169 research outputs found
UniPCM: Universal Pre-trained Conversation Model with Task-aware Automatic Prompt
Recent research has shown that multi-task pre-training greatly improves the
model's robustness and transfer ability, which is crucial for building a
high-quality dialog system. However, most previous works on multi-task
pre-training rely heavily on human-defined input format or prompt, which is not
optimal in quality and quantity. In this work, we propose to use Task-based
Automatic Prompt generation (TAP) to automatically generate high-quality
prompts. Using the high-quality prompts generated, we scale the corpus of the
pre-trained conversation model to 122 datasets from 15 dialog-related tasks,
resulting in Universal Pre-trained Conversation Model (UniPCM), a powerful
foundation model for various conversational tasks and different dialog systems.
Extensive experiments have shown that UniPCM is robust to input prompts and
capable of various dialog-related tasks. Moreover, UniPCM has strong transfer
ability and excels at low resource scenarios, achieving SOTA results on 9
different datasets ranging from task-oriented dialog to open-domain
conversation. Furthermore, we are amazed to find that TAP can generate prompts
on par with those collected with crowdsourcing. The code is released with the
paper
Bilateral Personalized Dialogue Generation with Dynamic Persona-Aware Fusion
Generating personalized responses is one of the major challenges in natural
human-robot interaction. Current researches in this field mainly focus on
generating responses consistent with the robot's pre-assigned persona, while
ignoring the user's persona. Such responses may be inappropriate or even
offensive, which may lead to the bad user experience. Therefore, we propose a
bilateral personalized dialogue generation (BPDG) method with dynamic
persona-aware fusion via multi-task transfer learning to generate responses
consistent with both personas. The proposed method aims to accomplish three
learning tasks: 1) an encoder is trained with dialogue utterances added with
corresponded personalized attributes and relative position (language model
task), 2) a dynamic persona-aware fusion module predicts the persona presence
to adaptively fuse the contextual and bilateral personas encodings (persona
prediction task) and 3) a decoder generates natural, fluent and personalized
responses (dialogue generation task). To make the generated responses more
personalized and bilateral persona-consistent, the Conditional Mutual
Information Maximum (CMIM) criterion is adopted to select the final response
from the generated candidates. The experimental results show that the proposed
method outperforms several state-of-the-art methods in terms of both automatic
and manual evaluations.Comment: 14 pages, 6 figure
Evaluating Human-Language Model Interaction
Many real-world applications of language models (LMs), such as writing
assistance and code autocomplete, involve human-LM interaction. However, most
benchmarks are non-interactive in that a model produces output without human
involvement. To evaluate human-LM interaction, we develop a new framework,
Human-AI Language-based Interaction Evaluation (HALIE), that defines the
components of interactive systems and dimensions to consider when designing
evaluation metrics. Compared to standard, non-interactive evaluation, HALIE
captures (i) the interactive process, not only the final output; (ii) the
first-person subjective experience, not just a third-party assessment; and
(iii) notions of preference beyond quality (e.g., enjoyment and ownership). We
then design five tasks to cover different forms of interaction: social
dialogue, question answering, crossword puzzles, summarization, and metaphor
generation. With four state-of-the-art LMs (three variants of OpenAI's GPT-3
and AI21 Labs' Jurassic-1), we find that better non-interactive performance
does not always translate to better human-LM interaction. In particular, we
highlight three cases where the results from non-interactive and interactive
metrics diverge and underscore the importance of human-LM interaction for LM
evaluation.Comment: Authored by the Center for Research on Foundation Models (CRFM) at
the Stanford Institute for Human-Centered Artificial Intelligence (HAI
A Descriptive Case Study of the Perceptions and Use of Adventist EDGE : An Initiative Developed in Response to the North American Division of Seventh-day Adventists\u27 Document, Journey to Excellence
Problem. The Southern Union started the Adventist EDGE initiative as an action plan in response to the North American Division\u27s document, Journey to Excellence . The Adventist EDGE became a comprehensive educational reform initiative. However, there were different ideas on how the innovation should look when inaction in the schools, and these differences became obvious during the initial EDGE school validation visit, resulting in hurt feelings and confusion. Thus, the need for my study to clarify EDGE became critical for the survival of the initiative.
Purpose. The purpose of my study was to develop two operational definitions or Innovation Configurations for the Adventist EDGE teacher and the Adventist EDGE School. This would identify the core components of the Adventist EDGE and provide descriptions of behaviors ranging from Ideal to Unacceptable within each component.
Method. My study was a qualitative case study, specifically an Innovation Configuration study. It involved eight states in the Southeast that make up the Southern Union Conference of Seventh-day Adventists. There were 42 participants from the eight conferences within the Southern Union Conference representing 20 developers, seven expert users, and 12 users of various levels of use, which included representation of all grade-level teachers K through 12.
Results . Two operational definitions or Innovation Configurations were developed, one was for the EDGE Teacher, and the other was for the EDGE School. Key components were identified for both the teacher and the school. The teacher Innovation Configuration has six core components. Under each component are several elements with a continuum of behaviors grouped into three categories: ideal, acceptable, and unacceptable. The school Innovation Configuration has five core components. Under each of those components are several elements with a continuum of behaviors grouped into four categories: ideal, progressing, emerging, and unacceptable. These two innovations define behaviors present in an Adventist EDGE School or Adventist EDGE Teacher.
Conclusions. Prior to my study, the Southern Union had no clear definition of specific behaviors for the Adventist EDGE School or Adventist EDGE Teacher. Everyone had his or her own ideas of what EDGE should and should not look like. Using the Innovation Configuration Tool from the Concerns-Based Adoption Model helped to unify the Southern Union Developers of Adventist EDGE. Through a collaborative process, it clarified what an Adventist EDGE Teacher and an Adventist EDGE School looks like when implemented in the classroom or school.The development of the Adventist EDGE Innovation Configuration-Teacher Components and the Adventist EDGE Innovation Configuration-School Components has helped to pull the different viewpoints and ideas of everyone into a focused picture where key players have all agreed. These two Innovation Configurations now provide direction, increasing the chances of sustaining the Adventist EDGE initiative.
This study provides a baseline for a host of further studies. Some of those studies might include developing the Innovation Configurations for the conference and union levels. Conducting a comparison study between atypical, good Seventh-day Adventist school and an Adventist EDGE School of Excellence could help determine if the EDGE program is making a difference. Conducting longitudinal studies of student achievement in Adventist EDGE Schools of Excellence and determining if the Adventist EDGE is meeting the needs of Seventh-day Adventist education for the 21st century as outlined in the North American Division\u27s Journey to Excellence are just a few of the studies that can now be conducted
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Enabling Structured Navigation of Longform Spoken Dialog with Automatic Summarization
Longform spoken dialog is a rich source of information that is present in all facets of everyday life, taking the form of podcasts, debates, and interviews; these mediums contain important topics ranging from healthcare and diversity to current events, economics and politics. Individuals need to digest informative content to know how to vote, decide how to stay safe from COVID-19, and how to increase diversity in the workplace.
Unfortunately compared to text, spoken dialog can be challenging to consume as it is slower than reading and difficult to skim or navigate. Although an individual may be interested in a given topic, they may be unwilling to commit the required time necessary to consume long form auditory media given the uncertainty as to whether such content will live up to their expectations. Clearly, there exists a need to provide access to the information spoken dialog provides in a manner through which individuals can quickly and intuitively access areas of interest without investing large amounts of time.
From Human Computer Interaction, we apply the idea of information foraging, which theorizes how people browse and navigate to satisfy an information need, to the longform spoken dialog domain. Information foraging states that people do not browse linearly. Rather people “forage” for information similar to how animals sniff around for food, scanning from area to area, constantly deciding whether to keep investigating their current area or to move on to greener pastures. This is an instance of the classic breadth vs. depth dilemma. People rely on perceived structure and information cues to make these decisions. Unfortunately speech, either spoken or transcribed, is unstructured and lacks information cues, making it difficult for users to browse and navigate.
We create a longform spoken dialog browsing system that utilizes automatic summarization and speech modeling to structure longform dialog to present information in a manner that is both intuitive and flexible towards different user browsing needs. Leveraging summarization models to automatically and hierarchically structure spoken dialog, the system is able to distill information into increasingly salient and abstract summaries, allowing for a tiered representation that, if interested, users can progressively explore. Additionally, we address spoken dialog’s own set of technical challenges to speech modeling that are not present in written text, such as disfluencies, improper punctuation, lack of annotated speech data, and inherent lack of structure.
We create a longform spoken dialog browsing system that utilizes automatic summarization and speech modeling to structure longform dialog to present information in a manner that is both intuitive and flexible towards different user browsing needs. Leveraging summarization models to automatically and hierarchically structure spoken dialog, the system is able to distill information into increasingly salient and abstract summaries, allowing for a tiered representation that, if interested, users can progressively explore. Additionally, we address spoken dialog’s own set of technical challenges to speech modeling that are not present in written text, such as disfluencies, improper punctuation, lack of annotated speech data, and inherent lack of structure. Since summarization is a lossy compression of information, the system provides users with information cues to signal how much additional information is contained on a topic.
This thesis makes the following contributions:
1. We applied the HCI concept of information foraging to longform speech, enabling people to browse and navigate information in podcasts, interviews, panels, and meetings.
2. We created a system that structures longform dialog into hierarchical summaries which help users to 1) skim (browse) audio and 2) navigate and drill down into interesting sections to read full details.
3. We created a human annotated hierarchical dataset to quantitatively evaluate the effectiveness of our system’s hierarchical text generation performance.
4. Lastly, we developed a suite of dialog oriented processing optimizations to improve the user experience of summaries: enhanced readability and fluency of short summaries through better topic chunking and pronoun imputation, and reliable indication of semantic coverage within short summaries to help direct navigation towards interesting information.
We discuss future research in extending the browsing and navigating system to more challenging domains such as lectures, which contain many external references, or workplace conversations, which contain uncontextualized background information and are far less structured than podcasts and interviews
Representation learning for dialogue systems
Cette thèse présente une série de mesures prises pour étudier l’apprentissage de représentations (par exemple, l’apprentissage profond) afin de mettre en place des systèmes de dialogue et des agents de conversation virtuels. La thèse est divisée en deux parties générales. La première partie de la thèse examine l’apprentissage des représentations pour les modèles de dialogue génératifs. Conditionnés sur une séquence de tours à partir d’un dialogue textuel, ces modèles ont la tâche de générer la prochaine réponse appropriée dans le dialogue. Cette partie de la thèse porte sur les modèles séquence-à -séquence, qui est une classe de réseaux de neurones profonds génératifs. Premièrement, nous proposons un modèle d’encodeur-décodeur récurrent hiérarchique ("Hierarchical Recurrent Encoder-Decoder"), qui est une extension du modèle séquence-à -séquence traditionnel incorporant la structure des tours de dialogue. Deuxièmement, nous proposons un modèle de réseau de neurones récurrents multi-résolution ("Multiresolution Recurrent Neural Network"), qui est un modèle empilé séquence-à -séquence avec une représentation stochastique intermédiaire (une "représentation grossière") capturant le contenu sémantique abstrait communiqué entre les locuteurs. Troisièmement, nous proposons le modèle d’encodeur-décodeur récurrent avec variables latentes ("Latent Variable Recurrent Encoder-Decoder"), qui suivent une distribution normale. Les variables latentes sont destinées à la modélisation de l’ambiguïté et l’incertitude qui apparaissent naturellement dans la communication humaine. Les trois modèles sont évalués et comparés sur deux tâches de génération de réponse de dialogue: une tâche de génération de réponses sur la plateforme Twitter et une tâche de génération de réponses de l’assistance technique ("Ubuntu technical response generation task"). La deuxième partie de la thèse étudie l’apprentissage de représentations pour un système de dialogue utilisant l’apprentissage par renforcement dans un contexte réel. Cette partie porte plus particulièrement sur le système "Milabot" construit par l’Institut québécois d’intelligence artificielle (Mila) pour le concours "Amazon Alexa Prize 2017". Le Milabot est un système capable de bavarder avec des humains sur des sujets populaires à la fois par la parole et par le texte. Le système consiste d’un ensemble de modèles de récupération et de génération en langage naturel, comprenant des modèles basés sur des références, des modèles de sac de mots et des variantes des modèles décrits ci-dessus. Cette partie de la thèse se concentre sur la tâche de sélection de réponse. À partir d’une séquence de tours de dialogues et d’un ensemble des réponses possibles, le système doit sélectionner une réponse appropriée à fournir à l’utilisateur. Une approche d’apprentissage par renforcement basée sur un modèle appelée "Bottleneck Simulator" est proposée pour sélectionner le candidat approprié pour la réponse. Le "Bottleneck Simulator" apprend un modèle approximatif de l’environnement en se basant sur les trajectoires de dialogue observées et le "crowdsourcing", tout en utilisant un état abstrait représentant la sémantique du discours. Le modèle d’environnement est ensuite utilisé pour apprendre une stratégie d’apprentissage du renforcement par le biais de simulations. La stratégie apprise a été évaluée et comparée à des approches concurrentes via des tests A / B avec des utilisateurs réel, où elle démontre d’excellente performance.This thesis presents a series of steps taken towards investigating representation learning (e.g. deep learning) for building dialogue systems and conversational agents. The thesis is split into two general parts. The first part of the thesis investigates representation learning for generative dialogue models. Conditioned on a sequence of turns from a text-based dialogue, these models are tasked with generating the next, appropriate response in the dialogue. This part of the thesis focuses on sequence-to-sequence models, a class of generative deep neural networks. First, we propose the Hierarchical Recurrent Encoder-Decoder model, which is an extension of the vanilla sequence-to sequence model incorporating the turn-taking structure of dialogues. Second, we propose the Multiresolution Recurrent Neural Network model, which is a stacked sequence-to-sequence model with an intermediate, stochastic representation (a "coarse representation") capturing the abstract semantic content communicated between the dialogue speakers. Third, we propose the Latent Variable Recurrent Encoder-Decoder model, which is a variant of the Hierarchical Recurrent Encoder-Decoder model with latent, stochastic normally-distributed variables. The latent, stochastic variables are intended for modelling the ambiguity and uncertainty occurring naturally in human language communication. The three models are evaluated and compared on two dialogue response generation tasks: a Twitter response generation task and the Ubuntu technical response generation task. The second part of the thesis investigates representation learning for a real-world reinforcement learning dialogue system. Specifically, this part focuses on the Milabot system built by the Quebec Artificial Intelligence Institute (Mila) for the Amazon Alexa Prize 2017 competition. Milabot is a system capable of conversing with humans on popular small talk topics through both speech and text. The system consists of an ensemble of natural language retrieval and generation models, including template-based models, bag-of-words models, and variants of the models discussed in the first part of the thesis. This part of the thesis focuses on the response selection task. Given a sequence of turns from a dialogue and a set of candidate responses, the system must select an appropriate response to give the user. A model-based reinforcement learning approach, called the Bottleneck Simulator, is proposed for selecting the appropriate candidate response. The Bottleneck Simulator learns an approximate model of the environment based on observed dialogue trajectories and human crowdsourcing, while utilizing an abstract (bottleneck) state representing high-level discourse semantics. The learned environment model is then employed to learn a reinforcement learning policy through rollout simulations. The learned policy has been evaluated and compared to competing approaches through A/B testing with real-world users, where it was found to yield excellent performance
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