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Douwe Kiela

Publications and source records attributed to Douwe Kiela.

At least 73 records · Page 4Linked to original sources

Supervised Multimodal Bitransformers for Classifying Images and Text

Self-supervised bidirectional transformer models such as BERT have led to dramatic improvements in a wide variety of textual classification tasks. The modern digital world is increasingly multimodal, however, and textual information is often accompanied by other modalities such as images. We introduce a supervised multimodal bitransformer model that fuses information from text and image encoders, and obtain state-of-the-art performance on various multimodal classification benchmark tasks, outperforming strong baselines, including on hard test sets specifically designed to measure multimodal performance.

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ANLIzing the Adversarial Natural Language Inference Dataset

We perform an in-depth error analysis of Adversarial NLI (ANLI), a recently introduced large-scale human-and-model-in-the-loop natural language inference dataset collected over multiple rounds. We propose a fine-grained annotation scheme of the different aspects of inference that are responsible for the gold classification labels, and use it to hand-code all three of the ANLI development sets. We use these annotations to answer a variety of interesting questions: which inference types are most common, which models have the highest performance on each reasoning type, and which types are the most challenging for state of-the-art models? We hope that our annotations will enable more fine-grained evaluation of models trained on ANLI, provide us with a deeper understanding of where models fail and succeed, and help us determine how to train better models in future.

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Unsupervised Question Decomposition for Question Answering

We aim to improve question answering (QA) by decomposing hard questions into simpler sub-questions that existing QA systems are capable of answering. Since labeling questions with decompositions is cumbersome, we take an unsupervised approach to produce sub-questions, also enabling us to leverage millions of questions from the internet. Specifically, we propose an algorithm for One-to-N Unsupervised Sequence transduction (ONUS) that learns to map one hard, multi-hop question to many simpler, single-hop sub-questions. We answer sub-questions with an off-the-shelf QA model and give the resulting answers to a recomposition model that combines them into a final answer. We show large QA improvements on HotpotQA over a strong baseline on the original, out-of-domain, and multi-hop dev sets. ONUS automatically learns to decompose different kinds of questions, while matching the utility of supervised and heuristic decomposition methods for QA and exceeding those methods in fluency. Qualitatively, we find that using sub-questions is promising for shedding light on why a QA system makes a prediction.

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On the interaction between supervision and self-play in emergent communication

A promising approach for teaching artificial agents to use natural language involves using human-in-the-loop training. However, recent work suggests that current machine learning methods are too data inefficient to be trained in this way from scratch. In this paper, we investigate the relationship between two categories of learning signals with the ultimate goal of improving sample efficiency: imitating human language data via supervised learning, and maximizing reward in a simulated multi-agent environment via self-play (as done in emergent communication), and introduce the term supervised self-play (S2P) for algorithms using both of these signals. We find that first training agents via supervised learning on human data followed by self-play outperforms the converse, suggesting that it is not beneficial to emerge languages from scratch. We then empirically investigate various S2P schedules that begin with supervised learning in two environments: a Lewis signaling game with symbolic inputs, and an image-based referential game with natural language descriptions. Lastly, we introduce population based approaches to S2P, which further improves the performance over single-agent methods.

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Jump to better conclusions: SCAN both left and right

Lake and Baroni (2018) recently introduced the SCAN data set, which consists of simple commands paired with action sequences and is intended to test the strong generalization abilities of recurrent sequence-to-sequence models. Their initial experiments suggested that such models may fail because they lack the ability to extract systematic rules. Here, we take a closer look at SCAN and show that it does not always capture the kind of generalization that it was designed for. To mitigate this we propose a complementary dataset, which requires mapping actions back to the original commands, called NACS. We show that models that do well on SCAN do not necessarily do well on NACS, and that NACS exhibits properties more closely aligned with realistic use-cases for sequence-to-sequence models.

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Adversarial NLI: A New Benchmark for Natural Language Understanding

We introduce a new large-scale NLI benchmark dataset, collected via an iterative, adversarial human-and-model-in-the-loop procedure. We show that training models on this new dataset leads to state-of-the-art performance on a variety of popular NLI benchmarks, while posing a more difficult challenge with its new test set. Our analysis sheds light on the shortcomings of current state-of-the-art models, and shows that non-expert annotators are successful at finding their weaknesses. The data collection method can be applied in a never-ending learning scenario, becoming a moving target for NLU, rather than a static benchmark that will quickly saturate.

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Multi-Dimensional Gender Bias Classification

Machine learning models are trained to find patterns in data. NLP models can inadvertently learn socially undesirable patterns when training on gender biased text. In this work, we propose a general framework that decomposes gender bias in text along several pragmatic and semantic dimensions: bias from the gender of the person being spoken about, bias from the gender of the person being spoken to, and bias from the gender of the speaker. Using this fine-grained framework, we automatically annotate eight large scale datasets with gender information. In addition, we collect a novel, crowdsourced evaluation benchmark of utterance-level gender rewrites. Distinguishing between gender bias along multiple dimensions is important, as it enables us to train finer-grained gender bias classifiers. We show our classifiers prove valuable for a variety of important applications, such as controlling for gender bias in generative models, detecting gender bias in arbitrary text, and shed light on offensive language in terms of genderedness.

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Queens are Powerful too: Mitigating Gender Bias in Dialogue Generation

Models often easily learn biases present in the training data, and their predictions directly reflect this bias. We analyze gender bias in dialogue data, and examine how this bias is actually amplified in subsequent generative chit-chat dialogue models. We measure gender bias in six existing dialogue datasets, and focus on the most biased one, the multi-player text-based fantasy adventure dataset LIGHT, as a testbed for our bias mitigation techniques. The LIGHT dataset is highly imbalanced with respect to gender, containing predominantly male characters, likely because it is entirely collected by crowdworkers and reflects common biases that exist in fantasy or medieval settings. We consider three techniques to mitigate gender bias: counterfactual data augmentation, targeted data collection, and bias controlled training. We show that our proposed techniques mitigate gender bias in LIGHT by balancing the genderedness of generated dialogue utterances and are particularly effective in combination. We quantify performance using various evaluation methods---such as quantity of gendered words, a dialogue safety classifier, and human studies---all of which show that our models generate less gendered, but equally engaging chit-chat responses.

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Emergent Linguistic Phenomena in Multi-Agent Communication Games

In this work, we propose a computational framework in which agents equipped with communication capabilities simultaneously play a series of referential games, where agents are trained using deep reinforcement learning. We demonstrate that the framework mirrors linguistic phenomena observed in natural language: i) the outcome of contact between communities is a function of inter- and intra-group connectivity; ii) linguistic contact either converges to the majority protocol, or in balanced cases leads to novel creole languages of lower complexity; and iii) a linguistic continuum emerges where neighboring languages are more mutually intelligible than farther removed languages. We conclude that intricate properties of language evolution need not depend on complex evolved linguistic capabilities, but can emerge from simple social exchanges between perceptually-enabled agents playing communication games.

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I love your chain mail! Making knights smile in a fantasy game world: Open-domain goal-oriented dialogue agents

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.

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Generating Interactive Worlds with Text

Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements. In this work, we investigate a machine learning approach for world creation using content from the multi-player text adventure game environment LIGHT. We introduce neural network based models to compositionally arrange locations, characters, and objects into a coherent whole. In addition to creating worlds based on existing elements, our models can generate new game content. Humans can also leverage our models to interactively aid in worldbuilding. We show that the game environments created with our approach are cohesive, diverse, and preferred by human evaluators compared to other machine learning based world construction algorithms.

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Hyperbolic Graph Neural Networks

Learning from graph-structured data is an important task in machine learning and artificial intelligence, for which Graph Neural Networks (GNNs) have shown great promise. Motivated by recent advances in geometric representation learning, we propose a novel GNN architecture for learning representations on Riemannian manifolds with differentiable exponential and logarithmic maps. We develop a scalable algorithm for modeling the structural properties of graphs, comparing Euclidean and hyperbolic geometry. In our experiments, we show that hyperbolic GNNs can lead to substantial improvements on various benchmark datasets.

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Generalized Inner Loop Meta-Learning

Many (but not all) approaches self-qualifying as "meta-learning" in deep learning and reinforcement learning fit a common pattern of approximating the solution to a nested optimization problem. In this paper, we give a formalization of this shared pattern, which we call GIMLI, prove its general requirements, and derive a general-purpose algorithm for implementing similar approaches. Based on this analysis and algorithm, we describe a library of our design, higher, which we share with the community to assist and enable future research into these kinds of meta-learning approaches. We end the paper by showcasing the practical applications of this framework and library through illustrative experiments and ablation studies which they facilitate.

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Finding Generalizable Evidence by Learning to Convince Q&A Models

We propose a system that finds the strongest supporting evidence for a given answer to a question, using passage-based question-answering (QA) as a testbed. We train evidence agents to select the passage sentences that most convince a pretrained QA model of a given answer, if the QA model received those sentences instead of the full passage. Rather than finding evidence that convinces one model alone, we find that agents select evidence that generalizes; agent-chosen evidence increases the plausibility of the supported answer, as judged by other QA models and humans. Given its general nature, this approach improves QA in a robust manner: using agent-selected evidence (i) humans can correctly answer questions with only ~20% of the full passage and (ii) QA models can generalize to longer passages and harder questions.

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Countering Language Drift via Visual Grounding

Emergent multi-agent communication protocols are very different from natural language and not easily interpretable by humans. We find that agents that were initially pretrained to produce natural language can also experience detrimental language drift: when a non-linguistic reward is used in a goal-based task, e.g. some scalar success metric, the communication protocol may easily and radically diverge from natural language. We recast translation as a multi-agent communication game and examine auxiliary training constraints for their effectiveness in mitigating language drift. We show that a combination of syntactic (language model likelihood) and semantic (visual grounding) constraints gives the best communication performance, allowing pre-trained agents to retain English syntax while learning to accurately convey the intended meaning.

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Why Build an Assistant in Minecraft?

In this document we describe a rationale for a research program aimed at building an open "assistant" in the game Minecraft, in order to make progress on the problems of natural language understanding and learning from dialogue.

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What makes a good conversation? How controllable attributes affect human judgments

A good conversation requires balance -- between simplicity and detail; staying on topic and changing it; asking questions and answering them. Although dialogue agents are commonly evaluated via human judgments of overall quality, the relationship between quality and these individual factors is less well-studied. In this work, we examine two controllable neural text generation methods, conditional training and weighted decoding, in order to control four important attributes for chitchat dialogue: repetition, specificity, response-relatedness and question-asking. We conduct a large-scale human evaluation to measure the effect of these control parameters on multi-turn interactive conversations on the PersonaChat task. We provide a detailed analysis of their relationship to high-level aspects of conversation, and show that by controlling combinations of these variables our models obtain clear improvements in human quality judgments.

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Learning to Speak and Act in a Fantasy Text Adventure Game

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.

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