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Emily Dinan

Publications and source records attributed to Emily Dinan.

32 records · Page 2Linked to original sources

Recipes for building an open-domain chatbot

Building open-domain chatbots is a challenging area for machine learning research. While prior work has shown that scaling neural models in the number of parameters and the size of the data they are trained on gives improved results, we show that other ingredients are important for a high-performing chatbot. Good conversation requires a number of skills that an expert conversationalist blends in a seamless way: providing engaging talking points and listening to their partners, and displaying knowledge, empathy and personality appropriately, while maintaining a consistent persona. We show that large scale models can learn these skills when given appropriate training data and choice of generation strategy. We build variants of these recipes with 90M, 2.7B and 9.4B parameter models, and make our models and code publicly available. Human evaluations show our best models are superior to existing approaches in multi-turn dialogue in terms of engagingness and humanness measurements. We then discuss the limitations of this work by analyzing failure cases of our models.

cs.CL↗

The Dialogue Dodecathlon: Open-Domain Knowledge and Image Grounded Conversational Agents

We introduce dodecaDialogue: a set of 12 tasks that measures if a conversational agent can communicate engagingly with personality and empathy, ask questions, answer questions by utilizing knowledge resources, discuss topics and situations, and perceive and converse about images. By multi-tasking on such a broad large-scale set of data, we hope to both move towards and measure progress in producing a single unified agent that can perceive, reason and converse with humans in an open-domain setting. We show that such multi-tasking improves over a BERT pre-trained baseline, largely due to multi-tasking with very large dialogue datasets in a similar domain, and that the multi-tasking in general provides gains to both text and image-based tasks using several metrics in both the fine-tune and task transfer settings. We obtain state-of-the-art results on many of the tasks, providing a strong baseline for this challenge.

cs.CL↗

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.

cs.CL↗

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.

cs.AI↗

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.

cs.AI↗

Zero-Shot Fine-Grained Style Transfer: Leveraging Distributed Continuous Style Representations to Transfer To Unseen Styles

Text style transfer is usually performed using attributes that can take a handful of discrete values (e.g., positive to negative reviews). In this work, we introduce an architecture that can leverage pre-trained consistent continuous distributed style representations and use them to transfer to an attribute unseen during training, without requiring any re-tuning of the style transfer model. We demonstrate the method by training an architecture to transfer text conveying one sentiment to another sentiment, using a fine-grained set of over 20 sentiment labels rather than the binary positive/negative often used in style transfer. Our experiments show that this model can then rewrite text to match a target sentiment that was unseen during training.

cs.CL↗

Neural Text Generation with Unlikelihood Training

Neural text generation is a key tool in natural language applications, but it is well known there are major problems at its core. In particular, standard likelihood training and decoding leads to dull and repetitive outputs. While some post-hoc fixes have been proposed, in particular top-$k$ and nucleus sampling, they do not address the fact that the token-level probabilities predicted by the model are poor. In this paper we show that the likelihood objective itself is at fault, resulting in a model that assigns too much probability to sequences containing repeats and frequent words, unlike those from the human training distribution. We propose a new objective, unlikelihood training, which forces unlikely generations to be assigned lower probability by the model. We show that both token and sequence level unlikelihood training give less repetitive, less dull text while maintaining perplexity, giving superior generations using standard greedy or beam search. According to human evaluations, our approach with standard beam search also outperforms the currently popular decoding methods of nucleus sampling or beam blocking, thus providing a strong alternative to existing techniques.

cs.LG↗

Build it Break it Fix it for Dialogue Safety: Robustness from Adversarial Human Attack

The detection of offensive language in the context of a dialogue has become an increasingly important application of natural language processing. The detection of trolls in public forums (Galán-García et al., 2016), and the deployment of chatbots in the public domain (Wolf et al., 2017) are two examples that show the necessity of guarding against adversarially offensive behavior on the part of humans. In this work, we develop a training scheme for a model to become robust to such human attacks by an iterative build it, break it, fix it strategy with humans and models in the loop. In detailed experiments we show this approach is considerably more robust than previous systems. Further, we show that offensive language used within a conversation critically depends on the dialogue context, and cannot be viewed as a single sentence offensive detection task as in most previous work. Our newly collected tasks and methods will be made open source and publicly available.

cs.CL↗

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.

cs.CL↗

Wizard of Wikipedia: Knowledge-Powered Conversational agents

In open-domain dialogue intelligent agents should exhibit the use of knowledge, however there are few convincing demonstrations of this to date. The most popular sequence to sequence models typically "generate and hope" generic utterances that can be memorized in the weights of the model when mapping from input utterance(s) to output, rather than employing recalled knowledge as context. Use of knowledge has so far proved difficult, in part because of the lack of a supervised learning benchmark task which exhibits knowledgeable open dialogue with clear grounding. To that end we collect and release a large dataset with conversations directly grounded with knowledge retrieved from Wikipedia. We then design architectures capable of retrieving knowledge, reading and conditioning on it, and finally generating natural responses. Our best performing dialogue models are able to conduct knowledgeable discussions on open-domain topics as evaluated by automatic metrics and human evaluations, while our new benchmark allows for measuring further improvements in this important research direction.

cs.CL↗

The Second Conversational Intelligence Challenge (ConvAI2)

We describe the setting and results of the ConvAI2 NeurIPS competition that aims to further the state-of-the-art in open-domain chatbots. Some key takeaways from the competition are: (i) pretrained Transformer variants are currently the best performing models on this task, (ii) but to improve performance on multi-turn conversations with humans, future systems must go beyond single word metrics like perplexity to measure the performance across sequences of utterances (conversations) -- in terms of repetition, consistency and balance of dialogue acts (e.g. how many questions asked vs. answered).

cs.AI↗

Asymptotic behavior of the Brownian frog model

We introduce an extension of the frog model to Euclidean space and prove properties for the spread of active particles. Fix $r>0$ and place a particle at each point $x$ of a unit intensity Poisson point process $\mathcal P \subseteq \mathbb R^d - \mathbb B(0,r)$. Around each point in $\mathcal{P}$, put a ball of radius $r$. A particle at the origin performs Brownian motion. When it hits the ball around $x$ for some $x \in \mathcal P$, new particles begin independent Brownian motions from the centers of the balls in the cluster containing $x$. Subsequent visits to the cluster do nothing. This waking process continues indefinitely. For $r$ smaller than the critical threshold of continuum percolation, we show that the set of activated points in $\mathcal P$ approximates a linearly expanding ball. Moreover, in any fixed ball the set of active particles converges to a unit intensity Poisson point process.

math.PR↗

Personalizing Dialogue Agents: I have a dog, do you have pets too?

Chit-chat models are known to have several problems: they lack specificity, do not display a consistent personality and are often not very captivating. In this work we present the task of making chit-chat more engaging by conditioning on profile information. We collect data and train models to (i) condition on their given profile information; and (ii) information about the person they are talking to, resulting in improved dialogues, as measured by next utterance prediction. Since (ii) is initially unknown our model is trained to engage its partner with personal topics, and we show the resulting dialogue can be used to predict profile information about the interlocutors.

cs.AI↗

Retrieve and Refine: Improved Sequence Generation Models For Dialogue

Sequence generation models for dialogue are known to have several problems: they tend to produce short, generic sentences that are uninformative and unengaging. Retrieval models on the other hand can surface interesting responses, but are restricted to the given retrieval set leading to erroneous replies that cannot be tuned to the specific context. In this work we develop a model that combines the two approaches to avoid both their deficiencies: first retrieve a response and then refine it -- the final sequence generator treating the retrieval as additional context. We show on the recent CONVAI2 challenge task our approach produces responses superior to both standard retrieval and generation models in human evaluations.

cs.CL↗