Prithviraj Ammanabrolu

dblp:202/2351 · DBLP profile ↗
← Back
23ranked-venue papers
8as first author
18since 2021 · last 2023
0000-0003-1950-0454ORCID · corroborated

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

Artificial intelligence and machine learning · 22 · 7 first-author · 18 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
YearPublicationVenuePosition
2023 I Cast Detect Thoughts: Learning to Converse and Guide with Intents and Theory-of-Mind in Dungeons and Dragons
abstract
Pei Zhou, Andrew Zhu, Jennifer Hu, Jay Pujara, Xiang Ren, Chris Callison-Burch, Yejin Choi, Prithviraj Ammanabrolu. Proceedings of the 61st Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2023.
Andrew Zhu, Jennifer Hu 0001, Jay Pujara, Xiang Ren 0001, Chris Callison-Burch, Yejin Choi 0001, Prithviraj Ammanabrolu
ACL (1)8
2023 Fusing Pre-Trained Language Models with Multimodal Prompts through Reinforcement Learning
abstract
Language models are capable of commonsense reasoning: while domain-specific models can learn from explicit knowledge (e.g. commonsense graphs [6] ethical norms [25]), and larger models like GPT-3 [7] mani-fest broad commonsense reasoning capacity. Can their knowledge be extended to multimodal inputs such as images and audio without paired domain data? In this work, we propose‡ESPER (Extending Sensory PErception with Reinforcement learning) which enables text-only pretrained models to address multimodal tasks such as visual commonsense reasoning. Our key novelty is to use rein-forcement learning to align multimodal inputs to language model generations without direct supervision: for example, our reward optimization relies only on cosine similarity derived from CLIP [52] and requires no additional paired (image, text) data. Experiments demonstrate that ESPER outperforms baselines and prior work on a variety of multimodal text generation tasks ranging from captioning to commonsense reasoning; these include a new benchmark we collect and release, the ESP dataset, which tasks models with generating the text of several different domains for each image. Our code and data are publicly released at https://github.com/JiwanChung/esper.
Youngjae Yu, Jiwan Chung, Heeseung Yun, Jack Hessel, Ximing Lu, Rowan Zellers, Prithviraj Ammanabrolu, Ronan Le Bras 0001, Gunhee Kim, Yejin Choi 0001
CVPR8
2023 Behavior Cloned Transformers are Neurosymbolic Reasoners
abstract
In this work, we explore techniques for augmenting interactive AI agents with information from symbolic modules, much like humans use tools like calculators and GPS systems to assist with arithmetic and navigation.We test our agent's abilities in text games-challenging benchmarks for evaluating the multi-step reasoning abilities of game agents in grounded, language-based environments.Our experimental study indicates that injecting the actions from these symbolic modules into the action space of a behavior cloned transformer agent increases performance on four text game benchmarks that test arithmetic, navigation, sorting, and common sense reasoning by an average of 22%, allowing an agent to reach the highest possible performance on unseen games.This action injection technique is easily extended to new agents, environments, and symbolic modules. 1
Ruoyao Wang, Peter A. Jansen, Marc-Alexandre Côté, Prithviraj Ammanabrolu
EACL4
2023 Inference-Time Policy Adapters (IPA): Tailoring Extreme-Scale LMs without Fine-tuning
abstract
Ximing Lu, Faeze Brahman, Peter West, Jaehun Jung, Khyathi Chandu, Abhilasha Ravichander, Prithviraj Ammanabrolu, Liwei Jiang, Sahana Ramnath, Nouha Dziri, Jillian Fisher, Bill Lin, Skyler Hallinan, Lianhui Qin, Xiang Ren, Sean Welleck, Yejin Choi. Proceedings of the 2023 Conference on Empirical Methods in Natural Language Processing. 2023.
Ximing Lu, Faeze Brahman, Peter West, Jaehun Jung, Khyathi Raghavi Chandu, Abhilasha Ravichander, Prithviraj Ammanabrolu, Sahana Ramnath, Nouha Dziri, Jillian Fisher, Bill Y. Lin, Skyler Hallinan, Lianhui Qin, Xiang Ren 0001, Sean Welleck, Yejin Choi 0001
EMNLP7
2023 Is Reinforcement Learning (Not) for Natural Language Processing: Benchmarks, Baselines, and Building Blocks for Natural Language Policy Optimization
Rajkumar Ramamurthy, Prithviraj Ammanabrolu, Kianté Brantley, Jack Hessel, Rafet Sifa, Christian Bauckhage, Hannaneh Hajishirzi, Yejin Choi 0001
ICLR2
2023 Do Embodied Agents Dream of Pixelated Sheep: Embodied Decision Making using Language Guided World Modelling
abstract
Reinforcement learning (RL) agents typically learn tabula rasa, without prior knowledge of the world. However, if initialized with knowledge of high-level subgoals and transitions between subgoals, RL agents could utilize this Abstract World Model (AWM) for planning and exploration. We propose using few-shot large language models (LLMs) to hypothesize an AWM, that will be verified through world experience, to improve sample efficiency of RL agents. Our DECKARD agent applies LLM-guided exploration to item crafting in Minecraft in two phases: (1) the Dream phase where the agent uses an LLM to decompose a task into a sequence of subgoals, the hypothesized AWM; and (2) the Wake phase where the agent learns a modular policy for each subgoal and verifies or corrects the hypothesized AWM. Our method of hypothesizing an AWM with LLMs and then verifying the AWM based on agent experience not only increases sample efficiency over contemporary methods by an order of magnitude but is also robust to and corrects errors in the LLM, successfully blending noisy internet-scale information from LLMs with knowledge grounded in environment dynamics.
Kolby Nottingham, Prithviraj Ammanabrolu, Alane Suhr, Yejin Choi 0001, Hannaneh Hajishirzi, Sameer Singh 0001, Roy Fox
ICML2
2023 SwiftSage: A Generative Agent with Fast and Slow Thinking for Complex Interactive Tasks
abstract
We introduce SwiftSage, a novel agent framework inspired by the dual-process theory of human cognition, designed to excel in action planning for complex interactive reasoning tasks. SwiftSage integrates the strengths of behavior cloning and prompting large language models (LLMs) to enhance task completion performance. The framework comprises two primary modules: the Swift module, representing fast and intuitive thinking, and the Sage module, emulating deliberate thought processes. The Swift module is a small encoder-decoder LM fine-tuned on the oracle agent's action trajectories, while the Sage module employs LLMs such as GPT-4 for subgoal planning and grounding. We develop a heuristic method to harmoniously integrate the two modules, resulting in a more efficient and robust problem-solving process. In 30 tasks from the ScienceWorld benchmark, SwiftSage significantly outperforms other methods such as SayCan, ReAct, and Reflexion, demonstrating its effectiveness in solving complex interactive tasks.
Bill Y. Lin, Yicheng Fu, Karina Yang, Faeze Brahman, Shiyu Huang 0001, Chandra Bhagavatula, Prithviraj Ammanabrolu, Yejin Choi 0001, Xiang Ren 0001
NeurIPS7
2023 Fine-Grained Human Feedback Gives Better Rewards for Language Model Training
abstract
Language models (LMs) often exhibit undesirable text generation behaviors, including generating false, toxic, or irrelevant outputs. Reinforcement learning from human feedback (RLHF)---where human preference judgments on LM outputs are transformed into a learning signal---has recently shown promise in addressing these issues. However, such holistic feedback conveys limited information on long text outputs; it does not indicate which aspects of the outputs influenced user preference; e.g., which parts contain what type(s) of errors. In this paper, we use fine-grained human feedback (e.g., which sentence is false, which sub-sentence is irrelevant) as an explicit training signal. We introduce Fine-Grained RLHF, a framework that enables training and learning from reward functions that are fine-grained in two respects: (1) density, providing a reward after every segment (e.g., a sentence) is generated; and (2) incorporating multiple reward models associated with different feedback types (e.g., factual incorrectness, irrelevance, and information incompleteness). We conduct experiments on detoxification and long-form question answering to illustrate how learning with this reward function leads to improved performance, supported by both automatic and human evaluation. Additionally, we show that LM behaviors can be customized using different combinations of fine-grained reward models. We release all data, collected human feedback, and codes at https://FineGrainedRLHF.github.io.
Zeqiu Wu, Yushi Hu, Nouha Dziri, Alane Suhr, Prithviraj Ammanabrolu, Noah A. Smith, Mari Ostendorf, Hannaneh Hajishirzi
NeurIPS6
2023 InSCIt: Information-Seeking Conversations with Mixed-Initiative Interactions
abstract
Abstract In an information-seeking conversation, a user may ask questions that are under-specified or unanswerable. An ideal agent would interact by initiating different response types according to the available knowledge sources. However, most current studies either fail to or artificially incorporate such agent-side initiative. This work presents InSCIt, a dataset for Information-Seeking Conversations with mixed-initiative Interactions. It contains 4.7K user-agent turns from 805 human-human conversations where the agent searches over Wikipedia and either directly answers, asks for clarification, or provides relevant information to address user queries. The data supports two subtasks, evidence passage identification and response generation, as well as a human evaluation protocol to assess model performance. We report results of two systems based on state-of-the-art models of conversational knowledge identification and open-domain question answering. Both systems significantly underperform humans, suggesting ample room for improvement in future studies.1
Zeqiu Wu, Ryu Parish, Hao Cheng 0002, Sewon Min, Prithviraj Ammanabrolu, Mari Ostendorf, Hannaneh Hajishirzi
Trans. Assoc. Comput. Linguistics5
2022 Situated Dialogue Learning through Procedural Environment Generation
abstract
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums.Our agents operate in LIGHT ( Urbanek et al., 2019)-a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language.Goals in this environment take the form of character-based quests, consisting of personas and motivations.We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals.In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution-an easier environment is one that is more likely to have been found in the unaugmented dataset.An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zeroshot performance on never-before-seen quests.
Prithviraj Ammanabrolu, Renee Jia, Mark O. Riedl
ACL (1)1
2022 ScienceWorld: Is your Agent Smarter than a 5th Grader?
abstract
We present SCIENCEWORLD, a benchmark to test agents' scientific reasoning abilities in a new interactive text environment at the level of a standard elementary school science curriculum.Despite the transformer-based progress seen in question-answering and scientific text processing, we find that current models cannot reason about or explain learned science concepts in novel contexts.For instance, models can easily answer what the conductivity of a known material is but struggle when asked how they would conduct an experiment in a grounded environment to find the conductivity of an unknown material.This begs the question of whether current models are simply retrieving answers by way of seeing a large number of similar examples or if they have learned to reason about concepts in a reusable manner.We hypothesize that agents need to be grounded in interactive environments to achieve such reasoning capabilities.Our experiments provide empirical evidence supporting this hypothesisshowing that a 1.5 million parameter agent trained interactively for 100k steps outperforms a 11 billion parameter model statically trained for scientific question-answering and reasoning from millions of expert demonstrations.12
Ruoyao Wang, Peter A. Jansen, Marc-Alexandre Côté, Prithviraj Ammanabrolu
EMNLP4
2022 Aligning to Social Norms and Values in Interactive Narratives
abstract
Prithviraj Ammanabrolu, Liwei Jiang, Maarten Sap, Hannaneh Hajishirzi, Yejin Choi. Proceedings of the 2022 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies. 2022.
Prithviraj Ammanabrolu, Maarten Sap, Hannaneh Hajishirzi, Yejin Choi 0001
NAACL-HLT1
2022 QUARK: Controllable Text Generation with Reinforced Unlearning
abstract
Large-scale language models often learn behaviors that are misaligned with user expectations. Generated text may contain offensive or toxic language, contain significant repetition, or be of a different sentiment than desired by the user. We consider the task of unlearning these misalignments by fine-tuning the language model on signals of what not to do. We introduce Quantized Reward Konditioning (Quark), an algorithm for optimizing a reward function that quantifies an (un)wanted property, while not straying too far from the original model. Quark alternates between (i) collecting samples with the current language model, (ii) sorting them into quantiles based on reward, with each quantile identified by a reward token prepended to the language model’s input, and (iii) using a standard language modeling loss on samples from each quantile conditioned on its reward token, while remaining nearby the original language model via a KL-divergence penalty. By conditioning on a high-reward token at generation time, the model generates text that exhibits less of the unwanted property. For unlearning toxicity, negative sentiment, and repetition, our experiments show that Quark outperforms both strong baselines and state-of-the-art reinforcement learning methods like PPO, while relying only on standard language modeling primitives.
Ximing Lu, Sean Welleck, Jack Hessel, Lianhui Qin, Peter West, Prithviraj Ammanabrolu, Yejin Choi 0001
NeurIPS7
2022 Inherently Explainable Reinforcement Learning in Natural Language
abstract
We focus on the task of creating a reinforcement learning agent that is inherently explainable---with the ability to produce immediate local explanations by thinking out loud while performing a task and analyzing entire trajectories post-hoc to produce temporally extended explanations. This Hierarchically Explainable Reinforcement Learning agent (HEX-RL), operates in Interactive Fictions, text-based game environments in which an agent perceives and acts upon the world using textual natural language. These games are usually structured as puzzles or quests with long-term dependencies in which an agent must complete a sequence of actions to succeed---providing ideal environments in which to test an agent's ability to explain its actions. Our agent is designed to treat explainability as a first-class citizen, using an extracted symbolic knowledge graph-based state representation coupled with a Hierarchical Graph Attention mechanism that points to the facts in the internal graph representation that most influenced the choice of actions. Experiments show that this agent provides significantly improved explanations over strong baselines, as rated by human participants generally unfamiliar with the environment, while also matching state-of-the-art task performance.
Mark O. Riedl, Prithviraj Ammanabrolu
NeurIPS3
2021 Automated Storytelling via Causal, Commonsense Plot Ordering
abstract
Automated story plot generation is the task of generating a coherent sequence of plot events. Causal relations between plot events are believed to increase the perception of story and plot coherence. In this work, we introduce the concept of soft causal relations as causal relations inferred from commonsense reasoning. We demonstrate C2PO, an approach to narrative generation that operationalizes this concept through Causal, Commonsense Plot Ordering. Using human-participant protocols, we evaluate our system against baseline systems with different commonsense reasoning reasoning and inductive biases to determine the role of soft causal relations in perceived story quality. Through these studies we also probe the interplay of how changes in commonsense norms across storytelling genres affect perceptions of story quality.
Prithviraj Ammanabrolu, Wesley Cheung, William Broniec, Mark O. Riedl
AAAI1
2021 How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds
abstract
Prithviraj Ammanabrolu, Jack Urbanek, Margaret Li, Arthur Szlam, Tim Rocktäschel, Jason Weston. Proceedings of the 2021 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies. 2021.
Prithviraj Ammanabrolu, Jack Urbanek, Margaret Li, Arthur Szlam, Tim Rocktäschel, Jason Weston
NAACL-HLT1
2021 Learning Knowledge Graph-based World Models of Textual Environments
abstract
World models improve a learning agent's ability to efficiently operate in interactive and situated environments. This work focuses on the task of building world models of text-based game environments. Text-based games, or interactive narratives, are reinforcement learning environments in which agents perceive and interact with the world using textual natural language. These environments contain long, multi-step puzzles or quests woven through a world that is filled with hundreds of characters, locations, and objects. Our world model learns to simultaneously: (1) predict changes in the world caused by an agent's actions when representing the world as a knowledge graph; and (2) generate the set of contextually relevant natural language actions required to operate in the world. We frame this task as a Set of Sequences generation problem by exploiting the inherent structure of knowledge graphs and actions and introduce both a transformer-based multi-task architecture and a loss function to train it. A zero-shot ablation study on never-before-seen textual worlds shows that our methodology significantly outperforms existing textual world modeling techniques as well as the importance of each of our contributions.
Prithviraj Ammanabrolu, Mark O. Riedl
NeurIPS1
2021 Telling Stories through Multi-User Dialogue by Modeling Character Relations
abstract
This paper explores character-driven story continuation, in which the story emerges through characters' first-and second-person narration as well as dialogue-requiring models to select language that is consistent with a character's persona and their relationships with other characters while following and advancing the story.We hypothesize that a multi-task model that trains on character dialogue plus character relationship information improves transformer-based story continuation.To this end, we extend the Critical Role Dungeons and Dragons Dataset (Rameshkumar and Bailey, 2020)-consisting of dialogue transcripts of people collaboratively telling a story while playing the role-playing game Dungeons and Dragons-with automatically extracted relationships between each pair of interacting characters as well as their personas.A series of ablations lend evidence to our hypothesis, showing that our multi-task model using character relationships improves story continuation accuracy over strong baselines.
Wai Man Si, Prithviraj Ammanabrolu, Mark O. Riedl
SIGDIAL2
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
AAAI1
2020 Interactive Fiction Games: A Colossal Adventure
abstract
A hallmark of human intelligence is the ability to understand and communicate with language. Interactive Fiction games are fully text-based simulation environments where a player issues text commands to effect change in the environment and progress through the story. We argue that IF games are an excellent testbed for studying language-based autonomous agents. In particular, IF games combine challenges of combinatorial action spaces, language understanding, and commonsense reasoning. To facilitate rapid development of language-based agents, we introduce Jericho, a learning environment for man-made IF games and conduct a comprehensive study of text-agents across a rich set of games, highlighting directions in which agents can improve.
Matthew J. Hausknecht, Prithviraj Ammanabrolu, Marc-Alexandre Côté, Xingdi Yuan
AAAI2
2020 Toward Automated Quest Generation in Text-Adventure Games
Prithviraj Ammanabrolu, William Broniec, Alex Mueller, Jeremy Paul, Mark O. Riedl
ICCC1
2020 Graph Constrained Reinforcement Learning for Natural Language Action Spaces
Prithviraj Ammanabrolu, Matthew J. Hausknecht
ICLR1
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
AAAI2