Abstract:With increasing integration of Large Language Models (LLMs) into areas of high-stakes human decision-making, it is important to understand the risks they introduce as advisors. To be useful advisors, LLMs must sift through large amounts of content, written with both benevolent and malicious intent, and then use this information to convince a user to take a specific action. This involves two social capacities: vigilance (the ability to determine which information to use, and which to discard) and persuasion (synthesizing the available evidence to make a convincing argument). While existing work has investigated these capacities in isolation, there has been little prior investigation of how these capacities may be linked. Here, we use a simple multi-turn puzzle-solving game, Sokoban, to study LLMs' abilities to persuade and be rationally vigilant towards other LLM agents. We find that puzzle-solving performance, persuasive capability, and vigilance are dissociable capacities in LLMs. Performing well on the game does not automatically mean a model can detect when it is being misled, even if the possibility of deception is explicitly mentioned. However, LLMs do consistently modulate their token use, using fewer tokens to reason when advice is benevolent and more when it is malicious, even if they are still persuaded to take actions leading them to failure. To our knowledge, our work presents the first investigation of the relationship between persuasion, vigilance, and task performance in LLMs, and suggests that monitoring all three independently will be critical for future work in AI safety.
Abstract:Rigorously evaluating machine intelligence against the broad spectrum of human general intelligence has become increasingly important and challenging in this era of rapid technological advance. Conventional AI benchmarks typically assess only narrow capabilities in a limited range of human activity. Most are also static, quickly saturating as developers explicitly or implicitly optimize for them. We propose that a more promising way to evaluate human-like general intelligence in AI systems is through a particularly strong form of general game playing: studying how and how well they play and learn to play \textbf{all conceivable human games}, in comparison to human players with the same level of experience, time, or other resources. We define a "human game" to be a game designed by humans for humans, and argue for the evaluative suitability of this space of all such games people can imagine and enjoy -- the "Multiverse of Human Games". Taking a first step towards this vision, we introduce the AI GameStore, a scalable and open-ended platform that uses LLMs with humans-in-the-loop to synthesize new representative human games, by automatically sourcing and adapting standardized and containerized variants of game environments from popular human digital gaming platforms. As a proof of concept, we generated 100 such games based on the top charts of Apple App Store and Steam, and evaluated seven frontier vision-language models (VLMs) on short episodes of play. The best models achieved less than 10\% of the human average score on the majority of the games, and especially struggled with games that challenge world-model learning, memory and planning. We conclude with a set of next steps for building out the AI GameStore as a practical way to measure and drive progress toward human-like general intelligence in machines.
Abstract:The evolution of mathematics has been guided in part by interestingness. From researchers choosing which problems to tackle next, to students deciding which ones to engage with, people's choices are often guided by judgments about how interesting or challenging problems are likely to be. As AI systems, such as LLMs, increasingly participate in mathematics with people -- whether for advanced research or education -- it becomes important to understand how well their judgments align with human ones. Our work examines this alignment through two empirical studies of human and LLM assessment of mathematical interestingness and difficulty, spanning a range of mathematical experience. We study two groups: participants from a crowdsourcing platform and International Math Olympiad competitors. We show that while many LLMs appear to broadly agree with human notions of interestingness, they mostly do not capture the distribution observed in human judgments. Moreover, most LLMs only somewhat align with why humans find certain math problems interesting, showing weak correlation with human-selected interestingness rationales. Together, our findings highlight both the promises and limitations of current LLMs in capturing human interestingness judgments for mathematical AI thought partnerships.
Abstract:People regularly make inferences about objects in the world that they cannot see by flexibly integrating information from multiple sources: auditory and visual cues, language, and our prior beliefs and knowledge about the scene. How are we able to so flexibly integrate many sources of information to make sense of the world around us, even if we have no direct knowledge? In this work, we propose a neurosymbolic model that uses neural networks to parse open-ended multimodal inputs and then applies a Bayesian model to integrate different sources of information to evaluate different hypotheses. We evaluate our model with a novel object guessing game called ``What's in the Box?'' where humans and models watch a video clip of an experimenter shaking boxes and then try to guess the objects inside the boxes. Through a human experiment, we show that our model correlates strongly with human judgments, whereas unimodal ablated models and large multimodal neural model baselines show poor correlation.
Abstract:Artificial Intelligence (AI) systems have historically been used as tools that execute narrowly defined tasks. Yet recent advances in AI have unlocked possibilities for a new class of models that genuinely collaborate with humans in complex reasoning, from conceptualizing problems to brainstorming solutions. Such AI thought partners enable novel forms of collaboration and extended cognition, yet they also pose major risks-including and beyond risks of typical AI tools and agents. In this commentary, we systematically identify risks of AI thought partners through a novel framework that identifies risks at multiple levels of analysis, including Real-time, Individual, and Societal risks arising from collaborative cognition (RISc). We leverage this framework to propose concrete metrics for risk evaluation, and finally suggest specific mitigation strategies for developers and policymakers. As AI thought partners continue to proliferate, these strategies can help prevent major harms and ensure that humans actively benefit from productive thought partnerships.
Abstract:Strategies for orchestrating the interactions between multiple agents, both human and artificial, can wildly overestimate performance and underestimate the cost of orchestration. We design a framework to orchestrate agents under realistic conditions, such as inference costs or availability constraints. We show theoretically that orchestration is only effective if there are performance or cost differentials between agents. We then empirically demonstrate how orchestration between multiple agents can be helpful for selecting agents in a simulated environment, picking a learning strategy in the infamous Rogers' Paradox from social science, and outsourcing tasks to other agents during a question-answer task in a user study.
Abstract:Ensuring safe and effective use of AI requires understanding and anticipating its performance on novel tasks, from advanced scientific challenges to transformed workplace activities. So far, benchmarking has guided progress in AI, but it has offered limited explanatory and predictive power for general-purpose AI systems, given the low transferability across diverse tasks. In this paper, we introduce general scales for AI evaluation that can explain what common AI benchmarks really measure, extract ability profiles of AI systems, and predict their performance for new task instances, in- and out-of-distribution. Our fully-automated methodology builds on 18 newly-crafted rubrics that place instance demands on general scales that do not saturate. Illustrated for 15 large language models and 63 tasks, high explanatory power is unleashed from inspecting the demand and ability profiles, bringing insights on the sensitivity and specificity exhibited by different benchmarks, and how knowledge, metacognition and reasoning are affected by model size, chain-of-thought and distillation. Surprisingly, high predictive power at the instance level becomes possible using these demand levels, providing superior estimates over black-box baseline predictors based on embeddings or finetuning, especially in out-of-distribution settings (new tasks and new benchmarks). The scales, rubrics, battery, techniques and results presented here represent a major step for AI evaluation, underpinning the reliable deployment of AI in the years ahead.




Abstract:Recent benchmark studies have claimed that AI has approached or even surpassed human-level performances on various cognitive tasks. However, this position paper argues that current AI evaluation paradigms are insufficient for assessing human-like cognitive capabilities. We identify a set of key shortcomings: a lack of human-validated labels, inadequate representation of human response variability and uncertainty, and reliance on simplified and ecologically-invalid tasks. We support our claims by conducting a human evaluation study on ten existing AI benchmarks, suggesting significant biases and flaws in task and label designs. To address these limitations, we propose five concrete recommendations for developing future benchmarks that will enable more rigorous and meaningful evaluations of human-like cognitive capacities in AI with various implications for such AI applications.


Abstract:The suite of datasets commonly used to train and evaluate the mathematical capabilities of AI-based mathematical copilots (primarily large language models) exhibit several shortcomings. These limitations include a restricted scope of mathematical complexity, typically not exceeding lower undergraduate-level mathematics, binary rating protocols and other issues, which makes comprehensive proof-based evaluation suites difficult. We systematically explore these limitations and contend that enhancing the capabilities of large language models, or any forthcoming advancements in AI-based mathematical assistants (copilots or "thought partners"), necessitates a paradigm shift in the design of mathematical datasets and the evaluation criteria of mathematical ability: It is necessary to move away from result-based datasets (theorem statement to theorem proof) and convert the rich facets of mathematical research practice to data LLMs can train on. Examples of these are mathematical workflows (sequences of atomic, potentially subfield-dependent tasks that are often performed when creating new mathematics), which are an important part of the proof-discovery process. Additionally, we advocate for mathematical dataset developers to consider the concept of "motivated proof", introduced by G. P\'olya in 1949, which can serve as a blueprint for datasets that offer a better proof learning signal, alleviating some of the mentioned limitations. Lastly, we introduce math datasheets for datasets, extending the general, dataset-agnostic variants of datasheets: We provide a questionnaire designed specifically for math datasets that we urge dataset creators to include with their datasets. This will make creators aware of potential limitations of their datasets while at the same time making it easy for readers to assess it from the point of view of training and evaluating mathematical copilots.




Abstract:Assessing the capabilities of large language models (LLMs) is often challenging, in part, because it is hard to find tasks to which they have not been exposed during training. We take one step to address this challenge by turning to a new task: focusing on symbolic graphics programs, which are a popular representation for graphics content that procedurally generates visual data. LLMs have shown exciting promise towards program synthesis, but do they understand symbolic graphics programs? Unlike conventional programs, symbolic graphics programs can be translated to graphics content. Here, we characterize an LLM's understanding of symbolic programs in terms of their ability to answer questions related to the graphics content. This task is challenging as the questions are difficult to answer from the symbolic programs alone -- yet, they would be easy to answer from the corresponding graphics content as we verify through a human experiment. To understand symbolic programs, LLMs may need to possess the ability to imagine how the corresponding graphics content would look without directly accessing the rendered visual content. We use this task to evaluate LLMs by creating a large benchmark for the semantic understanding of symbolic graphics programs. This benchmark is built via program-graphics correspondence, hence requiring minimal human efforts. We evaluate current LLMs on our benchmark to elucidate a preliminary assessment of their ability to reason about visual scenes from programs. We find that this task distinguishes existing LLMs and models considered good at reasoning perform better. Lastly, we introduce Symbolic Instruction Tuning (SIT) to improve this ability. Specifically, we query GPT4-o with questions and images generated by symbolic programs. Such data are then used to finetune an LLM. We also find that SIT data can improve the general instruction following ability of LLMs.