The University of Tokyo
Abstract:Large Language Models (LLMs) are trained on large corpora written by humans and demonstrate high performance on various tasks. However, as humans are susceptible to cognitive biases, which can result in irrational judgments, LLMs can also be influenced by these biases, leading to irrational decision-making. For example, changing the order of options in multiple-choice questions affects the performance of LLMs due to order bias. In our research, we first conducted an extensive survey of existing studies examining LLMs' cognitive biases and their mitigation. The mitigation techniques in LLMs have the disadvantage that they are limited in the type of biases they can apply or require lengthy inputs or outputs. We then examined the effectiveness of two mitigation methods for humans, SoPro and AwaRe, when applied to LLMs, inspired by studies in crowdsourcing. To test the effectiveness of these methods, we conducted experiments on GPT-3.5 and GPT-4 to evaluate the influence of six biases on the outputs before and after applying these methods. The results demonstrate that while SoPro has little effect, AwaRe enables LLMs to mitigate the effect of these biases and make more rational responses.
Abstract:Mastering games is a hard task, as games can be extremely complex, and still fundamentally different in structure from one another. While the AlphaZero algorithm has demonstrated an impressive ability to learn the rules and strategy of a large variety of games, ranging from Go and Chess, to Atari games, its reliance on extensive computational resources and rigid Convolutional Neural Network (CNN) architecture limits its adaptability and scalability. A model trained to play on a $19\times 19$ Go board cannot be used to play on a smaller $13\times 13$ board, despite the similarity between the two Go variants. In this paper, we focus on Chess, and explore using a more generic Graph-based Representation of a game state, rather than a grid-based one, to introduce a more general architecture based on Graph Neural Networks (GNN). We also expand the classical Graph Attention Network (GAT) layer to incorporate edge-features, to naturally provide a generic policy output format. Our experiments, performed on smaller networks than the initial AlphaZero paper, show that this new architecture outperforms previous architectures with a similar number of parameters, being able to increase playing strength an order of magnitude faster. We also show that the model, when trained on a smaller $5\times 5$ variant of chess, is able to be quickly fine-tuned to play on regular $8\times 8$ chess, suggesting that this approach yields promising generalization abilities. Our code is available at https://github.com/akulen/AlphaGateau.
Abstract:Designing effective two-sided matching mechanisms is a major problem in mechanism design, and the goodness of matching cannot always be formulated. The existing work addresses this issue by searching over a parameterized family of mechanisms with certain properties by learning to fit a human-crafted dataset containing examples of preference profiles and matching results. However, this approach does not consider a strategy-proof mechanism, implicitly assumes the number of agents to be a constant, and does not consider the public contextual information of the agents. In this paper, we propose a new parametric family of strategy-proof matching mechanisms by extending the serial dictatorship (SD). We develop a novel attention-based neural network called NeuralSD, which can learn a strategy-proof mechanism from a human-crafted dataset containing public contextual information. NeuralSD is constructed by tensor operations that make SD differentiable and learns a parameterized mechanism by estimating an order of SD from the contextual information. We conducted experiments to learn a strategy-proof matching from matching examples with different numbers of agents. We demonstrated that our method shows the superiority of learning with context-awareness over a baseline in terms of regression performance and other metrics.
Abstract:The fair allocation of indivisible resources is a fundamental problem. Existing research has developed various allocation mechanisms or algorithms to satisfy different fairness notions. For example, round robin (RR) was proposed to meet the fairness criterion known as envy-freeness up to one good (EF1). Expert algorithms without mathematical formulations are used in real-world resource allocation problems to find preferable outcomes for users. Therefore, we aim to design mechanisms that strictly satisfy good properties with replicating expert knowledge. However, this problem is challenging because such heuristic rules are often difficult to formalize mathematically, complicating their integration into theoretical frameworks. Additionally, formal algorithms struggle to find preferable outcomes, and directly replicating these implicit rules can result in unfair allocations because human decision-making can introduce biases. In this paper, we aim to learn implicit allocation mechanisms from examples while strictly satisfying fairness constraints, specifically focusing on learning EF1 allocation mechanisms through supervised learning on examples of reported valuations and corresponding allocation outcomes produced by implicit rules. To address this, we developed a neural RR (NRR), a novel neural network that parameterizes RR. NRR is built from a differentiable relaxation of RR and can be trained to learn the agent ordering used for RR. We conducted experiments to learn EF1 allocation mechanisms from examples, demonstrating that our method outperforms baselines in terms of the proximity of predicted allocations and other metrics.
Abstract:Question answering (QA) tasks have been extensively studied in the field of natural language processing (NLP). Answers to open-ended questions are highly diverse and difficult to quantify, and cannot be simply evaluated as correct or incorrect, unlike close-ended questions with definitive answers. While large language models (LLMs) have demonstrated strong capabilities across various tasks, they exhibit relatively weaker performance in evaluating answers to open-ended questions. In this study, we propose a method that leverages LLMs and the analytic hierarchy process (AHP) to assess answers to open-ended questions. We utilized LLMs to generate multiple evaluation criteria for a question. Subsequently, answers were subjected to pairwise comparisons under each criterion with LLMs, and scores for each answer were calculated in the AHP. We conducted experiments on four datasets using both ChatGPT-3.5-turbo and GPT-4. Our results indicate that our approach more closely aligns with human judgment compared to the four baselines. Additionally, we explored the impact of the number of criteria, variations in models, and differences in datasets on the results.
Abstract:Intransitivity is a critical issue in pairwise preference modeling. It refers to the intransitive pairwise preferences between a group of players or objects that potentially form a cyclic preference chain and has been long discussed in social choice theory in the context of the dominance relationship. However, such multifaceted intransitivity between players and the corresponding player representations in high dimensions is difficult to capture. In this paper, we propose a probabilistic model that jointly learns each player's d-dimensional representation (d>1) and a dataset-specific metric space that systematically captures the distance metric in Rd over the embedding space. Interestingly, by imposing additional constraints in the metric space, our proposed model degenerates to former models used in intransitive representation learning. Moreover, we present an extensive quantitative investigation of the vast existence of intransitive relationships between objects in various real-world benchmark datasets. To our knowledge, this investigation is the first of this type. The predictive performance of our proposed method on different real-world datasets, including social choice, election, and online game datasets, shows that our proposed method outperforms several competing methods in terms of prediction accuracy.
Abstract:Deep learning models have performed well on many NLP tasks. However, their internal mechanisms are typically difficult for humans to understand. The development of methods to explain models has become a key issue in the reliability of deep learning models in many important applications. Various saliency explanation methods, which give each feature of input a score proportional to the contribution of output, have been proposed to determine the part of the input which a model values most. Despite a considerable body of work on the evaluation of saliency methods, whether the results of various evaluation metrics agree with human cognition remains an open question. In this study, we propose a new human-based method to evaluate saliency methods in NLP by crowdsourcing. We recruited 800 crowd workers and empirically evaluated seven saliency methods on two datasets with the proposed method. We analyzed the performance of saliency methods, compared our results with existing automated evaluation methods, and identified notable differences between NLP and computer vision (CV) fields when using saliency methods. The instance-level data of our crowdsourced experiments and the code to reproduce the explanations are available at https://github.com/xtlu/lreccoling_evaluation.
Abstract:In preference-based reinforcement learning (PbRL), a reward function is learned from a type of human feedback called preference. To expedite preference collection, recent works have leveraged \emph{offline preferences}, which are preferences collected for some offline data. In this scenario, the learned reward function is fitted on the offline data. If a learning agent exhibits behaviors that do not overlap with the offline data, the learned reward function may encounter generalizability issues. To address this problem, the present study introduces a framework that consolidates offline preferences and \emph{virtual preferences} for PbRL, which are comparisons between the agent's behaviors and the offline data. Critically, the reward function can track the agent's behaviors using the virtual preferences, thereby offering well-aligned guidance to the agent. Through experiments on continuous control tasks, this study demonstrates the effectiveness of incorporating the virtual preferences in PbRL.
Abstract:Treatment effect estimation can assist in effective decision-making in e-commerce, medicine, and education. One popular application of this estimation lies in the prediction of the impact of a treatment (e.g., a promotion) on an outcome (e.g., sales) of a particular unit (e.g., an item), known as the individual treatment effect (ITE). In many online applications, the outcome of a unit can be affected by the treatments of other units, as units are often associated, which is referred to as interference. For example, on an online shopping website, sales of an item will be influenced by an advertisement of its co-purchased item. Prior studies have attempted to model interference to estimate the ITE accurately, but they often assume a homogeneous interference, i.e., relationships between units only have a single view. However, in real-world applications, interference may be heterogeneous, with multi-view relationships. For instance, the sale of an item is usually affected by the treatment of its co-purchased and co-viewed items. We hypothesize that ITE estimation will be inaccurate if this heterogeneous interference is not properly modeled. Therefore, we propose a novel approach to model heterogeneous interference by developing a new architecture to aggregate information from diverse neighbors. Our proposed method contains graph neural networks that aggregate same-view information, a mechanism that aggregates information from different views, and attention mechanisms. In our experiments on multiple datasets with heterogeneous interference, the proposed method significantly outperforms existing methods for ITE estimation, confirming the importance of modeling heterogeneous interference.
Abstract:Supervised learning, especially supervised deep learning, requires large amounts of labeled data. One approach to collect large amounts of labeled data is by using a crowdsourcing platform where numerous workers perform the annotation tasks. However, the annotation results often contain label noise, as the annotation skills vary depending on the crowd workers and their ability to complete the task correctly. Learning from Crowds is a framework which directly trains the models using noisy labeled data from crowd workers. In this study, we propose a novel Learning from Crowds model, inspired by SelectiveNet proposed for the selective prediction problem. The proposed method called Label Selection Layer trains a prediction model by automatically determining whether to use a worker's label for training using a selector network. A major advantage of the proposed method is that it can be applied to almost all variants of supervised learning problems by simply adding a selector network and changing the objective function for existing models, without explicitly assuming a model of the noise in crowd annotations. The experimental results show that the performance of the proposed method is almost equivalent to or better than the Crowd Layer, which is one of the state-of-the-art methods for Deep Learning from Crowds, except for the regression problem case.