GPAI Report & Policy Guide: Towards Substantive Equality in AI
Join us at Mila on November 26 for the launch of the report and policy guide that outlines actionable recommendations for building inclusive AI ecosystems.
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Publications
BayTTA: Uncertainty-aware medical image classification with optimized test-time augmentation using Bayesian model averaging
Test-time augmentation (TTA) is a well-known technique employed during the testing phase of computer vision tasks. It involves aggregating m… (see more)ultiple augmented versions of input data. Combining predictions using a simple average formulation is a common and straightforward approach after performing TTA. This paper introduces a novel framework for optimizing TTA, called BayTTA (Bayesian-based TTA), which is based on Bayesian Model Averaging (BMA). First, we generate a model list associated with different variations of the input data created through TTA. Then, we use BMA to combine model predictions weighted by their respective posterior probabilities. Such an approach allows one to take into account model uncertainty, and thus to enhance the predictive performance of the related machine learning or deep learning model. We evaluate the performance of BayTTA on various public data, including three medical image datasets comprising skin cancer, breast cancer, and chest X-ray images and two well-known gene editing datasets, CRISPOR and GUIDE-seq. Our experimental results indicate that BayTTA can be effectively integrated into state-of-the-art deep learning models used in medical image analysis as well as into some popular pre-trained CNN models such as VGG-16, MobileNetV2, DenseNet201, ResNet152V2, and InceptionRes-NetV2, leading to the enhancement in their accuracy and robustness performance.
The generality of pretrained large language models (LLMs) has prompted increasing interest in their use as in-context learning agents. To be… (see more) successful, such agents must form beliefs about how to achieve their goals based on limited interaction with their environment, resulting in uncertainty about the best action to take at each step. In this paper, we study how LLM agents form and act on these beliefs by conducting experiments in controlled sequential decision-making tasks. To begin, we find that LLM agents are overconfident: They draw strong conclusions about what to do based on insufficient evidence, resulting in inadequately explorative behavior. We dig deeper into this phenomenon and show how it emerges from a collapse in the entropy of the action distribution implied by sampling from the LLM. We then demonstrate that existing token-level sampling techniques are by themselves insufficient to make the agent explore more. Motivated by this fact, we introduce Entropic Activation Steering (EAST), an activation steering method for in-context LLM agents. EAST computes a steering vector as an entropy-weighted combination of representations, and uses it to manipulate an LLM agent's uncertainty over actions by intervening on its activations during the forward pass. We show that EAST can reliably increase the entropy in an LLM agent's actions, causing more explorative behavior to emerge. Finally, EAST modifies the subjective uncertainty an LLM agent expresses, paving the way to interpreting and controlling how LLM agents represent uncertainty about their decisions.
Understanding the mechanisms behind decisions taken by large foundation models in sequential tasks is critical to ensuring that such systems… (see more) operate transparently and safely. However, interpretability methods have not yet been applied extensively to large-scale agents based on reinforcement learning. In this work, we perform exploratory analysis on the Video PreTraining (VPT) Minecraft playing agent, one of the largest open-source vision-based agents. We try to illuminate its reasoning mechanisms by applying various interpretability techniques. First, we analyze the attention mechanism while the agent solves its training task --- crafting a diamond pickaxe. The agent seems to pay attention to the 4 last frames and several key-frames further back. This provides clues as to how it maintains coherence in the task that takes 3-10 minutes, despite the agent's short memory span of only six seconds. Second, we perform various interventions, which help us uncover a worrying case of goal misgeneralization: VPT mistakenly identifies a villager wearing brown clothes as a tree trunk and punches it to death, when positioned stationary under green tree leaves. We demonstrate similar misbehavior in a related agent (STEVE-1), which motivates the use of VPT as a model organism for large-scale vision-based agent interpretability.
Methods for machine unlearning in large language models seek to remove undesirable knowledge or capabilities without compromising general la… (see more)nguage modeling performance.
This work investigates the use of mechanistic interpretability to improve the precision and effectiveness of unlearning.
We demonstrate that localizing unlearning to components with particular mechanisms in factual recall leads to more robust unlearning across different input/output formats, relearning, and latent knowledge, and reduces unintended side effects compared to nonlocalized unlearning.
Additionally, we analyze the strengths and weaknesses of different automated (rather than manual) interpretability methods for guiding unlearning, finding that their corresponding unlearned models require smaller edit sizes to achieve unlearning but are much less robust.
Existing Digital Health Technology Index Summary Report for Older Adults Living with Neurocognitive Disorders (Mild and Major) and Their Informal Caregivers: An Environmental Scan
Digital health has added numerous promising solutions to enhance the health and wellness of people with neurocognitive disorders (NCDs) and … (see more)their informal caregivers. (1) Background: It is important to obtain a comprehensive view of currently available technologies, their outcomes, and conditions of success to inform recommendations regarding digital health solutions for people with NCDs and their caregivers. This environmental scan was performed to identify the features of existing digital health solutions relevant to the targeted population. This work reviews currently available digital health solutions and their related characteristics to develop a decision support tool for older adults living with mild or major neurocognitive disorders and their informal caregivers. This knowledge will aid the development of a decision support tool to assist older adults and their informal caregivers in their search for adequate digital health solutions according to their needs and preferences based on trustable information. (2) Methods: We conducted an environmental scan to identify digital health solutions from a systematic review and targeted searches in the grey literature covering the regions of Canada and Europe. Technological tools were scanned based on a preformatted extraction grid. We assessed their relevance based on selected attributes and summarized the findings. (3) Results: We identified 100 available digital health solutions. The majority (56%) were not specific to NCDs. Only 28% provided scientific evidence of their effectiveness. Remote patient care, movement tracking, and cognitive exercises were the most common purposes of digital health solutions. Most solutions were presented as decision aid tools, pill dispensers, apps, web, or a combination of these platforms. (4) Conclusions: This environmental scan allowed for identifying current digital health solutions for older adults with mild or major neurocognitive disorders and their informal caregivers. Findings from the environmental scan highlight the need for additional approaches to strengthen digital health interventions for the well-being of older adults with mild and major NCDs and their informal and formal healthcare providers.
Discrete audio tokens have recently gained considerable attention for their potential to connect audio and language processing, enabling the… (see more) creation of modern multimodal large language models. Ideal audio tokens must effectively preserve phonetic and semantic content along with paralinguistic information, speaker identity, and other details. While several types of audio tokens have been recently proposed, identifying the optimal tokenizer for various tasks is challenging due to the inconsistent evaluation settings in existing studies. To address this gap, we release the Discrete Audio and Speech Benchmark (DASB), a comprehensive leaderboard for benchmarking discrete audio tokens across a wide range of discriminative tasks, including speech recognition, speaker identification and verification, emotion recognition, keyword spotting, and intent classification, as well as generative tasks such as speech enhancement, separation, and text-to-speech. Our results show that, on average, semantic tokens outperform compression tokens across most discriminative and generative tasks. However, the performance gap between semantic tokens and standard continuous representations remains substantial, highlighting the need for further research in this field.
Large Language Models (LLMs) have demonstrated superior performance in language understanding benchmarks. A recent use case for LLMs involve… (see more)s training decision-making agents over textual information. The existing approach leverages LLM's linguistic priors for action candidate recommendations in text games, i.e., to operate without environment-provided actions. However, adapting LLMs to specific games/tasks requires a massive amount of annotated human gameplay. Moreover, in the existing approach, the language model was kept frozen during an agent's training process, which limits learning from in-game knowledge about the world. Hence, we explore strategies to adapt the language model for candidate recommendation with in-game transition in an online learning fashion to mitigate reliance on human-annotated gameplays, which are costly to acquire. In this paper, we propose in-game transition selection methods to adapt the LLM in the loop, reducing the dependency on using human-annotated gameplays while improving performance and convergence. Our method demonstrates a 53% relative improvement in average game score over the previous state-of-the-art model, achieving more than twice the convergence rate in a full-annotated dataset setting. Furthermore, even with only 10% of human annotation, we surpassed the 100\% state-of-the-art performance benchmark.
Large Language Models (LLMs) have become increasingly capable of handling diverse tasks with the aid of well-crafted prompts and integration… (see more) of external tools, but as task complexity rises, the workflow involving LLMs can be complicated and thus challenging to implement and maintain. To address this challenge, we propose APPL, A Prompt Programming Language that acts as a bridge between computer programs and LLMs, allowing seamless embedding of prompts into Python functions, and vice versa. APPL provides an intuitive and Python-native syntax, an efficient parallelized runtime with asynchronous semantics, and a tracing module supporting effective failure diagnosis and replaying without extra costs. We demonstrate that APPL programs are intuitive, concise, and efficient through three representative scenarios: Chain-of-Thought with self-consistency (CoT-SC), ReAct tool use agent, and multi-agent chat. Experiments on three parallelizable workflows further show that APPL can effectively parallelize independent LLM calls, with a significant speedup ratio that almost matches the estimation.