Abstract:Knowledge editing methods like MEMIT are able to make data and compute efficient updates of factual knowledge by using a single sentence to update facts and their consequences. However, what is often overlooked is a "precomputation step", which requires a one-time but significant computational cost. The authors of MEMIT originally precompute approximately 44 million hidden vectors per edited layer, which requires a forward pass over 44 million tokens. For GPT-J (6B), this precomputation step takes 36 hours on a single GPU, while it takes approximately 40 hours for Llama2-7B. Additionally, this precomputation time grows with model size. In this paper, we show that this excessive computational cost is unnecessary. Knowledge editing using MEMIT and related methods, such as ROME and EMMET, can be performed by pre-computing a very small portion of the 44 million hidden vectors. We first present the theoretical minimum number of hidden vector precomputation required for solutions of these editing methods to exist. We then empirically show that knowledge editing using these methods can be done by pre-computing significantly fewer hidden vectors. Specifically, we show that the precomputation step can be done with less than 0.3% of the originally stipulated number of hidden vectors. This saves a significant amount of precomputation time and allows users to begin editing new models within a few minutes.
Abstract:Generating accurate sounds for complex audio-visual scenes is challenging, especially in the presence of multiple objects and sound sources. In this paper, we propose an {\em interactive object-aware audio generation} model that grounds sound generation in user-selected visual objects within images. Our method integrates object-centric learning into a conditional latent diffusion model, which learns to associate image regions with their corresponding sounds through multi-modal attention. At test time, our model employs image segmentation to allow users to interactively generate sounds at the {\em object} level. We theoretically validate that our attention mechanism functionally approximates test-time segmentation masks, ensuring the generated audio aligns with selected objects. Quantitative and qualitative evaluations show that our model outperforms baselines, achieving better alignment between objects and their associated sounds. Project page: https://tinglok.netlify.app/files/avobject/
Abstract:Speech dysfluency detection is crucial for clinical diagnosis and language assessment, but existing methods are limited by the scarcity of high-quality annotated data. Although recent advances in TTS model have enabled synthetic dysfluency generation, existing synthetic datasets suffer from unnatural prosody and limited contextual diversity. To address these limitations, we propose LLM-Dys -- the most comprehensive dysfluent speech corpus with LLM-enhanced dysfluency simulation. This dataset captures 11 dysfluency categories spanning both word and phoneme levels. Building upon this resource, we improve an end-to-end dysfluency detection framework. Experimental validation demonstrates state-of-the-art performance. All data, models, and code are open-sourced at https://github.com/Berkeley-Speech-Group/LLM-Dys.
Abstract:Automatic detection of speech dysfluency aids speech-language pathologists in efficient transcription of disordered speech, enhancing diagnostics and treatment planning. Traditional methods, often limited to classification, provide insufficient clinical insight, and text-independent models misclassify dysfluency, especially in context-dependent cases. This work introduces Dysfluent-WFST, a zero-shot decoder that simultaneously transcribes phonemes and detects dysfluency. Unlike previous models, Dysfluent-WFST operates with upstream encoders like WavLM and requires no additional training. It achieves state-of-the-art performance in both phonetic error rate and dysfluency detection on simulated and real speech data. Our approach is lightweight, interpretable, and effective, demonstrating that explicit modeling of pronunciation behavior in decoding, rather than complex architectures, is key to improving dysfluency processing systems.
Abstract:Large language models (LLMs) have shown remarkable advancements in enabling language agents to tackle simple tasks. However, applying them for complex, multi-step, long-horizon tasks remains a challenge. Recent work have found success by separating high-level planning from low-level execution, which enables the model to effectively balance high-level planning objectives and low-level execution details. However, generating accurate plans remains difficult since LLMs are not inherently trained for this task. To address this, we propose Plan-and-Act, a novel framework that incorporates explicit planning into LLM-based agents and introduces a scalable method to enhance plan generation through a novel synthetic data generation method. Plan-and-Act consists of a Planner model which generates structured, high-level plans to achieve user goals, and an Executor model that translates these plans into environment-specific actions. To train the Planner effectively, we introduce a synthetic data generation method that annotates ground-truth trajectories with feasible plans, augmented with diverse and extensive examples to enhance generalization. We evaluate Plan-and-Act using web navigation as a representative long-horizon planning environment, demonstrating a state-of the-art 54% success rate on the WebArena-Lite benchmark.
Abstract:Spoken dialogue modeling introduces unique challenges beyond text-based language modeling, demanding robust turn-taking, backchanneling, and real-time interaction. Although most Spoken Dialogue Models (SDMs) rely on half-duplex processing (handling speech one turn at a time), emerging full-duplex SDMs can listen and speak simultaneously, enabling more natural and engaging conversations. However, current evaluations of such models remain limited, often focusing on turn-based metrics or high-level corpus analyses (e.g., turn gaps, pauses). To address this gap, we present Full-Duplex-Bench, a new benchmark that systematically evaluates key conversational behaviors: pause handling, backchanneling, turn-taking, and interruption management. Our framework uses automatic metrics for consistent and reproducible assessments of SDMs' interactive performance. By offering an open and standardized evaluation benchmark, we aim to advance spoken dialogue modeling and encourage the development of more interactive and natural dialogue systems.
Abstract:This study investigates the impact of localized updates to large language models (LLMs), specifically in the context of knowledge editing - a task aimed at incorporating or modifying specific facts without altering broader model capabilities. We first show that across different post-training interventions like continuous pre-training, full fine-tuning and LORA-based fine-tuning, the Frobenius norm of the updated matrices always increases. This increasing norm is especially detrimental for localized knowledge editing, where only a subset of matrices are updated in a model . We reveal a consistent phenomenon across various editing techniques, including fine-tuning, hypernetwork-based approaches, and locate-and-edit methods: the norm of the updated matrix invariably increases with successive updates. Such growth disrupts model balance, particularly when isolated matrices are updated while the rest of the model remains static, leading to potential instability and degradation of downstream performance. Upon deeper investigations of the intermediate activation vectors, we find that the norm of internal activations decreases and is accompanied by shifts in the subspaces occupied by these activations, which shows that these activation vectors now occupy completely different regions in the representation space compared to the unedited model. With our paper, we highlight the technical challenges with continuous and localized sequential knowledge editing and their implications for maintaining model stability and utility.
Abstract:Prior work in parameter-modifying knowledge editing has shown that large-scale sequential editing leads to significant model degradation. In this paper, we study the reasons behind this and scale sequential knowledge editing to 10,000 sequential edits, while maintaining the downstream performance of the original model. We first show that locate-then-edit knowledge editing methods lead to overfitting on the edited facts. We also show that continuous knowledge editing using these methods leads to disproportionate growth in the norm of the edited matrix. We then provide a crucial insight into the inner workings of locate-then-edit methods. We show that norm-growth is a hidden trick employed by these methods that gives larger importance to the output activations produced from the edited layers. With this "importance hacking", the edited layers provide a much larger contributions to the model's output. To mitigate these issues, we present ENCORE - Early stopping and Norm-Constrained Robust knowledge Editing. ENCORE controls for overfitting and the disproportionate norm-growth to enable long-term sequential editing, where we are able to perform up to 10,000 sequential edits without loss of downstream performance. ENCORE is also 61% faster than MEMIT and 64% faster than AlphaEdit on Llama3-8B.
Abstract:Audio texture manipulation involves modifying the perceptual characteristics of a sound to achieve specific transformations, such as adding, removing, or replacing auditory elements. In this paper, we propose an exemplar-based analogy model for audio texture manipulation. Instead of conditioning on text-based instructions, our method uses paired speech examples, where one clip represents the original sound and another illustrates the desired transformation. The model learns to apply the same transformation to new input, allowing for the manipulation of sound textures. We construct a quadruplet dataset representing various editing tasks, and train a latent diffusion model in a self-supervised manner. We show through quantitative evaluations and perceptual studies that our model outperforms text-conditioned baselines and generalizes to real-world, out-of-distribution, and non-speech scenarios. Project page: https://berkeley-speech-group.github.io/audio-texture-analogy/
Abstract:We introduce PokerBench - a benchmark for evaluating the poker-playing abilities of large language models (LLMs). As LLMs excel in traditional NLP tasks, their application to complex, strategic games like poker poses a new challenge. Poker, an incomplete information game, demands a multitude of skills such as mathematics, reasoning, planning, strategy, and a deep understanding of game theory and human psychology. This makes Poker the ideal next frontier for large language models. PokerBench consists of a comprehensive compilation of 11,000 most important scenarios, split between pre-flop and post-flop play, developed in collaboration with trained poker players. We evaluate prominent models including GPT-4, ChatGPT 3.5, and various Llama and Gemma series models, finding that all state-of-the-art LLMs underperform in playing optimal poker. However, after fine-tuning, these models show marked improvements. We validate PokerBench by having models with different scores compete with each other, demonstrating that higher scores on PokerBench lead to higher win rates in actual poker games. Through gameplay between our fine-tuned model and GPT-4, we also identify limitations of simple supervised fine-tuning for learning optimal playing strategy, suggesting the need for more advanced methodologies for effectively training language models to excel in games. PokerBench thus presents a unique benchmark for a quick and reliable evaluation of the poker-playing ability of LLMs as well as a comprehensive benchmark to study the progress of LLMs in complex game-playing scenarios. The dataset and code will be made available at: \url{https://github.com/pokerllm/pokerbench}.