This paper concentrates on the understanding of interlocutors' emotions evoked in conversational utterances. Previous studies in this literature mainly focus on more accurate emotional predictions, while ignoring model robustness when the local context is corrupted by adversarial attacks. To maintain robustness while ensuring accuracy, we propose an emotion recognizer augmented by a full-attention topic regularizer, which enables an emotion-related global view when modeling the local context in a conversation. A joint topic modeling strategy is introduced to implement regularization from both representation and loss perspectives. To avoid over-regularization, we drop the constraints on prior distributions that exist in traditional topic modeling and perform probabilistic approximations based entirely on attention alignment. Experiments show that our models obtain more favorable results than state-of-the-art models, and gain convincing robustness under three types of adversarial attacks.
Existing multimodal task-oriented dialog data fails to demonstrate the diverse expressions of user subjective preferences and recommendation acts in the real-life shopping scenario. This paper introduces a new dataset SURE (Multimodal Recommendation Dialog with SUbjective PREference), which contains 12K shopping dialogs in complex store scenes. The data is built in two phases with human annotations to ensure quality and diversity. SURE is well-annotated with subjective preferences and recommendation acts proposed by sales experts. A comprehensive analysis is given to reveal the distinguishing features of SURE. Three benchmark tasks are then proposed on the data to evaluate the capability of multimodal recommendation agents. Based on the SURE, we propose a baseline model, powered by a state-of-the-art multimodal model, for these tasks.
Reinforcement learning has been applied to train the dialog systems in many works. Previous approaches divide the dialog system into multiple modules including DST (dialog state tracking) and DP (dialog policy), and train these modules simultaneously. However, different modules influence each other during training. The errors from DST might misguide the dialog policy, and the system action brings extra difficulties for the DST module. To alleviate this problem, we propose Asynchronous Updating Reinforcement Learning framework (AURL) that updates the DST module and the DP module asynchronously under a cooperative setting. Furthermore, curriculum learning is implemented to address the problem of unbalanced data distribution during reinforcement learning sampling, and multiple user models are introduced to increase the dialog diversity. Results on the public SSD-PHONE dataset show that our method achieves a compelling result with a 31.37% improvement on the dialog success rate. The code is publicly available via https://github.com/shunjiu/AURL.
Existing multimodal conversation agents have shown impressive abilities to locate absolute positions or retrieve attributes in simple scenarios, but they fail to perform well when complex relative positions and information alignments are involved, which poses a bottleneck in response quality. In this paper, we propose a Situated Conversation Agent Petrained with Multimodal Questions from INcremental Layout Graph (SPRING) with abilities of reasoning multi-hops spatial relations and connecting them with visual attributes in crowded situated scenarios. Specifically, we design two types of Multimodal Question Answering (MQA) tasks to pretrain the agent. All QA pairs utilized during pretraining are generated from novel Incremental Layout Graphs (ILG). QA pair difficulty labels automatically annotated by ILG are used to promote MQA-based Curriculum Learning. Experimental results verify the SPRING's effectiveness, showing that it significantly outperforms state-of-the-art approaches on both SIMMC 1.0 and SIMMC 2.0 datasets.
Reference Expression Generation (REG) and Comprehension (REC) are two highly correlated tasks. Modeling REG and REC simultaneously for utilizing the relation between them is a promising way to improve both. However, the problem of distinct inputs, as well as building connections between them in a single model, brings challenges to the design and training of the joint model. To address the problems, we propose a unified model for REG and REC, named UniRef. It unifies these two tasks with the carefully-designed Image-Region-Text Fusion layer (IRTF), which fuses the image, region and text via the image cross-attention and region cross-attention. Additionally, IRTF could generate pseudo input regions for the REC task to enable a uniform way for sharing the identical representation space across the REC and REG. We further propose Vision-conditioned Masked Language Modeling (VMLM) and Text-Conditioned Region Prediction (TRP) to pre-train UniRef model on multi-granular corpora. The VMLM and TRP are directly related to REG and REC, respectively, but could help each other. We conduct extensive experiments on three benchmark datasets, RefCOCO, RefCOCO+ and RefCOCOg. Experimental results show that our model outperforms previous state-of-the-art methods on both REG and REC.
A good Text-to-Image model should not only generate high quality images, but also ensure the consistency between the text and the generated image. Previous models failed to simultaneously fix both sides well. This paper proposes a Gradual Refinement Generative Adversarial Network (GR-GAN) to alleviates the problem efficiently. A GRG module is designed to generate images from low resolution to high resolution with the corresponding text constraints from coarse granularity (sentence) to fine granularity (word) stage by stage, a ITM module is designed to provide image-text matching losses at both sentence-image level and word-region level for corresponding stages. We also introduce a new metric Cross-Model Distance (CMD) for simultaneously evaluating image quality and image-text consistency. Experimental results show GR-GAN significant outperform previous models, and achieve new state-of-the-art on both FID and CMD. A detailed analysis demonstrates the efficiency of different generation stages in GR-GAN.
Existing Visual Question Answering (VQA) models have explored various visual relationships between objects in the image to answer complex questions, which inevitably introduces irrelevant information brought by inaccurate object detection and text grounding. To address the problem, we propose a Question-Driven Graph Fusion Network (QD-GFN). It first models semantic, spatial, and implicit visual relations in images by three graph attention networks, then question information is utilized to guide the aggregation process of the three graphs, further, our QD-GFN adopts an object filtering mechanism to remove question-irrelevant objects contained in the image. Experiment results demonstrate that our QD-GFN outperforms the prior state-of-the-art on both VQA 2.0 and VQA-CP v2 datasets. Further analysis shows that both the novel graph aggregation method and object filtering mechanism play a significant role in improving the performance of the model.
Most existing approaches to Visual Question Answering (VQA) answer questions directly, however, people usually decompose a complex question into a sequence of simple sub questions and finally obtain the answer to the original question after answering the sub question sequence(SQS). By simulating the process, this paper proposes a conversation-based VQA (Co-VQA) framework, which consists of three components: Questioner, Oracle, and Answerer. Questioner raises the sub questions using an extending HRED model, and Oracle answers them one-by-one. An Adaptive Chain Visual Reasoning Model (ACVRM) for Answerer is also proposed, where the question-answer pair is used to update the visual representation sequentially. To perform supervised learning for each model, we introduce a well-designed method to build a SQS for each question on VQA 2.0 and VQA-CP v2 datasets. Experimental results show that our method achieves state-of-the-art on VQA-CP v2. Further analyses show that SQSs help build direct semantic connections between questions and images, provide question-adaptive variable-length reasoning chains, and with explicit interpretability as well as error traceability.
A slot value might be provided segment by segment over multiple-turn interactions in a dialog, especially for some important information such as phone numbers and names. It is a common phenomenon in daily life, but little attention has been paid to it in previous work. To fill the gap, this paper defines a new task named Sub-Slot based Task-Oriented Dialog (SSTOD) and builds a Chinese dialog dataset SSD for boosting research on SSTOD. The dataset includes a total of 40K dialogs and 500K utterances from four different domains: Chinese names, phone numbers, ID numbers and license plate numbers. The data is well annotated with sub-slot values, slot values, dialog states and actions. We find some new linguistic phenomena and interactive manners in SSTOD which raise critical challenges of building dialog agents for the task. We test three state-of-the-art dialog models on SSTOD and find they cannot handle the task well on any of the four domains. We also investigate an improved model by involving slot knowledge in a plug-in manner. More work should be done to meet the new challenges raised from SSTOD which widely exists in real-life applications. The dataset and code are publicly available via https://github.com/shunjiu/SSTOD.
Visual dialog has witnessed great progress after introducing various vision-oriented goals into the conversation, especially such as GuessWhich and GuessWhat, where the only image is visible by either and both of the questioner and the answerer, respectively. Researchers explore more on visual dialog tasks in such kind of single- or perfectly co-observable visual scene, while somewhat neglect the exploration on tasks of non perfectly co-observable visual scene, where the images accessed by two agents may not be exactly the same, often occurred in practice. Although building common ground in non-perfectly co-observable visual scene through conversation is significant for advanced dialog agents, the lack of such dialog task and corresponding large-scale dataset makes it impossible to carry out in-depth research. To break this limitation, we propose an object-referring game in non-perfectly co-observable visual scene, where the goal is to spot the difference between the similar visual scenes through conversing in natural language. The task addresses challenges of the dialog strategy in non-perfectly co-observable visual scene and the ability of categorizing objects. Correspondingly, we construct a large-scale multimodal dataset, named SpotDiff, which contains 87k Virtual Reality images and 97k dialogs generated by self-play. Finally, we give benchmark models for this task, and conduct extensive experiments to evaluate its performance as well as analyze its main challenges.