Stories are diverse and highly personalized, resulting in a large possible output space for story generation. Existing end-to-end approaches produce monotonous stories because they are limited to the vocabulary and knowledge in a single training dataset. This paper introduces KG-Story, a three-stage framework that allows the story generation model to take advantage of external Knowledge Graphs to produce interesting stories. KG-Story distills a set of representative words from the input prompts, enriches the word set by using external knowledge graphs, and finally generates stories based on the enriched word set. This distill-enrich-generate framework allows the use of external resources not only for the enrichment phase, but also for the distillation and generation phases. In this paper, we show the superiority of KG-Story for visual storytelling, where the input prompt is a sequence of five photos and the output is a short story. Per the human ranking evaluation, stories generated by KG-Story are on average ranked better than that of the state-of-the-art systems. Our code and output stories are available at https://github.com/zychen423/KE-VIST.
We present an overview of the EmotionX 2019 Challenge, held at the 7th International Workshop on Natural Language Processing for Social Media (SocialNLP), in conjunction with IJCAI 2019. The challenge entailed predicting emotions in spoken and chat-based dialogues using augmented EmotionLines datasets. EmotionLines contains two distinct datasets: the first includes excerpts from a US-based TV sitcom episode scripts (Friends) and the second contains online chats (EmotionPush). A total of thirty-six teams registered to participate in the challenge. Eleven of the teams successfully submitted their predictions performance evaluation. The top-scoring team achieved a micro-F1 score of 81.5% for the spoken-based dialogues (Friends) and 79.5% for the chat-based dialogues (EmotionPush).
With increasing information from social media, there are more and more videos available. Therefore, the ability to reason on a video is important and deserves to be discussed. TheDialog System Technology Challenge (DSTC7) (Yoshino et al. 2018) proposed an Audio Visual Scene-aware Dialog (AVSD) task, which contains five modalities including video, dialogue history, summary, and caption, as a scene-aware environment. In this paper, we propose the entropy-enhanced dynamic memory network (DMN) to effectively model video modality. The attention-based GRU in the proposed model can improve the model's ability to comprehend and memorize sequential information. The entropy mechanism can control the attention distribution higher, so each to-be-answered question can focus more specifically on a small set of video segments. After the entropy-enhanced DMN secures the video context, we apply an attention model that in-corporates summary and caption to generate an accurate answer given the question about the video. In the official evaluation, our system can achieve improved performance against the released baseline model for both subjective and objective evaluation metrics.
Knowing how to use words appropriately has been a key to improving language proficiency. Previous studies typically discuss how students learn receptively to select the correct candidate from a set of confusing words in the fill-in-the-blank task where specific context is given. In this paper, we go one step further, assisting students to learn to use confusing words appropriately in a productive task: sentence translation. We leverage the GiveMeExample system, which suggests example sentences for each confusing word, to achieve this goal. In this study, students learn to differentiate the confusing words by reading the example sentences, and then choose the appropriate word(s) to complete the sentence translation task. Results show students made substantial progress in terms of sentence structure. In addition, highly proficient students better managed to learn confusing words. In view of the influence of the first language on learners, we further propose an effective approach to improve the quality of the suggested sentences.
In relation extraction for knowledge-based question answering, searching from one entity to another entity via a single relation is called "one hop". In related work, an exhaustive search from all one-hop relations, two-hop relations, and so on to the max-hop relations in the knowledge graph is necessary but expensive. Therefore, the number of hops is generally restricted to two or three. In this paper, we propose UHop, an unrestricted-hop framework which relaxes this restriction by use of a transition-based search framework to replace the relation-chain-based search one. We conduct experiments on conventional 1- and 2-hop questions as well as lengthy questions, including datasets such as WebQSP, PathQuestion, and Grid World. Results show that the proposed framework enables the ability to halt, works well with state-of-the-art models, achieves competitive performance without exhaustive searches, and opens the performance gap for long relation paths.
In this paper, we introduce Dixit, an interactive visual storytelling system that the user interacts with iteratively to compose a short story for a photo sequence. The user initiates the process by uploading a sequence of photos. Dixit first extracts text terms from each photo which describe the objects (e.g., boy, bike) or actions (e.g., sleep) in the photo, and then allows the user to add new terms or remove existing terms. Dixit then generates a short story based on these terms. Behind the scenes, Dixit uses an LSTM-based model trained on image caption data and FrameNet to distill terms from each image and utilizes a transformer decoder to compose a context-coherent story. Users change images or terms iteratively with Dixit to create the most ideal story. Dixit also allows users to manually edit and rate stories. The proposed procedure opens up possibilities for interpretable and controllable visual storytelling, allowing users to understand the story formation rationale and to intervene in the generation process.
Feeling emotion is a critical characteristic to distinguish people from machines. Among all the multi-modal resources for emotion detection, textual datasets are those containing the least additional information in addition to semantics, and hence are adopted widely for testing the developed systems. However, most of the textual emotional datasets consist of emotion labels of only individual words, sentences or documents, which makes it challenging to discuss the contextual flow of emotions. In this paper, we introduce EmotionLines, the first dataset with emotions labeling on all utterances in each dialogue only based on their textual content. Dialogues in EmotionLines are collected from Friends TV scripts and private Facebook messenger dialogues. Then one of seven emotions, six Ekman's basic emotions plus the neutral emotion, is labeled on each utterance by 5 Amazon MTurkers. A total of 29,245 utterances from 2,000 dialogues are labeled in EmotionLines. We also provide several strong baselines for emotion detection models on EmotionLines in this paper.
Visual storytelling includes two important parts: coherence between the story and images as well as the story structure. For image to text neural network models, similar images in the sequence would provide close information for story generator to obtain almost identical sentence. However, repeatedly narrating same objects or events will undermine a good story structure. In this paper, we proposed an inter-sentence diverse beam search to generate a more expressive story. Comparing to some recent models of visual storytelling task, which generate story without considering the generated sentence of the previous picture, our proposed method can avoid generating identical sentence even given a sequence of similar pictures.
We present MoodSwipe, a soft keyboard that suggests text messages given the user-specified emotions utilizing the real dialog data. The aim of MoodSwipe is to create a convenient user interface to enjoy the technology of emotion classification and text suggestion, and at the same time to collect labeled data automatically for developing more advanced technologies. While users select the MoodSwipe keyboard, they can type as usual but sense the emotion conveyed by their text and receive suggestions for their message as a benefit. In MoodSwipe, the detected emotions serve as the medium for suggested texts, where viewing the latter is the incentive to correcting the former. We conduct several experiments to show the superiority of the emotion classification models trained on the dialog data, and further to verify good emotion cues are important context for text suggestion.