6 research outputs found
The Consensus Game: Language Model Generation via Equilibrium Search
When applied to question answering and other text generation tasks, language
models (LMs) may be queried generatively (by sampling answers from their output
distribution) or discriminatively (by using them to score or rank a set of
candidate outputs). These procedures sometimes yield very different
predictions. How do we reconcile mutually incompatible scoring procedures to
obtain coherent LM predictions? We introduce a new, a training-free,
game-theoretic procedure for language model decoding. Our approach casts
language model decoding as a regularized imperfect-information sequential
signaling game - which we term the CONSENSUS GAME - in which a GENERATOR seeks
to communicate an abstract correctness parameter using natural language
sentences to a DISCRIMINATOR. We develop computational procedures for finding
approximate equilibria of this game, resulting in a decoding algorithm we call
EQUILIBRIUM-RANKING. Applied to a large number of tasks (including reading
comprehension, commonsense reasoning, mathematical problem-solving, and
dialog), EQUILIBRIUM-RANKING consistently, and sometimes substantially,
improves performance over existing LM decoding procedures - on multiple
benchmarks, we observe that applying EQUILIBRIUM-RANKING to LLaMA-7B
outperforms the much larger LLaMA-65B and PaLM-540B models. These results
highlight the promise of game-theoretic tools for addressing fundamental
challenges of truthfulness and consistency in LMs
Mode Regularized Generative Adversarial Networks
Although Generative Adversarial Networks achieve state-of-the-art results on
a variety of generative tasks, they are regarded as highly unstable and prone
to miss modes. We argue that these bad behaviors of GANs are due to the very
particular functional shape of the trained discriminators in high dimensional
spaces, which can easily make training stuck or push probability mass in the
wrong direction, towards that of higher concentration than that of the data
generating distribution. We introduce several ways of regularizing the
objective, which can dramatically stabilize the training of GAN models. We also
show that our regularizers can help the fair distribution of probability mass
across the modes of the data generating distribution, during the early phases
of training and thus providing a unified solution to the missing modes problem.Comment: Published as a conference paper at ICLR 201
AutoReply: Detecting Nonsense in Dialogue Introspectively with Discriminative Replies
Existing approaches built separate classifiers to detect nonsense in
dialogues. In this paper, we show that without external classifiers, dialogue
models can detect errors in their own messages introspectively, by calculating
the likelihood of replies that are indicative of poor messages. For example, if
an agent believes its partner is likely to respond "I don't understand" to a
candidate message, that message may not make sense, so an alternative message
should be chosen. We evaluate our approach on a dataset from the game
Diplomacy, which contains long dialogues richly grounded in the game state, on
which existing models make many errors. We first show that hand-crafted replies
can be effective for the task of detecting nonsense in applications as complex
as Diplomacy. We then design AutoReply, an algorithm to search for such
discriminative replies automatically, given a small number of annotated
dialogue examples. We find that AutoReply-generated replies outperform
handcrafted replies and perform on par with carefully fine-tuned large
supervised models. Results also show that one single reply without much
computation overheads can also detect dialogue nonsense reasonably well
Learning Effective and Human-like Policies for Strategic, Multi-Agent Games
We consider the task of building effective but human-like policies in multi-agent decision-making problems. Imitation learning (IL) is effective at predicting human actions but may not match the strength of expert humans, while reinforcement learning (RL) and search algorithms lead to strong performance but may produce policies that are difficult for humans to understand and coordinate with.
We first study the problem of producing human-like communication in latent language policies (LLPs), in which high-level instructor and low-level executor agents communicate using natural language. While LLPs can solve long-horizon RL problems, past work has found that LLP training produces agents that use messages in ways inconsistent with their natural language meanings. We introduce a sample-efficient multitask training scheme that yields human-like communication in a complex realtime strategy game.
We then turn to the problem of producing human-like decision-making in a more general class of policies. We develop a regret-minimization algorithm for imperfect information games that can leverage human demonstrations. We show that using this algorithm for search in no-press Diplomacy yields a policy that matches the human-likeness of IL while achieving much higher reward.
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This thesis is based on the papers, Multitasking Inhibits Semantic Drift published at NAACL 2021 and Modeling Strong and Human-Like Gameplay with KL-Regularized Search which is currently under review for publication at ICML 2022. The contents of this paper are used with the permission of co-authors David J. Wu, Gabriele Farina, Adam Lerer, Hengyuan Hu, Anton Bakhtin, Mike Lewis, Noam Brown, and Jacob Andreas.S.M
Multitasking Inhibits Semantic Drift
When intelligent agents communicate to accomplish shared goals, how do these
goals shape the agents' language? We study the dynamics of learning in latent
language policies (LLPs), in which instructor agents generate natural-language
subgoal descriptions and executor agents map these descriptions to low-level
actions. LLPs can solve challenging long-horizon reinforcement learning
problems and provide a rich model for studying task-oriented language use. But
previous work has found that LLP training is prone to semantic drift (use of
messages in ways inconsistent with their original natural language meanings).
Here, we demonstrate theoretically and empirically that multitask training is
an effective counter to this problem: we prove that multitask training
eliminates semantic drift in a well-studied family of signaling games, and show
that multitask training of neural LLPs in a complex strategy game reduces drift
and while improving sample efficiency.Comment: NAACL 202