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Adam Trischler

Publications and source records attributed to Adam Trischler.

At least 37 records · Page 2Linked to original sources

Building Dynamic Knowledge Graphs from Text-based Games

We are interested in learning how to update Knowledge Graphs (KG) from text. In this preliminary work, we propose a novel Sequence-to-Sequence (Seq2Seq) architecture to generate elementary KG operations. Furthermore, we introduce a new dataset for KG extraction built upon text-based game transitions (over 300k data points). We conduct experiments and discuss the results.

cs.CL

Metalearned Neural Memory

We augment recurrent neural networks with an external memory mechanism that builds upon recent progress in metalearning. We conceptualize this memory as a rapidly adaptable function that we parameterize as a deep neural network. Reading from the neural memory function amounts to pushing an input (the key vector) through the function to produce an output (the value vector). Writing to memory means changing the function; specifically, updating the parameters of the neural network to encode desired information. We leverage training and algorithmic techniques from metalearning to update the neural memory function in one shot. The proposed memory-augmented model achieves strong performance on a variety of learning problems, from supervised question answering to reinforcement learning.

cs.NE

An Empirical Study of Example Forgetting during Deep Neural Network Learning

Inspired by the phenomenon of catastrophic forgetting, we investigate the learning dynamics of neural networks as they train on single classification tasks. Our goal is to understand whether a related phenomenon occurs when data does not undergo a clear distributional shift. We define a `forgetting event' to have occurred when an individual training example transitions from being classified correctly to incorrectly over the course of learning. Across several benchmark data sets, we find that: (i) certain examples are forgotten with high frequency, and some not at all; (ii) a data set's (un)forgettable examples generalize across neural architectures; and (iii) based on forgetting dynamics, a significant fraction of examples can be omitted from the training data set while still maintaining state-of-the-art generalization performance.

cs.LG

TextWorld: A Learning Environment for Text-based Games

We introduce TextWorld, a sandbox learning environment for the training and evaluation of RL agents on text-based games. TextWorld is a Python library that handles interactive play-through of text games, as well as backend functions like state tracking and reward assignment. It comes with a curated list of games whose features and challenges we have analyzed. More significantly, it enables users to handcraft or automatically generate new games. Its generative mechanisms give precise control over the difficulty, scope, and language of constructed games, and can be used to relax challenges inherent to commercial text games like partial observability and sparse rewards. By generating sets of varied but similar games, TextWorld can also be used to study generalization and transfer learning. We cast text-based games in the Reinforcement Learning formalism, use our framework to develop a set of benchmark games, and evaluate several baseline agents on this set and the curated list.

cs.LG

How Reasonable are Common-Sense Reasoning Tasks: A Case-Study on the Winograd Schema Challenge and SWAG

Recent studies have significantly improved the state-of-the-art on common-sense reasoning (CSR) benchmarks like the Winograd Schema Challenge (WSC) and SWAG. The question we ask in this paper is whether improved performance on these benchmarks represents genuine progress towards common-sense-enabled systems. We make case studies of both benchmarks and design protocols that clarify and qualify the results of previous work by analyzing threats to the validity of previous experimental designs. Our protocols account for several properties prevalent in common-sense benchmarks including size limitations, structural regularities, and variable instance difficulty.

cs.LG

Interactive Language Learning by Question Answering

Humans observe and interact with the world to acquire knowledge. However, most existing machine reading comprehension (MRC) tasks miss the interactive, information-seeking component of comprehension. Such tasks present models with static documents that contain all necessary information, usually concentrated in a single short substring. Thus, models can achieve strong performance through simple word- and phrase-based pattern matching. We address this problem by formulating a novel text-based question answering task: Question Answering with Interactive Text (QAit). In QAit, an agent must interact with a partially observable text-based environment to gather information required to answer questions. QAit poses questions about the existence, location, and attributes of objects found in the environment. The data is built using a text-based game generator that defines the underlying dynamics of interaction with the environment. We propose and evaluate a set of baseline models for the QAit task that includes deep reinforcement learning agents. Experiments show that the task presents a major challenge for machine reading systems, while humans solve it with relative ease.

cs.CL

A Study of State Aliasing in Structured Prediction with RNNs

End-to-end reinforcement learning agents learn a state representation and a policy at the same time. Recurrent neural networks (RNNs) have been trained successfully as reinforcement learning agents in settings like dialogue that require structured prediction. In this paper, we investigate the representations learned by RNN-based agents when trained with both policy gradient and value-based methods. We show through extensive experiments and analysis that, when trained with policy gradient, recurrent neural networks often fail to learn a state representation that leads to an optimal policy in settings where the same action should be taken at different states. To explain this failure, we highlight the problem of state aliasing, which entails conflating two or more distinct states in the representation space. We demonstrate that state aliasing occurs when several states share the same optimal action and the agent is trained via policy gradient. We characterize this phenomenon through experiments on a simple maze setting and a more complex text-based game, and make recommendations for training RNNs with reinforcement learning.

cs.LG

The Knowref Coreference Corpus: Removing Gender and Number Cues for Difficult Pronominal Anaphora Resolution

We introduce a new benchmark for coreference resolution and NLI, Knowref, that targets common-sense understanding and world knowledge. Previous coreference resolution tasks can largely be solved by exploiting the number and gender of the antecedents, or have been handcrafted and do not reflect the diversity of naturally occurring text. We present a corpus of over 8,000 annotated text passages with ambiguous pronominal anaphora. These instances are both challenging and realistic. We show that various coreference systems, whether rule-based, feature-rich, or neural, perform significantly worse on the task than humans, who display high inter-annotator agreement. To explain this performance gap, we show empirically that state-of-the art models often fail to capture context, instead relying on the gender or number of candidate antecedents to make a decision. We then use problem-specific insights to propose a data-augmentation trick called antecedent switching to alleviate this tendency in models. Finally, we show that antecedent switching yields promising results on other tasks as well: we use it to achieve state-of-the-art results on the GAP coreference task.

cs.CL

Counting to Explore and Generalize in Text-based Games

We propose a recurrent RL agent with an episodic exploration mechanism that helps discovering good policies in text-based game environments. We show promising results on a set of generated text-based games of varying difficulty where the goal is to collect a coin located at the end of a chain of rooms. In contrast to previous text-based RL approaches, we observe that our agent learns policies that generalize to unseen games of greater difficulty.

cs.CL

Learning deep representations by mutual information estimation and maximization

In this work, we perform unsupervised learning of representations by maximizing mutual information between an input and the output of a deep neural network encoder. Importantly, we show that structure matters: incorporating knowledge about locality of the input to the objective can greatly influence a representation's suitability for downstream tasks. We further control characteristics of the representation by matching to a prior distribution adversarially. Our method, which we call Deep InfoMax (DIM), outperforms a number of popular unsupervised learning methods and competes with fully-supervised learning on several classification tasks. DIM opens new avenues for unsupervised learning of representations and is an important step towards flexible formulations of representation-learning objectives for specific end-goals.

stat.ML

Building Dynamic Knowledge Graphs from Text using Machine Reading Comprehension

We propose a neural machine-reading model that constructs dynamic knowledge graphs from procedural text. It builds these graphs recurrently for each step of the described procedure, and uses them to track the evolving states of participant entities. We harness and extend a recently proposed machine reading comprehension (MRC) model to query for entity states, since these states are generally communicated in spans of text and MRC models perform well in extracting entity-centric spans. The explicit, structured, and evolving knowledge graph representations that our model constructs can be used in downstream question answering tasks to improve machine comprehension of text, as we demonstrate empirically. On two comprehension tasks from the recently proposed PROPARA dataset (Dalvi et al., 2018), our model achieves state-of-the-art results. We further show that our model is competitive on the RECIPES dataset (Kiddon et al., 2015), suggesting it may be generally applicable. We present some evidence that the model's knowledge graphs help it to impose commonsense constraints on its predictions.

cs.CL

A Knowledge Hunting Framework for Common Sense Reasoning

We introduce an automatic system that achieves state-of-the-art results on the Winograd Schema Challenge (WSC), a common sense reasoning task that requires diverse, complex forms of inference and knowledge. Our method uses a knowledge hunting module to gather text from the web, which serves as evidence for candidate problem resolutions. Given an input problem, our system generates relevant queries to send to a search engine, then extracts and classifies knowledge from the returned results and weighs them to make a resolution. Our approach improves F1 performance on the full WSC by 0.21 over the previous best and represents the first system to exceed 0.5 F1. We further demonstrate that the approach is competitive on the Choice of Plausible Alternatives (COPA) task, which suggests that it is generally applicable.

cs.CL

Metalearning with Hebbian Fast Weights

We unify recent neural approaches to one-shot learning with older ideas of associative memory in a model for metalearning. Our model learns jointly to represent data and to bind class labels to representations in a single shot. It builds representations via slow weights, learned across tasks through SGD, while fast weights constructed by a Hebbian learning rule implement one-shot binding for each new task. On the Omniglot, Mini-ImageNet, and Penn Treebank one-shot learning benchmarks, our model achieves state-of-the-art results.

cs.NE

Rapid Adaptation with Conditionally Shifted Neurons

We describe a mechanism by which artificial neural networks can learn rapid adaptation - the ability to adapt on the fly, with little data, to new tasks - that we call conditionally shifted neurons. We apply this mechanism in the framework of metalearning, where the aim is to replicate some of the flexibility of human learning in machines. Conditionally shifted neurons modify their activation values with task-specific shifts retrieved from a memory module, which is populated rapidly based on limited task experience. On metalearning benchmarks from the vision and language domains, models augmented with conditionally shifted neurons achieve state-of-the-art results.

cs.LG

Focused Hierarchical RNNs for Conditional Sequence Processing

Recurrent Neural Networks (RNNs) with attention mechanisms have obtained state-of-the-art results for many sequence processing tasks. Most of these models use a simple form of encoder with attention that looks over the entire sequence and assigns a weight to each token independently. We present a mechanism for focusing RNN encoders for sequence modelling tasks which allows them to attend to key parts of the input as needed. We formulate this using a multi-layer conditional sequence encoder that reads in one token at a time and makes a discrete decision on whether the token is relevant to the context or question being asked. The discrete gating mechanism takes in the context embedding and the current hidden state as inputs and controls information flow into the layer above. We train it using policy gradient methods. We evaluate this method on several types of tasks with different attributes. First, we evaluate the method on synthetic tasks which allow us to evaluate the model for its generalization ability and probe the behavior of the gates in more controlled settings. We then evaluate this approach on large scale Question Answering tasks including the challenging MS MARCO and SearchQA tasks. Our models shows consistent improvements for both tasks over prior work and our baselines. It has also shown to generalize significantly better on synthetic tasks as compared to the baselines.

stat.ML

Neural Models for Key Phrase Detection and Question Generation

We propose a two-stage neural model to tackle question generation from documents. First, our model estimates the probability that word sequences in a document are ones that a human would pick when selecting candidate answers by training a neural key-phrase extractor on the answers in a question-answering corpus. Predicted key phrases then act as target answers and condition a sequence-to-sequence question-generation model with a copy mechanism. Empirically, our key-phrase extraction model significantly outperforms an entity-tagging baseline and existing rule-based approaches. We further demonstrate that our question generation system formulates fluent, answerable questions from key phrases. This two-stage system could be used to augment or generate reading comprehension datasets, which may be leveraged to improve machine reading systems or in educational settings.

cs.CL

Learning General Purpose Distributed Sentence Representations via Large Scale Multi-task Learning

A lot of the recent success in natural language processing (NLP) has been driven by distributed vector representations of words trained on large amounts of text in an unsupervised manner. These representations are typically used as general purpose features for words across a range of NLP problems. However, extending this success to learning representations of sequences of words, such as sentences, remains an open problem. Recent work has explored unsupervised as well as supervised learning techniques with different training objectives to learn general purpose fixed-length sentence representations. In this work, we present a simple, effective multi-task learning framework for sentence representations that combines the inductive biases of diverse training objectives in a single model. We train this model on several data sources with multiple training objectives on over 100 million sentences. Extensive experiments demonstrate that sharing a single recurrent sentence encoder across weakly related tasks leads to consistent improvements over previous methods. We present substantial improvements in the context of transfer learning and low-resource settings using our learned general-purpose representations.

cs.CL

Twin Networks: Matching the Future for Sequence Generation

We propose a simple technique for encouraging generative RNNs to plan ahead. We train a "backward" recurrent network to generate a given sequence in reverse order, and we encourage states of the forward model to predict cotemporal states of the backward model. The backward network is used only during training, and plays no role during sampling or inference. We hypothesize that our approach eases modeling of long-term dependencies by implicitly forcing the forward states to hold information about the longer-term future (as contained in the backward states). We show empirically that our approach achieves 9% relative improvement for a speech recognition task, and achieves significant improvement on a COCO caption generation task.

cs.LG