Vision-Dialog Navigation (VDN) requires an agent to ask questions and navigate following the human responses to find target objects. Conventional approaches are only allowed to ask questions at predefined locations, which are built upon expensive dialogue annotations, and inconvenience the real-word human-robot communication and cooperation. In this paper, we propose a Self-Motivated Communication Agent (SCoA) that learns whether and what to communicate with human adaptively to acquire instructive information for realizing dialogue annotation-free navigation and enhancing the transferability in real-world unseen environment. Specifically, we introduce a whether-to-ask (WeTA) policy, together with uncertainty of which action to choose, to indicate whether the agent should ask a question. Then, a what-to-ask (WaTA) policy is proposed, in which, along with the oracle's answers, the agent learns to score question candidates so as to pick up the most informative one for navigation, and meanwhile mimic oracle's answering. Thus, the agent can navigate in a self-Q&A manner even in real-world environment where the human assistance is often unavailable. Through joint optimization of communication and navigation in a unified imitation learning and reinforcement learning framework, SCoA asks a question if necessary and obtains a hint for guiding the agent to move towards the target with less communication cost. Experiments on seen and unseen environments demonstrate that SCoA shows not only superior performance over existing baselines without dialog annotations, but also competing results compared with rich dialog annotations based counterparts.
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We introduce TV show Retrieval (TVR), a new multimodal retrieval dataset. TVR requires systems to understand both videos and their associated subtitle (dialogue) texts, making it more realistic. The dataset contains 109K queries collected on 21.8K videos from 6 TV shows of diverse genres, where each query is associated with a tight temporal window. The queries are also labeled with query types that indicate whether each of them is more related to video or subtitle or both, allowing for in-depth analysis of the dataset and the methods that built on top of it. Strict qualification and post-annotation verification tests are applied to ensure the quality of the collected data. Additionally, we present several baselines and a novel Cross-modal Moment Localization (XML) network for multimodal moment retrieval tasks. The proposed XML model uses a late fusion design with a novel Convolutional StartEnd detector (ConvSE), surpassing baselines by a large margin and with better efficiency, providing a strong starting point for future work.
To understand movies, humans constantly reason over the dialogues and actions shown in specific scenes and relate them to the overall storyline already seen. Inspired by this behaviour, we design ROLL, a model for knowledge-based video story question answering that leverages three crucial aspects of movie understanding: dialog comprehension, scene reasoning, and storyline recalling. In ROLL, each of these tasks is in charge of extracting rich and diverse information by 1) processing scene dialogues, 2) generating unsupervised video scene descriptions, and 3) obtaining external knowledge in a weakly supervised fashion. To answer a given question correctly, the information generated by each inspired-cognitive task is encoded via Transformers and fused through a modality weighting mechanism, which balances the information from the different sources. Exhaustive evaluation demonstrates the effectiveness of our approach, which yields a new state-of-the-art on two challenging video question answering datasets: KnowIT VQA and TVQA+.
The Guesser is a task of visual grounding in GuessWhat?! like visual dialogue. It locates the target object in an image supposed by an Oracle oneself over a question-answer based dialogue between a Questioner and the Oracle. Most existing guessers make one and only one guess after receiving all question-answer pairs in a dialogue with the predefined number of rounds. This paper proposes a guessing state for the Guesser, and regards guess as a process with change of guessing state through a dialogue. A guessing state tracking based guess model is therefore proposed. The guessing state is defined as a distribution on objects in the image. With that in hand, two loss functions are defined as supervisions for model training. Early supervision brings supervision to Guesser at early rounds, and incremental supervision brings monotonicity to the guessing state. Experimental results on GuessWhat?! dataset show that our model significantly outperforms previous models, achieves new state-of-the-art, especially the success rate of guessing 83.3% is approaching the human-level accuracy of 84.4%.