Existing approaches built separate classifiers to detect nonsense in dialogues. In this paper, we show that without external classifiers, dialogue models can detect errors in their own messages introspectively, by calculating the likelihood of replies that are indicative of poor messages. For example, if an agent believes its partner is likely to respond "I don't understand" to a candidate message, that message may not make sense, so an alternative message should be chosen. We evaluate our approach on a dataset from the game Diplomacy, which contains long dialogues richly grounded in the game state, on which existing models make many errors. We first show that hand-crafted replies can be effective for the task of detecting nonsense in applications as complex as Diplomacy. We then design AutoReply, an algorithm to search for such discriminative replies automatically, given a small number of annotated dialogue examples. We find that AutoReply-generated replies outperform handcrafted replies and perform on par with carefully fine-tuned large supervised models. Results also show that one single reply without much computation overheads can also detect dialogue nonsense reasonably well.
We introduce DS-1000, a code generation benchmark with a thousand data science problems spanning seven Python libraries, such as NumPy and Pandas. Compared to prior works, DS-1000 incorporates three core features. First, our problems reflect diverse, realistic, and practical use cases since we collected them from StackOverflow. Second, our automatic evaluation is highly specific (reliable) -- across all Codex-002-predicted solutions that our evaluation accept, only 1.8% of them are incorrect; we achieve this with multi-criteria metrics, checking both functional correctness by running test cases and surface-form constraints by restricting API usages or keywords. Finally, we proactively defend against memorization by slightly modifying our problems to be different from the original StackOverflow source; consequently, models cannot answer them correctly by memorizing the solutions from pre-training. The current best public system (Codex-002) achieves 43.3% accuracy, leaving ample room for improvement. We release our benchmark at https://ds1000-code-gen.github.io.
People rely heavily on context to enrich meaning beyond what is literally said, enabling concise but effective communication. To interact successfully and naturally with people, user-facing artificial intelligence systems will require similar skills in pragmatics: relying on various types of context -- from shared linguistic goals and conventions, to the visual and embodied world -- to use language effectively. We survey existing grounded settings and pragmatic modeling approaches and analyze how the task goals, environmental contexts, and communicative affordances in each work enrich linguistic meaning. We present recommendations for future grounded task design to naturally elicit pragmatic phenomena, and suggest directions that focus on a broader range of communicative contexts and affordances.
Likelihood, although useful as a training loss, is a poor search objective for guiding open-ended generation from language models (LMs). Existing generation algorithms must avoid both unlikely strings, which are incoherent, and highly likely ones, which are short and repetitive. We propose contrastive decoding (CD), a more reliable search objective that returns the difference between likelihood under a large LM (called the expert, e.g. OPT-13b) and a small LM (called the amateur, e.g. OPT-125m). CD is inspired by the fact that the failures of larger LMs are even more prevalent in smaller LMs, and that this difference signals exactly which texts should be preferred. CD requires zero training, and produces higher quality text than decoding from the larger LM alone. It also generalizes across model types (OPT and GPT2) and significantly outperforms four strong decoding algorithms in automatic and human evaluations.
Social intelligence and Theory of Mind (ToM), i.e., the ability to reason about the different mental states, intents, and reactions of all people involved, allow humans to effectively navigate and understand everyday social interactions. As NLP systems are used in increasingly complex social situations, their ability to grasp social dynamics becomes crucial. In this work, we examine the open question of social intelligence and Theory of Mind in modern NLP systems from an empirical and theory-based perspective. We show that one of today's largest language models (GPT-3; Brown et al., 2020) lacks this kind of social intelligence out-of-the box, using two tasks: SocialIQa (Sap et al., 2019), which measures models' ability to understand intents and reactions of participants of social interactions, and ToMi (Le et al., 2019), which measures whether models can infer mental states and realities of participants of situations. Our results show that models struggle substantially at these Theory of Mind tasks, with well-below-human accuracies of 55% and 60% on SocialIQa and ToMi, respectively. To conclude, we draw on theories from pragmatics to contextualize this shortcoming of large language models, by examining the limitations stemming from their data, neural architecture, and training paradigms. Challenging the prevalent narrative that only scale is needed, we posit that person-centric NLP approaches might be more effective towards neural Theory of Mind.
Generative models of code, pretrained on large corpora of programs, have shown great success in translating natural language to code (Chen et al., 2021; Austin et al., 2021; Li et al., 2022, inter alia). While these models do not explicitly incorporate program semantics (i.e., execution results) during training, they are able to generate correct solutions for many problems. However, choosing a single correct program from among a generated set for each problem remains challenging. In this work, we introduce execution result--based minimum Bayes risk decoding (MBR-EXEC) for program selection and show that it improves the few-shot performance of pretrained code models on natural-language-to-code tasks. We select output programs from a generated candidate set by marginalizing over program implementations that share the same semantics. Because exact equivalence is intractable, we execute each program on a small number of test inputs to approximate semantic equivalence. Across datasets, execution or simulated execution significantly outperforms the methods that do not involve program semantics. We find that MBR-EXEC consistently improves over all execution-unaware selection methods, suggesting it as an effective approach for natural language to code translation.
Code is seldom written in a single left-to-right pass and is instead repeatedly edited and refined. We introduce InCoder, a unified generative model that can perform program synthesis (via left-to-right generation) as well as editing (via infilling). InCoder is trained to generate code files from a large corpus of permissively licensed code, where regions of code have been randomly masked and moved to the end of each file, allowing code infilling with bidirectional context. Our model is the first generative model that is able to directly perform zero-shot code infilling, which we evaluate on challenging tasks such as type inference, comment generation, and variable re-naming. We find that the ability to condition on bidirectional context substantially improves performance on these tasks, while still performing comparably on standard program synthesis benchmarks in comparison to left-to-right only models pretrained at similar scale. The InCoder models and code are publicly released. https://sites.google.com/view/incoder-code-models
In classic instruction following, language like "I'd like the JetBlue flight" maps to actions (e.g., selecting that flight). However, language also conveys information about a user's underlying reward function (e.g., a general preference for JetBlue), which can allow a model to carry out desirable actions in new contexts. We present a model that infers rewards from language pragmatically: reasoning about how speakers choose utterances not only to elicit desired actions, but also to reveal information about their preferences. On a new interactive flight-booking task with natural language, our model more accurately infers rewards and predicts optimal actions in unseen environments, in comparison to past work that first maps language to actions (instruction following) and then maps actions to rewards (inverse reinforcement learning).
We present a grounded neural dialogue model that successfully collaborates with people in a partially-observable reference game. We focus on a setting where two agents each observe an overlapping part of a world context and need to identify and agree on some object they share. Therefore, the agents should pool their information and communicate pragmatically to solve the task. Our dialogue agent accurately grounds referents from the partner's utterances using a structured reference resolver, conditions on these referents using a recurrent memory, and uses a pragmatic generation procedure to ensure the partner can resolve the references the agent produces. We evaluate on the OneCommon spatial grounding dialogue task (Udagawa and Aizawa 2019), involving a number of dots arranged on a board with continuously varying positions, sizes, and shades. Our agent substantially outperforms the previous state of the art for the task, obtaining a 20% relative improvement in successful task completion in self-play evaluations and a 50% relative improvement in success in human evaluations.