Decision Making: Problems, Methods, and Opportunities
Foundation models pretrained on diverse data at scale have demonstrated extraordinary capabilities in a wide range of vision and language tasks. When such models are deployed in real world environments, they inevitably interface with other entities and agents. For example, language models are often used to interact with human beings through dialogue, and visual perception models are used to autonomously navigate neighborhood streets. In response to these developments, new paradigms are emerging for training foundation models to interact with other agents and perform long-term reasoning. These paradigms leverage the existence of ever-larger datasets curated for multimodal, multitask, and generalist interaction. Research at the intersection of foundation models and decision making holds tremendous promise for creating powerful new systems that can interact effectively across a diverse range of applications such as dialogue, autonomous driving, healthcare, education, and robotics. In this manuscript, we examine the scope of foundation models for decision making, and provide conceptual tools and technical background for understanding the problem space and exploring new research directions. We review recent approaches that ground foundation models in practical decision making applications through a variety of methods such as prompting, conditional generative modeling, planning, optimal control, and reinforcement learning, and discuss common challenges and open problems in the field.
"Silent Is Not Actually Silent": An Investigation of Toxicity on Bug Report Discussion
Toxicity in bug report discussions poses significant challenges to the collaborative dynamics of open-source software development. Bug reports are crucial for identifying and resolving defects, yet their inherently problem-focused nature and emotionally charged context make them susceptible to toxic interactions. This study explores toxicity in GitHub bug reports through a qualitative analysis of 203 bug threads, including 81 toxic ones. Our findings reveal that toxicity frequently arises from misaligned perceptions of bug severity and priority, unresolved frustrations with tools, and lapses in professional communication. These toxic interactions not only derail productive discussions but also reduce the likelihood of actionable outcomes, such as linking issues with pull requests. Our preliminary findings offer actionable recommendations to improve bug resolution by mitigating toxicity.
ChatbotManip: A Dataset to Facilitate Evaluation and Oversight of Manipulative Chatbot Behaviour
This paper introduces ChatbotManip, a novel dataset for studying manipulation in Chatbots. It contains simulated generated conversations between a chatbot and a (simulated) user, where the chatbot is explicitly asked to showcase manipulation tactics, persuade the user towards some goal, or simply be helpful. We consider a diverse set of chatbot manipulation contexts, from consumer and personal advice to citizen advice and controversial proposition argumentation. Each conversation is annotated by human annotators for both general manipulation and specific manipulation tactics. Our research reveals three key findings. First, Large Language Models (LLMs) can be manipulative when explicitly instructed, with annotators identifying manipulation in approximately 84\% of such conversations. Second, even when only instructed to be ``persuasive'' without explicit manipulation prompts, LLMs frequently default to controversial manipulative strategies, particularly gaslighting and fear enhancement. Third, small fine-tuned open source models, such as BERT+BiLSTM have a performance comparable to zero-shot classification with larger models like Gemini 2.5 pro in detecting manipulation, but are not yet reliable for real-world oversight. Our work provides important insights for AI safety research and highlights the need of addressing manipulation risks as LLMs are increasingly deployed in consumer-facing applications.
Instance Needs More Care: Rewriting Prompts for Instances Yields Better Zero-Shot Performance
Enabling large language models (LLMs) to perform tasks in zero-shot has been an appealing goal owing to its labor-saving (i.e., requiring no task-specific annotations); as such, zero-shot prompting approaches also enjoy better task generalizability. To improve LLMs' zero-shot performance, prior work has focused on devising more effective task instructions (e.g., ``let's think step by step'' ). However, we argue that, in order for an LLM to solve them correctly in zero-shot, individual test instances need more carefully designed and customized instructions. To this end, we propose PRoMPTd, an approach that rewrites the task prompt for each individual test input to be more specific, unambiguous, and complete, so as to provide better guidance to the task LLM. We evaluated PRoMPTd on eight datasets covering tasks including arithmetics, logical reasoning, and code generation, using GPT-4 as the task LLM. Notably, PRoMPTd achieves an absolute improvement of around 10% on the complex MATH dataset and 5% on the code generation task on HumanEval, outperforming conventional zero-shot methods. In addition, we also showed that the rewritten prompt can provide better interpretability of how the LLM resolves each test instance, which can potentially be leveraged as a defense mechanism against adversarial prompting. The source code and dataset can be obtained from https://github.com/salokr/PRoMPTd