Andrew Zhu

CL
h-index8
11papers
906citations
Novelty33%
AI Score42

11 Papers

35.3SESep 11, 2023Code
Kani: A Lightweight and Highly Hackable Framework for Building Language Model Applications

Andrew Zhu, Liam Dugan, Alyssa Hwang et al.

Language model applications are becoming increasingly popular and complex, often including features like tool usage and retrieval augmentation. However, existing frameworks for such applications are often opinionated, deciding for developers how their prompts ought to be formatted and imposing limitations on customizability and reproducibility. To solve this we present Kani: a lightweight, flexible, and model-agnostic open-source framework for building language model applications. Kani helps developers implement a variety of complex features by supporting the core building blocks of chat interaction: model interfacing, chat management, and robust function calling. All Kani core functions are easily overridable and well documented to empower developers to customize functionality for their own needs. Kani thus serves as a useful tool for researchers, hobbyists, and industry professionals alike to accelerate their development while retaining interoperability and fine-grained control.

7.8CLAug 15, 2023
CALYPSO: LLMs as Dungeon Masters' Assistants

Andrew Zhu, Lara J. Martin, Andrew Head et al.

The role of a Dungeon Master, or DM, in the game Dungeons & Dragons is to perform multiple tasks simultaneously. The DM must digest information about the game setting and monsters, synthesize scenes to present to other players, and respond to the players' interactions with the scene. Doing all of these tasks while maintaining consistency within the narrative and story world is no small feat of human cognition, making the task tiring and unapproachable to new players. Large language models (LLMs) like GPT-3 and ChatGPT have shown remarkable abilities to generate coherent natural language text. In this paper, we conduct a formative evaluation with DMs to establish the use cases of LLMs in D&D and tabletop gaming generally. We introduce CALYPSO, a system of LLM-powered interfaces that support DMs with information and inspiration specific to their own scenario. CALYPSO distills game context into bite-sized prose and helps brainstorm ideas without distracting the DM from the game. When given access to CALYPSO, DMs reported that it generated high-fidelity text suitable for direct presentation to players, and low-fidelity ideas that the DM could develop further while maintaining their creative agency. We see CALYPSO as exemplifying a paradigm of AI-augmented tools that provide synchronous creative assistance within established game worlds, and tabletop gaming more broadly.

22.4CLDec 20, 2022
I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons

Pei Zhou, Andrew Zhu, Jennifer Hu et al.

We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players -- students, each with their own personas and abilities -- to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM's intent to guide players toward a given goal; (2) the DM's guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players' reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM's intent than a vanilla natural language generation (NLG) approach.

14.4CLAug 5, 2024Code
ReDel: A Toolkit for LLM-Powered Recursive Multi-Agent Systems

Andrew Zhu, Liam Dugan, Chris Callison-Burch

Recently, there has been increasing interest in using Large Language Models (LLMs) to construct complex multi-agent systems to perform tasks such as compiling literature reviews, drafting consumer reports, and planning vacations. Many tools and libraries exist for helping create such systems, however none support recursive multi-agent systems -- where the models themselves flexibly decide when to delegate tasks and how to organize their delegation structure. In this work, we introduce ReDel: a toolkit for recursive multi-agent systems that supports custom tool-use, delegation schemes, event-based logging, and interactive replay in an easy-to-use web interface. We show that, using ReDel, we are able to easily identify potential areas of improvements through the visualization and debugging tools. Our code, documentation, and PyPI package are open-source and free to use under the MIT license at https://github.com/zhudotexe/redel.

28.8CLMay 13, 2024Code
RAID: A Shared Benchmark for Robust Evaluation of Machine-Generated Text Detectors

Liam Dugan, Alyssa Hwang, Filip Trhlik et al.

Many commercial and open-source models claim to detect machine-generated text with extremely high accuracy (99% or more). However, very few of these detectors are evaluated on shared benchmark datasets and even when they are, the datasets used for evaluation are insufficiently challenging-lacking variations in sampling strategy, adversarial attacks, and open-source generative models. In this work we present RAID: the largest and most challenging benchmark dataset for machine-generated text detection. RAID includes over 6 million generations spanning 11 models, 8 domains, 11 adversarial attacks and 4 decoding strategies. Using RAID, we evaluate the out-of-domain and adversarial robustness of 8 open- and 4 closed-source detectors and find that current detectors are easily fooled by adversarial attacks, variations in sampling strategies, repetition penalties, and unseen generative models. We release our data along with a leaderboard to encourage future research.

4.8CLSep 11, 2024
You Have Thirteen Hours in Which to Solve the Labyrinth: Enhancing AI Game Masters with Function Calling

Jaewoo Song, Andrew Zhu, Chris Callison-Burch

Developing a consistent and reliable AI game master for text-based games is a challenging task due to the limitations of large language models (LLMs) and the complexity of the game master's role. This paper presents a novel approach to enhance AI game masters by leveraging function calling in the context of the table-top role-playing game "Jim Henson's Labyrinth: The Adventure Game." Our methodology involves integrating game-specific controls through functions, which we show improves the narrative quality and state update consistency of the AI game master. The experimental results, based on human evaluations and unit tests, demonstrate the effectiveness of our approach in enhancing gameplay experience and maintaining coherence with the game state. This work contributes to the advancement of game AI and interactive storytelling, offering insights into the design of more engaging and consistent AI-driven game masters.

19.6CLFeb 21, 2024Code
FanOutQA: A Multi-Hop, Multi-Document Question Answering Benchmark for Large Language Models

Andrew Zhu, Alyssa Hwang, Liam Dugan et al.

One type of question that is commonly found in day-to-day scenarios is ``fan-out'' questions, complex multi-hop, multi-document reasoning questions that require finding information about a large number of entities. However, there exist few resources to evaluate this type of question-answering capability among large language models. To evaluate complex reasoning in LLMs more fully, we present FanOutQA, a high-quality dataset of fan-out question-answer pairs and human-annotated decompositions with English Wikipedia as the knowledge base. We formulate three benchmark settings across our dataset and benchmark 7 LLMs, including GPT-4, LLaMA 2, Claude-2.1, and Mixtral-8x7B, finding that contemporary models still have room to improve reasoning over inter-document dependencies in a long context. We provide our dataset and open-source tools to run models to encourage evaluation at https://fanoutqa.com

12.0CLJan 15, 2025Code
GenAI Content Detection Task 3: Cross-Domain Machine-Generated Text Detection Challenge

Liam Dugan, Andrew Zhu, Firoj Alam et al.

Recently there have been many shared tasks targeting the detection of generated text from Large Language Models (LLMs). However, these shared tasks tend to focus either on cases where text is limited to one particular domain or cases where text can be from many domains, some of which may not be seen during test time. In this shared task, using the newly released RAID benchmark, we aim to answer whether or not models can detect generated text from a large, yet fixed, number of domains and LLMs, all of which are seen during training. Over the course of three months, our task was attempted by 9 teams with 23 detector submissions. We find that multiple participants were able to obtain accuracies of over 99% on machine-generated text from RAID while maintaining a 5% False Positive Rate -- suggesting that detectors are able to robustly detect text from many domains and models simultaneously. We discuss potential interpretations of this result and provide directions for future research.

4.9CLSep 19, 2025
Overhearing LLM Agents: A Survey, Taxonomy, and Roadmap

Andrew Zhu, Chris Callison-Burch

Imagine AI assistants that enhance conversations without interrupting them: quietly providing relevant information during a medical consultation, seamlessly preparing materials as teachers discuss lesson plans, or unobtrusively scheduling meetings as colleagues debate calendars. While modern conversational LLM agents directly assist human users with tasks through a chat interface, we study this alternative paradigm for interacting with LLM agents, which we call "overhearing agents." Rather than demanding the user's attention, overhearing agents continuously monitor ambient activity and intervene only when they can provide contextual assistance. In this paper, we present the first analysis of overhearing LLM agents as a distinct paradigm in human-AI interaction and establish a taxonomy of overhearing agent interactions and tasks grounded in a survey of works on prior LLM-powered agents and exploratory HCI studies. Based on this taxonomy, we create a list of best practices for researchers and developers building overhearing agent systems. Finally, we outline the remaining research gaps and reveal opportunities for future research in the overhearing paradigm.

26.9CLMay 2, 2023Code
FIREBALL: A Dataset of Dungeons and Dragons Actual-Play with Structured Game State Information

Andrew Zhu, Karmanya Aggarwal, Alexander Feng et al.

Dungeons & Dragons (D&D) is a tabletop roleplaying game with complex natural language interactions between players and hidden state information. Recent work has shown that large language models (LLMs) that have access to state information can generate higher quality game turns than LLMs that use dialog history alone. However, previous work used game state information that was heuristically created and was not a true gold standard game state. We present FIREBALL, a large dataset containing nearly 25,000 unique sessions from real D&D gameplay on Discord with true game state info. We recorded game play sessions of players who used the Avrae bot, which was developed to aid people in playing D&D online, capturing language, game commands and underlying game state information. We demonstrate that FIREBALL can improve natural language generation (NLG) by using Avrae state information, improving both automated metrics and human judgments of quality. Additionally, we show that LLMs can generate executable Avrae commands, particularly after finetuning.

6.5LGJan 19, 2021
DuelGAN: A Duel Between Two Discriminators Stabilizes the GAN Training

Jiaheng Wei, Minghao Liu, Jiahao Luo et al.

In this paper, we introduce DuelGAN, a generative adversarial network (GAN) solution to improve the stability of the generated samples and to mitigate mode collapse. Built upon the Vanilla GAN's two-player game between the discriminator $D_1$ and the generator $G$, we introduce a peer discriminator $D_2$ to the min-max game. Similar to previous work using two discriminators, the first role of both $D_1$, $D_2$ is to distinguish between generated samples and real ones, while the generator tries to generate high-quality samples which are able to fool both discriminators. Different from existing methods, we introduce another game between $D_1$ and $D_2$ to discourage their agreement and therefore increase the level of diversity of the generated samples. This property alleviates the issue of early mode collapse by preventing $D_1$ and $D_2$ from converging too fast. We provide theoretical analysis for the equilibrium of the min-max game formed among $G, D_1, D_2$. We offer convergence behavior of DuelGAN as well as stability of the min-max game. It's worth mentioning that DuelGAN operates in the unsupervised setting, and the duel between $D_1$ and $D_2$ does not need any label supervision. Experiments results on a synthetic dataset and on real-world image datasets (MNIST, Fashion MNIST, CIFAR-10, STL-10, CelebA, VGG, and FFHQ) demonstrate that DuelGAN outperforms competitive baseline work in generating diverse and high-quality samples, while only introduces negligible computation cost.