Abstract:Indirect User Requests (IURs), such as "It's cold in here" instead of "Could you please increase the temperature?" are common in human-human task-oriented dialogue and require world knowledge and pragmatic reasoning from the listener. While large language models (LLMs) can handle these requests effectively, smaller models deployed on virtual assistants often struggle due to resource constraints. Moreover, existing task-oriented dialogue benchmarks lack sufficient examples of complex discourse phenomena such as indirectness. To address this, we propose a set of linguistic criteria along with an LLM-based pipeline for generating realistic IURs to test natural language understanding (NLU) and dialogue state tracking (DST) models before deployment in a new domain. We also release IndirectRequests, a dataset of IURs based on the Schema Guided Dialog (SGD) corpus, as a comparative testbed for evaluating the performance of smaller models in handling indirect requests.
Abstract:Existing benchmark corpora of task-oriented dialogue are collected either using a "machines talking to machines" approach or by giving template-based goal descriptions to crowdworkers. These methods, however, often produce utterances that are markedly different from natural human conversations in which people often convey their preferences in indirect ways, such as through small talk. We term such utterances as Indirect User Requests (IURs). Understanding such utterances demands considerable world knowledge and reasoning capabilities on the listener's part. Our study introduces an LLM-based pipeline to automatically generate realistic, high-quality IURs for a given domain, with the ultimate goal of supporting research in natural language understanding (NLU) and dialogue state tracking (DST) for task-oriented dialogue systems. Our findings show that while large LLMs such as GPT-3.5 and GPT-4 generate high-quality IURs, achieving similar quality with smaller models is more challenging. We release IndirectRequests, a dataset of IURs that advances beyond the initial Schema-Guided Dialog (SGD) dataset in that it provides a challenging testbed for testing the "in the wild" performance of NLU and DST models.
Abstract:As an important multimodal sentiment analysis task, Joint Multimodal Aspect-Sentiment Analysis (JMASA), aiming to jointly extract aspect terms and their associated sentiment polarities from the given text-image pairs, has gained increasing concerns. Existing works encounter two limitations: (1) multi-level modality noise, i.e., instance- and feature-level noise; and (2) multi-grained semantic gap, i.e., coarse- and fine-grained gap. Both issues may interfere with accurate identification of aspect-sentiment pairs. To address these limitations, we propose a novel framework named RNG for JMASA. Specifically, to simultaneously reduce multi-level modality noise and multi-grained semantic gap, we design three constraints: (1) Global Relevance Constraint (GR-Con) based on text-image similarity for instance-level noise reduction, (2) Information Bottleneck Constraint (IB-Con) based on the Information Bottleneck (IB) principle for feature-level noise reduction, and (3) Semantic Consistency Constraint (SC-Con) based on mutual information maximization in a contrastive learning way for multi-grained semantic gap reduction. Extensive experiments on two datasets validate our new state-of-the-art performance.
Abstract:Large Language Models (LLMs) for code are rapidly evolving, with code editing emerging as a critical capability. We introduce CodeEditorBench, an evaluation framework designed to rigorously assess the performance of LLMs in code editing tasks, including debugging, translating, polishing, and requirement switching. Unlike existing benchmarks focusing solely on code generation, CodeEditorBench emphasizes real-world scenarios and practical aspects of software development. We curate diverse coding challenges and scenarios from five sources, covering various programming languages, complexity levels, and editing tasks. Evaluation of 19 LLMs reveals that closed-source models (particularly Gemini-Ultra and GPT-4), outperform open-source models in CodeEditorBench, highlighting differences in model performance based on problem types and prompt sensitivities. CodeEditorBench aims to catalyze advancements in LLMs by providing a robust platform for assessing code editing capabilities. We will release all prompts and datasets to enable the community to expand the dataset and benchmark emerging LLMs. By introducing CodeEditorBench, we contribute to the advancement of LLMs in code editing and provide a valuable resource for researchers and practitioners.
Abstract:Learning a generalizable object manipulation policy is vital for an embodied agent to work in complex real-world scenes. Parts, as the shared components in different object categories, have the potential to increase the generalization ability of the manipulation policy and achieve cross-category object manipulation. In this work, we build the first large-scale, part-based cross-category object manipulation benchmark, PartManip, which is composed of 11 object categories, 494 objects, and 1432 tasks in 6 task classes. Compared to previous work, our benchmark is also more diverse and realistic, i.e., having more objects and using sparse-view point cloud as input without oracle information like part segmentation. To tackle the difficulties of vision-based policy learning, we first train a state-based expert with our proposed part-based canonicalization and part-aware rewards, and then distill the knowledge to a vision-based student. We also find an expressive backbone is essential to overcome the large diversity of different objects. For cross-category generalization, we introduce domain adversarial learning for domain-invariant feature extraction. Extensive experiments in simulation show that our learned policy can outperform other methods by a large margin, especially on unseen object categories. We also demonstrate our method can successfully manipulate novel objects in the real world.
Abstract:Virtual reality (VR) technology is commonly used in entertainment applications; however, it has also been deployed in practical applications in more serious aspects of our lives, such as safety. To support people working in dangerous industries, VR can ensure operators manipulate standardized tasks and work collaboratively to deal with potential risks. Surprisingly, little research has focused on how people can collaboratively work in VR environments. Few studies have paid attention to the cognitive load of operators in their collaborative tasks. Once task demands become complex, many researchers focus on optimizing the design of the interaction interfaces to reduce the cognitive load on the operator. That approach could be of merit; however, it can actually subject operators to a more significant cognitive load and potentially more errors and a failure of collaboration. In this paper, we propose a new collaborative VR system to support two teleoperators working in the VR environment to remote control an uncrewed ground vehicle. We use a compared experiment to evaluate the collaborative VR systems, focusing on the time spent on tasks and the total number of operations. Our results show that the total number of processes and the cognitive load during operations were significantly lower in the two-person group than in the single-person group. Our study sheds light on designing VR systems to support collaborative work with respect to the flow of work of teleoperators instead of simply optimizing the design outcomes.
Abstract:Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to develop interactive embodied agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the crucial challenges in AI. Another critical aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.
Abstract:Human intelligence has the remarkable ability to quickly adapt to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose \emph{IGLU: Interactive Grounded Language Understanding in a Collaborative Environment}. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants.
Abstract:Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the important challenges in AI. Another important aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.
Abstract:Being able to generate informative and coherent dialogue responses is crucial when designing human-like open-domain dialogue systems. Encoder-decoder-based dialogue models tend to produce generic and dull responses during the decoding step because the most predictable response is likely to be a non-informative response instead of the most suitable one. To alleviate this problem, we propose to train the generation model in a bidirectional manner by adding a backward reasoning step to the vanilla encoder-decoder training. The proposed backward reasoning step pushes the model to produce more informative and coherent content because the forward generation step's output is used to infer the dialogue context in the backward direction. The advantage of our method is that the forward generation and backward reasoning steps are trained simultaneously through the use of a latent variable to facilitate bidirectional optimization. Our method can improve response quality without introducing side information (e.g., a pre-trained topic model). The proposed bidirectional response generation method achieves state-of-the-art performance for response quality.