Despite many recent advancements in language modeling, state-of-the-art language models lack grounding in the real world and struggle with tasks involving complex reasoning. Meanwhile, advances in the symbolic reasoning capabilities of AI have led to systems that outperform humans in games like chess and Go (Silver et al., 2018). Chess commentary provides an interesting domain for bridging these two fields of research, as it requires reasoning over a complex board state and providing analyses in natural language. In this work we demonstrate how to combine symbolic reasoning engines with controllable language models to generate chess commentaries. We conduct experiments to demonstrate that our approach generates commentaries that are preferred by human judges over previous baselines.
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鉴于大型语言模型的广泛能力,应该有可能朝着一般的文本的助手工作,这些助手与人类价值一致,这意味着它是有帮助,诚实的和无害的。在此方向上的初始遗传,我们研究简单的基线技术和评估,例如提示。我们发现,从模型规模增加适度的干预措施的好处,概括为各种对准评估,并不会损害大型模型的性能。接下来,我们调查与对齐,比较仿制,二进制歧视和排名偏好建模相关的几个培训目标的缩放趋势。我们发现排名优先级模型比模仿学习更好地表现得多,并且通常以模型大小更有利地缩放。相比之下,二进制歧视通常与模仿学习非常类似地执行和缩放。最后,我们研究了一种“偏好模型预训练阶段的培训阶段,其目的是在对人偏好的芬明时提高样本效率。
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Recent work has shown that fine-tuning large pre-trained language models on a collection of tasks described via instructions, a.k.a. instruction-tuning, improves their zero and few-shot generalization to unseen tasks. However, there is a limited understanding of the performance trade-offs of different decisions made during the instruction-tuning process. These decisions include the scale and diversity of the instruction-tuning benchmark, different task sampling strategies, fine-tuning with and without demonstrations, training using specialized datasets for reasoning and dialogue, and finally, the fine-tuning objectives themselves. In this paper, we characterize the effect of instruction-tuning decisions on downstream task performance when scaling both model and benchmark sizes. To this end, we create OPT-IML Bench: a large benchmark for Instruction Meta-Learning (IML) of 2000 NLP tasks consolidated into task categories from 8 existing benchmarks, and prepare an evaluation framework to measure three types of model generalizations: to tasks from fully held-out categories, to held-out tasks from seen categories, and to held-out instances from seen tasks. Through the lens of this framework, we first present insights about instruction-tuning decisions as applied to OPT-30B and further exploit these insights to train OPT-IML 30B and 175B, which are instruction-tuned versions of OPT. OPT-IML demonstrates all three generalization abilities at both scales on four different evaluation benchmarks with diverse tasks and input formats -- PromptSource, FLAN, Super-NaturalInstructions, and UnifiedSKG. Not only does it significantly outperform OPT on all benchmarks but is also highly competitive with existing models fine-tuned on each specific benchmark. We release OPT-IML at both scales, together with the OPT-IML Bench evaluation framework.
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我们介绍了Sparrow,这是一个寻求信息的对话代理,与提示的语言模型基线相比,训练有素,更有帮助,正确和无害。我们使用从人类反馈中的强化学习来培训我们的模型,以帮助人类评估者判断代理人的行为。首先,为了使我们的代理人更有帮助和无害,我们将良好对话的要求分解为代理人应遵循的自然语言规则,并分别向评估者询问每个规则。我们证明,这种崩溃使我们能够收集对代理行为的更多针对性的人类判断,并允许更有效的规则条件奖励模型。其次,我们的代理商在收集对模型声明的偏好判决时提供了支持事实主张的来源的证据。对于事实问题,麻雀提供的证据支持了78%的时间。比基线比基线更享受麻雀,同时对人类的对抗性探测更具弹性,在探测时只有8%的时间违反了我们的规则。最后,我们进行了广泛的分析,表明尽管我们的模型学会遵守我们的规则,但它可以表现出分布偏见。
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当前的语言模型可以产生高质量的文本。他们只是复制他们之前看到的文本,或者他们学习了普遍的语言抽象吗?要取笑这些可能性,我们介绍了乌鸦,这是一套评估生成文本的新颖性,专注于顺序结构(n-gram)和句法结构。我们将这些分析应用于四种神经语言模型(LSTM,变压器,变换器-XL和GPT-2)。对于本地结构 - 例如,单个依赖性 - 模型生成的文本比来自每个模型的测试集的人类生成文本的基线显着不那么新颖。对于大规模结构 - 例如,总句结构 - 模型生成的文本与人生成的基线一样新颖甚至更新颖,但模型仍然有时复制,在某些情况下,在训练集中重复超过1000字超过1,000字的通道。我们还表现了广泛的手动分析,表明GPT-2的新文本通常在形态学和语法中形成良好,但具有合理的语义问题(例如,是自相矛盾)。
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我们微调GPT-3使用基于文本的Web浏览环境来回答长形问题,允许模型搜索和导航Web。通过建立任务,以便通过人类执行,我们能够使用模仿学习培训在任务上的模型,然后通过人体反馈优化答案质量。为了使人为评估事实精度更容易,模型必须在浏览支持答案时收集引用。我们在ELI5上培训并评估我们的模型,Reddit用户提出的问题数据集。我们的最佳模型是通过使用行为克隆进行微调GPT-3获得的,然后对训练训练的奖励模型进行拒绝采样来获得以预测人类偏好。这种模式的答案是人类56%的答案,我们的人类示威者的时间和69%的时间到Reddit的最高投票答复。
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Visual understanding goes well beyond object recognition. With one glance at an image, we can effortlessly imagine the world beyond the pixels: for instance, we can infer people's actions, goals, and mental states. While this task is easy for humans, it is tremendously difficult for today's vision systems, requiring higher-order cognition and commonsense reasoning about the world. We formalize this task as Visual Commonsense Reasoning. Given a challenging question about an image, a machine must answer correctly and then provide a rationale justifying its answer.Next, we introduce a new dataset, VCR, consisting of 290k multiple choice QA problems derived from 110k movie scenes. The key recipe for generating non-trivial and highquality problems at scale is Adversarial Matching, a new approach to transform rich annotations into multiple choice questions with minimal bias. Experimental results show that while humans find VCR easy (over 90% accuracy), state-of-the-art vision models struggle (∼45%).To move towards cognition-level understanding, we present a new reasoning engine, Recognition to Cognition Networks (R2C), that models the necessary layered inferences for grounding, contextualization, and reasoning. R2C helps narrow the gap between humans and machines (∼65%); still, the challenge is far from solved, and we provide analysis that suggests avenues for future work.
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我们挑战AI模型,以“展示”对《纽约客》标题比赛的复杂多模式幽默的理解。具体而言,我们开发了三个精心限制的任务,以掌握图像和标题之间的潜在复杂和意外的关系,并且对人类经验的广泛品种产生了复杂和意外的寓意;这些是纽约口径卡通的标志。我们调查了直接将卡通像素和字幕输入的视觉和语言模型,以及仅通过提供图像的文本描述来规避图像处理的仅限语言模型。即使我们为卡通图像提供了丰富的多方面注释,我们也可以确定高质量的机器学习模型(例如,微调,175b参数语言模型)和人类之间的性能差距。我们公开发布我们的语料库,包括描述图像的位置/实体的注释,场景的不寻常以及对笑话的解释。
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Superhuman神经网络代理如alphazero是什么?这个问题是科学和实际的兴趣。如果强神经网络的陈述与人类概念没有相似之处,我们理解他们的决定的忠实解释的能力将受到限制,最终限制了我们可以通过神经网络解释来实现的。在这项工作中,我们提供了证据表明,人类知识是由alphapero神经网络获得的,因为它在国际象棋游戏中列车。通过探究广泛的人类象棋概念,我们在alphazero网络中显示了这些概念的时间和地点。我们还提供了一种关注开放游戏的行为分析,包括来自国际象棋Grandmaster Vladimir Kramnik的定性分析。最后,我们开展了初步调查,观察alphazero的表现的低级细节,并在线提供由此产生的行为和代表性分析。
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我们提出了Blenderbot 3,这是一个175B参数对话模型,能够通过访问Internet和长期内存进行开放域对话,并接受了大量用户定义的任务的培训。我们同时发布了模型权重和代码,还将模型部署在公共网页上,以与有机用户进行交互。该技术报告描述了该模型的构建方式(建筑,模型和培训计划)以及其部署的细节,包括安全机制。人类评估表明,它优于现有的开放域对话代理,包括其前身(Roller等,2021; Komeili等,2022)。最后,我们使用部署收集的数据详细介绍了持续学习的计划,该数据也将公开发布。因此,该研究计划的目标是使社区能够研究通过互动学习的不断改进的负责任的代理商。
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Recent video+language datasets cover domains where the interaction is highly structured, such as instructional videos, or where the interaction is scripted, such as TV shows. Both of these properties can lead to spurious cues to be exploited by models rather than learning to ground language. In this paper, we present GrOunded footbAlL commentaries (GOAL), a novel dataset of football (or `soccer') highlights videos with transcribed live commentaries in English. As the course of a game is unpredictable, so are commentaries, which makes them a unique resource to investigate dynamic language grounding. We also provide state-of-the-art baselines for the following tasks: frame reordering, moment retrieval, live commentary retrieval and play-by-play live commentary generation. Results show that SOTA models perform reasonably well in most tasks. We discuss the implications of these results and suggest new tasks for which GOAL can be used. Our codebase is available at: https://gitlab.com/grounded-sport-convai/goal-baselines.
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Large language models show improved downstream task performance when prompted to generate step-by-step reasoning to justify their final answers. These reasoning steps greatly improve model interpretability and verification, but objectively studying their correctness (independent of the final answer) is difficult without reliable methods for automatic evaluation. We simply do not know how often the stated reasoning steps actually support the final end task predictions. In this work, we present ROSCOE, a suite of interpretable, unsupervised automatic scores that improve and extend previous text generation evaluation metrics. To evaluate ROSCOE against baseline metrics, we design a typology of reasoning errors and collect synthetic and human evaluation scores on commonly used reasoning datasets. In contrast with existing metrics, ROSCOE can measure semantic consistency, logicality, informativeness, fluency, and factuality - among other traits - by leveraging properties of step-by-step rationales. We empirically verify the strength of our metrics on five human annotated and six programmatically perturbed diagnostics datasets - covering a diverse set of tasks that require reasoning skills and show that ROSCOE can consistently outperform baseline metrics.
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As AI systems become more capable, we would like to enlist their help to supervise other AIs. We experiment with methods for training a harmless AI assistant through self-improvement, without any human labels identifying harmful outputs. The only human oversight is provided through a list of rules or principles, and so we refer to the method as 'Constitutional AI'. The process involves both a supervised learning and a reinforcement learning phase. In the supervised phase we sample from an initial model, then generate self-critiques and revisions, and then finetune the original model on revised responses. In the RL phase, we sample from the finetuned model, use a model to evaluate which of the two samples is better, and then train a preference model from this dataset of AI preferences. We then train with RL using the preference model as the reward signal, i.e. we use 'RL from AI Feedback' (RLAIF). As a result we are able to train a harmless but non-evasive AI assistant that engages with harmful queries by explaining its objections to them. Both the SL and RL methods can leverage chain-of-thought style reasoning to improve the human-judged performance and transparency of AI decision making. These methods make it possible to control AI behavior more precisely and with far fewer human labels.
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Incivility remains a major challenge for online discussion platforms, to such an extent that even conversations between well-intentioned users can often derail into uncivil behavior. Traditionally, platforms have relied on moderators to -- with or without algorithmic assistance -- take corrective actions such as removing comments or banning users. In this work we propose a complementary paradigm that directly empowers users by proactively enhancing their awareness about existing tension in the conversation they are engaging in and actively guides them as they are drafting their replies to avoid further escalation. As a proof of concept for this paradigm, we design an algorithmic tool that provides such proactive information directly to users, and conduct a user study in a popular discussion platform. Through a mixed methods approach combining surveys with a randomized controlled experiment, we uncover qualitative and quantitative insights regarding how the participants utilize and react to this information. Most participants report finding this proactive paradigm valuable, noting that it helps them to identify tension that they may have otherwise missed and prompts them to further reflect on their own replies and to revise them. These effects are corroborated by a comparison of how the participants draft their reply when our tool warns them that their conversation is at risk of derailing into uncivil behavior versus in a control condition where the tool is disabled. These preliminary findings highlight the potential of this user-centered paradigm and point to concrete directions for future implementations.
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Alphazero,Leela Chess Zero和Stockfish Nnue革新了计算机国际象棋。本书对此类引擎的技术内部工作进行了完整的介绍。该书分为四个主要章节 - 不包括第1章(简介)和第6章(结论):第2章引入神经网络,涵盖了所有用于构建深层网络的基本构建块,例如Alphazero使用的网络。内容包括感知器,后传播和梯度下降,分类,回归,多层感知器,矢量化技术,卷积网络,挤压网络,挤压和激发网络,完全连接的网络,批处理归一化和横向归一化和跨性线性单位,残留层,剩余层,过度效果和底漆。第3章介绍了用于国际象棋发动机以及Alphazero使用的经典搜索技术。内容包括minimax,alpha-beta搜索和蒙特卡洛树搜索。第4章展示了现代国际象棋发动机的设计。除了开创性的Alphago,Alphago Zero和Alphazero我们涵盖Leela Chess Zero,Fat Fritz,Fat Fritz 2以及有效更新的神经网络(NNUE)以及MAIA。第5章是关于实施微型α。 Shexapawn是国际象棋的简约版本,被用作为此的示例。 Minimax搜索可以解决六ap峰,并产生了监督学习的培训位置。然后,作为比较,实施了类似Alphazero的训练回路,其中通过自我游戏进行训练与强化学习结合在一起。最后,比较了类似α的培训和监督培训。
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Many real-world applications of language models (LMs), such as code autocomplete and writing assistance, involve human-LM interaction, but the main LM benchmarks are non-interactive, where a system produces output without human intervention. To evaluate human-LM interaction, we develop a framework, Human-AI Language-based Interaction Evaluation (H-LINE), that expands non-interactive evaluation along three dimensions, capturing (i) the interactive process, not only the final output; (ii) the first-person subjective experience, not just a third-party assessment; and (iii) notions of preference beyond quality. We then design five tasks ranging from goal-oriented to open-ended to capture different forms of interaction. On four state-of-the-art LMs (three variants of OpenAI's GPT-3 and AI21's J1-Jumbo), we find that non-interactive performance does not always result in better human-LM interaction and that first-person and third-party metrics can diverge, suggesting the importance of examining the nuances of human-LM interaction.
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Natural Language Generation (NLG) has improved exponentially in recent years thanks to the development of sequence-to-sequence deep learning technologies such as Transformer-based language models. This advancement has led to more fluent and coherent NLG, leading to improved development in downstream tasks such as abstractive summarization, dialogue generation and data-to-text generation. However, it is also apparent that deep learning based generation is prone to hallucinate unintended text, which degrades the system performance and fails to meet user expectations in many real-world scenarios. To address this issue, many studies have been presented in measuring and mitigating hallucinated texts, but these have never been reviewed in a comprehensive manner before. In this survey, we thus provide a broad overview of the research progress and challenges in the hallucination problem in NLG. The survey is organized into two parts: (1) a general overview of metrics, mitigation methods, and future directions; and (2) an overview of task-specific research progress on hallucinations in the following downstream tasks, namely abstractive summarization, dialogue generation, generative question answering, data-to-text generation, machine translation, and visual-language generation. This survey serves to facilitate collaborative efforts among researchers in tackling the challenge of hallucinated texts in NLG.
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语言模型可以根据给定的文化背景产生有害和偏置的输出并表现出不良行为。我们提出了一种将语言模型适应社会(PALM)与值目标数据集的过程,以通过在反映预定的一组目标值集合的数据集上进行制备和微调来显着地改变模型行为的迭代过程。我们使用三个指标评估我们的进程:具有人类评估的定量指标,将输出遵守目标值,毒性评分对产出;和定性度量分析与给定社会类别相关的最常见的单词。通过每次迭代,我们根据来自评估的观察到的缺点添加其他培训数据集示例。与基线和控制模型相比,PALMS在所有指标上显着更好地为广泛的GPT-3语言模型尺寸进行了基线和控制模型,而不会影响能力完整性。我们发现PALMS的有效性随模型规模而增加。我们表明,显着调整语言模型行为与小型手腕策划数据集是可行的。
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聊天机器人用于许多应用程序中,例如自动化代理,智能家庭助理,在线游戏中的互动角色等。因此,确保他们不会以不希望的方式行事,对用户提供令人反感或有毒的反应。这并不是一项琐碎的任务,因为最先进的聊天机器人模型是在从互联网公开收集的大型公共数据集上培训的。本文提出了对聊天机器人中毒性的首次大规模测量。我们表明,公开可用的聊天机器人很容易在喂养有毒的查询时提供有毒的反应。更令人担忧的是,一些无毒的查询也会触发有毒反应。然后,我们着手设计和实验攻击,即毒性,该攻击依赖于微调的GPT-2来产生无毒的查询,使聊天机器人以有毒的方式做出反应。我们广泛的实验评估表明,我们的攻击对公共聊天机器人模型有效,并且优于先前工作提出的手动制作的恶意查询。我们还评估了针对毒性的三种防御机制,表明它们要么以影响聊天机器人的效用而降低攻击性能,要么仅有效地减轻了一部分攻击。这强调了对计算机安全和在线安全社区进行更多研究的需求,以确保聊天机器人模型不会伤害其用户。总体而言,我们有信心有毒可以用作审计工具,我们的工作将为设计更有效的聊天机器人安全防御措施铺平道路。
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GPT-3等模型的零和少量提示的最新成功导致了NLP研究的范式转移。在本文中,我们研究了其对文本摘要的影响,重点是新闻摘要的经典基准领域。首先,我们研究了零击GPT-3与在大型摘要数据集中训练的微调模型的比较。我们表明,不仅人类压倒性地更喜欢GPT-3摘要,而且这些摘要也不遭受普通数据集特异性问题(例如事实差的问题)。接下来,我们研究这对评估意味着什么,尤其是黄金标准测试集的作用。我们的实验表明,基于参考和无参考的自动指标,例如最近提出的基于质量检查或基于质量的事实方法无法可靠地评估零击摘要。最后,我们讨论了未来的研究挑战,除了通用摘要之外,特别是基于关键字和方面的摘要,表明了优势微调方法与零拍的提示相比如何。为了支持进一步的研究,我们发布:(a)在4个标准摘要基准中,从微调和零摄像模型中产生的10K生成的摘要,(b)1K人类偏好判断和比较不同系统的普通系统,以进行通用和关键字的不同系统。基于摘要。
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