Large Language Models (LLMs) perform well on basic programming problems. However, they encounter challenges when dealing with complex tasks involving the use of diverse algorithmic and data structure skills, particularly programming competition-level problems. Notably, ChatGPT exhibits proficient performance on problems it has encountered during its pre-training phase, but this performance deteriorates when faced with novel problems. Consequently, enhancing the ability of LLMs to address unfamiliar problems has emerged as a pivotal research focus. The problem-solving process of LLMs mirrors human programmers' approach to a certain extent. When confronted with new programming tasks, human programmers engage in task planning and code writing with the previously acquired knowledge about algorithms and data structures. Despite having learned such knowledge, LLMs struggle to effectively apply it when faced with specific new problems. To address this issue, we constructed a novel dataset, CodeF, which contains a portion of programming problems that ChatGPT has not previously encountered. Furthermore, we developed a Knowledge Library tailored for Python programming contest problems and introduced the concept of Knowledge-Aware Code Generation (KareCoder). KareCoder bolsters the models' understanding and problem-solving capabilities by integrating prompt and knowledge from the library into the LLMs' code generation reasoning process, especially on Pass@1 metrics. Upon testing on the CodeF and APPS datasets, KareCoder demonstrated outstanding performance in handling novel problems previously unencountered by LLMs. In contrast with the code directly generated by ChatGPT, KareCoder achieved a relative improvement of 23.3% on the Pass@1 metric on the CodeF post2021-9 dataset. Additionally, it performs well compared to other methods when dealing with problems that LLMs have previously encountered.
Argument Structure Constructions (ASCs) are one of the most well-studied construction groups, providing a unique opportunity to demonstrate the usefulness of Construction Grammar (CxG). For example, the caused-motion construction (CMC, ``She sneezed the foam off her cappuccino'') demonstrates that constructions must carry meaning, otherwise the fact that ``sneeze'' in this context causes movement cannot be explained. We form the hypothesis that this remains challenging even for state-of-the-art Large Language Models (LLMs), for which we devise a test based on substituting the verb with a prototypical motion verb. To be able to perform this test at statistically significant scale, in the absence of adequate CxG corpora, we develop a novel pipeline of NLP-assisted collection of linguistically annotated text. We show how dependency parsing and GPT-3.5 can be used to significantly reduce annotation cost and thus enable the annotation of rare phenomena at scale. We then evaluate GPT, Gemini, Llama2 and Mistral models for their understanding of the CMC using the newly collected corpus. We find that all models struggle with understanding the motion component that the CMC adds to a sentence.
Imitation Learning (IL) is one of the most widely used methods in machine learning. Yet, many works find it is often unable to fully recover the underlying expert behavior, even in constrained environments like single-agent games. However, none of these works deeply investigate the role of scaling up the model and data size. Inspired by recent work in Natural Language Processing (NLP) where "scaling up" has resulted in increasingly more capable LLMs, we investigate whether carefully scaling up model and data size can bring similar improvements in the imitation learning setting for single-agent games. We first demonstrate our findings on a variety of Atari games, and thereafter focus on the extremely challenging game of NetHack. In all games, we find that IL loss and mean return scale smoothly with the compute budget (FLOPs) and are strongly correlated, resulting in power laws for training compute-optimal IL agents. Finally, we forecast and train several NetHack agents with IL and find they outperform prior state-of-the-art by 1.5x in all settings. Our work both demonstrates the scaling behavior of imitation learning in a variety of single-agent games, as well as the viability of scaling up current approaches for increasingly capable agents in NetHack, a game that remains elusively hard for current AI systems.
Code Large Language Models (CodeLLMs) have demonstrated impressive proficiency in code completion tasks. However, they often fall short of fully understanding the extensive context of a project repository, such as the intricacies of relevant files and class hierarchies, which can result in less precise completions. To overcome these limitations, we present RepoHyper, a multifaceted framework designed to address the complex challenges associated with repository-level code completion. Central to RepoHyper is the Repo-level Semantic Graph (RSG), a novel semantic graph structure that encapsulates the vast context of code repositories. Furthermore, RepoHyper leverages Expand and Refine retrieval method, including a graph expansion and a link prediction algorithm applied to the RSG, enabling the effective retrieval and prioritization of relevant code snippets. Our evaluations show that RepoHyper markedly outperforms existing techniques in repository-level code completion, showcasing enhanced accuracy across various datasets when compared to several strong baselines.
Reinforcement learning with human feedback (RLHF) is an emerging paradigm to align models with human preferences. Typically, RLHF aggregates preferences from multiple individuals who have diverse viewpoints that may conflict with each other. Our work \textit{initiates} the theoretical study of multi-party RLHF that explicitly models the diverse preferences of multiple individuals. We show how traditional RLHF approaches can fail since learning a single reward function cannot capture and balance the preferences of multiple individuals. To overcome such limitations, we incorporate meta-learning to learn multiple preferences and adopt different social welfare functions to aggregate the preferences across multiple parties. We focus on the offline learning setting and establish sample complexity bounds, along with efficiency and fairness guarantees, for optimizing diverse social welfare functions such as Nash, Utilitarian, and Leximin welfare functions. Our results show a separation between the sample complexities of multi-party RLHF and traditional single-party RLHF. Furthermore, we consider a reward-free setting, where each individual's preference is no longer consistent with a reward model, and give pessimistic variants of the von Neumann Winner based on offline preference data. Taken together, our work showcases the advantage of multi-party RLHF but also highlights its more demanding statistical complexity.
Recent artificial intelligence (AI) systems have reached milestones in "grand challenges" ranging from Go to protein-folding. The capability to retrieve medical knowledge, reason over it, and answer medical questions comparably to physicians has long been viewed as one such grand challenge. Large language models (LLMs) have catalyzed significant progress in medical question answering; Med-PaLM was the first model to exceed a "passing" score in US Medical Licensing Examination (USMLE) style questions with a score of 67.2% on the MedQA dataset. However, this and other prior work suggested significant room for improvement, especially when models' answers were compared to clinicians' answers. Here we present Med-PaLM 2, which bridges these gaps by leveraging a combination of base LLM improvements (PaLM 2), medical domain finetuning, and prompting strategies including a novel ensemble refinement approach. Med-PaLM 2 scored up to 86.5% on the MedQA dataset, improving upon Med-PaLM by over 19% and setting a new state-of-the-art. We also observed performance approaching or exceeding state-of-the-art across MedMCQA, PubMedQA, and MMLU clinical topics datasets. We performed detailed human evaluations on long-form questions along multiple axes relevant to clinical applications. In pairwise comparative ranking of 1066 consumer medical questions, physicians preferred Med-PaLM 2 answers to those produced by physicians on eight of nine axes pertaining to clinical utility (p < 0.001). We also observed significant improvements compared to Med-PaLM on every evaluation axis (p < 0.001) on newly introduced datasets of 240 long-form "adversarial" questions to probe LLM limitations. While further studies are necessary to validate the efficacy of these models in real-world settings, these results highlight rapid progress towards physician-level performance in medical question answering.
Graph Neural Networks (GNNs) have proven to be useful for many different practical applications. However, many existing GNN models have implicitly assumed homophily among the nodes connected in the graph, and therefore have largely overlooked the important setting of heterophily, where most connected nodes are from different classes. In this work, we propose a novel framework called CPGNN that generalizes GNNs for graphs with either homophily or heterophily. The proposed framework incorporates an interpretable compatibility matrix for modeling the heterophily or homophily level in the graph, which can be learned in an end-to-end fashion, enabling it to go beyond the assumption of strong homophily. Theoretically, we show that replacing the compatibility matrix in our framework with the identity (which represents pure homophily) reduces to GCN. Our extensive experiments demonstrate the effectiveness of our approach in more realistic and challenging experimental settings with significantly less training data compared to previous works: CPGNN variants achieve state-of-the-art results in heterophily settings with or without contextual node features, while maintaining comparable performance in homophily settings.
Few-shot Knowledge Graph (KG) completion is a focus of current research, where each task aims at querying unseen facts of a relation given its few-shot reference entity pairs. Recent attempts solve this problem by learning static representations of entities and references, ignoring their dynamic properties, i.e., entities may exhibit diverse roles within task relations, and references may make different contributions to queries. This work proposes an adaptive attentional network for few-shot KG completion by learning adaptive entity and reference representations. Specifically, entities are modeled by an adaptive neighbor encoder to discern their task-oriented roles, while references are modeled by an adaptive query-aware aggregator to differentiate their contributions. Through the attention mechanism, both entities and references can capture their fine-grained semantic meanings, and thus render more expressive representations. This will be more predictive for knowledge acquisition in the few-shot scenario. Evaluation in link prediction on two public datasets shows that our approach achieves new state-of-the-art results with different few-shot sizes.
Video captioning is a challenging task that requires a deep understanding of visual scenes. State-of-the-art methods generate captions using either scene-level or object-level information but without explicitly modeling object interactions. Thus, they often fail to make visually grounded predictions, and are sensitive to spurious correlations. In this paper, we propose a novel spatio-temporal graph model for video captioning that exploits object interactions in space and time. Our model builds interpretable links and is able to provide explicit visual grounding. To avoid unstable performance caused by the variable number of objects, we further propose an object-aware knowledge distillation mechanism, in which local object information is used to regularize global scene features. We demonstrate the efficacy of our approach through extensive experiments on two benchmarks, showing our approach yields competitive performance with interpretable predictions.
Aspect level sentiment classification aims to identify the sentiment expressed towards an aspect given a context sentence. Previous neural network based methods largely ignore the syntax structure in one sentence. In this paper, we propose a novel target-dependent graph attention network (TD-GAT) for aspect level sentiment classification, which explicitly utilizes the dependency relationship among words. Using the dependency graph, it propagates sentiment features directly from the syntactic context of an aspect target. In our experiments, we show our method outperforms multiple baselines with GloVe embeddings. We also demonstrate that using BERT representations further substantially boosts the performance.
While existing machine learning models have achieved great success for sentiment classification, they typically do not explicitly capture sentiment-oriented word interaction, which can lead to poor results for fine-grained analysis at the snippet level (a phrase or sentence). Factorization Machine provides a possible approach to learning element-wise interaction for recommender systems, but they are not directly applicable to our task due to the inability to model contexts and word sequences. In this work, we develop two Position-aware Factorization Machines which consider word interaction, context and position information. Such information is jointly encoded in a set of sentiment-oriented word interaction vectors. Compared to traditional word embeddings, SWI vectors explicitly capture sentiment-oriented word interaction and simplify the parameter learning. Experimental results show that while they have comparable performance with state-of-the-art methods for document-level classification, they benefit the snippet/sentence-level sentiment analysis.