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Plan, Write, and Revise: an Interactive System for Open-Domain Story Generation

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 Publication date 2019
and research's language is English




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Story composition is a challenging problem for machines and even for humans. We present a neural narrative generation system that interacts with humans to generate stories. Our system has different levels of human interaction, which enables us to understand at what stage of story-writing human collaboration is most productive, both to improving story quality and human engagement in the writing process. We compare different varieties of interaction in story-writing, story-planning, and diversity controls under time constraints, and show that increased types of human collaboration at both planning and writing stages results in a 10-50% improvement in story quality as compared to less interactive baselines. We also show an accompanying increase in user engagement and satisfaction with stories as compared to our own less interactive systems and to previous turn-taking approaches to interaction. Finally, we find that humans tasked with collaboratively improving a particular characteristic of a story are in fact able to do so, which has implications for future uses of human-in-the-loop systems.



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With the recent advances of open-domain story generation, the lack of reliable automatic evaluation metrics becomes an increasingly imperative issue that hinders the fast development of story generation. According to conducted researches in this regard, learnable evaluation metrics have promised more accurate assessments by having higher correlations with human judgments. A critical bottleneck of obtaining a reliable learnable evaluation metric is the lack of high-quality training data for classifiers to efficiently distinguish plausible and implausible machine-generated stories. Previous works relied on textit{heuristically manipulated} plausible examples to mimic possible system drawbacks such as repetition, contradiction, or irrelevant content in the text level, which can be textit{unnatural} and textit{oversimplify} the characteristics of implausible machine-generated stories. We propose to tackle these issues by generating a more comprehensive set of implausible stories using {em plots}, which are structured representations of controllable factors used to generate stories. Since these plots are compact and structured, it is easier to manipulate them to generate text with targeted undesirable properties, while at the same time maintain the grammatical correctness and naturalness of the generated sentences. To improve the quality of generated implausible stories, we further apply the adversarial filtering procedure presented by citet{zellers2018swag} to select a more nuanced set of implausible texts. Experiments show that the evaluation metrics trained on our generated data result in more reliable automatic assessments that correlate remarkably better with human judgments compared to the baselines.
92 - Jian Guan , Minlie Huang 2020
Despite the success of existing referenced metrics (e.g., BLEU and MoverScore), they correlate poorly with human judgments for open-ended text generation including story or dialog generation because of the notorious one-to-many issue: there are many plausible outputs for the same input, which may differ substantially in literal or semantics from the limited number of given references. To alleviate this issue, we propose UNION, a learnable unreferenced metric for evaluating open-ended story generation, which measures the quality of a generated story without any reference. Built on top of BERT, UNION is trained to distinguish human-written stories from negative samples and recover the perturbation in negative stories. We propose an approach of constructing negative samples by mimicking the errors commonly observed in existing NLG models, including repeated plots, conflicting logic, and long-range incoherence. Experiments on two story datasets demonstrate that UNION is a reliable measure for evaluating the quality of generated stories, which correlates better with human judgments and is more generalizable than existing state-of-the-art metrics.
Automatic metrics are essential for developing natural language generation (NLG) models, particularly for open-ended language generation tasks such as story generation. However, existing automatic metrics are observed to correlate poorly with human evaluation. The lack of standardized benchmark datasets makes it difficult to fully evaluate the capabilities of a metric and fairly compare different metrics. Therefore, we propose OpenMEVA, a benchmark for evaluating open-ended story generation metrics. OpenMEVA provides a comprehensive test suite to assess the capabilities of metrics, including (a) the correlation with human judgments, (b) the generalization to different model outputs and datasets, (c) the ability to judge story coherence, and (d) the robustness to perturbations. To this end, OpenMEVA includes both manually annotated stories and auto-constructed test examples. We evaluate existing metrics on OpenMEVA and observe that they have poor correlation with human judgments, fail to recognize discourse-level incoherence, and lack inferential knowledge (e.g., causal order between events), the generalization ability and robustness. Our study presents insights for developing NLG models and metrics in further research.
We propose Generation-Augmented Retrieval (GAR) for answering open-domain questions, which augments a query through text generation of heuristically discovered relevant contexts without external resources as supervision. We demonstrate that the generated contexts substantially enrich the semantics of the queries and GAR with sparse representations (BM25) achieves comparable or better performance than state-of-the-art dense retrieval methods such as DPR. We show that generating diverse contexts for a query is beneficial as fusing their results consistently yields better retrieval accuracy. Moreover, as sparse and dense representations are often complementary, GAR can be easily combined with DPR to achieve even better performance. GAR achieves state-of-the-art performance on Natural Questions and TriviaQA datasets under the extractive QA setup when equipped with an extractive reader, and consistently outperforms other retrieval methods when the same generative reader is used.
Building an open-domain conversational agent is a challenging problem. Current evaluation methods, mostly post-hoc judgments of static conversation, do not capture conversation quality in a realistic interactive context. In this paper, we investigate interactive human evaluation and provide evidence for its necessity; we then introduce a novel, model-agnostic, and dataset-agnostic method to approximate it. In particular, we propose a self-play scenario where the dialog system talks to itself and we calculate a combination of proxies such as sentiment and semantic coherence on the conversation trajectory. We show that this metric is capable of capturing the human-rated quality of a dialog model better than any automated metric known to-date, achieving a significant Pearson correlation (r>.7, p<.05). To investigate the strengths of this novel metric and interactive evaluation in comparison to state-of-the-art metrics and human evaluation of static conversations, we perform extended experiments with a set of models, including several that make novel improvements to recent hierarchical dialog generation architectures through sentiment and semantic knowledge distillation on the utterance level. Finally, we open-source the interactive evaluation platform we built and the dataset we collected to allow researchers to efficiently deploy and evaluate dialog models.
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