Antonio Vergari


2024

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PIXAR: Auto-Regressive Language Modeling in Pixel Space
Yintao Tai | Xiyang Liao | Alessandro Suglia | Antonio Vergari
Findings of the Association for Computational Linguistics: ACL 2024

Recent work showed the possibility of building open-vocabulary large language models (LLMs) that directly operate on pixel representations. These models are implemented as autoencoders that reconstruct masked patches of rendered text.However, these pixel-based LLMs are limited to discriminative tasks (e.g., classification) and, similar to BERT, cannot be used to generate text.Therefore, they cannot be used for generative tasks such as free-form question answering. In this work, we introduce PIXAR, the first pixel-based autoregressive LLM that performs text generation. Consisting of only a decoder, PIXAR can perform free-form generative tasks while keeping the number of parameters on par with previous encoder-decoder models.Furthermore, we highlight the challenges of generating text as non-noisy images and show this is due to using a maximum likelihood objective. To overcome this problem, we propose an adversarial pretraining stage that improves the readability and accuracy of PIXAR by 8.1 on LAMBADA and 8.5 on bAbI— making it comparable to GPT-2 on text generation tasks.This paves the way to build open-vocabulary LLMs that operate on perceptual input only and calls into question the necessity of the usual symbolic input representation, i.e., text as (sub)tokens.

2021

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An Empirical Study on the Generalization Power of Neural Representations Learned via Visual Guessing Games
Alessandro Suglia | Yonatan Bisk | Ioannis Konstas | Antonio Vergari | Emanuele Bastianelli | Andrea Vanzo | Oliver Lemon
Proceedings of the 16th Conference of the European Chapter of the Association for Computational Linguistics: Main Volume

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 generalise: 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.

2020

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Imagining Grounded Conceptual Representations from Perceptual Information in Situated Guessing Games
Alessandro Suglia | Antonio Vergari | Ioannis Konstas | Yonatan Bisk | Emanuele Bastianelli | Andrea Vanzo | Oliver Lemon
Proceedings of the 28th International Conference on Computational Linguistics

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.