99.0LGApr 9
Multimodal Latent Reasoning via Predictive EmbeddingsAshutosh Adhikari, Mirella Lapata
Tool-augmented multimodal reasoning enables visual language models (VLMs) to improve perception by interacting with external tools (e.g., cropping, depth estimation). However, such approaches incur substantial inference overhead, require specialized supervision, and are prone to erroneous tool calls. We propose Pearl (Predictive Embedding Alignment for Reasoning in Latent space), a JEPA-inspired framework that learns from expert tool-use trajectories entirely in the latent space, eliminating the need for explicit tool invocation at inference time. Unlike reconstruction-based latent reasoning methods, which autoregressively generate latent tokens and suffer from training-inference mismatch and limited support for multi-step tool use, Pearl directly learns predictive embeddings from multimodal trajectories while preserving the standard vision-language generation pipeline: it is model-agnostic, simple to train, and naturally supports trajectories with multiple tool calls. Experiments across multiple perception benchmarks show that Pearl matches or outperforms standard supervised fine-tuning and reconstruction-based latent reasoning approaches. Furthermore, we provide empirical evidence that reconstruction-based methods primarily learn embeddings rather than image edits in latent space, motivating predictive embedding learning as a more principled alternative.
CLOct 29, 2024
MCPDial: A Minecraft Persona-driven Dialogue DatasetSeyed Hossein Alavi, Sudha Rao, Ashutosh Adhikari et al.
We propose a novel approach that uses large language models (LLMs) to generate persona-driven conversations between Players and Non-Player Characters (NPC) in games. Showcasing the application of our methodology, we introduce the Minecraft Persona-driven Dialogue dataset (MCPDial). Starting with a small seed of expert-written conversations, we employ our method to generate hundreds of additional conversations. Each conversation in the dataset includes rich character descriptions of the player and NPC. The conversations are long, allowing for in-depth and extensive interactions between the player and NPC. MCPDial extends beyond basic conversations by incorporating canonical function calls (e.g. "Call find a resource on iron ore") between the utterances. Finally, we conduct a qualitative analysis of the dataset to assess its quality and characteristics.
AIMay 20, 2025
Debating for Better Reasoning: An Unsupervised Multimodal ApproachAshutosh Adhikari, Mirella Lapata
As Large Language Models (LLMs) gain expertise across diverse domains and modalities, scalable oversight becomes increasingly challenging, particularly when their capabilities may surpass human evaluators. Debate has emerged as a promising mechanism for enabling such oversight. In this work, we extend the debate paradigm to a multimodal setting, exploring its potential for weaker models to supervise and enhance the performance of stronger models. We focus on visual question answering (VQA), where two "sighted" expert vision-language models debate an answer, while a "blind" (text-only) judge adjudicates based solely on the quality of the arguments. In our framework, the experts defend only answers aligned with their beliefs, thereby obviating the need for explicit role-playing and concentrating the debate on instances of expert disagreement. Experiments on several multimodal tasks demonstrate that the debate framework consistently outperforms individual expert models. Moreover, judgments from weaker LLMs can help instill reasoning capabilities in vision-language models through finetuning.
CLFeb 21, 2020
Learning Dynamic Belief Graphs to Generalize on Text-Based GamesAshutosh Adhikari, Xingdi Yuan, Marc-Alexandre Côté et al.
Playing text-based games requires skills in processing natural language and sequential decision making. Achieving human-level performance on text-based games remains an open challenge, and prior research has largely relied on hand-crafted structured representations and heuristics. In this work, we investigate how an agent can plan and generalize in text-based games using graph-structured representations learned end-to-end from raw text. We propose a novel graph-aided transformer agent (GATA) that infers and updates latent belief graphs during planning to enable effective action selection by capturing the underlying game dynamics. GATA is trained using a combination of reinforcement and self-supervised learning. Our work demonstrates that the learned graph-based representations help agents converge to better policies than their text-only counterparts and facilitate effective generalization across game configurations. Experiments on 500+ unique games from the TextWorld suite show that our best agent outperforms text-based baselines by an average of 24.2%.
CLApr 17, 2019
DocBERT: BERT for Document ClassificationAshutosh Adhikari, Achyudh Ram, Raphael Tang et al.
We present, to our knowledge, the first application of BERT to document classification. A few characteristics of the task might lead one to think that BERT is not the most appropriate model: syntactic structures matter less for content categories, documents can often be longer than typical BERT input, and documents often have multiple labels. Nevertheless, we show that a straightforward classification model using BERT is able to achieve the state of the art across four popular datasets. To address the computational expense associated with BERT inference, we distill knowledge from BERT-large to small bidirectional LSTMs, reaching BERT-base parity on multiple datasets using 30x fewer parameters. The primary contribution of our paper is improved baselines that can provide the foundation for future work.
LGNov 7, 2018
FLOPs as a Direct Optimization Objective for Learning Sparse Neural NetworksRaphael Tang, Ashutosh Adhikari, Jimmy Lin
There exists a plethora of techniques for inducing structured sparsity in parametric models during the optimization process, with the final goal of resource-efficient inference. However, few methods target a specific number of floating-point operations (FLOPs) as part of the optimization objective, despite many reporting FLOPs as part of the results. Furthermore, a one-size-fits-all approach ignores realistic system constraints, which differ significantly between, say, a GPU and a mobile phone -- FLOPs on the former incur less latency than on the latter; thus, it is important for practitioners to be able to specify a target number of FLOPs during model compression. In this work, we extend a state-of-the-art technique to directly incorporate FLOPs as part of the optimization objective and show that, given a desired FLOPs requirement, different neural networks can be successfully trained for image classification.