We tackle the problem of producing compact models, maximizing their accuracy for a given model size. A standard solution is to train networks with Quantization Aware Training, where the weights are quantized during training and the gradients approximated with the Straight-Through Estimator. In this paper, we extend this approach to work beyond int8 fixed-point quantization with extreme compression methods where the approximations introduced by STE are severe, such as Product Quantization. Our proposal is to only quantize a different random subset of weights during each forward, allowing for unbiased gradients to flow through the other weights. Controlling the amount of noise and its form allows for extreme compression rates while maintaining the performance of the original model. As a result we establish new state-of-the-art compromises between accuracy and model size both in natural language processing and image classification. For example, applying our method to state-of-the-art Transformer and ConvNet architectures, we can achieve 82.5% accuracy on MNLI by compressing RoBERTa to 14MB and 80.0 top-1 accuracy on ImageNet by compressing an EfficientNet-B3 to 3.3MB.
Transformers are feedforward networks that can process input tokens in parallel. While this parallelization makes them computationally efficient, it restricts the model from fully exploiting the sequential nature of the input - the representation at a given layer can only access representations from lower layers, rather than the higher level representations already built in previous time steps. In this work, we propose the Feedback Transformer architecture that exposes all previous representations to all future representations, meaning the lowest representation of the current timestep is formed from the highest-level abstract representation of the past. We demonstrate on a variety of benchmarks in language modeling, neural machine translation, summarization, and reinforcement learning that the increased representation capacity can improve over Transformer baselines.
Procedurally generating cohesive and interesting game environments is challenging and time-consuming. In order for the relationships between the game elements to be natural, common-sense has to be encoded into arrangement of the elements. In this work, we investigate a machine learning approach for world creation using content from the multi-player text adventure game environment LIGHT. We introduce neural network based models to compositionally arrange locations, characters, and objects into a coherent whole. In addition to creating worlds based on existing elements, our models can generate new game content. Humans can also leverage our models to interactively aid in worldbuilding. We show that the game environments created with our approach are cohesive, diverse, and preferred by human evaluators compared to other machine learning based world construction algorithms.
Models often easily learn biases present in the training data, and their predictions directly reflect this bias. We analyze the presence of gender bias in dialogue and examine the subsequent effect on generative chitchat dialogue models. Based on this analysis, we propose a combination of three techniques to mitigate bias: counterfactual data augmentation, targeted data collection, and conditional training. We focus on the multi-player text-based fantasy adventure dataset LIGHT as a testbed for our work. LIGHT contains gender imbalance between male and female characters with around 1.6 times as many male characters, likely because it is entirely collected by crowdworkers and reflects common biases that exist in fantasy or medieval settings. We show that (i) our proposed techniques mitigate gender bias by balancing the genderedness of generated dialogue utterances; and (ii) they work particularly well in combination. Further, we show through various metrics---such as quantity of gendered words, a dialogue safety classifier, and human evaluation---that our models generate less gendered, but still engaging chitchat responses.
Query-based open-domain NLP tasks require information synthesis from long and diverse web results. Current approaches extractively select portions of web text as input to Sequence-to-Sequence models using methods such as TF-IDF ranking. We propose constructing a local graph structured knowledge base for each query, which compresses the web search information and reduces redundancy. We show that by linearizing the graph into a structured input sequence, models can encode the graph representations within a standard Sequence-to-Sequence setting. For two generative tasks with very long text input, long-form question answering and multi-document summarization, feeding graph representations as input can achieve better performance than using retrieved text portions.
Overparameterized transformer networks have obtained state of the art results in various natural language processing tasks, such as machine translation, language modeling, and question answering. These models contain hundreds of millions of parameters, necessitating a large amount of computation and making them prone to overfitting. In this work, we explore LayerDrop, a form of structured dropout, which has a regularization effect during training and allows for efficient pruning at inference time. In particular, we show that it is possible to select sub-networks of any depth from one large network without having to finetune them and with limited impact on performance. We demonstrate the effectiveness of our approach by improving the state of the art on machine translation, language modeling, summarization, question answering, and language understanding benchmarks. Moreover, we show that our approach leads to small BERT-like models of higher quality compared to training from scratch or using distillation.
We introduce the first large-scale corpus for long-form question answering, a task requiring elaborate and in-depth answers to open-ended questions. The dataset comprises 270K threads from the Reddit forum ``Explain Like I'm Five'' (ELI5) where an online community provides answers to questions which are comprehensible by five year olds. Compared to existing datasets, ELI5 comprises diverse questions requiring multi-sentence answers. We provide a large set of web documents to help answer the question. Automatic and human evaluations show that an abstractive model trained with a multi-task objective outperforms conventional Seq2Seq, language modeling, as well as a strong extractive baseline. However, our best model is still far from human performance since raters prefer gold responses in over 86% of cases, leaving ample opportunity for future improvement.
We propose a method to learn unsupervised sentence representations in a non-compositional manner based on Generative Latent Optimization. Our approach does not impose any assumptions on how words are to be combined into a sentence representation. We discuss a simple Bag of Words model as well as a variant that models word positions. Both are trained to reconstruct the sentence based on a latent code and our model can be used to generate text. Experiments show large improvements over the related Paragraph Vectors. Compared to uSIF, we achieve a relative improvement of 5% when trained on the same data and our method performs competitively to Sent2vec while trained on 30 times less data.
fairseq is an open-source sequence modeling toolkit that allows researchers and developers to train custom models for translation, summarization, language modeling, and other text generation tasks. The toolkit is based on PyTorch and supports distributed training across multiple GPUs and machines. We also support fast mixed-precision training and inference on modern GPUs. A demo video can be found at https://www.youtube.com/watch?v=OtgDdWtHvto
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.