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Yonatan Bisk

Publications and source records attributed to Yonatan Bisk.

At least 91 records · Page 5Linked to original sources

FILM: Following Instructions in Language with Modular Methods

Recent methods for embodied instruction following are typically trained end-to-end using imitation learning. This often requires the use of expert trajectories and low-level language instructions. Such approaches assume that neural states will integrate multimodal semantics to perform state tracking, building spatial memory, exploration, and long-term planning. In contrast, we propose a modular method with structured representations that (1) builds a semantic map of the scene and (2) performs exploration with a semantic search policy, to achieve the natural language goal. Our modular method achieves SOTA performance (24.46 %) with a substantial (8.17 % absolute) gap from previous work while using less data by eschewing both expert trajectories and low-level instructions. Leveraging low-level language, however, can further increase our performance (26.49 %). Our findings suggest that an explicit spatial memory and a semantic search policy can provide a stronger and more general representation for state-tracking and guidance, even in the absence of expert trajectories or low-level instructions.

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It's Time to Do Something: Mitigating the Negative Impacts of Computing Through a Change to the Peer Review Process

The computing research community needs to work much harder to address the downsides of our innovations. Between the erosion of privacy, threats to democracy, and automation's effect on employment (among many other issues), we can no longer simply assume that our research will have a net positive impact on the world. While bending the arc of computing innovation towards societal benefit may at first seem intractable, we believe we can achieve substantial progress with a straightforward step: making a small change to the peer review process. As we explain below, we hypothesize that our recommended change will force computing researchers to more deeply consider the negative impacts of their work. We also expect that this change will incentivize research and policy that alleviates computing's negative impacts.

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Dependency Induction Through the Lens of Visual Perception

Most previous work on grammar induction focuses on learning phrasal or dependency structure purely from text. However, because the signal provided by text alone is limited, recently introduced visually grounded syntax models make use of multimodal information leading to improved performance in constituency grammar induction. However, as compared to dependency grammars, constituency grammars do not provide a straightforward way to incorporate visual information without enforcing language-specific heuristics. In this paper, we propose an unsupervised grammar induction model that leverages word concreteness and a structural vision-based heuristic to jointly learn constituency-structure and dependency-structure grammars. Our experiments find that concreteness is a strong indicator for learning dependency grammars, improving the direct attachment score (DAS) by over 50\% as compared to state-of-the-art models trained on pure text. Next, we propose an extension of our model that leverages both word concreteness and visual semantic role labels in constituency and dependency parsing. Our experiments show that the proposed extension outperforms the current state-of-the-art visually grounded models in constituency parsing even with a smaller grammar size.

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Language Grounding with 3D Objects

Seemingly simple natural language requests to a robot are generally underspecified, for example "Can you bring me the wireless mouse?" Flat images of candidate mice may not provide the discriminative information needed for "wireless." The world, and objects in it, are not flat images but complex 3D shapes. If a human requests an object based on any of its basic properties, such as color, shape, or texture, robots should perform the necessary exploration to accomplish the task. In particular, while substantial effort and progress has been made on understanding explicitly visual attributes like color and category, comparatively little progress has been made on understanding language about shapes and contours. In this work, we introduce a novel reasoning task that targets both visual and non-visual language about 3D objects. Our new benchmark, ShapeNet Annotated with Referring Expressions (SNARE) requires a model to choose which of two objects is being referenced by a natural language description. We introduce several CLIP-based models for distinguishing objects and demonstrate that while recent advances in jointly modeling vision and language are useful for robotic language understanding, it is still the case that these image-based models are weaker at understanding the 3D nature of objects -- properties which play a key role in manipulation. We find that adding view estimation to language grounding models improves accuracy on both SNARE and when identifying objects referred to in language on a robot platform, but note that a large gap remains between these models and human performance.

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TACo: Token-aware Cascade Contrastive Learning for Video-Text Alignment

Contrastive learning has been widely used to train transformer-based vision-language models for video-text alignment and multi-modal representation learning. This paper presents a new algorithm called Token-Aware Cascade contrastive learning (TACo) that improves contrastive learning using two novel techniques. The first is the token-aware contrastive loss which is computed by taking into account the syntactic classes of words. This is motivated by the observation that for a video-text pair, the content words in the text, such as nouns and verbs, are more likely to be aligned with the visual contents in the video than the function words. Second, a cascade sampling method is applied to generate a small set of hard negative examples for efficient loss estimation for multi-modal fusion layers. To validate the effectiveness of TACo, in our experiments we finetune pretrained models for a set of downstream tasks including text-video retrieval (YouCook2, MSR-VTT and ActivityNet), video action step localization (CrossTask), video action segmentation (COIN). The results show that our models attain consistent improvements across different experimental settings over previous methods, setting new state-of-the-art on three public text-video retrieval benchmarks of YouCook2, MSR-VTT and ActivityNet.

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Few-shot Language Coordination by Modeling Theory of Mind

$\textit{No man is an island.}$ Humans communicate with a large community by coordinating with different interlocutors within short conversations. This ability has been understudied by the research on building neural communicative agents. We study the task of few-shot $\textit{language coordination}$: agents quickly adapting to their conversational partners' language abilities. Different from current communicative agents trained with self-play, we require the lead agent to coordinate with a $\textit{population}$ of agents with different linguistic abilities, quickly adapting to communicate with unseen agents in the population. This requires the ability to model the partner's beliefs, a vital component of human communication. Drawing inspiration from theory-of-mind (ToM; Premack& Woodruff (1978)), we study the effect of the speaker explicitly modeling the listeners' mental states. The speakers, as shown in our experiments, acquire the ability to predict the reactions of their partner, which helps it generate instructions that concisely express its communicative goal. We examine our hypothesis that the instructions generated with ToM modeling yield better communication performance in both a referential game and a language navigation task. Positive results from our experiments hint at the importance of explicitly modeling communication as a socio-pragmatic progress.

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Grounding 'Grounding' in NLP

The NLP community has seen substantial recent interest in grounding to facilitate interaction between language technologies and the world. However, as a community, we use the term broadly to reference any linking of text to data or non-textual modality. In contrast, Cognitive Science more formally defines "grounding" as the process of establishing what mutual information is required for successful communication between two interlocutors -- a definition which might implicitly capture the NLP usage but differs in intent and scope. We investigate the gap between these definitions and seek answers to the following questions: (1) What aspects of grounding are missing from NLP tasks? Here we present the dimensions of coordination, purviews and constraints. (2) How is the term "grounding" used in the current research? We study the trends in datasets, domains, and tasks introduced in recent NLP conferences. And finally, (3) How to advance our current definition to bridge the gap with Cognitive Science? We present ways to both create new tasks or repurpose existing ones to make advancements towards achieving a more complete sense of grounding.

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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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An Empirical Study on the Generalization Power of Neural Representations Learned via Visual Guessing Games

Guessing games are a prototypical instance of the "learning by interacting" paradigm. This work investigates how well an artificial agent can benefit from playing guessing games when later asked to perform on novel NLP downstream tasks such as Visual Question Answering (VQA). We propose two ways to exploit playing guessing games: 1) a supervised learning scenario in which the agent learns to mimic successful guessing games and 2) a novel way for an agent to play by itself, called Self-play via Iterated Experience Learning (SPIEL). We evaluate the ability of both procedures to generalize: an in-domain evaluation shows an increased accuracy (+7.79) compared with competitors on the evaluation suite CompGuessWhat?!; a transfer evaluation shows improved performance for VQA on the TDIUC dataset in terms of harmonic average accuracy (+5.31) thanks to more fine-grained object representations learned via SPIEL.

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Knowledge-driven Data Construction for Zero-shot Evaluation in Commonsense Question Answering

Recent developments in pre-trained neural language modeling have led to leaps in accuracy on commonsense question-answering benchmarks. However, there is increasing concern that models overfit to specific tasks, without learning to utilize external knowledge or perform general semantic reasoning. In contrast, zero-shot evaluations have shown promise as a more robust measure of a model's general reasoning abilities. In this paper, we propose a novel neuro-symbolic framework for zero-shot question answering across commonsense tasks. Guided by a set of hypotheses, the framework studies how to transform various pre-existing knowledge resources into a form that is most effective for pre-training models. We vary the set of language models, training regimes, knowledge sources, and data generation strategies, and measure their impact across tasks. Extending on prior work, we devise and compare four constrained distractor-sampling strategies. We provide empirical results across five commonsense question-answering tasks with data generated from five external knowledge resources. We show that, while an individual knowledge graph is better suited for specific tasks, a global knowledge graph brings consistent gains across different tasks. In addition, both preserving the structure of the task as well as generating fair and informative questions help language models learn more effectively.

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Defending Against Neural Fake News

Recent progress in natural language generation has raised dual-use concerns. While applications like summarization and translation are positive, the underlying technology also might enable adversaries to generate neural fake news: targeted propaganda that closely mimics the style of real news. Modern computer security relies on careful threat modeling: identifying potential threats and vulnerabilities from an adversary's point of view, and exploring potential mitigations to these threats. Likewise, developing robust defenses against neural fake news requires us first to carefully investigate and characterize the risks of these models. We thus present a model for controllable text generation called Grover. Given a headline like `Link Found Between Vaccines and Autism,' Grover can generate the rest of the article; humans find these generations to be more trustworthy than human-written disinformation. Developing robust verification techniques against generators like Grover is critical. We find that best current discriminators can classify neural fake news from real, human-written, news with 73% accuracy, assuming access to a moderate level of training data. Counterintuitively, the best defense against Grover turns out to be Grover itself, with 92% accuracy, demonstrating the importance of public release of strong generators. We investigate these results further, showing that exposure bias -- and sampling strategies that alleviate its effects -- both leave artifacts that similar discriminators can pick up on. We conclude by discussing ethical issues regarding the technology, and plan to release Grover publicly, helping pave the way for better detection of neural fake news.

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Imagining Grounded Conceptual Representations from Perceptual Information in Situated Guessing Games

In visual guessing games, a Guesser has to identify a target object in a scene by asking questions to an Oracle. An effective strategy for the players is to learn conceptual representations of objects that are both discriminative and expressive enough to ask questions and guess correctly. However, as shown by Suglia et al. (2020), existing models fail to learn truly multi-modal representations, relying instead on gold category labels for objects in the scene both at training and inference time. This provides an unnatural performance advantage when categories at inference time match those at training time, and it causes models to fail in more realistic "zero-shot" scenarios where out-of-domain object categories are involved. To overcome this issue, we introduce a novel "imagination" module based on Regularized Auto-Encoders, that learns context-aware and category-aware latent embeddings without relying on category labels at inference time. Our imagination module outperforms state-of-the-art competitors by 8.26% gameplay accuracy in the CompGuessWhat?! zero-shot scenario (Suglia et al., 2020), and it improves the Oracle and Guesser accuracy by 2.08% and 12.86% in the GuessWhat?! benchmark, when no gold categories are available at inference time. The imagination module also boosts reasoning about object properties and attributes.

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Experience Grounds Language

Language understanding research is held back by a failure to relate language to the physical world it describes and to the social interactions it facilitates. Despite the incredible effectiveness of language processing models to tackle tasks after being trained on text alone, successful linguistic communication relies on a shared experience of the world. It is this shared experience that makes utterances meaningful. Natural language processing is a diverse field, and progress throughout its development has come from new representational theories, modeling techniques, data collection paradigms, and tasks. We posit that the present success of representation learning approaches trained on large, text-only corpora requires the parallel tradition of research on the broader physical and social context of language to address the deeper questions of communication.

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A Benchmark for Structured Procedural Knowledge Extraction from Cooking Videos

Watching instructional videos are often used to learn about procedures. Video captioning is one way of automatically collecting such knowledge. However, it provides only an indirect, overall evaluation of multimodal models with no finer-grained quantitative measure of what they have learned. We propose instead, a benchmark of structured procedural knowledge extracted from cooking videos. This work is complementary to existing tasks, but requires models to produce interpretable structured knowledge in the form of verb-argument tuples. Our manually annotated open-vocabulary resource includes 356 instructional cooking videos and 15,523 video clip/sentence-level annotations. Our analysis shows that the proposed task is challenging and standard modeling approaches like unsupervised segmentation, semantic role labeling, and visual action detection perform poorly when forced to predict every action of a procedure in a structured form.

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RMM: A Recursive Mental Model for Dialog Navigation

Language-guided robots must be able to both ask humans questions and understand answers. Much existing work focuses only on the latter. In this paper, we go beyond instruction following and introduce a two-agent task where one agent navigates and asks questions that a second, guiding agent answers. Inspired by theory of mind, we propose the Recursive Mental Model (RMM). The navigating agent models the guiding agent to simulate answers given candidate generated questions. The guiding agent in turn models the navigating agent to simulate navigation steps it would take to generate answers. We use the progress agents make towards the goal as a reinforcement learning reward signal to directly inform not only navigation actions, but also both question and answer generation. We demonstrate that RMM enables better generalization to novel environments. Interlocutor modelling may be a way forward for human-agent dialogue where robots need to both ask and answer questions.

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The Return of Lexical Dependencies: Neural Lexicalized PCFGs

In this paper we demonstrate that $\textit{context free grammar (CFG) based methods for grammar induction benefit from modeling lexical dependencies}$. This contrasts to the most popular current methods for grammar induction, which focus on discovering $\textit{either}$ constituents $\textit{or}$ dependencies. Previous approaches to marry these two disparate syntactic formalisms (e.g. lexicalized PCFGs) have been plagued by sparsity, making them unsuitable for unsupervised grammar induction. However, in this work, we present novel neural models of lexicalized PCFGs which allow us to overcome sparsity problems and effectively induce both constituents and dependencies within a single model. Experiments demonstrate that this unified framework results in stronger results on both representations than achieved when modeling either formalism alone. Code is available at https://github.com/neulab/neural-lpcfg.

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ALFRED: A Benchmark for Interpreting Grounded Instructions for Everyday Tasks

We present ALFRED (Action Learning From Realistic Environments and Directives), a benchmark for learning a mapping from natural language instructions and egocentric vision to sequences of actions for household tasks. ALFRED includes long, compositional tasks with non-reversible state changes to shrink the gap between research benchmarks and real-world applications. ALFRED consists of expert demonstrations in interactive visual environments for 25k natural language directives. These directives contain both high-level goals like "Rinse off a mug and place it in the coffee maker." and low-level language instructions like "Walk to the coffee maker on the right." ALFRED tasks are more complex in terms of sequence length, action space, and language than existing vision-and-language task datasets. We show that a baseline model based on recent embodied vision-and-language tasks performs poorly on ALFRED, suggesting that there is significant room for developing innovative grounded visual language understanding models with this benchmark.

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Multi-View Learning for Vision-and-Language Navigation

Learning to navigate in a visual environment following natural language instructions is a challenging task because natural language instructions are highly variable, ambiguous, and under-specified. In this paper, we present a novel training paradigm, Learn from EveryOne (LEO), which leverages multiple instructions (as different views) for the same trajectory to resolve language ambiguity and improve generalization. By sharing parameters across instructions, our approach learns more effectively from limited training data and generalizes better in unseen environments. On the recent Room-to-Room (R2R) benchmark dataset, LEO achieves 16% improvement (absolute) over a greedy agent as the base agent (25.3% $\rightarrow$ 41.4%) in Success Rate weighted by Path Length (SPL). Further, LEO is complementary to most existing models for vision-and-language navigation, allowing for easy integration with the existing techniques, leading to LEO+, which creates the new state of the art, pushing the R2R benchmark to 62% (9% absolute improvement).

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