Julia Kiseleva

CL
h-index12
33papers
3,198citations
Novelty37%
AI Score36

33 Papers

CLMay 5, 2022
Interactive Grounded Language Understanding in a Collaborative Environment: IGLU 2021

Julia Kiseleva, Ziming Li, Mohammad Aliannejadi et al. · meta-ai, mit

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.

CLMay 27, 2022
IGLU 2022: Interactive Grounded Language Understanding in a Collaborative Environment at NeurIPS 2022

Julia Kiseleva, Alexey Skrynnik, Artem Zholus et al. · meta-ai, microsoft-research

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.

CLNov 12, 2022
Collecting Interactive Multi-modal Datasets for Grounded Language Understanding

Shrestha Mohanty, Negar Arabzadeh, Milagro Teruel et al. · meta-ai, microsoft-research

Human intelligence can remarkably adapt quickly 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 which can enable similar capabilities in machines, we made the following contributions (1) formalized the collaborative embodied agent using natural language task; (2) developed a tool for extensive and scalable data collection; and (3) collected the first dataset for interactive grounded language understanding.

LGMay 31, 2022
IGLU Gridworld: Simple and Fast Environment for Embodied Dialog Agents

Artem Zholus, Alexey Skrynnik, Shrestha Mohanty et al. · microsoft-research, mit

We present the IGLU Gridworld: a reinforcement learning environment for building and evaluating language conditioned embodied agents in a scalable way. The environment features visual agent embodiment, interactive learning through collaboration, language conditioned RL, and combinatorically hard task (3d blocks building) space.

AINov 1, 2022
Learning to Solve Voxel Building Embodied Tasks from Pixels and Natural Language Instructions

Alexey Skrynnik, Zoya Volovikova, Marc-Alexandre Côté et al. · microsoft-research, mit

The adoption of pre-trained language models to generate action plans for embodied agents is a promising research strategy. However, execution of instructions in real or simulated environments requires verification of the feasibility of actions as well as their relevance to the completion of a goal. We propose a new method that combines a language model and reinforcement learning for the task of building objects in a Minecraft-like environment according to the natural language instructions. Our method first generates a set of consistently achievable sub-goals from the instructions and then completes associated sub-tasks with a pre-trained RL policy. The proposed method formed the RL baseline at the IGLU 2022 competition.

CLMay 5, 2022
PREME: Preference-based Meeting Exploration through an Interactive Questionnaire

Negar Arabzadeh, Ali Ahmadvand, Julia Kiseleva et al. · microsoft-research

The recent increase in the volume of online meetings necessitates automated tools for managing and organizing the material, especially when an attendee has missed the discussion and needs assistance in quickly exploring it. In this work, we propose a novel end-to-end framework for generating interactive questionnaires for preference-based meeting exploration. As a result, users are supplied with a list of suggested questions reflecting their preferences. Since the task is new, we introduce an automatic evaluation strategy. Namely, it measures how much the generated questions via questionnaire are answerable to ensure factual correctness and covers the source meeting for the depth of possible exploration.

AIJul 12, 2024
IDAT: A Multi-Modal Dataset and Toolkit for Building and Evaluating Interactive Task-Solving Agents

Shrestha Mohanty, Negar Arabzadeh, Andrea Tupini et al. · meta-ai, microsoft-research

Seamless interaction between AI agents and humans using natural language remains a key goal in AI research. This paper addresses the challenges of developing interactive agents capable of understanding and executing grounded natural language instructions through the IGLU competition at NeurIPS. Despite advancements, challenges such as a scarcity of appropriate datasets and the need for effective evaluation platforms persist. We introduce a scalable data collection tool for gathering interactive grounded language instructions within a Minecraft-like environment, resulting in a Multi-Modal dataset with around 9,000 utterances and over 1,000 clarification questions. Additionally, we present a Human-in-the-Loop interactive evaluation platform for qualitative analysis and comparison of agent performance through multi-turn communication with human annotators. We offer to the community these assets referred to as IDAT (IGLU Dataset And Toolkit) which aim to advance the development of intelligent, interactive AI agents and provide essential resources for further research.

CLApr 15, 2022
Summarization with Graphical Elements

Maartje ter Hoeve, Julia Kiseleva, Maarten de Rijke

Automatic text summarization has experienced substantial progress in recent years. With this progress, the question has arisen whether the types of summaries that are typically generated by automatic summarization models align with users' needs. Ter Hoeve et al (2020) answer this question negatively. Amongst others, they recommend focusing on generating summaries with more graphical elements. This is in line with what we know from the psycholinguistics literature about how humans process text. Motivated from these two angles, we propose a new task: summarization with graphical elements, and we verify that these summaries are helpful for a critical mass of people. We collect a high quality human labeled dataset to support research into the task. We present a number of baseline methods that show that the task is interesting and challenging. Hence, with this work we hope to inspire a new line of research within the automatic summarization community.

CLApr 21, 2023
Improving Grounded Language Understanding in a Collaborative Environment by Interacting with Agents Through Help Feedback

Nikhil Mehta, Milagro Teruel, Patricio Figueroa Sanz et al.

Many approaches to Natural Language Processing (NLP) tasks often treat them as single-step problems, where an agent receives an instruction, executes it, and is evaluated based on the final outcome. However, human language is inherently interactive, as evidenced by the back-and-forth nature of human conversations. In light of this, we posit that human-AI collaboration should also be interactive, with humans monitoring the work of AI agents and providing feedback that the agent can understand and utilize. Further, the AI agent should be able to detect when it needs additional information and proactively ask for help. Enabling this scenario would lead to more natural, efficient, and engaging human-AI collaborations. In this work, we explore these directions using the challenging task defined by the IGLU competition, an interactive grounded language understanding task in a MineCraft-like world. We explore multiple types of help players can give to the AI to guide it and analyze the impact of this help in AI behavior, resulting in performance improvements.

CLMay 3, 2024Code
Assessing and Verifying Task Utility in LLM-Powered Applications

Negar Arabzadeh, Siqing Huo, Nikhil Mehta et al.

The rapid development of Large Language Models (LLMs) has led to a surge in applications that facilitate collaboration among multiple agents, assisting humans in their daily tasks. However, a significant gap remains in assessing to what extent LLM-powered applications genuinely enhance user experience and task execution efficiency. This highlights the need to verify utility of LLM-powered applications, particularly by ensuring alignment between the application's functionality and end-user needs. We introduce AgentEval, a novel framework designed to simplify the utility verification process by automatically proposing a set of criteria tailored to the unique purpose of any given application. This allows for a comprehensive assessment, quantifying the utility of an application against the suggested criteria. We present a comprehensive analysis of the effectiveness and robustness of AgentEval for two open source datasets including Math Problem solving and ALFWorld House-hold related tasks. For reproducibility purposes, we make the data, code and all the logs publicly available at https://bit.ly/3w3yKcS .

CLFeb 14, 2024
Towards better Human-Agent Alignment: Assessing Task Utility in LLM-Powered Applications

Negar Arabzadeh, Julia Kiseleva, Qingyun Wu et al.

The rapid development in the field of Large Language Models (LLMs) has led to a surge in applications that facilitate collaboration among multiple agents to assist humans in their daily tasks. However, a significant gap remains in assessing whether LLM-powered applications genuinely enhance user experience and task execution efficiency. This highlights the pressing need for methods to verify utility of LLM-powered applications, particularly by ensuring alignment between the application's functionality and end-user needs. We introduce AgentEval provides an implementation for the math problems, a novel framework designed to simplify the utility verification process by automatically proposing a set of criteria tailored to the unique purpose of any given application. This allows for a comprehensive assessment, quantifying the utility of an application against the suggested criteria. We present a comprehensive analysis of the robustness of quantifier's work.

CRJul 14, 2025
ExCyTIn-Bench: Evaluating LLM agents on Cyber Threat Investigation

Yiran Wu, Mauricio Velazco, Andrew Zhao et al.

We present ExCyTIn-Bench, the first benchmark to Evaluate an LLM agent x on the task of Cyber Threat Investigation through security questions derived from investigation graphs. Real-world security analysts must sift through a large number of heterogeneous alert signals and security logs, follow multi-hop chains of evidence, and compile an incident report. With the developments of LLMs, building LLM-based agents for automatic thread investigation is a promising direction. To assist the development and evaluation of LLM agents, we construct a dataset from a controlled Azure tenant that covers 8 simulated real-world multi-step attacks, 57 log tables from Microsoft Sentinel and related services, and 589 automatically generated questions. We leverage security logs extracted with expert-crafted detection logic to build threat investigation graphs, and then generate questions with LLMs using paired nodes on the graph, taking the start node as background context and the end node as answer. Anchoring each question to these explicit nodes and edges not only provides automatic, explainable ground truth answers but also makes the pipeline reusable and readily extensible to new logs. This also enables the automatic generation of procedural tasks with verifiable rewards, which can be naturally extended to training agents via reinforcement learning. Our comprehensive experiments with different models confirm the difficulty of the task: with the base setting, the average reward across all evaluated models is 0.249, and the best achieved is 0.368, leaving substantial headroom for future research. Code and data are coming soon!

AIMay 18, 2023
Transforming Human-Centered AI Collaboration: Redefining Embodied Agents Capabilities through Interactive Grounded Language Instructions

Shrestha Mohanty, Negar Arabzadeh, Julia Kiseleva et al.

Human intelligence's adaptability is remarkable, allowing us to adjust to new tasks and multi-modal environments swiftly. This skill is evident from a young age as we acquire new abilities and solve problems by imitating others or following natural language instructions. The research community is actively pursuing the development of interactive "embodied agents" that can engage in natural conversations with humans and assist them with real-world tasks. These agents must possess the ability to promptly request feedback in case communication breaks down or instructions are unclear. Additionally, they must demonstrate proficiency in learning new vocabulary specific to a given domain. In this paper, we made the following contributions: (1) a crowd-sourcing tool for collecting grounded language instructions; (2) the largest dataset of grounded language instructions; and (3) several state-of-the-art baselines. These contributions are suitable as a foundation for further research.

AIOct 13, 2021
NeurIPS 2021 Competition IGLU: Interactive Grounded Language Understanding in a Collaborative Environment

Julia Kiseleva, Ziming Li, Mohammad Aliannejadi et al.

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.

CLSep 13, 2021
Building and Evaluating Open-Domain Dialogue Corpora with Clarifying Questions

Mohammad Aliannejadi, Julia Kiseleva, Aleksandr Chuklin et al.

Enabling open-domain dialogue systems to ask clarifying questions when appropriate is an important direction for improving the quality of the system response. Namely, for cases when a user request is not specific enough for a conversation system to provide an answer right away, it is desirable to ask a clarifying question to increase the chances of retrieving a satisfying answer. To address the problem of 'asking clarifying questions in open-domain dialogues': (1) we collect and release a new dataset focused on open-domain single- and multi-turn conversations, (2) we benchmark several state-of-the-art neural baselines, and (3) we propose a pipeline consisting of offline and online steps for evaluating the quality of clarifying questions in various dialogues. These contributions are suitable as a foundation for further research.

CLApr 30, 2021
Improving Response Quality with Backward Reasoning in Open-domain Dialogue Systems

Ziming Li, Julia Kiseleva, Maarten de Rijke

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.

CLMar 1, 2021
DEUS: A Data-driven Approach to Estimate User Satisfaction in Multi-turn Dialogues

Ziming Li, Dookun Park, Julia Kiseleva et al.

Digital assistants are experiencing rapid growth due to their ability to assist users with day-to-day tasks where most dialogues are happening multi-turn. However, evaluating multi-turn dialogues remains challenging, especially at scale. We suggest a context-sensitive method to estimate the turn-level satisfaction for dialogue considering various types of user preferences. The costs of interactions between users and dialogue systems are formulated using a budget consumption concept. We assume users have an initial interaction budget for a dialogue formed based on the task complexity and that each turn has a cost. When the task is completed, or the budget has been exhausted, users quit the dialogue. We demonstrate our method's effectiveness by extensive experimentation with a simulated dialogue platform and real multi-turn dialogues.

CLDec 14, 2020
What Makes a Good and Useful Summary? Incorporating Users in Automatic Summarization Research

Maartje ter Hoeve, Julia Kiseleva, Maarten de Rijke

Automatic text summarization has enjoyed great progress over the years and is used in numerous applications, impacting the lives of many. Despite this development, there is little research that meaningfully investigates how the current research focus in automatic summarization aligns with users' needs. To bridge this gap, we propose a survey methodology that can be used to investigate the needs of users of automatically generated summaries. Importantly, these needs are dependent on the target group. Hence, we design our survey in such a way that it can be easily adjusted to investigate different user groups. In this work we focus on university students, who make extensive use of summaries during their studies. We find that the current research directions of the automatic summarization community do not fully align with students' needs. Motivated by our findings, we present ways to mitigate this mismatch in future research on automatic summarization: we propose research directions that impact the design, the development and the evaluation of automatically generated summaries.

CLSep 23, 2020
ConvAI3: Generating Clarifying Questions for Open-Domain Dialogue Systems (ClariQ)

Mohammad Aliannejadi, Julia Kiseleva, Aleksandr Chuklin et al.

This document presents a detailed description of the challenge on clarifying questions for dialogue systems (ClariQ). The challenge is organized as part of the Conversational AI challenge series (ConvAI3) at Search Oriented Conversational AI (SCAI) EMNLP workshop in 2020. The main aim of the conversational systems is to return an appropriate answer in response to the user requests. However, some user requests might be ambiguous. In IR settings such a situation is handled mainly thought the diversification of the search result page. It is however much more challenging in dialogue settings with limited bandwidth. Therefore, in this challenge, we provide a common evaluation framework to evaluate mixed-initiative conversations. Participants are asked to rank clarifying questions in an information-seeking conversations. The challenge is organized in two stages where in Stage 1 we evaluate the submissions in an offline setting and single-turn conversations. Top participants of Stage 1 get the chance to have their model tested by human annotators.

CLSep 21, 2020
Rethinking Supervised Learning and Reinforcement Learning in Task-Oriented Dialogue Systems

Ziming Li, Julia Kiseleva, Maarten de Rijke

Dialogue policy learning for task-oriented dialogue systems has enjoyed great progress recently mostly through employing reinforcement learning methods. However, these approaches have become very sophisticated. It is time to re-evaluate it. Are we really making progress developing dialogue agents only based on reinforcement learning? We demonstrate how (1)~traditional supervised learning together with (2)~a simulator-free adversarial learning method can be used to achieve performance comparable to state-of-the-art RL-based methods. First, we introduce a simple dialogue action decoder to predict the appropriate actions. Then, the traditional multi-label classification solution for dialogue policy learning is extended by adding dense layers to improve the dialogue agent performance. Finally, we employ the Gumbel-Softmax estimator to alternatively train the dialogue agent and the dialogue reward model without using reinforcement learning. Based on our extensive experimentation, we can conclude the proposed methods can achieve more stable and higher performance with fewer efforts, such as the domain knowledge required to design a user simulator and the intractable parameter tuning in reinforcement learning. Our main goal is not to beat reinforcement learning with supervised learning, but to demonstrate the value of rethinking the role of reinforcement learning and supervised learning in optimizing task-oriented dialogue systems.

AIJun 19, 2020
Optimizing Interactive Systems via Data-Driven Objectives

Ziming Li, Julia Kiseleva, Alekh Agarwal et al.

Effective optimization is essential for real-world interactive systems to provide a satisfactory user experience in response to changing user behavior. However, it is often challenging to find an objective to optimize for interactive systems (e.g., policy learning in task-oriented dialog systems). Generally, such objectives are manually crafted and rarely capture complex user needs in an accurate manner. We propose an approach that infers the objective directly from observed user interactions. These inferences can be made regardless of prior knowledge and across different types of user behavior. We introduce Interactive System Optimizer (ISO), a novel algorithm that uses these inferred objectives for optimization. Our main contribution is a new general principled approach to optimizing interactive systems using data-driven objectives. We demonstrate the high effectiveness of ISO over several simulations.

AIApr 7, 2020
Guided Dialog Policy Learning without Adversarial Learning in the Loop

Ziming Li, Sungjin Lee, Baolin Peng et al.

Reinforcement Learning (RL) methods have emerged as a popular choice for training an efficient and effective dialogue policy. However, these methods suffer from sparse and unstable reward signals returned by a user simulator only when a dialogue finishes. Besides, the reward signal is manually designed by human experts, which requires domain knowledge. Recently, a number of adversarial learning methods have been proposed to learn the reward function together with the dialogue policy. However, to alternatively update the dialogue policy and the reward model on the fly, we are limited to policy-gradient-based algorithms, such as REINFORCE and PPO. Moreover, the alternating training of a dialogue agent and the reward model can easily get stuck in local optima or result in mode collapse. To overcome the listed issues, we propose to decompose the adversarial training into two steps. First, we train the discriminator with an auxiliary dialogue generator and then incorporate a derived reward model into a common RL method to guide the dialogue policy learning. This approach is applicable to both on-policy and off-policy RL methods. Based on our extensive experimentation, we can conclude the proposed method: (1) achieves a remarkable task success rate using both on-policy and off-policy RL methods; and (2) has the potential to transfer knowledge from existing domains to a new domain.

LGOct 12, 2019
How to Not Measure Disentanglement

Anna Sepliarskaia, Julia Kiseleva, Maarten de Rijke

To evaluate disentangled representations several metrics have been proposed. However, theoretical guarantees for conventional metrics of disentanglement are missing. Moreover, conventional metrics do not have a consistent correlation with the outcomes of qualitative studies. In this paper we analyze metrics of disentanglement and their properties. We conclude that existing metrics of disentanglement were created to reflect different characteristics of disentanglement and do not satisfy two basic desirable properties: (1) assign a high score to representations that are disentangled according to the definition; and (2) assign a low score to representations that are entangled according to the definition. In addition, we propose a new metric of disentanglement and prove that it satisfies both of the properties.

IRJun 16, 2019
SEntNet: Source-aware Recurrent Entity Network for Dialogue Response Selection

Jiahuan Pei, Arent Stienstra, Julia Kiseleva et al.

Dialogue response selection is an important part of Task-oriented Dialogue Systems (TDSs); it aims to predict an appropriate response given a dialogue context. Obtaining key information from a complex, long dialogue context is challenging, especially when different sources of information are available, e.g., the user's utterances, the system's responses, and results retrieved from a knowledge base (KB). Previous work ignores the type of information source and merges sources for response selection. However, accounting for the source type may lead to remarkable differences in the quality of response selection. We propose the Source-aware Recurrent Entity Network (SEntNet), which is aware of different information sources for the response selection process. SEntNet achieves this by employing source-specific memories to exploit differences in the usage of words and syntactic structure from different information sources (user, system, and KB). Experimental results show that SEntNet obtains 91.0% accuracy on the Dialog bAbI dataset, outperforming prior work by 4.7%. On the DSTC2 dataset, SEntNet obtains an accuracy of 41.2%, beating source unaware recurrent entity networks by 2.4%.

CLDec 9, 2018
Dialogue Generation: From Imitation Learning to Inverse Reinforcement Learning

Ziming Li, Julia Kiseleva, Maarten de Rijke

The performance of adversarial dialogue generation models relies on the quality of the reward signal produced by the discriminator. The reward signal from a poor discriminator can be very sparse and unstable, which may lead the generator to fall into a local optimum or to produce nonsense replies. To alleviate the first problem, we first extend a recently proposed adversarial dialogue generation method to an adversarial imitation learning solution. Then, in the framework of adversarial inverse reinforcement learning, we propose a new reward model for dialogue generation that can provide a more accurate and precise reward signal for generator training. We evaluate the performance of the resulting model with automatic metrics and human evaluations in two annotation settings. Our experimental results demonstrate that our model can generate more high-quality responses and achieve higher overall performance than the state-of-the-art.

AIFeb 17, 2018
Learning Data-Driven Objectives to Optimize Interactive Systems

Ziming Li, Julia Kiseleva, Alekh Agarwal et al.

Effective optimization is essential for interactive systems to provide a satisfactory user experience. However, it is often challenging to find an objective to optimize for. Generally, such objectives are manually crafted and rarely capture complex user needs in an accurate manner. We propose an approach that infers the objective directly from observed user interactions. These inferences can be made regardless of prior knowledge and across different types of user behavior. We introduce interactive system optimization, a novel algorithm that uses these inferred objectives for optimization. Our main contribution is a new general principled approach to optimizing interactive systems using data-driven objectives. We demonstrate the high effectiveness of interactive system optimization over several simulations.

IRAug 15, 2017
Towards Learning Reward Functions from User Interactions

Ziming Li, Julia Kiseleva, Maarten de Rijke et al.

In the physical world, people have dynamic preferences, e.g., the same situation can lead to satisfaction for some humans and to frustration for others. Personalization is called for. The same observation holds for online behavior with interactive systems. It is natural to represent the behavior of users who are engaging with interactive systems such as a search engine or a recommender system, as a sequence of actions where each next action depends on the current situation and the user reward of taking a particular action. By and large, current online evaluation metrics for interactive systems such as search engines or recommender systems, are static and do not reflect differences in user behavior. They rarely capture or model the reward experienced by a user while interacting with an interactive system. We argue that knowing a user's reward function is essential for an interactive system as both for learning and evaluation. We propose to learn users' reward functions directly from observed interaction traces. In particular, we present how users' reward functions can be uncovered directly using inverse reinforcement learning techniques. We also show how to incorporate user features into the learning process. Our main contribution is a novel and dynamic approach to restore a user's reward function. We present an analytic approach to this problem and complement it with initial experiments using the interaction logs of a cultural heritage institution that demonstrate the feasibility of the approach by uncovering different reward functions for different user groups.

IRJul 24, 2017
Modeling Label Ambiguity for Neural List-Wise Learning to Rank

Rolf Jagerman, Julia Kiseleva, Maarten de Rijke

List-wise learning to rank methods are considered to be the state-of-the-art. One of the major problems with these methods is that the ambiguous nature of relevance labels in learning to rank data is ignored. Ambiguity of relevance labels refers to the phenomenon that multiple documents may be assigned the same relevance label for a given query, so that no preference order should be learned for those documents. In this paper we propose a novel sampling technique for computing a list-wise loss that can take into account this ambiguity. We show the effectiveness of the proposed method by training a 3-layer deep neural network. We compare our new loss function to two strong baselines: ListNet and ListMLE. We show that our method generalizes better and significantly outperforms other methods on the validation and test sets.

HCJun 14, 2017
Evaluating Personal Assistants on Mobile devices

Julia Kiseleva, Maarten de Rijke

The iPhone was introduced only a decade ago in 2007 but has fundamentally changed the way we interact with online information. Mobile devices differ radically from classic command-based and point-and-click user interfaces, now allowing for gesture-based interaction using fine-grained touch and swipe signals. Due to the rapid growth in the use of voice-controlled intelligent personal assistants on mobile devices, such as Microsoft's Cortana, Google Now, and Apple's Siri, mobile devices have become personal, allowing us to be online all the time, and assist us in any task, both in work and in our daily lives, making context a crucial factor to consider. Mobile usage is now exceeding desktop usage, and is still growing at a rapid rate, yet our main ways of training and evaluating personal assistants are still based on (and framed in) classical desktop interactions, focusing on explicit queries, clicks, and dwell time spent. However, modern user interaction with mobile devices is radically different due to touch screens with a gesture- and voice-based control and the varying context of use, e.g., in a car, by bike, often invalidating the assumptions underlying today's user satisfaction evaluation. There is an urgent need to understand voice- and gesture-based interaction, taking all interaction signals and context into account in appropriate ways. We propose a research agenda for developing methods to evaluate and improve context-aware user satisfaction with mobile interactions using gesture-based signals at scale.

IRJul 26, 2016
Beyond Movie Recommendations: Solving the Continuous Cold Start Problem in E-commerceRecommendations

Julia Kiseleva, Alexander Tuzhilin, Jaap Kamps et al.

Many e-commerce websites use recommender systems or personalized rankers to personalize search results based on their previous interactions. However, a large fraction of users has no prior inter-actions, making it impossible to use collaborative filtering or rely on user history for personalization. Even the most active users mayvisit only a few times a year and may have volatile needs or different personas, making their personal history a sparse and noisy signal at best. This paper investigates how, when we cannot rely on the user history, the large scale availability of other user interactions still allows us to build meaningful profiles from the contextual data and whether such contextual profiles are useful to customize the ranking, exemplified by data from a major online travel agentBooking.com.Our main findings are threefold: First, we characterize the Continuous Cold Start Problem(CoCoS) from the viewpoint of typical e-commerce applications. Second, as explicit situational con-text is not available in typical real world applications, implicit cues from transaction logs used at scale can capture essential features of situational context. Third, contextual user profiles can be created offline, resulting in a set of smaller models compared to a single huge non-contextual model, making contextual ranking available with negligible CPU and memory footprint. Finally we conclude that, in an online A/B test on live users, our contextual ranker in-creased user engagement substantially over a non-contextual base-line, with click-through-rate (CTR) increased by 20%. This clearly demonstrates the value of contextual user profiles in a real world application.

IRDec 22, 2015
The Impact of Technical Domain Expertise on Search Behavior and Task Outcome

Julia Kiseleva, Alejandro Montes García, Jaap Kamps et al.

Domain expertise is regarded as one of the key factors impacting search success: experts are known to write more effective queries, to select the right results on the result page, and to find answers satisfying their information needs. Search transaction logs play the crucial role in the result ranking. Yet despite the variety in expertise levels of users, all prior interactions are treated alike, suggesting that weighting in expertise can improve the ranking for informational tasks. The main aim of this paper is to investigate the impact of high levels of technical domain expertise on both search behavior and task outcome. We conduct an online user study with searchers proficient in programming languages. We focus on Java and Javascript, yet we believe that our study and results are applicable for other expertise-sensitive search tasks. The main findings are three-fold: First, we constructed expertise tests that effectively measure technical domain expertise and correlate well with the self-reported expertise. Second, we showed that there is a clear position bias, but technical domain experts were less affected by position bias. Third, we found that general expertise helped finding the correct answers, but the domain experts were more successful as they managed to detect better answers. Our work is using explicit tests to determine user expertise levels, which is an important step toward fully automatic detection of expertise levels based on interaction behavior. A deeper understanding of the impact of expertise on search behavior and task outcome can enable more effective use of expert behavior in search logs - essentially make everyone search as an expert.

IRAug 5, 2015
The Continuous Cold Start Problem in e-Commerce Recommender Systems

Lucas Bernardi, Jaap Kamps, Julia Kiseleva et al.

Many e-commerce websites use recommender systems to recommend items to users. When a user or item is new, the system may fail because not enough information is available on this user or item. Various solutions to this `cold-start problem' have been proposed in the literature. However, many real-life e-commerce applications suffer from an aggravated, recurring version of cold-start even for known users or items, since many users visit the website rarely, change their interests over time, or exhibit different personas. This paper exposes the `Continuous Cold Start' (CoCoS) problem and its consequences for content- and context-based recommendation from the viewpoint of typical e-commerce applications, illustrated with examples from a major travel recommendation website, Booking.com.

IRJun 2, 2015
Where to Go on Your Next Trip? Optimizing Travel Destinations Based on User Preferences

Julia Kiseleva, Melanie J. I. Müller, Lucas Bernardi et al.

Recommendation based on user preferences is a common task for e-commerce websites. New recommendation algorithms are often evaluated by offline comparison to baseline algorithms such as recommending random or the most popular items. Here, we investigate how these algorithms themselves perform and compare to the operational production system in large scale online experiments in a real-world application. Specifically, we focus on recommending travel destinations at Booking.com, a major online travel site, to users searching for their preferred vacation activities. To build ranking models we use multi-criteria rating data provided by previous users after their stay at a destination. We implement three methods and compare them to the current baseline in Booking.com: random, most popular, and Naive Bayes. Our general conclusion is that, in an online A/B test with live users, our Naive-Bayes based ranker increased user engagement significantly over the current online system.