In this work, we study reinforcement learning (RL) in solving text-based games. We address the challenge of combinatorial action space, by proposing a confidence-based self-imitation model to generate action candidates for the RL agent. Firstly, we leverage the self-imitation learning to rank and exploit past valuable trajectories to adapt a pre-trained language model (LM) towards a target game. Then, we devise a confidence-based strategy to measure the LM’s confidence with respect to a state, thus adaptively pruning the generated actions to yield a more compact set of action candidates. In multiple challenging games, our model demonstrates promising performance in comparison to the baselines.
Continual learning (CL) is a paradigm that aims to replicate the human ability to learn and accumulate knowledge continually without forgetting previous knowledge and transferring it to new tasks. Recent instruction tuning (IT) involves fine-tuning models to make them more adaptable to solving NLP tasks in general. However, it is still uncertain how instruction tuning works in the context of CL tasks. This challenging yet practical problem is formulated as Continual Instruction Tuning (CIT). In this work, we establish a CIT benchmark consisting of learning and evaluation protocols. We curate two long dialogue task streams of different types, InstrDialog and InstrDialog++, to study various CL methods systematically. Our experiments show that existing CL methods do not effectively leverage the rich natural language instructions, and fine-tuning an instruction-tuned model sequentially can yield similar or better results. We further explore different aspects that might affect the learning of CIT. We hope this benchmark will facilitate more research in this direction.
Dialogue state tracking (DST) plays an important role in task-oriented dialogue systems. However, collecting a large amount of turn-by-turn annotated dialogue data is costly and inefficient. In this paper, we propose a novel turn-level active learning framework for DST to actively select turns in dialogues to annotate. Given the limited labelling budget, experimental results demonstrate the effectiveness of selective annotation of dialogue turns. Additionally, our approach can effectively achieve comparable DST performance to traditional training approaches with significantly less annotated data, which provides a more efficient way to annotate new dialogue data.
Although large language models (LLMs) are impressive in solving various tasks, they can quickly be outdated after deployment. Maintaining their up-to-date status is a pressing concern in the current era. This paper provides a comprehensive review of recent advances in aligning deployed LLMs with the ever-changing world knowledge. We categorize research works systemically and provide in-depth comparisons and discussions. We also discuss existing challenges and highlight future directions to facilitate research in this field.
redWarning: This paper contains content that may be offensive or upsetting.Pretrained conversational agents have been exposed to safety issues, exhibiting a range of stereotypical human biases such as gender bias. However, there are still limited bias categories in current research, and most of them only focus on English. In this paper, we introduce a new Chinese dataset, CHBias, for bias evaluation and mitigation of Chinese conversational language models.Apart from those previous well-explored bias categories, CHBias includes under-explored bias categories, such as ageism and appearance biases, which received less attention. We evaluate two popular pretrained Chinese conversational models, CDial-GPT and EVA2.0, using CHBias. Furthermore, to mitigate different biases, we apply several debiasing methods to the Chinese pretrained models. Experimental results show that these Chinese pretrained models are potentially risky for generating texts that contain social biases, and debiasing methods using the proposed dataset can make response generation less biased while preserving the models’ conversational capabilities.
Text-based games provide an interactive way to study natural language processing. While deep reinforcement learning has shown effectiveness in developing the game playing agent, the low sample efficiency and the large action space remain to be the two major challenges that hinder the DRL from being applied in the real world. In this paper, we address the challenges by introducing world-perceiving modules, which automatically decompose tasks and prune actions by answering questions about the environment. We then propose a two-phase training framework to decouple language learning from reinforcement learning, which further improves the sample efficiency. The experimental results show that the proposed method significantly improves the performance and sample efficiency. Besides, it shows robustness against compound error and limited pre-training data.
Recent work incorporates pre-trained word embeddings such as BERT embeddings into Neural Topic Models (NTMs), generating highly coherent topics. However, with high-quality contextualized document representations, do we really need sophisticated neural models to obtain coherent and interpretable topics? In this paper, we conduct thorough experiments showing that directly clustering high-quality sentence embeddings with an appropriate word selecting method can generate more coherent and diverse topics than NTMs, achieving also higher efficiency and simplicity.
Deep reinforcement learning provides a promising approach for text-based games in studying natural language communication between humans and artificial agents. However, the generalization still remains a big challenge as the agents depend critically on the complexity and variety of training tasks. In this paper, we address this problem by introducing a hierarchical framework built upon the knowledge graph-based RL agent. In the high level, a meta-policy is executed to decompose the whole game into a set of subtasks specified by textual goals, and select one of them based on the KG. Then a sub-policy in the low level is executed to conduct goal-conditioned reinforcement learning. We carry out experiments on games with various difficulty levels and show that the proposed method enjoys favorable generalizability.