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SubscribeNLU on Data Diets: Dynamic Data Subset Selection for NLP Classification Tasks
Finetuning large language models inflates the costs of NLU applications and remains the bottleneck of development cycles. Recent works in computer vision use data pruning to reduce training time. Pruned data selection with static methods is based on a score calculated for each training example prior to finetuning, which involves important computational overhead. Moreover, the score may not necessarily be representative of sample importance throughout the entire training duration. We propose to address these issues with a refined version of dynamic data pruning, a curriculum which periodically scores and discards unimportant examples during finetuning. Our method leverages an EL2N metric that we extend to the joint intent and slot classification task, and an initial finetuning phase on the full train set. Our results on the GLUE benchmark and four joint NLU datasets show a better time-accuracy trade-off compared to static methods. Our method preserves full accuracy while training on 50% of the data points and reduces computational times by up to 41%. If we tolerate instead a minor drop of accuracy of 1%, we can prune 80% of the training examples for a reduction in finetuning time reaching 66%.
MeNTi: Bridging Medical Calculator and LLM Agent with Nested Tool Calling
Integrating tools into Large Language Models (LLMs) has facilitated the widespread application. Despite this, in specialized downstream task contexts, reliance solely on tools is insufficient to fully address the complexities of the real world. This particularly restricts the effective deployment of LLMs in fields such as medicine. In this paper, we focus on the downstream tasks of medical calculators, which use standardized tests to assess an individual's health status. We introduce MeNTi, a universal agent architecture for LLMs. MeNTi integrates a specialized medical toolkit and employs meta-tool and nested calling mechanisms to enhance LLM tool utilization. Specifically, it achieves flexible tool selection and nested tool calling to address practical issues faced in intricate medical scenarios, including calculator selection, slot filling, and unit conversion. To assess the capabilities of LLMs for quantitative assessment throughout the clinical process of calculator scenarios, we introduce CalcQA. This benchmark requires LLMs to use medical calculators to perform calculations and assess patient health status. CalcQA is constructed by professional physicians and includes 100 case-calculator pairs, complemented by a toolkit of 281 medical tools. The experimental results demonstrate significant performance improvements with our framework. This research paves new directions for applying LLMs in demanding scenarios of medicine.
State Value Generation with Prompt Learning and Self-Training for Low-Resource Dialogue State Tracking
Recently, low-resource dialogue state tracking (DST) has received increasing attention. First obtaining state values then based on values to generate slot types has made great progress in this task. However, obtaining state values is still an under-studied problem. Existing extraction-based approaches cannot capture values that require the understanding of context and are not generalizable either. To address these issues, we propose a novel State VAlue Generation based framework (SVAG), decomposing DST into state value generation and domain slot generation. Specifically, we propose to generate state values and use self-training to further improve state value generation. Moreover, we design an estimator aiming at detecting incomplete generation and incorrect generation for pseudo-labeled data selection during self-training. Experimental results on the MultiWOZ 2.1 dataset show that our method which has only less than 1 billion parameters achieves state-of-the-art performance under the data ratio settings of 5%, 10%, and 25% when limited to models under 100 billion parameters. Compared to models with more than 100 billion parameters, SVAG still reaches competitive results.
Object-Centric Learning with Slot Mixture Module
Object-centric architectures usually apply a differentiable module to the entire feature map to decompose it into sets of entity representations called slots. Some of these methods structurally resemble clustering algorithms, where the cluster's center in latent space serves as a slot representation. Slot Attention is an example of such a method, acting as a learnable analog of the soft k-means algorithm. Our work employs a learnable clustering method based on the Gaussian Mixture Model. Unlike other approaches, we represent slots not only as centers of clusters but also incorporate information about the distance between clusters and assigned vectors, leading to more expressive slot representations. Our experiments demonstrate that using this approach instead of Slot Attention improves performance in object-centric scenarios, achieving state-of-the-art results in the set property prediction task.
Improving Slot Filling by Utilizing Contextual Information
Slot Filling (SF) is one of the sub-tasks of Spoken Language Understanding (SLU) which aims to extract semantic constituents from a given natural language utterance. It is formulated as a sequence labeling task. Recently, it has been shown that contextual information is vital for this task. However, existing models employ contextual information in a restricted manner, e.g., using self-attention. Such methods fail to distinguish the effects of the context on the word representation and the word label. To address this issue, in this paper, we propose a novel method to incorporate the contextual information in two different levels, i.e., representation level and task-specific (i.e., label) level. Our extensive experiments on three benchmark datasets on SF show the effectiveness of our model leading to new state-of-the-art results on all three benchmark datasets for the task of SF.
Multi-Draft Speculative Sampling: Canonical Architectures and Theoretical Limits
We consider multi-draft speculative sampling, where the proposal sequences are sampled independently from different draft models. At each step, a token-level draft selection scheme takes a list of valid tokens as input and produces an output token whose distribution matches that of the target model. Previous works have demonstrated that the optimal scheme (which maximizes the probability of accepting one of the input tokens) can be cast as a solution to a linear program. In this work we show that the optimal scheme can be decomposed into a two-step solution: in the first step an importance sampling (IS) type scheme is used to select one intermediate token; in the second step (single-draft) speculative sampling is applied to generate the output token. For the case of two identical draft models we further 1) establish a necessary and sufficient condition on the distributions of the target and draft models for the acceptance probability to equal one and 2) provide an explicit expression for the optimal acceptance probability. Our theoretical analysis also motives a new class of token-level selection scheme based on weighted importance sampling. Our experimental results demonstrate consistent improvements in the achievable block efficiency and token rates over baseline schemes in a number of scenarios.
The Optimal Strategy for Playing Lucky 13
The game show Lucky 13 differs from other television game shows in that contestants are required to place a bet on their own knowledge of trivia by selecting a range that contains the number of questions that they answered correctly. We present a model for this game show using binomial random variables and generate tables outlining the optimal range the player should select based on maximization of two different utility functions. After analyzing the decisions made by some actual contestants on this show, we present a numerical simulation for how many questions an average player is expected to answer correctly based on question categories observed for two sample contestants.
Grounded Object Centric Learning
The extraction of modular object-centric representations for downstream tasks is an emerging area of research. Learning grounded representations of objects that are guaranteed to be stable and invariant promises robust performance across different tasks and environments. Slot Attention (SA) learns object-centric representations by assigning objects to slots, but presupposes a single distribution from which all slots are randomly initialised. This results in an inability to learn specialized slots which bind to specific object types and remain invariant to identity-preserving changes in object appearance. To address this, we present \textsc{Conditional Slot Attention} (CoSA) using a novel concept of Grounded Slot Dictionary (GSD) inspired by vector quantization. Our proposed GSD comprises (i) canonical object-level property vectors and (ii) parametric Gaussian distributions, which define a prior over the slots. We demonstrate the benefits of our method in multiple downstream tasks such as scene generation, composition, and task adaptation, whilst remaining competitive with SA in popular object discovery benchmarks.
Bandits Meet Mechanism Design to Combat Clickbait in Online Recommendation
We study a strategic variant of the multi-armed bandit problem, which we coin the strategic click-bandit. This model is motivated by applications in online recommendation where the choice of recommended items depends on both the click-through rates and the post-click rewards. Like in classical bandits, rewards follow a fixed unknown distribution. However, we assume that the click-rate of each arm is chosen strategically by the arm (e.g., a host on Airbnb) in order to maximize the number of times it gets clicked. The algorithm designer does not know the post-click rewards nor the arms' actions (i.e., strategically chosen click-rates) in advance, and must learn both values over time. To solve this problem, we design an incentive-aware learning algorithm, UCB-S, which achieves two goals simultaneously: (a) incentivizing desirable arm behavior under uncertainty; (b) minimizing regret by learning unknown parameters. We characterize all approximate Nash equilibria among arms under UCB-S and show a mathcal{O} (KT) regret bound uniformly in every equilibrium. We also show that incentive-unaware algorithms generally fail to achieve low regret in the strategic click-bandit. Finally, we support our theoretical results by simulations of strategic arm behavior which confirm the effectiveness and robustness of our proposed incentive design.
Object-Centric Learning with Slot Attention
Learning object-centric representations of complex scenes is a promising step towards enabling efficient abstract reasoning from low-level perceptual features. Yet, most deep learning approaches learn distributed representations that do not capture the compositional properties of natural scenes. In this paper, we present the Slot Attention module, an architectural component that interfaces with perceptual representations such as the output of a convolutional neural network and produces a set of task-dependent abstract representations which we call slots. These slots are exchangeable and can bind to any object in the input by specializing through a competitive procedure over multiple rounds of attention. We empirically demonstrate that Slot Attention can extract object-centric representations that enable generalization to unseen compositions when trained on unsupervised object discovery and supervised property prediction tasks.
SPOT: Self-Training with Patch-Order Permutation for Object-Centric Learning with Autoregressive Transformers
Unsupervised object-centric learning aims to decompose scenes into interpretable object entities, termed slots. Slot-based auto-encoders stand out as a prominent method for this task. Within them, crucial aspects include guiding the encoder to generate object-specific slots and ensuring the decoder utilizes them during reconstruction. This work introduces two novel techniques, (i) an attention-based self-training approach, which distills superior slot-based attention masks from the decoder to the encoder, enhancing object segmentation, and (ii) an innovative patch-order permutation strategy for autoregressive transformers that strengthens the role of slot vectors in reconstruction. The effectiveness of these strategies is showcased experimentally. The combined approach significantly surpasses prior slot-based autoencoder methods in unsupervised object segmentation, especially with complex real-world images. We provide the implementation code at https://github.com/gkakogeorgiou/spot .
Preselection Bandits
In this paper, we introduce the Preselection Bandit problem, in which the learner preselects a subset of arms (choice alternatives) for a user, which then chooses the final arm from this subset. The learner is not aware of the user's preferences, but can learn them from observed choices. In our concrete setting, we allow these choices to be stochastic and model the user's actions by means of the Plackett-Luce model. The learner's main task is to preselect subsets that eventually lead to highly preferred choices. To formalize this goal, we introduce a reasonable notion of regret and derive lower bounds on the expected regret. Moreover, we propose algorithms for which the upper bound on expected regret matches the lower bound up to a logarithmic term of the time horizon.
SlotRefine: A Fast Non-Autoregressive Model for Joint Intent Detection and Slot Filling
Slot filling and intent detection are two main tasks in spoken language understanding (SLU) system. In this paper, we propose a novel non-autoregressive model named SlotRefine for joint intent detection and slot filling. Besides, we design a novel two-pass iteration mechanism to handle the uncoordinated slots problem caused by conditional independence of non-autoregressive model. Experiments demonstrate that our model significantly outperforms previous models in slot filling task, while considerably speeding up the decoding (up to X 10.77). In-depth analyses show that 1) pretraining schemes could further enhance our model; 2) two-pass mechanism indeed remedy the uncoordinated slots.
Position Auctions in AI-Generated Content
We consider an extension to the classic position auctions in which sponsored creatives can be added within AI generated content rather than shown in predefined slots. New challenges arise from the natural requirement that sponsored creatives should smoothly fit into the context. With the help of advanced LLM technologies, it becomes viable to accurately estimate the benefits of adding each individual sponsored creatives into each potential positions within the AI generated content by properly taking the context into account. Therefore, we assume one click-through rate estimation for each position-creative pair, rather than one uniform estimation for each sponsored creative across all positions in classic settings. As a result, the underlying optimization becomes a general matching problem, thus the substitution effects should be treated more carefully compared to standard position auction settings, where the slots are independent with each other. In this work, we formalize a concrete mathematical model of the extended position auction problem and study the welfare-maximization and revenue-maximization mechanism design problem. Formally, we consider two different user behavior models and solve the mechanism design problems therein respectively. For the Multinomial Logit (MNL) model, which is order-insensitive, we can efficiently implement the optimal mechanisms. For the cascade model, which is order-sensitive, we provide approximately optimal solutions.
Cycle Consistency Driven Object Discovery
Developing deep learning models that effectively learn object-centric representations, akin to human cognition, remains a challenging task. Existing approaches facilitate object discovery by representing objects as fixed-size vectors, called ``slots'' or ``object files''. While these approaches have shown promise in certain scenarios, they still exhibit certain limitations. First, they rely on architectural priors which can be unreliable and usually require meticulous engineering to identify the correct objects. Second, there has been a notable gap in investigating the practical utility of these representations in downstream tasks. To address the first limitation, we introduce a method that explicitly optimizes the constraint that each object in a scene should be associated with a distinct slot. We formalize this constraint by introducing consistency objectives which are cyclic in nature. By integrating these consistency objectives into various existing slot-based object-centric methods, we showcase substantial improvements in object-discovery performance. These enhancements consistently hold true across both synthetic and real-world scenes, underscoring the effectiveness and adaptability of the proposed approach. To tackle the second limitation, we apply the learned object-centric representations from the proposed method to two downstream reinforcement learning tasks, demonstrating considerable performance enhancements compared to conventional slot-based and monolithic representation learning methods. Our results suggest that the proposed approach not only improves object discovery, but also provides richer features for downstream tasks.
"Pick-and-Pass" as a Hat-Trick Class for First-Principle Memory, Generalizability, and Interpretability Benchmarks
Closed drafting or "pick and pass" is a popular game mechanic where each round players select a card or other playable element from their hand and pass the rest to the next player. Games employing closed drafting make for great studies on memory and turn order due to their explicitly calculable memory of other players' hands. In this paper, we establish first-principle benchmarks for studying model-free reinforcement learning algorithms and their comparative ability to learn memory in a popular family of closed drafting games called "Sushi Go Party!", producing state-of-the-art results on this environment along the way. Furthermore, as Sushi Go Party! can be expressed as a set of closely-related games based on the set of cards in play, we quantify the generalizability of reinforcement learning algorithms trained on various sets of cards, establishing key trends between generalized performance and the set distance between the train and evaluation game configurations. Finally, we fit decision rules to interpret the strategy of the learned models and compare them to the ranking preferences of human players, finding intuitive common rules and intriguing new moves.
Improved Object-Centric Diffusion Learning with Registers and Contrastive Alignment
Slot Attention (SA) with pretrained diffusion models has recently shown promise for object-centric learning (OCL), but suffers from slot entanglement and weak alignment between object slots and image content. We propose Contrastive Object-centric Diffusion Alignment (CODA), a simple extension that (i) employs register slots to absorb residual attention and reduce interference between object slots, and (ii) applies a contrastive alignment loss to explicitly encourage slot-image correspondence. The resulting training objective serves as a tractable surrogate for maximizing mutual information (MI) between slots and inputs, strengthening slot representation quality. On both synthetic (MOVi-C/E) and real-world datasets (VOC, COCO), CODA improves object discovery (e.g., +6.1% FG-ARI on COCO), property prediction, and compositional image generation over strong baselines. Register slots add negligible overhead, keeping CODA efficient and scalable. These results indicate potential applications of CODA as an effective framework for robust OCL in complex, real-world scenes.
Unlocking Slot Attention by Changing Optimal Transport Costs
Slot attention is a powerful method for object-centric modeling in images and videos. However, its set-equivariance limits its ability to handle videos with a dynamic number of objects because it cannot break ties. To overcome this limitation, we first establish a connection between slot attention and optimal transport. Based on this new perspective we propose MESH (Minimize Entropy of Sinkhorn): a cross-attention module that combines the tiebreaking properties of unregularized optimal transport with the speed of regularized optimal transport. We evaluate slot attention using MESH on multiple object-centric learning benchmarks and find significant improvements over slot attention in every setting.
Deep Learning for Answer Sentence Selection
Answer sentence selection is the task of identifying sentences that contain the answer to a given question. This is an important problem in its own right as well as in the larger context of open domain question answering. We propose a novel approach to solving this task via means of distributed representations, and learn to match questions with answers by considering their semantic encoding. This contrasts prior work on this task, which typically relies on classifiers with large numbers of hand-crafted syntactic and semantic features and various external resources. Our approach does not require any feature engineering nor does it involve specialist linguistic data, making this model easily applicable to a wide range of domains and languages. Experimental results on a standard benchmark dataset from TREC demonstrate that---despite its simplicity---our model matches state of the art performance on the answer sentence selection task.
LLM Bandit: Cost-Efficient LLM Generation via Preference-Conditioned Dynamic Routing
The rapid advancement in large language models (LLMs) has brought forth a diverse range of models with varying capabilities that excel in different tasks and domains. However, selecting the optimal LLM for user queries often involves a challenging trade-off between accuracy and cost, a problem exacerbated by the diverse demands of individual queries. In this work, we present a novel framework that formulates the LLM selection process as a multi-armed bandit problem, enabling dynamic and intelligent routing of queries to the most appropriate model. Our approach incorporates a preference-conditioned dynamic routing mechanism, allowing users to specify their preferences at inference time, thereby offering a customizable balance between performance and cost. Additionally, our selection policy is designed to generalize to unseen LLMs, ensuring adaptability to new models as they emerge. Experimental results demonstrate that our method achieves significant improvements in both accuracy and cost-effectiveness across various LLM platforms, showcasing the potential of our framework to adaptively optimize LLM selection in real-world scenarios.
Improving Dialectal Slot and Intent Detection with Auxiliary Tasks: A Multi-Dialectal Bavarian Case Study
Reliable slot and intent detection (SID) is crucial in natural language understanding for applications like digital assistants. Encoder-only transformer models fine-tuned on high-resource languages generally perform well on SID. However, they struggle with dialectal data, where no standardized form exists and training data is scarce and costly to produce. We explore zero-shot transfer learning for SID, focusing on multiple Bavarian dialects, for which we release a new dataset for the Munich dialect. We evaluate models trained on auxiliary tasks in Bavarian, and compare joint multi-task learning with intermediate-task training. We also compare three types of auxiliary tasks: token-level syntactic tasks, named entity recognition (NER), and language modelling. We find that the included auxiliary tasks have a more positive effect on slot filling than intent classification (with NER having the most positive effect), and that intermediate-task training yields more consistent performance gains. Our best-performing approach improves intent classification performance on Bavarian dialects by 5.1 and slot filling F1 by 8.4 percentage points.
Finding Optimal Arms in Non-stochastic Combinatorial Bandits with Semi-bandit Feedback and Finite Budget
We consider the combinatorial bandits problem with semi-bandit feedback under finite sampling budget constraints, in which the learner can carry out its action only for a limited number of times specified by an overall budget. The action is to choose a set of arms, whereupon feedback for each arm in the chosen set is received. Unlike existing works, we study this problem in a non-stochastic setting with subset-dependent feedback, i.e., the semi-bandit feedback received could be generated by an oblivious adversary and also might depend on the chosen set of arms. In addition, we consider a general feedback scenario covering both the numerical-based as well as preference-based case and introduce a sound theoretical framework for this setting guaranteeing sensible notions of optimal arms, which a learner seeks to find. We suggest a generic algorithm suitable to cover the full spectrum of conceivable arm elimination strategies from aggressive to conservative. Theoretical questions about the sufficient and necessary budget of the algorithm to find the best arm are answered and complemented by deriving lower bounds for any learning algorithm for this problem scenario.
CarFormer: Self-Driving with Learned Object-Centric Representations
The choice of representation plays a key role in self-driving. Bird's eye view (BEV) representations have shown remarkable performance in recent years. In this paper, we propose to learn object-centric representations in BEV to distill a complex scene into more actionable information for self-driving. We first learn to place objects into slots with a slot attention model on BEV sequences. Based on these object-centric representations, we then train a transformer to learn to drive as well as reason about the future of other vehicles. We found that object-centric slot representations outperform both scene-level and object-level approaches that use the exact attributes of objects. Slot representations naturally incorporate information about objects from their spatial and temporal context such as position, heading, and speed without explicitly providing it. Our model with slots achieves an increased completion rate of the provided routes and, consequently, a higher driving score, with a lower variance across multiple runs, affirming slots as a reliable alternative in object-centric approaches. Additionally, we validate our model's performance as a world model through forecasting experiments, demonstrating its capability to predict future slot representations accurately. The code and the pre-trained models can be found at https://kuis-ai.github.io/CarFormer/.
Zero-Shot Slot and Intent Detection in Low-Resource Languages
Intent detection and slot filling are critical tasks in spoken and natural language understanding for task-oriented dialog systems. In this work we describe our participation in the slot and intent detection for low-resource language varieties (SID4LR; Aepli et al. (2023)). We investigate the slot and intent detection (SID) tasks using a wide range of models and settings. Given the recent success of multitask-prompted finetuning of large language models, we also test the generalization capability of the recent encoder-decoder model mT0 (Muennighoff et al., 2022) on new tasks (i.e., SID) in languages they have never intentionally seen. We show that our best model outperforms the baseline by a large margin (up to +30 F1 points) in both SID tasks
Diversity and Inclusion Metrics in Subset Selection
The ethical concept of fairness has recently been applied in machine learning (ML) settings to describe a wide range of constraints and objectives. When considering the relevance of ethical concepts to subset selection problems, the concepts of diversity and inclusion are additionally applicable in order to create outputs that account for social power and access differentials. We introduce metrics based on these concepts, which can be applied together, separately, and in tandem with additional fairness constraints. Results from human subject experiments lend support to the proposed criteria. Social choice methods can additionally be leveraged to aggregate and choose preferable sets, and we detail how these may be applied.
Subset Selection Based On Multiple Rankings in the Presence of Bias: Effectiveness of Fairness Constraints for Multiwinner Voting Score Functions
We consider the problem of subset selection where one is given multiple rankings of items and the goal is to select the highest ``quality'' subset. Score functions from the multiwinner voting literature have been used to aggregate rankings into quality scores for subsets. We study this setting of subset selection problems when, in addition, rankings may contain systemic or unconscious biases toward a group of items. For a general model of input rankings and biases, we show that requiring the selected subset to satisfy group fairness constraints can improve the quality of the selection with respect to unbiased rankings. Importantly, we show that for fairness constraints to be effective, different multiwinner score functions may require a drastically different number of rankings: While for some functions, fairness constraints need an exponential number of rankings to recover a close-to-optimal solution, for others, this dependency is only polynomial. This result relies on a novel notion of ``smoothness'' of submodular functions in this setting that quantifies how well a function can ``correctly'' assess the quality of items in the presence of bias. The results in this paper can be used to guide the choice of multiwinner score functions for the subset selection setting considered here; we additionally provide a tool to empirically enable this.
Multilingual Code-Switching for Zero-Shot Cross-Lingual Intent Prediction and Slot Filling
Predicting user intent and detecting the corresponding slots from text are two key problems in Natural Language Understanding (NLU). In the context of zero-shot learning, this task is typically approached by either using representations from pre-trained multilingual transformers such as mBERT, or by machine translating the source data into the known target language and then fine-tuning. Our work focuses on a particular scenario where the target language is unknown during training. To this goal, we propose a novel method to augment the monolingual source data using multilingual code-switching via random translations to enhance a transformer's language neutrality when fine-tuning it for a downstream task. This method also helps discover novel insights on how code-switching with different language families around the world impact the performance on the target language. Experiments on the benchmark dataset of MultiATIS++ yielded an average improvement of +4.2% in accuracy for intent task and +1.8% in F1 for slot task using our method over the state-of-the-art across 8 different languages. Furthermore, we present an application of our method for crisis informatics using a new human-annotated tweet dataset of slot filling in English and Haitian Creole, collected during Haiti earthquake disaster.
Bidding in Spades
We present a Spades bidding algorithm that is superior to recreational human players and to publicly available bots. Like in Bridge, the game of Spades is composed of two independent phases, bidding and playing. This paper focuses on the bidding algorithm, since this phase holds a precise challenge: based on the input, choose the bid that maximizes the agent's winning probability. Our Bidding-in-Spades (BIS) algorithm heuristically determines the bidding strategy by comparing the expected utility of each possible bid. A major challenge is how to estimate these expected utilities. To this end, we propose a set of domain-specific heuristics, and then correct them via machine learning using data from real-world players. The \BIS algorithm we present can be attached to any playing algorithm. It beats rule-based bidding bots when all use the same playing component. When combined with a rule-based playing algorithm, it is superior to the average recreational human.
DISCO: Diversifying Sample Condensation for Efficient Model Evaluation
Evaluating modern machine learning models has become prohibitively expensive. Benchmarks such as LMMs-Eval and HELM demand thousands of GPU hours per model. Costly evaluation reduces inclusivity, slows the cycle of innovation, and worsens environmental impact. The typical approach follows two steps. First, select an anchor subset of data. Second, train a mapping from the accuracy on this subset to the final test result. The drawback is that anchor selection depends on clustering, which can be complex and sensitive to design choices. We argue that promoting diversity among samples is not essential; what matters is to select samples that maximise diversity in model responses. Our method, Diversifying Sample Condensation (DISCO), selects the top-k samples with the greatest model disagreements. This uses greedy, sample-wise statistics rather than global clustering. The approach is conceptually simpler. From a theoretical view, inter-model disagreement provides an information-theoretically optimal rule for such greedy selection. DISCO shows empirical gains over prior methods, achieving state-of-the-art results in performance prediction across MMLU, Hellaswag, Winogrande, and ARC. Code is available here: https://github.com/arubique/disco-public.
Self-Supervised Visual Representation Learning with Semantic Grouping
In this paper, we tackle the problem of learning visual representations from unlabeled scene-centric data. Existing works have demonstrated the potential of utilizing the underlying complex structure within scene-centric data; still, they commonly rely on hand-crafted objectness priors or specialized pretext tasks to build a learning framework, which may harm generalizability. Instead, we propose contrastive learning from data-driven semantic slots, namely SlotCon, for joint semantic grouping and representation learning. The semantic grouping is performed by assigning pixels to a set of learnable prototypes, which can adapt to each sample by attentive pooling over the feature and form new slots. Based on the learned data-dependent slots, a contrastive objective is employed for representation learning, which enhances the discriminability of features, and conversely facilitates grouping semantically coherent pixels together. Compared with previous efforts, by simultaneously optimizing the two coupled objectives of semantic grouping and contrastive learning, our approach bypasses the disadvantages of hand-crafted priors and is able to learn object/group-level representations from scene-centric images. Experiments show our approach effectively decomposes complex scenes into semantic groups for feature learning and significantly benefits downstream tasks, including object detection, instance segmentation, and semantic segmentation. Code is available at: https://github.com/CVMI-Lab/SlotCon.
TAROT: Targeted Data Selection via Optimal Transport
We propose TAROT, a targeted data selection framework grounded in optimal transport theory. Previous targeted data selection methods primarily rely on influence-based greedy heuristics to enhance domain-specific performance. While effective on limited, unimodal data (i.e., data following a single pattern), these methods struggle as target data complexity increases. Specifically, in multimodal distributions, these heuristics fail to account for multiple inherent patterns, leading to suboptimal data selection. This work identifies two primary factors contributing to this limitation: (i) the disproportionate impact of dominant feature components in high-dimensional influence estimation, and (ii) the restrictive linear additive assumptions inherent in greedy selection strategies. To address these challenges, TAROT incorporates whitened feature distance to mitigate dominant feature bias, providing a more reliable measure of data influence. Building on this, TAROT uses whitened feature distance to quantify and minimize the optimal transport distance between the selected data and target domains. Notably, this minimization also facilitates the estimation of optimal selection ratios. We evaluate TAROT across multiple tasks, including semantic segmentation, motion prediction, and instruction tuning. Results consistently show that TAROT outperforms state-of-the-art methods, highlighting its versatility across various deep learning tasks. Code is available at https://github.com/vita-epfl/TAROT.
DraftRec: Personalized Draft Recommendation for Winning in Multi-Player Online Battle Arena Games
This paper presents a personalized character recommendation system for Multiplayer Online Battle Arena (MOBA) games which are considered as one of the most popular online video game genres around the world. When playing MOBA games, players go through a draft stage, where they alternately select a virtual character to play. When drafting, players select characters by not only considering their character preferences, but also the synergy and competence of their team's character combination. However, the complexity of drafting induces difficulties for beginners to choose the appropriate characters based on the characters of their team while considering their own champion preferences. To alleviate this problem, we propose DraftRec, a novel hierarchical model which recommends characters by considering each player's champion preferences and the interaction between the players. DraftRec consists of two networks: the player network and the match network. The player network captures the individual player's champion preference, and the match network integrates the complex relationship between the players and their respective champions. We train and evaluate our model from a manually collected 280,000 matches of League of Legends and a publicly available 50,000 matches of Dota2. Empirically, our method achieved state-of-the-art performance in character recommendation and match outcome prediction task. Furthermore, a comprehensive user survey confirms that DraftRec provides convincing and satisfying recommendations. Our code and dataset are available at https://github.com/dojeon-ai/DraftRec.
GenSelect: A Generative Approach to Best-of-N
Generative reward models with parallel sampling have enabled effective test-time scaling for reasoning tasks. Current approaches employ pointwise scoring of individual solutions or pairwise comparisons. However, pointwise methods underutilize LLMs' comparative abilities, while pairwise methods scale inefficiently with larger sampling budgets. We introduce GenSelect, where the LLM uses long reasoning to select the best solution among N candidates. This leverages LLMs' comparative strengths while scaling efficiently across parallel sampling budgets. For math reasoning, we demonstrate that reasoning models, such as QwQ and DeepSeek-R1-0528, excel at GenSelect, outperforming existing scoring approaches with simple prompting.
Add-One-In: Incremental Sample Selection for Large Language Models via a Choice-Based Greedy Paradigm
Selecting high-quality and diverse training samples from extensive datasets plays a crucial role in reducing training overhead and enhancing the performance of Large Language Models (LLMs). However, existing studies fall short in assessing the overall value of selected data, focusing primarily on individual quality, and struggle to strike an effective balance between ensuring diversity and minimizing data point traversals. Therefore, this paper introduces a novel choice-based sample selection framework that shifts the focus from evaluating individual sample quality to comparing the contribution value of different samples when incorporated into the subset. Thanks to the advanced language understanding capabilities of LLMs, we utilize LLMs to evaluate the value of each option during the selection process. Furthermore, we design a greedy sampling process where samples are incrementally added to the subset, thereby improving efficiency by eliminating the need for exhaustive traversal of the entire dataset with the limited budget. Extensive experiments demonstrate that selected data from our method not only surpass the performance of the full dataset but also achieves competitive results with state-of-the-art (SOTA) studies, while requiring fewer selections. Moreover, we validate our approach on a larger medical dataset, highlighting its practical applicability in real-world applications.
New Semantic Task for the French Spoken Language Understanding MEDIA Benchmark
Intent classification and slot-filling are essential tasks of Spoken Language Understanding (SLU). In most SLUsystems, those tasks are realized by independent modules. For about fifteen years, models achieving both of themjointly and exploiting their mutual enhancement have been proposed. A multilingual module using a joint modelwas envisioned to create a touristic dialogue system for a European project, HumanE-AI-Net. A combination ofmultiple datasets, including the MEDIA dataset, was suggested for training this joint model. The MEDIA SLU datasetis a French dataset distributed since 2005 by ELRA, mainly used by the French research community and free foracademic research since 2020. Unfortunately, it is annotated only in slots but not intents. An enhanced version ofMEDIA annotated with intents has been built to extend its use to more tasks and use cases. This paper presents thesemi-automatic methodology used to obtain this enhanced version. In addition, we present the first results of SLUexperiments on this enhanced dataset using joint models for intent classification and slot-filling.
Finding the Sweet Spot: Preference Data Construction for Scaling Preference Optimization
Iterative data generation and model retraining are widely used to align large language models (LLMs). It typically involves a policy model to generate on-policy responses and a reward model to guide training data selection. Direct Preference Optimization (DPO) further enhances this process by constructing preference pairs of chosen and rejected responses. In this work, we aim to scale up the number of on-policy samples via repeated random sampling to improve alignment performance. Conventional practice selects the sample with the highest reward as chosen and the lowest as rejected for DPO. However, our experiments reveal that this strategy leads to a decline in performance as the sample size increases. To address this, we investigate preference data construction through the lens of underlying normal distribution of sample rewards. We categorize the reward space into seven representative points and systematically explore all 21 (C_7^2) pairwise combinations. Through evaluations on four models using AlpacaEval 2, we find that selecting the rejected response at reward position mu - 2sigma rather than the minimum reward, is crucial for optimal performance. We finally introduce a scalable preference data construction strategy that consistently enhances model performance as the sample scale increases.
HiBid: A Cross-Channel Constrained Bidding System with Budget Allocation by Hierarchical Offline Deep Reinforcement Learning
Online display advertising platforms service numerous advertisers by providing real-time bidding (RTB) for the scale of billions of ad requests every day. The bidding strategy handles ad requests cross multiple channels to maximize the number of clicks under the set financial constraints, i.e., total budget and cost-per-click (CPC), etc. Different from existing works mainly focusing on single channel bidding, we explicitly consider cross-channel constrained bidding with budget allocation. Specifically, we propose a hierarchical offline deep reinforcement learning (DRL) framework called ``HiBid'', consisted of a high-level planner equipped with auxiliary loss for non-competitive budget allocation, and a data augmentation enhanced low-level executor for adaptive bidding strategy in response to allocated budgets. Additionally, a CPC-guided action selection mechanism is introduced to satisfy the cross-channel CPC constraint. Through extensive experiments on both the large-scale log data and online A/B testing, we confirm that HiBid outperforms six baselines in terms of the number of clicks, CPC satisfactory ratio, and return-on-investment (ROI). We also deploy HiBid on Meituan advertising platform to already service tens of thousands of advertisers every day.
Reasoning-Enhanced Object-Centric Learning for Videos
Object-centric learning aims to break down complex visual scenes into more manageable object representations, enhancing the understanding and reasoning abilities of machine learning systems toward the physical world. Recently, slot-based video models have demonstrated remarkable proficiency in segmenting and tracking objects, but they overlook the importance of the effective reasoning module. In the real world, reasoning and predictive abilities play a crucial role in human perception and object tracking; in particular, these abilities are closely related to human intuitive physics. Inspired by this, we designed a novel reasoning module called the Slot-based Time-Space Transformer with Memory buffer (STATM) to enhance the model's perception ability in complex scenes. The memory buffer primarily serves as storage for slot information from upstream modules, the Slot-based Time-Space Transformer makes predictions through slot-based spatiotemporal attention computations and fusion. Our experimental results on various datasets indicate that the STATM module can significantly enhance the capabilities of multiple state-of-the-art object-centric learning models for video. Moreover, as a predictive model, the STATM module also performs well in downstream prediction and Visual Question Answering (VQA) tasks. We will release our codes and data at https://github.com/intell-sci-comput/STATM.
Harnessing Diversity for Important Data Selection in Pretraining Large Language Models
Data selection is of great significance in pre-training large language models, given the variation in quality within the large-scale available training corpora. To achieve this, researchers are currently investigating the use of data influence to measure the importance of data instances, i.e., a high influence score indicates that incorporating this instance to the training set is likely to enhance the model performance. Consequently, they select the top-k instances with the highest scores. However, this approach has several limitations. (1) Computing the influence of all available data is time-consuming. (2) The selected data instances are not diverse enough, which may hinder the pre-trained model's ability to generalize effectively to various downstream tasks. In this paper, we introduce Quad, a data selection approach that considers both quality and diversity by using data influence to achieve state-of-the-art pre-training results. In particular, noting that attention layers capture extensive semantic details, we have adapted the accelerated iHVP computation methods for attention layers, enhancing our ability to evaluate the influence of data, i.e., its quality. For the diversity, Quad clusters the dataset into similar data instances within each cluster and diverse instances across different clusters. For each cluster, if we opt to select data from it, we take some samples to evaluate the influence to prevent processing all instances. To determine which clusters to select, we utilize the classic Multi-Armed Bandit method, treating each cluster as an arm. This approach favors clusters with highly influential instances (ensuring high quality) or clusters that have been selected less frequently (ensuring diversity), thereby well balancing between quality and diversity.
A Critical Look at Targeted Instruction Selection: Disentangling What Matters (and What Doesn't)
Instruction fine-tuning of large language models (LLMs) often involves selecting a subset of instruction training data from a large candidate pool, using a small query set from the target task. Despite growing interest, the literature on targeted instruction selection remains fragmented and opaque: methods vary widely in selection budgets, often omit zero-shot baselines, and frequently entangle the contributions of key components. As a result, practitioners lack actionable guidance on selecting instructions for their target tasks. In this work, we aim to bring clarity to this landscape by disentangling and systematically analyzing the two core ingredients: data representation and selection algorithms. Our framework enables controlled comparisons across models, tasks, and budgets. We find that only gradient-based data representations choose subsets whose similarity to the query consistently predicts performance across datasets and models. While no single method dominates, gradient-based representations paired with a greedy round-robin selection algorithm tend to perform best on average at low budgets, but these benefits diminish at larger budgets. Finally, we unify several existing selection algorithms as forms of approximate distance minimization between the selected subset and the query set, and support this view with new generalization bounds. More broadly, our findings provide critical insights and a foundation for more principled data selection in LLM fine-tuning. The code is available at https://github.com/dcml-lab/targeted-instruction-selection.
Beating the average: how to generate profit by exploiting the inefficiencies of soccer betting
In economy, markets are denoted as efficient when it is impossible to systematically generate profits which outperform the average. In the past years, the concept has been tested in other domains such as the growing sports betting market. Surprisingly, despite its large size and its level of maturity, sports betting shows traits of inefficiency. The anomalies indicate the existence of strategies which shift betting from a game of chance towards a game of skill. This article shows an example for an inefficiency detected in the German soccer betting TOTO 13er Wette, which is operated by state-run lottery agencies. Gamblers have to guess the outcome (win, draw, loss) of 13 soccer matches listed on a lottery tip. Applying stochastic methods, a recipe is presented to determine hit rates for single match outcomes. More important, the recipe provides the number of lottery tips required to achieve a specific number of strikes (number of correct match forecasts per lottery tip) for any given level of safety. An approximation is derived to cope with large numbers in hypergeometric distributions, valid under certain constraints. Overall, the strategy does lead to returns exceeding the aggregated lottery fees, resulting in moderate, but consistent profits. It is briefly discussed if lessions learned from soccer betting can be transferred back to financial markets, because gamblers and retail investors face similar challenges and opportunities.
Fairness in Matching under Uncertainty
The prevalence and importance of algorithmic two-sided marketplaces has drawn attention to the issue of fairness in such settings. Algorithmic decisions are used in assigning students to schools, users to advertisers, and applicants to job interviews. These decisions should heed the preferences of individuals, and simultaneously be fair with respect to their merits (synonymous with fit, future performance, or need). Merits conditioned on observable features are always uncertain, a fact that is exacerbated by the widespread use of machine learning algorithms to infer merit from the observables. As our key contribution, we carefully axiomatize a notion of individual fairness in the two-sided marketplace setting which respects the uncertainty in the merits; indeed, it simultaneously recognizes uncertainty as the primary potential cause of unfairness and an approach to address it. We design a linear programming framework to find fair utility-maximizing distributions over allocations, and we show that the linear program is robust to perturbations in the estimated parameters of the uncertain merit distributions, a key property in combining the approach with machine learning techniques.
Plant 'n' Seek: Can You Find the Winning Ticket?
The lottery ticket hypothesis has sparked the rapid development of pruning algorithms that aim to reduce the computational costs associated with deep learning during training and model deployment. Currently, such algorithms are primarily evaluated on imaging data, for which we lack ground truth information and thus the understanding of how sparse lottery tickets could be. To fill this gap, we develop a framework that allows us to plant and hide winning tickets with desirable properties in randomly initialized neural networks. To analyze the ability of state-of-the-art pruning to identify tickets of extreme sparsity, we design and hide such tickets solving four challenging tasks. In extensive experiments, we observe similar trends as in imaging studies, indicating that our framework can provide transferable insights into realistic problems. Additionally, we can now see beyond such relative trends and highlight limitations of current pruning methods. Based on our results, we conclude that the current limitations in ticket sparsity are likely of algorithmic rather than fundamental nature. We anticipate that comparisons to planted tickets will facilitate future developments of efficient pruning algorithms.
DsDm: Model-Aware Dataset Selection with Datamodels
When selecting data for training large-scale models, standard practice is to filter for examples that match human notions of data quality. Such filtering yields qualitatively clean datapoints that intuitively should improve model behavior. However, in practice the opposite can often happen: we find that selecting according to similarity with "high quality" data sources may not increase (and can even hurt) performance compared to randomly selecting data. To develop better methods for selecting data, we start by framing dataset selection as an optimization problem that we can directly solve for: given target tasks, a learning algorithm, and candidate data, select the subset that maximizes model performance. This framework thus avoids handpicked notions of data quality, and instead models explicitly how the learning process uses train datapoints to predict on the target tasks. Our resulting method greatly improves language model (LM) performance on both pre-specified tasks and previously unseen tasks. Specifically, choosing target tasks representative of standard LM problems and evaluating on diverse held-out benchmarks, our selected datasets provide a 2x compute multiplier over baseline methods.
Probably Anytime-Safe Stochastic Combinatorial Semi-Bandits
Motivated by concerns about making online decisions that incur undue amount of risk at each time step, in this paper, we formulate the probably anytime-safe stochastic combinatorial semi-bandits problem. In this problem, the agent is given the option to select a subset of size at most K from a set of L ground items. Each item is associated to a certain mean reward as well as a variance that represents its risk. To mitigate the risk that the agent incurs, we require that with probability at least 1-delta, over the entire horizon of time T, each of the choices that the agent makes should contain items whose sum of variances does not exceed a certain variance budget. We call this probably anytime-safe constraint. Under this constraint, we design and analyze an algorithm {\sc PASCombUCB} that minimizes the regret over the horizon of time T. By developing accompanying information-theoretic lower bounds, we show that under both the problem-dependent and problem-independent paradigms, {\sc PASCombUCB} is almost asymptotically optimal. Experiments are conducted to corroborate our theoretical findings. Our problem setup, the proposed {\sc PASCombUCB} algorithm, and novel analyses are applicable to domains such as recommendation systems and transportation in which an agent is allowed to choose multiple items at a single time step and wishes to control the risk over the whole time horizon.
Preference-based Online Learning with Dueling Bandits: A Survey
In machine learning, the notion of multi-armed bandits refers to a class of online learning problems, in which an agent is supposed to simultaneously explore and exploit a given set of choice alternatives in the course of a sequential decision process. In the standard setting, the agent learns from stochastic feedback in the form of real-valued rewards. In many applications, however, numerical reward signals are not readily available -- instead, only weaker information is provided, in particular relative preferences in the form of qualitative comparisons between pairs of alternatives. This observation has motivated the study of variants of the multi-armed bandit problem, in which more general representations are used both for the type of feedback to learn from and the target of prediction. The aim of this paper is to provide a survey of the state of the art in this field, referred to as preference-based multi-armed bandits or dueling bandits. To this end, we provide an overview of problems that have been considered in the literature as well as methods for tackling them. Our taxonomy is mainly based on the assumptions made by these methods about the data-generating process and, related to this, the properties of the preference-based feedback.
Meta-Reasoning Improves Tool Use in Large Language Models
External tools help large language models succeed at tasks where they would otherwise typically fail. In existing frameworks, choosing tools at test time relies on naive greedy decoding, regardless of whether the model has been fine-tuned on tool-annotated data or prompted with in-context examples. In contrast, we find that gathering and choosing among a suitable set of candidate tools has greater potential to lead to an optimal selection. We present Tool selECTion via meta-reasONing (TECTON), a two-phase system that first reasons over a task and outputs candidate tools using a custom fine-tuned language modelling head. Then, with the custom head disabled, it meta-reasons (i.e., it reasons over the previous reasoning process) to make a final choice. We show that TECTON results in substantial gains--both in-distribution and out-of-distribution--on a range of math reasoning datasets.
Soft Self-Consistency Improves Language Model Agents
Generations from large language models (LLMs) can be improved by sampling and scoring multiple solutions to select a final answer. Current "sample and select" methods such as self-consistency (SC) rely on majority voting to score answers. However, when tasks have many distinct and valid answers, selection by voting requires a large number of samples. This makes SC prohibitively expensive for interactive tasks that involve generating multiple actions (answers) sequentially. After establishing that majority voting fails to provide consistent gains on such tasks, we demonstrate how to increase success rates by softening the scoring criterion. We introduce Soft Self-Consistency (SOFT-SC), which replaces SC's discontinuous scoring with a continuous score computed from model likelihoods, allowing for selection even when actions are sparsely distributed. SOFT-SC improves both performance and efficiency on long-horizon interactive tasks, requiring half as many samples as SC for comparable or better performance. For a fixed number of samples, SOFT-SC leads to a 1.3% increase over SC in absolute success rate on writing bash programs, a 6.6% increase on online shopping (WebShop), and a 4.7% increase for an interactive household game (ALFWorld). Finally, we show that SOFT-SC can be applied to both open-source and black-box models.
Non-Stationary Dueling Bandits
We study the non-stationary dueling bandits problem with K arms, where the time horizon T consists of M stationary segments, each of which is associated with its own preference matrix. The learner repeatedly selects a pair of arms and observes a binary preference between them as feedback. To minimize the accumulated regret, the learner needs to pick the Condorcet winner of each stationary segment as often as possible, despite preference matrices and segment lengths being unknown. We propose the Beat, the, Winner, Reset algorithm and prove a bound on its expected binary weak regret in the stationary case, which tightens the bound of current state-of-art algorithms. We also show a regret bound for the non-stationary case, without requiring knowledge of M or T. We further propose and analyze two meta-algorithms, DETECT for weak regret and Monitored, Dueling, Bandits for strong regret, both based on a detection-window approach that can incorporate any dueling bandit algorithm as a black-box algorithm. Finally, we prove a worst-case lower bound for expected weak regret in the non-stationary case.
Real-Time Bidding by Reinforcement Learning in Display Advertising
The majority of online display ads are served through real-time bidding (RTB) --- each ad display impression is auctioned off in real-time when it is just being generated from a user visit. To place an ad automatically and optimally, it is critical for advertisers to devise a learning algorithm to cleverly bid an ad impression in real-time. Most previous works consider the bid decision as a static optimization problem of either treating the value of each impression independently or setting a bid price to each segment of ad volume. However, the bidding for a given ad campaign would repeatedly happen during its life span before the budget runs out. As such, each bid is strategically correlated by the constrained budget and the overall effectiveness of the campaign (e.g., the rewards from generated clicks), which is only observed after the campaign has completed. Thus, it is of great interest to devise an optimal bidding strategy sequentially so that the campaign budget can be dynamically allocated across all the available impressions on the basis of both the immediate and future rewards. In this paper, we formulate the bid decision process as a reinforcement learning problem, where the state space is represented by the auction information and the campaign's real-time parameters, while an action is the bid price to set. By modeling the state transition via auction competition, we build a Markov Decision Process framework for learning the optimal bidding policy to optimize the advertising performance in the dynamic real-time bidding environment. Furthermore, the scalability problem from the large real-world auction volume and campaign budget is well handled by state value approximation using neural networks.
Manipulation and Peer Mechanisms: A Survey
In peer mechanisms, the competitors for a prize also determine who wins. Each competitor may be asked to rank, grade, or nominate peers for the prize. Since the prize can be valuable, such as financial aid, course grades, or an award at a conference, competitors may be tempted to manipulate the mechanism. We survey approaches to prevent or discourage the manipulation of peer mechanisms. We conclude our survey by identifying several important research challenges.
Deep Reinforcement Learning with Hybrid Intrinsic Reward Model
Intrinsic reward shaping has emerged as a prevalent approach to solving hard-exploration and sparse-rewards environments in reinforcement learning (RL). While single intrinsic rewards, such as curiosity-driven or novelty-based methods, have shown effectiveness, they often limit the diversity and efficiency of exploration. Moreover, the potential and principle of combining multiple intrinsic rewards remains insufficiently explored. To address this gap, we introduce HIRE (Hybrid Intrinsic REward), a flexible and elegant framework for creating hybrid intrinsic rewards through deliberate fusion strategies. With HIRE, we conduct a systematic analysis of the application of hybrid intrinsic rewards in both general and unsupervised RL across multiple benchmarks. Extensive experiments demonstrate that HIRE can significantly enhance exploration efficiency and diversity, as well as skill acquisition in complex and dynamic settings.
Online Information Acquisition: Hiring Multiple Agents
We investigate the mechanism design problem faced by a principal who hires multiple agents to gather and report costly information. Then, the principal exploits the information to make an informed decision. We model this problem as a game, where the principal announces a mechanism consisting in action recommendations and a payment function, a.k.a. scoring rule. Then, each agent chooses an effort level and receives partial information about an underlying state of nature based on the effort. Finally, the agents report the information (possibly non-truthfully), the principal takes a decision based on this information, and the agents are paid according to the scoring rule. While previous work focuses on single-agent problems, we consider multi-agents settings. This poses the challenge of coordinating the agents' efforts and aggregating correlated information. Indeed, we show that optimal mechanisms must correlate agents' efforts, which introduces externalities among the agents, and hence complex incentive compatibility constraints and equilibrium selection problems. First, we design a polynomial-time algorithm to find an optimal incentive compatible mechanism. Then, we study an online problem, where the principal repeatedly interacts with a group of unknown agents. We design a no-regret algorithm that provides mathcal{O}(T^{2/3}) regret with respect to an optimal mechanism, matching the state-of-the-art bound for single-agent settings.
COLT: Cyclic Overlapping Lottery Tickets for Faster Pruning of Convolutional Neural Networks
Pruning refers to the elimination of trivial weights from neural networks. The sub-networks within an overparameterized model produced after pruning are often called Lottery tickets. This research aims to generate winning lottery tickets from a set of lottery tickets that can achieve similar accuracy to the original unpruned network. We introduce a novel winning ticket called Cyclic Overlapping Lottery Ticket (COLT) by data splitting and cyclic retraining of the pruned network from scratch. We apply a cyclic pruning algorithm that keeps only the overlapping weights of different pruned models trained on different data segments. Our results demonstrate that COLT can achieve similar accuracies (obtained by the unpruned model) while maintaining high sparsities. We show that the accuracy of COLT is on par with the winning tickets of Lottery Ticket Hypothesis (LTH) and, at times, is better. Moreover, COLTs can be generated using fewer iterations than tickets generated by the popular Iterative Magnitude Pruning (IMP) method. In addition, we also notice COLTs generated on large datasets can be transferred to small ones without compromising performance, demonstrating its generalizing capability. We conduct all our experiments on Cifar-10, Cifar-100 & TinyImageNet datasets and report superior performance than the state-of-the-art methods.
SelectIT: Selective Instruction Tuning for Large Language Models via Uncertainty-Aware Self-Reflection
Instruction tuning (IT) is crucial to tailoring large language models (LLMs) towards human-centric interactions. Recent advancements have shown that the careful selection of a small, high-quality subset of IT data can significantly enhance the performance of LLMs. Despite this, common approaches often rely on additional models or data sets, which increases costs and limits widespread adoption. In this work, we propose a novel approach, termed SelectIT, that capitalizes on the foundational capabilities of the LLM itself. Specifically, we exploit the intrinsic uncertainty present in LLMs to more effectively select high-quality IT data, without the need for extra resources. Furthermore, we introduce a novel IT dataset, the Selective Alpaca, created by applying SelectIT to the Alpaca-GPT4 dataset. Empirical results demonstrate that IT using Selective Alpaca leads to substantial model ability enhancement. The robustness of SelectIT has also been corroborated in various foundation models and domain-specific tasks. Our findings suggest that longer and more computationally intensive IT data may serve as superior sources of IT, offering valuable insights for future research in this area. Data, code, and scripts are freely available at https://github.com/Blue-Raincoat/SelectIT.
SRAS: A Lightweight Reinforcement Learning-based Document Selector for Edge-Native RAG Pipelines
Retrieval-Augmented Generation (RAG) systems often rely on fixed top-k document selection mechanisms that ignore downstream generation quality and impose computational overheads. We propose SRAS (Sparse Reward-Aware Selector), a lightweight document selector trained via reinforcement learning (RL) for edge-native RAG deployment. Unlike prior RL-based retrievers that assume large memory and latency budgets, SRAS learns a compact (~0.76MB) policy using Proximal Policy Optimization (PPO), guided by a hybrid reward signal combining Relaxed F1 and BERTScore. Our method operates under tight token and compute constraints, maintaining <1s latency on CPU. SRAS outperforms supervised and random selectors on a synthetic QA benchmark, and generalizes to real-world data, achieving BERTScore F1 of 0.8546 on SQuAD v2 without domain-specific tuning. This work is the first to demonstrate that RL-based document selection can be made ultra-lightweight, latency-aware, and effective for on-device RAG pipelines.
