Department of Computer Science and Engineering, Shanghai Jiao Tong University, Key Laboratory of Shanghai Education Commission for Intelligent Interaction and Cognitive Engineering, Shanghai Jiao Tong University, MoE Key Lab of Artificial Intelligence, AI Institute, Shanghai Jiao Tong University
Abstract:Drama is a form of storytelling inspired by human creativity, proceeding with a predefined storyline, carrying emotions and thoughts. This paper introduces \emph{LLM-based interactive drama}, which endows traditional drama with an unprecedented immersion, where a person is allowed to walk into it and interact with the characters and scenes. We define this new artistic genre by 6 essential elements-plot, character, thought, diction, spectacle and interaction-and study the entire pipeline to forge a backbone \emph{drama LLM} to drive the playing process, which is challenged by limited drama resources, uncontrollable narrative development, and complicated instruction following. We propose \emph{Narrative Chain} to offer finer control over the narrative progression during interaction with players; \emph{Auto-Drama} to synthesize drama scripts given arbitrary stories; \emph{Sparse Instruction Tuning} to allow the model to follow sophisticated instructions. We manually craft 3 scripts, \emph{Detective Conan}, \emph{Harry Potter}, \emph{Romeo and Juliet}, and design a 5-dimension principle to evaluate the drama LLM comprehensively.
Abstract:As Large Language Models (LLMs) become increasingly prevalent in various domains, their ability to process inputs of any length and maintain a degree of memory becomes essential. However, the one-off input of overly long texts is limited, as studies have shown that when input lengths exceed the LLMs' pre-trained text length, there is a dramatic decline in text generation capabilities. Moreover, simply extending the length of pre-training texts is impractical due to the difficulty in obtaining long text data and the substantial memory consumption costs this would entail for LLMs. Recent efforts have employed streaming inputs to alleviate the pressure of excessively long text inputs, but this approach can significantly impair the model's long-term memory capabilities. Motivated by this challenge, we introduce Streaming Infinite Retentive LLM (SirLLM), which allows LLMs to maintain longer memory during infinite-length dialogues without the need for fine-tuning. SirLLM utilizes the Token Entropy metric and a memory decay mechanism to filter key phrases, endowing LLMs with both long-lasting and flexible memory. We designed three distinct tasks and constructed three datasets to measure the effectiveness of SirLLM from various angles: (1) DailyDialog; (2) Grocery Shopping; (3) Rock-Paper-Scissors. Our experimental results robustly demonstrate that SirLLM can achieve stable and significant improvements across different LLMs and tasks, compellingly proving its effectiveness. When having a coversation, "A sir could forget himself," but SirLLM never does! Our code is publicly available at https://github.com/Zoeyyao27/SirLLM
Abstract:Large Language Models (LLMs) have shown remarkable comprehension abilities but face challenges in GPU memory usage during inference, hindering their scalability for real-time applications like chatbots. To accelerate inference, we store computed keys and values (KV cache) in the GPU memory. Existing methods study the KV cache compression to reduce memory by pruning the pre-computed KV cache. However, they neglect the inter-layer dependency between layers and huge memory consumption in pre-computation. To explore these deficiencies, we find that the number of crucial keys and values that influence future generations decreases layer by layer and we can extract them by the consistency in attention weights. Based on the findings, we propose PyramidInfer, a method that compresses the KV cache by layer-wise retaining crucial context. PyramidInfer saves significant memory by computing fewer keys and values without sacrificing performance. Experimental results show PyramidInfer improves 2.2x throughput compared to Accelerate with over 54% GPU memory reduction in KV cache.
Abstract:E-health allows smart devices and medical institutions to collaboratively collect patients' data, which is trained by Artificial Intelligence (AI) technologies to help doctors make diagnosis. By allowing multiple devices to train models collaboratively, federated learning is a promising solution to address the communication and privacy issues in e-health. However, applying federated learning in e-health faces many challenges. First, medical data is both horizontally and vertically partitioned. Since single Horizontal Federated Learning (HFL) or Vertical Federated Learning (VFL) techniques cannot deal with both types of data partitioning, directly applying them may consume excessive communication cost due to transmitting a part of raw data when requiring high modeling accuracy. Second, a naive combination of HFL and VFL has limitations including low training efficiency, unsound convergence analysis, and lack of parameter tuning strategies. In this paper, we provide a thorough study on an effective integration of HFL and VFL, to achieve communication efficiency and overcome the above limitations when data is both horizontally and vertically partitioned. Specifically, we propose a hybrid federated learning framework with one intermediate result exchange and two aggregation phases. Based on this framework, we develop a Hybrid Stochastic Gradient Descent (HSGD) algorithm to train models. Then, we theoretically analyze the convergence upper bound of the proposed algorithm. Using the convergence results, we design adaptive strategies to adjust the training parameters and shrink the size of transmitted data. Experimental results validate that the proposed HSGD algorithm can achieve the desired accuracy while reducing communication cost, and they also verify the effectiveness of the adaptive strategies.
Abstract:The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game rules and autonomously generate game-play processes. The IDGE allows users to create games by issuing simple natural language instructions, which significantly lowers the barrier for game development. We approach the learning process for IDGEs as a Next State Prediction task, wherein the model autoregressively predicts in-game states given player actions. It is a challenging task because the computation of in-game states must be precise; otherwise, slight errors could disrupt the game-play. To address this, we train the IDGE in a curriculum manner that progressively increases the model's exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, a universally cherished card game. The engine we've designed not only supports a wide range of poker variants but also allows for high customization of rules through natural language inputs. Furthermore, it also favors rapid prototyping of new games from minimal samples, proposing an innovative paradigm in game development that relies on minimal prompt and data engineering. This work lays the groundwork for future advancements in instruction-driven game creation, potentially transforming how games are designed and played.
Abstract:Large language models have manifested remarkable capabilities by leveraging chain-of-thought (CoT) reasoning techniques to solve intricate questions through step-by-step reasoning chains. Despite its success, the efficacy of such reasoning is inherently contingent upon the quality of CoT. However, flawless CoT reasoning cannot be guaranteed due to the presence of indecomposable questions and the potential for erroneous reasoning chains, particularly in the case of small-scale language models. To tackle this challenge, we propose a novel approach called the selective filtering reasoner (SelF-Reasoner) that assesses the entailment relationship between the question and the candidate reasoning chain. Then, we proceed with CoT reasoning when the reasoning chain demonstrates confidence; otherwise, we opt to predict the answer directly. SelF-Reasoner improves the fine-tuned T5 baseline consistently over the ScienceQA, ECQA, and LastLetter tasks. Code is available at \texttt{https://github.com/LibroWu/SelF-Reasoner}.
Abstract:Large Language Models (LLMs), benefiting from the auto-regressive modelling approach performed on massive unannotated texts corpora, demonstrates powerful perceptual and reasoning capabilities. However, as for extending auto-regressive modelling to multi-modal scenarios to build Large Multi-modal Models (LMMs), there lies a great difficulty that the image information is processed in the LMM as continuous visual embeddings, which cannot obtain discrete supervised labels for classification. In this paper, we successfully perform multi-modal auto-regressive modeling with a unified objective for the first time. Specifically, we propose the concept of visual words, which maps the visual features to probability distributions over LLM's vocabulary, providing supervision information for visual modelling. We further explore the distribution of visual features in the semantic space within LMM and the possibility of using text embeddings to represent visual information. Experimental results and ablation studies on 5 VQA tasks and 4 benchmark toolkits validate the powerful performance of our proposed approach.
Abstract:Webpage entity extraction is a fundamental natural language processing task in both research and applications. Nowadays, the majority of webpage entity extraction models are trained on structured datasets which strive to retain textual content and its structure information. However, existing datasets all overlook the rich hypertext features (e.g., font color, font size) which show their effectiveness in previous works. To this end, we first collect a \textbf{H}ypertext \textbf{E}ntity \textbf{E}xtraction \textbf{D}ataset (\textit{HEED}) from the e-commerce domains, scraping both the text and the corresponding explicit hypertext features with high-quality manual entity annotations. Furthermore, we present the \textbf{Mo}E-based \textbf{E}ntity \textbf{E}xtraction \textbf{F}ramework (\textit{MoEEF}), which efficiently integrates multiple features to enhance model performance by Mixture of Experts and outperforms strong baselines, including the state-of-the-art small-scale models and GPT-3.5-turbo. Moreover, the effectiveness of hypertext features in \textit{HEED} and several model components in \textit{MoEEF} are analyzed.
Abstract:Pre-trained language models (PLMs) are shown to be vulnerable to minor word changes, which poses a big threat to real-world systems. While previous studies directly focus on manipulating word inputs, they are limited by their means of generating adversarial samples, lacking generalization to versatile real-world attack. This paper studies the basic structure of transformer-based PLMs, the self-attention (SA) mechanism. (1) We propose a powerful perturbation technique \textit{HackAttend}, which perturbs the attention scores within the SA matrices via meticulously crafted attention masks. We show that state-of-the-art PLMs fall into heavy vulnerability that minor attention perturbations $(1\%)$ can produce a very high attack success rate $(98\%)$. Our paper expands the conventional text attack of word perturbations to more general structural perturbations. (2) We introduce \textit{S-Attend}, a novel smoothing technique that effectively makes SA robust via structural perturbations. We empirically demonstrate that this simple yet effective technique achieves robust performance on par with adversarial training when facing various text attackers. Code is publicly available at \url{github.com/liongkj/HackAttend}.
Abstract:Large language models (LLMs) have shown remarkable potential as human-like autonomous language agents to interact with real-world environments, especially for graphical user interface (GUI) automation. However, those GUI agents require comprehensive cognition ability including exhaustive perception and reliable action response. We propose \underline{Co}mprehensive \underline{Co}gnitive LLM \underline{Agent}, CoCo-Agent, with two novel approaches, comprehensive environment perception (CEP) and conditional action prediction (CAP), to systematically improve the GUI automation performance. First, CEP facilitates the GUI perception through different aspects and granularity, including screenshots and complementary detailed layouts for the visual channel and historical actions for the textual channel. Second, CAP decomposes the action prediction into sub-problems: action type prediction and action target conditioned on the action type. With our technical design, our agent achieves new state-of-the-art performance on AITW and META-GUI benchmarks, showing promising abilities in realistic scenarios.