Prompting guides language model behavior through the initial context, whereas activation steering often intervenes throughout generation. A natural question is whether steering can produce effects on subsequent computation similar to those of prompting. Under fixed-state attention assumptions, we establish sufficient conditions for single- and multi-token steering to match prompt-induced attention-head outputs, and characterize how changes in input representations affect this match and its approximation error. This attention-level connection leads us to ask whether, at the behavioral level, steering can also guide subsequent generation through a brief initial intervention. We study Prefix Steering, which applies existing steering directions and operators over a short span starting at the final prompt token, with no further direct intervention afterward. We examine how intervention duration and strength jointly shape the control-capability trade-off. Across four models and five tasks, intervention over a short span, even a single token, often retains much of full steering's behavioral control while better preserving general capabilities, offering a trade-off competitive with, and in some settings better than, prompting and alternative steering-strength policies. Prefix Steering also remains effective on final-answer formatting tasks after reasoning, suggesting that a brief initial intervention can influence behavior expressed well after steering ends. These findings challenge the common practice of steering every generated token and motivate a more dynamical view of activation steering, in which a brief intervention can alter the trajectory of subsequent generation without continued intervention.
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
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The possibility of inferring high-dimensional data inference in a model that consists of a prior and an auxiliary differentiable constraint given some additional information is considered, thereby allowing a range of potential applications in adapting models to new domains and tasks.
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Consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts are found.
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The Mobile-D approach is briefly outlined here and the experiences gained from four case studies are discussed, which helped develop an agile development approach for mobile application development.
P. Abrahamsson, Antti Hanhineva, H. Hulkko et al.· Conference on Object-Oriente...· 225 citations· ⚡18
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