In the vision and language navigation task, the agent may encounter ambiguous situations that are hard to interpret by just relying on visual information and natural language instructions. We propose an interactive learning framework to endow the agent with the ability to ask for users' help in such situations. As part of this framework, we investigate multiple learning approaches for the agent with different levels of complexity. The simplest model-confusion-based method lets the agent ask questions based on its confusion, relying on the predefined confidence threshold of a next action prediction model. To build on this confusion-based method, the agent is expected to demonstrate more sophisticated reasoning such that it discovers the timing and locations to interact with a human. We achieve this goal using reinforcement learning (RL) with a proposed reward shaping term, which enables the agent to ask questions only when necessary. The success rate can be boosted by at least 15% with only one question asked on average during the navigation. Furthermore, we show that the RL agent is capable of adjusting dynamically to noisy human responses. Finally, we design a continual learning strategy, which can be viewed as a data augmentation method, for the agent to improve further utilizing its interaction history with a human. We demonstrate the proposed strategy is substantially more realistic and data-efficient compared to previously proposed pre-exploration techniques.
MultiWOZ is a recently-released multidomain dialogue dataset spanning 7 distinct domains and containing over 10000 dialogues, one of the largest resources of its kind to-date. Though an immensely useful resource, while building different classes of dialogue state tracking models using MultiWOZ, we detected substantial errors in the state annotations and dialogue utterances which negatively impacted the performance of our models. In order to alleviate this problem, we use crowdsourced workers to fix the state annotations and utterances in the original version of the data. Our correction process results in changes to over 32% of state annotations across 40% of the dialogue turns. In addition, we fix 146 dialogue utterances throughout the dataset focusing in particular on addressing slot value errors represented within the conversations. We then benchmark a number of state-of-the-art dialogue state tracking models on this new MultiWOZ 2.1 dataset and show joint state tracking performance on the corrected state annotations. We are publicly releasing MultiWOZ 2.1 to the community, hoping that this dataset resource will allow for more effective dialogue state tracking models to be built in the future.
Today's artificial assistants are typically prompted to perform tasks through direct, imperative commands such as \emph{Set a timer} or \emph{Pick up the box}. However, to progress toward more natural exchanges between humans and these assistants, it is important to understand the way non-imperative utterances can indirectly elicit action of an addressee. In this paper, we investigate command types in the setting of a grounded, collaborative game. We focus on a less understood family of utterances for eliciting agent action, locatives like \emph{The chair is in the other room}, and demonstrate how these utterances indirectly command in specific game state contexts. Our work shows that models with domain-specific grounding can effectively realize the pragmatic reasoning that is necessary for more robust natural language interaction.
Task-oriented dialogue focuses on conversational agents that participate in user-initiated dialogues on domain-specific topics. In contrast to chatbots, which simply seek to sustain open-ended meaningful discourse, existing task-oriented agents usually explicitly model user intent and belief states. This paper examines bypassing such an explicit representation by depending on a latent neural embedding of state and learning selective attention to dialogue history together with copying to incorporate relevant prior context. We complement recent work by showing the effectiveness of simple sequence-to-sequence neural architectures with a copy mechanism. Our model outperforms more complex memory-augmented models by 7% in per-response generation and is on par with the current state-of-the-art on DSTC2.
Neural task-oriented dialogue systems often struggle to smoothly interface with a knowledge base. In this work, we seek to address this problem by proposing a new neural dialogue agent that is able to effectively sustain grounded, multi-domain discourse through a novel key-value retrieval mechanism. The model is end-to-end differentiable and does not need to explicitly model dialogue state or belief trackers. We also release a new dataset of 3,031 dialogues that are grounded through underlying knowledge bases and span three distinct tasks in the in-car personal assistant space: calendar scheduling, weather information retrieval, and point-of-interest navigation. Our architecture is simultaneously trained on data from all domains and significantly outperforms a competitive rule-based system and other existing neural dialogue architectures on the provided domains according to both automatic and human evaluation metrics.
We study a symmetric collaborative dialogue setting in which two agents, each with private knowledge, must strategically communicate to achieve a common goal. The open-ended dialogue state in this setting poses new challenges for existing dialogue systems. We collected a dataset of 11K human-human dialogues, which exhibits interesting lexical, semantic, and strategic elements. To model both structured knowledge and unstructured language, we propose a neural model with dynamic knowledge graph embeddings that evolve as the dialogue progresses. Automatic and human evaluations show that our model is both more effective at achieving the goal and more human-like than baseline neural and rule-based models.
Designing 3D scenes is currently a creative task that requires significant expertise and effort in using complex 3D design interfaces. This effortful design process starts in stark contrast to the easiness with which people can use language to describe real and imaginary environments. We present SceneSeer: an interactive text to 3D scene generation system that allows a user to design 3D scenes using natural language. A user provides input text from which we extract explicit constraints on the objects that should appear in the scene. Given these explicit constraints, the system then uses a spatial knowledge base learned from an existing database of 3D scenes and 3D object models to infer an arrangement of the objects forming a natural scene matching the input description. Using textual commands the user can then iteratively refine the created scene by adding, removing, replacing, and manipulating objects. We evaluate the quality of 3D scenes generated by SceneSeer in a perceptual evaluation experiment where we compare against manually designed scenes and simpler baselines for 3D scene generation. We demonstrate how the generated scenes can be iteratively refined through simple natural language commands.