Lara J. Martin

dblp:353/3712 · also Lara Jean Martin · DBLP profile ↗
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9ranked-venue papers
4as first author
3since 2021 · last 2023
0000-0002-0623-599XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
5 papers
Language models and text generation · 69% Question answering and dialogue systems · 12% Reinforcement learning · 8%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Language models and text generation
text generation
1.232023
FIREBALL: A Dataset of Dungeons and Dragons Actual-Play with Structured Game State Information · ACL (1) 2023
Story Realization: Expanding Plot Events into Sentences · AAAI 2020
Event Representations for Automated Story Generation with Deep Neural Nets · AAAI 2018
Natural language and speech › Language models and text generation › text generation
story generation
1.132020
Story Realization: Expanding Plot Events into Sentences · AAAI 2020
Controllable Neural Story Plot Generation via Reward Shaping · IJCAI 2019
Event Representations for Automated Story Generation with Deep Neural Nets · AAAI 2018
Natural language and speech › Question answering and dialogue systems
dialogue generation
0.612022
Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence · EMNLP 2022
Natural language and speech › Language models and text generation
chart generation
0.412019
Controllable Neural Story Plot Generation via Reward Shaping · IJCAI 2019
Natural language and speech › Language models and text generation
controllable text generation
0.412019
Controllable Neural Story Plot Generation via Reward Shaping · IJCAI 2019
Machine learning › Reinforcement learning › reward design
reward shaping
0.412019
Controllable Neural Story Plot Generation via Reward Shaping · IJCAI 2019
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change
event representation
0.312018
Event Representations for Automated Story Generation with Deep Neural Nets · AAAI 2018
Machine learning › Deep learning architectures and training › sequence modeling
state tracking
0.212022
Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence · EMNLP 2022
Natural language and speech › Language models and text generation › text generation
neural text generation
0.112020
Story Realization: Expanding Plot Events into Sentences · AAAI 2020

Methods — techniques the papers use, named apart from their topics

large language model fine-tuning · 1.3game state conditioning · 1.3large language model · 0.6human evaluation · 0.6neural language generation · 0.4human subjects study · 0.4ensemble learning · 0.4reward shaping · 0.4language model fine-tuning · 0.4language model · 0.3
YearPublicationVenuePosition
2023 FIREBALL: A Dataset of Dungeons and Dragons Actual-Play with Structured Game State Information
abstract
Dungeons & Dragons (D&D) is a tabletop roleplaying game with complex natural language interactions between players and hidden state information.Recent work has shown that large language models (LLMs) that have access to state information can generate higher quality game turns than LLMs that use dialog history alone.However, previous work used game state information that was heuristically created and was not a true gold standard game state.We present FIREBALL, a large dataset containing nearly 25,000 unique sessions from real D&D gameplay on Discord with true game state info.We recorded game play sessions of players who used the Avrae bot, which was developed to aid people in playing D&D online, capturing language, game commands and underlying game state information.We demonstrate that FIRE-BALL can improve natural language generation (NLG) by using Avrae state information, improving both automated metrics and human judgments of quality.Additionally, we show that LLMs can generate executable Avrae commands, particularly after finetuning.
Andrew Zhu, Karmanya Aggarwal, Alexander H. Feng, Lara J. Martin, Chris Callison-Burch
ACL (1)4
2023 Author as Character and Narrator: Deconstructing Personal Narratives from the r/AmITheAsshole Reddit Community
abstract
In the r/AmITheAsshole subreddit, people anonymously share first person narratives that contain some moral dilemma or conflict and ask the community to judge who is at fault (i.e., who is "the asshole"). These first person narratives are, in general, a unique storytelling domain where the author is not only the narrator (the person telling the story) but is also a character (the person living the story) and, thus, the author has two distinct voices presented in the story. In this study, we identify linguistic and narrative features associated with the author as the character or as a narrator. We use these features to answer the following questions: (1) what makes an asshole character and (2) what makes an asshole narrator? We extract both Author-as-Character features (e.g., demographics, narrative event chain, and emotional arc) and Author-as-Narrator features (i.e., the style and emotion of the story as a whole) in order to identify which aspects of the narrative are correlated with the final moral judgment. Our work shows that "assholes" as Characters frame themselves as lacking agency with a more positive personal arc, while "assholes" as Narrators will tell emotional and opinionated stories.
Salvatore Giorgi, Alexander H. Feng, Lara J. Martin
ICWSM4
2022 Dungeons and Dragons as a Dialog Challenge for Artificial Intelligence
abstract
AI researchers have posited Dungeons and Dragons (D&D) as a challenge problem to test systems on various language-related capabilities.In this paper, we frame D&D specifically as a dialogue system challenge, where the tasks are to both generate the next conversational turn in the game and predict the state of the game given the dialogue history.We create a gameplay dataset consisting of nearly 900 games, with a total of 7,000 players, 800,000 dialogue turns, 500,000 dice rolls, and 58 million words.We automatically annotate the data with partial state information about the game play.We train a large language model (LM) to generate the next game turn, conditioning it on different information.The LM can respond as a particular character or as the player who runs the game-i.e., the Dungeon Master (DM).It is trained to produce dialogue that is either in-character (roleplaying in the fictional world) or out-of-character (discussing rules or strategy).We perform a human evaluation to determine what factors make the generated output plausible and interesting.We further perform an automatic evaluation to determine how well the model can predict the game state given the history and examine how well tracking the game state improves its ability to produce plausible conversational output.
Chris Callison-Burch, Gaurav Tomar, Lara J. Martin, Daphne Ippolito, Suma Bailis, David Reitter
EMNLP3
2020 Story Realization: Expanding Plot Events into Sentences
abstract
Neural network based approaches to automated story plot generation attempt to learn how to generate novel plots from a corpus of natural language plot summaries. Prior work has shown that a semantic abstraction of sentences called events improves neural plot generation and and allows one to decompose the problem into: (1) the generation of a sequence of events (event-to-event) and (2) the transformation of these events into natural language sentences (event-to-sentence). However, typical neural language generation approaches to event-to-sentence can ignore the event details and produce grammatically-correct but semantically-unrelated sentences. We present an ensemble-based model that generates natural language guided by events. We provide results—including a human subjects study—for a full end-to-end automated story generation system showing that our method generates more coherent and plausible stories than baseline approaches 1.
Prithviraj Ammanabrolu, Ethan Tien, Wesley Cheung, Zhaochen Luo, William Ma, Lara J. Martin, Mark O. Riedl
AAAI6
2019 Controllable Neural Story Plot Generation via Reward Shaping
abstract
Language-modeling--based approaches to story plot generation attempt to construct a plot by sampling from a language model (LM) to predict the next character, word, or sentence to add to the story. LM techniques lack the ability to receive guidance from the user to achieve a specific goal, resulting in stories that don't have a clear sense of progression and lack coherence. We present a reward-shaping technique that analyzes a story corpus and produces intermediate rewards that are backpropagated into a pre-trained LM in order to guide the model toward a given goal. Automated evaluations show our technique can create a model that generates story plots which consistently achieve a specified goal. Human-subject studies show that the generated stories have more plausible event ordering than baseline plot generation techniques.
Pradyumna Tambwekar, Murtaza Dhuliawala, Lara J. Martin, Animesh Mehta, Brent E. Harrison, Mark O. Riedl
IJCAI3
2018 Event Representations for Automated Story Generation with Deep Neural Nets
abstract
Automated story generation is the problem of automatically selecting a sequence of events, actions, or words that can be told as a story. We seek to develop a system that can generate stories by learning everything it needs to know from textual story corpora. To date, recurrent neural networks that learn language models at character, word, or sentence levels have had little success generating coherent stories. We explore the question of event representations that provide a mid-level of abstraction between words and sentences in order to retain the semantic information of the original data while minimizing event sparsity. We present a technique for preprocessing textual story data into event sequences. We then present a technique for automated story generation whereby we decompose the problem into the generation of successive events (event2event) and the generation of natural language sentences from events (event2sentence). We give empirical results comparing different event representations and their effects on event successor generation and the translation of events to natural language.
Lara J. Martin, Prithviraj Ammanabrolu, William Hancock, Brent E. Harrison, Mark O. Riedl
AAAI1
2016 Improvisational Computational Storytelling in Open Worlds
Lara J. Martin, Brent E. Harrison, Mark O. Riedl
ICIDS1
2015 Utterance classification in speech-to-speech translation for zero-resource languages in the hospital administration domain
abstract
Although substantial progress has been achieved in speech-to-speech translation systems over the last few years, such systems still require that the speech be written in some appropriate orthography. As speech may differ greatly from the standardized written form of a language, it can be non-trivial to collect written data when there is no standard way for it to be represented. This project addresses the problem from the other end and expects that speech alone is available in the target language, and that no (standard or non-standard) orthography exists. It, therefore, treats the acoustic representation of the language as primary and uses language-independent methods to produce a phonetically-related symbolic representation that is then used in the translation system. Thus, the speech translation system is created for the target language as defined by the recording of that language rather than some body of orthographic transcripts. In this work, we are creating an application called APT (Acoustic Patient Translator), which uses a novel scheme of speech recognition and translation within a targeted domain. By working with a set of predefined sentences appropriately chosen to fit a scenario, we use utterance classification as a speech recognition algorithm. The utterance classification is achieved using cross-lingual, language-independent phonetic labeling. Since we are working with a set of select phrases, the translation part is trivial. We are concentrating on communication with hospital staff, such as scheduling a doctor's appointment, as our domain. In addition to English, we also run experiments on Tamil.
Lara J. Martin, Andrew Wilkinson, Sai Sumanth Miryala, Vivian Robison, Alan W. Black
ASRU1
2014 A methodology for using crowdsourced data to measure uncertainty in natural speech
abstract
People sometimes express uncertainty unconsciously in order to add layers of meaning on top of their speech, conveying doubts about the accuracy of the information they are trying to communicate. In this paper, we propose a methodology for annotating uncertainty, which is usually a subjective and expensive process, by using crowdsourcing. In our experiment, we used an online database which consists of colors that more than 200,000 users have named. Based on the amount of unique names that users have given each color, an entropy value was calculated to represent the uncertainty level of the color. A model, which performed better than chance, was created to predict whether or not the color that the participant was describing was ambiguous or borderline, given certain prosodic cues of their speech when asked to name the color verbally. Using crowdsourced data can greatly streamline the process of annotating uncertainty, but our methods have yet to be tested in other domains besides color. By using methods such as ours to measure prosodic attributes of uncertainty, it should be possible to increase the accuracy of voice search.
Lara J. Martin, Matthew Stone, Florian Metze, Jack Mostow
SLT1