CLAug 5, 2022
BlenderBot 3: a deployed conversational agent that continually learns to responsibly engageKurt Shuster, Jing Xu, Mojtaba Komeili et al. · meta-ai, mila
We present BlenderBot 3, a 175B parameter dialogue model capable of open-domain conversation with access to the internet and a long-term memory, and having been trained on a large number of user defined tasks. We release both the model weights and code, and have also deployed the model on a public web page to interact with organic users. This technical report describes how the model was built (architecture, model and training scheme), and details of its deployment, including safety mechanisms. Human evaluations show its superiority to existing open-domain dialogue agents, including its predecessors (Roller et al., 2021; Komeili et al., 2022). Finally, we detail our plan for continual learning using the data collected from deployment, which will also be publicly released. The goal of this research program is thus to enable the community to study ever-improving responsible agents that learn through interaction.
LGSep 14, 2023Code
A Data Source for Reasoning Embodied AgentsJack Lanchantin, Sainbayar Sukhbaatar, Gabriel Synnaeve et al. · meta-ai
Recent progress in using machine learning models for reasoning tasks has been driven by novel model architectures, large-scale pre-training protocols, and dedicated reasoning datasets for fine-tuning. In this work, to further pursue these advances, we introduce a new data generator for machine reasoning that integrates with an embodied agent. The generated data consists of templated text queries and answers, matched with world-states encoded into a database. The world-states are a result of both world dynamics and the actions of the agent. We show the results of several baseline models on instantiations of train sets. These include pre-trained language models fine-tuned on a text-formatted representation of the database, and graph-structured Transformers operating on a knowledge-graph representation of the database. We find that these models can answer some questions about the world-state, but struggle with others. These results hint at new research directions in designing neural reasoning models and database representations. Code to generate the data will be released at github.com/facebookresearch/neuralmemory
CLMar 24, 2022
Language Models that Seek for Knowledge: Modular Search & Generation for Dialogue and Prompt CompletionKurt Shuster, Mojtaba Komeili, Leonard Adolphs et al. · meta-ai
Language models (LMs) have recently been shown to generate more factual responses by employing modularity (Zhou et al., 2021) in combination with retrieval (Adolphs et al., 2021). We extend the recent approach of Adolphs et al. (2021) to include internet search as a module. Our SeeKeR (Search engine->Knowledge->Response) method thus applies a single LM to three modular tasks in succession: search, generating knowledge, and generating a final response. We show that, when using SeeKeR as a dialogue model, it outperforms the state-of-the-art model BlenderBot 2 (Chen et al., 2021) on open-domain knowledge-grounded conversations for the same number of parameters, in terms of consistency, knowledge and per-turn engagingness. SeeKeR applied to topical prompt completions as a standard language model outperforms GPT2 (Radford et al., 2019) and GPT3 (Brown et al., 2020) in terms of factuality and topicality, despite GPT3 being a vastly larger model. Our code and models are made publicly available.
CLApr 26, 2023
Multi-Party Chat: Conversational Agents in Group Settings with Humans and ModelsJimmy 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.
CLMay 5, 2022
Interactive Grounded Language Understanding in a Collaborative Environment: IGLU 2021Julia Kiseleva, Ziming Li, Mohammad Aliannejadi et al. · meta-ai, mit
Human intelligence has the remarkable ability to quickly adapt to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose \emph{IGLU: Interactive Grounded Language Understanding in a Collaborative Environment}. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants.
CLMay 27, 2022
IGLU 2022: Interactive Grounded Language Understanding in a Collaborative Environment at NeurIPS 2022Julia Kiseleva, Alexey Skrynnik, Artem Zholus et al. · meta-ai, microsoft-research
Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to develop interactive embodied agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the crucial challenges in AI. Another critical aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.
CLNov 12, 2022
Collecting Interactive Multi-modal Datasets for Grounded Language UnderstandingShrestha Mohanty, Negar Arabzadeh, Milagro Teruel et al. · meta-ai, microsoft-research
Human intelligence can remarkably adapt quickly to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research which can enable similar capabilities in machines, we made the following contributions (1) formalized the collaborative embodied agent using natural language task; (2) developed a tool for extensive and scalable data collection; and (3) collected the first dataset for interactive grounded language understanding.
ROOct 11, 2022
CLIP-Fields: Weakly Supervised Semantic Fields for Robotic MemoryNur Muhammad Mahi Shafiullah, Chris Paxton, Lerrel Pinto et al.
We propose CLIP-Fields, an implicit scene model that can be used for a variety of tasks, such as segmentation, instance identification, semantic search over space, and view localization. CLIP-Fields learns a mapping from spatial locations to semantic embedding vectors. Importantly, we show that this mapping can be trained with supervision coming only from web-image and web-text trained models such as CLIP, Detic, and Sentence-BERT; and thus uses no direct human supervision. When compared to baselines like Mask-RCNN, our method outperforms on few-shot instance identification or semantic segmentation on the HM3D dataset with only a fraction of the examples. Finally, we show that using CLIP-Fields as a scene memory, robots can perform semantic navigation in real-world environments. Our code and demonstration videos are available here: https://mahis.life/clip-fields
AIApr 19, 2022
Many Episode Learning in a Modular Embodied Agent via End-to-End InteractionYuxuan Sun, Ethan Carlson, Rebecca Qian et al. · meta-ai
In this work we give a case study of an embodied machine-learning (ML) powered agent that improves itself via interactions with crowd-workers. The agent consists of a set of modules, some of which are learned, and others heuristic. While the agent is not "end-to-end" in the ML sense, end-to-end interaction is a vital part of the agent's learning mechanism. We describe how the design of the agent works together with the design of multiple annotation interfaces to allow crowd-workers to assign credit to module errors from end-to-end interactions, and to label data for individual modules. Over multiple automated human-agent interaction, credit assignment, data annotation, and model re-training and re-deployment, rounds we demonstrate agent improvement.
LGNov 14, 2023
DiLoCo: Distributed Low-Communication Training of Language ModelsArthur Douillard, Qixuan Feng, Andrei A. Rusu et al.
Large language models (LLM) have become a critical component in many applications of machine learning. However, standard approaches to training LLM require a large number of tightly interconnected accelerators, with devices exchanging gradients and other intermediate states at each optimization step. While it is difficult to build and maintain a single computing cluster hosting many accelerators, it might be easier to find several computing clusters each hosting a smaller number of devices. In this work, we propose a distributed optimization algorithm, Distributed Low-Communication (DiLoCo), that enables training of language models on islands of devices that are poorly connected. The approach is a variant of federated averaging, where the number of inner steps is large, the inner optimizer is AdamW, and the outer optimizer is Nesterov momentum. On the widely used C4 dataset, we show that DiLoCo on 8 workers performs as well as fully synchronous optimization while communicating 500 times less. DiLoCo exhibits great robustness to the data distribution of each worker. It is also robust to resources becoming unavailable over time, and vice versa, it can seamlessly leverage resources that become available during training.
99.7CLApr 23
Decoupled DiLoCo for Resilient Distributed Pre-trainingArthur Douillard, Keith Rush, Yani Donchev et al.
Modern large-scale language model pre-training relies heavily on the single program multiple data (SPMD) paradigm, which requires tight coupling across accelerators. Due to this coupling, transient slowdowns, hardware failures, and synchronization overhead stall the entire computation, wasting significant compute time at scale. While recent distributed methods like DiLoCo reduced communication bandwidth, they remained fundamentally synchronous and vulnerable to these system stalls. To address this, we introduce Decoupled DiLoCo, an evolution of the DiLoCo framework designed to break the lock-step synchronization barrier and go beyond SPMD to maximize training goodput. Decoupled DiLoCo partitions compute across multiple independent ``learners'' that execute local inner optimization steps. These learners asynchronously communicate parameter fragments to a central synchronizer, which circumvents failed or straggling learners by aggregating updates using a minimum quorum, an adaptive grace window, and dynamic token-weighted merging. Inspired by ``chaos engineering'', we achieve significantly improved training efficiency in failure-prone environments with millions of simulated chips with strictly zero global downtime, while maintaining competitive model performance across text and vision tasks, for both dense and mixture-of-expert architectures.
CLJan 13, 2023
Infusing Commonsense World Models with Graph KnowledgeAlexander 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.
CVMar 11, 2022
Can I see an Example? Active Learning the Long Tail of Attributes and RelationsTyler L. Hayes, Maximilian Nickel, Christopher Kanan et al.
There has been significant progress in creating machine learning models that identify objects in scenes along with their associated attributes and relationships; however, there is a large gap between the best models and human capabilities. One of the major reasons for this gap is the difficulty in collecting sufficient amounts of annotated relations and attributes for training these systems. While some attributes and relations are abundant, the distribution in the natural world and existing datasets is long tailed. In this paper, we address this problem by introducing a novel incremental active learning framework that asks for attributes and relations in visual scenes. While conventional active learning methods ask for labels of specific examples, we flip this framing to allow agents to ask for examples from specific categories. Using this framing, we introduce an active sampling method that asks for examples from the tail of the data distribution and show that it outperforms classical active learning methods on Visual Genome.
CLJul 7, 2025
Gemini 2.5: Pushing the Frontier with Advanced Reasoning, Multimodality, Long Context, and Next Generation Agentic CapabilitiesGheorghe Comanici, Eric Bieber, Mike Schaekermann et al. · amazon-science, baidu
In this report, we introduce the Gemini 2.X model family: Gemini 2.5 Pro and Gemini 2.5 Flash, as well as our earlier Gemini 2.0 Flash and Flash-Lite models. Gemini 2.5 Pro is our most capable model yet, achieving SoTA performance on frontier coding and reasoning benchmarks. In addition to its incredible coding and reasoning skills, Gemini 2.5 Pro is a thinking model that excels at multimodal understanding and it is now able to process up to 3 hours of video content. Its unique combination of long context, multimodal and reasoning capabilities can be combined to unlock new agentic workflows. Gemini 2.5 Flash provides excellent reasoning abilities at a fraction of the compute and latency requirements and Gemini 2.0 Flash and Flash-Lite provide high performance at low latency and cost. Taken together, the Gemini 2.X model generation spans the full Pareto frontier of model capability vs cost, allowing users to explore the boundaries of what is possible with complex agentic problem solving.
92.9CLMay 13
Context Training with Active Information SeekingZeyu Huang, Adhiguna Kuncoro, Qixuan Feng et al.
Most existing large language models (LLMs) are expensive to adapt after deployment, especially when a task requires newly produced information or niche domain knowledge. Recent work has shown that, by manipulating and optimizing their context, LLMs can be tailored to downstream tasks without updating their weights. However, most existing methods remain closed-loop, relying solely on the model's intrinsic knowledge. In this paper, we equip these context optimizers with Wikipedia search and browser tools for active information seeking. We show that naively adding these tools to a standard sequential context optimization pipeline can actually degrade performance compared to baselines. However, when paired with a search-based training procedure that maintains and prunes multiple candidate contexts, active information seeking delivers consistent and substantial gains. We demonstrate these improvements across diverse domains, including low-resource translation (Flores+), health scenarios (HealthBench), and reasoning-heavy tasks (LiveCodeBench and Humanity's Last Exam). Furthermore, our method proves to be data-efficient, robust across different hyperparameters, and capable of generating effective textual contexts that generalize well across different models.
ROJan 25, 2021Code
droidlet: modular, heterogenous, multi-modal agentsAnurag Pratik, Soumith Chintala, Kavya Srinet et al.
In recent years, there have been significant advances in building end-to-end Machine Learning (ML) systems that learn at scale. But most of these systems are: (a) isolated (perception, speech, or language only); (b) trained on static datasets. On the other hand, in the field of robotics, large-scale learning has always been difficult. Supervision is hard to gather and real world physical interactions are expensive. In this work we introduce and open-source droidlet, a modular, heterogeneous agent architecture and platform. It allows us to exploit both large-scale static datasets in perception and language and sophisticated heuristics often used in robotics; and provides tools for interactive annotation. Furthermore, it brings together perception, language and action onto one platform, providing a path towards agents that learn from the richness of real world interactions.
LGJul 6, 2020Code
Fast Adaptation via Policy-Dynamics Value FunctionsRoberta Raileanu, Max Goldstein, Arthur Szlam et al.
Standard RL algorithms assume fixed environment dynamics and require a significant amount of interaction to adapt to new environments. We introduce Policy-Dynamics Value Functions (PD-VF), a novel approach for rapidly adapting to dynamics different from those previously seen in training. PD-VF explicitly estimates the cumulative reward in a space of policies and environments. An ensemble of conventional RL policies is used to gather experience on training environments, from which embeddings of both policies and environments can be learned. Then, a value function conditioned on both embeddings is trained. At test time, a few actions are sufficient to infer the environment embedding, enabling a policy to be selected by maximizing the learned value function (which requires no additional environment interaction). We show that our method can rapidly adapt to new dynamics on a set of MuJoCo domains. Code available at https://github.com/rraileanu/policy-dynamics-value-functions.
CVDec 7, 2015Code
Simple Baseline for Visual Question AnsweringBolei Zhou, Yuandong Tian, Sainbayar Sukhbaatar et al.
We describe a very simple bag-of-words baseline for visual question answering. This baseline concatenates the word features from the question and CNN features from the image to predict the answer. When evaluated on the challenging VQA dataset [2], it shows comparable performance to many recent approaches using recurrent neural networks. To explore the strength and weakness of the trained model, we also provide an interactive web demo and open-source code. .
LGJan 17, 2024
Asynchronous Local-SGD Training for Language ModelingBo Liu, Rachita Chhaparia, Arthur Douillard et al.
Local stochastic gradient descent (Local-SGD), also referred to as federated averaging, is an approach to distributed optimization where each device performs more than one SGD update per communication. This work presents an empirical study of {\it asynchronous} Local-SGD for training language models; that is, each worker updates the global parameters as soon as it has finished its SGD steps. We conduct a comprehensive investigation by examining how worker hardware heterogeneity, model size, number of workers, and optimizer could impact the learning performance. We find that with naive implementations, asynchronous Local-SGD takes more iterations to converge than its synchronous counterpart despite updating the (global) model parameters more frequently. We identify momentum acceleration on the global parameters when worker gradients are stale as a key challenge. We propose a novel method that utilizes a delayed Nesterov momentum update and adjusts the workers' local training steps based on their computation speed. This approach, evaluated with models up to 150M parameters on the C4 dataset, matches the performance of synchronous Local-SGD in terms of perplexity per update step, and significantly surpasses it in terms of wall clock time.
CLJan 30, 2025
Streaming DiLoCo with overlapping communication: Towards a Distributed Free LunchArthur Douillard, Yanislav Donchev, Keith Rush et al.
Training of large language models (LLMs) is typically distributed across a large number of accelerators to reduce training time. Since internal states and parameter gradients need to be exchanged at each and every single gradient step, all devices need to be co-located using low-latency high-bandwidth communication links to support the required high volume of exchanged bits. Recently, distributed algorithms like DiLoCo have relaxed such co-location constraint: accelerators can be grouped into ``workers'', where synchronizations between workers only occur infrequently. This in turn means that workers can afford being connected by lower bandwidth communication links without affecting learning quality. However, in these methods, communication across workers still requires the same peak bandwidth as before, as the synchronizations require all parameters to be exchanged across all workers. In this paper, we improve DiLoCo in three ways. First, we synchronize only subsets of parameters in sequence, rather than all at once, which greatly reduces peak bandwidth. Second, we allow workers to continue training while synchronizing, which decreases wall clock time. Third, we quantize the data exchanged by workers, which further reduces bandwidth across workers. By properly combining these modifications, we show experimentally that we can distribute training of billion-scale parameters and reach similar quality as before, but reducing required bandwidth by two orders of magnitude.
CLDec 23, 2024
Deliberation in Latent Space via Differentiable Cache AugmentationLuyang Liu, Jonas Pfeiffer, Jiaxing Wu et al.
Techniques enabling large language models (LLMs) to "think more" by generating and attending to intermediate reasoning steps have shown promise in solving complex problems. However, the standard approaches generate sequences of discrete tokens immediately before responding, and so they can incur significant latency costs and be challenging to optimize. In this work, we demonstrate that a frozen LLM can be augmented with an offline coprocessor that operates on the model's key-value (kv) cache. This coprocessor augments the cache with a set of latent embeddings designed to improve the fidelity of subsequent decoding. We train this coprocessor using the language modeling loss from the decoder on standard pretraining data, while keeping the decoder itself frozen. This approach enables the model to learn, in an end-to-end differentiable fashion, how to distill additional computation into its kv-cache. Because the decoder remains unchanged, the coprocessor can operate offline and asynchronously, and the language model can function normally if the coprocessor is unavailable or if a given cache is deemed not to require extra computation. We show experimentally that when a cache is augmented, the decoder achieves lower perplexity on numerous subsequent tokens. Furthermore, even without any task-specific training, our experiments demonstrate that cache augmentation consistently reduces perplexity and improves performance across a range of reasoning-intensive tasks.
LGMar 12, 2025
Communication-Efficient Language Model Training Scales Reliably and Robustly: Scaling Laws for DiLoCoZachary Charles, Gabriel Teston, Lucio Dery et al.
As we scale to more massive machine learning models, the frequent synchronization demands inherent in data-parallel approaches create significant slowdowns, posing a critical challenge to further scaling. Recent work develops an approach (DiLoCo) that relaxes synchronization demands without compromising model quality. However, these works do not carefully analyze how DiLoCo's behavior changes with model size. In this work, we study the scaling law behavior of DiLoCo when training LLMs under a fixed compute budget. We focus on how algorithmic factors, including number of model replicas, hyperparameters, and token budget affect training in ways that can be accurately predicted via scaling laws. We find that DiLoCo scales both predictably and robustly with model size. When well-tuned, DiLoCo scales better than data-parallel training with model size, and can outperform data-parallel training even at small model sizes. Our results showcase a more general set of benefits of DiLoCo than previously documented, including increased optimal batch sizes, improved downstream generalization with scale, and improved evaluation loss for a fixed token budget.
LGMar 15, 2024
DiPaCo: Distributed Path CompositionArthur Douillard, Qixuan Feng, Andrei A. Rusu et al.
Progress in machine learning (ML) has been fueled by scaling neural network models. This scaling has been enabled by ever more heroic feats of engineering, necessary for accommodating ML approaches that require high bandwidth communication between devices working in parallel. In this work, we propose a co-designed modular architecture and training approach for ML models, dubbed DIstributed PAth COmposition (DiPaCo). During training, DiPaCo distributes computation by paths through a set of shared modules. Together with a Local-SGD inspired optimization (DiLoCo) that keeps modules in sync with drastically reduced communication, Our approach facilitates training across poorly connected and heterogeneous workers, with a design that ensures robustness to worker failures and preemptions. At inference time, only a single path needs to be executed for each input, without the need for any model compression. We consider this approach as a first prototype towards a new paradigm of large-scale learning, one that is less synchronous and more modular. Our experiments on the widely used C4 benchmark show that, for the same amount of training steps but less wall-clock time, DiPaCo exceeds the performance of a 1 billion-parameter dense transformer language model by choosing one of 256 possible paths, each with a size of 150 million parameters.
AIMay 18, 2023
Transforming Human-Centered AI Collaboration: Redefining Embodied Agents Capabilities through Interactive Grounded Language InstructionsShrestha Mohanty, Negar Arabzadeh, Julia Kiseleva et al.
Human intelligence's adaptability is remarkable, allowing us to adjust to new tasks and multi-modal environments swiftly. This skill is evident from a young age as we acquire new abilities and solve problems by imitating others or following natural language instructions. The research community is actively pursuing the development of interactive "embodied agents" that can engage in natural conversations with humans and assist them with real-world tasks. These agents must possess the ability to promptly request feedback in case communication breaks down or instructions are unclear. Additionally, they must demonstrate proficiency in learning new vocabulary specific to a given domain. In this paper, we made the following contributions: (1) a crowd-sourcing tool for collecting grounded language instructions; (2) the largest dataset of grounded language instructions; and (3) several state-of-the-art baselines. These contributions are suitable as a foundation for further research.
LGMay 1, 2023
Learning to Reason and Memorize with Self-NotesJack Lanchantin, Shubham Toshniwal, Jason Weston et al.
Large language models have been shown to struggle with multi-step reasoning, and do not retain previous reasoning steps for future use. We propose a simple method for solving both of these problems by allowing the model to take Self-Notes. Unlike recent chain-of-thought or scratchpad approaches, the model can deviate from the input context at any time to explicitly think and write down its thoughts. This allows the model to perform reasoning on the fly as it reads the context and even integrate previous reasoning steps, thus enhancing its memory with useful information and enabling multi-step reasoning. Experiments across a wide variety of tasks demonstrate that our method can outperform chain-of-thought and scratchpad methods by taking Self-Notes that interleave the input text.
CLDec 10, 2021
Am I Me or You? State-of-the-Art Dialogue Models Cannot Maintain an IdentityKurt 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 DialogueLeonard 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.
AIOct 13, 2021
NeurIPS 2021 Competition IGLU: Interactive Grounded Language Understanding in a Collaborative EnvironmentJulia Kiseleva, Ziming Li, Mohammad Aliannejadi et al.
Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the important challenges in AI. Another important aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.
CLJul 15, 2021
Beyond Goldfish Memory: Long-Term Open-Domain ConversationJing Xu, Arthur Szlam, Jason Weston
Despite recent improvements in open-domain dialogue models, state of the art models are trained and evaluated on short conversations with little context. In contrast, the long-term conversation setting has hardly been studied. In this work we collect and release a human-human dataset consisting of multiple chat sessions whereby the speaking partners learn about each other's interests and discuss the things they have learnt from past sessions. We show how existing models trained on existing datasets perform poorly in this long-term conversation setting in both automatic and human evaluations, and we study long-context models that can perform much better. In particular, we find retrieval-augmented methods and methods with an ability to summarize and recall previous conversations outperform the standard encoder-decoder architectures currently considered state of the art.
LGJun 8, 2021
Hash Layers For Large Sparse ModelsStephen Roller, Sainbayar Sukhbaatar, Arthur Szlam et al.
We investigate the training of sparse layers that use different parameters for different inputs based on hashing in large Transformer models. Specifically, we modify the feedforward layer to hash to different sets of weights depending on the current token, over all tokens in the sequence. We show that this procedure either outperforms or is competitive with learning-to-route mixture-of-expert methods such as Switch Transformers and BASE Layers, while requiring no routing parameters or extra terms in the objective function such as a load balancing loss, and no sophisticated assignment algorithm. We study the performance of different hashing techniques, hash sizes and input features, and show that balanced and random hashes focused on the most local features work best, compared to either learning clusters or using longer-range context. We show our approach works well both on large language modeling and dialogue tasks, and on downstream fine-tuning tasks.
LGMay 13, 2021
Not All Memories are Created Equal: Learning to Forget by ExpiringSainbayar Sukhbaatar, Da Ju, Spencer Poff et al.
Attention mechanisms have shown promising results in sequence modeling tasks that require long-term memory. Recent work investigated mechanisms to reduce the computational cost of preserving and storing memories. However, not all content in the past is equally important to remember. We propose Expire-Span, a method that learns to retain the most important information and expire the irrelevant information. This forgetting of memories enables Transformers to scale to attend over tens of thousands of previous timesteps efficiently, as not all states from previous timesteps are preserved. We demonstrate that Expire-Span can help models identify and retain critical information and show it can achieve strong performance on reinforcement learning tasks specifically designed to challenge this functionality. Next, we show that Expire-Span can scale to memories that are tens of thousands in size, setting a new state of the art on incredibly long context tasks such as character-level language modeling and a frame-by-frame moving objects task. Finally, we analyze the efficiency of Expire-Span compared to existing approaches and demonstrate that it trains faster and uses less memory.
CLDec 30, 2020
Reducing conversational agents' overconfidence through linguistic calibrationSabrina J. Mielke, Arthur Szlam, Emily Dinan et al.
While improving neural dialogue agents' factual accuracy is the object of much research, another important aspect of communication, less studied in the setting of neural dialogue, is transparency about ignorance. In this work, we analyze to what extent state-of-the-art chit-chat models are linguistically calibrated in the sense that their verbalized expression of doubt (or confidence) matches the likelihood that the model's responses are factually incorrect (or correct). We find that these models are poorly calibrated, yet we show that likelihood of correctness can accurately be predicted. By incorporating such metacognitive features into the training of a controllable generation model, we obtain a dialogue agent with greatly improved linguistic calibration. While improving neural dialogue agents' factual accuracy is the object of much research, another important aspect of communication, less studied in the setting of neural dialogue, is transparency about ignorance. In this work, we analyze to what extent state-of-the-art chit-chat models are linguistically calibrated in the sense that their verbalized expression of doubt (or confidence) matches the likelihood that the model's responses are factually incorrect (or correct). We find that these models are poorly calibrated, yet we show that likelihood of correctness can accurately be predicted. By incorporating such metacognitive features into the training of a controllable generation model, we obtain a dialogue agent with greatly improved linguistic calibration.
LGDec 17, 2020
Few-shot Sequence Learning with TransformersLajanugen Logeswaran, Ann Lee, Myle Ott et al.
Few-shot algorithms aim at learning new tasks provided only a handful of training examples. In this work we investigate few-shot learning in the setting where the data points are sequences of tokens and propose an efficient learning algorithm based on Transformers. In the simplest setting, we append a token to an input sequence which represents the particular task to be undertaken, and show that the embedding of this token can be optimized on the fly given few labeled examples. Our approach does not require complicated changes to the model architecture such as adapter layers nor computing second order derivatives as is currently popular in the meta-learning and few-shot learning literature. We demonstrate our approach on a variety of tasks, and analyze the generalization properties of several model variants and baseline approaches. In particular, we show that compositional task descriptors can improve performance. Experiments show that our approach works at least as well as other methods, while being more computationally efficient.
AIOct 6, 2020
CURI: A Benchmark for Productive Concept Learning Under UncertaintyRamakrishna Vedantam, Arthur Szlam, Maximilian Nickel et al.
Humans can learn and reason under substantial uncertainty in a space of infinitely many concepts, including structured relational concepts ("a scene with objects that have the same color") and ad-hoc categories defined through goals ("objects that could fall on one's head"). In contrast, standard classification benchmarks: 1) consider only a fixed set of category labels, 2) do not evaluate compositional concept learning and 3) do not explicitly capture a notion of reasoning under uncertainty. We introduce a new few-shot, meta-learning benchmark, Compositional Reasoning Under Uncertainty (CURI) to bridge this gap. CURI evaluates different aspects of productive and systematic generalization, including abstract understandings of disentangling, productive generalization, learning boolean operations, variable binding, etc. Importantly, it also defines a model-independent "compositionality gap" to evaluate the difficulty of generalizing out-of-distribution along each of these axes. Extensive evaluations across a range of modeling choices spanning different modalities (image, schemas, and sounds), splits, privileged auxiliary concept information, and choices of negatives reveal substantial scope for modeling advances on the proposed task. All code and datasets will be available online.
CLOct 1, 2020
How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy WorldsPrithviraj 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 LearningKurt 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.
AIJun 29, 2020
Empirically Verifying Hypotheses Using Reinforcement LearningKenneth Marino, Rob Fergus, Arthur Szlam et al.
This paper formulates hypothesis verification as an RL problem. Specifically, we aim to build an agent that, given a hypothesis about the dynamics of the world, can take actions to generate observations which can help predict whether the hypothesis is true or false. Existing RL algorithms fail to solve this task, even for simple environments. In order to train the agents, we exploit the underlying structure of many hypotheses, factorizing them as {pre-condition, action sequence, post-condition} triplets. By leveraging this structure we show that RL agents are able to succeed at the task. Furthermore, subsequent fine-tuning of the policies allows the agent to correctly verify hypotheses not amenable to the above factorization.
CLJun 22, 2020
Open-Domain Conversational Agents: Current Progress, Open Problems, and Future DirectionsStephen 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.
CLApr 22, 2020
Residual Energy-Based Models for Text GenerationYuntian Deng, Anton Bakhtin, Myle Ott et al.
Text generation is ubiquitous in many NLP tasks, from summarization, to dialogue and machine translation. The dominant parametric approach is based on locally normalized models which predict one word at a time. While these work remarkably well, they are plagued by exposure bias due to the greedy nature of the generation process. In this work, we investigate un-normalized energy-based models (EBMs) which operate not at the token but at the sequence level. In order to make training tractable, we first work in the residual of a pretrained locally normalized language model and second we train using noise contrastive estimation. Furthermore, since the EBM works at the sequence level, we can leverage pretrained bi-directional contextual representations, such as BERT and RoBERTa. Our experiments on two large language modeling datasets show that residual EBMs yield lower perplexity compared to locally normalized baselines. Moreover, generation via importance sampling is very efficient and of higher quality than the baseline models according to human evaluation.
CVApr 10, 2020
Learning to Visually Navigate in Photorealistic Environments Without any SupervisionLina Mezghani, Sainbayar Sukhbaatar, Arthur Szlam et al.
Learning to navigate in a realistic setting where an agent must rely solely on visual inputs is a challenging task, in part because the lack of position information makes it difficult to provide supervision during training. In this paper, we introduce a novel approach for learning to navigate from image inputs without external supervision or reward. Our approach consists of three stages: learning a good representation of first-person views, then learning to explore using memory, and finally learning to navigate by setting its own goals. The model is trained with intrinsic rewards only so that it can be applied to any environment with image observations. We show the benefits of our approach by training an agent to navigate challenging photo-realistic environments from the Gibson dataset with RGB inputs only.
CLApr 6, 2020
Residual Energy-Based Models for TextAnton Bakhtin, Yuntian Deng, Sam Gross et al.
Current large-scale auto-regressive language models display impressive fluency and can generate convincing text. In this work we start by asking the question: Can the generations of these models be reliably distinguished from real text by statistical discriminators? We find experimentally that the answer is affirmative when we have access to the training data for the model, and guardedly affirmative even if we do not. This suggests that the auto-regressive models can be improved by incorporating the (globally normalized) discriminators into the generative process. We give a formalism for this using the Energy-Based Model framework, and show that it indeed improves the results of the generative models, measured both in terms of perplexity and in terms of human evaluation.
AIFeb 7, 2020
I love your chain mail! Making knights smile in a fantasy game world: Open-domain goal-oriented dialogue agentsShrimai 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 TextAngela 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.
AIJul 22, 2019
Why Build an Assistant in Minecraft?Arthur Szlam, Jonathan Gray, Kavya Srinet et al.
In this document we describe a rationale for a research program aimed at building an open "assistant" in the game Minecraft, in order to make progress on the problems of natural language understanding and learning from dialogue.
AIJul 19, 2019
CraftAssist: A Framework for Dialogue-enabled Interactive AgentsJonathan Gray, Kavya Srinet, Yacine Jernite et al.
This paper describes an implementation of a bot assistant in Minecraft, and the tools and platform allowing players to interact with the bot and to record those interactions. The purpose of building such an assistant is to facilitate the study of agents that can complete tasks specified by dialogue, and eventually, to learn from dialogue interactions.
LGJun 7, 2019
Real or Fake? Learning to Discriminate Machine from Human Generated TextAnton Bakhtin, Sam Gross, Myle Ott et al.
Energy-based models (EBMs), a.k.a. un-normalized models, have had recent successes in continuous spaces. However, they have not been successfully applied to model text sequences. While decreasing the energy at training samples is straightforward, mining (negative) samples where the energy should be increased is difficult. In part, this is because standard gradient-based methods are not readily applicable when the input is high-dimensional and discrete. Here, we side-step this issue by generating negatives using pre-trained auto-regressive language models. The EBM then works in the residual of the language model; and is trained to discriminate real text from text generated by the auto-regressive models. We investigate the generalization ability of residual EBMs, a pre-requisite for using them in other applications. We extensively analyze generalization for the task of classifying whether an input is machine or human generated, a natural task given the training loss and how we mine negatives. Overall, we observe that EBMs can generalize remarkably well to changes in the architecture of the generators producing negatives. However, EBMs exhibit more sensitivity to the training set used by such generators.
CLApr 17, 2019
CraftAssist Instruction Parsing: Semantic Parsing for a Minecraft AssistantYacine Jernite, Kavya Srinet, Jonathan Gray et al.
We propose a large scale semantic parsing dataset focused on instruction-driven communication with an agent in Minecraft. We describe the data collection process which yields additional 35K human generated instructions with their semantic annotations. We report the performance of three baseline models and find that while a dataset of this size helps us train a usable instruction parser, it still poses interesting generalization challenges which we hope will help develop better and more robust models.
CLMar 7, 2019
Learning to Speak and Act in a Fantasy Text Adventure GameJack 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).
LGNov 22, 2018
Learning Goal Embeddings via Self-Play for Hierarchical Reinforcement LearningSainbayar Sukhbaatar, Emily Denton, Arthur Szlam et al.
In hierarchical reinforcement learning a major challenge is determining appropriate low-level policies. We propose an unsupervised learning scheme, based on asymmetric self-play from Sukhbaatar et al. (2018), that automatically learns a good representation of sub-goals in the environment and a low-level policy that can execute them. A high-level policy can then direct the lower one by generating a sequence of continuous sub-goal vectors. We evaluate our model using Mazebase and Mujoco environments, including the challenging AntGather task. Visualizations of the sub-goal embeddings reveal a logical decomposition of tasks within the environment. Quantitatively, our approach obtains compelling performance gains over non-hierarchical approaches.