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The reasoning abilities of Large Language Models (LLMs) are becoming a central focus of study in NLP. In this paper, we consider the case of syllogistic reasoning, an area of deductive reasoning studied extensively in logic and cognitive psychology. Previous research has shown that pre-trained LLMs exhibit reasoning biases, such as content effects, avoid answering that no conclusion follows, align with human difficulties, and struggle with multi-step reasoning. We contribute to this research line by systematically investigating the effects of chain-of-thought reasoning, in-context learning (ICL), and supervised fine-tuning (SFT) on syllogistic reasoning, considering syllogisms with conclusions that support or violate world knowledge and with multiple premises. Crucially, we go beyond the standard focus on accuracy, with an in-depth analysis of the conclusions generated by the models. Our results suggest that the behavior of pre-trained LLMs can be explained by heuristics studied in cognitive science and that both ICL and SFT improve model performance on valid inferences, although only the latter can mitigate most reasoning biases while being consistent.
Questions are essential tools for acquiring the necessary information to complete information-seeking tasks. However, large language models (LLMs), especially open-source models, often perform poorly in generating informative questions, as measured by expected information gain (EIG). In this paper, we propose a method to enhance the informativeness of LLM-generated questions in 20-question game dialogues. We sample multiple questions from the same model (LLaMA 2-Chat 7B) for each game and create pairs of low-EIG and high-EIG questions to apply a Direct Preference Optimization (DPO) algorithm. Our results show that this method produces more effective questions (in terms of EIG), even in domains different from those used to train the DPO model.
Large Language Models, and ChatGPT in particular, have recently grabbed the attention of the community and the media. Having reached high language proficiency, attention has been shifting toward its reasoning capabilities. In this paper, our main aim is to evaluate ChatGPT’s question generation in a task where language production should be driven by an implicit reasoning process. To this end, we employ the 20-Questions game, traditionally used within the Cognitive Science community to inspect the information seeking-strategy’s development. This task requires a series of interconnected skills: asking informative questions, stepwise updating the hypothesis space, and stopping asking questions when enough information has been collected. We build hierarchical hypothesis spaces, exploiting feature norms collected from humans vs. ChatGPT itself, and we inspect the efficiency and informativeness of ChatGPT’s strategy. Our results show that ChatGPT’s performance gets closer to an optimal agent only when prompted to explicitly list the updated space stepwise.
Pre-trained Vision and Language Transformers achieve high performance on downstream tasks due to their ability to transfer representational knowledge accumulated during pretraining on substantial amounts of data. In this paper, we ask whether it is possible to compete with such models using features based on transferred (pre-trained, frozen) representations combined with a lightweight architecture. We take a multimodal guessing task as our testbed, GuessWhat?!. An ensemble of our lightweight model matches the performance of the finetuned pre-trained transformer (LXMERT). An uncertainty analysis of our ensemble shows that the lightweight transferred representations close the data uncertainty gap with LXMERT, while retaining model diversity leading to ensemble boost. We further demonstrate that LXMERT’s performance gain is due solely to its extra V&L pretraining rather than because of architectural improvements. These results argue for flexible integration of multiple features and lightweight models as a viable alternative to large, cumbersome, pre-trained models.
Artificial agents are nowadays challenged to perform embodied AI tasks. To succeed, agents must understand the meaning of verbs and how their corresponding actions transform the surrounding world. In this work, we propose ACT-Thor, a novel controlled benchmark for embodied action understanding. We use the AI2-THOR simulated environment to produce a controlled setup in which an agent, given a before-image and an associated action command, has to determine what the correct after-image is among a set of possible candidates. First, we assess the feasibility of the task via a human evaluation that resulted in 81.4% accuracy, and very high inter-annotator agreement (84.9%). Second, we design both unimodal and multimodal baselines, using state-of-the-art visual feature extractors. Our evaluation and error analysis suggest that only models that have a very structured representation of the actions together with powerful visual features can perform well on the task. However, they still fall behind human performance in a zero-shot scenario where the model is exposed to unseen (action, object) pairs. This paves the way for a systematic way of evaluating embodied AI agents that understand grounded actions.
Natural language generation systems have witnessed important progress in the last years, but they are shown to generate tokens that are unrelated to the source input. This problem affects computational models in many NLP tasks, and it is particularly unpleasant in multimodal systems. In this work, we assess the rate of object hallucination in multimodal conversational agents playing the GuessWhat?! referential game. Better visual processing has been shown to mitigate this issue in image captioning; hence, we adapt to the GuessWhat?! task the best visual processing models at disposal, and propose two new models to play the Questioner agent. We show that the new models generate few hallucinations compared to other renowned models available in the literature. Moreover, their hallucinations are less severe (affect task-accuracy less) and are more human-like. We also analyse where hallucinations tend to occur more often through the dialogue: hallucinations are less frequent in earlier turns, cause a cascade hallucination effect, and are often preceded by negative answers, which have been shown to be harder to ground.
In this paper, we define and evaluate a methodology for extracting history-dependent spatial questions from visual dialogues. We say that a question is history-dependent if it requires (parts of) its dialogue history to be interpreted. We argue that some kinds of visual questions define a context upon which a follow-up spatial question relies. We call the question that restricts the context: trigger, and we call the spatial question that requires the trigger question to be answered: zoomer. We automatically extract different trigger and zoomer pairs based on the visual property that the questions rely on (e.g. color, number). We manually annotate the automatically extracted trigger and zoomer pairs to verify which zoomers require their trigger. We implement a simple baseline architecture based on a SOTA multimodal encoder. Our results reveal that there is much room for improvement for answering history-dependent questions.
When training a model on referential dialogue guessing games, the best model is usually chosen based on its task success. We show that in the popular end-to-end approach, this choice prevents the model from learning to generate linguistically richer dialogues, since the acquisition of language proficiency takes longer than learning the guessing task. By comparing models playing different games (GuessWhat, GuessWhich, and Mutual Friends), we show that this discrepancy is model- and task-agnostic. We investigate whether and when better language quality could lead to higher task success. We show that in GuessWhat, models could increase their accuracy if they learn to ground, encode, and decode also words that do not occur frequently in the training set.
Generating goal-oriented questions in Visual Dialogue tasks is a challenging and longstanding problem. State-Of-The-Art systems are shown to generate questions that, although grammatically correct, often lack an effective strategy and sound unnatural to humans. Inspired by the cognitive literature on information search and cross-situational word learning, we design Confirm-it, a model based on a beam search re-ranking algorithm that guides an effective goal-oriented strategy by asking questions that confirm the model’s conjecture about the referent. We take the GuessWhat?! game as a case-study. We show that dialogues generated by Confirm-it are more natural and effective than beam search decoding without re-ranking.
An interesting challenge for situated dialogue systems is referential visual dialog: by asking questions, the system has to identify the referent to which the user refers to. Task success is the standard metric used to evaluate these systems. However, it does not consider how effective each question is, that is how much each question contributes to the goal. We propose a new metric, that measures question effectiveness. As a preliminary study, we report the new metric for state of the art publicly available models on GuessWhat?!. Surprisingly, successful dialogues do not have a higher percentage of effective questions than failed dialogues. This suggests that a system with high task success is not necessarily one that generates good questions.
Task success is the standard metric used to evaluate referential visual dialogue systems. In this paper we propose two new metrics that evaluate how each question contributes to the goal. First, we measure how effective each question is by evaluating whether the question discards objects that are not the referent. Second, we define referring questions as those that univocally identify one object in the image. We report the new metrics for human dialogues and for state of the art publicly available models on GuessWhat?!. Regarding our first metric, we find that successful dialogues do not have a higher percentage of effective questions for most models. With respect to the second metric, humans make questions at the end of the dialogue that are referring, confirming their guess before guessing. Human dialogues that use this strategy have a higher task success but models do not seem to learn it.
In this paper, we study the grounding skills required to answer spatial questions asked by humans while playing the GuessWhat?! game. We propose a classification for spatial questions dividing them into absolute, relational, and group questions. We build a new answerer model based on the LXMERT multimodal transformer and we compare a baseline with and without visual features of the scene. We are interested in studying how the attention mechanisms of LXMERT are used to answer spatial questions since they require putting attention on more than one region simultaneously and spotting the relation holding among them. We show that our proposed model outperforms the baseline by a large extent (9.70% on spatial questions and 6.27% overall). By analyzing LXMERT errors and its attention mechanisms, we find that our classification helps to gain a better understanding of the skills required to answer different spatial questions.
This paper introduces BD2BB, a novel language and vision benchmark that requires multimodal models combine complementary information from the two modalities. Recently, impressive progress has been made to develop universal multimodal encoders suitable for virtually any language and vision tasks. However, current approaches often require them to combine redundant information provided by language and vision. Inspired by real-life communicative contexts, we propose a novel task where either modality is necessary but not sufficient to make a correct prediction. To do so, we first build a dataset of images and corresponding sentences provided by human participants. Second, we evaluate state-of-the-art models and compare their performance against human speakers. We show that, while the task is relatively easy for humans, best-performing models struggle to achieve similar results.
We study the issue of catastrophic forgetting in the context of neural multimodal approaches to Visual Question Answering (VQA). Motivated by evidence from psycholinguistics, we devise a set of linguistically-informed VQA tasks, which differ by the types of questions involved (Wh-questions and polar questions). We test what impact task difficulty has on continual learning, and whether the order in which a child acquires question types facilitates computational models. Our results show that dramatic forgetting is at play and that task difficulty and order matter. Two well-known current continual learning methods mitigate the problem only to a limiting degree.
We propose a grounded dialogue state encoder which addresses a foundational issue on how to integrate visual grounding with dialogue system components. As a test-bed, we focus on the GuessWhat?! game, a two-player game where the goal is to identify an object in a complex visual scene by asking a sequence of yes/no questions. Our visually-grounded encoder leverages synergies between guessing and asking questions, as it is trained jointly using multi-task learning. We further enrich our model via a cooperative learning regime. We show that the introduction of both the joint architecture and cooperative learning lead to accuracy improvements over the baseline system. We compare our approach to an alternative system which extends the baseline with reinforcement learning. Our in-depth analysis shows that the linguistic skills of the two models differ dramatically, despite approaching comparable performance levels. This points at the importance of analyzing the linguistic output of competing systems beyond numeric comparison solely based on task success.
The multimodal models used in the emerging field at the intersection of computational linguistics and computer vision implement the bottom-up processing of the “Hub and Spoke” architecture proposed in cognitive science to represent how the brain processes and combines multi-sensory inputs. In particular, the Hub is implemented as a neural network encoder. We investigate the effect on this encoder of various vision-and-language tasks proposed in the literature: visual question answering, visual reference resolution, and visually grounded dialogue. To measure the quality of the representations learned by the encoder, we use two kinds of analyses. First, we evaluate the encoder pre-trained on the different vision-and-language tasks on an existing “diagnostic task” designed to assess multimodal semantic understanding. Second, we carry out a battery of analyses aimed at studying how the encoder merges and exploits the two modalities.
Inspired by the literature on multisensory integration, we develop a computational model to ground quantifiers in perception. The model learns to pick, out of nine quantifiers (‘few’, ‘many’, ‘all’, etc.), the one that is more likely to describe the percent of animals in a visual-auditory input containing both animals and artifacts. We show that relying on concurrent sensory inputs increases model performance on the quantification task. Moreover, we evaluate the model in a situation in which only the auditory modality is given, while the visual one is ‘hallucinanted’ either from the auditory input itself or from a linguistic caption describing the quantity of entities in the auditory input. This way, the model exploits prior associations between modalities. We show that the model profits from the prior knowledge and outperforms the auditory-only setting.
The present work investigates whether different quantification mechanisms (set comparison, vague quantification, and proportional estimation) can be jointly learned from visual scenes by a multi-task computational model. The motivation is that, in humans, these processes underlie the same cognitive, non-symbolic ability, which allows an automatic estimation and comparison of set magnitudes. We show that when information about lower-complexity tasks is available, the higher-level proportional task becomes more accurate than when performed in isolation. Moreover, the multi-task model is able to generalize to unseen combinations of target/non-target objects. Consistently with behavioral evidence showing the interference of absolute number in the proportional task, the multi-task model no longer works when asked to provide the number of target objects in the scene.
We study the role of linguistic context in predicting quantifiers (‘few’, ‘all’). We collect crowdsourced data from human participants and test various models in a local (single-sentence) and a global context (multi-sentence) condition. Models significantly out-perform humans in the former setting and are only slightly better in the latter. While human performance improves with more linguistic context (especially on proportional quantifiers), model performance suffers. Models are very effective in exploiting lexical and morpho-syntactic patterns; humans are better at genuinely understanding the meaning of the (global) context.
Our goal is to explore how the abilities brought in by a dialogue manager can be included in end-to-end visually grounded conversational agents. We make initial steps towards this general goal by augmenting a task-oriented visual dialogue model with a decision-making component that decides whether to ask a follow-up question to identify a target referent in an image, or to stop the conversation to make a guess. Our analyses show that adding a decision making component produces dialogues that are less repetitive and that include fewer unnecessary questions, thus potentially leading to more efficient and less unnatural interactions.
Capturing semantic relations between sentences, such as entailment, is a long-standing challenge for computational semantics. Logic-based models analyse entailment in terms of possible worlds (interpretations, or situations) where a premise P entails a hypothesis H iff in all worlds where P is true, H is also true. Statistical models view this relationship probabilistically, addressing it in terms of whether a human would likely infer H from P. In this paper, we wish to bridge these two perspectives, by arguing for a visually-grounded version of the Textual Entailment task. Specifically, we ask whether models can perform better if, in addition to P and H, there is also an image (corresponding to the relevant “world” or “situation”). We use a multimodal version of the SNLI dataset (Bowman et al., 2015) and we compare “blind” and visually-augmented models of textual entailment. We show that visual information is beneficial, but we also conduct an in-depth error analysis that reveals that current multimodal models are not performing “grounding” in an optimal fashion.
People can refer to quantities in a visual scene by using either exact cardinals (e.g. one, two, three) or natural language quantifiers (e.g. few, most, all). In humans, these two processes underlie fairly different cognitive and neural mechanisms. Inspired by this evidence, the present study proposes two models for learning the objective meaning of cardinals and quantifiers from visual scenes containing multiple objects. We show that a model capitalizing on a ‘fuzzy’ measure of similarity is effective for learning quantifiers, whereas the learning of exact cardinals is better accomplished when information about number is provided.
In this paper, we aim to understand whether current language and vision (LaVi) models truly grasp the interaction between the two modalities. To this end, we propose an extension of the MS-COCO dataset, FOIL-COCO, which associates images with both correct and ‘foil’ captions, that is, descriptions of the image that are highly similar to the original ones, but contain one single mistake (‘foil word’). We show that current LaVi models fall into the traps of this data and perform badly on three tasks: a) caption classification (correct vs. foil); b) foil word detection; c) foil word correction. Humans, in contrast, have near-perfect performance on those tasks. We demonstrate that merely utilising language cues is not enough to model FOIL-COCO and that it challenges the state-of-the-art by requiring a fine-grained understanding of the relation between text and image.
Shared and internationally recognized benchmarks are fundamental for the development of any computational system. We aim to help the research community working on compositional distributional semantic models (CDSMs) by providing SICK (Sentences Involving Compositional Knowldedge), a large size English benchmark tailored for them. SICK consists of about 10,000 English sentence pairs that include many examples of the lexical, syntactic and semantic phenomena that CDSMs are expected to account for, but do not require dealing with other aspects of existing sentential data sets (idiomatic multiword expressions, named entities, telegraphic language) that are not within the scope of CDSMs. By means of crowdsourcing techniques, each pair was annotated for two crucial semantic tasks: relatedness in meaning (with a 5-point rating scale as gold score) and entailment relation between the two elements (with three possible gold labels: entailment, contradiction, and neutral). The SICK data set was used in SemEval-2014 Task 1, and it freely available for research purposes.
The lexicon of any natural language encodes a huge number of distinct word meanings. Just to understand this article, you will need to know what thousands of words mean. The space of possible sentential meanings is infinite: In this article alone, you will encounter many sentences that express ideas you have never heard before, we hope. Statistical semantics has addressed the issue of the vastness of word meaning by proposing methods to harvest meaning automatically from large collections of text (corpora). Formal semantics in the Fregean tradition has developed methods to account for the infinity of sentential meaning based on the crucial insight of compositionality, the idea that meaning of sentences is built incrementally by combining the meanings of their constituents. This article sketches a new approach to semantics that brings together ideas from statistical and formal semantics to account, in parallel, for the richness of lexical meaning and the combinatorial power of sentential semantics. We adopt, in particular, the idea that word meaning can be approximated by the patterns of co-occurrence of words in corpora from statistical semantics, and the idea that compositionality can be captured in terms of a syntax-driven calculus of function application from formal semantics.
Questions are not asked in isolation. Their context, viz. the preceding interactions, might be of help to understand them and retrieve the correct answer. Previous research in Interactive Question Answering showed that context fusion has a big potential to improve the performance of answer retrieval. In this paper, we study how much context, and what elements of it, should be considered to answer Follow-Up Questions (FU Qs). Following previous research, we exploit Logistic Regression Models to learn aspects of dialogue structure relevant to answering FU Qs. We enrich existing models based on shallow features with deep features, relying on the theory of discourse structure of (Chai and Jin, 2004), and on Centering Theory, respectively. Using models trained on realistic IQA data, we show which of the various theoretically motivated features hold up against empirical evidence. We also show that, while these deep features do not outperform the shallow ones on their own, an IQA system's answer correctness increases if the shallow and deep features are combined.
This paper presents an on-going project aiming at enhancing the OPAC (Online Public Access Catalog) search system of the Library of the Free University of Bozen-Bolzano with multilingual access. The Multilingual search system (MUSIL), we have developed, integrates advanced linguistic technologies in a user friendly interface and bridges the gap between the world of free text search and the world of conceptual librarian search. In this paper we present the architecture of the system, its interface and preliminary evaluations of the precision of the search results.
We aim to automatically induce a PoS tagset for Italian by analysing the distributional behaviour of Italian words. To this end, we propose an algorithm that (a) extracts information from loosely labelled dependency structures that encode only basic and broadly accepted syntactic relations, namely Head/Dependent and the distinction of dependents into Argument vs. Adjunct, and (b) derives a possible set of word classes. The paper reports on some preliminary experiments carried out using the induced tagset in conjunction with state-of-the-art PoS taggers. The method proposed to design a proper tagset exploits little, if any, language-specific knowledge: hence it is in principle applicable to any language.