acl acl2012 acl2012-69 knowledge-graph by maker-knowledge-mining
Source: pdf
Author: Richard Socher ; Yoshua Bengio ; Christopher D. Manning
Abstract: unkown-abstract
Reference: text
sentIndex sentText sentNum sentScore
1 edu Computer Science Department, Stanford University ∗ DIRO, Universit e´ de Montr ´eal, Montr ´eal, QC, Canada 1 Abtract Machine learning is everywhere in today’s NLP, but by and large machine learning amounts to numerical optimization of weights for human designed representations and features. [sent-6, score-0.46]
2 The goal of deep learning is to explore how computers can take advantage of data to develop features and representations appropriate for complex interpretation tasks. [sent-7, score-0.809]
3 This tutorial aims to cover the basic motivation, ideas, models and learning algorithms in deep learning for natural language processing. [sent-8, score-0.897]
4 Recently, these methods have been shown to perform very well on various NLP tasks such as language modeling, POS tagging, named entity recognition, sentiment analysis and paraphrase detection, among others. [sent-9, score-0.314]
5 The most attractive quality of these techniques is that they can perform well without any external hand-designed resources or time-intensive feature engineering. [sent-10, score-0.164]
6 Despite these advantages, many researchers in NLP are not familiar with these methods. [sent-11, score-0.145]
7 Our focus is on insight and understanding, using graphical illustrations and simple, intuitive derivations. [sent-12, score-0.41]
8 The goal of the tutorial is to make the inner workings of these techniques transparent, intuitive and their results interpretable, rather than black boxes labeled ”magic here”. [sent-13, score-0.927]
9 The first part of the tutorial presents the basics of neural networks, neural word vectors, several simple models based on local windows and the math and algorithms of training via backpropagation. [sent-14, score-0.896]
10 In this section applications include language modeling and POS tagging. [sent-15, score-0.168]
11 In the second section we present recursive neural networks which can learn structured tree outputs as well as vector representations for phrases and sentences. [sent-16, score-0.647]
12 We show how training can be achieved by a 5 modified version of the backpropagation algorithm introduced before. [sent-18, score-0.045]
13 These modifications allow the algorithm to work on tree structures. [sent-19, score-0.139]
14 We also draw connections to recent work in seman- tic compositionality in vector spaces. [sent-21, score-0.261]
15 The principle goal, again, is to make these methods appear intuitive and interpretable rather than mathematically confusing. [sent-22, score-0.559]
16 By this point in the tutorial, the audience members should have a clear understanding of how to build a deep learning system for word-, sentenceand document-level tasks. [sent-23, score-0.596]
17 The last part of the tutorial gives a general overview of the different applications of deep learning in NLP, including bag of words models. [sent-24, score-0.851]
18 We will provide a discussion of NLP-oriented issues in modeling, interpretation, representational power, and optimization. [sent-25, score-0.164]
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The “instruction giver” (IG) types instructions to the IF in order to guide him to accomplish the task. Each corpus contains the IF’s actions and position recorded every 200 milliseconds, as well as the IG’s instruc- tions with their timestamps. We used two corpora for our experiments. The Cm corpus (Gargett et al., 2010) contains instructions given by multiple people, consisting of 37 games spanning 2163 instructions over 8: 17 hs. The Proce dJienjgus, R ofep thueb 5lic0t hof A Knonruea ,l M 8-e1e4ti Jnugly o f2 t0h1e2 A.s ?c so2c0ia1t2io Ans fso rc Ciatoiomnp fuotart Cio nmaplu Ltiantgiounisatlic Lsi,n pgaugiestsi1c 8s1–186, Figure 1: A screenshot of a virtual world. The world consists of interconnecting hallways, rooms and objects Cs corpus (Benotti and Denis, 2011), gathered using a single IG, is composed of 63 games and 3417 in- structions, and was recorded in a span of 6:09 hs. It took less than 15 hours to collect the corpora through the web and the subjects reported that the experiment was fun. While the environment is restricted, people describe the same route and the same objects in extremely different ways. Below are some examples of instructions from our corpus all given for the same route shown in Figure 1. 1) out 2) walk down the passage 3) nowgo [sic] to the pink room 4) back to the room with the plant 5) Go through the door on the left 6) go through opening with yellow wall paper People describe routes using landmarks (4) or specific actions (2). They may describe the same object differently (5 vs 6). Instructions also differ in their scope (3 vs 1). Thus, even ignoring spelling and grammatical errors, navigation instructions contain considerable variation which makes interpreting them a challenging problem. 3 Learning from previous interpretations Our algorithm consists of two phases: annotation and interpretation. Annotation is performed only once and consists of automatically associating each IG instruction to an IF reaction. Interpretation is performed every time the system receives an instruc182 tion and consists of predicting an appropriate reaction given reactions observed in the corpus. Our method is based on the assumption that a reaction captures the semantics of the instruction that caused it. Therefore, if two utterances result in the same reaction, they are paraphrases of each other, and similar utterances should generate the same reaction. This approach enables us to predict reactions for previously-unseen instructions. 3.1 Annotation phase The key challenge in learning from massive amounts of easily-collected data is to automatically annotate an unannotated corpus. Our annotation method consists of two parts: first, segmenting a low-level interaction trace into utterances and corresponding reactions, and second, discretizing those reactions into canonical action sequences. Segmentation enables our algorithm to learn from traces of IFs interacting directly with a virtual world. Since the IF can move freely in the virtual world, his actions are a stream of continuous behavior. Segmentation divides these traces into reactions that follow from each utterance of the IG. Consider the following example starting at the situation shown in Figure 1: IG(1): go through the yellow opening IF(2): [walks out of the room] IF(3): [turns left at the intersection] IF(4): [enters the room with the sofa] IG(5): stop It is not clear whether the IF is doing h3, 4i because h neo tis c reacting htoe r1 t or Fbec isadu soei hge h 3is, being proactive. While one could manually annotate this data to remove extraneous actions, our goal is to develop automated solutions that enable learning from massive amounts of data. We decided to approach this problem by experimenting with two alternative formal definitions: 1) a strict definition that considers the maximum reaction according to the IF behavior, and 2) a loose defini- tion based on the empirical observation that, in situated interaction, most instructions are constrained by the current visually perceived affordances (Gibson, 1979; Stoia et al., 2006). We formally define behavior segmentation (Bhv) as follows. A reaction rk to an instruction uk begins right after the instruction uk is uttered and ends right before the next instruction uk+1 is uttered. In the example, instruction 1corresponds to h2, 3, 4i . We formally d inefsitnrue visibility segmentation (Vis) as f Wolelows. A reaction rk to an instruction uk begins right after the instruction uk is uttered and ends right before the next instruction uk+1 is uttered or right after the IF leaves the area visible at 360◦ from where uk was uttered. In the example, instruction 1’s reaction would be limited to h2i because the intersection is nwootu vldisi bbele l ifmroimte dw htoer he2 tihe b eicnasutrsuec ttihoen was suetctetiroend. The Bhv and Vis methods define how to segment an interaction trace into utterances and their corresponding reactions. However, users frequently perform noisy behavior that is irrelevant to the goal of the task. For example, after hearing an instruction, an IF might go into the wrong room, realize the error, and leave the room. A reaction should not in- clude such irrelevant actions. In addition, IFs may accomplish the same goal using different behaviors: two different IFs may interpret “go to the pink room” by following different paths to the same destination. We would like to be able to generalize both reactions into one canonical reaction. As a result, our approach discretizes reactions into higher-level action sequences with less noise and less variation. Our discretization algorithm uses an automated planner and a planning representation of the task. This planning representation includes: (1) the task goal, (2) the actions which can be taken in the virtual world, and (3) the current state of the virtual world. Using the planning representation, the planner calculates an optimal path between the starting and ending states of the reaction, eliminating all unnecessary actions. While we use the classical planner FF (Hoffmann, 2003), our technique could also work with classical planning (Nau et al., 2004) or other techniques such as probabilistic planning (Bonet and Geffner, 2005). It is also not dependent on a particular discretization of the world in terms of actions. Now we are ready to define canonical reaction ck formally. Let Sk be the state of the virtual world when instruction uk was uttered, Sk+1 be the state of the world where the reaction ends (as defined by Bhv or Vis segmentation), and D be the planning domain representation of the virtual world. The canonical reaction to uk is defined as the sequence of actions 183 returned by the planner with Sk as initial state, Sk+1 as goal state and D as planning domain. 3.2 Interpretation phase The annotation phase results in a collection of (uk, ck) pairs. The interpretation phase uses these pairs to interpret new utterances in three steps. First, we filter the set of pairs into those whose reactions can be directly executed from the current IF position. Second, we group the filtered pairs according to their reactions. Third, we select the group with utterances most similar to the new utterance, and output that group’s reaction. Figure 2 shows the output of the first two steps: three groups of pairs whose reactions can all be executed from the IF’s current position. Figure 2: Utterance groups for this situation. Colored arrows show the reaction associated with each group. We treat the third step, selecting the most similar group for a new utterance, as a classification problem. We compare three different classification methods. One method uses nearest-neighbor classification with three different similarity metrics: Jaccard and Overlap coefficients (both of which measure the degree of overlap between two sets, differing only in the normalization of the final value (Nikravesh et al., 2005)), and Levenshtein Distance (a string met- ric for measuring the amount of differences between two sequences of words (Levenshtein, 1966)). Our second classification method employs a strategy in which we considered each group as a set of possible machine translations of our utterance, using the BLEU measure (Papineni et al., 2002) to select which group could be considered the best translation of our utterance. Finally, we trained an SVM classifier (Cortes and Vapnik, 1995) using the unigrams Corpus Cm Corpus Cs Algorithm Bhv Vis Bhv Vis Jaccard47%54%54%70% Overlap BLEU SVM Levenshtein 43% 44% 33% 21% 53% 52% 29% 20% 45% 54% 45% 8% 60% 50% 29% 17% Table 1: Accuracy comparison between Cm and Cs for Bhv and Vis segmentation of each paraphrase and the position of the IF as features, and setting their group as the output class using a libSVM wrapper (Chang and Lin, 2011). When the system misinterprets an instruction we use a similar approach to what people do in order to overcome misunderstandings. If the system executes an incorrect reaction, the IG can tell the system to cancel its current interpretation and try again using a paraphrase, selecting a different reaction. 4 Evaluation For the evaluation phase, we annotated both the Cm and Cs corpora entirely, and then we split them in an 80/20 proportion; the first 80% of data collected in each virtual world was used for training, while the remaining 20% was used for testing. For each pair (uk, ck) in the testing set, we used our algorithm to predict the reaction to the selected utterance, and then compared this result against the automatically annotated reaction. Table 1 shows the results. Comparing the Bhv and Vis segmentation strategies, Vis tends to obtain better results than Bhv. In addition, accuracy on the Cs corpus was generally higher than Cm. Given that Cs contained only one IG, we believe this led to less variability in the instructions and less noise in the training data. We evaluated the impact of user corrections by simulating them using the existing corpus. In case of a wrong response, the algorithm receives a second utterance with the same reaction (a paraphrase of the previous one). Then the new utterance is tested over the same set of possible groups, except for the one which was returned before. If the correct reaction is not predicted after four tries, or there are no utterances with the same reaction, the predictions are registered as wrong. To measure the effects of user corrections vs. without, we used a different evalu184 ation process for this algorithm: first, we split the corpus in a 50/50 proportion, and then we moved correctly predicted utterances from the testing set towards training, until either there was nothing more to learn or the training set reached 80% of the entire corpus size. As expected, user corrections significantly improve accuracy, as shown in Figure 3. The worst algorithm’s results improve linearly with each try, while the best ones behave asymptotically, barely improving after the second try. The best algorithm reaches 92% with just one correction from the IG. 5 Discussion and future work We presented an approach to instruction interpretation which learns from non-annotated logs of human behavior. Our empirical analysis shows that our best algorithm achieves 70% accuracy on this task, with no manual annotation required. When corrections are added, accuracy goes up to 92% for just one correction. We consider our results promising since state of the art semi-unsupervised approaches to instruction interpretation (Chen and Mooney, 2011) reports a 55% accuracy on manually segmented data. We plan to compare our system’s performance against human performance in comparable situations. Our informal observations of the GIVE corpus indicate that humans often follow instructions incorrectly, so our automated system’s performance may be on par with human performance. Although we have presented our approach in the context of 3D virtual worlds, we believe our technique is also applicable to other domains such as the web, video games, or Human Robot Interaction. Figure 3: Accuracy values with corrections over Cs References Luciana Benotti and Alexandre Denis. 2011. CL system: Giving instructions by corpus based selection. In Proceedings of the Generation Challenges Session at the 13th European Workshop on Natural Language Generation, pages 296–301, Nancy, France, September. Association for Computational Linguistics. Blai Bonet and H ´ector Geffner. 2005. mGPT: a probabilistic planner based on heuristic search. Journal of Artificial Intelligence Research, 24:933–944. S.R.K. Branavan, Harr Chen, Luke Zettlemoyer, and Regina Barzilay. 2009. 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