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Apr 15

Free Lunch: Robust Cross-Lingual Transfer via Model Checkpoint Averaging

Massively multilingual language models have displayed strong performance in zero-shot (ZS-XLT) and few-shot (FS-XLT) cross-lingual transfer setups, where models fine-tuned on task data in a source language are transferred without any or with only a few annotated instances to the target language(s). However, current work typically overestimates model performance as fine-tuned models are frequently evaluated at model checkpoints that generalize best to validation instances in the target languages. This effectively violates the main assumptions of "true" ZS-XLT and FS-XLT. Such XLT setups require robust methods that do not depend on labeled target language data for validation and model selection. In this work, aiming to improve the robustness of "true" ZS-XLT and FS-XLT, we propose a simple and effective method that averages different checkpoints (i.e., model snapshots) during task fine-tuning. We conduct exhaustive ZS-XLT and FS-XLT experiments across higher-level semantic tasks (NLI, extractive QA) and lower-level token classification tasks (NER, POS). The results indicate that averaging model checkpoints yields systematic and consistent performance gains across diverse target languages in all tasks. Importantly, it simultaneously substantially desensitizes XLT to varying hyperparameter choices in the absence of target language validation. We also show that checkpoint averaging benefits performance when further combined with run averaging (i.e., averaging the parameters of models fine-tuned over independent runs).

  • 3 authors
·
May 26, 2023

Deep Reinforcement Learning at the Edge of the Statistical Precipice

Deep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. Most published results on deep RL benchmarks compare point estimates of aggregate performance such as mean and median scores across tasks, ignoring the statistical uncertainty implied by the use of a finite number of training runs. Beginning with the Arcade Learning Environment (ALE), the shift towards computationally-demanding benchmarks has led to the practice of evaluating only a small number of runs per task, exacerbating the statistical uncertainty in point estimates. In this paper, we argue that reliable evaluation in the few run deep RL regime cannot ignore the uncertainty in results without running the risk of slowing down progress in the field. We illustrate this point using a case study on the Atari 100k benchmark, where we find substantial discrepancies between conclusions drawn from point estimates alone versus a more thorough statistical analysis. With the aim of increasing the field's confidence in reported results with a handful of runs, we advocate for reporting interval estimates of aggregate performance and propose performance profiles to account for the variability in results, as well as present more robust and efficient aggregate metrics, such as interquartile mean scores, to achieve small uncertainty in results. Using such statistical tools, we scrutinize performance evaluations of existing algorithms on other widely used RL benchmarks including the ALE, Procgen, and the DeepMind Control Suite, again revealing discrepancies in prior comparisons. Our findings call for a change in how we evaluate performance in deep RL, for which we present a more rigorous evaluation methodology, accompanied with an open-source library rliable, to prevent unreliable results from stagnating the field.

  • 5 authors
·
Aug 30, 2021

How Long It Takes for an Ordinary Node with an Ordinary ID to Output?

In the context of distributed synchronous computing, processors perform in rounds, and the time-complexity of a distributed algorithm is classically defined as the number of rounds before all computing nodes have output. Hence, this complexity measure captures the running time of the slowest node(s). In this paper, we are interested in the running time of the ordinary nodes, to be compared with the running time of the slowest nodes. The node-averaged time-complexity of a distributed algorithm on a given instance is defined as the average, taken over every node of the instance, of the number of rounds before that node output. We compare the node-averaged time-complexity with the classical one in the standard LOCAL model for distributed network computing. We show that there can be an exponential gap between the node-averaged time-complexity and the classical time-complexity, as witnessed by, e.g., leader election. Our first main result is a positive one, stating that, in fact, the two time-complexities behave the same for a large class of problems on very sparse graphs. In particular, we show that, for LCL problems on cycles, the node-averaged time complexity is of the same order of magnitude as the slowest node time-complexity. In addition, in the LOCAL model, the time-complexity is computed as a worst case over all possible identity assignments to the nodes of the network. In this paper, we also investigate the ID-averaged time-complexity, when the number of rounds is averaged over all possible identity assignments. Our second main result is that the ID-averaged time-complexity is essentially the same as the expected time-complexity of randomized algorithms (where the expectation is taken over all possible random bits used by the nodes, and the number of rounds is measured for the worst-case identity assignment). Finally, we study the node-averaged ID-averaged time-complexity.

  • 1 authors
·
Apr 19, 2017

On Randomness in Agentic Evals

Agentic systems are evaluated on benchmarks where agents interact with environments to solve tasks. Most papers report a pass@1 score computed from a single run per task, assuming this gives a reliable performance estimate. We test this assumption by collecting 60,000 agentic trajectories on SWE-Bench-Verified, spanning three models and two scaffolds. We find substantial variance: single-run pass@1 estimates vary by 2.2 to 6.0 percentage points depending on which run is selected, with standard deviations exceeding 1.5 percentage points even at temperature 0. This variance has critical implications: reported improvements of 2--3 percentage points may reflect evaluation noise rather than genuine algorithmic progress. Through token-level analysis, we show that trajectories diverge early, often within the first few percent of tokens, and that these small differences cascade into different solution strategies. To enable reliable evaluation of agentic systems, we recommend three concrete practices: (1) estimate pass@1 from multiple independent runs per task, especially when measuring small improvements, (2) use statistical power analysis to determine the number of runs needed to detect expected effect sizes, and (3) consider metrics like pass@k (optimistic bound) and pass^k (pessimistic bound) with k>1 to better characterize the full performance envelope. While these practices increase evaluation cost, they are essential for distinguishing genuine scientific progress from statistical noise.

Impact of a Batter in ODI Cricket Implementing Regression Models from Match Commentary

Cricket, "a Gentleman's Game", is a prominent sport rising worldwide. Due to the rising competitiveness of the sport, players and team management have become more professional with their approach. Prior studies predicted individual performance or chose the best team but did not highlight the batter's potential. On the other hand, our research aims to evaluate a player's impact while considering his control in various circumstances. This paper seeks to understand the conundrum behind this impactful performance by determining how much control a player has over the circumstances and generating the "Effective Runs",a new measure we propose. We first gathered the fundamental cricket data from open-source datasets; however, variables like pitch, weather, and control were not readily available for all matches. As a result, we compiled our corpus data by analyzing the commentary of the match summaries. This gave us an insight into the particular game's weather and pitch conditions. Furthermore, ball-by-ball inspection from the commentary led us to determine the control of the shots played by the batter. We collected data for the entire One Day International career, up to February 2022, of 3 prominent cricket players: Rohit G Sharma, David A Warner, and Kane S Williamson. Lastly, to prepare the dataset, we encoded, scaled, and split the dataset to train and test Machine Learning Algorithms. We used Multiple Linear Regression (MLR), Polynomial Regression, Support Vector Regression (SVR), Decision Tree Regression, and Random Forest Regression on each player's data individually to train them and predict the Impact the player will have on the game. Multiple Linear Regression and Random Forest give the best predictions accuracy of 90.16 percent and 87.12 percent, respectively.

  • 6 authors
·
Feb 22, 2023