5.2CLMay 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.
3.9CLMay 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.
Fed-MUnet: Multi-modal Federated Unet for Brain Tumor SegmentationRuojun Zhou, Lisha Qu, Lei Zhang et al.
Deep learning-based techniques have been widely utilized for brain tumor segmentation using both single and multi-modal Magnetic Resonance Imaging (MRI) images. Most current studies focus on centralized training due to the intrinsic challenge of data sharing across clinics. To mitigate privacy concerns, researchers have introduced Federated Learning (FL) methods to brain tumor segmentation tasks. However, currently such methods are focusing on single modal MRI, with limited study on multi-modal MRI. The challenges include complex structure, large-scale parameters, and overfitting issues of the FL based methods using multi-modal MRI. To address the above challenges, we propose a novel multi-modal FL framework for brain tumor segmentation (Fed-MUnet) that is suitable for FL training. We evaluate our approach with the BraTS2022 datasets, which are publicly available. The experimental results demonstrate that our framework achieves FL nature of distributed learning and privacy preserving. For the enhancing tumor, tumor core and whole tumor, the mean of five major metrics were 87.5%, 90.6% and 92.2%, respectively, which were higher than SOTA methods while preserving privacy. In terms of parameters count, quantity of floating-point operations (FLOPs) and inference, Fed-MUnet is Pareto optimal compared with the state-of-the-art segmentation backbone while achieves higher performance and tackles privacy issue. Our codes are open-sourced at https://github.com/Arnold-Jun/Fed-MUnet.
Holistic Automated Red Teaming for Large Language Models through Top-Down Test Case Generation and Multi-turn InteractionJinchuan Zhang, Yan Zhou, Yaxin Liu et al.
Automated red teaming is an effective method for identifying misaligned behaviors in large language models (LLMs). Existing approaches, however, often focus primarily on improving attack success rates while overlooking the need for comprehensive test case coverage. Additionally, most of these methods are limited to single-turn red teaming, failing to capture the multi-turn dynamics of real-world human-machine interactions. To overcome these limitations, we propose HARM (Holistic Automated Red teaMing), which scales up the diversity of test cases using a top-down approach based on an extensible, fine-grained risk taxonomy. Our method also leverages a novel fine-tuning strategy and reinforcement learning techniques to facilitate multi-turn adversarial probing in a human-like manner. Experimental results demonstrate that our framework enables a more systematic understanding of model vulnerabilities and offers more targeted guidance for the alignment process.
18.7SEApr 4, 2024Code
CodeEditorBench: Evaluating Code Editing Capability of Large Language ModelsJiawei Guo, Ziming Li, Xueling Liu et al.
Large Language Models (LLMs) for code are rapidly evolving, with code editing emerging as a critical capability. We introduce CodeEditorBench, an evaluation framework designed to rigorously assess the performance of LLMs in code editing tasks, including debugging, translating, polishing, and requirement switching. Unlike existing benchmarks focusing solely on code generation, CodeEditorBench emphasizes real-world scenarios and practical aspects of software development. We curate diverse coding challenges and scenarios from five sources, covering various programming languages, complexity levels, and editing tasks. Evaluation of 19 LLMs reveals that closed-source models (particularly Gemini-Ultra and GPT-4), outperform open-source models in CodeEditorBench, highlighting differences in model performance based on problem types and prompt sensitivities. CodeEditorBench aims to catalyze advancements in LLMs by providing a robust platform for assessing code editing capabilities. We will release all prompts and datasets to enable the community to expand the dataset and benchmark emerging LLMs. By introducing CodeEditorBench, we contribute to the advancement of LLMs in code editing and provide a valuable resource for researchers and practitioners.
Text2Schema: Filling the Gap in Designing Database Table Structures based on Natural LanguageQin Wang, Youhuan Li, Yansong Feng et al.
People without a database background usually rely on file systems or tools such as Excel for data management, which often lead to redundancy and data inconsistency. Relational databases possess strong data management capabilities, but require a high level of professional expertise from users. Although there are already many works on Text2SQL to automate the translation of natural language into SQL queries for data manipulation, all of them presuppose that the database schema is pre-designed. In practice, schema design itself demands domain expertise, and research on directly generating schemas from textual requirements remains unexplored. In this paper, we systematically define a new problem, called Text2Schema, to convert a natural language text requirement into a relational database schema. With an effective Text2Schema technique, users can effortlessly create database table structures using natural language, and subsequently leverage existing Text2SQL techniques to perform data manipulations, which significantly narrows the gap between non-technical personnel and highly efficient, versatile relational database systems. We propose SchemaAgent, an LLM-based multi-agent framework for Text2Schema. We emulate the workflow of manual schema design by assigning specialized roles to agents and enabling effective collaboration to refine their respective subtasks. We also incorporate dedicated roles for reflection and inspection, along with an innovative error detection and correction mechanism to identify and rectify issues across various phases. Moreover, we build and open source a benchmark containing 381 pairs of requirement description and schema. Experimental results demonstrate the superiority of our approach over comparative work.
4.2CLMay 20, 2024
RNG: Reducing Multi-level Noise and Multi-grained Semantic Gap for Joint Multimodal Aspect-Sentiment AnalysisYaxin Liu, Yan Zhou, Ziming Li et al.
As an important multimodal sentiment analysis task, Joint Multimodal Aspect-Sentiment Analysis (JMASA), aiming to jointly extract aspect terms and their associated sentiment polarities from the given text-image pairs, has gained increasing concerns. Existing works encounter two limitations: (1) multi-level modality noise, i.e., instance- and feature-level noise; and (2) multi-grained semantic gap, i.e., coarse- and fine-grained gap. Both issues may interfere with accurate identification of aspect-sentiment pairs. To address these limitations, we propose a novel framework named RNG for JMASA. Specifically, to simultaneously reduce multi-level modality noise and multi-grained semantic gap, we design three constraints: (1) Global Relevance Constraint (GR-Con) based on text-image similarity for instance-level noise reduction, (2) Information Bottleneck Constraint (IB-Con) based on the Information Bottleneck (IB) principle for feature-level noise reduction, and (3) Semantic Consistency Constraint (SC-Con) based on mutual information maximization in a contrastive learning way for multi-grained semantic gap reduction. Extensive experiments on two datasets validate our new state-of-the-art performance.
24.5ROMar 21, 2025
DyWA: Dynamics-adaptive World Action Model for Generalizable Non-prehensile ManipulationJiangran Lyu, Ziming Li, Xuesong Shi et al.
Nonprehensile manipulation is crucial for handling objects that are too thin, large, or otherwise ungraspable in unstructured environments. While conventional planning-based approaches struggle with complex contact modeling, learning-based methods have recently emerged as a promising alternative. However, existing learning-based approaches face two major limitations: they heavily rely on multi-view cameras and precise pose tracking, and they fail to generalize across varying physical conditions, such as changes in object mass and table friction. To address these challenges, we propose the Dynamics-Adaptive World Action Model (DyWA), a novel framework that enhances action learning by jointly predicting future states while adapting to dynamics variations based on historical trajectories. By unifying the modeling of geometry, state, physics, and robot actions, DyWA enables more robust policy learning under partial observability. Compared to baselines, our method improves the success rate by 31.5% using only single-view point cloud observations in the simulation. Furthermore, DyWA achieves an average success rate of 68% in real-world experiments, demonstrating its ability to generalize across diverse object geometries, adapt to varying table friction, and robustness in challenging scenarios such as half-filled water bottles and slippery surfaces.
12.2CLJun 12, 2024
Making Task-Oriented Dialogue Datasets More Natural by Synthetically Generating Indirect User RequestsAmogh Mannekote, Jinseok Nam, Ziming Li et al.
Indirect User Requests (IURs), such as "It's cold in here" instead of "Could you please increase the temperature?" are common in human-human task-oriented dialogue and require world knowledge and pragmatic reasoning from the listener. While large language models (LLMs) can handle these requests effectively, smaller models deployed on virtual assistants often struggle due to resource constraints. Moreover, existing task-oriented dialogue benchmarks lack sufficient examples of complex discourse phenomena such as indirectness. To address this, we propose a set of linguistic criteria along with an LLM-based pipeline for generating realistic IURs to test natural language understanding (NLU) and dialogue state tracking (DST) models before deployment in a new domain. We also release IndirectRequests, a dataset of IURs based on the Schema Guided Dialog (SGD) corpus, as a comparative testbed for evaluating the performance of smaller models in handling indirect requests.
15.3AIOct 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.
1.2CLMar 1, 2021
DEUS: A Data-driven Approach to Estimate User Satisfaction in Multi-turn DialoguesZiming Li, Dookun Park, Julia Kiseleva et al.
Digital assistants are experiencing rapid growth due to their ability to assist users with day-to-day tasks where most dialogues are happening multi-turn. However, evaluating multi-turn dialogues remains challenging, especially at scale. We suggest a context-sensitive method to estimate the turn-level satisfaction for dialogue considering various types of user preferences. The costs of interactions between users and dialogue systems are formulated using a budget consumption concept. We assume users have an initial interaction budget for a dialogue formed based on the task complexity and that each turn has a cost. When the task is completed, or the budget has been exhausted, users quit the dialogue. We demonstrate our method's effectiveness by extensive experimentation with a simulated dialogue platform and real multi-turn dialogues.
Rethinking Supervised Learning and Reinforcement Learning in Task-Oriented Dialogue SystemsZiming Li, Julia Kiseleva, Maarten de Rijke
Dialogue policy learning for task-oriented dialogue systems has enjoyed great progress recently mostly through employing reinforcement learning methods. However, these approaches have become very sophisticated. It is time to re-evaluate it. Are we really making progress developing dialogue agents only based on reinforcement learning? We demonstrate how (1)~traditional supervised learning together with (2)~a simulator-free adversarial learning method can be used to achieve performance comparable to state-of-the-art RL-based methods. First, we introduce a simple dialogue action decoder to predict the appropriate actions. Then, the traditional multi-label classification solution for dialogue policy learning is extended by adding dense layers to improve the dialogue agent performance. Finally, we employ the Gumbel-Softmax estimator to alternatively train the dialogue agent and the dialogue reward model without using reinforcement learning. Based on our extensive experimentation, we can conclude the proposed methods can achieve more stable and higher performance with fewer efforts, such as the domain knowledge required to design a user simulator and the intractable parameter tuning in reinforcement learning. Our main goal is not to beat reinforcement learning with supervised learning, but to demonstrate the value of rethinking the role of reinforcement learning and supervised learning in optimizing task-oriented dialogue systems.
5.7AIJun 19, 2020
Optimizing Interactive Systems via Data-Driven ObjectivesZiming Li, Julia Kiseleva, Alekh Agarwal et al.
Effective optimization is essential for real-world interactive systems to provide a satisfactory user experience in response to changing user behavior. However, it is often challenging to find an objective to optimize for interactive systems (e.g., policy learning in task-oriented dialog systems). Generally, such objectives are manually crafted and rarely capture complex user needs in an accurate manner. We propose an approach that infers the objective directly from observed user interactions. These inferences can be made regardless of prior knowledge and across different types of user behavior. We introduce Interactive System Optimizer (ISO), a novel algorithm that uses these inferred objectives for optimization. Our main contribution is a new general principled approach to optimizing interactive systems using data-driven objectives. We demonstrate the high effectiveness of ISO over several simulations.
Guided Dialog Policy Learning without Adversarial Learning in the LoopZiming Li, Sungjin Lee, Baolin Peng et al.
Reinforcement Learning (RL) methods have emerged as a popular choice for training an efficient and effective dialogue policy. However, these methods suffer from sparse and unstable reward signals returned by a user simulator only when a dialogue finishes. Besides, the reward signal is manually designed by human experts, which requires domain knowledge. Recently, a number of adversarial learning methods have been proposed to learn the reward function together with the dialogue policy. However, to alternatively update the dialogue policy and the reward model on the fly, we are limited to policy-gradient-based algorithms, such as REINFORCE and PPO. Moreover, the alternating training of a dialogue agent and the reward model can easily get stuck in local optima or result in mode collapse. To overcome the listed issues, we propose to decompose the adversarial training into two steps. First, we train the discriminator with an auxiliary dialogue generator and then incorporate a derived reward model into a common RL method to guide the dialogue policy learning. This approach is applicable to both on-policy and off-policy RL methods. Based on our extensive experimentation, we can conclude the proposed method: (1) achieves a remarkable task success rate using both on-policy and off-policy RL methods; and (2) has the potential to transfer knowledge from existing domains to a new domain.
4.3CLDec 9, 2018
Dialogue Generation: From Imitation Learning to Inverse Reinforcement LearningZiming Li, Julia Kiseleva, Maarten de Rijke
The performance of adversarial dialogue generation models relies on the quality of the reward signal produced by the discriminator. The reward signal from a poor discriminator can be very sparse and unstable, which may lead the generator to fall into a local optimum or to produce nonsense replies. To alleviate the first problem, we first extend a recently proposed adversarial dialogue generation method to an adversarial imitation learning solution. Then, in the framework of adversarial inverse reinforcement learning, we propose a new reward model for dialogue generation that can provide a more accurate and precise reward signal for generator training. We evaluate the performance of the resulting model with automatic metrics and human evaluations in two annotation settings. Our experimental results demonstrate that our model can generate more high-quality responses and achieve higher overall performance than the state-of-the-art.
3.1AIFeb 17, 2018
Learning Data-Driven Objectives to Optimize Interactive SystemsZiming Li, Julia Kiseleva, Alekh Agarwal et al.
Effective optimization is essential for interactive systems to provide a satisfactory user experience. However, it is often challenging to find an objective to optimize for. Generally, such objectives are manually crafted and rarely capture complex user needs in an accurate manner. We propose an approach that infers the objective directly from observed user interactions. These inferences can be made regardless of prior knowledge and across different types of user behavior. We introduce interactive system optimization, a novel algorithm that uses these inferred objectives for optimization. Our main contribution is a new general principled approach to optimizing interactive systems using data-driven objectives. We demonstrate the high effectiveness of interactive system optimization over several simulations.
8.2IRAug 15, 2017
Towards Learning Reward Functions from User InteractionsZiming Li, Julia Kiseleva, Maarten de Rijke et al.
In the physical world, people have dynamic preferences, e.g., the same situation can lead to satisfaction for some humans and to frustration for others. Personalization is called for. The same observation holds for online behavior with interactive systems. It is natural to represent the behavior of users who are engaging with interactive systems such as a search engine or a recommender system, as a sequence of actions where each next action depends on the current situation and the user reward of taking a particular action. By and large, current online evaluation metrics for interactive systems such as search engines or recommender systems, are static and do not reflect differences in user behavior. They rarely capture or model the reward experienced by a user while interacting with an interactive system. We argue that knowing a user's reward function is essential for an interactive system as both for learning and evaluation. We propose to learn users' reward functions directly from observed interaction traces. In particular, we present how users' reward functions can be uncovered directly using inverse reinforcement learning techniques. We also show how to incorporate user features into the learning process. Our main contribution is a novel and dynamic approach to restore a user's reward function. We present an analytic approach to this problem and complement it with initial experiments using the interaction logs of a cultural heritage institution that demonstrate the feasibility of the approach by uncovering different reward functions for different user groups.