935 research outputs found
Graph-to-Sequence Learning using Gated Graph Neural Networks
Many NLP applications can be framed as a graph-to-sequence learning problem.
Previous work proposing neural architectures on this setting obtained promising
results compared to grammar-based approaches but still rely on linearisation
heuristics and/or standard recurrent networks to achieve the best performance.
In this work, we propose a new model that encodes the full structural
information contained in the graph. Our architecture couples the recently
proposed Gated Graph Neural Networks with an input transformation that allows
nodes and edges to have their own hidden representations, while tackling the
parameter explosion problem present in previous work. Experimental results show
that our model outperforms strong baselines in generation from AMR graphs and
syntax-based neural machine translation.Comment: ACL 201
Basic tasks of sentiment analysis
Subjectivity detection is the task of identifying objective and subjective
sentences. Objective sentences are those which do not exhibit any sentiment.
So, it is desired for a sentiment analysis engine to find and separate the
objective sentences for further analysis, e.g., polarity detection. In
subjective sentences, opinions can often be expressed on one or multiple
topics. Aspect extraction is a subtask of sentiment analysis that consists in
identifying opinion targets in opinionated text, i.e., in detecting the
specific aspects of a product or service the opinion holder is either praising
or complaining about
Language Understanding for Text-based Games Using Deep Reinforcement Learning
In this paper, we consider the task of learning control policies for
text-based games. In these games, all interactions in the virtual world are
through text and the underlying state is not observed. The resulting language
barrier makes such environments challenging for automatic game players. We
employ a deep reinforcement learning framework to jointly learn state
representations and action policies using game rewards as feedback. This
framework enables us to map text descriptions into vector representations that
capture the semantics of the game states. We evaluate our approach on two game
worlds, comparing against baselines using bag-of-words and bag-of-bigrams for
state representations. Our algorithm outperforms the baselines on both worlds
demonstrating the importance of learning expressive representations.Comment: 11 pages, Appearing at EMNLP, 201
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