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 Commonsense Reasoning


Lieto

AAAI Conferences

In this article we present DUAL-PECCS, an integrated Knowledge Representation system aimed at extending artificial capabilities in tasks such as conceptual categorization. It relies on two different sorts of cognitively inspired common-sense reasoning: prototypical reasoning and exemplars-based reasoning. Furthermore, it is grounded on the theoretical tenets coming from the dual process theory of the mind, and on the hypothesis of heterogeneous proxytypes, developed in the area of the biologically inspired cognitive architectures (BICA). The system has been integrated into the ACT-R cognitive architecture, and experimentally assessed in a conceptual categorization task, where a target concept illustrated by a simple common-sense linguistic description had to be identified by resorting to a mix of categorization strategies. Compared to human-level categorization, the obtained results suggest that our proposal can be helpful in extending the representational and reasoning conceptual capabilities of standard cognitive artificial systems.


Osborn

AAAI Conferences

General videogame playing has come a long way in a short period of time, but remains at the level of solving relatively short games made up of distinct and isolated episodes. Even simple console role-playing games (RPGs) are far beyond the reach of current techniques, requiring the synthesis of cultural knowledge with compositional reasoning over several interconnected sub-games. We explore how the challenges of playing these games could spark new advances in compositional analysis of games and common-sense reasoning. General RPG playing can leverage advances in episodic general game playing and in areas like text understanding, image classification, and automated game design learning. It has direct applications in design support and AI-based game design, and the techniques used to enable it could generalize to other families of games such as adventure, open-world, and simulation games. In this paper, we describe the motivation behind general RPG playing in a sub-domain of Nintendo Entertainment System (NES) RPGs, some promising approaches to some of its fundamental issues, and immediate next steps; we conclude by describing a few concrete benchmark problems on the path towards automated play of these complex games.


Incorporating Commonsense Knowledge into Story Ending Generation via Heterogeneous Graph Networks

arXiv.org Artificial Intelligence

Story ending generation is an interesting and challenging task, which aims to generate a coherent and reasonable ending given a story context. The key challenges of the task lie in how to comprehend the story context sufficiently and handle the implicit knowledge behind story clues effectively, which are still under-explored by previous work. In this paper, we propose a Story Heterogeneous Graph Network (SHGN) to explicitly model both the information of story context at different granularity levels and the multi-grained interactive relations among them. In detail, we consider commonsense knowledge, words and sentences as three types of nodes. To aggregate non-local information, a global node is also introduced. Given this heterogeneous graph network, the node representations are updated through graph propagation, which adequately utilizes commonsense knowledge to facilitate story comprehension. Moreover, we design two auxiliary tasks to implicitly capture the sentiment trend and key events lie in the context. The auxiliary tasks are jointly optimized with the primary story ending generation task in a multi-task learning strategy. Extensive experiments on the ROCStories Corpus show that the developed model achieves new state-of-the-art performances. Human study further demonstrates that our model generates more reasonable story endings.


An Application of Pseudo-Log-Likelihoods to Natural Language Scoring

arXiv.org Artificial Intelligence

Language models built using semi-supervised machine learning on large corpora of natural language have very quickly enveloped the fields of natural language generation and understanding. In this paper we apply a zero-shot approach independently developed by a number of researchers now gaining recognition as a significant alternative to fine-tuning for evaluation on common sense tasks. A language model with relatively few parameters and training steps compared to a more recent language model (T5) can outperform it on a recent large data set (TimeDial), while displaying robustness in its performance across a similar class of language tasks. Surprisingly, this result is achieved by using a hyperparameter-free zero-shot method with the smaller model, compared to fine-tuning to the larger model. We argue that robustness of the smaller model ought to be understood in terms of compositionality, in a sense that we draw from recent literature on a class of similar models. We identify a practical cost for our method and model: high GPU-time for natural language evaluation. The zero-shot measurement technique that produces remarkable stability, both for ALBERT and other BERT variants, is an application of pseudo-log-likelihoods to masked language models for the relative measurement of probability for substitution alternatives in forced choice language tasks such as the Winograd Schema Challenge, Winogrande, and others. One contribution of this paper is to bring together a number of similar, but independent strands of research. We produce some absolute state-of-the-art results for common sense reasoning in binary choice tasks, performing better than any published result in the literature, including fine-tuned efforts. We show a remarkable consistency of the model's performance under adversarial settings, which we argue is best explained by the model's compositionality of representations.


Generalizable Neuro-symbolic Systems for Commonsense Question Answering

arXiv.org Artificial Intelligence

This chapter illustrates how suitable neuro-symbolic models for language understanding can enable domain generalizability and robustness in downstream tasks. Different methods for integrating neural language models and knowledge graphs are discussed. The situations in which this combination is most appropriate are characterized, including quantitative evaluation and qualitative error analysis on a variety of commonsense question answering benchmark datasets.


CommonsenseQA 2.0: Exposing the Limits of AI through Gamification

arXiv.org Artificial Intelligence

Constructing benchmarks that test the abilities of modern natural language understanding models is difficult - pre-trained language models exploit artifacts in benchmarks to achieve human parity, but still fail on adversarial examples and make errors that demonstrate a lack of common sense. In this work, we propose gamification as a framework for data construction. The goal of players in the game is to compose questions that mislead a rival AI while using specific phrases for extra points. The game environment leads to enhanced user engagement and simultaneously gives the game designer control over the collected data, allowing us to collect high-quality data at scale. Using our method we create CommonsenseQA 2.0, which includes 14,343 yes/no questions, and demonstrate its difficulty for models that are orders-of-magnitude larger than the AI used in the game itself. Our best baseline, the T5-based Unicorn with 11B parameters achieves an accuracy of 70.2%, substantially higher than GPT-3 (52.9%) in a few-shot inference setup. Both score well below human performance which is at 94.1%.


This Microsoft Model Excels at Common Sense Reasoning

#artificialintelligence

Originally published on Towards AI the World's Leading AI and Technology News and Media Company. If you are building an AI-related product or service, we invite you to consider becoming an AI sponsor. At Towards AI, we help scale AI and technology startups. Let us help you unleash your technology to the masses. KEAR is a clever architecture to extend transformer models with common sense reasoning.


ArT: All-round Thinker for Unsupervised Commonsense Question-Answering

arXiv.org Artificial Intelligence

Without labeled question-answer pairs for necessary training, unsupervised commonsense question-answering (QA) appears to be extremely challenging due to its indispensable unique prerequisite on commonsense source like knowledge bases (KBs), which are usually highly resource consuming in construction. Recently pre-trained language models (PrLMs) show effectiveness as an alternative for commonsense clues when they play a role of knowledge generator. However, existing work simply generates hundreds of pseudo-answers, or roughly performs knowledge generation according to templates once for all, which may result in much noise and thus hinders the quality of generated knowledge. Motivated by human thinking experience, we propose an approach of All-round Thinker (ArT) by fully taking association during knowledge generating. In detail, our model first focuses on key parts in the given context, and then generates highly related knowledge on such a basis in an association way like human thinking. Besides, for casual reasoning, a reverse thinking mechanism is proposed to conduct bidirectional inferring between cause and effect. ArT is totally unsupervised and KBs-free. We evaluate it on three commonsense QA benchmarks: COPA, SocialIQA and SCT. On all scales of PrLM backbones, ArT shows its brilliant performance and outperforms previous advanced unsupervised models.


Toward a New Science of Common Sense

arXiv.org Artificial Intelligence

Common sense has always been of interest in AI, but has rarely taken center stage. Despite its mention in one of John McCarthy's earliest papers and years of work by dedicated researchers, arguably no AI system with a serious amount of general common sense has ever emerged. Why is that? What's missing? Examples of AI systems' failures of common sense abound, and they point to AI's frequent focus on expertise as the cause. Those attempting to break the brittleness barrier, even in the context of modern deep learning, have tended to invest their energy in large numbers of small bits of commonsense knowledge. But all the commonsense knowledge fragments in the world don't add up to a system that actually demonstrates common sense in a human-like way. We advocate examining common sense from a broader perspective than in the past. Common sense is more complex than it has been taken to be and is worthy of its own scientific exploration.


SGEITL: Scene Graph Enhanced Image-Text Learning for Visual Commonsense Reasoning

arXiv.org Artificial Intelligence

Answering complex questions about images is an ambitious goal for machine intelligence, which requires a joint understanding of images, text, and commonsense knowledge, as well as a strong reasoning ability. Recently, multimodal Transformers have made great progress in the task of Visual Commonsense Reasoning (VCR), by jointly understanding visual objects and text tokens through layers of cross-modality attention. However, these approaches do not utilize the rich structure of the scene and the interactions between objects which are essential in answering complex commonsense questions. We propose a Scene Graph Enhanced Image-Text Learning (SGEITL) framework to incorporate visual scene graphs in commonsense reasoning. To exploit the scene graph structure, at the model structure level, we propose a multihop graph transformer for regularizing attention interaction among hops. As for pre-training, a scene-graph-aware pre-training method is proposed to leverage structure knowledge extracted in the visual scene graph. Moreover, we introduce a method to train and generate domain-relevant visual scene graphs using textual annotations in a weakly-supervised manner. Extensive experiments on VCR and other tasks show a significant performance boost compared with the state-of-the-art methods and prove the efficacy of each proposed component.