We present an approach called Q-probing to adapt a pre-trained language model to maximize a task-specific reward function. At a high level, Q-probing sits between heavier approaches such as finetuning and lighter approaches such as few shot prompting, but can also be combined with either. The idea is to learn a simple linear function on a model's embedding space that can be used to reweight candidate completions. We theoretically show that this sampling procedure is equivalent to a KL-constrained maximization of the Q-probe as the number of samples increases. To train the Q-probes we consider either reward modeling or a class of novel direct policy learning objectives based on importance weighted policy gradients. With this technique, we see gains in domains with ground-truth rewards (code generation) as well as implicit rewards defined by preference data, even outperforming finetuning in data-limited regimes. Moreover, a Q-probe can be trained on top of an API since it only assumes access to sampling and embeddings. Code: https://github.com/likenneth/q_probe .
We propose ABCs (Adaptive Branching through Child stationarity), a best-of-both-worlds algorithm combining Boltzmann Q-learning (BQL), a classic reinforcement learning algorithm for single-agent domains, and counterfactual regret minimization (CFR), a central algorithm for learning in multi-agent domains. ABCs adaptively chooses what fraction of the environment to explore each iteration by measuring the stationarity of the environment's reward and transition dynamics. In Markov decision processes, ABCs converges to the optimal policy with at most an O(A) factor slowdown compared to BQL, where A is the number of actions in the environment. In two-player zero-sum games, ABCs is guaranteed to converge to a Nash equilibrium (assuming access to a perfect oracle for detecting stationarity), while BQL has no such guarantees. Empirically, ABCs demonstrates strong performance when benchmarked across environments drawn from the OpenSpiel game library and OpenAI Gym and exceeds all prior methods in environments which are neither fully stationary nor fully nonstationary.
Large language models have astounded the world with fascinating new capabilities. However, they currently lack the ability to teach themselves new skills, relying instead on being trained on large amounts of human-generated data. We introduce SECToR (Self-Education via Chain-of-Thought Reasoning), a proof-of-concept demonstration that language models can successfully teach themselves new skills using chain-of-thought reasoning. Inspired by previous work in both reinforcement learning (Silver et al., 2017) and human cognition (Kahneman, 2011), SECToR first uses chain-of-thought reasoning to slowly think its way through problems. SECToR then fine-tunes the model to generate those same answers, this time without using chain-of-thought reasoning. Language models trained via SECToR autonomously learn to add up to 29-digit numbers without any access to any ground truth examples beyond an initial supervised fine-tuning phase consisting only of numbers with 6 or fewer digits. Our central hypothesis is that chain-of-thought reasoning can act as a policy improvement operator, analogously to how Monte-Carlo Tree Search is used in AlphaZero. We hope that this research can lead to new directions in which language models can learn to teach themselves without the need for human demonstrations.
For open-ended language generation tasks such as storytelling and dialogue, choosing the right decoding algorithm is critical to controlling the tradeoff between generation quality and diversity. However, there presently exists no consensus on which decoding procedure is best or even the criteria by which to compare them. We address these issues by casting decoding as a multi-objective optimization problem aiming to simultaneously maximize both response quality and diversity. Our framework enables us to perform the first large-scale evaluation of decoding methods along the entire quality-diversity spectrum. We find that when diversity is a priority, all methods perform similarly, but when quality is viewed as more important, the recently proposed nucleus sampling (Holtzman et al. 2019) outperforms all other evaluated decoding algorithms. Our experiments also confirm the existence of the `likelihood trap', the counter-intuitive observation that high likelihood sequences are often surprisingly low quality. We leverage our findings to create and evaluate an algorithm called \emph{selective sampling} which tractably approximates globally-normalized temperature sampling.
How can we measure whether a natural language generation system produces both high quality and diverse outputs? Human evaluation captures quality but not diversity, as it does not catch models that simply plagiarize from the training set. On the other hand, statistical evaluation (i.e., perplexity) captures diversity but not quality, as models that occasionally emit low quality samples would be insufficiently penalized. In this paper, we propose a unified framework which evaluates both diversity and quality, based on the optimal error rate of predicting whether a sentence is human- or machine-generated. We demonstrate that this error rate can be efficiently estimated by combining human and statistical evaluation, using an evaluation metric which we call HUSE. On summarization and chit-chat dialogue, we show that (i) HUSE detects diversity defects which fool pure human evaluation and that (ii) techniques such as annealing for improving quality actually decrease HUSE due to decreased diversity.