In NLP, Event Coreference Resolution (ECR) is the task of connecting event clusters that refer to the same underlying real-life event, usually via neural systems. In this work, we investigate using abductive free-text rationales (FTRs) generated by modern autoregressive LLMs as distant supervision of smaller student models for cross-document coreference (CDCR) of events. We implement novel rationale-oriented event clustering and knowledge distillation methods for event coreference scoring that leverage enriched information from the FTRs for improved CDCR without additional annotation or expensive document clustering. Our model using coreference-specific knowledge distillation achieves SOTA B3F1 on the ECB+ and GVC corpora and we establish a new baseline on the AIDA Phase 1 corpus. Our code can be found at https://github.com/csu-signal/llama_cdcr.
Within Dialogue Modeling research in AI and NLP, considerable attention has been spent on “dialogue state tracking” (DST), which is the ability to update the representations of the speaker’s needs at each turn in the dialogue by taking into account the past dialogue moves and history. Less studied but just as important to dialogue modeling, however, is “common ground tracking” (CGT), which identifies the shared belief space held by all of the participants in a task-oriented dialogue: the task-relevant propositions all participants accept as true. In this paper we present a method for automatically identifying the current set of shared beliefs and ”questions under discussion” (QUDs) of a group with a shared goal. We annotate a dataset of multimodal interactions in a shared physical space with speech transcriptions, prosodic features, gestures, actions, and facets of collaboration, and operationalize these features for use in a deep neural model to predict moves toward construction of common ground. Model outputs cascade into a set of formal closure rules derived from situated evidence and belief axioms and update operations. We empirically assess the contribution of each feature type toward successful construction of common ground relative to ground truth, establishing a benchmark in this novel, challenging task.
Multilingual Language Models (MLLMs) exhibit robust cross-lingual transfer capabilities, or the ability to leverage information acquired in a source language and apply it to a target language. These capabilities find practical applications in well-established Natural Language Processing (NLP) tasks such as Named Entity Recognition (NER). This study aims to investigate the effectiveness of a source language when applied to a target language, particularly in the context of perturbing the input test set. We evaluate on 13 pairs of languages, each including one high-resource language (HRL) and one low-resource language (LRL) with a geographic, genetic, or borrowing relationship. We evaluate two well-known MLLMs—MBERT and XLM-R—on these pairs, in native LRL and cross-lingual transfer settings, in two tasks, under a set of different perturbations. Our findings indicate that NER cross-lingual transfer depends largely on the overlap of entity chunks. If a source and target language have more entities in common, the transfer ability is stronger. Models using cross-lingual transfer also appear to be somewhat more robust to certain perturbations of the input, perhaps indicating an ability to leverage stronger representations derived from the HRL. Our research provides valuable insights into cross-lingual transfer and its implications for NLP applications, and underscores the need to consider linguistic nuances and potential limitations when employing MLLMs across distinct languages.
Event coreference resolution (ECR) is the task of determining whether distinct mentions of events within a multi-document corpus are actually linked to the same underlying occurrence. Images of the events can help facilitate resolution when language is ambiguous. Here, we propose a multimodal cross-document event coreference resolution method that integrates visual and textual cues with a simple linear map between vision and language models. As existing ECR benchmark datasets rarely provide images for all event mentions, we augment the popular ECB+ dataset with event-centric images scraped from the internet and generated using image diffusion models. We establish three methods that incorporate images and text for coreference: 1) a standard fused model with finetuning, 2) a novel linear mapping method without finetuning and 3) an ensembling approach based on splitting mention pairs by semantic and discourse-level difficulty. We evaluate on 2 datasets: the augmented ECB+, and AIDA Phase 1. Our ensemble systems using cross-modal linear mapping establish an upper limit (91.9 CoNLL F1) on ECB+ ECR performance given the preprocessing assumptions used, and establish a novel baseline on AIDA Phase 1. Our results demonstrate the utility of multimodal information in ECR for certain challenging coreference problems, and highlight a need for more multimodal resources in the coreference resolution space.
Event Coreference Resolution (ECR) is the task of linking mentions of the same event either within or across documents. Most mention pairs are not coreferent, yet many that are coreferent can be identified through simple techniques such as lemma matching of the event triggers or the sentences in which they appear. Existing methods for training coreference systems sample from a largely skewed distribution, making it difficult for the algorithm to learn coreference beyond surface matching. Additionally, these methods are intractable because of the quadratic operations needed. To address these challenges, we break the problem of ECR into two parts: a) a heuristic to efficiently filter out a large number of non-coreferent pairs, and b) a training approach on a balanced set of coreferent and non-coreferent mention pairs. By following this approach, we show that we get comparable results to the state of the art on two popular ECR datasets while significantly reducing compute requirements. We also analyze the mention pairs that are “hard” to accurately classify as coreferent or non-coreferentcode repo: \mathtt{github.com/ahmeshaf/lemma\_ce\_coref}.
Despite their successes in NLP, Transformer-based language models still require extensive computing resources and suffer in low-resource or low-compute settings. In this paper, we present AxomiyaBERTa, a novel BERT model for Assamese, a morphologically-rich low-resource language (LRL) of Eastern India. AxomiyaBERTa is trained only on the masked language modeling (MLM) task, without the typical additional next sentence prediction (NSP) objective, and our results show that in resource-scarce settings for very low-resource languages like Assamese, MLM alone can be successfully leveraged for a range of tasks. AxomiyaBERTa achieves SOTA on token-level tasks like Named Entity Recognition and also performs well on “longer-context” tasks like Cloze-style QA and Wiki Title Prediction, with the assistance of a novel embedding disperser and phonological signals respectively. Moreover, we show that AxomiyaBERTa can leverage phonological signals for even more challenging tasks, such as a novel cross-document coreference task on a translated version of the ECB+ corpus, where we present a new SOTA result for an LRL. Our source code and evaluation scripts may be found at https://github.com/csu-signal/axomiyaberta.
We present a novel method for using agent experiences gathered through an embodied simulation to ground contextualized word vectors to object representations. We use similarity learning to make comparisons between different object types based on their properties when interacted with, and to extract common features pertaining to the objects’ behavior. We then use an affine transformation to calculate a projection matrix that transforms contextualized word vectors from different transformer-based language models into this learned space, and evaluate whether new test instances of transformed token vectors identify the correct concept in the object embedding space. Our results expose properties of the embedding spaces of four different transformer models and show that grounding object token vectors is usually more helpful to grounding verb and attribute token vectors than the reverse, which reflects earlier conclusions in the analogical reasoning and psycholinguistic literature.
Annotating cross-document event coreference links is a time-consuming and cognitively demanding task that can compromise annotation quality and efficiency. To address this, we propose a model-in-the-loop annotation approach for event coreference resolution, where a machine learning model suggests likely corefering event pairs only. We evaluate the effectiveness of this approach by first simulating the annotation process and then, using a novel annotator-centric Recall-Annotation effort trade-off metric, we compare the results of various underlying models and datasets. We finally present a method for obtaining 97% recall while substantially reducing the workload required by a fully manual annotation process.
VoxML is a modeling language used to map natural language expressions into real time visualizations using real-world semantic knowledge of objects and events. Its utility has been demonstrated in embodied simulation environmens and in agent-object interactions in situated human-agent communicative. It is enriched to work with notions of affordances, both Gibsonian and Telic, and habitat for various interactions between the rational agent (human) and an object. This paper aims to specify VoxML as an annotation language in general abstract terms. It then shows how it works on annotating linguistic data that express visually perceptible human-object interactions. The annotation structures thus generated will be interpreted against the enriched minimal model created by VoxML as a modeling language while supporting the modeling purposes of VoxML linguistically.
In this work, we assess the quality of different utterance segmentation techniques as an aid in annotating collaborative problem solving in teams and the creation of shared meaning between participants in a situated, collaborative task. We manually transcribe utterances in a dataset of triads collaboratively solving a problem involving dialogue and physical object manipulation, annotate collaborative moves according to these gold-standard transcripts, and then apply these annotations to utterances that have been automatically segmented using toolkits from Google and Open-AI’s Whisper. We show that the oracle utterances have minimal correspondence to automatically segmented speech, and that automatically segmented speech using different segmentation methods is also inconsistent. We also show that annotating automatically segmented speech has distinct implications compared with annotating oracle utterances — since most annotation schemes are designed for oracle cases, when annotating automatically-segmented utterances, annotators must make arbitrary judgements which other annotators may not replicate. We conclude with a discussion of how future annotation specs can account for these needs.
As natural language technology becomes ever-present in everyday life, people will expect artificial agents to understand language use as humans do. Nevertheless, most advanced neural AI systems fail at some types of interactions that are trivial for humans (e.g., ask a smart system “What am I pointing at?”). One critical aspect of human language understanding is situated reasoning, where inferences make reference to the local context, perceptual surroundings, and contextual groundings from the interaction. In this cutting-edge tutorial, we bring to the NLP/CL community a synthesis of multimodal grounding and meaning representation techniques with formal and computational models of embodied reasoning. We will discuss existing approaches to multimodal language grounding and meaning representations, discuss the kind of information each method captures and their relative suitability to situated reasoning tasks, and demon- strate how to construct agents that conduct situated reasoning by embodying a simulated environment. In doing so, these agents also represent their human interlocutor(s) within the simulation, and are represented through their virtual embodiment in the real world, enabling true bidirectional communication with a computer using multiple modalities.
We present a five-year retrospective on the development of the VoxWorld platform, first introduced as a multimodal platform for modeling motion language, that has evolved into a platform for rapidly building and deploying embodied agents with contextual and situational awareness, capable of interacting with humans in multiple modalities, and exploring their environments. In particular, we discuss the evolution from the theoretical underpinnings of the VoxML modeling language to a platform that accommodates both neural and symbolic inputs to build agents capable of multimodal interaction and hybrid reasoning. We focus on three distinct agent implementations and the functionality needed to accommodate all of them: Diana, a virtual collaborative agent; Kirby, a mobile robot; and BabyBAW, an agent who self-guides its own exploration of the world.
Loanwords are words incorporated from one language into another without translation. Suppose two words from distantly-related or unrelated languages sound similar and have a similar meaning. In that case, this is evidence of likely borrowing. This paper presents a method to automatically detect loanwords across various language pairs, accounting for differences in script, pronunciation and phonetic transformation by the borrowing language. We incorporate edit distance, semantic similarity measures, and phonetic alignment. We evaluate on 12 language pairs and achieve performance comparable to or exceeding state of the art methods on single-pair loanword detection tasks. We also demonstrate that multilingual models perform the same or often better than models trained on single language pairs and can potentially generalize to unseen language pairs with sufficient data, and that our method can exceed human performance on loanword detection.
In this paper, we present an approach toward grounding linguistic positional and directional labels directly to human motions in the course of a disoriented balancing task in a multi-axis rotational device. We use deep neural models to predict human subjects’ joystick motions as well as the subjects’ proficiency in the task, combined with BERT embedding vectors for positional and directional labels extracted from annotations into an embodied direction classifier. We find that combining contextualized BERT embeddings with embeddings describing human motion and proficiency can successfully predict the direction a hypothetical human participant should move to achieve better balance with accuracy that is comparable to a moderately-proficient balancing task subject, and that our combined embodied model may actually make decisions that are objectively better than decisions made by some humans.
In this paper, we propose a method to detect if words in two similar languages, Assamese and Bengali, are cognates. We mix phonetic, semantic, and articulatory features and use the cognate detection task to analyze the relative informational contribution of each type of feature to distinguish words in the two similar languages. In addition, since support for low-resourced languages like Assamese can be weak or nonexistent in some multilingual language models, we create a monolingual Assamese Transformer model and explore augmenting multilingual models with monolingual models using affine transformation techniques between vector spaces.
In this paper we argue that embodied multimodal agents, i.e., avatars, can play an important role in moving natural language processing toward “deep understanding.” Fully-featured interactive agents, model encounters between two “people,” but a language-only agent has little environmental and situational awareness. Multimodal agents bring new opportunities for interpreting visuals, locational information, gestures, etc., which are more axes along which to communicate. We propose that multimodal agents, by facilitating an embodied form of human-computer interaction, provide additional structure that can be used to train models that move NLP systems closer to genuine “understanding” of grounded language, and we discuss ongoing studies using existing systems.
In this paper, we present an analysis of computationally generated mixed-modality definite referring expressions using combinations of gesture and linguistic descriptions. In doing so, we expose some striking formal semantic properties of the interactions between gesture and language, conditioned on the introduction of content into the common ground between the (computational) speaker and (human) viewer, and demonstrate how these formal features can contribute to training better models to predict viewer judgment of referring expressions, and potentially to the generation of more natural and informative referring expressions.
Referring expressions and definite descriptions of objects in space exploit information both about object characteristics and locations. To resolve potential ambiguity, referencing strategies in language can rely on increasingly abstract concepts to distinguish an object in a given location from similar ones elsewhere, yet the description of the intended location may still be imprecise or difficult to interpret. Meanwhile, modalities such as gesture may communicate spatial information such as locations in a more concise manner. In real peer-to-peer communication, humans use language and gesture together to reference entities, with a capacity for mixing and changing modalities where needed. While recent progress in AI and human-computer interaction has created systems where a human can interact with a computer multimodally, computers often lack the capacity to intelligently mix modalities when generating referring expressions. We present a novel dataset of referring expressions combining natural language and gesture, describe its creation and evaluation, and its uses to train computational models for generating and interpreting multimodal referring expressions.
Most work within the computational event modeling community has tended to focus on the interpretation and ordering of events that are associated with verbs and event nominals in linguistic expressions. What is often overlooked in the construction of a global interpretation of a narrative is the role contributed by the objects participating in these structures, and the latent events and activities conventionally associated with them. Recently, the analysis of visual images has also enriched the scope of how events can be identified, by anchoring both linguistic expressions and ontological labels to segments, subregions, and properties of images. By semantically grounding event descriptions in their visualization, the importance of object-based attributes becomes more apparent. In this position paper, we look at the narrative structure of objects: that is, how objects reference events through their intrinsic attributes, such as affordances, purposes, and functions. We argue that, not only do objects encode conventionalized events, but that when they are composed within specific habitats, the ensemble can be viewed as modeling coherent event sequences, thereby enriching the global interpretation of the evolving narrative being constructed.
In this tutorial, we introduce a computational framework and modeling language (VoxML) for composing multimodal simulations of natural language expressions within a 3D simulation environment (VoxSim). We demonstrate how to construct voxemes, which are visual object representations of linguistic entities. We also show how to compose events and actions over these objects, within a restricted domain of dynamics. This gives us the building blocks to simulate narratives of multiple events or participate in a multimodal dialogue with synthetic agents in the simulation environment. To our knowledge, this is the first time such material has been presented as a tutorial within the CL community.This will be of relevance to students and researchers interested in modeling actionable language, natural language communication with agents and robots, spatial and temporal constraint solving through language, referring expression generation, embodied cognition, as well as minimal model creation.Multimodal simulation of language, particularly motion expressions, brings together a number of existing lines of research from the computational linguistic, semantics, robotics, and formal logic communities, including action and event representation (Di Eugenio, 1991), modeling gestural correlates to NL expressions (Kipp et al., 2007; Neff et al., 2008), and action event modeling (Kipper and Palmer, 2000; Yang et al., 2015). We combine an approach to event modeling with a scene generation approach akin to those found in work by (Coyne and Sproat, 2001; Siskind, 2011; Chang et al., 2015). Mapping natural language expressions through a formal model and a dynamic logic interpretation into a visualization of the event described provides an environment for grounding concepts and referring expressions that is interpretable by both a computer and a human user. This opens a variety of avenues for humans to communicate with computerized agents and robots, as in (Matuszek et al., 2013; Lauria et al., 2001), (Forbes et al., 2015), and (Deits et al., 2013; Walter et al., 2013; Tellex et al., 2014). Simulation and automatic visualization of events from natural language descriptions and supplementary modalities, such as gestures, allows humans to use their native capabilities as linguistic and visual interpreters to collaborate on tasks with an artificial agent or to put semantic intuitions to the test in an environment where user and agent share a common context.In previous work (Pustejovsky and Krishnaswamy, 2014; Pustejovsky, 2013a), we introduced a method for modeling natural language expressions within a 3D simulation environment built on top of the game development platform Unity (Goldstone, 2009). The goal of that work was to evaluate, through explicit visualizations of linguistic input, the semantic presuppositions inherent in the different lexical choices of an utterance. This work led to two additional lines of research: an explicit encoding for how an object is itself situated relative to its environment; and an operational characterization of how an object changes its location or how an agent acts on an object over time, e.g., its affordance structure. The former has developed into a semantic notion of situational context, called a habitat (Pustejovsky, 2013a; McDonald and Pustejovsky, 2014), while the latter is addressed by dynamic interpretations of event structure (Pustejovsky and Moszkowicz, 2011; Pustejovsky and Krishnaswamy, 2016b; Pustejovsky, 2013b).The requirements on building a visual simulation from language include several components. We require a rich type system for lexical items and their composition, as well as a language for modeling the dynamics of events, based on Generative Lexicon (GL). Further, a minimal embedding space (MES) for the simulation must be determined. This is the 3D region within which the state is configured or the event unfolds. Object-based attributes for participants in a situation or event also need to be specified; e.g., orientation, relative size, default position or pose, etc. The simulation establishes an epistemic condition on the object and event rendering, imposing an implicit point of view (POV). Finally, there must be some sort of agent-dependent embodiment; this determines the relative scaling of an agent and its event participants and their surroundings, as it engages in the environment.In order to construct a robust simulation from linguistic input, an event and its participants must be embedded within an appropriate minimal embedding space. This must sufficiently enclose the event localization, while optionally including space enough for a frame of reference for the event (the viewer’s perspective).We first describe the formal multimodal foundations for the modeling language, VoxML, which creates a minimal simulation from the linguistic input interpreted by the multimodal language, DITL. We then describe VoxSim, the compositional modeling and simulation environment, which maps the minimal VoxML model of the linguistic utterance to a simulation in Unity. This knowledge includes specification of object affordances, e.g., what actions are possible or enabled by use an object.VoxML (Pustejovsky and Krishnaswamy, 2016b; Pustejovsky and Krishnaswamy, 2016a) encodes semantic knowledge of real-world objects represented as 3D models, and of events and attributes related to and enacted over these objects. VoxML goes beyond the limitations of existing 3D visual markup languages by allowing for the encoding of a broad range of semantic knowledge that can be exploited by a simulation platform such as VoxSim.VoxSim (Krishnaswamy and Pustejovsky, 2016a; Krishnaswamy and Pustejovsky, 2016b) uses object and event semantic knowledge to generate animated scenes in real time without a complex animation interface. It uses the Unity game engine for graphics and I/O processing and takes as input a simple natural language utterance. The parsed utterance is semantically interpreted and transformed into a hybrid dynamic logic representation (DITL), and used to generate a minimal simulation of the event when composed with VoxML knowledge. 3D assets and VoxML-modeled nominal objects and events are created with other Unity-based tools, and VoxSim uses the entirety of the composed information to render a visualization of the described event.The tutorial participants will learn how to build simulatable objects, compose dynamic event structures, and simulate the events running over the objects. The toolkit consists of object and program (event) composers and the runtime environment, which allows for the user to directly manipulate the objects, or interact with synthetic agents in VoxSim. As a result of this tutorial, the student will acquire the following skill set: take a novel object geometry from a library and model it in VoxML; apply existing library behaviors (actions or events) to the new VoxML object; model attributes of new objects as well as introduce novel attributes; model novel behaviors over objects.The tutorial modules will be conducted within a build image of the software. Access to libraries will be provided by the instructors. No knowledge of 3D modeling or the Unity platform will be required.
Human communication is a multimodal activity, involving not only speech and written expressions, but intonation, images, gestures, visual clues, and the interpretation of actions through perception. In this paper, we describe the design of a multimodal lexicon that is able to accommodate the diverse modalities that present themselves in NLP applications. We have been developing a multimodal semantic representation, VoxML, that integrates the encoding of semantic, visual, gestural, and action-based features associated with linguistic expressions.
We present the specification for a modeling language, VoxML, which encodes semantic knowledge of real-world objects represented as three-dimensional models, and of events and attributes related to and enacted over these objects. VoxML is intended to overcome the limitations of existing 3D visual markup languages by allowing for the encoding of a broad range of semantic knowledge that can be exploited by a variety of systems and platforms, leading to multimodal simulations of real-world scenarios using conceptual objects that represent their semantic values
Much existing work in text-to-scene generation focuses on generating static scenes. By introducing a focus on motion verbs, we integrate dynamic semantics into a rich formal model of events to generate animations in real time that correlate with human conceptions of the event described. This paper presents a working system that generates these animated scenes over a test set, discussing challenges encountered and describing the solutions implemented.