Searcharxiv⌕ Search

arXiv subjects

Jianfeng Gao

Publications and source records attributed to Jianfeng Gao.

At least 361 records · Page 20Linked to original sources

Microsoft Dialogue Challenge: Building End-to-End Task-Completion Dialogue Systems

This proposal introduces a Dialogue Challenge for building end-to-end task-completion dialogue systems, with the goal of encouraging the dialogue research community to collaborate and benchmark on standard datasets and unified experimental environment. In this special session, we will release human-annotated conversational data in three domains (movie-ticket booking, restaurant reservation, and taxi booking), as well as an experiment platform with built-in simulators in each domain, for training and evaluation purposes. The final submitted systems will be evaluated both in simulated setting and by human judges.

cs.CL↗

Discriminative Deep Dyna-Q: Robust Planning for Dialogue Policy Learning

This paper presents a Discriminative Deep Dyna-Q (D3Q) approach to improving the effectiveness and robustness of Deep Dyna-Q (DDQ), a recently proposed framework that extends the Dyna-Q algorithm to integrate planning for task-completion dialogue policy learning. To obviate DDQ's high dependency on the quality of simulated experiences, we incorporate an RNN-based discriminator in D3Q to differentiate simulated experience from real user experience in order to control the quality of training data. Experiments show that D3Q significantly outperforms DDQ by controlling the quality of simulated experience used for planning. The effectiveness and robustness of D3Q is further demonstrated in a domain extension setting, where the agent's capability of adapting to a changing environment is tested.

cs.CL↗

The Neural Painter: Multi-Turn Image Generation

In this work we combine two research threads from Vision/ Graphics and Natural Language Processing to formulate an image generation task conditioned on attributes in a multi-turn setting. By multiturn, we mean the image is generated in a series of steps of user-specified conditioning information. Our proposed approach is practically useful and offers insights into neural interpretability. We introduce a framework that includes a novel training algorithm as well as model improvements built for the multi-turn setting. We demonstrate that this framework generates a sequence of images that match the given conditioning information and that this task is useful for more detailed benchmarking and analysis of conditional image generation methods.

cs.CV↗

Navigating with Graph Representations for Fast and Scalable Decoding of Neural Language Models

Neural language models (NLMs) have recently gained a renewed interest by achieving state-of-the-art performance across many natural language processing (NLP) tasks. However, NLMs are very computationally demanding largely due to the computational cost of the softmax layer over a large vocabulary. We observe that, in decoding of many NLP tasks, only the probabilities of the top-K hypotheses need to be calculated preciously and K is often much smaller than the vocabulary size. This paper proposes a novel softmax layer approximation algorithm, called Fast Graph Decoder (FGD), which quickly identifies, for a given context, a set of K words that are most likely to occur according to a NLM. We demonstrate that FGD reduces the decoding time by an order of magnitude while attaining close to the full softmax baseline accuracy on neural machine translation and language modeling tasks. We also prove the theoretical guarantee on the softmax approximation quality.

cs.CL↗

Language-Based Image Editing with Recurrent Attentive Models

We investigate the problem of Language-Based Image Editing (LBIE). Given a source image and a natural language description, we want to generate a target image by editing the source image based on the description. We propose a generic modeling framework for two sub-tasks of LBIE: language-based image segmentation and image colorization. The framework uses recurrent attentive models to fuse image and language features. Instead of using a fixed step size, we introduce for each region of the image a termination gate to dynamically determine after each inference step whether to continue extrapolating additional information from the textual description. The effectiveness of the framework is validated on three datasets. First, we introduce a synthetic dataset, called CoSaL, to evaluate the end-to-end performance of our LBIE system. Second, we show that the framework leads to state-of-the-art performance on image segmentation on the ReferIt dataset. Third, we present the first language-based colorization result on the Oxford-102 Flowers dataset.

cs.CV↗

Deep Dyna-Q: Integrating Planning for Task-Completion Dialogue Policy Learning

Training a task-completion dialogue agent via reinforcement learning (RL) is costly because it requires many interactions with real users. One common alternative is to use a user simulator. However, a user simulator usually lacks the language complexity of human interlocutors and the biases in its design may tend to degrade the agent. To address these issues, we present Deep Dyna-Q, which to our knowledge is the first deep RL framework that integrates planning for task-completion dialogue policy learning. We incorporate into the dialogue agent a model of the environment, referred to as the world model, to mimic real user response and generate simulated experience. During dialogue policy learning, the world model is constantly updated with real user experience to approach real user behavior, and in turn, the dialogue agent is optimized using both real experience and simulated experience. The effectiveness of our approach is demonstrated on a movie-ticket booking task in both simulated and human-in-the-loop settings.

cs.CL↗

Stochastic Answer Networks for Machine Reading Comprehension

We propose a simple yet robust stochastic answer network (SAN) that simulates multi-step reasoning in machine reading comprehension. Compared to previous work such as ReasoNet which used reinforcement learning to determine the number of steps, the unique feature is the use of a kind of stochastic prediction dropout on the answer module (final layer) of the neural network during the training. We show that this simple trick improves robustness and achieves results competitive to the state-of-the-art on the Stanford Question Answering Dataset (SQuAD), the Adversarial SQuAD, and the Microsoft MAchine Reading COmprehension Dataset (MS MARCO).

cs.CL↗

Discourse-Aware Neural Rewards for Coherent Text Generation

In this paper, we investigate the use of discourse-aware rewards with reinforcement learning to guide a model to generate long, coherent text. In particular, we propose to learn neural rewards to model cross-sentence ordering as a means to approximate desired discourse structure. Empirical results demonstrate that a generator trained with the learned reward produces more coherent and less repetitive text than models trained with cross-entropy or with reinforcement learning with commonly used scores as rewards.

cs.CL↗

Link Prediction using Embedded Knowledge Graphs

Since large knowledge bases are typically incomplete, missing facts need to be inferred from observed facts in a task called knowledge base completion. The most successful approaches to this task have typically explored explicit paths through sequences of triples. These approaches have usually resorted to human-designed sampling procedures, since large knowledge graphs produce prohibitively large numbers of possible paths, most of which are uninformative. As an alternative approach, we propose performing a single, short sequence of interactive lookup operations on an embedded knowledge graph which has been trained through end-to-end backpropagation to be an optimized and compressed version of the initial knowledge base. Our proposed model, called Embedded Knowledge Graph Network (EKGN), achieves new state-of-the-art results on popular knowledge base completion benchmarks.

cs.AI↗

Combating Reinforcement Learning's Sisyphean Curse with Intrinsic Fear

Many practical environments contain catastrophic states that an optimal agent would visit infrequently or never. Even on toy problems, Deep Reinforcement Learning (DRL) agents tend to periodically revisit these states upon forgetting their existence under a new policy. We introduce intrinsic fear (IF), a learned reward shaping that guards DRL agents against periodic catastrophes. IF agents possess a fear model trained to predict the probability of imminent catastrophe. This score is then used to penalize the Q-learning objective. Our theoretical analysis bounds the reduction in average return due to learning on the perturbed objective. We also prove robustness to classification errors. As a bonus, IF models tend to learn faster, owing to reward shaping. Experiments demonstrate that intrinsic-fear DQNs solve otherwise pathological environments and improve on several Atari games.

cs.LG↗

Dynamic Fusion Networks for Machine Reading Comprehension

This paper presents a novel neural model - Dynamic Fusion Network (DFN), for machine reading comprehension (MRC). DFNs differ from most state-of-the-art models in their use of a dynamic multi-strategy attention process, in which passages, questions and answer candidates are jointly fused into attention vectors, along with a dynamic multi-step reasoning module for generating answers. With the use of reinforcement learning, for each input sample that consists of a question, a passage and a list of candidate answers, an instance of DFN with a sample-specific network architecture can be dynamically constructed by determining what attention strategy to apply and how many reasoning steps to take. Experiments show that DFNs achieve the best result reported on RACE, a challenging MRC dataset that contains real human reading questions in a wide variety of types. A detailed empirical analysis also demonstrates that DFNs can produce attention vectors that summarize information from questions, passages and answer candidates more effectively than other popular MRC models.

cs.CL↗

End-to-End Task-Completion Neural Dialogue Systems

One of the major drawbacks of modularized task-completion dialogue systems is that each module is trained individually, which presents several challenges. For example, downstream modules are affected by earlier modules, and the performance of the entire system is not robust to the accumulated errors. This paper presents a novel end-to-end learning framework for task-completion dialogue systems to tackle such issues. Our neural dialogue system can directly interact with a structured database to assist users in accessing information and accomplishing certain tasks. The reinforcement learning based dialogue manager offers robust capabilities to handle noises caused by other components of the dialogue system. Our experiments in a movie-ticket booking domain show that our end-to-end system not only outperforms modularized dialogue system baselines for both objective and subjective evaluation, but also is robust to noises as demonstrated by several systematic experiments with different error granularity and rates specific to the language understanding module.

cs.CL↗

Adversarial Advantage Actor-Critic Model for Task-Completion Dialogue Policy Learning

This paper presents a new method --- adversarial advantage actor-critic (Adversarial A2C), which significantly improves the efficiency of dialogue policy learning in task-completion dialogue systems. Inspired by generative adversarial networks (GAN), we train a discriminator to differentiate responses/actions generated by dialogue agents from responses/actions by experts. Then, we incorporate the discriminator as another critic into the advantage actor-critic (A2C) framework, to encourage the dialogue agent to explore state-action within the regions where the agent takes actions similar to those of the experts. Experimental results in a movie-ticket booking domain show that the proposed Adversarial A2C can accelerate policy exploration efficiently.

cs.CL↗

BBQ-Networks: Efficient Exploration in Deep Reinforcement Learning for Task-Oriented Dialogue Systems

We present a new algorithm that significantly improves the efficiency of exploration for deep Q-learning agents in dialogue systems. Our agents explore via Thompson sampling, drawing Monte Carlo samples from a Bayes-by-Backprop neural network. Our algorithm learns much faster than common exploration strategies such as $ε$-greedy, Boltzmann, bootstrapping, and intrinsic-reward-based ones. Additionally, we show that spiking the replay buffer with experiences from just a few successful episodes can make Q-learning feasible when it might otherwise fail.

cs.LG↗

CPG-Based Control Scheme for Quadruped Robot to Withstand the Lateral Impact

This paper aims to present a stability control strategy for quadruped robot under lateral impact with the help of lateral trot. We firstly propose five necessary conditions for keeping balance. The classical four-neuron Central Pattern Generator (CPG) network with Hopf oscillators is then extended to eight-neuron network with four more trigger-enabled neurons, which controls the lateral trot. With proper adjustment of network's parameters, such network can coordinate the lateral and longitudinal trot gait. Based on Zero Movement Point (ZMP) theory, the robot is modeled as an inverted pendulum to plan the Center of Gravity (CoG) position and calculate the needed lateral step length. The simulation shows that the lateral acceleration of the quadruped robot after lateral impact regains to the normal range in a short time. Comparison shows that the maximal lateral impact that robot can resist increases about 125% from 0.72g to 1.55g.

cs.RO↗

BBQ-Networks: Efficient Exploration in Deep Reinforcement Learning for Task-Oriented Dialogue Systems

We present a new algorithm that significantly improves the efficiency of exploration for deep Q-learning agents in dialogue systems. Our agents explore via Thompson sampling, drawing Monte Carlo samples from a Bayes-by-Backprop neural network. Our algorithm learns much faster than common exploration strategies such as ε-greedy, Boltzmann, bootstrapping, and intrinsic-reward-based ones. Additionally, we show that spiking the replay buffer with experiences from just a few successful episodes can make Q-learning feasible when it might otherwise fail.

cs.AI↗

A User Simulator for Task-Completion Dialogues

Despite widespread interests in reinforcement-learning for task-oriented dialogue systems, several obstacles can frustrate research and development progress. First, reinforcement learners typically require interaction with the environment, so conventional dialogue corpora cannot be used directly. Second, each task presents specific challenges, requiring separate corpus of task-specific annotated data. Third, collecting and annotating human-machine or human-human conversations for task-oriented dialogues requires extensive domain knowledge. Because building an appropriate dataset can be both financially costly and time-consuming, one popular approach is to build a user simulator based upon a corpus of example dialogues. Then, one can train reinforcement learning agents in an online fashion as they interact with the simulator. Dialogue agents trained on these simulators can serve as an effective starting point. Once agents master the simulator, they may be deployed in a real environment to interact with humans, and continue to be trained online. To ease empirical algorithmic comparisons in dialogues, this paper introduces a new, publicly available simulation framework, where our simulator, designed for the movie-booking domain, leverages both rules and collected data. The simulator supports two tasks: movie ticket booking and movie seeking. Finally, we demonstrate several agents and detail the procedure to add and test your own agent in the proposed framework.

cs.LG↗

An Empirical Analysis of Multiple-Turn Reasoning Strategies in Reading Comprehension Tasks

Reading comprehension (RC) is a challenging task that requires synthesis of information across sentences and multiple turns of reasoning. Using a state-of-the-art RC model, we empirically investigate the performance of single-turn and multiple-turn reasoning on the SQuAD and MS MARCO datasets. The RC model is an end-to-end neural network with iterative attention, and uses reinforcement learning to dynamically control the number of turns. We find that multiple-turn reasoning outperforms single-turn reasoning for all question and answer types; further, we observe that enabling a flexible number of turns generally improves upon a fixed multiple-turn strategy. %across all question types, and is particularly beneficial to questions with lengthy, descriptive answers. We achieve results competitive to the state-of-the-art on these two datasets.

cs.CL↗