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BenSwanson
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Benjamin Swanson
Fixing paper assignments
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Real world deployments of word alignment are almost certain to cover both high and low resource languages. However, the state-of-the-art for this task recommends a different model class depending on the availability of gold alignment training data for a particular language pair. We propose BinaryAlign, a novel word alignment technique based on binary sequence labeling that outperforms existing approaches in both scenarios, offering a unifying approach to the task. Additionally, we vary the specific choice of multilingual foundation model, perform stratified error analysis over alignment error type, and explore the performance of BinaryAlign on non-English language pairs. We make our source code publicly available.
Grammatical Error Detection (GED) methods rely heavily on human annotated error corpora. However, these annotations are unavailable in many low-resource languages. In this paper, we investigate GED in this context. Leveraging the zero-shot cross-lingual transfer capabilities of multilingual pre-trained language models, we train a model using data from a diverse set of languages to generate synthetic errors in other languages. These synthetic error corpora are then used to train a GED model. Specifically we propose a two-stage fine-tuning pipeline where the GED model is first fine-tuned on multilingual synthetic data from target languages followed by fine-tuning on human-annotated GED corpora from source languages. This approach outperforms current state-of-the-art annotation-free GED methods. We also analyse the errors produced by our method and other strong baselines, finding that our approach produces errors that are more diverse and more similar to human errors.
While modern language models can generate a scripted scene in the format of a play, movie, or video game cutscene the quality of machine generated text remains behind that of human authors. In this work, we focus on one aspect of this quality gap; generating text in the style of an arbitrary and unseen character. We propose the Style Adaptive Semiparametric Scriptwriter (SASS) which leverages an adaptive weighted style memory to generate dialog lines in accordance with a character’s speaking patterns. Using the LIGHT dataset as well as a new corpus of scripts from twenty-three AAA video games, we show that SASS not only outperforms similar models but in some cases can also be used in conjunction with them to yield further improvement.
Few shot learning with large language models has the potential to give individuals without formal machine learning training the access to a wide range of text to text models. We consider how this applies to creative writers and present Story Centaur, a user interface for prototyping few shot models and a set of recombinable web components that deploy them. Story Centaur’s goal is to expose creative writers to few shot learning with a simple but powerful interface that lets them compose their own co-creation tools that further their own unique artistic directions. We build out several examples of such tools, and in the process probe the boundaries and issues surrounding generation with large language models.
The reader of a choose your own adventure novel and the user of a modern virtual assistant have a subtle similarity; both may, through the right lens, be viewed as engaging with a work of Interactive Fiction. This literary form emerged in the 1970s and has grown like a vine along the branch of modern technology, one guided by the advances of the other. In this work we weave together threads from the Interactive Fiction community and neural semantic parsing for dialog systems, defining the data model and necessary algorithms for a novel type of Interactive Fiction and open sourcing its accompanying authoring tool. Specifically, our work integrates retrieval based semantic parsing predicates into the branching story structures well known to the Interactive Fiction community, relaxing the relatively strict lexical options of preexisting systems.