Donna K. Byron’s research while affiliated with Saarland University and other places

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Publications (61)


Natural Noun Phrase Variation for Interactive Characters
  • Article

September 2021

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9 Reads

Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Donna Byron

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Aakash Dalwani

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Ryan Gerritsen

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[...]

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Tianfang Xu

Interactive characters that cohabit a shared space with human partners need to generate and interpret references to elements of the virtual world. Natural language allows for a wide range of phrasings for referring to any particular object, and this variation is thought to reflect not only spatial but also cognitive and linguistic factors. Our study attempts to account for the variability in referring forms found in a set of dialogs of two human partners performing a treasure-hunt task in a virtual world. A decision tree classifier was built that predicts the form of 51% of the referring expressions, compared to a baseline of 39% achieved by a heuristic classifier. The classification algorithm can be used by conversational characters to generate referring expressions of the appropriate form.


Figure 1: What the user sees when playing with the GIVE Challenge. 
Figure 2: The three GIVE-2 evaluation worlds.
Figure 8: Effect of the evaluation worlds on the success rate of the NLG systems. 
Figure 9: Effect of the players’ English skills on the success rate of the NLG systems. 
Figure 10: Points at which players lose/cancel. 
Report on the Second NLG Challenge on Generating Instructions in Virtual Environments (GIVE-2)
  • Conference Paper
  • Full-text available

December 2010

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161 Reads

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74 Citations

We describe the second installment of the Challenge on Generating Instructions in Virtual Environments (GIVE-2), a shared task for the NLG community which took place in 2009--10. We evaluated seven NLG systems by connecting them to 1825 users over the Internet, and report the results of this evaluation in terms of objective and subjective measures.

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Fig. 1. The architecture of the evaluation software.
Fig. 2. What the user sees when playing the GIVE game. 
Fig. 7. Histogram of the connections per day.
Fig. 12. Effect of the evaluation worlds on the success rate of the NLG systems.
Fig. 13. Effect of the players' English skills on the success rate of the NLG systems.
The First Challenge on Generating Instructions in Virtual Environments

August 2010

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112 Reads

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35 Citations

Lecture Notes in Computer Science

This paper describes the First Challenge on Generating Instructions in Virtual Environments (GIVE-1). GIVE is a shared task for generation systems which give real-time natural-language instructions to users in a virtual 3D world. These systems are evaluated by connecting users and NLG systems over the Internet. We describe the design and results of GIVE-1 as well as the participating NLG systems, and validate the experimental methodology by comparing the results collected over the Internet with results from a more traditional laboratory-based experiment.



Figure 1: What the user sees when playing with the GIVE Challenge. 
Figure 2: The GIVE architecture.
Figure 11: Effect of the evaluation worlds on the success rate of the NLG systems. 
Figure 12: Effect of the players' English skills on the success rate of the NLG systems.
Report on the First NLG Challenge on Generating Instructions in Virtual Environments (GIVE)

March 2009

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82 Reads

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32 Citations

We describe the first installment of the Challenge on Generating Instructions in Virtual Environments (GIVE), a new shared task for the NLG community. We motivate the design of the challenge, de- scribe how we carried it out, and discuss the results of the system evaluation.



Validating the web-based evaluation of NLG systems

January 2009

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61 Reads

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12 Citations

The GIVE Challenge is a recent shared task in which NLG systems are evaluated over the Internet. In this paper, we validate this novel NLG evaluation methodology by comparing the Internet-based results with results we collected in a lab experiment. We find that the results delivered by both methods are consistent, but the Internet- based approach offers the statistical power necessary for more fine-grained evaluations and is cheaper to carry out.


The Overlapping Distribution of Personal and Demonstrative Pronouns

February 2008

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47 Reads

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3 Citations

This chapter explores pragmatic distinctions between personal pronouns such as 'it' and demonstrative pronouns such as 'that' in English. These two categories of pronoun are typically employed in contexts that vary based on how attentionally prominent the pronoun's referent is; however, many authors have observed that they are occasionally used by speakers in contexts where the other pronoun would have been predicted. This chapter analyzes such cases using data from two studies, and concludes that the attentional salience is only one of a set of factors that comes into play when a speaker chooses which pronominal form to employ. Conceptual structures used by the addressee in interpretation can override the normal implication of salience signaled by the pronoun's category.


SCARE: a Situated Corpus with Annotated Referring Expressions.

January 2008

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42 Reads

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47 Citations

In this paper we report on the release of a corpus of English spontaneous instruction giving situated dialogs. The corpus was collected us- ing the Quake environment, a rst-person virtual reality game, and consists of pairs of participants completing a direction giver-direction follower scenario. The corpus contains the collected audio and video, as well as word-aligned transcriptions and the positional/gaze information of the player. Referring expressions in the corpus are annotated with the IDs of their virtual world referents.



Citations (55)


... The TRIPS spoken dialog architecture [127], has been used to develop a number of dialog systems over almost a decade on tasks such as emergency response and evacuation planning [128]. The initial implementation handled turn-taking in the standard rigid way, where as the later version featured incremental interpretation and generation and some other features [129]. ...

Reference:

COMPUTATIONAL MODELING OF TURN-TAKING DYNAMICS IN SPOKEN CONVERSATIONS
Towards a generic dialogue shell
  • Citing Article
  • January 2000

Natural Language Engineering

... Recent cross-linguistic studies (see e.g. Kaiser and Trueswell 2008, Kaiser 2009, Brown-Schmidt et al. 2005, Byron et al. 2008) have also shown that although salience has a clear effect on the choice of referring expressions, various form-specific factors should be taken into consideration in explaining the use of distinct referential forms. A multiple-constraint approach may outperform the uniform dimension (e.g. ...

The Overlapping Distribution of Personal and Demonstrative Pronouns
  • Citing Article
  • February 2008

... For instance, Kaiser et al. (2009) found that the resolution of pronouns was influenced more by semantic (and less by syntactic) information than the interpretation of reflexives. These studies therefore suggest a complex interaction of syntactic and semantic factors during reference resolution (see also Brown-Schmidt, Byron, & Tanenhaus, 2004. ...

That's not it and its not that: The role of conceptual composites in in-line reference resolution
  • Citing Article
  • January 2004

... If there are event-favoring properties of the context sentence that human participants are sensitive to, it is a tractable task to build automatic classifiers that learn to recognize such properties. This supports the idea that the task of differentiating anaphoric and pleonastic instances of It (Evans, 2001;Boyd et al., 2005;Bergsma and Yarowsky, 2011;Lee et al., 2016;Loáiciga et al., 2017) could potentially improve performance. ...

Identifying non-referential it

... A.Koller&R.Petrick/SchedulingandPlanningApplicationswoRKshop(SPARK-08)/2008-09-15 6 Example:"Thewhiterabbitsleeps."(2) S:self NP:subj↓ VP:self sleeps V:self N:self rabbit NP:self the N:self white N:self* {sleep(self,subj)} {rabbit(self)} {white(self)} +Knowledgebase Aderivationtoexpress{sleep(e,a)}: S:e NP:a↓ VP:e sleeps V:e N:a rabbit NP:a the N:a white N:a* S:e VP:e sleeps V:e rabbit NP:a the N:a white A.Koller&R.Petrick/SchedulingandPlanningApplicationswoRKshop(SPARK-08)/2008-09-15 7 Sentencegenerationasplanning •Thesentencegenerationproblemcanbetranslatedintoaplanning problem(Koller&Stone,2007) •Actionsaddelementarytreestoaderivation •Aplanmustsatisfythesyntacticandsemanticlinguisticrequirements [add-sleeps(root,a),add-rabbit(subj(root),a),add-white(subj(root),a)] A.Koller&R.Petrick/SchedulingandPlanningApplicationswoRKshop(SPARK-08)/2008-09-15 8 II.GIVEChallenge •"GeneratingInstructionsinVirtualEnvironments"(Kolleretal.,2007) •AchallengefortheNLGcommunity BuildanNLGsystemcapableofproducingnatural languageinstructionstoguideahumanuserin performingsometaskinavirtualenvironment ...

Shared Task Proposal: Instruction Giving in Virtual Worlds

... Korean does not have long-distance dependency constructions with whphrases as in English. However, previous research, including Kang (199), Lee (2004), etc., showed that long-distance dependency constructions that license traces exist and include relative clauses, topic constructions, and tough predicate constructions. In order to retrieve the meaning of longdistance dependency constructions, the trace information needs to be syntactically represented, and furthermore, semantic binding between the trace and its filler needs to be specified. ...

Annotations for Zero Pronoun Resolution in Korean Using the Penn Korean Treebank

... Byron et al. [60] devise a Centering of Optimality (COT) system that uses constraints-based evaluation and sorting for antecedent, implemented in Python using the PYCOT package. Lee and Byron [61] demonstrated that the centering theory proposed by Walker et al. (1994) fails to account for the zero and pronoun anaphora. As per [61], both zero and pronouns consider the subject of the preceding phrase as an antecedent. ...

Semantic Resolution of Zero and Pronoun Anaphors in Korean
  • Citing Article
  • January 2004

... A recent tendency to move toward more natural tasks and complex scenes in identification studies has led to new resources. Several corpora have a broader purpose, namely instruction giving in the context of collaborative treasure hunting in three-dimensional virtual worlds (e.g., QUAKE, Byron & Fosler-Lussier, 2006;GIVE-2, Gargett, Garoufi, Koller, & Striegnitz, 2010;and SCARE, Stoia, Shockley, Byron, & Fosler-Lussier, 2008). Here, data consist of whole conversations between partners cooperating on a task, making it difficult to isolate the impact of prior discourse context on the referring expressions used. ...

The OSU Quake 2004 corpus of two-party situated problem-solving dialogs
  • Citing Article

... speaking or planning an utterance. As in other situated communication tasks (Koller et al., 2010;Smith et al., 2011) the timing of the robot's utterances is important. For fluent interactions the robot needs to monitor the human's actions and changes in the environment and react to them in a timely manner, potentially by interrupting itself or modifying an utterance mid-stream (Clark and Krych, 2004). ...

Report on the First NLG Challenge on Generating Instructions in Virtual Environments (GIVE)

... Since cognitive status is closely tied to referring form choice [6], plans generated with our approach will result in shorter language after text realization. The language may sound more natural as well, since humans tend to avoid forming complex referring expressions when possible [39]. We believe our results demonstrate the utility of the modeling cognitive status at the document planning level. ...

Generating Instructions in Virtual Environments (GIVE): A Challenge and an Evaluation Testbed for NLG
  • Citing Article