We present X-Decoder, a generalized decoding model that can predict pixel-level segmentation and language tokens seamlessly. X-Decodert takes as input two types of queries: (i) generic non-semantic queries and (ii) semantic queries induced from text inputs, to decode different pixel-level and token-level outputs in the same semantic space. With such a novel design, X-Decoder is the first work that provides a unified way to support all types of image segmentation and a variety of vision-language (VL) tasks. Further, our design enables seamless interactions across tasks at different granularities and brings mutual benefits by learning a common and rich pixel-level visual-semantic understanding space, without any pseudo-labeling. After pretraining on a mixed set of a limited amount of segmentation data and millions of image-text pairs, X-Decoder exhibits strong transferability to a wide range of downstream tasks in both zero-shot and finetuning settings. Notably, it achieves (1) state-of-the-art results on open-vocabulary segmentation and referring segmentation on eight datasets; (2) better or competitive finetuned performance to other generalist and specialist models on segmentation and VL tasks; and (3) flexibility for efficient finetuning and novel task composition (e.g., referring captioning and image editing). Code, demo, video, and visualization are available at https://x-decoder-vl.github.io.
We propose the Detailed Outline Control (DOC) framework for improving long-range plot coherence when automatically generating several-thousand-word-long stories. DOC consists of two complementary components: a detailed outliner and a detailed controller. The detailed outliner creates a more detailed, hierarchically structured outline, shifting creative burden from the main drafting procedure to the planning stage. The detailed controller ensures the more detailed outline is still respected during generation by controlling story passages to align with outline details. In human evaluations of automatically generated stories, DOC substantially outperforms a strong Re3 baseline (Yang et al., 2022) on plot coherence (22.5% absolute gain), outline relevance (28.2%), and interestingness (20.7%). Humans also judged DOC to be much more controllable in an interactive generation setting.
We present a robust methodology for evaluating biases in natural language generation(NLG) systems. Previous works use fixed hand-crafted prefix templates with mentions of various demographic groups to prompt models to generate continuations for bias analysis. These fixed prefix templates could themselves be specific in terms of styles or linguistic structures, which may lead to unreliable fairness conclusions that are not representative of the general trends from tone varying prompts. To study this problem, we paraphrase the prompts with different syntactic structures and use these to evaluate demographic bias in NLG systems. Our results suggest similar overall bias trends but some syntactic structures lead to contradictory conclusions compared to past works. We show that our methodology is more robust and that some syntactic structures prompt more toxic content while others could prompt less biased generation. This suggests the importance of not relying on a fixed syntactic structure and using tone-invariant prompts. Introducing syntactically-diverse prompts can achieve more robust NLG (bias) evaluation.
Fairy tales are a common resource for young children to learn a language or understand how a society works. However, gender bias, e.g., stereotypical gender roles, in this literature may cause harm and skew children's world view. Instead of decades of qualitative and manual analysis of gender bias in fairy tales, we computationally analyze gender bias in a fairy tale dataset containing 624 fairy tales from 7 different cultures. We specifically examine gender difference in terms of moral foundations, which are measures of human morality, and events, which reveal human activities associated with each character. We find that the number of male characters is two times that of female characters, showing a disproportionate gender representation. Our analysis further reveal stereotypical portrayals of both male and female characters in terms of moral foundations and events. Female characters turn out more associated with care-, loyalty- and sanctity- related moral words, while male characters are more associated with fairness- and authority- related moral words. Female characters' events are often about emotion (e.g., weep), appearance (e.g., comb), household (e.g., bake), etc.; while male characters' events are more about profession (e.g., hunt), violence (e.g., destroy), justice (e.g., judge), etc. Gender bias in terms of moral foundations shows an obvious difference across cultures. For example, female characters are more associated with care and sanctity in high uncertainty-avoidance cultures which are less open to changes and unpredictability. Based on the results, we propose implications for children's literature and early literacy research.
Previous work on pun generation commonly begins with a given pun word (a pair of homophones for heterographic pun generation and a polyseme for homographic pun generation) and seeks to generate an appropriate pun. While this may enable efficient pun generation, we believe that a pun is most entertaining if it fits appropriately within a given context, e.g., a given situation or dialogue. In this work, we propose a new task, context-situated pun generation, where a specific context represented by a set of keywords is provided, and the task is to first identify suitable pun words that are appropriate for the context, then generate puns based on the context keywords and the identified pun words. We collect CUP (Context-sitUated Pun), containing 4.5k tuples of context words and pun pairs. Based on the new data and setup, we propose a pipeline system for context-situated pun generation, including a pun word retrieval module that identifies suitable pun words for a given context, and a generation module that generates puns from context keywords and pun words. Human evaluation shows that 69% of our top retrieved pun words can be used to generate context-situated puns, and our generation module yields successful puns 31% of the time given a plausible tuple of context words and pun pair, almost tripling the yield of a state-of-the-art pun generation model. With an end-to-end evaluation, our pipeline system with the top-1 retrieved pun pair for a given context can generate successful puns 40% of the time, better than all other modeling variations but 32% lower than the human success rate. This highlights the difficulty of the task, and encourages more research in this direction.
The tasks of humor understanding and generation are challenging and subjective even for humans, requiring commonsense and real-world knowledge to master. Puns, in particular, add the challenge of fusing that knowledge with the ability to interpret lexical-semantic ambiguity. In this paper, we present the ExPUNations (ExPUN) dataset, in which we augment an existing dataset of puns with detailed crowdsourced annotations of keywords denoting the most distinctive words that make the text funny, pun explanations describing why the text is funny, and fine-grained funniness ratings. This is the first humor dataset with such extensive and fine-grained annotations specifically for puns. Based on these annotations, we propose two tasks: explanation generation to aid with pun classification and keyword-conditioned pun generation, to challenge the current state-of-the-art natural language understanding and generation models' ability to understand and generate humor. We showcase that the annotated keywords we collect are helpful for generating better novel humorous texts in human evaluation, and that our natural language explanations can be leveraged to improve both the accuracy and robustness of humor classifiers.
We propose a unified framework to generate both homophonic and homographic puns to resolve the split-up in existing works. Specifically, we incorporate three linguistic attributes of puns to the language models: ambiguity, distinctiveness, and surprise. Our framework consists of three parts: 1) a context words/phrases selector to promote the aforementioned attributes, 2) a generation model trained on non-pun sentences to incorporate the context words/phrases into the generation output, and 3) a label predictor that learns the structure of puns which is used to steer the generation model at inference time. Evaluation results on both pun types demonstrate the efficacy of our model over strong baselines.
Story visualization advances the traditional text-to-image generation by enabling multiple image generation based on a complete story. This task requires machines to 1) understand long text inputs and 2) produce a globally consistent image sequence that illustrates the contents of the story. A key challenge of consistent story visualization is to preserve characters that are essential in stories. To tackle the challenge, we propose to adapt a recent work that augments Vector-Quantized Variational Autoencoders (VQ-VAE) with a text-tovisual-token (transformer) architecture. Specifically, we modify the text-to-visual-token module with a two-stage framework: 1) character token planning model that predicts the visual tokens for characters only; 2) visual token completion model that generates the remaining visual token sequence, which is sent to VQ-VAE for finalizing image generations. To encourage characters to appear in the images, we further train the two-stage framework with a character-token alignment objective. Extensive experiments and evaluations demonstrate that the proposed method excels at preserving characters and can produce higher quality image sequences compared with the strong baselines. Codes can be found in https://github.com/sairin1202/VP-CSV
We consider the problem of automatically generating longer stories of over two thousand words. Compared to prior work on shorter stories, long-range plot coherence and relevance are more central challenges here. We propose the Recursive Reprompting and Revision framework (Re3) to address these challenges by (a) prompting a general-purpose language model to construct a structured overarching plan, and (b) generating story passages by repeatedly injecting contextual information from both the plan and current story state into a language model prompt. We then revise by (c) reranking different continuations for plot coherence and premise relevance, and finally (d) editing the best continuation for factual consistency. Compared to similar-length stories generated directly from the same base model, human evaluators judged substantially more of Re3's stories as having a coherent overarching plot (by 14% absolute increase), and relevant to the given initial premise (by 20%).
Recent advances in large pre-trained language models have demonstrated strong results in generating natural languages and significantly improved performances for many natural language generation (NLG) applications such as machine translation and text summarization. However, when the generation tasks are more open-ended and the content is under-specified, existing techniques struggle to generate long-term coherent and creative content. Moreover, the models exhibit and even amplify social biases that are learned from the training corpora. This happens because the generation models are trained to capture the surface patterns (i.e. sequences of words), instead of capturing underlying semantics and discourse structures, as well as background knowledge including social norms. In this paper, I introduce our recent works on controllable text generation to enhance the creativity and fairness of language generation models. We explore hierarchical generation and constrained decoding, with applications to creative language generation including story, poetry, and figurative languages, and bias mitigation for generation models.