h-index27
23papers
6,379citations
Novelty45%
AI Score59

23 Papers

CLApr 26, 2023
Multi-Party Chat: Conversational Agents in Group Settings with Humans and Models

Jimmy Wei, Kurt Shuster, Arthur Szlam et al. · meta-ai

Current dialogue research primarily studies pairwise (two-party) conversations, and does not address the everyday setting where more than two speakers converse together. In this work, we both collect and evaluate multi-party conversations to study this more general case. We use the LIGHT environment to construct grounded conversations, where each participant has an assigned character to role-play. We thus evaluate the ability of language models to act as one or more characters in such conversations. Models require two skills that pairwise-trained models appear to lack: (1) being able to decide when to talk; (2) producing coherent utterances grounded on multiple characters. We compare models trained on our new dataset to existing pairwise-trained dialogue models, as well as large language models with few-shot prompting. We find that our new dataset, MultiLIGHT, which we will publicly release, can help bring significant improvements in the group setting.

AIJan 12, 2023Code
Mephisto: A Framework for Portable, Reproducible, and Iterative Crowdsourcing

Jack Urbanek, Pratik Ringshia

We introduce Mephisto, a framework to make crowdsourcing for research more reproducible, transparent, and collaborative. Mephisto provides abstractions that cover a broad set of task designs and data collection workflows, and provides a simple user experience to make best-practices easy defaults. In this whitepaper we discuss the current state of data collection and annotation in ML research, establish the motivation for building a shared framework to enable researchers to create and open-source data collection and annotation tools as part of their publication, and outline a set of suggested requirements for a system to facilitate these goals. We then step through our resolution in Mephisto, explaining the abstractions we use, our design decisions around the user experience, and share implementation details and where they align with the original motivations. We also discuss current limitations, as well as future work towards continuing to deliver on the framework's initial goals. Mephisto is available as an open source project, and its documentation can be found at www.mephisto.ai.

LGMar 17
The Finetuner's Fallacy: When to Pretrain with Your Finetuning Data

Christina Baek, Ricardo Pio Monti, David Schwab et al.

Real-world model deployments demand strong performance on narrow domains where data is often scarce. Typically, practitioners finetune models to specialize them, but this risks overfitting to the domain and forgetting general knowledge. We study a simple strategy, specialized pretraining (SPT), where a small domain dataset, typically reserved for finetuning, is repeated starting from pretraining as a fraction of the total tokens. Across three specialized domains (ChemPile, MusicPile, and ProofPile), SPT improves domain performance and preserves general capabilities after finetuning compared to standard pretraining. In our experiments, SPT reduces the pretraining tokens needed to reach a given domain performance by up to 1.75x. These gains grow when the target domain is underrepresented in the pretraining corpus: on domains far from web text, a 1B SPT model outperforms a 3B standard pretrained model. Beyond these empirical gains, we derive overfitting scaling laws to guide practitioners in selecting the optimal domain-data repetition for a given pretraining compute budget. Our observations reveal the finetuner's fallacy: while finetuning may appear to be the cheapest path to domain adaptation, introducing specialized domain data during pretraining stretches its utility. SPT yields better specialized domain performance (via reduced overfitting across repeated exposures) and better general domain performance (via reduced forgetting during finetuning), ultimately achieving stronger results with fewer parameters and less total compute when amortized over inference. To get the most out of domain data, incorporate it as early in training as possible.

CLDec 9, 2025Code
Luxical: High-Speed Lexical-Dense Text Embeddings

DatologyAI, Luke Merrick, Alex Fang et al.

Frontier language model quality increasingly hinges on our ability to organize web-scale text corpora for training. Today's dominant tools trade off speed and flexibility: lexical classifiers (e.g., FastText) are fast but limited to producing classification output scores, while the vector-valued outputs of transformer text embedding models flexibly support numerous workflows (e.g., clustering, classification, and retrieval) but are computationally expensive to produce. We introduce Luxical, a library for high-speed "lexical-dense" text embeddings that aims to recover the best properties of both approaches for web-scale text organization. Luxical combines sparse TF--IDF features, a small ReLU network, and a knowledge distillation training regimen to approximate large transformer embedding models at a fraction of their operational cost. In this technical report, we describe the Luxical architecture and training objective and evaluate a concrete Luxical model in two disparate applications: a targeted webcrawl document retrieval test and an end-to-end language model data curation task grounded in text classification. In these tasks we demonstrate speedups ranging from 3x to 100x over varying-sized neural baselines, and comparable to FastText model inference during the data curation task. On these evaluations, the tested Luxical model illustrates favorable compute/quality trade-offs for large-scale text organization, matching the quality of neural baselines. Luxical is available as open-source software at https://github.com/datologyai/luxical.

CLJan 13, 2023
Infusing Commonsense World Models with Graph Knowledge

Alexander Gurung, Mojtaba Komeili, Arthur Szlam et al.

While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating narratives in an open world text adventure game, where a graph representation of the underlying game state can be used to train models that consume and output both grounded graph representations and natural language descriptions and actions. We build a large set of tasks by combining crowdsourced and simulated gameplays with a novel dataset of complex actions in order to to construct such models. We find it is possible to improve the consistency of action narration models by training on graph contexts and targets, even if graphs are not present at test time. This is shown both in automatic metrics and human evaluations. We plan to release our code, the new set of tasks, and best performing models.

LGFeb 16
ÜberWeb: Insights from Multilingual Curation for a 20-Trillion-Token Dataset

DatologyAI, Aldo Gael Carranza, Kaleigh Mentzer et al.

Multilinguality is a core capability for modern foundation models, yet training high-quality multilingual models remains challenging due to uneven data availability across languages. A further challenge is the performance interference that can arise from joint multilingual training, commonly referred to as the "curse of multilinguality". We study multilingual data curation across thirteen languages and find that many reported regressions are not inherent to multilingual scaling but instead stem from correctable deficiencies in data quality and composition rather than fundamental capacity limits. In controlled bilingual experiments, improving data quality for any single language benefits others: curating English improves non-English performance in 12 of 13 languages, while curating non-English yields reciprocal improvements in English. Bespoke per-language curation produces substantially larger within-language improvements. Extending these findings to large-scale general-purpose training mixtures, we show that curated multilingual allocations comprising under 8% of total tokens remain remarkably effective. We operationalize this approach within an effort that produced a 20T-token pretraining corpus derived entirely from public sources. Models with 3B and 8B parameters trained on a 1T-token random subset achieve competitive multilingual accuracy with 4-10x fewer training FLOPs than strong public baselines, establishing a new Pareto frontier in multilingual performance versus compute. Moreover, these benefits extend to frontier model scale: the 20T-token corpus served as part of the pretraining dataset for Trinity Large (400B/A13B), which exhibits strong multilingual performance relative to its training FLOPs. These results show that targeted, per-language data curation mitigates multilingual interference and enables compute-efficient multilingual scaling.

LGJan 5
DatBench: Discriminative, Faithful, and Efficient VLM Evaluations

DatologyAI, Siddharth Joshi, Haoli Yin et al.

Empirical evaluation serves as the primary compass guiding research progress in foundation models. Despite a large body of work focused on training frontier vision-language models (VLMs), approaches to their evaluation remain nascent. To guide their maturation, we propose three desiderata that evaluations should satisfy: (1) faithfulness to the modality and application, (2) discriminability between models of varying quality, and (3) efficiency in compute. Through this lens, we identify critical failure modes that violate faithfulness and discriminability, misrepresenting model capabilities: (i) multiple-choice formats reward guessing, poorly reflect downstream use cases, and saturate early as models improve; (ii) blindly solvable questions, which can be answered without images, constitute up to 70% of some evaluations; and (iii) mislabeled or ambiguous samples compromise up to 42% of examples in certain datasets. Regarding efficiency, the computational burden of evaluating frontier models has become prohibitive: by some accounts, nearly 20% of development compute is devoted to evaluation alone. Rather than discarding existing benchmarks, we curate them via transformation and filtering to maximize fidelity and discriminability. We find that converting multiple-choice questions to generative tasks reveals sharp capability drops of up to 35%. In addition, filtering blindly solvable and mislabeled samples improves discriminative power while simultaneously reducing computational cost. We release DatBench-Full, a cleaned evaluation suite of 33 datasets spanning nine VLM capabilities, and DatBench, a discriminative subset that achieves 13x average speedup (up to 50x) while closely matching the discriminative power of the original datasets. Our work outlines a path toward evaluation practices that are both rigorous and sustainable as VLMs continue to scale.

LGMay 12
20/20 Vision Language Models: A Prescription for Better VLMs through Data Curation Alone

Siddharth Joshi, Haoli Yin, Rishabh Adiga et al.

Data curation has shifted the quality-compute frontier for language-model and contrastive image-text pretraining, but its role for vision-language models (VLMs) is far less established. We ask how far data curation alone can take VLM performance, holding architecture, training recipe, and compute fixed and varying only the training data. Our pipeline, applied to the MAmmoTH-VL single-image subset, lifts performance by +11.7pp on average across 20 public VLM benchmarks (spanning grounding, VQA, OCR/documents, captioning, spatial/3D, counting, charts, math, brand-ID, and multi-image reasoning) and by +11.3pp on average across all nine capability axes of DatBench, our high-fidelity VLM eval suite. At 2B, our curated model surpasses InternVL3.5-2B by 9.9pp at ~17x less training compute and closes the gap to Qwen3-VL-2B to within 1.8pp at ~87x less compute, from pretraining alone. Beyond accuracy, curation delivers four further properties: (1) Reliability: per-capability std across training seeds drops by ~67% and the lift survives a 4k-to-16k context-length sweep; (2) OOD generalization: the 9-eval OOD average rises by +7.2pp, and multi-image BLINK rises by +3.09pp despite single-image-only training, with Visual Correspondence gaining +11.8pp; (3) Behavioral gains beyond benchmarks: across ~1,100 open-ended queries the curated 2B is more honest and more specific than the matched-compute baseline, and more concise and less refusal-prone than a frontier 2B reference; (4) Pareto-dominance on inference cost: at every scale (1B, 2B, 4B) the curated model raises accuracy while lowering response FLOPs vs. the matched-compute baseline, and the curated 4B matches near-frontier accuracy at 3.3x lower response FLOPs than Qwen3-VL-4B. Data curation is a high-leverage tool for building better VLMs, reaching near-frontier accuracy at up to ~150x less training compute.

CVDec 14, 2023
A Picture is Worth More Than 77 Text Tokens: Evaluating CLIP-Style Models on Dense Captions

Jack Urbanek, Florian Bordes, Pietro Astolfi et al.

Curation methods for massive vision-language datasets trade off between dataset size and quality. However, even the highest quality of available curated captions are far too short to capture the rich visual detail in an image. To show the value of dense and highly-aligned image-text pairs, we collect the Densely Captioned Images (DCI) dataset, containing 7805 natural images human-annotated with mask-aligned descriptions averaging above 1000 words each. With precise and reliable captions associated with specific parts of an image, we can evaluate vision-language models' (VLMs) understanding of image content with a novel task that matches each caption with its corresponding subcrop. As current models are often limited to 77 text tokens, we also introduce a summarized version (sDCI) in which each caption length is limited. We show that modern techniques that make progress on standard benchmarks do not correspond with significant improvement on our sDCI based benchmark. Lastly, we finetune CLIP using sDCI and show significant improvements over the baseline despite a small training set. By releasing the first human annotated dense image captioning dataset, we hope to enable the development of new benchmarks or fine-tuning recipes for the next generation of VLMs to come.

CVMar 26, 2024
Improving Text-to-Image Consistency via Automatic Prompt Optimization

Oscar Mañas, Pietro Astolfi, Melissa Hall et al.

Impressive advances in text-to-image (T2I) generative models have yielded a plethora of high performing models which are able to generate aesthetically appealing, photorealistic images. Despite the progress, these models still struggle to produce images that are consistent with the input prompt, oftentimes failing to capture object quantities, relations and attributes properly. Existing solutions to improve prompt-image consistency suffer from the following challenges: (1) they oftentimes require model fine-tuning, (2) they only focus on nearby prompt samples, and (3) they are affected by unfavorable trade-offs among image quality, representation diversity, and prompt-image consistency. In this paper, we address these challenges and introduce a T2I optimization-by-prompting framework, OPT2I, which leverages a large language model (LLM) to improve prompt-image consistency in T2I models. Our framework starts from a user prompt and iteratively generates revised prompts with the goal of maximizing a consistency score. Our extensive validation on two datasets, MSCOCO and PartiPrompts, shows that OPT2I can boost the initial consistency score by up to 24.9% in terms of DSG score while preserving the FID and increasing the recall between generated and real data. Our work paves the way toward building more reliable and robust T2I systems by harnessing the power of LLMs.

LGAug 14, 2025
BeyondWeb: Lessons from Scaling Synthetic Data for Trillion-scale Pretraining

DatologyAI, Pratyush Maini, Vineeth Dorna et al.

Recent advances in large language model (LLM) pretraining have shown that simply scaling data quantity eventually leads to diminishing returns, hitting a data wall. In response, the use of synthetic data for pretraining has emerged as a promising paradigm for pushing the frontier of performance. Despite this, the factors affecting synthetic data quality remain poorly understood. In this work, we introduce BeyondWeb, a synthetic data generation framework that produces high-quality synthetic data for pretraining. BeyondWeb significantly extends the capabilities of traditional web-scale datasets, outperforming state-of-the-art synthetic pretraining datasets such as Cosmopedia and Nemotron-CC's high-quality synthetic subset (Nemotron-Synth) by up to 5.1 percentage points (pp) and 2.6pp, respectively, when averaged across a suite of 14 benchmark evaluations. It delivers up to 7.7x faster training than open web data and 2.7x faster than Nemotron-Synth. Remarkably, a 3B model trained for 180B tokens on BeyondWeb outperforms an 8B model trained for the same token budget on Cosmopedia. We also present several insights from BeyondWeb on synthetic data for pretraining: what drives its benefits, which data to rephrase and how, and the impact of model size and family on data quality. Overall, our work shows that there's no silver bullet for generating high-quality synthetic pretraining data. The best outcomes require jointly optimizing many factors, a challenging task that requires rigorous science and practical expertise. Naive approaches can yield modest improvements, potentially at great cost, while well-executed methods can yield transformative improvements, as exemplified by BeyondWeb.

CLDec 10, 2021
Am I Me or You? State-of-the-Art Dialogue Models Cannot Maintain an Identity

Kurt Shuster, Jack Urbanek, Arthur Szlam et al.

State-of-the-art dialogue models still often stumble with regards to factual accuracy and self-contradiction. Anecdotally, they have been observed to fail to maintain character identity throughout discourse; and more specifically, may take on the role of their interlocutor. In this work we formalize and quantify this deficiency, and show experimentally through human evaluations that this is indeed a problem. In contrast, we show that discriminative models trained specifically to recognize who is speaking can perform well; and further, these can be used as automated metrics. Finally, we evaluate a wide variety of mitigation methods, including changes to model architecture, training protocol, and decoding strategy. Our best models reduce mistaken identity issues by nearly 65% according to human annotators, while simultaneously improving engagingness. Despite these results, we find that maintaining character identity still remains a challenging problem.

CLNov 9, 2021
Reason first, then respond: Modular Generation for Knowledge-infused Dialogue

Leonard Adolphs, Kurt Shuster, Jack Urbanek et al.

Large language models can produce fluent dialogue but often hallucinate factual inaccuracies. While retrieval-augmented models help alleviate this issue, they still face a difficult challenge of both reasoning to provide correct knowledge and generating conversation simultaneously. In this work, we propose a modular model, Knowledge to Response (K2R), for incorporating knowledge into conversational agents, which breaks down this problem into two easier steps. K2R first generates a knowledge sequence, given a dialogue context, as an intermediate step. After this "reasoning step", the model then attends to its own generated knowledge sequence, as well as the dialogue context, to produce a final response. In detailed experiments, we find that such a model hallucinates less in knowledge-grounded dialogue tasks, and has advantages in terms of interpretability and modularity. In particular, it can be used to fuse QA and dialogue systems together to enable dialogue agents to give knowledgeable answers, or QA models to give conversational responses in a zero-shot setting.

CLOct 1, 2020
How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds

Prithviraj Ammanabrolu, Jack Urbanek, Margaret Li et al.

We seek to create agents that both act and communicate with other agents in pursuit of a goal. Towards this end, we extend LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text-game -- with a dataset of quests. These contain natural language motivations paired with in-game goals and human demonstrations; completing a quest might require dialogue or actions (or both). We introduce a reinforcement learning system that (1) incorporates large-scale language modeling-based and commonsense reasoning-based pre-training to imbue the agent with relevant priors; and (2) leverages a factorized action space of action commands and dialogue, balancing between the two. We conduct zero-shot evaluations using held-out human expert demonstrations, showing that our agents are able to act consistently and talk naturally with respect to their motivations.

AIAug 18, 2020
Deploying Lifelong Open-Domain Dialogue Learning

Kurt Shuster, Jack Urbanek, Emily Dinan et al.

Much of NLP research has focused on crowdsourced static datasets and the supervised learning paradigm of training once and then evaluating test performance. As argued in de Vries et al. (2020), crowdsourced data has the issues of lack of naturalness and relevance to real-world use cases, while the static dataset paradigm does not allow for a model to learn from its experiences of using language (Silver et al., 2013). In contrast, one might hope for machine learning systems that become more useful as they interact with people. In this work, we build and deploy a role-playing game, whereby human players converse with learning agents situated in an open-domain fantasy world. We show that by training models on the conversations they have with humans in the game the models progressively improve, as measured by automatic metrics and online engagement scores. This learning is shown to be more efficient than crowdsourced data when applied to conversations with real users, as well as being far cheaper to collect.

CLJun 22, 2020
Open-Domain Conversational Agents: Current Progress, Open Problems, and Future Directions

Stephen Roller, Y-Lan Boureau, Jason Weston et al.

We present our view of what is necessary to build an engaging open-domain conversational agent: covering the qualities of such an agent, the pieces of the puzzle that have been built so far, and the gaping holes we have not filled yet. We present a biased view, focusing on work done by our own group, while citing related work in each area. In particular, we discuss in detail the properties of continual learning, providing engaging content, and being well-behaved -- and how to measure success in providing them. We end with a discussion of our experience and learnings, and our recommendations to the community.

AIFeb 7, 2020
I love your chain mail! Making knights smile in a fantasy game world: Open-domain goal-oriented dialogue agents

Shrimai Prabhumoye, Margaret Li, Jack Urbanek et al.

Dialogue research tends to distinguish between chit-chat and goal-oriented tasks. While the former is arguably more naturalistic and has a wider use of language, the latter has clearer metrics and a straightforward learning signal. Humans effortlessly combine the two, for example engaging in chit-chat with the goal of exchanging information or eliciting a specific response. Here, we bridge the divide between these two domains in the setting of a rich multi-player text-based fantasy environment where agents and humans engage in both actions and dialogue. Specifically, we train a goal-oriented model with reinforcement learning against an imitation-learned ``chit-chat'' model with two approaches: the policy either learns to pick a topic or learns to pick an utterance given the top-K utterances from the chit-chat model. We show that both models outperform an inverse model baseline and can converse naturally with their dialogue partner in order to achieve goals.

AINov 20, 2019
Generating Interactive Worlds with Text

Angela Fan, Jack Urbanek, Pratik Ringshia et al.

Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements. In this work, we investigate a machine learning approach for world creation using content from the multi-player text adventure game environment LIGHT. We introduce neural network based models to compositionally arrange locations, characters, and objects into a coherent whole. In addition to creating worlds based on existing elements, our models can generate new game content. Humans can also leverage our models to interactively aid in worldbuilding. We show that the game environments created with our approach are cohesive, diverse, and preferred by human evaluators compared to other machine learning based world construction algorithms.

CLNov 10, 2019
Queens are Powerful too: Mitigating Gender Bias in Dialogue Generation

Emily Dinan, Angela Fan, Adina Williams et al.

Models often easily learn biases present in the training data, and their predictions directly reflect this bias. We analyze gender bias in dialogue data, and examine how this bias is actually amplified in subsequent generative chit-chat dialogue models. We measure gender bias in six existing dialogue datasets, and focus on the most biased one, the multi-player text-based fantasy adventure dataset LIGHT, as a testbed for our bias mitigation techniques. The LIGHT dataset is highly imbalanced with respect to gender, containing predominantly male characters, likely because it is entirely collected by crowdworkers and reflects common biases that exist in fantasy or medieval settings. We consider three techniques to mitigate gender bias: counterfactual data augmentation, targeted data collection, and bias controlled training. We show that our proposed techniques mitigate gender bias in LIGHT by balancing the genderedness of generated dialogue utterances and are particularly effective in combination. We quantify performance using various evaluation methods---such as quantity of gendered words, a dialogue safety classifier, and human studies---all of which show that our models generate less gendered, but equally engaging chit-chat responses.

CLMar 7, 2019
Learning to Speak and Act in a Fantasy Text Adventure Game

Jack Urbanek, Angela Fan, Siddharth Karamcheti et al.

We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully.

AIJan 31, 2019
The Second Conversational Intelligence Challenge (ConvAI2)

Emily Dinan, Varvara Logacheva, Valentin Malykh et al.

We describe the setting and results of the ConvAI2 NeurIPS competition that aims to further the state-of-the-art in open-domain chatbots. Some key takeaways from the competition are: (i) pretrained Transformer variants are currently the best performing models on this task, (ii) but to improve performance on multi-turn conversations with humans, future systems must go beyond single word metrics like perplexity to measure the performance across sequences of utterances (conversations) -- in terms of repetition, consistency and balance of dialogue acts (e.g. how many questions asked vs. answered).

AIJan 22, 2018
Personalizing Dialogue Agents: I have a dog, do you have pets too?

Saizheng Zhang, Emily Dinan, Jack Urbanek et al.

Chit-chat models are known to have several problems: they lack specificity, do not display a consistent personality and are often not very captivating. In this work we present the task of making chit-chat more engaging by conditioning on profile information. We collect data and train models to (i) condition on their given profile information; and (ii) information about the person they are talking to, resulting in improved dialogues, as measured by next utterance prediction. Since (ii) is initially unknown our model is trained to engage its partner with personal topics, and we show the resulting dialogue can be used to predict profile information about the interlocutors.

CLNov 21, 2017
Mastering the Dungeon: Grounded Language Learning by Mechanical Turker Descent

Zhilin Yang, Saizheng Zhang, Jack Urbanek et al.

Contrary to most natural language processing research, which makes use of static datasets, humans learn language interactively, grounded in an environment. In this work we propose an interactive learning procedure called Mechanical Turker Descent (MTD) and use it to train agents to execute natural language commands grounded in a fantasy text adventure game. In MTD, Turkers compete to train better agents in the short term, and collaborate by sharing their agents' skills in the long term. This results in a gamified, engaging experience for the Turkers and a better quality teaching signal for the agents compared to static datasets, as the Turkers naturally adapt the training data to the agent's abilities.