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Collaborating Authors

 Urbanek, Jack


Improving Text-to-Image Consistency via Automatic Prompt Optimization

arXiv.org Artificial Intelligence

Impressive advances in text-to-image (T2I) generative models have yielded a plethora of high performing models which are able to generate aesthetically appealing, photorealistic images. Despite the progress, these models still struggle to produce images that are consistent with the input prompt, oftentimes failing to capture object quantities, relations and attributes properly. Existing solutions to improve prompt-image consistency suffer from the following challenges: (1) they oftentimes require model fine-tuning, (2) they only focus on nearby prompt samples, and (3) they are affected by unfavorable trade-offs among image quality, representation diversity, and prompt-image consistency. In this paper, we address these challenges and introduce a T2I optimization-by-prompting framework, OPT2I, which leverages a large language model (LLM) to improve prompt-image consistency in T2I models. Our framework starts from a user prompt and iteratively generates revised prompts with the goal of maximizing a consistency score. Our extensive validation on two datasets, MSCOCO and PartiPrompts, shows that OPT2I can boost the initial consistency score by up to 24.9% in terms of DSG score while preserving the FID and increasing the recall between generated and real data. Our work paves the way toward building more reliable and robust T2I systems by harnessing the power of LLMs.


Multi-Party Chat: Conversational Agents in Group Settings with Humans and Models

arXiv.org Artificial Intelligence

Current dialogue research primarily studies pairwise (two-party) conversations, and does not address the everyday setting where more than two speakers converse together. In this work, we both collect and evaluate multi-party conversations to study this more general case. We use the LIGHT environment to construct grounded conversations, where each participant has an assigned character to role-play. We thus evaluate the ability of language models to act as one or more characters in such conversations. Models require two skills that pairwise-trained models appear to lack: (1) being able to decide when to talk; (2) producing coherent utterances grounded on multiple characters. We compare models trained on our new dataset to existing pairwise-trained dialogue models, as well as large language models with few-shot prompting. We find that our new dataset, MultiLIGHT, which we will publicly release, can help bring significant improvements in the group setting.


Infusing Commonsense World Models with Graph Knowledge

arXiv.org Artificial Intelligence

While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating narratives in an open world text adventure game, where a graph representation of the underlying game state can be used to train models that consume and output both grounded graph representations and natural language descriptions and actions. We build a large set of tasks by combining crowdsourced and simulated gameplays with a novel dataset of complex actions in order to to construct such models. We find it is possible to improve the consistency of action narration models by training on graph contexts and targets, even if graphs are not present at test time. This is shown both in automatic metrics and human evaluations. We plan to release our code, the new set of tasks, and best performing models.


Mephisto: A Framework for Portable, Reproducible, and Iterative Crowdsourcing

arXiv.org Artificial Intelligence

We introduce Mephisto, a framework to make crowdsourcing for research more reproducible, transparent, and collaborative. Mephisto provides abstractions that cover a broad set of task designs and data collection workflows, and provides a simple user experience to make best-practices easy defaults. In this whitepaper we discuss the current state of data collection and annotation in ML research, establish the motivation for building a shared framework to enable researchers to create and open-source data collection and annotation tools as part of their publication, and outline a set of suggested requirements for a system to facilitate these goals. We then step through our resolution in Mephisto, explaining the abstractions we use, our design decisions around the user experience, and share implementation details and where they align with the original motivations. We also discuss current limitations, as well as future work towards continuing to deliver on the framework's initial goals. Mephisto is available as an open source project, and its documentation can be found at www.mephisto.ai.


Reason first, then respond: Modular Generation for Knowledge-infused Dialogue

arXiv.org Artificial Intelligence

Large language models can produce fluent dialogue but often hallucinate factual inaccuracies. While retrieval-augmented models help alleviate this issue, they still face a difficult challenge of both reasoning to provide correct knowledge and generating conversation simultaneously. In this work, we propose a modular model, Knowledge to Response (K2R), for incorporating knowledge into conversational agents, which breaks down this problem into two easier steps. K2R first generates a knowledge sequence, given a dialogue context, as an intermediate step. After this "reasoning step", the model then attends to its own generated knowledge sequence, as well as the dialogue context, to produce a final response. In detailed experiments, we find that such a model hallucinates less in knowledge-grounded dialogue tasks, and has advantages in terms of interpretability and modularity. In particular, it can be used to fuse QA and dialogue systems together to enable dialogue agents to give knowledgeable answers, or QA models to give conversational responses in a zero-shot setting.


How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds

arXiv.org Artificial Intelligence

We seek to create agents that both act and communicate with other agents in pursuit of a goal. Towards this end, we extend LIGHT (Urbanek et al. 2019)---a large-scale crowd-sourced fantasy text-game---with a dataset of quests. These contain natural language motivations paired with in-game goals and human demonstrations; completing a quest might require dialogue or actions (or both). We introduce a reinforcement learning system that (1) incorporates large-scale language modeling-based and commonsense reasoning-based pre-training to imbue the agent with relevant priors; and (2) leverages a factorized action space of action commands and dialogue, balancing between the two. We conduct zero-shot evaluations using held-out human expert demonstrations, showing that our agents are able to act consistently and talk naturally with respect to their motivations.


Deploying Lifelong Open-Domain Dialogue Learning

arXiv.org Artificial Intelligence

Much of NLP research has focused on crowdsourced static datasets and the supervised learning paradigm of training once and then evaluating test performance. As argued in de Vries et al. (2020), crowdsourced data has the issues of lack of naturalness and relevance to real-world use cases, while the static dataset paradigm does not allow for a model to learn from its experiences of using language (Silver et al., 2013). In contrast, one might hope for machine learning systems that become more useful as they interact with people. In this work, we build and deploy a role-playing game, whereby human players converse with learning agents situated in an open-domain fantasy world. We show that by training models on the conversations they have with humans in the game the models progressively improve, as measured by automatic metrics and online engagement scores. This learning is shown to be more efficient than crowdsourced data when applied to conversations with real users, as well as being far cheaper to collect.


Open-Domain Conversational Agents: Current Progress, Open Problems, and Future Directions

arXiv.org Artificial Intelligence

Further, we discuss only open academic research with entertaining wit and knowledge while making others feel reproducible published results, hence we will not address heard. The breadth of possible conversation topics and lack much of the considerable work that has been put into building of a well-defined objective make it challenging to define a commercial systems, where methods, data and results roadmap towards training a good conversational agent, or are not in the public domain. Finally, given that we focus on chatbot. Despite recent progress across the board (Adiwardana open-domain conversation, we do not focus on specific goaloriented et al., 2020; Roller et al., 2020), conversational agents techniques; we also do not cover spoken dialogue in are still incapable of carrying an open-domain conversation this work, focusing on text and image input/output only. For that remains interesting, consistent, accurate, and reliably more general recent surveys, see Gao et al. (2019); Jurafsky well-behaved (e.g., not offensive) while navigating a variety and Martin (2019); Huang, Zhu, and Gao (2020). of topics. Traditional task-oriented dialogue systems rely on slotfilling and structured modules (e.g., Young et al. (2013); Gao et al. (2019); Jurafsky and Martin (2019)).


Learning to Speak and Act in a Fantasy Text Adventure Game

arXiv.org Artificial Intelligence

We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully.


The Second Conversational Intelligence Challenge (ConvAI2)

arXiv.org Artificial Intelligence

We describe the setting and results of the ConvAI2 NeurIPS competition that aims to further the state-of-the-art in open-domain chatbots. Some key takeaways from the competition are: (i) pretrained Transformer variants are currently the best performing models on this task, (ii) but to improve performance on multi-turn conversations with humans, future systems must go beyond single word metrics like perplexity to measure the performance across sequences of utterances (conversations) in terms of repetition, consistency and balance of dialogue acts (e.g. The Conversational Intelligence Challenge aims at finding approaches to creating highquality dialogue agents capable of meaningful open domain conversation. Today, the progress in the field is significantly hampered by the absence of established benchmark tasks for non-goal-oriented dialogue systems (chatbots) and solid evaluation criteria for automatic assessment of dialogue quality. The aim of this competition was therefore to establish a concrete scenario for testing chatbots that aim to engage humans, and become a standard evaluation tool in order to make such systems directly comparable, including open source datasets, evaluation code (both automatic evaluations and code to run the human evaluation on Mechanical Turk), model baselines and the winning model itself. Taking into account the results of the previous edition, this year we improved the task, the evaluation process, and the human conversationalists' experience. We did this in part by making the setup simpler for the competitors, and in part by making the conversations more engaging for humans. We provided a dataset from the beginning, Persona-Chat, whose training set consists of conversations between crowdworkers who were randomly paired and asked to act the part of a given provided persona (randomly assigned, and created by another set of crowdworkers). The paired workers were asked to chat naturally and to get to know each other during the conversation. This produces interesting and engaging conversations that learning agents can try to mimic.