Abstract:Reward functions are at the heart of every reinforcement learning (RL) algorithm. In robotic grasping, rewards are often complex and manually engineered functions that do not rely on well-justified physical models from grasp analysis. This work demonstrates that analytic grasp stability metrics constitute powerful optimization objectives for RL algorithms that refine grasps on a three-fingered hand using only tactile and joint position information. We outperform a binary-reward baseline by 42.9% and find that a combination of geometric and force-agnostic grasp stability metrics yields the highest average success rates of 95.4% for cuboids, 93.1% for cylinders, and 62.3% for spheres across wrist position errors between 0 and 7 centimeters and rotational errors between 0 and 14 degrees. In a second experiment, we show that grasp refinement algorithms trained with contact feedback (contact positions, normals, and forces) perform up to 6.6% better than a baseline that receives no tactile information.
Abstract:With the recent advances of open-domain story generation, the lack of reliable automatic evaluation metrics becomes an increasingly imperative issue that hinders the fast development of story generation. According to conducted researches in this regard, learnable evaluation metrics have promised more accurate assessments by having higher correlations with human judgments. A critical bottleneck of obtaining a reliable learnable evaluation metric is the lack of high-quality training data for classifiers to efficiently distinguish plausible and implausible machine-generated stories. Previous works relied on \textit{heuristically manipulated} plausible examples to mimic possible system drawbacks such as repetition, contradiction, or irrelevant content in the text level, which can be \textit{unnatural} and \textit{oversimplify} the characteristics of implausible machine-generated stories. We propose to tackle these issues by generating a more comprehensive set of implausible stories using {\em plots}, which are structured representations of controllable factors used to generate stories. Since these plots are compact and structured, it is easier to manipulate them to generate text with targeted undesirable properties, while at the same time maintain the grammatical correctness and naturalness of the generated sentences. To improve the quality of generated implausible stories, we further apply the adversarial filtering procedure presented by \citet{zellers2018swag} to select a more nuanced set of implausible texts. Experiments show that the evaluation metrics trained on our generated data result in more reliable automatic assessments that correlate remarkably better with human judgments compared to the baselines.
Abstract:Having engaging and informative conversations with users is the utmost goal for open-domain conversational systems. Recent advances in transformer-based language models and their applications to dialogue systems have succeeded to generate fluent and human-like responses. However, they still lack control over the generation process towards producing contentful responses and achieving engaging conversations. To achieve this goal, we present \textbf{DiSCoL} (\textbf{Di}alogue \textbf{S}ystems through \textbf{Co}versational \textbf{L}ine guided response generation). DiSCoL is an open-domain dialogue system that leverages conversational lines (briefly \textbf{convlines}) as controllable and informative content-planning elements to guide the generation model produce engaging and informative responses. Two primary modules in DiSCoL's pipeline are conditional generators trained for 1) predicting relevant and informative convlines for dialogue contexts and 2) generating high-quality responses conditioned on the predicted convlines. Users can also change the returned convlines to \textit{control} the direction of the conversations towards topics that are more interesting for them. Through automatic and human evaluations, we demonstrate the efficiency of the convlines in producing engaging conversations.