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Knowledge-based Embodied Question Answering

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 Added by Sinan Tan
 Publication date 2021
and research's language is English




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In this paper, we propose a novel Knowledge-based Embodied Question Answering (K-EQA) task, in which the agent intelligently explores the environment to answer various questions with the knowledge. Different from explicitly specifying the target object in the question as existing EQA work, the agent can resort to external knowledge to understand more complicated question such as Please tell me what are objects used to cut food in the room?, in which the agent must know the knowledge such as knife is used for cutting food. To address this K-EQA problem, a novel framework based on neural program synthesis reasoning is proposed, where the joint reasoning of the external knowledge and 3D scene graph is performed to realize navigation and question answering. Especially, the 3D scene graph can provide the memory to store the visual information of visited scenes, which significantly improves the efficiency for the multi-turn question answering. Experimental results have demonstrated that the proposed framework is capable of answering more complicated and realistic questions in the embodied environment. The proposed method is also applicable to multi-agent scenarios.



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Embodied Question Answering (EQA) is a relatively new task where an agent is asked to answer questions about its environment from egocentric perception. EQA makes the fundamental assumption that every question, e.g., what color is the car?, has exactly one target (car) being inquired about. This assumption puts a direct limitation on the abilities of the agent. We present a generalization of EQA - Multi-Target EQA (MT-EQA). Specifically, we study questions that have multiple targets in them, such as Is the dresser in the bedroom bigger than the oven in the kitchen?, where the agent has to navigate to multiple locations (dresser in bedroom, oven in kitchen) and perform comparative reasoning (dresser bigger than oven) before it can answer a question. Such questions require the development of entirely new modules or components in the agent. To address this, we propose a modular architecture composed of a program generator, a controller, a navigator, and a VQA module. The program generator converts the given question into sequential executable sub-programs; the navigator guides the agent to multiple locations pertinent to the navigation-related sub-programs; and the controller learns to select relevant observations along its path. These observations are then fed to the VQA module to predict the answer. We perform detailed analysis for each of the model components and show that our joint model can outperform previous methods and strong baselines by a significant margin.
We propose a novel video understanding task by fusing knowledge-based and video question answering. First, we introduce KnowIT VQA, a video dataset with 24,282 human-generated question-answer pairs about a popular sitcom. The dataset combines visual, textual and temporal coherence reasoning together with knowledge-based questions, which need of the experience obtained from the viewing of the series to be answered. Second, we propose a video understanding model by combining the visual and textual video content with specific knowledge about the show. Our main findings are: (i) the incorporation of knowledge produces outstanding improvements for VQA in video, and (ii) the performance on KnowIT VQA still lags well behind human accuracy, indicating its usefulness for studying current video modelling limitations.
Knowledge-dependent tasks typically use two sources of knowledge: parametric, learned at training time, and contextual, given as a passage at inference time. To understand how models use these sources together, we formalize the problem of knowledge conflicts, where the contextual information contradicts the learned information. Analyzing the behaviour of popular models, we measure their over-reliance on memorized information (the cause of hallucinations), and uncover important factors that exacerbate this behaviour. Lastly, we propose a simple method to mitigate over-reliance on parametric knowledge, which minimizes hallucination, and improves out-of-distribution generalization by 4%-7%. Our findings demonstrate the importance for practitioners to evaluate model tendency to hallucinate rather than read, and show that our mitigation strategy encourages generalization to evolving information (i.e., time-dependent queries). To encourage these practices, we have released our framework for generating knowledge conflicts.
We present a modular approach for learning policies for navigation over long planning horizons from language input. Our hierarchical policy operates at multiple timescales, where the higher-level master policy proposes subgoals to be executed by specialized sub-policies. Our choice of subgoals is compositional and semantic, i.e. they can be sequentially combined in arbitrary orderings, and assume human-interpretable descriptions (e.g. exit room, find kitchen, find refrigerator, etc.). We use imitation learning to warm-start policies at each level of the hierarchy, dramatically increasing sample efficiency, followed by reinforcement learning. Independent reinforcement learning at each level of hierarchy enables sub-policies to adapt to consequences of their actions and recover from errors. Subsequent joint hierarchical training enables the master policy to adapt to the sub-policies. On the challenging EQA (Das et al., 2018) benchmark in House3D (Wu et al., 2018), requiring navigating diverse realistic indoor environments, our approach outperforms prior work by a significant margin, both in terms of navigation and question answering.
103 - Xiaoman Pan , Kai Sun , Dian Yu 2019
We focus on multiple-choice question answering (QA) tasks in subject areas such as science, where we require both broad background knowledge and the facts from the given subject-area reference corpus. In this work, we explore simple yet effective methods for exploiting two sources of external knowledge for subject-area QA. The first enriches the original subject-area reference corpus with relevant text snippets extracted from an open-domain resource (i.e., Wikipedia) that cover potentially ambiguous concepts in the question and answer options. As in other QA research, the second method simply increases the amount of training data by appending additional in-domain subject-area instances. Experiments on three challenging multiple-choice science QA tasks (i.e., ARC-Easy, ARC-Challenge, and OpenBookQA) demonstrate the effectiveness of our methods: in comparison to the previous state-of-the-art, we obtain absolute gains in accuracy of up to 8.1%, 13.0%, and 12.8%, respectively. While we observe consistent gains when we introduce knowledge from Wikipedia, we find that employing additional QA training instances is not uniformly helpful: performance degrades when the added instances exhibit a higher level of difficulty than the original training data. As one of the first studies on exploiting unstructured external knowledge for subject-area QA, we hope our methods, observations, and discussion of the exposed limitations may shed light on further developments in the area.
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