Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
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.
HAMLET: Hyperadaptive Agent-based Modeling for Live Embodied Theatrics
Creating an immersive and interactive theatrical experience is a long-term goal in the field of interactive narrative. The emergence of large language model (LLM) is providing a new path to achieve this goal. However, existing LLM-based drama generation methods often result in agents that lack initiative and cannot interact with the physical scene. Furthermore, these methods typically require detailed user input to drive the drama. These limitations reduce the interactivity and immersion of online real-time performance. To address the above challenges, we propose HAMLET, a multi-agent framework focused on drama creation and online performance. Given a simple topic, the framework generates a narrative blueprint, guiding the subsequent improvisational performance. During the online performance, each actor is given an autonomous mind. This means that actors can make independent decisions based on their own background, goals, and emotional state. In addition to conversations with other actors, their decisions can also change the state of scene props through actions such as opening a letter or picking up a weapon. The change is then broadcast to other related actors, updating what they know and care about, which in turn influences their next action. To evaluate the quality of drama performance generated by HAMLET, we designed an evaluation method to assess three primary aspects, including character performance, narrative quality, and interaction experience. The experimental evaluation shows that HAMLET can create expressive and coherent theatrical experiences.
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.
Long Text Generation via Adversarial Training with Leaked Information
Automatically generating coherent and semantically meaningful text has many applications in machine translation, dialogue systems, image captioning, etc. Recently, by combining with policy gradient, Generative Adversarial Nets (GAN) that use a discriminative model to guide the training of the generative model as a reinforcement learning policy has shown promising results in text generation. However, the scalar guiding signal is only available after the entire text has been generated and lacks intermediate information about text structure during the generative process. As such, it limits its success when the length of the generated text samples is long (more than 20 words). In this paper, we propose a new framework, called LeakGAN, to address the problem for long text generation. We allow the discriminative net to leak its own high-level extracted features to the generative net to further help the guidance. The generator incorporates such informative signals into all generation steps through an additional Manager module, which takes the extracted features of current generated words and outputs a latent vector to guide the Worker module for next-word generation. Our extensive experiments on synthetic data and various real-world tasks with Turing test demonstrate that LeakGAN is highly effective in long text generation and also improves the performance in short text generation scenarios. More importantly, without any supervision, LeakGAN would be able to implicitly learn sentence structures only through the interaction between Manager and Worker.
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.
Automatic Large Language Models Creation of Interactive Learning Lessons
We explore the automatic generation of interactive, scenario-based lessons designed to train novice human tutors who teach middle school mathematics online. Employing prompt engineering through a Retrieval-Augmented Generation approach with GPT-4o, we developed a system capable of creating structured tutor training lessons. Our study generated lessons in English for three key topics: Encouraging Students' Independence, Encouraging Help-Seeking Behavior, and Turning on Cameras, using a task decomposition prompting strategy that breaks lesson generation into sub-tasks. The generated lessons were evaluated by two human evaluators, who provided both quantitative and qualitative evaluations using a comprehensive rubric informed by lesson design research. Results demonstrate that the task decomposition strategy led to higher-rated lessons compared to single-step generation. Human evaluators identified several strengths in the LLM-generated lessons, including well-structured content and time-saving potential, while also noting limitations such as generic feedback and a lack of clarity in some instructional sections. These findings underscore the potential of hybrid human-AI approaches for generating effective lessons in tutor training.
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.
ERNIE-GEN: An Enhanced Multi-Flow Pre-training and Fine-tuning Framework for Natural Language Generation
Current pre-training works in natural language generation pay little attention to the problem of exposure bias on downstream tasks. To address this issue, we propose an enhanced multi-flow sequence to sequence pre-training and fine-tuning framework named ERNIE-GEN, which bridges the discrepancy between training and inference with an infilling generation mechanism and a noise-aware generation method. To make generation closer to human writing patterns, this framework introduces a span-by-span generation flow that trains the model to predict semantically-complete spans consecutively rather than predicting word by word. Unlike existing pre-training methods, ERNIE-GEN incorporates multi-granularity target sampling to construct pre-training data, which enhances the correlation between encoder and decoder. Experimental results demonstrate that ERNIE-GEN achieves state-of-the-art results with a much smaller amount of pre-training data and parameters on a range of language generation tasks, including abstractive summarization (Gigaword and CNN/DailyMail), question generation (SQuAD), dialogue generation (Persona-Chat) and generative question answering (CoQA).
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.
If generative AI is the answer, what is the question?
Beginning with text and images, generative AI has expanded to audio, video, computer code, and molecules. Yet, if generative AI is the answer, what is the question? We explore the foundations of generation as a distinct machine learning task with connections to prediction, compression, and decision-making. We survey five major generative model families: autoregressive models, variational autoencoders, normalizing flows, generative adversarial networks, and diffusion models. We then introduce a probabilistic framework that emphasizes the distinction between density estimation and generation. We review a game-theoretic framework with a two-player adversary-learner setup to study generation. We discuss post-training modifications that prepare generative models for deployment. We end by highlighting some important topics in socially responsible generation such as privacy, detection of AI-generated content, and copyright and IP. We adopt a task-first framing of generation, focusing on what generation is as a machine learning problem, rather than only on how models implement it.
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.
Position: Interactive Generative Video as Next-Generation Game Engine
Modern game development faces significant challenges in creativity and cost due to predetermined content in traditional game engines. Recent breakthroughs in video generation models, capable of synthesizing realistic and interactive virtual environments, present an opportunity to revolutionize game creation. In this position paper, we propose Interactive Generative Video (IGV) as the foundation for Generative Game Engines (GGE), enabling unlimited novel content generation in next-generation gaming. GGE leverages IGV's unique strengths in unlimited high-quality content synthesis, physics-aware world modeling, user-controlled interactivity, long-term memory capabilities, and causal reasoning. We present a comprehensive framework detailing GGE's core modules and a hierarchical maturity roadmap (L0-L4) to guide its evolution. Our work charts a new course for game development in the AI era, envisioning a future where AI-powered generative systems fundamentally reshape how games are created and experienced.
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.
The Stable Artist: Steering Semantics in Diffusion Latent Space
Large, text-conditioned generative diffusion models have recently gained a lot of attention for their impressive performance in generating high-fidelity images from text alone. However, achieving high-quality results is almost unfeasible in a one-shot fashion. On the contrary, text-guided image generation involves the user making many slight changes to inputs in order to iteratively carve out the envisioned image. However, slight changes to the input prompt often lead to entirely different images being generated, and thus the control of the artist is limited in its granularity. To provide flexibility, we present the Stable Artist, an image editing approach enabling fine-grained control of the image generation process. The main component is semantic guidance (SEGA) which steers the diffusion process along variable numbers of semantic directions. This allows for subtle edits to images, changes in composition and style, as well as optimization of the overall artistic conception. Furthermore, SEGA enables probing of latent spaces to gain insights into the representation of concepts learned by the model, even complex ones such as 'carbon emission'. We demonstrate the Stable Artist on several tasks, showcasing high-quality image editing and composition.
Narrative-to-Scene Generation: An LLM-Driven Pipeline for 2D Game Environments
Recent advances in large language models(LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation(PCG). We present a lightweight pipeline that transforms short narrative prompts into a sequence of 2D tile-based game scenes, reflecting the temporal structure of stories. Given an LLM-generated narrative, our system identifies three key time frames, extracts spatial predicates in the form of "Object-Relation-Object" triples, and retrieves visual assets using affordance-aware semantic embeddings from the GameTileNet dataset. A layered terrain is generated using Cellular Automata, and objects are placed using spatial rules grounded in the predicate structure. We evaluated our system in ten diverse stories, analyzing tile-object matching, affordance-layer alignment, and spatial constraint satisfaction across frames. This prototype offers a scalable approach to narrative-driven scene generation and lays the foundation for future work on multi-frame continuity, symbolic tracking, and multi-agent coordination in story-centered PCG.
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.
Steered Diffusion: A Generalized Framework for Plug-and-Play Conditional Image Synthesis
Conditional generative models typically demand large annotated training sets to achieve high-quality synthesis. As a result, there has been significant interest in designing models that perform plug-and-play generation, i.e., to use a predefined or pretrained model, which is not explicitly trained on the generative task, to guide the generative process (e.g., using language). However, such guidance is typically useful only towards synthesizing high-level semantics rather than editing fine-grained details as in image-to-image translation tasks. To this end, and capitalizing on the powerful fine-grained generative control offered by the recent diffusion-based generative models, we introduce Steered Diffusion, a generalized framework for photorealistic zero-shot conditional image generation using a diffusion model trained for unconditional generation. The key idea is to steer the image generation of the diffusion model at inference time via designing a loss using a pre-trained inverse model that characterizes the conditional task. This loss modulates the sampling trajectory of the diffusion process. Our framework allows for easy incorporation of multiple conditions during inference. We present experiments using steered diffusion on several tasks including inpainting, colorization, text-guided semantic editing, and image super-resolution. Our results demonstrate clear qualitative and quantitative improvements over state-of-the-art diffusion-based plug-and-play models while adding negligible additional computational cost.
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.
VideoGen-of-Thought: A Collaborative Framework for Multi-Shot Video Generation
Current video generation models excel at generating short clips but still struggle with creating multi-shot, movie-like videos. Existing models trained on large-scale data on the back of rich computational resources are unsurprisingly inadequate for maintaining a logical storyline and visual consistency across multiple shots of a cohesive script since they are often trained with a single-shot objective. To this end, we propose VideoGen-of-Thought (VGoT), a collaborative and training-free architecture designed specifically for multi-shot video generation. VGoT is designed with three goals in mind as follows. Multi-Shot Video Generation: We divide the video generation process into a structured, modular sequence, including (1) Script Generation, which translates a curt story into detailed prompts for each shot; (2) Keyframe Generation, responsible for creating visually consistent keyframes faithful to character portrayals; and (3) Shot-Level Video Generation, which transforms information from scripts and keyframes into shots; (4) Smoothing Mechanism that ensures a consistent multi-shot output. Reasonable Narrative Design: Inspired by cinematic scriptwriting, our prompt generation approach spans five key domains, ensuring logical consistency, character development, and narrative flow across the entire video. Cross-Shot Consistency: We ensure temporal and identity consistency by leveraging identity-preserving (IP) embeddings across shots, which are automatically created from the narrative. Additionally, we incorporate a cross-shot smoothing mechanism, which integrates a reset boundary that effectively combines latent features from adjacent shots, resulting in smooth transitions and maintaining visual coherence throughout the video. Our experiments demonstrate that VGoT surpasses existing video generation methods in producing high-quality, coherent, multi-shot videos.
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.
VLM-Guided Adaptive Negative Prompting for Creative Generation
Creative generation is the synthesis of new, surprising, and valuable samples that reflect user intent yet cannot be envisioned in advance. This task aims to extend human imagination, enabling the discovery of visual concepts that exist in the unexplored spaces between familiar domains. While text-to-image diffusion models excel at rendering photorealistic scenes that faithfully match user prompts, they still struggle to generate genuinely novel content. Existing approaches to enhance generative creativity either rely on interpolation of image features, which restricts exploration to predefined categories, or require time-intensive procedures such as embedding optimization or model fine-tuning. We propose VLM-Guided Adaptive Negative-Prompting, a training-free, inference-time method that promotes creative image generation while preserving the validity of the generated object. Our approach utilizes a vision-language model (VLM) that analyzes intermediate outputs of the generation process and adaptively steers it away from conventional visual concepts, encouraging the emergence of novel and surprising outputs. We evaluate creativity through both novelty and validity, using statistical metrics in the CLIP embedding space. Through extensive experiments, we show consistent gains in creative novelty with negligible computational overhead. Moreover, unlike existing methods that primarily generate single objects, our approach extends to complex scenarios, such as generating coherent sets of creative objects and preserving creativity within elaborate compositional prompts. Our method integrates seamlessly into existing diffusion pipelines, offering a practical route to producing creative outputs that venture beyond the constraints of textual descriptions.
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
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.
COIG-Writer: A High-Quality Dataset for Chinese Creative Writing with Thought Processes
Large language models exhibit systematic deficiencies in creative writing, particularly in non-English contexts where training data is scarce and lacks process-level supervision. We present COIG-Writer, a novel Chinese creative writing dataset that captures both diverse outputs and their underlying thought processes through systematic reverse-engineering of high-quality texts. Unlike existing datasets that provide only input-output pairs, COIG-Writer comprises 1,665 meticulously curated triplets spanning 51 genres, each containing: (1) a reverse-engineered prompt, (2) detailed creative reasoning documenting decision-making processes, and (3) the final text. Through comprehensive experiments, we identify a two-component model of creative writing: narrative logic (provided by process supervision) and linguistic expression (maintained by general-purpose data). Our findings reveal three critical insights: (1) Process supervision is highly effective but requires stabilization with general data. A ratio of at least one creative sample to twelve general samples is needed to achieve optimal performance; below this threshold, the win rate progressively degrades (from 62.75% down to 35.78%)., (2) creative capabilities are culturally-bound with no cross-lingual transfer (89.26pp gap between Chinese and English performance), and (3) lexical diversity inversely correlates with creative quality (TTR paradox), suggesting high diversity signals compensatory behavior for logical deficiencies. These findings establish that creative excellence emerges from the interaction between logical scaffolding and linguistic grounding, analogous to how mathematical reasoning enhances but cannot replace linguistic competence in foundation models.
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.
GameFactory: Creating New Games with Generative Interactive Videos
Generative game engines have the potential to revolutionize game development by autonomously creating new content and reducing manual workload. However, existing video-based game generation methods fail to address the critical challenge of scene generalization, limiting their applicability to existing games with fixed styles and scenes. In this paper, we present GameFactory, a framework focused on exploring scene generalization in game video generation. To enable the creation of entirely new and diverse games, we leverage pre-trained video diffusion models trained on open-domain video data. To bridge the domain gap between open-domain priors and small-scale game dataset, we propose a multi-phase training strategy that decouples game style learning from action control, preserving open-domain generalization while achieving action controllability. Using Minecraft as our data source, we release GF-Minecraft, a high-quality and diversity action-annotated video dataset for research. Furthermore, we extend our framework to enable autoregressive action-controllable game video generation, allowing the production of unlimited-length interactive game videos. Experimental results demonstrate that GameFactory effectively generates open-domain, diverse, and action-controllable game videos, representing a significant step forward in AI-driven game generation. Our dataset and project page are publicly available at https://vvictoryuki.github.io/gamefactory/.
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.
Igniting Creative Writing in Small Language Models: LLM-as-a-Judge versus Multi-Agent Refined Rewards
Large Language Models (LLMs) have demonstrated remarkable creative writing capabilities, yet their substantial computational demands hinder widespread use. Enhancing Small Language Models (SLMs) offers a promising alternative, but current methods like Supervised Fine-Tuning (SFT) struggle with novelty, and Reinforcement Learning from Human Feedback (RLHF) is costly. This paper explores two distinct AI-driven reward strategies within a Reinforcement Learning from AI Feedback (RLAIF) framework to ignite the creative writing of a 7B-parameter SLM, specifically for generating Chinese greetings. The first strategy employs a RM trained on high-quality preference data curated by a novel multi-agent rejection sampling framework designed for creative tasks. The second, more novel strategy utilizes a principle-guided LLM-as-a-Judge, whose reward function is optimized via an adversarial training scheme with a reflection mechanism, to directly provide reward signals. Comprehensive experiments reveal that while both approaches significantly enhance creative output over baselines, the principle-guided LLM-as-a-Judge demonstrably yields superior generation quality. Furthermore, it offers notable advantages in training efficiency and reduced dependency on human-annotated data, presenting a more scalable and effective path towards creative SLMs. Our automated evaluation methods also exhibit strong alignment with human judgments. Our code and data are publicly available at https://github.com/weixiaolong94-hub/Igniting-Creative-Writing-in-Small-Language-Models.
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.
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/.
LitLLMs, LLMs for Literature Review: Are we there yet?
Literature reviews are an essential component of scientific research, but they remain time-intensive and challenging to write, especially due to the recent influx of research papers. This paper explores the zero-shot abilities of recent Large Language Models (LLMs) in assisting with the writing of literature reviews based on an abstract. We decompose the task into two components: 1. Retrieving related works given a query abstract, and 2. Writing a literature review based on the retrieved results. We analyze how effective LLMs are for both components. For retrieval, we introduce a novel two-step search strategy that first uses an LLM to extract meaningful keywords from the abstract of a paper and then retrieves potentially relevant papers by querying an external knowledge base. Additionally, we study a prompting-based re-ranking mechanism with attribution and show that re-ranking doubles the normalized recall compared to naive search methods, while providing insights into the LLM's decision-making process. In the generation phase, we propose a two-step approach that first outlines a plan for the review and then executes steps in the plan to generate the actual review. To evaluate different LLM-based literature review methods, we create test sets from arXiv papers using a protocol designed for rolling use with newly released LLMs to avoid test set contamination in zero-shot evaluations. We release this evaluation protocol to promote additional research and development in this regard. Our empirical results suggest that LLMs show promising potential for writing literature reviews when the task is decomposed into smaller components of retrieval and planning. Our project page including a demonstration system and toolkit can be accessed here: https://litllm.github.io.
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.
LinEAS: End-to-end Learning of Activation Steering with a Distributional Loss
The growing use of generative models in daily life calls for efficient mechanisms to control their generation, to e.g., produce safe content or provide users with tools to explore style changes. Ideally, such mechanisms should require low volume of unpaired data (i.e., without explicit preference), and should be cheap, both at train and inference time, while preserving output quality. Recent research has shown that such mechanisms can be obtained by intervening exclusively on model activations, with the goal of correcting distributional differences between activations seen when using prompts from a source vs. a target set (e.g., toxic and non-toxic sentences). While cheap, these fast methods are inherently crude: their maps are tuned locally, not accounting for their impact on downstream layers, resulting in interventions that cause unintended shifts when used out-of-sample. We propose in this work linear end-to-end activation steering (LinEAS), an approach trained with a global loss that accounts simultaneously for all layer-wise distributional shifts. In addition to being more robust, the loss used to train LinEAS can be regularized with sparsifying norms, which can automatically carry out neuron selection. LinEAS only requires a handful of unpaired samples to be effective, and beats similar baselines on toxicity mitigation in language models, becoming competitive with oracle-dependent methods that have access to strong supervision. LinEAS is modality-agnostic and we empirically find that it outperforms existing activation steering methods at mitigating and including new concepts at the output of single-step text-to-image generation models.
LucidDreaming: Controllable Object-Centric 3D Generation
With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.
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.
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.
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.
Diffusion Guided Language Modeling
Current language models demonstrate remarkable proficiency in text generation. However, for many applications it is desirable to control attributes, such as sentiment, or toxicity, of the generated language -- ideally tailored towards each specific use case and target audience. For auto-regressive language models, existing guidance methods are prone to decoding errors that cascade during generation and degrade performance. In contrast, text diffusion models can easily be guided with, for example, a simple linear sentiment classifier -- however they do suffer from significantly higher perplexity than auto-regressive alternatives. In this paper we use a guided diffusion model to produce a latent proposal that steers an auto-regressive language model to generate text with desired properties. Our model inherits the unmatched fluency of the auto-regressive approach and the plug-and-play flexibility of diffusion. We show that it outperforms previous plug-and-play guidance methods across a wide range of benchmark data sets. Further, controlling a new attribute in our framework is reduced to training a single logistic regression classifier.
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.
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.
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
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.
PromptSpeaker: Speaker Generation Based on Text Descriptions
Recently, text-guided content generation has received extensive attention. In this work, we explore the possibility of text description-based speaker generation, i.e., using text prompts to control the speaker generation process. Specifically, we propose PromptSpeaker, a text-guided speaker generation system. PromptSpeaker consists of a prompt encoder, a zero-shot VITS, and a Glow model, where the prompt encoder predicts a prior distribution based on the text description and samples from this distribution to obtain a semantic representation. The Glow model subsequently converts the semantic representation into a speaker representation, and the zero-shot VITS finally synthesizes the speaker's voice based on the speaker representation. We verify that PromptSpeaker can generate speakers new from the training set by objective metrics, and the synthetic speaker voice has reasonable subjective matching quality with the speaker prompt.
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.
DiffIER: Optimizing Diffusion Models with Iterative Error Reduction
Diffusion models have demonstrated remarkable capabilities in generating high-quality samples and enhancing performance across diverse domains through Classifier-Free Guidance (CFG). However, the quality of generated samples is highly sensitive to the selection of the guidance weight. In this work, we identify a critical ``training-inference gap'' and we argue that it is the presence of this gap that undermines the performance of conditional generation and renders outputs highly sensitive to the guidance weight. We quantify this gap by measuring the accumulated error during the inference stage and establish a correlation between the selection of guidance weight and minimizing this gap. Furthermore, to mitigate this gap, we propose DiffIER, an optimization-based method for high-quality generation. We demonstrate that the accumulated error can be effectively reduced by an iterative error minimization at each step during inference. By introducing this novel plug-and-play optimization framework, we enable the optimization of errors at every single inference step and enhance generation quality. Empirical results demonstrate that our proposed method outperforms baseline approaches in conditional generation tasks. Furthermore, the method achieves consistent success in text-to-image generation, image super-resolution, and text-to-speech generation, underscoring its versatility and potential for broad applications in future research.
Guide3D: Create 3D Avatars from Text and Image Guidance
Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.
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.
Talk Less, Call Right: Enhancing Role-Play LLM Agents with Automatic Prompt Optimization and Role Prompting
This report investigates approaches for prompting a tool-augmented large language model (LLM) to act as a role-playing dialogue agent in the API track of the Commonsense Persona-grounded Dialogue Challenge (CPDC) 2025. In this setting, dialogue agents often produce overly long in-character responses (over-speaking) while failing to use tools effectively according to the persona (under-acting), such as generating function calls that do not exist or making unnecessary tool calls before answering. We explore four prompting approaches to address these issues: 1) basic role prompting, 2) human-crafted role prompting, 3) automatic prompt optimization (APO), and 4) rule-based role prompting. The rule-based role prompting (RRP) approach achieved the best performance through two novel techniques--character-card/scene-contract design and strict enforcement of function calling--which led to an overall score of 0.571, improving on the zero-shot baseline score of 0.519. These findings demonstrate that RRP design can substantially improve the effectiveness and reliability of role-playing dialogue agents compared with more elaborate methods such as APO. To support future efforts in developing persona prompts, we are open-sourcing all of our best-performing prompts and the APO tool. Source code is available at https://github.com/scb-10x/apo.
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.
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
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.
Gen2Sim: Scaling up Robot Learning in Simulation with Generative Models
Generalist robot manipulators need to learn a wide variety of manipulation skills across diverse environments. Current robot training pipelines rely on humans to provide kinesthetic demonstrations or to program simulation environments and to code up reward functions for reinforcement learning. Such human involvement is an important bottleneck towards scaling up robot learning across diverse tasks and environments. We propose Generation to Simulation (Gen2Sim), a method for scaling up robot skill learning in simulation by automating generation of 3D assets, task descriptions, task decompositions and reward functions using large pre-trained generative models of language and vision. We generate 3D assets for simulation by lifting open-world 2D object-centric images to 3D using image diffusion models and querying LLMs to determine plausible physics parameters. Given URDF files of generated and human-developed assets, we chain-of-thought prompt LLMs to map these to relevant task descriptions, temporal decompositions, and corresponding python reward functions for reinforcement learning. We show Gen2Sim succeeds in learning policies for diverse long horizon tasks, where reinforcement learning with non temporally decomposed reward functions fails. Gen2Sim provides a viable path for scaling up reinforcement learning for robot manipulators in simulation, both by diversifying and expanding task and environment development, and by facilitating the discovery of reinforcement-learned behaviors through temporal task decomposition in RL. Our work contributes hundreds of simulated assets, tasks and demonstrations, taking a step towards fully autonomous robotic manipulation skill acquisition in simulation.
Prompt reinforcing for long-term planning of large language models
Large language models (LLMs) have achieved remarkable success in a wide range of natural language processing tasks and can be adapted through prompting. However, they remain suboptimal in multi-turn interactions, often relying on incorrect early assumptions and failing to track user goals over time, which makes such tasks particularly challenging. Prior works in dialogue systems have shown that long-term planning is essential for handling interactive tasks. In this work, we propose a prompt optimisation framework inspired by reinforcement learning, which enables such planning to take place by only modifying the task instruction prompt of the LLM-based agent. By generating turn-by-turn feedback and leveraging experience replay for prompt rewriting, our proposed method shows significant improvement in multi-turn tasks such as text-to-SQL and task-oriented dialogue. Moreover, it generalises across different LLM-based agents and can leverage diverse LLMs as meta-prompting agents. This warrants future research in reinforcement learning-inspired parameter-free optimisation methods.
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.
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.
Domain Guidance: A Simple Transfer Approach for a Pre-trained Diffusion Model
Recent advancements in diffusion models have revolutionized generative modeling. However, the impressive and vivid outputs they produce often come at the cost of significant model scaling and increased computational demands. Consequently, building personalized diffusion models based on off-the-shelf models has emerged as an appealing alternative. In this paper, we introduce a novel perspective on conditional generation for transferring a pre-trained model. From this viewpoint, we propose *Domain Guidance*, a straightforward transfer approach that leverages pre-trained knowledge to guide the sampling process toward the target domain. Domain Guidance shares a formulation similar to advanced classifier-free guidance, facilitating better domain alignment and higher-quality generations. We provide both empirical and theoretical analyses of the mechanisms behind Domain Guidance. Our experimental results demonstrate its substantial effectiveness across various transfer benchmarks, achieving over a 19.6% improvement in FID and a 23.4% improvement in FD_DINOv2 compared to standard fine-tuning. Notably, existing fine-tuned models can seamlessly integrate Domain Guidance to leverage these benefits, without additional training.
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.
ProSpect: Prompt Spectrum for Attribute-Aware Personalization of Diffusion Models
Personalizing generative models offers a way to guide image generation with user-provided references. Current personalization methods can invert an object or concept into the textual conditioning space and compose new natural sentences for text-to-image diffusion models. However, representing and editing specific visual attributes such as material, style, and layout remains a challenge, leading to a lack of disentanglement and editability. To address this problem, we propose a novel approach that leverages the step-by-step generation process of diffusion models, which generate images from low to high frequency information, providing a new perspective on representing, generating, and editing images. We develop the Prompt Spectrum Space P*, an expanded textual conditioning space, and a new image representation method called \sysname. ProSpect represents an image as a collection of inverted textual token embeddings encoded from per-stage prompts, where each prompt corresponds to a specific generation stage (i.e., a group of consecutive steps) of the diffusion model. Experimental results demonstrate that P* and ProSpect offer better disentanglement and controllability compared to existing methods. We apply ProSpect in various personalized attribute-aware image generation applications, such as image-guided or text-driven manipulations of materials, style, and layout, achieving previously unattainable results from a single image input without fine-tuning the diffusion models. Our source code is available athttps://github.com/zyxElsa/ProSpect.
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.
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.
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.
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.
Best Prompts for Text-to-Image Models and How to Find Them
Recent progress in generative models, especially in text-guided diffusion models, has enabled the production of aesthetically-pleasing imagery resembling the works of professional human artists. However, one has to carefully compose the textual description, called the prompt, and augment it with a set of clarifying keywords. Since aesthetics are challenging to evaluate computationally, human feedback is needed to determine the optimal prompt formulation and keyword combination. In this paper, we present a human-in-the-loop approach to learning the most useful combination of prompt keywords using a genetic algorithm. We also show how such an approach can improve the aesthetic appeal of images depicting the same descriptions.
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.
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.
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.
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.
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.
Plug-and-Play Diffusion Features for Text-Driven Image-to-Image Translation
Large-scale text-to-image generative models have been a revolutionary breakthrough in the evolution of generative AI, allowing us to synthesize diverse images that convey highly complex visual concepts. However, a pivotal challenge in leveraging such models for real-world content creation tasks is providing users with control over the generated content. In this paper, we present a new framework that takes text-to-image synthesis to the realm of image-to-image translation -- given a guidance image and a target text prompt, our method harnesses the power of a pre-trained text-to-image diffusion model to generate a new image that complies with the target text, while preserving the semantic layout of the source image. Specifically, we observe and empirically demonstrate that fine-grained control over the generated structure can be achieved by manipulating spatial features and their self-attention inside the model. This results in a simple and effective approach, where features extracted from the guidance image are directly injected into the generation process of the target image, requiring no training or fine-tuning and applicable for both real or generated guidance images. We demonstrate high-quality results on versatile text-guided image translation tasks, including translating sketches, rough drawings and animations into realistic images, changing of the class and appearance of objects in a given image, and modifications of global qualities such as lighting and color.
Presenting a Paper is an Art: Self-Improvement Aesthetic Agents for Academic Presentations
The promotion of academic papers has become an important means of enhancing research visibility. However, existing automated methods struggle limited storytelling, insufficient aesthetic quality, and constrained self-adjustment, making it difficult to achieve efficient and engaging dissemination. At the heart of those challenges is a simple principle: there is no way to improve it when you cannot evaluate it right. To address this, we introduce EvoPresent, a self-improvement agent framework that unifies coherent narratives, aesthetic-aware designs, and realistic presentation delivery via virtual characters. Central to EvoPresent is PresAesth, a multi-task reinforcement learning (RL) aesthetic model that provides reliable aesthetic scoring, defect adjustment, and comparative feedback, enabling iterative self-improvement even under limited aesthetic training data. To systematically evaluate the methods, we introduce EvoPresent Benchmark, a comprehensive benchmark comprising: Presentation Generation Quality, built on 650 top-tier AI conference papers with multimodal resources (slides, videos and scripts) to assess both content and design; and Aesthetic Awareness, consisting of 2,000 slide pairs with varying aesthetic levels, supporting joint training and evaluation on scoring, defect adjustment, and comparison. Our findings highlight that (i) High-quality feedback is essential for agent self-improvement, while initial capability alone does not guarantee effective self-correction. (ii) Automated generation pipelines exhibit a trade-off between visual design and content construction. (iii) Multi-task RL training shows stronger generalization in aesthetic awareness tasks.
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.
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.
GUIDE: Guidance-based Incremental Learning with Diffusion Models
We introduce GUIDE, a novel continual learning approach that directs diffusion models to rehearse samples at risk of being forgotten. Existing generative strategies combat catastrophic forgetting by randomly sampling rehearsal examples from a generative model. Such an approach contradicts buffer-based approaches where sampling strategy plays an important role. We propose to bridge this gap by incorporating classifier guidance into the diffusion process to produce rehearsal examples specifically targeting information forgotten by a continuously trained model. This approach enables the generation of samples from preceding task distributions, which are more likely to be misclassified in the context of recently encountered classes. Our experimental results show that GUIDE significantly reduces catastrophic forgetting, outperforming conventional random sampling approaches and surpassing recent state-of-the-art methods in continual learning with generative replay.
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.
SceneDecorator: Towards Scene-Oriented Story Generation with Scene Planning and Scene Consistency
Recent text-to-image models have revolutionized image generation, but they still struggle with maintaining concept consistency across generated images. While existing works focus on character consistency, they often overlook the crucial role of scenes in storytelling, which restricts their creativity in practice. This paper introduces scene-oriented story generation, addressing two key challenges: (i) scene planning, where current methods fail to ensure scene-level narrative coherence by relying solely on text descriptions, and (ii) scene consistency, which remains largely unexplored in terms of maintaining scene consistency across multiple stories. We propose SceneDecorator, a training-free framework that employs VLM-Guided Scene Planning to ensure narrative coherence across different scenes in a ``global-to-local'' manner, and Long-Term Scene-Sharing Attention to maintain long-term scene consistency and subject diversity across generated stories. Extensive experiments demonstrate the superior performance of SceneDecorator, highlighting its potential to unleash creativity in the fields of arts, films, and games.
Attend-and-Excite: Attention-Based Semantic Guidance for Text-to-Image Diffusion Models
Recent text-to-image generative models have demonstrated an unparalleled ability to generate diverse and creative imagery guided by a target text prompt. While revolutionary, current state-of-the-art diffusion models may still fail in generating images that fully convey the semantics in the given text prompt. We analyze the publicly available Stable Diffusion model and assess the existence of catastrophic neglect, where the model fails to generate one or more of the subjects from the input prompt. Moreover, we find that in some cases the model also fails to correctly bind attributes (e.g., colors) to their corresponding subjects. To help mitigate these failure cases, we introduce the concept of Generative Semantic Nursing (GSN), where we seek to intervene in the generative process on the fly during inference time to improve the faithfulness of the generated images. Using an attention-based formulation of GSN, dubbed Attend-and-Excite, we guide the model to refine the cross-attention units to attend to all subject tokens in the text prompt and strengthen - or excite - their activations, encouraging the model to generate all subjects described in the text prompt. We compare our approach to alternative approaches and demonstrate that it conveys the desired concepts more faithfully across a range of text prompts.
Verbalized Sampling: How to Mitigate Mode Collapse and Unlock LLM Diversity
Post-training alignment often reduces LLM diversity, leading to a phenomenon known as mode collapse. Unlike prior work that attributes this effect to algorithmic limitations, we identify a fundamental, pervasive data-level driver: typicality bias in preference data, whereby annotators systematically favor familiar text as a result of well-established findings in cognitive psychology. We formalize this bias theoretically, verify it on preference datasets empirically, and show that it plays a central role in mode collapse. Motivated by this analysis, we introduce Verbalized Sampling, a simple, training-free prompting strategy to circumvent mode collapse. VS prompts the model to verbalize a probability distribution over a set of responses (e.g., ``Generate 5 jokes about coffee and their corresponding probabilities''). Comprehensive experiments show that VS significantly improves performance across creative writing (poems, stories, jokes), dialogue simulation, open-ended QA, and synthetic data generation, without sacrificing factual accuracy and safety. For instance, in creative writing, VS increases diversity by 1.6-2.1x over direct prompting. We further observe an emergent trend that more capable models benefit more from VS. In sum, our work provides a new data-centric perspective on mode collapse and a practical inference-time remedy that helps unlock pre-trained generative diversity.
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.
DreamVoice: Text-Guided Voice Conversion
Generative voice technologies are rapidly evolving, offering opportunities for more personalized and inclusive experiences. Traditional one-shot voice conversion (VC) requires a target recording during inference, limiting ease of usage in generating desired voice timbres. Text-guided generation offers an intuitive solution to convert voices to desired "DreamVoices" according to the users' needs. Our paper presents two major contributions to VC technology: (1) DreamVoiceDB, a robust dataset of voice timbre annotations for 900 speakers from VCTK and LibriTTS. (2) Two text-guided VC methods: DreamVC, an end-to-end diffusion-based text-guided VC model; and DreamVG, a versatile text-to-voice generation plugin that can be combined with any one-shot VC models. The experimental results demonstrate that our proposed methods trained on the DreamVoiceDB dataset generate voice timbres accurately aligned with the text prompt and achieve high-quality VC.
Automatic Generation of Socratic Subquestions for Teaching Math Word Problems
Socratic questioning is an educational method that allows students to discover answers to complex problems by asking them a series of thoughtful questions. Generation of didactically sound questions is challenging, requiring understanding of the reasoning process involved in the problem. We hypothesize that such questioning strategy can not only enhance the human performance, but also assist the math word problem (MWP) solvers. In this work, we explore the ability of large language models (LMs) in generating sequential questions for guiding math word problem-solving. We propose various guided question generation schemes based on input conditioning and reinforcement learning. On both automatic and human quality evaluations, we find that LMs constrained with desirable question properties generate superior questions and improve the overall performance of a math word problem solver. We conduct a preliminary user study to examine the potential value of such question generation models in the education domain. Results suggest that the difficulty level of problems plays an important role in determining whether questioning improves or hinders human performance. We discuss the future of using such questioning strategies in education.
LLM Blueprint: Enabling Text-to-Image Generation with Complex and Detailed Prompts
Diffusion-based generative models have significantly advanced text-to-image generation but encounter challenges when processing lengthy and intricate text prompts describing complex scenes with multiple objects. While excelling in generating images from short, single-object descriptions, these models often struggle to faithfully capture all the nuanced details within longer and more elaborate textual inputs. In response, we present a novel approach leveraging Large Language Models (LLMs) to extract critical components from text prompts, including bounding box coordinates for foreground objects, detailed textual descriptions for individual objects, and a succinct background context. These components form the foundation of our layout-to-image generation model, which operates in two phases. The initial Global Scene Generation utilizes object layouts and background context to create an initial scene but often falls short in faithfully representing object characteristics as specified in the prompts. To address this limitation, we introduce an Iterative Refinement Scheme that iteratively evaluates and refines box-level content to align them with their textual descriptions, recomposing objects as needed to ensure consistency. Our evaluation on complex prompts featuring multiple objects demonstrates a substantial improvement in recall compared to baseline diffusion models. This is further validated by a user study, underscoring the efficacy of our approach in generating coherent and detailed scenes from intricate textual inputs.
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.
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.
