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Xingdi Yuan

Publications and source records attributed to Xingdi Yuan.

At least 55 records · Page 3Linked to original sources

Learning Dynamic Belief Graphs to Generalize on Text-Based Games

Playing text-based games requires skills in processing natural language and sequential decision making. Achieving human-level performance on text-based games remains an open challenge, and prior research has largely relied on hand-crafted structured representations and heuristics. In this work, we investigate how an agent can plan and generalize in text-based games using graph-structured representations learned end-to-end from raw text. We propose a novel graph-aided transformer agent (GATA) that infers and updates latent belief graphs during planning to enable effective action selection by capturing the underlying game dynamics. GATA is trained using a combination of reinforcement and self-supervised learning. Our work demonstrates that the learned graph-based representations help agents converge to better policies than their text-only counterparts and facilitate effective generalization across game configurations. Experiments on 500+ unique games from the TextWorld suite show that our best agent outperforms text-based baselines by an average of 24.2%.

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An Empirical Study on Neural Keyphrase Generation

Recent years have seen a flourishing of neural keyphrase generation (KPG) works, including the release of several large-scale datasets and a host of new models to tackle them. Model performance on KPG tasks has increased significantly with evolving deep learning research. However, there lacks a comprehensive comparison among different model designs, and a thorough investigation on related factors that may affect a KPG system's generalization performance. In this empirical study, we aim to fill this gap by providing extensive experimental results and analyzing the most crucial factors impacting the generalizability of KPG models. We hope this study can help clarify some of the uncertainties surrounding the KPG task and facilitate future research on this topic.

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ALFWorld: Aligning Text and Embodied Environments for Interactive Learning

Given a simple request like Put a washed apple in the kitchen fridge, humans can reason in purely abstract terms by imagining action sequences and scoring their likelihood of success, prototypicality, and efficiency, all without moving a muscle. Once we see the kitchen in question, we can update our abstract plans to fit the scene. Embodied agents require the same abilities, but existing work does not yet provide the infrastructure necessary for both reasoning abstractly and executing concretely. We address this limitation by introducing ALFWorld, a simulator that enables agents to learn abstract, text based policies in TextWorld (Côté et al., 2018) and then execute goals from the ALFRED benchmark (Shridhar et al., 2020) in a rich visual environment. ALFWorld enables the creation of a new BUTLER agent whose abstract knowledge, learned in TextWorld, corresponds directly to concrete, visually grounded actions. In turn, as we demonstrate empirically, this fosters better agent generalization than training only in the visually grounded environment. BUTLER's simple, modular design factors the problem to allow researchers to focus on models for improving every piece of the pipeline (language understanding, planning, navigation, and visual scene understanding).

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Graph Policy Network for Transferable Active Learning on Graphs

Graph neural networks (GNNs) have been attracting increasing popularity due to their simplicity and effectiveness in a variety of fields. However, a large number of labeled data is generally required to train these networks, which could be very expensive to obtain in some domains. In this paper, we study active learning for GNNs, i.e., how to efficiently label the nodes on a graph to reduce the annotation cost of training GNNs. We formulate the problem as a sequential decision process on graphs and train a GNN-based policy network with reinforcement learning to learn the optimal query strategy. By jointly training on several source graphs with full labels, we learn a transferable active learning policy which can directly generalize to unlabeled target graphs. Experimental results on multiple datasets from different domains prove the effectiveness of the learned policy in promoting active learning performance in both settings of transferring between graphs in the same domain and across different domains.

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One Size Does Not Fit All: Generating and Evaluating Variable Number of Keyphrases

Different texts shall by nature correspond to different number of keyphrases. This desideratum is largely missing from existing neural keyphrase generation models. In this study, we address this problem from both modeling and evaluation perspectives. We first propose a recurrent generative model that generates multiple keyphrases as delimiter-separated sequences. Generation diversity is further enhanced with two novel techniques by manipulating decoder hidden states. In contrast to previous approaches, our model is capable of generating diverse keyphrases and controlling number of outputs. We further propose two evaluation metrics tailored towards the variable-number generation. We also introduce a new dataset StackEx that expands beyond the only existing genre (i.e., academic writing) in keyphrase generation tasks. With both previous and new evaluation metrics, our model outperforms strong baselines on all datasets.

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Role-Wise Data Augmentation for Knowledge Distillation

Knowledge Distillation (KD) is a common method for transferring the ``knowledge'' learned by one machine learning model (the \textit{teacher}) into another model (the \textit{student}), where typically, the teacher has a greater capacity (e.g., more parameters or higher bit-widths). To our knowledge, existing methods overlook the fact that although the student absorbs extra knowledge from the teacher, both models share the same input data -- and this data is the only medium by which the teacher's knowledge can be demonstrated. Due to the difference in model capacities, the student may not benefit fully from the same data points on which the teacher is trained. On the other hand, a human teacher may demonstrate a piece of knowledge with individualized examples adapted to a particular student, for instance, in terms of her cultural background and interests. Inspired by this behavior, we design data augmentation agents with distinct roles to facilitate knowledge distillation. Our data augmentation agents generate distinct training data for the teacher and student, respectively. We find empirically that specially tailored data points enable the teacher's knowledge to be demonstrated more effectively to the student. We compare our approach with existing KD methods on training popular neural architectures and demonstrate that role-wise data augmentation improves the effectiveness of KD over strong prior approaches. The code for reproducing our results can be found at https://github.com/bigaidream-projects/role-kd

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Interactive Machine Comprehension with Information Seeking Agents

Existing machine reading comprehension (MRC) models do not scale effectively to real-world applications like web-level information retrieval and question answering (QA). We argue that this stems from the nature of MRC datasets: most of these are static environments wherein the supporting documents and all necessary information are fully observed. In this paper, we propose a simple method that reframes existing MRC datasets as interactive, partially observable environments. Specifically, we "occlude" the majority of a document's text and add context-sensitive commands that reveal "glimpses" of the hidden text to a model. We repurpose SQuAD and NewsQA as an initial case study, and then show how the interactive corpora can be used to train a model that seeks relevant information through sequential decision making. We believe that this setting can contribute in scaling models to web-level QA scenarios.

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Interactive Fiction Games: A Colossal Adventure

A hallmark of human intelligence is the ability to understand and communicate with language. Interactive Fiction games are fully text-based simulation environments where a player issues text commands to effect change in the environment and progress through the story. We argue that IF games are an excellent testbed for studying language-based autonomous agents. In particular, IF games combine challenges of combinatorial action spaces, language understanding, and commonsense reasoning. To facilitate rapid development of language-based agents, we introduce Jericho, a learning environment for man-made IF games and conduct a comprehensive study of text-agents across a rich set of games, highlighting directions in which agents can improve.

cs.AI↗

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.

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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.

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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.

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Simple and Effective Curriculum Pointer-Generator Networks for Reading Comprehension over Long Narratives

This paper tackles the problem of reading comprehension over long narratives where documents easily span over thousands of tokens. We propose a curriculum learning (CL) based Pointer-Generator framework for reading/sampling over large documents, enabling diverse training of the neural model based on the notion of alternating contextual difficulty. This can be interpreted as a form of domain randomization and/or generative pretraining during training. To this end, the usage of the Pointer-Generator softens the requirement of having the answer within the context, enabling us to construct diverse training samples for learning. Additionally, we propose a new Introspective Alignment Layer (IAL), which reasons over decomposed alignments using block-based self-attention. We evaluate our proposed method on the NarrativeQA reading comprehension benchmark, achieving state-of-the-art performance, improving existing baselines by $51\%$ relative improvement on BLEU-4 and $17\%$ relative improvement on Rouge-L. Extensive ablations confirm the effectiveness of our proposed IAL and CL components.

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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.

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Towards Solving Text-based Games by Producing Adaptive Action Spaces

To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter, i.e., learning to act optimally when valid actions are known in advance. In this work, we propose to tackle the first task and train a model that generates the set of all valid commands for a given context. We try three generative models on a dataset generated with Textworld. The best model can generate valid commands which were unseen at training and achieve high $F_1$ score on the test set.

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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.

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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.

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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.

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A Joint Model for Question Answering and Question Generation

We propose a generative machine comprehension model that learns jointly to ask and answer questions based on documents. The proposed model uses a sequence-to-sequence framework that encodes the document and generates a question (answer) given an answer (question). Significant improvement in model performance is observed empirically on the SQuAD corpus, confirming our hypothesis that the model benefits from jointly learning to perform both tasks. We believe the joint model's novelty offers a new perspective on machine comprehension beyond architectural engineering, and serves as a first step towards autonomous information seeking.

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