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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>ArXiv:</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Jointly Learning to See, Ask, Decide when to Stop, and then GuessWhat</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ravi Shekhary</string-name>
          <email>ravi.shekhar@unitn.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alberto Testoniy</string-name>
          <email>alberto.testoni@unitn.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Raquel Fernández</string-name>
          <email>raquel.fernandez@uva.nl</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ra aella Bernardiy</string-name>
          <email>raffaella.bernardi@unitn.it</email>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>1802</year>
      </pub-date>
      <volume>03881</volume>
      <abstract>
        <p>We augment a task-oriented visual dialogue model with a decision-making module that decides which action needs to be performed next given the current dialogue state, i.e. whether to ask a follow-up question or stop the dialogue. We show that, on the GuessWhat?! game, the new module enables the agent to succeed at the game with shorter and hence less error-prone dialogues, despite a slightly decrease in task accuracy. We argue that both dialogue quality and task accuracy are essential features to evaluate dialogue systems.1</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        The development of conversational agents that
ground language in visual information is a
challenging problem that requires the integration of
dialogue management skills with multimodal
understanding. A common test-bed to make progress
in this area are guessing tasks where two dialogue
participants interact with the goal of letting one
of them guess a visual target
        <xref ref-type="bibr" rid="ref10 ref11 ref2 ref2 ref3 ref3">(Das et al., 2017a;
de Vries et al., 2017; Das et al., 2017b)</xref>
        . We
focus on the GuessWhat?! game, which consists in
guessing a target object within an image which is
visible to both participants. One participant (the
Questioner) is tasked with identifying the target
object by asking yes-no questions to the other
participant (the Oracle), who is the only one who
knows the target. Participants are free to go on
with the task for as many turns as required.
      </p>
      <p>Most models of the Questioner agent in the
GuessWhat?! game consist of two disconnected
modules, a Question Generator and a Guesser,
which are trained independently with Supervised
1Copyright © 2019 for this paper by its authors. Use
permitted under Creative Commons License Attribution 4.0
International (CC BY 4.0).</p>
      <p>
        Learning or Reinforcement Learning
        <xref ref-type="bibr" rid="ref10 ref10 ref11 ref11">(de Vries
et al., 2017; Strub et al., 2017)</xref>
        . In contrast,
Shekhar et al. (2019) model these two modules
jointly. They show that thanks to its joint
architecture, their Questioner model leads to dialogues
with higher linguistic quality in terms of richness
of the vocabulary and variability of the questions,
while reaching a performance similar to the state
of the art with Reinforcement Learning. They
argue that achieving high task success is not the only
criterion by which a visually-grounded
conversational agent should be judged. Crucially, the
dialogue should be coherent, with no unnatural
repetitions nor irrelevant questions. We claim that
to achieve this, a conversational agent needs to
learn a strategy to decide how to respond at each
dialogue turn, based on the dialogue history and
the current context. In particular, the Questioner
model has to learn when it has gathered enough
information and it is therefore ready to guess the
target.
      </p>
      <p>In this work, we extend the joint Questioner
architecture proposed by Shekhar et al. (2019)
with a decision-making component that decides
whether to ask a follow-up question to identify
the target referent, or to stop the conversation to
make a guess. Shekhar et al. (2018) had added
a similar module to the baseline architecture by
de Vries et al. (2017). Here we show that the
novel joint architecture by Shekhar et al. (2019)
can also be augmented with a decision-making
component and that this addition leads to further
improvements in the quality of the dialogues. Our
extended Questioner agent reaches a task success
comparable to Shekhar et al. (2019), but it asks
fewer questions, thus significantly reducing the
number of games with repetitions.
2.1</p>
      <sec id="sec-1-1">
        <title>Task</title>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Task and Models</title>
      <p>
        The GuessWhat?! dataset2 was collected via
Amazon Mechanical Turk by de Vries et al. (2017).
The task involves two human participants who see
a real-world image, taken from the MS-COCO
dataset
        <xref ref-type="bibr" rid="ref7">(Lin et al., 2014)</xref>
        . One of the participants
(the Oracle) is assigned a target object in the image
and the other participant (the Questioner) has to
guess it by asking Yes/No questions to the Oracle.
There are no time constraints to play the game.
Once the Questioner is ready to make a guess, the
list of candidate objects is provided and the game
is considered successful if the Questioner picks
the target object. The dataset consists of around
155k English dialogues about approximately 66k
di erent images. Dialogues contain on average 5.2
questions-answer pairs.
      </p>
      <p>We use the same train (70%), validation (15%),
and test (15%) splits as de Vries et al. (2017). The
test set contains new images not seen during
training. Following Shekhar et al. (2019), we use two
experimental setups for the number of questions
to be asked by the Questioner, motivated by prior
work: 5 questions (5Q) as de Vries et al. (2017),
and 8 questions (8Q) as Strub et al. (2017).
2.2</p>
      <sec id="sec-2-1">
        <title>Models</title>
        <p>We focus on developing a Questioner agent able
to decide when it has asked enough information
to identify the target object. We first describe the
baseline model proposed by de Vries et al. (2017).
Then we describe the model proposed by Shekhar
et al. (2019) and extend it with a decision making
module.</p>
        <p>Baseline de Vries et al. (2017) model the
Questioner agent of the GuessWhat?! game as two
disjoint models a Question Generator (QGen) and a
Guesser trained independently. After a fixed
number of questions by QGen, the Guesser selects a
candidate object.</p>
        <p>QGen is implemented as a Recurrent Neural
Network (RNN) with a transition function
handled with Long-Short-Term Memory (LSTM), on
which a probabilistic sequence model is built with
a Softmax classifier. Given the overall image
(encoded by extracting its VGG features) and the
current dialogue history (i.e., the previous sequence
2Available at https://guesswhat.ai/download.</p>
        <p>ResNet-152
Is it a car? No
Is it a person? Yes
The man with the hat? No
Oracle provides
answers</p>
        <p>Encoder
visually-grounded
dialogue state
ht
re ess
ak gu
M
n
o
iiecask
s
D</p>
        <p>Guesser
QGen</p>
        <p>Qt+1
Is it the batter?
of questions and answers), QGen produces a
representation of the visually grounded dialogue (the
RNN’s hidden state QHt 1 at time t 1 in the
dialogue) that encodes information useful to generate
the next question qt . The best performing model
of the Guesser by de Vries et al. (2017) represents
candidate objects by their object category and
spatial coordinates. These features are passed through
a Multi-Layer Perceptron (MLP) to get an
embedding for each object. The Guesser also takes as
input the dialogue history processed by an LSTM,
whose hidden state GHt 1 is of the same size as
the MLP output. A dot product between both
returns a score for each candidate object in the
image.</p>
        <p>
          Shekhar et al. (2018) extend the baseline
architecture of de Vries et al. (2017) with a third model,
a decision-making component that determines,
after each question/answer pair, whether the QGen
model should ask another question or whether the
Guesser model should guess the target object.
Grounded Dialogue State Encoder (GDSE)
Shekhar et al. (2019) address one of the
fundamental weakness of the Questioner model by de Vries
et al. (2017), i.e., having two disconnected QGen
and Guesser modules. They tackle this issue with
a multi-task approach, where a common
visuallygrounded dialogue state encoder (GDSE) is used
to generate questions and guess the target object.
Two learning paradigms are explored: supervised
learning (SL) and co-operative learning (CL). In
SL, the Questioner model is trained using
human data. While in CL, the Questioner model is
trained on both generated and human data. First,
the Guesser is trained on the generated questions
and answers and then the QGen is “readapted”
using the human data. Their results show that
training these two modules jointly improves the
performance of the Questioner model, reaching a
task success comparable to RL-based approaches
          <xref ref-type="bibr" rid="ref10 ref11">(Strub et al., 2017)</xref>
          .
        </p>
        <p>Adding a Decision Making module
(GDSEDM) We extend the GDSE model of Shekhar
et al. (2019) with a decision-making component
(DM). The DM determines whether QGen should
ask a follow-up question or the Guesser should
guess the target object, based on the image and
dialogue history. As shown in Figure 1, the DM
component is modelled as a binary classifier that
uses the visually-grounded dialogue state ht to
decide whether to ask or guess. It is implemented by
a Multi Layer Perceptron (MLPd) trained together
with the encoder with negative log-likelihood loss:
LD =
log p(declabel)
(1)
where declabel is the decision label, i.e., ‘ask’ or
‘guess’. The MLPd consists of three hidden
layers whose dimensions are 256, 64, and 16,
respectively; after each hidden layer a ReLU
nonlinearity is applied.</p>
        <p>To train the DM, we need decision labels. For
the SL setting, we follow the label generation
procedure introduced by Shekhar et al. (2018):
decision labels are generated by annotating all the last
question-answer pairs in the games with guess and
all other question-answer pairs as ask. For the CL
setting, we label the question/answer pairs based
on whether the Guesser module is able to correctly
predict the target object given the current dialogue.
If the Guesser module is able to make a correct
prediction after a given question/answer pair, we
label that dialogue state with guess and otherwise
with ask. This process results in an unbalanced
dataset for the DM where the guess label makes
up for only 20% of states. We address this class
imbalance by adding a weighing factor, , to the
loss. The balanced loss is given by</p>
        <p>LD = label ( log p(declabel))
(2)
where guess = 0.8 and ask = 0.2.</p>
        <p>The DM, for both SL and CL, is trained with
Cross Entropy loss in a supervised manner
using decision labels after each question/answer pair.
During inference, the model continues to ask
questions unless the DM chooses to end the
conversation or the maximum number of questions has
been reached. The GDSE-DM model trained with</p>
        <sec id="sec-2-1-1">
          <title>Baseline</title>
          <p>GDSE-SL
GDSE-CL
GDSE-SL-DM
GDSE-CL-DM
5Q</p>
          <p>SL and CL will be referred to as SL-DM and
CLDM, respectively. It has to be highlighted that the
tasks of generating a question and guessing the
target object are not equally challenging: while
the Guesser has to learn the probability
distribution of the set of possible objects in the image,
QGen needs to fit the distribution of natural
language words, which is a much harder task. As
in Shekhar et al. (2019), we address this issue by
making the learning schedule task-dependent
using a modulo-n training setup. In the SL setting, n
indicates after how many epochs of QGen training
the Guesser is updated together with QGen; for
CL, QGen is updated at every nth epoch, while the
Guesser is updated at all other epochs. We found
the optimal value of n to be equal to 5 for both the
SL and the CL setting. The models are trained for
100 epochs with Adam optimizer and a learning
rate of 0.0001 and we select the Questioner
module with the best performance on the validation set.
3</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>In this section, we report the task success accuracy
of our GDSE-DM model, which extends the joint
GDSE architecture with a decision-making
component. Following Shekhar et al. (2019), to
neutralize the e ect of random sampling in CL
training, we use 3 runs and report mean and standard
deviation.</p>
      <p>Table 1 gives an overview of the accuracy
results obtained by the models. Our main goal is to
show the e ect of adding a DM module to the joint
GDSE architecture. We therefore do not compare
to other approaches that use RL.3 As we can see,
adding a DM to the GDSE model decreases its
accuracy by 0.5-1% in the supervised learning
setting and by 4-5% in the cooperative learning
set3For completeness, the RL model by Strub et al. (2017)
has accuracy 56.2( 24) and 56.3( :05) for the 5Q and 8Q
settings, respectively.</p>
      <sec id="sec-3-1">
        <title>GDSE-SL-DM</title>
        <p>GDSE-CL-DM
5Q
ting. We believe that the higher drop in accuracy
of the CL-DM model can be attributed to the
decision labels used by this model. In the SL-DM
setting, the model is trained on human data, which
leads to a more reliable decision label. In
contrast, in the CL-DM setting, the model is trained
on automatically generated data, which includes
possible errors by both the QGen and the Oracle.
Overall, this results in more noisy dialogues. We
think that, due to the accumulation of these errors,
the decision labels of the generated dialogue
deviate significantly from the human data and thus the
DM fails to capture them.</p>
        <p>Despite the drop in task success, the DM agent
seems to be more e cient. Table 2 shows that the
average number of questions asked by the
DMbased models is lower: the GDSE model without
a DM always asks the maximum number of
questions allowed (either 5 or 8 questions); while, on
average, the GDSE-DM agent asks around 3.8 to
5.5 questions, even when it is allowed to ask up to
8. As we shall see in the next section, this leads to
dialogues that are more natural and less repetitive.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Analysis</title>
      <p>In this section, we look into the advantage brought
about by the DM in terms of the quality of the
dialogues produced by the model.</p>
      <p>Following Shekhar et al. (2019), we report
statistics about the dialogue produced by the
models with respect to lexical diversity (measured as
type/token ratio over all games), question
diversity (measured as the percentage of unique
questions over all games), and percentage of games
with at least one repeated question (see Table 3).
The main drawback of the models asking a fixed
number of questions is that they repeat questions
within the same dialogue. While the
introduction of the joint GDSE architecture by Shekhar
et al. (2019) substantially reduced the percentage
of games with repeated questions with respect to
the baseline model (from 93.5% to 52.16%), more
Baseline
GDSE-SL
GDSE-CL
GDSE-SL-DM
GDSE-CL-DM
Humans
than 50% of dialogues included repetitions, which
make them unnatural. We can see how adding a
DM component to GDSE addresses this important
problem: with the CL-DM setting, the percentage
of games with repeated questions goes down to
32.51% (-19.68%, from 52.19 to 32.51). The
reduction is also substantial for the SL-DM model
(-13.33%, from 55.80 to 42.47) albeit less
impressive.</p>
      <p>Given that the number of questions asked by the
DM-based models is lower (as shown in Table 2),
it is to be expected that the lexical and question
diversity of the dialogues produced by these models
will also be somewhat lower. Indeed, we observe a
rather significant drop in diversity for the SL-DM
setting. The CL-DM model, on the other hand, is
rather robust to diversity loss: in fact, lexical
diversity increases slightly with respect to GDSE-CL
(0.135 vs. 0.115 on average), while question
diversity decreases by a couple of points only,
remaining much higher than that of the baseline model.</p>
      <p>Following Shekhar et al. (2019), we also looked
into the distribution of the types of questions asked
by the models. Questions are divided into two
broad categories; entity ( about the target object
category, e.g., ‘is it a animal?’ ) and attribute
(about the target object property, e.g., ‘is it green
one?’). entity questions are further sub-divided
into ‘object category’ and ‘super-category’.
attribute questions are divided into ‘color’, ‘shape’,
‘size’, ‘texture’, ‘location’, and ‘action’ questions.
Table 4 provides distribution of questions by
different models. Compared with their counterparts,
the DM-based models ask more object questions.
The SL-DM also lowers significantly the number
of location questions (from 37.09 to 21.70), which
are the type of question most commonly repeated
by the various models, as shown by Shekhar et al.
(2019). We also computed the Kullback-Leibler
Baseline [failure]
1. is it a person? no
2. is it a tree? no
3. is it a tree? no
4. is it a tree? no
5. is it a tree? no
6. is it a tree? no
7. is it a tree? no
8. is it a tree? no
Baseline [success]
1. is it the baby? no
2. is it the toothbrush? yes
3. is it the toothbrush? yes
4. is it the toothbrush? yes
5. is it the toothbrush? yes
6. is it the toothbrush? yes
7. is it the toothbrush? yes
8. is it the entire toothbrush? yes</p>
      <p>GDSE-SL [success]
1. is it a person? no
2. is it a ski? yes
3. is it on the person in the front? yes
DM stops asking to guess
4. is it the left most person? yes
5. both skis? yes
6. both skis? yes
7. the whole skis? yes
8. the whole skis? yes</p>
      <p>GDSE-SL [success]
1. is it a person? no
2. is it a toothbrush? yes
3. is it the whole thing? yes
DM stops asking to guess
4. the one in the hand? yes
5. the one in the front? yes
6. the whole thing? yes
7. the whole of it? yes
8. all of it? yes</p>
      <p>GDSE-CL [success]
1. is it a person? no
2. is it a tree? no
3. is it a ski? yes
4. is it both skis of the person in front? yes
DM stops asking to guess
5. is it on the left? yes
6. is it on the left? yes
7. it is second to the right? no
8. is it the one on the left? yes
GDSE-CL [success]
1. is it a person? no
2. is it a toothbrush? yes
DM stops asking to guess
3. is it the one kid holding? yes
4. is it the one left of the baby? no
5. is it next to the one with the red handle? yes
6. is it next to the baby? no
7. is it one next to the baby? no
8. next to the whole object? yes
(KL) divergence to measure how the output of
each model di ers from the human distribution
of fine-grained question classes. We can see that
GDSE-DM models have comparatively higher
degree of divergence than GDSE, in particular the
SL-DM model, which asks a substantially larger
proportion of entity questions.</p>
      <p>The sample dialogues in Figure 2 provide a
qualitative illustration of the output of our
models, showing how the DM-based Questioner stops
asking questions when it has enough information
to guess the target object.</p>
      <p>Question type BL SL CL
entity 49.00 48.07 46.51
super-cat 19.6 12.38 12.58
object 29.4 35.70 33.92
attribute 49.88 46.64 47.60
color 2.75 13.00 12.51
shape 0.00 0.01 0.02
size 0.02 0.33 0.39
texture 0.00 0.13 0.15
location 47.25 37.09 38.54
action 1.34 7.97 7.60
Not classified 1.12 5.28 5.90
KL wrt Human 0.953 0.042 0.038
SL-DM
71.03
15.35
55.68
27.27
10.57
0.0
0.01
0.01
21.70
3.96
1.70
1.48
We have enriched the Questioner agent in the
goaloriented dialogue game GuessWhat?! with a
Decision Making (DM) component. Based on the
visually grounded dialogue state, our Questioner
model learns whether to ask a follow-up
question or to stop the conversation to guess the
target object. We show that the dialogue produced
by our model has less repetitions and less
unnecessary questions, thus potentially leading to more
e cient and less unnatural interactions – a well
known limitation of current visual dialogue
systems. As in Shekhar et al. (2018), where a
simple baseline model was extended with a DM
component, task accuracy slightly decreases while the
quality of the dialogues increases.</p>
      <p>A first attempt to partially tackle the issue
within the GuessWhat?! game was made by Strub
et al. (2017), who added a &lt;stop&gt; token to the
vocabulary of the question generator module to learn
when to stop asking questions using
Reinforcement Learning. This is a problematic approach as
it requires the QGen to generate probabilities over
a non-linguistic token; further, the decision to ask
more questions or guess is a binary decision and
thus it is not desirable to incorporate it within the
large softmax output of the QGen.</p>
      <p>
        Jiaping et al. (2018) propose a hierarchical
RL-based Questioner model for the GuessWhich
image-guessing game introduced by
Chattopadhyay et al. (2017) using the VisDial dataset
        <xref ref-type="bibr" rid="ref2 ref3">(Das
et al., 2017a)</xref>
        . The first RL layer is a module that
learns to decide when to stop asking questions.
We believe that a decision making component for
the GuessWhich game is an ill-posed problem. In
this game, the Questioner does not see the pool of
candidate images while carrying out the dialogue.
Hence, it will never know when it has gathered
enough information to distinguish the target
image from the distractors. In any case, our work
shows that a simple approach can be used to
augment visually-grounded dialogue systems with a
DM without having to use the high complexity of
RL paradigms.
      </p>
      <p>Task accuracy and dialogue quality are equally
important aspects of visually-grounded dialogue
systems. It remains to be seen how such
systems can reach higher task accuracy while
profiting from the better quality that DM-based models
produce.</p>
    </sec>
  </body>
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