Coherent discourse is distinguished from a mere collection of utterances by the satisfaction of a diverse set of constraints, for example choice of expression, logical relation between denoted events, and implicit compatibility with world-knowledge. Do neural language models encode such constraints? We design an extendable set of test suites addressing different aspects of discourse and dialogue coherence. Unlike most previous coherence evaluation studies, we address specific linguistic devices beyond sentence order perturbations, which allow for a more fine-grained analysis of what constitutes coherence and what neural models trained on a language modelling objective are capable of encoding. Extending the targeted evaluation paradigm for neural language models (Marvin and Linzen, 2018) to phenomena beyond syntax, we show that this paradigm is equally suited to evaluate linguistic qualities that contribute to the notion of coherence.
In recent years several corpora have been developed for vision and language tasks. We argue that there is still significant room for corpora that increase the complexity of both visual and linguistic domains and which capture different varieties of perceptual and conversational contexts. Working with two corpora approaching this goal, we present a linguistic perspective on some of the challenges in creating and extending resources combining language and vision while preserving continuity with the existing best practices in the area of coreference annotation.
To improve the coherence and knowledge retrieval capabilities of non-task-oriented dialogue systems, recent Transformer-based models aim to integrate fixed background context. This often comes in the form of knowledge graphs, and the integration is done by creating pseudo utterances through paraphrasing knowledge triples, added into the accumulated dialogue context. However, the context length is fixed in these architectures, which restricts how much background or dialogue context can be kept. In this work, we propose a more concise encoding for background context structured in the form of knowledge graphs, by expressing the graph connections through restrictions on the attention weights. The results of our human evaluation show that this encoding reduces space requirements without negative effects on the precision of reproduction of knowledge and perceived consistency. Further, models trained with our proposed context encoding generate dialogues that are judged to be more comprehensive and interesting.
It has become a common pattern in our field: One group introduces a language task, exemplified by a dataset, which they argue is challenging enough to serve as a benchmark. They also provide a baseline model for it, which then soon is improved upon by other groups. Often, research efforts then move on, and the pattern repeats itself. What is typically left implicit is the argumentation for why this constitutes progress, and progress towards what. In this paper, we try to step back for a moment from this pattern and work out possible argumentations and their parts.
In recent years several corpora have been developed for vision and language tasks. With this paper, we intend to start a discussion on the annotation of referential phenomena in situated dialogue. We argue that there is still significant room for corpora that increase the complexity of both visual and linguistic domains and which capture different varieties of perceptual and conversational contexts. In addition, a rich annotation scheme covering a broad range of referential phenomena and compatible with the textual task of coreference resolution is necessary in order to take the most advantage of these corpora. Consequently, there are several open questions regarding the semantics of reference and annotation, and the extent to which standard textual coreference accounts for the situated dialogue genre. Working with two corpora on situated dialogue, we present our extension to the ARRAU (Uryupina et al., 2020) annotation scheme in order to start this discussion.
We offer a fine-grained information state annotation scheme that follows directly from the Incremental Unit abstract model of dialogue processing when used within a multimodal, co-located, interactive setting. We explain the Incremental Unit model and give an example application using the Localized Narratives dataset, then offer avenues for future research.
Incremental processing allows interactive systems to respond based on partial inputs, which is a desirable property e.g. in dialogue agents. The currently popular Transformer architecture inherently processes sequences as a whole, abstracting away the notion of time. Recent work attempts to apply Transformers incrementally via restart-incrementality by repeatedly feeding, to an unchanged model, increasingly longer input prefixes to produce partial outputs. However, this approach is computationally costly and does not scale efficiently for long sequences. In parallel, we witness efforts to make Transformers more efficient, e.g. the Linear Transformer (LT) with a recurrence mechanism. In this work, we examine the feasibility of LT for incremental NLU in English. Our results show that the recurrent LT model has better incremental performance and faster inference speed compared to the standard Transformer and LT with restart-incrementality, at the cost of part of the non-incremental (full sequence) quality. We show that the performance drop can be mitigated by training the model to wait for right context before committing to an output and that training with input prefixes is beneficial for delivering correct partial outputs.
While humans process language incrementally, the best language encoders currently used in NLP do not. Both bidirectional LSTMs and Transformers assume that the sequence that is to be encoded is available in full, to be processed either forwards and backwards (BiLSTMs) or as a whole (Transformers). We investigate how they behave under incremental interfaces, when partial output must be provided based on partial input seen up to a certain time step, which may happen in interactive systems. We test five models on various NLU datasets and compare their performance using three incremental evaluation metrics. The results support the possibility of using bidirectional encoders in incremental mode while retaining most of their non-incremental quality. The “omni-directional” BERT model, which achieves better non-incremental performance, is impacted more by the incremental access. This can be alleviated by adapting the training regime (truncated training), or the testing procedure, by delaying the output until some right context is available or by incorporating hypothetical right contexts generated by a language model like GPT-2.
While certain types of instructions can be com-pactly expressed via images, there are situations where one might want to verbalise them, for example when directing someone. We investigate the task of Instruction Generation from Before/After Image Pairs which is to derive from images an instruction for effecting the implied change. For this, we make use of prior work on instruction following in a visual environment. We take an existing dataset, the BLOCKS data collected by Bisk et al. (2016) and investigate whether it is suitable for training an instruction generator as well. We find that it is, and investigate several simple baselines, taking these from the related task of image captioning. Through a series of experiments that simplify the task (by making image processing easier or completely side-stepping it; and by creating template-based targeted instructions), we investigate areas for improvement. We find that captioning models get some way towards solving the task, but have some difficulty with it, and future improvements must lie in the way the change is detected in the instruction.
Fully data driven Chatbots for non-goal oriented dialogues are known to suffer from inconsistent behaviour across their turns, stemming from a general difficulty in controlling parameters like their assumed background personality and knowledge of facts. One reason for this is the relative lack of labeled data from which personality consistency and fact usage could be learned together with dialogue behaviour. To address this, we introduce a new labeled dialogue dataset in the domain of movie discussions, where every dialogue is based on pre-specified facts and opinions. We thoroughly validate the collected dialogue for adherence of the participants to their given fact and opinion profile, and find that the general quality in this respect is high. This process also gives us an additional layer of annotation that is potentially useful for training models. We introduce as a baseline an end-to-end trained self-attention decoder model trained on this data and show that it is able to generate opinionated responses that are judged to be natural and knowledgeable and show attentiveness.
Zero-shot learning in Language & Vision is the task of correctly labelling (or naming) objects of novel categories. Another strand of work in L&V aims at pragmatically informative rather than “correct” object descriptions, e.g. in reference games. We combine these lines of research and model zero-shot reference games, where a speaker needs to successfully refer to a novel object in an image. Inspired by models of “rational speech acts”, we extend a neural generator to become a pragmatic speaker reasoning about uncertain object categories. As a result of this reasoning, the generator produces fewer nouns and names of distractor categories as compared to a literal speaker. We show that this conversational strategy for dealing with novel objects often improves communicative success, in terms of resolution accuracy of an automatic listener.
Propelling, and propelled by, the “deep learning revolution”, recent years have seen the introduction of ever larger corpora of images annotated with natural language expressions. We survey some of these corpora, taking a perspective that reverses the usual directionality, as it were, by viewing the images as semantic annotation of the natural language expressions. We discuss datasets that can be derived from the corpora, and tasks of potential interest for computational semanticists that can be defined on those. In this, we make use of relations provided by the corpora (namely, the link between expression and image, and that between two expressions linked to the same image) and relations that we can add (similarity relations between expressions, or between images). Specifically, we show that in this way we can create data that can be used to learn and evaluate lexical and compositional grounded semantics, and we show that the “linked to same image” relation tracks a semantic implication relation that is recognisable to annotators even in the absence of the linking image as evidence. Finally, as an example of possible benefits of this approach, we show that an exemplar-model-based approach to implication beats a (simple) distributional space-based one on some derived datasets, while lending itself to explainability.
Despite recent attempts in the field of explainable AI to go beyond black box prediction models, typically already the training data for supervised machine learning is collected in a manner that treats the annotator as a “black box”, the internal workings of which remains unobserved. We present an annotation method where a task is given to a pair of annotators who collaborate on finding the best response. With this we want to shed light on the questions if the collaboration increases the quality of the responses and if this “thinking together” provides useful information in itself, as it at least partially reveals their reasoning steps. Furthermore, we expect that this setting puts the focus on explanation as a linguistic act, vs. explainability as a property of models. In a crowd-sourcing experiment, we investigated three different annotation tasks, each in a collaborative dialogical (two annotators) and monological (one annotator) setting. Our results indicate that our experiment elicits collaboration and that this collaboration increases the response accuracy. We see large differences in the annotators’ behavior depending on the task. Similarly, we also observe that the dialog patterns emerging from the collaboration vary significantly with the task.
We present a dataset consisting of what we call image description sequences, which are multi-sentence descriptions of the contents of an image. These descriptions were collected in a pseudo-interactive setting, where the describer was told to describe the given image to a listener who needs to identify the image within a set of images, and who successively asks for more information. As we show, this setup produced nicely structured data that, we think, will be useful for learning models capable of planning and realising such description discourses.
Learned dynamic weighting of the conditioning signal (attention) has been shown to improve neural language generation in a variety of settings. The weights applied when generating a particular output sequence have also been viewed as providing a potentially explanatory insight in the internal workings of the generator. In this paper, we reverse the direction of this connection and ask whether through the control of the attention of the model we can control its output. Specifically, we take a standard neural image captioning model that uses attention, and fix the attention to predetermined areas in the image. We evaluate whether the resulting output is more likely to mention the class of the object in that area than the normally generated caption. We introduce three effective methods to control the attention and find that these are producing expected results in up to 27.43% of the cases.
Image captioning models are typically trained on data that is collected from people who are asked to describe an image, without being given any further task context. As we argue here, this context independence is likely to cause problems for transferring to task settings in which image description is bound by task demands. We demonstrate that careful design of data collection is required to obtain image descriptions which are contextually bounded to a particular meta-level task. As a task, we use MeetUp!, a text-based communication game where two players have the goal of finding each other in a visual environment. To reach this goal, the players need to describe images representing their current location. We analyse a dataset from this domain and show that the nature of image descriptions found in MeetUp! is diverse, dynamic and rich with phenomena that are not present in descriptions obtained through a simple image captioning task, which we ran for comparison.
RNN-based sequence generation is now widely used in NLP and NLG (natural language generation). Most work focusses on how to train RNNs, even though also decoding is not necessarily straightforward: previous work on neural MT found seq2seq models to radically prefer short candidates, and has proposed a number of beam search heuristics to deal with this. In this work, we assess decoding strategies for referring expression generation with neural models. Here, expression length is crucial: output should neither contain too much or too little information, in order to be pragmatically adequate. We find that most beam search heuristics developed for MT do not generalize well to referring expression generation (REG), and do not generally outperform greedy decoding. We observe that beam search heuristics for termination seem to override the model’s knowledge of what a good stopping point is. Therefore, we also explore a recent approach called trainable decoding, which uses a small network to modify the RNN’s hidden state for better decoding results. We find this approach to consistently outperform greedy decoding for REG.
Modeling traditional NLG tasks with data-driven techniques has been a major focus of research in NLG in the past decade. We argue that existing modeling techniques are mostly tailored to textual data and are not sufficient to make NLG technology meet the requirements of agents which target fluid interaction and collaboration in the real world. We revisit interactive instruction giving as a challenge for datadriven NLG and, based on insights from previous GIVE challenges, propose that instruction giving should be addressed in a setting that involves visual grounding and spoken language. These basic design decisions will require NLG frameworks that are capable of monitoring their environment as well as timing and revising their verbal output. We believe that these are core capabilities for making NLG technology transferrable to interactive systems.
Corpora of referring expressions paired with their visual referents are a good source for learning word meanings directly grounded in visual representations. Here, we explore additional ways of extracting from them word representations linked to multi-modal context: through expressions that refer to the same object, and through expressions that refer to different objects in the same scene. We show that continuous meaning representations derived from these contexts capture complementary aspects of similarity, , even if not outperforming textual embeddings trained on very large amounts of raw text when tested on standard similarity benchmarks. We propose a new task for evaluating grounded meaning representations—detection of potentially co-referential phrases—and show that it requires precise denotational representations of attribute meanings, which our method provides.
When giving descriptions, speakers often signify object shape or size with hand gestures. Such so-called ‘iconic’ gestures represent their meaning through their relevance to referents in the verbal content, rather than having a conventional form. The gesture form on its own is often ambiguous, and the aspect of the referent that it highlights is constrained by what the language makes salient. We show how the verbal content guides gesture interpretation through a computational model that frames the task as a multi-label classification task that maps multimodal utterances to semantic categories, using annotated human-human data.
While language conveys meaning largely symbolically, actual communication acts typically contain iconic elements as well: People gesture while they speak, or may even draw sketches while explaining something. Image retrieval prima facie seems like a task that could profit from combined symbolic and iconic reference, but it is typically set up to work either from language only, or via (iconic) sketches with no verbal contribution. Using a model of grounded language semantics and a model of sketch-to-image mapping, we show that adding even very reduced iconic information to a verbal image description improves recall. Verbal descriptions paired with fully detailed sketches still perform better than these sketches alone. We see these results as supporting the assumption that natural user interfaces should respond to multimodal input, where possible, rather than just language alone.
We investigate object naming, which is an important sub-task of referring expression generation on real-world images. As opposed to mutually exclusive labels used in object recognition, object names are more flexible, subject to communicative preferences and semantically related to each other. Therefore, we investigate models of referential word meaning that link visual to lexical information which we assume to be given through distributional word embeddings. We present a model that learns individual predictors for object names that link visual and distributional aspects of word meaning during training. We show that this is particularly beneficial for zero-shot learning, as compared to projecting visual objects directly into the distributional space. In a standard object naming task, we find that different ways of combining lexical and visual information achieve very similar performance, though experiments on model combination suggest that they capture complementary aspects of referential meaning.
Current referring expression generation systems mostly deliver their output as one-shot, written expressions. We present on-going work on incremental generation of spoken expressions referring to objects in real-world images. This approach extends upon previous work using the words-as-classifier model for generation. We implement this generator in an incremental dialogue processing framework such that we can exploit an existing interface to incremental text-to-speech synthesis. Our system generates and synthesizes referring expressions while continuously observing non-verbal user reactions.
A common convention in graphical user interfaces is to indicate a “wait state”, for example while a program is preparing a response, through a changed cursor state or a progress bar. What should the analogue be in a spoken conversational system? To address this question, we set up an experiment in which a human information provider (IP) was given their information only in a delayed and incremental manner, which systematically created situations where the IP had the turn but could not provide task-related information. Our data analysis shows that 1) IPs bridge the gap until they can provide information by re-purposing a whole variety of task- and grounding-related communicative actions (e.g. echoing the user’s request, signaling understanding, asserting partially relevant information), rather than being silent or explicitly asking for time (e.g. “please wait”), and that 2) IPs combined these actions productively to ensure an ongoing conversation. These results, we argue, indicate that natural conversational interfaces should also be able to manage their time flexibly using a variety of conversational resources.
We present the joint task of incremental disfluency detection and utterance segmentation and a simple deep learning system which performs it on transcripts and ASR results. We show how the constraints of the two tasks interact. Our joint-task system outperforms the equivalent individual task systems, provides competitive results and is suitable for future use in conversation agents in the psychiatric domain.
There has recently been a lot of work trying to use images of referents of words for improving vector space meaning representations derived from text. We investigate the opposite direction, as it were, trying to improve visual word predictors that identify objects in images, by exploiting distributional similarity information during training. We show that for certain words (such as entry-level nouns or hypernyms), we can indeed learn better referential word meanings by taking into account their semantic similarity to other words. For other words, there is no or even a detrimental effect, compared to a learning setup that presents even semantically related objects as negative instances.
Grounded semantics is typically learnt from utterance-level meaning representations (e.g., successful database retrievals, denoted objects in images, moves in a game). We explore learning word and utterance meanings by continuous observation of the actions of an instruction follower (IF). While an instruction giver (IG) provided a verbal description of a configuration of objects, IF recreated it using a GUI. Aligning these GUI actions to sub-utterance chunks allows a simple maximum entropy model to associate them as chunk meaning better than just providing it with the utterance-final configuration. This shows that semantics useful for incremental (word-by-word) application, as required in natural dialogue, might also be better acquired from incremental settings.
PentoRef is a corpus of task-oriented dialogues collected in systematically manipulated settings. The corpus is multilingual, with English and German sections, and overall comprises more than 20000 utterances. The dialogues are fully transcribed and annotated with referring expressions mapped to objects in corresponding visual scenes, which makes the corpus a rich resource for research on spoken referring expressions in generation and resolution. The corpus includes several sub-corpora that correspond to different dialogue situations where parameters related to interactivity, visual access, and verbal channel have been manipulated in systematic ways. The corpus thus lends itself to very targeted studies of reference in spontaneous dialogue.
We present the DUEL corpus, consisting of 24 hours of natural, face-to-face, loosely task-directed dialogue in German, French and Mandarin Chinese. The corpus is uniquely positioned as a cross-linguistic, multimodal dialogue resource controlled for domain. DUEL includes audio, video and body tracking data and is transcribed and annotated for disfluency, laughter and exclamations.
In order to explore intuitive verbal and non-verbal interfaces in smart environments we recorded user interactions with an intelligent apartment. Besides offering various interactive capabilities itself, the apartment is also inhabited by a social robot that is available as a humanoid interface. This paper presents a multi-modal corpus that contains goal-directed actions of naive users in attempts to solve a number of predefined tasks. Alongside audio and video recordings, our data-set consists of large amount of temporally aligned sensory data and system behavior provided by the environment and its interactive components. Non-verbal system responses such as changes in light or display contents, as well as robot and apartment utterances and gestures serve as a rich basis for later in-depth analysis. Manual annotations provide further information about meta data like the current course of study and user behavior including the incorporated modality, all literal utterances, language features, emotional expressions, foci of attention, and addressees.