Understanding which concepts models can and cannot represent has been fundamental to many tasks: from effective and responsible use of models to detecting out of distribution data. We introduce Gaussian process probes (GPP), a unified and simple framework for probing and measuring uncertainty about concepts represented by models. As a Bayesian extension of linear probing methods, GPP asks what kind of distribution over classifiers (of concepts) is induced by the model. This distribution can be used to measure both what the model represents and how confident the probe is about what the model represents. GPP can be applied to any pre-trained model with vector representations of inputs (e.g., activations). It does not require access to training data, gradients, or the architecture. We validate GPP on datasets containing both synthetic and real images. Our experiments show it can (1) probe a model's representations of concepts even with a very small number of examples, (2) accurately measure both epistemic uncertainty (how confident the probe is) and aleatory uncertainty (how fuzzy the concepts are to the model), and (3) detect out of distribution data using those uncertainty measures as well as classic methods do. By using Gaussian processes to expand what probing can offer, GPP provides a data-efficient, versatile and uncertainty-aware tool for understanding and evaluating the capabilities of machine learning models.
Large language models are few-shot learners that can solve diverse tasks from a handful of demonstrations. This implicit understanding of tasks suggests that the attention mechanisms over word tokens may play a role in analogical reasoning. In this work, we investigate whether analogical reasoning can enable in-context composition over composable elements of visual stimuli. First, we introduce a suite of three benchmarks to test the generalization properties of a visual in-context learner. We formalize the notion of an analogy-based in-context learner and use it to design a meta-learning framework called Im-Promptu. Whereas the requisite token granularity for language is well established, the appropriate compositional granularity for enabling in-context generalization in visual stimuli is usually unspecified. To this end, we use Im-Promptu to train multiple agents with different levels of compositionality, including vector representations, patch representations, and object slots. Our experiments reveal tradeoffs between extrapolation abilities and the degree of compositionality, with non-compositional representations extending learned composition rules to unseen domains but performing poorly on combinatorial tasks. Patch-based representations require patches to contain entire objects for robust extrapolation. At the same time, object-centric tokenizers coupled with a cross-attention module generate consistent and high-fidelity solutions, with these inductive biases being particularly crucial for compositional generalization. Lastly, we demonstrate a use case of Im-Promptu as an intuitive programming interface for image generation.
Humans can learn languages from remarkably little experience. Developing computational models that explain this ability has been a major challenge in cognitive science. Bayesian models that build in strong inductive biases - factors that guide generalization - have been successful at explaining how humans might generalize from few examples in controlled settings but are usually too restrictive to be tractably applied to more naturalistic data. By contrast, neural networks have flexible representations that allow them to learn well from naturalistic data but require many more examples than humans receive. We show that learning from limited naturalistic data is possible with an approach that combines the strong inductive biases of a Bayesian model with the flexible representations of a neural network. This approach works by distilling a Bayesian model's biases into a neural network. Like a Bayesian model, the resulting system can learn formal linguistic patterns from a small number of examples. Like a neural network, it can also learn aspects of English syntax from a corpus of natural language - and it outperforms a standard neural network at acquiring the linguistic phenomena of recursion and priming. Bridging the divide between Bayesian models and neural networks makes it possible to handle a broader range of learning scenarios than either approach can handle on its own.
Language models are increasingly being deployed for general problem solving across a wide range of tasks, but are still confined to token-level, left-to-right decision-making processes during inference. This means they can fall short in tasks that require exploration, strategic lookahead, or where initial decisions play a pivotal role. To surmount these challenges, we introduce a new framework for language model inference, Tree of Thoughts (ToT), which generalizes over the popular Chain of Thought approach to prompting language models, and enables exploration over coherent units of text (thoughts) that serve as intermediate steps toward problem solving. ToT allows LMs to perform deliberate decision making by considering multiple different reasoning paths and self-evaluating choices to decide the next course of action, as well as looking ahead or backtracking when necessary to make global choices. Our experiments show that ToT significantly enhances language models' problem-solving abilities on three novel tasks requiring non-trivial planning or search: Game of 24, Creative Writing, and Mini Crosswords. For instance, in Game of 24, while GPT-4 with chain-of-thought prompting only solved 4% of tasks, our method achieved a success rate of 74%. Code repo with all prompts: https://github.com/ysymyth/tree-of-thought-llm.
Object rearrangement is a challenge for embodied agents because solving these tasks requires generalizing across a combinatorially large set of configurations of entities and their locations. Worse, the representations of these entities are unknown and must be inferred from sensory percepts. We present a hierarchical abstraction approach to uncover these underlying entities and achieve combinatorial generalization from unstructured visual inputs. By constructing a factorized transition graph over clusters of entity representations inferred from pixels, we show how to learn a correspondence between intervening on states of entities in the agent's model and acting on objects in the environment. We use this correspondence to develop a method for control that generalizes to different numbers and configurations of objects, which outperforms current offline deep RL methods when evaluated on simulated rearrangement tasks.
How will superhuman artificial intelligence (AI) affect human decision making? And what will be the mechanisms behind this effect? We address these questions in a domain where AI already exceeds human performance, analyzing more than 5.8 million move decisions made by professional Go players over the past 71 years (1950-2021). To address the first question, we use a superhuman AI program to estimate the quality of human decisions across time, generating 58 billion counterfactual game patterns and comparing the win rates of actual human decisions with those of counterfactual AI decisions. We find that humans began to make significantly better decisions following the advent of superhuman AI. We then examine human players' strategies across time and find that novel decisions (i.e., previously unobserved moves) occurred more frequently and became associated with higher decision quality after the advent of superhuman AI. Our findings suggest that the development of superhuman AI programs may have prompted human players to break away from traditional strategies and induced them to explore novel moves, which in turn may have improved their decision-making.
Understanding the extent to which the perceptual world can be recovered from language is a fundamental problem in cognitive science. We reformulate this problem as that of distilling psychophysical information from text and show how this can be done by combining large language models (LLMs) with a classic psychophysical method based on similarity judgments. Specifically, we use the prompt auto-completion functionality of GPT3, a state-of-the-art LLM, to elicit similarity scores between stimuli and then apply multidimensional scaling to uncover their underlying psychological space. We test our approach on six perceptual domains and show that the elicited judgments strongly correlate with human data and successfully recover well-known psychophysical structures such as the color wheel and pitch spiral. We also explore meaningful divergences between LLM and human representations. Our work showcases how combining state-of-the-art machine models with well-known cognitive paradigms can shed new light on fundamental questions in perception and language research.
Should we care whether AI systems have representations of the world that are similar to those of humans? We provide an information-theoretic analysis that suggests that there should be a U-shaped relationship between the degree of representational alignment with humans and performance on few-shot learning tasks. We confirm this prediction empirically, finding such a relationship in an analysis of the performance of 491 computer vision models. We also show that highly-aligned models are more robust to both adversarial attacks and domain shifts. Our results suggest that human-alignment is often a sufficient, but not necessary, condition for models to make effective use of limited data, be robust, and generalize well.
Human behavior emerges from planning over elaborate decompositions of tasks into goals, subgoals, and low-level actions. How are these decompositions created and used? Here, we propose and evaluate a normative framework for task decomposition based on the simple idea that people decompose tasks to reduce the overall cost of planning while maintaining task performance. Analyzing 11,117 distinct graph-structured planning tasks, we find that our framework justifies several existing heuristics for task decomposition and makes predictions that can be distinguished from two alternative normative accounts. We report a behavioral study of task decomposition ($N=806$) that uses 30 randomly sampled graphs, a larger and more diverse set than that of any previous behavioral study on this topic. We find that human responses are more consistent with our framework for task decomposition than alternative normative accounts and are most consistent with a heuristic -- betweenness centrality -- that is justified by our approach. Taken together, our results provide new theoretical insight into the computational principles underlying the intelligent structuring of goal-directed behavior.
Learning transferable representations by training a classifier is a well-established technique in deep learning (e.g., ImageNet pretraining), but it remains an open theoretical question why this kind of task-specific pre-training should result in ''good'' representations that actually capture the underlying structure of the data. We conduct an information-theoretic analysis of several commonly-used supervision signals from contrastive learning and classification to determine how they contribute to representation learning performance and how the dynamics of learning are affected by training parameters such as the number of labels, classes, and dimensions in the training dataset. We validate these results empirically in a series of simulations and conduct a cost-benefit analysis to establish a tradeoff curve that enables users to optimize the cost of supervising representation learning on their own datasets.