Current decoder-based pre-trained language models (PLMs) successfully demonstrate multilingual capabilities. However, it is unclear how these models handle multilingualism. We analyze the neuron-level internal behavior of multilingual decoder-based PLMs, Specifically examining the existence of neurons that fire ``uniquely for each language'' within decoder-only multilingual PLMs. We analyze six languages: English, German, French, Spanish, Chinese, and Japanese, and show that language-specific neurons are unique, with a slight overlap (< 5%) between languages. These neurons are mainly distributed in the models' first and last few layers. This trend remains consistent across languages and models. Additionally, we tamper with less than 1% of the total neurons in each model during inference and demonstrate that tampering with a few language-specific neurons drastically changes the probability of target language occurrence in text generation.
Grokking has been actively explored to reveal the mystery of delayed generalization. Identifying interpretable algorithms inside the grokked models is a suggestive hint to understanding its mechanism. In this work, beyond the simplest and well-studied modular addition, we observe the internal circuits learned through grokking in complex modular arithmetic via interpretable reverse engineering, which highlights the significant difference in their dynamics: subtraction poses a strong asymmetry on Transformer; multiplication requires cosine-biased components at all the frequencies in a Fourier domain; polynomials often result in the superposition of the patterns from elementary arithmetic, but clear patterns do not emerge in challenging cases; grokking can easily occur even in higher-degree formulas with basic symmetric and alternating expressions. We also introduce the novel progress measure for modular arithmetic; Fourier Frequency Sparsity and Fourier Coefficient Ratio, which not only indicate the late generalization but also characterize distinctive internal representations of grokked models per modular operation. Our empirical analysis emphasizes the importance of holistic evaluation among various combinations.
While Large Language Models (LLMs) have achieved remarkable performance in many tasks, much about their inner workings remains unclear. In this study, we present novel experimental insights into the resilience of LLMs, particularly GPT-4, when subjected to extensive character-level permutations. To investigate this, we first propose the Scrambled Bench, a suite designed to measure the capacity of LLMs to handle scrambled input, in terms of both recovering scrambled sentences and answering questions given scrambled context. The experimental results indicate that most powerful LLMs demonstrate the capability akin to typoglycemia, a phenomenon where humans can understand the meaning of words even when the letters within those words are scrambled, as long as the first and last letters remain in place. More surprisingly, we found that only GPT-4 nearly flawlessly processes inputs with unnatural errors, even under the extreme condition, a task that poses significant challenges for other LLMs and often even for humans. Specifically, GPT-4 can almost perfectly reconstruct the original sentences from scrambled ones, decreasing the edit distance by 95%, even when all letters within each word are entirely scrambled. It is counter-intuitive that LLMs can exhibit such resilience despite severe disruption to input tokenization caused by scrambled text.
Grokking is one of the most surprising puzzles in neural network generalization: a network first reaches a memorization solution with perfect training accuracy and poor generalization, but with further training, it reaches a perfectly generalized solution. We aim to analyze the mechanism of grokking from the lottery ticket hypothesis, identifying the process to find the lottery tickets (good sparse subnetworks) as the key to describing the transitional phase between memorization and generalization. We refer to these subnetworks as ''Grokking tickets'', which is identified via magnitude pruning after perfect generalization. First, using ''Grokking tickets'', we show that the lottery tickets drastically accelerate grokking compared to the dense networks on various configurations (MLP and Transformer, and an arithmetic and image classification tasks). Additionally, to verify that ''Grokking ticket'' are a more critical factor than weight norms, we compared the ''good'' subnetworks with a dense network having the same L1 and L2 norms. Results show that the subnetworks generalize faster than the controlled dense model. In further investigations, we discovered that at an appropriate pruning rate, grokking can be achieved even without weight decay. We also show that speedup does not happen when using tickets identified at the memorization solution or transition between memorization and generalization or when pruning networks at the initialization (Random pruning, Grasp, SNIP, and Synflow). The results indicate that the weight norm of network parameters is not enough to explain the process of grokking, but the importance of finding good subnetworks to describe the transition from memorization to generalization. The implementation code can be accessed via this link: \url{https://github.com/gouki510/Grokking-Tickets}.
Large, high-capacity models trained on diverse datasets have shown remarkable successes on efficiently tackling downstream applications. In domains from NLP to Computer Vision, this has led to a consolidation of pretrained models, with general pretrained backbones serving as a starting point for many applications. Can such a consolidation happen in robotics? Conventionally, robotic learning methods train a separate model for every application, every robot, and even every environment. Can we instead train generalist X-robot policy that can be adapted efficiently to new robots, tasks, and environments? In this paper, we provide datasets in standardized data formats and models to make it possible to explore this possibility in the context of robotic manipulation, alongside experimental results that provide an example of effective X-robot policies. We assemble a dataset from 22 different robots collected through a collaboration between 21 institutions, demonstrating 527 skills (160266 tasks). We show that a high-capacity model trained on this data, which we call RT-X, exhibits positive transfer and improves the capabilities of multiple robots by leveraging experience from other platforms. More details can be found on the project website $\href{https://robotics-transformer-x.github.io}{\text{robotics-transformer-x.github.io}}$.
Unlike perfect information games, where all elements are known to every player, imperfect information games emulate the real-world complexities of decision-making under uncertain or incomplete information. GPT-4, the recent breakthrough in large language models (LLMs) trained on massive passive data, is notable for its knowledge retrieval and reasoning abilities. This paper delves into the applicability of GPT-4's learned knowledge for imperfect information games. To achieve this, we introduce \textbf{Suspicion-Agent}, an innovative agent that leverages GPT-4's capabilities for performing in imperfect information games. With proper prompt engineering to achieve different functions, Suspicion-Agent based on GPT-4 demonstrates remarkable adaptability across a range of imperfect information card games. Importantly, GPT-4 displays a strong high-order theory of mind (ToM) capacity, meaning it can understand others and intentionally impact others' behavior. Leveraging this, we design a planning strategy that enables GPT-4 to competently play against different opponents, adapting its gameplay style as needed, while requiring only the game rules and descriptions of observations as input. In the experiments, we qualitatively showcase the capabilities of Suspicion-Agent across three different imperfect information games and then quantitatively evaluate it in Leduc Hold'em. The results show that Suspicion-Agent can potentially outperform traditional algorithms designed for imperfect information games, without any specialized training or examples. In order to encourage and foster deeper insights within the community, we make our game-related data publicly available.
Our team, TRAIL, consists of AI/ML laboratory members from The University of Tokyo. We leverage our extensive research experience in state-of-the-art machine learning to build general-purpose in-home service robots. We previously participated in two competitions using Human Support Robot (HSR): RoboCup@Home Japan Open 2020 (DSPL) and World Robot Summit 2020, equivalent to RoboCup World Tournament. Throughout the competitions, we showed that a data-driven approach is effective for performing in-home tasks. Aiming for further development of building a versatile and fast-adaptable system, in RoboCup @Home 2023, we unify three technologies that have recently been evaluated as components in the fields of deep learning and robot learning into a real household robot system. In addition, to stimulate research all over the RoboCup@Home community, we build a platform that manages data collected from each site belonging to the community around the world, taking advantage of the characteristics of the community.
Unlike perfect information games, where all elements are known to every player, imperfect information games emulate the real-world complexities of decision-making under uncertain or incomplete information. GPT-4, the recent breakthrough in large language models (LLMs) trained on massive passive data, is notable for its knowledge retrieval and reasoning abilities. This paper delves into the applicability of GPT-4's learned knowledge for imperfect information games. To achieve this, we introduce \textbf{Suspicion-Agent}, an innovative agent that leverages GPT-4's capabilities for performing in imperfect information games. With proper prompt engineering to achieve different functions, Suspicion-Agent based on GPT-4 demonstrates remarkable adaptability across a range of imperfect information card games. Importantly, GPT-4 displays a strong high-order theory of mind (ToM) capacity, meaning it can understand others and intentionally impact others' behavior. Leveraging this, we design a planning strategy that enables GPT-4 to competently play against different opponents, adapting its gameplay style as needed, while requiring only the game rules and descriptions of observations as input. In the experiments, we qualitatively showcase the capabilities of Suspicion-Agent across three different imperfect information games and then quantitatively evaluate it in Leduc Hold'em. The results show that Suspicion-Agent can potentially outperform traditional algorithms designed for imperfect information games, without any specialized training or examples. In order to encourage and foster deeper insights within the community, we make our game-related data publicly available.
Due to the inherent uncertainty in their deformability during motion, previous methods in deformable object manipulation, such as rope and cloth, often required hundreds of real-world demonstrations to train a manipulation policy for each object, which hinders their applications in our ever-changing world. To address this issue, we introduce GenDOM, a framework that allows the manipulation policy to handle different deformable objects with only a single real-world demonstration. To achieve this, we augment the policy by conditioning it on deformable object parameters and training it with a diverse range of simulated deformable objects so that the policy can adjust actions based on different object parameters. At the time of inference, given a new object, GenDOM can estimate the deformable object parameters with only a single real-world demonstration by minimizing the disparity between the grid density of point clouds of real-world demonstrations and simulations in a differentiable physics simulator. Empirical validations on both simulated and real-world object manipulation setups clearly show that our method can manipulate different objects with a single demonstration and significantly outperforms the baseline in both environments (a 62% improvement for in-domain ropes and a 15% improvement for out-of-distribution ropes in simulation, as well as a 26% improvement for ropes and a 50% improvement for cloths in the real world), demonstrating the effectiveness of our approach in one-shot deformable object manipulation.