23 research outputs found

    Learning End-to-End Goal-Oriented Dialog with Multiple Answers

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    In a dialog, there can be multiple valid next utterances at any point. The present end-to-end neural methods for dialog do not take this into account. They learn with the assumption that at any time there is only one correct next utterance. In this work, we focus on this problem in the goal-oriented dialog setting where there are different paths to reach a goal. We propose a new method, that uses a combination of supervised learning and reinforcement learning approaches to address this issue. We also propose a new and more effective testbed, permuted-bAbI dialog tasks, by introducing multiple valid next utterances to the original-bAbI dialog tasks, which allows evaluation of goal-oriented dialog systems in a more realistic setting. We show that there is a significant drop in performance of existing end-to-end neural methods from 81.5% per-dialog accuracy on original-bAbI dialog tasks to 30.3% on permuted-bAbI dialog tasks. We also show that our proposed method improves the performance and achieves 47.3% per-dialog accuracy on permuted-bAbI dialog tasks.Comment: EMNLP 2018. permuted-bAbI dialog tasks are available at - https://github.com/IBM/permuted-bAbI-dialog-task

    Bridge Correlational Neural Networks for Multilingual Multimodal Representation Learning

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    Recently there has been a lot of interest in learning common representations for multiple views of data. Typically, such common representations are learned using a parallel corpus between the two views (say, 1M images and their English captions). In this work, we address a real-world scenario where no direct parallel data is available between two views of interest (say, V1V_1 and V2V_2) but parallel data is available between each of these views and a pivot view (V3V_3). We propose a model for learning a common representation for V1V_1, V2V_2 and V3V_3 using only the parallel data available between V1V3V_1V_3 and V2V3V_2V_3. The proposed model is generic and even works when there are nn views of interest and only one pivot view which acts as a bridge between them. There are two specific downstream applications that we focus on (i) transfer learning between languages L1L_1,L2L_2,...,LnL_n using a pivot language LL and (ii) cross modal access between images and a language L1L_1 using a pivot language L2L_2. Our model achieves state-of-the-art performance in multilingual document classification on the publicly available multilingual TED corpus and promising results in multilingual multimodal retrieval on a new dataset created and released as a part of this work.Comment: Published at NAACL-HLT 201

    On End-to-End Learning of Neural Goal-Oriented Dialog Systems

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    Goal-oriented dialog systems assist users to complete tasks such as restaurant reservations and flight ticket booking. Deep neural networks have opened up the possibility of end-to-end learning of the entire goal-oriented dialog system directly from data. End-to-end learning enables automatic adaptation of the different parts of the dialog system accounting for how changes in one part affect the others. Since the entire dialog system is learned directly from the data, the design of the dialog system need not make any assumptions about the domain. This makes it possible to build dialog systems for new domains with different training data, without much domain-specific hand-crafting of the dialog system. With deep neural networks which can potentially capture the complexity of human dialog in natural language, learning neural goal-oriented dialog systems end-to-end holds the promise of bringing dialog systems into our everyday lives. In this thesis, we identify some of the challenges in end-to-end learning of neural goal-oriented dialog systems and propose methods to address them. We look at four challenges: 1) The challenge posed by the presence of a large number of named entities in goal-oriented dialog tasks. We propose a method to build neural embeddings for named entities on the fly and store them in a key-value table with neural embeddings as keys and the actual named entities as values. The proposed method allows for comparison and retrieval, using neural embeddings as well as actual named entities, which leads to significant improvement in performance, especially in the presence of out-of-vocabulary named entities. 2) The challenge of performing supervised learning of goal-oriented dialog systems with multiple valid next utterances. We propose a method to learn to use different parts of the neural network to encode different predictions of the next utterances with learning of one not interfering with the learning of the others. Our experiments show considerable improvement in the generalization performance. 3) The challenge of handling new user behaviors during deployment of a trained dialog system. We propose a method that learns to anticipate failures and efficiently transfers dialogs to human agents in order to make sure the overall task success of the users remains high. Our experiments show that using our proposed method it is possible to achieve very high user task success while minimally using human agents. 4) The challenge of requiring large amounts of training data for each new dialog task of interest. We show that by selectively learning from a related task's data that is already available, we can improve the performance on a new task of interest that has only a limited amount of training data.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/169752/1/rjana_1.pd

    A Correlational Encoder Decoder Architecture for Pivot Based Sequence Generation

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    Interlingua based Machine Translation (MT) aims to encode multiple languages into a common linguistic representation and then decode sentences in multiple target languages from this representation. In this work we explore this idea in the context of neural encoder decoder architectures, albeit on a smaller scale and without MT as the end goal. Specifically, we consider the case of three languages or modalities X, Z and Y wherein we are interested in generating sequences in Y starting from information available in X. However, there is no parallel training data available between X and Y but, training data is available between X & Z and Z & Y (as is often the case in many real world applications). Z thus acts as a pivot/bridge. An obvious solution, which is perhaps less elegant but works very well in practice is to train a two stage model which first converts from X to Z and then from Z to Y. Instead we explore an interlingua inspired solution which jointly learns to do the following (i) encode X and Z to a common representation and (ii) decode Y from this common representation. We evaluate our model on two tasks: (i) bridge transliteration and (ii) bridge captioning. We report promising results in both these applications and believe that this is a right step towards truly interlingua inspired encoder decoder architectures.Comment: 10 page

    Language Model-In-The-Loop: Data Optimal Approach to Learn-To-Recommend Actions in Text Games

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    Large Language Models (LLMs) have demonstrated superior performance in language understanding benchmarks. CALM, a popular approach, leverages linguistic priors of LLMs -- GPT-2 -- for action candidate recommendations to improve the performance in text games in Jericho without environment-provided actions. However, CALM adapts GPT-2 with annotated human gameplays and keeps the LLM fixed during the learning of the text based games. In this work, we explore and evaluate updating LLM used for candidate recommendation during the learning of the text based game as well to mitigate the reliance on the human annotated gameplays, which are costly to acquire. We observe that by updating the LLM during learning using carefully selected in-game transitions, we can reduce the dependency on using human annotated game plays for fine-tuning the LLMs. We conducted further analysis to study the transferability of the updated LLMs and observed that transferring in-game trained models to other games did not result in a consistent transfer

    Towards Few-shot Coordination: Revisiting Ad-hoc Teamplay Challenge In the Game of Hanabi

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    Cooperative Multi-agent Reinforcement Learning (MARL) algorithms with Zero-Shot Coordination (ZSC) have gained significant attention in recent years. ZSC refers to the ability of agents to coordinate zero-shot (without additional interaction experience) with independently trained agents. While ZSC is crucial for cooperative MARL agents, it might not be possible for complex tasks and changing environments. Agents also need to adapt and improve their performance with minimal interaction with other agents. In this work, we show empirically that state-of-the-art ZSC algorithms have poor performance when paired with agents trained with different learning methods, and they require millions of interaction samples to adapt to these new partners. To investigate this issue, we formally defined a framework based on a popular cooperative multi-agent game called Hanabi to evaluate the adaptability of MARL methods. In particular, we created a diverse set of pre-trained agents and defined a new metric called adaptation regret that measures the agent's ability to efficiently adapt and improve its coordination performance when paired with some held-out pool of partners on top of its ZSC performance. After evaluating several SOTA algorithms using our framework, our experiments reveal that naive Independent Q-Learning (IQL) agents in most cases adapt as quickly as the SOTA ZSC algorithm Off-Belief Learning (OBL). This finding raises an interesting research question: How to design MARL algorithms with high ZSC performance and capability of fast adaptation to unseen partners. As a first step, we studied the role of different hyper-parameters and design choices on the adaptability of current MARL algorithms. Our experiments show that two categories of hyper-parameters controlling the training data diversity and optimization process have a significant impact on the adaptability of Hanabi agents

    How Should an Agent Practice?

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    We present a method for learning intrinsic reward functions to drive the learning of an agent during periods of practice in which extrinsic task rewards are not available. During practice, the environment may differ from the one available for training and evaluation with extrinsic rewards. We refer to this setup of alternating periods of practice and objective evaluation as practice-match, drawing an analogy to regimes of skill acquisition common for humans in sports and games. The agent must effectively use periods in the practice environment so that performance improves during matches. In the proposed method the intrinsic practice reward is learned through a meta-gradient approach that adapts the practice reward parameters to reduce the extrinsic match reward loss computed from matches. We illustrate the method on a simple grid world, and evaluate it in two games in which the practice environment differs from match: Pong with practice against a wall without an opponent, and PacMan with practice in a maze without ghosts. The results show gains from learning in practice in addition to match periods over learning in matches only.Comment: AAAI-202
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