Daniel Duran
2025
Small Language Models Also Work With Small Vocabularies: Probing the Linguistic Abilities of Grapheme- and Phoneme-Based Baby Llamas
Bastian Bunzeck
|
Daniel Duran
|
Leonie Schade
|
Sina Zarrieß
Proceedings of the 31st International Conference on Computational Linguistics
Recent work investigates whether LMs learn human-like linguistic generalizations and representations from developmentally plausible amounts of data. Yet, the basic linguistic units processed in these LMs are determined by subword-based tokenization, which limits their validity as models of learning at and below the word level. In this paper, we explore the potential of tokenization-free, phoneme- and grapheme-based language models. We demonstrate that small models based on the Llama architecture can achieve strong linguistic performance on standard syntactic and novel lexical/phonetic benchmarks when trained with character-level vocabularies. We further show that phoneme-based models almost match grapheme-based models in standard tasks and novel evaluations. Our findings suggest a promising direction for creating more linguistically plausible language models that are better suited for computational studies of language acquisition and processing.
2024
Graphemes vs. phonemes: battling it out in character-based language models
Bastian Bunzeck
|
Daniel Duran
|
Leonie Schade
|
Sina Zarrieß
The 2nd BabyLM Challenge at the 28th Conference on Computational Natural Language Learning
We present grapheme-llama and phoneme-llama, character-based language models trained for the 2024 BabyLM challenge. Through these models, we explore an under-researched approach to downsizing: replacing subword-based tokenization with character-level tokenization, drastically reducing the vocabulary size. The grapheme model is trained on a standard BabyLM dataset, while the phoneme model uses a phoneme-converted version of this dataset. Results show that grapheme-based models perform better overall, achieving scores comparable to subword-based models on grammatical benchmarks. Despite lower performance, phoneme models also demonstrate promising grammatical learning. We argue that our results challenge conventional wisdom on language modeling techniques and open up novel research questions with character- and phoneme-based models as objects of inquiry.
2020
Demonstration of a Serious Game for Spoken Language Experiments - GDX
Daniel Duran
|
Natalie Lewandowski
Workshop on Games and Natural Language Processing
Increasing efforts are put into gamification of experimentation software in psychology and educational applications and the development of serious games. Computer-based experiments with game-like features have been developed previously for research on cognitive skills, cognitive processing speed, working memory, attention, learning, problem solving, group behavior and other phenomena. It has been argued that computer game experiments are superior to traditional computerized experimentation methods in laboratory tasks in that they represent holistic, meaningful, and natural human activity. We present a novel experimental framework for forced choice categorization tasks or speech perception studies in the form of a computer game, based on the Unity Engine – the Gamified Discrimination Experiments engine (GDX). The setting is that of a first person shooter game with the narrative background of an alien invasion on earth. We demonstrate the utility of our game as a research tool with an application focusing on attention to fine phonetic detail in natural speech perception. The game-based framework is additionally compared against a traditional experimental setup in an auditory discrimination task. Applications of this novel game-based framework are multifarious within studies on all aspects of spoken language perception.