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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Markov Logic Networks for Spatial Language in Reference Resolution</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Casey Kennington</string-name>
          <email>ckennington@cit-ec.uni-bielefeld.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dialogue Systems Group, CITEC Faculty of Linguistics and Literary Studies Universita ̈t Bielefeld</institution>
          ,
          <addr-line>Bielefeld</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>54</fpage>
      <lpage>64</lpage>
      <abstract>
        <p>This paper presents an approach for automatically learning reference resolution, which involves using natural language expressions, including spatial language descriptions, to refer to an object in a context. This is useful in conversational systems that need to understand the context of an utterance, like multi-modal or embodied dialogue systems. Markov Logic Networks are explored as a way of jointly inferring a reference object from an utterance with some simple utterance structure, and properties from the real world context. An introduction to mlns, with a small example, is given. Reference resolution and the role of spatial language are introduced. Different aspects of combining an utterance with properties of a context are explored. It is concluded that mlns are promising in resolving a contextual reference object.</p>
      </abstract>
      <kwd-group>
        <kwd>reference resolution</kwd>
        <kwd>spatial language</kwd>
        <kwd>markov logic networks</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>When we speak in a dialogue setting, we are often co-located (situated) in space and
refer to objects in that space. Besides using salient properties to refer to an object, like
its color, shape, and size, the language which is often used to refer to those objects make
up spatial language; that is, where the object is relative to some frame of reference, or as
relative to other objects in that space. Understanding spatial language has application
in fields like dialogue systems, multi-modal systems, and robotics, and makes up a part
of natural language understanding (nlu) in situated environments.</p>
      <p>
        Work done in reference resolution has focused mainly on word-level approaches
(see [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]), without specific focus on spatial language. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] construct a visual grammar
for reference resolution with some degree of success. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] looks at incremental reference
resolution, but also only looks at words. In this paper, we extend the work of reference
resolution by focusing on real world properties and bridge them with utterances that use
spatial language, with a small amount of linguistic structure. We created a statistical
model trained on generated data and apply Markov Logic Networks (mlns, [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]) as
the machine learning technique in the experiments. It is shown that these models are
significantly better than the baseline and that spatial language can be learned and
applied to reference resolution using mlns.
      </p>
      <p>Plan of this paper: In the following section, mlns are defined and a simple example
is given. The last part of the section will define reference resolution, with particular
attention to spatial language and how it pertains to the task of this paper. In section
2, the domain, task, data, and procedure are explained. The experiment section then
shows how well the system performs in reference resolution, as well as some visual
representations of how well the system learned about spatial language.
1.1</p>
      <sec id="sec-1-1">
        <title>Markov Logic Networks</title>
        <p>
          Markov Logic Networks have recently received attention in language processing fields
like coreference resolution [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], semantic role labeling [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], and web information
extraction [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. As defined by [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], a Markov Logic Network is a first-order knowledge base
with a weight attached to each formula (see also Markov Random Fields [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], which
make up mlns). This knowledge base is a declaration of predicates and typed
arguments, along with weighted first-order logic (fol) formulas which define the type of
relations between those predicates. This becomes a template to a mln network.
Evidence in the form of instances of the predicates can also be given either for training the
network, or for direct inference. mlns are a type of graphical model, where the nodes
are not directed, an example of which can be found in Figure 2.
        </p>
        <p>As an example mln, consider the following statement: If you write something
down, you are twice as likely to remember it. We can represent this by the predicates
W rite(person) and Remember(person). This can be formulated as: 2 W rite(x) ⇒
Remember(x). This defines a relationship between Write and Remember. The
argument in both Write and Remember have the type person and for this example, we
will introduce only one constant: Mary. Building all possible formulas given this
information requires all combinations of positive and negative predicates in the formula,
resulting in four formulas, all with weight 2, which will be referred to as worlds. It
is then necessary to determine which of those four formulas are satisfied by the
original formula of W rite(x) ⇒ Remember(x). It is satisfied when W rite is negative
or when Remember is positive, or both. The only time it is not satisfied is when
W rite(M ary) ⇒ ¬P ositive(M ary).</p>
        <p>After a set of worlds is created, one can perform inference by calculating a
probability:
(1)
(2)
P (X = x) = 1 ePj wjfj(x)</p>
        <p>Z
Z =</p>
        <p>X
x in X</p>
        <p>ePj wjfj(x)</p>
        <p>Where j indexes over the formulas. Here wj is defined as the weight of the
corresponding formula (in our example, the weight was 2), and fj is a function that
returns 1 if the formula is satisfiable, and 0 if it is not satisfiable. After the worlds
and their satisfiabilities are identified, the next step is to determine Z. If our
evidence is W rite(M ary), Z can be computed by finding which of the four formulas
by:</p>
        <p>Where Z, also known as the partition function, is the normalizing constant given
satisfy the evidence W rite(M ary), which results in one world that is satisfiable by
the original formula, and one that is not. Given this set of worlds, the numerator of
the probability is found by identifying the formulas which satisfy a query, for
example, Remember(M ary)?, which results in only one satisfiable formula. In this case, the
probability of Remember(M ary) given the evidence W rite(M ary) is e2e+2e0 = 0.88.</p>
        <p>
          This simple example only considered a very small set of possible worlds. It doesn’t
take many more formulas, predicates, arguments, or constants to make computing mlns
intractable for large domains. In fact, inference alone is NP-Hard [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], and determining
clause satisfiability is NP-Complete [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. Most of the current research done in mln
attempts to find better ways to approach these problems of intractability, with a large
degree of success. Furthermore, only inference was discussed. Inference is performed
when the weights are given. There are also mechanisms for learning the weights given
training data, but the details of how that is done will not be discussed here. For
this paper, I use the discriminative learning approach [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] to automatically learn the
formula weights. Methods for training mlns can also be found in [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] and [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. A book
by Pedro Domingos and Daniel Lowd [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] offers a good introduction to mln inference,
weight learning, and contains several examples.
1.2
Reference resolution involves the linking of natural language expressions to contextually
given entities [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Visual properties are often used to this end, properties such as color,
size, and shape. However, we often use spatial relationships with other objects to aid
in that reference. As spatial language plays a very important role in the reference
resolution in this paper, spatial language will now be discussed.
        </p>
        <sec id="sec-1-1-1">
          <title>Spatial Language</title>
          <p>
            Learning the meaning of spatial relationships has been done in navigational
direction tasks using reinforcement learning [
            <xref ref-type="bibr" rid="ref22">22</xref>
            ]. Spatial language has also been studied
in psycholinguistic research, as well as practical applications like robotics (see Spatial
Language and Dialogue [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ] and Language and Spatial Cognition [
            <xref ref-type="bibr" rid="ref8">8</xref>
            ] by Annette
Herskovit). When humans use spatial language, they use properties of the objects to which
they are referring, such as color, shape, relative position to another salient object, or
relative position with respect to some axis [
            <xref ref-type="bibr" rid="ref23">23</xref>
            ].
          </p>
          <p>Spatial language involves the language humans use to describe space and the objects
in that space. Humans require a common understanding of absolute and relative spatial
descriptions in order to communicate effectively. Words such as left, right, top, bottom,
and middle can represent absolute descriptions. Relative means that objects identified
relative to another, perhaps more visually salient object. This is where prepositions
are often used; on top of, below, next to, to the left of, beside. Even if we can gesture
by pointing or looking at an object, we still usually need to be able to articulate the
linguistic description of the object such that the hearer of the utterance can uniquely
identify the object to which we are referring. This linguistic description becomes even
more important when a human is interfaced with a computer and language is the only
medium for communication from human to computer, which is the experimental setting
for this paper.</p>
          <p>
            It is essential to establish a frame of reference when using spatial language. It
has been shown that alignment of the reference point is an ongoing process across
utterances, depending on the context [
            <xref ref-type="bibr" rid="ref24">24</xref>
            ]. [
            <xref ref-type="bibr" rid="ref11">11</xref>
            ] and [
            <xref ref-type="bibr" rid="ref22">22</xref>
            ] use two main categories for
the frame of reference: egocentric where the speaker is the frame of reference, and
allocentric were the coordinates are not based on the speaker. In this paper, we will
assume a single frame of allocentric reference. Specifically, both the hearer and the
speaker use the same frame of reference.
2
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Two-Dimensional Spatial Learning</title>
      <p>In this section, the domain, task, data, and procedure of the experiment which will use
mln to automatically learn reference resolution, particularly using spatial language,
are defined. By giving accuracies of successfully referred objects, we show that mlns
can be used successfully in reference resolution, as well as some figures that show the
extent that spatial language was learned.
2.1</p>
      <sec id="sec-2-1">
        <title>Domain, Task, Data, and Procedure</title>
        <sec id="sec-2-1-1">
          <title>Domain</title>
          <p>
            In this study, we used the Pentomino puzzle piece domain. A Pentomino board is
visually represented in rows and columns with pieces viewable by a human. On the
computer side, pieces are identified with unique arbitrary identifiers. The properties of
the pieces which are visually distinguishable by a human (color, shape, row, column,
relation to other pieces) are accessible also to the computer. In this way, the board and
pieces effectively become a shared visual context between the human and the computer,
as described in [
            <xref ref-type="bibr" rid="ref20">20</xref>
            ]. An example Pentomino board can be seen in Figure 1.
Property
Word
          </p>
          <p>Selected</p>
          <p>Property
WordGroup</p>
          <p>WordGroup</p>
          <p>
            Perspective is not being studied in this paper, so assumptions need to be made
about the frame of reference. The Pentomino board defines a fixed frame of reference
which is a board on a computer screen. Also, given the nature of the utterances used in
this paper (both generated from a corpus), egocentric descriptions such as my left were
not used. The utterances used involve three components to each spatial description:
target, a possible reference object, and spatial term(s) [
            <xref ref-type="bibr" rid="ref2">2</xref>
            ]. The goal is to see if these
can be learned automatically to identify the reference object.
          </p>
        </sec>
        <sec id="sec-2-1-2">
          <title>Task</title>
        </sec>
        <sec id="sec-2-1-3">
          <title>Data</title>
          <p>
            The Pentomino board as implemented in the InPro toolkit [
            <xref ref-type="bibr" rid="ref1 ref19">1, 19</xref>
            ] was used.1 The larger
goal of nlu in Pentomino is to understand what action which is to be performed on the
board (rotate, delete, move, mirror, or select a piece), which results in a change of the
board’s state (e.g., rotating a piece means visually making it appear with a different
orientation). This experiment will focus only on identifying the piece to which the user
is referring, not the action or change of board state.
          </p>
          <p>The training and evaluation data were automatically generated. This was a natural
choice because one of the goals of this paper is to determine how well mlns perform
on language data. We can infer that if mlns can’t be made to work well on simplistic,
automatically generated data with simple relational structures, then they will not work
on real speech data with more complex structures. Further, the use of automatically
generated data was motivated by the fact that the perspective is fixed, making the
utterances of a finite type. Also, the task is reference resolution so the verb can be
assumed to be a command-form select (as in “Select the piece ...”), thus reducing
the possible syntactic structures. This puts focus on the spatial language and words
that describe other properties of a piece, which can be generated to be representative
of typical real-world language use. Finally, we don’t generate actual utterances, but
a simple semantic representation that defines relationships between words and word
groups (phrases), though we will refer to them as the utterance. This kind of semantic
representation can be obtained from most syntactic or semantic formalisms, though no
syntactic or semantic parsing is done here.</p>
          <p>The training data were generated by creating one thousand boards. Each board
was randomly assigned 3-5 rows and 3-5 columns (number of rows and columns need
not be the same), creating a small variability in the dimensions of the boards which
allowed for generality. The number of pieces was also randomly assigned, between 4
and 6 pieces for training where the maximum number of pieces must be no larger than
the number fields in the smallest possible board. Each piece was assigned a random
color, shape, row, and column, and of course multiple pieces could not occupy the
same space. After each piece was in place, one was chosen randomly to be the selected
piece, the piece that was referred. A pseudo-utterance that described that piece was
then generated in the form of a simple semantic representation. The pseudo-utterance
contained words that described the shape, color, absolute, and relative descriptions.
There were a total of 5 colors and 7 shapes. I used the following absolute spatial
descriptions: left, right, top, bottom, middle, corner, and the following relative spatial
descriptions: above, higher than, on top of, next to, beside, below, under, beneath, on the
left of, and on the right of. The shape, color, and all absolute spatial descriptions were
treated as a bag of words. The words in a relative spatial description were treated as a
word group, which corresponds to a small amount of linguistic structure (grouped, for
example, as prepositional phrases).</p>
          <p>An example of this is given in Figure 3. Here, the selected piece is a red cross
somewhere near the middle, below a gray cross which is in the middle of the top row.
The generated pseudo-utterance would be something like select the middle red cross
below the gray cross in the top middle, where red, middle, and cross are treated as
simple words, and below the gray cross in the top middle is treated as a word group.
1http://sourceforge.net/projects/inprotk/</p>
          <p>The evaluation set was similarly generated, but used 100 boards, with row and
column lengths between 3 and 7, and the number of pieces was between 4 and 9. The
range of rows and columns, and the range of possible number of pieces was larger than
in training. For each evaluation experiment, the evaluation set was randomly generated,
so each one was different.</p>
          <p>Part of the effort in using mlns is determining what should be specified as predicates
(e.g. Color, Shape, Row, etc) and what should be learned automatically. In this paper,
only one abstract predicate, Property, that implicitly does the typing into different
features was used. The example in Figure 3 shows a single Piece, and multiple Property
predicates for that piece. Where numbers would cause confusion, they can simply be
annotated with a unique property type (e.g. column 1 = 1C). The properties used as
represented in Figure 3 were type, color, % horizontal from center, % vertical from
center, row, and column. The predicates Word and WordGroup represent the words,
and group of words, respectively, as previously explained. The final argument for all the
predicates is the board identifier, which separated states of the board and corresponding
selected pieces and utterances from other boards. The second argument in WordGroup,
groupID, is a unique identifier that is the same across a group of words. In Figure 3, the
identifier is simply 1, but if more WordGroups existed, then they would be represented
by a different number. A typical representation of a board would have many pieces and
more word groups for the utterance.</p>
        </sec>
        <sec id="sec-2-1-4">
          <title>Procedure</title>
          <p>
            The Alchemy system [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ] for mln learning and inference was used for these experiments.2
The board and pseudo-utterances were represented as evidence to the mln, as well
as which piece was selected. Discriminative training with Select as the predicate to
query was used. As mln is a way of defining a relation between various predicates,
those predicates need to represent meaningful information from the Pentomino board,
as well as the utterance and how the utterance relates to the board, as shown in Figure
3.
          </p>
          <p>To test, a board is similarly randomly generated as in training, and a piece is again
randomly selected. However, the selected piece is what was being inferred about by
the mln, so it was kept hidden. The pseudo-utterance was generated in the same way
as in training. Using the state of the board and the utterance, the mln system then
inferred which piece was being described by that utterance. If the piece with the highest
probability matched the selected piece, it was marked as correct. If there was a tie,
then the first one returned by the query was chosen. This is therefore a simple measure
of accuracy. In this scenario, the majority class baseline would be 25%, where 4 is the
minimum number of possible pieces during evaluation.
2.2</p>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Experiment: Absolute and Relative Spatial Understanding</title>
        <p>Though the main goal of this paper is to show that a mln can effectively learn
spatial language reference resolution, it is also useful to see how a mln performs in
different settings, as shown in Table 1. Overall, alchemy and mln perform above
baseline in all areas. Most interesting to note is the fact that when all types were used
(shape, color, absolute, and relative spatial), the accuracy was only 58%. This is
possibly due to the fact that it was trained on a system which included the rows and
columns (information that was not used at evaluation). This is evidenced by the fact
that the Ind column for the same row gave 88% and was trained on similar settings,
only minus rows and columns, forcing the model to learn how to resolve without rows
and columns as piece properties. It is further interesting to note that shape, color, and
absolute spatial received high accuracies for both systems. However, a system with
relative spatial knowledge will be more robust to real language input in a real-world
environment, despite the somewhat lower probability.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Board Distributions</title>
        <p>Another way of showing how well the mln learned about spatial language is to look at
a graphical representation of the probabilities of each piece in the board as a gradient,
where the darker in color, the higher the probability. Some of these gradient boards
(using a 5x5 board) are displayed, where all fields are taken by a piece with the same
color and shape, thus nullifying them as distinguishing features. First, a look at
absolute spatial language. An example of absolute top-left, and absolute centre-right are
represented in Figures 4 and 5 respectively. These show that the absolute language was
well learned, especially for a specific point like top-left in Figure 5.</p>
        <p>Relative spatial language is a little more difficult to visualize in a gradient, but
certain relative relations can be isolated by looking at a gradient map with its
corresponding board, where the board is not completely filled. The board and gradient map
for the relation above can be found in Figures 6 and 7. For a piece to be above another
piece, it simply needed to be in a higher row than that piece, regardless of the column.
The notion of above is learned, but the distribution over the pieces is somewhat
unexpected. Any piece that is above another piece should have some probability, with the
darker gradients starting at the higher pieces, decreasing with the rows. The concept
of above here is generally learned, though there is need for improving the model when
it comes to relative spatial relationships.</p>
        <p>
          After the submission of this paper, we used the principles that were learned here
and applied them to real, non-generated Pentomino data collected in a
Wizard-ofOz study [
          <xref ref-type="bibr" rid="ref18 ref7">7, 18</xref>
          ] in a situated setting of natural language understanding. That work
resulted in a paper [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] in which we used mlns not only for reference resolution, but to
predict a semantic frame which also included the action to take on the referred piece,
and the desired state of the board after the action was complete (for example, the
utterance rotate the blue cross clockwise would have rotate as the action, the blue cross
as the referred piece, and the resulting state of the board would be that it appears 90
degrees to the right). Experiments were performed on hand-annotated speech, as well as
automatically transcribed speech, evaluated incrementally (word-level increments), and
on full utterances. We concluded that information from the visual context (pentomino
board), the utterance (which included a syntactic context-free parser and corresponding
semantic representation), and previous discourse context perform well, in terms of
frame accuracy, in the Pentomino domain.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Conclusions and Future Work</title>
      <p>Markov Logic Networks are effective in reference resolution in a two-dimensional
domain like Pentomino. They can effectively learn a mapping between an utterance and
real world object properties, including utterances that contain spatial language
descriptions.</p>
      <p>Future work involves using what was learned via this task and implementing it into
a larger natural language understanding framework. We will continue to use mlns, and
further incorporate other real-world information, such as eye gaze and gestural
information from the human. We will extend this to domains beyond Pentomino, domains
which use real world spatial representations, and apply it in interactive settings.</p>
    </sec>
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