As Large Language Models (LLMs) are predictive models building their response based on the words in the prompts, there is a risk that small talk and irrelevant information may alter the response and the suggestion given. Therefore, this study aims to investigate the impact of medical data mixed with small talk on the accuracy of medical advice provided by ChatGPT. USMLE step 3 questions were used as a model for relevant medical data. We use both multiple choice and open ended questions. We gathered small talk sentences from human participants using the Mechanical Turk platform. Both sets of USLME questions were arranged in a pattern where each sentence from the original questions was followed by a small talk sentence. ChatGPT 3.5 and 4 were asked to answer both sets of questions with and without the small talk sentences. A board-certified physician analyzed the answers by ChatGPT and compared them to the formal correct answer. The analysis results demonstrate that the ability of ChatGPT-3.5 to answer correctly was impaired when small talk was added to medical data for multiple-choice questions (72.1\% vs. 68.9\%) and open questions (61.5\% vs. 44.3\%; p=0.01), respectively. In contrast, small talk phrases did not impair ChatGPT-4 ability in both types of questions (83.6\% and 66.2\%, respectively). According to these results, ChatGPT-4 seems more accurate than the earlier 3.5 version, and it appears that small talk does not impair its capability to provide medical recommendations. Our results are an important first step in understanding the potential and limitations of utilizing ChatGPT and other LLMs for physician-patient interactions, which include casual conversations.
This paper investigates the capabilities of ChatGPT as an automated assistant in diverse domains, including scientific writing, mathematics, education, programming, and healthcare. We explore the potential of ChatGPT to enhance productivity, streamline problem-solving processes, and improve writing style. Furthermore, we highlight the potential risks associated with excessive reliance on ChatGPT in these fields. These limitations encompass factors like incorrect and fictitious responses, inaccuracies in code, limited logical reasoning abilities, overconfidence, and critical ethical concerns of copyrights and privacy violation. We outline areas and objectives where ChatGPT proves beneficial, applications where it should be used judiciously, and scenarios where its reliability may be limited. In light of observed limitations, and given that the tool's fundamental errors may pose a special challenge for non-experts, ChatGPT should be used with a strategic methodology. By drawing from comprehensive experimental studies, we offer methods and flow charts for effectively using ChatGPT. Our recommendations emphasize iterative interaction with ChatGPT and independent verification of its outputs. Considering the importance of utilizing ChatGPT judiciously and with expertise, we recommend its usage for experts who are well-versed in the respective domains.
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.
Pre-trained large language models (LLMs) capture procedural knowledge about the world. Recent work has leveraged LLM's ability to generate abstract plans to simplify challenging control tasks, either by action scoring, or action modeling (fine-tuning). However, the transformer architecture inherits several constraints that make it difficult for the LLM to directly serve as the agent: e.g. limited input lengths, fine-tuning inefficiency, bias from pre-training, and incompatibility with non-text environments. To maintain compatibility with a low-level trainable actor, we propose to instead use the knowledge in LLMs to simplify the control problem, rather than solving it. We propose the Plan, Eliminate, and Track (PET) framework. The Plan module translates a task description into a list of high-level sub-tasks. The Eliminate module masks out irrelevant objects and receptacles from the observation for the current sub-task. Finally, the Track module determines whether the agent has accomplished each sub-task. On the AlfWorld instruction following benchmark, the PET framework leads to a significant 15% improvement over SOTA for generalization to human goal specifications.
While Large Language Models (LLMs) have shown exceptional performance in various tasks, their (arguably) most prominent drawback is generating inaccurate or false information with a confident tone. In this paper, we hypothesize that the LLM's internal state can be used to reveal the truthfulness of a statement. Therefore, we introduce a simple yet effective method to detect the truthfulness of LLM-generated statements, which utilizes the LLM's hidden layer activations to determine the veracity of statements. To train and evaluate our method, we compose a dataset of true and false statements in six different topics. A classifier is trained to detect which statement is true or false based on an LLM's activation values. Specifically, the classifier receives as input the activation values from the LLM for each of the statements in the dataset. Our experiments demonstrate that our method for detecting statement veracity significantly outperforms even few-shot prompting methods, highlighting its potential to enhance the reliability of LLM-generated content and its practical applicability in real-world scenarios.
High sample complexity has long been a challenge for RL. On the other hand, humans learn to perform tasks not only from interaction or demonstrations, but also by reading unstructured text documents, e.g., instruction manuals. Instruction manuals and wiki pages are among the most abundant data that could inform agents of valuable features and policies or task-specific environmental dynamics and reward structures. Therefore, we hypothesize that the ability to utilize human-written instruction manuals to assist learning policies for specific tasks should lead to a more efficient and better-performing agent. We propose the Read and Reward framework. Read and Reward speeds up RL algorithms on Atari games by reading manuals released by the Atari game developers. Our framework consists of a QA Extraction module that extracts and summarizes relevant information from the manual and a Reasoning module that evaluates object-agent interactions based on information from the manual. Auxiliary reward is then provided to a standard A2C RL agent, when interaction is detected. When assisted by our design, A2C improves on 4 games in the Atari environment with sparse rewards, and requires 1000x less training frames compared to the previous SOTA Agent 57 on Skiing, the hardest game in Atari.
In meta-reinforcement learning, an agent is trained in multiple different environments and attempts to learn a meta-policy that can efficiently adapt to a new environment. This paper presents RAMP, a Reinforcement learning Agent using Model Parameters that utilizes the idea that a neural network trained to predict environment dynamics encapsulates the environment information. RAMP is constructed in two phases: in the first phase, a multi-environment parameterized dynamic model is learned. In the second phase, the model parameters of the dynamic model are used as context for the multi-environment policy of the model-free reinforcement learning agent.
In the context of reinforcement learning we introduce the concept of criticality of a state, which indicates the extent to which the choice of action in that particular state influences the expected return. That is, a state in which the choice of action is more likely to influence the final outcome is considered as more critical than a state in which it is less likely to influence the final outcome. We formulate a criticality-based varying step number algorithm (CVS) - a flexible step number algorithm that utilizes the criticality function provided by a human, or learned directly from the environment. We test it in three different domains including the Atari Pong environment, Road-Tree environment, and Shooter environment. We demonstrate that CVS is able to outperform popular learning algorithms such as Deep Q-Learning and Monte Carlo.
When a student is asked to perform a given task, her subjective estimate of the difficulty of that task has a strong influence on her performance. There exists a rich literature on the impact of perceived task difficulty on performance and motivation. Yet, there is another topic that is closely related to the subject of the influence of perceived task difficulty that did not receive any attention in previous research - the influence of revealing the true difficulty of a task to the student. This paper investigates the impact of revealing the task difficulty on the student's performance, motivation, self-efficacy and subjective task value via an experiment in which workers are asked to solve matchstick riddles. Furthermore, we discuss how the experiment results might be relevant for AI-aided education. Specifically, we elaborate on the question of how a student's learning experience might be improved by supporting her with two types of AI systems: an AI system that predicts task difficulty and an AI system that determines when task difficulty should be revealed and when not.