No Arabic abstract
We seek to create agents that both act and communicate with other agents in pursuit of a goal. Towards this end, we extend LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text-game -- with a dataset of quests. These contain natural language motivations paired with in-game goals and human demonstrations; completing a quest might require dialogue or actions (or both). We introduce a reinforcement learning system that (1) incorporates large-scale language modeling-based and commonsense reasoning-based pre-training to imbue the agent with relevant priors; and (2) leverages a factorized action space of action commands and dialogue, balancing between the two. We conduct zero-shot evaluations using held-out human expert demonstrations, showing that our agents are able to act consistently and talk naturally with respect to their motivations.
We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully.
Reading and writing research papers is one of the most privileged abilities that a qualified researcher should master. However, it is difficult for new researchers (eg{students}) to fully {grasp} this ability. It would be fascinating if we could train an intelligent agent to help people read and summarize papers, and perhaps even discover and exploit the potential knowledge clues to write novel papers. Although there have been existing works focusing on summarizing (emph{i.e.}, reading) the knowledge in a given text or generating (emph{i.e.}, writing) a text based on the given knowledge, the ability of simultaneously reading and writing is still under development. Typically, this requires an agent to fully understand the knowledge from the given text materials and generate correct and fluent novel paragraphs, which is very challenging in practice. In this paper, we propose a Deep ReAder-Writer (DRAW) network, which consists of a textit{Reader} that can extract knowledge graphs (KGs) from input paragraphs and discover potential knowledge, a graph-to-text textit{Writer} that generates a novel paragraph, and a textit{Reviewer} that reviews the generated paragraph from three different aspects. Extensive experiments show that our DRAW network outperforms considered baselines and several state-of-the-art methods on AGENDA and M-AGENDA datasets. Our code and supplementary are released at https://github.com/menggehe/DRAW.
This is a story about making quantum computers speak, and doing so in a quantum-native, compositional and meaning-aware manner. Recently we did question-answering with an actual quantum computer. We explain what we did, stress that this was all done in terms of pictures, and provide many pointers to the related literature. In fact, besides natural language, many other things can be implemented in a quantum-native, compositional and meaning-aware manner, and we provide the reader with some indications of that broader pictorial landscape, including our account on the notion of compositionality. We also provide some guidance for the actual execution, so that the reader can give it a go as well.
Real-time semantic segmentation on high-resolution videos is challenging due to the strict requirements of speed. Recent approaches have utilized the inter-frame continuity to reduce redundant computation by warping the feature maps across adjacent frames, greatly speeding up the inference phase. However, their accuracy drops significantly owing to the imprecise motion estimation and error accumulation. In this paper, we propose to introduce a simple and effective correction stage right after the warping stage to form a framework named Tamed Warping Network (TWNet), aiming to improve the accuracy and robustness of warping-based models. The experimental results on the Cityscapes dataset show that with the correction, the accuracy (mIoU) significantly increases from 67.3% to 71.6%, and the speed edges down from 65.5 FPS to 61.8 FPS. For non-rigid categories such as human and object, the improvements of IoU are even higher than 18 percentage points.
Dialogue research tends to distinguish between chit-chat and goal-oriented tasks. While the former is arguably more naturalistic and has a wider use of language, the latter has clearer metrics and a straightforward learning signal. Humans effortlessly combine the two, for example engaging in chit-chat with the goal of exchanging information or eliciting a specific response. Here, we bridge the divide between these two domains in the setting of a rich multi-player text-based fantasy environment where agents and humans engage in both actions and dialogue. Specifically, we train a goal-oriented model with reinforcement learning against an imitation-learned ``chit-chat model with two approaches: the policy either learns to pick a topic or learns to pick an utterance given the top-K utterances from the chit-chat model. We show that both models outperform an inverse model baseline and can converse naturally with their dialogue partner in order to achieve goals.