Faceted summarization provides briefings of a document from different perspectives. Readers can quickly comprehend the main points of a long document with the help of a structured outline. However, little research has been conducted on this subject, partially due to the lack of large-scale faceted summarization datasets. In this study, we present FacetSum, a faceted summarization benchmark built on Emerald journal articles, covering a diverse range of domains. Different from traditional document-summary pairs, FacetSum provides multiple summaries, each targeted at specific sections of a long document, including the purpose, method, findings, and value. Analyses and empirical results on our dataset reveal the importance of bringing structure into summaries. We believe FacetSum will spur further advances in summarization research and foster the development of NLP systems that can leverage the structured information in both long texts and summaries.
Given a simple request (e.g., Put a washed apple in the kitchen fridge), humans can reason in purely abstract terms by imagining action sequences and scoring their likelihood of success, prototypicality, and efficiency, all without moving a muscle. Once we see the kitchen in question, we can update our abstract plans to fit the scene. Embodied agents require the same abilities, but existing work does not yet provide the infrastructure necessary for both reasoning abstractly and executing concretely. We address this limitation by introducing ALFWorld, a simulator that enables agents to learn abstract, text-based policies in TextWorld (C\^ot\'e et al., 2018) and then execute goals from the ALFRED benchmark (Shridhar et al., 2020) in a rich visual environment. ALFWorld enables the creation of a new BUTLER agent whose abstract knowledge, learned in TextWorld, corresponds directly to concrete, visually grounded actions. In turn, as we demonstrate empirically, this fosters better agent generalization than training only in the visually grounded environment. BUTLER's simple, modular design factors the problem to allow researchers to focus on models for improving every piece of the pipeline (language understanding, planning, navigation, visual scene understanding, and so forth).
Recent years have seen a flourishing of neural keyphrase generation works, including the release of several large-scale datasets and a host of new models to tackle them. Model performance on keyphrase generation tasks has increased significantly with evolving deep learning research. However, there lacks a comprehensive comparison among models, and an investigation on related factors (e.g., architectural choice, decoding strategy) that may affect a keyphrase generation system's performance. In this empirical study, we aim to fill this gap by providing extensive experimental results and analyzing the most crucial factors impacting the performance of keyphrase generation models. We hope this study can help clarify some of the uncertainties surrounding the keyphrase generation task and facilitate future research on this topic.
Graph neural networks (GNNs) have been attracting increasing popularity due to their simplicity and effectiveness in a variety of fields. However, a large number of labeled data is generally required to train these networks, which could be very expensive to obtain in some domains. In this paper, we study active learning for GNNs, i.e., how to efficiently label the nodes on a graph to reduce the annotation cost of training GNNs. We formulate the problem as a sequential decision process on graphs and train a GNN-based policy network with reinforcement learning to learn the optimal query strategy. By jointly optimizing over several source graphs with full labels, we learn a transferable active learning policy which can directly generalize to unlabeled target graphs under a zero-shot transfer setting. Experimental results on multiple graphs from different domains prove the effectiveness of our proposed approach in both settings of transferring between graphs in the same domain and across different domains.
Knowledge Distillation (KD) is a common method for transferring the ``knowledge'' learned by one machine learning model (the \textit{teacher}) into another model (the \textit{student}), where typically, the teacher has a greater capacity (e.g., more parameters or higher bit-widths). To our knowledge, existing methods overlook the fact that although the student absorbs extra knowledge from the teacher, both models share the same input data -- and this data is the only medium by which the teacher's knowledge can be demonstrated. Due to the difference in model capacities, the student may not benefit fully from the same data points on which the teacher is trained. On the other hand, a human teacher may demonstrate a piece of knowledge with individualized examples adapted to a particular student, for instance, in terms of her cultural background and interests. Inspired by this behavior, we design data augmentation agents with distinct roles to facilitate knowledge distillation. Our data augmentation agents generate distinct training data for the teacher and student, respectively. We find empirically that specially tailored data points enable the teacher's knowledge to be demonstrated more effectively to the student. We compare our approach with existing KD methods on training popular neural architectures and demonstrate that role-wise data augmentation improves the effectiveness of KD over strong prior approaches. The code for reproducing our results can be found at https://github.com/bigaidream-projects/role-kd
Playing text-based games requires skill in processing natural language and in planning. Although a key goal for agents solving this task is to generalize across multiple games, most previous work has either focused on solving a single game or has tackled generalization with rule-based heuristics. In this work, we investigate how structured information in the form of a knowledge graph (KG) can facilitate effective planning and generalization. We introduce a novel transformer-based sequence-to-sequence model that constructs a "belief" KG from raw text observations of the environment, dynamically updating this belief graph at every game step as it receives new observations. To train this model to build useful graph representations, we introduce and analyze a set of graph-related pre-training tasks. We demonstrate empirically that KG-based representations from our model help agents to converge faster to better policies for multiple text-based games, and further, enable stronger zero-shot performance on unseen games. Experiments on unseen games show that our best agent outperforms text-based baselines by 21.6%.
We are interested in learning how to update Knowledge Graphs (KG) from text. In this preliminary work, we propose a novel Sequence-to-Sequence (Seq2Seq) architecture to generate elementary KG operations. Furthermore, we introduce a new dataset for KG extraction built upon text-based game transitions (over 300k data points). We conduct experiments and discuss the results.
Recently, concatenating multiple keyphrases as a target sequence has been proposed as a new learning paradigm for keyphrase generation. Existing studies concatenate target keyphrases in different orders but no study has examined the effects of ordering on models' behavior. In this paper, we propose several orderings for concatenation and inspect the important factors for training a successful keyphrase generation model. By running comprehensive comparisons, we observe one preferable ordering and summarize a number of empirical findings and challenges, which can shed light on future research on this line of work.