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BART: Denoising Sequence-to-Sequence Pre-training for Natural Language Generation, Translation, and Comprehension

We present BART, a denoising autoencoder for pretraining sequence-to-sequence models. BART is trained by (1) corrupting text with an arbitrary noising function, and (2) learning a model to reconstruct the original text. It uses a standard Tranformer-based neural machine translation architecture which, despite its simplicity, can be seen as generalizing BERT (due to the bidirectional encoder), GPT (with the left-to-right decoder), and many other more recent pretraining schemes. We evaluate a number of noising approaches, finding the best performance by both randomly shuffling the order of the original sentences and using a novel in-filling scheme, where spans of text are replaced with a single mask token. BART is particularly effective when fine tuned for text generation but also works well for comprehension tasks. It matches the performance of RoBERTa with comparable training resources on GLUE and SQuAD, achieves new state-of-the-art results on a range of abstractive dialogue, question answering, and summarization tasks, with gains of up to 6 ROUGE. BART also provides a 1.1 BLEU increase over a back-translation system for machine translation, with only target language pretraining. We also report ablation experiments that replicate other pretraining schemes within the BART framework, to better measure which factors most influence end-task performance.

BARTScore: Evaluating Generated Text as Text Generation

A wide variety of NLP applications, such as machine translation, summarization, and dialog, involve text generation. One major challenge for these applications is how to evaluate whether such generated texts are actually fluent, accurate, or effective. In this work, we conceptualize the evaluation of generated text as a text generation problem, modeled using pre-trained sequence-to-sequence models. The general idea is that models trained to convert the generated text to/from a reference output or the source text will achieve higher scores when the generated text is better. We operationalize this idea using BART, an encoder-decoder based pre-trained model, and propose a metric BARTScore with a number of variants that can be flexibly applied in an unsupervised fashion to evaluation of text from different perspectives (e.g. informativeness, fluency, or factuality). BARTScore is conceptually simple and empirically effective. It can outperform existing top-scoring metrics in 16 of 22 test settings, covering evaluation of 16 datasets (e.g., machine translation, text summarization) and 7 different perspectives (e.g., informativeness, factuality). Code to calculate BARTScore is available at https://github.com/neulab/BARTScore, and we have released an interactive leaderboard for meta-evaluation at http://explainaboard.nlpedia.ai/leaderboard/task-meval/ on the ExplainaBoard platform, which allows us to interactively understand the strengths, weaknesses, and complementarity of each metric.

Causal Inference by String Diagram Surgery

Extracting causal relationships from observed correlations is a growing area in probabilistic reasoning, originating with the seminal work of Pearl and others from the early 1990s. This paper develops a new, categorically oriented view based on a clear distinction between syntax (string diagrams) and semantics (stochastic matrices), connected via interpretations as structure-preserving functors. A key notion in the identification of causal effects is that of an intervention, whereby a variable is forcefully set to a particular value independent of any prior propensities. We represent the effect of such an intervention as an endofunctor which performs `string diagram surgery' within the syntactic category of string diagrams. This diagram surgery in turn yields a new, interventional distribution via the interpretation functor. While in general there is no way to compute interventional distributions purely from observed data, we show that this is possible in certain special cases using a calculational tool called comb disintegration. We demonstrate the use of this technique on a well-known toy example, where we predict the causal effect of smoking on cancer in the presence of a confounding common cause. After developing this specific example, we show this technique provides simple sufficient conditions for computing interventions which apply to a wide variety of situations considered in the causal inference literature.

Adaptive Computation Modules: Granular Conditional Computation For Efficient Inference

The computational cost of transformer models makes them inefficient in low-latency or low-power applications. While techniques such as quantization or linear attention can reduce the computational load, they may incur a reduction in accuracy. In addition, globally reducing the cost for all inputs may be sub-optimal. We observe that for each layer, the full width of the layer may be needed only for a small subset of tokens inside a batch and that the "effective" width needed to process a token can vary from layer to layer. Motivated by this observation, we introduce the Adaptive Computation Module (ACM), a generic module that dynamically adapts its computational load to match the estimated difficulty of the input on a per-token basis. An ACM consists of a sequence of learners that progressively refine the output of their preceding counterparts. An additional gating mechanism determines the optimal number of learners to execute for each token. We also describe a distillation technique to replace any pre-trained model with an "ACMized" variant. The distillation phase is designed to be highly parallelizable across layers while being simple to plug-and-play into existing networks. Our evaluation of transformer models in computer vision and speech recognition demonstrates that substituting layers with ACMs significantly reduces inference costs without degrading the downstream accuracy for a wide interval of user-defined budgets.

Fair coins tend to land on the same side they started: Evidence from 350,757 flips

Many people have flipped coins but few have stopped to ponder the statistical and physical intricacies of the process. In a preregistered study we collected 350{,}757 coin flips to test the counterintuitive prediction from a physics model of human coin tossing developed by Diaconis, Holmes, and Montgomery (DHM; 2007). The model asserts that when people flip an ordinary coin, it tends to land on the same side it started -- DHM estimated the probability of a same-side outcome to be about 51%. Our data lend strong support to this precise prediction: the coins landed on the same side more often than not, Pr(same side) = 0.508, 95% credible interval (CI) [0.506, 0.509], BF_{same-side bias} = 2359. Furthermore, the data revealed considerable between-people variation in the degree of this same-side bias. Our data also confirmed the generic prediction that when people flip an ordinary coin -- with the initial side-up randomly determined -- it is equally likely to land heads or tails: Pr(heads) = 0.500, 95% CI [0.498, 0.502], BF_{heads-tails bias} = 0.182. Furthermore, this lack of heads-tails bias does not appear to vary across coins. Additional exploratory analyses revealed that the within-people same-side bias decreased as more coins were flipped, an effect that is consistent with the possibility that practice makes people flip coins in a less wobbly fashion. Our data therefore provide strong evidence that when some (but not all) people flip a fair coin, it tends to land on the same side it started. Our data provide compelling statistical support for the DHM physics model of coin tossing.

Reasoning Language Models: A Blueprint

Reasoning language models (RLMs), also known as Large Reasoning Models (LRMs), such as OpenAI's o1 and o3, DeepSeek-V3, and Alibaba's QwQ, have redefined AI's problem-solving capabilities by extending large language models (LLMs) with advanced reasoning mechanisms. Yet, their high costs, proprietary nature, and complex architectures - uniquely combining Reinforcement Learning (RL), search heuristics, and LLMs - present accessibility and scalability challenges. To address these, we propose a comprehensive blueprint that organizes RLM components into a modular framework, based on a survey and analysis of all RLM works. This blueprint incorporates diverse reasoning structures (chains, trees, graphs, and nested forms), reasoning strategies (e.g., Monte Carlo Tree Search, Beam Search), RL concepts (policy, value models and others), and supervision schemes (Output-Based and Process-Based Supervision). We also provide detailed mathematical formulations and algorithmic specifications to simplify RLM implementation. By showing how schemes like LLaMA-Berry, QwQ, Journey Learning, and Graph of Thoughts fit as special cases, we demonstrate the blueprint's versatility and unifying potential. To illustrate its utility, we introduce x1, a modular implementation for rapid RLM prototyping and experimentation. Using x1 and a literature review, we provide key insights, such as multi-phase training for policy and value models, and the importance of familiar training distributions. Finally, we outline how RLMs can integrate with a broader LLM ecosystem, including tools and databases. Our work demystifies RLM construction, democratizes advanced reasoning capabilities, and fosters innovation, aiming to mitigate the gap between "rich AI" and "poor AI" by lowering barriers to RLM development and experimentation.

BALROG: Benchmarking Agentic LLM and VLM Reasoning On Games

Large Language Models (LLMs) and Vision Language Models (VLMs) possess extensive knowledge and exhibit promising reasoning abilities; however, they still struggle to perform well in complex, dynamic environments. Real-world tasks require handling intricate interactions, advanced spatial reasoning, long-term planning, and continuous exploration of new strategies-areas in which we lack effective methodologies for comprehensively evaluating these capabilities. To address this gap, we introduce BALROG, a novel benchmark designed to assess the agentic capabilities of LLMs and VLMs through a diverse set of challenging games. Our benchmark incorporates a range of existing reinforcement learning environments with varying levels of difficulty, including tasks that are solvable by non-expert humans in seconds to extremely challenging ones that may take years to master (e.g., the NetHack Learning Environment). We devise fine-grained metrics to measure performance and conduct an extensive evaluation of several popular open-source and closed-source LLMs and VLMs. Our findings indicate that while current models achieve partial success in the easier games, they struggle significantly with more challenging tasks. Notably, we observe severe deficiencies in vision-based decision-making, as models perform worse when visual representations of the environments are provided. We release BALROG as an open and user-friendly benchmark to facilitate future research and development in the agentic community.

Precise Parameter Localization for Textual Generation in Diffusion Models

Novel diffusion models can synthesize photo-realistic images with integrated high-quality text. Surprisingly, we demonstrate through attention activation patching that only less than 1% of diffusion models' parameters, all contained in attention layers, influence the generation of textual content within the images. Building on this observation, we improve textual generation efficiency and performance by targeting cross and joint attention layers of diffusion models. We introduce several applications that benefit from localizing the layers responsible for textual content generation. We first show that a LoRA-based fine-tuning solely of the localized layers enhances, even more, the general text-generation capabilities of large diffusion models while preserving the quality and diversity of the diffusion models' generations. Then, we demonstrate how we can use the localized layers to edit textual content in generated images. Finally, we extend this idea to the practical use case of preventing the generation of toxic text in a cost-free manner. In contrast to prior work, our localization approach is broadly applicable across various diffusion model architectures, including U-Net (e.g., LDM and SDXL) and transformer-based (e.g., DeepFloyd IF and Stable Diffusion 3), utilizing diverse text encoders (e.g., from CLIP to the large language models like T5). Project page available at https://t2i-text-loc.github.io/.

Optimizing CLIP Models for Image Retrieval with Maintained Joint-Embedding Alignment

Contrastive Language and Image Pairing (CLIP), a transformative method in multimedia retrieval, typically trains two neural networks concurrently to generate joint embeddings for text and image pairs. However, when applied directly, these models often struggle to differentiate between visually distinct images that have similar captions, resulting in suboptimal performance for image-based similarity searches. This paper addresses the challenge of optimizing CLIP models for various image-based similarity search scenarios, while maintaining their effectiveness in text-based search tasks such as text-to-image retrieval and zero-shot classification. We propose and evaluate two novel methods aimed at refining the retrieval capabilities of CLIP without compromising the alignment between text and image embeddings. The first method involves a sequential fine-tuning process: initially optimizing the image encoder for more precise image retrieval and subsequently realigning the text encoder to these optimized image embeddings. The second approach integrates pseudo-captions during the retrieval-optimization phase to foster direct alignment within the embedding space. Through comprehensive experiments, we demonstrate that these methods enhance CLIP's performance on various benchmarks, including image retrieval, k-NN classification, and zero-shot text-based classification, while maintaining robustness in text-to-image retrieval. Our optimized models permit maintaining a single embedding per image, significantly simplifying the infrastructure needed for large-scale multi-modal similarity search systems.

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/

Anomaly Detection using Autoencoders in High Performance Computing Systems

Anomaly detection in supercomputers is a very difficult problem due to the big scale of the systems and the high number of components. The current state of the art for automated anomaly detection employs Machine Learning methods or statistical regression models in a supervised fashion, meaning that the detection tool is trained to distinguish among a fixed set of behaviour classes (healthy and unhealthy states). We propose a novel approach for anomaly detection in High Performance Computing systems based on a Machine (Deep) Learning technique, namely a type of neural network called autoencoder. The key idea is to train a set of autoencoders to learn the normal (healthy) behaviour of the supercomputer nodes and, after training, use them to identify abnormal conditions. This is different from previous approaches which where based on learning the abnormal condition, for which there are much smaller datasets (since it is very hard to identify them to begin with). We test our approach on a real supercomputer equipped with a fine-grained, scalable monitoring infrastructure that can provide large amount of data to characterize the system behaviour. The results are extremely promising: after the training phase to learn the normal system behaviour, our method is capable of detecting anomalies that have never been seen before with a very good accuracy (values ranging between 88% and 96%).

Interpretation of Natural Language Rules in Conversational Machine Reading

Most work in machine reading focuses on question answering problems where the answer is directly expressed in the text to read. However, many real-world question answering problems require the reading of text not because it contains the literal answer, but because it contains a recipe to derive an answer together with the reader's background knowledge. One example is the task of interpreting regulations to answer "Can I...?" or "Do I have to...?" questions such as "I am working in Canada. Do I have to carry on paying UK National Insurance?" after reading a UK government website about this topic. This task requires both the interpretation of rules and the application of background knowledge. It is further complicated due to the fact that, in practice, most questions are underspecified, and a human assistant will regularly have to ask clarification questions such as "How long have you been working abroad?" when the answer cannot be directly derived from the question and text. In this paper, we formalise this task and develop a crowd-sourcing strategy to collect 32k task instances based on real-world rules and crowd-generated questions and scenarios. We analyse the challenges of this task and assess its difficulty by evaluating the performance of rule-based and machine-learning baselines. We observe promising results when no background knowledge is necessary, and substantial room for improvement whenever background knowledge is needed.

StarCraft II: A New Challenge for Reinforcement Learning

This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of problems than considered in most prior work. It is a multi-agent problem with multiple players interacting; there is imperfect information due to a partially observed map; it has a large action space involving the selection and control of hundreds of units; it has a large state space that must be observed solely from raw input feature planes; and it has delayed credit assignment requiring long-term strategies over thousands of steps. We describe the observation, action, and reward specification for the StarCraft II domain and provide an open source Python-based interface for communicating with the game engine. In addition to the main game maps, we provide a suite of mini-games focusing on different elements of StarCraft II gameplay. For the main game maps, we also provide an accompanying dataset of game replay data from human expert players. We give initial baseline results for neural networks trained from this data to predict game outcomes and player actions. Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain. On the mini-games, these agents learn to achieve a level of play that is comparable to a novice player. However, when trained on the main game, these agents are unable to make significant progress. Thus, SC2LE offers a new and challenging environment for exploring deep reinforcement learning algorithms and architectures.

The Lipschitz-Variance-Margin Tradeoff for Enhanced Randomized Smoothing

Real-life applications of deep neural networks are hindered by their unsteady predictions when faced with noisy inputs and adversarial attacks. The certified radius in this context is a crucial indicator of the robustness of models. However how to design an efficient classifier with an associated certified radius? Randomized smoothing provides a promising framework by relying on noise injection into the inputs to obtain a smoothed and robust classifier. In this paper, we first show that the variance introduced by the Monte-Carlo sampling in the randomized smoothing procedure estimate closely interacts with two other important properties of the classifier, i.e. its Lipschitz constant and margin. More precisely, our work emphasizes the dual impact of the Lipschitz constant of the base classifier, on both the smoothed classifier and the empirical variance. To increase the certified robust radius, we introduce a different way to convert logits to probability vectors for the base classifier to leverage the variance-margin trade-off. We leverage the use of Bernstein's concentration inequality along with enhanced Lipschitz bounds for randomized smoothing. Experimental results show a significant improvement in certified accuracy compared to current state-of-the-art methods. Our novel certification procedure allows us to use pre-trained models with randomized smoothing, effectively improving the current certification radius in a zero-shot manner.