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SubscribeWhatELSE: Shaping Narrative Spaces at Configurable Level of Abstraction for AI-bridged Interactive Storytelling
Generative AI significantly enhances player agency in interactive narratives (IN) by enabling just-in-time content generation that adapts to player actions. While delegating generation to AI makes IN more interactive, it becomes challenging for authors to control the space of possible narratives - within which the final story experienced by the player emerges from their interaction with AI. In this paper, we present WhatELSE, an AI-bridged IN authoring system that creates narrative possibility spaces from example stories. WhatELSE provides three views (narrative pivot, outline, and variants) to help authors understand the narrative space and corresponding tools leveraging linguistic abstraction to control the boundaries of the narrative space. Taking innovative LLM-based narrative planning approaches, WhatELSE further unfolds the narrative space into executable game events. Through a user study (N=12) and technical evaluations, we found that WhatELSE enables authors to perceive and edit the narrative space and generates engaging interactive narratives at play-time.
GRIM: GRaph-based Interactive narrative visualization for gaMes
Dialogue-based Role Playing Games (RPGs) require powerful storytelling. The narratives of these may take years to write and typically involve a large creative team. In this work, we demonstrate the potential of large generative text models to assist this process. GRIM, a prototype GRaph-based Interactive narrative visualization system for gaMes, generates a rich narrative graph with branching storylines that match a high-level narrative description and constraints provided by the designer. Game designers can interactively edit the graph by automatically generating new sub-graphs that fit the edits within the original narrative and constraints. We illustrate the use of GRIM in conjunction with GPT-4, generating branching narratives for four well-known stories with different contextual constraints.
PlayFusion: Skill Acquisition via Diffusion from Language-Annotated Play
Learning from unstructured and uncurated data has become the dominant paradigm for generative approaches in language and vision. Such unstructured and unguided behavior data, commonly known as play, is also easier to collect in robotics but much more difficult to learn from due to its inherently multimodal, noisy, and suboptimal nature. In this paper, we study this problem of learning goal-directed skill policies from unstructured play data which is labeled with language in hindsight. Specifically, we leverage advances in diffusion models to learn a multi-task diffusion model to extract robotic skills from play data. Using a conditional denoising diffusion process in the space of states and actions, we can gracefully handle the complexity and multimodality of play data and generate diverse and interesting robot behaviors. To make diffusion models more useful for skill learning, we encourage robotic agents to acquire a vocabulary of skills by introducing discrete bottlenecks into the conditional behavior generation process. In our experiments, we demonstrate the effectiveness of our approach across a wide variety of environments in both simulation and the real world. Results visualizations and videos at https://play-fusion.github.io
GROVE: A Retrieval-augmented Complex Story Generation Framework with A Forest of Evidence
Conditional story generation is significant in human-machine interaction, particularly in producing stories with complex plots. While Large language models (LLMs) perform well on multiple NLP tasks, including story generation, it is challenging to generate stories with both complex and creative plots. Existing methods often rely on detailed prompts to guide LLMs to meet target conditions, which inadvertently restrict the creative potential of the generated stories. We argue that leveraging information from exemplary human-written stories facilitates generating more diverse plotlines. Delving deeper into story details helps build complex and credible plots. In this paper, we propose a retrieval-auGmented stoRy generation framework with a fOrest of eVidEnce (GROVE) to enhance stories' complexity. We build a retrieval repository for target conditions to produce few-shot examples to prompt LLMs. Additionally, we design an ``asking-why'' prompting scheme that extracts a forest of evidence, providing compensation for the ambiguities that may occur in the generated story. This iterative process uncovers underlying story backgrounds. Finally, we select the most fitting chains of evidence from the evidence forest and integrate them into the generated story, thereby enhancing the narrative's complexity and credibility. Experimental results and numerous examples verify the effectiveness of our method.
HoLLMwood: Unleashing the Creativity of Large Language Models in Screenwriting via Role Playing
Generative AI has demonstrated unprecedented creativity in the field of computer vision, yet such phenomena have not been observed in natural language processing. In particular, large language models (LLMs) can hardly produce written works at the level of human experts due to the extremely high complexity of literature writing. In this paper, we present HoLLMwood, an automated framework for unleashing the creativity of LLMs and exploring their potential in screenwriting, which is a highly demanding task. Mimicking the human creative process, we assign LLMs to different roles involved in the real-world scenario. In addition to the common practice of treating LLMs as {Writer}, we also apply LLMs as {Editor}, who is responsible for providing feedback and revision advice to {Writer}. Besides, to enrich the characters and deepen the plots, we introduce a role-playing mechanism and adopt LLMs as {Actors} that can communicate and interact with each other. Evaluations on automatically generated screenplays show that HoLLMwood substantially outperforms strong baselines in terms of coherence, relevance, interestingness and overall quality.
Guardians of Generation: Dynamic Inference-Time Copyright Shielding with Adaptive Guidance for AI Image Generation
Modern text-to-image generative models can inadvertently reproduce copyrighted content memorized in their training data, raising serious concerns about potential copyright infringement. We introduce Guardians of Generation, a model agnostic inference time framework for dynamic copyright shielding in AI image generation. Our approach requires no retraining or modification of the generative model weights, instead integrating seamlessly with existing diffusion pipelines. It augments the generation process with an adaptive guidance mechanism comprising three components: a detection module, a prompt rewriting module, and a guidance adjustment module. The detection module monitors user prompts and intermediate generation steps to identify features indicative of copyrighted content before they manifest in the final output. If such content is detected, the prompt rewriting mechanism dynamically transforms the user's prompt by sanitizing or replacing references that could trigger copyrighted material while preserving the prompt's intended semantics. The adaptive guidance module adaptively steers the diffusion process away from flagged content by modulating the model's sampling trajectory. Together, these components form a robust shield that enables a tunable balance between preserving creative fidelity and ensuring copyright compliance. We validate our method on a variety of generative models such as Stable Diffusion, SDXL, and Flux, demonstrating substantial reductions in copyrighted content generation with negligible impact on output fidelity or alignment with user intent. This work provides a practical, plug-and-play safeguard for generative image models, enabling more responsible deployment under real-world copyright constraints. Source code is available at: https://respailab.github.io/gog
TextGAIL: Generative Adversarial Imitation Learning for Text Generation
Generative Adversarial Networks (GANs) for text generation have recently received many criticisms, as they perform worse than their MLE counterparts. We suspect previous text GANs' inferior performance is due to the lack of a reliable guiding signal in their discriminators. To address this problem, we propose a generative adversarial imitation learning framework for text generation that uses large pre-trained language models to provide more reliable reward guidance. Our approach uses contrastive discriminator, and proximal policy optimization (PPO) to stabilize and improve text generation performance. For evaluation, we conduct experiments on a diverse set of unconditional and conditional text generation tasks. Experimental results show that TextGAIL achieves better performance in terms of both quality and diversity than the MLE baseline. We also validate our intuition that TextGAIL's discriminator demonstrates the capability of providing reasonable rewards with an additional task.
"Kurosawa": A Script Writer's Assistant
Storytelling is the lifeline of the entertainment industry -- movies, TV shows, and stand-up comedies, all need stories. A good and gripping script is the lifeline of storytelling and demands creativity and resource investment. Good scriptwriters are rare to find and often work under severe time pressure. Consequently, entertainment media are actively looking for automation. In this paper, we present an AI-based script-writing workbench called KUROSAWA which addresses the tasks of plot generation and script generation. Plot generation aims to generate a coherent and creative plot (600-800 words) given a prompt (15-40 words). Script generation, on the other hand, generates a scene (200-500 words) in a screenplay format from a brief description (15-40 words). Kurosawa needs data to train. We use a 4-act structure of storytelling to annotate the plot dataset manually. We create a dataset of 1000 manually annotated plots and their corresponding prompts/storylines and a gold-standard dataset of 1000 scenes with four main elements -- scene headings, action lines, dialogues, and character names -- tagged individually. We fine-tune GPT-3 with the above datasets to generate plots and scenes. These plots and scenes are first evaluated and then used by the scriptwriters of a large and famous media platform ErosNow. We release the annotated datasets and the models trained on these datasets as a working benchmark for automatic movie plot and script generation.
EIPE-text: Evaluation-Guided Iterative Plan Extraction for Long-Form Narrative Text Generation
Plan-and-Write is a common hierarchical approach in long-form narrative text generation, which first creates a plan to guide the narrative writing. Following this approach, several studies rely on simply prompting large language models for planning, which often yields suboptimal results. In this paper, we propose a new framework called Evaluation-guided Iterative Plan Extraction for long-form narrative text generation (EIPE-text), which extracts plans from the corpus of narratives and utilizes the extracted plans to construct a better planner. EIPE-text has three stages: plan extraction, learning, and inference. In the plan extraction stage, it iteratively extracts and improves plans from the narrative corpus and constructs a plan corpus. We propose a question answer (QA) based evaluation mechanism to automatically evaluate the plans and generate detailed plan refinement instructions to guide the iterative improvement. In the learning stage, we build a better planner by fine-tuning with the plan corpus or in-context learning with examples in the plan corpus. Finally, we leverage a hierarchical approach to generate long-form narratives. We evaluate the effectiveness of EIPE-text in the domains of novels and storytelling. Both GPT-4-based evaluations and human evaluations demonstrate that our method can generate more coherent and relevant long-form narratives. Our code will be released in the future.
PRewrite: Prompt Rewriting with Reinforcement Learning
Prompt engineering is critical for the development of LLM-based applications. However, it is usually done manually in a "trial and error" fashion. This manual procedure can be time consuming, ineffective, and the generated prompts are, in a lot of cases, sub-optimal. Even for the prompts which seemingly work well, there is always a lingering question: can the prompts be made better with further modifications? To address these questions, in this paper, we investigate prompt engineering automation. We consider a specific use case scenario in which developers/users have drafted initial prompts, but lack the time/expertise to optimize them. We propose PRewrite, an automated tool to rewrite these drafts and to generate highly effective new prompts. PRewrite is based on the Reinforcement Learning (RL) framework which allows for end-to-end optimization and our design allows the RL search to happen in a large action space. The automated tool leverages manually crafted prompts as starting points which makes the rewriting procedure more guided and efficient. The generated prompts are human readable, and self-explanatory, unlike some of those in previous works. We conducted extensive experiments on diverse datasets and found that the prompts generated with this new method not only outperform professionally crafted prompts, but also prompts generated with other previously proposed methods.
Uniform Complexity for Text Generation
Large language models (LLMs) have shown promising results in a wide array of generative NLP tasks, such as summarization and machine translation. In the context of narrative generation, however, existing models still do not capture factors that contribute to producing consistent text. For instance, it is logical that a piece of text or a story should be uniformly readable throughout and that this form of complexity should be controllable. As such, if the complexity of an input text prompt is rated first-grade reading level in the Flesch Reading Ease test, then the generated text continuing the plot should also be within this range of complexity. With this in mind, we introduce Uniform Complexity for Text Generation (UCTG), a new benchmark test which raises the challenge of making generative models observe uniform linguistic properties with respect to prompts. We experiment with over 150+ linguistically and cognitively motivated features for evaluating text complexity in humans and generative models. From our results, we find that models such as GPT-2 struggle to preserve the complexity of input prompts used in its generations, even if finetuned with professionally written texts.
Learning to Generate Text in Arbitrary Writing Styles
Prior work in style-controlled text generation has focused on tasks such as emulating the style of prolific literary authors, producing formal or informal text, and the degree of toxicity of generated text. Plentiful demonstrations of these styles are available, and as a result modern language models are often able to emulate them, either via prompting or discriminative control. However, in applications such as writing assistants, it is desirable for language models to produce text in an author-specific style on the basis of a small writing sample. We find that instruction-tuned language models can struggle to reproduce author-specific style demonstrated in a prompt. Instead, we propose to guide a language model to generate text in a target style using contrastively-trained representations that capture stylometric features. A central challenge in doing so is that an author's writing is characterized by surprising token choices under a generic language model. To reconcile this tension, we combine generative re-scoring to achieve an author-specific model, with discriminative control to ensure style consistency at the sequence-level. The combination of these approaches is found to be particularly effective at adhering to an author-specific style in a variety of conditions, including unconditional generation and style transfer, and is applicable to any underlying language model without requiring fine-tuning.
SuperWriter: Reflection-Driven Long-Form Generation with Large Language Models
Long-form text generation remains a significant challenge for large language models (LLMs), particularly in maintaining coherence, ensuring logical consistency, and preserving text quality as sequence length increases. To address these limitations, we propose SuperWriter-Agent, an agent-based framework designed to enhance the quality and consistency of long-form text generation. SuperWriter-Agent introduces explicit structured thinking-through planning and refinement stages into the generation pipeline, guiding the model to follow a more deliberate and cognitively grounded process akin to that of a professional writer. Based on this framework, we construct a supervised fine-tuning dataset to train a 7B SuperWriter-LM. We further develop a hierarchical Direct Preference Optimization (DPO) procedure that uses Monte Carlo Tree Search (MCTS) to propagate final quality assessments and optimize each generation step accordingly. Empirical results across diverse benchmarks demonstrate that SuperWriter-LM achieves state-of-the-art performance, surpassing even larger-scale baseline models in both automatic evaluation and human evaluation. Furthermore, comprehensive ablation studies demonstrate the effectiveness of hierarchical DPO and underscore the value of incorporating structured thinking steps to improve the quality of long-form text generation.
Unlocking Anticipatory Text Generation: A Constrained Approach for Faithful Decoding with Large Language Models
Large Language Models (LLMs) have demonstrated a powerful ability for text generation. However, achieving optimal results with a given prompt or instruction can be challenging, especially for billion-sized models. Additionally, undesired behaviors such as toxicity or hallucinations can manifest. While much larger models (e.g., ChatGPT) may demonstrate strength in mitigating these issues, there is still no guarantee of complete prevention. In this work, we propose formalizing text generation as a future-constrained generation problem to minimize undesirable behaviors and enforce faithfulness to instructions. The estimation of future constraint satisfaction, accomplished using LLMs, guides the text generation process. Our extensive experiments demonstrate the effectiveness of the proposed approach across three distinct text generation tasks: keyword-constrained generation (Lin et al., 2020), toxicity reduction (Gehman et al., 2020), and factual correctness in question-answering (Gao et al., 2023).
Teach LLMs to Personalize -- An Approach inspired by Writing Education
Personalized text generation is an emerging research area that has attracted much attention in recent years. Most studies in this direction focus on a particular domain by designing bespoke features or models. In this work, we propose a general approach for personalized text generation using large language models (LLMs). Inspired by the practice of writing education, we develop a multistage and multitask framework to teach LLMs for personalized generation. In writing instruction, the task of writing from sources is often decomposed into multiple steps that involve finding, evaluating, summarizing, synthesizing, and integrating information. Analogously, our approach to personalized text generation consists of multiple stages: retrieval, ranking, summarization, synthesis, and generation. In addition, we introduce a multitask setting that helps the model improve its generation ability further, which is inspired by the observation in education that a student's reading proficiency and writing ability are often correlated. We evaluate our approach on three public datasets, each of which covers a different and representative domain. Our results show significant improvements over a variety of baselines.
Exploring EFL students' prompt engineering in human-AI story writing: an Activity Theory perspective
This study applies Activity Theory to investigate how English as a foreign language (EFL) students prompt generative artificial intelligence (AI) tools during short story writing. Sixty-seven Hong Kong secondary school students created generative-AI tools using open-source language models and wrote short stories with them. The study collected and analyzed the students' generative-AI tools, short stories, and written reflections on their conditions or purposes for prompting. The research identified three main themes regarding the purposes for which students prompt generative-AI tools during short story writing: a lack of awareness of purposes, overcoming writer's block, and developing, expanding, and improving the story. The study also identified common characteristics of students' activity systems, including the sophistication of their generative-AI tools, the quality of their stories, and their school's overall academic achievement level, for their prompting of generative-AI tools for the three purposes during short story writing. The study's findings suggest that teachers should be aware of students' purposes for prompting generative-AI tools to provide tailored instructions and scaffolded guidance. The findings may also help designers provide differentiated instructions for users at various levels of story development when using a generative-AI tool.
Multimedia Generative Script Learning for Task Planning
Goal-oriented generative script learning aims to generate subsequent steps to reach a particular goal, which is an essential task to assist robots or humans in performing stereotypical activities. An important aspect of this process is the ability to capture historical states visually, which provides detailed information that is not covered by text and will guide subsequent steps. Therefore, we propose a new task, Multimedia Generative Script Learning, to generate subsequent steps by tracking historical states in both text and vision modalities, as well as presenting the first benchmark containing 5,652 tasks and 79,089 multimedia steps. This task is challenging in three aspects: the multimedia challenge of capturing the visual states in images, the induction challenge of performing unseen tasks, and the diversity challenge of covering different information in individual steps. We propose to encode visual state changes through a selective multimedia encoder to address the multimedia challenge, transfer knowledge from previously observed tasks using a retrieval-augmented decoder to overcome the induction challenge, and further present distinct information at each step by optimizing a diversity-oriented contrastive learning objective. We define metrics to evaluate both generation and inductive quality. Experiment results demonstrate that our approach significantly outperforms strong baselines.
SWAG: Storytelling With Action Guidance
Automated long-form story generation typically employs long-context large language models (LLMs) for one-shot creation, which can produce cohesive but not necessarily engaging content. We introduce Storytelling With Action Guidance (SWAG), a novel approach to storytelling with LLMs. Our approach reduces story writing to a search problem through a two-model feedback loop: one LLM generates story content, and another auxiliary LLM is used to choose the next best "action" to steer the story's future direction. Our results show that SWAG can substantially outperform previous end-to-end story generation techniques when evaluated by GPT-4 and through human evaluation, and our SWAG pipeline using only open-source models surpasses GPT-3.5-Turbo.
The Next Chapter: A Study of Large Language Models in Storytelling
To enhance the quality of generated stories, recent story generation models have been investigating the utilization of higher-level attributes like plots or commonsense knowledge. The application of prompt-based learning with large language models (LLMs), exemplified by GPT-3, has exhibited remarkable performance in diverse natural language processing (NLP) tasks. This paper conducts a comprehensive investigation, utilizing both automatic and human evaluation, to compare the story generation capacity of LLMs with recent models across three datasets with variations in style, register, and length of stories. The results demonstrate that LLMs generate stories of significantly higher quality compared to other story generation models. Moreover, they exhibit a level of performance that competes with human authors, albeit with the preliminary observation that they tend to replicate real stories in situations involving world knowledge, resembling a form of plagiarism.
The Prompt Report: A Systematic Survey of Prompting Techniques
Generative Artificial Intelligence (GenAI) systems are being increasingly deployed across all parts of industry and research settings. Developers and end users interact with these systems through the use of prompting or prompt engineering. While prompting is a widespread and highly researched concept, there exists conflicting terminology and a poor ontological understanding of what constitutes a prompt due to the area's nascency. This paper establishes a structured understanding of prompts, by assembling a taxonomy of prompting techniques and analyzing their use. We present a comprehensive vocabulary of 33 vocabulary terms, a taxonomy of 58 text-only prompting techniques, and 40 techniques for other modalities. We further present a meta-analysis of the entire literature on natural language prefix-prompting.
A Cognitive Writing Perspective for Constrained Long-Form Text Generation
Like humans, Large Language Models (LLMs) struggle to generate high-quality long-form text that adheres to strict requirements in a single pass. This challenge is unsurprising, as successful human writing, according to the Cognitive Writing Theory, is a complex cognitive process involving iterative planning, translating, reviewing, and monitoring. Motivated by these cognitive principles, we aim to equip LLMs with human-like cognitive writing capabilities through CogWriter, a novel training-free framework that transforms LLM constrained long-form text generation into a systematic cognitive writing paradigm. Our framework consists of two key modules: (1) a Planning Agent that performs hierarchical planning to decompose the task, and (2) multiple Generation Agents that execute these plans in parallel. The system maintains quality via continuous monitoring and reviewing mechanisms, which evaluate outputs against specified requirements and trigger necessary revisions. CogWriter demonstrates exceptional performance on LongGenBench, a benchmark for complex constrained long-form text generation. Even when using Qwen-2.5-14B as its backbone, CogWriter surpasses GPT-4o by 22% in complex instruction completion accuracy while reliably generating texts exceeding 10,000 words. We hope this cognitive science-inspired approach provides a paradigm for LLM writing advancements: https://github.com/KaiyangWan/CogWriter{CogWriter}.
GAVEL: Generating Games Via Evolution and Language Models
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and accurately evaluating the originality and quality of previously unseen games. Prior work in automated game generation has largely focused on relatively restricted rule representations and relied on domain-specific heuristics. In this work, we explore the generation of novel games in the comparatively expansive Ludii game description language, which encodes the rules of over 1000 board games in a variety of styles and modes of play. We draw inspiration from recent advances in large language models and evolutionary computation in order to train a model that intelligently mutates and recombines games and mechanics expressed as code. We demonstrate both quantitatively and qualitatively that our approach is capable of generating new and interesting games, including in regions of the potential rules space not covered by existing games in the Ludii dataset. A sample of the generated games are available to play online through the Ludii portal.
Retrieve-Plan-Generation: An Iterative Planning and Answering Framework for Knowledge-Intensive LLM Generation
Despite the significant progress of large language models (LLMs) in various tasks, they often produce factual errors due to their limited internal knowledge. Retrieval-Augmented Generation (RAG), which enhances LLMs with external knowledge sources, offers a promising solution. However, these methods can be misled by irrelevant paragraphs in retrieved documents. Due to the inherent uncertainty in LLM generation, inputting the entire document may introduce off-topic information, causing the model to deviate from the central topic and affecting the relevance of the generated content. To address these issues, we propose the Retrieve-Plan-Generation (RPG) framework. RPG generates plan tokens to guide subsequent generation in the plan stage. In the answer stage, the model selects relevant fine-grained paragraphs based on the plan and uses them for further answer generation. This plan-answer process is repeated iteratively until completion, enhancing generation relevance by focusing on specific topics. To implement this framework efficiently, we utilize a simple but effective multi-task prompt-tuning method, enabling the existing LLMs to handle both planning and answering. We comprehensively compare RPG with baselines across 5 knowledge-intensive generation tasks, demonstrating the effectiveness of our approach.
Improving Interpersonal Communication by Simulating Audiences with Language Models
How do we communicate with others to achieve our goals? We use our prior experience or advice from others, or construct a candidate utterance by predicting how it will be received. However, our experiences are limited and biased, and reasoning about potential outcomes can be difficult and cognitively challenging. In this paper, we explore how we can leverage Large Language Model (LLM) simulations to help us communicate better. We propose the Explore-Generate-Simulate (EGS) framework, which takes as input any scenario where an individual is communicating to an audience with a goal they want to achieve. EGS (1) explores the solution space by producing a diverse set of advice relevant to the scenario, (2) generates communication candidates conditioned on subsets of the advice, and (3) simulates the reactions from various audiences to determine both the best candidate and advice to use. We evaluate the framework on eight scenarios spanning the ten fundamental processes of interpersonal communication. For each scenario, we collect a dataset of human evaluations across candidates and baselines, and showcase that our framework's chosen candidate is preferred over popular generation mechanisms including Chain-of-Thought. We also find that audience simulations achieve reasonably high agreement with human raters across 5 of the 8 scenarios. Finally, we demonstrate the generality of our framework by applying it to real-world scenarios described by users on web forums. Through evaluations and demonstrations, we show that EGS enhances the effectiveness and outcomes of goal-oriented communication across a variety of situations, thus opening up new possibilities for the application of large language models in revolutionizing communication and decision-making processes.
Minstrel: Structural Prompt Generation with Multi-Agents Coordination for Non-AI Experts
LLMs have demonstrated commendable performance across diverse domains. Nevertheless, formulating high-quality prompts to assist them in their work poses a challenge for non-AI experts. Existing research in prompt engineering suggests somewhat scattered optimization principles and designs empirically dependent prompt optimizers. Unfortunately, these endeavors lack a structural design, incurring high learning costs and it is not conducive to the iterative updating of prompts, especially for non-AI experts. Inspired by structured reusable programming languages, we propose LangGPT, a structural prompt design framework. Furthermore, we introduce Minstrel, a multi-generative agent system with reflection to automate the generation of structural prompts. Experiments and the case study illustrate that structural prompts generated by Minstrel or written manually significantly enhance the performance of LLMs. Furthermore, we analyze the ease of use of structural prompts through a user survey in our online community.
Learning to Reason for Long-Form Story Generation
Generating high-quality stories spanning thousands of tokens requires competency across a variety of skills, from tracking plot and character arcs to keeping a consistent and engaging style. Due to the difficulty of sourcing labeled datasets and precise quality measurements, most work using large language models (LLMs) for long-form story generation uses combinations of hand-designed prompting techniques to elicit author-like behavior. This is a manual process that is highly dependent on the specific story-generation task. Motivated by the recent success of applying RL with Verifiable Rewards to domains like math and coding, we propose a general story-generation task (Next-Chapter Prediction) and a reward formulation (Verified Rewards via Completion Likelihood Improvement) that allows us to use an unlabeled book dataset as a learning signal for reasoning. We learn to reason over a story's condensed information and generate a detailed plan for the next chapter. Our reasoning is evaluated via the chapters it helps a story-generator create, and compared against non-trained and supervised finetuning (SFT) baselines. Pairwise human judgments reveal the chapters our learned reasoning produces are preferred across almost all metrics, and the effect is more pronounced in Scifi and Fantasy genres.
Playable Game Generation
In recent years, Artificial Intelligence Generated Content (AIGC) has advanced from text-to-image generation to text-to-video and multimodal video synthesis. However, generating playable games presents significant challenges due to the stringent requirements for real-time interaction, high visual quality, and accurate simulation of game mechanics. Existing approaches often fall short, either lacking real-time capabilities or failing to accurately simulate interactive mechanics. To tackle the playability issue, we propose a novel method called PlayGen, which encompasses game data generation, an autoregressive DiT-based diffusion model, and a comprehensive playability-based evaluation framework. Validated on well-known 2D and 3D games, PlayGen achieves real-time interaction, ensures sufficient visual quality, and provides accurate interactive mechanics simulation. Notably, these results are sustained even after over 1000 frames of gameplay on an NVIDIA RTX 2060 GPU. Our code is publicly available: https://github.com/GreatX3/Playable-Game-Generation. Our playable demo generated by AI is: http://124.156.151.207.
Persona-Guided Planning for Controlling the Protagonist's Persona in Story Generation
Endowing the protagonist with a specific personality is essential for writing an engaging story. In this paper, we aim to control the protagonist's persona in story generation, i.e., generating a story from a leading context and a persona description, where the protagonist should exhibit the specified personality through a coherent event sequence. Considering that personas are usually embodied implicitly and sparsely in stories, we propose a planning-based generation model named CONPER to explicitly model the relationship between personas and events. CONPER first plans events of the protagonist's behavior which are motivated by the specified persona through predicting one target sentence, then plans the plot as a sequence of keywords with the guidance of the predicted persona-related events and commonsense knowledge, and finally generates the whole story. Both automatic and manual evaluation results demonstrate that CONPER outperforms state-of-the-art baselines for generating more coherent and persona-controllable stories.
RetGen: A Joint framework for Retrieval and Grounded Text Generation Modeling
Recent advances in large-scale pre-training such as GPT-3 allow seemingly high quality text to be generated from a given prompt. However, such generation systems often suffer from problems of hallucinated facts, and are not inherently designed to incorporate useful external information. Grounded generation models appear to offer remedies, but their training typically relies on rarely-available parallel data where information-relevant documents are provided for context. We propose a framework that alleviates this data constraint by jointly training a grounded generator and document retriever on the language model signal. The model learns to reward retrieval of the documents with the highest utility in generation, and attentively combines them using a Mixture-of-Experts (MoE) ensemble to generate follow-on text. We demonstrate that both generator and retriever can take advantage of this joint training and work synergistically to produce more informative and relevant text in both prose and dialogue generation.
Unbounded: A Generative Infinite Game of Character Life Simulation
We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.
Test-Time-Matching: Decouple Personality, Memory, and Linguistic Style in LLM-based Role-Playing Language Agent
The rapid advancement of large language models (LLMs) has enabled role-playing language agents to demonstrate significant potential in various applications. However, relying solely on prompts and contextual inputs often proves insufficient for achieving deep immersion in specific roles, particularly well-known fictional or public figures. On the other hand, fine-tuning-based approaches face limitations due to the challenges associated with data collection and the computational resources required for training, thereby restricting their broader applicability. To address these issues, we propose Test-Time-Matching (TTM), a training-free role-playing framework through test-time scaling and context engineering. TTM uses LLM agents to automatically decouple a character's features into personality, memory, and linguistic style. Our framework involves a structured, three-stage generation pipeline that utilizes these features for controlled role-playing. It achieves high-fidelity role-playing performance, also enables seamless combinations across diverse linguistic styles and even variations in personality and memory. We evaluate our framework through human assessment, and the results demonstrate that our method achieves the outstanding performance in generating expressive and stylistically consistent character dialogues.
Collective Critics for Creative Story Generation
Generating a long story of several thousand words with narrative coherence using Large Language Models (LLMs) has been a challenging task. Previous research has addressed this challenge by proposing different frameworks that create a story plan and generate a long story based on that plan. However, these frameworks have been mainly focusing on maintaining narrative coherence in stories, often overlooking creativity in story planning and the expressiveness of the stories generated from those plans, which are desirable properties to captivate readers' interest. In this paper, we propose Collective Critics for Creative Story Generation framework (CritiCS), which is composed of plan refining stage (CrPlan) and story generation stage (CrText), to integrate a collective revision mechanism that promotes those properties into long-form story generation process. Specifically, in each stage, a group of LLM critics and one leader collaborate to incrementally refine drafts of plan and story throughout multiple rounds. Extensive human evaluation shows that the CritiCS can significantly enhance story creativity and reader engagement, while also maintaining narrative coherence. Furthermore, the design of the framework allows active participation from human writers in any role within the critique process, enabling interactive human-machine collaboration in story writing.
Deliberate then Generate: Enhanced Prompting Framework for Text Generation
Large language models (LLMs) have shown remarkable success across a wide range of natural language generation tasks, where proper prompt designs make great impacts. While existing prompting methods are normally restricted to providing correct information, in this paper, we encourage the model to deliberate by proposing a novel Deliberate then Generate (DTG) prompting framework, which consists of error detection instructions and candidates that may contain errors. DTG is a simple yet effective technique that can be applied to various text generation tasks with minimal modifications. We conduct extensive experiments on 20+ datasets across 7 text generation tasks, including summarization, translation, dialogue, and more. We show that DTG consistently outperforms existing prompting methods and achieves state-of-the-art performance on multiple text generation tasks. We also provide in-depth analyses to reveal the underlying mechanisms of DTG, which may inspire future research on prompting for LLMs.
GenMAC: Compositional Text-to-Video Generation with Multi-Agent Collaboration
Text-to-video generation models have shown significant progress in the recent years. However, they still struggle with generating complex dynamic scenes based on compositional text prompts, such as attribute binding for multiple objects, temporal dynamics associated with different objects, and interactions between objects. Our key motivation is that complex tasks can be decomposed into simpler ones, each handled by a role-specialized MLLM agent. Multiple agents can collaborate together to achieve collective intelligence for complex goals. We propose GenMAC, an iterative, multi-agent framework that enables compositional text-to-video generation. The collaborative workflow includes three stages: Design, Generation, and Redesign, with an iterative loop between the Generation and Redesign stages to progressively verify and refine the generated videos. The Redesign stage is the most challenging stage that aims to verify the generated videos, suggest corrections, and redesign the text prompts, frame-wise layouts, and guidance scales for the next iteration of generation. To avoid hallucination of a single MLLM agent, we decompose this stage to four sequentially-executed MLLM-based agents: verification agent, suggestion agent, correction agent, and output structuring agent. Furthermore, to tackle diverse scenarios of compositional text-to-video generation, we design a self-routing mechanism to adaptively select the proper correction agent from a collection of correction agents each specialized for one scenario. Extensive experiments demonstrate the effectiveness of GenMAC, achieving state-of-the art performance in compositional text-to-video generation.
Analogy Generation by Prompting Large Language Models: A Case Study of InstructGPT
We propose a novel application of prompting Pre-trained Language Models (PLMs) to generate analogies and study how to design effective prompts for two task settings: generating a source concept analogous to a given target concept (aka Analogous Concept Generation or ACG), and generating an explanation of the similarity between a given pair of target concept and source concept (aka Analogous Explanation Generation or AEG). We found that it is feasible to prompt InstructGPT to generate meaningful analogies and the best prompts tend to be precise imperative statements especially with a low temperature setting. We also systematically analyzed the sensitivity of the InstructGPT model to prompt design, temperature, and injected spelling errors, and found that the model is particularly sensitive to certain variations (e.g., questions vs. imperative statements). Further, we conducted human evaluation on 1.4k of the generated analogies and found that the quality of generations varies substantially by model size. The largest InstructGPT model can achieve human-level performance at generating meaningful analogies for a given target while there is still room for improvement on the AEG task.
GPTScore: Evaluate as You Desire
Generative Artificial Intelligence (AI) has enabled the development of sophisticated models that are capable of producing high-caliber text, images, and other outputs through the utilization of large pre-trained models. Nevertheless, assessing the quality of the generation is an even more arduous task than the generation itself, and this issue has not been given adequate consideration recently. This paper proposes a novel evaluation framework, GPTScore, which utilizes the emergent abilities (e.g., zero-shot instruction) of generative pre-trained models to score generated texts. There are 19 pre-trained models explored in this paper, ranging in size from 80M (e.g., FLAN-T5-small) to 175B (e.g., GPT3). Experimental results on four text generation tasks, 22 evaluation aspects, and corresponding 37 datasets demonstrate that this approach can effectively allow us to achieve what one desires to evaluate for texts simply by natural language instructions. This nature helps us overcome several long-standing challenges in text evaluation--how to achieve customized, multi-faceted evaluation without the need for annotated samples. We make our code publicly available at https://github.com/jinlanfu/GPTScore.
MULTISCRIPT: Multimodal Script Learning for Supporting Open Domain Everyday Tasks
Automatically generating scripts (i.e. sequences of key steps described in text) from video demonstrations and reasoning about the subsequent steps are crucial to the modern AI virtual assistants to guide humans to complete everyday tasks, especially unfamiliar ones. However, current methods for generative script learning rely heavily on well-structured preceding steps described in text and/or images or are limited to a certain domain, resulting in a disparity with real-world user scenarios. To address these limitations, we present a new benchmark challenge -- MultiScript, with two new tasks on task-oriented multimodal script learning: (1) multimodal script generation, and (2) subsequent step prediction. For both tasks, the input consists of a target task name and a video illustrating what has been done to complete the target task, and the expected output is (1) a sequence of structured step descriptions in text based on the demonstration video, and (2) a single text description for the subsequent step, respectively. Built from WikiHow, MultiScript covers multimodal scripts in videos and text descriptions for over 6,655 human everyday tasks across 19 diverse domains. To establish baseline performance on MultiScript, we propose two knowledge-guided multimodal generative frameworks that incorporate the task-related knowledge prompted from large language models such as Vicuna. Experimental results show that our proposed approaches significantly improve over the competitive baselines.
Playpen: An Environment for Exploring Learning Through Conversational Interaction
Interaction between learner and feedback-giver has come into focus recently for post-training of Large Language Models (LLMs), through the use of reward models that judge the appropriateness of a model's response. In this paper, we investigate whether Dialogue Games -- goal-directed and rule-governed activities driven predominantly by verbal actions -- can also serve as a source of feedback signals for learning. We introduce Playpen, an environment for off- and online learning through Dialogue Game self-play, and investigate a representative set of post-training methods: supervised fine-tuning; direct alignment (DPO); and reinforcement learning with GRPO. We experiment with post-training a small LLM (Llama-3.1-8B-Instruct), evaluating performance on unseen instances of training games as well as unseen games, and on standard benchmarks. We find that imitation learning through SFT improves performance on unseen instances, but negatively impacts other skills, while interactive learning with GRPO shows balanced improvements without loss of skills. We release the framework and the baseline training setups to foster research in the promising new direction of learning in (synthetic) interaction.
Modifying Large Language Model Post-Training for Diverse Creative Writing
As creative writing tasks do not have singular correct answers, large language models (LLMs) trained to perform these tasks should be able to generate diverse valid outputs. However, LLM post-training often focuses on improving generation quality but neglects to facilitate output diversity. Hence, in creative writing generation, we investigate post-training approaches to promote both output diversity and quality. Our core idea is to include deviation -- the degree of difference between a training sample and all other samples with the same prompt -- in the training objective to facilitate learning from rare high-quality instances. By adopting our approach to direct preference optimization (DPO) and odds ratio preference optimization (ORPO), we demonstrate that we can promote the output diversity of trained models while minimally decreasing quality. Our best model with 8B parameters could achieve on-par diversity as a human-created dataset while having output quality similar to the best instruction-tuned models we examined, GPT-4o and DeepSeek-R1. We further validate our approaches with a human evaluation, an ablation, and a comparison to an existing diversification approach, DivPO.
The Lighthouse of Language: Enhancing LLM Agents via Critique-Guided Improvement
Large language models (LLMs) have recently transformed from text-based assistants to autonomous agents capable of planning, reasoning, and iteratively improving their actions. While numerical reward signals and verifiers can effectively rank candidate actions, they often provide limited contextual guidance. In contrast, natural language feedback better aligns with the generative capabilities of LLMs, providing richer and more actionable suggestions. However, parsing and implementing this feedback effectively can be challenging for LLM-based agents. In this work, we introduce Critique-Guided Improvement (CGI), a novel two-player framework, comprising an actor model that explores an environment and a critic model that generates detailed nature language feedback. By training the critic to produce fine-grained assessments and actionable revisions, and the actor to utilize these critiques, our approach promotes more robust exploration of alternative strategies while avoiding local optima. Experiments in three interactive environments show that CGI outperforms existing baselines by a substantial margin. Notably, even a small critic model surpasses GPT-4 in feedback quality. The resulting actor achieves state-of-the-art performance, demonstrating the power of explicit iterative guidance to enhance decision-making in LLM-based agents.
Towards Full Authorship with AI: Supporting Revision with AI-Generated Views
Large language models (LLMs) are shaping a new user interface (UI) paradigm in writing tools by enabling users to generate text through prompts. This paradigm shifts some creative control from the user to the system, thereby diminishing the user's authorship and autonomy in the writing process. To restore autonomy, we introduce Textfocals, a UI prototype designed to investigate a human-centered approach that emphasizes the user's role in writing. Textfocals supports the writing process by providing LLM-generated summaries, questions, and advice (i.e., LLM views) in a sidebar of a text editor, encouraging reflection and self-driven revision in writing without direct text generation. Textfocals' UI affordances, including contextually adaptive views and scaffolding for prompt selection and customization, offer a novel way to interact with LLMs where users maintain full authorship of their writing. A formative user study with Textfocals showed promising evidence that this approach might help users develop underdeveloped ideas, cater to the rhetorical audience, and clarify their writing. However, the study also showed interaction design challenges related to document navigation and scoping, prompt engineering, and context management. Our work highlights the breadth of the design space of writing support interfaces powered by generative AI that maintain authorship integrity.
Neural Story Planning
Automated plot generation is the challenge of generating a sequence of events that will be perceived by readers as the plot of a coherent story. Traditional symbolic planners plan a story from a goal state and guarantee logical causal plot coherence but rely on a library of hand-crafted actions with their preconditions and effects. This closed world setting limits the length and diversity of what symbolic planners can generate. On the other hand, pre-trained neural language models can generate stories with great diversity, while being generally incapable of ending a story in a specified manner and can have trouble maintaining coherence. In this paper, we present an approach to story plot generation that unifies causal planning with neural language models. We propose to use commonsense knowledge extracted from large language models to recursively expand a story plot in a backward chaining fashion. Specifically, our system infers the preconditions for events in the story and then events that will cause those conditions to become true. We performed automatic evaluation to measure narrative coherence as indicated by the ability to answer questions about whether different events in the story are causally related to other events. Results indicate that our proposed method produces more coherent plotlines than several strong baselines.
LEATHER: A Framework for Learning to Generate Human-like Text in Dialogue
Algorithms for text-generation in dialogue can be misguided. For example, in task-oriented settings, reinforcement learning that optimizes only task-success can lead to abysmal lexical diversity. We hypothesize this is due to poor theoretical understanding of the objectives in text-generation and their relation to the learning process (i.e., model training). To this end, we propose a new theoretical framework for learning to generate text in dialogue. Compared to existing theories of learning, our framework allows for analysis of the multi-faceted goals inherent to text-generation. We use our framework to develop theoretical guarantees for learners that adapt to unseen data. As an example, we apply our theory to study data-shift within a cooperative learning algorithm proposed for the GuessWhat?! visual dialogue game. From this insight, we propose a new algorithm, and empirically, we demonstrate our proposal improves both task-success and human-likeness of the generated text. Finally, we show statistics from our theory are empirically predictive of multiple qualities of the generated dialogue, suggesting our theory is useful for model-selection when human evaluations are not available.
Thought Propagation: An Analogical Approach to Complex Reasoning with Large Language Models
Large Language Models (LLMs) have achieved remarkable success in reasoning tasks with the development of prompting methods. However, existing prompting approaches cannot reuse insights of solving similar problems and suffer from accumulated errors in multi-step reasoning, since they prompt LLMs to reason from scratch. To address these issues, we propose \textit{Thought Propagation (TP)}, which explores the analogous problems and leverages their solutions to enhance the complex reasoning ability of LLMs. These analogous problems are related to the input one, with reusable solutions and problem-solving strategies. Thus, it is promising to propagate insights of solving previous analogous problems to inspire new problem-solving. To achieve this, TP first prompts LLMs to propose and solve a set of analogous problems that are related to the input one. Then, TP reuses the results of analogous problems to directly yield a new solution or derive a knowledge-intensive plan for execution to amend the initial solution obtained from scratch. TP is compatible with existing prompting approaches, allowing plug-and-play generalization and enhancement in a wide range of tasks without much labor in task-specific prompt engineering. Experiments across three challenging tasks demonstrate TP enjoys a substantial improvement over the baselines by an average of 12\% absolute increase in finding the optimal solutions in Shortest-path Reasoning, 13\% improvement of human preference in Creative Writing, and 15\% enhancement in the task completion rate of LLM-Agent Planning.
Controlling Personality Style in Dialogue with Zero-Shot Prompt-Based Learning
Prompt-based or in-context learning has achieved high zero-shot performance on many natural language generation (NLG) tasks. Here we explore the performance of prompt-based learning for simultaneously controlling the personality and the semantic accuracy of an NLG for task-oriented dialogue. We experiment with prompt-based learning on the PERSONAGE restaurant recommendation corpus to generate semantically and stylistically-controlled text for 5 different Big-5 personality types: agreeable, disagreeable, conscientious, unconscientious, and extravert. We test two different classes of discrete prompts to generate utterances for a particular personality style: (1) prompts that demonstrate generating directly from a meaning representation that includes a personality specification; and (2) prompts that rely on first converting the meaning representation to a textual pseudo-reference, and then using the pseudo-reference in a textual style transfer (TST) prompt. In each case, we show that we can vastly improve performance by over-generating outputs and ranking them, testing several ranking functions based on automatic metrics for semantic accuracy, personality-match, and fluency. We also test whether NLG personality demonstrations from the restaurant domain can be used with meaning representations for the video game domain to generate personality stylized utterances about video games. Our findings show that the TST prompts produces the highest semantic accuracy (78.46% for restaurants and 87.6% for video games) and personality accuracy (100% for restaurants and 97% for video games). Our results on transferring personality style to video game utterances are surprisingly good. To our knowledge, there is no previous work testing the application of prompt-based learning to simultaneously controlling both style and semantic accuracy in NLG.
Model as a Game: On Numerical and Spatial Consistency for Generative Games
Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.
STARLING: Self-supervised Training of Text-based Reinforcement Learning Agent with Large Language Models
Interactive fiction games have emerged as an important application to improve the generalization capabilities of language-based reinforcement learning (RL) agents. Existing environments for interactive fiction games are domain-specific or time-consuming to generate and do not train the RL agents to master a specific set of skills. In this work, we introduce an interactive environment for self-supervised RL, STARLING, for text-based games that bootstraps the text-based RL agents with automatically generated games (based on the seed set of game ideas) to boost the performance and generalization capabilities to reach a goal of the target environment. These games let the agent hone their skills on a predefined set of tasks. We create and test an environment with 100 games, generated using this automated framework that uses large language models (GPT-3) and an interactive fiction game engine (based on Inform7) to provide the user with the ability to generate more games under minimal human supervision. Experimental results based on both the human participants and baseline text-based RL agents reveal that current state-of-the-art text-based RL agents cannot use previously learned skills in new situations at the level humans can. These results enforce STARLING's potential to serve as a sandbox environment for further research in self-supervised text-based RL.
Guided Flows for Generative Modeling and Decision Making
Classifier-free guidance is a key component for enhancing the performance of conditional generative models across diverse tasks. While it has previously demonstrated remarkable improvements for the sample quality, it has only been exclusively employed for diffusion models. In this paper, we integrate classifier-free guidance into Flow Matching (FM) models, an alternative simulation-free approach that trains Continuous Normalizing Flows (CNFs) based on regressing vector fields. We explore the usage of Guided Flows for a variety of downstream applications. We show that Guided Flows significantly improves the sample quality in conditional image generation and zero-shot text-to-speech synthesis, boasting state-of-the-art performance. Notably, we are the first to apply flow models for plan generation in the offline reinforcement learning setting, showcasing a 10x speedup in computation compared to diffusion models while maintaining comparable performance.
I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons
We propose a novel task, G4C, to study teacher-student natural language interactions in a goal-driven and grounded environment. Dungeons and Dragons (D&D), a role-playing game, provides an ideal setting to investigate such interactions. Here, the Dungeon Master (DM), i.e., the teacher, guides the actions of several players -- students, each with their own personas and abilities -- to achieve shared goals grounded in a fantasy world. Our approach is to decompose and model these interactions into (1) the DM's intent to guide players toward a given goal; (2) the DM's guidance utterance to the players expressing this intent; and (3) a theory-of-mind (ToM) model that anticipates the players' reaction to the guidance one turn into the future. We develop a novel reinforcement learning (RL) method for training a DM that generates guidance for players by rewarding utterances where the intent matches the ToM-anticipated player actions. Human and automated evaluations show that a DM trained to explicitly model intents and incorporate ToM of the players using RL generates better-quality guidance that is 3x more likely to fulfill the DM's intent than a vanilla natural language generation (NLG) approach.
Does Writing with Language Models Reduce Content Diversity?
Large language models (LLMs) have led to a surge in collaborative writing with model assistance. As different users incorporate suggestions from the same model, there is a risk of decreased diversity in the produced content, potentially limiting diverse perspectives in public discourse. In this work, we measure the impact of co-writing on diversity via a controlled experiment, where users write argumentative essays in three setups -- using a base LLM (GPT3), a feedback-tuned LLM (InstructGPT), and writing without model help. We develop a set of diversity metrics and find that writing with InstructGPT (but not the GPT3) results in a statistically significant reduction in diversity. Specifically, it increases the similarity between the writings of different authors and reduces the overall lexical and content diversity. We additionally find that this effect is mainly attributable to InstructGPT contributing less diverse text to co-written essays. In contrast, the user-contributed text remains unaffected by model collaboration. This suggests that the recent improvement in generation quality from adapting models to human feedback might come at the cost of more homogeneous and less diverse content.
Instruction-Driven Game Engine: A Poker Case Study
The Instruction-Driven Game Engine (IDGE) project aims to democratize game development by enabling a large language model (LLM) to follow free-form game descriptions and generate game-play processes. The IDGE allows users to create games simply by natural language instructions, which significantly lowers the barrier for game development. We approach the learning process for IDGEs as a Next State Prediction task, wherein the model autoregressively predicts the game states given player actions. The computation of game states must be precise; otherwise, slight errors could corrupt the game-play experience. This is challenging because of the gap between stability and diversity. To address this, we train the IDGE in a curriculum manner that progressively increases its exposure to complex scenarios. Our initial progress lies in developing an IDGE for Poker, which not only supports a wide range of poker variants but also allows for highly individualized new poker games through natural language inputs. This work lays the groundwork for future advancements in transforming how games are created and played.
FactorSim: Generative Simulation via Factorized Representation
Generating simulations to train intelligent agents in game-playing and robotics from natural language input, from user input or task documentation, remains an open-ended challenge. Existing approaches focus on parts of this challenge, such as generating reward functions or task hyperparameters. Unlike previous work, we introduce FACTORSIM that generates full simulations in code from language input that can be used to train agents. Exploiting the structural modularity specific to coded simulations, we propose to use a factored partially observable Markov decision process representation that allows us to reduce context dependence during each step of the generation. For evaluation, we introduce a generative simulation benchmark that assesses the generated simulation code's accuracy and effectiveness in facilitating zero-shot transfers in reinforcement learning settings. We show that FACTORSIM outperforms existing methods in generating simulations regarding prompt alignment (e.g., accuracy), zero-shot transfer abilities, and human evaluation. We also demonstrate its effectiveness in generating robotic tasks.
Frankentext: Stitching random text fragments into long-form narratives
We introduce Frankentexts, a new type of long-form narratives produced by LLMs under the extreme constraint that most tokens (e.g., 90%) must be copied verbatim from human writings. This task presents a challenging test of controllable generation, requiring models to satisfy a writing prompt, integrate disparate text fragments, and still produce a coherent narrative. To generate Frankentexts, we instruct the model to produce a draft by selecting and combining human-written passages, then iteratively revise the draft while maintaining a user-specified copy ratio. We evaluate the resulting Frankentexts along three axes: writing quality, instruction adherence, and detectability. Gemini-2.5-Pro performs surprisingly well on this task: 81% of its Frankentexts are coherent and 100% relevant to the prompt. Notably, up to 59% of these outputs are misclassified as human-written by detectors like Pangram, revealing limitations in AI text detectors. Human annotators can sometimes identify Frankentexts through their abrupt tone shifts and inconsistent grammar between segments, especially in longer generations. Beyond presenting a challenging generation task, Frankentexts invite discussion on building effective detectors for this new grey zone of authorship, provide training data for mixed authorship detection, and serve as a sandbox for studying human-AI co-writing processes.
Unleashing the potential of prompt engineering in Large Language Models: a comprehensive review
This paper delves into the pivotal role of prompt engineering in unleashing the capabilities of Large Language Models (LLMs). Prompt engineering is the process of structuring input text for LLMs and is a technique integral to optimizing the efficacy of LLMs. This survey elucidates foundational principles of prompt engineering, such as role-prompting, one-shot, and few-shot prompting, as well as more advanced methodologies such as the chain-of-thought and tree-of-thoughts prompting. The paper sheds light on how external assistance in the form of plugins can assist in this task, and reduce machine hallucination by retrieving external knowledge. We subsequently delineate prospective directions in prompt engineering research, emphasizing the need for a deeper understanding of structures and the role of agents in Artificial Intelligence-Generated Content (AIGC) tools. We discuss how to assess the efficacy of prompt methods from different perspectives and using different methods. Finally, we gather information about the application of prompt engineering in such fields as education and programming, showing its transformative potential. This comprehensive survey aims to serve as a friendly guide for anyone venturing through the big world of LLMs and prompt engineering.
Evaluating Large Language Model Creativity from a Literary Perspective
This paper assesses the potential for large language models (LLMs) to serve as assistive tools in the creative writing process, by means of a single, in-depth case study. In the course of the study, we develop interactive and multi-voice prompting strategies that interleave background descriptions (scene setting, plot elements), instructions that guide composition, samples of text in the target style, and critical discussion of the given samples. We qualitatively evaluate the results from a literary critical perspective, as well as from the standpoint of computational creativity (a sub-field of artificial intelligence). Our findings lend support to the view that the sophistication of the results that can be achieved with an LLM mirrors the sophistication of the prompting.
ZYN: Zero-Shot Reward Models with Yes-No Questions
In this work, we address the problem of directing the text generations of a LLM towards a desired behavior, aligning the generated text with the preferences of the human operator. We propose using another language model as a critic, reward model in a zero-shot way thanks to the prompt of a Yes-No question that represents the user preferences, without requiring further labeled data. This zero-shot reward model provides the learning signal to further fine-tune the base LLM using reinforcement learning, as in RLAIF; yet our approach is also compatible in other contexts such as quality-diversity search. Extensive evidence of the capabilities of the proposed ZYN framework is provided through experiments in different domains related to text generation, including detoxification; optimizing sentiment of movie reviews, or any other attribute; steering the opinion about a particular topic the model may have; and personalizing prompt generators for text-to-image tasks. Code to be released at https://github.com/vicgalle/zero-shot-reward-models/.
Hierarchical Neural Story Generation
We explore story generation: creative systems that can build coherent and fluent passages of text about a topic. We collect a large dataset of 300K human-written stories paired with writing prompts from an online forum. Our dataset enables hierarchical story generation, where the model first generates a premise, and then transforms it into a passage of text. We gain further improvements with a novel form of model fusion that improves the relevance of the story to the prompt, and adding a new gated multi-scale self-attention mechanism to model long-range context. Experiments show large improvements over strong baselines on both automated and human evaluations. Human judges prefer stories generated by our approach to those from a strong non-hierarchical model by a factor of two to one.
QLASS: Boosting Language Agent Inference via Q-Guided Stepwise Search
Language agents have become a promising solution to complex interactive tasks. One of the key ingredients to the success of language agents is the reward model on the trajectory of the agentic workflow, which provides valuable guidance during training or inference. However, due to the lack of annotations of intermediate interactions, most existing works use an outcome reward model to optimize policies across entire trajectories. This may lead to sub-optimal policies and hinder the overall performance. To address this, we propose QLASS (Q-guided Language Agent Stepwise Search), to automatically generate annotations by estimating Q-values in a stepwise manner for open language agents. By introducing a reasoning tree and performing process reward modeling, QLASS provides effective intermediate guidance for each step. With the stepwise guidance, we propose a Q-guided generation strategy to enable language agents to better adapt to long-term value, resulting in significant performance improvement during model inference on complex interactive agent tasks. Notably, even with almost half the annotated data, QLASS retains strong performance, demonstrating its efficiency in handling limited supervision. We also empirically demonstrate that QLASS can lead to more effective decision making through qualitative analysis. We will release our code and data.
PromptAgent: Strategic Planning with Language Models Enables Expert-level Prompt Optimization
Highly effective, task-specific prompts are often heavily engineered by experts to integrate detailed instructions and domain insights based on a deep understanding of both instincts of large language models (LLMs) and the intricacies of the target task. However, automating the generation of such expert-level prompts remains elusive. Existing prompt optimization methods tend to overlook the depth of domain knowledge and struggle to efficiently explore the vast space of expert-level prompts. Addressing this, we present PromptAgent, an optimization method that autonomously crafts prompts equivalent in quality to those handcrafted by experts. At its core, PromptAgent views prompt optimization as a strategic planning problem and employs a principled planning algorithm, rooted in Monte Carlo tree search, to strategically navigate the expert-level prompt space. Inspired by human-like trial-and-error exploration, PromptAgent induces precise expert-level insights and in-depth instructions by reflecting on model errors and generating constructive error feedback. Such a novel framework allows the agent to iteratively examine intermediate prompts (states), refine them based on error feedbacks (actions), simulate future rewards, and search for high-reward paths leading to expert prompts. We apply PromptAgent to 12 tasks spanning three practical domains: BIG-Bench Hard (BBH), as well as domain-specific and general NLP tasks, showing it significantly outperforms strong Chain-of-Thought and recent prompt optimization baselines. Extensive analyses emphasize its capability to craft expert-level, detailed, and domain-insightful prompts with great efficiency and generalizability.
RSTGen: Imbuing Fine-Grained Interpretable Control into Long-FormText Generators
In this paper, we study the task of improving the cohesion and coherence of long-form text generated by language models. To this end, we propose RSTGen, a framework that utilises Rhetorical Structure Theory (RST), a classical language theory, to control the discourse structure, semantics and topics of generated text. Firstly, we demonstrate our model's ability to control structural discourse and semantic features of generated text in open generation evaluation. Then we experiment on the two challenging long-form text tasks of argument generation and story generation. Evaluation using automated metrics and a metric with high correlation to human evaluation, shows that our model performs competitively against existing models, while offering significantly more controls over generated text than alternative methods.
Small But Funny: A Feedback-Driven Approach to Humor Distillation
The emergence of Large Language Models (LLMs) has brought to light promising language generation capabilities, particularly in performing tasks like complex reasoning and creative writing. Consequently, distillation through imitation of teacher responses has emerged as a popular technique to transfer knowledge from LLMs to more accessible, Small Language Models (SLMs). While this works well for simpler tasks, there is a substantial performance gap on tasks requiring intricate language comprehension and creativity, such as humor generation. We hypothesize that this gap may stem from the fact that creative tasks might be hard to learn by imitation alone and explore whether an approach, involving supplementary guidance from the teacher, could yield higher performance. To address this, we study the effect of assigning a dual role to the LLM - as a "teacher" generating data, as well as a "critic" evaluating the student's performance. Our experiments on humor generation reveal that the incorporation of feedback significantly narrows the performance gap between SLMs and their larger counterparts compared to merely relying on imitation. As a result, our research highlights the potential of using feedback as an additional dimension to data when transferring complex language abilities via distillation.
TMGBench: A Systematic Game Benchmark for Evaluating Strategic Reasoning Abilities of LLMs
The rapid advancement of large language models (LLMs) has accelerated their application in reasoning, with strategic reasoning drawing increasing attention. To evaluate LLMs' strategic reasoning capabilities, game theory, with its concise structure, has become a preferred approach. However, current research focuses on a limited selection of games, resulting in low coverage. Classic game scenarios risk data leakage, and existing benchmarks often lack extensibility, making them inadequate for evaluating state-of-the-art models. To address these challenges, we propose TMGBench, a benchmark with comprehensive game type coverage, novel scenarios, and flexible organization. Specifically, we incorporate all 144 game types summarized by the Robinson-Goforth topology of 2x2 games, constructed as classic games. We also employ synthetic data generation to create diverse, higher-quality scenarios through topic guidance and human inspection, referred to as story-based games. Lastly, we provide a sustainable framework for increasingly powerful LLMs by treating these games as atomic units and organizing them into more complex forms via sequential, parallel, and nested structures. Our comprehensive evaluation of mainstream LLMs covers tests on rational reasoning, robustness, Theory-of-Mind (ToM), and reasoning in complex forms. Results reveal flaws in accuracy, consistency, and varying mastery of ToM. Additionally, o1-mini, OpenAI's latest reasoning model, achieved accuracy rates of 66.6%, 60.0%, and 70.0% on sequential, parallel, and nested games, highlighting TMGBench's challenges.
Better Zero-Shot Reasoning with Role-Play Prompting
Modern large language models (LLMs), such as ChatGPT, exhibit a remarkable capacity for role-playing, enabling them to embody not only human characters but also non-human entities like a Linux terminal. This versatility allows them to simulate complex human-like interactions and behaviors within various contexts, as well as to emulate specific objects or systems. While these capabilities have enhanced user engagement and introduced novel modes of interaction, the influence of role-playing on LLMs' reasoning abilities remains underexplored. In this study, we introduce a strategically designed role-play prompting methodology and assess its performance under the zero-shot setting across twelve diverse reasoning benchmarks, encompassing arithmetic, commonsense reasoning, symbolic reasoning, and more. Leveraging models such as ChatGPT and Llama 2, our empirical results illustrate that role-play prompting consistently surpasses the standard zero-shot approach across most datasets. Notably, accuracy on AQuA rises from 53.5% to 63.8%, and on Last Letter from 23.8% to 84.2%. Beyond enhancing contextual understanding, we posit that role-play prompting serves as an implicit Chain-of-Thought (CoT) trigger, thereby improving the quality of reasoning. By comparing our approach with the Zero-Shot-CoT technique, which prompts the model to "think step by step", we further demonstrate that role-play prompting can generate a more effective CoT. This highlights its potential to augment the reasoning capabilities of LLMs.
Black Box Adversarial Prompting for Foundation Models
Prompting interfaces allow users to quickly adjust the output of generative models in both vision and language. However, small changes and design choices in the prompt can lead to significant differences in the output. In this work, we develop a black-box framework for generating adversarial prompts for unstructured image and text generation. These prompts, which can be standalone or prepended to benign prompts, induce specific behaviors into the generative process, such as generating images of a particular object or generating high perplexity text.
Efficient Fine-Grained Guidance for Diffusion-Based Symbolic Music Generation
Developing generative models to create or conditionally create symbolic music presents unique challenges due to the combination of limited data availability and the need for high precision in note pitch. To address these challenges, we introduce an efficient Fine-Grained Guidance (FGG) approach within diffusion models. FGG guides the diffusion models to generate music that aligns more closely with the control and intent of expert composers, which is critical to improve the accuracy, listenability, and quality of generated music. This approach empowers diffusion models to excel in advanced applications such as improvisation, and interactive music creation. We derive theoretical characterizations for both the challenges in symbolic music generation and the effects of the FGG approach. We provide numerical experiments and subjective evaluation to demonstrate the effectiveness of our approach. We have published a demo page to showcase performances, as one of the first in the symbolic music literature's demo pages that enables real-time interactive generation.
SketchDreamer: Interactive Text-Augmented Creative Sketch Ideation
Artificial Intelligence Generated Content (AIGC) has shown remarkable progress in generating realistic images. However, in this paper, we take a step "backward" and address AIGC for the most rudimentary visual modality of human sketches. Our objective is on the creative nature of sketches, and that creative sketching should take the form of an interactive process. We further enable text to drive the sketch ideation process, allowing creativity to be freely defined, while simultaneously tackling the challenge of "I can't sketch". We present a method to generate controlled sketches using a text-conditioned diffusion model trained on pixel representations of images. Our proposed approach, referred to as SketchDreamer, integrates a differentiable rasteriser of Bezier curves that optimises an initial input to distil abstract semantic knowledge from a pretrained diffusion model. We utilise Score Distillation Sampling to learn a sketch that aligns with a given caption, which importantly enable both text and sketch to interact with the ideation process. Our objective is to empower non-professional users to create sketches and, through a series of optimisation processes, transform a narrative into a storyboard by expanding the text prompt while making minor adjustments to the sketch input. Through this work, we hope to aspire the way we create visual content, democratise the creative process, and inspire further research in enhancing human creativity in AIGC. The code is available at https://github.com/WinKawaks/SketchDreamer.
WorldSmith: Iterative and Expressive Prompting for World Building with a Generative AI
Crafting a rich and unique environment is crucial for fictional world-building, but can be difficult to achieve since illustrating a world from scratch requires time and significant skill. We investigate the use of recent multi-modal image generation systems to enable users iteratively visualize and modify elements of their fictional world using a combination of text input, sketching, and region-based filling. WorldSmith enables novice world builders to quickly visualize a fictional world with layered edits and hierarchical compositions. Through a formative study (4 participants) and first-use study (13 participants) we demonstrate that WorldSmith offers more expressive interactions with prompt-based models. With this work, we explore how creatives can be empowered to leverage prompt-based generative AI as a tool in their creative process, beyond current "click-once" prompting UI paradigms.
Multiverse of Greatness: Generating Story Branches with LLMs
This paper presents Dynamic Context Prompting/Programming (DCP/P), a novel framework for interacting with LLMs to generate graph-based content with a dynamic context window history. While there is an existing study utilizing LLMs to generate a visual novel game, the previous study involved a manual process of output extraction and did not provide flexibility in generating a longer, coherent story. We evaluate DCP/P against our baseline, which does not provide context history to an LLM and only relies on the initial story data. Through objective evaluation, we show that simply providing the LLM with a summary leads to a subpar story compared to additionally providing the LLM with the proper context of the story. We also provide an extensive qualitative analysis and discussion. We qualitatively examine the quality of the objectively best-performing generated game from each approach. In addition, we examine biases in word choices and word sentiment of the generated content. We find a consistent observation with previous studies that LLMs are biased towards certain words, even with a different LLM family. Finally, we provide a comprehensive discussion on opportunities for future studies.
Teaching Models to Improve on Tape
Large Language Models (LLMs) often struggle when prompted to generate content under specific constraints. However, in such cases it is often easy to check whether these constraints are satisfied or violated. Recent works have shown that LLMs can benefit from such "corrective feedback". Here we claim that this skill of LLMs can be significantly enhanced via training. We introduce an RL framework for teaching models to use such rewards, by simulating interaction sessions, and rewarding the model according to its ability to satisfy the constraints. We refer to our method as CORGI (Controlled Generation with RL for Guided Interaction), and evaluate it on a variety of controlled generation tasks using unlabeled training data. We find that CORGI consistently outperforms the baseline reinforcement learning method that does not incorporate conversational feedback. Furthermore, CORGI's interactive framework enables meta-learning, allowing the LLM to generalize better to guided interaction in new tasks. Our results clearly show that conversational optimization, when combined with reinforcement learning, significantly improves the effectiveness of LLMs in controlled generation contexts.
PEER: A Collaborative Language Model
Textual content is often the output of a collaborative writing process: We start with an initial draft, ask for suggestions, and repeatedly make changes. Agnostic of this process, today's language models are trained to generate only the final result. As a consequence, they lack several abilities crucial for collaborative writing: They are unable to update existing texts, difficult to control and incapable of verbally planning or explaining their actions. To address these shortcomings, we introduce PEER, a collaborative language model that is trained to imitate the entire writing process itself: PEER can write drafts, add suggestions, propose edits and provide explanations for its actions. Crucially, we train multiple instances of PEER able to infill various parts of the writing process, enabling the use of self-training techniques for increasing the quality, amount and diversity of training data. This unlocks PEER's full potential by making it applicable in domains for which no edit histories are available and improving its ability to follow instructions, to write useful comments, and to explain its actions. We show that PEER achieves strong performance across various domains and editing tasks.
Creative Agents: Empowering Agents with Imagination for Creative Tasks
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and diverse task solutions implicit in the language instructions. This limitation comes from their inability to convert abstract language instructions into concrete task goals in the environment and perform long-horizon planning for such complicated goals. Given the observation that humans perform creative tasks with the help of imagination, we propose a class of solutions for creative agents, where the controller is enhanced with an imaginator that generates detailed imaginations of task outcomes conditioned on language instructions. We introduce several approaches to implementing the components of creative agents. We implement the imaginator with either a large language model for textual imagination or a diffusion model for visual imagination. The controller can either be a behavior-cloning policy learned from data or a pre-trained foundation model generating executable codes in the environment. We benchmark creative tasks with the challenging open-world game Minecraft, where the agents are asked to create diverse buildings given free-form language instructions. In addition, we propose novel evaluation metrics for open-ended creative tasks utilizing GPT-4V, which holds many advantages over existing metrics. We perform a detailed experimental analysis of creative agents, showing that creative agents are the first AI agents accomplishing diverse building creation in the survival mode of Minecraft. Our benchmark and models are open-source for future research on creative agents (https://github.com/PKU-RL/Creative-Agents).
Learning Human Skill Generators at Key-Step Levels
We are committed to learning human skill generators at key-step levels. The generation of skills is a challenging endeavor, but its successful implementation could greatly facilitate human skill learning and provide more experience for embodied intelligence. Although current video generation models can synthesis simple and atomic human operations, they struggle with human skills due to their complex procedure process. Human skills involve multi-step, long-duration actions and complex scene transitions, so the existing naive auto-regressive methods for synthesizing long videos cannot generate human skills. To address this, we propose a novel task, the Key-step Skill Generation (KS-Gen), aimed at reducing the complexity of generating human skill videos. Given the initial state and a skill description, the task is to generate video clips of key steps to complete the skill, rather than a full-length video. To support this task, we introduce a carefully curated dataset and define multiple evaluation metrics to assess performance. Considering the complexity of KS-Gen, we propose a new framework for this task. First, a multimodal large language model (MLLM) generates descriptions for key steps using retrieval argument. Subsequently, we use a Key-step Image Generator (KIG) to address the discontinuity between key steps in skill videos. Finally, a video generation model uses these descriptions and key-step images to generate video clips of the key steps with high temporal consistency. We offer a detailed analysis of the results, hoping to provide more insights on human skill generation. All models and data are available at https://github.com/MCG-NJU/KS-Gen.
OpenCharacter: Training Customizable Role-Playing LLMs with Large-Scale Synthetic Personas
Customizable role-playing in large language models (LLMs), also known as character generalization, is gaining increasing attention for its versatility and cost-efficiency in developing and deploying role-playing dialogue agents. This study explores a large-scale data synthesis approach to equip LLMs with character generalization capabilities. We begin by synthesizing large-scale character profiles using personas from Persona Hub and then explore two strategies: response rewriting and response generation, to create character-aligned instructional responses. To validate the effectiveness of our synthetic instruction tuning data for character generalization, we perform supervised fine-tuning (SFT) using the LLaMA-3 8B model. Our best-performing model strengthens the original LLaMA-3 8B Instruct model and achieves performance comparable to GPT-4o models on role-playing dialogue. We release our synthetic characters and instruction-tuning dialogues to support public research.
Looking beyond the next token
The structure of causal language model training assumes that each token can be accurately predicted from the previous context. This contrasts with humans' natural writing and reasoning process, where goals are typically known before the exact argument or phrasings. While this mismatch has been well studied in the literature, the working assumption has been that architectural changes are needed to address this mismatch. We argue that rearranging and processing the training data sequences can allow models to more accurately imitate the true data-generating process, and does not require any other changes to the architecture or training infrastructure. We demonstrate that this technique, Trelawney, and the inference algorithms derived from it allow us to improve performance on several key benchmarks that span planning, algorithmic reasoning, and story generation tasks. Finally, our method naturally enables the generation of long-term goals at no additional cost. We investigate how using the model's goal-generation capability can further improve planning and reasoning. Additionally, we believe Trelawney could potentially open doors to new capabilities beyond the current language modeling paradigm.
Ambient Adventures: Teaching ChatGPT on Developing Complex Stories
Imaginative play is an area of creativity that could allow robots to engage with the world around them in a much more personified way. Imaginary play can be seen as taking real objects and locations and using them as imaginary objects and locations in virtual scenarios. We adopted the story generation capability of large language models (LLMs) to obtain the stories used for imaginary play with human-written prompts. Those generated stories will be simplified and mapped into action sequences that can guide the agent in imaginary play. To evaluate whether the agent can successfully finish the imaginary play, we also designed a text adventure game to simulate a house as the playground for the agent to interact.
WritingBench: A Comprehensive Benchmark for Generative Writing
Recent advancements in large language models (LLMs) have significantly enhanced text generation capabilities, yet evaluating their performance in generative writing remains a challenge. Existing benchmarks primarily focus on generic text generation or limited in writing tasks, failing to capture the diverse requirements of high-quality written contents across various domains. To bridge this gap, we present WritingBench, a comprehensive benchmark designed to evaluate LLMs across 6 core writing domains and 100 subdomains, encompassing creative, persuasive, informative, and technical writing. We further propose a query-dependent evaluation framework that empowers LLMs to dynamically generate instance-specific assessment criteria. This framework is complemented by a fine-tuned critic model for criteria-aware scoring, enabling evaluations in style, format and length. The framework's validity is further demonstrated by its data curation capability, which enables 7B-parameter models to approach state-of-the-art (SOTA) performance. We open-source the benchmark, along with evaluation tools and modular framework components, to advance the development of LLMs in writing.
Let AI Entertain You: Increasing User Engagement with Generative AI and Rejection Sampling
While generative AI excels in content generation, it does not always increase user engagement. This can be attributed to two main factors. First, generative AI generates content without incorporating explicit or implicit feedback about user interactions. Even if the generated content seems to be more informative or well-written, it does not necessarily lead to an increase in user activities, such as clicks. Second, there is a concern with the quality of the content generative AI produces, which often lacks the distinctiveness and authenticity that human-created content possesses. These two factors can lead to content that fails to meet specific needs and preferences of users, ultimately reducing its potential to be engaging. This paper presents a generic framework of how to improve user engagement with generative AI by leveraging user feedback. Our solutions employ rejection sampling, a technique used in reinforcement learning, to boost engagement metrics. We leveraged the framework in the context of email notification subject lines generation for an online social network, and achieved significant engagement metric lift including +1% Session and +0.4% Weekly Active Users. We believe our work offers a universal framework that enhances user engagement with generative AI, particularly when standard generative AI reaches its limits in terms of enhancing content to be more captivating. To the best of our knowledge, this represents an early milestone in the industry's successful use of generative AI to enhance user engagement.
TF1-EN-3M: Three Million Synthetic Moral Fables for Training Small, Open Language Models
Moral stories are a time-tested vehicle for transmitting values, yet modern NLP lacks a large, structured corpus that couples coherent narratives with explicit ethical lessons. We close this gap with TF1-EN-3M, the first open dataset of three million English-language fables generated exclusively by instruction-tuned models no larger than 8B parameters. Each story follows a six-slot scaffold (character -> trait -> setting -> conflict -> resolution -> moral), produced through a combinatorial prompt engine that guarantees genre fidelity while covering a broad thematic space. A hybrid evaluation pipeline blends (i) a GPT-based critic that scores grammar, creativity, moral clarity, and template adherence with (ii) reference-free diversity and readability metrics. Among ten open-weight candidates, an 8B-parameter Llama-3 variant delivers the best quality-speed trade-off, producing high-scoring fables on a single consumer GPU (<24 GB VRAM) at approximately 13.5 cents per 1,000 fables. We release the dataset, generation code, evaluation scripts, and full metadata under a permissive license, enabling exact reproducibility and cost benchmarking. TF1-EN-3M opens avenues for research in instruction following, narrative intelligence, value alignment, and child-friendly educational AI, demonstrating that large-scale moral storytelling no longer requires proprietary giant models.
MarioGPT: Open-Ended Text2Level Generation through Large Language Models
Procedural Content Generation (PCG) algorithms provide a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. In this work, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. We show that MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model. We also combine MarioGPT with novelty search, enabling it to generate diverse levels with varying play-style dynamics (i.e. player paths). This combination allows for the open-ended generation of an increasingly diverse range of content.
RecurrentGPT: Interactive Generation of (Arbitrarily) Long Text
The fixed-size context of Transformer makes GPT models incapable of generating arbitrarily long text. In this paper, we introduce RecurrentGPT, a language-based simulacrum of the recurrence mechanism in RNNs. RecurrentGPT is built upon a large language model (LLM) such as ChatGPT and uses natural language to simulate the Long Short-Term Memory mechanism in an LSTM. At each timestep, RecurrentGPT generates a paragraph of text and updates its language-based long-short term memory stored on the hard drive and the prompt, respectively. This recurrence mechanism enables RecurrentGPT to generate texts of arbitrary length without forgetting. Since human users can easily observe and edit the natural language memories, RecurrentGPT is interpretable and enables interactive generation of long text. RecurrentGPT is an initial step towards next-generation computer-assisted writing systems beyond local editing suggestions. In addition to producing AI-generated content (AIGC), we also demonstrate the possibility of using RecurrentGPT as an interactive fiction that directly interacts with consumers. We call this usage of generative models by ``AI As Contents'' (AIAC), which we believe is the next form of conventional AIGC. We further demonstrate the possibility of using RecurrentGPT to create personalized interactive fiction that directly interacts with readers instead of interacting with writers. More broadly, RecurrentGPT demonstrates the utility of borrowing ideas from popular model designs in cognitive science and deep learning for prompting LLMs. Our code is available at https://github.com/aiwaves-cn/RecurrentGPT and an online demo is available at https://www.aiwaves.org/recurrentgpt.
Prompt Framework for Role-playing: Generation and Evaluation
Large language models (LLM) have demonstrated remarkable abilities in generating natural language, understanding user instruction, and mimicking human language use. These capabilities have garnered considerable interest in applications such as role-playing. However, the process of collecting individual role scripts (or profiles) data and manually evaluating the performance can be costly. We introduce a framework that uses prompts to leverage the state-of-the-art (SOTA) LLMs to construct role-playing dialogue datasets and evaluate the role-playing performance. Additionally, we employ recall-oriented evaluation Rouge-L metric to support the result of the LLM evaluator.
Beyond Outlining: Heterogeneous Recursive Planning for Adaptive Long-form Writing with Language Models
Long-form writing agents require flexible integration and interaction across information retrieval, reasoning, and composition. Current approaches rely on predetermined workflows and rigid thinking patterns to generate outlines before writing, resulting in constrained adaptability during writing. In this paper we propose a general agent framework that achieves human-like adaptive writing through recursive task decomposition and dynamic integration of three fundamental task types, i.e. retrieval, reasoning, and composition. Our methodology features: 1) a planning mechanism that interleaves recursive task decomposition and execution, eliminating artificial restrictions on writing workflow; and 2) integration of task types that facilitates heterogeneous task decomposition. Evaluations on both fiction writing and technical report generation show that our method consistently outperforms state-of-the-art approaches across all automatic evaluation metrics, which demonstrate the effectiveness and broad applicability of our proposed framework.
We are what we repeatedly do: Inducing and deploying habitual schemas in persona-based responses
Many practical applications of dialogue technology require the generation of responses according to a particular developer-specified persona. While a variety of personas can be elicited from recent large language models, the opaqueness and unpredictability of these models make it desirable to be able to specify personas in an explicit form. In previous work, personas have typically been represented as sets of one-off pieces of self-knowledge that are retrieved by the dialogue system for use in generation. However, in realistic human conversations, personas are often revealed through story-like narratives that involve rich habitual knowledge -- knowledge about kinds of events that an agent often participates in (e.g., work activities, hobbies, sporting activities, favorite entertainments, etc.), including typical goals, sub-events, preconditions, and postconditions of those events. We capture such habitual knowledge using an explicit schema representation, and propose an approach to dialogue generation that retrieves relevant schemas to condition a large language model to generate persona-based responses. Furthermore, we demonstrate a method for bootstrapping the creation of such schemas by first generating generic passages from a set of simple facts, and then inducing schemas from the generated passages.
Bringing Characters to New Stories: Training-Free Theme-Specific Image Generation via Dynamic Visual Prompting
The stories and characters that captivate us as we grow up shape unique fantasy worlds, with images serving as the primary medium for visually experiencing these realms. Personalizing generative models through fine-tuning with theme-specific data has become a prevalent approach in text-to-image generation. However, unlike object customization, which focuses on learning specific objects, theme-specific generation encompasses diverse elements such as characters, scenes, and objects. Such diversity also introduces a key challenge: how to adaptively generate multi-character, multi-concept, and continuous theme-specific images (TSI). Moreover, fine-tuning approaches often come with significant computational overhead, time costs, and risks of overfitting. This paper explores a fundamental question: Can image generation models directly leverage images as contextual input, similarly to how large language models use text as context? To address this, we present T-Prompter, a novel training-free TSI method for generation. T-Prompter introduces visual prompting, a mechanism that integrates reference images into generative models, allowing users to seamlessly specify the target theme without requiring additional training. To further enhance this process, we propose a Dynamic Visual Prompting (DVP) mechanism, which iteratively optimizes visual prompts to improve the accuracy and quality of generated images. Our approach enables diverse applications, including consistent story generation, character design, realistic character generation, and style-guided image generation. Comparative evaluations against state-of-the-art personalization methods demonstrate that T-Prompter achieves significantly better results and excels in maintaining character identity preserving, style consistency and text alignment, offering a robust and flexible solution for theme-specific image generation.
From Play to Policy: Conditional Behavior Generation from Uncurated Robot Data
While large-scale sequence modeling from offline data has led to impressive performance gains in natural language and image generation, directly translating such ideas to robotics has been challenging. One critical reason for this is that uncurated robot demonstration data, i.e. play data, collected from non-expert human demonstrators are often noisy, diverse, and distributionally multi-modal. This makes extracting useful, task-centric behaviors from such data a difficult generative modeling problem. In this work, we present Conditional Behavior Transformers (C-BeT), a method that combines the multi-modal generation ability of Behavior Transformer with future-conditioned goal specification. On a suite of simulated benchmark tasks, we find that C-BeT improves upon prior state-of-the-art work in learning from play data by an average of 45.7%. Further, we demonstrate for the first time that useful task-centric behaviors can be learned on a real-world robot purely from play data without any task labels or reward information. Robot videos are best viewed on our project website: https://play-to-policy.github.io
BEYOND DIALOGUE: A Profile-Dialogue Alignment Framework Towards General Role-Playing Language Model
The rapid advancement of large language models (LLMs) has revolutionized role-playing, enabling the development of general role-playing models. However, current role-playing training has two significant issues: (I) Using a predefined role profile to prompt dialogue training for specific scenarios usually leads to inconsistencies and even conflicts between the dialogue and the profile, resulting in training biases. (II) The model learns to imitate the role based solely on the profile, neglecting profile-dialogue alignment at the sentence level. In this work, we propose a simple yet effective framework called BEYOND DIALOGUE, designed to overcome these hurdles. This framework innovatively introduces "beyond dialogue" tasks to align dialogue with profile traits based on each specific scenario, thereby eliminating biases during training. Furthermore, by adopting an innovative prompting mechanism that generates reasoning outcomes for training, the framework allows the model to achieve fine-grained alignment between profile and dialogue at the sentence level. The aforementioned methods are fully automated and low-cost. Additionally, the integration of automated dialogue and objective evaluation methods forms a comprehensive framework, paving the way for general role-playing. Experimental results demonstrate that our model excels in adhering to and reflecting various dimensions of role profiles, outperforming most proprietary general and specialized role-playing baselines. All code and datasets are available at https://github.com/yuyouyu32/BeyondDialogue.
ID.8: Co-Creating Visual Stories with Generative AI
Storytelling is an integral part of human culture and significantly impacts cognitive and socio-emotional development and connection. Despite the importance of interactive visual storytelling, the process of creating such content requires specialized skills and is labor-intensive. This paper introduces ID.8, an open-source system designed for the co-creation of visual stories with generative AI. We focus on enabling an inclusive storytelling experience by simplifying the content creation process and allowing for customization. Our user evaluation confirms a generally positive user experience in domains such as enjoyment and exploration, while highlighting areas for improvement, particularly in immersiveness, alignment, and partnership between the user and the AI system. Overall, our findings indicate promising possibilities for empowering people to create visual stories with generative AI. This work contributes a novel content authoring system, ID.8, and insights into the challenges and potential of using generative AI for multimedia content creation.
Hard Prompts Made Easy: Gradient-Based Discrete Optimization for Prompt Tuning and Discovery
The strength of modern generative models lies in their ability to be controlled through text-based prompts. Typical "hard" prompts are made from interpretable words and tokens, and must be hand-crafted by humans. There are also "soft" prompts, which consist of continuous feature vectors. These can be discovered using powerful optimization methods, but they cannot be easily interpreted, re-used across models, or plugged into a text-based interface. We describe an approach to robustly optimize hard text prompts through efficient gradient-based optimization. Our approach automatically generates hard text-based prompts for both text-to-image and text-to-text applications. In the text-to-image setting, the method creates hard prompts for diffusion models, allowing API users to easily generate, discover, and mix and match image concepts without prior knowledge on how to prompt the model. In the text-to-text setting, we show that hard prompts can be automatically discovered that are effective in tuning LMs for classification.
ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation
This paper presents the second ChatGPT4PCG competition at the 2024 IEEE Conference on Games. In this edition of the competition, we follow the first edition, but make several improvements and changes. We introduce a new evaluation metric along with allowing a more flexible format for participants' submissions and making several improvements to the evaluation pipeline. Continuing from the first edition, we aim to foster and explore the realm of prompt engineering (PE) for procedural content generation (PCG). While the first competition saw success, it was hindered by various limitations; we aim to mitigate these limitations in this edition. We introduce diversity as a new metric to discourage submissions aimed at producing repetitive structures. Furthermore, we allow submission of a Python program instead of a prompt text file for greater flexibility in implementing advanced PE approaches, which may require control flow, including conditions and iterations. We also make several improvements to the evaluation pipeline with a better classifier for similarity evaluation and better-performing function signatures. We thoroughly evaluate the effectiveness of the new metric and the improved classifier. Additionally, we perform an ablation study to select a function signature to instruct ChatGPT for level generation. Finally, we provide implementation examples of various PE techniques in Python and evaluate their preliminary performance. We hope this competition serves as a resource and platform for learning about PE and PCG in general.
ProgPrompt: Generating Situated Robot Task Plans using Large Language Models
Task planning can require defining myriad domain knowledge about the world in which a robot needs to act. To ameliorate that effort, large language models (LLMs) can be used to score potential next actions during task planning, and even generate action sequences directly, given an instruction in natural language with no additional domain information. However, such methods either require enumerating all possible next steps for scoring, or generate free-form text that may contain actions not possible on a given robot in its current context. We present a programmatic LLM prompt structure that enables plan generation functional across situated environments, robot capabilities, and tasks. Our key insight is to prompt the LLM with program-like specifications of the available actions and objects in an environment, as well as with example programs that can be executed. We make concrete recommendations about prompt structure and generation constraints through ablation experiments, demonstrate state of the art success rates in VirtualHome household tasks, and deploy our method on a physical robot arm for tabletop tasks. Website at progprompt.github.io
Self-Prompt Tuning: Enable Autonomous Role-Playing in LLMs
Recent advancements in LLMs have showcased their remarkable role-playing capabilities, able to accurately simulate the dialogue styles and cognitive processes of various roles based on different instructions and contexts. Studies indicate that assigning LLMs the roles of experts, a strategy known as role-play prompting, can enhance their performance in the corresponding domains. However, the prompt needs to be manually designed for the given problem, requiring certain expertise and iterative modifications. To this end, we propose self-prompt tuning, making LLMs themselves generate role-play prompts through fine-tuning. Leveraging the LIMA dataset as our foundational corpus, we employ GPT-4 to annotate role-play prompts for each data points, resulting in the creation of the LIMA-Role dataset. We then fine-tune LLMs like Llama-2-7B and Mistral-7B on LIMA-Role. Consequently, the self-prompt tuned LLMs can automatically generate expert role prompts for any given question. We extensively evaluate self-prompt tuned LLMs on widely used NLP benchmarks and open-ended question test. Our empirical results illustrate that self-prompt tuned LLMs outperform standard instruction tuned baselines across most datasets. This highlights the great potential of utilizing fine-tuning to enable LLMs to self-prompt, thereby automating complex prompting strategies. We release the dataset, models, and code at this https://anonymous.4open.science/r/Self-Prompt-Tuning-739E/{url}.
Situated Dialogue Learning through Procedural Environment Generation
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language. Goals in this environment take the form of character-based quests, consisting of personas and motivations. We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals. In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution -- an easier environment is one that is more likely to have been found in the unaugmented dataset. An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zero-shot performance on never-before-seen quests.
Exploring AI-Generated Text in Student Writing: How Does AI Help?
English as foreign language_EFL_students' use of text generated from artificial intelligence_AI_natural language generation_NLG_tools may improve their writing quality. However, it remains unclear to what extent AI-generated text in these students' writing might lead to higher-quality writing. We explored 23 Hong Kong secondary school students' attempts to write stories comprising their own words and AI-generated text. Human experts scored the stories for dimensions of content, language and organization. We analyzed the basic organization and structure and syntactic complexity of the stories' AI-generated text and performed multiple linear regression and cluster analyses. The results show the number of human words and the number of AI-generated words contribute significantly to scores. Besides, students can be grouped into competent and less competent writers who use more AI-generated text or less AI-generated text compared to their peers. Comparisons of clusters reveal some benefit of AI-generated text in improving the quality of both high-scoring students' and low-scoring students' writing. The findings can inform pedagogical strategies to use AI-generated text for EFL students' writing and to address digital divides. This study contributes designs of NLG tools and writing activities to implement AI-generated text in schools.
Directed Beam Search: Plug-and-Play Lexically Constrained Language Generation
Large pre-trained language models are capable of generating realistic text. However, controlling these models so that the generated text satisfies lexical constraints, i.e., contains specific words, is a challenging problem. Given that state-of-the-art language models are too large to be trained from scratch in a manageable time, it is desirable to control these models without re-training them. Methods capable of doing this are called plug-and-play. Recent plug-and-play methods have been successful in constraining small bidirectional language models as well as forward models in tasks with a restricted search space, e.g., machine translation. However, controlling large transformer-based models to meet lexical constraints without re-training them remains a challenge. In this work, we propose Directed Beam Search (DBS), a plug-and-play method for lexically constrained language generation. Our method can be applied to any language model, is easy to implement and can be used for general language generation. In our experiments we use DBS to control GPT-2. We demonstrate its performance on keyword-to-phrase generation and we obtain comparable results as a state-of-the-art non-plug-and-play model for lexically constrained story generation.
ORACLE: Leveraging Mutual Information for Consistent Character Generation with LoRAs in Diffusion Models
Text-to-image diffusion models have recently taken center stage as pivotal tools in promoting visual creativity across an array of domains such as comic book artistry, children's literature, game development, and web design. These models harness the power of artificial intelligence to convert textual descriptions into vivid images, thereby enabling artists and creators to bring their imaginative concepts to life with unprecedented ease. However, one of the significant hurdles that persist is the challenge of maintaining consistency in character generation across diverse contexts. Variations in textual prompts, even if minor, can yield vastly different visual outputs, posing a considerable problem in projects that require a uniform representation of characters throughout. In this paper, we introduce a novel framework designed to produce consistent character representations from a single text prompt across diverse settings. Through both quantitative and qualitative analyses, we demonstrate that our framework outperforms existing methods in generating characters with consistent visual identities, underscoring its potential to transform creative industries. By addressing the critical challenge of character consistency, we not only enhance the practical utility of these models but also broaden the horizons for artistic and creative expression.
Visual Writing Prompts: Character-Grounded Story Generation with Curated Image Sequences
Current work on image-based story generation suffers from the fact that the existing image sequence collections do not have coherent plots behind them. We improve visual story generation by producing a new image-grounded dataset, Visual Writing Prompts (VWP). VWP contains almost 2K selected sequences of movie shots, each including 5-10 images. The image sequences are aligned with a total of 12K stories which were collected via crowdsourcing given the image sequences and a set of grounded characters from the corresponding image sequence. Our new image sequence collection and filtering process has allowed us to obtain stories that are more coherent and have more narrativity compared to previous work. We also propose a character-based story generation model driven by coherence as a strong baseline. Evaluations show that our generated stories are more coherent, visually grounded, and have more narrativity than stories generated with the current state-of-the-art model.
DesignDiffusion: High-Quality Text-to-Design Image Generation with Diffusion Models
In this paper, we present DesignDiffusion, a simple yet effective framework for the novel task of synthesizing design images from textual descriptions. A primary challenge lies in generating accurate and style-consistent textual and visual content. Existing works in a related task of visual text generation often focus on generating text within given specific regions, which limits the creativity of generation models, resulting in style or color inconsistencies between textual and visual elements if applied to design image generation. To address this issue, we propose an end-to-end, one-stage diffusion-based framework that avoids intricate components like position and layout modeling. Specifically, the proposed framework directly synthesizes textual and visual design elements from user prompts. It utilizes a distinctive character embedding derived from the visual text to enhance the input prompt, along with a character localization loss for enhanced supervision during text generation. Furthermore, we employ a self-play Direct Preference Optimization fine-tuning strategy to improve the quality and accuracy of the synthesized visual text. Extensive experiments demonstrate that DesignDiffusion achieves state-of-the-art performance in design image generation.
On Meta-Prompting
Certain statistical models are capable of interpreting input strings as instructions, or prompts, and carry out tasks based on them. Many approaches to prompting and pre-training these models involve the automated generation of these prompts. We call these approaches meta-prompting, or prompting to obtain prompts. We propose a theoretical framework based on category theory to generalize and describe them. This framework is flexible enough to account for LLM stochasticity; and allows us to obtain formal results around task agnosticity and equivalence of various meta-prompting approaches. We experiment with meta-prompting in two active areas of model research: creativity and ideation. We find that user preference favors (p < 0.01) the prompts generated under meta-prompting, as well as their corresponding outputs, over a series of hardcoded baseline prompts that include the original task prompt. Using our framework, we argue that meta-prompting is more effective than basic prompting at generating desirable outputs.
AgentGen: Enhancing Planning Abilities for Large Language Model based Agent via Environment and Task Generation
Large Language Model (LLM) based agents have garnered significant attention and are becoming increasingly popular. Furthermore, planning ability is a crucial component of an LLM-based agent, involving interaction with the environment and executing actions to complete a planning task, which generally entails achieving a desired goal from an initial state. This paper investigates enhancing the planning abilities of LLMs through instruction tuning, referred to as agent training. Recent studies have demonstrated that utilizing expert-level trajectory for instruction-tuning LLMs effectively enhances their planning capabilities. However, existing work primarily focuses on synthesizing trajectories from manually designed planning tasks and environments. The labor-intensive nature of creating these environments and tasks impedes the generation of sufficiently varied and extensive trajectories. To address this limitation, this paper explores the automated synthesis of diverse environments and a gradual range of planning tasks, from easy to difficult. We introduce a framework, AgentGen, that leverages LLMs first to generate environments and subsequently generate planning tasks conditioned on these environments. Specifically, to improve environmental diversity, we propose using an inspiration corpus composed of various domain-specific text segments as the context for synthesizing environments. Moreover, to increase the difficulty diversity of generated planning tasks, we propose a bidirectional evolution method, Bi-Evol, that evolves planning tasks from easier and harder directions to synthesize a task set with a smoother difficulty curve. The evaluation results derived from AgentBoard show that AgentGen greatly improves LLMs' planning ability, e.g., the AgentGen instruction-tuned Llama-3 8B surpasses GPT-3.5 in overall performance. Moreover, in certain tasks, it even outperforms GPT-4.
RePrompt: Reasoning-Augmented Reprompting for Text-to-Image Generation via Reinforcement Learning
Despite recent progress in text-to-image (T2I) generation, existing models often struggle to faithfully capture user intentions from short and under-specified prompts. While prior work has attempted to enhance prompts using large language models (LLMs), these methods frequently generate stylistic or unrealistic content due to insufficient grounding in visual semantics and real-world composition. Inspired by recent advances in reasoning for language model, we propose RePrompt, a novel reprompting framework that introduces explicit reasoning into the prompt enhancement process via reinforcement learning. Instead of relying on handcrafted rules or stylistic rewrites, our method trains a language model to generate structured, self-reflective prompts by optimizing for image-level outcomes. The tailored reward models assesse the generated images in terms of human preference, semantic alignment, and visual composition, providing indirect supervision to refine prompt generation. Our approach enables end-to-end training without human-annotated data. Experiments on GenEval and T2I-Compbench show that RePrompt significantly boosts spatial layout fidelity and compositional generalization across diverse T2I backbones, establishing new state-of-the-art results.
Improving LLM Reasoning through Interpretable Role-Playing Steering
Role-playing has emerged as an effective technique for enhancing the reasoning capabilities of large language models (LLMs). However, existing methods primarily rely on prompt engineering, which often lacks stability and interpretability. In this paper, we introduce Sparse Autoencoder Role-Playing Steering (SRPS), a novel framework that identifies and manipulates internal model features associated with role-playing behavior. Our approach extracts latent representations from role-play prompts, selects the most relevant features based on activation patterns, and constructs a steering vector that can be injected into the model's residual stream with controllable intensity. Our method enables fine-grained control over role-specific behavior and offers insights into how role information influences internal model activations. Extensive experiments across various reasoning benchmarks and model sizes demonstrate consistent performance gains. Notably, in the zero-shot chain-of-thought (CoT) setting, the accuracy of Llama3.1-8B on CSQA improves from 31.86% to 39.80%, while Gemma2-9B on SVAMP increases from 37.50% to 45.10%. These results highlight the potential of SRPS to enhance reasoning ability in LLMs, providing better interpretability and stability compared to traditional prompt-based role-playing.
Is ChatGPT a Good Teacher Coach? Measuring Zero-Shot Performance For Scoring and Providing Actionable Insights on Classroom Instruction
Coaching, which involves classroom observation and expert feedback, is a widespread and fundamental part of teacher training. However, the majority of teachers do not have access to consistent, high quality coaching due to limited resources and access to expertise. We explore whether generative AI could become a cost-effective complement to expert feedback by serving as an automated teacher coach. In doing so, we propose three teacher coaching tasks for generative AI: (A) scoring transcript segments based on classroom observation instruments, (B) identifying highlights and missed opportunities for good instructional strategies, and (C) providing actionable suggestions for eliciting more student reasoning. We recruit expert math teachers to evaluate the zero-shot performance of ChatGPT on each of these tasks for elementary math classroom transcripts. Our results reveal that ChatGPT generates responses that are relevant to improving instruction, but they are often not novel or insightful. For example, 82% of the model's suggestions point to places in the transcript where the teacher is already implementing that suggestion. Our work highlights the challenges of producing insightful, novel and truthful feedback for teachers while paving the way for future research to address these obstacles and improve the capacity of generative AI to coach teachers.
Learning to Transfer Prompts for Text Generation
Pretrained language models (PLMs) have made remarkable progress in text generation tasks via fine-tuning. While, it is challenging to fine-tune PLMs in a data-scarce situation. Therefore, it is non-trivial to develop a general and lightweight model that can adapt to various text generation tasks based on PLMs. To fulfill this purpose, the recent prompt-based learning offers a potential solution. In this paper, we improve this technique and propose a novel prompt-based method (PTG) for text generation in a transferable setting. First, PTG learns a set of source prompts for various source generation tasks and then transfers these prompts as target prompts to perform target generation tasks. To consider both task- and instance-level information, we design an adaptive attention mechanism to derive the target prompts. For each data instance, PTG learns a specific target prompt by attending to highly relevant source prompts. In extensive experiments, PTG yields competitive or better results than fine-tuning methods. We release our source prompts as an open resource, where users can add or reuse them to improve new text generation tasks for future research. Code and data can be available at https://github.com/RUCAIBox/Transfer-Prompts-for-Text-Generation.
GhostWriter: Augmenting Collaborative Human-AI Writing Experiences Through Personalization and Agency
Large language models (LLMs) are becoming more prevalent and have found a ubiquitous use in providing different forms of writing assistance. However, LLM-powered writing systems can frustrate users due to their limited personalization and control, which can be exacerbated when users lack experience with prompt engineering. We see design as one way to address these challenges and introduce GhostWriter, an AI-enhanced writing design probe where users can exercise enhanced agency and personalization. GhostWriter leverages LLMs to learn the user's intended writing style implicitly as they write, while allowing explicit teaching moments through manual style edits and annotations. We study 18 participants who use GhostWriter on two different writing tasks, observing that it helps users craft personalized text generations and empowers them by providing multiple ways to control the system's writing style. From this study, we present insights regarding people's relationship with AI-assisted writing and offer design recommendations for future work.
Harnessing the Plug-and-Play Controller by Prompting
Controllable text generation is a growing field within natural language generation (NLG) that focuses on producing text that meets specific constraints in real-world applications. Previous approaches, such as plug-and-play controllers (PPCs), aimed to steer the properties of generated text in a flexible manner. However, these methods often compromised the integrity of the language model's decoding process, resulting in less smooth text generation. Alternatively, other techniques utilized multiple attribute prompts to align the generated text with desired attributes, but this approach required prompt design for each attribute and was dependent on the size of the language model. This paper introduces a novel method for flexible attribute control in text generation using pre-trained language models (PLMs). The proposed approach aims to enhance the fluency of generated text by guiding the generation process with PPCs. The key idea is to dynamically adjust the distribution of generated text by modifying prompts, effectively constraining the output space of the language model and influencing the desired attribute. To enable smooth cooperation between the PLM and the PPC, our work innovatively proposes a new model fine-tuning method: Reinforcement Learning with Dynamic Adjust Feedback (RLDAF).This fine-tuning process adapts a small subset of the language model's parameters based on the generating actions taken during the PPC control process. The resulting harmonious collaboration between the PLM and PPC leads to improved smoothness in text generation during inference. Extensive experiments were conducted on the SST2 dataset, and the proposed method outperformed previous approaches in various evaluation metrics, including text fluency and attribute consistency.
Generative Recommendation: Towards Next-generation Recommender Paradigm
Recommender systems typically retrieve items from an item corpus for personalized recommendations. However, such a retrieval-based recommender paradigm faces two limitations: 1) the human-generated items in the corpus might fail to satisfy the users' diverse information needs, and 2) users usually adjust the recommendations via inefficient passive feedback, e.g., clicks. Nowadays, AI-Generated Content (AIGC) has revealed significant success, offering the potential to overcome these limitations: 1) generative AI can produce personalized items to satisfy users' information needs, and 2) the newly emerged large language models significantly reduce the efforts of users to precisely express information needs via natural language instructions. In this light, the boom of AIGC points the way towards the next-generation recommender paradigm with two new objectives: 1) generating personalized content through generative AI, and 2) integrating user instructions to guide content generation. To this end, we propose a novel Generative Recommender paradigm named GeneRec, which adopts an AI generator to personalize content generation and leverages user instructions. Specifically, we pre-process users' instructions and traditional feedback via an instructor to output the generation guidance. Given the guidance, we instantiate the AI generator through an AI editor and an AI creator to repurpose existing items and create new items. Eventually, GeneRec can perform content retrieval, repurposing, and creation to satisfy users' information needs. Besides, to ensure the trustworthiness of the generated items, we emphasize various fidelity checks. Moreover, we provide a roadmap to envision future developments of GeneRec and several domain-specific applications of GeneRec with potential research tasks. Lastly, we study the feasibility of implementing AI editor and AI creator on micro-video generation.
Crafting Narrative Closures: Zero-Shot Learning with SSM Mamba for Short Story Ending Generation
Writing stories is an engaging yet challenging endeavor. Often, authors encounter moments of creative block, where the path forward in their narrative becomes obscured. This paper is designed to address such moments by providing an innovative solution: A tool that completes stories based on given prompts. By inputting a short story prompt, users can receive a conclusion to their story, articulated in one sentence or more, thereby enhancing the storytelling process with AI-driven creativity. This tool aims not only to assist authors in navigating writer's block but also to offer a fun and interactive way for anyone to expand on story ideas spontaneously. Through this paper, we explore the intersection of artificial intelligence and creative writing, pushing the boundaries of how stories can be crafted and concluded. To create our final text-generation models, we used a pre-trained GPT-3.5 model and a newly created finetuned SSM-Mamba model, both of which perform well on a comprehensive list of metrics including BERT score, METEOR, BLEU, ROUGE, and Perplexity. The SSM model has also been made public for the NLP community on HuggingFace models as an open source contribution, which for the timebeing is a first of its kind state-space model for story-generation task on HuggingFace.
Prompt Sketching for Large Language Models
Many recent prompting strategies for large language models (LLMs) query the model multiple times sequentially -- first to produce intermediate results and then the final answer. However, using these methods, both decoder and model are unaware of potential follow-up prompts, leading to disconnected and undesirably wordy intermediate responses. In this work, we address this issue by proposing prompt sketching, a new prompting paradigm in which an LLM does not only respond by completing a prompt, but by predicting values for multiple variables in a template. This way, sketching grants users more control over the generation process, e.g., by providing a reasoning framework via intermediate instructions, leading to better overall results. The key idea enabling sketching with existing, autoregressive models is to adapt the decoding procedure to also score follow-up instructions during text generation, thus optimizing overall template likelihood in inference. Our experiments show that in a zero-shot setting, prompt sketching outperforms existing, sequential prompting schemes such as direct asking or chain-of-thought on 7 out of 8 LLM benchmarking tasks, including state tracking, arithmetic reasoning, and general question answering. To facilitate future use, we release a number of generic, yet effective sketches applicable to many tasks, and an open source library called dclib, powering our sketch-aware decoders.
EditEval: An Instruction-Based Benchmark for Text Improvements
Evaluation of text generation to date has primarily focused on content created sequentially, rather than improvements on a piece of text. Writing, however, is naturally an iterative and incremental process that requires expertise in different modular skills such as fixing outdated information or making the style more consistent. Even so, comprehensive evaluation of a model's capacity to perform these skills and the ability to edit remains sparse. This work presents EditEval: An instruction-based, benchmark and evaluation suite that leverages high-quality existing and new datasets for automatic evaluation of editing capabilities such as making text more cohesive and paraphrasing. We evaluate several pre-trained models, which shows that InstructGPT and PEER perform the best, but that most baselines fall below the supervised SOTA, particularly when neutralizing and updating information. Our analysis also shows that commonly used metrics for editing tasks do not always correlate well, and that optimization for prompts with the highest performance does not necessarily entail the strongest robustness to different models. Through the release of this benchmark and a publicly available leaderboard challenge, we hope to unlock future research in developing models capable of iterative and more controllable editing.
Plan-and-Act: Improving Planning of Agents for Long-Horizon Tasks
Large language models (LLMs) have shown remarkable advancements in enabling language agents to tackle simple tasks. However, applying them for complex, multi-step, long-horizon tasks remains a challenge. Recent work have found success by separating high-level planning from low-level execution, which enables the model to effectively balance high-level planning objectives and low-level execution details. However, generating accurate plans remains difficult since LLMs are not inherently trained for this task. To address this, we propose Plan-and-Act, a novel framework that incorporates explicit planning into LLM-based agents and introduces a scalable method to enhance plan generation through a novel synthetic data generation method. Plan-and-Act consists of a Planner model which generates structured, high-level plans to achieve user goals, and an Executor model that translates these plans into environment-specific actions. To train the Planner effectively, we introduce a synthetic data generation method that annotates ground-truth trajectories with feasible plans, augmented with diverse and extensive examples to enhance generalization. We evaluate Plan-and-Act using web navigation as a representative long-horizon planning environment, demonstrating a state-of the-art 54% success rate on the WebArena-Lite benchmark.
LongWriter-Zero: Mastering Ultra-Long Text Generation via Reinforcement Learning
Ultra-long generation by large language models (LLMs) is a widely demanded scenario, yet it remains a significant challenge due to their maximum generation length limit and overall quality degradation as sequence length increases. Previous approaches, exemplified by LongWriter, typically rely on ''teaching'', which involves supervised fine-tuning (SFT) on synthetic long-form outputs. However, this strategy heavily depends on synthetic SFT data, which is difficult and costly to construct, often lacks coherence and consistency, and tends to be overly artificial and structurally monotonous. In this work, we propose an incentivization-based approach that, starting entirely from scratch and without relying on any annotated or synthetic data, leverages reinforcement learning (RL) to foster the emergence of ultra-long, high-quality text generation capabilities in LLMs. We perform RL training starting from a base model, similar to R1-Zero, guiding it to engage in reasoning that facilitates planning and refinement during the writing process. To support this, we employ specialized reward models that steer the LLM towards improved length control, writing quality, and structural formatting. Experimental evaluations show that our LongWriter-Zero model, trained from Qwen2.5-32B, consistently outperforms traditional SFT methods on long-form writing tasks, achieving state-of-the-art results across all metrics on WritingBench and Arena-Write, and even surpassing 100B+ models such as DeepSeek R1 and Qwen3-235B. We open-source our data and model checkpoints under https://huggingface.co/THU-KEG/LongWriter-Zero-32B
Generative Agents: Interactive Simulacra of Human Behavior
Believable proxies of human behavior can empower interactive applications ranging from immersive environments to rehearsal spaces for interpersonal communication to prototyping tools. In this paper, we introduce generative agents--computational software agents that simulate believable human behavior. Generative agents wake up, cook breakfast, and head to work; artists paint, while authors write; they form opinions, notice each other, and initiate conversations; they remember and reflect on days past as they plan the next day. To enable generative agents, we describe an architecture that extends a large language model to store a complete record of the agent's experiences using natural language, synthesize those memories over time into higher-level reflections, and retrieve them dynamically to plan behavior. We instantiate generative agents to populate an interactive sandbox environment inspired by The Sims, where end users can interact with a small town of twenty five agents using natural language. In an evaluation, these generative agents produce believable individual and emergent social behaviors: for example, starting with only a single user-specified notion that one agent wants to throw a Valentine's Day party, the agents autonomously spread invitations to the party over the next two days, make new acquaintances, ask each other out on dates to the party, and coordinate to show up for the party together at the right time. We demonstrate through ablation that the components of our agent architecture--observation, planning, and reflection--each contribute critically to the believability of agent behavior. By fusing large language models with computational, interactive agents, this work introduces architectural and interaction patterns for enabling believable simulations of human behavior.
SPELL: Semantic Prompt Evolution based on a LLM
Prompt engineering is a new paradigm for enhancing the performance of trained neural network models. For optimizing text-style prompts, existing methods usually individually operate small portions of a text step by step, which either breaks the fluency or could not globally adjust a prompt. Since large language models (LLMs) have powerful ability of generating coherent texts token by token, can we utilize LLMs for improving prompts? Based on this motivation, in this paper, considering a trained LLM as a text generator, we attempt to design a black-box evolution algorithm for automatically optimizing texts, namely SPELL (Semantic Prompt Evolution based on a LLM). The proposed method is evaluated with different LLMs and evolution parameters in different text tasks. Experimental results show that SPELL could rapidly improve the prompts indeed. We further explore the evolution process and discuss on the limitations, potential possibilities and future work.
SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.
ArguGPT: evaluating, understanding and identifying argumentative essays generated by GPT models
AI generated content (AIGC) presents considerable challenge to educators around the world. Instructors need to be able to detect such text generated by large language models, either with the naked eye or with the help of some tools. There is also growing need to understand the lexical, syntactic and stylistic features of AIGC. To address these challenges in English language teaching, we first present ArguGPT, a balanced corpus of 4,038 argumentative essays generated by 7 GPT models in response to essay prompts from three sources: (1) in-class or homework exercises, (2) TOEFL and (3) GRE writing tasks. Machine-generated texts are paired with roughly equal number of human-written essays with three score levels matched in essay prompts. We then hire English instructors to distinguish machine essays from human ones. Results show that when first exposed to machine-generated essays, the instructors only have an accuracy of 61% in detecting them. But the number rises to 67% after one round of minimal self-training. Next, we perform linguistic analyses of these essays, which show that machines produce sentences with more complex syntactic structures while human essays tend to be lexically more complex. Finally, we test existing AIGC detectors and build our own detectors using SVMs and RoBERTa. Results suggest that a RoBERTa fine-tuned with the training set of ArguGPT achieves above 90% accuracy in both essay- and sentence-level classification. To the best of our knowledge, this is the first comprehensive analysis of argumentative essays produced by generative large language models. Machine-authored essays in ArguGPT and our models will be made publicly available at https://github.com/huhailinguist/ArguGPT
RoleMRC: A Fine-Grained Composite Benchmark for Role-Playing and Instruction-Following
Role-playing is important for Large Language Models (LLMs) to follow diverse instructions while maintaining role identity and the role's pre-defined ability limits. Existing role-playing datasets mostly contribute to controlling role style and knowledge boundaries, but overlook role-playing in instruction-following scenarios. We introduce a fine-grained role-playing and instruction-following composite benchmark, named RoleMRC, including: (1) Multi-turn dialogues between ideal roles and humans, including free chats or discussions upon given passages; (2) Role-playing machine reading comprehension, involving response, refusal, and attempts according to passage answerability and role ability; (3) More complex scenarios with nested, multi-turn and prioritized instructions. The final RoleMRC features a 10.2k role profile meta-pool, 37.9k well-synthesized role-playing instructions, and 1.4k testing samples. We develop a pipeline to quantitatively evaluate the fine-grained role-playing and instruction-following capabilities of several mainstream LLMs, as well as models that are fine-tuned on our data. Moreover, cross-evaluation on external role-playing datasets confirms that models fine-tuned on RoleMRC enhances instruction-following without compromising general role-playing and reasoning capabilities. We also probe the neural-level activation maps of different capabilities over post-tuned LLMs. Access to our RoleMRC, RoleMRC-mix and Codes: https://github.com/LuJunru/RoleMRC.
Automating Human Tutor-Style Programming Feedback: Leveraging GPT-4 Tutor Model for Hint Generation and GPT-3.5 Student Model for Hint Validation
Generative AI and large language models hold great promise in enhancing programming education by automatically generating individualized feedback for students. We investigate the role of generative AI models in providing human tutor-style programming hints to help students resolve errors in their buggy programs. Recent works have benchmarked state-of-the-art models for various feedback generation scenarios; however, their overall quality is still inferior to human tutors and not yet ready for real-world deployment. In this paper, we seek to push the limits of generative AI models toward providing high-quality programming hints and develop a novel technique, GPT4Hints-GPT3.5Val. As a first step, our technique leverages GPT-4 as a ``tutor'' model to generate hints -- it boosts the generative quality by using symbolic information of failing test cases and fixes in prompts. As a next step, our technique leverages GPT-3.5, a weaker model, as a ``student'' model to further validate the hint quality -- it performs an automatic quality validation by simulating the potential utility of providing this feedback. We show the efficacy of our technique via extensive evaluation using three real-world datasets of Python programs covering a variety of concepts ranging from basic algorithms to regular expressions and data analysis using pandas library.
RAG-Reward: Optimizing RAG with Reward Modeling and RLHF
Retrieval-augmented generation (RAG) enhances Large Language Models (LLMs) with relevant and up-to-date knowledge, improving their ability to answer knowledge-intensive questions. It has been shown to enhance both generation quality and trustworthiness. While numerous works have focused on improving retrieval, generation, and evaluation, the role of reward models in reinforcement learning for optimizing RAG and establishing automated benchmarking pipelines remains underexplored. In this paper, we introduce RAG-Reward, a dataset designed to enable hallucination-free, comprehensive, reliable, and efficient RAG. We define four key metrics for assessing generation quality and develop an automated annotation pipeline that leverages multiple LLMs to generate outputs across diverse RAG scenarios. GPT-4o is used to evaluate and construct preference data. Using RAG-Reward, we train reward models and apply reinforcement learning with human feedback (RLHF) to improve LLMs' effectiveness in RAG. Experimental results show that our reward model achieves state-of-the-art performance on a held-out test set, demonstrating both the effectiveness of our approach and the quality of our dataset. Furthermore, the improved generation quality of the trained policy model highlights the feasibility of using RLHF to enhance RAG pipelines.
MineDreamer: Learning to Follow Instructions via Chain-of-Imagination for Simulated-World Control
It is a long-lasting goal to design a generalist-embodied agent that can follow diverse instructions in human-like ways. However, existing approaches often fail to steadily follow instructions due to difficulties in understanding abstract and sequential natural language instructions. To this end, we introduce MineDreamer, an open-ended embodied agent built upon the challenging Minecraft simulator with an innovative paradigm that enhances instruction-following ability in low-level control signal generation. Specifically, MineDreamer is developed on top of recent advances in Multimodal Large Language Models (MLLMs) and diffusion models, and we employ a Chain-of-Imagination (CoI) mechanism to envision the step-by-step process of executing instructions and translating imaginations into more precise visual prompts tailored to the current state; subsequently, the agent generates keyboard-and-mouse actions to efficiently achieve these imaginations, steadily following the instructions at each step. Extensive experiments demonstrate that MineDreamer follows single and multi-step instructions steadily, significantly outperforming the best generalist agent baseline and nearly doubling its performance. Moreover, qualitative analysis of the agent's imaginative ability reveals its generalization and comprehension of the open world.
Adaptive Classifier-Free Guidance via Dynamic Low-Confidence Masking
Classifier-Free Guidance (CFG) significantly enhances controllability in generative models by interpolating conditional and unconditional predictions. However, standard CFG often employs a static unconditional input, which can be suboptimal for iterative generation processes where model uncertainty varies dynamically. We introduce Adaptive Classifier-Free Guidance (A-CFG), a novel method that tailors the unconditional input by leveraging the model's instantaneous predictive confidence. At each step of an iterative (masked) diffusion language model, A-CFG identifies tokens in the currently generated sequence for which the model exhibits low confidence. These tokens are temporarily re-masked to create a dynamic, localized unconditional input. This focuses CFG's corrective influence precisely on areas of ambiguity, leading to more effective guidance. We integrate A-CFG into a state-of-the-art masked diffusion language model and demonstrate its efficacy. Experiments on diverse language generation benchmarks show that A-CFG yields substantial improvements over standard CFG, achieving, for instance, a 3.9 point gain on GPQA. Our work highlights the benefit of dynamically adapting guidance mechanisms to model uncertainty in iterative generation.
Rewards Are Enough for Fast Photo-Realistic Text-to-image Generation
Aligning generated images to complicated text prompts and human preferences is a central challenge in Artificial Intelligence-Generated Content (AIGC). With reward-enhanced diffusion distillation emerging as a promising approach that boosts controllability and fidelity of text-to-image models, we identify a fundamental paradigm shift: as conditions become more specific and reward signals stronger, the rewards themselves become the dominant force in generation. In contrast, the diffusion losses serve as an overly expensive form of regularization. To thoroughly validate our hypothesis, we introduce R0, a novel conditional generation approach via regularized reward maximization. Instead of relying on tricky diffusion distillation losses, R0 proposes a new perspective that treats image generations as an optimization problem in data space which aims to search for valid images that have high compositional rewards. By innovative designs of the generator parameterization and proper regularization techniques, we train state-of-the-art few-step text-to-image generative models with R0 at scales. Our results challenge the conventional wisdom of diffusion post-training and conditional generation by demonstrating that rewards play a dominant role in scenarios with complex conditions. We hope our findings can contribute to further research into human-centric and reward-centric generation paradigms across the broader field of AIGC. Code is available at https://github.com/Luo-Yihong/R0.
LitBench: A Benchmark and Dataset for Reliable Evaluation of Creative Writing
Evaluating creative writing generated by large language models (LLMs) remains challenging because open-ended narratives lack ground truths. Without performant automated evaluation methods, off-the-shelf (OTS) language models are employed as zero-shot judges, yet their reliability is unclear in this context. In pursuit of robust evaluation for creative writing, we introduce LitBench, the first standardized benchmark and paired dataset for creative writing verification, comprising a held-out test set of 2,480 debiased, human-labeled story comparisons drawn from Reddit and a 43,827-pair training corpus of human preference labels. Using LitBench, we (i) benchmark zero-shot LLM judges, (ii) train Bradley Terry and generative reward models, and (iii) conduct an online human study to validate reward model rankings on newly LLM-generated stories. Our benchmark identifies Claude-3.7-Sonnet as the strongest off-the-shelf judge, reaching 73% agreement with human preferences; among trained reward models, Bradley-Terry and Generative reward models both attain an accuracy of 78%, outperforming all off-the-shelf judges. An online human study further confirms that our trained reward models consistently align with human preferences in novel LLM-generated stories. We release LitBench and reward models at https://huggingface.co/collections/SAA-Lab/litbench-68267b5da3aafe58f9e43461, providing a vetted resource for reliable, automated evaluation and optimization of creative writing systems.
Controllable Text Generation for Large Language Models: A Survey
In Natural Language Processing (NLP), Large Language Models (LLMs) have demonstrated high text generation quality. However, in real-world applications, LLMs must meet increasingly complex requirements. Beyond avoiding misleading or inappropriate content, LLMs are also expected to cater to specific user needs, such as imitating particular writing styles or generating text with poetic richness. These varied demands have driven the development of Controllable Text Generation (CTG) techniques, which ensure that outputs adhere to predefined control conditions--such as safety, sentiment, thematic consistency, and linguistic style--while maintaining high standards of helpfulness, fluency, and diversity. This paper systematically reviews the latest advancements in CTG for LLMs, offering a comprehensive definition of its core concepts and clarifying the requirements for control conditions and text quality. We categorize CTG tasks into two primary types: content control and attribute control. The key methods are discussed, including model retraining, fine-tuning, reinforcement learning, prompt engineering, latent space manipulation, and decoding-time intervention. We analyze each method's characteristics, advantages, and limitations, providing nuanced insights for achieving generation control. Additionally, we review CTG evaluation methods, summarize its applications across domains, and address key challenges in current research, including reduced fluency and practicality. We also propose several appeals, such as placing greater emphasis on real-world applications in future research. This paper aims to offer valuable guidance to researchers and developers in the field. Our reference list and Chinese version are open-sourced at https://github.com/IAAR-Shanghai/CTGSurvey.
Mastering Text-to-Image Diffusion: Recaptioning, Planning, and Generating with Multimodal LLMs
Diffusion models have exhibit exceptional performance in text-to-image generation and editing. However, existing methods often face challenges when handling complex text prompts that involve multiple objects with multiple attributes and relationships. In this paper, we propose a brand new training-free text-to-image generation/editing framework, namely Recaption, Plan and Generate (RPG), harnessing the powerful chain-of-thought reasoning ability of multimodal LLMs to enhance the compositionality of text-to-image diffusion models. Our approach employs the MLLM as a global planner to decompose the process of generating complex images into multiple simpler generation tasks within subregions. We propose complementary regional diffusion to enable region-wise compositional generation. Furthermore, we integrate text-guided image generation and editing within the proposed RPG in a closed-loop fashion, thereby enhancing generalization ability. Extensive experiments demonstrate our RPG outperforms state-of-the-art text-to-image diffusion models, including DALL-E 3 and SDXL, particularly in multi-category object composition and text-image semantic alignment. Notably, our RPG framework exhibits wide compatibility with various MLLM architectures (e.g., MiniGPT-4) and diffusion backbones (e.g., ControlNet). Our code is available at: https://github.com/YangLing0818/RPG-DiffusionMaster
Diffusion Beats Autoregressive: An Evaluation of Compositional Generation in Text-to-Image Models
Text-to-image (T2I) generative models, such as Stable Diffusion and DALL-E, have shown remarkable proficiency in producing high-quality, realistic, and natural images from textual descriptions. However, these models sometimes fail to accurately capture all the details specified in the input prompts, particularly concerning entities, attributes, and spatial relationships. This issue becomes more pronounced when the prompt contains novel or complex compositions, leading to what are known as compositional generation failure modes. Recently, a new open-source diffusion-based T2I model, FLUX, has been introduced, demonstrating strong performance in high-quality image generation. Additionally, autoregressive T2I models like LlamaGen have claimed competitive visual quality performance compared to diffusion-based models. In this study, we evaluate the compositional generation capabilities of these newly introduced models against established models using the T2I-CompBench benchmark. Our findings reveal that LlamaGen, as a vanilla autoregressive model, is not yet on par with state-of-the-art diffusion models for compositional generation tasks under the same criteria, such as model size and inference time. On the other hand, the open-source diffusion-based model FLUX exhibits compositional generation capabilities comparable to the state-of-the-art closed-source model DALL-E3.
IGA : An Intent-Guided Authoring Assistant
While large-scale pretrained language models have significantly improved writing assistance functionalities such as autocomplete, more complex and controllable writing assistants have yet to be explored. We leverage advances in language modeling to build an interactive writing assistant that generates and rephrases text according to fine-grained author specifications. Users provide input to our Intent-Guided Assistant (IGA) in the form of text interspersed with tags that correspond to specific rhetorical directives (e.g., adding description or contrast, or rephrasing a particular sentence). We fine-tune a language model on a dataset heuristically-labeled with author intent, which allows IGA to fill in these tags with generated text that users can subsequently edit to their liking. A series of automatic and crowdsourced evaluations confirm the quality of IGA's generated outputs, while a small-scale user study demonstrates author preference for IGA over baseline methods in a creative writing task. We release our dataset, code, and demo to spur further research into AI-assisted writing.
DreamCraft: Text-Guided Generation of Functional 3D Environments in Minecraft
Procedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don't provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives.
Template Guided Text Generation for Task-Oriented Dialogue
Virtual assistants such as Google Assistant, Amazon Alexa, and Apple Siri enable users to interact with a large number of services and APIs on the web using natural language. In this work, we investigate two methods for Natural Language Generation (NLG) using a single domain-independent model across a large number of APIs. First, we propose a schema-guided approach which conditions the generation on a schema describing the API in natural language. Our second method investigates the use of a small number of templates, growing linearly in number of slots, to convey the semantics of the API. To generate utterances for an arbitrary slot combination, a few simple templates are first concatenated to give a semantically correct, but possibly incoherent and ungrammatical utterance. A pre-trained language model is subsequently employed to rewrite it into coherent, natural sounding text. Through automatic metrics and human evaluation, we show that our method improves over strong baselines, is robust to out-of-domain inputs and shows improved sample efficiency.
LLMs as Method Actors: A Model for Prompt Engineering and Architecture
We introduce "Method Actors" as a mental model for guiding LLM prompt engineering and prompt architecture. Under this mental model, LLMs should be thought of as actors; prompts as scripts and cues; and LLM responses as performances. We apply this mental model to the task of improving LLM performance at playing Connections, a New York Times word puzzle game that prior research identified as a challenging benchmark for evaluating LLM reasoning. Our experiments with GPT-4o show that a "Method Actors" approach can significantly improve LLM performance over both a vanilla and "Chain of Thoughts" approach. A vanilla approach solves 27% of Connections puzzles in our dataset and a "Chain of Thoughts" approach solves 41% of puzzles, whereas our strongest "Method Actor" approach solves 86% of puzzles. We also test OpenAI's newest model designed specifically for complex reasoning tasks, o1-preview. When asked to solve a puzzle all at once, o1-preview solves 79% of Connections puzzles in our dataset, and when allowed to build puzzle solutions one guess at a time over multiple API calls, o1-preview solves 100% of the puzzles. Incorporating a "Method Actor" prompt architecture increases the percentage of puzzles that o1-preview solves perfectly from 76% to 87%.
Musical Form Generation
While recent generative models can produce engaging music, their utility is limited. The variation in the music is often left to chance, resulting in compositions that lack structure. Pieces extending beyond a minute can become incoherent or repetitive. This paper introduces an approach for generating structured, arbitrarily long musical pieces. Central to this approach is the creation of musical segments using a conditional generative model, with transitions between these segments. The generation of prompts that determine the high-level composition is distinct from the creation of finer, lower-level details. A large language model is then used to suggest the musical form.
PLay: Parametrically Conditioned Layout Generation using Latent Diffusion
Layout design is an important task in various design fields, including user interface, document, and graphic design. As this task requires tedious manual effort by designers, prior works have attempted to automate this process using generative models, but commonly fell short of providing intuitive user controls and achieving design objectives. In this paper, we build a conditional latent diffusion model, PLay, that generates parametrically conditioned layouts in vector graphic space from user-specified guidelines, which are commonly used by designers for representing their design intents in current practices. Our method outperforms prior works across three datasets on metrics including FID and FD-VG, and in user study. Moreover, it brings a novel and interactive experience to professional layout design processes.
PsyPlay: Personality-Infused Role-Playing Conversational Agents
The current research on Role-Playing Conversational Agents (RPCAs) with Large Language Models (LLMs) primarily focuses on imitating specific speaking styles and utilizing character backgrounds, neglecting the depiction of deeper personality traits.~In this study, we introduce personality-infused role-playing for LLM agents, which encourages agents to accurately portray their designated personality traits during dialogues. We then propose PsyPlay, a dialogue generation framework that facilitates the expression of rich personalities among multiple LLM agents. Specifically, PsyPlay enables agents to assume roles with distinct personality traits and engage in discussions centered around specific topics, consistently exhibiting their designated personality traits throughout the interactions. Validation on generated dialogue data demonstrates that PsyPlay can accurately portray the intended personality traits, achieving an overall success rate of 80.31% on GPT-3.5. Notably, we observe that LLMs aligned with positive values are more successful in portraying positive personality roles compared to negative ones. Moreover, we construct a dialogue corpus for personality-infused role-playing, called PsyPlay-Bench. The corpus, which consists of 4745 instances of correctly portrayed dialogues using PsyPlay, aims to further facilitate research in personalized role-playing and dialogue personality detection.
RewriteLM: An Instruction-Tuned Large Language Model for Text Rewriting
Large Language Models (LLMs) have demonstrated impressive zero-shot capabilities in long-form text generation tasks expressed through natural language instructions. However, user expectations for long-form text rewriting is high, and unintended rewrites (''hallucinations'') produced by the model can negatively impact its overall performance. Existing evaluation benchmarks primarily focus on limited rewriting styles and sentence-level rewriting rather than long-form open-ended rewriting.We introduce OpenRewriteEval, a novel benchmark that covers a wide variety of rewriting types expressed through natural language instructions. It is specifically designed to facilitate the evaluation of open-ended rewriting of long-form texts. In addition, we propose a strong baseline model, RewriteLM, an instruction-tuned large language model for long-form text rewriting. We develop new strategies that facilitate the generation of diverse instructions and preference data with minimal human intervention. We conduct empirical experiments and demonstrate that our model outperforms the current state-of-the-art LLMs in text rewriting. Specifically, it excels in preserving the essential content and meaning of the source text, minimizing the generation of ''hallucinated'' content, while showcasing the ability to generate rewrites with diverse wording and structures.
AgentTrek: Agent Trajectory Synthesis via Guiding Replay with Web Tutorials
Graphical User Interface (GUI) agents hold great potential for automating complex tasks across diverse digital environments, from web applications to desktop software. However, the development of such agents is hindered by the lack of high-quality, multi-step trajectory data required for effective training. Existing approaches rely on expensive and labor-intensive human annotation, making them unsustainable at scale. To address this challenge, we propose AgentTrek, a scalable data synthesis pipeline that generates high-quality GUI agent trajectories by leveraging web tutorials. Our method automatically gathers tutorial-like texts from the internet, transforms them into task goals with step-by-step instructions, and employs a visual-language model agent to simulate their execution in a real digital environment. A VLM-based evaluator ensures the correctness of the generated trajectories. We demonstrate that training GUI agents with these synthesized trajectories significantly improves their grounding and planning performance over the current models. Moreover, our approach is more cost-efficient compared to traditional human annotation methods. This work underscores the potential of guided replay with web tutorials as a viable strategy for large-scale GUI agent training, paving the way for more capable and autonomous digital agents.
Language Models Show Stable Value Orientations Across Diverse Role-Plays
We demonstrate that large language models (LLMs) exhibit consistent value orientations despite adopting diverse personas, revealing a persistent inertia in their responses that remains stable across the variety of roles they are prompted to assume. To systematically explore this phenomenon, we introduce the role-play-at-scale methodology, which involves prompting LLMs with randomized, diverse personas and analyzing the macroscopic trend of their responses. Unlike previous works that simply feed these questions to LLMs as if testing human subjects, our role-play-at-scale methodology diagnoses inherent tendencies in a systematic and scalable manner by: (1) prompting the model to act in different random personas and (2) asking the same question multiple times for each random persona. This approach reveals consistent patterns in LLM responses across diverse role-play scenarios, indicating deeply encoded inherent tendencies. Our findings contribute to the discourse on value alignment in foundation models and demonstrate the efficacy of role-play-at-scale as a diagnostic tool for uncovering encoded biases in LLMs.
Help me write a poem: Instruction Tuning as a Vehicle for Collaborative Poetry Writing
Recent work in training large language models (LLMs) to follow natural language instructions has opened up exciting opportunities for natural language interface design. Building on the prior success of LLMs in the realm of computer-assisted creativity, we aim to study if LLMs can improve the quality of user-generated content through collaboration. We present CoPoet, a collaborative poetry writing system. In contrast to auto-completing a user's text, CoPoet is controlled by user instructions that specify the attributes of the desired text, such as Write a sentence about `love' or Write a sentence ending in `fly'. The core component of our system is a language model fine-tuned on a diverse collection of instructions for poetry writing. Our model is not only competitive with publicly available LLMs trained on instructions (InstructGPT), but is also capable of satisfying unseen compositional instructions. A study with 15 qualified crowdworkers shows that users successfully write poems with CoPoet on diverse topics ranging from Monarchy to Climate change. Further, the collaboratively written poems are preferred by third-party evaluators over those written without the system.
Large Language Models are Superpositions of All Characters: Attaining Arbitrary Role-play via Self-Alignment
Considerable efforts have been invested in augmenting the role-playing proficiency of open-source large language models (LLMs) by emulating proprietary counterparts. Nevertheless, we posit that LLMs inherently harbor role-play capabilities, owing to the extensive knowledge of characters and potential dialogues ingrained in their vast training corpora. Thus, in this study, we introduce Ditto, a self-alignment method for role-play. Ditto capitalizes on character knowledge, encouraging an instruction-following LLM to simulate role-play dialogues as a variant of reading comprehension. This method creates a role-play training set comprising 4,000 characters, surpassing the scale of currently available datasets by tenfold regarding the number of roles. Subsequently, we fine-tune the LLM using this self-generated dataset to augment its role-playing capabilities. Upon evaluating our meticulously constructed and reproducible role-play benchmark and the roleplay subset of MT-Bench, Ditto, in various parameter scales, consistently maintains a consistent role identity and provides accurate role-specific knowledge in multi-turn role-play conversations. Notably, it outperforms all open-source role-play baselines, showcasing performance levels comparable to advanced proprietary chatbots. Furthermore, we present the first comprehensive cross-supervision alignment experiment in the role-play domain, revealing that the intrinsic capabilities of LLMs confine the knowledge within role-play. Meanwhile, the role-play styles can be easily acquired with the guidance of smaller models. We open-source related resources at https://github.com/OFA-Sys/Ditto.
Dialogue Planning via Brownian Bridge Stochastic Process for Goal-directed Proactive Dialogue
Goal-directed dialogue systems aim to proactively reach a pre-determined target through multi-turn conversations. The key to achieving this task lies in planning dialogue paths that smoothly and coherently direct conversations towards the target. However, this is a challenging and under-explored task. In this work, we propose a coherent dialogue planning approach that uses a stochastic process to model the temporal dynamics of dialogue paths. We define a latent space that captures the coherence of goal-directed behavior using a Brownian bridge process, which allows us to incorporate user feedback flexibly in dialogue planning. Based on the derived latent trajectories, we generate dialogue paths explicitly using pre-trained language models. We finally employ these paths as natural language prompts to guide dialogue generation. Our experiments show that our approach generates more coherent utterances and achieves the goal with a higher success rate.
Data-to-text Generation with Variational Sequential Planning
We consider the task of data-to-text generation, which aims to create textual output from non-linguistic input. We focus on generating long-form text, i.e., documents with multiple paragraphs, and propose a neural model enhanced with a planning component responsible for organizing high-level information in a coherent and meaningful way. We infer latent plans sequentially with a structured variational model, while interleaving the steps of planning and generation. Text is generated by conditioning on previous variational decisions and previously generated text. Experiments on two data-to-text benchmarks (RotoWire and MLB) show that our model outperforms strong baselines and is sample efficient in the face of limited training data (e.g., a few hundred instances).
Thespian: Multi-Character Text Role-Playing Game Agents
Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.
Strategist: Learning Strategic Skills by LLMs via Bi-Level Tree Search
In this paper, we propose a new method Strategist that utilizes LLMs to acquire new skills for playing multi-agent games through a self-improvement process. Our method gathers quality feedback through self-play simulations with Monte Carlo tree search and LLM-based reflection, which can then be used to learn high-level strategic skills such as how to evaluate states that guide the low-level execution.We showcase how our method can be used in both action planning and dialogue generation in the context of games, achieving good performance on both tasks. Specifically, we demonstrate that our method can help train agents with better performance than both traditional reinforcement learning-based approaches and other LLM-based skill learning approaches in games including the Game of Pure Strategy (GOPS) and The Resistance: Avalon.
XtraGPT: LLMs for Human-AI Collaboration on Controllable Academic Paper Revision
Despite the growing adoption of large language models (LLMs) in academic workflows, their capabilities remain limited when it comes to supporting high-quality scientific writing. Most existing systems are designed for general-purpose scientific text generation and fail to meet the sophisticated demands of research communication beyond surface-level polishing, such as conceptual coherence across sections. Furthermore, academic writing is inherently iterative and revision-driven, a process not well supported by direct prompting-based paradigms. To address these scenarios, we propose a human-AI collaboration framework for academic paper revision. We first introduce a comprehensive dataset of 7,040 research papers from top-tier venues annotated with over 140,000 instruction-response pairs that reflect realistic, section-level scientific revisions. Building on the dataset, we develop XtraGPT, the first suite of open-source LLMs, designed to provide context-aware, instruction-guided writing assistance, ranging from 1.5B to 14B parameters. Extensive experiments validate that XtraGPT significantly outperforms same-scale baselines and approaches the quality of proprietary systems. Both automated preference assessments and human evaluations confirm the effectiveness of our models in improving scientific drafts.
How Well Can LLMs Echo Us? Evaluating AI Chatbots' Role-Play Ability with ECHO
The role-play ability of Large Language Models (LLMs) has emerged as a popular research direction. However, existing studies focus on imitating well-known public figures or fictional characters, overlooking the potential for simulating ordinary individuals. Such an oversight limits the potential for advancements in digital human clones and non-player characters in video games. To bridge this gap, we introduce ECHO, an evaluative framework inspired by the Turing test. This framework engages the acquaintances of the target individuals to distinguish between human and machine-generated responses. Notably, our framework focuses on emulating average individuals rather than historical or fictional figures, presenting a unique advantage to apply the Turing Test. We evaluated three role-playing LLMs using ECHO, with GPT-3.5 and GPT-4 serving as foundational models, alongside the online application GPTs from OpenAI. Our results demonstrate that GPT-4 more effectively deceives human evaluators, and GPTs achieves a leading success rate of 48.3%. Furthermore, we investigated whether LLMs could discern between human-generated and machine-generated texts. While GPT-4 can identify differences, it could not determine which texts were human-produced. Our code and results of reproducing the role-playing LLMs are made publicly available via https://github.com/CUHK-ARISE/ECHO.
Intelligent Grimm -- Open-ended Visual Storytelling via Latent Diffusion Models
Generative models have recently exhibited exceptional capabilities in various scenarios, for example, image generation based on text description. In this work, we focus on the task of generating a series of coherent image sequence based on a given storyline, denoted as open-ended visual storytelling. We make the following three contributions: (i) to fulfill the task of visual storytelling, we introduce two modules into a pre-trained stable diffusion model, and construct an auto-regressive image generator, termed as StoryGen, that enables to generate the current frame by conditioning on both a text prompt and a preceding frame; (ii) to train our proposed model, we collect paired image and text samples by sourcing from various online sources, such as videos, E-books, and establish a data processing pipeline for constructing a diverse dataset, named StorySalon, with a far larger vocabulary than existing animation-specific datasets; (iii) we adopt a three-stage curriculum training strategy, that enables style transfer, visual context conditioning, and human feedback alignment, respectively. Quantitative experiments and human evaluation have validated the superiority of our proposed model, in terms of image quality, style consistency, content consistency, and visual-language alignment. We will make the code, model, and dataset publicly available to the research community.
AI Content Self-Detection for Transformer-based Large Language Models
The usage of generative artificial intelligence (AI) tools based on large language models, including ChatGPT, Bard, and Claude, for text generation has many exciting applications with the potential for phenomenal productivity gains. One issue is authorship attribution when using AI tools. This is especially important in an academic setting where the inappropriate use of generative AI tools may hinder student learning or stifle research by creating a large amount of automatically generated derivative work. Existing plagiarism detection systems can trace the source of submitted text but are not yet equipped with methods to accurately detect AI-generated text. This paper introduces the idea of direct origin detection and evaluates whether generative AI systems can recognize their output and distinguish it from human-written texts. We argue why current transformer-based models may be able to self-detect their own generated text and perform a small empirical study using zero-shot learning to investigate if that is the case. Results reveal varying capabilities of AI systems to identify their generated text. Google's Bard model exhibits the largest capability of self-detection with an accuracy of 94\%, followed by OpenAI's ChatGPT with 83\%. On the other hand, Anthropic's Claude model seems to be not able to self-detect.
Steering Large Language Models for Machine Translation Personalization
High-quality machine translation systems based on large language models (LLMs) have simplified the production of personalized translations reflecting specific stylistic constraints. However, these systems still struggle in settings where stylistic requirements are less explicit and might be harder to convey via prompting. We explore various strategies for personalizing LLM-generated translations in low-resource settings, focusing on the challenging literary translation domain. We explore prompting strategies and inference-time interventions for steering model generations towards a personalized style, and propose a contrastive framework exploiting latent concepts extracted from sparse autoencoders to identify salient personalization properties. Our results show that steering achieves strong personalization while preserving translation quality. We further examine the impact of steering on LLM representations, finding model layers with a relevant impact for personalization are impacted similarly by multi-shot prompting and our steering method, suggesting similar mechanism at play.
Faithful Persona-based Conversational Dataset Generation with Large Language Models
High-quality conversational datasets are essential for developing AI models that can communicate with users. One way to foster deeper interactions between a chatbot and its user is through personas, aspects of the user's character that provide insights into their personality, motivations, and behaviors. Training Natural Language Processing (NLP) models on a diverse and comprehensive persona-based dataset can lead to conversational models that create a deeper connection with the user, and maintain their engagement. In this paper, we leverage the power of Large Language Models (LLMs) to create a large, high-quality conversational dataset from a seed dataset. We propose a Generator-Critic architecture framework to expand the initial dataset, while improving the quality of its conversations. The Generator is an LLM prompted to output conversations. The Critic consists of a mixture of expert LLMs that control the quality of the generated conversations. These experts select the best generated conversations, which we then use to improve the Generator. We release Synthetic-Persona-Chat, consisting of 20k conversations seeded from Persona-Chat. We evaluate the quality of Synthetic-Persona-Chat and our generation framework on different dimensions through extensive experiments, and observe that the losing rate of Synthetic-Persona-Chat against Persona-Chat during Turing test decreases from 17.2% to 8.8% over three iterations.
Detecting Mode Collapse in Language Models via Narration
No two authors write alike. Personal flourishes invoked in written narratives, from lexicon to rhetorical devices, imply a particular author--what literary theorists label the implied or virtual author; distinct from the real author or narrator of a text. Early large language models trained on unfiltered training sets drawn from a variety of discordant sources yielded incoherent personalities, problematic for conversational tasks but proving useful for sampling literature from multiple perspectives. Successes in alignment research in recent years have allowed researchers to impose subjectively consistent personae on language models via instruction tuning and reinforcement learning from human feedback (RLHF), but whether aligned models retain the ability to model an arbitrary virtual author has received little scrutiny. By studying 4,374 stories sampled from three OpenAI language models, we show successive versions of GPT-3 suffer from increasing degrees of "mode collapse" whereby overfitting the model during alignment constrains it from generalizing over authorship: models suffering from mode collapse become unable to assume a multiplicity of perspectives. Our method and results are significant for researchers seeking to employ language models in sociological simulations.
Persona is a Double-edged Sword: Enhancing the Zero-shot Reasoning by Ensembling the Role-playing and Neutral Prompts
Recent studies demonstrate that prompting an appropriate role-playing persona to an LLM improves its reasoning capability. However, assigning a proper persona is difficult since an LLM's performance is extremely sensitive to assigned prompts; therefore, personas sometimes hinder LLMs and degrade their reasoning capabilities. In this paper, we propose a novel framework, Jekyll \& Hyde, which ensembles the results of role-playing and neutral prompts to eradicate performance degradation via unilateral use of role-playing prompted LLM and enhance the robustness of an LLM's reasoning ability. Specifically, Jekyll \& Hyde collects two potential solutions from both role-playing and neutral prompts and selects a better solution after cross-checking via an LLM evaluator. However, LLM-based evaluators tend to be affected by the order of those potential solutions within the prompt when selecting the proper solution; thus, we also propose a robust LLM evaluator to mitigate the position bias. The experimental analysis demonstrates that role-playing prompts distract LLMs and degrade their reasoning abilities in 4 out of 12 datasets, even when using GPT-4. In addition, we reveal that Jekyll \& Hyde improves reasoning capabilities by selecting better choices among the potential solutions on twelve widely-used reasoning datasets. We further show that our proposed LLM evaluator outperforms other baselines, proving the LLMs' position bias is successfully mitigated.
GEMRec: Towards Generative Model Recommendation
Recommender Systems are built to retrieve relevant items to satisfy users' information needs. The candidate corpus usually consists of a finite set of items that are ready to be served, such as videos, products, or articles. With recent advances in Generative AI such as GPT and Diffusion models, a new form of recommendation task is yet to be explored where items are to be created by generative models with personalized prompts. Taking image generation as an example, with a single prompt from the user and access to a generative model, it is possible to generate hundreds of new images in a few minutes. How shall we attain personalization in the presence of "infinite" items? In this preliminary study, we propose a two-stage framework, namely Prompt-Model Retrieval and Generated Item Ranking, to approach this new task formulation. We release GEMRec-18K, a prompt-model interaction dataset with 18K images generated by 200 publicly-available generative models paired with a diverse set of 90 textual prompts. Our findings demonstrate the promise of generative model recommendation as a novel personalization problem and the limitations of existing evaluation metrics. We highlight future directions for the RecSys community to advance towards generative recommender systems. Our code and dataset are available at https://github.com/MAPS-research/GEMRec.
Event Transition Planning for Open-ended Text Generation
Open-ended text generation tasks, such as dialogue generation and story completion, require models to generate a coherent continuation given limited preceding context. The open-ended nature of these tasks brings new challenges to the neural auto-regressive text generators nowadays. Despite these neural models are good at producing human-like text, it is difficult for them to arrange causalities and relations between given facts and possible ensuing events. To bridge this gap, we propose a novel two-stage method which explicitly arranges the ensuing events in open-ended text generation. Our approach can be understood as a specially-trained coarse-to-fine algorithm, where an event transition planner provides a "coarse" plot skeleton and a text generator in the second stage refines the skeleton. Experiments on two open-ended text generation tasks demonstrate that our proposed method effectively improves the quality of the generated text, especially in coherence and diversity. The code is available at: https://github.com/qtli/EventPlanforTextGen.
Self-correcting LLM-controlled Diffusion Models
Text-to-image generation has witnessed significant progress with the advent of diffusion models. Despite the ability to generate photorealistic images, current text-to-image diffusion models still often struggle to accurately interpret and follow complex input text prompts. In contrast to existing models that aim to generate images only with their best effort, we introduce Self-correcting LLM-controlled Diffusion (SLD). SLD is a framework that generates an image from the input prompt, assesses its alignment with the prompt, and performs self-corrections on the inaccuracies in the generated image. Steered by an LLM controller, SLD turns text-to-image generation into an iterative closed-loop process, ensuring correctness in the resulting image. SLD is not only training-free but can also be seamlessly integrated with diffusion models behind API access, such as DALL-E 3, to further boost the performance of state-of-the-art diffusion models. Experimental results show that our approach can rectify a majority of incorrect generations, particularly in generative numeracy, attribute binding, and spatial relationships. Furthermore, by simply adjusting the instructions to the LLM, SLD can perform image editing tasks, bridging the gap between text-to-image generation and image editing pipelines. We will make our code available for future research and applications.
PLANNER: Generating Diversified Paragraph via Latent Language Diffusion Model
Autoregressive models for text sometimes generate repetitive and low-quality output because errors accumulate during the steps of generation. This issue is often attributed to exposure bias - the difference between how a model is trained, and how it is used during inference. Denoising diffusion models provide an alternative approach in which a model can revisit and revise its output. However, they can be computationally expensive and prior efforts on text have led to models that produce less fluent output compared to autoregressive models, especially for longer text and paragraphs. In this paper, we propose PLANNER, a model that combines latent semantic diffusion with autoregressive generation, to generate fluent text while exercising global control over paragraphs. The model achieves this by combining an autoregressive "decoding" module with a "planning" module that uses latent diffusion to generate semantic paragraph embeddings in a coarse-to-fine manner. The proposed method is evaluated on various conditional generation tasks, and results on semantic generation, text completion and summarization show its effectiveness in generating high-quality long-form text in an efficient manner.
GenerationPrograms: Fine-grained Attribution with Executable Programs
Recent large language models (LLMs) achieve impressive performance in source-conditioned text generation but often fail to correctly provide fine-grained attributions for their outputs, undermining verifiability and trust. Moreover, existing attribution methods do not explain how and why models leverage the provided source documents to generate their final responses, limiting interpretability. To overcome these challenges, we introduce a modular generation framework, GenerationPrograms, inspired by recent advancements in executable "code agent" architectures. Unlike conventional generation methods that simultaneously generate outputs and attributions or rely on post-hoc attribution, GenerationPrograms decomposes the process into two distinct stages: first, creating an executable program plan composed of modular text operations (such as paraphrasing, compression, and fusion) explicitly tailored to the query, and second, executing these operations following the program's specified instructions to produce the final response. Empirical evaluations demonstrate that GenerationPrograms significantly improves attribution quality at both the document level and sentence level across two long-form question-answering tasks and a multi-document summarization task. We further demonstrate that GenerationPrograms can effectively function as a post-hoc attribution method, outperforming traditional techniques in recovering accurate attributions. In addition, the interpretable programs generated by GenerationPrograms enable localized refinement through modular-level improvements that further enhance overall attribution quality.
GPT detectors are biased against non-native English writers
The rapid adoption of generative language models has brought about substantial advancements in digital communication, while simultaneously raising concerns regarding the potential misuse of AI-generated content. Although numerous detection methods have been proposed to differentiate between AI and human-generated content, the fairness and robustness of these detectors remain underexplored. In this study, we evaluate the performance of several widely-used GPT detectors using writing samples from native and non-native English writers. Our findings reveal that these detectors consistently misclassify non-native English writing samples as AI-generated, whereas native writing samples are accurately identified. Furthermore, we demonstrate that simple prompting strategies can not only mitigate this bias but also effectively bypass GPT detectors, suggesting that GPT detectors may unintentionally penalize writers with constrained linguistic expressions. Our results call for a broader conversation about the ethical implications of deploying ChatGPT content detectors and caution against their use in evaluative or educational settings, particularly when they may inadvertently penalize or exclude non-native English speakers from the global discourse.
Cardiverse: Harnessing LLMs for Novel Card Game Prototyping
The prototyping of computer games, particularly card games, requires extensive human effort in creative ideation and gameplay evaluation. Recent advances in Large Language Models (LLMs) offer opportunities to automate and streamline these processes. However, it remains challenging for LLMs to design novel game mechanics beyond existing databases, generate consistent gameplay environments, and develop scalable gameplay AI for large-scale evaluations. This paper addresses these challenges by introducing a comprehensive automated card game prototyping framework. The approach highlights a graph-based indexing method for generating novel game designs, an LLM-driven system for consistent game code generation validated by gameplay records, and a gameplay AI constructing method that uses an ensemble of LLM-generated action-value functions optimized through self-play. These contributions aim to accelerate card game prototyping, reduce human labor, and lower barriers to entry for game developers.
LLM Discussion: Enhancing the Creativity of Large Language Models via Discussion Framework and Role-Play
Large language models (LLMs) have shown exceptional proficiency in natural language processing but often fall short of generating creative and original responses to open-ended questions. To enhance LLM creativity, our key insight is to emulate the human process of inducing collective creativity through engaging discussions with participants from diverse backgrounds and perspectives. To this end, we propose LLM Discussion, a three-phase discussion framework that facilitates vigorous and diverging idea exchanges and ensures convergence to creative answers. Moreover, we adopt a role-playing technique by assigning distinct roles to LLMs to combat the homogeneity of LLMs. We evaluate the efficacy of the proposed framework with the Alternative Uses Test, Similarities Test, Instances Test, and Scientific Creativity Test through both LLM evaluation and human study. Our proposed framework outperforms single-LLM approaches and existing multi-LLM frameworks across various creativity metrics.
3D-GPT: Procedural 3D Modeling with Large Language Models
In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.
Generative AI Act II: Test Time Scaling Drives Cognition Engineering
The first generation of Large Language Models - what might be called "Act I" of generative AI (2020-2023) - achieved remarkable success through massive parameter and data scaling, yet exhibited fundamental limitations in knowledge latency, shallow reasoning, and constrained cognitive processes. During this era, prompt engineering emerged as our primary interface with AI, enabling dialogue-level communication through natural language. We now witness the emergence of "Act II" (2024-present), where models are transitioning from knowledge-retrieval systems (in latent space) to thought-construction engines through test-time scaling techniques. This new paradigm establishes a mind-level connection with AI through language-based thoughts. In this paper, we clarify the conceptual foundations of cognition engineering and explain why this moment is critical for its development. We systematically break down these advanced approaches through comprehensive tutorials and optimized implementations, democratizing access to cognition engineering and enabling every practitioner to participate in AI's second act. We provide a regularly updated collection of papers on test-time scaling in the GitHub Repository: https://github.com/GAIR-NLP/cognition-engineering
Ranni: Taming Text-to-Image Diffusion for Accurate Instruction Following
Existing text-to-image (T2I) diffusion models usually struggle in interpreting complex prompts, especially those with quantity, object-attribute binding, and multi-subject descriptions. In this work, we introduce a semantic panel as the middleware in decoding texts to images, supporting the generator to better follow instructions. The panel is obtained through arranging the visual concepts parsed from the input text by the aid of large language models, and then injected into the denoising network as a detailed control signal to complement the text condition. To facilitate text-to-panel learning, we come up with a carefully designed semantic formatting protocol, accompanied by a fully-automatic data preparation pipeline. Thanks to such a design, our approach, which we call Ranni, manages to enhance a pre-trained T2I generator regarding its textual controllability. More importantly, the introduction of the generative middleware brings a more convenient form of interaction (i.e., directly adjusting the elements in the panel or using language instructions) and further allows users to finely customize their generation, based on which we develop a practical system and showcase its potential in continuous generation and chatting-based editing. Our project page is at https://ranni-t2i.github.io/Ranni.
RoboGen: Towards Unleashing Infinite Data for Automated Robot Learning via Generative Simulation
We present RoboGen, a generative robotic agent that automatically learns diverse robotic skills at scale via generative simulation. RoboGen leverages the latest advancements in foundation and generative models. Instead of directly using or adapting these models to produce policies or low-level actions, we advocate for a generative scheme, which uses these models to automatically generate diversified tasks, scenes, and training supervisions, thereby scaling up robotic skill learning with minimal human supervision. Our approach equips a robotic agent with a self-guided propose-generate-learn cycle: the agent first proposes interesting tasks and skills to develop, and then generates corresponding simulation environments by populating pertinent objects and assets with proper spatial configurations. Afterwards, the agent decomposes the proposed high-level task into sub-tasks, selects the optimal learning approach (reinforcement learning, motion planning, or trajectory optimization), generates required training supervision, and then learns policies to acquire the proposed skill. Our work attempts to extract the extensive and versatile knowledge embedded in large-scale models and transfer them to the field of robotics. Our fully generative pipeline can be queried repeatedly, producing an endless stream of skill demonstrations associated with diverse tasks and environments.