HCJul 19, 2022
Human-guided Collaborative Problem Solving: A Natural Language based FrameworkHarsha Kokel, Mayukh Das, Rakibul Islam et al. · ibm-research
We consider the problem of human-machine collaborative problem solving as a planning task coupled with natural language communication. Our framework consists of three components -- a natural language engine that parses the language utterances to a formal representation and vice-versa, a concept learner that induces generalized concepts for plans based on limited interactions with the user, and an HTN planner that solves the task based on human interaction. We illustrate the ability of this framework to address the key challenges of collaborative problem solving by demonstrating it on a collaborative building task in a Minecraft-based blocksworld domain. The accompanied demo video is available at https://youtu.be/q1pWe4aahF0.
CLJun 27, 2025
MDC-R: The Minecraft Dialogue Corpus with ReferenceChris Madge, Maris Camilleri, Paloma Carretero Garcia et al.
We introduce the Minecraft Dialogue Corpus with Reference (MDC-R). MDC-R is a new language resource that supplements the original Minecraft Dialogue Corpus (MDC) with expert annotations of anaphoric and deictic reference. MDC's task-orientated, multi-turn, situated dialogue in a dynamic environment has motivated multiple annotation efforts, owing to the interesting linguistic phenomena that this setting gives rise to. We believe it can serve as a valuable resource when annotated with reference, too. Here, we discuss our method of annotation and the resulting corpus, and provide both a quantitative and a qualitative analysis of the data. Furthermore, we carry out a short experiment demonstrating the usefulness of our corpus for referring expression comprehension.
CLJan 18, 2025
BAP v2: An Enhanced Task Framework for Instruction Following in Minecraft DialoguesPrashant Jayannavar, Liliang Ren, Marisa Hudspeth et al.
Developing interactive agents that can understand language, perceive their surroundings, and act within the physical world is a long-standing goal of AI research. The Minecraft Collaborative Building Task (MCBT) (Narayan-Chen, Jayannavar, and Hockenmaier 2019), a two-player game in which an Architect (A) instructs a Builder (B) to construct a target structure in a simulated 3D Blocks World environment, offers a rich platform to work towards this goal. In this work, we focus on the Builder Action Prediction (BAP) subtask: predicting B's actions in a multimodal game context (Jayannavar, Narayan-Chen, and Hockenmaier 2020) - a challenging testbed for grounded instruction following, with limited training data. We holistically re-examine this task and introduce BAP v2 to address key challenges in evaluation, training data, and modeling. Specifically, we define an enhanced evaluation benchmark, featuring a cleaner test set and fairer, more insightful metrics that also reveal spatial reasoning as the primary performance bottleneck. To address data scarcity and to teach models basic spatial skills, we generate different types of synthetic MCBT data. We observe that current, LLM-based SOTA models trained on the human BAP dialogues fail on these simpler, synthetic BAP ones, but show that training models on this synthetic data improves their performance across the board. We also introduce a new SOTA model, Llama-CRAFTS, which leverages richer input representations, and achieves an F1 score of 53.0 on the BAP v2 task and strong performance on the synthetic data. While this result marks a notable 6 points improvement over previous work, it also underscores the task's remaining difficulty, establishing BAP v2 as a fertile ground for future research, and providing a useful measure of the spatial capabilities of current text-only LLMs in such embodied tasks.