It is challenging to perform question-answering over complex, multimodal content such as television clips. This is in part because current video-language models rely on single-modality reasoning, have lowered performance on long inputs, and lack interpetability. We propose TV-TREES, the first multimodal entailment tree generator. TV-TREES serves as an approach to video understanding that promotes interpretable joint-modality reasoning by producing trees of entailment relationships between simple premises directly entailed by the videos and higher-level conclusions. We then introduce the task of multimodal entailment tree generation to evaluate the reasoning quality of such methods. Our method's experimental results on the challenging TVQA dataset demonstrate intepretable, state-of-the-art zero-shot performance on full video clips, illustrating a best-of-both-worlds contrast to black-box methods.
Contemporary language models enable new opportunities for structured reasoning with text, such as the construction and evaluation of intuitive, proof-like textual entailment trees without relying on brittle formal logic. However, progress in this direction has been hampered by a long-standing lack of a clear protocol for determining what valid compositional entailment is. This absence causes noisy datasets and limited performance gains by modern neuro-symbolic engines. To address these problems, we formulate a consistent and theoretically grounded approach to annotating decompositional entailment datasets, and evaluate its impact on LLM-based textual inference. We find that our resulting dataset, RDTE (Recognizing Decompositional Textual Entailment), has a substantially higher internal consistency (+9%) than prior decompositional entailment datasets, suggesting that RDTE is a significant step forward in the long-standing problem of forming a clear protocol for discerning entailment. We also find that training an RDTE-oriented entailment classifier via knowledge distillation and employing it in a modern neuro-symbolic reasoning engine significantly improves results (both accuracy and proof quality) over other entailment classifier baselines, illustrating the practical benefit of this advance for textual inference.
Statutory reasoning refers to the application of legislative provisions to a series of case facts described in natural language. We re-frame statutory reasoning as an analogy task, where each instance of the analogy task involves a combination of two instances of statutory reasoning. This increases the dataset size by two orders of magnitude, and introduces an element of interpretability. We show that this task is roughly as difficult to Natural Language Processing models as the original task. Finally, we come back to statutory reasoning, solving it with a combination of a retrieval mechanism and analogy models, and showing some progress on prior comparable work.
Large Language Models (LLMs) may hallucinate and generate fake information, despite pre-training on factual data. Inspired by the journalistic device of "according to sources", we propose according-to prompting: directing LLMs to ground responses against previously observed text. To quantify this grounding, we propose a novel evaluation metric (QUIP-Score) that measures the extent to which model-produced answers are directly found in underlying text corpora. We illustrate with experiments on Wikipedia that these prompts improve grounding under our metrics, with the additional benefit of often improving end-task performance. Furthermore, prompts that ask the model to decrease grounding (or to ground to other corpora) decrease grounding, indicating the ability of language models to increase or decrease grounded generations on request.
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.
Recent work in open-domain question answering (ODQA) has shown that adversarial poisoning of the input contexts can cause large drops in accuracy for production systems. However, little to no work has proposed methods to defend against these attacks. To do so, we introduce a new method that uses query augmentation to search for a diverse set of retrieved passages that could answer the original question. We integrate these new passages into the model through the design of a novel confidence method, comparing the predicted answer to its appearance in the retrieved contexts (what we call Confidence from Answer Redundancy, e.g. CAR). Together these methods allow for a simple but effective way to defend against poisoning attacks and provide gains of 5-20% exact match across varying levels of data poisoning.
We present an approach for systematic reasoning that produces human interpretable proof trees grounded in a factbase. Our solution resembles the style of a classic Prolog-based inference engine, where we replace handcrafted rules through a combination of neural language modeling, guided generation, and semiparametric dense retrieval. This novel reasoning engine, NELLIE, dynamically instantiates interpretable inference rules that capture and score entailment (de)compositions over natural language statements. NELLIE provides competitive performance on scientific QA datasets requiring structured explanations over multiple facts.