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Agency, the capacity to proactively shape events, is central to how humans interact and collaborate. While LLMs are being developed to simulate human behavior and serve as human-like agents, little attention has been given to the Agency that these models should possess in order to proactively manage the direction of interaction and collaboration. In this paper, we investigate Agency as a desirable function of LLMs, and how it can be measured and managed. We build on social-cognitive theory to develop a framework of features through which Agency is expressed in dialogue – indicating what you intend to do (Intentionality), motivating your intentions (Motivation), having self-belief in intentions (Self-Efficacy), and being able to self-adjust (Self-Regulation). We collect a new dataset of 83 human-human collaborative interior design conversations containing 908 conversational snippets annotated for Agency features. Using this dataset, we develop methods for measuring Agency of LLMs. Automatic and human evaluations show that models that manifest features associated with high Intentionality, Motivation, Self-Efficacy, and Self-Regulation are more likely to be perceived as strongly agentive.
Non-Player Characters (NPCs) significantly enhance the player experience in many games. Historically, players’ interactions with NPCs have tended to be highly scripted, to be limited to natural language responses to be selected by the player, and to not involve dynamic change in game state. In this work, we demonstrate that use of a few example conversational prompts can power a conversational agent to generate both natural language and novel code. This approach can permit development of NPCs with which players can have grounded conversations that are free-form and less repetitive. We demonstrate our approach using OpenAI Codex (GPT-3 finetuned on GitHub), with Minecraft game development as our test bed. We show that with a few example prompts, a Codex-based agent can generate novel code, hold multi-turn conversations and answer questions about structured data. We evaluate this application using experienced gamers in a Minecraft realm and provide analysis of failure cases and suggest possible directions for solutions.
Much past work has focused on extracting information like events, entities, and relations from documents. Very little work has focused on analyzing these results for better model understanding. In this paper, we introduce a curation interface that takes an Information Extraction (IE) system’s output in a pre-defined format and generates a graphical representation of its elements. The interface supports editing while curating schemas for complex events like Improvised Explosive Device (IED) based scenarios. We identify various schemas that either have linear event chains or contain parallel events with complicated temporal ordering. We iteratively update an induced schema to uniquely identify events specific to it, add optional events around them, and prune unnecessary events. The resulting schemas are improved and enriched versions of the machine-induced versions.
Acquiring training data for natural language processing systems can be expensive and time-consuming. Given a few training examples crafted by experts, large corpora can be mined for thousands of semantically similar examples that provide useful variability to improve model generalization. We present TopGuNN, a fast contextualized k-NN retrieval system that can efficiently index and search over contextual embeddings generated from large corpora. TopGuNN is demonstrated for a training data augmentation use case over the Gigaword corpus. Using approximate k-NN and an efficient architecture, TopGuNN performs queries over an embedding space of 4.63TB (approximately 1.5B embeddings) in less than a day.
Sequence-to-sequence models have proven to be highly successful in learning morphological inflection from examples as the series of SIGMORPHON/CoNLL shared tasks have shown. It is usually assumed, however, that a linguist working with inflectional examples could in principle develop a gold standard-level morphological analyzer and generator that would surpass a trained neural network model in accuracy of predictions, but that it may require significant amounts of human labor. In this paper, we discuss an experiment where a group of people with some linguistic training develop 25+ grammars as part of the shared task and weigh the cost/benefit ratio of developing grammars by hand. We also present tools that can help linguists triage difficult complex morphophonological phenomena within a language and hypothesize inflectional class membership. We conclude that a significant development effort by trained linguists to analyze and model morphophonological patterns are required in order to surpass the accuracy of neural models.