Generating goal-oriented questions in Visual Dialogue tasks is a challenging and long-standing problem. State-Of-The-Art systems are shown to generate questions that, although grammatically correct, often lack an effective strategy and sound unnatural to humans. Inspired by the cognitive literature on information search and cross-situational word learning, we design Confirm-it, a model based on a beam search re-ranking algorithm that guides an effective goal-oriented strategy by asking questions that confirm the model's conjecture about the referent. We take the GuessWhat?! game as a case-study. We show that dialogues generated by Confirm-it are more natural and effective than beam search decoding without re-ranking.
Despite important progress, conversational systems often generate dialogues that sound unnatural to humans. We conjecture that the reason lies in their different training and testing conditions: agents are trained in a controlled "lab" setting but tested in the "wild". During training, they learn to generate an utterance given the human dialogue history. On the other hand, during testing, they must interact with each other, and hence deal with noisy data. We propose to fill this gap by training the model with mixed batches containing both samples of human and machine-generated dialogues. We assess the validity of the proposed method on GuessWhat?!, a visual referential game.
When training a model on referential dialogue guessing games, the best model is usually chosen based on its task success. We show that in the popular end-to-end approach, this choice prevents the model from learning to generate linguistically richer dialogues, since the acquisition of language proficiency takes longer than learning the guessing task. By comparing models playing different games (GuessWhat, GuessWhich, and Mutual Friends), we show that this discrepancy is model- and task-agnostic. We investigate whether and when better language quality could lead to higher task success. We show that in GuessWhat, models could increase their accuracy if they learn to ground, encode, and decode also words that do not occur frequently in the training set.
We study the issue of catastrophic forgetting in the context of neural multimodal approaches to Visual Question Answering (VQA). Motivated by evidence from psycholinguistics, we devise a set of linguistically-informed VQA tasks, which differ by the types of questions involved (Wh-questions and polar questions). We test what impact task difficulty has on continual learning, and whether the order in which a child acquires question types facilitates computational models. Our results show that dramatic forgetting is at play and that task difficulty and order matter. Two well-known current continual learning methods mitigate the problem only to a limiting degree.
The multimodal models used in the emerging field at the intersection of computational linguistics and computer vision implement the bottom-up processing of the `Hub and Spoke' architecture proposed in cognitive science to represent how the brain processes and combines multi-sensory inputs. In particular, the Hub is implemented as a neural network encoder. We investigate the effect on this encoder of various vision-and-language tasks proposed in the literature: visual question answering, visual reference resolution, and visually grounded dialogue. To measure the quality of the representations learned by the encoder, we use two kinds of analyses. First, we evaluate the encoder pre-trained on the different vision-and-language tasks on an existing diagnostic task designed to assess multimodal semantic understanding. Second, we carry out a battery of analyses aimed at studying how the encoder merges and exploits the two modalities.
We are interested in understanding how the ability to ground language in vision interacts with other abilities at play in dialogue, such as asking a series of questions to obtain the necessary information to perform a certain task. With this aim, we develop a Questioner agent in the context of the GuessWhat?! game. Our model exploits a neural network architecture to build a continuous representation of the dialogue state that integrates information from the visual and linguistic modalities and conditions future action. To play the GuessWhat?! game, the Questioner agent has to be able to do both, ask questions and guess a target object in the visual environment. In our architecture, these two capabilities are considered jointly as a supervised multi-task learning problem, to which cooperative learning can be further applied. We show that the introduction of our new architecture combined with these learning regimes yields an increase of 19.5% in task success accuracy with respect to a baseline model that treats submodules independently. With this increase, we reach an accuracy comparable to state-of-the-art models that use reinforcement learning, with the advantage that our architecture is entirely differentiable and thus easier to train. This suggests that combining our approach with reinforcement learning could lead to further improvements in the future. Finally, we present a range of analyses that examine the quality of the dialogues and shed light on the internal dynamics of the model.
Capturing semantic relations between sentences, such as entailment, is a long-standing challenge for computational semantics. Logic-based models analyse entailment in terms of possible worlds (interpretations, or situations) where a premise P entails a hypothesis H iff in all worlds where P is true, H is also true. Statistical models view this relationship probabilistically, addressing it in terms of whether a human would likely infer H from P. In this paper, we wish to bridge these two perspectives, by arguing for a visually-grounded version of the Textual Entailment task. Specifically, we ask whether models can perform better if, in addition to P and H, there is also an image (corresponding to the relevant "world" or "situation"). We use a multimodal version of the SNLI dataset (Bowman et al., 2015) and we compare "blind" and visually-augmented models of textual entailment. We show that visual information is beneficial, but we also conduct an in-depth error analysis that reveals that current multimodal models are not performing "grounding" in an optimal fashion.
Our goal is to explore how the abilities brought in by a dialogue manager can be included in end-to-end visually grounded conversational agents. We make initial steps towards this general goal by augmenting a task-oriented visual dialogue model with a decision-making component that decides whether to ask a follow-up question to identify a target referent in an image, or to stop the conversation to make a guess. Our analyses show that adding a decision making component produces dialogues that are less repetitive and that include fewer unnecessary questions, thus potentially leading to more efficient and less unnatural interactions.
The present work investigates whether different quantification mechanisms (set comparison, vague quantification, and proportional estimation) can be jointly learned from visual scenes by a multi-task computational model. The motivation is that, in humans, these processes underlie the same cognitive, non-symbolic ability, which allows an automatic estimation and comparison of set magnitudes. We show that when information about lower-complexity tasks is available, the higher-level proportional task becomes more accurate than when performed in isolation. Moreover, the multi-task model is able to generalize to unseen combinations of target/non-target objects. Consistently with behavioral evidence showing the interference of absolute number in the proportional task, the multi-task model no longer works when asked to provide the number of target objects in the scene.
In this paper, we aim to understand whether current language and vision (LaVi) models truly grasp the interaction between the two modalities. To this end, we propose an extension of the MSCOCO dataset, FOIL-COCO, which associates images with both correct and "foil" captions, that is, descriptions of the image that are highly similar to the original ones, but contain one single mistake ("foil word"). We show that current LaVi models fall into the traps of this data and perform badly on three tasks: a) caption classification (correct vs. foil); b) foil word detection; c) foil word correction. Humans, in contrast, have near-perfect performance on those tasks. We demonstrate that merely utilising language cues is not enough to model FOIL-COCO and that it challenges the state-of-the-art by requiring a fine-grained understanding of the relation between text and image.