Noisy Sampling
Temperature as a method of making LLMs more or less deterministic by changing the scale at which the tokens are ‘scored’ certainly works, but there’s also still an issue where greedy sampling (which is *only* picking the most likely token at all times) will eventually degenerate into repetitive nonsense because of slight biases.
Mistral 7b, for example, seems to be better than Llama 2 13b for a variety of tasks, but has a tendency to repeat itself significantly more often (especially in the context of greedy sampling).
The typical solution to fix this is the Repetition Penalty, which adds a bias to the model to avoid repeating the same tokens, but this has issues with ‘false positives’; imagine a language model that was tasked to do trivial math problems, and a user always involved the number 3 in his first 5 questions. After a certain amount of context, it will bias against using the number 3 in the solution even if if it is correct. This is obviously incorrect behavior.
One possible solution to this problem is to add a bit of controlled noise to the model’s scores to prevent it from slowly accumulating determinism bias. In the case where all the scores are relatively the same, this will allow for a lot of randomness (as you’d expect); in the case where the scores are extremely different (e.g. 3,000 for the top token and 500 for the second most likely) this would instead add a negligible amount of noise, and it wouldn’t be uniform.
I’ve realized that my Dynamic Temp sampler experiment… basically performs in a similar fashion, albeit indirectly, which is probably why people seem to like it in the first place.
When I made that, I was thinking, “why not make the model more random when there’s a high opportunity to be random”, but my DynaTemp still always assumes the original token rankings. Paradoxically, it may be more natural to just add random noise to the token scores to begin with, so that in cases where the top two tokens are both close to 20% for example, but the rest are 0.001%, it’ll randomly choose from one of those two 20% tokens instead of just selecting the one with the slightly higher score (which is a statistically biased choice rather than a natural one)
I will be working on an implementation of this for koboldcpp soon, and then I will look into adding it to text-generation-webui (it’s more popular, but I’m more experienced with kobold’s codebase).
This method has two potential advantages:
- Context Free
Instead of analyzing past context like Repetition Penalty, it stands independently as a way to prevent individual tokens from creating biased generations in the first place rather than as a hacky solution that must factor in the past context before it makes a decision.
- Scales with Confidence
This should in theory apply randomness that scales proportionally to the model’s confidence. That means it will not disproportionately weigh highly low quality token choices (which will naturally have much lower scores and should, in theory, be just as unlikely).
I’m too lazy to try this, but since you are likely the right person, here is my idea.
Equalize the probability in each accumulated probability bucket.
Just like min-P essentially set the last few percent of token 0 probability. You can set the first few tokens that have accumulated probability 50% equal probability, and then the next accumulated 30% all equal probability, and then the next acc. 15% all equal. And the last 5% 0.
For example, if the next token with their normalized probabilities are
The first 50% include “fantastic” and “good”. The next 30% include “great” and “awesome”. The next 15% include “normal” and “bad”. And the last 5% is “sad”. You then make the tokens in each bucket the same probability, and renormalize all the probabilities, you get
You might try different widths of the bucket and see how it goes. Let me know if you actually try this.