Users of natural language interfaces, generally powered by Large Language Models (LLMs),often must repeat their preferences each time they make a similar request. To alleviate this, we propose including some of a user's preferences and instructions in natural language -- collectively termed standing instructions -- as additional context for such interfaces. For example, when a user states I'm hungry, their previously expressed preference for Persian food will be automatically added to the LLM prompt, so as to influence the search for relevant restaurants. We develop NLSI, a language-to-program dataset consisting of over 2.4K dialogues spanning 17 domains, where each dialogue is paired with a user profile (a set of users specific standing instructions) and corresponding structured representations (API calls). A key challenge in NLSI is to identify which subset of the standing instructions is applicable to a given dialogue. NLSI contains diverse phenomena, from simple preferences to interdependent instructions such as triggering a hotel search whenever the user is booking tickets to an event. We conduct experiments on NLSI using prompting with large language models and various retrieval approaches, achieving a maximum of 44.7% exact match on API prediction. Our results demonstrate the challenges in identifying the relevant standing instructions and their interpretation into API calls.
Large language models (LLMs) can improve their accuracy on various tasks through iteratively refining and revising their output based on feedback. We observe that these revisions can introduce errors, in which case it is better to roll back to a previous result. Further, revisions are typically homogeneous: they use the same reasoning method that produced the initial answer, which may not correct errors. To enable exploration in this space, we present SCREWS, a modular framework for reasoning with revisions. It is comprised of three main modules: Sampling, Conditional Resampling, and Selection, each consisting of sub-modules that can be hand-selected per task. We show that SCREWS not only unifies several previous approaches under a common framework, but also reveals several novel strategies for identifying improved reasoning chains. We evaluate our framework with state-of-the-art LLMs (ChatGPT and GPT-4) on a diverse set of reasoning tasks and uncover useful new reasoning strategies for each: arithmetic word problems, multi-hop question answering, and code debugging. Heterogeneous revision strategies prove to be important, as does selection between original and revised candidates.
Natural language interfaces often require supervised data to translate user requests into programs, database queries, or other structured intent representations. During data collection, it can be difficult to anticipate and formalize the full range of user needs -- for example, in a system designed to handle simple requests (like $\textit{find my meetings tomorrow}$ or $\textit{move my meeting with my manager to noon})$, users may also express more elaborate requests (like $\textit{swap all my calls on Monday and Tuesday}$). We introduce an approach for equipping a simple language-to-code model to handle complex utterances via a process of hierarchical natural language decomposition. Our approach uses a pre-trained language model to decompose a complex utterance into a sequence of smaller natural language steps, then interprets each step using the language-to-code model. To test our approach, we collect and release DeCU -- a new NL-to-program benchmark to evaluate Decomposition of Complex Utterances. Experiments show that the proposed approach enables the interpretation of complex utterances with almost no complex training data, while outperforming standard few-shot prompting approaches.
We introduce a language generation task grounded in a popular video game environment. KNUDGE (KNowledge Constrained User-NPC Dialogue GEneration) involves generating dialogue trees conditioned on an ontology captured in natural language passages providing quest and entity specifications. KNUDGE is constructed from side quest dialogues drawn directly from game data of Obsidian Entertainment's The Outer Worlds, leading to real-world complexities in generation: (1) dialogues are branching trees as opposed to linear chains of utterances; (2) utterances must remain faithful to the game lore--character personas, backstories, and entity relationships; and (3) a dialogue must accurately reveal new quest-related details to the human player. We report results for supervised and in-context learning techniques, finding there is significant room for future work on creating realistic game-quality dialogues.
In a real-world dialogue system, generated responses must satisfy several interlocking constraints: being informative, truthful, and easy to control. The two predominant paradigms in language generation -- neural language modeling and rule-based generation -- both struggle to satisfy these constraints. Even the best neural models are prone to hallucination and omission of information, while existing formalisms for rule-based generation make it difficult to write grammars that are both flexible and fluent. We describe a hybrid architecture for dialogue response generation that combines the strengths of both approaches. This architecture has two components. First, a rule-based content selection model defined using a new formal framework called dataflow transduction, which uses declarative rules to transduce a dialogue agent's computations (represented as dataflow graphs) into context-free grammars representing the space of contextually acceptable responses. Second, a constrained decoding procedure that uses these grammars to constrain the output of a neural language model, which selects fluent utterances. The resulting system outperforms both rule-based and learned approaches in human evaluations of fluency, relevance, and truthfulness.
A personification is a figure of speech that endows inanimate entities with properties and actions typically seen as requiring animacy. In this paper, we explore the task of personification generation. To this end, we propose PINEAPPLE: Personifying INanimate Entities by Acquiring Parallel Personification data for Learning Enhanced generation. We curate a corpus of personifications called PersonifCorp, together with automatically generated de-personified literalizations of these personifications. We demonstrate the usefulness of this parallel corpus by training a seq2seq model to personify a given literal input. Both automatic and human evaluations show that fine-tuning with PersonifCorp leads to significant gains in personification-related qualities such as animacy and interestingness. A detailed qualitative analysis also highlights key strengths and imperfections of PINEAPPLE over baselines, demonstrating a strong ability to generate diverse and creative personifications that enhance the overall appeal of a sentence.
Target-guided response generation enables dialogue systems to smoothly transition a conversation from a dialogue context toward a target sentence. Such control is useful for designing dialogue systems that direct a conversation toward specific goals, such as creating non-obtrusive recommendations or introducing new topics in the conversation. In this paper, we introduce a new technique for target-guided response generation, which first finds a bridging path of commonsense knowledge concepts between the source and the target, and then uses the identified bridging path to generate transition responses. Additionally, we propose techniques to re-purpose existing dialogue datasets for target-guided generation. Experiments reveal that the proposed techniques outperform various baselines on this task. Finally, we observe that the existing automated metrics for this task correlate poorly with human judgement ratings. We propose a novel evaluation metric that we demonstrate is more reliable for target-guided response evaluation. Our work generally enables dialogue system designers to exercise more control over the conversations that their systems produce.
A limitation of current neural dialog models is that they tend to suffer from a lack of specificity and informativeness in generated responses, primarily due to dependence on training data that covers a limited variety of scenarios and conveys limited knowledge. One way to alleviate this issue is to extract relevant knowledge from external sources at decoding time and incorporate it into the dialog response. In this paper, we propose a post-hoc knowledge-injection technique where we first retrieve a diverse set of relevant knowledge snippets conditioned on both the dialog history and an initial response from an existing dialog model. We construct multiple candidate responses, individually injecting each retrieved snippet into the initial response using a gradient-based decoding method, and then select the final response with an unsupervised ranking step. Our experiments in goal-oriented and knowledge-grounded dialog settings demonstrate that human annotators judge the outputs from the proposed method to be more engaging and informative compared to responses from prior dialog systems. We further show that knowledge-augmentation promotes success in achieving conversational goals in both experimental settings.
In this paper, we explore the task of automatically generating natural language descriptions of salient patterns in a time series, such as stock prices of a company over a week. A model for this task should be able to extract high-level patterns such as presence of a peak or a dip. While typical contemporary neural models with attention mechanisms can generate fluent output descriptions for this task, they often generate factually incorrect descriptions. We propose a computational model with a truth-conditional architecture which first runs small learned programs on the input time series, then identifies the programs/patterns which hold true for the given input, and finally conditions on only the chosen valid program (rather than the input time series) to generate the output text description. A program in our model is constructed from modules, which are small neural networks that are designed to capture numerical patterns and temporal information. The modules are shared across multiple programs, enabling compositionality as well as efficient learning of module parameters. The modules, as well as the composition of the modules, are unobserved in data, and we learn them in an end-to-end fashion with the only training signal coming from the accompanying natural language text descriptions. We find that the proposed model is able to generate high-precision captions even though we consider a small and simple space of module types.
Humans often employ figurative language use in communication, including during interactions with dialog systems. Thus, it is important for real-world dialog systems to be able to handle popular figurative language constructs like metaphor and simile. In this work, we analyze the performance of existing dialog models in situations where the input dialog context exhibits use of figurative language. We observe large gaps in handling of figurative language when evaluating the models on two open domain dialog datasets. When faced with dialog contexts consisting of figurative language, some models show very large drops in performance compared to contexts without figurative language. We encourage future research in dialog modeling to separately analyze and report results on figurative language in order to better test model capabilities relevant to real-world use. Finally, we propose lightweight solutions to help existing models become more robust to figurative language by simply using an external resource to translate figurative language to literal (non-figurative) forms while preserving the meaning to the best extent possible.