44 research outputs found

    Advanced techniques for personalized, interactive question answering

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    Using a computer to answer questions has been a human dream since the beginning of the digital era. A first step towards the achievement of such an ambitious goal is to deal with naturallangilage to enable the computer to understand what its user asks. The discipline that studies the conD:ection between natural language and the represen~ tation of its meaning via computational models is computational linguistics. According to such discipline, Question Answering can be defined as the task that, given a question formulated in natural language, aims at finding one or more concise answers in the form of sentences or phrases. Question Answering can be interpreted as a sub-discipline of information retrieval with the added challenge of applying sophisticated techniques to identify the complex syntactic and semantic relationships present in text. Although it is widely accepted that Question Answering represents a step beyond standard infomiation retrieval, allowing a more sophisticated and satisfactory response to the user's information needs, it still shares a series of unsolved issues with the latter. First, in most state-of-the-art Question Answering systems, the results are created independently of the questioner's characteristics, goals and needs. This is a serious limitation in several cases: for instance, a primary school child and a History student may need different answers to the questlon: When did, the Middle Ages begin? Moreover, users often issue queries not as standalone but in the context of a wider information need, for instance when researching a specific topic. Although it has recently been proposed that providing Question Answering systems with dialogue interfaces would encourage and accommodate the submission of multiple related questions and handle the user's requests for clarification, interactive Question Answering is still at its early stages: Furthermore, an i~sue which still remains open in current Question Answering is that of efficiently answering complex questions, such as those invoking definitions and descriptions (e.g. What is a metaphor?). Indeed, it is difficult to design criteria to assess the correctness of answers to such complex questions. .. These are the central research problems addressed by this thesis, and are solved as follows. An in-depth study on complex Question Answering led to the development of classifiers for complex answers. These exploit a variety of lexical, syntactic and shallow semantic features to perform textual classification using tree-~ernel functions for Support Vector Machines. The issue of personalization is solved by the integration of a User Modelling corn': ponent within the the Question Answering model. The User Model is able to filter and fe-rank results based on the user's reading level and interests. The issue ofinteractivity is approached by the development of a dialogue model and a dialogue manager suitable for open-domain interactive Question Answering. The utility of such model is corroborated by the integration of an interactive interface to allow reference resolution and follow-up conversation into the core Question Answerin,g system and by its evaluation. Finally, the models of personalized and interactive Question Answering are integrated in a comprehensive framework forming a unified model for future Question Answering research

    The Programmer's Assistant: Conversational Interaction with a Large Language Model for Software Development

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    Large language models (LLMs) have recently been applied in software engineering to perform tasks such as translating code between programming languages, generating code from natural language, and autocompleting code as it is being written. When used within development tools, these systems typically treat each model invocation independently from all previous invocations, and only a specific limited functionality is exposed within the user interface. This approach to user interaction misses an opportunity for users to more deeply engage with the model by having the context of their previous interactions, as well as the context of their code, inform the model's responses. We developed a prototype system -- the Programmer's Assistant -- in order to explore the utility of conversational interactions grounded in code, as well as software engineers' receptiveness to the idea of conversing with, rather than invoking, a code-fluent LLM. Through an evaluation with 42 participants with varied levels of programming experience, we found that our system was capable of conducting extended, multi-turn discussions, and that it enabled additional knowledge and capabilities beyond code generation to emerge from the LLM. Despite skeptical initial expectations for conversational programming assistance, participants were impressed by the breadth of the assistant's capabilities, the quality of its responses, and its potential for improving their productivity. Our work demonstrates the unique potential of conversational interactions with LLMs for co-creative processes like software development.Comment: 43 pages, 3 figures. To be published in IUI 202

    State-of-the-art generalisation research in NLP: a taxonomy and review

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    The ability to generalise well is one of the primary desiderata of natural language processing (NLP). Yet, what `good generalisation' entails and how it should be evaluated is not well understood, nor are there any common standards to evaluate it. In this paper, we aim to lay the ground-work to improve both of these issues. We present a taxonomy for characterising and understanding generalisation research in NLP, we use that taxonomy to present a comprehensive map of published generalisation studies, and we make recommendations for which areas might deserve attention in the future. Our taxonomy is based on an extensive literature review of generalisation research, and contains five axes along which studies can differ: their main motivation, the type of generalisation they aim to solve, the type of data shift they consider, the source by which this data shift is obtained, and the locus of the shift within the modelling pipeline. We use our taxonomy to classify over 400 previous papers that test generalisation, for a total of more than 600 individual experiments. Considering the results of this review, we present an in-depth analysis of the current state of generalisation research in NLP, and make recommendations for the future. Along with this paper, we release a webpage where the results of our review can be dynamically explored, and which we intend to up-date as new NLP generalisation studies are published. With this work, we aim to make steps towards making state-of-the-art generalisation testing the new status quo in NLP.Comment: 35 pages of content + 53 pages of reference

    An Introduction to Lifelong Supervised Learning

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    This primer is an attempt to provide a detailed summary of the different facets of lifelong learning. We start with Chapter 2 which provides a high-level overview of lifelong learning systems. In this chapter, we discuss prominent scenarios in lifelong learning (Section 2.4), provide 8 Introduction a high-level organization of different lifelong learning approaches (Section 2.5), enumerate the desiderata for an ideal lifelong learning system (Section 2.6), discuss how lifelong learning is related to other learning paradigms (Section 2.7), describe common metrics used to evaluate lifelong learning systems (Section 2.8). This chapter is more useful for readers who are new to lifelong learning and want to get introduced to the field without focusing on specific approaches or benchmarks. The remaining chapters focus on specific aspects (either learning algorithms or benchmarks) and are more useful for readers who are looking for specific approaches or benchmarks. Chapter 3 focuses on regularization-based approaches that do not assume access to any data from previous tasks. Chapter 4 discusses memory-based approaches that typically use a replay buffer or an episodic memory to save subset of data across different tasks. Chapter 5 focuses on different architecture families (and their instantiations) that have been proposed for training lifelong learning systems. Following these different classes of learning algorithms, we discuss the commonly used evaluation benchmarks and metrics for lifelong learning (Chapter 6) and wrap up with a discussion of future challenges and important research directions in Chapter 7.Comment: Lifelong Learning Prime

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Shared Perception in Human-Robot Interaction

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    Interaction can be seen as a composition of perspectives: the integration of perceptions, intentions, and actions on the environment two or more agents share. For an interaction to be effective, each agent must be prone to “sharedness”: being situated in a common environment, able to read what others express about their perspective, and ready to adjust one’s own perspective accordingly. In this sense, effective interaction is supported by perceiving the environment jointly with others, a capability that in this research is called Shared Perception. Nonetheless, perception is a complex process that brings the observer receiving sensory inputs from the external world and interpreting them based on its own, previous experiences, predictions, and intentions. In addition, social interaction itself contributes to shaping what is perceived: others’ attention, perspective, actions, and internal states may also be incorporated into perception. Thus, Shared perception reflects the observer's ability to integrate these three sources of information: the environment, the self, and other agents. If Shared Perception is essential among humans, it is equally crucial for interaction with robots, which need social and cognitive abilities to interact with humans naturally and successfully. This research deals with Shared Perception within the context of Social Human-Robot Interaction (HRI) and involves an interdisciplinary approach. The two general axes of the thesis are the investigation of human perception while interacting with robots and the modeling of robot’s perception while interacting with humans. Such two directions are outlined through three specific Research Objectives, whose achievements represent the contribution of this work. i) The formulation of a theoretical framework of Shared Perception in HRI valid for interpreting and developing different socio-perceptual mechanisms and abilities. ii) The investigation of Shared Perception in humans focusing on the perceptual mechanism of Context Dependency, and therefore exploring how social interaction affects the use of previous experience in human spatial perception. iii) The implementation of a deep-learning model for Addressee Estimation to foster robots’ socio-perceptual skills through the awareness of others’ behavior, as suggested in the Shared Perception framework. To achieve the first Research Objective, several human socio-perceptual mechanisms are presented and interpreted in a unified account. This exposition parallels mechanisms elicited by interaction with humans and humanoid robots and aims to build a framework valid to investigate human perception in the context of HRI. Based on the thought of D. Davidson and conceived as the integration of information coming from the environment, the self, and other agents, the idea of "triangulation" expresses the critical dynamics of Shared Perception. Also, it is proposed as the functional structure to support the implementation of socio-perceptual skills in robots. This general framework serves as a reference to fulfill the other two Research Objectives, which explore specific aspects of Shared Perception. For what concerns the second Research Objective, the human perceptual mechanism of Context Dependency is investigated, for the first time, within social interaction. Human perception is based on unconscious inference, where sensory inputs integrate with prior information. This phenomenon helps in facing the uncertainty of the external world with predictions built upon previous experience. To investigate the effect of social interaction on such a mechanism, the iCub robot has been used as an experimental tool to create an interactive scenario with a controlled setting. A user study based on psychophysical methods, Bayesian modeling, and a neural network analysis of human results demonstrated that social interaction influenced Context Dependency so that when interacting with a social agent, humans rely less on their internal models and more on external stimuli. Such results are framed in Shared Perception and contribute to revealing the integration dynamics of the three sources of Shared Perception. The others’ presence and social behavior (other agents) affect the balance between sensory inputs (environment) and personal history (self) in favor of the information shared with others, that is, the environment. The third Research Objective consists of tackling the Addressee Estimation problem, i.e., understanding to whom a speaker is talking, to improve the iCub social behavior in multi-party interactions. Addressee Estimation can be considered a Shared Perception ability because it is achieved by using sensory information from the environment, internal representations of the agents’ position, and, more importantly, the understanding of others’ behavior. An architecture for Addressee Estimation is thus designed considering the integration process of Shared Perception (environment, self, other agents) and partially implemented with respect to the third element: the awareness of others’ behavior. To achieve this, a hybrid deep-learning (CNN+LSTM) model is developed to estimate the speaker-robot relative placement of the addressee based on the non-verbal behavior of the speaker. Addressee Estimation abilities based on Shared Perception dynamics are aimed at improving multi-party HRI. Making robots aware of other agents’ behavior towards the environment is the first crucial step for incorporating such information into the robot’s perception and modeling Shared Perception

    Trust in Robots

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    Robots are increasingly becoming prevalent in our daily lives within our living or working spaces. We hope that robots will take up tedious, mundane or dirty chores and make our lives more comfortable, easy and enjoyable by providing companionship and care. However, robots may pose a threat to human privacy, safety and autonomy; therefore, it is necessary to have constant control over the developing technology to ensure the benevolent intentions and safety of autonomous systems. Building trust in (autonomous) robotic systems is thus necessary. The title of this book highlights this challenge: “Trust in robots—Trusting robots”. Herein, various notions and research areas associated with robots are unified. The theme “Trust in robots” addresses the development of technology that is trustworthy for users; “Trusting robots” focuses on building a trusting relationship with robots, furthering previous research. These themes and topics are at the core of the PhD program “Trust Robots” at TU Wien, Austria
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