We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully.
A number of visual, rather than text, platforms have been proposed such as House3D @cite_41 , HoME @cite_17 , MINOS @cite_6 , Matterport3D @cite_40 and AI2-THOR @cite_12 , and the Minecraft MALMO project @cite_27 , but they typically are suited to reinforcement learning of actions, and involve templated language for navigation or question answering tasks, if at all @cite_13 @cite_8 .
@cite_8 @cite_41 @cite_6 @cite_40 @cite_27 @cite_13 @cite_12 @cite_17
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We introduce The House Of inteRactions (THOR), a framework for visual AI research, available at this http URL AI2-THOR consists of near photo-realistic 3D indoor scenes, where AI agents can navigate in the scenes and interact with objects to perform tasks. AI2-THOR enables research in many different domains including but not limited to deep reinforcement learning, imitation learning, learning by interaction, planning, visual question answering, unsupervised representation learning, object detection and segmentation, and learning models of cognition. The goal of AI2-THOR is to facilitate building visually intelligent models and push the research forward in this domain. StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for StarCraft II. The hierarchy involves two levels of abstraction. One is the macro-action automatically extracted from expert's trajectories, which reduces the action space in an order of magnitude yet remains effective. The other is a two-layer hierarchical architecture which is modular and easy to scale, enabling a curriculum transferring from simpler tasks to more complex tasks. The reinforcement training algorithm for this architecture is also investigated. On a 64x64 map and using restrictive units, we achieve a winning rate of more than 99 against the difficulty level-1 built-in AI. Through the curriculum transfer learning algorithm and a mixture of combat model, we can achieve over 93 winning rate of Protoss against the most difficult non-cheating built-in AI (level-7) of Terran, training within two days using a single machine with only 48 CPU cores and 8 K40 GPUs. It also shows strong generalization performance, when tested against never seen opponents including cheating levels built-in AI and all levels of Zerg and Protoss built-in AI. We hope this study could shed some light on the future research of large-scale reinforcement learning. While the volume of scholarly publications has increased at a frenetic pace, accessing and consuming the useful candidate papers, in very large digital libraries, is becoming an essential and challenging task for scholars. Unfortunately, because of language barrier, some scientists (especially the junior ones or graduate students who do not master other languages) cannot efficiently locate the publications hosted in a foreign language repository. In this study, we propose a novel solution, cross-language citation recommendation via Hierarchical Representation Learning on Heterogeneous Graph (HRLHG), to address this new problem. HRLHG can learn a representation function by mapping the publications, from multilingual repositories, to a low-dimensional joint embedding space from various kinds of vertexes and relations on a heterogeneous graph. By leveraging both global (task specific) plus local (task independent) information as well as a novel supervised hierarchical random walk algorithm, the proposed method can optimize the publication representations by maximizing the likelihood of locating the important cross-language neighborhoods on the graph. Experiment results show that the proposed method can not only outperform state-of-the-art baseline models, but also improve the interpretability of the representation model for cross-language citation recommendation task. Despite the availability of a huge amount of video data accompanied by descriptive texts, it is not always easy to exploit the information contained in natural language in order to automatically recognize video concepts. Towards this goal, in this paper we use textual cues as means of supervision, introducing two weakly supervised techniques that extend the Multiple Instance Learning (MIL) framework: the Fuzzy Sets Multiple Instance Learning (FSMIL) and the Probabilistic Labels Multiple Instance Learning (PLMIL). The former encodes the spatio-temporal imprecision of the linguistic descriptions with Fuzzy Sets, while the latter models different interpretations of each description's semantics with Probabilistic Labels, both formulated through a convex optimization algorithm. In addition, we provide a novel technique to extract weak labels in the presence of complex semantics, that consists of semantic similarity computations. We evaluate our methods on two distinct problems, namely face and action recognition, in the challenging and realistic setting of movies accompanied by their screenplays, contained in the COGNIMUSE database. We show that, on both tasks, our method considerably outperforms a state-of-the-art weakly supervised approach, as well as other baselines.