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Interactive machine reading comprehension (iMRC) is machine comprehension tasks where knowledge sources are partially observable. An agent must interact with an environment sequentially to gather necessary knowledge in order to answer a question. We hypothesize that graph representations are good inductive biases, which can serve as an agent's memory mechanism in iMRC tasks. We explore four different categories of graphs that can capture text information at various levels. We describe methods that dynamically build and update these graphs during information gathering, as well as neural models to encode graph representations in RL agents. Extensive experiments on iSQuAD suggest that graph representations can result in significant performance improvements for RL agents.
Relation extraction is a subtask of natural langage processing that has seen many improvements in recent years, with the advent of complex pre-trained architectures. Many of these state-of-the-art approaches are tested against benchmarks with labelle d sentences containing tagged entities, and require important pre-training and fine-tuning on task-specific data. However, in a real use-case scenario such as in a newspaper company mostly dedicated to local information, relations are of varied, highly specific type, with virtually no annotated data for such relations, and many entities co-occur in a sentence without being related. We question the use of supervised state-of-the-art models in such a context, where resources such as time, computing power and human annotators are limited. To adapt to these constraints, we experiment with an active-learning based relation extraction pipeline, consisting of a binary LSTM-based lightweight model for detecting the relations that do exist, and a state-of-the-art model for relation classification. We compare several choices for classification models in this scenario, from basic word embedding averaging, to graph neural networks and Bert-based ones, as well as several active learning acquisition strategies, in order to find the most cost-efficient yet accurate approach in our French largest daily newspaper company's use case.
Reducing communication breakdown is critical to success in interactive NLP applications, such as dialogue systems. To this end, we propose a confusion-mitigation framework for the detection and remediation of communication breakdown. In this work, as a first step towards implementing this framework, we focus on detecting phonemic sources of confusion. As a proof-of-concept, we evaluate two neural architectures in predicting the probability that a listener will misunderstand phonemes in an utterance. We show that both neural models outperform a weighted n-gram baseline, showing early promise for the broader framework.
Biases and artifacts in training data can cause unwelcome behavior in text classifiers (such as shallow pattern matching), leading to lack of generalizability. One solution to this problem is to include users in the loop and leverage their feedback t o improve models. We propose a novel explanatory debugging pipeline called HILDIF, enabling humans to improve deep text classifiers using influence functions as an explanation method. We experiment on the Natural Language Inference (NLI) task, showing that HILDIF can effectively alleviate artifact problems in fine-tuned BERT models and result in increased model generalizability.
We investigate if a model can learn natural language with minimal linguistic input through interaction. Addressing this question, we design and implement an interactive language learning game that learns logical semantic representations compositional ly. Our game allows us to explore the benefits of logical inference for natural language learning. Evaluation shows that the model can accurately narrow down potential logical representations for words over the course of the game, suggesting that our model is able to learn lexical mappings from scratch successfully.
The quality of the translations generated by Machine Translation (MT) systems has highly improved through the years and but we are still far away to obtain fully automatic high-quality translations. To generate them and translators make use of Comput er-Assisted Translation (CAT) tools and among which we find the Interactive-Predictive Machine Translation (IPMT) systems. In this paper and we use bandit feedback as the main and only information needed to generate new predictions that correct the previous translations. The application of bandit feedback reduces significantly the number of words that the translator need to type in an IPMT session. In conclusion and the use of this technique saves useful time and effort to translators and its performance improves with the future advances in MT and so we recommend its application in the actuals IPMT systems.
Interactive-predictive translation is a collaborative iterative process and where human translators produce translations with the help of machine translation (MT) systems interactively. Various sampling techniques in active learning (AL) exist to upd ate the neural MT (NMT) model in the interactive-predictive scenario. In this paper and we explore term based (named entity count (NEC)) and quality based (quality estimation (QE) and sentence similarity (Sim)) sampling techniques -- which are used to find the ideal candidates from the incoming data -- for human supervision and MT model's weight updation. We carried out experiments with three language pairs and viz. German-English and Spanish-English and Hindi-English. Our proposed sampling technique yields 1.82 and 0.77 and 0.81 BLEU points improvements for German-English and Spanish-English and Hindi-English and respectively and over random sampling based baseline. It also improves the present state-of-the-art by 0.35 and 0.12 BLEU points for German-English and Spanish-English and respectively. Human editing effort in terms of number-of-words-changed also improves by 5 and 4 points for German-English and Spanish-English and respectively and compared to the state-of-the-art.
The paper presents experiments in neural machine translation with lexical constraints into a morphologically rich language. In particular and we introduce a method and based on constrained decoding and which handles the inflected forms of lexical ent ries and does not require any modification to the training data or model architecture. To evaluate its effectiveness and we carry out experiments in two different scenarios: general and domain-specific. We compare our method with baseline translation and i.e. translation without lexical constraints and in terms of translation speed and translation quality. To evaluate how well the method handles the constraints and we propose new evaluation metrics which take into account the presence and placement and duplication and inflectional correctness of lexical terms in the output sentence.
There is a growing interest in virtual assistants with multimodal capabilities, e.g., inferring the context of a conversation through scene understanding. The recently released situated and interactive multimodal conversations (SIMMC) dataset address es this trend by enabling research to create virtual assistants, which are capable of taking into account the scene that user sees when conversing with the user and also interacting with items in the scene. The SIMMC dataset is novel in that it contains fully annotated user-assistant, task-orientated dialogs where the user and an assistant co-observe the same visual elements and the latter can take actions to update the scene. The SIMMC challenge, held as part of theNinth Dialog System Technology Challenge(DSTC9), propelled the development of various models which together set a new state-of-the-art on the SIMMC dataset. In this work, we compare and analyze these models to identifywhat worked?', and the remaining gaps;whatnext?'. Our analysis shows that even though pretrained language models adapted to this set-ting show great promise, there are indications that multimodal context isn't fully utilised, and there is a need for better and scalable knowledge base integration. We hope this first-of-its-kind analysis for SIMMC models provides useful insights and opportunities for further research in multimodal conversational agents
We present an interactive Plotting Agent, a system that enables users to directly manipulate plots using natural language instructions within an interactive programming environment. The Plotting Agent maps language to plot updates. We formulate this problem as a slot-based task-oriented dialog problem, which we tackle with a sequence-to-sequence model. This plotting model while accurate in most cases, still makes errors, therefore, the system allows a feedback mode, wherein the user is presented with a top-k list of plots, among which the user can pick the desired one. From this kind of feedback, we can then, in principle, continuously learn and improve the system. Given that plotting is widely used across data-driven fields, we believe our demonstration will be of interest to both practitioners such as data scientists broadly defined, and researchers interested in natural language interfaces.
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