6,074 research outputs found
Visually Grounded Language Learning: a review of language games, datasets, tasks, and models
In recent years, several machine learning models have been proposed. They are
trained with a language modelling objective on large-scale text-only data. With
such pretraining, they can achieve impressive results on many Natural Language
Understanding and Generation tasks. However, many facets of meaning cannot be
learned by ``listening to the radio" only. In the literature, many
Vision+Language (V+L) tasks have been defined with the aim of creating models
that can ground symbols in the visual modality. In this work, we provide a
systematic literature review of several tasks and models proposed in the V+L
field. We rely on Wittgenstein's idea of `language games' to categorise such
tasks into 3 different families: 1) discriminative games, 2) generative games,
and 3) interactive games. Our analysis of the literature provides evidence that
future work should be focusing on interactive games where communication in
Natural Language is important to resolve ambiguities about object referents and
action plans and that physical embodiment is essential to understand the
semantics of situations and events. Overall, these represent key requirements
for developing grounded meanings in neural models.Comment: Preprint for JAIR before copyeditin
Pragmatics in Language Grounding: Phenomena, Tasks, and Modeling Approaches
People rely heavily on context to enrich meaning beyond what is literally
said, enabling concise but effective communication. To interact successfully
and naturally with people, user-facing artificial intelligence systems will
require similar skills in pragmatics: relying on various types of context --
from shared linguistic goals and conventions, to the visual and embodied world
-- to use language effectively. We survey existing grounded settings and
pragmatic modeling approaches and analyze how the task goals, environmental
contexts, and communicative affordances in each work enrich linguistic meaning.
We present recommendations for future grounded task design to naturally elicit
pragmatic phenomena, and suggest directions that focus on a broader range of
communicative contexts and affordances.Comment: Findings of EMNLP 202
Recommended from our members
Continually improving grounded natural language understanding through human-robot dialog
As robots become ubiquitous in homes and workplaces such as hospitals and factories, they must be able to communicate with humans. Several kinds of knowledge are required to understand and respond to a human's natural language commands and questions. If a person requests an assistant robot to take me to Alice's office, the robot must know that Alice is a person who owns some unique office, and that take me means it should navigate there. Similarly, if a person requests bring me the heavy, green mug, the robot must have accurate mental models of the physical concepts heavy, green, and mug. To avoid forcing humans to use key phrases or words robots already know, this thesis focuses on helping robots understanding new language constructs through interactions with humans and with the world around them. To understand a command in natural language, a robot must first convert that command to an internal representation that it can reason with. Semantic parsing is a method for performing this conversion, and the target representation is often semantic forms represented as predicate logic with lambda calculus. Traditional semantic parsing relies on hand-crafted resources from a human expert: an ontology of concepts, a lexicon connecting language to those concepts, and training examples of language with abstract meanings. One thrust of this thesis is to perform semantic parsing with sparse initial data. We use the conversations between a robot and human users to induce pairs of natural language utterances with the target semantic forms a robot discovers through its questions, reducing the annotation effort of creating training examples for parsing. We use this data to build more dialog-capable robots in new domains with much less expert human effort (Thomason et al., 2015; Padmakumar et al., 2017). Meanings of many language concepts are bound to the physical world. Understanding object properties and categories, such as heavy, green, and mug requires interacting with and perceiving the physical world. Embodied robots can use manipulation capabilities, such as pushing, picking up, and dropping objects to gather sensory data about them. This data can be used to understand non-visual concepts like heavy and empty (e.g. get the empty carton of milk from the fridge), and assist with concepts that have both visual and non-visual expression (e.g. tall things look big and also exert force sooner than short things when pressed down on). A second thrust of this thesis focuses on strategies for learning these concepts using multi-modal sensory information. We use human-in-the-loop learning to get labels between concept words and actual objects in the environment (Thomason et al., 2016, 2017). We also explore ways to tease out polysemy and synonymy in concept words (Thomason and Mooney, 2017) such as light, which can refer to a weight or a color, the latter sense being synonymous with pale. Additionally, pushing, picking up, and dropping objects to gather sensory information is prohibitively time-consuming, so we investigate strategies for using linguistic information and human input to expedite exploration when learning a new concept (Thomason et al., 2018). Finally, we build an integrated agent with both parsing and perception capabilities that learns from conversations with users to improve both components over time. We demonstrate that parser learning from conversations (Thomason et al., 2015) can be combined with multi-modal perception (Thomason et al., 2016) using predicate-object labels gathered through opportunistic active learning (Thomason et al., 2017) during those conversations to improve performance for understanding natural language commands from humans. Human users also qualitatively rate this integrated learning agent as more usable after it has improved from conversation-based learning.Computer Science
Agent AI: Surveying the Horizons of Multimodal Interaction
Multi-modal AI systems will likely become a ubiquitous presence in our
everyday lives. A promising approach to making these systems more interactive
is to embody them as agents within physical and virtual environments. At
present, systems leverage existing foundation models as the basic building
blocks for the creation of embodied agents. Embedding agents within such
environments facilitates the ability of models to process and interpret visual
and contextual data, which is critical for the creation of more sophisticated
and context-aware AI systems. For example, a system that can perceive user
actions, human behavior, environmental objects, audio expressions, and the
collective sentiment of a scene can be used to inform and direct agent
responses within the given environment. To accelerate research on agent-based
multimodal intelligence, we define "Agent AI" as a class of interactive systems
that can perceive visual stimuli, language inputs, and other
environmentally-grounded data, and can produce meaningful embodied actions. In
particular, we explore systems that aim to improve agents based on
next-embodied action prediction by incorporating external knowledge,
multi-sensory inputs, and human feedback. We argue that by developing agentic
AI systems in grounded environments, one can also mitigate the hallucinations
of large foundation models and their tendency to generate environmentally
incorrect outputs. The emerging field of Agent AI subsumes the broader embodied
and agentic aspects of multimodal interactions. Beyond agents acting and
interacting in the physical world, we envision a future where people can easily
create any virtual reality or simulated scene and interact with agents embodied
within the virtual environment
Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games
This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language. The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges. The third study examined L2 development through âusage-basedâ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESsâ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature
- âŠ