This repository contains code to generate the bAbI tasks
as described in the paper
Towards AI-Complete Question Answering: A Set of Prerequisite Toy Tasks
.
Please cite the paper if you use this code in your work (bibtex entry here
__).
http://fb.ai/babi http://arxiv.org/abs/1502.05698 __ http://dblp.uni-trier.de/rec/bibtex/journals/corr/WestonBCM15
.. contents:: :depth: 2
This project requires Torch to be installed. The easiest way to install Torch
is by following the installation instructions at torch/distro
__. To use the
library, install it with LuaRocks by running the following command from the
root directory.
.. code:: bash
luarocks make babitasks-scm-1.rockspec
__ https://github.com/torch/distro
To generate a task, run the command
.. code:: bash
babi-tasks <task-id>
where <task-id>
is either a class name (like PathFinding
) or the task
number (e.g. 19). To quickly generate 1000 examples of each task, you can use
.. code:: bash
for i in `seq 1 20`; do babi-tasks $i 1000 > task_$i.txt; done
The tasks in babi/tasks
correspond to those from the original dataset as
follows:
== ============================================= ===================
== ============================================= =================== 1 Basic factoid QA with single supporting fact WhereIsActor 2 Factoid QA with two supporting facts WhereIsObject 3 Factoid QA with three supporting facts WhereWasObject 4 Two argument relations: subject vs. object IsDir 5 Three argument relations WhoWhatGave 6 Yes/No questions IsActorThere 7 Counting Counting 8 Lists/Sets Listing 9 Simple Negation Negation 10 Indefinite Knowledge Indefinite 11 Basic coreference BasicCoreference 12 Conjunction Conjunction 13 Compound coreference CompoundCoreference 14 Time manipulation Time 15 Basic deduction Deduction 16 Basic induction Induction 17 Positional reasoning PositionalReasoning 18 Reasoning about size Size 19 Path finding PathFinding 20 Reasoning about agent's motivation Motivations == ============================================= ===================
Note: This code is a rewrite of the original code that was used to
generate the publicly available dataset at `fb.ai/babi`__. As such, it
is not possible to produce exactly the same dataset.
However, we have verified that numbers obtained are very similar.
Task flags
Some tasks accept configuration flags that will change their output.
In both the ``PathFinding`` and ``Size`` the number of inference steps required
to answer the question can be changed. You can also control the number of
"decoys" (locations that are not part of the path).
.. code:: bash
babi-tasks PathFinding --path-length 3 --decoys 1
babi-tasks Size --steps 3
Currently the path length plus the number of decoys has to be 5 or less.
Similarly, the number of size comparisons cannot be more than 5.
For tasks involving people moving around, the use of coreferences and
conjunctions can be controlled with the flags ``--coreference`` and
``--conjunction``. These flags take a number between 0 and 1 as an argument,
determining the fraction of the time coreferences and conjunctions are used
respectively.
.. code:: bash
babi-tasks WhereIsActor --coreference 1.0
Tasks can also be rendered in a more symbolic manner. Use the flag ``--symbolic
true`` to enable this.::
1 H teleport N
2 H teleport F
3 eval H is_in F 2
Code Overview
-------------
Tasks are generated through simulation: We have a world containing entities_,
and actions_ that can add new entities to the world, or modify entities' states.
Simulations then just take the form of sampling actions that are valid.
We often want to ask questions that require some sort of logical inference. Some
types of inference can be re-used in multiple tasks, for example the deduction
that a person and the object they are holding are in the same place is used
several times. For this reason, some of the reasoning has been factored out: We
keep track of what the reader of a story knows about the world, and each time a
new line is read, we update this knowledge_.
What follows is a brief overview of the classes and concepts used, which should
help guide the understanding of the code.
World
A world is a collection of entities. Worlds can be loaded from text files such
as those found in babi/tasks/worlds
using the world:load(filename)
command.
.. _entities:
Entity
All concepts and objects in the simulations are entities. They are effectively
Lua tables that describe the entity's properties.
Actions
Actions modify the state of the world. Each action is performed by an entity, even actions like setting the location or size of another entity (these are usually performed by the entity "god").
An action's is_valid
method will test whether an action can be performed
e.g. John cannot move to the kitchen if he is already there. The perform
method assumes that the action is valid, and modifies the world accordingly
i.e. it will change the location of John.
Lastly, actions can update the reader's knowledge_ of the world. For example, if we know that John is in the kitchen, the action "John grabs the milk" informs the reader that the milk is in the kitchen as well.
Knowledge
The ``Knowledge`` class keeps track of what a reader currently knows about the
world. When actions_ are performed, the ``Action.update_knowledge`` method can
update this knowledge accordingly. For example, when ``Knowledge`` contains
the information that John is in the kitchen, the action of dropping the milk
will result in the knowledge being updated to say that the milk is in the
kitchen, and that it isn't being held by anyone.
The ``Knowledge`` class takes into account some basic logical rules. For
example, some properties are "exclusive" in the sense that only one value can be
true (John cannot be in the kitchen and the garden at the same time, but he can
be not in the kitchen and not in the garden at the same time). Reversely, this
means that if John is in the garden, the reader knows that he is not in the
kitchen.
We keep track of which actions gave us which pieces of information about the
world. This way, we can provide the user with the supporting facts when asking
questions.
.. _clauses:
Clause
Facts about the world are expressed as clauses of the form (truth value, actor, action, arguments)
. For example (true, john, teleport, kitchen)
means that John moved to the kitchen, while (false, john, drop, milk)
means that John did not drop the milk. Note that because all information
must be conveyed as actions, the sentence "John is in the garden" is
represented as (true, god, set_property, is_in, garden)
.
.. _questions:
Question
A question is represented as a tuple of the form ``(question type, clause,
support)``.
| 1 John is in the garden.
| 2 Where is John? garden 1
This story is represented as a clause, ``clause = (true, god, set_property,
john, is_in, garden)``, followed by a question, ``question = (evaluate, clause,
{1})``. A question like "Is john in the garden?" would instead be represented as
``question = (yes_no, clause, {1})``.
Natural language generation
After the simulation is complete, a story (task) is nothing more but a list of
clauses and questions. We turn this into text using the stringify
function. This function performs a simple process: It repeatedly tries to find
templates that can turn the next clause(s) or question(s) into text. It randomly
samples a template from the matching ones, and goes on to the next clause that
needs to be converted.
Templates can be selected further based on configuration (each task has a default configuration, but they can be passed through the command line as well). This enables turning on things like coreferences, conjunctions, etc.
Towards AI-Complete Question Answering: A Set of Prerequisite Toy Tasks
__", arXiv:1502.05698 [cs.AI].End-To-End Memory Networks
__", arXiv:1503.08895 [cs.NE].http://arxiv.org/abs/1502.05698 http://arxiv.org/abs/1503.08895