Collaborating Authors

History for Visual Dialog: Do we really need it? Artificial Intelligence

Visual Dialog involves "understanding" the dialog history (what has been discussed previously) and the current question (what is asked), in addition to grounding information in the image, to generate the correct response. In this paper, we show that co-attention models which explicitly encode dialog history outperform models that don't, achieving state-of-the-art performance (72 % NDCG on val set). However, we also expose shortcomings of the crowd-sourcing dataset collection procedure by showing that history is indeed only required for a small amount of the data and that the current evaluation metric encourages generic replies. To that end, we propose a challenging subset (VisDialConv) of the VisDial val set and provide a benchmark of 63% NDCG.

Optimal Greedy Diversity for Recommendation

AAAI Conferences

The need for diversification manifests in various recommendation use cases. In this work, we propose a novel approach to diversifying a list of recommended items, which maximizes the utility of the items subject to the increase in their diversity. From a technical perspective, the problem can be viewed as maximization of a modular function on the polytope of a submodular function, which can be solved optimally by a greedy method. We evaluate our approach in an offline analysis, which incorporates a number of baselines and metrics, and in two online user studies. In all the experiments, our method outperforms the baseline methods.

Is Your Goal-Oriented Dialog Model Performing Really Well? Empirical Analysis of System-wise Evaluation Artificial Intelligence

There is a growing interest in developing goal-oriented dialog systems which serve users in accomplishing complex tasks through multi-turn conversations. Although many methods are devised to evaluate and improve the performance of individual dialog components, there is a lack of comprehensive empirical study on how different components contribute to the overall performance of a dialog system. In this paper, we perform a system-wise evaluation and present an empirical analysis on different types of dialog systems which are composed of different modules in different settings. Our results show that (1) a pipeline dialog system trained using fine-grained supervision signals at different component levels often obtains better performance than the systems that use joint or end-to-end models trained on coarse-grained labels, (2) component-wise, single-turn evaluation results are not always consistent with the overall performance of a dialog system, and (3) despite the discrepancy between simulators and human users, simulated evaluation is still a valid alternative to the costly human evaluation especially in the early stage of development.

Fast Approximate Nearest Neighbor Search via k-Diverse Nearest Neighbor Graph

AAAI Conferences

Approximate nearest neighbor search is a fundamental problem and has been studied for a few decades. Recently graph-based indexing methods have demonstrated their great efficiency, whose main idea is to construct neighborhood graph offline and perform a greedy search starting from some sampled points of the graph online. Most existing graph-based methods focus on either the precise k-nearest neighbor (k-NN) graph which has good exploitation ability, or the diverse graph which has good exploration ability. In this paper, we propose the k-diverse nearest neighbor (k-DNN) graph, which balances the precision and diversity of the graph, leading to good exploitation and exploration abilities simultaneously. We introduce an efficient indexing algorithm for the construction of the k-DNN graph inspired by a well-known diverse ranking algorithm in information retrieval (IR). Experimental results show that our method can outperform both state-of-the-art precise graph and diverse graph methods.

Approximating Interactive Human Evaluation with Self-Play for Open-Domain Dialog Systems

Neural Information Processing Systems

Building an open-domain conversational agent is a challenging problem. Current evaluation methods, mostly post-hoc judgments of static conversation, do not capture conversation quality in a realistic interactive context. In this paper, we investigate interactive human evaluation and provide evidence for its necessity; we then introduce a novel, model-agnostic, and dataset-agnostic method to approximate it. In particular, we propose a self-play scenario where the dialog system talks to itself and we calculate a combination of proxies such as sentiment and semantic coherence on the conversation trajectory. We show that this metric is capable of capturing the human-rated quality of a dialog model better than any automated metric known to-date, achieving a significant Pearson correlation (r .7,