We present some categorical investigations into Wittgenstein's language-games, with applications to game-theoretic pragmatics and question-answering in natural language processing.
Department of Computer Science, University of Oxford(牛津大学计算机科学系);Cambridge Quantum Computing Ltd.(剑桥量子计算有限公司)
Distributional compositional (DisCo) models are functors that compute the meaning of a sentence from the meaning of its words. We show that DisCo models in the category of sets and relations correspond precisely to relational databases. As a consequence, we get complexity-theoretic reductions from semantics and entailment of a fragment of natural language to evaluation and containment of conjunctive queries, respectively. Finally, we define question answering as an NP-complete problem.
Queen’s University(女王大学);IBM Research(IBM研究院);UC Santa Barbara(加州大学圣巴巴拉分校);Beihang University(北京航空航天大学)
We propose the new problem of learning to recover reasoning chains from weakly supervised signals, i.e., the question-answer pairs. We propose a cooperative game approach to deal with this problem, in which how the evidence passages are selected and how the selected passages are connected are handled by two models that cooperate to select the most confident chains from a large set of candidates (from distant supervision). For evaluation, we created benchmarks based on two multi-hop QA datasets, HotpotQA and MedHop; and hand-labeled reasoning chains for the latter. The experimental results demo…
Key Laboratory of Computational Linguistics, MOE, Peking University(北京大学计算语言学教育部重点实验室);Graduate School of Informatics, Kyoto University(京都大学信息学研究生院);University of Washington(华盛顿大学)
In this paper, we introduce LiveQA, a new question answering dataset constructed from play-by-play live broadcast. It contains 117k multiple-choice questions written by human commentators for over 1,670 NBA games, which are collected from the Chinese Hupu (https://nba.hupu.com/games) website. Derived from the characteristics of sports games, LiveQA can potentially test the reasoning ability across timeline-based live broadcasts, which is challenging compared to the existing datasets. In LiveQA, the questions require understanding the timeline, tracking events or doing mathematical computations…
University of Oxford(牛津大学);University of Amsterdam(阿姆斯特丹大学)
In categorical compositional semantics of natural language one studies functors from a category of grammatical derivations (such as a Lambek pregroup) to a semantic category (such as real vector spaces). We compositionally build game-theoretic semantics of sentences by taking the semantic category to be the category whose morphisms are open games. This requires some modifications to the grammar category to compensate for the failure of open games to form a compact closed category. We illustrate the theory using simple examples of Wittgenstein's language-games.
Twenty questions is a widely popular verbal game. In recent years, many computerized versions of this game have been developed in which a user thinks of an entity and a computer attempts to guess this entity by asking a series of boolean-type (yes/no) questions. In this research, we aim to reverse this game by making the computer choose an entity at random. The human aims to guess this entity by quizzing the computer with natural language queries which the computer will then attempt to parse using a boolean question answering model. The game ends when the human is successfully able to guess th…
We designed and built a game called \textit{Immersive Text Game}, which allows the player to choose a story and a character, and interact with other characters in the story in an immersive manner of dialogues. The game is based on several latest models, including text generation language model, information extraction model, commonsense reasoning model, and psychology evaluation model. In the past, similar text games usually let players choose from limited actions instead of answering on their own, and not every time what characters said are determined by the player. Through the combination of …
University of Minnesota(明尼苏达大学);Overture Services, Inc.(Overture服务公司);NEC Laboratories America(NEC美国实验室)
We exploit the redundancy and volume of information on the web to build a computerized player for the ABC TV game show 'Who Wants To Be A Millionaire?' The player consists of a question-answering module and a decision-making module. The question-answering module utilizes question transformation techniques, natural language parsing, multiple information retrieval algorithms, and multiple search engines; results are combined in the spirit of ensemble learning using an adaptive weighting scheme. Empirically, the system correctly answers about 75% of questions from the Millionaire CD-ROM, 3rd edit…
College of Information and Computer Sciences(信息与计算机科学学院);University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校)
Given questions regarding some prototypical situation such as Name something that people usually do before they leave the house for work? a human can easily answer them via acquired experiences. There can be multiple right answers for such questions, with some more common for a situation than others. This paper introduces a new question answering dataset for training and evaluating common sense reasoning capabilities of artificial intelligence systems in such prototypical situations. The training set is gathered from an existing set of questions played in a long-running international game show…
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 Maryland at College Park(马里兰大学帕克分校);University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校);New York University(纽约大学)
Scholastic trivia competitions test knowledge and intelligence through mastery of question answering. Modern question answering benchmarks are one variant of the Turing test. Specifically, answering a set of questions as well as a human is a minimum bar towards demonstrating human-like intelligence. This paper makes the case that the format of one competition -- where participants can answer in the middle of hearing a question (incremental) -- better differentiates the skill between (human or machine) players. Additionally, merging a sequential decision-making sub-task with question answering …
Microsoft Research(微软研究院);Polytechnique Montréal(蒙特利尔综合理工学院);Université de Montréal(蒙特利尔大学);Mila(米拉研究院)
Humans observe and interact with the world to acquire knowledge. However, most existing machine reading comprehension (MRC) tasks miss the interactive, information-seeking component of comprehension. Such tasks present models with static documents that contain all necessary information, usually concentrated in a single short substring. Thus, models can achieve strong performance through simple word- and phrase-based pattern matching. We address this problem by formulating a novel text-based question answering task: Question Answering with Interactive Text (QAit). In QAit, an agent must interac…
S3Mem: Structured Spatiotemporal Scene-Event Memory for Long-Horizon Interactive Question Answering
University of Science and Technology of China(中国科学技术大学);Shanghai Jiao Tong University(上海交通大学);Shanghai AI Laboratory(上海人工智能实验室);City University of Hong Kong(香港城市大学);The Chinese University of Hong Kong(香港中文大学);Fudan University(复旦大学);The University of Sydney(悉尼大学);Beihang University(北航)
Google Research(谷歌研究院);University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校)
The task of long-form question answering (LFQA) involves retrieving documents relevant to a given question and using them to generate a paragraph-length answer. While many models have recently been proposed for LFQA, we show in this paper that the task formulation raises fundamental challenges regarding evaluation and dataset creation that currently preclude meaningful modeling progress. To demonstrate these challenges, we first design a new system that relies on sparse attention and contrastive retriever learning to achieve state-of-the-art performance on the ELI5 LFQA dataset. While our syst…
We provide a dataset that enables the creation of learning agents that can build knowledge graph-based world models of interactive narratives. Interactive narratives -- or text-adventure games -- are partially observable environments structured as long puzzles or quests in which an agent perceives and interacts with the world purely through textual natural language. Each individual game typically contains hundreds of locations, characters, and objects -- each with their own unique descriptions -- providing an opportunity to study the problem of giving language-based agents the structured memor…
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…
Knowledge-enhanced Agents for Interactive Text Games
Information Sciences Institute, University of Southern California(南加州大学信息科学研究所);Bosch Center for Artificial Intelligence(博世人工智能中心);Carnegie Mellon University(卡内基梅隆大学)
Human conversation is a complex mechanism with subtle nuances. It is hence an ambitious goal to develop artificial intelligence agents that can participate fluently in a conversation. While we are still far from achieving this goal, recent progress in visual question answering, image captioning, and visual question generation shows that dialog systems may be realizable in the not too distant future. To this end, a novel dataset was introduced recently and encouraging results were demonstrated, particularly for question answering. In this paper, we demonstrate a simple symmetric discriminative …
Reinforcement learning (RL) has recently shown impressive performance in complex game AI and robotics tasks. To a large extent, this is thanks to the availability of simulated environments such as OpenAI Gym, Atari Learning Environment, or Malmo which allow agents to learn complex tasks through interaction with virtual environments. While RL is also increasingly applied to natural language processing (NLP), there are no simulated textual environments available for researchers to apply and consistently benchmark RL on NLP tasks. With the work reported here, we therefore release NLPGym, an open-…
Allen Institute for Artificial Intelligence(艾伦人工智能研究所)
AI has achieved remarkable mastery over games such as Chess, Go, and Poker, and even Jeopardy, but the rich variety of standardized exams has remained a landmark challenge. Even in 2016, the best AI system achieved merely 59.3% on an 8th Grade science exam challenge. This paper reports unprecedented success on the Grade 8 New York Regents Science Exam, where for the first time a system scores more than 90% on the exam's non-diagram, multiple choice (NDMC) questions. In addition, our Aristo system, building upon the success of recent language models, exceeded 83% on the corresponding Grade 12 S…
Virginia Tech(弗吉尼亚理工大学);Facebook AI Research(脸书人工智能研究院)
We conduct large-scale studies on `human attention' in Visual Question Answering (VQA) to understand where humans choose to look to answer questions about images. We design and test multiple game-inspired novel attention-annotation interfaces that require the subject to sharpen regions of a blurred image to answer a question. Thus, we introduce the VQA-HAT (Human ATtention) dataset. We evaluate attention maps generated by state-of-the-art VQA models against human attention both qualitatively (via visualizations) and quantitatively (via rank-order correlation). Overall, our experiments show tha…
This paper presents a web-based demonstration of Emotion Twenty Questions (EMO20Q), a dialog game whose purpose is to study how people describe emotions. EMO20Q can also be used to develop artificially intelligent dialog agents that can play the game. In previous work, an EMO20Q agent used a sequential Bayesian machine learning model and could play the question-asking role. Newer transformer-based neural machine learning models have made it possible to develop an agent for the question-answering role. This demo paper describes the recent developments in the question-answering role of the EMO20…
This thesis develops the translation between category theory and computational linguistics as a foundation for natural language processing. The three chapters deal with syntax, semantics and pragmatics. First, string diagrams provide a unified model of syntactic structures in formal grammars. Second, functors compute semantics by turning diagrams into logical, tensor, neural or quantum computation. Third, the resulting functorial models can be composed to form games where equilibria are the solutions of language processing tasks. This framework is implemented as part of DisCoPy, the Python lib…
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…
Facebook AI Research(Facebook人工智能研究院);Virginia Tech(弗吉尼亚理工大学);Microsoft Research(微软研究院)
As machines have become more intelligent, there has been a renewed interest in methods for measuring their intelligence. A common approach is to propose tasks for which a human excels, but one which machines find difficult. However, an ideal task should also be easy to evaluate and not be easily gameable. We begin with a case study exploring the recently popular task of image captioning and its limitations as a task for measuring machine intelligence. An alternative and more promising task is Visual Question Answering that tests a machine's ability to reason about language and vision. We descr…
Video game testing requires game-specific knowledge as well as common sense reasoning about the events in the game. While AI-driven agents can satisfy the first requirement, it is not yet possible to meet the second requirement automatically. Therefore, video game testing often still relies on manual testing, and human testers are required to play the game thoroughly to detect bugs. As a result, it is challenging to fully automate game testing. In this study, we explore the possibility of leveraging the zero-shot capabilities of large language models for video game bug detection. By formulatin…
Georgia Tech(佐治亚理工学院);Facebook AI Research(Facebook人工智能研究院)
Prior work on training generative Visual Dialog models with reinforcement learning(Das et al.) has explored a Qbot-Abot image-guessing game and shown that this 'self-talk' approach can lead to improved performance at the downstream dialog-conditioned image-guessing task. However, this improvement saturates and starts degrading after a few rounds of interaction, and does not lead to a better Visual Dialog model. We find that this is due in part to repeated interactions between Qbot and Abot during self-talk, which are not informative with respect to the image. To improve this, we devise a simpl…
The Hebrew University of Jerusalem(耶路撒冷希伯来大学);Ben Gurion University(本·古里安大学);University of North Carolina at Chapel Hill(北卡罗来纳大学教堂山分校)
While vision-and-language models perform well on tasks such as visual question answering, they struggle when it comes to basic human commonsense reasoning skills. In this work, we introduce WinoGAViL: an online game of vision-and-language associations (e.g., between werewolves and a full moon), used as a dynamic evaluation benchmark. Inspired by the popular card game Codenames, a spymaster gives a textual cue related to several visual candidates, and another player tries to identify them. Human players are rewarded for creating associations that are challenging for a rival AI model but still s…