2.4AIFeb 24
Predicting Sentence Acceptability Judgments in Multimodal ContextsHyewon Jang, Nikolai Ilinykh, Sharid Loáiciga et al.
Previous work has examined the capacity of deep neural networks (DNNs), particularly transformers, to predict human sentence acceptability judgments, both independently of context, and in document contexts. We consider the effect of prior exposure to visual images (i.e., visual context) on these judgments for humans and large language models (LLMs). Our results suggest that, in contrast to textual context, visual images appear to have little if any impact on human acceptability ratings. However, LLMs display the compression effect seen in previous work on human judgments in document contexts. Different sorts of LLMs are able to predict human acceptability judgments to a high degree of accuracy, but in general, their performance is slightly better when visual contexts are removed. Moreover, the distribution of LLM judgments varies among models, with Qwen resembling human patterns, and others diverging from them. LLM-generated predictions on sentence acceptability are highly correlated with their normalised log probabilities in general. However, the correlations decrease when visual contexts are present, suggesting that a higher gap exists between the internal representations of LLMs and their generated predictions in the presence of visual contexts. Our experimental work suggests interesting points of similarity and of difference between human and LLM processing of sentences in multimodal contexts.
Describe me an Aucklet: Generating Grounded Perceptual Category DescriptionsBill Noble, Nikolai Ilinykh
Human speakers can generate descriptions of perceptual concepts, abstracted from the instance-level. Moreover, such descriptions can be used by other speakers to learn provisional representations of those concepts. Learning and using abstract perceptual concepts is under-investigated in the language-and-vision field. The problem is also highly relevant to the field of representation learning in multi-modal NLP. In this paper, we introduce a framework for testing category-level perceptual grounding in multi-modal language models. In particular, we train separate neural networks to generate and interpret descriptions of visual categories. We measure the communicative success of the two models with the zero-shot classification performance of the interpretation model, which we argue is an indicator of perceptual grounding. Using this framework, we compare the performance of prototype- and exemplar-based representations. Finally, we show that communicative success exposes performance issues in the generation model, not captured by traditional intrinsic NLG evaluation metrics, and argue that these issues stem from a failure to properly ground language in vision at the category level.
0.2CLSep 10, 2021
We went to look for meaning and all we got were these lousy representations: aspects of meaning representation for computational semanticsSimon Dobnik, Robin Cooper, Adam Ek et al.
In this paper we examine different meaning representations that are commonly used in different natural language applications today and discuss their limits, both in terms of the aspects of the natural language meaning they are modelling and in terms of the aspects of the application for which they are used.
3.0CLJul 11, 2019
MeetUp! A Corpus of Joint Activity Dialogues in a Visual EnvironmentNikolai Ilinykh, Sina Zarrieß, David Schlangen
Building computer systems that can converse about their visual environment is one of the oldest concerns of research in Artificial Intelligence and Computational Linguistics (see, for example, Winograd's 1972 SHRDLU system). Only recently, however, have methods from computer vision and natural language processing become powerful enough to make this vision seem more attainable. Pushed especially by developments in computer vision, many data sets and collection environments have recently been published that bring together verbal interaction and visual processing. Here, we argue that these datasets tend to oversimplify the dialogue part, and we propose a task---MeetUp!---that requires both visual and conversational grounding, and that makes stronger demands on representations of the discourse. MeetUp! is a two-player coordination game where players move in a visual environment, with the objective of finding each other. To do so, they must talk about what they see, and achieve mutual understanding. We describe a data collection and show that the resulting dialogues indeed exhibit the dialogue phenomena of interest, while also challenging the language & vision aspect.