Abstract:AIs can beat humans in game environments; however, how helpful those agents are to human remains understudied. We augment CICERO, a natural language agent that demonstrates superhuman performance in Diplomacy, to generate both move and message advice based on player intentions. A dozen Diplomacy games with novice and experienced players, with varying advice settings, show that some of the generated advice is beneficial. It helps novices compete with experienced players and in some instances even surpass them. The mere presence of advice can be advantageous, even if players do not follow it.
Abstract:Adversarial benchmarks validate model abilities by providing samples that fool models but not humans. However, despite the proliferation of datasets that claim to be adversarial, there does not exist an established metric to evaluate how adversarial these datasets are. To address this lacuna, we introduce ADVSCORE, a metric which quantifies how adversarial and discriminative an adversarial dataset is and exposes the features that make data adversarial. We then use ADVSCORE to underpin a dataset creation pipeline that incentivizes writing a high-quality adversarial dataset. As a proof of concept, we use ADVSCORE to collect an adversarial question answering (QA) dataset, ADVQA, from our pipeline. The high-quality questions in ADVQA surpasses three adversarial benchmarks across domains at fooling several models but not humans. We validate our result based on difficulty estimates from 9,347 human responses on four datasets and predictions from three models. Moreover, ADVSCORE uncovers which adversarial tactics used by human writers fool models (e.g., GPT-4) but not humans. Through ADVSCORE and its analyses, we offer guidance on revealing language model vulnerabilities and producing reliable adversarial examples.
Abstract:Large vision-language models (LVLMs) hallucinate: certain context cues in an image may trigger the language module's overconfident and incorrect reasoning on abnormal or hypothetical objects. Though a few benchmarks have been developed to investigate LVLM hallucinations, they mainly rely on hand-crafted corner cases whose fail patterns may hardly generalize, and finetuning on them could undermine their validity. These motivate us to develop the first automatic benchmark generation approach, AUTOHALLUSION, that harnesses a few principal strategies to create diverse hallucination examples. It probes the language modules in LVLMs for context cues and uses them to synthesize images by: (1) adding objects abnormal to the context cues; (2) for two co-occurring objects, keeping one and excluding the other; or (3) removing objects closely tied to the context cues. It then generates image-based questions whose ground-truth answers contradict the language module's prior. A model has to overcome contextual biases and distractions to reach correct answers, while incorrect or inconsistent answers indicate hallucinations. AUTOHALLUSION enables us to create new benchmarks at the minimum cost and thus overcomes the fragility of hand-crafted benchmarks. It also reveals common failure patterns and reasons, providing key insights to detect, avoid, or control hallucinations. Comprehensive evaluations of top-tier LVLMs, e.g., GPT-4V(ision), Gemini Pro Vision, Claude 3, and LLaVA-1.5, show a 97.7% and 98.7% success rate of hallucination induction on synthetic and real-world datasets of AUTOHALLUSION, paving the way for a long battle against hallucinations.
Abstract:The boardgame Diplomacy is a challenging setting for communicative and cooperative artificial intelligence. The most prominent communicative Diplomacy AI, Cicero, has excellent strategic abilities, exceeding human players. However, the best Diplomacy players master communication, not just tactics, which is why the game has received attention as an AI challenge. This work seeks to understand the degree to which Cicero succeeds at communication. First, we annotate in-game communication with abstract meaning representation to separate in-game tactics from general language. Second, we run two dozen games with humans and Cicero, totaling over 200 human-player hours of competition. While AI can consistently outplay human players, AI-Human communication is still limited because of AI's difficulty with deception and persuasion. This shows that Cicero relies on strategy and has not yet reached the full promise of communicative and cooperative AI.
Abstract:Question answering (QA) can only make progress if we know if an answer is correct, but for many of the most challenging and interesting QA examples, current answer correctness (AC) metrics do not align with human judgments, particularly verbose, free form answers from large language models (LLM). There are two challenges: a lack of data and that models are too big. LLM based scorers correlate better with humans, but this expensive task has only been tested on limited QA datasets. We rectify these issues by providing clear guidelines for evaluating machine QA adopted from human QA contests. We also introduce Precise ANswer correctness Determination and Adjudication (PANDA), a small, efficient, deterministic AC classifier (812 KB) that more accurately evaluates answer correctness.
Abstract:Translations help people understand content written in another language. However, even correct literal translations do not fulfill that goal when people lack the necessary background to understand them. Professional translators incorporate explicitations to explain the missing context by considering cultural differences between source and target audiences. Despite its potential to help users, NLP research on explicitation is limited because of the dearth of adequate evaluation methods. This work introduces techniques for automatically generating explicitations, motivated by WikiExpl: a dataset that we collect from Wikipedia and annotate with human translators. The resulting explicitations are useful as they help answer questions more accurately in a multilingual question answering framework.