No Arabic abstract
We study pragmatics in political campaign text, through analysis of speech acts and the target of each utterance. We propose a new annotation schema incorporating domain-specific speech acts, such as commissive-action, and present a novel annotated corpus of media releases and speech transcripts from the 2016 Australian election cycle. We show how speech acts and target referents can be modeled as sequential classification, and evaluate several techniques, exploiting contextualized word representations, semi-supervised learning, task dependencies and speaker meta-data.
Modern text classification models are susceptible to adversarial examples, perturb
Data augmentation with mixup has shown to be effective on various computer vision tasks. Despite its great success, there has been a hurdle to apply mixup to NLP tasks since text consists of discrete tokens with variable length. In this work, we propose SSMix, a novel mixup method where the operation is performed on input text rather than on hidden vectors like previous approaches. SSMix synthesizes a sentence while preserving the locality of two original texts by span-based mixing and keeping more tokens related to the prediction relying on saliency information. With extensive experiments, we empirically validate that our method outperforms hidden-level mixup methods on a wide range of text classification benchmarks, including textual entailment, sentiment classification, and question-type classification. Our code is available at https://github.com/clovaai/ssmix.
Text-to-Speech synthesis in Indian languages has a seen lot of progress over the decade partly due to the annual Blizzard challenges. These systems assume the text to be written in Devanagari or Dravidian scripts which are nearly phonemic orthography scripts. However, the most common form of computer interaction among Indians is ASCII written transliterated text. Such text is generally noisy with many variations in spelling for the same word. In this paper we evaluate three approaches to synthesize speech from such noisy ASCII text: a naive Uni-Grapheme approach, a Multi-Grapheme approach, and a supervised Grapheme-to-Phoneme (G2P) approach. These methods first convert the ASCII text to a phonetic script, and then learn a Deep Neural Network to synthesize speech from that. We train and test our models on Blizzard Challenge datasets that were transliterated to ASCII using crowdsourcing. Our experiments on Hindi, Tamil and Telugu demonstrate that our models generate speech of competetive quality from ASCII text compared to the speech synthesized from the native scripts. All the accompanying transliterated datasets are released for public access.
Dialogue Act (DA) classification is the task of classifying utterances with respect to the function they serve in a dialogue. Existing approaches to DA classification model utterances without incorporating the turn changes among speakers throughout the dialogue, therefore treating it no different than non-interactive written text. In this paper, we propose to integrate the turn changes in conversations among speakers when modeling DAs. Specifically, we learn conversation-invariant speaker turn embeddings to represent the speaker turns in a conversation; the learned speaker turn embeddings are then merged with the utterance embeddings for the downstream task of DA classification. With this simple yet effective mechanism, our model is able to capture the semantics from the dialogue content while accounting for different speaker turns in a conversation. Validation on three benchmark public datasets demonstrates superior performance of our model.
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.