Mark Riedl


2021

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Plug-and-Blend: A Framework for Controllable Story Generation with Blended Control Codes
Zhiyu Lin | Mark Riedl
Proceedings of the Third Workshop on Narrative Understanding

We describe a Plug-and-Play controllable language generation framework, Plug-and-Blend, that allows a human user to input multiple control codes (topics). In the context of automated story generation, this allows a human user lose or fine grained control of the topics that will appear in the generated story, and can even allow for overlapping, blended topics. We show that our framework, working with different generation models, controls the generation towards given continuous-weighted control codes while keeping the generated sentences fluent, demonstrating strong blending capability.

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Fabula Entropy Indexing: Objective Measures of Story Coherence
Louis Castricato | Spencer Frazier | Jonathan Balloch | Mark Riedl
Proceedings of the Third Workshop on Narrative Understanding

Automated story generation remains a difficult area of research because it lacks strong objective measures. Generated stories may be linguistically sound, but in many cases suffer poor narrative coherence required for a compelling, logically-sound story. To address this, we present Fabula Entropy Indexing (FEI), an evaluation method to assess story coherence by measuring the degree to which human participants agree with each other when answering true/false questions about stories. We devise two theoretically grounded measures of reader question-answering entropy, the entropy of world coherence (EWC), and the entropy of transitional coherence (ETC), focusing on global and local coherence, respectively. We evaluate these metrics by testing them on human-written stories and comparing against the same stories that have been corrupted to introduce incoherencies. We show that in these controlled studies, our entropy indices provide a reliable objective measure of story coherence.

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Telling Stories through Multi-User Dialogue by Modeling Character Relations
Wai Man Si | Prithviraj Ammanabrolu | Mark Riedl
Proceedings of the 22nd Annual Meeting of the Special Interest Group on Discourse and Dialogue

This paper explores character-driven story continuation, in which the story emerges through characters’ first- and second-person narration as well as dialogue—requiring models to select language that is consistent with a character’s persona and their relationships with other characters while following and advancing the story. We hypothesize that a multi-task model that trains on character dialogue plus character relationship information improves transformer-based story continuation. To this end, we extend the Critical Role Dungeons and Dragons Dataset (Rameshkumar and Bailey, 2020)—consisting of dialogue transcripts of people collaboratively telling a story while playing the role-playing game Dungeons and Dragons—with automatically extracted relationships between each pair of interacting characters as well as their personas. A series of ablations lend evidence to our hypothesis, showing that our multi-task model using character relationships improves story continuation accuracy over strong baselines.

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Just Say No: Analyzing the Stance of Neural Dialogue Generation in Offensive Contexts
Ashutosh Baheti | Maarten Sap | Alan Ritter | Mark Riedl
Proceedings of the 2021 Conference on Empirical Methods in Natural Language Processing

Dialogue models trained on human conversations inadvertently learn to generate toxic responses. In addition to producing explicitly offensive utterances, these models can also implicitly insult a group or individual by aligning themselves with an offensive statement. To better understand the dynamics of contextually offensive language, we investigate the stance of dialogue model responses in offensive Reddit conversations. Specifically, we create ToxiChat, a crowd-annotated dataset of 2,000 Reddit threads and model responses labeled with offensive language and stance. Our analysis reveals that 42% of human responses agree with toxic comments, whereas only 13% agree with safe comments. This undesirable behavior is learned by neural dialogue models, such as DialoGPT, which we show are two times more likely to agree with offensive comments. To enable automatic detection of offensive language, we fine-tuned transformer-based classifiers on ToxiChat that achieve 0.71 F1 for offensive labels and 0.53 Macro-F1 for stance labels. Finally, we quantify the effectiveness of controllable text generation (CTG) methods to mitigate the tendency of neural dialogue models to agree with offensive comments. Compared to the baseline, our best CTG model achieves a 19% reduction in agreement with offensive comments and produces 29% fewer offensive replies. Our work highlights the need for further efforts to characterize and analyze inappropriate behavior in dialogue models, in order to help make them safer.

2020

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Reducing Non-Normative Text Generation from Language Models
Xiangyu Peng | Siyan Li | Spencer Frazier | Mark Riedl
Proceedings of the 13th International Conference on Natural Language Generation

Large-scale, transformer-based language models such as GPT-2 are pretrained on diverse corpora scraped from the internet. Consequently, they are prone to generating non-normative text (i.e. in violation of social norms). We introduce a technique for fine-tuning GPT-2, using a policy gradient reinforcement learning technique and a normative text classifier to produce reward and punishment values. We evaluate our technique on five data sets using automated and human participant experiments. The normative text classifier is 81-90% accurate when compared to gold-standard human judgements of normative and non-normative generated text. Our normative fine-tuning technique is able to reduce non-normative text by 27-61%, depending on the data set.

2019

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Guided Neural Language Generation for Automated Storytelling
Prithviraj Ammanabrolu | Ethan Tien | Wesley Cheung | Zhaochen Luo | William Ma | Lara Martin | Mark Riedl
Proceedings of the Second Workshop on Storytelling

Neural network based approaches to automated story plot generation attempt to learn how to generate novel plots from a corpus of natural language plot summaries. Prior work has shown that a semantic abstraction of sentences called events improves neural plot generation and and allows one to decompose the problem into: (1) the generation of a sequence of events (event-to-event) and (2) the transformation of these events into natural language sentences (event-to-sentence). However, typical neural language generation approaches to event-to-sentence can ignore the event details and produce grammatically-correct but semantically-unrelated sentences. We present an ensemble-based model that generates natural language guided by events. Our method outperforms the baseline sequence-to-sequence model. Additionally, we provide results for a full end-to-end automated story generation system, demonstrating how our model works with existing systems designed for the event-to-event problem.

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Playing Text-Adventure Games with Graph-Based Deep Reinforcement Learning
Prithviraj Ammanabrolu | Mark Riedl
Proceedings of the 2019 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, Volume 1 (Long and Short Papers)

Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we show that our proposed technique can learn a control policy faster than baseline alternatives. We have also open-sourced our code at https://github.com/rajammanabrolu/KG-DQN.

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Toward Automated Quest Generation in Text-Adventure Games
Prithviraj Ammanabrolu | William Broniec | Alex Mueller | Jeremy Paul | Mark Riedl
Proceedings of the 4th Workshop on Computational Creativity in Language Generation

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Transfer in Deep Reinforcement Learning Using Knowledge Graphs
Prithviraj Ammanabrolu | Mark Riedl
Proceedings of the Thirteenth Workshop on Graph-Based Methods for Natural Language Processing (TextGraphs-13)

Text adventure games, in which players must make sense of the world through text descriptions and declare actions through text descriptions, provide a stepping stone toward grounding action in language. Prior work has demonstrated that using a knowledge graph as a state representation and question-answering to pre-train a deep Q-network facilitates faster control policy learning. In this paper, we explore the use of knowledge graphs as a representation for domain knowledge transfer for training text-adventure playing reinforcement learning agents. Our methods are tested across multiple computer generated and human authored games, varying in domain and complexity, and demonstrate that our transfer learning methods let us learn a higher-quality control policy faster.

2018

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A Simple and Effective Approach to the Story Cloze Test
Siddarth Srinivasan | Richa Arora | Mark Riedl
Proceedings of the 2018 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies, Volume 2 (Short Papers)

In the Story Cloze Test, a system is presented with a 4-sentence prompt to a story, and must determine which one of two potential endings is the ‘right’ ending to the story. Previous work has shown that ignoring the training set and training a model on the validation set can achieve high accuracy on this task due to stylistic differences between the story endings in the training set and validation and test sets. Following this approach, we present a simpler fully-neural approach to the Story Cloze Test using skip-thought embeddings of the stories in a feed-forward network that achieves close to state-of-the-art performance on this task without any feature engineering. We also find that considering just the last sentence of the prompt instead of the whole prompt yields higher accuracy with our approach.