Guy Davidson

h-index4
2papers
104citations

2 Papers

15.5CLMay 17, 2025
Do different prompting methods yield a common task representation in language models?

Guy Davidson, Todd M. Gureckis, Brenden M. Lake et al.

Demonstrations and instructions are two primary approaches for prompting language models to perform in-context learning (ICL) tasks. Do identical tasks elicited in different ways result in similar representations of the task? An improved understanding of task representation mechanisms would offer interpretability insights and may aid in steering models. We study this through \textit{function vectors} (FVs), recently proposed as a mechanism to extract few-shot ICL task representations. We generalize FVs to alternative task presentations, focusing on short textual instruction prompts, and successfully extract instruction function vectors that promote zero-shot task accuracy. We find evidence that demonstration- and instruction-based function vectors leverage different model components, and offer several controls to dissociate their contributions to task performance. Our results suggest that different task promptings forms do not induce a common task representation through FVs but elicit different, partly overlapping mechanisms. Our findings offer principled support to the practice of combining instructions and task demonstrations, imply challenges in universally monitoring task inference across presentation forms, and encourage further examinations of LLM task inference mechanisms.

5.8AIFeb 5, 2024
Toward Human-AI Alignment in Large-Scale Multi-Player Games

Sugandha Sharma, Guy Davidson, Khimya Khetarpal et al.

Achieving human-AI alignment in complex multi-agent games is crucial for creating trustworthy AI agents that enhance gameplay. We propose a method to evaluate this alignment using an interpretable task-sets framework, focusing on high-level behavioral tasks instead of low-level policies. Our approach has three components. First, we analyze extensive human gameplay data from Xbox's Bleeding Edge (100K+ games), uncovering behavioral patterns in a complex task space. This task space serves as a basis set for a behavior manifold capturing interpretable axes: fight-flight, explore-exploit, and solo-multi-agent. Second, we train an AI agent to play Bleeding Edge using a Generative Pretrained Causal Transformer and measure its behavior. Third, we project human and AI gameplay to the proposed behavior manifold to compare and contrast. This allows us to interpret differences in policy as higher-level behavioral concepts, e.g., we find that while human players exhibit variability in fight-flight and explore-exploit behavior, AI players tend towards uniformity. Furthermore, AI agents predominantly engage in solo play, while humans often engage in cooperative and competitive multi-agent patterns. These stark differences underscore the need for interpretable evaluation, design, and integration of AI in human-aligned applications. Our study advances the alignment discussion in AI and especially generative AI research, offering a measurable framework for interpretable human-agent alignment in multiplayer gaming.