One Agent To Rule Them All: Towards Multi-agent Conversational AIChristopher Clarke, Joseph Joshua Peper, Karthik Krishnamurthy et al.
The increasing volume of commercially available conversational agents (CAs) on the market has resulted in users being burdened with learning and adopting multiple agents to accomplish their tasks. Though prior work has explored supporting a multitude of domains within the design of a single agent, the interaction experience suffers due to the large action space of desired capabilities. To address these problems, we introduce a new task BBAI: Black-Box Agent Integration, focusing on combining the capabilities of multiple black-box CAs at scale. We explore two techniques: question agent pairing and question response pairing aimed at resolving this task. Leveraging these techniques, we design One For All (OFA), a scalable system that provides a unified interface to interact with multiple CAs. Additionally, we introduce MARS: Multi-Agent Response Selection, a new encoder model for question response pairing that jointly encodes user question and agent response pairs. We demonstrate that OFA is able to automatically and accurately integrate an ensemble of commercially available CAs spanning disparate domains. Specifically, using the MARS encoder we achieve the highest accuracy on our BBAI task, outperforming strong baselines.
7.9HCOct 28, 2020
Towards Supporting Programming Education at Scale via Live StreamingYan Chen, Walter S. Lasecki, Tao Dong
Live streaming, which allows streamers to broadcast their work to live viewers, is an emerging practice for teaching and learning computer programming. Participation in live streaming is growing rapidly, despite several apparent challenges, such as a general lack of training in pedagogy among streamers and scarce signals about a stream's characteristics (e.g., difficulty, style, and usefulness) to help viewers decide what to watch. To understand why people choose to participate in live streaming for teaching or learning programming, and how they cope with both apparent and non-obvious challenges, we interviewed 14 streamers and 12 viewers about their experience with live streaming programming. Among other results, we found that the casual and impromptu nature of live streaming makes it easier to prepare than pre-recorded videos, and viewers have the opportunity to shape the content and learning experience via real-time communication with both the streamer and each other. Nonetheless, we identified several challenges that limit the potential of live streaming as a learning medium. For example, streamers voiced privacy and harassment concerns, and existing streaming platforms do not adequately support viewer-streamer interactions, adaptive learning, and discovery and selection of streaming content. Based on these findings, we suggest specialized tools to facilitate knowledge sharing among people teaching and learning computer programming online, and we offer design recommendations that promote a healthy, safe, and engaging learning environment.
3.3HCApr 3, 2020
Sifter: A Hybrid Workflow for Theme-based Video Curation at ScaleYan Chen, Andrés Monroy-Hernández, Ian Wehrman et al.
User-generated content platforms curate their vast repositories into thematic compilations that facilitate the discovery of high-quality material. Platforms that seek tight editorial control employ people to do this curation, but this process involves time-consuming routine tasks, such as sifting through thousands of videos. We introduce Sifter, a system that improves the curation process by combining automated techniques with a human-powered pipeline that browses, selects, and reaches an agreement on what videos to include in a compilation. We evaluated Sifter by creating 12 compilations from over 34,000 user-generated videos. Sifter was more than three times faster than dedicated curators, and its output was of comparable quality. We reflect on the challenges and opportunities introduced by Sifter to inform the design of content curation systems that need subjective human judgments of videos at scale.
7.2CLNov 14, 2019
The Eighth Dialog System Technology ChallengeSeokhwan Kim, Michel Galley, Chulaka Gunasekara et al.
This paper introduces the Eighth Dialog System Technology Challenge. In line with recent challenges, the eighth edition focuses on applying end-to-end dialog technologies in a pragmatic way for multi-domain task-completion, noetic response selection, audio visual scene-aware dialog, and schema-guided dialog state tracking tasks. This paper describes the task definition, provided datasets, and evaluation set-up for each track. We also summarize the results of the submitted systems to highlight the overall trends of the state-of-the-art technologies for the tasks.
CoSQL: A Conversational Text-to-SQL Challenge Towards Cross-Domain Natural Language Interfaces to DatabasesTao Yu, Rui Zhang, He Yang Er et al.
We present CoSQL, a corpus for building cross-domain, general-purpose database (DB) querying dialogue systems. It consists of 30k+ turns plus 10k+ annotated SQL queries, obtained from a Wizard-of-Oz (WOZ) collection of 3k dialogues querying 200 complex DBs spanning 138 domains. Each dialogue simulates a real-world DB query scenario with a crowd worker as a user exploring the DB and a SQL expert retrieving answers with SQL, clarifying ambiguous questions, or otherwise informing of unanswerable questions. When user questions are answerable by SQL, the expert describes the SQL and execution results to the user, hence maintaining a natural interaction flow. CoSQL introduces new challenges compared to existing task-oriented dialogue datasets:(1) the dialogue states are grounded in SQL, a domain-independent executable representation, instead of domain-specific slot-value pairs, and (2) because testing is done on unseen databases, success requires generalizing to new domains. CoSQL includes three tasks: SQL-grounded dialogue state tracking, response generation from query results, and user dialogue act prediction. We evaluate a set of strong baselines for each task and show that CoSQL presents significant challenges for future research. The dataset, baselines, and leaderboard will be released at https://yale-lily.github.io/cosql.
31.0CLJul 25, 2019
HEIDL: Learning Linguistic Expressions with Deep Learning and Human-in-the-LoopYiwei Yang, Eser Kandogan, Yunyao Li et al.
While the role of humans is increasingly recognized in machine learning community, representation of and interaction with models in current human-in-the-loop machine learning (HITL-ML) approaches are too low-level and far-removed from human's conceptual models. We demonstrate HEIDL, a prototype HITL-ML system that exposes the machine-learned model through high-level, explainable linguistic expressions formed of predicates representing semantic structure of text. In HEIDL, human's role is elevated from simply evaluating model predictions to interpreting and even updating the model logic directly by enabling interaction with rule predicates themselves. Raising the currency of interaction to such semantic levels calls for new interaction paradigms between humans and machines that result in improved productivity for text analytics model development process. Moreover, by involving humans in the process, the human-machine co-created models generalize better to unseen data as domain experts are able to instill their expertise by extrapolating from what has been learned by automated algorithms from few labelled data.
16.9HCJun 4, 2019
A Case for Backward Compatibility for Human-AI TeamsGagan Bansal, Besmira Nushi, Ece Kamar et al.
AI systems are being deployed to support human decision making in high-stakes domains. In many cases, the human and AI form a team, in which the human makes decisions after reviewing the AI's inferences. A successful partnership requires that the human develops insights into the performance of the AI system, including its failures. We study the influence of updates to an AI system in this setting. While updates can increase the AI's predictive performance, they may also lead to changes that are at odds with the user's prior experiences and confidence in the AI's inferences, hurting therefore the overall team performance. We introduce the notion of the compatibility of an AI update with prior user experience and present methods for studying the role of compatibility in human-AI teams. Empirical results on three high-stakes domains show that current machine learning algorithms do not produce compatible updates. We propose a re-training objective to improve the compatibility of an update by penalizing new errors. The objective offers full leverage of the performance/compatibility tradeoff, enabling more compatible yet accurate updates.
4.5CLJan 11, 2019
Dialog System Technology Challenge 7Koichiro Yoshino, Chiori Hori, Julien Perez et al.
This paper introduces the Seventh Dialog System Technology Challenges (DSTC), which use shared datasets to explore the problem of building dialog systems. Recently, end-to-end dialog modeling approaches have been applied to various dialog tasks. The seventh DSTC (DSTC7) focuses on developing technologies related to end-to-end dialog systems for (1) sentence selection, (2) sentence generation and (3) audio visual scene aware dialog. This paper summarizes the overall setup and results of DSTC7, including detailed descriptions of the different tracks and provided datasets. We also describe overall trends in the submitted systems and the key results. Each track introduced new datasets and participants achieved impressive results using state-of-the-art end-to-end technologies.
A Large-Scale Corpus for Conversation DisentanglementJonathan K. Kummerfeld, Sai R. Gouravajhala, Joseph Peper et al.
Disentangling conversations mixed together in a single stream of messages is a difficult task, made harder by the lack of large manually annotated datasets. We created a new dataset of 77,563 messages manually annotated with reply-structure graphs that both disentangle conversations and define internal conversation structure. Our dataset is 16 times larger than all previously released datasets combined, the first to include adjudication of annotation disagreements, and the first to include context. We use our data to re-examine prior work, in particular, finding that 80% of conversations in a widely used dialogue corpus are either missing messages or contain extra messages. Our manually-annotated data presents an opportunity to develop robust data-driven methods for conversation disentanglement, which will help advance dialogue research.
23.5HCAug 10, 2017
"Is there anything else I can help you with?": Challenges in Deploying an On-Demand Crowd-Powered Conversational AgentTing-Hao Kenneth Huang, Walter S. Lasecki, Amos Azaria et al.
Intelligent conversational assistants, such as Apple's Siri, Microsoft's Cortana, and Amazon's Echo, have quickly become a part of our digital life. However, these assistants have major limitations, which prevents users from conversing with them as they would with human dialog partners. This limits our ability to observe how users really want to interact with the underlying system. To address this problem, we developed a crowd-powered conversational assistant, Chorus, and deployed it to see how users and workers would interact together when mediated by the system. Chorus sophisticatedly converses with end users over time by recruiting workers on demand, which in turn decide what might be the best response for each user sentence. Up to the first month of our deployment, 59 users have held conversations with Chorus during 320 conversational sessions. In this paper, we present an account of Chorus' deployment, with a focus on four challenges: (i) identifying when conversations are over, (ii) malicious users and workers, (iii) on-demand recruiting, and (iv) settings in which consensus is not enough. Our observations could assist the deployment of crowd-powered conversation systems and crowd-powered systems in general.
3.5HCSep 6, 2016
Creating Interactive Behaviors in Early Sketch by Recording and Remixing Crowd DemonstrationsSang Won Lee, Yi Wei Yang, Shiyan Yan et al.
In the early stages of designing graphical user interfaces (GUIs), the look (appearance) can be easily presented by sketching, but the feel (interactive behaviors) cannot, and often requires an accompanying description of how it works (Myers et al. 2008). We propose to use crowdsourcing to augment early sketches with interactive behaviors generated, used, and reused by collective "wizards-of-oz" as opposed to a single wizard as in prior work (Davis et al. 2007). This demo presents an extension of Apparition (Lasecki et al. 2015), a crowd-powered prototyping tool that allows end users to create functional GUIs using speech and sketch. In Apparition, crowd workers collaborate in real-time on a shared canvas to refine the user-requested sketch interactively, and with the assistance of the end users. Our demo extends this functionality to let crowd workers "demonstrate" the canvas changes that are needed for a behavior and refine their demonstrations to improve the fidelity of interactive behaviors. The system then lets workers "remix" these behaviors to make creating future behaviors more efficient.
3.5HCAug 28, 2014
Tuning the Diversity of Open-Ended Responses from the CrowdWalter S. Lasecki, Christopher M. Homan, Jeffrey P. Bigham
Crowdsourcing can solve problems that current fully automated systems cannot. Its effectiveness depends on the reliability, accuracy, and speed of the crowd workers that drive it. These objectives are frequently at odds with one another. For instance, how much time should workers be given to discover and propose new solutions versus deliberate over those currently proposed? How do we determine if discovering a new answer is appropriate at all? And how do we manage workers who lack the expertise or attention needed to provide useful input to a given task? We present a mechanism that uses distinct payoffs for three possible worker actions---propose,vote, or abstain---to provide workers with the necessary incentives to guarantee an effective (or even optimal) balance between searching for new answers, assessing those currently available, and, when they have insufficient expertise or insight for the task at hand, abstaining. We provide a novel game theoretic analysis for this mechanism and test it experimentally on an image---labeling problem and show that it allows a system to reliably control the balance betweendiscovering new answers and converging to existing ones.
3.3SIApr 17, 2012
Crowd Memory: Learning in the CollectiveWalter S. Lasecki, Samuel C. White, Kyle I. Murray et al.
Crowd algorithms often assume workers are inexperienced and thus fail to adapt as workers in the crowd learn a task. These assumptions fundamentally limit the types of tasks that systems based on such algorithms can handle. This paper explores how the crowd learns and remembers over time in the context of human computation, and how more realistic assumptions of worker experience may be used when designing new systems. We first demonstrate that the crowd can recall information over time and discuss possible implications of crowd memory in the design of crowd algorithms. We then explore crowd learning during a continuous control task. Recent systems are able to disguise dynamic groups of workers as crowd agents to support continuous tasks, but have not yet considered how such agents are able to learn over time. We show, using a real-time gaming setting, that crowd agents can learn over time, and `remember' by passing strategies from one generation of workers to the next, despite high turnover rates in the workers comprising them. We conclude with a discussion of future research directions for crowd memory and learning.