935 research outputs found

    Graph-to-Sequence Learning using Gated Graph Neural Networks

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    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

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    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

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    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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