LGJun 10, 2022
Adversarial Counterfactual Environment Model LearningXiong-Hui Chen, Yang Yu, Zheng-Mao Zhu et al.
A good model for action-effect prediction, named environment model, is important to achieve sample-efficient decision-making policy learning in many domains like robot control, recommender systems, and patients' treatment selection. We can take unlimited trials with such a model to identify the appropriate actions so that the costs of queries in the real world can be saved. It requires the model to handle unseen data correctly, also called counterfactual data. However, standard data fitting techniques do not automatically achieve such generalization ability and commonly result in unreliable models. In this work, we introduce counterfactual-query risk minimization (CQRM) in model learning for generalizing to a counterfactual dataset queried by a specific target policy. Since the target policies can be various and unknown in policy learning, we propose an adversarial CQRM objective in which the model learns on counterfactual data queried by adversarial policies, and finally derive a tractable solution GALILEO. We also discover that adversarial CQRM is closely related to the adversarial model learning, explaining the effectiveness of the latter. We apply GALILEO in synthetic tasks and a real-world application. The results show that GALILEO makes accurate predictions on counterfactual data and thus significantly improves policies in real-world testing.
CLJun 25, 2022
Adversarial Self-Attention for Language UnderstandingHongqiu Wu, Ruixue Ding, Hai Zhao et al.
Deep neural models (e.g. Transformer) naturally learn spurious features, which create a ``shortcut'' between the labels and inputs, thus impairing the generalization and robustness. This paper advances the self-attention mechanism to its robust variant for Transformer-based pre-trained language models (e.g. BERT). We propose \textit{Adversarial Self-Attention} mechanism (ASA), which adversarially biases the attentions to effectively suppress the model reliance on features (e.g. specific keywords) and encourage its exploration of broader semantics. We conduct a comprehensive evaluation across a wide range of tasks for both pre-training and fine-tuning stages. For pre-training, ASA unfolds remarkable performance gains compared to naive training for longer steps. For fine-tuning, ASA-empowered models outweigh naive models by a large margin considering both generalization and robustness.
CLOct 19, 2022
Forging Multiple Training Objectives for Pre-trained Language Models via Meta-LearningHongqiu Wu, Ruixue Ding, Hai Zhao et al.
Multiple pre-training objectives fill the vacancy of the understanding capability of single-objective language modeling, which serves the ultimate purpose of pre-trained language models (PrLMs), generalizing well on a mass of scenarios. However, learning multiple training objectives in a single model is challenging due to the unknown relative significance as well as the potential contrariety between them. Empirical studies have shown that the current objective sampling in an ad-hoc manual setting makes the learned language representation barely converge to the desired optimum. Thus, we propose \textit{MOMETAS}, a novel adaptive sampler based on meta-learning, which learns the latent sampling pattern on arbitrary pre-training objectives. Such a design is lightweight with negligible additional training overhead. To validate our approach, we adopt five objectives and conduct continual pre-training with BERT-base and BERT-large models, where MOMETAS demonstrates universal performance gain over other rule-based sampling strategies on 14 natural language processing tasks.
CLAug 17, 2023
Chinese Spelling Correction as Rephrasing Language ModelLinfeng Liu, Hongqiu Wu, Hai Zhao
This paper studies Chinese Spelling Correction (CSC), which aims to detect and correct the potential spelling errors in a given sentence. Current state-of-the-art methods regard CSC as a sequence tagging task and fine-tune BERT-based models on sentence pairs. However, we note a critical flaw in the process of tagging one character to another, that the correction is excessively conditioned on the error. This is opposite from human mindset, where individuals rephrase the complete sentence based on its semantics, rather than solely on the error patterns memorized before. Such a counter-intuitive learning process results in the bottleneck of generalizability and transferability of machine spelling correction. To address this, we propose Rephrasing Language Model (ReLM), where the model is trained to rephrase the entire sentence by infilling additional slots, instead of character-to-character tagging. This novel training paradigm achieves the new state-of-the-art results across fine-tuned and zero-shot CSC benchmarks, outperforming previous counterparts by a large margin. Our method also learns transferable language representation when CSC is jointly trained with other tasks.
CLSep 12, 2022
Semantic-Preserving Adversarial Code ComprehensionYiyang Li, Hongqiu Wu, Hai Zhao
Based on the tremendous success of pre-trained language models (PrLMs) for source code comprehension tasks, current literature studies either ways to further improve the performance (generalization) of PrLMs, or their robustness against adversarial attacks. However, they have to compromise on the trade-off between the two aspects and none of them consider improving both sides in an effective and practical way. To fill this gap, we propose Semantic-Preserving Adversarial Code Embeddings (SPACE) to find the worst-case semantic-preserving attacks while forcing the model to predict the correct labels under these worst cases. Experiments and analysis demonstrate that SPACE can stay robust against state-of-the-art attacks while boosting the performance of PrLMs for code.
CLOct 9, 2023
Empower Nested Boolean Logic via Self-Supervised Curriculum LearningHongqiu Wu, Linfeng Liu, Hai Zhao et al.
Beyond the great cognitive powers showcased by language models, it is crucial to scrutinize whether their reasoning capabilities stem from strong generalization or merely exposure to relevant data. As opposed to constructing increasingly complex logic, this paper probes into the boolean logic, the root capability of a logical reasoner. We find that any pre-trained language models even including large language models only behave like a random selector in the face of multi-nested boolean logic, a task that humans can handle with ease. To empower language models with this fundamental capability, this paper proposes a new self-supervised learning method \textit{Curriculum Logical Reasoning} (\textsc{Clr}), where we augment the training data with nested boolean logic chain step-by-step, and program the training from simpler logical patterns gradually to harder ones. This new training paradigm allows language models to effectively generalize to much harder and longer-hop logic, which can hardly be learned through naive training. Furthermore, we show that boolean logic is a great foundation for improving the subsequent general logical tasks.
CLAug 19, 2024
X-TURING: Towards an Enhanced and Efficient Turing Test for Long-Term Dialogue AgentsWeiqi Wu, Hongqiu Wu, Hai Zhao
The Turing test examines whether AIs exhibit human-like behaviour in natural language conversations. The traditional setting limits each participant to one message at a time and requires constant human participation. This fails to reflect a natural conversational style and hinders the evaluation of dialogue agents based on Large Language Models (LLMs) in complex and prolonged interactions. This paper proposes \textbf{\textsc{X-Turing}}, which enhances the original test with a \textit{burst dialogue} pattern, allowing more dynamic exchanges using consecutive messages. It further reduces human workload by iteratively generating dialogues that simulate the long-term interaction between the agent and a human to compose the majority of the test process. With the \textit{pseudo-dialogue} history, the agent then engages in a shorter dialogue with a real human, which is paired with a human-human conversation on the same topic to be judged using questionnaires. We introduce the \textit{X-Turn Pass-Rate} metric to assess the human likeness of LLMs across varying durations. While LLMs like GPT-4 initially perform well, achieving pass rates of 51.9\% and 38.9\% during 3 turns and 10 turns of dialogues respectively, their performance drops as the dialogue progresses, which underscores the difficulty in maintaining consistency in the long term.
AIAug 18, 2024
Game Development as Human-LLM InteractionJiale Hong, Hongqiu Wu, Hai Zhao
Game development is a highly specialized task that relies on a complex game engine powered by complex programming languages, preventing many gaming enthusiasts from handling it. This paper introduces the Chat Game Engine (ChatGE) powered by LLM, which allows everyone to develop a custom game using natural language through Human-LLM interaction. To enable an LLM to function as a ChatGE, we instruct it to perform the following processes in each turn: (1) $P_{script}$: configure the game script segment based on the user's input; (2) $P_{code}$: generate the corresponding code snippet based on the game script segment; (3) $P_{utter}$: interact with the user, including guidance and feedback. We propose a data synthesis pipeline based on LLM to generate game script-code pairs and interactions from a few manually crafted seed data. We propose a three-stage progressive training strategy to transfer the dialogue-based LLM to our ChatGE smoothly. We construct a ChatGE for poker games as a case study and comprehensively evaluate it from two perspectives: interaction quality and code correctness.
AIAug 11, 2024
Open Role-Playing with Delta-EnginesHongqiu Wu, Zekai Xu, Tianyang Xu et al.
Game roles can be reflections of personas from a parallel world. In this paper, we propose a new style of game-play to bridge self-expression and role-playing: \emph{open role-playing games (ORPGs)}, where players are allowed to craft and embody their unique characters in the game world. Our vision is that, in the real world, we are individually similar when we are born, but we grow into unique ones as a result of the strongly different choices we make afterward. Therefore, in an ORPG, we empower players with freedom to decide their own growing curves through natural language inputs, ultimately becoming unique characters. To technically do this, we propose a special engine called Delta-Engine. This engine is not a traditional game engine used for game development, but serves as an in-game module to provide new game-play experiences. A delta-engine consists of two components, a base engine and a neural proxy. The base engine programs the prototype of the character as well as the foundational settings of the game; the neural proxy is an LLM, which realizes the character growth by generating new code snippets on the base engine incrementally. In this paper, we self-develop a specific ORPG based on delta-engines. It is adapted from the popular animated series ``Pokémon''. We present our efforts in generating out-of-domain and interesting role data in the development process as well as accessing the performance of a delta-engine. While the empirical results in this work are specific, we aim for them to provide general insights for future games.
CLSep 6, 2024
A Coin Has Two Sides: A Novel Detector-Corrector Framework for Chinese Spelling CorrectionXiangke Zeng, Zuchao Li, Lefei Zhang et al.
Chinese Spelling Correction (CSC) stands as a foundational Natural Language Processing (NLP) task, which primarily focuses on the correction of erroneous characters in Chinese texts. Certain existing methodologies opt to disentangle the error correction process, employing an additional error detector to pinpoint error positions. However, owing to the inherent performance limitations of error detector, precision and recall are like two sides of the coin which can not be both facing up simultaneously. Furthermore, it is also worth investigating how the error position information can be judiciously applied to assist the error correction. In this paper, we introduce a novel approach based on error detector-corrector framework. Our detector is designed to yield two error detection results, each characterized by high precision and recall. Given that the occurrence of errors is context-dependent and detection outcomes may be less precise, we incorporate the error detection results into the CSC task using an innovative feature fusion strategy and a selective masking strategy. Empirical experiments conducted on mainstream CSC datasets substantiate the efficacy of our proposed method.
CLSep 20, 2025Code
OPEN-THEATRE: An Open-Source Toolkit for LLM-based Interactive DramaTianyang Xu, Hongqiu Wu, Weiqi Wu et al.
LLM-based Interactive Drama introduces a novel dialogue scenario in which the player immerses into a character and engages in a dramatic story by interacting with LLM agents. Despite the fact that this emerging area holds significant promise, it remains largely underexplored due to the lack of a well-designed playground to develop a complete drama. This makes a significant barrier for researchers to replicate, extend, and study such systems. Hence, we present Open-Theatre, the first open-source toolkit for experiencing and customizing LLM-based interactive drama. It refines prior work with an efficient multi-agent architecture and a hierarchical retrieval-based memory system, designed to enhance narrative coherence and realistic long-term behavior in complex interactions. In addition, we provide a highly configurable pipeline, making it easy for researchers to develop and optimize new approaches.
CLFeb 26, 2024Code
Unveiling Vulnerability of Self-AttentionKhai Jiet Liong, Hongqiu Wu, Hai Zhao
Pre-trained language models (PLMs) are shown to be vulnerable to minor word changes, which poses a big threat to real-world systems. While previous studies directly focus on manipulating word inputs, they are limited by their means of generating adversarial samples, lacking generalization to versatile real-world attack. This paper studies the basic structure of transformer-based PLMs, the self-attention (SA) mechanism. (1) We propose a powerful perturbation technique \textit{HackAttend}, which perturbs the attention scores within the SA matrices via meticulously crafted attention masks. We show that state-of-the-art PLMs fall into heavy vulnerability that minor attention perturbations $(1\%)$ can produce a very high attack success rate $(98\%)$. Our paper expands the conventional text attack of word perturbations to more general structural perturbations. (2) We introduce \textit{S-Attend}, a novel smoothing technique that effectively makes SA robust via structural perturbations. We empirically demonstrate that this simple yet effective technique achieves robust performance on par with adversarial training when facing various text attackers. Code is publicly available at \url{github.com/liongkj/HackAttend}.
CLMay 23, 2024
From Role-Play to Drama-Interaction: An LLM SolutionWeiqi Wu, Hongqiu Wu, Lai Jiang et al.
Drama is a form of storytelling inspired by human creativity, proceeding with a predefined storyline, carrying emotions and thoughts. This paper introduces \emph{LLM-based interactive drama}, which endows traditional drama with an unprecedented immersion, where a person is allowed to walk into it and interact with the characters and scenes. We define this new artistic genre by 6 essential elements-plot, character, thought, diction, spectacle and interaction-and study the entire pipeline to forge a backbone \emph{drama LLM} to drive the playing process, which is challenged by limited drama resources, uncontrollable narrative development, and complicated instruction following. We propose \emph{Narrative Chain} to offer finer control over the narrative progression during interaction with players; \emph{Auto-Drama} to synthesize drama scripts given arbitrary stories; \emph{Sparse Instruction Tuning} to allow the model to follow sophisticated instructions. We manually craft 3 scripts, \emph{Detective Conan}, \emph{Harry Potter}, \emph{Romeo and Juliet}, and design a 5-dimension principle to evaluate the drama LLM comprehensively.
CLFeb 25, 2025
Towards Enhanced Immersion and Agency for LLM-based Interactive DramaHongqiu Wu, Weiqi Wu, Tianyang Xu et al.
LLM-based Interactive Drama is a novel AI-based dialogue scenario, where the user (i.e. the player) plays the role of a character in the story, has conversations with characters played by LLM agents, and experiences an unfolding story. This paper begins with understanding interactive drama from two aspects: Immersion, the player's feeling of being present in the story, and Agency, the player's ability to influence the story world. Both are crucial to creating an enjoyable interactive experience, while they have been underexplored in previous work. To enhance these two aspects, we first propose Playwriting-guided Generation, a novel method that helps LLMs craft dramatic stories with substantially improved structures and narrative quality. Additionally, we introduce Plot-based Reflection for LLM agents to refine their reactions to align with the player's intentions. Our evaluation relies on human judgment to assess the gains of our methods in terms of immersion and agency.
AIOct 17, 2024
Instruction-Driven Game Engine: A Poker Case StudyHongqiu Wu, Xingyuan Liu, Yan Wang et al.
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.
LGDec 17, 2023
Episodic Return Decomposition by Difference of Implicitly Assigned Sub-Trajectory RewardHaoxin Lin, Hongqiu Wu, Jiaji Zhang et al.
Real-world decision-making problems are usually accompanied by delayed rewards, which affects the sample efficiency of Reinforcement Learning, especially in the extremely delayed case where the only feedback is the episodic reward obtained at the end of an episode. Episodic return decomposition is a promising way to deal with the episodic-reward setting. Several corresponding algorithms have shown remarkable effectiveness of the learned step-wise proxy rewards from return decomposition. However, these existing methods lack either attribution or representation capacity, leading to inefficient decomposition in the case of long-term episodes. In this paper, we propose a novel episodic return decomposition method called Diaster (Difference of implicitly assigned sub-trajectory reward). Diaster decomposes any episodic reward into credits of two divided sub-trajectories at any cut point, and the step-wise proxy rewards come from differences in expectation. We theoretically and empirically verify that the decomposed proxy reward function can guide the policy to be nearly optimal. Experimental results show that our method outperforms previous state-of-the-art methods in terms of both sample efficiency and performance.
AIMar 30, 2024
Instruction-Driven Game Engines on Large Language ModelsHongqiu Wu, Yan Wang, Xingyuan Liu et al.
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game rules and autonomously generate game-play processes. The IDGE allows users to create games by issuing simple 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 in-game states given player actions. It is a challenging task because the computation of in-game states must be precise; otherwise, slight errors could disrupt the game-play. To address this, we train the IDGE in a curriculum manner that progressively increases the model's exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, a universally cherished card game. The engine we've designed not only supports a wide range of poker variants but also allows for high customization of rules through natural language inputs. Furthermore, it also favors rapid prototyping of new games from minimal samples, proposing an innovative paradigm in game development that relies on minimal prompt and data engineering. This work lays the groundwork for future advancements in instruction-driven game creation, potentially transforming how games are designed and played.
CLMar 14, 2025
BriLLM: Brain-inspired Large Language ModelHai Zhao, Hongqiu Wu, Dongjie Yang et al.
We introduce BriLLM, a brain-inspired large language model that fundamentally redefines the foundations of machine learning through its implementation of Signal Fully-connected flowing (SiFu) learning. This work addresses the critical bottleneck hindering AI's progression toward Artificial General Intelligence (AGI)--the disconnect between language models and "world models"--as well as the fundamental limitations of Transformer-based architectures rooted in the conventional representation learning paradigm. BriLLM incorporates two pivotal neurocognitive principles: (1) static semantic mapping, where tokens are mapped to specialized nodes analogous to cortical areas, and (2) dynamic signal propagation, which simulates electrophysiological information dynamics observed in brain activity. This architecture enables multiple transformative breakthroughs: natural multi-modal compatibility, full model interpretability at the node level, context-length independent scaling, and the first global-scale simulation of brain-like information processing for language tasks. Our initial 1-2B parameter models successfully replicate GPT-1-level generative capabilities while demonstrating stable perplexity reduction. Scalability analyses confirm the feasibility of 100-200B parameter variants capable of processing 40,000-token vocabularies. The paradigm is reinforced by both Occam's Razor--evidenced in the simplicity of direct semantic mapping--and natural evolution--given the brain's empirically validated AGI architecture. BriLLM establishes a novel, biologically grounded framework for AGI advancement that addresses fundamental limitations of current approaches.
CLMay 28, 2023
Rethinking Masked Language Modeling for Chinese Spelling CorrectionHongqiu Wu, Shaohua Zhang, Yuchen Zhang et al.
In this paper, we study Chinese Spelling Correction (CSC) as a joint decision made by two separate models: a language model and an error model. Through empirical analysis, we find that fine-tuning BERT tends to over-fit the error model while under-fit the language model, resulting in poor generalization to out-of-distribution error patterns. Given that BERT is the backbone of most CSC models, this phenomenon has a significant negative impact. To address this issue, we are releasing a multi-domain benchmark LEMON, with higher quality and diversity than existing benchmarks, to allow a comprehensive assessment of the open domain generalization of CSC models. Then, we demonstrate that a very simple strategy, randomly masking 20\% non-error tokens from the input sequence during fine-tuning is sufficient for learning a much better language model without sacrificing the error model. This technique can be applied to any model architecture and achieves new state-of-the-art results on SIGHAN, ECSpell, and LEMON.
CLMay 9, 2023
Attack Named Entity Recognition by Entity Boundary InterferenceYifei Yang, Hongqiu Wu, Hai Zhao
Named Entity Recognition (NER) is a cornerstone NLP task while its robustness has been given little attention. This paper rethinks the principles of NER attacks derived from sentence classification, as they can easily violate the label consistency between the original and adversarial NER examples. This is due to the fine-grained nature of NER, as even minor word changes in the sentence can result in the emergence or mutation of any entities, resulting in invalid adversarial examples. To this end, we propose a novel one-word modification NER attack based on a key insight, NER models are always vulnerable to the boundary position of an entity to make their decision. We thus strategically insert a new boundary into the sentence and trigger the Entity Boundary Interference that the victim model makes the wrong prediction either on this boundary word or on other words in the sentence. We call this attack Virtual Boundary Attack (ViBA), which is shown to be remarkably effective when attacking both English and Chinese models with a 70%-90% attack success rate on state-of-the-art language models (e.g. RoBERTa, DeBERTa) and also significantly faster than previous methods.
CLMay 8, 2023
Toward Adversarial Training on Contextualized Language RepresentationHongqiu Wu, Yongxiang Liu, Hanwen Shi et al.
Beyond the success story of adversarial training (AT) in the recent text domain on top of pre-trained language models (PLMs), our empirical study showcases the inconsistent gains from AT on some tasks, e.g. commonsense reasoning, named entity recognition. This paper investigates AT from the perspective of the contextualized language representation outputted by PLM encoders. We find the current AT attacks lean to generate sub-optimal adversarial examples that can fool the decoder part but have a minor effect on the encoder. However, we find it necessary to effectively deviate the latter one to allow AT to gain. Based on the observation, we propose simple yet effective \textit{Contextualized representation-Adversarial Training} (CreAT), in which the attack is explicitly optimized to deviate the contextualized representation of the encoder. It allows a global optimization of adversarial examples that can fool the entire model. We also find CreAT gives rise to a better direction to optimize the adversarial examples, to let them less sensitive to hyperparameters. Compared to AT, CreAT produces consistent performance gains on a wider range of tasks and is proven to be more effective for language pre-training where only the encoder part is kept for downstream tasks. We achieve the new state-of-the-art performances on a series of challenging benchmarks, e.g. AdvGLUE (59.1 $ \rightarrow $ 61.1), HellaSWAG (93.0 $ \rightarrow $ 94.9), ANLI (68.1 $ \rightarrow $ 69.3).
CLApr 10, 2021
Not All Attention Is All You NeedHongqiu Wu, Hai Zhao, Min Zhang
Beyond the success story of pre-trained language models (PrLMs) in recent natural language processing, they are susceptible to over-fitting due to unusual large model size. To this end, dropout serves as a therapy. However, existing methods like random-based, knowledge-based and search-based dropout are more general but less effective onto self-attention based models, which are broadly chosen as the fundamental architecture of PrLMs. In this paper, we propose a novel dropout method named AttendOut to let self-attention empowered PrLMs capable of more robust task-specific tuning. We demonstrate that state-of-the-art models with elaborate training design may achieve much stronger results. We verify the universality of our approach on extensive natural language processing tasks.
CLDec 29, 2020
Code Summarization with Structure-induced TransformerHongqiu Wu, Hai Zhao, Min Zhang
Code summarization (CS) is becoming a promising area in recent language understanding, which aims to generate sensible human language automatically for programming language in the format of source code, serving in the most convenience of programmer developing. It is well known that programming languages are highly structured. Thus previous works attempt to apply structure-based traversal (SBT) or non-sequential models like Tree-LSTM and graph neural network (GNN) to learn structural program semantics. However, it is surprising that incorporating SBT into advanced encoder like Transformer instead of LSTM has been shown no performance gain, which lets GNN become the only rest means modeling such necessary structural clue in source code. To release such inconvenience, we propose structure-induced Transformer, which encodes sequential code inputs with multi-view structural clues in terms of a newly-proposed structure-induced self-attention mechanism. Extensive experiments show that our proposed structure-induced Transformer helps achieve new state-of-the-art results on benchmarks.