The task of text classification is usually divided into two stages: {\it text feature extraction} and {\it classification}. In this standard formalization categories are merely represented as indexes in the label vocabulary, and the model lacks for explicit instructions on what to classify. Inspired by the current trend of formalizing NLP problems as question answering tasks, we propose a new framework for text classification, in which each category label is associated with a category description. Descriptions are generated by hand-crafted templates or using abstractive/extractive models from reinforcement learning. The concatenation of the description and the text is fed to the classifier to decide whether or not the current label should be assigned to the text. The proposed strategy forces the model to attend to the most salient texts with respect to the label, which can be regarded as a hard version of attention, leading to better performances. We observe significant performance boosts over strong baselines on a wide range of text classification tasks including single-label classification, multi-label classification and multi-aspect sentiment analysis.
While reinforcement learning (RL) has been successful in natural language processing (NLP) domains such as dialogue generation and text-based games, it typically faces the problem of sparse rewards that leads to slow or no convergence. Traditional methods that use text descriptions to extract only a state representation ignore the feedback inherently present in them. In text-based games, for example, descriptions like "Good Job! You ate the food}" indicate progress, and descriptions like "You entered a new room" indicate exploration. Positive and negative cues like these can be converted to re…
Zhejiang Normal University(浙江师范大学);Stanford University(斯坦福大学)
In natural language processing, extreme multi-label text classification is an emerging but essential task. The problem of extreme multi-label text classification (XMTC) is to recall some of the most relevant labels for a text from an extremely large label set. Large-scale pre-trained models have brought a new trend to this problem. Though the large-scale pre-trained models have made significant achievements on this problem, the valuable fine-tuned methods have yet to be studied. Though label semantics have been introduced in XMTC, the vast semantic gap between texts and labels has yet to gain …
Class imbalance naturally exists when train and test models in different domains. Unsupervised domain adaptation (UDA) augments model performance with only accessible annotations from the source domain and unlabeled data from the target domain. However, existing state-of-the-art UDA models learn domain-invariant representations and evaluate primarily on class-balanced data across domains. In this work, we propose an unsupervised domain adaptation approach via reinforcement learning that jointly leverages feature variants and imbalanced labels across domains. We experiment with the text classif…
The Chinese pronunciation system offers two characteristics that distinguish it from other languages: deep phonemic orthography and intonation variations. We are the first to argue that these two important properties can play a major role in Chinese sentiment analysis. Particularly, we propose two effective features to encode phonetic information. Next, we develop a Disambiguate Intonation for Sentiment Analysis (DISA) network using a reinforcement network. It functions as disambiguating intonations for each Chinese character (pinyin). Thus, a precise phonetic representation of Chinese is lear…
Moody College of Communication, University of Texas at Austin(得克萨斯大学奥斯汀分校穆迪传播学院);Dartmouth College(达特茅斯学院)
Data augmentation is proven to be effective in many NLU tasks, especially for those suffering from data scarcity. In this paper, we present a powerful and easy to deploy text augmentation framework, Data Boost, which augments data through reinforcement learning guided conditional generation. We evaluate Data Boost on three diverse text classification tasks under five different classifier architectures. The result shows that Data Boost can boost the performance of classifiers especially in low-resource data scenarios. For instance, Data Boost improves F1 for the three tasks by 8.7% on average w…
The Ohio State University(俄亥俄州立大学);University of Washington(华盛顿大学);Microsoft Research AI(微软人工智能研究院);U.S. Army Research Lab(美国陆军研究实验室)
Given a text description, most existing semantic parsers synthesize a program in one shot. However, it is quite challenging to produce a correct program solely based on the description, which in reality is often ambiguous or incomplete. In this paper, we investigate interactive semantic parsing, where the agent can ask the user clarification questions to resolve ambiguities via a multi-turn dialogue, on an important type of programs called "If-Then recipes." We develop a hierarchical reinforcement learning (HRL) based agent that significantly improves the parsing performance with minimal quest…
The ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based games with multiple endings and rewards are a promising platform for this task, since their feedback allows us to employ reinforcement learning techniques to jointly learn text representations and control policies. We present a general text game playing agent, testing its generalisation and transfer learning performance and showing its ability to play multiple g…
Text-based games(TBG) are complex environments which allow users or computer agents to make textual interactions and achieve game goals.In TBG agent design and training process, balancing the efficiency and performance of the agent models is a major challenge. Finding TBG agent deep learning modules' performance in standardized environments, and testing their performance among different evaluation types is also important for TBG agent research. We constructed a standardized TBG agent with no hand-crafted rules, formally categorized TBG evaluation types, and analyzed selected methods in our env…
VK Lab(VK实验室);Moscow Institute of Physics and Technology(莫斯科物理技术学院);Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究院);Tinkoff(Tinkoff公司)
Likelihood training and maximization-based decoding result in dull and repetitive generated texts even when using powerful language models (Holtzman et al., 2019). Adding a loss function for regularization was shown to improve text generation output by helping avoid unwanted properties, such as contradiction or repetition (Li at al., 2020). In this work, we propose fine-tuning a language model by using policy gradient reinforcement learning, directly optimizing for better generation. We apply this approach to minimizing repetition in generated text, and show that, when combined with unlikeliho…
Singapore University of Technology and Design (SUTD)(新加坡科技设计大学);National University of Singapore (NUS)(新加坡国立大学);University of Bremen(不来梅大学)
Emotional text-to-speech synthesis (ETTS) has seen much progress in recent years. However, the generated voice is often not perceptually identifiable by its intended emotion category. To address this problem, we propose a new interactive training paradigm for ETTS, denoted as i-ETTS, which seeks to directly improve the emotion discriminability by interacting with a speech emotion recognition (SER) model. Moreover, we formulate an iterative training strategy with reinforcement learning to ensure the quality of i-ETTS optimization. Experimental results demonstrate that the proposed i-ETTS outper…
T. J. Watson Research Center, IBM(IBM托马斯·J·沃森研究中心);University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校)
Text style transfer rephrases a text from a source style (e.g., informal) to a target style (e.g., formal) while keeping its original meaning. Despite the success existing works have achieved using a parallel corpus for the two styles, transferring text style has proven significantly more challenging when there is no parallel training corpus. In this paper, we address this challenge by using a reinforcement-learning-based generator-evaluator architecture. Our generator employs an attention-based encoder-decoder to transfer a sentence from the source style to the target style. Our evaluator is …
LIP6, Sorbonne Université(索邦大学LIP6实验室);BNP Paribas(法国巴黎银行);Criteo AI Lab(科睿唯安人工智能实验室)
In language generation models conditioned by structured data, the classical training via maximum likelihood almost always leads models to pick up on dataset divergence (i.e., hallucinations or omissions), and to incorporate them erroneously in their own generations at inference. In this work, we build ontop of previous Reinforcement Learning based approaches and show that a model-agnostic framework relying on the recently introduced PARENT metric is efficient at reducing both hallucinations and omissions. Evaluations on the widely used WikiBIO and WebNLG benchmarks demonstrate the effectivenes…
Peking University(北京大学);Tencent Inc(腾讯公司);Beijing Institute of Big Data Research(北京大数据研究院);Peng Cheng Laboratory(鹏城实验室)
Unsupervised text style transfer aims to transfer the underlying style of text but keep its main content unchanged without parallel data. Most existing methods typically follow two steps: first separating the content from the original style, and then fusing the content with the desired style. However, the separation in the first step is challenging because the content and style interact in subtle ways in natural language. Therefore, in this paper, we propose a dual reinforcement learning framework to directly transfer the style of the text via a one-step mapping model, without any separation o…
Recent work has described neural-network-based agents that are trained with reinforcement learning (RL) to execute language-like commands in simulated worlds, as a step towards an intelligent agent or robot that can be instructed by human users. However, the optimisation of multi-goal motor policies via deep RL from scratch requires many episodes of experience. Consequently, instruction-following with deep RL typically involves language generated from templates (by an environment simulator), which does not reflect the varied or ambiguous expressions of real users. Here, we propose a conceptual…
Automatic construction of relevant Knowledge Bases (KBs) from text, and generation of semantically meaningful text from KBs are both long-standing goals in Machine Learning. In this paper, we present ReGen, a bidirectional generation of text and graph leveraging Reinforcement Learning (RL) to improve performance. Graph linearization enables us to re-frame both tasks as a sequence to sequence generation problem regardless of the generative direction, which in turn allows the use of Reinforcement Learning for sequence training where the model itself is employed as its own critic leading to Self-…
Bar-Ilan University(巴伊兰大学);NVIDIA Research(英伟达研究院);Allen Institute for Artificial Intelligence(艾伦人工智能研究所)
We study the problem of recognizing visual entities from the textual descriptions of their classes. Specifically, given birds' images with free-text descriptions of their species, we learn to classify images of previously-unseen species based on specie descriptions. This setup has been studied in the vision community under the name zero-shot learning from text, focusing on learning to transfer knowledge about visual aspects of birds from seen classes to previously-unseen ones. Here, we suggest focusing on the textual description and distilling from the description the most relevant information…
Text as Environment: A Deep Reinforcement Learning Text Readability Assessment Model
Amirkabir University of Technology(阿米尔卡比尔理工大学);K.N. Toosi University of Technology(霍梅尼理工大学);University of Alberta(阿尔伯塔大学);University of Science and Technology(科技大学)
In this paper, we consider the recent trend of evaluating progress on reinforcement learning technology by using text-based environments and games as evaluation environments. This reliance on text brings advances in natural language processing into the ambit of these agents, with a recurring thread being the use of external knowledge to mimic and better human-level performance. We present one such instantiation of agents that use commonsense knowledge from ConceptNet to show promising performance on two text-based environments.
In this paper, we propose a method to extract descriptions of technical terms from Web pages in order to utilize the World Wide Web as an encyclopedia. We use linguistic patterns and HTML text structures to extract text fragments containing term descriptions. We also use a language model to discard extraneous descriptions, and a clustering method to summarize resultant descriptions. We show the effectiveness of our method by way of experiments.
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 w…
Australian Artificial Intelligence Institute, University of Technology Sydney(澳大利亚人工智能研究所,悉尼科技大学);Eindhoven University of Technology(埃因霍温理工大学);King’s College London(伦敦国王学院)
Deep reinforcement learning provides a promising approach for text-based games in studying natural language communication between humans and artificial agents. However, the generalization still remains a big challenge as the agents depend critically on the complexity and variety of training tasks. In this paper, we address this problem by introducing a hierarchical framework built upon the knowledge graph-based RL agent. In the high level, a meta-policy is executed to decompose the whole game into a set of subtasks specified by textual goals, and select one of them based on the KG. Then a sub-…
Sun Yat-sen University(中山大学);Arizona State University(亚利桑那州立大学)
Extracting action sequences from natural language texts is challenging, as it requires commonsense inferences based on world knowledge. Although there has been work on extracting action scripts, instructions, navigation actions, etc., they require that either the set of candidate actions be provided in advance, or that action descriptions are restricted to a specific form, e.g., description templates. In this paper, we aim to extract action sequences from texts in free natural language, i.e., without any restricted templates, provided the candidate set of actions is unknown. We propose to extr…
Tongji University(同济大学);JD.COM Silicon Valley Research Center(京东硅谷研究中心);Central China Normal University(华中师范大学);Squirrel AI Learning(松鼠AI学习)
Considering a collection of RDF triples, the RDF-to-text generation task aims to generate a text description. Most previous methods solve this task using a sequence-to-sequence model or using a graph-based model to encode RDF triples and to generate a text sequence. Nevertheless, these approaches fail to clearly model the local and global structural information between and within RDF triples. Moreover, the previous methods also face the non-negligible problem of low faithfulness of the generated text, which seriously affects the overall performance of these models. To solve these problems, we …
Controlled text generation tasks such as unsupervised text style transfer have increasingly adopted the use of Reinforcement Learning (RL). A major challenge in applying RL to such tasks is the sparse reward, which is available only after the full text is generated. Sparse rewards, combined with a large action space make RL training sample-inefficient and difficult to converge. Recently proposed reward-shaping strategies to address this issue have shown only negligible gains. In contrast, this work proposes a novel approach that provides dense rewards to each generated token. We evaluate our a…
This paper presents a reinforcement learning approach to extract noise in long clinical documents for the task of readmission prediction after kidney transplant. We face the challenges of developing robust models on a small dataset where each document may consist of over 10K tokens with full of noise including tabular text and task-irrelevant sentences. We first experiment four types of encoders to empirically decide the best document representation, and then apply reinforcement learning to remove noisy text from the long documents, which models the noise extraction process as a sequential dec…
School of Interactive Computing(交互式计算学院);Georgia Institute of Technology(佐治亚理工学院)
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the game state as a knowledge graph which is learned during exploration. This graph is used to prune the action space, enabling more efficient exploration. The question of which action to take can be reduced to a question-answering task, a form of transfer learning that pre-trains certain parts of our architecture. In experiments using the TextWorld framework, we s…
University of Technology Sydney(悉尼科技大学);Eindhoven University of Technology(埃因霍温理工大学);King’s College London(伦敦国王学院);A*STAR Centre for Frontier AI Research(新加坡科技研究局前沿人工智能研究中心)
Text-based games provide an interactive way to study natural language processing. While deep reinforcement learning has shown effectiveness in developing the game playing agent, the low sample efficiency and the large action space remain to be the two major challenges that hinder the DRL from being applied in the real world. In this paper, we address the challenges by introducing world-perceiving modules, which automatically decompose tasks and prune actions by answering questions about the environment. We then propose a two-phase training framework to decouple language learning from reinforce…
Text generation is a crucial task in NLP. Recently, several adversarial generative models have been proposed to improve the exposure bias problem in text generation. Though these models gain great success, they still suffer from the problems of reward sparsity and mode collapse. In order to address these two problems, in this paper, we employ inverse reinforcement learning (IRL) for text generation. Specifically, the IRL framework learns a reward function on training data, and then an optimal policy to maximum the expected total reward. Similar to the adversarial models, the reward and policy …
Text-based games (TBGs) have become a popular proving ground for the demonstration of learning-based agents that make decisions in quasi real-world settings. The crux of the problem for a reinforcement learning agent in such TBGs is identifying the objects in the world, and those objects' relations with that world. While the recent use of text-based resources for increasing an agent's knowledge and improving its generalization have shown promise, we posit in this paper that there is much yet to be learned from visual representations of these same worlds. Specifically, we propose to retrieve im…
Pohang University of Science and Technology(浦项科技大学);Microsoft Research Asia(微软亚洲研究院);Korea Advanced Institute of Science and Technology(韩国科学技术院)
Sentence summarization shortens given texts while maintaining core contents of the texts. Unsupervised approaches have been studied to summarize texts without human-written summaries. However, recent unsupervised models are extractive, which remove words from texts and thus they are less flexible than abstractive summarization. In this work, we devise an abstractive model based on reinforcement learning without ground-truth summaries. We formulate the unsupervised summarization based on the Markov decision process with rewards representing the summary quality. To further enhance the summary qu…
Deep neural networks are data hungry models and thus face difficulties when attempting to train on small text datasets. Transfer learning is a potential solution but their effectiveness in the text domain is not as explored as in areas such as image analysis. In this paper, we study the problem of transfer learning for text summarization and discuss why existing state-of-the-art models fail to generalize well on other (unseen) datasets. We propose a reinforcement learning framework based on a self-critic policy gradient approach which achieves good generalization and state-of-the-art results o…
University of Washington(华盛顿大学);Microsoft Research(微软研究院)
This paper introduces a novel architecture for reinforcement learning with deep neural networks designed to handle state and action spaces characterized by natural language, as found in text-based games. Termed a deep reinforcement relevance network (DRRN), the architecture represents action and state spaces with separate embedding vectors, which are combined with an interaction function to approximate the Q-function in reinforcement learning. We evaluate the DRRN on two popular text games, showing superior performance over other deep Q-learning architectures. Experiments with paraphrased acti…
University of California, Santa Barbara(加利福尼亚大学圣巴巴拉分校)
Video captioning is the task of automatically generating a textual description of the actions in a video. Although previous work (e.g. sequence-to-sequence model) has shown promising results in abstracting a coarse description of a short video, it is still very challenging to caption a video containing multiple fine-grained actions with a detailed description. This paper aims to address the challenge by proposing a novel hierarchical reinforcement learning framework for video captioning, where a high-level Manager module learns to design sub-goals and a low-level Worker module recognizes the p…
Generative Adversarial Networks (GANs) have experienced a recent surge in popularity, performing competitively in a variety of tasks, especially in computer vision. However, GAN training has shown limited success in natural language processing. This is largely because sequences of text are discrete, and thus gradients cannot propagate from the discriminator to the generator. Recent solutions use reinforcement learning to propagate approximate gradients to the generator, but this is inefficient to train. We propose to utilize an autoencoder to learn a low-dimensional representation of sentences…
Princeton University(普林斯顿大学);Massachusetts Institute of Technology(麻省理工学院)
In this paper, we explore the utilization of natural language to drive transfer for reinforcement learning (RL). Despite the wide-spread application of deep RL techniques, learning generalized policy representations that work across domains remains a challenging problem. We demonstrate that textual descriptions of environments provide a compact intermediate channel to facilitate effective policy transfer. Specifically, by learning to ground the meaning of text to the dynamics of the environment such as transitions and rewards, an autonomous agent can effectively bootstrap policy learning on a …
Institute for Infocomm Research, A*STAR(新加坡科技研究局资讯通信研究院)
Text style transfer is an important task in controllable language generation. Supervised approaches have pushed performance improvement on style-oriented rewriting such as formality conversion. However, challenges remain due to the scarcity of large-scale parallel data in many domains. While unsupervised approaches do not rely on annotated sentence pairs for each style, they are often plagued with instability issues such as mode collapse or quality degradation. To take advantage of both supervised and unsupervised paradigms and tackle the challenges, in this work, we propose a semi-supervised …
School of Interactive Computing(交互计算学院);Georgia Institute of Technology(佐治亚理工学院)
Text adventure games, in which players must make sense of the world through text descriptions and declare actions through text descriptions, provide a stepping stone toward grounding action in language. Prior work has demonstrated that using a knowledge graph as a state representation and question-answering to pre-train a deep Q-network facilitates faster control policy transfer. In this paper, we explore the use of knowledge graphs as a representation for domain knowledge transfer for training text-adventure playing reinforcement learning agents. Our methods are tested across multiple compute…