We introduce Eurus, a suite of large language models (LLMs) optimized for reasoning. Finetuned from Mistral-7B and CodeLlama-70B, Eurus models achieve state-of-the-art results among open-source models on a diverse set of benchmarks covering mathematics, code generation, and logical reasoning problems. Notably, Eurus-70B beats GPT-3.5 Turbo in reasoning through a comprehensive benchmarking across 12 tests covering five tasks, and achieves a 33.3% pass@1 accuracy on LeetCode and 32.6% on TheoremQA, two challenging benchmarks, substantially outperforming existing open-source models by margins more than 13.3%. The strong performance of Eurus can be primarily attributed to UltraInteract, our newly-curated large-scale, high-quality alignment dataset specifically designed for complex reasoning tasks. UltraInteract can be used in both supervised fine-tuning and preference learning. For each instruction, it includes a preference tree consisting of (1) reasoning chains with diverse planning strategies in a unified format, (2) multi-turn interaction trajectories with the environment and the critique, and (3) pairwise data to facilitate preference learning. UltraInteract allows us to conduct an in-depth exploration of preference learning for reasoning tasks. Our investigation reveals that some well-established preference learning algorithms may be less suitable for reasoning tasks compared to their effectiveness in general conversations. Inspired by this, we derive a novel reward modeling objective which, together with UltraInteract, leads to a strong reward model.
This paper proposes INTERactiVE chaiN Of Repairing (INTERVENOR), which mimics human code repairing behavior (iteratively judging, rethinking, and repairing) and prompts the coding ability of regard Large Language Models (LLMs). Specifically, INTERVENOR employs two LLM based agents, Code Learner and Code Teacher, to play different roles in code repairing and work interactively to repair the generated codes. The Code Learner is asked to generate and repair code according to the instructions from the Code Teacher. The Code Teacher rethinks the code errors according to the corresponding feedback from compilers and iteratively generates the chain-of-repairing (CoR) to guide the code repairing process for Code Learner. Our experiments show that INTERVENOR outperforms the state-of-the-art methods and achieves about 13% and 4.5% improvements over the GPT-3.5 model in code generation and code translation tasks, respectively. Our further analyses show that CoR can illuminate the bug reasons and solution plans via natural language. Thanks to the feedback of code compilers, INTERVENOR can accurately identify the syntax errors and assertion errors in the code and provide precise instructions to repair codes, making LLMs achieve the plateau performance with only three repairing turns. All data and codes are available at https://github.com/NEUIR/INTERVENOR
The large language model (LLM) based agents have demonstrated their capacity to automate and expedite software development processes. In this paper, we focus on game development and propose a multi-agent collaborative framework, dubbed GameGPT, to automate game development. While many studies have pinpointed hallucination as a primary roadblock for deploying LLMs in production, we identify another concern: redundancy. Our framework presents a series of methods to mitigate both concerns. These methods include dual collaboration and layered approaches with several in-house lexicons, to mitigate the hallucination and redundancy in the planning, task identification, and implementation phases. Furthermore, a decoupling approach is also introduced to achieve code generation with better precision.