学习什么是可能的,然后选择什么是最好的:通过基于文本的游戏解开一对多的语言关系

Benjamin Towle, Ke Zhou
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引用次数: 1

摘要

在大型自监督语料库上预先训练语言模型,然后进行特定任务的微调已经成为NLP的主要范式。这些预训练数据集通常具有一对多的结构。在对话中,对于给定的上下文有许多有效的回应。然而,在我们的下游任务中,只有其中一些响应是需要的。这就提出了一个问题,即我们应该如何训练模型,使其能够模仿可取的行为,而不是不可取的行为。目前的方法以一对一的设置进行训练——对于单个对话上下文只给出单个目标响应——导致模型只学习预测平均响应,而忽略了所有可能的响应。使用基于文本的游戏作为测试平台,我们的方法,PASA,使用离散的潜在变量来捕获在我们更大的预训练数据集中表示的不同行为的范围。然后,我们使用知识蒸馏将后验概率分布提炼成学生模型。这种概率分布比仅从数据集的硬目标中学习要丰富得多,因此允许学生模型从教师模型学习到的更丰富的行动范围中受益。结果显示,在Jericho walkthrough数据集上,与之前最先进的模型相比,经验改进了49%。
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Learn What Is Possible, Then Choose What Is Best: Disentangling One-To-Many Relations in Language Through Text-based Games
Language models pre-trained on large self-supervised corpora, followed by task-specific fine-tuning has become the dominant paradigm in NLP. These pre-training datasets often have a one-to-many structure--e.g. in dialogue there are many valid responses for a given context. However, only some of these responses will be desirable in our downstream task. This raises the question of how we should train the model such that it can emulate the desirable behaviours, but not the undesirable ones. Current approaches train in a one-to-one setup--only a single target response is given for a single dialogue context--leading to models only learning to predict the average response, while ignoring the full range of possible responses. Using text-based games as a testbed, our approach, PASA, uses discrete latent variables to capture the range of different behaviours represented in our larger pre-training dataset. We then use knowledge distillation to distil the posterior probability distribution into a student model. This probability distribution is far richer than learning from only the hard targets of the dataset, and thus allows the student model to benefit from the richer range of actions the teacher model has learned. Results show up to 49% empirical improvement over the previous state-of-the-art model on the Jericho Walkthroughs dataset.
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