While human speakers use a variety of different expressions when describing the same object in an image, giving rise to a distribution of plausible labels driven by pragmatic constraints, the extent to which current Vision \& Language Large Language Models (VLLMs) can mimic this crucial feature of language use is an open question. This applies to common, everyday objects, but it is particularly interesting for uncommon or novel objects for which a category label may be lacking or fuzzy. Furthermore, humans show clear production preferences for highly context-sensitive expressions, such as the quantifiers `few' or `most'. In our work, we evaluate VLLMs (FROMAGe, BLIP-2, LLaVA) on three categories (nouns, attributes, and quantifiers) where humans show great subjective variability concerning the distribution over plausible labels, using datasets and resources mostly under-explored in previous work. Our results reveal mixed evidence on the ability of VLLMs to capture human naming preferences, with all models failing in tasks that require high-level reasoning such as assigning quantifiers.
Clarification questions are an essential dialogue tool to signal misunderstanding, ambiguities, and under-specification in language use. While humans are able to resolve uncertainty by asking questions since childhood, modern dialogue systems struggle to generate effective questions. To make progress in this direction, in this work we take a collaborative dialogue task as a testbed and study how model uncertainty relates to human uncertainty -- an as yet under-explored problem. We show that model uncertainty does not mirror human clarification-seeking behavior, which suggests that using human clarification questions as supervision for deciding when to ask may not be the most effective way to resolve model uncertainty. To address this issue, we propose an approach to generating clarification questions based on model uncertainty estimation, compare it to several alternatives, and show that it leads to significant improvements in terms of task success. Our findings highlight the importance of equipping dialogue systems with the ability to assess their own uncertainty and exploit in interaction.
Decoding strategies play a crucial role in natural language generation systems. They are usually designed and evaluated in open-ended text-only tasks, and it is not clear how different strategies handle the numerous challenges that goal-oriented multimodal systems face (such as grounding and informativeness). To answer this question, we compare a wide variety of different decoding strategies and hyper-parameter configurations in a Visual Dialogue referential game. Although none of them successfully balance lexical richness, accuracy in the task, and visual grounding, our in-depth analysis allows us to highlight the strengths and weaknesses of each decoding strategy. We believe our findings and suggestions may serve as a starting point for designing more effective decoding algorithms that handle the challenges of Visual Dialogue tasks.
Generating goal-oriented questions in Visual Dialogue tasks is a challenging and long-standing problem. State-Of-The-Art systems are shown to generate questions that, although grammatically correct, often lack an effective strategy and sound unnatural to humans. Inspired by the cognitive literature on information search and cross-situational word learning, we design Confirm-it, a model based on a beam search re-ranking algorithm that guides an effective goal-oriented strategy by asking questions that confirm the model's conjecture about the referent. We take the GuessWhat?! game as a case-study. We show that dialogues generated by Confirm-it are more natural and effective than beam search decoding without re-ranking.
Despite important progress, conversational systems often generate dialogues that sound unnatural to humans. We conjecture that the reason lies in their different training and testing conditions: agents are trained in a controlled "lab" setting but tested in the "wild". During training, they learn to generate an utterance given the human dialogue history. On the other hand, during testing, they must interact with each other, and hence deal with noisy data. We propose to fill this gap by training the model with mixed batches containing both samples of human and machine-generated dialogues. We assess the validity of the proposed method on GuessWhat?!, a visual referential game.
When training a model on referential dialogue guessing games, the best model is usually chosen based on its task success. We show that in the popular end-to-end approach, this choice prevents the model from learning to generate linguistically richer dialogues, since the acquisition of language proficiency takes longer than learning the guessing task. By comparing models playing different games (GuessWhat, GuessWhich, and Mutual Friends), we show that this discrepancy is model- and task-agnostic. We investigate whether and when better language quality could lead to higher task success. We show that in GuessWhat, models could increase their accuracy if they learn to ground, encode, and decode also words that do not occur frequently in the training set.
Capturing semantic relations between sentences, such as entailment, is a long-standing challenge for computational semantics. Logic-based models analyse entailment in terms of possible worlds (interpretations, or situations) where a premise P entails a hypothesis H iff in all worlds where P is true, H is also true. Statistical models view this relationship probabilistically, addressing it in terms of whether a human would likely infer H from P. In this paper, we wish to bridge these two perspectives, by arguing for a visually-grounded version of the Textual Entailment task. Specifically, we ask whether models can perform better if, in addition to P and H, there is also an image (corresponding to the relevant "world" or "situation"). We use a multimodal version of the SNLI dataset (Bowman et al., 2015) and we compare "blind" and visually-augmented models of textual entailment. We show that visual information is beneficial, but we also conduct an in-depth error analysis that reveals that current multimodal models are not performing "grounding" in an optimal fashion.