Dialogue-based Role Playing Games (RPGs) require powerful storytelling. The narratives of these may take years to write and typically involve a large creative team. In this work, we demonstrate the potential of large generative text models to assist this process. \textbf{GRIM}, a prototype \textbf{GR}aph-based \textbf{I}nteractive narrative visualization system for ga\textbf{M}es, generates a rich narrative graph with branching storylines that match a high-level narrative description and constraints provided by the designer. Game designers can interactively edit the graph by automatically generating new sub-graphs that fit the edits within the original narrative and constraints. We illustrate the use of \textbf{GRIM} in conjunction with GPT-4, generating branching narratives for four well-known stories with different contextual constraints.
Agency, the capacity to proactively shape events, is crucial to how humans interact and collaborate with other humans. In this paper, we investigate Agency as a potentially desirable function of dialogue agents, and how it can be measured and controlled. We build upon the social-cognitive theory of Bandura (2001) to develop a framework of features through which Agency is expressed in dialogue -- indicating what you intend to do (Intentionality), motivating your intentions (Motivation), having self-belief in intentions (Self-Efficacy), and being able to self-adjust (Self-Regulation). We collect and release a new dataset of 83 human-human collaborative interior design conversations containing 908 conversational snippets annotated for Agency features. Using this dataset, we explore methods for measuring and controlling Agency in dialogue systems. Automatic and human evaluation show that although a baseline GPT-3 model can express Intentionality, models that explicitly manifest features associated with high Motivation, Self-Efficacy, and Self-Regulation are better perceived as being highly agentive. This work has implications for the development of dialogue systems with varying degrees of Agency in collaborative tasks.
Users interact with text, image, code, or other editors on a daily basis. However, machine learning models are rarely trained in the settings that reflect the interactivity between users and their editor. This is understandable as training AI models with real users is not only slow and costly, but what these models learn may be specific to user interface design choices. Unfortunately, this means most of the research on text, code, and image generation has focused on non-interactive settings, whereby the model is expected to get everything right without accounting for any input from a user who may be willing to help. We introduce a new Interactive Text Generation task that allows training generation models interactively without the costs of involving real users, by using user simulators that provide edits that guide the model towards a given target text. We train our interactive models using Imitation Learning, and our experiments against competitive non-interactive generation models show that models trained interactively are superior to their non-interactive counterparts, even when all models are given the same budget of user inputs or edits.
Large pre-trained language models have recently enabled open-ended generation frameworks (e.g., prompt-to-text NLG) to tackle a variety of tasks going beyond the traditional data-to-text generation. While this framework is more general, it is under-specified and often leads to a lack of controllability restricting their real-world usage. We propose a new grounded keys-to-text generation task: the task is to generate a factual description about an entity given a set of guiding keys, and grounding passages. To address this task, we introduce a new dataset, called EntDeGen. Inspired by recent QA-based evaluation measures, we propose an automatic metric, MAFE, for factual correctness of generated descriptions. Our EntDescriptor model is equipped with strong rankers to fetch helpful passages and generate entity descriptions. Experimental result shows a good correlation (60.14) between our proposed metric and human judgments of factuality. Our rankers significantly improved the factual correctness of generated descriptions (15.95% and 34.51% relative gains in recall and precision). Finally, our ablation study highlights the benefit of combining keys and groundings.
We introduce GODEL (Grounded Open Dialogue Language Model), a large pre-trained language model for dialog. In contrast with earlier models such as DialoGPT, GODEL leverages a new phase of grounded pre-training designed to better support adapting GODEL to a wide range of downstream dialog tasks that require information external to the current conversation (e.g., a database or document) to produce good responses. Experiments against an array of benchmarks that encompass task-oriented dialog, conversational QA, and grounded open-domain dialog show that GODEL outperforms state-of-the-art pre-trained dialog models in few-shot fine-tuning setups, in terms of both human and automatic evaluation. A novel feature of our evaluation methodology is the introduction of a notion of utility that assesses the usefulness of responses (extrinsic evaluation) in addition to their communicative features (intrinsic evaluation). We show that extrinsic evaluation offers improved inter-annotator agreement and correlation with automated metrics. Code and data processing scripts are publicly available.
Auto-regressive neural sequence models have been shown to be effective across text generation tasks. However, their left-to-right decoding order prevents generation from being parallelized. Insertion Transformer (Stern et al., 2019) is an attractive alternative that allows outputting multiple tokens in a single generation step. Nevertheless, due to the incompatibility of absolute positional encoding and insertion-based generation schemes, it needs to refresh the encoding of every token in the generated partial hypotheses at each step, which could be costly. We design a novel incremental positional encoding scheme for insertion transformers called Fractional Positional Encoding (FPE), which allows reusing representations calculated in previous steps. Empirical studies on various language generation tasks demonstrate the effectiveness of FPE, which leads to reduction of floating point operations and latency improvements on batched decoding.
The advent of large pre-trained language models has made it possible to make high-quality predictions on how to add or change a sentence in a document. However, the high branching factor inherent to text generation impedes the ability of even the strongest language models to offer useful editing suggestions at a more global or document level. We introduce a new task, document sketching, which involves generating entire draft documents for the writer to review and revise. These drafts are built from sets of documents that overlap in form - sharing large segments of potentially reusable text - while diverging in content. To support this task, we introduce a Wikipedia-based dataset of analogous documents and investigate the application of weakly supervised methods, including use of a transformer-based mixture of experts, together with reinforcement learning. We report experiments using automated and human evaluation methods and discuss relative merits of these models.
Recent advances in large-scale pre-training such as GPT-3 allow seemingly high quality text to be generated from a given prompt. However, such generation systems often suffer from problems of hallucinated facts, and are not inherently designed to incorporate useful external information. Grounded generation models appear to offer remedies, but their training typically relies on rarely-available parallel data where corresponding information-relevant documents are provided for context. We propose a framework that alleviates this data constraint by jointly training a grounded generator and document retriever on the language model signal. The model learns to reward retrieval of the documents with the highest utility in generation, and attentively combines them using a Mixture-of-Experts (MoE) ensemble to generate follow-on text. We demonstrate that both generator and retriever can take advantage of this joint training and work synergistically to produce more informative and relevant text in both prose and dialogue generation.