Weijia Xu

CL
h-index9
9papers
411citations
Novelty48%
AI Score41

9 Papers

28.0CLJan 18, 2023Code
Understanding and Detecting Hallucinations in Neural Machine Translation via Model Introspection

Weijia Xu, Sweta Agrawal, Eleftheria Briakou et al.

Neural sequence generation models are known to "hallucinate", by producing outputs that are unrelated to the source text. These hallucinations are potentially harmful, yet it remains unclear in what conditions they arise and how to mitigate their impact. In this work, we first identify internal model symptoms of hallucinations by analyzing the relative token contributions to the generation in contrastive hallucinated vs. non-hallucinated outputs generated via source perturbations. We then show that these symptoms are reliable indicators of natural hallucinations, by using them to design a lightweight hallucination detector which outperforms both model-free baselines and strong classifiers based on quality estimation or large pre-trained models on manually annotated English-Chinese and German-English translation test beds.

7.2CLJul 3, 2024
Collaborative Quest Completion with LLM-driven Non-Player Characters in Minecraft

Sudha Rao, Weijia Xu, Michael Xu et al.

The use of generative AI in video game development is on the rise, and as the conversational and other capabilities of large language models continue to improve, we expect LLM-driven non-player characters (NPCs) to become widely deployed. In this paper, we seek to understand how human players collaborate with LLM-driven NPCs to accomplish in-game goals. We design a minigame within Minecraft where a player works with two GPT4-driven NPCs to complete a quest. We perform a user study in which 28 Minecraft players play this minigame and share their feedback. On analyzing the game logs and recordings, we find that several patterns of collaborative behavior emerge from the NPCs and the human players. We also report on the current limitations of language-only models that do not have rich game-state or visual understanding. We believe that this preliminary study and analysis will inform future game developers on how to better exploit these rapidly improving generative AI models for collaborative roles in games.

2.9CLNov 15, 2023
GENEVA: GENErating and Visualizing branching narratives using LLMs

Jorge Leandro, Sudha Rao, Michael Xu et al.

Dialogue-based Role Playing Games (RPGs) require powerful storytelling. The narratives of these may take years to write and typically involve a large creative team. In this work, we demonstrate the potential of large generative text models to assist this process. \textbf{GENEVA}, a prototype tool, generates a rich narrative graph with branching and reconverging storylines that match a high-level narrative description and constraints provided by the designer. A large language model (LLM), GPT-4, is used to generate the branching narrative and to render it in a graph format in a two-step process. We illustrate the use of GENEVA in generating new branching narratives for four well-known stories under different contextual constraints. This tool has the potential to assist in game development, simulations, and other applications with game-like properties.

2.7LGFeb 23
Learning to Solve Complex Problems via Dataset Decomposition

Wanru Zhao, Lucas Caccia, Zhengyan Shi et al.

Curriculum learning is a class of training strategies that organizes the data being exposed to a model by difficulty, gradually from simpler to more complex examples. This research explores a reverse curriculum generation approach that recursively decomposes complex datasets into simpler, more learnable components. We propose a teacher-student framework where the teacher is equipped with the ability to reason step-by-step, which is used to recursively generate easier versions of examples, enabling the student model to progressively master difficult tasks. We propose a novel scoring system to measure data difficulty based on its structural complexity and conceptual depth, allowing curriculum construction over decomposed data. Experiments on math datasets (MATH and AIME) and code generation datasets demonstrate that models trained with curricula generated by our approach exhibit superior performance compared to standard training on original datasets.

9.6CLApr 25, 2024
Player-Driven Emergence in LLM-Driven Game Narrative

Xiangyu Peng, Jessica Quaye, Sudha Rao et al.

We explore how interaction with large language models (LLMs) can give rise to emergent behaviors, empowering players to participate in the evolution of game narratives. Our testbed is a text-adventure game in which players attempt to solve a mystery under a fixed narrative premise, but can freely interact with non-player characters generated by GPT-4, a large language model. We recruit 28 gamers to play the game and use GPT-4 to automatically convert the game logs into a node-graph representing the narrative in the player's gameplay. We find that through their interactions with the non-deterministic behavior of the LLM, players are able to discover interesting new emergent nodes that were not a part of the original narrative but have potential for being fun and engaging. Players that created the most emergent nodes tended to be those that often enjoy games that facilitate discovery, exploration and experimentation.

26.0CLDec 31, 2024
Echoes in AI: Quantifying lack of plot diversity in LLM outputs

Weijia Xu, Nebojsa Jojic, Sudha Rao et al.

With rapid advances in large language models (LLMs), there has been an increasing application of LLMs in creative content ideation and generation. A critical question emerges: can current LLMs provide ideas that are diverse enough to truly bolster collective creativity? We examine two state-of-the-art LLMs, GPT-4 and LLaMA-3, on story generation and discover that LLM-generated stories often consist of plot elements that are echoed across a number of generations. To quantify this phenomenon, we introduce the Sui Generis score, an automatic metric that measures the uniqueness of a plot element among alternative storylines generated using the same prompt under an LLM. Evaluating on 100 short stories, we find that LLM-generated stories often contain combinations of idiosyncratic plot elements echoed frequently across generations and across different LLMs, while plots from the original human-written stories are rarely recreated or even echoed in pieces. Moreover, our human evaluation shows that the ranking of Sui Generis scores among story segments correlates moderately with human judgment of surprise level, even though score computation is completely automatic without relying on human judgment.

5.5CLNov 5, 2024Code
Game Plot Design with an LLM-powered Assistant: An Empirical Study with Game Designers

Seyed Hossein Alavi, Weijia Xu, Nebojsa Jojic et al.

We introduce GamePlot, an LLM-powered assistant that supports game designers in crafting immersive narratives for turn-based games, and allows them to test these games through a collaborative game play and refine the plot throughout the process. Our user study with 14 game designers shows high levels of both satisfaction with the generated game plots and sense of ownership over the narratives, but also reconfirms that LLM are limited in their ability to generate complex and truly innovative content. We also show that diverse user populations have different expectations from AI assistants, and encourage researchers to study how tailoring assistants to diverse user groups could potentially lead to increased job satisfaction and greater creativity and innovation over time.

25.5LGMay 17, 2023
Reprompting: Automated Chain-of-Thought Prompt Inference Through Gibbs Sampling

Weijia Xu, Andrzej Banburski-Fahey, Nebojsa Jojic

We introduce Reprompting, an iterative sampling algorithm that automatically learns the Chain-of-Thought (CoT) recipes for a given task without human intervention. Through Gibbs sampling, Reprompting infers the CoT recipes that work consistently well for a set of training samples by iteratively sampling new recipes using previously sampled recipes as parent prompts to solve other training problems. We conduct extensive experiments on 20 challenging reasoning tasks. Results show that Reprompting outperforms human-written CoT prompts substantially by +9.4 points on average. It also achieves consistently better performance than the state-of-the-art prompt optimization and decoding algorithms.

3.7HCDec 31, 2021
BatchLens: A Visualization Approach for Analyzing Batch Jobs in Cloud Systems

Shaolun Ruan, Yong Wang, Hailong Jiang et al.

Cloud systems are becoming increasingly powerful and complex. It is highly challenging to identify anomalous execution behaviors and pinpoint problems by examining the overwhelming intermediate results/states in complex application workflows. Domain scientists urgently need a friendly and functional interface to understand the quality of the computing services and the performance of their applications in real time. To meet these needs, we explore data generated by job schedulers and investigate general performance metrics (e.g., utilization of CPU, memory and disk I/O). Specifically, we propose an interactive visual analytics approach, BatchLens, to provide both providers and users of cloud service with an intuitive and effective way to explore the status of system batch jobs and help them conduct root-cause analysis of anomalous behaviors in batch jobs. We demonstrate the effectiveness of BatchLens through a case study on the public Alibaba bench workload trace datasets.