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Aug 7

Machine Learners Should Acknowledge the Legal Implications of Large Language Models as Personal Data

Does GPT know you? The answer depends on your level of public recognition; however, if your information was available on a website, the answer is probably yes. All Large Language Models (LLMs) memorize training data to some extent. If an LLM training corpus includes personal data, it also memorizes personal data. Developing an LLM typically involves processing personal data, which falls directly within the scope of data protection laws. If a person is identified or identifiable, the implications are far-reaching: the AI system is subject to EU General Data Protection Regulation requirements even after the training phase is concluded. To back our arguments: (1.) We reiterate that LLMs output training data at inference time, be it verbatim or in generalized form. (2.) We show that some LLMs can thus be considered personal data on their own. This triggers a cascade of data protection implications such as data subject rights, including rights to access, rectification, or erasure. These rights extend to the information embedded with-in the AI model. (3.) This paper argues that machine learning researchers must acknowledge the legal implications of LLMs as personal data throughout the full ML development lifecycle, from data collection and curation to model provision on, e.g., GitHub or Hugging Face. (4.) We propose different ways for the ML research community to deal with these legal implications. Our paper serves as a starting point for improving the alignment between data protection law and the technical capabilities of LLMs. Our findings underscore the need for more interaction between the legal domain and the ML community.

Language Models are Few-Shot Learners

Recent work has demonstrated substantial gains on many NLP tasks and benchmarks by pre-training on a large corpus of text followed by fine-tuning on a specific task. While typically task-agnostic in architecture, this method still requires task-specific fine-tuning datasets of thousands or tens of thousands of examples. By contrast, humans can generally perform a new language task from only a few examples or from simple instructions - something which current NLP systems still largely struggle to do. Here we show that scaling up language models greatly improves task-agnostic, few-shot performance, sometimes even reaching competitiveness with prior state-of-the-art fine-tuning approaches. Specifically, we train GPT-3, an autoregressive language model with 175 billion parameters, 10x more than any previous non-sparse language model, and test its performance in the few-shot setting. For all tasks, GPT-3 is applied without any gradient updates or fine-tuning, with tasks and few-shot demonstrations specified purely via text interaction with the model. GPT-3 achieves strong performance on many NLP datasets, including translation, question-answering, and cloze tasks, as well as several tasks that require on-the-fly reasoning or domain adaptation, such as unscrambling words, using a novel word in a sentence, or performing 3-digit arithmetic. At the same time, we also identify some datasets where GPT-3's few-shot learning still struggles, as well as some datasets where GPT-3 faces methodological issues related to training on large web corpora. Finally, we find that GPT-3 can generate samples of news articles which human evaluators have difficulty distinguishing from articles written by humans. We discuss broader societal impacts of this finding and of GPT-3 in general.

ST-LLM: Large Language Models Are Effective Temporal Learners

Large Language Models (LLMs) have showcased impressive capabilities in text comprehension and generation, prompting research efforts towards video LLMs to facilitate human-AI interaction at the video level. However, how to effectively encode and understand videos in video-based dialogue systems remains to be solved. In this paper, we investigate a straightforward yet unexplored question: Can we feed all spatial-temporal tokens into the LLM, thus delegating the task of video sequence modeling to the LLMs? Surprisingly, this simple approach yields significant improvements in video understanding. Based upon this, we propose ST-LLM, an effective video-LLM baseline with Spatial-Temporal sequence modeling inside LLM. Furthermore, to address the overhead and stability issues introduced by uncompressed video tokens within LLMs, we develop a dynamic masking strategy with tailor-made training objectives. For particularly long videos, we have also designed a global-local input module to balance efficiency and effectiveness. Consequently, we harness LLM for proficient spatial-temporal modeling, while upholding efficiency and stability. Extensive experimental results attest to the effectiveness of our method. Through a more concise model and training pipeline, ST-LLM establishes a new state-of-the-art result on VideoChatGPT-Bench and MVBench. Codes have been available at https://github.com/TencentARC/ST-LLM.

Continuous Speech Tokens Makes LLMs Robust Multi-Modality Learners

Recent advances in GPT-4o like multi-modality models have demonstrated remarkable progress for direct speech-to-speech conversation, with real-time speech interaction experience and strong speech understanding ability. However, current research focuses on discrete speech tokens to align with discrete text tokens for language modelling, which depends on an audio codec with residual connections or independent group tokens, such a codec usually leverages large scale and diverse datasets training to ensure that the discrete speech codes have good representation for varied domain, noise, style data reconstruction as well as a well-designed codec quantizer and encoder-decoder architecture for discrete token language modelling. This paper introduces Flow-Omni, a continuous speech token based GPT-4o like model, capable of real-time speech interaction and low streaming latency. Specifically, first, instead of cross-entropy loss only, we combine flow matching loss with a pretrained autoregressive LLM and a small MLP network to predict the probability distribution of the continuous-valued speech tokens from speech prompt. second, we incorporated the continuous speech tokens to Flow-Omni multi-modality training, thereby achieving robust speech-to-speech performance with discrete text tokens and continuous speech tokens together. Experiments demonstrate that, compared to discrete text and speech multi-modality training and its variants, the continuous speech tokens mitigate robustness issues by avoiding the inherent flaws of discrete speech code's representation loss for LLM.

Evaluating Large Language Models on the GMAT: Implications for the Future of Business Education

The rapid evolution of artificial intelligence (AI), especially in the domain of Large Language Models (LLMs) and generative AI, has opened new avenues for application across various fields, yet its role in business education remains underexplored. This study introduces the first benchmark to assess the performance of seven major LLMs, OpenAI's models (GPT-3.5 Turbo, GPT-4, and GPT-4 Turbo), Google's models (PaLM 2, Gemini 1.0 Pro), and Anthropic's models (Claude 2 and Claude 2.1), on the GMAT, which is a key exam in the admission process for graduate business programs. Our analysis shows that most LLMs outperform human candidates, with GPT-4 Turbo not only outperforming the other models but also surpassing the average scores of graduate students at top business schools. Through a case study, this research examines GPT-4 Turbo's ability to explain answers, evaluate responses, identify errors, tailor instructions, and generate alternative scenarios. The latest LLM versions, GPT-4 Turbo, Claude 2.1, and Gemini 1.0 Pro, show marked improvements in reasoning tasks compared to their predecessors, underscoring their potential for complex problem-solving. While AI's promise in education, assessment, and tutoring is clear, challenges remain. Our study not only sheds light on LLMs' academic potential but also emphasizes the need for careful development and application of AI in education. As AI technology advances, it is imperative to establish frameworks and protocols for AI interaction, verify the accuracy of AI-generated content, ensure worldwide access for diverse learners, and create an educational environment where AI supports human expertise. This research sets the stage for further exploration into the responsible use of AI to enrich educational experiences and improve exam preparation and assessment methods.

Learn-by-interact: A Data-Centric Framework for Self-Adaptive Agents in Realistic Environments

Autonomous agents powered by large language models (LLMs) have the potential to enhance human capabilities, assisting with digital tasks from sending emails to performing data analysis. The abilities of existing LLMs at such tasks are often hindered by the lack of high-quality agent data from the corresponding environments they interact with. We propose Learn-by-interact, a data-centric framework to adapt LLM agents to any given environments without human annotations. Learn-by-interact synthesizes trajectories of agent-environment interactions based on documentations, and constructs instructions by summarizing or abstracting the interaction histories, a process called backward construction. We assess the quality of our synthetic data by using them in both training-based scenarios and training-free in-context learning (ICL), where we craft innovative retrieval approaches optimized for agents. Extensive experiments on SWE-bench, WebArena, OSWorld and Spider2-V spanning across realistic coding, web, and desktop environments show the effectiveness of Learn-by-interact in various downstream agentic tasks -- baseline results are improved by up to 12.2\% for ICL with Claude-3.5 and 19.5\% for training with Codestral-22B. We further demonstrate the critical role of backward construction, which provides up to 14.0\% improvement for training. Our ablation studies demonstrate the efficiency provided by our synthesized data in ICL and the superiority of our retrieval pipeline over alternative approaches like conventional retrieval-augmented generation (RAG). We expect that Learn-by-interact will serve as a foundation for agent data synthesis as LLMs are increasingly deployed at real-world environments.

Item-Language Model for Conversational Recommendation

Large-language Models (LLMs) have been extremely successful at tasks like complex dialogue understanding, reasoning and coding due to their emergent abilities. These emergent abilities have been extended with multi-modality to include image, audio, and video capabilities. Recommender systems, on the other hand, have been critical for information seeking and item discovery needs. Recently, there have been attempts to apply LLMs for recommendations. One difficulty of current attempts is that the underlying LLM is usually not trained on the recommender system data, which largely contains user interaction signals and is often not publicly available. Another difficulty is user interaction signals often have a different pattern from natural language text, and it is currently unclear if the LLM training setup can learn more non-trivial knowledge from interaction signals compared with traditional recommender system methods. Finally, it is difficult to train multiple LLMs for different use-cases, and to retain the original language and reasoning abilities when learning from recommender system data. To address these three limitations, we propose an Item-Language Model (ILM), which is composed of an item encoder to produce text-aligned item representations that encode user interaction signals, and a frozen LLM that can understand those item representations with preserved pretrained knowledge. We conduct extensive experiments which demonstrate both the importance of the language-alignment and of user interaction knowledge in the item encoder.

Zero-Shot Goal-Directed Dialogue via RL on Imagined Conversations

Large language models (LLMs) have emerged as powerful and general solutions to many natural language tasks. However, many of the most important applications of language generation are interactive, where an agent has to talk to a person to reach a desired outcome. For example, a teacher might try to understand their student's current comprehension level to tailor their instruction accordingly, and a travel agent might ask questions of their customer to understand their preferences in order to recommend activities they might enjoy. LLMs trained with supervised fine-tuning or "single-step" RL, as with standard RLHF, might struggle which tasks that require such goal-directed behavior, since they are not trained to optimize for overall conversational outcomes after multiple turns of interaction. In this work, we explore a new method for adapting LLMs with RL for such goal-directed dialogue. Our key insight is that, though LLMs might not effectively solve goal-directed dialogue tasks out of the box, they can provide useful data for solving such tasks by simulating suboptimal but human-like behaviors. Given a textual description of a goal-directed dialogue task, we leverage LLMs to sample diverse synthetic rollouts of hypothetical in-domain human-human interactions. Our algorithm then utilizes this dataset with offline reinforcement learning to train an interactive conversational agent that can optimize goal-directed objectives over multiple turns. In effect, the LLM produces examples of possible interactions, and RL then processes these examples to learn to perform more optimal interactions. Empirically, we show that our proposed approach achieves state-of-the-art performance in various goal-directed dialogue tasks that include teaching and preference elicitation.

Memorize, Factorize, or be Naïve: Learning Optimal Feature Interaction Methods for CTR Prediction

Click-through rate prediction is one of the core tasks in commercial recommender systems. It aims to predict the probability of a user clicking a particular item given user and item features. As feature interactions bring in non-linearity, they are widely adopted to improve the performance of CTR prediction models. Therefore, effectively modelling feature interactions has attracted much attention in both the research and industry field. The current approaches can generally be categorized into three classes: (1) na\"ive methods, which do not model feature interactions and only use original features; (2) memorized methods, which memorize feature interactions by explicitly viewing them as new features and assigning trainable embeddings; (3) factorized methods, which learn latent vectors for original features and implicitly model feature interactions through factorization functions. Studies have shown that modelling feature interactions by one of these methods alone are suboptimal due to the unique characteristics of different feature interactions. To address this issue, we first propose a general framework called OptInter which finds the most suitable modelling method for each feature interaction. Different state-of-the-art deep CTR models can be viewed as instances of OptInter. To realize the functionality of OptInter, we also introduce a learning algorithm that automatically searches for the optimal modelling method. We conduct extensive experiments on four large datasets. Our experiments show that OptInter improves the best performed state-of-the-art baseline deep CTR models by up to 2.21%. Compared to the memorized method, which also outperforms baselines, we reduce up to 91% parameters. In addition, we conduct several ablation studies to investigate the influence of different components of OptInter. Finally, we provide interpretable discussions on the results of OptInter.

Advances and Challenges in Conversational Recommender Systems: A Survey

Recommender systems exploit interaction history to estimate user preference, having been heavily used in a wide range of industry applications. However, static recommendation models are difficult to answer two important questions well due to inherent shortcomings: (a) What exactly does a user like? (b) Why does a user like an item? The shortcomings are due to the way that static models learn user preference, i.e., without explicit instructions and active feedback from users. The recent rise of conversational recommender systems (CRSs) changes this situation fundamentally. In a CRS, users and the system can dynamically communicate through natural language interactions, which provide unprecedented opportunities to explicitly obtain the exact preference of users. Considerable efforts, spread across disparate settings and applications, have been put into developing CRSs. Existing models, technologies, and evaluation methods for CRSs are far from mature. In this paper, we provide a systematic review of the techniques used in current CRSs. We summarize the key challenges of developing CRSs in five directions: (1) Question-based user preference elicitation. (2) Multi-turn conversational recommendation strategies. (3) Dialogue understanding and generation. (4) Exploitation-exploration trade-offs. (5) Evaluation and user simulation. These research directions involve multiple research fields like information retrieval (IR), natural language processing (NLP), and human-computer interaction (HCI). Based on these research directions, we discuss some future challenges and opportunities. We provide a road map for researchers from multiple communities to get started in this area. We hope this survey can help to identify and address challenges in CRSs and inspire future research.

Detecting Any Human-Object Interaction Relationship: Universal HOI Detector with Spatial Prompt Learning on Foundation Models

Human-object interaction (HOI) detection aims to comprehend the intricate relationships between humans and objects, predicting <human, action, object> triplets, and serving as the foundation for numerous computer vision tasks. The complexity and diversity of human-object interactions in the real world, however, pose significant challenges for both annotation and recognition, particularly in recognizing interactions within an open world context. This study explores the universal interaction recognition in an open-world setting through the use of Vision-Language (VL) foundation models and large language models (LLMs). The proposed method is dubbed as \textbf{UniHOI}. We conduct a deep analysis of the three hierarchical features inherent in visual HOI detectors and propose a method for high-level relation extraction aimed at VL foundation models, which we call HO prompt-based learning. Our design includes an HO Prompt-guided Decoder (HOPD), facilitates the association of high-level relation representations in the foundation model with various HO pairs within the image. Furthermore, we utilize a LLM (i.e. GPT) for interaction interpretation, generating a richer linguistic understanding for complex HOIs. For open-category interaction recognition, our method supports either of two input types: interaction phrase or interpretive sentence. Our efficient architecture design and learning methods effectively unleash the potential of the VL foundation models and LLMs, allowing UniHOI to surpass all existing methods with a substantial margin, under both supervised and zero-shot settings. The code and pre-trained weights are available at: https://github.com/Caoyichao/UniHOI.

Beyond Single-Turn: A Survey on Multi-Turn Interactions with Large Language Models

Recent advancements in large language models (LLMs) have revolutionized their ability to handle single-turn tasks, yet real-world applications demand sophisticated multi-turn interactions. This survey provides a comprehensive review of recent advancements in evaluating and enhancing multi-turn interactions in LLMs. Focusing on task-specific scenarios, from instruction following in diverse domains such as math and coding to complex conversational engagements in roleplay, healthcare, education, and even adversarial jailbreak settings, we systematically examine the challenges of maintaining context, coherence, fairness, and responsiveness over prolonged dialogues. The paper organizes current benchmarks and datasets into coherent categories that reflect the evolving landscape of multi-turn dialogue evaluation. In addition, we review a range of enhancement methodologies under multi-turn settings, including model-centric strategies (contextual learning, supervised fine-tuning, reinforcement learning, and new architectures), external integration approaches (memory-augmented, retrieval-based methods, and knowledge graph), and agent-based techniques for collaborative interactions. Finally, we discuss open challenges and propose future directions for research to further advance the robustness and effectiveness of multi-turn interactions in LLMs. Related resources and papers are available at https://github.com/yubol-cmu/Awesome-Multi-Turn-LLMs.

Multimodal Learning Without Labeled Multimodal Data: Guarantees and Applications

In many machine learning systems that jointly learn from multiple modalities, a core research question is to understand the nature of multimodal interactions: the emergence of new task-relevant information during learning from both modalities that was not present in either alone. We study this challenge of interaction quantification in a semi-supervised setting with only labeled unimodal data and naturally co-occurring multimodal data (e.g., unlabeled images and captions, video and corresponding audio) but when labeling them is time-consuming. Using a precise information-theoretic definition of interactions, our key contributions are the derivations of lower and upper bounds to quantify the amount of multimodal interactions in this semi-supervised setting. We propose two lower bounds based on the amount of shared information between modalities and the disagreement between separately trained unimodal classifiers, and derive an upper bound through connections to approximate algorithms for min-entropy couplings. We validate these estimated bounds and show how they accurately track true interactions. Finally, two semi-supervised multimodal applications are explored based on these theoretical results: (1) analyzing the relationship between multimodal performance and estimated interactions, and (2) self-supervised learning that embraces disagreement between modalities beyond agreement as is typically done.

Feedback-Based Self-Learning in Large-Scale Conversational AI Agents

Today, most large-scale conversational AI agents (e.g. Alexa, Siri, or Google Assistant) are built using manually annotated data to train the different components of the system. Typically, the accuracy of the ML models in these components are improved by manually transcribing and annotating data. As the scope of these systems increase to cover more scenarios and domains, manual annotation to improve the accuracy of these components becomes prohibitively costly and time consuming. In this paper, we propose a system that leverages user-system interaction feedback signals to automate learning without any manual annotation. Users here tend to modify a previous query in hopes of fixing an error in the previous turn to get the right results. These reformulations, which are often preceded by defective experiences caused by errors in ASR, NLU, ER or the application. In some cases, users may not properly formulate their requests (e.g. providing partial title of a song), but gleaning across a wider pool of users and sessions reveals the underlying recurrent patterns. Our proposed self-learning system automatically detects the errors, generate reformulations and deploys fixes to the runtime system to correct different types of errors occurring in different components of the system. In particular, we propose leveraging an absorbing Markov Chain model as a collaborative filtering mechanism in a novel attempt to mine these patterns. We show that our approach is highly scalable, and able to learn reformulations that reduce Alexa-user errors by pooling anonymized data across millions of customers. The proposed self-learning system achieves a win/loss ratio of 11.8 and effectively reduces the defect rate by more than 30% on utterance level reformulations in our production A/B tests. To the best of our knowledge, this is the first self-learning large-scale conversational AI system in production.

Adapting LLM Agents Through Communication

Recent advancements in large language models (LLMs) have shown potential for human-like agents. To help these agents adapt to new tasks without extensive human supervision, we propose the Learning through Communication (LTC) paradigm, a novel training approach enabling LLM agents to improve continuously through interactions with their environments and other agents. Recent advancements in large language models (LLMs) have shown potential for human-like agents. To help these agents adapt to new tasks without extensive human supervision, we propose the Learning through Communication (LTC) paradigm, a novel training approach enabling LLM agents to improve continuously through interactions with their environments and other agents. Through iterative exploration and PPO training, LTC empowers the agent to assimilate short-term experiences into long-term memory. To optimize agent interactions for task-specific learning, we introduce three structured communication patterns: Monologue, Dialogue, and Analogue-tailored for common tasks such as decision-making, knowledge-intensive reasoning, and numerical reasoning. We evaluated LTC on three datasets: ALFWorld (decision-making), HotpotQA (knowledge-intensive reasoning), and GSM8k (numerical reasoning). On ALFWorld, it exceeds the instruction tuning baseline by 12% in success rate. On HotpotQA, LTC surpasses the instruction-tuned LLaMA-7B agent by 5.1% in EM score, and it outperforms the instruction-tuned 9x larger PaLM-62B agent by 0.6%. On GSM8k, LTC outperforms the CoT-Tuning baseline by 3.6% in accuracy. The results showcase the versatility and efficiency of the LTC approach across diverse domains. We will open-source our code to promote further development of the community.

Can Language Models Teach Weaker Agents? Teacher Explanations Improve Students via Theory of Mind

Large Language Models (LLMs) perform complex reasoning by generating explanations for their predictions. However, a complementary goal of explanations is to also communicate useful knowledge that improves weaker agents. Hence, we investigate whether LLMs also make good teachers for weaker agents. In particular, we consider a student-teacher framework between two LLM agents and study if, when, and how the teacher should intervene with natural language explanations to improve the student's performance. Since communication is expensive, we define a budget such that the teacher only communicates explanations for a fraction of the data, after which the student should perform well on its own. We decompose the teaching problem along four axes: (1) if teacher's test time intervention improve student predictions, (2) when it is worth explaining a data point, (3) how the teacher should personalize explanations to better teach the student, and (4) if teacher explanations also improve student performance on future unexplained data. We first show that teacher LLMs can indeed intervene on student reasoning to improve their performance. Next, we propose a Theory of Mind approach, in which the teacher builds two few-shot mental models of the student. The first model defines an Intervention Function that simulates the utility of an intervention, allowing the teacher to intervene when this utility is the highest and improving student performance at lower budgets. The second model enables the teacher to personalize explanations for a particular student and outperform unpersonalized teachers. We also demonstrate that in multi-turn interactions, teacher explanations generalize and learning from explained data improves student performance on future unexplained data. Finally, we also verify that misaligned teachers can lower student performance to random chance by intentionally misleading them.

Hiformer: Heterogeneous Feature Interactions Learning with Transformers for Recommender Systems

Learning feature interaction is the critical backbone to building recommender systems. In web-scale applications, learning feature interaction is extremely challenging due to the sparse and large input feature space; meanwhile, manually crafting effective feature interactions is infeasible because of the exponential solution space. We propose to leverage a Transformer-based architecture with attention layers to automatically capture feature interactions. Transformer architectures have witnessed great success in many domains, such as natural language processing and computer vision. However, there has not been much adoption of Transformer architecture for feature interaction modeling in industry. We aim at closing the gap. We identify two key challenges for applying the vanilla Transformer architecture to web-scale recommender systems: (1) Transformer architecture fails to capture the heterogeneous feature interactions in the self-attention layer; (2) The serving latency of Transformer architecture might be too high to be deployed in web-scale recommender systems. We first propose a heterogeneous self-attention layer, which is a simple yet effective modification to the self-attention layer in Transformer, to take into account the heterogeneity of feature interactions. We then introduce Hiformer (Heterogeneous Interaction Transformer) to further improve the model expressiveness. With low-rank approximation and model pruning, \hiformer enjoys fast inference for online deployment. Extensive offline experiment results corroborates the effectiveness and efficiency of the Hiformer model. We have successfully deployed the Hiformer model to a real world large scale App ranking model at Google Play, with significant improvement in key engagement metrics (up to +2.66\%).

Using Advanced LLMs to Enhance Smaller LLMs: An Interpretable Knowledge Distillation Approach

Advanced Large language models (LLMs) like GPT-4 or LlaMa 3 provide superior performance in complex human-like interactions. But they are costly, or too large for edge devices such as smartphones and harder to self-host, leading to security and privacy concerns. This paper introduces a novel interpretable knowledge distillation approach to enhance the performance of smaller, more economical LLMs that firms can self-host. We study this problem in the context of building a customer service agent aimed at achieving high customer satisfaction through goal-oriented dialogues. Unlike traditional knowledge distillation, where the "student" model learns directly from the "teacher" model's responses via fine-tuning, our interpretable "strategy" teaching approach involves the teacher providing strategies to improve the student's performance in various scenarios. This method alternates between a "scenario generation" step and a "strategies for improvement" step, creating a customized library of scenarios and optimized strategies for automated prompting. The method requires only black-box access to both student and teacher models; hence it can be used without manipulating model parameters. In our customer service application, the method improves performance, and the learned strategies are transferable to other LLMs and scenarios beyond the training set. The method's interpretabilty helps safeguard against potential harms through human audit.

SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations

We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.

Estimation-Action-Reflection: Towards Deep Interaction Between Conversational and Recommender Systems

Recommender systems are embracing conversational technologies to obtain user preferences dynamically, and to overcome inherent limitations of their static models. A successful Conversational Recommender System (CRS) requires proper handling of interactions between conversation and recommendation. We argue that three fundamental problems need to be solved: 1) what questions to ask regarding item attributes, 2) when to recommend items, and 3) how to adapt to the users' online feedback. To the best of our knowledge, there lacks a unified framework that addresses these problems. In this work, we fill this missing interaction framework gap by proposing a new CRS framework named Estimation-Action-Reflection, or EAR, which consists of three stages to better converse with users. (1) Estimation, which builds predictive models to estimate user preference on both items and item attributes; (2) Action, which learns a dialogue policy to determine whether to ask attributes or recommend items, based on Estimation stage and conversation history; and (3) Reflection, which updates the recommender model when a user rejects the recommendations made by the Action stage. We present two conversation scenarios on binary and enumerated questions, and conduct extensive experiments on two datasets from Yelp and LastFM, for each scenario, respectively. Our experiments demonstrate significant improvements over the state-of-the-art method CRM [32], corresponding to fewer conversation turns and a higher level of recommendation hits.

Promptor: A Conversational and Autonomous Prompt Generation Agent for Intelligent Text Entry Techniques

Text entry is an essential task in our day-to-day digital interactions. Numerous intelligent features have been developed to streamline this process, making text entry more effective, efficient, and fluid. These improvements include sentence prediction and user personalization. However, as deep learning-based language models become the norm for these advanced features, the necessity for data collection and model fine-tuning increases. These challenges can be mitigated by harnessing the in-context learning capability of large language models such as GPT-3.5. This unique feature allows the language model to acquire new skills through prompts, eliminating the need for data collection and fine-tuning. Consequently, large language models can learn various text prediction techniques. We initially showed that, for a sentence prediction task, merely prompting GPT-3.5 surpassed a GPT-2 backed system and is comparable with a fine-tuned GPT-3.5 model, with the latter two methods requiring costly data collection, fine-tuning and post-processing. However, the task of prompting large language models to specialize in specific text prediction tasks can be challenging, particularly for designers without expertise in prompt engineering. To address this, we introduce Promptor, a conversational prompt generation agent designed to engage proactively with designers. Promptor can automatically generate complex prompts tailored to meet specific needs, thus offering a solution to this challenge. We conducted a user study involving 24 participants creating prompts for three intelligent text entry tasks, half of the participants used Promptor while the other half designed prompts themselves. The results show that Promptor-designed prompts result in a 35% increase in similarity and 22% in coherence over those by designers.

Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning

Communicating in natural language is a powerful tool in multi-agent settings, as it enables independent agents to share information in partially observable settings and allows zero-shot coordination with humans. However, most prior works are limited as they either rely on training with large amounts of human demonstrations or lack the ability to generate natural and useful communication strategies. In this work, we train language models to have productive discussions about their environment in natural language without any human demonstrations. We decompose the communication problem into listening and speaking. Our key idea is to leverage the agent's goal to predict useful information about the world as a dense reward signal that guides communication. Specifically, we improve a model's listening skills by training them to predict information about the environment based on discussions, and we simultaneously improve a model's speaking skills with multi-agent reinforcement learning by rewarding messages based on their influence on other agents. To investigate the role and necessity of communication in complex social settings, we study an embodied social deduction game based on Among Us, where the key question to answer is the identity of an adversarial imposter. We analyze emergent behaviors due to our technique, such as accusing suspects and providing evidence, and find that it enables strong discussions, doubling the win rates compared to standard RL. We release our code and models at https://socialdeductionllm.github.io/

LMRL Gym: Benchmarks for Multi-Turn Reinforcement Learning with Language Models

Large language models (LLMs) provide excellent text-generation capabilities, but standard prompting and generation methods generally do not lead to intentional or goal-directed agents and might necessitate considerable prompt tuning. This becomes particularly apparent in multi-turn conversations: even the best current LLMs rarely ask clarifying questions, engage in explicit information gathering, or take actions now that lead to better decisions after multiple turns. Reinforcement learning has the potential to leverage the powerful modeling capabilities of LLMs, as well as their internal representation of textual interactions, to create capable goal-directed language agents. This can enable intentional and temporally extended interactions, such as with humans, through coordinated persuasion and carefully crafted questions, or in goal-directed play through text games to bring about desired final outcomes. However, enabling this requires the community to develop stable and reliable reinforcement learning algorithms that can effectively train LLMs. Developing such algorithms requires tasks that can gauge progress on algorithm design, provide accessible and reproducible evaluations for multi-turn interactions, and cover a range of task properties and challenges in improving reinforcement learning algorithms. Our paper introduces the LMRL-Gym benchmark for evaluating multi-turn RL for LLMs, together with an open-source research framework containing a basic toolkit for getting started on multi-turn RL with offline value-based and policy-based RL methods. Our benchmark consists of 8 different language tasks, which require multiple rounds of language interaction and cover a range of tasks in open-ended dialogue and text games.

Aligning LLM Agents by Learning Latent Preference from User Edits

We study interactive learning of language agents based on user edits made to the agent's output. In a typical setting such as writing assistants, the user interacts with a language agent to generate a response given a context, and may optionally edit the agent response to personalize it based on their latent preference, in addition to improving the correctness. The edit feedback is naturally generated, making it a suitable candidate for improving the agent's alignment with the user's preference, and for reducing the cost of user edits over time. We propose a learning framework, PRELUDE that infers a description of the user's latent preference based on historic edit data and using it to define a prompt policy that drives future response generation. This avoids fine-tuning the agent, which is costly, challenging to scale with the number of users, and may even degrade its performance on other tasks. Furthermore, learning descriptive preference improves interpretability, allowing the user to view and modify the learned preference. However, user preference can be complex and vary based on context, making it challenging to learn. To address this, we propose a simple yet effective algorithm named CIPHER that leverages a large language model (LLM) to infer the user preference for a given context based on user edits. In the future, CIPHER retrieves inferred preferences from the k-closest contexts in the history, and forms an aggregate preference for response generation. We introduce two interactive environments -- summarization and email writing, for evaluation using a GPT-4 simulated user. We compare with algorithms that directly retrieve user edits but do not learn descriptive preference, and algorithms that learn context-agnostic preference. On both tasks, CIPHER achieves the lowest edit distance cost and learns preferences that show significant similarity to the ground truth preferences

Allowing humans to interactively guide machines where to look does not always improve a human-AI team's classification accuracy

Via thousands of papers in Explainable AI (XAI), attention maps vaswani2017attention and feature attribution maps bansal2020sam have been established as a common means for explaining the input features that are important to AI's decisions. It is an interesting but unexplored question whether allowing users to edit the importance scores of input features at test time would improve the human-AI team's accuracy on downstream tasks. In this paper, we address this question by taking CHM-Corr, a state-of-the-art, ante-hoc explanation method taesiri2022visual that first predicts patch-wise correspondences between the input and the training-set images, and then uses them to make classification decisions. We build an interactive interface on top of CHM-Corr, enabling users to directly edit the initial feature attribution map provided by CHM-Corr. Via our CHM-Corr++ interface, users gain insights into if, when, and how the model changes its outputs, enhancing understanding beyond static explanations. Our user study with 18 machine learning researchers who performed sim1,400 decisions shows that our interactive approach does not improve user accuracy on CUB-200 bird image classification over static explanations. This challenges the belief that interactivity inherently boosts XAI effectiveness~sokol2020one,sun2022exploring,shen2024towards,singh2024rethinking,mindlin2024beyond,lakkaraju2022rethinking,cheng2019explaining,liu2021understanding and raises needs for future research. Our work contributes to the field by open-sourcing an interactive tool for manipulating model attention, and it lays the groundwork for future research to enable effective human-AI interaction in computer vision. We release code and data on https://anonymous.4open.science/r/CHMCorrPlusPlus/{github}. Our interface are available http://137.184.82.109:7080/{here}.

Interactive Natural Language Processing

Interactive Natural Language Processing (iNLP) has emerged as a novel paradigm within the field of NLP, aimed at addressing limitations in existing frameworks while aligning with the ultimate goals of artificial intelligence. This paradigm considers language models as agents capable of observing, acting, and receiving feedback iteratively from external entities. Specifically, language models in this context can: (1) interact with humans for better understanding and addressing user needs, personalizing responses, aligning with human values, and improving the overall user experience; (2) interact with knowledge bases for enriching language representations with factual knowledge, enhancing the contextual relevance of responses, and dynamically leveraging external information to generate more accurate and informed responses; (3) interact with models and tools for effectively decomposing and addressing complex tasks, leveraging specialized expertise for specific subtasks, and fostering the simulation of social behaviors; and (4) interact with environments for learning grounded representations of language, and effectively tackling embodied tasks such as reasoning, planning, and decision-making in response to environmental observations. This paper offers a comprehensive survey of iNLP, starting by proposing a unified definition and framework of the concept. We then provide a systematic classification of iNLP, dissecting its various components, including interactive objects, interaction interfaces, and interaction methods. We proceed to delve into the evaluation methodologies used in the field, explore its diverse applications, scrutinize its ethical and safety issues, and discuss prospective research directions. This survey serves as an entry point for researchers who are interested in this rapidly evolving area and offers a broad view of the current landscape and future trajectory of iNLP.

Reconstructing Interacting Hands with Interaction Prior from Monocular Images

Reconstructing interacting hands from monocular images is indispensable in AR/VR applications. Most existing solutions rely on the accurate localization of each skeleton joint. However, these methods tend to be unreliable due to the severe occlusion and confusing similarity among adjacent hand parts. This also defies human perception because humans can quickly imitate an interaction pattern without localizing all joints. Our key idea is to first construct a two-hand interaction prior and recast the interaction reconstruction task as the conditional sampling from the prior. To expand more interaction states, a large-scale multimodal dataset with physical plausibility is proposed. Then a VAE is trained to further condense these interaction patterns as latent codes in a prior distribution. When looking for image cues that contribute to interaction prior sampling, we propose the interaction adjacency heatmap (IAH). Compared with a joint-wise heatmap for localization, IAH assigns denser visible features to those invisible joints. Compared with an all-in-one visible heatmap, it provides more fine-grained local interaction information in each interaction region. Finally, the correlations between the extracted features and corresponding interaction codes are linked by the ViT module. Comprehensive evaluations on benchmark datasets have verified the effectiveness of this framework. The code and dataset are publicly available at https://github.com/binghui-z/InterPrior_pytorch

Full-Body Articulated Human-Object Interaction

Fine-grained capturing of 3D HOI boosts human activity understanding and facilitates downstream visual tasks, including action recognition, holistic scene reconstruction, and human motion synthesis. Despite its significance, existing works mostly assume that humans interact with rigid objects using only a few body parts, limiting their scope. In this paper, we address the challenging problem of f-AHOI, wherein the whole human bodies interact with articulated objects, whose parts are connected by movable joints. We present CHAIRS, a large-scale motion-captured f-AHOI dataset, consisting of 16.2 hours of versatile interactions between 46 participants and 81 articulated and rigid sittable objects. CHAIRS provides 3D meshes of both humans and articulated objects during the entire interactive process, as well as realistic and physically plausible full-body interactions. We show the value of CHAIRS with object pose estimation. By learning the geometrical relationships in HOI, we devise the very first model that leverage human pose estimation to tackle the estimation of articulated object poses and shapes during whole-body interactions. Given an image and an estimated human pose, our model first reconstructs the pose and shape of the object, then optimizes the reconstruction according to a learned interaction prior. Under both evaluation settings (e.g., with or without the knowledge of objects' geometries/structures), our model significantly outperforms baselines. We hope CHAIRS will promote the community towards finer-grained interaction understanding. We will make the data/code publicly available.

Interactive Dialogue Agents via Reinforcement Learning on Hindsight Regenerations

Recent progress on large language models (LLMs) has enabled dialogue agents to generate highly naturalistic and plausible text. However, current LLM language generation focuses on responding accurately to questions and requests with a single effective response. In reality, many real dialogues are interactive, meaning an agent's utterances will influence their conversational partner, elicit information, or change their opinion. Accounting for how an agent can effectively steer a conversation is a crucial ability in many dialogue tasks, from healthcare to preference elicitation. Existing methods for fine-tuning dialogue agents to accomplish such tasks would rely on curating some amount of expert data. However, doing so often requires understanding the underlying cognitive processes of the conversational partner, which is a skill neither humans nor LLMs trained on human data can reliably do. Our key insight is that while LLMs may not be adept at identifying effective strategies for steering conversations a priori, or in the middle of an ongoing conversation, they can do so post-hoc, or in hindsight, after seeing how their conversational partner responds. We use this fact to rewrite and augment existing suboptimal data, and train via offline reinforcement learning (RL) an agent that outperforms both prompting and learning from unaltered human demonstrations. We apply our approach to two domains that require understanding human mental state, intelligent interaction, and persuasion: mental health support, and soliciting charitable donations. Our results in a user study with real humans show that our approach greatly outperforms existing state-of-the-art dialogue agents.

LEXI: Large Language Models Experimentation Interface

The recent developments in Large Language Models (LLM), mark a significant moment in the research and development of social interactions with artificial agents. These agents are widely deployed in a variety of settings, with potential impact on users. However, the study of social interactions with agents powered by LLM is still emerging, limited by access to the technology and to data, the absence of standardised interfaces, and challenges to establishing controlled experimental setups using the currently available business-oriented platforms. To answer these gaps, we developed LEXI, LLMs Experimentation Interface, an open-source tool enabling the deployment of artificial agents powered by LLM in social interaction behavioural experiments. Using a graphical interface, LEXI allows researchers to build agents, and deploy them in experimental setups along with forms and questionnaires while collecting interaction logs and self-reported data. The outcomes of usability testing indicate LEXI's broad utility, high usability and minimum mental workload requirement, with distinctive benefits observed across disciplines. A proof-of-concept study exploring the tool's efficacy in evaluating social HAIs was conducted, resulting in high-quality data. A comparison of empathetic versus neutral agents indicated that people perceive empathetic agents as more social, and write longer and more positive messages towards them.

Creating General User Models from Computer Use

Human-computer interaction has long imagined technology that understands us-from our preferences and habits, to the timing and purpose of our everyday actions. Yet current user models remain fragmented, narrowly tailored to specific apps, and incapable of the flexible reasoning required to fulfill these visions. This paper presents an architecture for a general user model (GUM) that learns about you by observing any interaction you have with your computer. The GUM takes as input any unstructured observation of a user (e.g., device screenshots) and constructs confidence-weighted propositions that capture that user knowledge and preferences. GUMs can infer that a user is preparing for a wedding they're attending from messages with a friend. Or recognize that a user is struggling with a collaborator's feedback on a draft by observing multiple stalled edits and a switch to reading related work. GUMs introduce an architecture that infers new propositions about a user from multimodal observations, retrieves related propositions for context, and continuously revises existing propositions. To illustrate the breadth of applications that GUMs enable, we demonstrate how they augment chat-based assistants with context, manage OS notifications to selectively surface important information, and enable interactive agents that adapt to preferences across apps. We also instantiate proactive assistants (GUMBOs) that discover and execute useful suggestions on a user's behalf using their GUM. In our evaluations, we find that GUMs make calibrated and accurate inferences about users, and that assistants built on GUMs proactively identify and perform actions that users wouldn't think to request explicitly. Altogether, GUMs introduce methods that leverage multimodal models to understand unstructured context, enabling long-standing visions of HCI and entirely new interactive systems that anticipate user needs.

Exploiting Simulated User Feedback for Conversational Search: Ranking, Rewriting, and Beyond

This research aims to explore various methods for assessing user feedback in mixed-initiative conversational search (CS) systems. While CS systems enjoy profuse advancements across multiple aspects, recent research fails to successfully incorporate feedback from the users. One of the main reasons for that is the lack of system-user conversational interaction data. To this end, we propose a user simulator-based framework for multi-turn interactions with a variety of mixed-initiative CS systems. Specifically, we develop a user simulator, dubbed ConvSim, that, once initialized with an information need description, is capable of providing feedback to a system's responses, as well as answering potential clarifying questions. Our experiments on a wide variety of state-of-the-art passage retrieval and neural re-ranking models show that effective utilization of user feedback can lead to 16% retrieval performance increase in terms of nDCG@3. Moreover, we observe consistent improvements as the number of feedback rounds increases (35% relative improvement in terms of nDCG@3 after three rounds). This points to a research gap in the development of specific feedback processing modules and opens a potential for significant advancements in CS. To support further research in the topic, we release over 30,000 transcripts of system-simulator interactions based on well-established CS datasets.

Self-Supervised Bot Play for Conversational Recommendation with Justifications

Conversational recommender systems offer the promise of interactive, engaging ways for users to find items they enjoy. We seek to improve conversational recommendation via three dimensions: 1) We aim to mimic a common mode of human interaction for recommendation: experts justify their suggestions, a seeker explains why they don't like the item, and both parties iterate through the dialog to find a suitable item. 2) We leverage ideas from conversational critiquing to allow users to flexibly interact with natural language justifications by critiquing subjective aspects. 3) We adapt conversational recommendation to a wider range of domains where crowd-sourced ground truth dialogs are not available. We develop a new two-part framework for training conversational recommender systems. First, we train a recommender system to jointly suggest items and justify its reasoning with subjective aspects. We then fine-tune this model to incorporate iterative user feedback via self-supervised bot-play. Experiments on three real-world datasets demonstrate that our system can be applied to different recommendation models across diverse domains to achieve superior performance in conversational recommendation compared to state-of-the-art methods. We also evaluate our model on human users, showing that systems trained under our framework provide more useful, helpful, and knowledgeable recommendations in warm- and cold-start settings.

FinalMLP: An Enhanced Two-Stream MLP Model for CTR Prediction

Click-through rate (CTR) prediction is one of the fundamental tasks for online advertising and recommendation. While multi-layer perceptron (MLP) serves as a core component in many deep CTR prediction models, it has been widely recognized that applying a vanilla MLP network alone is inefficient in learning multiplicative feature interactions. As such, many two-stream interaction models (e.g., DeepFM and DCN) have been proposed by integrating an MLP network with another dedicated network for enhanced CTR prediction. As the MLP stream learns feature interactions implicitly, existing research focuses mainly on enhancing explicit feature interactions in the complementary stream. In contrast, our empirical study shows that a well-tuned two-stream MLP model that simply combines two MLPs can even achieve surprisingly good performance, which has never been reported before by existing work. Based on this observation, we further propose feature gating and interaction aggregation layers that can be easily plugged to make an enhanced two-stream MLP model, FinalMLP. In this way, it not only enables differentiated feature inputs but also effectively fuses stream-level interactions across two streams. Our evaluation results on four open benchmark datasets as well as an online A/B test in our industrial system show that FinalMLP achieves better performance than many sophisticated two-stream CTR models. Our source code will be available at MindSpore/models.

Code Soliloquies for Accurate Calculations in Large Language Models

High-quality conversational datasets are integral to the successful development of Intelligent Tutoring Systems (ITS) that employ a Large Language Model (LLM) backend. These datasets, when used to fine-tune the LLM backend, significantly enhance the quality of interactions between students and ITS. A common strategy for developing these datasets involves generating synthetic student-teacher dialogues using advanced GPT-4 models. However, challenges arise when these dialogues demand complex calculations, common in subjects like physics. Despite its advanced capabilities, GPT-4's performance falls short in reliably handling even simple multiplication tasks, marking a significant limitation in its utility for these subjects. To address these challenges, this paper introduces an innovative stateful prompt design. Our approach generates a mock conversation between a student and a tutorbot, both roles simulated by GPT-4. Each student response triggers a soliloquy (an inner monologue) in the GPT-tutorbot, which assesses whether its response would necessitate calculations. If so, it proceeds to script the required code in Python and then uses the resulting output to construct its response to the student. Our approach notably enhances the quality of synthetic conversation datasets, especially for subjects that are calculation-intensive. Our findings show that our Higgs model -- a LLaMA finetuned with datasets generated through our novel stateful prompt design -- proficiently utilizes Python for computations. Consequently, finetuning with our datasets enriched with code soliloquies enhances not just the accuracy but also the computational reliability of Higgs' responses.

IDNP: Interest Dynamics Modeling using Generative Neural Processes for Sequential Recommendation

Recent sequential recommendation models rely increasingly on consecutive short-term user-item interaction sequences to model user interests. These approaches have, however, raised concerns about both short- and long-term interests. (1) {\it short-term}: interaction sequences may not result from a monolithic interest, but rather from several intertwined interests, even within a short period of time, resulting in their failures to model skip behaviors; (2) {\it long-term}: interaction sequences are primarily observed sparsely at discrete intervals, other than consecutively over the long run. This renders difficulty in inferring long-term interests, since only discrete interest representations can be derived, without taking into account interest dynamics across sequences. In this study, we address these concerns by learning (1) multi-scale representations of short-term interests; and (2) dynamics-aware representations of long-term interests. To this end, we present an Interest Dynamics modeling framework using generative Neural Processes, coined IDNP, to model user interests from a functional perspective. IDNP learns a global interest function family to define each user's long-term interest as a function instantiation, manifesting interest dynamics through function continuity. Specifically, IDNP first encodes each user's short-term interactions into multi-scale representations, which are then summarized as user context. By combining latent global interest with user context, IDNP then reconstructs long-term user interest functions and predicts interactions at upcoming query timestep. Moreover, IDNP can model such interest functions even when interaction sequences are limited and non-consecutive. Extensive experiments on four real-world datasets demonstrate that our model outperforms state-of-the-arts on various evaluation metrics.

Aligning Teacher with Student Preferences for Tailored Training Data Generation

Large Language Models (LLMs) have shown significant promise as copilots in various tasks. Local deployment of LLMs on edge devices is necessary when handling privacy-sensitive data or latency-sensitive tasks. The computational constraints of such devices make direct deployment of powerful large-scale LLMs impractical, necessitating the Knowledge Distillation from large-scale models to lightweight models. Lots of work has been done to elicit diversity and quality training examples from LLMs, but little attention has been paid to aligning teacher instructional content based on student preferences, akin to "responsive teaching" in pedagogy. Thus, we propose ARTE, dubbed Aligning TeacheR with StudenT PreferencEs, a framework that aligns the teacher model with student preferences to generate tailored training examples for Knowledge Distillation. Specifically, we elicit draft questions and rationales from the teacher model, then collect student preferences on these questions and rationales using students' performance with in-context learning as a proxy, and finally align the teacher model with student preferences. In the end, we repeat the first step with the aligned teacher model to elicit tailored training examples for the student model on the target task. Extensive experiments on academic benchmarks demonstrate the superiority of ARTE over existing instruction-tuning datasets distilled from powerful LLMs. Moreover, we thoroughly investigate the generalization of ARTE, including the generalization of fine-tuned student models in reasoning ability and the generalization of aligned teacher models to generate tailored training data across tasks and students. In summary, our contributions lie in proposing a novel framework for tailored training example generation, demonstrating its efficacy in experiments, and investigating the generalization of both student & aligned teacher models in ARTE.

DRESS: Instructing Large Vision-Language Models to Align and Interact with Humans via Natural Language Feedback

We present DRESS, a large vision language model (LVLM) that innovatively exploits Natural Language feedback (NLF) from Large Language Models to enhance its alignment and interactions by addressing two key limitations in the state-of-the-art LVLMs. First, prior LVLMs generally rely only on the instruction finetuning stage to enhance alignment with human preferences. Without incorporating extra feedback, they are still prone to generate unhelpful, hallucinated, or harmful responses. Second, while the visual instruction tuning data is generally structured in a multi-turn dialogue format, the connections and dependencies among consecutive conversational turns are weak. This reduces the capacity for effective multi-turn interactions. To tackle these, we propose a novel categorization of the NLF into two key types: critique and refinement. The critique NLF identifies the strengths and weaknesses of the responses and is used to align the LVLMs with human preferences. The refinement NLF offers concrete suggestions for improvement and is adopted to improve the interaction ability of the LVLMs-- which focuses on LVLMs' ability to refine responses by incorporating feedback in multi-turn interactions. To address the non-differentiable nature of NLF, we generalize conditional reinforcement learning for training. Our experimental results demonstrate that DRESS can generate more helpful (9.76%), honest (11.52%), and harmless (21.03%) responses, and more effectively learn from feedback during multi-turn interactions compared to SOTA LVMLs.

Improving Conversational Recommendation Systems via Counterfactual Data Simulation

Conversational recommender systems (CRSs) aim to provide recommendation services via natural language conversations. Although a number of approaches have been proposed for developing capable CRSs, they typically rely on sufficient training data for training. Since it is difficult to annotate recommendation-oriented dialogue datasets, existing CRS approaches often suffer from the issue of insufficient training due to the scarcity of training data. To address this issue, in this paper, we propose a CounterFactual data simulation approach for CRS, named CFCRS, to alleviate the issue of data scarcity in CRSs. Our approach is developed based on the framework of counterfactual data augmentation, which gradually incorporates the rewriting to the user preference from a real dialogue without interfering with the entire conversation flow. To develop our approach, we characterize user preference and organize the conversation flow by the entities involved in the dialogue, and design a multi-stage recommendation dialogue simulator based on a conversation flow language model. Under the guidance of the learned user preference and dialogue schema, the flow language model can produce reasonable, coherent conversation flows, which can be further realized into complete dialogues. Based on the simulator, we perform the intervention at the representations of the interacted entities of target users, and design an adversarial training method with a curriculum schedule that can gradually optimize the data augmentation strategy. Extensive experiments show that our approach can consistently boost the performance of several competitive CRSs, and outperform other data augmentation methods, especially when the training data is limited. Our code is publicly available at https://github.com/RUCAIBox/CFCRS.

Cultivating Helpful, Personalized, and Creative AI Tutors: A Framework for Pedagogical Alignment using Reinforcement Learning

The integration of large language models (LLMs) into education presents unprecedented opportunities for scalable personalized learning. However, standard LLMs often function as generic information providers, lacking alignment with fundamental pedagogical principles such as helpfulness, student-centered personalization, and creativity cultivation. To bridge this gap, we propose EduAlign, a novel framework designed to guide LLMs toward becoming more effective and responsible educational assistants. EduAlign consists of two main stages. In the first stage, we curate a dataset of 8k educational interactions and annotate them-both manually and automatically-along three key educational dimensions: Helpfulness, Personalization, and Creativity (HPC). These annotations are used to train HPC-RM, a multi-dimensional reward model capable of accurately scoring LLM outputs according to these educational principles. We further evaluate the consistency and reliability of this reward model. In the second stage, we leverage HPC-RM as a reward signal to fine-tune a pre-trained LLM using Group Relative Policy Optimization (GRPO) on a set of 2k diverse prompts. We then assess the pre- and post-finetuning models on both educational and general-domain benchmarks across the three HPC dimensions. Experimental results demonstrate that the fine-tuned model exhibits significantly improved alignment with pedagogical helpfulness, personalization, and creativity stimulation. This study presents a scalable and effective approach to aligning LLMs with nuanced and desirable educational traits, paving the way for the development of more engaging, pedagogically aligned AI tutors.

Thinking vs. Doing: Agents that Reason by Scaling Test-Time Interaction

The current paradigm of test-time scaling relies on generating long reasoning traces ("thinking" more) before producing a response. In agent problems that require interaction, this can be done by generating thinking traces before acting in the world. However, this process does not allow agents to acquire new information from the environment or adapt their behavior over time. In this work, we propose to scale test-time interaction, an untapped dimension of test-time scaling that increases the agent's interaction horizon to enable running rich behaviors such as exploration, backtracking, and dynamic re-planning within a single rollout. To demonstrate the promise of this scaling dimension, we study the domain of web agents. We first show that even prompting-based interaction scaling without any training can improve task success on web benchmarks non-trivially. Building on this, we introduce TTI (Test-Time Interaction), a curriculum-based online reinforcement learning (RL) approach that trains agents by adaptively adjusting their rollout lengths. Using a Gemma 3 12B model, TTI produces state-of-the-art open-source, open-data web agents on WebVoyager and WebArena benchmarks. We further show that TTI enables agents to balance exploration and exploitation adaptively. Our results establish interaction scaling as a powerful, complementary axis to scaling per-step compute, offering new avenues for training adaptive agents.

Interactive Model Cards: A Human-Centered Approach to Model Documentation

Deep learning models for natural language processing (NLP) are increasingly adopted and deployed by analysts without formal training in NLP or machine learning (ML). However, the documentation intended to convey the model's details and appropriate use is tailored primarily to individuals with ML or NLP expertise. To address this gap, we conduct a design inquiry into interactive model cards, which augment traditionally static model cards with affordances for exploring model documentation and interacting with the models themselves. Our investigation consists of an initial conceptual study with experts in ML, NLP, and AI Ethics, followed by a separate evaluative study with non-expert analysts who use ML models in their work. Using a semi-structured interview format coupled with a think-aloud protocol, we collected feedback from a total of 30 participants who engaged with different versions of standard and interactive model cards. Through a thematic analysis of the collected data, we identified several conceptual dimensions that summarize the strengths and limitations of standard and interactive model cards, including: stakeholders; design; guidance; understandability & interpretability; sensemaking & skepticism; and trust & safety. Our findings demonstrate the importance of carefully considered design and interactivity for orienting and supporting non-expert analysts using deep learning models, along with a need for consideration of broader sociotechnical contexts and organizational dynamics. We have also identified design elements, such as language, visual cues, and warnings, among others, that support interactivity and make non-interactive content accessible. We summarize our findings as design guidelines and discuss their implications for a human-centered approach towards AI/ML documentation.

Leveraging Large Language Models in Conversational Recommender Systems

A Conversational Recommender System (CRS) offers increased transparency and control to users by enabling them to engage with the system through a real-time multi-turn dialogue. Recently, Large Language Models (LLMs) have exhibited an unprecedented ability to converse naturally and incorporate world knowledge and common-sense reasoning into language understanding, unlocking the potential of this paradigm. However, effectively leveraging LLMs within a CRS introduces new technical challenges, including properly understanding and controlling a complex conversation and retrieving from external sources of information. These issues are exacerbated by a large, evolving item corpus and a lack of conversational data for training. In this paper, we provide a roadmap for building an end-to-end large-scale CRS using LLMs. In particular, we propose new implementations for user preference understanding, flexible dialogue management and explainable recommendations as part of an integrated architecture powered by LLMs. For improved personalization, we describe how an LLM can consume interpretable natural language user profiles and use them to modulate session-level context. To overcome conversational data limitations in the absence of an existing production CRS, we propose techniques for building a controllable LLM-based user simulator to generate synthetic conversations. As a proof of concept we introduce RecLLM, a large-scale CRS for YouTube videos built on LaMDA, and demonstrate its fluency and diverse functionality through some illustrative example conversations.

Creating A Neural Pedagogical Agent by Jointly Learning to Review and Assess

Machine learning plays an increasing role in intelligent tutoring systems as both the amount of data available and specialization among students grow. Nowadays, these systems are frequently deployed on mobile applications. Users on such mobile education platforms are dynamic, frequently being added, accessing the application with varying levels of focus, and changing while using the service. The education material itself, on the other hand, is often static and is an exhaustible resource whose use in tasks such as problem recommendation must be optimized. The ability to update user models with respect to educational material in real-time is thus essential; however, existing approaches require time-consuming re-training of user features whenever new data is added. In this paper, we introduce a neural pedagogical agent for real-time user modeling in the task of predicting user response correctness, a central task for mobile education applications. Our model, inspired by work in natural language processing on sequence modeling and machine translation, updates user features in real-time via bidirectional recurrent neural networks with an attention mechanism over embedded question-response pairs. We experiment on the mobile education application SantaTOEIC, which has 559k users, 66M response data points as well as a set of 10k study problems each expert-annotated with topic tags and gathered since 2016. Our model outperforms existing approaches over several metrics in predicting user response correctness, notably out-performing other methods on new users without large question-response histories. Additionally, our attention mechanism and annotated tag set allow us to create an interpretable education platform, with a smart review system that addresses the aforementioned issue of varied user attention and problem exhaustion.

CLASS Meet SPOCK: An Education Tutoring Chatbot based on Learning Science Principles

We present a design framework called Conversational Learning with Analytical Step-by-Step Strategies (CLASS) for developing high-performance Intelligent Tutoring Systems (ITS). The CLASS framework aims to empower ITS with with two critical capabilities: imparting tutor-like step-by-step guidance and enabling tutor-like conversations in natural language to effectively engage learners. To empower ITS with the aforementioned capabilities, the CLASS framework employs two carefully curated synthetic datasets. The first scaffolding dataset encompasses a variety of elements, including problems, their corresponding subproblems, hints, incorrect solutions, and tailored feedback. This dataset provides ITS with essential problem-solving strategies necessary for guiding students through each step of the conversation. The second conversational dataset contains simulated student-tutor conversations that involve the application of problem-solving strategies learned from the first dataset. In the second dataset, the tutoring system adheres to a pre-defined response template, which helps to maintain consistency and structure in ITS's responses during its interactions. This structured methodology facilitates seamless integration of user feedback and yields valuable insights into ITS's internal decision-making process, allowing for continuous refinement and improvement of the system. We also present a proof-of-concept ITS, referred to as SPOCK, trained using the CLASS framework with a focus on college level introductory biology content. A carefully constructed protocol was developed for SPOCK's preliminary evaluation, examining aspects such as the factual accuracy and relevance of its responses. Experts in the field of biology offered favorable remarks, particularly highlighting SPOCK's capability to break down questions into manageable subproblems and provide step-by-step guidance to students.

AgentTuning: Enabling Generalized Agent Abilities for LLMs

Open large language models (LLMs) with great performance in various tasks have significantly advanced the development of LLMs. However, they are far inferior to commercial models such as ChatGPT and GPT-4 when acting as agents to tackle complex tasks in the real world. These agent tasks employ LLMs as the central controller responsible for planning, memorization, and tool utilization, necessitating both fine-grained prompting methods and robust LLMs to achieve satisfactory performance. Though many prompting methods have been proposed to complete particular agent tasks, there is lack of research focusing on improving the agent capabilities of LLMs themselves without compromising their general abilities. In this work, we present AgentTuning, a simple and general method to enhance the agent abilities of LLMs while maintaining their general LLM capabilities. We construct AgentInstruct, a lightweight instruction-tuning dataset containing high-quality interaction trajectories. We employ a hybrid instruction-tuning strategy by combining AgentInstruct with open-source instructions from general domains. AgentTuning is used to instruction-tune the Llama 2 series, resulting in AgentLM. Our evaluations show that AgentTuning enables LLMs' agent capabilities without compromising general abilities. The AgentLM-70B is comparable to GPT-3.5-turbo on unseen agent tasks, demonstrating generalized agent capabilities. We open source the AgentInstruct and AgentLM-7B, 13B, and 70B models at https://github.com/THUDM/AgentTuning , serving open and powerful alternatives to commercial LLMs for agent tasks.

Carbon and Silicon, Coexist or Compete? A Survey on Human-AI Interactions in Agent-based Modeling and Simulation

Recent interest in human-AI interactions in agent-based modeling and simulation (ABMS) has grown rapidly due to the widespread utilization of large language models (LLMs). ABMS is an intelligent approach that simulates autonomous agents' behaviors within a defined environment to research emergent phenomena. Integrating LLMs into ABMS enables natural language interaction between humans and models. Meanwhile, it introduces new challenges that rely on human interaction to address. Human involvement can assist ABMS in adapting to flexible and complex research demands. However, systematic reviews of interactions that examine how humans and AI interact in ABMS are lacking. In this paper, we investigate existing works and propose a novel taxonomy to categorize the interactions derived from them. Specifically, human users refer to researchers who utilize ABMS tools to conduct their studies in our survey. We decompose interactions into five dimensions: the goals that users want to achieve (Why), the phases that users are involved (When), the components of the system (What), the roles of users (Who), and the means of interactions (How). Our analysis summarizes the findings that reveal existing interaction patterns. They provide researchers who develop interactions with comprehensive guidance on how humans and AI interact. We further discuss the unexplored interactions and suggest future research directions.

MathDial: A Dialogue Tutoring Dataset with Rich Pedagogical Properties Grounded in Math Reasoning Problems

While automatic dialogue tutors hold great potential in making education personalized and more accessible, research on such systems has been hampered by a lack of sufficiently large and high-quality datasets. Collecting such datasets remains challenging, as recording tutoring sessions raises privacy concerns and crowdsourcing leads to insufficient data quality. To address this, we propose a framework to generate such dialogues by pairing human teachers with a Large Language Model (LLM) prompted to represent common student errors. We describe how we use this framework to collect MathDial, a dataset of 3k one-to-one teacher-student tutoring dialogues grounded in multi-step math reasoning problems. While models like GPT-3 are good problem solvers, they fail at tutoring because they generate factually incorrect feedback or are prone to revealing solutions to students too early. To overcome this, we let teachers provide learning opportunities to students by guiding them using various scaffolding questions according to a taxonomy of teacher moves. We demonstrate MathDial and its extensive annotations can be used to finetune models to be more effective tutors (and not just solvers). We confirm this by automatic and human evaluation, notably in an interactive setting that measures the trade-off between student solving success and telling solutions. The dataset is released publicly.

Synthetic Dialogue Dataset Generation using LLM Agents

Linear programming (LP) problems are pervasive in real-life applications. However, despite their apparent simplicity, an untrained user may find it difficult to determine the linear model of their specific problem. We envisage the creation of a goal-oriented conversational agent that will engage in conversation with the user to elicit all information required so that a subsequent agent can generate the linear model. In this paper, we present an approach for the generation of sample dialogues that can be used to develop and train such a conversational agent. Using prompt engineering, we develop two agents that "talk" to each other, one acting as the conversational agent, and the other acting as the user. Using a set of text descriptions of linear problems from NL4Opt available to the user only, the agent and the user engage in conversation until the agent has retrieved all key information from the original problem description. We also propose an extrinsic evaluation of the dialogues by assessing how well the summaries generated by the dialogues match the original problem descriptions. We conduct human and automatic evaluations, including an evaluation approach that uses GPT-4 to mimic the human evaluation metrics. The evaluation results show an overall good quality of the dialogues, though research is still needed to improve the quality of the GPT-4 evaluation metrics. The resulting dialogues, including the human annotations of a subset, are available to the research community. The conversational agent used for the generation of the dialogues can be used as a baseline.

"No, to the Right" -- Online Language Corrections for Robotic Manipulation via Shared Autonomy

Systems for language-guided human-robot interaction must satisfy two key desiderata for broad adoption: adaptivity and learning efficiency. Unfortunately, existing instruction-following agents cannot adapt, lacking the ability to incorporate online natural language supervision, and even if they could, require hundreds of demonstrations to learn even simple policies. In this work, we address these problems by presenting Language-Informed Latent Actions with Corrections (LILAC), a framework for incorporating and adapting to natural language corrections - "to the right," or "no, towards the book" - online, during execution. We explore rich manipulation domains within a shared autonomy paradigm. Instead of discrete turn-taking between a human and robot, LILAC splits agency between the human and robot: language is an input to a learned model that produces a meaningful, low-dimensional control space that the human can use to guide the robot. Each real-time correction refines the human's control space, enabling precise, extended behaviors - with the added benefit of requiring only a handful of demonstrations to learn. We evaluate our approach via a user study where users work with a Franka Emika Panda manipulator to complete complex manipulation tasks. Compared to existing learned baselines covering both open-loop instruction following and single-turn shared autonomy, we show that our corrections-aware approach obtains higher task completion rates, and is subjectively preferred by users because of its reliability, precision, and ease of use.

Recommender AI Agent: Integrating Large Language Models for Interactive Recommendations

Recommender models excel at providing domain-specific item recommendations by leveraging extensive user behavior data. Despite their ability to act as lightweight domain experts, they struggle to perform versatile tasks such as providing explanations and engaging in conversations. On the other hand, large language models (LLMs) represent a significant step towards artificial general intelligence, showcasing remarkable capabilities in instruction comprehension, commonsense reasoning, and human interaction. However, LLMs lack the knowledge of domain-specific item catalogs and behavioral patterns, particularly in areas that diverge from general world knowledge, such as online e-commerce. Finetuning LLMs for each domain is neither economic nor efficient. In this paper, we bridge the gap between recommender models and LLMs, combining their respective strengths to create a versatile and interactive recommender system. We introduce an efficient framework called InteRecAgent, which employs LLMs as the brain and recommender models as tools. We first outline a minimal set of essential tools required to transform LLMs into InteRecAgent. We then propose an efficient workflow within InteRecAgent for task execution, incorporating key components such as a memory bus, dynamic demonstration-augmented task planning, and reflection. InteRecAgent enables traditional recommender systems, such as those ID-based matrix factorization models, to become interactive systems with a natural language interface through the integration of LLMs. Experimental results on several public datasets show that InteRecAgent achieves satisfying performance as a conversational recommender system, outperforming general-purpose LLMs.

Knowledge-enhanced Agents for Interactive Text Games

Communication via natural language is a crucial aspect of intelligence, and it requires computational models to learn and reason about world concepts, with varying levels of supervision. While there has been significant progress made on fully-supervised non-interactive tasks, such as question-answering and procedural text understanding, much of the community has turned to various sequential interactive tasks, as in semi-Markov text-based games, which have revealed limitations of existing approaches in terms of coherence, contextual awareness, and their ability to learn effectively from the environment. In this paper, we propose a framework for enabling improved functional grounding of agents in text-based games. Specifically, we consider two forms of domain knowledge that we inject into learning-based agents: memory of previous correct actions and affordances of relevant objects in the environment. Our framework supports three representative model classes: `pure' reinforcement learning (RL) agents, RL agents enhanced with knowledge graphs, and agents equipped with language models. Furthermore, we devise multiple injection strategies for the above domain knowledge types and agent architectures, including injection via knowledge graphs and augmentation of the existing input encoding strategies. We perform all experiments on the ScienceWorld text-based game environment, to illustrate the performance of various model configurations in challenging science-related instruction-following tasks. Our findings provide crucial insights on the development of effective natural language processing systems for interactive contexts.

Personalized Denoising Implicit Feedback for Robust Recommender System

While implicit feedback is foundational to modern recommender systems, factors such as human error, uncertainty, and ambiguity in user behavior inevitably introduce significant noise into this feedback, adversely affecting the accuracy and robustness of recommendations. To address this issue, existing methods typically aim to reduce the training weight of noisy feedback or discard it entirely, based on the observation that noisy interactions often exhibit higher losses in the overall loss distribution. However, we identify two key issues: (1) there is a significant overlap between normal and noisy interactions in the overall loss distribution, and (2) this overlap becomes even more pronounced when transitioning from pointwise loss functions (e.g., BCE loss) to pairwise loss functions (e.g., BPR loss). This overlap leads traditional methods to misclassify noisy interactions as normal, and vice versa. To tackle these challenges, we further investigate the loss overlap and find that for a given user, there is a clear distinction between normal and noisy interactions in the user's personal loss distribution. Based on this insight, we propose a resampling strategy to Denoise using the user's Personal Loss distribution, named PLD, which reduces the probability of noisy interactions being optimized. Specifically, during each optimization iteration, we create a candidate item pool for each user and resample the items from this pool based on the user's personal loss distribution, prioritizing normal interactions. Additionally, we conduct a theoretical analysis to validate PLD's effectiveness and suggest ways to further enhance its performance. Extensive experiments conducted on three datasets with varying noise ratios demonstrate PLD's efficacy and robustness.

Towards Unified Conversational Recommender Systems via Knowledge-Enhanced Prompt Learning

Conversational recommender systems (CRS) aim to proactively elicit user preference and recommend high-quality items through natural language conversations. Typically, a CRS consists of a recommendation module to predict preferred items for users and a conversation module to generate appropriate responses. To develop an effective CRS, it is essential to seamlessly integrate the two modules. Existing works either design semantic alignment strategies, or share knowledge resources and representations between the two modules. However, these approaches still rely on different architectures or techniques to develop the two modules, making it difficult for effective module integration. To address this problem, we propose a unified CRS model named UniCRS based on knowledge-enhanced prompt learning. Our approach unifies the recommendation and conversation subtasks into the prompt learning paradigm, and utilizes knowledge-enhanced prompts based on a fixed pre-trained language model (PLM) to fulfill both subtasks in a unified approach. In the prompt design, we include fused knowledge representations, task-specific soft tokens, and the dialogue context, which can provide sufficient contextual information to adapt the PLM for the CRS task. Besides, for the recommendation subtask, we also incorporate the generated response template as an important part of the prompt, to enhance the information interaction between the two subtasks. Extensive experiments on two public CRS datasets have demonstrated the effectiveness of our approach.

LeTI: Learning to Generate from Textual Interactions

Finetuning pre-trained language models (LMs) enhances the models' capabilities. Prior techniques fine-tune a pre-trained LM on input-output pairs (e.g., instruction fine-tuning), or with numerical rewards that gauge the quality of its outputs (e.g., reinforcement learning from human feedback). We explore LMs' potential to learn from textual interactions (LeTI) that not only check their correctness with binary labels, but also pinpoint and explain errors in their outputs through textual feedback. Our investigation focuses on the code generation task, where the model produces code pieces in response to natural language instructions. This setting invites a natural and scalable way to acquire the textual feedback: the error messages and stack traces from code execution using a Python interpreter. LeTI iteratively fine-tunes the model, using the LM objective, on a concatenation of natural language instructions, LM-generated programs, and textual feedback, which is only provided when the generated program fails to solve the task. Prepended to this fine-tuning text, a binary reward token is used to differentiate correct and buggy solutions. On MBPP, a code generation dataset, LeTI substantially improves the performance of two base LMs of different scales. LeTI requires no ground-truth outputs for training and even outperforms a fine-tuned baseline that does. LeTI's strong performance generalizes to other datasets. Trained on MBPP, it achieves comparable or better performance than the base LMs on unseen problems in HumanEval. Furthermore, compared to binary feedback, we observe that textual feedback leads to improved generation quality and sample efficiency, achieving the same performance with fewer than half of the gradient steps. LeTI is equally applicable in natural language tasks when they can be formulated as code generation, which we empirically verified on event argument extraction.

Reinforcement Learning from User Feedback

As large language models (LLMs) are increasingly deployed in diverse user facing applications, aligning them with real user preferences becomes essential. Existing methods like Reinforcement Learning from Human Feedback (RLHF) rely on expert annotators trained on manually defined guidelines, whose judgments may not reflect the priorities of everyday users. We introduce Reinforcement Learning from User Feedback (RLUF), a framework for aligning LLMs directly to implicit signals from users in production. RLUF addresses key challenges of user feedback: user feedback is often binary (e.g., emoji reactions), sparse, and occasionally adversarial. We train a reward model, P[Love], to predict the likelihood that an LLM response will receive a Love Reaction, a lightweight form of positive user feedback, and integrate P[Love] into a multi-objective policy optimization framework alongside helpfulness and safety objectives. In large-scale experiments, we show that P[Love] is predictive of increased positive feedback and serves as a reliable offline evaluator of future user behavior. Policy optimization using P[Love] significantly raises observed positive-feedback rates, including a 28% increase in Love Reactions during live A/B tests. However, optimizing for positive reactions introduces reward hacking challenges, requiring careful balancing of objectives. By directly leveraging implicit signals from users, RLUF offers a path to aligning LLMs with real-world user preferences at scale.

Exploring the cloud of feature interaction scores in a Rashomon set

Interactions among features are central to understanding the behavior of machine learning models. Recent research has made significant strides in detecting and quantifying feature interactions in single predictive models. However, we argue that the feature interactions extracted from a single pre-specified model may not be trustworthy since: a well-trained predictive model may not preserve the true feature interactions and there exist multiple well-performing predictive models that differ in feature interaction strengths. Thus, we recommend exploring feature interaction strengths in a model class of approximately equally accurate predictive models. In this work, we introduce the feature interaction score (FIS) in the context of a Rashomon set, representing a collection of models that achieve similar accuracy on a given task. We propose a general and practical algorithm to calculate the FIS in the model class. We demonstrate the properties of the FIS via synthetic data and draw connections to other areas of statistics. Additionally, we introduce a Halo plot for visualizing the feature interaction variance in high-dimensional space and a swarm plot for analyzing FIS in a Rashomon set. Experiments with recidivism prediction and image classification illustrate how feature interactions can vary dramatically in importance for similarly accurate predictive models. Our results suggest that the proposed FIS can provide valuable insights into the nature of feature interactions in machine learning models.

Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction

Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a system that disentangles Perception, Decision, and Reaction. Dispider features a lightweight proactive streaming video processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments show that Dispider not only maintains strong performance in conventional video QA tasks, but also significantly surpasses previous online models in streaming scenario responses, thereby validating the effectiveness of our architecture. The code and model are released at https://github.com/Mark12Ding/Dispider.

Know Me, Respond to Me: Benchmarking LLMs for Dynamic User Profiling and Personalized Responses at Scale

Large Language Models (LLMs) have emerged as personalized assistants for users across a wide range of tasks -- from offering writing support to delivering tailored recommendations or consultations. Over time, the interaction history between a user and an LLM can provide extensive information about an individual's traits and preferences. However, open questions remain on how well LLMs today can effectively leverage such history to (1) internalize the user's inherent traits and preferences, (2) track how the user profiling and preferences evolve over time, and (3) generate personalized responses accordingly in new scenarios. In this work, we introduce the PERSONAMEM benchmark. PERSONAMEM features curated user profiles with over 180 simulated user-LLM interaction histories, each containing up to 60 sessions of multi-turn conversations across 15 real-world tasks that require personalization. Given an in-situ user query, i.e. query issued by the user from the first-person perspective, we evaluate LLM chatbots' ability to identify the most suitable response according to the current state of the user's profile. We observe that current LLMs still struggle to recognize the dynamic evolution in users' profiles over time through direct prompting approaches. As a consequence, LLMs often fail to deliver responses that align with users' current situations and preferences, with frontier models such as GPT-4.1, o4-mini, GPT-4.5, o1, or Gemini-2.0 achieving only around 50% overall accuracy, suggesting room for improvement. We hope that PERSONAMEM, along with the user profile and conversation simulation pipeline, can facilitate future research in the development of truly user-aware chatbots. Code and data are available at github.com/bowen-upenn/PersonaMem.

WebLINX: Real-World Website Navigation with Multi-Turn Dialogue

We propose the problem of conversational web navigation, where a digital agent controls a web browser and follows user instructions to solve real-world tasks in a multi-turn dialogue fashion. To support this problem, we introduce WEBLINX - a large-scale benchmark of 100K interactions across 2300 expert demonstrations of conversational web navigation. Our benchmark covers a broad range of patterns on over 150 real-world websites and can be used to train and evaluate agents in diverse scenarios. Due to the magnitude of information present, Large Language Models (LLMs) cannot process entire web pages in real-time. To solve this bottleneck, we design a retrieval-inspired model that efficiently prunes HTML pages by ranking relevant elements. We use the selected elements, along with screenshots and action history, to assess a variety of models for their ability to replicate human behavior when navigating the web. Our experiments span from small text-only to proprietary multimodal LLMs. We find that smaller finetuned decoders surpass the best zero-shot LLMs (including GPT-4V), but also larger finetuned multimodal models which were explicitly pretrained on screenshots. However, all finetuned models struggle to generalize to unseen websites. Our findings highlight the need for large multimodal models that can generalize to novel settings. Our code, data and models are available for research: https://mcgill-nlp.github.io/weblinx

diff History for Neural Language Agents

Neural Language Models (LMs) offer an exciting solution for general-purpose embodied control. However, a key technical issue arises when using an LM-based controller: environment observations must be converted to text, which coupled with history, results in long and verbose textual prompts. As a result, prior work in LM agents is limited to restricted domains with small observation size as well as minimal needs for interaction history or instruction tuning. In this paper, we introduce diff history, a simple and highly effective solution to these issues. By applying the Unix diff command on consecutive text observations in the interaction histories used to prompt LM policies, we can both abstract away redundant information and focus the content of textual inputs on the salient changes in the environment. On NetHack, an unsolved video game that requires long-horizon reasoning for decision-making, LMs tuned with diff history match state-of-the-art performance for neural agents while needing 1800x fewer training examples compared to prior work. Even on the simpler BabyAI-Text environment with concise text observations, we find that although diff history increases the length of prompts, the representation it provides offers a 25% improvement in the efficiency of low-sample instruction tuning. Further, we show that diff history scales favorably across different tuning dataset sizes. We open-source our code and data to https://diffhistory.github.io.

Chat-REC: Towards Interactive and Explainable LLMs-Augmented Recommender System

Large language models (LLMs) have demonstrated their significant potential to be applied for addressing various application tasks. However, traditional recommender systems continue to face great challenges such as poor interactivity and explainability, which actually also hinder their broad deployment in real-world systems. To address these limitations, this paper proposes a novel paradigm called Chat-Rec (ChatGPT Augmented Recommender System) that innovatively augments LLMs for building conversational recommender systems by converting user profiles and historical interactions into prompts. Chat-Rec is demonstrated to be effective in learning user preferences and establishing connections between users and products through in-context learning, which also makes the recommendation process more interactive and explainable. What's more, within the Chat-Rec framework, user's preferences can transfer to different products for cross-domain recommendations, and prompt-based injection of information into LLMs can also handle the cold-start scenarios with new items. In our experiments, Chat-Rec effectively improve the results of top-k recommendations and performs better in zero-shot rating prediction task. Chat-Rec offers a novel approach to improving recommender systems and presents new practical scenarios for the implementation of AIGC (AI generated content) in recommender system studies.

Agent-R: Training Language Model Agents to Reflect via Iterative Self-Training

Large Language Models (LLMs) agents are increasingly pivotal for addressing complex tasks in interactive environments. Existing work mainly focuses on enhancing performance through behavior cloning from stronger experts, yet such approaches often falter in real-world applications, mainly due to the inability to recover from errors. However, step-level critique data is difficult and expensive to collect. Automating and dynamically constructing self-critique datasets is thus crucial to empowering models with intelligent agent capabilities. In this work, we propose an iterative self-training framework, Agent-R, that enables language Agent to Reflect on the fly. Unlike traditional methods that reward or penalize actions based on correctness, Agent-R leverages MCTS to construct training data that recover correct trajectories from erroneous ones. A key challenge of agent reflection lies in the necessity for timely revision rather than waiting until the end of a rollout. To address this, we introduce a model-guided critique construction mechanism: the actor model identifies the first error step (within its current capability) in a failed trajectory. Starting from it, we splice it with the adjacent correct path, which shares the same parent node in the tree. This strategy enables the model to learn reflection based on its current policy, therefore yielding better learning efficiency. To further explore the scalability of this self-improvement paradigm, we investigate iterative refinement of both error correction capabilities and dataset construction. Our findings demonstrate that Agent-R continuously improves the model's ability to recover from errors and enables timely error correction. Experiments on three interactive environments show that Agent-R effectively equips agents to correct erroneous actions while avoiding loops, achieving superior performance compared to baseline methods (+5.59%).

Unified Conversational Recommendation Policy Learning via Graph-based Reinforcement Learning

Conversational recommender systems (CRS) enable the traditional recommender systems to explicitly acquire user preferences towards items and attributes through interactive conversations. Reinforcement learning (RL) is widely adopted to learn conversational recommendation policies to decide what attributes to ask, which items to recommend, and when to ask or recommend, at each conversation turn. However, existing methods mainly target at solving one or two of these three decision-making problems in CRS with separated conversation and recommendation components, which restrict the scalability and generality of CRS and fall short of preserving a stable training procedure. In the light of these challenges, we propose to formulate these three decision-making problems in CRS as a unified policy learning task. In order to systematically integrate conversation and recommendation components, we develop a dynamic weighted graph based RL method to learn a policy to select the action at each conversation turn, either asking an attribute or recommending items. Further, to deal with the sample efficiency issue, we propose two action selection strategies for reducing the candidate action space according to the preference and entropy information. Experimental results on two benchmark CRS datasets and a real-world E-Commerce application show that the proposed method not only significantly outperforms state-of-the-art methods but also enhances the scalability and stability of CRS.

ICAL: Continual Learning of Multimodal Agents by Transforming Trajectories into Actionable Insights

Large-scale generative language and vision-language models (LLMs and VLMs) excel in few-shot in-context learning for decision making and instruction following. However, they require high-quality exemplar demonstrations to be included in their context window. In this work, we ask: Can LLMs and VLMs generate their own prompt examples from generic, sub-optimal demonstrations? We propose In-Context Abstraction Learning (ICAL), a method that builds a memory of multimodal experience insights from sub-optimal demonstrations and human feedback. Given a noisy demonstration in a new domain, VLMs abstract the trajectory into a general program by fixing inefficient actions and annotating cognitive abstractions: task relationships, object state changes, temporal subgoals, and task construals. These abstractions are refined and adapted interactively through human feedback while the agent attempts to execute the trajectory in a similar environment. The resulting abstractions, when used as exemplars in the prompt, significantly improve decision-making in retrieval-augmented LLM and VLM agents. Our ICAL agent surpasses the state-of-the-art in dialogue-based instruction following in TEACh, multimodal web agents in VisualWebArena, and action anticipation in Ego4D. In TEACh, we achieve a 12.6% improvement in goal-condition success. In VisualWebArena, our task success rate improves over the SOTA from 14.3% to 22.7%. In Ego4D action forecasting, we improve over few-shot GPT-4V and remain competitive with supervised models. We show finetuning our retrieval-augmented in-context agent yields additional improvements. Our approach significantly reduces reliance on expert-crafted examples and consistently outperforms in-context learning from action plans that lack such insights.

WebAgent-R1: Training Web Agents via End-to-End Multi-Turn Reinforcement Learning

While reinforcement learning (RL) has demonstrated remarkable success in enhancing large language models (LLMs), it has primarily focused on single-turn tasks such as solving math problems. Training effective web agents for multi-turn interactions remains challenging due to the complexity of long-horizon decision-making across dynamic web interfaces. In this work, we present WebAgent-R1, a simple yet effective end-to-end multi-turn RL framework for training web agents. It learns directly from online interactions with web environments by asynchronously generating diverse trajectories, entirely guided by binary rewards depending on task success. Experiments on the WebArena-Lite benchmark demonstrate the effectiveness of WebAgent-R1, boosting the task success rate of Qwen-2.5-3B from 6.1% to 33.9% and Llama-3.1-8B from 8.5% to 44.8%, significantly outperforming existing state-of-the-art methods and strong proprietary models such as OpenAI o3. In-depth analyses reveal the effectiveness of the thinking-based prompting strategy and test-time scaling through increased interactions for web tasks. We further investigate different RL initialization policies by introducing two variants, namely WebAgent-R1-Zero and WebAgent-R1-CoT, which highlight the importance of the warm-up training stage (i.e., behavior cloning) and provide insights on incorporating long chain-of-thought (CoT) reasoning in web agents.