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Nov 27

Large Language Models Orchestrating Structured Reasoning Achieve Kaggle Grandmaster Level

We introduce Agent K v1.0, an end-to-end autonomous data science agent designed to automate, optimise, and generalise across diverse data science tasks. Fully automated, Agent K v1.0 manages the entire data science life cycle by learning from experience. It leverages a highly flexible structured reasoning framework to enable it to dynamically process memory in a nested structure, effectively learning from accumulated experience stored to handle complex reasoning tasks. It optimises long- and short-term memory by selectively storing and retrieving key information, guiding future decisions based on environmental rewards. This iterative approach allows it to refine decisions without fine-tuning or backpropagation, achieving continuous improvement through experiential learning. We evaluate our agent's apabilities using Kaggle competitions as a case study. Following a fully automated protocol, Agent K v1.0 systematically addresses complex and multimodal data science tasks, employing Bayesian optimisation for hyperparameter tuning and feature engineering. Our new evaluation framework rigorously assesses Agent K v1.0's end-to-end capabilities to generate and send submissions starting from a Kaggle competition URL. Results demonstrate that Agent K v1.0 achieves a 92.5\% success rate across tasks, spanning tabular, computer vision, NLP, and multimodal domains. When benchmarking against 5,856 human Kaggle competitors by calculating Elo-MMR scores for each, Agent K v1.0 ranks in the top 38\%, demonstrating an overall skill level comparable to Expert-level users. Notably, its Elo-MMR score falls between the first and third quartiles of scores achieved by human Grandmasters. Furthermore, our results indicate that Agent K v1.0 has reached a performance level equivalent to Kaggle Grandmaster, with a record of 6 gold, 3 silver, and 7 bronze medals, as defined by Kaggle's progression system.

  • 18 authors
·
Nov 5, 2024 6

ContestTrade: A Multi-Agent Trading System Based on Internal Contest Mechanism

In financial trading, large language model (LLM)-based agents demonstrate significant potential. However, the high sensitivity to market noise undermines the performance of LLM-based trading systems. To address this limitation, we propose a novel multi-agent system featuring an internal competitive mechanism inspired by modern corporate management structures. The system consists of two specialized teams: (1) Data Team - responsible for processing and condensing massive market data into diversified text factors, ensuring they fit the model's constrained context. (2) Research Team - tasked with making parallelized multipath trading decisions based on deep research methods. The core innovation lies in implementing a real-time evaluation and ranking mechanism within each team, driven by authentic market feedback. Each agent's performance undergoes continuous scoring and ranking, with only outputs from top-performing agents being adopted. The design enables the system to adaptively adjust to dynamic environment, enhances robustness against market noise and ultimately delivers superior trading performance. Experimental results demonstrate that our proposed system significantly outperforms prevailing multi-agent systems and traditional quantitative investment methods across diverse evaluation metrics. ContestTrade is open-sourced on GitHub at https://github.com/FinStep-AI/ContestTrade.

  • 9 authors
·
Aug 1

CascadeTabNet: An approach for end to end table detection and structure recognition from image-based documents

An automatic table recognition method for interpretation of tabular data in document images majorly involves solving two problems of table detection and table structure recognition. The prior work involved solving both problems independently using two separate approaches. More recent works signify the use of deep learning-based solutions while also attempting to design an end to end solution. In this paper, we present an improved deep learning-based end to end approach for solving both problems of table detection and structure recognition using a single Convolution Neural Network (CNN) model. We propose CascadeTabNet: a Cascade mask Region-based CNN High-Resolution Network (Cascade mask R-CNN HRNet) based model that detects the regions of tables and recognizes the structural body cells from the detected tables at the same time. We evaluate our results on ICDAR 2013, ICDAR 2019 and TableBank public datasets. We achieved 3rd rank in ICDAR 2019 post-competition results for table detection while attaining the best accuracy results for the ICDAR 2013 and TableBank dataset. We also attain the highest accuracy results on the ICDAR 2019 table structure recognition dataset. Additionally, we demonstrate effective transfer learning and image augmentation techniques that enable CNNs to achieve very accurate table detection results. Code and dataset has been made available at: https://github.com/DevashishPrasad/CascadeTabNet

  • 5 authors
·
Apr 27, 2020 1

FISBe: A real-world benchmark dataset for instance segmentation of long-range thin filamentous structures

Instance segmentation of neurons in volumetric light microscopy images of nervous systems enables groundbreaking research in neuroscience by facilitating joint functional and morphological analyses of neural circuits at cellular resolution. Yet said multi-neuron light microscopy data exhibits extremely challenging properties for the task of instance segmentation: Individual neurons have long-ranging, thin filamentous and widely branching morphologies, multiple neurons are tightly inter-weaved, and partial volume effects, uneven illumination and noise inherent to light microscopy severely impede local disentangling as well as long-range tracing of individual neurons. These properties reflect a current key challenge in machine learning research, namely to effectively capture long-range dependencies in the data. While respective methodological research is buzzing, to date methods are typically benchmarked on synthetic datasets. To address this gap, we release the FlyLight Instance Segmentation Benchmark (FISBe) dataset, the first publicly available multi-neuron light microscopy dataset with pixel-wise annotations. In addition, we define a set of instance segmentation metrics for benchmarking that we designed to be meaningful with regard to downstream analyses. Lastly, we provide three baselines to kick off a competition that we envision to both advance the field of machine learning regarding methodology for capturing long-range data dependencies, and facilitate scientific discovery in basic neuroscience.

  • 9 authors
·
Mar 29, 2024

Split, embed and merge: An accurate table structure recognizer

Table structure recognition is an essential part for making machines understand tables. Its main task is to recognize the internal structure of a table. However, due to the complexity and diversity in their structure and style, it is very difficult to parse the tabular data into the structured format which machines can understand easily, especially for complex tables. In this paper, we introduce Split, Embed and Merge (SEM), an accurate table structure recognizer. Our model takes table images as input and can correctly recognize the structure of tables, whether they are simple or a complex tables. SEM is mainly composed of three parts, splitter, embedder and merger. In the first stage, we apply the splitter to predict the potential regions of the table row (column) separators, and obtain the fine grid structure of the table. In the second stage, by taking a full consideration of the textual information in the table, we fuse the output features for each table grid from both vision and language modalities. Moreover, we achieve a higher precision in our experiments through adding additional semantic features. Finally, we process the merging of these basic table grids in a self-regression manner. The correspondent merging results is learned through the attention mechanism. In our experiments, SEM achieves an average F1-Measure of 97.11% on the SciTSR dataset which outperforms other methods by a large margin. We also won the first place in the complex table and third place in all tables in ICDAR 2021 Competition on Scientific Literature Parsing, Task-B. Extensive experiments on other publicly available datasets demonstrate that our model achieves state-of-the-art.

  • 3 authors
·
Jul 12, 2021

Boosting Multi-modal Model Performance with Adaptive Gradient Modulation

While the field of multi-modal learning keeps growing fast, the deficiency of the standard joint training paradigm has become clear through recent studies. They attribute the sub-optimal performance of the jointly trained model to the modality competition phenomenon. Existing works attempt to improve the jointly trained model by modulating the training process. Despite their effectiveness, those methods can only apply to late fusion models. More importantly, the mechanism of the modality competition remains unexplored. In this paper, we first propose an adaptive gradient modulation method that can boost the performance of multi-modal models with various fusion strategies. Extensive experiments show that our method surpasses all existing modulation methods. Furthermore, to have a quantitative understanding of the modality competition and the mechanism behind the effectiveness of our modulation method, we introduce a novel metric to measure the competition strength. This metric is built on the mono-modal concept, a function that is designed to represent the competition-less state of a modality. Through systematic investigation, our results confirm the intuition that the modulation encourages the model to rely on the more informative modality. In addition, we find that the jointly trained model typically has a preferred modality on which the competition is weaker than other modalities. However, this preferred modality need not dominate others. Our code will be available at https://github.com/lihong2303/AGM_ICCV2023.

  • 6 authors
·
Aug 15, 2023

AI Agents for the Dhumbal Card Game: A Comparative Study

This study evaluates Artificial Intelligence (AI) agents for Dhumbal, a culturally significant multiplayer card game with imperfect information, through a systematic comparison of rule-based, search-based, and learning-based strategies. We formalize Dhumbal's mechanics and implement diverse agents, including heuristic approaches (Aggressive, Conservative, Balanced, Opportunistic), search-based methods such as Monte Carlo Tree Search (MCTS) and Information Set Monte Carlo Tree Search (ISMCTS), and reinforcement learning approaches including Deep Q-Network (DQN) and Proximal Policy Optimization (PPO), and a random baseline. Evaluation involves within-category tournaments followed by a cross-category championship. Performance is measured via win rate, economic outcome, Jhyap success, cards discarded per round, risk assessment, and decision efficiency. Statistical significance is assessed using Welch's t-test with Bonferroni correction, effect sizes via Cohen's d, and 95% confidence intervals (CI). Across 1024 simulated rounds, the rule-based Aggressive agent achieves the highest win rate (88.3%, 95% CI: [86.3, 90.3]), outperforming ISMCTS (9.0%) and PPO (1.5%) through effective exploitation of Jhyap declarations. The study contributes a reproducible AI framework, insights into heuristic efficacy under partial information, and open-source code, thereby advancing AI research and supporting digital preservation of cultural games.

  • 1 authors
·
Oct 10

Position Auctions in AI-Generated Content

We consider an extension to the classic position auctions in which sponsored creatives can be added within AI generated content rather than shown in predefined slots. New challenges arise from the natural requirement that sponsored creatives should smoothly fit into the context. With the help of advanced LLM technologies, it becomes viable to accurately estimate the benefits of adding each individual sponsored creatives into each potential positions within the AI generated content by properly taking the context into account. Therefore, we assume one click-through rate estimation for each position-creative pair, rather than one uniform estimation for each sponsored creative across all positions in classic settings. As a result, the underlying optimization becomes a general matching problem, thus the substitution effects should be treated more carefully compared to standard position auction settings, where the slots are independent with each other. In this work, we formalize a concrete mathematical model of the extended position auction problem and study the welfare-maximization and revenue-maximization mechanism design problem. Formally, we consider two different user behavior models and solve the mechanism design problems therein respectively. For the Multinomial Logit (MNL) model, which is order-insensitive, we can efficiently implement the optimal mechanisms. For the cascade model, which is order-sensitive, we provide approximately optimal solutions.

  • 10 authors
·
Jun 3

Redesigning Multi-Scale Neural Network for Crowd Counting

Perspective distortions and crowd variations make crowd counting a challenging task in computer vision. To tackle it, many previous works have used multi-scale architecture in deep neural networks (DNNs). Multi-scale branches can be either directly merged (e.g. by concatenation) or merged through the guidance of proxies (e.g. attentions) in the DNNs. Despite their prevalence, these combination methods are not sophisticated enough to deal with the per-pixel performance discrepancy over multi-scale density maps. In this work, we redesign the multi-scale neural network by introducing a hierarchical mixture of density experts, which hierarchically merges multi-scale density maps for crowd counting. Within the hierarchical structure, an expert competition and collaboration scheme is presented to encourage contributions from all scales; pixel-wise soft gating nets are introduced to provide pixel-wise soft weights for scale combinations in different hierarchies. The network is optimized using both the crowd density map and the local counting map, where the latter is obtained by local integration on the former. Optimizing both can be problematic because of their potential conflicts. We introduce a new relative local counting loss based on relative count differences among hard-predicted local regions in an image, which proves to be complementary to the conventional absolute error loss on the density map. Experiments show that our method achieves the state-of-the-art performance on five public datasets, i.e. ShanghaiTech, UCF_CC_50, JHU-CROWD++, NWPU-Crowd and Trancos.

  • 4 authors
·
Aug 4, 2022

Rethinking the Value of Network Pruning

Network pruning is widely used for reducing the heavy inference cost of deep models in low-resource settings. A typical pruning algorithm is a three-stage pipeline, i.e., training (a large model), pruning and fine-tuning. During pruning, according to a certain criterion, redundant weights are pruned and important weights are kept to best preserve the accuracy. In this work, we make several surprising observations which contradict common beliefs. For all state-of-the-art structured pruning algorithms we examined, fine-tuning a pruned model only gives comparable or worse performance than training that model with randomly initialized weights. For pruning algorithms which assume a predefined target network architecture, one can get rid of the full pipeline and directly train the target network from scratch. Our observations are consistent for multiple network architectures, datasets, and tasks, which imply that: 1) training a large, over-parameterized model is often not necessary to obtain an efficient final model, 2) learned "important" weights of the large model are typically not useful for the small pruned model, 3) the pruned architecture itself, rather than a set of inherited "important" weights, is more crucial to the efficiency in the final model, which suggests that in some cases pruning can be useful as an architecture search paradigm. Our results suggest the need for more careful baseline evaluations in future research on structured pruning methods. We also compare with the "Lottery Ticket Hypothesis" (Frankle & Carbin 2019), and find that with optimal learning rate, the "winning ticket" initialization as used in Frankle & Carbin (2019) does not bring improvement over random initialization.

  • 5 authors
·
Oct 11, 2018

Multi-Agent Collaboration Mechanisms: A Survey of LLMs

With recent advances in Large Language Models (LLMs), Agentic AI has become phenomenal in real-world applications, moving toward multiple LLM-based agents to perceive, learn, reason, and act collaboratively. These LLM-based Multi-Agent Systems (MASs) enable groups of intelligent agents to coordinate and solve complex tasks collectively at scale, transitioning from isolated models to collaboration-centric approaches. This work provides an extensive survey of the collaborative aspect of MASs and introduces an extensible framework to guide future research. Our framework characterizes collaboration mechanisms based on key dimensions: actors (agents involved), types (e.g., cooperation, competition, or coopetition), structures (e.g., peer-to-peer, centralized, or distributed), strategies (e.g., role-based or model-based), and coordination protocols. Through a review of existing methodologies, our findings serve as a foundation for demystifying and advancing LLM-based MASs toward more intelligent and collaborative solutions for complex, real-world use cases. In addition, various applications of MASs across diverse domains, including 5G/6G networks, Industry 5.0, question answering, and social and cultural settings, are also investigated, demonstrating their wider adoption and broader impacts. Finally, we identify key lessons learned, open challenges, and potential research directions of MASs towards artificial collective intelligence.

  • 6 authors
·
Jan 10

Mastering Multi-Drone Volleyball through Hierarchical Co-Self-Play Reinforcement Learning

In this paper, we tackle the problem of learning to play 3v3 multi-drone volleyball, a new embodied competitive task that requires both high-level strategic coordination and low-level agile control. The task is turn-based, multi-agent, and physically grounded, posing significant challenges due to its long-horizon dependencies, tight inter-agent coupling, and the underactuated dynamics of quadrotors. To address this, we propose Hierarchical Co-Self-Play (HCSP), a hierarchical reinforcement learning framework that separates centralized high-level strategic decision-making from decentralized low-level motion control. We design a three-stage population-based training pipeline to enable both strategy and skill to emerge from scratch without expert demonstrations: (I) training diverse low-level skills, (II) learning high-level strategy via self-play with fixed low-level skills, and (III) joint fine-tuning through co-self-play. Experiments show that HCSP achieves superior performance, outperforming non-hierarchical self-play and rule-based hierarchical baselines with an average 82.9% win rate and a 71.5% win rate against the two-stage variant. Moreover, co-self-play leads to emergent team behaviors such as role switching and coordinated formations, demonstrating the effectiveness of our hierarchical design and training scheme. The project page is at https://sites.google.com/view/hi-co-self-play.

  • 9 authors
·
May 7

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.

  • 5 authors
·
May 23

Online Matching with Stochastic Rewards: Advanced Analyses Using Configuration Linear Programs

Mehta and Panigrahi (2012) proposed Online Matching with Stochastic Rewards, which generalizes the Online Bipartite Matching problem of Karp, Vazirani, and Vazirani (1990) by associating the edges with success probabilities. This new feature captures the pay-per-click model in online advertising. Recently, Huang and Zhang (2020) studied this problem under the online primal dual framework using the Configuration Linear Program (LP), and got the best known competitive ratios of the Stochastic Balance algorithm. Their work suggests that the more expressive Configuration LP is more suitable for this problem than the Matching LP. This paper advances the theory of Configuration LP in two directions. Our technical contribution includes a characterization of the joint matching outcome of an offline vertex and all its neighbors. This characterization may be of independent interest, and is aligned with the spirit of Configuration LP. By contrast, previous analyses of Ranking generally focus on only one neighbor. Second, we designed a Stochastic Configuration LP that captures a stochastic benchmark proposed by Goyal and Udwani (2020), who used a Path-based LP. The Stochastic Configuration LP is smaller and simpler than the Path-based LP. Moreover, using the new LP we improved the competitive ratio of Stochastic Balance from 0.596 to 0.611 when the success probabilities are infinitesimal, and to 0.613 when the success probabilities are further equal.

  • 6 authors
·
Sep 18, 2023

Balancing Multimodal Training Through Game-Theoretic Regularization

Multimodal learning holds promise for richer information extraction by capturing dependencies across data sources. Yet, current training methods often underperform due to modality competition, a phenomenon where modalities contend for training resources leaving some underoptimized. This raises a pivotal question: how can we address training imbalances, ensure adequate optimization across all modalities, and achieve consistent performance improvements as we transition from unimodal to multimodal data? This paper proposes the Multimodal Competition Regularizer (MCR), inspired by a mutual information (MI) decomposition designed to prevent the adverse effects of competition in multimodal training. Our key contributions are: 1) A game-theoretic framework that adaptively balances modality contributions by encouraging each to maximize its informative role in the final prediction 2) Refining lower and upper bounds for each MI term to enhance the extraction of both task-relevant unique and shared information across modalities. 3) Proposing latent space permutations for conditional MI estimation, significantly improving computational efficiency. MCR outperforms all previously suggested training strategies and simple baseline, clearly demonstrating that training modalities jointly leads to important performance gains on both synthetic and large real-world datasets. We release our code and models at https://github.com/kkontras/MCR.

  • 6 authors
·
Nov 11, 2024

Achieving Human Level Competitive Robot Table Tennis

Achieving human-level speed and performance on real world tasks is a north star for the robotics research community. This work takes a step towards that goal and presents the first learned robot agent that reaches amateur human-level performance in competitive table tennis. Table tennis is a physically demanding sport which requires human players to undergo years of training to achieve an advanced level of proficiency. In this paper, we contribute (1) a hierarchical and modular policy architecture consisting of (i) low level controllers with their detailed skill descriptors which model the agent's capabilities and help to bridge the sim-to-real gap and (ii) a high level controller that chooses the low level skills, (2) techniques for enabling zero-shot sim-to-real including an iterative approach to defining the task distribution that is grounded in the real-world and defines an automatic curriculum, and (3) real time adaptation to unseen opponents. Policy performance was assessed through 29 robot vs. human matches of which the robot won 45% (13/29). All humans were unseen players and their skill level varied from beginner to tournament level. Whilst the robot lost all matches vs. the most advanced players it won 100% matches vs. beginners and 55% matches vs. intermediate players, demonstrating solidly amateur human-level performance. Videos of the matches can be viewed at https://sites.google.com/view/competitive-robot-table-tennis

  • 27 authors
·
Aug 7, 2024 2

ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation

This paper presents the second ChatGPT4PCG competition at the 2024 IEEE Conference on Games. In this edition of the competition, we follow the first edition, but make several improvements and changes. We introduce a new evaluation metric along with allowing a more flexible format for participants' submissions and making several improvements to the evaluation pipeline. Continuing from the first edition, we aim to foster and explore the realm of prompt engineering (PE) for procedural content generation (PCG). While the first competition saw success, it was hindered by various limitations; we aim to mitigate these limitations in this edition. We introduce diversity as a new metric to discourage submissions aimed at producing repetitive structures. Furthermore, we allow submission of a Python program instead of a prompt text file for greater flexibility in implementing advanced PE approaches, which may require control flow, including conditions and iterations. We also make several improvements to the evaluation pipeline with a better classifier for similarity evaluation and better-performing function signatures. We thoroughly evaluate the effectiveness of the new metric and the improved classifier. Additionally, we perform an ablation study to select a function signature to instruct ChatGPT for level generation. Finally, we provide implementation examples of various PE techniques in Python and evaluate their preliminary performance. We hope this competition serves as a resource and platform for learning about PE and PCG in general.

  • 8 authors
·
Mar 4, 2024

Online Information Acquisition: Hiring Multiple Agents

We investigate the mechanism design problem faced by a principal who hires multiple agents to gather and report costly information. Then, the principal exploits the information to make an informed decision. We model this problem as a game, where the principal announces a mechanism consisting in action recommendations and a payment function, a.k.a. scoring rule. Then, each agent chooses an effort level and receives partial information about an underlying state of nature based on the effort. Finally, the agents report the information (possibly non-truthfully), the principal takes a decision based on this information, and the agents are paid according to the scoring rule. While previous work focuses on single-agent problems, we consider multi-agents settings. This poses the challenge of coordinating the agents' efforts and aggregating correlated information. Indeed, we show that optimal mechanisms must correlate agents' efforts, which introduces externalities among the agents, and hence complex incentive compatibility constraints and equilibrium selection problems. First, we design a polynomial-time algorithm to find an optimal incentive compatible mechanism. Then, we study an online problem, where the principal repeatedly interacts with a group of unknown agents. We design a no-regret algorithm that provides mathcal{O}(T^{2/3}) regret with respect to an optimal mechanism, matching the state-of-the-art bound for single-agent settings.

  • 3 authors
·
Jul 12, 2023

Can LLMs Beat Humans in Debating? A Dynamic Multi-agent Framework for Competitive Debate

Competitive debate is a complex task of computational argumentation. Large Language Models (LLMs) suffer from hallucinations and lack competitiveness in this field. To address these challenges, we introduce Agent for Debate (Agent4Debate), a dynamic multi-agent framework based on LLMs designed to enhance their capabilities in competitive debate. Drawing inspiration from human behavior in debate preparation and execution, Agent4Debate employs a collaborative architecture where four specialized agents, involving Searcher, Analyzer, Writer, and Reviewer, dynamically interact and cooperate. These agents work throughout the debate process, covering multiple stages from initial research and argument formulation to rebuttal and summary. To comprehensively evaluate framework performance, we construct the Competitive Debate Arena, comprising 66 carefully selected Chinese debate motions. We recruit ten experienced human debaters and collect records of 200 debates involving Agent4Debate, baseline models, and humans. The evaluation employs the Debatrix automatic scoring system and professional human reviewers based on the established Debatrix-Elo and Human-Elo ranking. Experimental results indicate that the state-of-the-art Agent4Debate exhibits capabilities comparable to those of humans. Furthermore, ablation studies demonstrate the effectiveness of each component in the agent structure.

  • 6 authors
·
Aug 8, 2024

Attentiveness to Answer Choices Doesn't Always Entail High QA Accuracy

When large language models (LMs) are applied in zero- or few-shot settings to discriminative tasks such as multiple-choice questions, their attentiveness (i.e., probability mass) is spread across many vocabulary tokens that are not valid choices. Such a spread across multiple surface forms with identical meaning is thought to cause an underestimation of a model's true performance, referred to as the "surface form competition" (SFC) hypothesis. This has motivated the introduction of various probability normalization methods. However, many core questions remain unanswered. How do we measure SFC or attentiveness? Are there direct ways of increasing attentiveness on valid choices? Does increasing attentiveness always improve task accuracy? We propose a mathematical formalism for studying this phenomenon, provide a metric for quantifying attentiveness, and identify a simple method for increasing it -- namely, in-context learning with even just one example containing answer choices. The formalism allows us to quantify SFC and bound its impact. Our experiments on three diverse datasets and six LMs reveal several surprising findings. For example, encouraging models to generate a valid answer choice can, in fact, be detrimental to task performance for some LMs, and prior probability normalization methods are less effective (sometimes even detrimental) to instruction-tuned LMs. We conclude with practical insights for effectively using prompted LMs for multiple-choice tasks.

  • 5 authors
·
May 23, 2023

Solving Football by Exploiting Equilibrium Structure of 2p0s Differential Games with One-Sided Information

For a two-player imperfect-information extensive-form game (IIEFG) with K time steps and a player action space of size U, the game tree complexity is U^{2K}, causing existing IIEFG solvers to struggle with large or infinite (U,K), e.g., differential games with continuous action spaces. To partially address this scalability challenge, we focus on an important class of 2p0s games where the informed player (P1) knows the payoff while the uninformed player (P2) only has a belief over the set of I possible payoffs. Such games encompass a wide range of scenarios in sports, defense, cybersecurity, and finance. We prove that under mild conditions, P1's (resp. P2's) equilibrium strategy at any infostate concentrates on at most I (resp. I+1) action prototypes. When Ill U, this equilibrium structure causes the game tree complexity to collapse to I^K for P1 when P2 plays pure best responses, and (I+1)^K for P2 in a dual game where P1 plays pure best responses. We then show that exploiting this structure in standard learning modes, i.e., model-free multiagent reinforcement learning and model predictive control, is straightforward, leading to significant improvements in learning accuracy and efficiency from SOTA IIEFG solvers. Our demonstration solves a 22-player football game (K=10, U=infty) where the attacking team has to strategically conceal their intention until a critical moment in order to exploit information advantage. Code is available at https://github.com/ghimiremukesh/cams/tree/iclr

  • 4 authors
·
Feb 1

CodeClash: Benchmarking Goal-Oriented Software Engineering

Current benchmarks for coding evaluate language models (LMs) on concrete, well-specified tasks such as fixing specific bugs or writing targeted tests. However, human programmers do not spend all day incessantly addressing isolated tasks. Instead, real-world software development is grounded in the pursuit of high-level goals, like improving user retention or reducing costs. Evaluating whether LMs can also iteratively develop code to better accomplish open-ended objectives without any explicit guidance remains an open challenge. To address this, we introduce CodeClash, a benchmark where LMs compete in multi-round tournaments to build the best codebase for achieving a competitive objective. Each round proceeds in two phases: agents edit their code, then their codebases compete head-to-head in a code arena that determines winners based on objectives like score maximization, resource acquisition, or survival. Whether it's writing notes, scrutinizing documentation, analyzing competition logs, or creating test suites, models must decide for themselves how to improve their codebases both absolutely and against their opponents. We run 1680 tournaments (25,200 rounds total) to evaluate 8 LMs across 6 arenas. Our results reveal that while models exhibit diverse development styles, they share fundamental limitations in strategic reasoning. Models also struggle with long-term codebase maintenance, as repositories become progressively messy and redundant. These limitations are stark: top models lose every round against expert human programmers. We open-source CodeClash to advance the study of autonomous, goal-oriented code development.

stanfordnlp Stanford NLP
·
Nov 2 1

Structurally Prune Anything: Any Architecture, Any Framework, Any Time

Neural network pruning serves as a critical technique for enhancing the efficiency of deep learning models. Unlike unstructured pruning, which only sets specific parameters to zero, structured pruning eliminates entire channels, thus yielding direct computational and storage benefits. However, the diverse patterns for coupling parameters, such as residual connections and group convolutions, the diverse deep learning frameworks, and the various time stages at which pruning can be performed make existing pruning methods less adaptable to different architectures, frameworks, and pruning criteria. To address this, we introduce Structurally Prune Anything (SPA), a versatile structured pruning framework that can prune neural networks with any architecture, from any framework, and at any stage of training. SPA leverages a standardized computational graph and ONNX representation to prune diverse neural network architectures without the need for manual intervention. SPA employs a group-level importance estimation method, which groups dependent computational operators, estimates their importance, and prunes unimportant coupled channels. This enables the transfer of various existing pruning criteria into a structured group style. As a result, SPA supports pruning at any time, either before training, after training with fine-tuning, or after training without fine-tuning. In the context of the latter, we introduce Optimal Brain SPA (OBSPA), an algorithm that achieves state-of-the-art pruning results needing neither fine-tuning nor calibration data. In extensive experiments, SPA shows competitive to state-of-the-art pruning performance across various architectures, from popular frameworks, at different pruning times.

  • 4 authors
·
Mar 3, 2024

Varco Arena: A Tournament Approach to Reference-Free Benchmarking Large Language Models

The rapid advancement of Large Language Models (LLMs) necessitates robust evaluation methodologies. Current benchmarking approaches often rely on comparing model outputs against predefined prompts and reference outputs. Relying on predefined reference outputs hinders flexible adaptation of benchmarks to the rapidly evolving capabilities of LLMs. This limitation necessitates periodic efforts to prepare new benchmarks. To keep pace with rapidly evolving LLM capabilities, we propose a more flexible benchmarking approach. Our method, \textbf{Varco Arena}, provides reference-free benchmarking of LLMs in tournament style. \textbf{Varco Arena} directly compares LLM outputs across a diverse set of prompts, determining model rankings through a single-elimination tournament structure. This direct pairwise comparison offers two key advantages: (1) Direct comparison, unmediated by reference text, more effectively orders competing LLMs, resulting in more reliable rankings, and (2) reference-free approach to benchmarking adds flexibility in updating benchmark prompts by eliminating the need for quality references. Our empirical results, supported by simulation experiments, demonstrate that the \textbf{Varco Arena} tournament approach aligns better with the current Elo model for benchmarking LLMs. The alignment is measured in terms of Spearman correlation, showing improvement over current practice of benchmarking that use reference outputs as comparison anchors.

  • 6 authors
·
Nov 2, 2024

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.

  • 10 authors
·
Aug 2, 2023

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.

  • 13 authors
·
Jul 5, 2021

CPRet: A Dataset, Benchmark, and Model for Retrieval in Competitive Programming

Competitive programming benchmarks are widely used in scenarios such as programming contests and large language model assessments. However, the growing presence of duplicate or highly similar problems raises concerns not only about competition fairness, but also about the validity of competitive programming as a benchmark for model evaluation. In this paper, we propose a new problem -- similar question retrieval -- to address this issue. Due to the lack of both data and models, solving this problem is challenging. To this end, we introduce CPRet, a retrieval-oriented benchmark suite for competitive programming, covering four retrieval tasks: two code-centric (i.e., Text-to-Code and Code-to-Code) and two newly proposed problem-centric tasks (i.e., Problem-to-Duplicate and Simplified-to-Full), built from a combination of automatically crawled problem-solution data and manually curated annotations. Our contribution includes both high-quality training data and temporally separated test sets for reliable evaluation. In addition, we develop two task-specialized retrievers based on this dataset: CPRetriever-Code, trained with a novel Group-InfoNCE loss for problem-code alignment, and CPRetriever-Prob, fine-tuned for identifying problem-level similarity. Both models achieve strong results and are open-sourced for local use. Finally, we analyze LiveCodeBench and find that high-similarity problems inflate model pass rates and reduce differentiation, underscoring the need for similarity-aware evaluation in future benchmarks. Code and data are available at: https://github.com/coldchair/CPRet

  • 5 authors
·
May 19

Strategyproof and Proportionally Fair Facility Location

We focus on a simple, one-dimensional collective decision problem (often referred to as the facility location problem) and explore issues of strategyproofness and proportionality-based fairness. We introduce and analyze a hierarchy of proportionality-based fairness axioms of varying strength: Individual Fair Share (IFS), Unanimous Fair Share (UFS), Proportionality (as in Freeman et al, 2021), and Proportional Fairness (PF). For each axiom, we characterize the family of mechanisms that satisfy the axiom and strategyproofness. We show that imposing strategyproofness renders many of the axioms to be equivalent: the family of mechanisms that satisfy proportionality, unanimity, and strategyproofness is equivalent to the family of mechanisms that satisfy UFS and strategyproofness, which, in turn, is equivalent to the family of mechanisms that satisfy PF and strategyproofness. Furthermore, there is a unique such mechanism: the Uniform Phantom mechanism, which is studied in Freeman et al. (2021). We also characterize the outcomes of the Uniform Phantom mechanism as the unique (pure) equilibrium outcome for any mechanism that satisfies continuity, strict monotonicity, and UFS. Finally, we analyze the approximation guarantees, in terms of optimal social welfare and minimum total cost, obtained by mechanisms that are strategyproof and satisfy each proportionality-based fairness axiom. We show that the Uniform Phantom mechanism provides the best approximation of the optimal social welfare (and also minimum total cost) among all mechanisms that satisfy UFS.

  • 4 authors
·
Nov 2, 2021