- SportsMetrics: Blending Text and Numerical Data to Understand Information Fusion in LLMs Large language models hold significant potential for integrating various data types, such as text documents and database records, for advanced analytics. However, blending text and numerical data presents substantial challenges. LLMs need to process and cross-reference entities and numbers, handle data inconsistencies and redundancies, and develop planning capabilities such as building a working memory for managing complex data queries. In this paper, we introduce four novel tasks centered around sports data analytics to evaluate the numerical reasoning and information fusion capabilities of LLMs. These tasks involve providing LLMs with detailed, play-by-play sports game descriptions, then challenging them with adversarial scenarios such as new game rules, longer durations, scrambled narratives, and analyzing key statistics in game summaries. We conduct extensive experiments on NBA and NFL games to assess the performance of LLMs on these tasks. Our benchmark, SportsMetrics, introduces a new mechanism for assessing LLMs' numerical reasoning and fusion skills. 7 authors · Feb 15, 2024
- Large Language Models Play StarCraft II: Benchmarks and A Chain of Summarization Approach StarCraft II is a challenging benchmark for AI agents due to the necessity of both precise micro level operations and strategic macro awareness. Previous works, such as Alphastar and SCC, achieve impressive performance on tackling StarCraft II , however, still exhibit deficiencies in long term strategic planning and strategy interpretability. Emerging large language model (LLM) agents, such as Voyage and MetaGPT, presents the immense potential in solving intricate tasks. Motivated by this, we aim to validate the capabilities of LLMs on StarCraft II, a highly complex RTS game.To conveniently take full advantage of LLMs` reasoning abilities, we first develop textual StratCraft II environment, called TextStarCraft II, which LLM agent can interact. Secondly, we propose a Chain of Summarization method, including single frame summarization for processing raw observations and multi frame summarization for analyzing game information, providing command recommendations, and generating strategic decisions. Our experiment consists of two parts: first, an evaluation by human experts, which includes assessing the LLMs`s mastery of StarCraft II knowledge and the performance of LLM agents in the game; second, the in game performance of LLM agents, encompassing aspects like win rate and the impact of Chain of Summarization.Experiment results demonstrate that: 1. LLMs possess the relevant knowledge and complex planning abilities needed to address StarCraft II scenarios; 2. Human experts consider the performance of LLM agents to be close to that of an average player who has played StarCraft II for eight years; 3. LLM agents are capable of defeating the built in AI at the Harder(Lv5) difficulty level. We have open sourced the code and released demo videos of LLM agent playing StarCraft II. 7 authors · Dec 19, 2023
3 StarCraftImage: A Dataset For Prototyping Spatial Reasoning Methods For Multi-Agent Environments Spatial reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for reinforcement learning (RL)). StarCraft II game replays encode intelligent (and adversarial) multi-agent behavior and could provide a testbed for these tasks; however, extracting simple and standardized representations for prototyping these tasks is laborious and hinders reproducibility. In contrast, MNIST and CIFAR10, despite their extreme simplicity, have enabled rapid prototyping and reproducibility of ML methods. Following the simplicity of these datasets, we construct a benchmark spatial reasoning dataset based on StarCraft II replays that exhibit complex multi-agent behaviors, while still being as easy to use as MNIST and CIFAR10. Specifically, we carefully summarize a window of 255 consecutive game states to create 3.6 million summary images from 60,000 replays, including all relevant metadata such as game outcome and player races. We develop three formats of decreasing complexity: Hyperspectral images that include one channel for every unit type (similar to multispectral geospatial images), RGB images that mimic CIFAR10, and grayscale images that mimic MNIST. We show how this dataset can be used for prototyping spatial reasoning methods. All datasets, code for extraction, and code for dataset loading can be found at https://starcraftdata.davidinouye.com 4 authors · Jan 8, 2024
- SummScreen: A Dataset for Abstractive Screenplay Summarization We introduce SummScreen, a summarization dataset comprised of pairs of TV series transcripts and human written recaps. The dataset provides a challenging testbed for abstractive summarization for several reasons. Plot details are often expressed indirectly in character dialogues and may be scattered across the entirety of the transcript. These details must be found and integrated to form the succinct plot descriptions in the recaps. Also, TV scripts contain content that does not directly pertain to the central plot but rather serves to develop characters or provide comic relief. This information is rarely contained in recaps. Since characters are fundamental to TV series, we also propose two entity-centric evaluation metrics. Empirically, we characterize the dataset by evaluating several methods, including neural models and those based on nearest neighbors. An oracle extractive approach outperforms all benchmarked models according to automatic metrics, showing that the neural models are unable to fully exploit the input transcripts. Human evaluation and qualitative analysis reveal that our non-oracle models are competitive with their oracle counterparts in terms of generating faithful plot events and can benefit from better content selectors. Both oracle and non-oracle models generate unfaithful facts, suggesting future research directions. 4 authors · Apr 14, 2021
- Game Plot Design with an LLM-powered Assistant: An Empirical Study with Game Designers We introduce GamePlot, an LLM-powered assistant that supports game designers in crafting immersive narratives for turn-based games, and allows them to test these games through a collaborative game play and refine the plot throughout the process. Our user study with 14 game designers shows high levels of both satisfaction with the generated game plots and sense of ownership over the narratives, but also reconfirms that LLM are limited in their ability to generate complex and truly innovative content. We also show that diverse user populations have different expectations from AI assistants, and encourage researchers to study how tailoring assistants to diverse user groups could potentially lead to increased job satisfaction and greater creativity and innovation over time. 9 authors · Nov 4, 2024
- CLIP meets GamePhysics: Towards bug identification in gameplay videos using zero-shot transfer learning Gameplay videos contain rich information about how players interact with the game and how the game responds. Sharing gameplay videos on social media platforms, such as Reddit, has become a common practice for many players. Often, players will share gameplay videos that showcase video game bugs. Such gameplay videos are software artifacts that can be utilized for game testing, as they provide insight for bug analysis. Although large repositories of gameplay videos exist, parsing and mining them in an effective and structured fashion has still remained a big challenge. In this paper, we propose a search method that accepts any English text query as input to retrieve relevant videos from large repositories of gameplay videos. Our approach does not rely on any external information (such as video metadata); it works solely based on the content of the video. By leveraging the zero-shot transfer capabilities of the Contrastive Language-Image Pre-Training (CLIP) model, our approach does not require any data labeling or training. To evaluate our approach, we present the GamePhysics dataset consisting of 26,954 videos from 1,873 games, that were collected from the GamePhysics section on the Reddit website. Our approach shows promising results in our extensive analysis of simple queries, compound queries, and bug queries, indicating that our approach is useful for object and event detection in gameplay videos. An example application of our approach is as a gameplay video search engine to aid in reproducing video game bugs. Please visit the following link for the code and the data: https://asgaardlab.github.io/CLIPxGamePhysics/ 3 authors · Mar 21, 2022
- Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience. 15 authors · Jan 28, 2024
1 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. 25 authors · Aug 16, 2017
- ALYMPICS: LLM Agents Meet Game Theory -- Exploring Strategic Decision-Making with AI Agents This paper introduces Alympics (Olympics for Agents), a systematic simulation framework utilizing Large Language Model (LLM) agents for game theory research. Alympics creates a versatile platform for studying complex game theory problems, bridging the gap between theoretical game theory and empirical investigations by providing a controlled environment for simulating human-like strategic interactions with LLM agents. In our pilot case study, the "Water Allocation Challenge," we explore Alympics through a challenging strategic game focused on the multi-round auction on scarce survival resources. This study demonstrates the framework's ability to qualitatively and quantitatively analyze game determinants, strategies, and outcomes. Additionally, we conduct a comprehensive human assessment and an in-depth evaluation of LLM agents in strategic decision-making scenarios. Our findings not only expand the understanding of LLM agents' proficiency in emulating human strategic behavior but also highlight their potential in advancing game theory knowledge, thereby enriching our understanding of both game theory and empowering further research into strategic decision-making domains with LLM agents. Codes, prompts, and all related resources are available at https://github.com/microsoft/Alympics. 8 authors · Nov 6, 2023
- You Have Thirteen Hours in Which to Solve the Labyrinth: Enhancing AI Game Masters with Function Calling Developing a consistent and reliable AI game master for text-based games is a challenging task due to the limitations of large language models (LLMs) and the complexity of the game master's role. This paper presents a novel approach to enhance AI game masters by leveraging function calling in the context of the table-top role-playing game "Jim Henson's Labyrinth: The Adventure Game." Our methodology involves integrating game-specific controls through functions, which we show improves the narrative quality and state update consistency of the AI game master. The experimental results, based on human evaluations and unit tests, demonstrate the effectiveness of our approach in enhancing gameplay experience and maintaining coherence with the game state. This work contributes to the advancement of game AI and interactive storytelling, offering insights into the design of more engaging and consistent AI-driven game masters. 3 authors · Sep 10, 2024
- FIREBALL: A Dataset of Dungeons and Dragons Actual-Play with Structured Game State Information Dungeons & Dragons (D&D) is a tabletop roleplaying game with complex natural language interactions between players and hidden state information. Recent work has shown that large language models (LLMs) that have access to state information can generate higher quality game turns than LLMs that use dialog history alone. However, previous work used game state information that was heuristically created and was not a true gold standard game state. We present FIREBALL, a large dataset containing nearly 25,000 unique sessions from real D&D gameplay on Discord with true game state info. We recorded game play sessions of players who used the Avrae bot, which was developed to aid people in playing D&D online, capturing language, game commands and underlying game state information. We demonstrate that FIREBALL can improve natural language generation (NLG) by using Avrae state information, improving both automated metrics and human judgments of quality. Additionally, we show that LLMs can generate executable Avrae commands, particularly after finetuning. 5 authors · May 2, 2023
- Multiverse of Greatness: Generating Story Branches with LLMs This paper presents Dynamic Context Prompting/Programming (DCP/P), a novel framework for interacting with LLMs to generate graph-based content with a dynamic context window history. While there is an existing study utilizing LLMs to generate a visual novel game, the previous study involved a manual process of output extraction and did not provide flexibility in generating a longer, coherent story. We evaluate DCP/P against our baseline, which does not provide context history to an LLM and only relies on the initial story data. Through objective evaluation, we show that simply providing the LLM with a summary leads to a subpar story compared to additionally providing the LLM with the proper context of the story. We also provide an extensive qualitative analysis and discussion. We qualitatively examine the quality of the objectively best-performing generated game from each approach. In addition, we examine biases in word choices and word sentiment of the generated content. We find a consistent observation with previous studies that LLMs are biased towards certain words, even with a different LLM family. Finally, we provide a comprehensive discussion on opportunities for future studies. 6 authors · Nov 21, 2024
3 MQAG: Multiple-choice Question Answering and Generation for Assessing Information Consistency in Summarization State-of-the-art summarization systems can generate highly fluent summaries. These summaries, however, may contain factual inconsistencies and/or information not present in the source. Hence, an important component of assessing the quality of summaries is to determine whether there is information consistency between the source and the summary. Existing approaches are typically based on lexical matching or representation-based methods. In this work, we introduce an alternative scheme based on standard information-theoretic measures in which the information present in the source and summary is directly compared. We propose a Multiple-choice Question Answering and Generation framework, MQAG, which approximates the information consistency by computing the expected KL-divergence between summary and source answer distributions over automatically generated multiple-choice questions. This approach exploits multiple-choice answer probabilities, as predicted answer distributions can be easily compared. We conduct experiments on four summary evaluation datasets: QAG-CNNDM/XSum, XSum-Faithfulness, Podcast Assessment, and SummEval. Experiments show that MQAG (using models trained on RACE) outperforms existing evaluation methods on the majority of tasks. 3 authors · Jan 28, 2023
- CODEX: A Cluster-Based Method for Explainable Reinforcement Learning Despite the impressive feats demonstrated by Reinforcement Learning (RL), these algorithms have seen little adoption in high-risk, real-world applications due to current difficulties in explaining RL agent actions and building user trust. We present Counterfactual Demonstrations for Explanation (CODEX), a method that incorporates semantic clustering, which can effectively summarize RL agent behavior in the state-action space. Experimentation on the MiniGrid and StarCraft II gaming environments reveals the semantic clusters retain temporal as well as entity information, which is reflected in the constructed summary of agent behavior. Furthermore, clustering the discrete+continuous game-state latent representations identifies the most crucial episodic events, demonstrating a relationship between the latent and semantic spaces. This work contributes to the growing body of work that strives to unlock the power of RL for widespread use by leveraging and extending techniques from Natural Language Processing. 4 authors · Dec 7, 2023
- Will GPT-4 Run DOOM? We show that GPT-4's reasoning and planning capabilities extend to the 1993 first-person shooter Doom. This large language model (LLM) is able to run and play the game with only a few instructions, plus a textual description--generated by the model itself from screenshots--about the state of the game being observed. We find that GPT-4 can play the game to a passable degree: it is able to manipulate doors, combat enemies, and perform pathing. More complex prompting strategies involving multiple model calls provide better results. While further work is required to enable the LLM to play the game as well as its classical, reinforcement learning-based counterparts, we note that GPT-4 required no training, leaning instead on its own reasoning and observational capabilities. We hope our work pushes the boundaries on intelligent, LLM-based agents in video games. We conclude by discussing the ethical implications of our work. 1 authors · Mar 8, 2024
- PlayMyData: a curated dataset of multi-platform video games Being predominant in digital entertainment for decades, video games have been recognized as valuable software artifacts by the software engineering (SE) community just recently. Such an acknowledgment has unveiled several research opportunities, spanning from empirical studies to the application of AI techniques for classification tasks. In this respect, several curated game datasets have been disclosed for research purposes even though the collected data are insufficient to support the application of advanced models or to enable interdisciplinary studies. Moreover, the majority of those are limited to PC games, thus excluding notorious gaming platforms, e.g., PlayStation, Xbox, and Nintendo. In this paper, we propose PlayMyData, a curated dataset composed of 99,864 multi-platform games gathered by IGDB website. By exploiting a dedicated API, we collect relevant metadata for each game, e.g., description, genre, rating, gameplay video URLs, and screenshots. Furthermore, we enrich PlayMyData with the timing needed to complete each game by mining the HLTB website. To the best of our knowledge, this is the most comprehensive dataset in the domain that can be used to support different automated tasks in SE. More importantly, PlayMyData can be used to foster cross-domain investigations built on top of the provided multimedia data. 4 authors · Jan 16, 2024
- Instructive Dialogue Summarization with Query Aggregations Conventional dialogue summarization methods directly generate summaries and do not consider user's specific interests. This poses challenges in cases where the users are more focused on particular topics or aspects. With the advancement of instruction-finetuned language models, we introduce instruction-tuning to dialogues to expand the capability set of dialogue summarization models. To overcome the scarcity of instructive dialogue summarization data, we propose a three-step approach to synthesize high-quality query-based summarization triples. This process involves summary-anchored query generation, query filtering, and query-based summary generation. By training a unified model called InstructDS (Instructive Dialogue Summarization) on three summarization datasets with multi-purpose instructive triples, we expand the capability of dialogue summarization models. We evaluate our method on four datasets, including dialogue summarization and dialogue reading comprehension. Experimental results show that our approach outperforms the state-of-the-art models and even models with larger sizes. Additionally, our model exhibits higher generalizability and faithfulness, as confirmed by human subjective evaluations. 3 authors · Oct 17, 2023
- DialogSum Challenge: Results of the Dialogue Summarization Shared Task We report the results of DialogSum Challenge, the shared task on summarizing real-life scenario dialogues at INLG 2022. Four teams participate in this shared task and three submit their system reports, exploring different methods to improve the performance of dialogue summarization. Although there is a great improvement over the baseline models regarding automatic evaluation metrics, such as Rouge scores, we find that there is a salient gap between model generated outputs and human annotated summaries by human evaluation from multiple aspects. These findings demonstrate the difficulty of dialogue summarization and suggest that more fine-grained evaluatuion metrics are in need. 4 authors · Aug 7, 2022
- When Reasoning Meets Information Aggregation: A Case Study with Sports Narratives Reasoning is most powerful when an LLM accurately aggregates relevant information. We examine the critical role of information aggregation in reasoning by requiring the LLM to analyze sports narratives. To succeed at this task, an LLM must infer points from actions, identify related entities, attribute points accurately to players and teams, and compile key statistics to draw conclusions. We conduct comprehensive experiments with real NBA basketball data and present SportsGen, a new method to synthesize game narratives. By synthesizing data, we can rigorously evaluate LLMs' reasoning capabilities under complex scenarios with varying narrative lengths and density of information. Our findings show that most models, including GPT-4o, often fail to accurately aggregate basketball scores due to frequent scoring patterns. Open-source models like Llama-3 further suffer from significant score hallucinations. Finally, the effectiveness of reasoning is influenced by narrative complexity, information density, and domain-specific terms, highlighting the challenges in analytical reasoning tasks. 8 authors · Jun 17, 2024
- Hierarchical3D Adapters for Long Video-to-text Summarization In this paper, we focus on video-to-text summarization and investigate how to best utilize multimodal information for summarizing long inputs (e.g., an hour-long TV show) into long outputs (e.g., a multi-sentence summary). We extend SummScreen (Chen et al., 2021), a dialogue summarization dataset consisting of transcripts of TV episodes with reference summaries, and create a multimodal variant by collecting corresponding full-length videos. We incorporate multimodal information into a pre-trained textual summarizer efficiently using adapter modules augmented with a hierarchical structure while tuning only 3.8\% of model parameters. Our experiments demonstrate that multimodal information offers superior performance over more memory-heavy and fully fine-tuned textual summarization methods. 2 authors · Oct 10, 2022
- RLCard: A Toolkit for Reinforcement Learning in Card Games RLCard is an open-source toolkit for reinforcement learning research in card games. It supports various card environments with easy-to-use interfaces, including Blackjack, Leduc Hold'em, Texas Hold'em, UNO, Dou Dizhu and Mahjong. The goal of RLCard is to bridge reinforcement learning and imperfect information games, and push forward the research of reinforcement learning in domains with multiple agents, large state and action space, and sparse reward. In this paper, we provide an overview of the key components in RLCard, a discussion of the design principles, a brief introduction of the interfaces, and comprehensive evaluations of the environments. The codes and documents are available at https://github.com/datamllab/rlcard 7 authors · Oct 10, 2019
- Towards Emotion-Based Synthetic Consciousness: Using LLMs to Estimate Emotion Probability Vectors This paper shows how LLMs (Large Language Models) may be used to estimate a summary of the emotional state associated with piece of text. The summary of emotional state is a dictionary of words used to describe emotion together with the probability of the word appearing after a prompt comprising the original text and an emotion eliciting tail. Through emotion analysis of Amazon product reviews we demonstrate emotion descriptors can be mapped into a PCA type space. It was hoped that text descriptions of actions to improve a current text described state could also be elicited through a tail prompt. Experiment seemed to indicate that this is not straightforward to make work. This failure put our hoped for selection of action via choosing the best predict ed outcome via comparing emotional responses out of reach for the moment. 2 authors · Oct 9, 2023
1 TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges. 6 authors · Oct 14, 2024
- AnswerSumm: A Manually-Curated Dataset and Pipeline for Answer Summarization Community Question Answering (CQA) fora such as Stack Overflow and Yahoo! Answers contain a rich resource of answers to a wide range of community-based questions. Each question thread can receive a large number of answers with different perspectives. One goal of answer summarization is to produce a summary that reflects the range of answer perspectives. A major obstacle for this task is the absence of a dataset to provide supervision for producing such summaries. Recent works propose heuristics to create such data, but these are often noisy and do not cover all answer perspectives present. This work introduces a novel dataset of 4,631 CQA threads for answer summarization curated by professional linguists. Our pipeline gathers annotations for all subtasks of answer summarization, including relevant answer sentence selection, grouping these sentences based on perspectives, summarizing each perspective, and producing an overall summary. We analyze and benchmark state-of-the-art models on these subtasks and introduce a novel unsupervised approach for multi-perspective data augmentation that boosts summarization performance according to automatic evaluation. Finally, we propose reinforcement learning rewards to improve factual consistency and answer coverage and analyze areas for improvement. 5 authors · Nov 11, 2021
1 SummIt: Iterative Text Summarization via ChatGPT Existing text summarization systems have made significant progress in recent years but typically generates summaries in a single step. The one-shot summarization setting is sometimes inadequate, however, as the generated summary may contain hallucinations or overlook important details related to the reader's interests. In this paper, we address this limitation by proposing SummIt, an iterative text summarization framework based on large language models like ChatGPT. Our framework enables the model to refine the generated summary iteratively through self-evaluation and feedback, closely resembling the iterative process humans undertake when drafting and revising summaries. We also explore using in-context learning to guide the rationale generation and summary refinement. Furthermore, we explore the potential benefits of integrating knowledge and topic extractors into the framework to enhance summary faithfulness and controllability. We evaluate the performance of our framework on three benchmark summarization datasets through empirical and qualitative analyses. We also conduct a human evaluation to validate the effectiveness of the model's refinements and find a potential issue of over-correction. Our code is available at https://github.com/hpzhang94/summ_it. 3 authors · May 24, 2023
- Rethinking the Evaluation of Video Summaries Video summarization is a technique to create a short skim of the original video while preserving the main stories/content. There exists a substantial interest in automatizing this process due to the rapid growth of the available material. The recent progress has been facilitated by public benchmark datasets, which enable easy and fair comparison of methods. Currently the established evaluation protocol is to compare the generated summary with respect to a set of reference summaries provided by the dataset. In this paper, we will provide in-depth assessment of this pipeline using two popular benchmark datasets. Surprisingly, we observe that randomly generated summaries achieve comparable or better performance to the state-of-the-art. In some cases, the random summaries outperform even the human generated summaries in leave-one-out experiments. Moreover, it turns out that the video segmentation, which is often considered as a fixed pre-processing method, has the most significant impact on the performance measure. Based on our observations, we propose alternative approaches for assessing the importance scores as well as an intuitive visualization of correlation between the estimated scoring and human annotations. 4 authors · Mar 27, 2019
- CTRLsum: Towards Generic Controllable Text Summarization Current summarization systems yield generic summaries that are disconnected from users' preferences and expectations. To address this limitation, we present CTRLsum, a novel framework for controllable summarization. Our approach enables users to control multiple aspects of generated summaries by interacting with the summarization system through textual input in the form of a set of keywords or descriptive prompts. Using a single unified model, CTRLsum is able to achieve a broad scope of summary manipulation at inference time without requiring additional human annotations or pre-defining a set of control aspects during training. We quantitatively demonstrate the effectiveness of our approach on three domains of summarization datasets and five control aspects: 1) entity-centric and 2) length-controllable summarization, 3) contribution summarization on scientific papers, 4) invention purpose summarization on patent filings, and 5) question-guided summarization on news articles in a reading comprehension setting. Moreover, when used in a standard, uncontrolled summarization setting, CTRLsum achieves state-of-the-art results on the CNN/DailyMail dataset. Code and model checkpoints are available at https://github.com/salesforce/ctrl-sum 5 authors · Dec 8, 2020
33 From Sparse to Dense: GPT-4 Summarization with Chain of Density Prompting Selecting the ``right'' amount of information to include in a summary is a difficult task. A good summary should be detailed and entity-centric without being overly dense and hard to follow. To better understand this tradeoff, we solicit increasingly dense GPT-4 summaries with what we refer to as a ``Chain of Density'' (CoD) prompt. Specifically, GPT-4 generates an initial entity-sparse summary before iteratively incorporating missing salient entities without increasing the length. Summaries generated by CoD are more abstractive, exhibit more fusion, and have less of a lead bias than GPT-4 summaries generated by a vanilla prompt. We conduct a human preference study on 100 CNN DailyMail articles and find that that humans prefer GPT-4 summaries that are more dense than those generated by a vanilla prompt and almost as dense as human written summaries. Qualitative analysis supports the notion that there exists a tradeoff between informativeness and readability. 500 annotated CoD summaries, as well as an extra 5,000 unannotated summaries, are freely available on HuggingFace (https://huggingface.co./datasets/griffin/chain_of_density). 5 authors · Sep 8, 2023
- Large Language Models are Pretty Good Zero-Shot Video Game Bug Detectors Video game testing requires game-specific knowledge as well as common sense reasoning about the events in the game. While AI-driven agents can satisfy the first requirement, it is not yet possible to meet the second requirement automatically. Therefore, video game testing often still relies on manual testing, and human testers are required to play the game thoroughly to detect bugs. As a result, it is challenging to fully automate game testing. In this study, we explore the possibility of leveraging the zero-shot capabilities of large language models for video game bug detection. By formulating the bug detection problem as a question-answering task, we show that large language models can identify which event is buggy in a sequence of textual descriptions of events from a game. To this end, we introduce the GameBugDescriptions benchmark dataset, which consists of 167 buggy gameplay videos and a total of 334 question-answer pairs across 8 games. We extensively evaluate the performance of six models across the OPT and InstructGPT large language model families on our benchmark dataset. Our results show promising results for employing language models to detect video game bugs. With the proper prompting technique, we could achieve an accuracy of 70.66%, and on some video games, up to 78.94%. Our code, evaluation data and the benchmark can be found on https://asgaardlab.github.io/LLMxBugs 5 authors · Oct 5, 2022
1 SQuALITY: Building a Long-Document Summarization Dataset the Hard Way Summarization datasets are often assembled either by scraping naturally occurring public-domain summaries -- which are nearly always in difficult-to-work-with technical domains -- or by using approximate heuristics to extract them from everyday text -- which frequently yields unfaithful summaries. In this work, we turn to a slower but more straightforward approach to developing summarization benchmark data: We hire highly-qualified contractors to read stories and write original summaries from scratch. To amortize reading time, we collect five summaries per document, with the first giving an overview and the subsequent four addressing specific questions. We use this protocol to collect SQuALITY, a dataset of question-focused summaries built on the same public-domain short stories as the multiple-choice dataset QuALITY (Pang et al., 2021). Experiments with state-of-the-art summarization systems show that our dataset is challenging and that existing automatic evaluation metrics are weak indicators of quality. 5 authors · May 23, 2022
- The Role of Summarization in Generative Agents: A Preliminary Perspective Generative agents that simulate human society show tremendous potential for further research and practical applications. Specifically, the generative agent architecture comprising several meticulously designed modules constitutes the most critical component. To facilitate progress in this research, this report presents our integrated perspective on comprehending generative agents through summarization, since we believe summarization is the most fundamental and indispensable capacity of generative agents manifested across diverse scenarios. We hope this report can provide insight into understanding the importance of summarization capacity in generative agents and motivate future research. 3 authors · May 2, 2023
- What's in a Summary? Laying the Groundwork for Advances in Hospital-Course Summarization Summarization of clinical narratives is a long-standing research problem. Here, we introduce the task of hospital-course summarization. Given the documentation authored throughout a patient's hospitalization, generate a paragraph that tells the story of the patient admission. We construct an English, text-to-text dataset of 109,000 hospitalizations (2M source notes) and their corresponding summary proxy: the clinician-authored "Brief Hospital Course" paragraph written as part of a discharge note. Exploratory analyses reveal that the BHC paragraphs are highly abstractive with some long extracted fragments; are concise yet comprehensive; differ in style and content organization from the source notes; exhibit minimal lexical cohesion; and represent silver-standard references. Our analysis identifies multiple implications for modeling this complex, multi-document summarization task. 5 authors · Apr 12, 2021
1 Shot2Story20K: A New Benchmark for Comprehensive Understanding of Multi-shot Videos A short clip of video may contain progression of multiple events and an interesting story line. A human need to capture both the event in every shot and associate them together to understand the story behind it. In this work, we present a new multi-shot video understanding benchmark Shot2Story20K with detailed shot-level captions and comprehensive video summaries. To facilitate better semantic understanding of videos, we provide captions for both visual signals and human narrations. We design several distinct tasks including single-shot video and narration captioning, multi-shot video summarization, and video retrieval with shot descriptions. Preliminary experiments show some challenges to generate a long and comprehensive video summary. Nevertheless, the generated imperfect summaries can already significantly boost the performance of existing video understanding tasks such as video question-answering, promoting an under-explored setting of video understanding with detailed summaries. 4 authors · Dec 15, 2023
17 GAVEL: Generating Games Via Evolution and Language Models Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and accurately evaluating the originality and quality of previously unseen games. Prior work in automated game generation has largely focused on relatively restricted rule representations and relied on domain-specific heuristics. In this work, we explore the generation of novel games in the comparatively expansive Ludii game description language, which encodes the rules of over 1000 board games in a variety of styles and modes of play. We draw inspiration from recent advances in large language models and evolutionary computation in order to train a model that intelligently mutates and recombines games and mechanics expressed as code. We demonstrate both quantitatively and qualitatively that our approach is capable of generating new and interesting games, including in regions of the potential rules space not covered by existing games in the Ludii dataset. A sample of the generated games are available to play online through the Ludii portal. 6 authors · Jul 12, 2024 2
- SC2EGSet: StarCraft II Esport Replay and Game-state Dataset As a relatively new form of sport, esports offers unparalleled data availability. Despite the vast amounts of data that are generated by game engines, it can be challenging to extract them and verify their integrity for the purposes of practical and scientific use. Our work aims to open esports to a broader scientific community by supplying raw and pre-processed files from StarCraft II esports tournaments. These files can be used in statistical and machine learning modeling tasks and related to various laboratory-based measurements (e.g., behavioral tests, brain imaging). We have gathered publicly available game-engine generated "replays" of tournament matches and performed data extraction and cleanup using a low-level application programming interface (API) parser library. Additionally, we open-sourced and published all the custom tools that were developed in the process of creating our dataset. These tools include PyTorch and PyTorch Lightning API abstractions to load and model the data. Our dataset contains replays from major and premiere StarCraft II tournaments since 2016. To prepare the dataset, we processed 55 tournament "replaypacks" that contained 17930 files with game-state information. Based on initial investigation of available StarCraft II datasets, we observed that our dataset is the largest publicly available source of StarCraft II esports data upon its publication. Analysis of the extracted data holds promise for further Artificial Intelligence (AI), Machine Learning (ML), psychological, Human-Computer Interaction (HCI), and sports-related studies in a variety of supervised and self-supervised tasks. 8 authors · Jul 7, 2022
1 Skill Check: Some Considerations on the Evaluation of Gamemastering Models for Role-playing Games In role-playing games a Game Master (GM) is the player in charge of the game, who must design the challenges the players face and narrate the outcomes of their actions. In this work we discuss some challenges to model GMs from an Interactive Storytelling and Natural Language Processing perspective. Following those challenges we propose three test categories to evaluate such dialogue systems, and we use them to test ChatGPT, Bard and OpenAssistant as out-of-the-box GMs. 4 authors · Sep 24, 2023
- Newsroom: A Dataset of 1.3 Million Summaries with Diverse Extractive Strategies We present NEWSROOM, a summarization dataset of 1.3 million articles and summaries written by authors and editors in newsrooms of 38 major news publications. Extracted from search and social media metadata between 1998 and 2017, these high-quality summaries demonstrate high diversity of summarization styles. In particular, the summaries combine abstractive and extractive strategies, borrowing words and phrases from articles at varying rates. We analyze the extraction strategies used in NEWSROOM summaries against other datasets to quantify the diversity and difficulty of our new data, and train existing methods on the data to evaluate its utility and challenges. 3 authors · Apr 30, 2018
1 CaseSumm: A Large-Scale Dataset for Long-Context Summarization from U.S. Supreme Court Opinions This paper introduces CaseSumm, a novel dataset for long-context summarization in the legal domain that addresses the need for longer and more complex datasets for summarization evaluation. We collect 25.6K U.S. Supreme Court (SCOTUS) opinions and their official summaries, known as "syllabuses." Our dataset is the largest open legal case summarization dataset, and is the first to include summaries of SCOTUS decisions dating back to 1815. We also present a comprehensive evaluation of LLM-generated summaries using both automatic metrics and expert human evaluation, revealing discrepancies between these assessment methods. Our evaluation shows Mistral 7b, a smaller open-source model, outperforms larger models on most automatic metrics and successfully generates syllabus-like summaries. In contrast, human expert annotators indicate that Mistral summaries contain hallucinations. The annotators consistently rank GPT-4 summaries as clearer and exhibiting greater sensitivity and specificity. Further, we find that LLM-based evaluations are not more correlated with human evaluations than traditional automatic metrics. Furthermore, our analysis identifies specific hallucinations in generated summaries, including precedent citation errors and misrepresentations of case facts. These findings demonstrate the limitations of current automatic evaluation methods for legal summarization and highlight the critical role of human evaluation in assessing summary quality, particularly in complex, high-stakes domains. CaseSumm is available at https://huggingface.co./datasets/ChicagoHAI/CaseSumm 5 authors · Dec 30, 2024
- Multilingual Persuasion Detection: Video Games as an Invaluable Data Source for NLP Role-playing games (RPGs) have a considerable amount of text in video game dialogues. Quite often this text is semi-annotated by the game developers. In this paper, we extract a multilingual dataset of persuasive dialogue from several RPGs. We show the viability of this data in building a persuasion detection system using a natural language processing (NLP) model called BERT. We believe that video games have a lot of unused potential as a datasource for a variety of NLP tasks. The code and data described in this paper are available on Zenodo. 3 authors · Jul 10, 2022
- Generating SOAP Notes from Doctor-Patient Conversations Using Modular Summarization Techniques Following each patient visit, physicians draft long semi-structured clinical summaries called SOAP notes. While invaluable to clinicians and researchers, creating digital SOAP notes is burdensome, contributing to physician burnout. In this paper, we introduce the first complete pipelines to leverage deep summarization models to generate these notes based on transcripts of conversations between physicians and patients. After exploring a spectrum of methods across the extractive-abstractive spectrum, we propose Cluster2Sent, an algorithm that (i) extracts important utterances relevant to each summary section; (ii) clusters together related utterances; and then (iii) generates one summary sentence per cluster. Cluster2Sent outperforms its purely abstractive counterpart by 8 ROUGE-1 points, and produces significantly more factual and coherent sentences as assessed by expert human evaluators. For reproducibility, we demonstrate similar benefits on the publicly available AMI dataset. Our results speak to the benefits of structuring summaries into sections and annotating supporting evidence when constructing summarization corpora. 4 authors · May 4, 2020
- SummVis: Interactive Visual Analysis of Models, Data, and Evaluation for Text Summarization Novel neural architectures, training strategies, and the availability of large-scale corpora haven been the driving force behind recent progress in abstractive text summarization. However, due to the black-box nature of neural models, uninformative evaluation metrics, and scarce tooling for model and data analysis, the true performance and failure modes of summarization models remain largely unknown. To address this limitation, we introduce SummVis, an open-source tool for visualizing abstractive summaries that enables fine-grained analysis of the models, data, and evaluation metrics associated with text summarization. Through its lexical and semantic visualizations, the tools offers an easy entry point for in-depth model prediction exploration across important dimensions such as factual consistency or abstractiveness. The tool together with several pre-computed model outputs is available at https://github.com/robustness-gym/summvis. 4 authors · Apr 15, 2021
1 Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions. 4 authors · May 25, 2023
22 VideoGameBunny: Towards vision assistants for video games Large multimodal models (LMMs) hold substantial promise across various domains, from personal assistance in daily tasks to sophisticated applications like medical diagnostics. However, their capabilities have limitations in the video game domain, such as challenges with scene understanding, hallucinations, and inaccurate descriptions of video game content, especially in open-source models. This paper describes the development of VideoGameBunny, a LLaVA-style model based on Bunny, specifically tailored for understanding images from video games. We release intermediate checkpoints, training logs, and an extensive dataset comprising 185,259 video game images from 413 titles, along with 389,565 image-instruction pairs that include image captions, question-answer pairs, and a JSON representation of 16 elements of 136,974 images. Our experiments show that our high quality game-related data has the potential to make a relatively small model outperform the much larger state-of-the-art model LLaVa-1.6-34b (which has more than 4x the number of parameters). Our study paves the way for future research in video game understanding on tasks such as playing, commentary, and debugging. Code and data are available at https://videogamebunny.github.io/ 2 authors · Jul 21, 2024 6
- Game-MUG: Multimodal Oriented Game Situation Understanding and Commentary Generation Dataset The dynamic nature of esports makes the situation relatively complicated for average viewers. Esports broadcasting involves game expert casters, but the caster-dependent game commentary is not enough to fully understand the game situation. It will be richer by including diverse multimodal esports information, including audiences' talks/emotions, game audio, and game match event information. This paper introduces GAME-MUG, a new multimodal game situation understanding and audience-engaged commentary generation dataset and its strong baseline. Our dataset is collected from 2020-2022 LOL game live streams from YouTube and Twitch, and includes multimodal esports game information, including text, audio, and time-series event logs, for detecting the game situation. In addition, we also propose a new audience conversation augmented commentary dataset by covering the game situation and audience conversation understanding, and introducing a robust joint multimodal dual learning model as a baseline. We examine the model's game situation/event understanding ability and commentary generation capability to show the effectiveness of the multimodal aspects coverage and the joint integration learning approach. 6 authors · Apr 29, 2024
123 Diffusion Models Are Real-Time Game Engines We present GameNGen, the first game engine powered entirely by a neural model that enables real-time interaction with a complex environment over long trajectories at high quality. GameNGen can interactively simulate the classic game DOOM at over 20 frames per second on a single TPU. Next frame prediction achieves a PSNR of 29.4, comparable to lossy JPEG compression. Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation. GameNGen is trained in two phases: (1) an RL-agent learns to play the game and the training sessions are recorded, and (2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions. Conditioning augmentations enable stable auto-regressive generation over long trajectories. 4 authors · Aug 27, 2024 12
- Summarization is (Almost) Dead How well can large language models (LLMs) generate summaries? We develop new datasets and conduct human evaluation experiments to evaluate the zero-shot generation capability of LLMs across five distinct summarization tasks. Our findings indicate a clear preference among human evaluators for LLM-generated summaries over human-written summaries and summaries generated by fine-tuned models. Specifically, LLM-generated summaries exhibit better factual consistency and fewer instances of extrinsic hallucinations. Due to the satisfactory performance of LLMs in summarization tasks (even surpassing the benchmark of reference summaries), we believe that most conventional works in the field of text summarization are no longer necessary in the era of LLMs. However, we recognize that there are still some directions worth exploring, such as the creation of novel datasets with higher quality and more reliable evaluation methods. 3 authors · Sep 18, 2023
- Exploring the Limits of ChatGPT for Query or Aspect-based Text Summarization Text summarization has been a crucial problem in natural language processing (NLP) for several decades. It aims to condense lengthy documents into shorter versions while retaining the most critical information. Various methods have been proposed for text summarization, including extractive and abstractive summarization. The emergence of large language models (LLMs) like GPT3 and ChatGPT has recently created significant interest in using these models for text summarization tasks. Recent studies goyal2022news, zhang2023benchmarking have shown that LLMs-generated news summaries are already on par with humans. However, the performance of LLMs for more practical applications like aspect or query-based summaries is underexplored. To fill this gap, we conducted an evaluation of ChatGPT's performance on four widely used benchmark datasets, encompassing diverse summaries from Reddit posts, news articles, dialogue meetings, and stories. Our experiments reveal that ChatGPT's performance is comparable to traditional fine-tuning methods in terms of Rouge scores. Moreover, we highlight some unique differences between ChatGPT-generated summaries and human references, providing valuable insights into the superpower of ChatGPT for diverse text summarization tasks. Our findings call for new directions in this area, and we plan to conduct further research to systematically examine the characteristics of ChatGPT-generated summaries through extensive human evaluation. 5 authors · Feb 15, 2023
- RTSUM: Relation Triple-based Interpretable Summarization with Multi-level Salience Visualization In this paper, we present RTSUM, an unsupervised summarization framework that utilizes relation triples as the basic unit for summarization. Given an input document, RTSUM first selects salient relation triples via multi-level salience scoring and then generates a concise summary from the selected relation triples by using a text-to-text language model. On the basis of RTSUM, we also develop a web demo for an interpretable summarizing tool, providing fine-grained interpretations with the output summary. With support for customization options, our tool visualizes the salience for textual units at three distinct levels: sentences, relation triples, and phrases. The codes,are publicly available. 6 authors · Oct 20, 2023
- CALYPSO: LLMs as Dungeon Masters' Assistants The role of a Dungeon Master, or DM, in the game Dungeons & Dragons is to perform multiple tasks simultaneously. The DM must digest information about the game setting and monsters, synthesize scenes to present to other players, and respond to the players' interactions with the scene. Doing all of these tasks while maintaining consistency within the narrative and story world is no small feat of human cognition, making the task tiring and unapproachable to new players. Large language models (LLMs) like GPT-3 and ChatGPT have shown remarkable abilities to generate coherent natural language text. In this paper, we conduct a formative evaluation with DMs to establish the use cases of LLMs in D&D and tabletop gaming generally. We introduce CALYPSO, a system of LLM-powered interfaces that support DMs with information and inspiration specific to their own scenario. CALYPSO distills game context into bite-sized prose and helps brainstorm ideas without distracting the DM from the game. When given access to CALYPSO, DMs reported that it generated high-fidelity text suitable for direct presentation to players, and low-fidelity ideas that the DM could develop further while maintaining their creative agency. We see CALYPSO as exemplifying a paradigm of AI-augmented tools that provide synchronous creative assistance within established game worlds, and tabletop gaming more broadly. 4 authors · Aug 14, 2023
- Improving Factuality of Abstractive Summarization via Contrastive Reward Learning Modern abstractive summarization models often generate summaries that contain hallucinated or contradictory information. In this paper, we propose a simple but effective contrastive learning framework that incorporates recent developments in reward learning and factuality metrics. Empirical studies demonstrate that the proposed framework enables summarization models to learn from feedback of factuality metrics using contrastive reward learning, leading to more factual summaries by human evaluations. This suggests that further advances in learning and evaluation algorithms can feed directly into providing more factual summaries. 6 authors · Jul 10, 2023
- Level Up Your Tutorials: VLMs for Game Tutorials Quality Assessment Designing effective game tutorials is crucial for a smooth learning curve for new players, especially in games with many rules and complex core mechanics. Evaluating the effectiveness of these tutorials usually requires multiple iterations with testers who have no prior knowledge of the game. Recent Vision-Language Models (VLMs) have demonstrated significant capabilities in understanding and interpreting visual content. VLMs can analyze images, provide detailed insights, and answer questions about their content. They can recognize objects, actions, and contexts in visual data, making them valuable tools for various applications, including automated game testing. In this work, we propose an automated game-testing solution to evaluate the quality of game tutorials. Our approach leverages VLMs to analyze frames from video game tutorials, answer relevant questions to simulate human perception, and provide feedback. This feedback is compared with expected results to identify confusing or problematic scenes and highlight potential errors for developers. In addition, we publish complete tutorial videos and annotated frames from different game versions used in our tests. This solution reduces the need for extensive manual testing, especially by speeding up and simplifying the initial development stages of the tutorial to improve the final game experience. 6 authors · Aug 15, 2024
- Neural Text Summarization: A Critical Evaluation Text summarization aims at compressing long documents into a shorter form that conveys the most important parts of the original document. Despite increased interest in the community and notable research effort, progress on benchmark datasets has stagnated. We critically evaluate key ingredients of the current research setup: datasets, evaluation metrics, and models, and highlight three primary shortcomings: 1) automatically collected datasets leave the task underconstrained and may contain noise detrimental to training and evaluation, 2) current evaluation protocol is weakly correlated with human judgment and does not account for important characteristics such as factual correctness, 3) models overfit to layout biases of current datasets and offer limited diversity in their outputs. 5 authors · Aug 23, 2019
4 Unraveling the Capabilities of Language Models in News Summarization Given the recent introduction of multiple language models and the ongoing demand for improved Natural Language Processing tasks, particularly summarization, this work provides a comprehensive benchmarking of 20 recent language models, focusing on smaller ones for the news summarization task. In this work, we systematically test the capabilities and effectiveness of these models in summarizing news article texts which are written in different styles and presented in three distinct datasets. Specifically, we focus in this study on zero-shot and few-shot learning settings and we apply a robust evaluation methodology that combines different evaluation concepts including automatic metrics, human evaluation, and LLM-as-a-judge. Interestingly, including demonstration examples in the few-shot learning setting did not enhance models' performance and, in some cases, even led to worse quality of the generated summaries. This issue arises mainly due to the poor quality of the gold summaries that have been used as reference summaries, which negatively impacts the models' performance. Furthermore, our study's results highlight the exceptional performance of GPT-3.5-Turbo and GPT-4, which generally dominate due to their advanced capabilities. However, among the public models evaluated, certain models such as Qwen1.5-7B, SOLAR-10.7B-Instruct-v1.0, Meta-Llama-3-8B and Zephyr-7B-Beta demonstrated promising results. These models showed significant potential, positioning them as competitive alternatives to large models for the task of news summarization. 2 authors · Jan 29 3
- Facilitating the Production of Well-tailored Video Summaries for Sharing on Social Media This paper presents a web-based tool that facilitates the production of tailored summaries for online sharing on social media. Through an interactive user interface, it supports a ``one-click'' video summarization process. Based on the integrated AI models for video summarization and aspect ratio transformation, it facilitates the generation of multiple summaries of a full-length video according to the needs of target platforms with regard to the video's length and aspect ratio. 3 authors · Dec 5, 2023
1 "Pick-and-Pass" as a Hat-Trick Class for First-Principle Memory, Generalizability, and Interpretability Benchmarks Closed drafting or "pick and pass" is a popular game mechanic where each round players select a card or other playable element from their hand and pass the rest to the next player. Games employing closed drafting make for great studies on memory and turn order due to their explicitly calculable memory of other players' hands. In this paper, we establish first-principle benchmarks for studying model-free reinforcement learning algorithms and their comparative ability to learn memory in a popular family of closed drafting games called "Sushi Go Party!", producing state-of-the-art results on this environment along the way. Furthermore, as Sushi Go Party! can be expressed as a set of closely-related games based on the set of cards in play, we quantify the generalizability of reinforcement learning algorithms trained on various sets of cards, establishing key trends between generalized performance and the set distance between the train and evaluation game configurations. Finally, we fit decision rules to interpret the strategy of the learned models and compare them to the ranking preferences of human players, finding intuitive common rules and intriguing new moves. 2 authors · Oct 31, 2023
2 BookSum: A Collection of Datasets for Long-form Narrative Summarization The majority of available text summarization datasets include short-form source documents that lack long-range causal and temporal dependencies, and often contain strong layout and stylistic biases. While relevant, such datasets will offer limited challenges for future generations of text summarization systems. We address these issues by introducing BookSum, a collection of datasets for long-form narrative summarization. Our dataset covers source documents from the literature domain, such as novels, plays and stories, and includes highly abstractive, human written summaries on three levels of granularity of increasing difficulty: paragraph-, chapter-, and book-level. The domain and structure of our dataset poses a unique set of challenges for summarization systems, which include: processing very long documents, non-trivial causal and temporal dependencies, and rich discourse structures. To facilitate future work, we trained and evaluated multiple extractive and abstractive summarization models as baselines for our dataset. 5 authors · May 17, 2021
- VideoXum: Cross-modal Visual and Textural Summarization of Videos Video summarization aims to distill the most important information from a source video to produce either an abridged clip or a textual narrative. Traditionally, different methods have been proposed depending on whether the output is a video or text, thus ignoring the correlation between the two semantically related tasks of visual summarization and textual summarization. We propose a new joint video and text summarization task. The goal is to generate both a shortened video clip along with the corresponding textual summary from a long video, collectively referred to as a cross-modal summary. The generated shortened video clip and text narratives should be semantically well aligned. To this end, we first build a large-scale human-annotated dataset -- VideoXum (X refers to different modalities). The dataset is reannotated based on ActivityNet. After we filter out the videos that do not meet the length requirements, 14,001 long videos remain in our new dataset. Each video in our reannotated dataset has human-annotated video summaries and the corresponding narrative summaries. We then design a novel end-to-end model -- VTSUM-BILP to address the challenges of our proposed task. Moreover, we propose a new metric called VT-CLIPScore to help evaluate the semantic consistency of cross-modality summary. The proposed model achieves promising performance on this new task and establishes a benchmark for future research. 7 authors · Mar 21, 2023
- QMSum: A New Benchmark for Query-based Multi-domain Meeting Summarization Meetings are a key component of human collaboration. As increasing numbers of meetings are recorded and transcribed, meeting summaries have become essential to remind those who may or may not have attended the meetings about the key decisions made and the tasks to be completed. However, it is hard to create a single short summary that covers all the content of a long meeting involving multiple people and topics. In order to satisfy the needs of different types of users, we define a new query-based multi-domain meeting summarization task, where models have to select and summarize relevant spans of meetings in response to a query, and we introduce QMSum, a new benchmark for this task. QMSum consists of 1,808 query-summary pairs over 232 meetings in multiple domains. Besides, we investigate a locate-then-summarize method and evaluate a set of strong summarization baselines on the task. Experimental results and manual analysis reveal that QMSum presents significant challenges in long meeting summarization for future research. Dataset is available at https://github.com/Yale-LILY/QMSum. 11 authors · Apr 13, 2021
5 A Systematic Survey of Text Summarization: From Statistical Methods to Large Language Models Text summarization research has undergone several significant transformations with the advent of deep neural networks, pre-trained language models (PLMs), and recent large language models (LLMs). This survey thus provides a comprehensive review of the research progress and evolution in text summarization through the lens of these paradigm shifts. It is organized into two main parts: (1) a detailed overview of datasets, evaluation metrics, and summarization methods before the LLM era, encompassing traditional statistical methods, deep learning approaches, and PLM fine-tuning techniques, and (2) the first detailed examination of recent advancements in benchmarking, modeling, and evaluating summarization in the LLM era. By synthesizing existing literature and presenting a cohesive overview, this survey also discusses research trends, open challenges, and proposes promising research directions in summarization, aiming to guide researchers through the evolving landscape of summarization research. 3 authors · Jun 17, 2024 2
9 PokéChamp: an Expert-level Minimax Language Agent We introduce Pok\'eChamp, a minimax agent powered by Large Language Models (LLMs) for Pok\'emon battles. Built on a general framework for two-player competitive games, Pok\'eChamp leverages the generalist capabilities of LLMs to enhance minimax tree search. Specifically, LLMs replace three key modules: (1) player action sampling, (2) opponent modeling, and (3) value function estimation, enabling the agent to effectively utilize gameplay history and human knowledge to reduce the search space and address partial observability. Notably, our framework requires no additional LLM training. We evaluate Pok\'eChamp in the popular Gen 9 OU format. When powered by GPT-4o, it achieves a win rate of 76% against the best existing LLM-based bot and 84% against the strongest rule-based bot, demonstrating its superior performance. Even with an open-source 8-billion-parameter Llama 3.1 model, Pok\'eChamp consistently outperforms the previous best LLM-based bot, Pok\'ellmon powered by GPT-4o, with a 64% win rate. Pok\'eChamp attains a projected Elo of 1300-1500 on the Pok\'emon Showdown online ladder, placing it among the top 30%-10% of human players. In addition, this work compiles the largest real-player Pok\'emon battle dataset, featuring over 3 million games, including more than 500k high-Elo matches. Based on this dataset, we establish a series of battle benchmarks and puzzles to evaluate specific battling skills. We further provide key updates to the local game engine. We hope this work fosters further research that leverage Pok\'emon battle as benchmark to integrate LLM technologies with game-theoretic algorithms addressing general multiagent problems. Videos, code, and dataset available at https://sites.google.com/view/pokechamp-llm. 3 authors · Mar 6 2
8 SurveySum: A Dataset for Summarizing Multiple Scientific Articles into a Survey Section Document summarization is a task to shorten texts into concise and informative summaries. This paper introduces a novel dataset designed for summarizing multiple scientific articles into a section of a survey. Our contributions are: (1) SurveySum, a new dataset addressing the gap in domain-specific summarization tools; (2) two specific pipelines to summarize scientific articles into a section of a survey; and (3) the evaluation of these pipelines using multiple metrics to compare their performance. Our results highlight the importance of high-quality retrieval stages and the impact of different configurations on the quality of generated summaries. 7 authors · Aug 29, 2024 1
- Deep Reinforcement Learning: An Overview We give an overview of recent exciting achievements of deep reinforcement learning (RL). We discuss six core elements, six important mechanisms, and twelve applications. We start with background of machine learning, deep learning and reinforcement learning. Next we discuss core RL elements, including value function, in particular, Deep Q-Network (DQN), policy, reward, model, planning, and exploration. After that, we discuss important mechanisms for RL, including attention and memory, unsupervised learning, transfer learning, multi-agent RL, hierarchical RL, and learning to learn. Then we discuss various applications of RL, including games, in particular, AlphaGo, robotics, natural language processing, including dialogue systems, machine translation, and text generation, computer vision, neural architecture design, business management, finance, healthcare, Industry 4.0, smart grid, intelligent transportation systems, and computer systems. We mention topics not reviewed yet, and list a collection of RL resources. After presenting a brief summary, we close with discussions. Please see Deep Reinforcement Learning, arXiv:1810.06339, for a significant update. 1 authors · Jan 25, 2017
13 GRIM: GRaph-based Interactive narrative visualization for gaMes Dialogue-based Role Playing Games (RPGs) require powerful storytelling. The narratives of these may take years to write and typically involve a large creative team. In this work, we demonstrate the potential of large generative text models to assist this process. GRIM, a prototype GRaph-based Interactive narrative visualization system for gaMes, generates a rich narrative graph with branching storylines that match a high-level narrative description and constraints provided by the designer. Game designers can interactively edit the graph by automatically generating new sub-graphs that fit the edits within the original narrative and constraints. We illustrate the use of GRIM in conjunction with GPT-4, generating branching narratives for four well-known stories with different contextual constraints. 7 authors · Nov 15, 2023 1
37 Unbounded: A Generative Infinite Game of Character Life Simulation We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches. 8 authors · Oct 24, 2024 2
1 SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs. 8 authors · May 24, 2023
- Comparative Opinion Summarization via Collaborative Decoding Opinion summarization focuses on generating summaries that reflect popular subjective information expressed in multiple online reviews. While generated summaries offer general and concise information about a particular hotel or product, the information may be insufficient to help the user compare multiple different choices. Thus, the user may still struggle with the question "Which one should I pick?" In this paper, we propose the comparative opinion summarization task, which aims at generating two contrastive summaries and one common summary from two different candidate sets of reviews. We develop a comparative summarization framework CoCoSum, which consists of two base summarization models that jointly generate contrastive and common summaries. Experimental results on a newly created benchmark CoCoTrip show that CoCoSum can produce higher-quality contrastive and common summaries than state-of-the-art opinion summarization models. The dataset and code are available at https://github.com/megagonlabs/cocosum 4 authors · Oct 14, 2021
- Text Summarization Using Large Language Models: A Comparative Study of MPT-7b-instruct, Falcon-7b-instruct, and OpenAI Chat-GPT Models Text summarization is a critical Natural Language Processing (NLP) task with applications ranging from information retrieval to content generation. Leveraging Large Language Models (LLMs) has shown remarkable promise in enhancing summarization techniques. This paper embarks on an exploration of text summarization with a diverse set of LLMs, including MPT-7b-instruct, falcon-7b-instruct, and OpenAI ChatGPT text-davinci-003 models. The experiment was performed with different hyperparameters and evaluated the generated summaries using widely accepted metrics such as the Bilingual Evaluation Understudy (BLEU) Score, Recall-Oriented Understudy for Gisting Evaluation (ROUGE) Score, and Bidirectional Encoder Representations from Transformers (BERT) Score. According to the experiment, text-davinci-003 outperformed the others. This investigation involved two distinct datasets: CNN Daily Mail and XSum. Its primary objective was to provide a comprehensive understanding of the performance of Large Language Models (LLMs) when applied to different datasets. The assessment of these models' effectiveness contributes valuable insights to researchers and practitioners within the NLP domain. This work serves as a resource for those interested in harnessing the potential of LLMs for text summarization and lays the foundation for the development of advanced Generative AI applications aimed at addressing a wide spectrum of business challenges. 2 authors · Oct 16, 2023
- Speech vs. Transcript: Does It Matter for Human Annotators in Speech Summarization? Reference summaries for abstractive speech summarization require human annotation, which can be performed by listening to an audio recording or by reading textual transcripts of the recording. In this paper, we examine whether summaries based on annotators listening to the recordings differ from those based on annotators reading transcripts. Using existing intrinsic evaluation based on human evaluation, automatic metrics, LLM-based evaluation, and a retrieval-based reference-free method. We find that summaries are indeed different based on the source modality, and that speech-based summaries are more factually consistent and information-selective than transcript-based summaries. Meanwhile, transcript-based summaries are impacted by recognition errors in the source, and expert-written summaries are more informative and reliable. We make all the collected data and analysis code public(https://github.com/cmu-mlsp/interview_humanssum) to facilitate the reproduction of our work and advance research in this area. 6 authors · Aug 12, 2024
- An Evaluation Framework for Legal Document Summarization A law practitioner has to go through numerous lengthy legal case proceedings for their practices of various categories, such as land dispute, corruption, etc. Hence, it is important to summarize these documents, and ensure that summaries contain phrases with intent matching the category of the case. To the best of our knowledge, there is no evaluation metric that evaluates a summary based on its intent. We propose an automated intent-based summarization metric, which shows a better agreement with human evaluation as compared to other automated metrics like BLEU, ROUGE-L etc. in terms of human satisfaction. We also curate a dataset by annotating intent phrases in legal documents, and show a proof of concept as to how this system can be automated. Additionally, all the code and data to generate reproducible results is available on Github. 6 authors · May 17, 2022
- ACLSum: A New Dataset for Aspect-based Summarization of Scientific Publications Extensive efforts in the past have been directed toward the development of summarization datasets. However, a predominant number of these resources have been (semi)-automatically generated, typically through web data crawling, resulting in subpar resources for training and evaluating summarization systems, a quality compromise that is arguably due to the substantial costs associated with generating ground-truth summaries, particularly for diverse languages and specialized domains. To address this issue, we present ACLSum, a novel summarization dataset carefully crafted and evaluated by domain experts. In contrast to previous datasets, ACLSum facilitates multi-aspect summarization of scientific papers, covering challenges, approaches, and outcomes in depth. Through extensive experiments, we evaluate the quality of our resource and the performance of models based on pretrained language models and state-of-the-art large language models (LLMs). Additionally, we explore the effectiveness of extractive versus abstractive summarization within the scholarly domain on the basis of automatically discovered aspects. Our results corroborate previous findings in the general domain and indicate the general superiority of end-to-end aspect-based summarization. Our data is released at https://github.com/sobamchan/aclsum. 5 authors · Mar 8, 2024
1 Impact of a Batter in ODI Cricket Implementing Regression Models from Match Commentary Cricket, "a Gentleman's Game", is a prominent sport rising worldwide. Due to the rising competitiveness of the sport, players and team management have become more professional with their approach. Prior studies predicted individual performance or chose the best team but did not highlight the batter's potential. On the other hand, our research aims to evaluate a player's impact while considering his control in various circumstances. This paper seeks to understand the conundrum behind this impactful performance by determining how much control a player has over the circumstances and generating the "Effective Runs",a new measure we propose. We first gathered the fundamental cricket data from open-source datasets; however, variables like pitch, weather, and control were not readily available for all matches. As a result, we compiled our corpus data by analyzing the commentary of the match summaries. This gave us an insight into the particular game's weather and pitch conditions. Furthermore, ball-by-ball inspection from the commentary led us to determine the control of the shots played by the batter. We collected data for the entire One Day International career, up to February 2022, of 3 prominent cricket players: Rohit G Sharma, David A Warner, and Kane S Williamson. Lastly, to prepare the dataset, we encoded, scaled, and split the dataset to train and test Machine Learning Algorithms. We used Multiple Linear Regression (MLR), Polynomial Regression, Support Vector Regression (SVR), Decision Tree Regression, and Random Forest Regression on each player's data individually to train them and predict the Impact the player will have on the game. Multiple Linear Regression and Random Forest give the best predictions accuracy of 90.16 percent and 87.12 percent, respectively. 6 authors · Feb 22, 2023
- Multi-LexSum: Real-World Summaries of Civil Rights Lawsuits at Multiple Granularities With the advent of large language models, methods for abstractive summarization have made great strides, creating potential for use in applications to aid knowledge workers processing unwieldy document collections. One such setting is the Civil Rights Litigation Clearinghouse (CRLC) (https://clearinghouse.net),which posts information about large-scale civil rights lawsuits, serving lawyers, scholars, and the general public. Today, summarization in the CRLC requires extensive training of lawyers and law students who spend hours per case understanding multiple relevant documents in order to produce high-quality summaries of key events and outcomes. Motivated by this ongoing real-world summarization effort, we introduce Multi-LexSum, a collection of 9,280 expert-authored summaries drawn from ongoing CRLC writing. Multi-LexSum presents a challenging multi-document summarization task given the length of the source documents, often exceeding two hundred pages per case. Furthermore, Multi-LexSum is distinct from other datasets in its multiple target summaries, each at a different granularity (ranging from one-sentence "extreme" summaries to multi-paragraph narrations of over five hundred words). We present extensive analysis demonstrating that despite the high-quality summaries in the training data (adhering to strict content and style guidelines), state-of-the-art summarization models perform poorly on this task. We release Multi-LexSum for further research in summarization methods as well as to facilitate development of applications to assist in the CRLC's mission at https://multilexsum.github.io. 6 authors · Jun 22, 2022
- Prompting and Fine-Tuning of Small LLMs for Length-Controllable Telephone Call Summarization This paper explores the rapid development of a telephone call summarization system utilizing large language models (LLMs). Our approach involves initial experiments with prompting existing LLMs to generate summaries of telephone conversations, followed by the creation of a tailored synthetic training dataset utilizing stronger frontier models. We place special focus on the diversity of the generated data and on the ability to control the length of the generated summaries to meet various use-case specific requirements. The effectiveness of our method is evaluated using two state-of-the-art LLM-as-a-judge-based evaluation techniques to ensure the quality and relevance of the summaries. Our results show that fine-tuned Llama-2-7B-based summarization model performs on-par with GPT-4 in terms of factual accuracy, completeness and conciseness. Our findings demonstrate the potential for quickly bootstrapping a practical and efficient call summarization system. 5 authors · Oct 24, 2024
26 AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent. 24 authors · Aug 7, 2023
- How Masterly Are People at Playing with Their Vocabulary? Analysis of the Wordle Game for Latvian In this paper, we describe adaptation of a simple word guessing game that occupied the hearts and minds of people around the world. There are versions for all three Baltic countries and even several versions of each. We specifically pay attention to the Latvian version and look into how people form their guesses given any already uncovered hints. The paper analyses guess patterns, easy and difficult word characteristics, and player behaviour and response. 2 authors · Oct 4, 2022
- Benchmarking Abstractive Summarisation: A Dataset of Human-authored Summaries of Norwegian News Articles We introduce a dataset of high-quality human-authored summaries of news articles in Norwegian. The dataset is intended for benchmarking the abstractive summarisation capabilities of generative language models. Each document in the dataset is provided with three different candidate gold-standard summaries written by native Norwegian speakers, and all summaries are provided in both of the written variants of Norwegian -- Bokm{\aa}l and Nynorsk. The paper describes details on the data creation effort as well as an evaluation of existing open LLMs for Norwegian on the dataset. We also provide insights from a manual human evaluation, comparing human-authored to model-generated summaries. Our results indicate that the dataset provides a challenging LLM benchmark for Norwegian summarisation capabilities 5 authors · Jan 13
- Playable Game Generation In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the stringent requirements for real-time interaction, high visual quality, and accurate simulation of game mechanics. Existing approaches often fall short, either lacking real-time capabilities or failing to accurately simulate interactive mechanics. To tackle the playability issue, we propose a novel method called PlayGen, which encompasses game data generation, an autoregressive DiT-based diffusion model, and a comprehensive playability-based evaluation framework. Validated on well-known 2D and 3D games, PlayGen achieves real-time interaction, ensures sufficient visual quality, and provides accurate interactive mechanics simulation. Notably, these results are sustained even after over 1000 frames of gameplay on an NVIDIA RTX 2060 GPU. Our code is publicly available: https://github.com/GreatX3/Playable-Game-Generation. Our playable demo generated by AI is: http://124.156.151.207. 8 authors · Dec 1, 2024
- NapSS: Paragraph-level Medical Text Simplification via Narrative Prompting and Sentence-matching Summarization Accessing medical literature is difficult for laypeople as the content is written for specialists and contains medical jargon. Automated text simplification methods offer a potential means to address this issue. In this work, we propose a summarize-then-simplify two-stage strategy, which we call NapSS, identifying the relevant content to simplify while ensuring that the original narrative flow is preserved. In this approach, we first generate reference summaries via sentence matching between the original and the simplified abstracts. These summaries are then used to train an extractive summarizer, learning the most relevant content to be simplified. Then, to ensure the narrative consistency of the simplified text, we synthesize auxiliary narrative prompts combining key phrases derived from the syntactical analyses of the original text. Our model achieves results significantly better than the seq2seq baseline on an English medical corpus, yielding 3%~4% absolute improvements in terms of lexical similarity, and providing a further 1.1% improvement of SARI score when combined with the baseline. We also highlight shortcomings of existing evaluation methods, and introduce new metrics that take into account both lexical and high-level semantic similarity. A human evaluation conducted on a random sample of the test set further establishes the effectiveness of the proposed approach. Codes and models are released here: https://github.com/LuJunru/NapSS. 5 authors · Feb 10, 2023
- You shall know a piece by the company it keeps. Chess plays as a data for word2vec models In this paper, I apply linguistic methods of analysis to non-linguistic data, chess plays, metaphorically equating one with the other and seeking analogies. Chess game notations are also a kind of text, and one can consider the records of moves or positions of pieces as words and statements in a certain language. In this article I show how word embeddings (word2vec) can work on chess game texts instead of natural language texts. I don't see how this representation of chess data can be used productively. It's unlikely that these vector models will help engines or people choose the best move. But in a purely academic sense, it's clear that such methods of information representation capture something important about the very nature of the game, which doesn't necessarily lead to a win. 1 authors · Jul 28, 2024
1 Analyzing Sentence Fusion in Abstractive Summarization While recent work in abstractive summarization has resulted in higher scores in automatic metrics, there is little understanding on how these systems combine information taken from multiple document sentences. In this paper, we analyze the outputs of five state-of-the-art abstractive summarizers, focusing on summary sentences that are formed by sentence fusion. We ask assessors to judge the grammaticality, faithfulness, and method of fusion for summary sentences. Our analysis reveals that system sentences are mostly grammatical, but often fail to remain faithful to the original article. 7 authors · Oct 1, 2019
1 MeetingBank: A Benchmark Dataset for Meeting Summarization As the number of recorded meetings increases, it becomes increasingly important to utilize summarization technology to create useful summaries of these recordings. However, there is a crucial lack of annotated meeting corpora for developing this technology, as it can be hard to collect meetings, especially when the topics discussed are confidential. Furthermore, meeting summaries written by experienced writers are scarce, making it hard for abstractive summarizers to produce sensible output without a reliable reference. This lack of annotated corpora has hindered the development of meeting summarization technology. In this paper, we present MeetingBank, a new benchmark dataset of city council meetings over the past decade. MeetingBank is unique among other meeting corpora due to its divide-and-conquer approach, which involves dividing professionally written meeting minutes into shorter passages and aligning them with specific segments of the meeting. This breaks down the process of summarizing a lengthy meeting into smaller, more manageable tasks. The dataset provides a new testbed of various meeting summarization systems and also allows the public to gain insight into how council decisions are made. We make the collection, including meeting video links, transcripts, reference summaries, agenda, and other metadata, publicly available to facilitate the development of better meeting summarization techniques. Our dataset can be accessed at: https://meetingbank.github.io 6 authors · May 27, 2023
- Non-Parametric Memory Guidance for Multi-Document Summarization Multi-document summarization (MDS) is a difficult task in Natural Language Processing, aiming to summarize information from several documents. However, the source documents are often insufficient to obtain a qualitative summary. We propose a retriever-guided model combined with non-parametric memory for summary generation. This model retrieves relevant candidates from a database and then generates the summary considering the candidates with a copy mechanism and the source documents. The retriever is implemented with Approximate Nearest Neighbor Search (ANN) to search large databases. Our method is evaluated on the MultiXScience dataset which includes scientific articles. Finally, we discuss our results and possible directions for future work. 2 authors · Nov 14, 2023
- Exploring Neural Models for Query-Focused Summarization Query-focused summarization (QFS) aims to produce summaries that answer particular questions of interest, enabling greater user control and personalization. While recently released datasets, such as QMSum or AQuaMuSe, facilitate research efforts in QFS, the field lacks a comprehensive study of the broad space of applicable modeling methods. In this paper we conduct a systematic exploration of neural approaches to QFS, considering two general classes of methods: two-stage extractive-abstractive solutions and end-to-end models. Within those categories, we investigate existing models and explore strategies for transfer learning. We also present two modeling extensions that achieve state-of-the-art performance on the QMSum dataset, up to a margin of 3.38 ROUGE-1, 3.72 ROUGE2, and 3.28 ROUGE-L when combined with transfer learning strategies. Results from human evaluation suggest that the best models produce more comprehensive and factually consistent summaries compared to a baseline model. Code and checkpoints are made publicly available: https://github.com/salesforce/query-focused-sum. 5 authors · Dec 14, 2021
1 Recursively Summarizing Books with Human Feedback A major challenge for scaling machine learning is training models to perform tasks that are very difficult or time-consuming for humans to evaluate. We present progress on this problem on the task of abstractive summarization of entire fiction novels. Our method combines learning from human feedback with recursive task decomposition: we use models trained on smaller parts of the task to assist humans in giving feedback on the broader task. We collect a large volume of demonstrations and comparisons from human labelers, and fine-tune GPT-3 using behavioral cloning and reward modeling to do summarization recursively. At inference time, the model first summarizes small sections of the book and then recursively summarizes these summaries to produce a summary of the entire book. Our human labelers are able to supervise and evaluate the models quickly, despite not having read the entire books themselves. Our resulting model generates sensible summaries of entire books, even matching the quality of human-written summaries in a few cases (sim5% of books). We achieve state-of-the-art results on the recent BookSum dataset for book-length summarization. A zero-shot question-answering model using these summaries achieves state-of-the-art results on the challenging NarrativeQA benchmark for answering questions about books and movie scripts. We release datasets of samples from our model. 7 authors · Sep 22, 2021 1
- Beat-Aligned Spectrogram-to-Sequence Generation of Rhythm-Game Charts In the heart of "rhythm games" - games where players must perform actions in sync with a piece of music - are "charts", the directives to be given to players. We newly formulate chart generation as a sequence generation task and train a Transformer using a large dataset. We also introduce tempo-informed preprocessing and training procedures, some of which are suggested to be integral for a successful training. Our model is found to outperform the baselines on a large dataset, and is also found to benefit from pretraining and finetuning. 3 authors · Nov 22, 2023
1 GTBench: Uncovering the Strategic Reasoning Limitations of LLMs via Game-Theoretic Evaluations As Large Language Models (LLMs) are integrated into critical real-world applications, their strategic and logical reasoning abilities are increasingly crucial. This paper evaluates LLMs' reasoning abilities in competitive environments through game-theoretic tasks, e.g., board and card games that require pure logic and strategic reasoning to compete with opponents. We first propose GTBench, a language-driven environment composing 10 widely-recognized tasks, across a comprehensive game taxonomy: complete versus incomplete information, dynamic versus static, and probabilistic versus deterministic scenarios. Then, we investigate two key problems: (1) Characterizing game-theoretic reasoning of LLMs; (2) LLM-vs-LLM competitions as reasoning evaluation. We observe that (1) LLMs have distinct behaviors regarding various gaming scenarios; for example, LLMs fail in complete and deterministic games yet they are competitive in probabilistic gaming scenarios; (2) Open-source LLMs, e.g., CodeLlama-34b-Instruct, are less competitive than commercial LLMs, e.g., GPT-4, in complex games. In addition, code-pretraining greatly benefits strategic reasoning, while advanced reasoning methods such as Chain-of-Thought (CoT) and Tree-of-Thought (ToT) do not always help. Detailed error profiles are also provided for a better understanding of LLMs' behavior. 9 authors · Feb 19, 2024
2 Scoring Sentence Singletons and Pairs for Abstractive Summarization When writing a summary, humans tend to choose content from one or two sentences and merge them into a single summary sentence. However, the mechanisms behind the selection of one or multiple source sentences remain poorly understood. Sentence fusion assumes multi-sentence input; yet sentence selection methods only work with single sentences and not combinations of them. There is thus a crucial gap between sentence selection and fusion to support summarizing by both compressing single sentences and fusing pairs. This paper attempts to bridge the gap by ranking sentence singletons and pairs together in a unified space. Our proposed framework attempts to model human methodology by selecting either a single sentence or a pair of sentences, then compressing or fusing the sentence(s) to produce a summary sentence. We conduct extensive experiments on both single- and multi-document summarization datasets and report findings on sentence selection and abstraction. 7 authors · May 31, 2019
- MarioGPT: Open-Ended Text2Level Generation through Large Language Models Procedural Content Generation (PCG) algorithms provide a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. In this work, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. We show that MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model. We also combine MarioGPT with novelty search, enabling it to generate diverse levels with varying play-style dynamics (i.e. player paths). This combination allows for the open-ended generation of an increasingly diverse range of content. 6 authors · Feb 12, 2023
- GameLabel-10K: Collecting Image Preference Data Through Mobile Game Crowdsourcing The rise of multi-billion parameter models has sparked an intense hunger for data across deep learning. This study explores the possibility of replacing paid annotators with video game players who are rewarded with in-game currency for good performance. We collaborate with the developers of a mobile historical strategy game, Armchair Commander, to test this idea. More specifically, the current study tests this idea using pairwise image preference data, typically used to fine-tune diffusion models. Using this method, we create GameLabel-10K, a dataset with slightly under 10 thousand labels and 7000 unique prompts. In addition to these results, we analyze some limitations of this dataset and publicly release it under an open-source license. 1 authors · Sep 29, 2024
- BIGPATENT: A Large-Scale Dataset for Abstractive and Coherent Summarization Most existing text summarization datasets are compiled from the news domain, where summaries have a flattened discourse structure. In such datasets, summary-worthy content often appears in the beginning of input articles. Moreover, large segments from input articles are present verbatim in their respective summaries. These issues impede the learning and evaluation of systems that can understand an article's global content structure as well as produce abstractive summaries with high compression ratio. In this work, we present a novel dataset, BIGPATENT, consisting of 1.3 million records of U.S. patent documents along with human written abstractive summaries. Compared to existing summarization datasets, BIGPATENT has the following properties: i) summaries contain a richer discourse structure with more recurring entities, ii) salient content is evenly distributed in the input, and iii) lesser and shorter extractive fragments are present in the summaries. Finally, we train and evaluate baselines and popular learning models on BIGPATENT to shed light on new challenges and motivate future directions for summarization research. 3 authors · Jun 9, 2019
- The Chess Transformer: Mastering Play using Generative Language Models This work demonstrates that natural language transformers can support more generic strategic modeling, particularly for text-archived games. In addition to learning natural language skills, the abstract transformer architecture can generate meaningful moves on a chessboard. With further fine-tuning, the transformer learns complex gameplay by training on 2.8 million chess games in Portable Game Notation. After 30,000 training steps, OpenAI's Generative Pre-trained Transformer (GPT-2) optimizes weights for 774 million parameters. This fine-tuned Chess Transformer generates plausible strategies and displays game formations identifiable as classic openings, such as English or the Slav Exchange. Finally, in live play, the novel model demonstrates a human-to-transformer interface that correctly filters illegal moves and provides a novel method to challenge the transformer's chess strategies. We anticipate future work will build on this transformer's promise, particularly in other strategy games where features can capture the underlying complex rule syntax from simple but expressive player annotations. 3 authors · Aug 2, 2020
- Deep Policy Networks for NPC Behaviors that Adapt to Changing Design Parameters in Roguelike Games Recent advances in Deep Reinforcement Learning (DRL) have largely focused on improving the performance of agents with the aim of replacing humans in known and well-defined environments. The use of these techniques as a game design tool for video game production, where the aim is instead to create Non-Player Character (NPC) behaviors, has received relatively little attention until recently. Turn-based strategy games like Roguelikes, for example, present unique challenges to DRL. In particular, the categorical nature of their complex game state, composed of many entities with different attributes, requires agents able to learn how to compare and prioritize these entities. Moreover, this complexity often leads to agents that overfit to states seen during training and that are unable to generalize in the face of design changes made during development. In this paper we propose two network architectures which, when combined with a procedural loot generation system, are able to better handle complex categorical state spaces and to mitigate the need for retraining forced by design decisions. The first is based on a dense embedding of the categorical input space that abstracts the discrete observation model and renders trained agents more able to generalize. The second proposed architecture is more general and is based on a Transformer network able to reason relationally about input and input attributes. Our experimental evaluation demonstrates that new agents have better adaptation capacity with respect to a baseline architecture, making this framework more robust to dynamic gameplay changes during development. Based on the results shown in this paper, we believe that these solutions represent a step forward towards making DRL more accessible to the gaming industry. 3 authors · Dec 7, 2020
- ESPORT: Electronic Sports Professionals Observations and Reflections on Training Esports and high performance human-computer interaction are on the forefront of applying new hardware and software technologies in practice. Despite that, there is a paucity of research on how semi-professional and professional championship level players approach aspects of their preparation. To address that, we have performed, transcribed, and analyzed interviews with top-tournament players, coaches, and managers across multiple game titles. The interviews range from competitive events occuring between 2015-2020. Initial processing included transcription and manual verification. The pre-processed interview data were then organized and structured into relevant categories, touching on psychological, physical, and nutritional aspects of esports preparation. Further, where applicable, interview responses where rated and quantified via consensus judgement by a panel of experts. The results indicate that physical training was most often mentioned as a relevant or consistent activity, while nutrition was indicated as relatively unimportant. Qualitative analysis also indicated that consistency and resiliency were noted as the most key factors recommended for upcoming esports competitors. It is also clear that many players put emphasis on balancing their gameplay time and with activities. Lastly, we identified important areas of inquiry towards a deeper understanding of the mental and physical demands of professional esports players. 5 authors · Nov 9, 2023
- Leveraging ParsBERT and Pretrained mT5 for Persian Abstractive Text Summarization Text summarization is one of the most critical Natural Language Processing (NLP) tasks. More and more researches are conducted in this field every day. Pre-trained transformer-based encoder-decoder models have begun to gain popularity for these tasks. This paper proposes two methods to address this task and introduces a novel dataset named pn-summary for Persian abstractive text summarization. The models employed in this paper are mT5 and an encoder-decoder version of the ParsBERT model (i.e., a monolingual BERT model for Persian). These models are fine-tuned on the pn-summary dataset. The current work is the first of its kind and, by achieving promising results, can serve as a baseline for any future work. 3 authors · Dec 21, 2020
23 Learning to Move Like Professional Counter-Strike Players In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play. 12 authors · Aug 25, 2024 3
- FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home. 4 authors · Jun 4, 2024
1 How Ready are Pre-trained Abstractive Models and LLMs for Legal Case Judgement Summarization? Automatic summarization of legal case judgements has traditionally been attempted by using extractive summarization methods. However, in recent years, abstractive summarization models are gaining popularity since they can generate more natural and coherent summaries. Legal domain-specific pre-trained abstractive summarization models are now available. Moreover, general-domain pre-trained Large Language Models (LLMs), such as ChatGPT, are known to generate high-quality text and have the capacity for text summarization. Hence it is natural to ask if these models are ready for off-the-shelf application to automatically generate abstractive summaries for case judgements. To explore this question, we apply several state-of-the-art domain-specific abstractive summarization models and general-domain LLMs on Indian court case judgements, and check the quality of the generated summaries. In addition to standard metrics for summary quality, we check for inconsistencies and hallucinations in the summaries. We see that abstractive summarization models generally achieve slightly higher scores than extractive models in terms of standard summary evaluation metrics such as ROUGE and BLEU. However, we often find inconsistent or hallucinated information in the generated abstractive summaries. Overall, our investigation indicates that the pre-trained abstractive summarization models and LLMs are not yet ready for fully automatic deployment for case judgement summarization; rather a human-in-the-loop approach including manual checks for inconsistencies is more suitable at present. 3 authors · Jun 1, 2023
1 Abstractive Text Summarization Using the BRIO Training Paradigm Summary sentences produced by abstractive summarization models may be coherent and comprehensive, but they lack control and rely heavily on reference summaries. The BRIO training paradigm assumes a non-deterministic distribution to reduce the model's dependence on reference summaries, and improve model performance during inference. This paper presents a straightforward but effective technique to improve abstractive summaries by fine-tuning pre-trained language models, and training them with the BRIO paradigm. We build a text summarization dataset for Vietnamese, called VieSum. We perform experiments with abstractive summarization models trained with the BRIO paradigm on the CNNDM and the VieSum datasets. The results show that the models, trained on basic hardware, outperform all existing abstractive summarization models, especially for Vietnamese. 4 authors · May 23, 2023
- GameArena: Evaluating LLM Reasoning through Live Computer Games Evaluating the reasoning abilities of large language models (LLMs) is challenging. Existing benchmarks often depend on static datasets, which are vulnerable to data contamination and may get saturated over time, or on binary live human feedback that conflates reasoning with other abilities. As the most prominent dynamic benchmark, Chatbot Arena evaluates open-ended questions in real-world settings, but lacks the granularity in assessing specific reasoning capabilities. We introduce GameArena, a dynamic benchmark designed to evaluate LLM reasoning capabilities through interactive gameplay with humans. GameArena consists of three games designed to test specific reasoning capabilities (e.g., deductive and inductive reasoning), while keeping participants entertained and engaged. We analyze the gaming data retrospectively to uncover the underlying reasoning processes of LLMs and measure their fine-grained reasoning capabilities. We collect over 2000 game sessions and provide detailed assessments of various reasoning capabilities for five state-of-the-art LLMs. Our user study with 100 participants suggests that GameArena improves user engagement compared to Chatbot Arena. For the first time, GameArena enables the collection of step-by-step LLM reasoning data in the wild. 7 authors · Dec 9, 2024
7 PlanRAG: A Plan-then-Retrieval Augmented Generation for Generative Large Language Models as Decision Makers In this paper, we conduct a study to utilize LLMs as a solution for decision making that requires complex data analysis. We define Decision QA as the task of answering the best decision, d_{best}, for a decision-making question Q, business rules R and a database D. Since there is no benchmark that can examine Decision QA, we propose Decision QA benchmark, DQA. It has two scenarios, Locating and Building, constructed from two video games (Europa Universalis IV and Victoria 3) that have almost the same goal as Decision QA. To address Decision QA effectively, we also propose a new RAG technique called the iterative plan-then-retrieval augmented generation (PlanRAG). Our PlanRAG-based LM generates the plan for decision making as the first step, and the retriever generates the queries for data analysis as the second step. The proposed method outperforms the state-of-the-art iterative RAG method by 15.8% in the Locating scenario and by 7.4% in the Building scenario, respectively. We release our code and benchmark at https://github.com/myeon9h/PlanRAG. 3 authors · Jun 18, 2024
- AQuaMuSe: Automatically Generating Datasets for Query-Based Multi-Document Summarization Summarization is the task of compressing source document(s) into coherent and succinct passages. This is a valuable tool to present users with concise and accurate sketch of the top ranked documents related to their queries. Query-based multi-document summarization (qMDS) addresses this pervasive need, but the research is severely limited due to lack of training and evaluation datasets as existing single-document and multi-document summarization datasets are inadequate in form and scale. We propose a scalable approach called AQuaMuSe to automatically mine qMDS examples from question answering datasets and large document corpora. Our approach is unique in the sense that it can general a dual dataset -- for extractive and abstractive summaries both. We publicly release a specific instance of an AQuaMuSe dataset with 5,519 query-based summaries, each associated with an average of 6 input documents selected from an index of 355M documents from Common Crawl. Extensive evaluation of the dataset along with baseline summarization model experiments are provided. 5 authors · Oct 23, 2020
1 Instruction-Driven Game Engine: A Poker Case Study The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games simply by natural language instructions, which significantly lowers the barrier for game development. We approach the learning process for IDGEs as a Next State Prediction task, wherein the model autoregressively predicts the game states given player actions. The computation of game states must be precise; otherwise, slight errors could corrupt the game-play experience. This is challenging because of the gap between stability and diversity. To address this, we train the IDGE in a curriculum manner that progressively increases its exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, which not only supports a wide range of poker variants but also allows for highly individualized new poker games through natural language inputs. This work lays the groundwork for future advancements in transforming how games are created and played. 4 authors · Oct 17, 2024
1 Real-time Speech Summarization for Medical Conversations In doctor-patient conversations, identifying medically relevant information is crucial, posing the need for conversation summarization. In this work, we propose the first deployable real-time speech summarization system for real-world applications in industry, which generates a local summary after every N speech utterances within a conversation and a global summary after the end of a conversation. Our system could enhance user experience from a business standpoint, while also reducing computational costs from a technical perspective. Secondly, we present VietMed-Sum which, to our knowledge, is the first speech summarization dataset for medical conversations. Thirdly, we are the first to utilize LLM and human annotators collaboratively to create gold standard and synthetic summaries for medical conversation summarization. Finally, we present baseline results of state-of-the-art models on VietMed-Sum. All code, data (English-translated and Vietnamese) and models are available online: https://github.com/leduckhai/MultiMed 4 authors · Jun 22, 2024
1 Godot Reinforcement Learning Agents We present Godot Reinforcement Learning (RL) Agents, an open-source interface for developing environments and agents in the Godot Game Engine. The Godot RL Agents interface allows the design, creation and learning of agent behaviors in challenging 2D and 3D environments with various on-policy and off-policy Deep RL algorithms. We provide a standard Gym interface, with wrappers for learning in the Ray RLlib and Stable Baselines RL frameworks. This allows users access to over 20 state of the art on-policy, off-policy and multi-agent RL algorithms. The framework is a versatile tool that allows researchers and game designers the ability to create environments with discrete, continuous and mixed action spaces. The interface is relatively performant, with 12k interactions per second on a high end laptop computer, when parallized on 4 CPU cores. An overview video is available here: https://youtu.be/g1MlZSFqIj4 4 authors · Dec 7, 2021
- Thespian: Multi-Character Text Role-Playing Game Agents Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning. 3 authors · Aug 3, 2023
- Swim till You Sink: Computing the Limit of a Game During 2023, two interesting results were proven about the limit behavior of game dynamics: First, it was shown that there is a game for which no dynamics converges to the Nash equilibria. Second, it was shown that the sink equilibria of a game adequately capture the limit behavior of natural game dynamics. These two results have created a need and opportunity to articulate a principled computational theory of the meaning of the game that is based on game dynamics. Given any game in normal form, and any prior distribution of play, we study the problem of computing the asymptotic behavior of a class of natural dynamics called the noisy replicator dynamics as a limit distribution over the sink equilibria of the game. When the prior distribution has pure strategy support, we prove this distribution can be computed efficiently, in near-linear time to the size of the best-response graph. When the distribution can be sampled -- for example, if it is the uniform distribution over all mixed strategy profiles -- we show through experiments that the limit distribution of reasonably large games can be estimated quite accurately through sampling and simulation. 4 authors · Aug 20, 2024
11 Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia Agent-based modeling has been around for decades, and applied widely across the social and natural sciences. The scope of this research method is now poised to grow dramatically as it absorbs the new affordances provided by Large Language Models (LLM)s. Generative Agent-Based Models (GABM) are not just classic Agent-Based Models (ABM)s where the agents talk to one another. Rather, GABMs are constructed using an LLM to apply common sense to situations, act "reasonably", recall common semantic knowledge, produce API calls to control digital technologies like apps, and communicate both within the simulation and to researchers viewing it from the outside. Here we present Concordia, a library to facilitate constructing and working with GABMs. Concordia makes it easy to construct language-mediated simulations of physically- or digitally-grounded environments. Concordia agents produce their behavior using a flexible component system which mediates between two fundamental operations: LLM calls and associative memory retrieval. A special agent called the Game Master (GM), which was inspired by tabletop role-playing games, is responsible for simulating the environment where the agents interact. Agents take actions by describing what they want to do in natural language. The GM then translates their actions into appropriate implementations. In a simulated physical world, the GM checks the physical plausibility of agent actions and describes their effects. In digital environments simulating technologies such as apps and services, the GM may handle API calls to integrate with external tools such as general AI assistants (e.g., Bard, ChatGPT), and digital apps (e.g., Calendar, Email, Search, etc.). Concordia was designed to support a wide array of applications both in scientific research and for evaluating performance of real digital services by simulating users and/or generating synthetic data. 10 authors · Dec 6, 2023
- I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players -- students, each with their own personas and abilities -- to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM's intent to guide players toward a given goal; (2) the DM's guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players' reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM's intent than a vanilla natural language generation (NLG) approach. 8 authors · Dec 20, 2022
- Generating abstractive summaries of Lithuanian news articles using a transformer model In this work, we train the first monolingual Lithuanian transformer model on a relatively large corpus of Lithuanian news articles and compare various output decoding algorithms for abstractive news summarization. We achieve an average ROUGE-2 score 0.163, generated summaries are coherent and look impressive at first glance. However, some of them contain misleading information that is not so easy to spot. We describe all the technical details and share our trained model and accompanying code in an online open-source repository, as well as some characteristic samples of the generated summaries. 2 authors · Apr 23, 2021
- SummExecEdit: A Factual Consistency Benchmark in Summarization with Executable Edits Detecting factual inconsistencies in summarization is critical, yet existing benchmarks lack the necessary challenge and interpretability for robust evaluation. In this paper, we introduce SummExecEdit, a novel benchmark leveraging executable edits to assess models on their ability to both detect factual errors and provide accurate explanations. The top-performing model, Claude3-Opus, achieves a joint detection and explanation score of only 0.49 in our benchmark, with individual scores of 0.67 for detection and 0.73 for explanation. Furthermore, we identify four primary types of explanation errors, with 45.4% of errors focusing on completely unrelated parts of the summary. 3 authors · Dec 17, 2024
- `Keep it Together': Enforcing Cohesion in Extractive Summaries by Simulating Human Memory Extractive summaries are usually presented as lists of sentences with no expected cohesion between them. In this paper, we aim to enforce cohesion whilst controlling for informativeness and redundancy in summaries, in cases where the input exhibits high redundancy. The pipeline controls for redundancy in long inputs as it is consumed, and balances informativeness and cohesion during sentence selection. Our sentence selector simulates human memory to keep track of topics --modeled as lexical chains--, enforcing cohesive ties between noun phrases. Across a variety of domains, our experiments revealed that it is possible to extract highly cohesive summaries that nevertheless read as informative to humans as summaries extracted by only accounting for informativeness or redundancy. The extracted summaries exhibit smooth topic transitions between sentences as signaled by lexical chains, with chains spanning adjacent or near-adjacent sentences. 3 authors · Feb 16, 2024
1 Improving abstractive summarization with energy-based re-ranking Current abstractive summarization systems present important weaknesses which prevent their deployment in real-world applications, such as the omission of relevant information and the generation of factual inconsistencies (also known as hallucinations). At the same time, automatic evaluation metrics such as CTC scores have been recently proposed that exhibit a higher correlation with human judgments than traditional lexical-overlap metrics such as ROUGE. In this work, we intend to close the loop by leveraging the recent advances in summarization metrics to create quality-aware abstractive summarizers. Namely, we propose an energy-based model that learns to re-rank summaries according to one or a combination of these metrics. We experiment using several metrics to train our energy-based re-ranker and show that it consistently improves the scores achieved by the predicted summaries. Nonetheless, human evaluation results show that the re-ranking approach should be used with care for highly abstractive summaries, as the available metrics are not yet sufficiently reliable for this purpose. 3 authors · Oct 27, 2022
4 Learning to summarize from human feedback As language models become more powerful, training and evaluation are increasingly bottlenecked by the data and metrics used for a particular task. For example, summarization models are often trained to predict human reference summaries and evaluated using ROUGE, but both of these metrics are rough proxies for what we really care about -- summary quality. In this work, we show that it is possible to significantly improve summary quality by training a model to optimize for human preferences. We collect a large, high-quality dataset of human comparisons between summaries, train a model to predict the human-preferred summary, and use that model as a reward function to fine-tune a summarization policy using reinforcement learning. We apply our method to a version of the TL;DR dataset of Reddit posts and find that our models significantly outperform both human reference summaries and much larger models fine-tuned with supervised learning alone. Our models also transfer to CNN/DM news articles, producing summaries nearly as good as the human reference without any news-specific fine-tuning. We conduct extensive analyses to understand our human feedback dataset and fine-tuned models We establish that our reward model generalizes to new datasets, and that optimizing our reward model results in better summaries than optimizing ROUGE according to humans. We hope the evidence from our paper motivates machine learning researchers to pay closer attention to how their training loss affects the model behavior they actually want. 9 authors · Sep 2, 2020
- SAMSum Corpus: A Human-annotated Dialogue Dataset for Abstractive Summarization This paper introduces the SAMSum Corpus, a new dataset with abstractive dialogue summaries. We investigate the challenges it poses for automated summarization by testing several models and comparing their results with those obtained on a corpus of news articles. We show that model-generated summaries of dialogues achieve higher ROUGE scores than the model-generated summaries of news -- in contrast with human evaluators' judgement. This suggests that a challenging task of abstractive dialogue summarization requires dedicated models and non-standard quality measures. To our knowledge, our study is the first attempt to introduce a high-quality chat-dialogues corpus, manually annotated with abstractive summarizations, which can be used by the research community for further studies. 4 authors · Nov 27, 2019
1 Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the proximity to the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose "Describe, Explain, Plan and Select" (DEPS), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal Selector, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly doubles the overall performances. Finally, the ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner. 5 authors · Feb 3, 2023
2 Echoes from Alexandria: A Large Resource for Multilingual Book Summarization In recent years, research in text summarization has mainly focused on the news domain, where texts are typically short and have strong layout features. The task of full-book summarization presents additional challenges which are hard to tackle with current resources, due to their limited size and availability in English only. To overcome these limitations, we present "Echoes from Alexandria", or in shortened form, "Echoes", a large resource for multilingual book summarization. Echoes features three novel datasets: i) Echo-Wiki, for multilingual book summarization, ii) Echo-XSum, for extremely-compressive multilingual book summarization, and iii) Echo-FairySum, for extractive book summarization. To the best of our knowledge, Echoes, with its thousands of books and summaries, is the largest resource, and the first to be multilingual, featuring 5 languages and 25 language pairs. In addition to Echoes, we also introduce a new extractive-then-abstractive baseline, and, supported by our experimental results and manual analysis of the summaries generated, we argue that this baseline is more suitable for book summarization than purely-abstractive approaches. We release our resource and software at https://github.com/Babelscape/echoes-from-alexandria in the hope of fostering innovative research in multilingual book summarization. 4 authors · Jun 7, 2023
5 Towards General Computer Control: A Multimodal Agent for Red Dead Redemption II as a Case Study Despite the success in specific tasks and scenarios, existing foundation agents, empowered by large models (LMs) and advanced tools, still cannot generalize to different scenarios, mainly due to dramatic differences in the observations and actions across scenarios. In this work, we propose the General Computer Control (GCC) setting: building foundation agents that can master any computer task by taking only screen images (and possibly audio) of the computer as input, and producing keyboard and mouse operations as output, similar to human-computer interaction. The main challenges of achieving GCC are: 1) the multimodal observations for decision-making, 2) the requirements of accurate control of keyboard and mouse, 3) the need for long-term memory and reasoning, and 4) the abilities of efficient exploration and self-improvement. To target GCC, we introduce Cradle, an agent framework with six main modules, including: 1) information gathering to extract multi-modality information, 2) self-reflection to rethink past experiences, 3) task inference to choose the best next task, 4) skill curation for generating and updating relevant skills for given tasks, 5) action planning to generate specific operations for keyboard and mouse control, and 6) memory for storage and retrieval of past experiences and known skills. To demonstrate the capabilities of generalization and self-improvement of Cradle, we deploy it in the complex AAA game Red Dead Redemption II, serving as a preliminary attempt towards GCC with a challenging target. To our best knowledge, our work is the first to enable LMM-based agents to follow the main storyline and finish real missions in complex AAA games, with minimal reliance on prior knowledge or resources. The project website is at https://baai-agents.github.io/Cradle/. 16 authors · Mar 5, 2024 1
1 Evaluating Language Model Agency through Negotiations We introduce an approach to evaluate language model (LM) agency using negotiation games. This approach better reflects real-world use cases and addresses some of the shortcomings of alternative LM benchmarks. Negotiation games enable us to study multi-turn, and cross-model interactions, modulate complexity, and side-step accidental evaluation data leakage. We use our approach to test six widely used and publicly accessible LMs, evaluating performance and alignment in both self-play and cross-play settings. Noteworthy findings include: (i) only closed-source models tested here were able to complete these tasks; (ii) cooperative bargaining games proved to be most challenging to the models; and (iii) even the most powerful models sometimes "lose" to weaker opponents 7 authors · Jan 9, 2024
- RISE: Leveraging Retrieval Techniques for Summarization Evaluation Evaluating automatically-generated text summaries is a challenging task. While there have been many interesting approaches, they still fall short of human evaluations. We present RISE, a new approach for evaluating summaries by leveraging techniques from information retrieval. RISE is first trained as a retrieval task using a dual-encoder retrieval setup, and can then be subsequently utilized for evaluating a generated summary given an input document, without gold reference summaries. RISE is especially well suited when working on new datasets where one may not have reference summaries available for evaluation. We conduct comprehensive experiments on the SummEval benchmark (Fabbri et al., 2021) and the results show that RISE has higher correlation with human evaluations compared to many past approaches to summarization evaluation. Furthermore, RISE also demonstrates data-efficiency and generalizability across languages. 2 authors · Dec 16, 2022
- Exploring Prompting Large Language Models as Explainable Metrics This paper describes the IUST NLP Lab submission to the Prompting Large Language Models as Explainable Metrics Shared Task at the Eval4NLP 2023 Workshop on Evaluation & Comparison of NLP Systems. We have proposed a zero-shot prompt-based strategy for explainable evaluation of the summarization task using Large Language Models (LLMs). The conducted experiments demonstrate the promising potential of LLMs as evaluation metrics in Natural Language Processing (NLP), particularly in the field of summarization. Both few-shot and zero-shot approaches are employed in these experiments. The performance of our best provided prompts achieved a Kendall correlation of 0.477 with human evaluations in the text summarization task on the test data. Code and results are publicly available on GitHub. 1 authors · Nov 20, 2023
- Learning to Summarize from LLM-generated Feedback Developing effective text summarizers remains a challenge due to issues like hallucinations, key information omissions, and verbosity in LLM-generated summaries. This work explores using LLM-generated feedback to improve summary quality by aligning the summaries with human preferences for faithfulness, completeness, and conciseness. We introduce FeedSum, a large-scale dataset containing multi-dimensional LLM feedback on summaries of varying quality across diverse domains. Our experiments show how feedback quality, dimensionality, and granularity influence preference learning, revealing that high-quality, multi-dimensional, fine-grained feedback significantly improves summary generation. We also compare two methods for using this feedback: supervised fine-tuning and direct preference optimization. Finally, we introduce SummLlama3-8b, a model that outperforms the nearly 10x larger Llama3-70b-instruct in generating human-preferred summaries, demonstrating that smaller models can achieve superior performance with appropriate training. The full dataset will be released soon. The SummLlama3-8B model is now available at https://huggingface.co./DISLab/SummLlama3-8B. 6 authors · Oct 16, 2024
- MixSumm: Topic-based Data Augmentation using LLMs for Low-resource Extractive Text Summarization Low-resource extractive text summarization is a vital but heavily underexplored area of research. Prior literature either focuses on abstractive text summarization or prompts a large language model (LLM) like GPT-3 directly to generate summaries. In this work, we propose MixSumm for low-resource extractive text summarization. Specifically, MixSumm prompts an open-source LLM, LLaMA-3-70b, to generate documents that mix information from multiple topics as opposed to generating documents without mixup, and then trains a summarization model on the generated dataset. We use ROUGE scores and L-Eval, a reference-free LLaMA-3-based evaluation method to measure the quality of generated summaries. We conduct extensive experiments on a challenging text summarization benchmark comprising the TweetSumm, WikiHow, and ArXiv/PubMed datasets and show that our LLM-based data augmentation framework outperforms recent prompt-based approaches for low-resource extractive summarization. Additionally, our results also demonstrate effective knowledge distillation from LLaMA-3-70b to a small BERT-based extractive summarizer. 2 authors · Jul 9, 2024
- Evaluating the Factuality of Zero-shot Summarizers Across Varied Domains Recent work has shown that large language models (LLMs) are capable of generating summaries zero-shot (i.e., without explicit supervision) that, under human assessment, are often comparable or even preferred to manually composed reference summaries. However, this prior work has focussed almost exclusively on evaluating news article summarization. How do zero-shot summarizers perform in other (potentially more specialized) domains? In this work we evaluate zero-shot generated summaries across specialized domains including biomedical articles, and legal bills (in addition to standard news benchmarks for reference). We focus especially on the factuality of outputs. We acquire annotations from domain experts to identify inconsistencies in summaries and systematically categorize these errors. We analyze whether the prevalence of a given domain in the pretraining corpus affects extractiveness and faithfulness of generated summaries of articles in this domain. We release all collected annotations to facilitate additional research toward measuring and realizing factually accurate summarization, beyond news articles. The dataset can be downloaded from https://github.com/sanjanaramprasad/zero_shot_faceval_domains 4 authors · Feb 5, 2024
- A Feasibility Study of Answer-Agnostic Question Generation for Education We conduct a feasibility study into the applicability of answer-agnostic question generation models to textbook passages. We show that a significant portion of errors in such systems arise from asking irrelevant or uninterpretable questions and that such errors can be ameliorated by providing summarized input. We find that giving these models human-written summaries instead of the original text results in a significant increase in acceptability of generated questions (33% rightarrow 83%) as determined by expert annotators. We also find that, in the absence of human-written summaries, automatic summarization can serve as a good middle ground. 8 authors · Mar 16, 2022
- NOTE: Notable generation Of patient Text summaries through Efficient approach based on direct preference optimization The discharge summary is a one of critical documents in the patient journey, encompassing all events experienced during hospitalization, including multiple visits, medications, tests, surgery/procedures, and admissions/discharge. Providing a summary of the patient's progress is crucial, as it significantly influences future care and planning. Consequently, clinicians face the laborious and resource-intensive task of manually collecting, organizing, and combining all the necessary data for a discharge summary. Therefore, we propose "NOTE", which stands for "Notable generation Of patient Text summaries through an Efficient approach based on direct preference optimization". NOTE is based on Medical Information Mart for Intensive Care- III dataset and summarizes a single hospitalization of a patient. Patient events are sequentially combined and used to generate a discharge summary for each hospitalization. In the present circumstances, large language models' application programming interfaces (LLMs' APIs) are widely available, but importing and exporting medical data presents significant challenges due to privacy protection policies in healthcare institutions. Moreover, to ensure optimal performance, it is essential to implement a lightweight model for internal server or program within the hospital. Therefore, we utilized DPO and parameter efficient fine tuning (PEFT) techniques to apply a fine-tuning method that guarantees superior performance. To demonstrate the practical application of the developed NOTE, we provide a webpage-based demonstration software. In the future, we will aim to deploy the software available for actual use by clinicians in hospital. NOTE can be utilized to generate various summaries not only discharge summaries but also throughout a patient's journey, thereby alleviating the labor-intensive workload of clinicians and aiming for increased efficiency. 5 authors · Feb 19, 2024
- OpenSkill: A faster asymmetric multi-team, multiplayer rating system Assessing and comparing player skill in online multiplayer gaming environments is essential for fair matchmaking and player engagement. Traditional ranking models like Elo and Glicko-2, designed for two-player games, are insufficient for the complexity of multi-player, asymmetric team-based matches. To address this gap, the OpenSkill library offers a suite of sophisticated, fast, and adaptable models tailored for such dynamics. Drawing from Bayesian inference methods, OpenSkill provides a more accurate representation of individual player contributions and speeds up the computation of ranks. This paper introduces the OpenSkill library, featuring a Python implementation of the Plackett-Luce model among others, highlighting its performance advantages and predictive accuracy against proprietary systems like TrueSkill. OpenSkill is a valuable tool for game developers and researchers, ensuring a responsive and fair gaming experience by efficiently adjusting player rankings based on game outcomes. The library's support for time decay and diligent documentation further aid in its practical application, making it a robust solution for the nuanced world of multiplayer ranking systems. This paper also acknowledges areas for future enhancement, such as partial play and contribution weighting, emphasizing the library's ongoing development to meet the evolving needs of online gaming communities. 1 authors · Jan 9, 2024
- Mevaker: Conclusion Extraction and Allocation Resources for the Hebrew Language In this paper, we introduce summarization MevakerSumm and conclusion extraction MevakerConc datasets for the Hebrew language based on the State Comptroller and Ombudsman of Israel reports, along with two auxiliary datasets. We accompany these datasets with models for conclusion extraction (HeConE, HeConEspc) and conclusion allocation (HeCross). All of the code, datasets, and model checkpoints used in this work are publicly available. 3 authors · Mar 12, 2024
- Background Summarization of Event Timelines Generating concise summaries of news events is a challenging natural language processing task. While journalists often curate timelines to highlight key sub-events, newcomers to a news event face challenges in catching up on its historical context. In this paper, we address this need by introducing the task of background news summarization, which complements each timeline update with a background summary of relevant preceding events. We construct a dataset by merging existing timeline datasets and asking human annotators to write a background summary for each timestep of each news event. We establish strong baseline performance using state-of-the-art summarization systems and propose a query-focused variant to generate background summaries. To evaluate background summary quality, we present a question-answering-based evaluation metric, Background Utility Score (BUS), which measures the percentage of questions about a current event timestep that a background summary answers. Our experiments show the effectiveness of instruction fine-tuned systems such as Flan-T5, in addition to strong zero-shot performance using GPT-3.5. 3 authors · Oct 24, 2023
- Understanding why shooters shoot -- An AI-powered engine for basketball performance profiling Understanding player shooting profiles is an essential part of basketball analysis: knowing where certain opposing players like to shoot from can help coaches neutralize offensive gameplans from their opponents; understanding where their players are most comfortable can lead them to developing more effective offensive strategies. An automatic tool that can provide these performance profiles in a timely manner can become invaluable for coaches to maximize both the effectiveness of their game plan as well as the time dedicated to practice and other related activities. Additionally, basketball is dictated by many variables, such as playstyle and game dynamics, that can change the flow of the game and, by extension, player performance profiles. It is crucial that the performance profiles can reflect the diverse playstyles, as well as the fast-changing dynamics of the game. We present a tool that can visualize player performance profiles in a timely manner while taking into account factors such as play-style and game dynamics. Our approach generates interpretable heatmaps that allow us to identify and analyze how non-spatial factors, such as game dynamics or playstyle, affect player performance profiles. 5 authors · Mar 16, 2023
- Guide-to-Explain for Controllable Summarization Recently, large language models (LLMs) have demonstrated remarkable performance in abstractive summarization tasks. However, controllable summarization with LLMs remains underexplored, limiting their ability to generate summaries that align with specific user preferences. In this paper, we first investigate the capability of LLMs to control diverse attributes, revealing that they encounter greater challenges with numerical attributes, such as length and extractiveness, compared to linguistic attributes. To address this challenge, we propose a guide-to-explain framework (GTE) for controllable summarization. Our GTE framework enables the model to identify misaligned attributes in the initial draft and guides it in explaining errors in the previous output. Based on this reflection, the model generates a well-adjusted summary. As a result, by allowing the model to reflect on its misalignment, we generate summaries that satisfy the desired attributes in surprisingly fewer iterations than other iterative methods solely using LLMs. 6 authors · Nov 19, 2024
1 Embrace Divergence for Richer Insights: A Multi-document Summarization Benchmark and a Case Study on Summarizing Diverse Information from News Articles Previous research in multi-document news summarization has typically concentrated on collating information that all sources agree upon. However, to our knowledge, the summarization of diverse information dispersed across multiple articles about an event has not been previously investigated. The latter imposes a different set of challenges for a summarization model. In this paper, we propose a new task of summarizing diverse information encountered in multiple news articles encompassing the same event. To facilitate this task, we outlined a data collection schema for identifying diverse information and curated a dataset named DiverseSumm. The dataset includes 245 news stories, with each story comprising 10 news articles and paired with a human-validated reference. Moreover, we conducted a comprehensive analysis to pinpoint the position and verbosity biases when utilizing Large Language Model (LLM)-based metrics for evaluating the coverage and faithfulness of the summaries, as well as their correlation with human assessments. We applied our findings to study how LLMs summarize multiple news articles by analyzing which type of diverse information LLMs are capable of identifying. Our analyses suggest that despite the extraordinary capabilities of LLMs in single-document summarization, the proposed task remains a complex challenge for them mainly due to their limited coverage, with GPT-4 only able to cover less than 40% of the diverse information on average. 7 authors · Sep 17, 2023
3 Clembench: Using Game Play to Evaluate Chat-Optimized Language Models as Conversational Agents Recent work has proposed a methodology for the systematic evaluation of "Situated Language Understanding Agents"-agents that operate in rich linguistic and non-linguistic contexts-through testing them in carefully constructed interactive settings. Other recent work has argued that Large Language Models (LLMs), if suitably set up, can be understood as (simulators of) such agents. A connection suggests itself, which this paper explores: Can LLMs be evaluated meaningfully by exposing them to constrained game-like settings that are built to challenge specific capabilities? As a proof of concept, this paper investigates five interaction settings, showing that current chat-optimised LLMs are, to an extent, capable to follow game-play instructions. Both this capability and the quality of the game play, measured by how well the objectives of the different games are met, follows the development cycle, with newer models performing better. The metrics even for the comparatively simple example games are far from being saturated, suggesting that the proposed instrument will remain to have diagnostic value. Our general framework for implementing and evaluating games with LLMs is available at https://github.com/clp-research/clembench. 6 authors · May 22, 2023
- V2Xum-LLM: Cross-Modal Video Summarization with Temporal Prompt Instruction Tuning Video summarization aims to create short, accurate, and cohesive summaries of longer videos. Despite the existence of various video summarization datasets, a notable limitation is their limited amount of source videos, which hampers the effective fine-tuning of advanced large vision-language models (VLMs). Additionally, most existing datasets are created for video-to-video summarization, overlooking the contemporary need for multimodal video content summarization. Recent efforts have been made to expand from unimodal to multimodal video summarization, categorizing the task into three sub-tasks based on the summary's modality: video-to-video (V2V), video-to-text (V2T), and a combination of video and text summarization (V2VT). However, the textual summaries in previous multimodal datasets are inadequate. To address these issues, we introduce Instruct-V2Xum, a cross-modal video summarization dataset featuring 30,000 diverse videos sourced from YouTube, with lengths ranging from 40 to 940 seconds and an average summarization ratio of 16.39\%. Each video summary in Instruct-V2Xum is paired with a textual summary that references specific frame indexes, facilitating the generation of aligned video and textual summaries. In addition, we propose a new video summarization framework named V2Xum-LLM. V2Xum-LLM, specifically V2Xum-LLaMA in this study, is the first framework that unifies different video summarization tasks into one large language model's (LLM) text decoder and achieves task-controllable video summarization with temporal prompts and task instructions. Experiments show that V2Xum-LLaMA outperforms strong baseline models on multiple video summarization tasks. Furthermore, we propose an enhanced evaluation metric for V2V and V2VT summarization tasks. 4 authors · Apr 18, 2024
- GameEval: Evaluating LLMs on Conversational Games The rapid advancements in large language models (LLMs) have presented challenges in evaluating those models. Existing evaluation methods are either reference-based or preference based, which inevitably need human intervention or introduce test bias caused by evaluator models. In this paper, we propose GameEval, a novel approach to evaluating LLMs through goal-driven conversational games, overcoming the limitations of previous methods. GameEval treats LLMs as game players and assigns them distinct roles with specific goals achieved by launching conversations of various forms, including discussion, question answering, and voting. We design three unique games with cooperative or adversarial objectives, accompanied by corresponding evaluation metrics, to show how this new paradigm comprehensively evaluates model performance.Through extensive experiments, we show that GameEval can effectively differentiate the capabilities of various LLMs, providing a comprehensive assessment of their integrated abilities to solve complex problems. Our public anonymous code is available at https://github.com/GameEval/GameEval. 5 authors · Aug 19, 2023
15 Strategist: Learning Strategic Skills by LLMs via Bi-Level Tree Search In this paper, we propose a new method Strategist that utilizes LLMs to acquire new skills for playing multi-agent games through a self-improvement process. Our method gathers quality feedback through self-play simulations with Monte Carlo tree search and LLM-based reflection, which can then be used to learn high-level strategic skills such as how to evaluate states that guide the low-level execution.We showcase how our method can be used in both action planning and dialogue generation in the context of games, achieving good performance on both tasks. Specifically, we demonstrate that our method can help train agents with better performance than both traditional reinforcement learning-based approaches and other LLM-based skill learning approaches in games including the Game of Pure Strategy (GOPS) and The Resistance: Avalon. 8 authors · Aug 20, 2024 2
1 Towards a Robust Retrieval-Based Summarization System This paper describes an investigation of the robustness of large language models (LLMs) for retrieval augmented generation (RAG)-based summarization tasks. While LLMs provide summarization capabilities, their performance in complex, real-world scenarios remains under-explored. Our first contribution is LogicSumm, an innovative evaluation framework incorporating realistic scenarios to assess LLM robustness during RAG-based summarization. Based on limitations identified by LogiSumm, we then developed SummRAG, a comprehensive system to create training dialogues and fine-tune a model to enhance robustness within LogicSumm's scenarios. SummRAG is an example of our goal of defining structured methods to test the capabilities of an LLM, rather than addressing issues in a one-off fashion. Experimental results confirm the power of SummRAG, showcasing improved logical coherence and summarization quality. Data, corresponding model weights, and Python code are available online. 6 authors · Mar 28, 2024
- 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
1 Benchmarking Generation and Evaluation Capabilities of Large Language Models for Instruction Controllable Summarization While large language models (LLMs) already achieve strong performance on standard generic summarization benchmarks, their performance on more complex summarization task settings is less studied. Therefore, we benchmark LLMs on instruction controllable text summarization, where the model input consists of both a source article and a natural language requirement for the desired summary characteristics. To this end, we curate an evaluation-only dataset for this task setting and conduct human evaluation on 5 LLM-based summarization systems. We then benchmark LLM-based automatic evaluation for this task with 4 different evaluation protocols and 11 LLMs, resulting in 40 evaluation methods in total. Our study reveals that instruction controllable text summarization remains a challenging task for LLMs, since (1) all LLMs evaluated still make factual and other types of errors in their summaries; (2) all LLM-based evaluation methods cannot achieve a strong alignment with human annotators when judging the quality of candidate summaries; (3) different LLMs show large performance gaps in summary generation and evaluation. We make our collected benchmark, InstruSum, publicly available to facilitate future research in this direction. 10 authors · Nov 15, 2023
- SoccerNet 2023 Challenges Results The SoccerNet 2023 challenges were the third annual video understanding challenges organized by the SoccerNet team. For this third edition, the challenges were composed of seven vision-based tasks split into three main themes. The first theme, broadcast video understanding, is composed of three high-level tasks related to describing events occurring in the video broadcasts: (1) action spotting, focusing on retrieving all timestamps related to global actions in soccer, (2) ball action spotting, focusing on retrieving all timestamps related to the soccer ball change of state, and (3) dense video captioning, focusing on describing the broadcast with natural language and anchored timestamps. The second theme, field understanding, relates to the single task of (4) camera calibration, focusing on retrieving the intrinsic and extrinsic camera parameters from images. The third and last theme, player understanding, is composed of three low-level tasks related to extracting information about the players: (5) re-identification, focusing on retrieving the same players across multiple views, (6) multiple object tracking, focusing on tracking players and the ball through unedited video streams, and (7) jersey number recognition, focusing on recognizing the jersey number of players from tracklets. Compared to the previous editions of the SoccerNet challenges, tasks (2-3-7) are novel, including new annotations and data, task (4) was enhanced with more data and annotations, and task (6) now focuses on end-to-end approaches. More information on the tasks, challenges, and leaderboards are available on https://www.soccer-net.org. Baselines and development kits can be found on https://github.com/SoccerNet. 102 authors · Sep 12, 2023
- Abstractive Text Summarization Using Sequence-to-Sequence RNNs and Beyond In this work, we model abstractive text summarization using Attentional Encoder-Decoder Recurrent Neural Networks, and show that they achieve state-of-the-art performance on two different corpora. We propose several novel models that address critical problems in summarization that are not adequately modeled by the basic architecture, such as modeling key-words, capturing the hierarchy of sentence-to-word structure, and emitting words that are rare or unseen at training time. Our work shows that many of our proposed models contribute to further improvement in performance. We also propose a new dataset consisting of multi-sentence summaries, and establish performance benchmarks for further research. 5 authors · Feb 18, 2016
- A comprehensive review of automatic text summarization techniques: method, data, evaluation and coding We provide a literature review about Automatic Text Summarization (ATS) systems. We consider a citation-based approach. We start with some popular and well-known papers that we have in hand about each topic we want to cover and we have tracked the "backward citations" (papers that are cited by the set of papers we knew beforehand) and the "forward citations" (newer papers that cite the set of papers we knew beforehand). In order to organize the different methods, we present the diverse approaches to ATS guided by the mechanisms they use to generate a summary. Besides presenting the methods, we also present an extensive review of the datasets available for summarization tasks and the methods used to evaluate the quality of the summaries. Finally, we present an empirical exploration of these methods using the CNN Corpus dataset that provides golden summaries for extractive and abstractive methods. 7 authors · Jan 4, 2023
31 PokéLLMon: A Human-Parity Agent for Pokémon Battles with Large Language Models We introduce Pok\'eLLMon, the first LLM-embodied agent that achieves human-parity performance in tactical battle games, as demonstrated in Pok\'emon battles. The design of Pok\'eLLMon incorporates three key strategies: (i) In-context reinforcement learning that instantly consumes text-based feedback derived from battles to iteratively refine the policy; (ii) Knowledge-augmented generation that retrieves external knowledge to counteract hallucination and enables the agent to act timely and properly; (iii) Consistent action generation to mitigate the panic switching phenomenon when the agent faces a powerful opponent and wants to elude the battle. We show that online battles against human demonstrates Pok\'eLLMon's human-like battle strategies and just-in-time decision making, achieving 49\% of win rate in the Ladder competitions and 56\% of win rate in the invited battles. Our implementation and playable battle logs are available at: https://github.com/git-disl/PokeLLMon. 3 authors · Feb 1, 2024 3
- Multimodal Abstractive Summarization for How2 Videos In this paper, we study abstractive summarization for open-domain videos. Unlike the traditional text news summarization, the goal is less to "compress" text information but rather to provide a fluent textual summary of information that has been collected and fused from different source modalities, in our case video and audio transcripts (or text). We show how a multi-source sequence-to-sequence model with hierarchical attention can integrate information from different modalities into a coherent output, compare various models trained with different modalities and present pilot experiments on the How2 corpus of instructional videos. We also propose a new evaluation metric (Content F1) for abstractive summarization task that measures semantic adequacy rather than fluency of the summaries, which is covered by metrics like ROUGE and BLEU. 4 authors · Jun 18, 2019
- A Benchmark Environment for Offline Reinforcement Learning in Racing Games Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment. 3 authors · Jul 12, 2024
- Preference-conditioned Pixel-based AI Agent For Game Testing The game industry is challenged to cope with increasing growth in demand and game complexity while maintaining acceptable quality standards for released games. Classic approaches solely depending on human efforts for quality assurance and game testing do not scale effectively in terms of time and cost. Game-testing AI agents that learn by interaction with the environment have the potential to mitigate these challenges with good scalability properties on time and costs. However, most recent work in this direction depends on game state information for the agent's state representation, which limits generalization across different game scenarios. Moreover, game test engineers usually prefer exploring a game in a specific style, such as exploring the golden path. However, current game testing AI agents do not provide an explicit way to satisfy such a preference. This paper addresses these limitations by proposing an agent design that mainly depends on pixel-based state observations while exploring the environment conditioned on a user's preference specified by demonstration trajectories. In addition, we propose an imitation learning method that couples self-supervised and supervised learning objectives to enhance the quality of imitation behaviors. Our agent significantly outperforms state-of-the-art pixel-based game testing agents over exploration coverage and test execution quality when evaluated on a complex open-world environment resembling many aspects of real AAA games. 3 authors · Aug 18, 2023
1 StreamHover: Livestream Transcript Summarization and Annotation With the explosive growth of livestream broadcasting, there is an urgent need for new summarization technology that enables us to create a preview of streamed content and tap into this wealth of knowledge. However, the problem is nontrivial due to the informal nature of spoken language. Further, there has been a shortage of annotated datasets that are necessary for transcript summarization. In this paper, we present StreamHover, a framework for annotating and summarizing livestream transcripts. With a total of over 500 hours of videos annotated with both extractive and abstractive summaries, our benchmark dataset is significantly larger than currently existing annotated corpora. We explore a neural extractive summarization model that leverages vector-quantized variational autoencoder to learn latent vector representations of spoken utterances and identify salient utterances from the transcripts to form summaries. We show that our model generalizes better and improves performance over strong baselines. The results of this study provide an avenue for future research to improve summarization solutions for efficient browsing of livestreams. 10 authors · Sep 10, 2021
- MLSUM: The Multilingual Summarization Corpus We present MLSUM, the first large-scale MultiLingual SUMmarization dataset. Obtained from online newspapers, it contains 1.5M+ article/summary pairs in five different languages -- namely, French, German, Spanish, Russian, Turkish. Together with English newspapers from the popular CNN/Daily mail dataset, the collected data form a large scale multilingual dataset which can enable new research directions for the text summarization community. We report cross-lingual comparative analyses based on state-of-the-art systems. These highlight existing biases which motivate the use of a multi-lingual dataset. 5 authors · Apr 30, 2020
- CS-PaperSum: A Large-Scale Dataset of AI-Generated Summaries for Scientific Papers The rapid expansion of scientific literature in computer science presents challenges in tracking research trends and extracting key insights. Existing datasets provide metadata but lack structured summaries that capture core contributions and methodologies. We introduce CS-PaperSum, a large-scale dataset of 91,919 papers from 31 top-tier computer science conferences, enriched with AI-generated structured summaries using ChatGPT. To assess summary quality, we conduct embedding alignment analysis and keyword overlap analysis, demonstrating strong preservation of key concepts. We further present a case study on AI research trends, highlighting shifts in methodologies and interdisciplinary crossovers, including the rise of self-supervised learning, retrieval-augmented generation, and multimodal AI. Our dataset enables automated literature analysis, research trend forecasting, and AI-driven scientific discovery, providing a valuable resource for researchers, policymakers, and scientific information retrieval systems. 3 authors · Feb 27
- Multi-Environment Pretraining Enables Transfer to Action Limited Datasets Using massive datasets to train large-scale models has emerged as a dominant approach for broad generalization in natural language and vision applications. In reinforcement learning, however, a key challenge is that available data of sequential decision making is often not annotated with actions - for example, videos of game-play are much more available than sequences of frames paired with their logged game controls. We propose to circumvent this challenge by combining large but sparsely-annotated datasets from a target environment of interest with fully-annotated datasets from various other source environments. Our method, Action Limited PreTraining (ALPT), leverages the generalization capabilities of inverse dynamics modelling (IDM) to label missing action data in the target environment. We show that utilizing even one additional environment dataset of labelled data during IDM pretraining gives rise to substantial improvements in generating action labels for unannotated sequences. We evaluate our method on benchmark game-playing environments and show that we can significantly improve game performance and generalization capability compared to other approaches, using annotated datasets equivalent to only 12 minutes of gameplay. Highlighting the power of IDM, we show that these benefits remain even when target and source environments share no common actions. 6 authors · Nov 23, 2022
- ChatGPT as a Factual Inconsistency Evaluator for Text Summarization The performance of text summarization has been greatly boosted by pre-trained language models. A main concern of existing methods is that most generated summaries are not factually inconsistent with their source documents. To alleviate the problem, many efforts have focused on developing effective factuality evaluation metrics based on natural language inference, question answering, and syntactic dependency et al. However, these approaches are limited by either their high computational complexity or the uncertainty introduced by multi-component pipelines, resulting in only partial agreement with human judgement. Most recently, large language models(LLMs) have shown excellent performance in not only text generation but also language comprehension. In this paper, we particularly explore ChatGPT's ability to evaluate factual inconsistency under a zero-shot setting by examining it on both coarse-grained and fine-grained evaluation tasks including binary entailment inference, summary ranking, and consistency rating. Experimental results indicate that ChatGPT generally outperforms previous evaluation metrics across the three tasks, indicating its great potential for factual inconsistency evaluation. However, a closer inspection of ChatGPT's output reveals certain limitations including its preference for more lexically similar candidates, false reasoning, and inadequate understanding of instructions. 3 authors · Mar 27, 2023
- ChatGPT4PCG Competition: Character-like Level Generation for Science Birds This paper presents the first ChatGPT4PCG Competition at the 2023 IEEE Conference on Games. The objective of this competition is for participants to create effective prompts for ChatGPT--enabling it to generate Science Birds levels with high stability and character-like qualities--fully using their creativity as well as prompt engineering skills. ChatGPT is a conversational agent developed by OpenAI. Science Birds is selected as the competition platform because designing an Angry Birds-like level is not a trivial task due to the in-game gravity; the quality of the levels is determined by their stability. To lower the entry barrier to the competition, we limit the task to the generation of capitalized English alphabetical characters. We also allow only a single prompt to be used for generating all the characters. Here, the quality of the generated levels is determined by their stability and similarity to the given characters. A sample prompt is provided to participants for their reference. An experiment is conducted to determine the effectiveness of several modified versions of this sample prompt on level stability and similarity by testing them on several characters. To the best of our knowledge, we believe that ChatGPT4PCG is the first competition of its kind and hope to inspire enthusiasm for prompt engineering in procedural content generation. 6 authors · Mar 27, 2023
- TiZero: Mastering Multi-Agent Football with Curriculum Learning and Self-Play Multi-agent football poses an unsolved challenge in AI research. Existing work has focused on tackling simplified scenarios of the game, or else leveraging expert demonstrations. In this paper, we develop a multi-agent system to play the full 11 vs. 11 game mode, without demonstrations. This game mode contains aspects that present major challenges to modern reinforcement learning algorithms; multi-agent coordination, long-term planning, and non-transitivity. To address these challenges, we present TiZero; a self-evolving, multi-agent system that learns from scratch. TiZero introduces several innovations, including adaptive curriculum learning, a novel self-play strategy, and an objective that optimizes the policies of multiple agents jointly. Experimentally, it outperforms previous systems by a large margin on the Google Research Football environment, increasing win rates by over 30%. To demonstrate the generality of TiZero's innovations, they are assessed on several environments beyond football; Overcooked, Multi-agent Particle-Environment, Tic-Tac-Toe and Connect-Four. 5 authors · Feb 15, 2023
- Esports Training, Periodization, and Software -- a Scoping Review Electronic sports (esports) and research on this emerging field are interdisciplinary in nature. By extension, it is essential to understand how to standardize and structure training with the help of existing tools developed by years of research in sports sciences and informatics. Our goal in this article was to verify if the current body of research contains substantial evidence of the training systems applied to training esports players. To verify the existing sources, we have applied a framework of scoping review to address the search from multiple scientific databases with further local processing. We conclude that the current research on esports dealt mainly with describing and modeling performance metrics spanned over multiple fragmented research areas (psychology, nutrition, informatics), and yet these building blocks were not assembled into an existing well-functioning theory of performance in esports by providing exercise regimes, and ways of periodization for esports. 3 authors · Sep 27, 2024
- DialogSum: A Real-Life Scenario Dialogue Summarization Dataset Proposal of large-scale datasets has facilitated research on deep neural models for news summarization. Deep learning can also be potentially useful for spoken dialogue summarization, which can benefit a range of real-life scenarios including customer service management and medication tracking. To this end, we propose DialogSum, a large-scale labeled dialogue summarization dataset. We conduct empirical analysis on DialogSum using state-of-the-art neural summarizers. Experimental results show unique challenges in dialogue summarization, such as spoken terms, special discourse structures, coreferences and ellipsis, pragmatics and social common sense, which require specific representation learning technologies to better deal with. 4 authors · May 14, 2021
1 The NeurIPS 2022 Neural MMO Challenge: A Massively Multiagent Competition with Specialization and Trade In this paper, we present the results of the NeurIPS-2022 Neural MMO Challenge, which attracted 500 participants and received over 1,600 submissions. Like the previous IJCAI-2022 Neural MMO Challenge, it involved agents from 16 populations surviving in procedurally generated worlds by collecting resources and defeating opponents. This year's competition runs on the latest v1.6 Neural MMO, which introduces new equipment, combat, trading, and a better scoring system. These elements combine to pose additional robustness and generalization challenges not present in previous competitions. This paper summarizes the design and results of the challenge, explores the potential of this environment as a benchmark for learning methods, and presents some practical reinforcement learning training approaches for complex tasks with sparse rewards. Additionally, we have open-sourced our baselines, including environment wrappers, benchmarks, and visualization tools for future research. 23 authors · Nov 6, 2023
- CNewSum: A Large-scale Chinese News Summarization Dataset with Human-annotated Adequacy and Deducibility Level Automatic text summarization aims to produce a brief but crucial summary for the input documents. Both extractive and abstractive methods have witnessed great success in English datasets in recent years. However, there has been a minimal exploration of text summarization in Chinese, limited by the lack of large-scale datasets. In this paper, we present a large-scale Chinese news summarization dataset CNewSum, which consists of 304,307 documents and human-written summaries for the news feed. It has long documents with high-abstractive summaries, which can encourage document-level understanding and generation for current summarization models. An additional distinguishing feature of CNewSum is that its test set contains adequacy and deducibility annotations for the summaries. The adequacy level measures the degree of summary information covered by the document, and the deducibility indicates the reasoning ability the model needs to generate the summary. These annotations can help researchers analyze and target their model performance bottleneck. We examine recent methods on CNewSum and release our dataset to provide a solid testbed for automatic Chinese summarization research. 5 authors · Oct 20, 2021
1 On the Verge of Solving Rocket League using Deep Reinforcement Learning and Sim-to-sim Transfer Autonomously trained agents that are supposed to play video games reasonably well rely either on fast simulation speeds or heavy parallelization across thousands of machines running concurrently. This work explores a third way that is established in robotics, namely sim-to-real transfer, or if the game is considered a simulation itself, sim-to-sim transfer. In the case of Rocket League, we demonstrate that single behaviors of goalies and strikers can be successfully learned using Deep Reinforcement Learning in the simulation environment and transferred back to the original game. Although the implemented training simulation is to some extent inaccurate, the goalkeeping agent saves nearly 100% of its faced shots once transferred, while the striking agent scores in about 75% of cases. Therefore, the trained agent is robust enough and able to generalize to the target domain of Rocket League. 15 authors · May 10, 2022
1 Balancing Lexical and Semantic Quality in Abstractive Summarization An important problem of the sequence-to-sequence neural models widely used in abstractive summarization is exposure bias. To alleviate this problem, re-ranking systems have been applied in recent years. Despite some performance improvements, this approach remains underexplored. Previous works have mostly specified the rank through the ROUGE score and aligned candidate summaries, but there can be quite a large gap between the lexical overlap metric and semantic similarity. In this paper, we propose a novel training method in which a re-ranker balances the lexical and semantic quality. We further newly define false positives in ranking and present a strategy to reduce their influence. Experiments on the CNN/DailyMail and XSum datasets show that our method can estimate the meaning of summaries without seriously degrading the lexical aspect. More specifically, it achieves an 89.67 BERTScore on the CNN/DailyMail dataset, reaching new state-of-the-art performance. Our code is publicly available at https://github.com/jeewoo1025/BalSum. 2 authors · May 16, 2023
- News Summarization and Evaluation in the Era of GPT-3 The recent success of prompting large language models like GPT-3 has led to a paradigm shift in NLP research. In this paper, we study its impact on text summarization, focusing on the classic benchmark domain of news summarization. First, we investigate how GPT-3 compares against fine-tuned models trained on large summarization datasets. We show that not only do humans overwhelmingly prefer GPT-3 summaries, prompted using only a task description, but these also do not suffer from common dataset-specific issues such as poor factuality. Next, we study what this means for evaluation, particularly the role of gold standard test sets. Our experiments show that both reference-based and reference-free automatic metrics cannot reliably evaluate GPT-3 summaries. Finally, we evaluate models on a setting beyond generic summarization, specifically keyword-based summarization, and show how dominant fine-tuning approaches compare to prompting. To support further research, we release: (a) a corpus of 10K generated summaries from fine-tuned and prompt-based models across 4 standard summarization benchmarks, (b) 1K human preference judgments comparing different systems for generic- and keyword-based summarization. 3 authors · Sep 25, 2022
- Fine-tune BERT for Extractive Summarization BERT, a pre-trained Transformer model, has achieved ground-breaking performance on multiple NLP tasks. In this paper, we describe BERTSUM, a simple variant of BERT, for extractive summarization. Our system is the state of the art on the CNN/Dailymail dataset, outperforming the previous best-performed system by 1.65 on ROUGE-L. The codes to reproduce our results are available at https://github.com/nlpyang/BertSum 1 authors · Mar 25, 2019
- Minimax Exploiter: A Data Efficient Approach for Competitive Self-Play Recent advances in Competitive Self-Play (CSP) have achieved, or even surpassed, human level performance in complex game environments such as Dota 2 and StarCraft II using Distributed Multi-Agent Reinforcement Learning (MARL). One core component of these methods relies on creating a pool of learning agents -- consisting of the Main Agent, past versions of this agent, and Exploiter Agents -- where Exploiter Agents learn counter-strategies to the Main Agents. A key drawback of these approaches is the large computational cost and physical time that is required to train the system, making them impractical to deploy in highly iterative real-life settings such as video game productions. In this paper, we propose the Minimax Exploiter, a game theoretic approach to exploiting Main Agents that leverages knowledge of its opponents, leading to significant increases in data efficiency. We validate our approach in a diversity of settings, including simple turn based games, the arcade learning environment, and For Honor, a modern video game. The Minimax Exploiter consistently outperforms strong baselines, demonstrating improved stability and data efficiency, leading to a robust CSP-MARL method that is both flexible and easy to deploy. 5 authors · Nov 28, 2023
- Read to Play (R2-Play): Decision Transformer with Multimodal Game Instruction Developing a generalist agent is a longstanding objective in artificial intelligence. Previous efforts utilizing extensive offline datasets from various tasks demonstrate remarkable performance in multitasking scenarios within Reinforcement Learning. However, these works encounter challenges in extending their capabilities to new tasks. Recent approaches integrate textual guidance or visual trajectory into decision networks to provide task-specific contextual cues, representing a promising direction. However, it is observed that relying solely on textual guidance or visual trajectory is insufficient for accurately conveying the contextual information of tasks. This paper explores enhanced forms of task guidance for agents, enabling them to comprehend gameplay instructions, thereby facilitating a "read-to-play" capability. Drawing inspiration from the success of multimodal instruction tuning in visual tasks, we treat the visual-based RL task as a long-horizon vision task and construct a set of multimodal game instructions to incorporate instruction tuning into a decision transformer. Experimental results demonstrate that incorporating multimodal game instructions significantly enhances the decision transformer's multitasking and generalization capabilities. 11 authors · Feb 6, 2024
1 Towards Enhancing Coherence in Extractive Summarization: Dataset and Experiments with LLMs Extractive summarization plays a pivotal role in natural language processing due to its wide-range applications in summarizing diverse content efficiently, while also being faithful to the original content. Despite significant advancement achieved in extractive summarization by Large Language Models (LLMs), these summaries frequently exhibit incoherence. An important aspect of the coherent summary is its readability for intended users. Although there have been many datasets and benchmarks proposed for creating coherent extractive summaries, none of them currently incorporate user intent to improve coherence in extractive summarization. Motivated by this, we propose a systematically created human-annotated dataset consisting of coherent summaries for five publicly available datasets and natural language user feedback, offering valuable insights into how to improve coherence in extractive summaries. We utilize this dataset for aligning LLMs through supervised fine-tuning with natural language human feedback to enhance the coherence of their generated summaries. Preliminary experiments with Falcon-40B and Llama-2-13B show significant performance improvements (~10% Rouge-L) in terms of producing coherent summaries. We further utilize human feedback to benchmark results over instruction-tuned models such as FLAN-T5 which resulted in several interesting findings. Data and source code are available at https://github.com/Mihir3009/Extract-AI. 6 authors · Jul 5, 2024
- Cyber Security Operations Educational Gamification Application Listing This listing contains a total of 80 gamification applications (GA)s used in cyber security operations (CSO) undergraduate education, from 74 publications, published between 2007 and June 2022. The listing outlines each GA identified and provides a short overview of each. This listing serves as both a comprehensive repository of existing GAs in cybersecurity undergraduate education, and as a starting point for adding new CSO GAs to the list. Contact the first author to add a CSO GA to the next version of the list. 3 authors · Jun 25, 2024
3 FABLES: Evaluating faithfulness and content selection in book-length summarization While long-context large language models (LLMs) can technically summarize book-length documents (>100K tokens), the length and complexity of the documents have so far prohibited evaluations of input-dependent aspects like faithfulness. In this paper, we conduct the first large-scale human evaluation of faithfulness and content selection on LLM-generated summaries of fictional books. Our study mitigates the issue of data contamination by focusing on summaries of books published in 2023 or 2024, and we hire annotators who have fully read each book prior to the annotation task to minimize cost and cognitive burden. We collect FABLES, a dataset of annotations on 3,158 claims made in LLM-generated summaries of 26 books, at a cost of $5.2K USD, which allows us to rank LLM summarizers based on faithfulness: Claude-3-Opus significantly outperforms all closed-source LLMs, while the open-source Mixtral is on par with GPT-3.5-Turbo. An analysis of the annotations reveals that most unfaithful claims relate to events and character states, and they generally require indirect reasoning over the narrative to invalidate. While LLM-based auto-raters have proven reliable for factuality and coherence in other settings, we implement several LLM raters of faithfulness and find that none correlates strongly with human annotations, especially with regard to detecting unfaithful claims. Our experiments suggest that detecting unfaithful claims is an important future direction not only for summarization evaluation but also as a testbed for long-context understanding. Finally, we move beyond faithfulness by exploring content selection errors in book-length summarization: we develop a typology of omission errors related to crucial narrative elements and also identify a systematic over-emphasis on events occurring towards the end of the book. 8 authors · Apr 1, 2024
- MS2: Multi-Document Summarization of Medical Studies To assess the effectiveness of any medical intervention, researchers must conduct a time-intensive and highly manual literature review. NLP systems can help to automate or assist in parts of this expensive process. In support of this goal, we release MS^2 (Multi-Document Summarization of Medical Studies), a dataset of over 470k documents and 20k summaries derived from the scientific literature. This dataset facilitates the development of systems that can assess and aggregate contradictory evidence across multiple studies, and is the first large-scale, publicly available multi-document summarization dataset in the biomedical domain. We experiment with a summarization system based on BART, with promising early results. We formulate our summarization inputs and targets in both free text and structured forms and modify a recently proposed metric to assess the quality of our system's generated summaries. Data and models are available at https://github.com/allenai/ms2 5 authors · Apr 13, 2021
1 Voice Communication Analysis in Esports In most team-based esports, voice communications are prominent in the team efficiency and synergy. In fact it has been observed that not only the skill aspect of the team but also the team effective voice communication comes into play when trying to have good performance in official matches. With the recent emergence of LLM (Large Language Models) tools regarding NLP (Natural Language Processing) (Vaswani et. al.), we decided to try applying them in order to have a better understanding on how to improve the effectiveness of the voice communications. In this paper the study has been made through the prism of League of Legends esport. However the main concepts and ideas can be easily applicable in any other team related esports. 2 authors · Nov 21, 2024
- Autoformalization of Game Descriptions using Large Language Models Game theory is a powerful framework for reasoning about strategic interactions, with applications in domains ranging from day-to-day life to international politics. However, applying formal reasoning tools in such contexts is challenging, as these scenarios are often expressed in natural language. To address this, we introduce a framework for the autoformalization of game-theoretic scenarios, which translates natural language descriptions into formal logic representations suitable for formal solvers. Our approach utilizes one-shot prompting and a solver that provides feedback on syntactic correctness to allow LLMs to refine the code. We evaluate the framework using GPT-4o and a dataset of natural language problem descriptions, achieving 98% syntactic correctness and 88% semantic correctness. These results show the potential of LLMs to bridge the gap between real-life strategic interactions and formal reasoning. 3 authors · Sep 18, 2024
6 Multi-LLM Text Summarization In this work, we propose a Multi-LLM summarization framework, and investigate two different multi-LLM strategies including centralized and decentralized. Our multi-LLM summarization framework has two fundamentally important steps at each round of conversation: generation and evaluation. These steps are different depending on whether our multi-LLM decentralized summarization is used or centralized. In both our multi-LLM decentralized and centralized strategies, we have k different LLMs that generate diverse summaries of the text. However, during evaluation, our multi-LLM centralized summarization approach leverages a single LLM to evaluate the summaries and select the best one whereas k LLMs are used for decentralized multi-LLM summarization. Overall, we find that our multi-LLM summarization approaches significantly outperform the baselines that leverage only a single LLM by up to 3x. These results indicate the effectiveness of multi-LLM approaches for summarization. 12 authors · Dec 19, 2024 2
- GreekT5: A Series of Greek Sequence-to-Sequence Models for News Summarization Text summarization (TS) is a natural language processing (NLP) subtask pertaining to the automatic formulation of a concise and coherent summary that covers the major concepts and topics from one or multiple documents. Recent advancements in deep learning have led to the development of abstractive summarization transformer-based models, which outperform classical approaches. In any case, research in this field focuses on high resource languages such as English, while the corresponding work for low resource languages is still underdeveloped. Taking the above into account, this paper proposes a series of novel TS models for Greek news articles. The proposed models were thoroughly evaluated on the same dataset against GreekBART, which is the state-of-the-art model in Greek abstractive news summarization. Our evaluation results reveal that most of the proposed models significantly outperform GreekBART on various evaluation metrics. We make our evaluation code public, aiming to increase the reproducibility of this work and facilitate future research in the field. 3 authors · Nov 13, 2023
1 Neural MMO v1.3: A Massively Multiagent Game Environment for Training and Evaluating Neural Networks Progress in multiagent intelligence research is fundamentally limited by the number and quality of environments available for study. In recent years, simulated games have become a dominant research platform within reinforcement learning, in part due to their accessibility and interpretability. Previous works have targeted and demonstrated success on arcade, first person shooter (FPS), real-time strategy (RTS), and massive online battle arena (MOBA) games. Our work considers massively multiplayer online role-playing games (MMORPGs or MMOs), which capture several complexities of real-world learning that are not well modeled by any other game genre. We present Neural MMO, a massively multiagent game environment inspired by MMOs and discuss our progress on two more general challenges in multiagent systems engineering for AI research: distributed infrastructure and game IO. We further demonstrate that standard policy gradient methods and simple baseline models can learn interesting emergent exploration and specialization behaviors in this setting. 4 authors · Jan 31, 2020
- DIONYSUS: A Pre-trained Model for Low-Resource Dialogue Summarization Dialogue summarization has recently garnered significant attention due to its wide range of applications. However, existing methods for summarizing dialogues have limitations because they do not take into account the inherent structure of dialogue and rely heavily on labeled data, which can lead to poor performance in new domains. In this work, we propose DIONYSUS (dynamic input optimization in pre-training for dialogue summarization), a pre-trained encoder-decoder model for summarizing dialogues in any new domain. To pre-train DIONYSUS, we create two pseudo summaries for each dialogue example: one is produced by a fine-tuned summarization model, and the other is a collection of dialogue turns that convey important information. We then choose one of these pseudo summaries based on the difference in information distribution across different types of dialogues. This selected pseudo summary serves as the objective for pre-training DIONYSUS using a self-supervised approach on a large dialogue corpus. Our experiments show that DIONYSUS outperforms existing methods on six datasets, as demonstrated by its ROUGE scores in zero-shot and few-shot settings. 6 authors · Dec 20, 2022
- Dialogue Shaping: Empowering Agents through NPC Interaction One major challenge in reinforcement learning (RL) is the large amount of steps for the RL agent needs to converge in the training process and learn the optimal policy, especially in text-based game environments where the action space is extensive. However, non-player characters (NPCs) sometimes hold some key information about the game, which can potentially help to train RL agents faster. Thus, this paper explores how to interact and converse with NPC agents to get the key information using large language models (LLMs), as well as incorporate this information to speed up RL agent's training using knowledge graphs (KGs) and Story Shaping. 3 authors · Jul 28, 2023